ill be honest, looking at the screenshot for this game and initially opening it, i thought, man, this game is really lackluster and simple looking. i didnt know how wrong i could be. It does have a simple look and bare bones UI (formspecs), but it manages to be a very interesting and challanging puzzle game that can keep you entertained for a while. the one suggestion i would have to improve it is to allow restarting a level, rather than restarting the whole game.
This package leaves me with conflicted view. To start off with, looking at the positives it is a interesting game concept, something different not seen/really done with the minetest engine. the concept of what the game could be is really interesting. onto the cons, from a playability standpoint it simply is just placing some elements and increasing a counter, and after a while it gets boring. additionally you are limited to placing things branching off of existing areas rather than placing things anywhere on the map. in spite of this i think that the game could be a great thing if some of the wanted contributions for features e implemented and could potentionally give the game a point. on the topic of contributions wanted it seems the author wants to keep going with there very odd dreampt up license https://github.com/Splizard/buildacity/blob/d2b30f7aa203c163a6015947bddfb9148a249069/License.txt of which there is a osi thread asking it to be approved https://lists.opensource.org/pipermail/license-review_lists.opensource.org/2021-February/005068.html which appears to lead nowhere as well as potentially suggesting that git hosting sites forks might not be allowed (not a lawyer disclaimer here). regardless contributing to this code base while something that would be fun to do, seems like something that is probably best to be avoided.
I was really happy to see a game taking place in some sort of Ancient Egypt: the first map was really on point talking about level design, wide outside and narrow inside. A few decorations more would have totally helped, and as general taste I would avoid completely round objects inside a voxel game (ie. columns).
However, I wasn't able to understand the sense of the game, especially the white room that was way different from the rest (is the character inside a mental institution? Is there an end? Am I supposed to endlessly cicle?). Unfortunately, gameplay comes before atmosphere (games with a wonderful graphics but with poor gameplay < games with a poor graphics and wonderful gameplay), hence the negative vote.
I wasn't expecting a runner in Minetest, but it's fun
That's definitely not the first game that would pop into my mind when thinking about Minetest (and I don't even think it's a great stand-alone game concept, it feels more like a minigame) but the author made a really nice job porting an endless runner videogame into Minetest. Collecting coins is rewarding, it can jump AND slide (the dead animation also works perfectly, congratulations for using the tools the game already gives you), and with the music defaulted to on it would have been even better.
If I have to find some critiques, putting it into a cave would have made more sense with the title, as the empty sky is somehow out of context. Also, I think that, after a while, the author just copy-pasted a piece of the map over and over, but (if I'm right) it's a jam and it's totally understandable.
P.S.: I know that saying the following isn't impartial as I'm the author, but consider to use arena_lib to turn it into a really nice minigame that people can put into their servers
This was the first game from the jam that I've seen having a custom icon and background image in the main menu, so +1. Unfortunately, inputs felt a bit clumsy (maybe because I'm used to MisterE Snake 3D, and I admit that it's not that easy to calibrate anyway) and even playing in third person doesn't help as the body of the snake basically covers the whole camera
The first thing I don't understand is why there are monsters roaming through this warehouse. It looks like a puzzle game where you have to find these special presents, but it feels like the author thought fighting was a must have, forcing these creatures in the game. They don't seem to add anything special to it (also, when damaged, they have no feedback but the HP bar changing on their head).
Another thing I can't seem to grasp is how the aisles counting works. I... just can't navigate through them properly, so I have no idea of what present I should open. Furthermore, instructions in chat aren't that handy (why not a GUI or an HUD?) and, if you die, you respawn outside the warehouse, breaking the game
I had to check out on CDB how to play because I was expecting to do something with the screwdriver from the very beginning instead of using my fists. If the bar would have been reduced to 2 slots, it might have resulted more intuitive. Or even better, giving the screwdriver only when needed.
Texture pack is nice, but sounds are missing and, more importantly, there is no rewarding feeling when a level is completed, as the player gets automatically teleported into the next one. Some delay to have players look around (maybe followed with a jingle) would be nice. Also, I personally got bored after a few levels rather than feeling challenged
I understand that it was made for a jam and the author might have not had the time to clean it up, but having to manually move the map into a world folder can't be ignored - as who plays is not expected to read the description here on CDB.
A soundtrack would have helped a lot to convey the right atmosphere, and in general I wasn't able to understand how to play (I couldn't place anything). Too bad, because I think this game has potential, so I really hope to see the author polish it!
I loved this—really smooth gameplay. Thought it took me a little while to figure out how to get the power and how to turn on the lights. But so far seems to be pretty easy. I wonder what challenges might come. It also doesn't seem to matter much where your city is or how it is laid out. Seems like building in some more dynamics about how users construct their cities would make it more interesting and challenging.
I had liked that there was an initial context welcoming the player (even if no sound), but it turned into a repetitive clicker after a while; the objective is to keep farming, and unlocking new areas needs players to stand still in front of them for an amount of time that increases according to the number of resources needed (I would have put a default time, maybe with a nice sound).
Most importantly, though, why there is not even a cube? I think the author wanted to experiment, but areas could have been squares instead of hexagons (meaning also less models to download). Furthermore, I personally don't like perfectly round objects placed into a voxel context, as they result out of place, so I think that - graphically speaking - it could have been way better with way less effort and resources. Seeing all these non-squared 3D models I wonder: why on Minetest and not, for instance, on Godot?
The game started well with a nice pixel art icon in the main menu bar, but then there was no immersion into the atmosphere: lack of music, lack of context (there is a guy exchanging items and brown monsters, with no further info provided) and lack of monster boundaries, attacking the player whilst talking with the merchant. In general, I haven't understood the purpose of the game and experienced a crash at the very first launch
I like it also how are the shops too far ? There is a node you can right click that teleports you. Didn't feel like the longest journey to me at all ... (are you noclip flying there ? ^^ )
I have yet to beat this, even when I abandon oxygen and HVAC I can't get enough moeny before things start going downhill. A little balancing is probably needed.
The models are very detailed, did you do them yourself?
Great work! I didn't test multiplayer but that would be an interesting direction to take this in
Few notes,
While moving to the sides, you sometimes bug out of the rail.. (oops i use 5.4.0 my bad.)
would be good to have a change in camera when sneaking.
GAME DESCRIPTION:
Berzerkpt is a game similar to dungeon crawlers, where your goal is to kill as many enemies as possible.
RATINGS:
Visual Appeal: 5/20
Sound/Audio Design: 0/20
Completeness: 15/30
License: 30/30
Originality: 10/50
Gameplay: 20/50
Performance: 30/50
User Friendly/Intuitive: 50/100
Codebase: 100/150
FINAL SCORE: 260/450
FINAL THOUGHTS:
Berzerkpt has the potential to be a fun, enjoyable time killer but fails at the part of keeping users entertained. I am too detached from the game when I play. The same four buildings get repetetive. Adding objectives and a little ambient music would really spruce it up.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
GAME DESCRIPTION:
Arcade3D is a game remniscent (and a near-clone) of games like Pac-Man in arcades in the 1980s and onwards.
RATINGS:
Visual Appeal: 17/20
Sound/Audio Design: 8/20
Completeness: 0/30
License: 0/30
Originality: 10/50
Gameplay: 0/50
Performance: 20/50
User Friendly/Intuitive: 10/100
Codebase: 20/150
FINAL SCORE: 85/450
FINAL THOUGHTS:
Pac-Man was a hit in Japan and America when it was released. I loved the game, and I was hoping I could give it a chance. Unfortunately, there are too many other glaring issues for me to enjoy this game. For example, you really take the fun out of it when the player must do everything themselves, from placing the map and breaking the pellets to placing the ghosts. Is this salvagable? No, but I recommend you redo it properly. Use entities for pellets, ghosts, place maps automatically, handle the game properly instead of piecing this together. I hope to see another version of this I can enjoy in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
GAME DESCRIPTION:
BalloonAir is a forwards-scrolling game where your goals are to collect coins and dodge paper airplanes.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 6/20
Completeness: 20/30
License: 30/30
Originality: 0/50
Gameplay: 15/50
Performance: 40/50
User Friendly/Intuitive: 70/100
Codebase: 130/150
FINAL SCORE: 329/450
FINAL THOUGHTS:
It's alright for a game, fun to play for a few minutes but I see not much value in playing it for longer than that. Maybe making it competitive with an online leaderboard or server would make things more interesting. Let me know if you do!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
GAME DESCRIPTION:
A competetive game whose objective is for players to destroy the most blocks without dying.
RATINGS:
Visual Appeal: 20/20
Sound/Audio Design: 20/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 40/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 100/150
FINAL SCORE: 380/450
FINAL THOUGHTS:
It's a great LAN game that really shows that Minetest is capable of handling other fun games, other than simple block placing games. Music is a nice touch.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
GAME DESCRIPTION:
A game where your objective is to clone builds using items found in the shop for profit.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 15/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 30/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 110/150
FINAL SCORE: 371/450
FINAL THOUGHTS:
For a concept that isn't original, it is still intriguing and with a few small changes, I think it would boom as an online server. Defining custom sizes for schems and building them for others would be great. Timing the builds and having a leaderboard would be awesome.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
GAME DESCRIPTION:
Alter is a game where you start in a lab where experiments have been performed and you are in a quantumly entangled state. You must solve puzzles, increasing in complexity until you beat the game.
RATINGS:
Visual Appeal: 10/20
Sound/Audio Design: 10/20
Completeness: 28/30
License: 30/30
Originality: 50/50
Gameplay: 50/50
Performance: 50/50
User Friendly/Intuitive: 80/100
Codebase: 140/150
FINAL SCORE: 398/450
FINAL THOUGHTS:
This is a game that from my perspective, takes inspiration from Portal but does a fine job of making it its' own game. I hope to see updates for this in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
Through the positive reviews amassed through game jam reviewers, this game has surpassed LOTT, the infinite IKEA and a couple other genuinely well done game, being a mere "cookie clicker" type of game: You spend all your time doing the highly repetitive task of mining resources and spending them. The first five minutes you unlock new types of resources - which merely differ in color/tool - and a "shop", which will convert resources. But afterwards, it gets "meh".
In it's current state the game is basically an idle clicker with 3 unchanging buttons. I've seen the mobile game ads though, and am very interested in seeing where this goes. I will definitely update my review as progress is made
I tested 10 games from JAM2021 until now (Build'N'Buy, littlelady, lucky dude, modular_portals, subway_miner, snake_3d, grand_theft_box, pacman, buildacity and balloonair) and for me this is the 2º best of then. (1º place to me was Build'N'Buy)
But only work in single player mode, i can't create a local server, the players must be aware.
I tested 10 games from JAM2021 until now (Build'N'Buy, littlelady, lucky dude, modular_portals, subway_miner, snake_3d, grand_theft_box, pacman, buildacity and balloonair) and for me this is the best of then. (2º place to me was Little Lady)
But can be better with: - a miniature exemple of how the copy must to be beside. - I take 'air' node. - An easy model in 1º play, my first was the moon.
Is it possible to change the Minecart mod, so the player can simply jump to exit it? It is sometimes impossible to exit from a minecart - I've found this problem many times when 2 players in minecarts "collide" and end up on top / "inside" of each other. In that case, you can not see the cart in order to right click it, so you can exit it, and therefore become stuck in it. By allowing detach with jump, it would simplify the experience and should solve this problem - especially for mobile players on Android.
It's the first gamejam-game which i test which not lag, or a Arcade game is. It's a nice evolution game but there are only colored blocks but there is more cretive possible. Also you should spawn on a sector and not in water.
My 6%-rating(if i would have 6% of rating):
0.75/1 for the idea --the idea is cool but not unique
1/2 for the media --That are only color textures. And the dealer was a bit modified Sam-Texture. But the sectors was modulated in hexagons.
2.5/3 for the play --It was nice time for play it but i spawned in water and must find the platform first. But the tuttorial was also good.
This game has great potential IMO. The basic mechanisms (power supply, money, road connections) are there and the plain textures fit in perfectly well. Suggestions:
Hint the player to the help. I struggled a bit how to start playing until I discovered that there was some help available when pressing I. Could also include some more information (like given in the CDB's package description) in the in-game help.
Buildable power plants
Enable roads to go up/down
(Music?)
Really looking forward what will come next to this game (more infrastructure?).
Nice grapics, nice idea, but the itens placement stop to working for me. I made new worlds and the problem stay.
I miss too instructions on the itens cost and descriptions.
Hope this game go ahead.
I create the worlds but only enter in the landscape and shows 'Press JUMP to start'. I press jump and the player jump. Press 'i' shows controls but i can't play.
As simple as this gameplay is as beautiful I find the textures (admittedly a matter of taste). I like that there are new nodes introduced almost in every level which makes you want to know what comes next.
The short command aliases are very convenient too.
great entertainment
ill be honest, looking at the screenshot for this game and initially opening it, i thought, man, this game is really lackluster and simple looking. i didnt know how wrong i could be. It does have a simple look and bare bones UI (formspecs), but it manages to be a very interesting and challanging puzzle game that can keep you entertained for a while. the one suggestion i would have to improve it is to allow restarting a level, rather than restarting the whole game.
interesting concept
This package leaves me with conflicted view. To start off with, looking at the positives it is a interesting game concept, something different not seen/really done with the minetest engine. the concept of what the game could be is really interesting. onto the cons, from a playability standpoint it simply is just placing some elements and increasing a counter, and after a while it gets boring. additionally you are limited to placing things branching off of existing areas rather than placing things anywhere on the map. in spite of this i think that the game could be a great thing if some of the wanted contributions for features e implemented and could potentionally give the game a point. on the topic of contributions wanted it seems the author wants to keep going with there very odd dreampt up license https://github.com/Splizard/buildacity/blob/d2b30f7aa203c163a6015947bddfb9148a249069/License.txt of which there is a osi thread asking it to be approved https://lists.opensource.org/pipermail/license-review_lists.opensource.org/2021-February/005068.html which appears to lead nowhere as well as potentially suggesting that git hosting sites forks might not be allowed (not a lawyer disclaimer here). regardless contributing to this code base while something that would be fun to do, seems like something that is probably best to be avoided.
Nice atmosphere, but it lacks of gameplay
I was really happy to see a game taking place in some sort of Ancient Egypt: the first map was really on point talking about level design, wide outside and narrow inside. A few decorations more would have totally helped, and as general taste I would avoid completely round objects inside a voxel game (ie. columns).
However, I wasn't able to understand the sense of the game, especially the white room that was way different from the rest (is the character inside a mental institution? Is there an end? Am I supposed to endlessly cicle?). Unfortunately, gameplay comes before atmosphere (games with a wonderful graphics but with poor gameplay < games with a poor graphics and wonderful gameplay), hence the negative vote.
I wasn't expecting a runner in Minetest, but it's fun
That's definitely not the first game that would pop into my mind when thinking about Minetest (and I don't even think it's a great stand-alone game concept, it feels more like a minigame) but the author made a really nice job porting an endless runner videogame into Minetest. Collecting coins is rewarding, it can jump AND slide (the dead animation also works perfectly, congratulations for using the tools the game already gives you), and with the music defaulted to on it would have been even better.
If I have to find some critiques, putting it into a cave would have made more sense with the title, as the empty sky is somehow out of context. Also, I think that, after a while, the author just copy-pasted a piece of the map over and over, but (if I'm right) it's a jam and it's totally understandable.
P.S.: I know that saying the following isn't impartial as I'm the author, but consider to use arena_lib to turn it into a really nice minigame that people can put into their servers
Can't maneuver properly
This was the first game from the jam that I've seen having a custom icon and background image in the main menu, so +1. Unfortunately, inputs felt a bit clumsy (maybe because I'm used to MisterE Snake 3D, and I admit that it's not that easy to calibrate anyway) and even playing in third person doesn't help as the body of the snake basically covers the whole camera
Confusing
The first thing I don't understand is why there are monsters roaming through this warehouse. It looks like a puzzle game where you have to find these special presents, but it feels like the author thought fighting was a must have, forcing these creatures in the game. They don't seem to add anything special to it (also, when damaged, they have no feedback but the HP bar changing on their head).
Another thing I can't seem to grasp is how the aisles counting works. I... just can't navigate through them properly, so I have no idea of what present I should open. Furthermore, instructions in chat aren't that handy (why not a GUI or an HUD?) and, if you die, you respawn outside the warehouse, breaking the game
Not intuitive nor rewarding
I had to check out on CDB how to play because I was expecting to do something with the screwdriver from the very beginning instead of using my fists. If the bar would have been reduced to 2 slots, it might have resulted more intuitive. Or even better, giving the screwdriver only when needed.
Texture pack is nice, but sounds are missing and, more importantly, there is no rewarding feeling when a level is completed, as the player gets automatically teleported into the next one. Some delay to have players look around (maybe followed with a jingle) would be nice. Also, I personally got bored after a few levels rather than feeling challenged
Good graphics but confusing
I understand that it was made for a jam and the author might have not had the time to clean it up, but having to manually move the map into a world folder can't be ignored - as who plays is not expected to read the description here on CDB. A soundtrack would have helped a lot to convey the right atmosphere, and in general I wasn't able to understand how to play (I couldn't place anything). Too bad, because I think this game has potential, so I really hope to see the author polish it!
Simple and fun—too simple?
I loved this—really smooth gameplay. Thought it took me a little while to figure out how to get the power and how to turn on the lights. But so far seems to be pretty easy. I wonder what challenges might come. It also doesn't seem to matter much where your city is or how it is laid out. Seems like building in some more dynamics about how users construct their cities would make it more interesting and challenging.
Thank you for your time and energy on this!
A game with no cubes in a voxel engine
I had liked that there was an initial context welcoming the player (even if no sound), but it turned into a repetitive clicker after a while; the objective is to keep farming, and unlocking new areas needs players to stand still in front of them for an amount of time that increases according to the number of resources needed (I would have put a default time, maybe with a nice sound).
Most importantly, though, why there is not even a cube? I think the author wanted to experiment, but areas could have been squares instead of hexagons (meaning also less models to download). Furthermore, I personally don't like perfectly round objects placed into a voxel context, as they result out of place, so I think that - graphically speaking - it could have been way better with way less effort and resources. Seeing all these non-squared 3D models I wonder: why on Minetest and not, for instance, on Godot?
(Jam) No context nor goal
The game started well with a nice pixel art icon in the main menu bar, but then there was no immersion into the atmosphere: lack of music, lack of context (there is a guy exchanging items and brown monsters, with no further info provided) and lack of monster boundaries, attacking the player whilst talking with the merchant. In general, I haven't understood the purpose of the game and experienced a crash at the very first launch
works nicely
I like it also how are the shops too far ? There is a node you can right click that teleports you. Didn't feel like the longest journey to me at all ... (are you noclip flying there ? ^^ )
Not much to do
This game work well, no crashes, but you only have to click in some of 4 squares, this is all the gameplay. I miss more levels or new challenges.
Funny game
The game lacks a way to save yor progress :/EDIT: fixed later
Graphics are nice and game is pretty fun.
Overall: Good
I have yet to beat this, even when I abandon oxygen and HVAC I can't get enough moeny before things start going downhill. A little balancing is probably needed.
The models are very detailed, did you do them yourself?
Great work! I didn't test multiplayer but that would be an interesting direction to take this in
Good i guess...
Good game.
Few notes,
While moving to the sides, you sometimes bug out of the rail.. (oops i use 5.4.0 my bad.) would be good to have a change in camera when sneaking.pretty good game
Quite an interesting game, but it needs some improvement. It gets a bit boring after a while.
260/450: Berzerkpt
GAME DESCRIPTION: Berzerkpt is a game similar to dungeon crawlers, where your goal is to kill as many enemies as possible.
RATINGS:
Visual Appeal: 5/20
Sound/Audio Design: 0/20
Completeness: 15/30
License: 30/30
Originality: 10/50
Gameplay: 20/50
Performance: 30/50
User Friendly/Intuitive: 50/100
Codebase: 100/150
FINAL SCORE: 260/450
FINAL THOUGHTS: Berzerkpt has the potential to be a fun, enjoyable time killer but fails at the part of keeping users entertained. I am too detached from the game when I play. The same four buildings get repetetive. Adding objectives and a little ambient music would really spruce it up.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
85/450: Arcade3D
GAME DESCRIPTION: Arcade3D is a game remniscent (and a near-clone) of games like Pac-Man in arcades in the 1980s and onwards.
RATINGS:
Visual Appeal: 17/20
Sound/Audio Design: 8/20
Completeness: 0/30
License: 0/30
Originality: 10/50
Gameplay: 0/50
Performance: 20/50
User Friendly/Intuitive: 10/100
Codebase: 20/150
FINAL SCORE: 85/450
FINAL THOUGHTS: Pac-Man was a hit in Japan and America when it was released. I loved the game, and I was hoping I could give it a chance. Unfortunately, there are too many other glaring issues for me to enjoy this game. For example, you really take the fun out of it when the player must do everything themselves, from placing the map and breaking the pellets to placing the ghosts. Is this salvagable? No, but I recommend you redo it properly. Use entities for pellets, ghosts, place maps automatically, handle the game properly instead of piecing this together. I hope to see another version of this I can enjoy in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
323/450: BalloonAir
GAME DESCRIPTION: BalloonAir is a forwards-scrolling game where your goals are to collect coins and dodge paper airplanes.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 6/20
Completeness: 20/30
License: 30/30
Originality: 0/50
Gameplay: 15/50
Performance: 40/50
User Friendly/Intuitive: 70/100
Codebase: 130/150
FINAL SCORE: 329/450
FINAL THOUGHTS: It's alright for a game, fun to play for a few minutes but I see not much value in playing it for longer than that. Maybe making it competitive with an online leaderboard or server would make things more interesting. Let me know if you do!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
380/450:
GAME DESCRIPTION: A competetive game whose objective is for players to destroy the most blocks without dying.
RATINGS:
Visual Appeal: 20/20
Sound/Audio Design: 20/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 40/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 100/150
FINAL SCORE: 380/450
FINAL THOUGHTS: It's a great LAN game that really shows that Minetest is capable of handling other fun games, other than simple block placing games. Music is a nice touch.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
371/450: Build 'n' Buy
GAME DESCRIPTION: A game where your objective is to clone builds using items found in the shop for profit.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 15/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 30/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 110/150
FINAL SCORE: 371/450
FINAL THOUGHTS: For a concept that isn't original, it is still intriguing and with a few small changes, I think it would boom as an online server. Defining custom sizes for schems and building them for others would be great. Timing the builds and having a leaderboard would be awesome.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
375/450: Subway Miner
GAME DESCRIPTION: Subway Miner is a game remniscent of Subway Surfers, where the goal is to get as many mese as possible while avoiding obstacles.
RATINGS:
Visual Appeal: 15/20
Sound/Audio Design: 10/20
Completeness: 20/30
License: 30/30
Originality: 10/50
Gameplay: 35/50
Performance: 45/50
User Friendly/Intuitive: 80/100
Codebase: 120/150
FINAL SCORE: 375/450
FINAL THOUGHTS: It's a good clone of the Subway Surfers game and with a few tweaks, it could bring hours of enjoyment to players.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
398/450: Alter
GAME DESCRIPTION: Alter is a game where you start in a lab where experiments have been performed and you are in a quantumly entangled state. You must solve puzzles, increasing in complexity until you beat the game.
RATINGS:
Visual Appeal: 10/20
Sound/Audio Design: 10/20
Completeness: 28/30
License: 30/30
Originality: 50/50
Gameplay: 50/50
Performance: 50/50
User Friendly/Intuitive: 80/100
Codebase: 140/150
FINAL SCORE: 398/450
FINAL THOUGHTS: This is a game that from my perspective, takes inspiration from Portal but does a fine job of making it its' own game. I hope to see updates for this in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
Overrated cookie clicker
Through the positive reviews amassed through game jam reviewers, this game has surpassed LOTT, the infinite IKEA and a couple other genuinely well done game, being a mere "cookie clicker" type of game: You spend all your time doing the highly repetitive task of mining resources and spending them. The first five minutes you unlock new types of resources - which merely differ in color/tool - and a "shop", which will convert resources. But afterwards, it gets "meh".
Intresting concept and good graphics
Graphics are very nice, but the baloon sometimes seems bugging (going inside entire mountains without actually crashing).
Hope this will get fixed!
A good game
With a better environment (lamps, doors? better looking guards?), it would be a pretty good game.
Overall: Meh
In it's current state the game is basically an idle clicker with 3 unchanging buttons. I've seen the mobile game ads though, and am very interested in seeing where this goes. I will definitely update my review as progress is made
Overall: Good
Nice job! You made great use of available time, this game doesn't feel shallow like some jam games do
For polish:
Things you might want to fix:
Beautiful game
I tested 10 games from JAM2021 until now (Build'N'Buy, littlelady, lucky dude, modular_portals, subway_miner, snake_3d, grand_theft_box, pacman, buildacity and balloonair) and for me this is the 2º best of then. (1º place to me was Build'N'Buy)
But only work in single player mode, i can't create a local server, the players must be aware.
Best so far
I tested 10 games from JAM2021 until now (Build'N'Buy, littlelady, lucky dude, modular_portals, subway_miner, snake_3d, grand_theft_box, pacman, buildacity and balloonair) and for me this is the best of then. (2º place to me was Little Lady)
But can be better with: - a miniature exemple of how the copy must to be beside. - I take 'air' node. - An easy model in 1º play, my first was the moon.
suggestion to simplify detaching from minecart
Is it possible to change the Minecart mod, so the player can simply jump to exit it? It is sometimes impossible to exit from a minecart - I've found this problem many times when 2 players in minecarts "collide" and end up on top / "inside" of each other. In that case, you can not see the cart in order to right click it, so you can exit it, and therefore become stuck in it. By allowing detach with jump, it would simplify the experience and should solve this problem - especially for mobile players on Android.
Great fun
Played it yesterday with the maker and I could've easily played another hour if I didn't need sleep!
Good fun, polished and easy to get into. If you like any version or clone of bomberman, you will like this too.
Looking forward to play this with more people!
Nice game but more is possible
It's the first gamejam-game which i test which not lag, or a Arcade game is. It's a nice evolution game but there are only colored blocks but there is more cretive possible. Also you should spawn on a sector and not in water.
My 6%-rating(if i would have 6% of rating):
I recommend the game for the gamejam
Good start
This game has great potential IMO. The basic mechanisms (power supply, money, road connections) are there and the plain textures fit in perfectly well.
Suggestions:
I
. Could also include some more information (like given in the CDB's package description) in the in-game help.Really looking forward what will come next to this game (more infrastructure?).
Stop working
Nice grapics, nice idea, but the itens placement stop to working for me. I made new worlds and the problem stay. I miss too instructions on the itens cost and descriptions. Hope this game go ahead.
Impressive implementation
I was surprised how well this type of game worked (in Minetest!).
Suggestion: Turn on the music by default, it makes the game feel so much nicer.
Don't work for me
I create the worlds but only enter in the landscape and shows 'Press JUMP to start'. I press jump and the player jump. Press 'i' shows controls but i can't play.
Good game for...
This is a good game for:
Simple and beautiful
As simple as this gameplay is as beautiful I find the textures (admittedly a matter of taste). I like that there are new nodes introduced almost in every level which makes you want to know what comes next. The short command aliases are very convenient too.