This game is a very good Bomberman-like game. I haven’t played much Bomberman so I don’t know exactly what the differences in powerups, etc. are but I like the ways in which the players can interact with bombs (punching and springing), and it’s fun to rack up wins on the leaderboard.
Unless you have 7 friends to play with, I would recommend playing this game on a public server, so that you might end up with extra players.
This is a fun and short puzzle game. It was clearly designed for one player only, but it is possible to play multiplayer as long as all players are at the button before someone presses it (You can smuggle extra cubes into levels by doing this.). There were a few puzzles that made me think they would be really difficult and maybe give up, but we always figured out the solution without too much trouble.
Fun Game About Fighting Dragons With Elaborate Structures
This is definitely the game I spent the most time with. My brother and I worked together to defeat the first 2 dragons (each 1 took 2 tries) across 3+ hours. We didn’t fight the black dragon because it was getting late and it looked really hard to make the structure. When we get time though, I do want to try to fight the black dragon.
I like the emergent mechanics and the puzzle of figuring out how to build the structures. Usually I think information about a game should be inside the game, but in this case it feels like it fits well outside of the game, as if the player character already knows exactly what they need to do. The game does put a lot of faith in the player to figure out the puzzle though, which may scare some people away.
One of the tags is “Singleplayer-focused”, but as far as I can tell the game works well in multiplayer too, and I can’t think of a reason why it would be more fun single player than multiplayer co-op. I would recommend playing this game with friends, because working together makes the fights easier. But, if you can only play single player, then I would still recommend the game (set aside lots of time though!).
PLEASE NOTE: This review is written for the 2021 Minetest Game Jam version of this game, by a PARTICIPANT. I used Minetest version 5.4.1 to playtest.
Bad. I'm greeted with many console warnings. This is barely a game, almost just an (incomplete) sandbox. You just walk around in a maze and kill people. There does not seem to be an objective. This is unconvincing.
PLEASE NOTE: This review is written for the 2021 Minetest Game Jam version of this game, by a PARTICIPANT. I used Minetest version 5.4.1 to playtest.
The idea for the game is okay, but I think there are just too few levels. There are no sounds. Also, the game doesn't have too many puzzle concepts as well. I appreciate the little "story", but it's still just too little, too boring. Sorry.
PLEASE NOTE: This review is written by a PARTICIPANT of the 2021 Minetest Game Jam. I used Minetest version 5.4.1 to playtest.
I grudgingly give this game a thumbs up because it perfectly matches the game jam's theme of "small game" and it's an arcade classic, although it has some flaws. The fences have broken lighting, apparently. The text doesn't match properly into the GUI. The graphics could be better, it doesn't look like you're in a subway. ;-)
But still, the execution of this game is done okay enough to barely reach a thumbs up for my taste.
PLEASE NOTE: This review is written by a PARTICIPANT of the Game Jam.
The game seems complex at first but as soon you figure out how each of the machine actually works, it actually turns out to be mostly a "numbers managing game", and you just have to find the best values for each machine and then a strategy on how you manage repairs.
What makes this game tricky to win is that your expenses constantly go up and there is no way to stop it. So if you take too long before making a serious profit, you are doomed to lose. The GUI has a few bugs for me, the text is "overbleeding" for some reason, and I use default fonts. But fonts are kind of a mess in Minetest anyway, unfortunately. Until Minetest has better font handling, I don't punish the game rating for it.
I appreciate the in-game help, although those highly technical formulas ... ooff!
Considering this is a game jam submission and the game jam theme is "small game", I therefore give a thumbs up.
For those who are interested, here is my winning strategy: Immediately buy 50 food (should be enough for the whole game), set HVAC and heating to 15, set cooler to 300, set drill to 300, keep airlock closed, then go to gravity generator and WAIT. When energy is lower than 50 and nothing needs to be fixed, sleep. If the gravity generator breaks, you can instantly fix it because you're already standing there (the gravity generator is very important, if it breaks, other machines will soon follow). If the cooler breaks, RUN and fix it asap to prevent a full breakdown. For other machine breakdowns, you can just walk. If you don't have anything else to do, wait in front of the gravity machine to insta-fix it in case of breakdown. This setup seems to be most stable.
This was a fun game, I think it'd be cool to add more buildings you can build, the game kind of lacks gameplay, but the graphics are really nice, and there is some fun in just building a city. Maybe add music?
Thanks for participating!
I loved this game! Great job NO11.
I think the tutorial needs to explain the items, and maybe add some background music?
The game was a little glitchy, but for me didn't take the fun out of it really.
Good job!
This game took a bit of time to get the hand of, but once you get a dragon summoned, the game really takes on a new level of fun.
The mechanics on this game were very interesting, and were fun to learn.
Great job talas!
So far, it's a good mod. It would be nice if more biomes are added, like how Minecraft has the crimson/warped forests, soulsand valley with a different fire. Add stuff like that, along with cyan fire that deals twice the damage. It's a good mod, but it could have more.
Hey this mod is amazing with so many things in the game and a lot of configurable stuff but just one request to add some sort of guide for coding lua for those who don't know how to code on lua. As I am also a beginner
Played around with this a few months ago, it was a lot of fun, but kind of messy to set up at first.
After that, it was loads of fun, and to top it off, it looks great too.
This game was pretty hard to understand. I'm not a huge puzzle player, so bear with me.
I think a, in game tutorial would be awesome, including explaining the goal and such.
The game also lacked music and sounds too. Please add music, I think it would make the game a lot better.
Thanks for participating!
Parkour was pretty awesome, but it really lacked music, and didn't even say how to restart. Luckily someone told me how to restart the level, but this should be the most important thing for a tutorial. Maybe add a message when you first join, saying how to restart, or when you touch the floor you restart.
Hope you can fix/add this things, and I hope for more levels in the future!
This game actaully seems like it has lots of potential, but I think the absence of music or any sounds at all, made the game a bit boring. I hope you add more content, and most of all music.
Thanks for participating!
It has room for improvements, but it has been made for a game jam after all. I hope this will be further developed and polished improving UI and animations, and adding powerups - just like the original game.
this game is fun but i doent like that you need wait for other people on servers to be able to play. the gameplay is also a littel slow but other than that, the game is nice. the textures are pretty and powerups are cool.
The control scheme is about as intuitive as it can be in 3D space, just takes some learning. The gameplay requires intense spatial reasoning which I think is fine. Even if some people are better than others at it, that's just how it goes, much like how not everyone has the aptitude to be a l33t FPS 360 no-scope sniper with impeccable reflexes. As far as gameplay is concerned, you can't go wrong.
However, Snake 3D suffers from problems present in other mods like advtrains and digtron, where the camera rotation will be lost while attached to a moving entity. Add to this the way it moves in discrete increments and the attached segments of the snake is jarring and the net result is it is just not good for people like myself who are prone to motion sickness. Others have also pointed out how limiting the camera to within the rectangular prism of gameplay is unhelpful.
Conclusion: Play it if you don't get motion sick easily, avoid otherwise.
It took me a while to understand what was happening but I came to grips with it eventually. It's technically impressive and I enjoyed exploring it. It doens't look like its ready for you to create your own adventure, but the one included is enjoyable for sure. It seems it might also be possible to softlock yourself out of going back to certain rooms due to the 2-portal-max limit; I think I did this with some of them.
Lack of sound was a bit dissapointing, could have easily re-used Minetest Game sounds and yes some quiet peaceful music or ambience might have helped. SFX for entering newly discovered rooms would push it into a real exploration experience.
The portal barrier states need a bit of a further explanation and even though I think I finished the game by making it to the mine, I'm only guessing. Red = invalid configuration; blue = more than 2 portals in this configuration; pink = sides completed so far are valid, but the portal is incomplete.
I'd love to see an easy way for you to build your own puzzle worlds in it as well. Using the portals at the top and bottom might also be an interesting addition.
It's worth playing for the experience of figuring it out and progressing through the game, but I hope the author continues to improve it because it was a bit hard to start and there's no included documentation in-game or in the game files.
A code nightmare and full of re-used code and assets
From the moment I launched it this game had my CPU running flat out on one core for no apparent reason. We'll get to the bottom of that and other technical problem issues. For now, gameplay: It told me presents were in a few different aisles but there are no signs on the aisles to tell me what number they are. Actually, it turns out this is the z-coordinate of each present. Also, I didn't have damage turned on when I started it, so I was actually cheating without knowing it. Games can override this if they know what they're doing.
So you eventually find at least one present, congrats, it wasn't on the shelves like the others and it was green. At least it doesn't matter if you have colourblindness when the special presents are in a different spot. You run back, place it down, easy enough. Then it tells me I can leave. Leave how? and do what? There's no door, the wall is impenetrable and the world outside is flat and featureless.
At this point you begin to ask what's original in the assets here. Mobs - from an old mod by PilzAdam. Walls - copper blocks from minetest game. For some reason all of MTG default was included. Shelves - from infinite IKEA. I guess the present texture is original? The git history is a mess and there's no licence file in the game's (1) original mod.
Now why does it 100% my CPU? All of the code runs in a globalstep and while the author, mercifully, added most things in a conditional in that globalstep, the entire warehouse of copper blocks, shelves and presents is replaced every single globalstep. Look, clearly the author is new to coding and probably overlooked or didn't fully understand this, but I just find this inexcusable.
I was missing the soundtrack when I first launched it due to having Minetest muted. Woops! It's a bit less boring with the soundtrack going, although at a grand total runtime of 73 seconds it will wear thin pretty quick. I thought it must be a professional/semi-amateur track originally composed elsewhere, but a look at the licence file and OGG metadata will reveal it's an original composition by ExeVirus in REAPER. I have to say the soundtrack does build the mood, but a good soundtrack doens't automatically make it a good game.
It's also the same schematic map with the same spawn point every time, and I really don't think the map layout made any real sense, it's more of a race track than a sensible road layout.
I didn't quite get why bicycle mod was chosen as a vehicle base instead of driftcar. I had some actual fun playing driftgame and one thing I think this game should aspire to become in the future is more like that, with procedurally generated streets. Other elements can be incorporated later as well, but good driving is always what one expects in a 'grand theft' type game.
I can see this project going some place like a drive-by shooting PvP game in a randomly generated arena and ending up being pretty fun. But for now I would hold off from playing it except if you want to do a few laps in the box while listening to the epic soundtrack, and then quit.
I really wanted to understand how Mesecons work, so I've given this game a shot. I think that the tutorial part, if expanded, could be amazing, but the rest was just confusing to me. Basically, I don't get how a museum can help people understand how things work without explaining them anything (but saying: "this is X"). I mean, yes, it's a slideshow, but I was expecting something more educational and interactive.
I appreciated the custom sky and the chains though, giving that God of War III vibe.
Not much was going on in this game, I think it might be kind of fun if you could add a few things: maybe add new maps, add a timer for 1 minute (or 30s), and each time you get one right, you get 3 points, when you get one wrong, you lose a point, then after the timer goes off, it shows you your score, and your highscore.
Thanks for participating!
I love this!! This deserves first place I think. I really enjoyed playing this, I think the only way this could be improved, is by adding a better tutorial system. Like Zughy said, every thing was really clumped up in the inventory, and I didn't even know what the objective of the game was, until I played it a few times.
I loved that interface! The animation was so awesome, and the minimizing effect!
Great job!
The game concept is really cool, but it's so glitchy and buggy, that's it's not really playable.
The editor also lacks a tutorial, and if you break the floor and accidently fall in, it's over, you have to make a new world.
I'm not sure if it's even possible to make a game like this in Minetest, but hopefully you can polish it up a bit.
Thanks for participating in the game jam!
I mean... you can teleport around by tossing an item. Should I add more? :D
It opens up to fun strategies in PvP and faster explorations in PvE games, becoming a very versatile tool. I would have probably avoided to copy the exact Minecraft name, but other than that, it's great
The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements.
I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.
Looks spartan, but you won't see everything on your first playthrough
Finally something that feels like its own game with SFX, MSX and custom texturing & HUD. It gets a little repetitive with the same grey brick walls and music, but it's worth exploring several times. The bugs that it does suffer are bearable and there are no huge UX blunders either. I see a great future for it if the author improves it.
The music and a slick looking UI will get you going and ready to play. When you land into the world, you may find it pretty monotonous pretty quick. However, since some of the other reviews I read revealed things I hadn't seen, and I myself discovered more on successive playthroughs/attempts, there's variety out there, it's just a bit sparse at first. I don't know what to say about the inconsistency of props and guards that I found throughout the jail, whether it's good or bad. Finishing your game can be a little anticlimactic and I didn't realise the air in front of me was indeed my escape.
There are two stats to manage: Health and sprint. There is a variety of food, beverages, enemies and weapons to be found. Play it multiple times to discover more. Be aware some enemies are plain-clothed.
The bugs have to be acknowledged: Health sometimes won't show, there are randomly dark areas, dynamite blowing up the light, you can cheese it by digging the walls (why are they diggable??), guards that deliberately try to avoid eye contact and pretend they don't see you or who like to stare at the wall for long periods.
The inability to save a game in progress is a little frustrating. The main menu should only show if no level is in progress.
Conclusion: Play it blind for the joy of discovery, bear with the monotony and bugs for a little bit. If not, be hopeful that the author will improve the game later enough for you to enjoy it.
Fun Bomberman-like Game
This game is a very good Bomberman-like game. I haven’t played much Bomberman so I don’t know exactly what the differences in powerups, etc. are but I like the ways in which the players can interact with bombs (punching and springing), and it’s fun to rack up wins on the leaderboard.
Unless you have 7 friends to play with, I would recommend playing this game on a public server, so that you might end up with extra players.
Short Puzzle Game About Mirror Worlds
This is a fun and short puzzle game. It was clearly designed for one player only, but it is possible to play multiplayer as long as all players are at the button before someone presses it (You can smuggle extra cubes into levels by doing this.). There were a few puzzles that made me think they would be really difficult and maybe give up, but we always figured out the solution without too much trouble.
I would recommend this game if you like puzzles.
Fun Game About Fighting Dragons With Elaborate Structures
This is definitely the game I spent the most time with. My brother and I worked together to defeat the first 2 dragons (each 1 took 2 tries) across 3+ hours. We didn’t fight the black dragon because it was getting late and it looked really hard to make the structure. When we get time though, I do want to try to fight the black dragon.
I like the emergent mechanics and the puzzle of figuring out how to build the structures. Usually I think information about a game should be inside the game, but in this case it feels like it fits well outside of the game, as if the player character already knows exactly what they need to do. The game does put a lot of faith in the player to figure out the puzzle though, which may scare some people away.
One of the tags is “Singleplayer-focused”, but as far as I can tell the game works well in multiplayer too, and I can’t think of a reason why it would be more fun single player than multiplayer co-op. I would recommend playing this game with friends, because working together makes the fights easier. But, if you can only play single player, then I would still recommend the game (set aside lots of time though!).
Unconvincing
PLEASE NOTE: This review is written for the 2021 Minetest Game Jam version of this game, by a PARTICIPANT. I used Minetest version 5.4.1 to playtest.
Bad. I'm greeted with many console warnings. This is barely a game, almost just an (incomplete) sandbox. You just walk around in a maze and kill people. There does not seem to be an objective. This is unconvincing.
Broken
PLEASE NOTE: This review is written for the 2021 Minetest Game Jam version of this game, by a PARTICIPANT. I used Minetest version 5.4.1 to playtest.
It's literally unplayable for me. It say "Jump to play" but when I do that, nothing happens. I tried that multiple times, but failed. I'm sorry. :-(
Too little
PLEASE NOTE: This review is written for the 2021 Minetest Game Jam version of this game, by a PARTICIPANT. I used Minetest version 5.4.1 to playtest.
The idea for the game is okay, but I think there are just too few levels. There are no sounds. Also, the game doesn't have too many puzzle concepts as well. I appreciate the little "story", but it's still just too little, too boring. Sorry.
Grundingly thumbs up
PLEASE NOTE: This review is written by a PARTICIPANT of the 2021 Minetest Game Jam. I used Minetest version 5.4.1 to playtest.
I grudgingly give this game a thumbs up because it perfectly matches the game jam's theme of "small game" and it's an arcade classic, although it has some flaws. The fences have broken lighting, apparently. The text doesn't match properly into the GUI. The graphics could be better, it doesn't look like you're in a subway. ;-) But still, the execution of this game is done okay enough to barely reach a thumbs up for my taste.
Interesting concept
PLEASE NOTE: This review is written by a PARTICIPANT of the Game Jam.
The game seems complex at first but as soon you figure out how each of the machine actually works, it actually turns out to be mostly a "numbers managing game", and you just have to find the best values for each machine and then a strategy on how you manage repairs. What makes this game tricky to win is that your expenses constantly go up and there is no way to stop it. So if you take too long before making a serious profit, you are doomed to lose. The GUI has a few bugs for me, the text is "overbleeding" for some reason, and I use default fonts. But fonts are kind of a mess in Minetest anyway, unfortunately. Until Minetest has better font handling, I don't punish the game rating for it. I appreciate the in-game help, although those highly technical formulas ... ooff! Considering this is a game jam submission and the game jam theme is "small game", I therefore give a thumbs up.
For those who are interested, here is my winning strategy: Immediately buy 50 food (should be enough for the whole game), set HVAC and heating to 15, set cooler to 300, set drill to 300, keep airlock closed, then go to gravity generator and WAIT. When energy is lower than 50 and nothing needs to be fixed, sleep. If the gravity generator breaks, you can instantly fix it because you're already standing there (the gravity generator is very important, if it breaks, other machines will soon follow). If the cooler breaks, RUN and fix it asap to prevent a full breakdown. For other machine breakdowns, you can just walk. If you don't have anything else to do, wait in front of the gravity machine to insta-fix it in case of breakdown. This setup seems to be most stable.
Useful for effects otherwise impossible
for instance, I used it to make sparks on a malfunctioning teleporter pad
Great game. Hoping for more types of buildings and more gameplay
This game was played and rated in the Minetest GAME JAM LIVE (ep5): https://rumble.com/vrmbsg-minetest-game-jam-live-ep5.html Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 24/30 (Great)
CONCLUSION 🔗
This was a fun game, I think it'd be cool to add more buildings you can build, the game kind of lacks gameplay, but the graphics are really nice, and there is some fun in just building a city. Maybe add music? Thanks for participating!
-StarNinjas
One of my favorite Game Jam submissions!
This game was played and rated in the Minetest GAME JAM LIVE (ep5): https://rumble.com/vrmbsg-minetest-game-jam-live-ep5.html Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 23/30 (Great)
CONCLUSION 🔗
I loved this game! Great job NO11. I think the tutorial needs to explain the items, and maybe add some background music? The game was a little glitchy, but for me didn't take the fun out of it really. Good job!
-StarNinjas
Very fun when you get the hang of it!
This game was played and rated in the Minetest GAME JAM LIVE (ep5): https://rumble.com/vrmbsg-minetest-game-jam-live-ep5.html Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 23/30 (Great)
CONCLUSION 🔗
This game took a bit of time to get the hand of, but once you get a dragon summoned, the game really takes on a new level of fun. The mechanics on this game were very interesting, and were fun to learn. Great job talas!
-StarNinjas
Good mod, but needs more biomes!
So far, it's a good mod. It would be nice if more biomes are added, like how Minecraft has the crimson/warped forests, soulsand valley with a different fire. Add stuff like that, along with cyan fire that deals twice the damage. It's a good mod, but it could have more.
Muy Divertido
Innovador: Me ha impresionado hasta donde se puede llegar con Minetest, sin duda, BlockBomber es un ejemplo de que el limite esta en la imaginacion.
Divertido: Es muy divertido para jugar con amigos, los sonidos y la musica te hacen sonreir mientras explotas cajas con tus bombas.
Bonito: Lo modelos 3D y las texturas me han impresionado, son simples pero encajan perfectamente en la intencion del juego.
No me ha hecho falta jugar muchas horas para darme cuenta que este juego es perfecto y que tendra mucho exito.
A lot useful mod
Hey this mod is amazing with so many things in the game and a lot of configurable stuff but just one request to add some sort of guide for coding lua for those who don't know how to code on lua. As I am also a beginner
Really well done 3D snake minigame
Played around with this a few months ago, it was a lot of fun, but kind of messy to set up at first.
After that, it was loads of fun, and to top it off, it looks great too.
Overall: How
I didn't realize my Minetest client could stretch (:
Overall: Good
The jam version has a few drawbacks, but if you ignore/work around them the game is quite fun.
I'll be following this post-jam, I like where it's going.
It was hard to understand what was going on, and no music or sounds
This game was played and rated in the Minetest GAME JAM LIVE (ep4): https://rumble.com/vrk84a-minetest-game-jam-live-ep4.html Note: rating system was changed a bit from ep1 Note2: I changed my rfating a bit from the stream
OVERVIEW 🔗
OVERALL: 14/30 (Good)
CONCLUSION 🔗
This game was pretty hard to understand. I'm not a huge puzzle player, so bear with me. I think a, in game tutorial would be awesome, including explaining the goal and such. The game also lacked music and sounds too. Please add music, I think it would make the game a lot better. Thanks for participating!
-StarNinjas
Pretty fun, needs music
This game was played and rated in the Minetest GAME JAM LIVE (ep4): https://rumble.com/vrk84a-minetest-game-jam-live-ep4.html Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 19 (Great)
CONCLUSION 🔗
Parkour was pretty awesome, but it really lacked music, and didn't even say how to restart. Luckily someone told me how to restart the level, but this should be the most important thing for a tutorial. Maybe add a message when you first join, saying how to restart, or when you touch the floor you restart. Hope you can fix/add this things, and I hope for more levels in the future!
-StarNinjs
Pretty much just breaking stuff down. Needs music
This game was played and rated in the Minetest GAME JAM LIVE (ep4): https://rumble.com/vrk84a-minetest-game-jam-live-ep4.html Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 19 (Great)
CONCLUSION 🔗
This game actaully seems like it has lots of potential, but I think the absence of music or any sounds at all, made the game a bit boring. I hope you add more content, and most of all music. Thanks for participating!
-StarNinjas
Great for digging and clearing lots of stone
Its great for removing stone and such, but it would be nice if it were more durable. I had to install an anvil mod to keep repairing it.
Good
Simple, good and not buggy as i expected. Nice item for minigames didn't try it in survival but it looks good for that too...
Very useful
A very useful item for many servers
Funny!
It has room for improvements, but it has been made for a game jam after all. I hope this will be further developed and polished improving UI and animations, and adding powerups - just like the original game.
fun but need wait
this game is fun but i doent like that you need wait for other people on servers to be able to play. the gameplay is also a littel slow but other than that, the game is nice. the textures are pretty and powerups are cool.
Motion sickness alert
The control scheme is about as intuitive as it can be in 3D space, just takes some learning. The gameplay requires intense spatial reasoning which I think is fine. Even if some people are better than others at it, that's just how it goes, much like how not everyone has the aptitude to be a l33t FPS 360 no-scope sniper with impeccable reflexes. As far as gameplay is concerned, you can't go wrong.
However, Snake 3D suffers from problems present in other mods like advtrains and digtron, where the camera rotation will be lost while attached to a moving entity. Add to this the way it moves in discrete increments and the attached segments of the snake is jarring and the net result is it is just not good for people like myself who are prone to motion sickness. Others have also pointed out how limiting the camera to within the rectangular prism of gameplay is unhelpful.
Conclusion: Play it if you don't get motion sick easily, avoid otherwise.
Hard to start but intriguing
It took me a while to understand what was happening but I came to grips with it eventually. It's technically impressive and I enjoyed exploring it. It doens't look like its ready for you to create your own adventure, but the one included is enjoyable for sure. It seems it might also be possible to softlock yourself out of going back to certain rooms due to the 2-portal-max limit; I think I did this with some of them.
Lack of sound was a bit dissapointing, could have easily re-used Minetest Game sounds and yes some quiet peaceful music or ambience might have helped. SFX for entering newly discovered rooms would push it into a real exploration experience.
The portal barrier states need a bit of a further explanation and even though I think I finished the game by making it to the mine, I'm only guessing. Red = invalid configuration; blue = more than 2 portals in this configuration; pink = sides completed so far are valid, but the portal is incomplete.
I'd love to see an easy way for you to build your own puzzle worlds in it as well. Using the portals at the top and bottom might also be an interesting addition.
It's worth playing for the experience of figuring it out and progressing through the game, but I hope the author continues to improve it because it was a bit hard to start and there's no included documentation in-game or in the game files.
A code nightmare and full of re-used code and assets
From the moment I launched it this game had my CPU running flat out on one core for no apparent reason. We'll get to the bottom of that and other technical problem issues. For now, gameplay: It told me presents were in a few different aisles but there are no signs on the aisles to tell me what number they are. Actually, it turns out this is the z-coordinate of each present. Also, I didn't have damage turned on when I started it, so I was actually cheating without knowing it. Games can override this if they know what they're doing.
So you eventually find at least one present, congrats, it wasn't on the shelves like the others and it was green. At least it doesn't matter if you have colourblindness when the special presents are in a different spot. You run back, place it down, easy enough. Then it tells me I can leave. Leave how? and do what? There's no door, the wall is impenetrable and the world outside is flat and featureless.
At this point you begin to ask what's original in the assets here. Mobs - from an old mod by PilzAdam. Walls - copper blocks from minetest game. For some reason all of MTG default was included. Shelves - from infinite IKEA. I guess the present texture is original? The git history is a mess and there's no licence file in the game's (1) original mod.
Now why does it 100% my CPU? All of the code runs in a globalstep and while the author, mercifully, added most things in a conditional in that globalstep, the entire warehouse of copper blocks, shelves and presents is replaced every single globalstep. Look, clearly the author is new to coding and probably overlooked or didn't fully understand this, but I just find this inexcusable.
Comments: Improvements
Entire budget went on soundtrack
I was missing the soundtrack when I first launched it due to having Minetest muted. Woops! It's a bit less boring with the soundtrack going, although at a grand total runtime of 73 seconds it will wear thin pretty quick. I thought it must be a professional/semi-amateur track originally composed elsewhere, but a look at the licence file and OGG metadata will reveal it's an original composition by ExeVirus in REAPER. I have to say the soundtrack does build the mood, but a good soundtrack doens't automatically make it a good game.
It's also the same schematic map with the same spawn point every time, and I really don't think the map layout made any real sense, it's more of a race track than a sensible road layout.
I didn't quite get why bicycle mod was chosen as a vehicle base instead of driftcar. I had some actual fun playing driftgame and one thing I think this game should aspire to become in the future is more like that, with procedurally generated streets. Other elements can be incorporated later as well, but good driving is always what one expects in a 'grand theft' type game.
I can see this project going some place like a drive-by shooting PvP game in a randomly generated arena and ending up being pretty fun. But for now I would hold off from playing it except if you want to do a few laps in the box while listening to the epic soundtrack, and then quit.
Very cool!
It is very easy to use and seems to work quite well. Good work!
great
so interesting
Noble attempt but too confusing
I really wanted to understand how Mesecons work, so I've given this game a shot. I think that the tutorial part, if expanded, could be amazing, but the rest was just confusing to me. Basically, I don't get how a museum can help people understand how things work without explaining them anything (but saying: "this is X"). I mean, yes, it's a slideshow, but I was expecting something more educational and interactive.
I appreciated the custom sky and the chains though, giving that God of War III vibe.
Not much gameplay
This game was played and rated in the Minetest GAME JAM LIVE (ep3): https://rumble.com/vri6iu-minetest-game-jam-live-ep3.html Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 21 (Great)
CONCLUSION 🔗
Not much was going on in this game, I think it might be kind of fun if you could add a few things: maybe add new maps, add a timer for 1 minute (or 30s), and each time you get one right, you get 3 points, when you get one wrong, you lose a point, then after the timer goes off, it shows you your score, and your highscore. Thanks for participating!
-StarNinjas
Great game! I think this deserves fist place!
This game was played and rated in the Minetest GAME JAM LIVE (ep3): https://rumble.com/vri6iu-minetest-game-jam-live-ep3.html Congrats on getting the highest rating in ep3! Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 28 (Love it!)
CONCLUSION 🔗
I love this!! This deserves first place I think. I really enjoyed playing this, I think the only way this could be improved, is by adding a better tutorial system. Like Zughy said, every thing was really clumped up in the inventory, and I didn't even know what the objective of the game was, until I played it a few times. I loved that interface! The animation was so awesome, and the minimizing effect! Great job!
-StarNinjas
Great Idea, but not really playable
This game was played and rated in the Minetest GAME JAM LIVE (ep3): https://rumble.com/vri6iu-minetest-game-jam-live-ep3.html Note: rating system was changed a bit from ep1
OVERVIEW 🔗
OVERALL: 18 (Good)
CONCLUSION 🔗
The game concept is really cool, but it's so glitchy and buggy, that's it's not really playable. The editor also lacks a tutorial, and if you break the floor and accidently fall in, it's over, you have to make a new world. I'm not sure if it's even possible to make a game like this in Minetest, but hopefully you can polish it up a bit. Thanks for participating in the game jam!
-StarNinjas
Simple and effective
I mean... you can teleport around by tossing an item. Should I add more? :D
It opens up to fun strategies in PvP and faster explorations in PvE games, becoming a very versatile tool. I would have probably avoided to copy the exact Minecraft name, but other than that, it's great
Engaging maze- runner/ beat 'em up
The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements. I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.
A good multiplayer game
Graphics: 🔗
Gameplay 🔗
Looks spartan, but you won't see everything on your first playthrough
Finally something that feels like its own game with SFX, MSX and custom texturing & HUD. It gets a little repetitive with the same grey brick walls and music, but it's worth exploring several times. The bugs that it does suffer are bearable and there are no huge UX blunders either. I see a great future for it if the author improves it.
The music and a slick looking UI will get you going and ready to play. When you land into the world, you may find it pretty monotonous pretty quick. However, since some of the other reviews I read revealed things I hadn't seen, and I myself discovered more on successive playthroughs/attempts, there's variety out there, it's just a bit sparse at first. I don't know what to say about the inconsistency of props and guards that I found throughout the jail, whether it's good or bad. Finishing your game can be a little anticlimactic and I didn't realise the air in front of me was indeed my escape.
There are two stats to manage: Health and sprint. There is a variety of food, beverages, enemies and weapons to be found. Play it multiple times to discover more. Be aware some enemies are plain-clothed.
The bugs have to be acknowledged: Health sometimes won't show, there are randomly dark areas, dynamite blowing up the light, you can cheese it by digging the walls (why are they diggable??), guards that deliberately try to avoid eye contact and pretend they don't see you or who like to stare at the wall for long periods.
The inability to save a game in progress is a little frustrating. The main menu should only show if no level is in progress.
Conclusion: Play it blind for the joy of discovery, bear with the monotony and bugs for a little bit. If not, be hopeful that the author will improve the game later enough for you to enjoy it.
Comments: Ideas for improvement