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  • Nathan.S 2024-11-28 13:34 UTC
    English

    Good level design

    The map is well made, albiet very dark in some areas. The puzzles are fun, although I did have a few doors that I was completely unable to get open and had to cheat my way through. I think doing that, probably broke some of the endgame elements. Some of the longer text elements cleared from the screen before I was able to read them, although had I not been reading them outloud for the video I was recording that probably wouldn't have been an issue.

    Artifact by Signal_ 2 comments
  • Zughy 2024-11-28 01:08 UTC
    English

    It has run its course

    I own up that this game was pretty useful a few years ago, when not a lot of great games populated the top spots of ContentDB. However, I don't see the point of it today: we have games like mineos and Extra Ordinance, showcasing what it can be done with Luanti, and games that actually explain to the player what they should do without guessing keys or else. Their gameplay speaks way louder than an interactive tutorial, which needs to be updated every time some new aspects are introduced into the engine (so a lot of burden for the author).

    It could be argued that it might still be useful for modders, but the modding book already provides a foundation for anyone who wants to start modding, and this game is in general pretty oriented towards MTG-like games anyway (which, again, were the norm a few years ago, but that are only a part of the whole now).

    I'm basically downvoting this because I think that it has run its course, and having new players actually playing this thinking that it's everything that Luanti can be is misleading. I'd rather see actual games in the first spots, rather than a tutorial about games (which, last but not least, was thought for PCs only). Quality-wise, I also find it too dispersive.

    Tutorial by Wuzzy 1 comments
  • kuboid 2024-11-27 18:47 UTC
    English

    Woh - this is hard

    This is some hard puzzle. I must admit, I haven't even solved the third checkpoint yet. But it makes me keep trying. Nice one. As others already wrote: a little balancing could help reduce initial frustration. Some background music and maybe a guy giving a few hints would also be nice. But...a nice game taken the time you had.

    sokoblox by codeAtorium 0 comments
  • Linuxdirk 2024-11-27 17:21 UTC
    English

    That is imnpressive

    I am really impressed! This game shows what the Luanti engine is capable of doing! Creating it “just for a game jam” is even more impressive and shows deep understanding of how the engine works.

    Extra Ordinance by Sumi 0 comments
  • Sylvester Kruin 2024-11-27 16:45 UTC
    English

    Good atmosphere, very short, easy to skip important things.

    Warning: Spoilers Ahead

    This game was very short: my curiosity caused some things to be skipped over. When the game started, I harrassed an NPC until I'd read every line, then after meeting the wizard, the game put red arrows over some of the NPCs just for me to hear the same lines again. After entering the library, I noticed all the English-title books in the bright red shelves and took them, so when the darkness met me on the way to the pedestals, I had no previous context for why it said "I warned you." Then, after I banished the darkness and left the pedestals, the darkness came back to me and gave me a warning not to read books. :') The theme was very similar to The Velvet Crystal from last year's Game Jam.

    Overall though, I like the look and feel of the game. The textures go well together, the music is nice, and the spell mechanics were a neat touch. I think if there were good ways to restrict the player so that the story is played out better, and if the game were a little longer, I would make a positive review. This game deserves more story!

    The Library by regulus 1 comments
  • Sylvester Kruin 2024-11-27 16:26 UTC
    English

    Good game, interesting concept, a bit bugged.

    This game was fairly enjoyable. I'm not very good at parkour, but I like the unique eyeball game mechanics. Unfortunately, I didn't get very far in the game. In the level with all the columns and the light switches, I would respawn in complete and utter darkness, with no way of knowing where I was. The textures and sounds are pretty good, and fit well together. I don't know anyone else who came across the same issue as I did, so I might retry it and see how far I can get.

    Eyeballs by Wuzzy 1 comments
  • Sylvester Kruin 2024-11-27 16:18 UTC
    English

    Challenging, but pretty engaging!

    I played long enough to complete several levels. The mechanics are difficult to work with at first and take time to get used to, but each level is pretty quick. There's a good sense of accomplishment; finishing a level is satisfying and rewarding. I also enjoyed some of the clever ways that the puzzles were solved. The graphics and sounds are simple, but refined and cohesive. This game take a little bit of patience, but it's quite enjoyable, and I recommend it!

    sokoblox by codeAtorium 0 comments
  • kuboid 2024-11-27 12:15 UTC
    English

    Nice Adventure Demo

    Atmosphere is great, the low background music, though short and repetitive, fits well. It feels more like a demo because there are few, easy puzzles. But I see great potential if you extend this game. The hints in books are a nice idea. I wonder if it's a bug that the shadow didn't kill me on the second encounter (½. heart left).

    The Library by regulus 0 comments
  • kuboid 2024-11-26 22:13 UTC
    English

    Nice fresh idea

    I mean, this is not the first collect/build/fight game but somehow I like it. The little guys are cute. The buildings have been built with love. I get the "Die Siedler" feeling :) There is no sound, docs could be better, animations I miss, but it's perfectly playable, once you understand the mechanics. Keep it up!

    Koboldkrieg (Goblin Warfare) by Nathan.S 1 comments
  • Zughy 2024-11-26 22:04 UTC
    English

    Turning Luanti into a top down shooter is possible

    I won't lie, this is almost as mindblowing as mineos was in last year's jam. I thought I knew what Luanti can do but this game says the contrary.

    As the game has already received a lot of compliments, I won't repeat much here. I was more shocked by what the author did that from the actual gameplay (which is a solid 7 anyway). Graphics are highly refined (e.g. the ground using a non pixelated texture that perfectly espouses the aesthetics nonetheless), sounds as well (e.g. the operator voice with the radio static) and the game is in general a great showcase for Luanti. Do we also want to talk about the camera's movement which just works?

    The author put a lot of effort to do something like this in 3 weeks and the community is definitely showing their gratitude. I'd gladly join them, congratulations!

    Extra Ordinance by Sumi 0 comments
  • Zughy 2024-11-26 21:35 UTC
    English

    You're a bunny and... that's literally it

    No goals, no instructions, no sounds, nothing. Probably just the beginning of some project which didn't make it in time, there's nothing to play here at the moment

    Wishful by mt-mods 0 comments
  • Zughy 2024-11-26 21:28 UTC
    English

    Interesting idea, but a bit too slow and punishing

    The concept is interesting and the author knows what they're doing. The whole game revolves around one simple mechanic, which makes it very easy to grasp, in a series of levels that are not really ordered by difficulty, but rather by author experiments. Audio is well refined (one the few games of this jam actually featuring a soundtrack) and graphics are as well, so nothing to say - I'm not a fan of the round shaped eyes but in this case it's really not that important.

    Gameplay-wise, however, the game felt kind of heavy at times, not as smooth as I'd like. The worst case was when the level involved a lot of walking and you failed right at the end (e.g. the halls with pillars and light switches), not really involving me to try again (I went on for a few levels more). This ruined the experience of something that could have been pretty fun if well dosed, as the annoyance surpassed the curiosity. I'd score it a 6.5 out of 10, which is closer to the neutral vote

    Eyeballs by Wuzzy 2 comments
  • Zughy 2024-11-26 20:53 UTC
    English

    Big maze with a refined graphical and sound system

    The game started amazingly: a cutscene, in Luanti, with proper animations (!). I was mesmerized. Unfortunately after that I found myself stuck twice in a pitch black area, to only find out (by reading another review here) that it's a bug. Using the solution suggested in the review, I teleported myself in the actual area the player is expected to play in and I decided to give it a chance. And that's where I found back my enthusiasm.

    Sounds are well-finished, the animation of doors is great, no useless inventory, custom HUD. However, my enthusiasm kept decreasing as long as I kept playing. The game is basically a big maze, with a refined graphical and sound system. If my first reaction when opening a door was of amazement, after the 40th one in 5 minutes with basically nothing else happening was "oh, ok, door..". I didn't finish it as I found myself stuck in a room where I couldn't see basically anything, but in general the game wasn't entertaining enough after the first minutes and I wasn't really interested in continuing. Running through the maze became a chore, which is a pity, considering the focus that the author has put on the artistic side

    Artifact by Signal_ 1 comments
  • kuboid 2024-11-26 20:50 UTC
    English

    What's the point?

    All you can do is walk around, watch, mine wood, leaves and dirt, and that's it. No recipes, nothing. Not even help or a hint.

    Edit: now I understood that it's not meant as a game but rather a new game base like MTG. But the mechanics look pretty much like MTG, e.g., the 3x3 crafting grid. Why reinvent the wheel? If you want to make an MTG-like game, make one out of MTG. There are already at least two good alternative approaches, Repixture and NodeCore. Both do not depend on "default" and have a new, unique style of crafting and mechanics. Why not build upon them instead of starting from scratch?

    Wishful by mt-mods 0 comments
  • Generatoror 2024-11-26 20:29 UTC
    English

    Pretty neat, compact Game

    I really like that it doesn't have useless blocks or unnessesairy tedium

    Skyblock: Zero by zanderdev 0 comments
  • Zughy 2024-11-26 20:27 UTC
    English

    Small experience but not so entertaining

    Being a jam, I think the author played smart by making a small game: both in game length (around 5 minutes) and in map size (you're in a spaceship). They also tried to add some elements as to grant immersions, i.e. the breathing, the text telling you a story and the interactions with the environment (e.g. PCs telling you that can't be turned on). They were also able to create some suspence here and there, which I appreciated.

    Unfortunately the overall experience doesn't really stand out, turning the game in basically a "go from point A to B" and a risky parkour. I think the basic concepts for making a game are there, just, the author needs to work on the game experience (in general; I'd invite them to see this attempt as a closed chapter and experiment with something new). Last but not least, I wasn't sure if at the end I had glitched the game or if I had actually finished it (until the HUD popped up)

    Reentry by SuperStarSonic 1 comments
  • Nathan.S 2024-11-26 20:16 UTC
    English

    Lots of fun

    I don't even know where to begin. The game is very well done, and fun to play. It took me a few deaths to figure out the countdown after the blue ring was the amount of enemies remaining, and not how much time I had to get to the next blue ring. No shortage of loadout options either. Very impressive for a three week timeframe.

    Extra Ordinance by Sumi 1 comments
  • Jamesthe1 2024-11-26 19:41 UTC
    English

    Great game-jam game

    This game really pushes the bounds on what's possible with Luanti. The gameplay is solid and I really appreciate the loadout options, the shockwave especially.

    The game is very resource-intensive, especially with the detailed textures, but it cools down after much has been loaded.

    Extra Ordinance by Sumi 0 comments
  • jackiechan02 2024-11-26 18:38 UTC
    English

    brrrrrrr

    I wish there was a creature that wasn't scary

    Backrooms Test by Sumi 0 comments
  • jackiechan02 2024-11-26 18:36 UTC
    English

    My pc is old

    :) I playıng 120 fps

    Minetest Game by Luanti 0 comments
  • jackiechan02 2024-11-26 18:31 UTC
    English

    Very nice

    It's very nice but the seeds are very bad please fix this also the sheep has a moustache :)

    REFI Textures by MysticTempest 3 comments
  • TX_Miner 2024-11-26 01:57 UTC
    English

    Kinda boring

    Its really empty so eh.

    Porko by nam 0 comments
  • TX_Miner 2024-11-26 01:56 UTC
    English

    No flowing water??

    This game is highly incompleate, like even for a base game, there is no flowing water.

    Wishful by mt-mods 0 comments
  • Zughy 2024-11-26 01:00 UTC
    English

    Rolling die and nothing much

    Considering the game is basically hitting a button that rolls a die, I can see this working as a mod in some server/game, but seeing it as a stand-alone game doesn't make too much sense in my opinion (hence the thumbs-down). Sounds and graphics are nice, the random hogs/porks were a bit unexpected but ultimately funny :D

    Porko by nam 1 comments
  • Zughy 2024-11-26 00:46 UTC
    English

    Too cryptic

    The game has a nice premise: it puts the player in a context, briefly explaining the plot. Unfortunately, after that the atmosphere kind of fades, leaving the player to solve riddles that are too vague and/or that might result in the player roaming for a lot of time. The lack of a soundtrack and some non cohesive graphics don't help with the immersion, which is why I personally stopped playing it after 5 minutes

    Escape The Beast by Thunder1035 1 comments
  • Zughy 2024-11-26 00:12 UTC
    English

    "how to play" is an in-game wall of text in the inventory

    If the game expects players to go through such a long text placed in a remote part of the game (people playing Luanti for their first time probably don't know how to put an inventory), I think the game has already failed. In general, the graphics style was kinda hurting my eyes, as things were hard to read. Nice touch the vertical hotbar but aside that I don't think there's (currently) a lot that can be praised

    1042 by TX_Miner 1 comments
  • Zughy 2024-11-26 00:03 UTC
    English

    No learning curve, just brutally hard

    The initial idea was to put a neutral vote, but I think the lack of steps to get acquainted with the game mechanics - highly difficult basically from the beginning - is pretty mean to the player. Don't get me wrong, the game seems polished, it runs smoothly, it's just... too hard from the beginning, so I can't really judge what comes after. A game like Slidespace takes the player by the hand and slowly increases the difficulty, pushing people to go on because they're halfway through anyway. Here, the frustration stops you from doing that, which is a pity.

    Another small thing: I'd really reduce the length of the initial instructions, they're very long and after the first images I skipped it, preferring to learn whilst playing

    sokoblox by codeAtorium 1 comments
  • Zughy 2024-11-25 23:50 UTC
    English

    Goal unclear, gameplay too much WIP

    I understand the author put an improvised tutorial in the inventory as they were running out of time, but still the goal of the game remains a mystery to me - to be clear: I haven't read the whole description, as games should be pretty self explanatory inside the game. I.. don't think there's a lot to judge, it seems some sort of incredibly WIP No Man's Sky

    Stellua by theidealist101 1 comments
  • Zughy 2024-11-25 23:40 UTC
    English

    Too many gameplay elements and too little time (jam game)

    To be short, I think the author wanted to add too many ingredients to the gameplay, rushing it to the inevitable consequence of providing something kind of messy (they had 3 weeks to make a game). That's unfortunate, as I think that a smaller polished RTS would have been great.

    The first world didn't actually load grass, so I had to create another one. Then I found myself with the main building and zero instructions. Being an RTS game, I think it's essential to provide either a tutorial (but again, time wasn't in the author's favour) or at least a description telling the player what to do - e.g. you need the open the inventory to build, or providing a few tips to better understand where to place buildings and/or which citizens are best at the beginning. Author might know what strategy is good, but players don't as no tools are really provided. In general, no immersion (no sounds) and pretty slow paced - which, alongside the lack of instructions, makes a bad combo as it's quite unlikely that players will retry it once they lose in what it's basically a trial and error approach.

    I hope to see it polished eventually, and appreciate the progress done since the jam phase

    Koboldkrieg (Goblin Warfare) by Nathan.S 1 comments
  • Zughy 2024-11-25 23:18 UTC
    English

    Not there yet, but the author really tried

    I appreciate that the author has actually tried to polish the game: there are NPCs walking around, HUD elements on top of their heads, a dialogue system, music. It's not super polished but the intention of immersing the player in the game world is definitely there. I've also really appreciated the chat interaction required to go on!

    I played it until I arrived at the pedestal and unfortunately the game is pretty slow paced. The idea of walking back at that speed, to then going there again was... not great. Also, but that might be me, the first riddle wasn't super clear and I initially thought that the objective HUD was simply broken (on the contrary, I had to place the books on the ground to read them. I think it would have been clearer to just read books by left/right-clicking whilst holding them in your hand)

    The Library by regulus 0 comments
  • Zughy 2024-11-25 22:57 UTC
    English

    basic portals proof of concept, not a game

    First of all, there is no immersion at all: not a single sound gets played whilst playing and there are no instructions whatsoever. There is a lore in the game description, but no hint at all in the actual game: it just looks like a proof of concepts for portals giving you and resetting items. Two portals to be more specific, since the game happens in about a 30x30x30 area with not many things to do. I was also able to go outside the map thanks to a glitch. In general, I wouldn't define it a game, rather the first steps for a mod. Default graphics (nodes aside) don't help.

    Robot Escape by Generatoror 0 comments
  • The4spaceconstants 2024-11-25 20:41 UTC
    English

    nice game

    there isn't much progression, but automation potential is interesting

    Skyblock: Zero by zanderdev 1 comments
  • CalebJ 2024-11-25 19:19 UTC
    English

    THE current mod for painting/accenting nodes, but could be the gold standard

    This is a fantastic mod if you're looking to paint some pixelart on your base wall, or accent a vine with some pretty artificial flowers - you name it, it's usually possible. The crafts are pretty easy and picking colors and painting away is a super pleasant experience. That said, there's some major ways this mod could be improved that are simply a must to make this the gold standard.

    1. ~~Currently there is no way to pick a color off of an existing canvas. When you're painting, you might select a paint and start painting away, then switch to another color and continue. If you forget the exact settings you used for that first paint, you're out of luck - because there's no color picker, and now you have to repaint that whole area with a similar color. ~~

    (fixed by grorp, now you can use shift+right-click to pick a color off of a canvas!!)

    1. Saving of the painting canvases is only done when the area is unloaded. This might sound fine, but imagine your world crashes while you're just about to finish your awesome painting that you spent the whole evening on (but you didn't leave/unload the area, you just stayed and painted). It won't be there when you relog(!!) -- and this is a problem some of my clients have had.

    2. There's no way to move a canvas or a 'stamper' to move pixels slightly. Imagine you created a large painting centered above a fireplace in your base, only to find that the painting is one pixel off. You have to redraw the whole thing :(

    3. It would be neat if you could export your drawings to a .png file, but this is not too important. Still, it would make this mod much more popular - why would you enter some dumb editor when you could just paint your texture natively? :D

    Despite these issues, this mod is still definitely worth your time and there's simply nothing better in the painting mod club. Recommended, especially if you like pixel art :)

    GGraffiti by grorp 2 comments
  • astro 2024-11-25 16:47 UTC
    English

    Good game

    Good game, but a few problems: In my first game there was no goblins or metal and in my second game there was only like 2 or 3 goblins spawning and they weren't even attacking my base, just wandering around.

    Koboldkrieg (Goblin Warfare) by Nathan.S 1 comments
  • kuboid 2024-11-25 16:31 UTC
    English

    Interesting Idea, but no hints

    Edit: rewrote comment because first version was kind of unfair. I just mistook the successful ending as failure because starting the thrusters looked as if the ship exploded.

    Bad side first: game is way too short and too easy, except for the space parcours. That was cool. But the initial inside part feels like an interactive intro scene. Nothing to think about, no puzzle.

    Otherwise, the atmosphere and scenery are wonderful. You get curious in the beginning, and get scared when outside, performing the parcours under pressure.

    You just had too little time. Make this game a full-blown adventure with puzzles, characters and maybe interactive scenes à la Halflife and we will love you :)

    Reentry by SuperStarSonic 1 comments
  • Blockhead 2024-11-25 07:20 UTC
    English

    This is secretly a hardcore parkour game

    Others have noted the excellence put into the story for this jam game. What I want to point out is the tech is quite cool too. I only wish there might have been a little more challenge in combat. It's not just the NPCs that follow paths and have dialogue, but also: this game features a custom mapgen.

    The mapgen is pretty cool. It is made with a series of parameters about where to place the village, the pedestal and the paths. Beneath this is the base terrain generator, which places the grass, dirt, and flowers. But wait, there's more - this isn't just Luanti's built-in mapgen.

    After you're done with the main game, you can go for a wander. Eventually out past 1000 nodes, you'll find an increasingly steep cliff face. See how high you can get. My personal record is an altitude of y=655. You'll need to use some ingenuity with what you have at your disposal and some parkour skills.

    The Library by regulus 0 comments
  • Blockhead 2024-11-25 04:23 UTC
    English

    A short parkour which happens to have some dialogue

    I don't recommend this for its story, but in case you would like to play a short parkour course that needs in-air control. It also features computers that run Manjaro.

    The atmosphere is pretty decent, with the breathing sounds and walking sounds. The story idea is in the middle ground: not completely flawed, but very rushed. It's hard to make something interesting when it's this short. There's also no real point to taking the side paths, and in fact I was more inclined to go that way than be led down the garden path. I'm not saying it's a problem to have non-linearity, but it does feel unsatisfying to be able to go straight to the end.

    The mechanics I mostly found frustrating. It's not too bad when you're inside the ship to get a modal dialogue pop up. A place in the UI to re-read them would have made sense, at least in a longer game or one with more of a puzzle. But what really annoyed me was getting a pop-up that stops me dead in my tracks when I'm half out of oxygen, to make me read a paragraph, and in a parkour section without an immediately obvious foward path and no valid backwards escape. In fact if you are too eager with the parkour, you might get stopped mid-air and fall as a result. I also really would have appreciated if the doors closed themselves on a short timer. You have to keep the oxygen in you see.. well.. if there were any.

    Another thing that takes away from the experience is that it was clearly intended to be played in one sitting, and doesn't distinguish reloading a world from first entering the world. I'm not saying don't let the game begin again if it was finished, but if I had to go reconfigure something (like accidentally enabling creative mode), I probably shouldn't be made to start again. This is a common problem in Jam games.

    I don't want to seem overly harsh or nit-picky. But my experience was mostly spent having a hard time with the parkour.

    Reentry by SuperStarSonic 1 comments
  • DS 2024-11-24 22:00 UTC
    English

    Good concept, needs a bit of QoL improvements

    • At the start there's too much text. Many people will just skip it. I did try to read it, but didn't grasp it at all, because it was too abstract, I haven't seen the nodes it was talking about. And after I closed the dialogue I forgot everything and didn't know what to do. After some minutes I noticed that I can place the color that's shown at the wall, and it caused progress. After that, when I saw a shape at the 2nd pattern, I understood what to do. But I just came there with the help of guessing and reading the node names with the debug menu.
    • I don't understand why such a big palette of colours is used from the start on, when 2 are enough. Finding the colors in inventory is also not fun. Maybe only give the colors to inventory that you need for the current pattern. And/Or make it so that if you leftclick a color with any color node, you get the punched color.
    • (Sorry, haven't played this for too long.)
    • Btw., you could also make a 3D version of this game.
    • Just out of interest, why doesn't this take part in the game jam?
    gridlocks by codeAtorium 1 comments
  • LMD 2024-11-24 21:15 UTC
    English

    Eye See You! 👁

    A fun twist on the "stealth" genre: Not only are there evil eyes which must not see you; most of the time the challenge is to stay within the field of view of at least one good eye: "The Unseen are lost!"

    The game further gains a bit of a puzzle game note by having buttons you have to press to make new paths accessible. These can be hard to find at times, but it is never wrong to press them. Hence the winning strategy essentially is to scour the levels for buttons, pressing all of them (and memorizing their positions and a sensible order to press them in for future attempts in case you fail), though this is in practice much harder to do than it sounds. Some buttons are definitely deviously placed :)

    The graphics, music, and overall atmosphere are all consistent and nicely done.

    Overall, a good two to three hours of fun.

    Eyeballs by Wuzzy 1 comments
  • Remaglad 2024-11-24 19:21 UTC
    English

    I was wishful of a quality game.

    It crashed due to some error, and even if it did work there's not much do even do.

    Wishful by mt-mods 0 comments
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