Simple puzzle game, exactly as the title describes
This game is pretty fun to play, the variety of elements to the puzzle make it a perfect game to playthrough if you're bored.
I did however have a few issues playing with it. The glass was really hard to see the edges of (that's an engine issue afaik, but it could've been adressed with putting a border on the glass or smth like that). I didn't even realize you could sprint until later on in the game, when I got stuck in a level that required it.
The buttons also had some issues that I can't quite place, but part of it was my machine lagged sometimes making me unable to make certain jumps.
Overall the game is pretty fun and the story is engaging.
This game has a cool feature, where you can drag items around.
That's about it. I guess at some point the game informs you that you have found an invisible HazMat suit, so, yay? I couldn't join in 5.11, so I had to update to 5.14 to play. The first world I made, I dragged the pipes underneath some stairs and couldn't get them out again, and I'm still not sure what exactly I did to get the battery working. The dragging is unecessary for anything other than chairs; I could break the gate to an unfinished section of the world; and I still wasn't certain what exactly I was supposed to be doing (looking for "items?"). The developers said they intend to improve this further, so I look forward to that, but for this years game jam, how does this have anything to do with "line of sight?"
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
The Mag-grav idea was really interesting and I had lots of fun launching all over and swinging around.
However I found it really hard to actually be able to click on the nodes and even lowered my fov from 110 to 60 in hopes to combat this.
The activation and disactivation of the ability was somewhat counterintuitive, though that may be just me.
Honestly I had a lot of fun, though I just got very frustrated several times. The last level I kept getting really close but I didn't quite hit the yellow particles ig.
The training level with all the lasers was really hard because I kept musjudging the size of the charactor, I would go through a space thinking I had plenty of room but in reality I didn't.
The storyline and charactors were funny and made me chuckle several times.
I like how regulus managed to make it seem like an entirely new place even though it was a similar base mapgen to The Library.
The biomes were very interesting and well designed, I liked to explore them looking for new plants to mess around with.
The potion brewing system is really cool and I had a lot of fun with it. However I was expecting different mixtures of flowers to do different things, instead of just different amounts of the same thing. I also wish there was some sort of recipe book somewhere (maybe there was and I missed it?) that explained some of the herbs, it was irritating to die while testing a potion to die and have to walk all the way back.
The story seems to end without any particular finish, and when walking back to the start and talking to the guy it's as if the end never happened.
The story is the perfect length for a gam jam submission and I wish regulus had more time to finish it.
The gameplay is super fun and intuitive (though it feels like I should be clicking to shoot the laser idk.), the dash and bouncing is really responsive and makes it into quite the movement game.
The controls are quick to learn and yet the tactics and techniques to play are still complex and require practice to become good at.
Unfortunately, you don't get a whole lot of time to play, you either get mauled by something behind you that you didn't see or you run out of time.
The game is fairly replayable, but tends to be pretty much the same gameplay, you even start in the exact same spot every time.
Unfortunately you get swamped by all the features up front and then that's it, there's no progression really beyond what you'd see by exploring in a few rounds.
The first thing you see is a big wall of text, though I appreciate the lore. The intro kinda leaves you hanging, it's basically 'Don't die, craft some beacons, careful of the monsters.'
For the first few minutes I was breaking about 10 wooden pickaxes to get stone. I eventually figured out that there's no such thing as a stone pick, though there are stone axes and shovels (prefectly reasonable from a logical pov, but also perfectly nonsensical from a progression pov.)
The Wombles (or whatever they're called, sorry I forgot lol) are exceptionally stupid - which is fine because that's what they're supposed to be apprently - except they can also fly, glitch up mountains at 10x their walking speed and generally do some really odd mob ai stuff.
Caves seem to just be a red herring as there's nothing in them (as far as I saw at least.) The mapgen is just V7 (which isn't a problem and I understand the reason behind it, but it would be interesting to have smth more.)
Playing this game made me realize I really like building bases.
The way you mine resources from trees and huge boulders was really neat! I loved the big boulder models. The crafting system was unique, and I liked it.
It was also super scary when I was minding my own business crafting, and in the corner of my screen I saw a creature moving! Fortunately those creatures didn't turn out to be overly hostile--Until I realized they can dig through your structures. I thought I was safe in the walls of my base, but they were just chewing right through!
I haven't finished the game yet; I still need to get more crystals and try out crafting all the different things. I also haven't yet made a network of beacons... maybe I should have done that before reviewing.
I loved the atmosphere of the game, it really made me scared in some parts when I thought I saw something disappear right after I looked away. I love games that are frightening like that!
It took me a while to realize that the rooms almost rearrange themselves and chests and stuff appear and disappear. Very cool!
The levels were very dark though, and it took me a while to find the keys with the small flashlight. For the level where you need two keys, I found the first, but I couldn't find the second one.
I loved the sky and the windy particles and the vibe of the landscape!
I haven't yet finished the game or gotten any of the advanced equipment, but it was cool to mine a bunch of aluminum and limestone, refine it, and sell it for money.
I enjoyed swinging around the levels. The game slowly ramps up in difficulty and introduces you to the different mecahnics/strategies. The final mission was a bit tricky, and it took me like 5 tries to complete, but I finally did it.
[Reviewing the version pre-today's release.] Only takes a few seconds to boot and runs really well. Amazing lighting, beautiful scenery and interesting things to find eg fortresses, shipwrecks, portals, guardian temples, etc. Villages and trading are great, including being able to magic a village up anywhere via /spawnstruct village. Baby villagers look like little grown-ups, lol, but the baby zombies and animals are entirely adorable. Love the jumping dolphins and wolf companions especially. Never played Minecraft, and am very new to Mineclonia, but so far really also like e.g. being able to throw snowballs, bee mod, that corners auto-shape when building, and fast-growing crops. Also, documentation in-game, and the lookup tool, are excellent.
Closed Codeberg account along with others wasn't using, but I hope it's okay to reference a few issues here. (Sorry, thought had to convert review to a thread, but now seeing should have posted as new thread.)
Had to turn off the new features in Settings, as it overworked cpu/gpu of 2023 pc bought for art ie decent gpu/cpu/ram.
Can't use unified inventory thus quickstack not possible too, causing many more clicks (accessibility?). Don't know if there's a way to auto-stack otherwise? No unified inventory = no waypoints. Thankfully travelnet works, and using simple waypoints mod to get 'home' [lots of text fills the sky if more than 1-2 waypoints]. Might it be possible to bring in waypoints and quickstacking?
Leaf decay is so slow I thought it was broken. Has taken enjoyment out of chopping trees! Any other mod I've tried seems to get overidden, as there's no change. Have to reference too many clicks again/accessibility.
Overall, very enjoyable and nice environment to be in. Thank you to everyone involved; really appreciate, but taking a break at this point, sadly, as Mineclonia has some very uniquely nice features, but helpful inventory features are critical for a storage-based game.
I recently discovered it while setting up automatic CI tests for my "Skills & States" mod. I had tried another one, got disappointed, and thought, "Great, yet another mod I have to make myself". Then I found this one that just makes sense and works. I haven't tried it out thoroughly, but the API seems flexible enough for any reasonable Luanti test scenario. So, thank you.
I essentially agree with other people. This is a game changing mod allowing users to make maps for your own server without the need of giving them building permissions (in non-survival servers). The fact that there is an associated website makes it even more mindblowing.
Wow for the cutscenes (even tho sound was missing?), but... I couldn't get past the first room. The game doesn't really introduce you to any mechanics but breaking specific things, and that doesn't seem the way to go given that I just found myself trying to hit every node...
The game is pretty much what the description says, and it is enjoyable for what it is. With some further polishing and a few more elements, this could be even funnier and hold attention longer.
I’m not entirely sold on the cow shooting automatically, it feels like it takes away some agency. I also felt the hitboxes were a bit unclear; there were times I took damage without feeling like I actually collided with anything - even though I'm aware that Luanti not allowing to rotate hitboxes doesn't help much. Plus, the enemies being simple cubes breaks the immersion a little, though I assume that's a Jam compromise.
On the other hand, I love the cow model and the 'maculated' titles' UI style. Also, good attention to detail making the cow semi-transparent when looking directly below so it doesn't obstruct the view.
I like the theme of this game, even if the controls take getting used to. If you have good quick aim then then this game will be easier for you. One thing I would like to see is progress saving, right now you have to start from the beginning each time.
You can definitely tell the author worked hard trying to create a narrative with voice acting (it's AI-generated, so heh, but still the aseptic voice fits within the narration), yet I think it needs some polishing (e.g. the camera glitching in the intro). The movement mechanic takes time to master and it can lead to some initial frustration, I would have probably lowered the learning curve in the beginning. I don't know if I'd play a whole game based on this
The author didn't try to do anything super elaborated or that should be taken seriously. As a result, they deliver something stupid, fun, but most importantly short and replayable (great choice for a jam). Mechanics are simple, and just in case you can also find a "help" section inside the game. Music is on point, setting is on point, nonsense is on point: chapeau!
I was impressed by the character animations (not really by the image, as it's AI-generated) but, ehr.. I can't make it pass the first big room. I've tried for 5 minutes and I can't seem to understand what I'm supposed to do - turning off the "generators" aside and breaking the other door. That's a pity
Whilst I appreciate the irony, the whole game can be reduced to "shoot a target with your bow". Initially it was good, then when more complex levels made their appearance, it became somewhat cumbersome. The most frustrating thing is probably the two-node jumps that can be achieved only if you're super precise - something that, I think, shouldn't be the main focus of the game. I'm sure the game will be 100% better with a bit more speed (so I'm voting "Neutral" hoping to see that implemented)
I appreciate the fact I wasn't in front of a puzzle game, but the UI is not the best to navigate and there is no feedback to understand when things are going south - except for the numbers (e.g. they could turn red when their level is too low/high). It was nice to see an experiment, unfortunately gameplay-wise is not there yet
Foreword: if it hadn't been for the other two reviews, I wouldn't even have redownload the game to test what they were saying. Apparently the map was broken the first time I launched it, there was no beaten path.
I don't know, it's just a game with no sounds, curated graphics etc (as the author themselves states in the description) where you talk with characters along the way and get high. After a while I got tired of walking and I closed it
Not gonna read a very long in-game guide to understand how to play
The setting is amazing, with the sand dust and the pink fog revealing the dunes of the world. But having to read a guide that is a wall of text to understand even the basic mechanics of the game is a no-go for me, I'm sorry. I can't say a lot more, not having played it in full.
I was very happy to hear some music in the main menu and even more to see an intro with text fading in and out. Fog was a nice touch (even if looking up breaks the magic) and the drag mechanic alongside its UI was frankly astonishing. Then, unfortunately, the game started losing its grip: I was able to break a few nodes (ferns, mushrooms, pipes) and I wasn't sure if it was supposed to be a gameplay mechanic. Then when I found myself breaking steel bars with bare hands (inside the cave), I guessed that wasn't supposed to happen. Puzzles aren't that clear (I've got a radiation suit and the tape, now what?) and they can lead to frustration. Also the music disappears after a short while, which I think it's a pity.
In short, it was a great start but I think the quality goes down as the game progresses
Author didn't take themselves seriously, conscious they were creating something random with nonsense characters (whom don't take the game seriously in the first place), but unfortunately that won't spare them the bad review :P
In short, no coherence with the jam theme ("line of sight"), no music/sounds whatsoever, raw graphics, and it's all about walking (with a couple of jumps). Also, probably even worse, no noodles.
I was intrigued by the shapeshifting nature of rooms and corridors and a bit scared of some creatures that might have jumped out of nowhere. However, after having found myself stuck in the same room for a while, I started feeling that shapeshifting pitch black places are not enough for a solid gameplay. It's the foundation for something, yes, but right now it misses those elements that can more easily help judging the game in its entirety. Also, too bad there isn't any background music, it would have helped a lot in creating an eery atmosphere.
Foreword: I haven't read the description on CDB before playing, as games should be self-explanatory
There are no instructions in game, reducing the player to a big trial and error session. Whilst experimenting, I restarted the game a few times before understanding a little how it worked ("a little" is the key word) and crashed it when jumping on the albatross. The lack of sound and setting didn't help, as it creates an aseptic environment where players struggle to be absorbed into (it also applies to the main menu)
Only just installed this a couple of days ago, and can already tell there's so much enthusiasm and content. Really well done. Love the yellow dirt biome/lightning trees and trapdoors/doors etc. The ships in the IcePlains are wonderful. The extra Guardian structures are great too. Again, have hardly scratched the surface, but wanted to say a big thank you for making this very fun mod, and recommend it wholeheartedly.
I installed this mod with some other mods from his GitLab profile and what this became is... how can I say? The best app for phones and desktops. It integrates well with Minertrade, Tradelands and some other mods from Lunovox!
I don't need to say anything, this system is a land protection system but BETTER! You have to pay minermoney in order to keep your land, and it is like 9 coins. Realistic
Simple puzzle game, exactly as the title describes
This game is pretty fun to play, the variety of elements to the puzzle make it a perfect game to playthrough if you're bored.
I did however have a few issues playing with it. The glass was really hard to see the edges of (that's an engine issue afaik, but it could've been adressed with putting a border on the glass or smth like that). I didn't even realize you could sprint until later on in the game, when I got stuck in a level that required it.
The buttons also had some issues that I can't quite place, but part of it was my machine lagged sometimes making me unable to make certain jumps.
Overall the game is pretty fun and the story is engaging.
Dragging!! But very soon over :]
This game has a cool feature, where you can drag items around.
That's about it. I guess at some point the game informs you that you have found an invisible HazMat suit, so, yay? I couldn't join in 5.11, so I had to update to 5.14 to play. The first world I made, I dragged the pipes underneath some stairs and couldn't get them out again, and I'm still not sure what exactly I did to get the battery working. The dragging is unecessary for anything other than chairs; I could break the gate to an unfinished section of the world; and I still wasn't certain what exactly I was supposed to be doing (looking for "items?"). The developers said they intend to improve this further, so I look forward to that, but for this years game jam, how does this have anything to do with "line of sight?"
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 7/10
Gameplay: 7/10
Plot: 5/10
Theme: 8/10
Game Jam Theme: 1/10
Overall: 28/50 🔗
Very fun, very frustrating
The Mag-grav idea was really interesting and I had lots of fun launching all over and swinging around.
However I found it really hard to actually be able to click on the nodes and even lowered my fov from 110 to 60 in hopes to combat this. The activation and disactivation of the ability was somewhat counterintuitive, though that may be just me.
Honestly I had a lot of fun, though I just got very frustrated several times. The last level I kept getting really close but I didn't quite hit the yellow particles ig. The training level with all the lasers was really hard because I kept musjudging the size of the charactor, I would go through a space thinking I had plenty of room but in reality I didn't.
Don't play if you get ragebaited by hard games.
Funny, and interesting.
The storyline and charactors were funny and made me chuckle several times. I like how regulus managed to make it seem like an entirely new place even though it was a similar base mapgen to The Library. The biomes were very interesting and well designed, I liked to explore them looking for new plants to mess around with.
The potion brewing system is really cool and I had a lot of fun with it. However I was expecting different mixtures of flowers to do different things, instead of just different amounts of the same thing. I also wish there was some sort of recipe book somewhere (maybe there was and I missed it?) that explained some of the herbs, it was irritating to die while testing a potion to die and have to walk all the way back.
The story seems to end without any particular finish, and when walking back to the start and talking to the guy it's as if the end never happened. The story is the perfect length for a gam jam submission and I wish regulus had more time to finish it.
Hilarius and fun.
The gameplay is super fun and intuitive (though it feels like I should be clicking to shoot the laser idk.), the dash and bouncing is really responsive and makes it into quite the movement game.
The controls are quick to learn and yet the tactics and techniques to play are still complex and require practice to become good at. Unfortunately, you don't get a whole lot of time to play, you either get mauled by something behind you that you didn't see or you run out of time. The game is fairly replayable, but tends to be pretty much the same gameplay, you even start in the exact same spot every time.
Unfortunately you get swamped by all the features up front and then that's it, there's no progression really beyond what you'd see by exploring in a few rounds.
Interesting mechanics, slow gameplay
The first thing you see is a big wall of text, though I appreciate the lore. The intro kinda leaves you hanging, it's basically 'Don't die, craft some beacons, careful of the monsters.'
For the first few minutes I was breaking about 10 wooden pickaxes to get stone. I eventually figured out that there's no such thing as a stone pick, though there are stone axes and shovels (prefectly reasonable from a logical pov, but also perfectly nonsensical from a progression pov.)
The Wombles (or whatever they're called, sorry I forgot lol) are exceptionally stupid - which is fine because that's what they're supposed to be apprently - except they can also fly, glitch up mountains at 10x their walking speed and generally do some really odd mob ai stuff.
Caves seem to just be a red herring as there's nothing in them (as far as I saw at least.) The mapgen is just V7 (which isn't a problem and I understand the reason behind it, but it would be interesting to have smth more.)
Very funny
This makes me laugh like a 5 year old, lol, every time: putting it as the doorstep in and out of the storage house is a lot of fun!
Fun to build and get resources
Playing this game made me realize I really like building bases.
The way you mine resources from trees and huge boulders was really neat! I loved the big boulder models. The crafting system was unique, and I liked it.
It was also super scary when I was minding my own business crafting, and in the corner of my screen I saw a creature moving! Fortunately those creatures didn't turn out to be overly hostile--Until I realized they can dig through your structures. I thought I was safe in the walls of my base, but they were just chewing right through!
I haven't finished the game yet; I still need to get more crystals and try out crafting all the different things. I also haven't yet made a network of beacons... maybe I should have done that before reviewing.
But in any case, I think it's really neat!
Scary!
I loved the atmosphere of the game, it really made me scared in some parts when I thought I saw something disappear right after I looked away. I love games that are frightening like that!
It took me a while to realize that the rooms almost rearrange themselves and chests and stuff appear and disappear. Very cool!
The levels were very dark though, and it took me a while to find the keys with the small flashlight. For the level where you need two keys, I found the first, but I couldn't find the second one.
Beautiful atmosphere
I loved the sky and the windy particles and the vibe of the landscape!
I haven't yet finished the game or gotten any of the advanced equipment, but it was cool to mine a bunch of aluminum and limestone, refine it, and sell it for money.
Nice mechanic, and nice music
I enjoyed swinging around the levels. The game slowly ramps up in difficulty and introduces you to the different mecahnics/strategies. The final mission was a bit tricky, and it took me like 5 tries to complete, but I finally did it.
I also loved the music!
Excellent but also a couple of issues
[Reviewing the version pre-today's release.] Only takes a few seconds to boot and runs really well. Amazing lighting, beautiful scenery and interesting things to find eg fortresses, shipwrecks, portals, guardian temples, etc. Villages and trading are great, including being able to magic a village up anywhere via /spawnstruct village. Baby villagers look like little grown-ups, lol, but the baby zombies and animals are entirely adorable. Love the jumping dolphins and wolf companions especially. Never played Minecraft, and am very new to Mineclonia, but so far really also like e.g. being able to throw snowballs, bee mod, that corners auto-shape when building, and fast-growing crops. Also, documentation in-game, and the lookup tool, are excellent.
Closed Codeberg account along with others wasn't using, but I hope it's okay to reference a few issues here. (Sorry, thought had to convert review to a thread, but now seeing should have posted as new thread.) Had to turn off the new features in Settings, as it overworked cpu/gpu of 2023 pc bought for art ie decent gpu/cpu/ram. Can't use unified inventory thus quickstack not possible too, causing many more clicks (accessibility?). Don't know if there's a way to auto-stack otherwise? No unified inventory = no waypoints. Thankfully travelnet works, and using simple waypoints mod to get 'home' [lots of text fills the sky if more than 1-2 waypoints]. Might it be possible to bring in waypoints and quickstacking? Leaf decay is so slow I thought it was broken. Has taken enjoyment out of chopping trees! Any other mod I've tried seems to get overidden, as there's no change. Have to reference too many clicks again/accessibility.
Overall, very enjoyable and nice environment to be in. Thank you to everyone involved; really appreciate, but taking a break at this point, sadly, as Mineclonia has some very uniquely nice features, but helpful inventory features are critical for a storage-based game.
Good mod
I recently discovered it while setting up automatic CI tests for my "Skills & States" mod. I had tried another one, got disappointed, and thought, "Great, yet another mod I have to make myself". Then I found this one that just makes sense and works. I haven't tried it out thoroughly, but the API seems flexible enough for any reasonable Luanti test scenario. So, thank you.
Amazing mod
I essentially agree with other people. This is a game changing mod allowing users to make maps for your own server without the need of giving them building permissions (in non-survival servers). The fact that there is an associated website makes it even more mindblowing.
Lighting compleatly broken
The lighting doesnt work at all.
I tried so hard... a̶n̶d̶ ̶g̶o̶t̶ ̶s̶o̶ ̶f̶a̶r
Wow for the cutscenes (even tho sound was missing?), but... I couldn't get past the first room. The game doesn't really introduce you to any mechanics but breaking specific things, and that doesn't seem the way to go given that I just found myself trying to hit every node...
Simple and cute
The game is pretty much what the description says, and it is enjoyable for what it is. With some further polishing and a few more elements, this could be even funnier and hold attention longer.
I’m not entirely sold on the cow shooting automatically, it feels like it takes away some agency. I also felt the hitboxes were a bit unclear; there were times I took damage without feeling like I actually collided with anything - even though I'm aware that Luanti not allowing to rotate hitboxes doesn't help much. Plus, the enemies being simple cubes breaks the immersion a little, though I assume that's a Jam compromise.
On the other hand, I love the cow model and the 'maculated' titles' UI style. Also, good attention to detail making the cow semi-transparent when looking directly below so it doesn't obstruct the view.
Overall, nice game!
Interesting game
I like the theme of this game, even if the controls take getting used to. If you have good quick aim then then this game will be easier for you. One thing I would like to see is progress saving, right now you have to start from the beginning each time.
Don't want to read an in-game wiki to understand what to do
The title says it all, basically. In general it seems yet another MC-like game with different graphics and (of course, due to time) less fun gameplay.
Needs some polishing
You can definitely tell the author worked hard trying to create a narrative with voice acting (it's AI-generated, so heh, but still the aseptic voice fits within the narration), yet I think it needs some polishing (e.g. the camera glitching in the intro). The movement mechanic takes time to master and it can lead to some initial frustration, I would have probably lowered the learning curve in the beginning. I don't know if I'd play a whole game based on this
Good stupid
The author didn't try to do anything super elaborated or that should be taken seriously. As a result, they deliver something stupid, fun, but most importantly short and replayable (great choice for a jam). Mechanics are simple, and just in case you can also find a "help" section inside the game. Music is on point, setting is on point, nonsense is on point: chapeau!
Stuck in the first big room
I was impressed by the character animations (not really by the image, as it's AI-generated) but, ehr.. I can't make it pass the first big room. I've tried for 5 minutes and I can't seem to understand what I'm supposed to do - turning off the "generators" aside and breaking the other door. That's a pity
Gameplay without infamy and without praise
Whilst I appreciate the irony, the whole game can be reduced to "shoot a target with your bow". Initially it was good, then when more complex levels made their appearance, it became somewhat cumbersome. The most frustrating thing is probably the two-node jumps that can be achieved only if you're super precise - something that, I think, shouldn't be the main focus of the game. I'm sure the game will be 100% better with a bit more speed (so I'm voting "Neutral" hoping to see that implemented)
Nice idea but implementation is too rough
I appreciate the fact I wasn't in front of a puzzle game, but the UI is not the best to navigate and there is no feedback to understand when things are going south - except for the numbers (e.g. they could turn red when their level is too low/high). It was nice to see an experiment, unfortunately gameplay-wise is not there yet
Just walking down a path
Foreword: if it hadn't been for the other two reviews, I wouldn't even have redownload the game to test what they were saying. Apparently the map was broken the first time I launched it, there was no beaten path.
I don't know, it's just a game with no sounds, curated graphics etc (as the author themselves states in the description) where you talk with characters along the way and get high. After a while I got tired of walking and I closed it
Not gonna read a very long in-game guide to understand how to play
The setting is amazing, with the sand dust and the pink fog revealing the dunes of the world. But having to read a guide that is a wall of text to understand even the basic mechanics of the game is a no-go for me, I'm sorry. I can't say a lot more, not having played it in full.
Initially super polished, then not much
I was very happy to hear some music in the main menu and even more to see an intro with text fading in and out. Fog was a nice touch (even if looking up breaks the magic) and the drag mechanic alongside its UI was frankly astonishing. Then, unfortunately, the game started losing its grip: I was able to break a few nodes (ferns, mushrooms, pipes) and I wasn't sure if it was supposed to be a gameplay mechanic. Then when I found myself breaking steel bars with bare hands (inside the cave), I guessed that wasn't supposed to happen. Puzzles aren't that clear (I've got a radiation suit and the tape, now what?) and they can lead to frustration. Also the music disappears after a short while, which I think it's a pity.
In short, it was a great start but I think the quality goes down as the game progresses
What? just what?
Idk what im supposed to do. goal is pretty unclear and the game is not all that interesting
cow
Nice game. its got a cow, and its fun
Bad random
Author didn't take themselves seriously, conscious they were creating something random with nonsense characters (whom don't take the game seriously in the first place), but unfortunately that won't spare them the bad review :P
In short, no coherence with the jam theme ("line of sight"), no music/sounds whatsoever, raw graphics, and it's all about walking (with a couple of jumps). Also, probably even worse, no noodles.
Not much but shapeshifting places
I was intrigued by the shapeshifting nature of rooms and corridors and a bit scared of some creatures that might have jumped out of nowhere. However, after having found myself stuck in the same room for a while, I started feeling that shapeshifting pitch black places are not enough for a solid gameplay. It's the foundation for something, yes, but right now it misses those elements that can more easily help judging the game in its entirety. Also, too bad there isn't any background music, it would have helped a lot in creating an eery atmosphere.
Confusing
Foreword: I haven't read the description on CDB before playing, as games should be self-explanatory
There are no instructions in game, reducing the player to a big trial and error session. Whilst experimenting, I restarted the game a few times before understanding a little how it worked ("a little" is the key word) and crashed it when jumping on the albatross. The lack of sound and setting didn't help, as it creates an aseptic environment where players struggle to be absorbed into (it also applies to the main menu)
Awesome!
Only just installed this a couple of days ago, and can already tell there's so much enthusiasm and content. Really well done. Love the yellow dirt biome/lightning trees and trapdoors/doors etc. The ships in the IcePlains are wonderful. The extra Guardian structures are great too. Again, have hardly scratched the surface, but wanted to say a big thank you for making this very fun mod, and recommend it wholeheartedly.
what the hell
what the hell? funny characters, but this wasted three precious minutes of my life.
Wow :O
Very high quality!! Animations!! Two controllable characters!! :O
Beautiful world
Beautiful and small, not much to do but i liked it ;)
cows & cows & cows
Actually pretty fun and replayable. :)
Literally phones in Luanti
I installed this mod with some other mods from his GitLab profile and what this became is... how can I say? The best app for phones and desktops. It integrates well with Minertrade, Tradelands and some other mods from Lunovox!
Thanks, you're the best :)
Top 2 best mods in BRAZUCAS
Top 1: Tradelands Top 2: Minertrade
Best mod in BRAZUCAS
I don't need to say anything, this system is a land protection system but BETTER! You have to pay minermoney in order to keep your land, and it is like 9 coins. Realistic