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 have might 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
If you've been playing Minecraft for quite a long time, you know the Ice and Fire mod... well, this Luanti mod managed to get some similarities and give me some nostalgia...
I don't even need to place anything here, the title here already is self-explanatory. You should try if you didn't, but here's some mods you could use to make survival better:
3D Armor;
i3;
Ethereal NG;
Mobs Monster;
X-Decor-libre;
Farming Redo;
Nextgen Fungi;
That's all for this review, if you think this list should include some other mods, comment down below! :)
This game helped me to learn about some of the hormones, some I already knew (like Dopamine and Adrenaline), but some others I didn't knew what it helped at.
Probably more platformer than puzzle but still quite fun
The dialogue is clearly Portal inspired. I'm pretty certain one of the lines about the buttons near the start is taken directly from GLaDOS describing the weighted storage cube. But I don't care because I like Portal.
Cool little puzzle game. The vibe sort of reminds me of Portal, with you having to aim at spots on distant walls and guess trajectories to fling yourself at the objective. I'd be interested to see what further levels are added after the game jam.
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 have might 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
Absolute masterpiece
If you've been playing Minecraft for quite a long time, you know the Ice and Fire mod... well, this Luanti mod managed to get some similarities and give me some nostalgia...
Thanks :)
How to make Animalia even better
I don't even need to place anything here, the title here already is self-explanatory. You should try if you didn't, but here's some mods you could use to make survival better:
That's all for this review, if you think this list should include some other mods, comment down below! :)
Thanks for the game :)
This game helped me to learn about some of the hormones, some I already knew (like Dopamine and Adrenaline), but some others I didn't knew what it helped at.
Thanks Ü
Probably more platformer than puzzle but still quite fun
The dialogue is clearly Portal inspired. I'm pretty certain one of the lines about the buttons near the start is taken directly from GLaDOS describing the weighted storage cube. But I don't care because I like Portal.
Simple yet polished and fun
Cool little puzzle game. The vibe sort of reminds me of Portal, with you having to aim at spots on distant walls and guess trajectories to fling yourself at the objective. I'd be interested to see what further levels are added after the game jam.