I love this mod, but I am wondering, would you please make "wooden hoppers" too?
As a first foray into sorting/automation, this hopper mod is excellent. I definitely wanted hoppers from Minecraft in Minetest. However, I also remember the "wooden hopper" mod, and was sad that this didn't have a comparable one. I looked into the coding of it, and I am unsure whether or not I could make one, so I am wondering. Would it be okay to ask if you could also make wooden hoppers? Even if it were logs (instead of planks) instead of iron ingots, and even if it wasn't anywhere near as good (even one storage slot would be okay, or perhaps exclude the option to make it eject items, or slower, or some combination of all three), I would really appreciate the wooden varieties in Skyblock/ Skyfactory playthroughs, where iron is scarce until mid/end game.
Or perhaps you could teach me how to make wooden hoppers? I'm not very good at images, but I do have some that are passable, maybe for wooden hoppers. All I need is to know how.
There's not a lot to do but drilling, and contrary to other games' standard tools that you can use by holding down the mouse button, here players have to spam-click. Also, I don't know why but the author has decided to limit item stacks to 5 items each, making the process of collecting the 200 requested nodes kind of annoying (I haven't finished that). There is no reward feeling in general.
Instructions: the positive thing is that the author has included them (which shouldn't be taken for granted), the negative thing is that they consist in a raw wall of text that only appears when a player enters the world. So if you close them by accident or you want to double check something, you must close and re-open the world. I appreciate the irony about the jackhammer not working properly to justify the left click spamming, but... heh, it's not gonna cut it.
Controls: I get it, we're on the moon and, actually, the first time I've jumped I was positively impressed by this nice touch. But after a couple jumps, you just don't want to jump anymore, ever. It slows down gameplay so much, as if the collecting in stacks of 5 wasn't enough. Also, there is this dark mood in the game, I wasn't sure if monsters were gonna spawn to kill me or anything (maybe related to the title). Felt a bit like Slenderman, without being sure if there was actually a threat outside. That could be seen as a nice touch, but I've closed and uninstalled the game before having an answer (so I'll just have a look at the code)
Considering this is an entry for a jam done in 3 weeks, that's simply amazing. Puzzles are well planned (chapeau!), the difficulty scales smoothly (the last two levels were a bit frustrating, but in a positive way) and the author hasn't fallen into the trap of turning it into a rage game just to make it more difficult close to the end. It kept me there playing, I wanted to see the end: that's not something you take for granted in so little development time.
The music: so simple, yet so immersive. Those static noises added alongside the bgm are the cherry on top. I'm literally writing this review with the main menu music still playing, it's relaxing and it perfectly transmits the idea of being lost in space, floating around. Which is everything you do in the game, so it's coherent.
Graphics: nodes are pure white, but I really don't care. Their candor fits with the theme, where the shapes resembling snowflakes gently scattered through the tiny part of space being your friend help creating a light atmosphere. Also, it creates a terrifying constrast with the emptiness of what's around you, portraying a liminal space that scares you, yet makes you feel somehow fine - you can still reset, can't you?
White particles suggesting you where you're gonna end are also a nice touch.
Last but not least, the author has curated the main menu, displaying a great economics of assets (music and background are the same assets you encounter in game).
I genuinely don't have any critique: highly suggested, congratulations to the author
I think this game has a good concept, but to continue the concept the game must go a long way.
Some of the machines are functional, as well as the cannons (very cool), but some could use better functionality and logic (and some of them are just decorative). The game is also severely lacking documentation, it isn't at all obvious what the player is supposed to do while waiting for a pirate ship to attack, for example. You can also just dig up your whole ship if you want to and you won't suffocate or anything. It looks like an implementation for oxygen generation and player reliance on oxygen was started, along with an airlock, but unfinished. There is not a game finish or goal (other than defending your ship) either, so far.
That said, the window for the game jam was small and I'm sure this mod has far to fly! I will be happy to update my review when that does happen :) I'm also a fan of the textures, which follow the style very well.
This game does seem to be fairly playable and interesting so I'm giving it an upvote, although with a lot of asterisks :) Gameplay is alright, but will get somewhat boring after a while as the map becomes somewhat repetitive. However, maybe this is supposed to be part of the experience. In general, players probably need to keep moving, as the newly generated areas will have more of the items that you need and less of the spiders. This game could probably use some documentation as well, as some things are unclear unless you experiment for quite a while, like for example how to fix a computer. The textures are fairly consistent and seem to follow the game's style well.
The spiders and eggs can be harvested by towering up on your favorite block just within reach of the eggs, then digging while the spiders below which may be protecting the eggs have no chance of hurting you. I'm not sure if this is a feature, or un-intended, but without this, the spiders are almost impossible to get away from. They seem to come in every direction with huge speed (faster than the player's typical walking speed?) and with no swords included in the game, and limited lighting, I'm not sure if this game is solve-able without that. A way to escape the spiders is to quickly make a lot of turns in the corridors, but you have to do this with sprint to keep out of their reach, which is quite expensive!
In short, this definitely has the workings of a good game, just needs some extra touches to make it enjoyable, as well as a proper ending.
I played until around ~170 Electrons, but the ability lag, which was slowly getting worse as the game went on, has reached an unplayable point (10+ second delay from holding/pressing the correct key(s)).
I hope you can fix this, because I'd really like to play this to the end. Here's my world file, if that helps
Collecting the electrons can get a bit repetetive, but I think that's mostly due to how I play.
A tough game - This seems playable, especially thanks to the COMP unit which is very helpful and helps document the game. But it's probably super hard for one person to beat this game- as noted in the OP, it seems like multiplayer is going to end up being more playable. Hence, perhaps a version suited more for singleplayer would be useful in the future.
One sad part for me is that the land is mostly barren and rather repetitive/boring: but personally I think the mapgen sort of makes up for that, as the mountains are really quite good.
A problem I noticed is that you can get the mobs stuck on your head - they'll spin around on top of your head without damaging you at all! I had maybe 5 of them on top of my head this way- a potential fix is making them have collisionboxes.
With a few gameplay changes to reduce grind I think this could turn out to be a fun space game.
I look forward to future updates, and will update my review accordingly if they ever happen.
This appears to mostly be a game made up of existing mods, and the experience is fine, similar to other moon survival games, but it lacks a lot of documentation and polish to make things nice and unique from the other games. Not many new players are going to be able to take the oxygen tanks from the crate and put them into the air generator before they've already ran out of breath! And if you stand on top of your landing site marker - watch out, you're going to get trapped by the rocket when it shows up. A small bit of documentation would clear this up. Additionally, most of the items in the inventory are completely unobtainable the way the game is currently set up; and some things like mithril armor/mithril dust are erroneous, as they never appear in the game.
I look forward to how this game progresses and will be happy to change my review when things are improved! :)
Experience reminiscent of the Scott Adams ATARI Adventures
This game truly has a story-feel to it, and I think the textures are pretty much consistent; gives it a very sci-fi feel. The storyline is fairly well-done and has the potential of the best game submitted for the Jam, but it lacks a proper ending, in my opinion. I've put the following critique inside of a imgur image so that people who want to solve the game on their own won't be upset at my review ;)
[Potential spoilers, do not read ahead if you want to find things on your own]
In short, this is an great story game and has a bright future, but it needs a finished storyline that feels fulfilling and doesn't leave too many questions.
A fantastic puzzle game, just wish there were more levels!
The work that Warr has put into the scenery and textures is beautiful, making the game enjoyable and solving the puzzles more than worth it. The gravity and 'bouncing' off walls is also a lot of fun.
The curve from easy puzzles to difficult puzzles was too fast though, in my opinion. If more levels were more gradually added working up to an ending, I believe it might be a little easier for a new player to learn the logic. However, this game is definitely completely playable and proved a somewhat short, but very fulfilling experience.
Fascinating experience that feels fairly complete: the attention to details in the mapgen is very nice and makes exploring interesting. The custom inventory and radar makes for a nice feel as well.
One huge problem is lag: This game is a monster for anyone's CPU. Items that you've dug will take a few seconds to appear in the inventory, lights take many seconds to place, etc.
The story also seems a little rushed, perhaps more elements to the story and a more fulfilling finish would be nice. The radar and inventory can also be quite confusing for a new player: a better explanation of it would be helpful. Other than that, this seems fun and playable.
This is a game that really feels complete! The storyline is great, the characters have varying personalities, the levels are well made, the textures are consistent, the sound effects, documentation, and texture effects are incredible - and best of all, it's quite fun!
The quality opening sequence is also something that I believe defines this game and makes you feel part of your own character. Well done, Wuzzy!
I wish that this game was longer, because it is really a joy to play (being a parkour fan myself :)). As mentioned, the slide controls are somewhat erratic and it takes a bit of experience: after a while, it becomes somewhat consistent if you use Shift (Sneak) in combination. It can also be somewhat confusing when you can use E to 'dash' and when you can't: on slopes, the dashing often doesn't work but (if you glitch? :)) it does work from time to time. On solid blocks, it usually always works in the right areas. If you get going downhill, you probably won't be able to stop yourself, as velocity increases like crazy.
EDIT: After finishing the game I have nothing but more praise for it: this is extremely well polished and has a wonderful ending that is amusing and proves a very difficult puzzle! This is my personal pick for the best game of the Jam. I enjoyed it immensely, thank you Wuzzy!
Lots of corridors and rooms to explore; the spaceship is much bigger than I expected given the screenshots, and there's always something new to discover!
Textures look good! The overal vibe is mysterious and quiet; it makes one want to learn all the game's secrets.
Not too difficult to understand. The gameplay was pretty simple, and it was fun to figure out how to [spoiler removed], although the game ended rather unexpectedly.
Cons
The biggest complaint I might have is that there are almost no sound effects, and no soundtrack that I'm aware of. Some quiet spacey background music would be nice.
An interesting puzzle game, but in my opinion, it's lacking a lot of details which would make solving the puzzle more enjoyable, like scenery and more custom items/textures which make puzzles perhaps a bit more challenging.
For what it's worth though, I love your games and can see this turning into something very good, hence why I struggled to put a no vote on this. I will be sure to update this review after the game jam when/if things are improved!
EDIT: I've decided to change from -1 to +1 for this mod, because there's really no reason why I wouldn't reccomend this game: the puzzles are interesting and creative. My criticism still applies, but after getting a better idea for how the ratings work, it doesn't make sense for me to have a no vote here.
A degree of realism to this game: The 4 nodes included in the mapgen are pretty similar to what you'd find on the moon in real life. This works well as a short collection game, but isn't really interesting. The title is sort of false advertising, as there is no secret to find :) In the future, it would be interesting to incorporate more elements so that the game is playable for longer.
Additionally, there is currently a crash you can make by clicking the jackhammer on many nodes very quickly.
Feels like it is missing a lot so far. For an exploration game, it feels like there needs to be quite a lot going on: in this case, there is only 10 or so mapgen nodes, and no mobs to interact with. I could see this game going far though, especially if it could go somewhere similar to Loria (with advanced mapgen and crafting/survival mechanics), but with these tiny planets instead. :)
Its a challenging game, yes, but also interesting, I've reach to live many days with only one life, is satisfactory.
The only problem is I can't get enough food to survive as long a want, and farming takes so long (like in real world), I realize that the hunger is very hard to satisfy, eating a plenty amount of coocked animals every day is a hard goal because there is a very shrot plenty of food here, I have a lot to learn.
Make some bags to carry is a good idea if you want to play as a nomad, to recolect resources before make a base, its so useful to find the better place to stablish yourself.
Yes, the game is hard and will kick your ass... at the begining, but if you are middle-smart, you can domita it step by step, and each achievement that you reach is very satisfying.
The game its simple but addictive, if you give it a opportunity and have some patient... and passion. The game still in alpha versiono, yet so, is amusing and inmersive.
*If someona knows a wiki with the crafting guide, please, can contact me by email. I am very interesting on it.... *
I almost forget, thanks a lot to the team for giving us this great alternative, I spend many hours in this game and thats mean that all of you are making great. Cheers.
(I only am partway through the game so take this with a pinch of salt)
The story aspects are very intriguing, and I like the integration of the different powers into earlier rooms to make visiting earlier rooms have a purpose.
Something I found somewhat frustrating however is the controls feel somewhat difficult. Especially for dashing, triggering the dash feels somewhat inconsistent. I also think it is very difficult to control; combined with the aforementioned inconsistency, getting the dash distance correct is at times frustratingly difficult, though this is subjective and depends on a matter of preference and skill.
MineClone 2 is one of the best Minetest engine games I know.
It implements the mechanics from Minecraft as accurately as possible. It's fun to play with friends as well as in Minecraft. But the coolest thing is that MineClone 2 can be easily customized to suit your needs (if you have the right skill, of course). In general, this is a plus of the engine itself, but without games like MineClone 2, it wouldn't be so cool. The game still needs bug fixes, but in general it is already possible (and necessary) to play. I wish the developers good luck in the further development of the project!
Input:
"I have been arrested for multiple crimes",
"The last capitalist we hang shall be the one who sold us the rope".
Output:
"I have been awwested fow muwtipwe cwimes. owo",
"The wast capitawist we hang shaww be he one who sowd us the wope. UwU", respectively.
Overall, great, but definitely needs some more triggers that would increase the owoness of the output text, because substituting all of the "r"s for "w"s and placing an "OwO" at the end is too little. More should be done in order to reach the level of Visions of Glory.
Minetest how-to-fly guide number 2 (the floppy edition).
Step 1: Find (steal) floppies. Minetest bro tip: install ROllerozxa's floppy mod for faster acquiring of throwable floppies.
Step 2: Use mese magnets to collect all of the floppies and gather them in your hotbar.
Step 3: Gain some velocity using mese thrusters.
Step 4: Start throwing floppies in the direction of your free flight, tilted downwards by approximately 45 degrees.
Step 5: Jump.
Step 6: Successfully fly.
Step 7: Lose focus and (also successfully) crash and break every single bone in your body and turn your innards into (some) delicious mince.
I recall how much I wanted a skills library when I was working on Block League last year. I also wondered back then how it was possible that no one had ever thaught about creating something useful like a mod that allowed you to easily introduce skills in your game. Because it's something that basically every genre might need. RPG, FPS, MOBA, you name it. I also recall how I ended up throwing in the towel because I couldn't focus on yet another mod to maintain. So I renounced.
Wanna smash some keys and cast cool skills? Wanna have a deathmatch with a lot of colourful things going on through the map ? Then Fantasy Brawl it's for you.
I've been following Giov4 creating this game since the very beginning, and I admit I was a bit skeptical at the time, because entities are... a complicated subject here on Minetest (half of the skills rely on entities). And yet, he's managed to create a fun experience, so fun that it's one of the most played minigames on our minigames server: if it's your first time, there are short instructions before the match starts, so you won't be lost. And in general you'll be probably absorbed after casting a couple skills. Nonetheless, if you know how to play the game you can play on another level of complexity ("I should be careful to engage that player as a warrior, since they're a mage with probably the ice spikes barrier ready to be used") that makes the game even more fun. In general, OP has also shown to listen to users feedback, improving and balancing what was the first alpha version. I'm looking forward to see a third class to make things even more interesting.
My only suggestion is, it might be worth thinking about introducing an objective mid-game, so to have players gathering around it in order to conquer it: it would add another layer of complexity (like the Baron and the dragon in League of Legends), without altering the game experience that much.
The previous person complained that this is all retro, and not a good retro. Perhaps. However, from the viewpoint of wanting to use as a base for both chest nodes and inventory item nodes, it being small is an advantage. As for the images, sure they kind of clash with minetest asthetic, but really, again, excellent starting point. If you don't like the pictures, give it different ones.
Things to note: The folder is best with tools, since you can only take one item away at a time.
Also, you tried changing the inventory size, without changing the GUI size the same way. Therefore, the inventory probably has been changed, but the user can't tell, not without testing. So, if you want to change the size of the inventory, this is everything you need to change (#, being the numbers specifically, I recommend you changing, when you want to change).
"size [#,#] --I recommend this to be [The larger of inventorysize first # or 8, inventorysize second # +5]
"list[nodemeta:" .. spos .. ";main;0,0.3;#,#;] --I recommend this to be [inventorysize first #, inventorysize second #]
"list[current_player;main;0,#;8,1;]" .. --I recommend this to be [inventorysize second # +.85.] This one specifically, is the hotbar.
"list[current_player;main;0,#;8,3;8]" .. --I recommend this to be [inventorysize second # +2.08] - This is the top of non-hotbar inventory
default.get_hotbar_bg(0,#)) --I recommend this to be [inventorysize second # +.85.] --Hotbar also.
inv:set_size("main", #*#) --And of course, the dimensions of the slots you actually want it to have.
Also note, that it generates the inventory slots of the object on place, which means, if you want to check to see that the GUI matches what it should have as inventory slots, you will need to place it down after each check, as the ones already placed down will not be refreshed until they are picked up and placed.
(plus even more stuff mods which do not live on CDB or have died with MT 0.4.x, such as galvorn & mithril in LOTT; besides, has anyone ever considered a more specific name like "equipment" rather than the insanely generic "stuff"?)
This is boring. It already was boring in Minetest Game - the tools don't differ except in their stats. Generally, the better the tier, the better the stats. "Stuff" mods just add yet another boring & redundant tier. The only notable exception here is LandarVargan's Lava Stuff, which has special effects (e.g. the lava pickaxe already "cooks" everything you dig with it like the MTG furnace).
My Review [JAM VERSION]
I played this for the first time with 3 other players. It was a little glitchy but it worked.
Very well rounded and simple game. I can't think of anything to suggest/bring up
Review:
I love this mod, but I am wondering, would you please make "wooden hoppers" too?
As a first foray into sorting/automation, this hopper mod is excellent. I definitely wanted hoppers from Minecraft in Minetest. However, I also remember the "wooden hopper" mod, and was sad that this didn't have a comparable one. I looked into the coding of it, and I am unsure whether or not I could make one, so I am wondering. Would it be okay to ask if you could also make wooden hoppers? Even if it were logs (instead of planks) instead of iron ingots, and even if it wasn't anywhere near as good (even one storage slot would be okay, or perhaps exclude the option to make it eject items, or slower, or some combination of all three), I would really appreciate the wooden varieties in Skyblock/ Skyfactory playthroughs, where iron is scarce until mid/end game.
Or perhaps you could teach me how to make wooden hoppers? I'm not very good at images, but I do have some that are passable, maybe for wooden hoppers. All I need is to know how.
Fey-Yell.
Unfinished farming game with annoying physics
There's not a lot to do but drilling, and contrary to other games' standard tools that you can use by holding down the mouse button, here players have to spam-click. Also, I don't know why but the author has decided to limit item stacks to 5 items each, making the process of collecting the 200 requested nodes kind of annoying (I haven't finished that). There is no reward feeling in general.
Instructions: the positive thing is that the author has included them (which shouldn't be taken for granted), the negative thing is that they consist in a raw wall of text that only appears when a player enters the world. So if you close them by accident or you want to double check something, you must close and re-open the world. I appreciate the irony about the jackhammer not working properly to justify the left click spamming, but... heh, it's not gonna cut it.
Controls: I get it, we're on the moon and, actually, the first time I've jumped I was positively impressed by this nice touch. But after a couple jumps, you just don't want to jump anymore, ever. It slows down gameplay so much, as if the collecting in stacks of 5 wasn't enough. Also, there is this dark mood in the game, I wasn't sure if monsters were gonna spawn to kill me or anything (maybe related to the title). Felt a bit like Slenderman, without being sure if there was actually a threat outside. That could be seen as a nice touch, but I've closed and uninstalled the game before having an answer (so I'll just have a look at the code)
In general, it's highly unfinished
An immersive puzzle floating in space
Considering this is an entry for a jam done in 3 weeks, that's simply amazing. Puzzles are well planned (chapeau!), the difficulty scales smoothly (the last two levels were a bit frustrating, but in a positive way) and the author hasn't fallen into the trap of turning it into a rage game just to make it more difficult close to the end. It kept me there playing, I wanted to see the end: that's not something you take for granted in so little development time.
The music: so simple, yet so immersive. Those static noises added alongside the bgm are the cherry on top. I'm literally writing this review with the main menu music still playing, it's relaxing and it perfectly transmits the idea of being lost in space, floating around. Which is everything you do in the game, so it's coherent.
Graphics: nodes are pure white, but I really don't care. Their candor fits with the theme, where the shapes resembling snowflakes gently scattered through the tiny part of space being your friend help creating a light atmosphere. Also, it creates a terrifying constrast with the emptiness of what's around you, portraying a liminal space that scares you, yet makes you feel somehow fine - you can still reset, can't you? White particles suggesting you where you're gonna end are also a nice touch.
Last but not least, the author has curated the main menu, displaying a great economics of assets (music and background are the same assets you encounter in game).
I genuinely don't have any critique: highly suggested, congratulations to the author
My Review [JAM VERSION]
Nice work! I'd love to see this fully fleshed out with a finished story, music, and general sound effects.
Review:
WIP, but a great concept
I think this game has a good concept, but to continue the concept the game must go a long way.
Some of the machines are functional, as well as the cannons (very cool), but some could use better functionality and logic (and some of them are just decorative). The game is also severely lacking documentation, it isn't at all obvious what the player is supposed to do while waiting for a pirate ship to attack, for example. You can also just dig up your whole ship if you want to and you won't suffocate or anything. It looks like an implementation for oxygen generation and player reliance on oxygen was started, along with an airlock, but unfinished. There is not a game finish or goal (other than defending your ship) either, so far.
That said, the window for the game jam was small and I'm sure this mod has far to fly! I will be happy to update my review when that does happen :) I'm also a fan of the textures, which follow the style very well.
Hard game, but lacking some things
This game does seem to be fairly playable and interesting so I'm giving it an upvote, although with a lot of asterisks :) Gameplay is alright, but will get somewhat boring after a while as the map becomes somewhat repetitive. However, maybe this is supposed to be part of the experience. In general, players probably need to keep moving, as the newly generated areas will have more of the items that you need and less of the spiders. This game could probably use some documentation as well, as some things are unclear unless you experiment for quite a while, like for example how to fix a computer. The textures are fairly consistent and seem to follow the game's style well.
The spiders and eggs can be harvested by towering up on your favorite block just within reach of the eggs, then digging while the spiders below which may be protecting the eggs have no chance of hurting you. I'm not sure if this is a feature, or un-intended, but without this, the spiders are almost impossible to get away from. They seem to come in every direction with huge speed (faster than the player's typical walking speed?) and with no swords included in the game, and limited lighting, I'm not sure if this game is solve-able without that. A way to escape the spiders is to quickly make a lot of turns in the corridors, but you have to do this with sprint to keep out of their reach, which is quite expensive!
In short, this definitely has the workings of a good game, just needs some extra touches to make it enjoyable, as well as a proper ending.
My Review [JAM VERSION]
I played until around ~170 Electrons, but the ability lag, which was slowly getting worse as the game went on, has reached an unplayable point (10+ second delay from holding/pressing the correct key(s)). I hope you can fix this, because I'd really like to play this to the end. Here's my world file, if that helps
Collecting the electrons can get a bit repetetive, but I think that's mostly due to how I play.
Review:
Tough game, with strengths and shortcomings
A tough game - This seems playable, especially thanks to the COMP unit which is very helpful and helps document the game. But it's probably super hard for one person to beat this game- as noted in the OP, it seems like multiplayer is going to end up being more playable. Hence, perhaps a version suited more for singleplayer would be useful in the future.
One sad part for me is that the land is mostly barren and rather repetitive/boring: but personally I think the mapgen sort of makes up for that, as the mountains are really quite good.
A problem I noticed is that you can get the mobs stuck on your head - they'll spin around on top of your head without damaging you at all! I had maybe 5 of them on top of my head this way- a potential fix is making them have collisionboxes.
Also, gui_hb_bg.png is missing.
My review [JAM VERSION]
With a few gameplay changes to reduce grind I think this could turn out to be a fun space game. I look forward to future updates, and will update my review accordingly if they ever happen.
The adventure of LandarVargan (Spoiler Warning)
Review:
Some polishing needed
This appears to mostly be a game made up of existing mods, and the experience is fine, similar to other moon survival games, but it lacks a lot of documentation and polish to make things nice and unique from the other games. Not many new players are going to be able to take the oxygen tanks from the crate and put them into the air generator before they've already ran out of breath! And if you stand on top of your landing site marker - watch out, you're going to get trapped by the rocket when it shows up. A small bit of documentation would clear this up. Additionally, most of the items in the inventory are completely unobtainable the way the game is currently set up; and some things like mithril armor/mithril dust are erroneous, as they never appear in the game.
I look forward to how this game progresses and will be happy to change my review when things are improved! :)
It is a interesting game
I like the textures, they are very good made.
The story isn´t simple and is well made.
Music is also nice.
My review [JAM VERSION]
Unique non-sandbox, no-player-character game, or at least it will be
I look forward to seeing where this goes, and will update my review when it's playable
Experience reminiscent of the Scott Adams ATARI Adventures
This game truly has a story-feel to it, and I think the textures are pretty much consistent; gives it a very sci-fi feel. The storyline is fairly well-done and has the potential of the best game submitted for the Jam, but it lacks a proper ending, in my opinion. I've put the following critique inside of a imgur image so that people who want to solve the game on their own won't be upset at my review ;)
[Potential spoilers, do not read ahead if you want to find things on your own]
https://i.imgur.com/780kBln.png
In short, this is an great story game and has a bright future, but it needs a finished storyline that feels fulfilling and doesn't leave too many questions.
Tetris-like puzzle game with great scenery
A fantastic puzzle game, just wish there were more levels!
The work that Warr has put into the scenery and textures is beautiful, making the game enjoyable and solving the puzzles more than worth it. The gravity and 'bouncing' off walls is also a lot of fun.
The curve from easy puzzles to difficult puzzles was too fast though, in my opinion. If more levels were more gradually added working up to an ending, I believe it might be a little easier for a new player to learn the logic. However, this game is definitely completely playable and proved a somewhat short, but very fulfilling experience.
Very unique game
Fascinating experience that feels fairly complete: the attention to details in the mapgen is very nice and makes exploring interesting. The custom inventory and radar makes for a nice feel as well.
One huge problem is lag: This game is a monster for anyone's CPU. Items that you've dug will take a few seconds to appear in the inventory, lights take many seconds to place, etc.
The story also seems a little rushed, perhaps more elements to the story and a more fulfilling finish would be nice. The radar and inventory can also be quite confusing for a new player: a better explanation of it would be helpful. Other than that, this seems fun and playable.
Fun parkour-like game with a great story
This is a game that really feels complete! The storyline is great, the characters have varying personalities, the levels are well made, the textures are consistent, the sound effects, documentation, and texture effects are incredible - and best of all, it's quite fun!
The quality opening sequence is also something that I believe defines this game and makes you feel part of your own character. Well done, Wuzzy!
I wish that this game was longer, because it is really a joy to play (being a parkour fan myself :)). As mentioned, the slide controls are somewhat erratic and it takes a bit of experience: after a while, it becomes somewhat consistent if you use Shift (Sneak) in combination. It can also be somewhat confusing when you can use E to 'dash' and when you can't: on slopes, the dashing often doesn't work but (if you glitch? :)) it does work from time to time. On solid blocks, it usually always works in the right areas. If you get going downhill, you probably won't be able to stop yourself, as velocity increases like crazy.
EDIT: After finishing the game I have nothing but more praise for it: this is extremely well polished and has a wonderful ending that is amusing and proves a very difficult puzzle! This is my personal pick for the best game of the Jam. I enjoyed it immensely, thank you Wuzzy!
Fun exploration and problem solving!
I played this game to the end, and I enjoyed it!
Pros
Cons
However, not enough scenery/immersiveness
An interesting puzzle game, but in my opinion, it's lacking a lot of details which would make solving the puzzle more enjoyable, like scenery and more custom items/textures which make puzzles perhaps a bit more challenging.
For what it's worth though, I love your games and can see this turning into something very good, hence why I struggled to put a no vote on this. I will be sure to update this review after the game jam when/if things are improved!
EDIT: I've decided to change from -1 to +1 for this mod, because there's really no reason why I wouldn't reccomend this game: the puzzles are interesting and creative. My criticism still applies, but after getting a better idea for how the ratings work, it doesn't make sense for me to have a no vote here.
Mediocre
A degree of realism to this game: The 4 nodes included in the mapgen are pretty similar to what you'd find on the moon in real life. This works well as a short collection game, but isn't really interesting. The title is sort of false advertising, as there is no secret to find :) In the future, it would be interesting to incorporate more elements so that the game is playable for longer.
Additionally, there is currently a crash you can make by clicking the jackhammer on many nodes very quickly.
Good idea, but not enough content
Feels like it is missing a lot so far. For an exploration game, it feels like there needs to be quite a lot going on: in this case, there is only 10 or so mapgen nodes, and no mobs to interact with. I could see this game going far though, especially if it could go somewhere similar to Loria (with advanced mapgen and crafting/survival mechanics), but with these tiny planets instead. :)
WONDERFUL GAME
Its a challenging game, yes, but also interesting, I've reach to live many days with only one life, is satisfactory.
The only problem is I can't get enough food to survive as long a want, and farming takes so long (like in real world), I realize that the hunger is very hard to satisfy, eating a plenty amount of coocked animals every day is a hard goal because there is a very shrot plenty of food here, I have a lot to learn.
Make some bags to carry is a good idea if you want to play as a nomad, to recolect resources before make a base, its so useful to find the better place to stablish yourself.
Yes, the game is hard and will kick your ass... at the begining, but if you are middle-smart, you can domita it step by step, and each achievement that you reach is very satisfying.
The game its simple but addictive, if you give it a opportunity and have some patient... and passion. The game still in alpha versiono, yet so, is amusing and inmersive.
*If someona knows a wiki with the crafting guide, please, can contact me by email. I am very interesting on it.... *
I almost forget, thanks a lot to the team for giving us this great alternative, I spend many hours in this game and thats mean that all of you are making great. Cheers.
Way too easy
You can simply pillar up using your own feces. On a roof, you won't be disturbed while packing your feces.
Massive robocop overpopulation also causes insufferable lag.
Screenshot
Nice parkour
(I only am partway through the game so take this with a pinch of salt)
The story aspects are very intriguing, and I like the integration of the different powers into earlier rooms to make visiting earlier rooms have a purpose.
Something I found somewhat frustrating however is the controls feel somewhat difficult. Especially for dashing, triggering the dash feels somewhat inconsistent. I also think it is very difficult to control; combined with the aforementioned inconsistency, getting the dash distance correct is at times frustratingly difficult, though this is subjective and depends on a matter of preference and skill.
Overall, I like the story and level design.
Awesome
Nice idea :) I'm going to use it on my server :)
While place assets trouble
While place assets just got black shapes whout textures, just like shadow things Fixed: need to turn on "Shaders"
Great Idea but this somehow doesn't work for me...
I really want to use Modgen, but i always end up in an empty singlenode world. Other Mapgen Mods work perfectly fine for me...
MineClone 2 is one of the best Minetest engine games I know.
It implements the mechanics from Minecraft as accurately as possible. It's fun to play with friends as well as in Minecraft. But the coolest thing is that MineClone 2 can be easily customized to suit your needs (if you have the right skill, of course). In general, this is a plus of the engine itself, but without games like MineClone 2, it wouldn't be so cool. The game still needs bug fixes, but in general it is already possible (and necessary) to play. I wish the developers good luck in the further development of the project!
nice
good job, working well. many kind of enchantment.
The mod that every server should have!
The best mod that deals with chatting so far.
My experiments have produced interesting results.
Input: "I have been arrested for multiple crimes", "The last capitalist we hang shall be the one who sold us the rope".
Output: "I have been awwested fow muwtipwe cwimes. owo", "The wast capitawist we hang shaww be he one who sowd us the wope. UwU", respectively.
Overall, great, but definitely needs some more triggers that would increase the owoness of the output text, because substituting all of the "r"s for "w"s and placing an "OwO" at the end is too little. More should be done in order to reach the level of Visions of Glory.
They're not only for throwing!
Minetest how-to-fly guide number 2 (the floppy edition).
Step 1: Find (steal) floppies. Minetest bro tip: install ROllerozxa's floppy mod for faster acquiring of throwable floppies. Step 2: Use mese magnets to collect all of the floppies and gather them in your hotbar. Step 3: Gain some velocity using mese thrusters. Step 4: Start throwing floppies in the direction of your free flight, tilted downwards by approximately 45 degrees. Step 5: Jump. Step 6: Successfully fly. Step 7: Lose focus and (also successfully) crash and break every single bone in your body and turn your innards into (some) delicious mince.
This update make it better
I using your mod in my local server and this update version just make the animal better! I like this!
Funny to play and very cool graphics!!
This minigame is REALLY REALLY awesome!!! the gameplay it's very nice and each class has cool moves! Highly recommended to play with friends :D,
I love also the graphics of the skills (like the ultimate of the magician :O ) and the cool GUI to choose the class!
Simply cool!! you can also try this and play it with other people on the A.E.S Minigames Server :D!
I really adore this mod.
This mod adds a lot of underground ambiance to MTG and to MineClone 2 games!!!
I highly recommend this mod to others, especially if you like to explore underground areas!
Long overdue
I recall how much I wanted a skills library when I was working on Block League last year. I also wondered back then how it was possible that no one had ever thaught about creating something useful like a mod that allowed you to easily introduce skills in your game. Because it's something that basically every genre might need. RPG, FPS, MOBA, you name it. I also recall how I ended up throwing in the towel because I couldn't focus on yet another mod to maintain. So I renounced.
...until now! Thanks for what you're doing :)
Funny no-brainer that takes time to master
Wanna smash some keys and cast cool skills? Wanna have a deathmatch with a lot of colourful things going on through the map ? Then Fantasy Brawl it's for you.
I've been following Giov4 creating this game since the very beginning, and I admit I was a bit skeptical at the time, because entities are... a complicated subject here on Minetest (half of the skills rely on entities). And yet, he's managed to create a fun experience, so fun that it's one of the most played minigames on our minigames server: if it's your first time, there are short instructions before the match starts, so you won't be lost. And in general you'll be probably absorbed after casting a couple skills. Nonetheless, if you know how to play the game you can play on another level of complexity ("I should be careful to engage that player as a warrior, since they're a mage with probably the ice spikes barrier ready to be used") that makes the game even more fun. In general, OP has also shown to listen to users feedback, improving and balancing what was the first alpha version. I'm looking forward to see a third class to make things even more interesting.
My only suggestion is, it might be worth thinking about introducing an objective mid-game, so to have players gathering around it in order to conquer it: it would add another layer of complexity (like the Baron and the dragon in League of Legends), without altering the game experience that much.
Also, come to A.E.S. and try it!
mod comparison: chatlog vs chat_record
Benefit of chatlog over chat_record:
as a note, none of the mods log commands entered in the chat
Simple, easy to build from, small.
The previous person complained that this is all retro, and not a good retro. Perhaps. However, from the viewpoint of wanting to use as a base for both chest nodes and inventory item nodes, it being small is an advantage. As for the images, sure they kind of clash with minetest asthetic, but really, again, excellent starting point. If you don't like the pictures, give it different ones.
Things to note: The folder is best with tools, since you can only take one item away at a time.
Also, you tried changing the inventory size, without changing the GUI size the same way. Therefore, the inventory probably has been changed, but the user can't tell, not without testing. So, if you want to change the size of the inventory, this is everything you need to change (#, being the numbers specifically, I recommend you changing, when you want to change).
Also note, that it generates the inventory slots of the object on place, which means, if you want to check to see that the GUI matches what it should have as inventory slots, you will need to place it down after each check, as the ones already placed down will not be refreshed until they are picked up and placed.
Fey-Yell.
stuff_mods++
Quoting my review of the last stuff mod:
Fun mod
This is a fun mod to have on a LAN server.