Koboldkrieg looks like it's put together well enough, with ~4,500 Lines of Code, but unfortunately, it isn't really playable for me. For one thing, the goblins never come out for some reason, and the pathfinding for the NPCs fails too often, so that I have to remove obstacles to free them. I am also unsure of how to move or direct the NPCs. Being unable to progress, perhaps due to bugs or unclear instructions, it's unplayable. These genre of games are, however, not really my style to begin with.
Too easy escape puzzle, with no clear directive or ending
You just need to escape the prison you're in, which ends up being super easy, just dig your way out like a madman once you figure out how to get the digger item. I escaped in about 2 minutes and most of that time was spent inspecting the premises. I also managed to walk through the item deletion barriers while keeping my items, and as said in the other reviews, if a cave generates in the right place when you make your world, you've got a get out of jail free card :)
Once you're out, it's a flat mapgen so you can hop on the grass forever and explore caves, but there's no formal ending and if you didn't read the game's description, I suspect you'll be left wondering what more there is to do or even what you were supposed to do in the first place. This game could really profit from being a more difficult escape, with more puzzle-like elements - it's just way too easy right now! A formal introduction and ending would also help a lot, because I was confused when I did not find any documentation in-game, and after escaping, there was no indicator that I had won. Hoping for future development/progress on this game!
The divide between "used to this kind of game" and "newbie" is so incredibly vast. I needed probably another 40 gradations of difficulty before I got to the third checkpoint.
The issue is not just "game hard", it's "game unapproachable". The only people who will enjoy it are those who have already gotten over the massive difficulty cliff elsewhere, everyone else will be left stranded. That is the game's responsibility in my opinion; to initiate the player into the skills and understanding needed to enjoy the game. You could argue that the intended audience is only hardcore puzzle lovers, sure, but I would argue that if you have to go somewhere else to train to be able to play and enjoy a game, there's something wrong. The game should be for enjoyment, not an examination of prior learned skills.
Just adding more gradations of difficulty would be enough to fix the issue, but ideally there would be some kind of choice of difficulty so that if you want a really hard challenge you can skip past the more gradual difficulty curve set for the uninitiated.
The mechanic is very smooth though, every move feels satisfying. You can tell work and thought went into this.
Unfortunately I got softlocked at one point, but other than that, the mechanics of pipes and the general atmosphere was great. The cutscenes are very cool, but a suggestion would be to perhaps use a formspec to lock the player's look direction (I guess there's the downside of showing the cursor...) and speed them up a fair bit, particularly the first one. There's lot of walking, but the atmosphere mostly makes that ok. Probably it would be best however to add either more teleportation or use seamless teleports to give the illusion of a shrunk down space, to reduce walking distance a little and spend more time on puzzles and building the world and sense of wonder.
Hard, a little devious, but an absolutely solid experience
The atmosphere, the worldbuilding and the mechanics are on point. Seriously impressive. The mechanics themselves are super fun, because they're predictable yet varied and challenging. The music is good, the atmosphere is great, you feel like you want to know more about the world just by being in it. The difficulty is probably a little high overall, but it's much better than most would do for a puzzle game and that is commendable. There were some visual bugs like the glass textures but other than that it was (so far, I got stuck) a super solid experience.
Mild spoilers:
The dark sphere level (9) is absolutely cruel and unusual punishment. Like, that's just... ouch. I got stuck on the tower unfortunately, and couldnt find a way to activate the eyes on the top floor, so I gave up after searching for quite some time.
Robot Escape has you enter the world as a robot with some hypothetical daily tasks you're meant to perform. For whatever plot-convenient reason, you become self aware and decide to escape. Unfortunately that doesn't take very long and isn't very satisfying when you do manage it.
There is the core of an interesting idea here, if it could be written much better. The item names were quite evocative to make us sympathise with the robot. Some story-writing would help. Some kind of monologue commentary from the robot, played out in text and/or audio when the player performs certain actions. As it is, we're left to imagine the motivations of the robot and suspend our disbelief a bit too much.
Robot Escape has a small puzzle element, but really needed a longer puzzle and the puzzle needed to be prevented from leakage/cheating (deliberate but even accidental). I actually managed to walk through the item-deleting grids while keeping my items.
The game also really needed some kind of cue for the game ending. Something as simple as walking far enough away from your prison and triggering an audio cue, a fade to black and a credits reel would have sufficed.
Speaking of audio, while I appreciate all the assets were made by the author, a lack of audio is always a big immersion breaker. In my opinion it's better to borrow even the basics like footstep and digging sounds from existing Luanti games (which is very much allowed). If you want to try DIYing it, I recommend SFXr.
Overall, I hope we can see more of what the author can do than this "proof of concept".
The mapgen is buggy since it uses flat, with caves it can spawn with an open cell thus no escape needed. Also you can just throw the items through and pick them up on the other side of the tool remover wall. There is also no end menu.
Enchanting puzzle, but way overboard on the creepypasta
This is a super difficult puzzle (at least it was for me), the beginning levels are easy to train you, and then it gets harder from there - fast. The final levels are combinations of mazes, parkour, and discovery, all while making sure you don't get out of range of a good eye. You have infinite time and lives to complete a puzzle, so you just need to figure out the path and combination of buttons that will get you to the portal. Look around everywhere for hints and be very cautious - if you're quick about it, you can make a move forward and then backward to 'see' if you can proceed any further, without resetting. In some cases it's just quicker and easier to run around like a madman though, especially near the beginning of a puzzle. I really like the concept of this game, the last level with the tower was my favorite.
However, I think this game went too overboard on the creepypasta element: it's a lot like the backrooms in several levels, and the writing on the walls in various levels appear to be written in blood. Most rooms are very dark and combined with the music and the eyes, it's completely terrifying. It's flagged as "Gore" which I definitely think is appropriate but this still caught me by surprise. If that's your thing, this game is for you, I guess, but I turned off my music and adjusted my contrast to try to alleviate the mood immediately. Awesome puzzle though, recommended if you're not affected by creepypasta.
The game is amazing, it is a bit intense on CPU at mapgen time but it is amazing game to play. The interface is the best of all of the jam games and the gameplay is simply beautiful. This is the type of thing that people should be making for these jams.
Very difficult puzzle with regular checkpoints, I haven't finished it yet but I'm loving it -- this is super hard (for me at least) and is really fun to play - oddly relaxing. The whole thing is super simplistic and the sound effects match that theme. It's incredibly satisfying to get that white confetti stream and lock in the new checkpoint. The documentation is spot on and explains the game really well. Also, I was really relieved that progress is saved even though I exit the game. I'm going to be working on this one a while, probably, but I'm enjoying every second of it so far. Highly recommended if you like mind puzzles!
I really enjoy the concept. Despite a few bugs (text glitches, damage clipping through single-node walls), I appreciate the work that went into this game jam project.
The limited crafting and toolkit make for a really nice and focused experience, and everything you get revolves around providing additional resources for your exosuit. No upgrades (aside from a rare boost to your drill), just you, your mission, and the danger in between.
I do have to wonder where the music comes from or if it's original, I enjoy it quite a bit.
A nice puzzle game with unique game mechanics, the game is a little bit long, which can be a good thing. some of the puzzles were a bit tough, (I had to cheat with /grantme for 1-2 of the levels) Overall a great game of great quality.
Delightfully creepy puzzle, a real classic from Wuzzy.
Wuzzy's style shows through every facet of this puzzling game, which makes it all the more fun.
Creepy, intense and realaxing all at the same time. The perfect puzzle to keep you up at night...
It's an interesting playthrough - unfortunately, the items hardly equip you for what you're supposed to do and the tips are a bit misleading (because the map is misdrawn, although this may be a creative touch by the author). Basically, you need to visit a particular location which will tell you where to go to find the boss, or just visit the location to begin with (there are no enforceable steps). Once you go through a few mazes, you arrive in the boss' underground chamber. The boss is super overpowered compared to you with your wimpy sword, but you can outrun him, so just gradually hit him as you run out of his grasp - once you know that, there's nothing to it. He does get a bit faster once he is low HP, but not fast enough to be a problem in my opinion. A potential exploit I found is that you can stay in your car once you get down to the boss, and he eventually destroys your car, but it seems like it damages his HP a lot - not sure. Unfortunately, I could hardly play the game because of the very heavy models, which tanked my fps like crazy. Granted, I'm on an older computer, but you should definitely have a decent GPU if you play this - there are some really neat models but they have way too many vertices for my GPU. Additionally, the textures are grainy and because the game uses numerous models, it gets super grainy along model edges, which is a bit hard on the eyes. A few textures are missing too, like the ones for the ancient tree.
IMO this should probably also be marked (content flags) as Gore, because the random body limbs strewn around the map are a bit shocking.
Very simple game, but pretty fun to play a few times! It's like yahtzee - 90% luck and a little bit of skill thrown in to make it interesting. The strategies of the game itself are fairly simple - if you get anything other than a 1, the roll's value is added to your score. If you hit a 1, then you lose everything you gained on that turn, and you can pass your turn to avoid the 1 coming up. The computer (edited based on comments) is super smart, the author implemented one of the strongest strategies, so you have a less than 50% chance of winning even with ideal play, but somehow I got lucky and beat out the computer. I stuck with a strategy of doing 2-5 rolls at max and passing, and won on my first try. But the second time I played, the computer got off to a great start and I wasn't able to come back. Losing the game is quite terrifying, as the pigs suddenly turn on you and scream your headset out. Overall, a fun dice game, but probably needs just a bit more strategy to keep players interested for longer. :)
Im in shock that this was put all put together in time for the game jam, this feels like a well thought out and refined game. tons of fun, great ux, playabilty all come together to make the full package. if i was to criticize one thing, it would be the inventory not having a back button on screens, requiring me to close and reopen them
Fairly well-featured game base, but needs organization and trimming
If you were expecting a playable game, this will be quite the disappointment, but from the code side this is quite an interesting base game. It allows a fairly direct way to edit some of the core functions of minetest and provides a fairly flexible codebase to start an actual game with. That said, some of the textures included don't make a lot of sense being there (possible bloat which is generally not good for a game base), and the code isn't structured in a super accessible or logical way yet. Without opening each folder and trying to figure out what is contained, it's very difficult to find out how to edit things or use the game base. In this area, it could definitely use some extra work, probably in the form of more defined modules and better structured code for future modders / gamemakers.
I'm a bit confused. (Don't read if you don't want spoilers)
Don't read if you don't want spoilers!
I got to the boss cutscene, and he sorta died or something like that? anyway, in the cutscene the charactor (you) says something like, let's go back to the surface! I then tried to do go back, but I didn't see any way up or out. So I'm a bit confused, was the the end of the game? Or am I missing something?
This game is a lot of fun, featuring customizable loadouts and waves of monsters. The movement and mechanics are crazy, I never thought I'd see something this adanced in Luanti!
Extremely satisfying, the controls are a bit slow. But once you get the hang of it, it's very fun.
Love the sound design as well, really adds to the atmosphere.
This game is pretty short, but it's an interesting idea. The bossfight is kinda the only part of the game and is pretty repetitive, althoug once it gets down to low health it gets faster and can finally catch up to you.
This is a great game changer (as many other reviews have stated) and it is very helpful for mining even if you only have a few torches and no coal. Also just cool ambience.
This game is interesting to play, although the spaceship doesn't seem to work as expected. You just get yeeted out and fall to your death.
Cool textures though for the nodes.
Also got an error when I left the game. Not breaking but thought I'd put it here until it's fixed.
AsyncErr: Lua: Runtime error from mod 'stl_core' in callback environment_Step(): ...ithub/luanti2/bin/../games/stellua/mods/stl_core/sky.lua:87: bad argument #1 to 'get_slot_info' (table expected, got nil)
stack traceback:
[C]: in function 'get_slot_info'
...ithub/luanti2/bin/../games/stellua/mods/stl_core/sky.lua:87: in function <...ithub/luanti2/bin/../games/stellua/mods/stl_core/sky.lua:73>
...samuel/Github/luanti2/bin/../builtin/common/register.lua:26: in function <...samuel/Github/luanti2/bin/../builtin/common/register.lua:12>
The game is an absolute joy to play from beginning to end. It shows an amaziing idea and I really can't wait to see what it becomes in the future.
The NPCs are a good touch aswell. The game almost feels as if it doesn't take itself too seriously, which makes the game so much more fun.
Almost every part of the game coheres perfectly.
The game is very short though, and it's definitely not replayable (yet :wink:).
Tends to be pretty slow at the start, but once you get going it can get a bit faster.
The inability to move the npcs around is limiting, but the pathfinding works as good as it needs to.
Some missing textures and odd mechanics, but overall a very new and interesting system.
As a Lisp fan, I can certainly appreciate that this is the only major Fennel-based Luanti game out there. As an added treat, there's even some FFI tricks in here! It might inspire me to make my own Fennel mods or games in the future, who knows!
The graphics are nicely pixelated, the sounds are an added touch. The only thing that would really make this mod great would be if the dice were entities / items, not nodes.
Tried it out and i enjoyed it for the most part. But some glaring issues took away from my enjoyment
Most of the time is spent looking for the tiles in your inventory, which is very clunky and sluggish
If you make any mistake, you have to restart from the beginning. Which means more sluggish inventory juggling
In the later levels, it just boils down to writing the same expression over and over "x >= <min x> and x <= <max x> and y >= <min y> and y <= <max y>" to draw a rectangle. I liked the frog level though, it had some satisfying modulo solutions
The preview's board colors have a slightly different hue than the color blocks. This is especially apparent with "light grey" and "white" colors. I used white as image's background and after like 15 minutes of inputting the expressions, it turns out it was supposed to be light grey. I stopped playing after that
Most of these problems should be pretty easy to fix, so im hopeful that the game will be much better in the future :)
Too Simple of a Puzzle
I'm afraid there is zero replayability to this puzzle game, and it was quickly done. There wasn't even celebratory music once you were out!
Not My Style
Koboldkrieg looks like it's put together well enough, with ~4,500 Lines of Code, but unfortunately, it isn't really playable for me. For one thing, the goblins never come out for some reason, and the pathfinding for the NPCs fails too often, so that I have to remove obstacles to free them. I am also unsure of how to move or direct the NPCs. Being unable to progress, perhaps due to bugs or unclear instructions, it's unplayable. These genre of games are, however, not really my style to begin with.
Too easy escape puzzle, with no clear directive or ending
You just need to escape the prison you're in, which ends up being super easy, just dig your way out like a madman once you figure out how to get the digger item. I escaped in about 2 minutes and most of that time was spent inspecting the premises. I also managed to walk through the item deletion barriers while keeping my items, and as said in the other reviews, if a cave generates in the right place when you make your world, you've got a get out of jail free card :)
Once you're out, it's a flat mapgen so you can hop on the grass forever and explore caves, but there's no formal ending and if you didn't read the game's description, I suspect you'll be left wondering what more there is to do or even what you were supposed to do in the first place. This game could really profit from being a more difficult escape, with more puzzle-like elements - it's just way too easy right now! A formal introduction and ending would also help a lot, because I was confused when I did not find any documentation in-game, and after escaping, there was no indicator that I had won. Hoping for future development/progress on this game!
Purely for puzzle enthusiasts
The divide between "used to this kind of game" and "newbie" is so incredibly vast. I needed probably another 40 gradations of difficulty before I got to the third checkpoint.
The issue is not just "game hard", it's "game unapproachable". The only people who will enjoy it are those who have already gotten over the massive difficulty cliff elsewhere, everyone else will be left stranded. That is the game's responsibility in my opinion; to initiate the player into the skills and understanding needed to enjoy the game. You could argue that the intended audience is only hardcore puzzle lovers, sure, but I would argue that if you have to go somewhere else to train to be able to play and enjoy a game, there's something wrong. The game should be for enjoyment, not an examination of prior learned skills.
Just adding more gradations of difficulty would be enough to fix the issue, but ideally there would be some kind of choice of difficulty so that if you want a really hard challenge you can skip past the more gradual difficulty curve set for the uninitiated.
The mechanic is very smooth though, every move feels satisfying. You can tell work and thought went into this.
Great atmosphere and polish
Unfortunately I got softlocked at one point, but other than that, the mechanics of pipes and the general atmosphere was great. The cutscenes are very cool, but a suggestion would be to perhaps use a formspec to lock the player's look direction (I guess there's the downside of showing the cursor...) and speed them up a fair bit, particularly the first one. There's lot of walking, but the atmosphere mostly makes that ok. Probably it would be best however to add either more teleportation or use seamless teleports to give the illusion of a shrunk down space, to reduce walking distance a little and spend more time on puzzles and building the world and sense of wonder.
Hard, a little devious, but an absolutely solid experience
The atmosphere, the worldbuilding and the mechanics are on point. Seriously impressive. The mechanics themselves are super fun, because they're predictable yet varied and challenging. The music is good, the atmosphere is great, you feel like you want to know more about the world just by being in it. The difficulty is probably a little high overall, but it's much better than most would do for a puzzle game and that is commendable. There were some visual bugs like the glass textures but other than that it was (so far, I got stuck) a super solid experience.
Mild spoilers: The dark sphere level (9) is absolutely cruel and unusual punishment. Like, that's just... ouch. I got stuck on the tower unfortunately, and couldnt find a way to activate the eyes on the top floor, so I gave up after searching for quite some time.
No clear direction, incomplete story ideas
Robot Escape has you enter the world as a robot with some hypothetical daily tasks you're meant to perform. For whatever plot-convenient reason, you become self aware and decide to escape. Unfortunately that doesn't take very long and isn't very satisfying when you do manage it.
There is the core of an interesting idea here, if it could be written much better. The item names were quite evocative to make us sympathise with the robot. Some story-writing would help. Some kind of monologue commentary from the robot, played out in text and/or audio when the player performs certain actions. As it is, we're left to imagine the motivations of the robot and suspend our disbelief a bit too much.
Robot Escape has a small puzzle element, but really needed a longer puzzle and the puzzle needed to be prevented from leakage/cheating (deliberate but even accidental). I actually managed to walk through the item-deleting grids while keeping my items.
The game also really needed some kind of cue for the game ending. Something as simple as walking far enough away from your prison and triggering an audio cue, a fade to black and a credits reel would have sufficed.
Speaking of audio, while I appreciate all the assets were made by the author, a lack of audio is always a big immersion breaker. In my opinion it's better to borrow even the basics like footstep and digging sounds from existing Luanti games (which is very much allowed). If you want to try DIYing it, I recommend SFXr.
Overall, I hope we can see more of what the author can do than this "proof of concept".
Best and most creative game in Minetest history
Awesome GUI design, realisation and concept.
Great game
This game has great textures, buildings and a nice little story.
Fun puzzle game
I am enjoying figuring out this game - I'll keep it there, installed, staring at me until I complete it.
The only feedback I have is to set a key (possibly inventory) to open the tutorial/explanation menu again.
Buggy for a half-game
The mapgen is buggy since it uses flat, with caves it can spawn with an open cell thus no escape needed. Also you can just throw the items through and pick them up on the other side of the tool remover wall. There is also no end menu.
Enchanting puzzle, but way overboard on the creepypasta
This is a super difficult puzzle (at least it was for me), the beginning levels are easy to train you, and then it gets harder from there - fast. The final levels are combinations of mazes, parkour, and discovery, all while making sure you don't get out of range of a good eye. You have infinite time and lives to complete a puzzle, so you just need to figure out the path and combination of buttons that will get you to the portal. Look around everywhere for hints and be very cautious - if you're quick about it, you can make a move forward and then backward to 'see' if you can proceed any further, without resetting. In some cases it's just quicker and easier to run around like a madman though, especially near the beginning of a puzzle. I really like the concept of this game, the last level with the tower was my favorite.
However, I think this game went too overboard on the creepypasta element: it's a lot like the backrooms in several levels, and the writing on the walls in various levels appear to be written in blood. Most rooms are very dark and combined with the music and the eyes, it's completely terrifying. It's flagged as "Gore" which I definitely think is appropriate but this still caught me by surprise. If that's your thing, this game is for you, I guess, but I turned off my music and adjusted my contrast to try to alleviate the mood immediately. Awesome puzzle though, recommended if you're not affected by creepypasta.
Very Widelands feeling
This game is very nice. It seems to be based off of Widelands but maybe thats just me.
I didn't know things like this were possible
The game is amazing, it is a bit intense on CPU at mapgen time but it is amazing game to play. The interface is the best of all of the jam games and the gameplay is simply beautiful. This is the type of thing that people should be making for these jams.
Very difficult but relaxing mind puzzle!!
Very difficult puzzle with regular checkpoints, I haven't finished it yet but I'm loving it -- this is super hard (for me at least) and is really fun to play - oddly relaxing. The whole thing is super simplistic and the sound effects match that theme. It's incredibly satisfying to get that white confetti stream and lock in the new checkpoint. The documentation is spot on and explains the game really well. Also, I was really relieved that progress is saved even though I exit the game. I'm going to be working on this one a while, probably, but I'm enjoying every second of it so far. Highly recommended if you like mind puzzles!
A neat spin on what Luanti can do
I really enjoy the concept. Despite a few bugs (text glitches, damage clipping through single-node walls), I appreciate the work that went into this game jam project.
The limited crafting and toolkit make for a really nice and focused experience, and everything you get revolves around providing additional resources for your exosuit. No upgrades (aside from a rare boost to your drill), just you, your mission, and the danger in between.
I do have to wonder where the music comes from or if it's original, I enjoy it quite a bit.
My Review
A nice puzzle game with unique game mechanics, the game is a little bit long, which can be a good thing. some of the puzzles were a bit tough, (I had to cheat with /grantme for 1-2 of the levels) Overall a great game of great quality.
Delightfully creepy puzzle, a real classic from Wuzzy.
Wuzzy's style shows through every facet of this puzzling game, which makes it all the more fun. Creepy, intense and realaxing all at the same time. The perfect puzzle to keep you up at night...
Short puzzle with an underwhelming boss
It's an interesting playthrough - unfortunately, the items hardly equip you for what you're supposed to do and the tips are a bit misleading (because the map is misdrawn, although this may be a creative touch by the author). Basically, you need to visit a particular location which will tell you where to go to find the boss, or just visit the location to begin with (there are no enforceable steps). Once you go through a few mazes, you arrive in the boss' underground chamber. The boss is super overpowered compared to you with your wimpy sword, but you can outrun him, so just gradually hit him as you run out of his grasp - once you know that, there's nothing to it. He does get a bit faster once he is low HP, but not fast enough to be a problem in my opinion. A potential exploit I found is that you can stay in your car once you get down to the boss, and he eventually destroys your car, but it seems like it damages his HP a lot - not sure. Unfortunately, I could hardly play the game because of the very heavy models, which tanked my fps like crazy. Granted, I'm on an older computer, but you should definitely have a decent GPU if you play this - there are some really neat models but they have way too many vertices for my GPU. Additionally, the textures are grainy and because the game uses numerous models, it gets super grainy along model edges, which is a bit hard on the eyes. A few textures are missing too, like the ones for the ancient tree.
IMO this should probably also be marked (content flags) as Gore, because the random body limbs strewn around the map are a bit shocking.
Poor UI and graphicly painful
The inventory formspec does not work after looking at a star system. The textures are kinda painful to look at... The concept is intriguing though.
Funny, short dice game
Very simple game, but pretty fun to play a few times! It's like yahtzee - 90% luck and a little bit of skill thrown in to make it interesting. The strategies of the game itself are fairly simple - if you get anything other than a 1, the roll's value is added to your score. If you hit a 1, then you lose everything you gained on that turn, and you can pass your turn to avoid the 1 coming up. The computer (edited based on comments) is super smart, the author implemented one of the strongest strategies, so you have a less than 50% chance of winning even with ideal play, but somehow I got lucky and beat out the computer. I stuck with a strategy of doing 2-5 rolls at max and passing, and won on my first try. But the second time I played, the computer got off to a great start and I wasn't able to come back. Losing the game is quite terrifying, as the pigs suddenly turn on you and scream your headset out. Overall, a fun dice game, but probably needs just a bit more strategy to keep players interested for longer. :)
My Review
I got out of the building, was something supposed to happen? Or was that the game? I'm a bit confused. Cool game though.
simply amazing
Im in shock that this was put all put together in time for the game jam, this feels like a well thought out and refined game. tons of fun, great ux, playabilty all come together to make the full package. if i was to criticize one thing, it would be the inventory not having a back button on screens, requiring me to close and reopen them
Fairly well-featured game base, but needs organization and trimming
If you were expecting a playable game, this will be quite the disappointment, but from the code side this is quite an interesting base game. It allows a fairly direct way to edit some of the core functions of minetest and provides a fairly flexible codebase to start an actual game with. That said, some of the textures included don't make a lot of sense being there (possible bloat which is generally not good for a game base), and the code isn't structured in a super accessible or logical way yet. Without opening each folder and trying to figure out what is contained, it's very difficult to find out how to edit things or use the game base. In this area, it could definitely use some extra work, probably in the form of more defined modules and better structured code for future modders / gamemakers.
My Review
I played it, but the map didn't load in correctly, so there wasn't any village, or any structures, or any trees besides the big one at the start.
My Review
The game quality and mechanics were good, but I wasn't able to finish it due to a skill issue.
I'm a bit confused. (Don't read if you don't want spoilers)
Don't read if you don't want spoilers!
I got to the boss cutscene, and he sorta died or something like that? anyway, in the cutscene the charactor (you) says something like, let's go back to the surface! I then tried to do go back, but I didn't see any way up or out. So I'm a bit confused, was the the end of the game? Or am I missing something?
My Review
The game was overall good, here are some of my thoughts on it:
The Breathing noise was a bit loud
The parkour was good
The ending was a bit odd
The decoration around the ship was great
It was a short, yet good game. That concludes my review.
Puzzling, and Painful to lose...
This game is a fun little puzzle. But be careful, you are gambling your life. Btw turn on damage for a little extra fun...
Lots of fun, Super challenging and replayable.
This game is a lot of fun, featuring customizable loadouts and waves of monsters. The movement and mechanics are crazy, I never thought I'd see something this adanced in Luanti!
Fun and frustrating, but highly entertaining.
Extremely satisfying, the controls are a bit slow. But once you get the hang of it, it's very fun. Love the sound design as well, really adds to the atmosphere.
Short but cryptic
This game is pretty short, but it's an interesting idea. The bossfight is kinda the only part of the game and is pretty repetitive, althoug once it gets down to low health it gets faster and can finally catch up to you.
Game Changing, mine changing in specific
This is a great game changer (as many other reviews have stated) and it is very helpful for mining even if you only have a few torches and no coal. Also just cool ambience.
Fun idea, interesting mechanics
This game is interesting to play, although the spaceship doesn't seem to work as expected. You just get yeeted out and fall to your death. Cool textures though for the nodes.
Also got an error when I left the game. Not breaking but thought I'd put it here until it's fixed.
Helpful
Quite extremely helpful for building things like docks and other floating structures. It's fun to build a floating village!
Awesome game, but short.
The game is an absolute joy to play from beginning to end. It shows an amaziing idea and I really can't wait to see what it becomes in the future. The NPCs are a good touch aswell. The game almost feels as if it doesn't take itself too seriously, which makes the game so much more fun. Almost every part of the game coheres perfectly.
The game is very short though, and it's definitely not replayable (yet :wink:).
Fun but requires patience
Tends to be pretty slow at the start, but once you get going it can get a bit faster. The inability to move the npcs around is limiting, but the pathfinding works as good as it needs to.
Some missing textures and odd mechanics, but overall a very new and interesting system.
Luanti - With a Lisp!
As a Lisp fan, I can certainly appreciate that this is the only major Fennel-based Luanti game out there. As an added treat, there's even some FFI tricks in here! It might inspire me to make my own Fennel mods or games in the future, who knows!
It's Fuzzy, Erm, Wuzzy Dice!
The graphics are nicely pixelated, the sounds are an added touch. The only thing that would really make this mod great would be if the dice were entities / items, not nodes.
Nice little game, but not perfect
Tried it out and i enjoyed it for the most part. But some glaring issues took away from my enjoyment
Most of these problems should be pretty easy to fix, so im hopeful that the game will be much better in the future :)