The first Minetest game I played that feels quite polished.
A novel concept of health and crafting, with puzzling rather than survival as focus.
Should have known earlier that there are hints in the inventory and that crafting works vertically rather than horizontally - I thought I would have to arrange 8 planks in a box like in a Minecraft Crafting Grid to make a chest and the like. Because than I wouldn't have looked up so much in the wiki, which is much more helpful than e.g. in Exile though :)
Just missing some ambience, I guess that could be aided by finer textures and some select sounds and music.
I used this to export thumbnails and it works very well! It's quick and the nodes in the exported file come with all their textures attached, and it has virtually no learning curve. You just punch the corners of the area you want to export. The only complaint I would have is that it doesn't support .b3d files, which prevents it from being able to export certain kinds of nodes.
The game is probably very well developed, but I just can't get into it.
We played almost 10 hours as a group of 4 and only managed to get a spear, beds, and woven clothing.
No idea how to cook, fire clay, find food and water - so we keep on dying. Suggestions from the wiki like water puddle holes don't work.
The wiki in general is rather chaotic and has little useful information.
Beds apparently skip the night in Minetest original, is this possible here?
Mobs don't seem to move properly.
It reminded me somewhat of TerraFirmaPunk, a Minecraft TerraFirmaCraft modpack.
Maybe you could take some inspiration from its Quest Book and mechanisms as well.
Previously, this mod only contained a limited set of additional walls, however as of recently it has been updated to add wall variants for every stone-like node in Minetest Game, surpassing the walls_all mod. In general, it's a good mod if you want to expand the selection of wall nodes in your builds.
Cool mechanic, awesome to build with. Works well in a RPG style map, and just having fun with friends. But I would like to make a recommendation: Make it also change colour if you place a wool block on top, so it can work with mesecons_piston (cool for map-making). Apart from that, amazing mod and cool mechanic!
My go-to mod for achievements, both gameplay and API wise.
Gameplay (11/10): The gamelpay is awesome, really changes how I play Minetest; I have alot more goals and another reason to keep playing. Really enchances the experience, keeping me engaged with whatever I'm playing for hours!
API (11/10): The API is really easy to use and covers a wide range of scenarios where you would like to reward the player.
Recommended for players that want to more reasons to play, and modders who want to keep the player engaged.
I really like how you can condense the food items into a block form and then if you need them you can convert them back into the food once again. This makes a stack of 99 food items into a 11 blocks that you can use for building or just storing away.
There are several food items that do not have recipes nor textures. I'm hoping those will be added to the mod soon.
Awesome to use as a skeleton in a doctors' office, or as a nice touch to a haunted house. A simple mod (and a pretty cool mechanic with the variants of skeltons), that can be used in a varitey of ways.
10/10 Building
8/10 Survival/gameplay
A must for players that like decorative and useful features!
Mineclone2 and 5 does not work. unified_inv and sfinv do work through. For games which are unsported instead of useing a command instead try registering a block instead.
Without this mod, rotating the camera around to see better from inside a train can be very annoying, as the game feels like it is fighting you quite often. With it installed, you get to rotate the view while driving or a passenger.
Even better, the mod sets the position of the camera properly. Now rotating your view around won't orbit your camera in a big arc around a central point, instead you get what you would intuitively expect: the view rotates while you stay fixed in your seating position.
Further, this mod properly enables wagons have front and rear driver's seats, something that didn't make sense when you had to stick the player's view close to the centre of the wagon to let them look well enough out both sides and still be able to escape by right-clicking the wagon's hitbox.
Of course one day maybe we can hope that we won't need this mod, because it only exists due to a deficiency in the game engine. But it's very good to use right now.
I'm new to this game (never played minecraft but already try "survivetest" from DuckGo) and i found it very nice, quite difficult for newbies like me XD (baby zombie and skeleton archer => i want to crushed tham Rrrrrr LoL)
I'm playing it with my son and yesterday we tried to find the ender dragon ... sadly, it never appears in "the end (world)" ; his violet life bar disappear few seconds after we dig out to the surface ;-(
We will try later anyway.
Other bug that it's already known : baby animal go trought wall and sometimes when "pop" to adult age, stay locked in air => So almost impossible to grow more animal (i wanted lamp of many colors but it's quite a hard work)
Thank you for this wonderful game !!!
adds a nice touch and allows players to become immersed in the environment of their virtual world
Highly recommended.
This mod provides a bunch of lovely made sounds which add a nice touch to the MT game and allows players to be immersed in their world. The sound of insects buzzing around your ears on land and the cry of seabirds while on the ocean are just two examples of many.
In addition works smoothly on MT severs and seemlessly distributes the sound effect to players and their MT clients.
This game is really fun to play. The collectables were too compelling for me, so on my first save I got all 833. The plot is interesting with some small laughs, and I really love the idea. Great job! After getting all the electrons, I speedran the game a few times, and got a time of 58 minutes (Any%). I also enjoyed the music a lot.
However, I do have a few problems. For one, the powerslide trick felt very weird to control, and it felt like some challenges, like in Powerslide Playground, were out of my control. Also, during my speedruns, I kept on running into problems with electrons. Sometimes I would launch up and travel through one, but I wouldn't collect it. Sometimes I would just walk through it and it wouldn't register. I'm not entirely sure how you could fix these problems, as I'm not very familiar with the engine, but maybe some indicator showing how far you'll go with powersliding would be due? I played in Minetest 5.6.1, game version 1.1.0.
Once I had finished the entire game, I went into the code and unlocked editor mode. I was really impressed with it. I really liked how there were blocks for everything, even the things that ended up being entities out of editor mode. It was fun trying to build my own level. I couldn't figure out how to get launch pads that could launch you higher than one block, and I couldn't figure out how to get gateways working either.
Here's how I think this game could get even better:
I would love to see something special for getting all the electrons, maybe a secret good ending. I also think it would be cool to have more levels and electrons. I also think more abilities would be fun, although I know that isn't likely to happen. Also, bouncers deserve more than being stuck in the farlands, so if you make more levels, include them.
Overall, this is a great game, and I recommend it to anyone who loves parkour. Thank you for reading through my comment.
The only thing that I can say against the mod is that the mobs movement is bad. I don't know if that's a problem with the API, but when you punch a mob and you run, sometimes they get stuck going back and forth in the same place, like trying to find a direct path to go to you. I'll appreciate if somebody tells me if that's a problem of the API. Besides that, I think it's a good addition to your Minetest world
The world is uninteresting, everything you collect is just the same ugly block with a different color and has no uses, and there seems to be nothing to do at all except endlessly mine the same blocks over and over. Didn't have any fun with it whatsoever and quickly uninstalled.
I can't even really call this a game at all. Looking at a single type of block and holding M1 is not gameplay.
You might be wondering which of the two Nether mods you should use. This one is more for hacking/customization.
It has the portals API that does the main part of the job, and the map/cave generator. It doesn't add much else and this is great because that's less things you have to remove in order to fit it into your game.
From this perspective, it may still add some things you don't want, and it may don't add enough stuff for straightforward use. But if you are looking for some way to use the vast space under the surface, this Nether mod is a good pick if you are used to modding.
Nice and simple but effective. Regrow is a very useful mod if you like more fruit than just apples.
I highly recommend this mod.
Bothered by vanishing fruits around your favourite place after picking some oranges or other non-apple fruit for food?
Just install this mod and forget about it. Any fruit picked from a tree will regrow after some time. Simple as that and a great effect. Keeps your avatar healthy and your world colourful.
Certainly server admins will like the streamlined design of the code.
Apart from a few minor bugs and UX complaints I had, I think this game is already in a healthy state and the promise of it being fully playable to the end is true. All the major bugs of Piranesi appear to be fixed.
The game stays mostly faithful to the original, especially, although some UX changes/improvements were made. The game allows you to pick up clues (paper, book) but it restricts where you can place items now. Which is fine, I guess? The compass now works smoothly and is part of the HUD, although the arrows are not labelled (where is North?). Additionally, background music plays from time to time and several sound effects were added. This game clearly has seen major polishing, which is exactly what Piranesi neede.
Although it seems the project is not finished yet and still has many minor bugs, it's in a OK state already IMHO.
As for the gameplay, the puzzles are as difficult as in the original. My opinion on them is the same as for Piranesi (see the review there).
Unlike the original, this game still relies on color for some on its puzzles but it will now display the color of some blocks if you point to it for a few seconds. However, this still isn't perfect as some colored nodes in some rooms are too far away to be pointable. So for colorblind people this game is still not fully accessible. Hopefully this will get fixed later.
Overall, I give a recommedation, except when you're colorblind.
Avoiding this mod has become like a challenge now. A lot of mods require this one now but i don't understand why since it's not a so great mod tho... Bad textures and some blocks/items are already in other mods
This mod is the best mod in the transportation category, having a fully automated train network that can carry lot of players in your world is extremely satisfying. Great community and lots of add-ons. I wonder why it's not in the "Featured" category of contentDB
This redo completely destroyed the philosophy of the original mod by removing all the types of ATM and by retexturizing it with super high quality textures that do not fit minetest environment. For some reason makes the world lag when trying to open and close the formspecs; quite strange since the original one from gpcf didn't.
You made an undoubtedly greater parkour game than what I made
Late review. I made a parkour game for last year's game jam, but it was lacking of features and documentations (c55 stuck on the ground as he cannot find the /restart command!), and lack of creativities. This game, may or may not be inspired by my game, did a way better job than I.
The textures are all simple, which matches its theme of a sci-fi game. My parkour game also uses simple textures (because I am not good at art at that time), leading me to think whether this game was inspired by my game or not.
The plots are brilliant; The idea of letting the player (the One) travelling though the network interfaces are really innovative. Apart from the mainlines, there are also Easter eggs (e.g. the Powerslide Playground which was my only discovered Easter egg) which allows the player to pick up more electrons.
At the end of the story, in which I've entered the Core and is pending to be deleted, I was stuck. It was “designed” to stuck players inside, and it turns the parkour game into a puzzle game. This combination was something I've never thought of, and is definitely bringing more fun (and more “pain” as you will be exhausted) to the game.
By inspecting into the source codes, I know that there do have an ending (and is a happy ending), but I still can't reach it. I will not reach it today, but probably within this week.
Has a good developer API for adding custom features. I used it to add a custom inventory screen for warps.
unified_inventory_plus, a separate mod which extends this one, is super useful mod that adds extra buttons to automatically arrange items in the crafting menu, and a button which automatically crafts copies of all possible items. Saves a lot of finger clicking. It's not on contentdb, it's only on github.
Eat a brownie out of captain celeron55's filing cabinet
A lot of the time spent on this game, SSS for short, definitely went on the development of original assets. Those are good and at times you somewhat forget you are playing a block game. The game's story is a solid middle score, not bad, not great. Its puzzles are not satisfying and the game leans too heavily into its randomisation features. Nathan (game's author) probably also should have cut some content rather than leaving it in the submission, because a half-baked feature is often worse than not having it.
The game has persistence issues. In SSS, the items you find around the ship are decided randomly and also do not persist permanently. The ship's power status can also be reset by logging in. This leads to a very poor sense of direction and guidance, as if you are never quite sure how to follow a chain of logic to complete the game. It is also possible to accidentally skip loads of content, such as speedrunning the route to the end after (game event that is a spoiler) instead of waiting; or by getting lucky and collecting many ID cards at once, then proceeding to an area with a 2-3 security level gap from your last important door.
The game leans too heavily into randomisation. The loot randomisation has many nonsense results, such as finding officer ID cards in the Cadets' quarters or my personal favourite, a brownie in one of the captain's filing cabinets. I know the game development had limited time, but I think statically placing the objects would have worked better in the Jam Time; that way they could be placed logically.
Great game
The game is nice but the enemies are missing, for example the gombas, koopas, and final bosses like Bowser, although it is a good mod
Very Interesting
The first Minetest game I played that feels quite polished. A novel concept of health and crafting, with puzzling rather than survival as focus. Should have known earlier that there are hints in the inventory and that crafting works vertically rather than horizontally - I thought I would have to arrange 8 planks in a box like in a Minecraft Crafting Grid to make a chest and the like. Because than I wouldn't have looked up so much in the wiki, which is much more helpful than e.g. in Exile though :)
Just missing some ambience, I guess that could be aided by finer textures and some select sounds and music.
Quick and easy-to-use!
I used this to export thumbnails and it works very well! It's quick and the nodes in the exported file come with all their textures attached, and it has virtually no learning curve. You just punch the corners of the area you want to export. The only complaint I would have is that it doesn't support
.b3d
files, which prevents it from being able to export certain kinds of nodes.Good but Confusing
The game is probably very well developed, but I just can't get into it. We played almost 10 hours as a group of 4 and only managed to get a spear, beds, and woven clothing.
No idea how to cook, fire clay, find food and water - so we keep on dying. Suggestions from the wiki like water puddle holes don't work. The wiki in general is rather chaotic and has little useful information. Beds apparently skip the night in Minetest original, is this possible here? Mobs don't seem to move properly.
It reminded me somewhat of TerraFirmaPunk, a Minecraft TerraFirmaCraft modpack. Maybe you could take some inspiration from its Quest Book and mechanisms as well.
What helped me a bit was this playthrough: https://www.youtube.com/playlist?list=PLzSAal8RyICa73tdJOI5iR1m9hNyu_Sxy
good game
nice. great job.
It gives you... All the walls
Previously, this mod only contained a limited set of additional walls, however as of recently it has been updated to add wall variants for every stone-like node in Minetest Game, surpassing the walls_all mod. In general, it's a good mod if you want to expand the selection of wall nodes in your builds.
original
without jokes, what was missing! works does not break!
Brilliant!
Cool mechanic, awesome to build with. Works well in a RPG style map, and just having fun with friends. But I would like to make a recommendation: Make it also change colour if you place a wool block on top, so it can work with mesecons_piston (cool for map-making). Apart from that, amazing mod and cool mechanic!
Simply amazing
My go-to mod for achievements, both gameplay and API wise.
Gameplay (11/10): The gamelpay is awesome, really changes how I play Minetest; I have alot more goals and another reason to keep playing. Really enchances the experience, keeping me engaged with whatever I'm playing for hours!
API (11/10): The API is really easy to use and covers a wide range of scenarios where you would like to reward the player.
Recommended for players that want to more reasons to play, and modders who want to keep the player engaged.
Nice way to condense abundant amounts of food
I really like how you can condense the food items into a block form and then if you need them you can convert them back into the food once again. This makes a stack of 99 food items into a 11 blocks that you can use for building or just storing away.
There are several food items that do not have recipes nor textures. I'm hoping those will be added to the mod soon.
Creepy and decorative
Awesome to use as a skeleton in a doctors' office, or as a nice touch to a haunted house. A simple mod (and a pretty cool mechanic with the variants of skeltons), that can be used in a varitey of ways.
10/10 Building
8/10 Survival/gameplay
A must for players that like decorative and useful features!
Nice classic bottles
Also how about 3D bottle objects. Also there is nice bottle model with moth in "petz" mod
Finally...
I very long looked for it. Mod is working good
mostly works
Mineclone2 and 5 does not work. unified_inv and sfinv do work through. For games which are unsported instead of useing a command instead try registering a block instead.
works find with command so thumbs up.
Elevates the onboard experience
Without this mod, rotating the camera around to see better from inside a train can be very annoying, as the game feels like it is fighting you quite often. With it installed, you get to rotate the view while driving or a passenger.
Even better, the mod sets the position of the camera properly. Now rotating your view around won't orbit your camera in a big arc around a central point, instead you get what you would intuitively expect: the view rotates while you stay fixed in your seating position.
Further, this mod properly enables wagons have front and rear driver's seats, something that didn't make sense when you had to stick the player's view close to the centre of the wagon to let them look well enough out both sides and still be able to escape by right-clicking the wagon's hitbox.
Of course one day maybe we can hope that we won't need this mod, because it only exists due to a deficiency in the game engine. But it's very good to use right now.
Super experience !!
I'm new to this game (never played minecraft but already try "survivetest" from DuckGo) and i found it very nice, quite difficult for newbies like me XD (baby zombie and skeleton archer => i want to crushed tham Rrrrrr LoL) I'm playing it with my son and yesterday we tried to find the ender dragon ... sadly, it never appears in "the end (world)" ; his violet life bar disappear few seconds after we dig out to the surface ;-( We will try later anyway. Other bug that it's already known : baby animal go trought wall and sometimes when "pop" to adult age, stay locked in air => So almost impossible to grow more animal (i wanted lamp of many colors but it's quite a hard work) Thank you for this wonderful game !!!
adds a nice touch and allows players to become immersed in the environment of their virtual world
Highly recommended.
This mod provides a bunch of lovely made sounds which add a nice touch to the MT game and allows players to be immersed in their world. The sound of insects buzzing around your ears on land and the cry of seabirds while on the ocean are just two examples of many.
In addition works smoothly on MT severs and seemlessly distributes the sound effect to players and their MT clients.
error
There are errors "mods/mud/init.lua:77: '}' expected (to close '{' at line 75) near 'tiles' Check debug.txt for details."
and also mud/mud/(mod.conf) folders that make errors - please fix
P.S .Also "attempt to call field 'node_sounds_dirt_defaults' (a nil value)"
Awesome Parkour Game!
This game is really fun to play. The collectables were too compelling for me, so on my first save I got all 833. The plot is interesting with some small laughs, and I really love the idea. Great job! After getting all the electrons, I speedran the game a few times, and got a time of 58 minutes (Any%). I also enjoyed the music a lot.
However, I do have a few problems. For one, the powerslide trick felt very weird to control, and it felt like some challenges, like in Powerslide Playground, were out of my control. Also, during my speedruns, I kept on running into problems with electrons. Sometimes I would launch up and travel through one, but I wouldn't collect it. Sometimes I would just walk through it and it wouldn't register. I'm not entirely sure how you could fix these problems, as I'm not very familiar with the engine, but maybe some indicator showing how far you'll go with powersliding would be due? I played in Minetest 5.6.1, game version 1.1.0.
Once I had finished the entire game, I went into the code and unlocked editor mode. I was really impressed with it. I really liked how there were blocks for everything, even the things that ended up being entities out of editor mode. It was fun trying to build my own level. I couldn't figure out how to get launch pads that could launch you higher than one block, and I couldn't figure out how to get gateways working either.
Here's how I think this game could get even better: I would love to see something special for getting all the electrons, maybe a secret good ending. I also think it would be cool to have more levels and electrons. I also think more abilities would be fun, although I know that isn't likely to happen. Also, bouncers deserve more than being stuck in the farlands, so if you make more levels, include them.
Overall, this is a great game, and I recommend it to anyone who loves parkour. Thank you for reading through my comment.
Wow
It is basical what MT needs... discover, explore.
New ocean
Ocean made beautiful. New blocks, new corals, new everything. Love it.
Good mobs
The only thing that I can say against the mod is that the mobs movement is bad. I don't know if that's a problem with the API, but when you punch a mob and you run, sometimes they get stuck going back and forth in the same place, like trying to find a direct path to go to you. I'll appreciate if somebody tells me if that's a problem of the API. Besides that, I think it's a good addition to your Minetest world
Nothing fun here
The world is uninteresting, everything you collect is just the same ugly block with a different color and has no uses, and there seems to be nothing to do at all except endlessly mine the same blocks over and over. Didn't have any fun with it whatsoever and quickly uninstalled.
I can't even really call this a game at all. Looking at a single type of block and holding M1 is not gameplay.
The Nether mod for modders
You might be wondering which of the two Nether mods you should use. This one is more for hacking/customization.
It has the portals API that does the main part of the job, and the map/cave generator. It doesn't add much else and this is great because that's less things you have to remove in order to fit it into your game.
From this perspective, it may still add some things you don't want, and it may don't add enough stuff for straightforward use. But if you are looking for some way to use the vast space under the surface, this Nether mod is a good pick if you are used to modding.
Good mod
but some related troubles
Polished and simple
The controls are very good. I have no idea how to gather resources tho
Nice and simple but effective. Regrow is a very useful mod if you like more fruit than just apples.
I highly recommend this mod.
Bothered by vanishing fruits around your favourite place after picking some oranges or other non-apple fruit for food? Just install this mod and forget about it. Any fruit picked from a tree will regrow after some time. Simple as that and a great effect. Keeps your avatar healthy and your world colourful.
Certainly server admins will like the streamlined design of the code.
NB: MT apple trees regrow apples by default.
Good remake
Apart from a few minor bugs and UX complaints I had, I think this game is already in a healthy state and the promise of it being fully playable to the end is true. All the major bugs of Piranesi appear to be fixed.
The game stays mostly faithful to the original, especially, although some UX changes/improvements were made. The game allows you to pick up clues (paper, book) but it restricts where you can place items now. Which is fine, I guess? The compass now works smoothly and is part of the HUD, although the arrows are not labelled (where is North?). Additionally, background music plays from time to time and several sound effects were added. This game clearly has seen major polishing, which is exactly what Piranesi neede.
Although it seems the project is not finished yet and still has many minor bugs, it's in a OK state already IMHO.
As for the gameplay, the puzzles are as difficult as in the original. My opinion on them is the same as for Piranesi (see the review there).
Unlike the original, this game still relies on color for some on its puzzles but it will now display the color of some blocks if you point to it for a few seconds. However, this still isn't perfect as some colored nodes in some rooms are too far away to be pointable. So for colorblind people this game is still not fully accessible. Hopefully this will get fixed later.
Overall, I give a recommedation, except when you're colorblind.
Best Mobs Mod
These are very high quality. I'm pretty sure there hasn't been any mobs this high quality before in Minetest. I highly recommend this.
Avoiding it is impossible
Avoiding this mod has become like a challenge now. A lot of mods require this one now but i don't understand why since it's not a so great mod tho... Bad textures and some blocks/items are already in other mods
But tricky to use but very rewarding
This mod is the best mod in the transportation category, having a fully automated train network that can carry lot of players in your world is extremely satisfying. Great community and lots of add-ons. I wonder why it's not in the "Featured" category of contentDB
Does not reflect the spirit of ATM mod
This redo completely destroyed the philosophy of the original mod by removing all the types of ATM and by retexturizing it with super high quality textures that do not fit minetest environment. For some reason makes the world lag when trying to open and close the formspecs; quite strange since the original one from gpcf didn't.
Mod çok güzel.
Modu çok sevdim fakat bar tezgahını bir türlü ayarlayamadım. Kullanışlı
I think it will be good
The mod is working and there is no need to talk about usefulness
Needs some TLC
Things I like
doors
Things I don't like
xdecor
has the same Japanese door which means I have two Japanese doors if I run both that mod and this oneYou made an undoubtedly greater parkour game than what I made
Late review. I made a parkour game for last year's game jam, but it was lacking of features and documentations (c55 stuck on the ground as he cannot find the
/restart
command!), and lack of creativities. This game, may or may not be inspired by my game, did a way better job than I.The textures are all simple, which matches its theme of a sci-fi game. My parkour game also uses simple textures (because I am not good at art at that time), leading me to think whether this game was inspired by my game or not.
The plots are brilliant; The idea of letting the player (the One) travelling though the network interfaces are really innovative. Apart from the mainlines, there are also Easter eggs (e.g. the Powerslide Playground which was my only discovered Easter egg) which allows the player to pick up more electrons.
At the end of the story, in which I've entered the Core and is pending to be deleted, I was stuck. It was “designed” to stuck players inside, and it turns the parkour game into a puzzle game. This combination was something I've never thought of, and is definitely bringing more fun (and more “pain” as you will be exhausted) to the game.
By inspecting into the source codes, I know that there do have an ending (and is a happy ending), but I still can't reach it. I will not reach it today, but probably within this week.
Feature rich
Things I Like
Has a good developer API for adding custom features. I used it to add a custom inventory screen for warps.
unified_inventory_plus, a separate mod which extends this one, is super useful mod that adds extra buttons to automatically arrange items in the crafting menu, and a button which automatically crafts copies of all possible items. Saves a lot of finger clicking. It's not on contentdb, it's only on github.
Add function
You should probably ad functionality to waterworks i.e. shower and tap cause it does not look great, but lamp working is impressive
A very beautifull and cute Texture pack
Who said that the simplicity is not good? :D This texture pack is VERY nice and cute and most important, also a potato can run it :D
Very beautifull! A "must have" inside the installed mods on my machine!
Eat a brownie out of captain celeron55's filing cabinet
A lot of the time spent on this game, SSS for short, definitely went on the development of original assets. Those are good and at times you somewhat forget you are playing a block game. The game's story is a solid middle score, not bad, not great. Its puzzles are not satisfying and the game leans too heavily into its randomisation features. Nathan (game's author) probably also should have cut some content rather than leaving it in the submission, because a half-baked feature is often worse than not having it.
The game has persistence issues. In SSS, the items you find around the ship are decided randomly and also do not persist permanently. The ship's power status can also be reset by logging in. This leads to a very poor sense of direction and guidance, as if you are never quite sure how to follow a chain of logic to complete the game. It is also possible to accidentally skip loads of content, such as speedrunning the route to the end after (game event that is a spoiler) instead of waiting; or by getting lucky and collecting many ID cards at once, then proceeding to an area with a 2-3 security level gap from your last important door.
The game leans too heavily into randomisation. The loot randomisation has many nonsense results, such as finding officer ID cards in the Cadets' quarters or my personal favourite, a brownie in one of the captain's filing cabinets. I know the game development had limited time, but I think statically placing the objects would have worked better in the Jam Time; that way they could be placed logically.
(continued in comment)