I can tell this game has got potential, it creates a particular atmosphere, and yet it's too buggy and not optimised UX-wise. For instance, the narrated story could have a "next" or "ok" button rather than expecting the player to press "Esc". Then, the instructions for the tools were so slow (and laggy) to appear, and being dark green you should also have to put them on the right background to actually be able to read them.
Then, the first tool wasn't really working, and when it did it threw a warning error in chat. The inventory was really nice, the problem is I didn't get what I'm supposed to do with all the refined materials. When I reached the area with enemies, it lagged very badly. Also, I had to manually fix the game to launch it on Windows, after having seen the description on CDB.
Talking about things I've appreciated, definitely the music changing according to the area, the pixel art seen in in the inventory and in illustrations, a minimap to give you a goal, and the atmosphere
It's definitely a nice concept to experience, but personally I think that the author has left too many holes gameplay-wise. Then, when I found a paper with instructions about the rooms and I followed it, it led to a crash (it also crashes when clicking on chairs). Not sure about the item I've got since the beginning, nor about the player having so many slots. It's a pity, if curated it could turn into a great game!
There are mainly three annoying things:
1. the metallic sound on every step, which is always the same and it's very loud;
2. the torchlight updating the cone of light with a delay (which yes, it's a limitation of the engine, but still it's annoying as a player. Players aren't expected to know nor care about what the engine can and can't do);
3. it takes ages to break a node and potentially obtain items
And since these aspects follow you for the whole game... the experience itself isn't that great.
Also, a few bugs (spiders piling up on my head), a lot of English mistakes (and I'm not a native, so I've probably missed some) and not totally certain about what to do (yes, I've seen the inventory)
OVERVIEW - Torrlund
A pretty intresting game with intresting mechanics. I feel the gameplay kind of got repetitive, and the end was super easy to reach (it
took me only like 15mins). I never saw any monsters in the game, so I'm not sure what went wrong there. The robot was pretty nice.
Anyways, I think it would help out the game a lot, if there was more stuff to do.
RATING SYSTEM:
1 - Not a fan
2 - Meh
3 - Okay
4 - Good
5 - Love it!
It's usefull for event quests, like halloween or christmas, so you can make special buildings and dungeons, because you can limit the prizes by configurable time or to be used once by the players (time set to -1).
I use it on my own server (Out Here) for some quests and treasures on map.
A debatable collection of tools for builders rather than a game
First of all, this game is heavy. Like, really heavy, even loading new blocks take time. Then, as an artist, it doesn't feel like a tool to make art, starting from the very inventory. It'd take a lot of text to try to describe what an artistic tool in Minetest for builders might look like, between interfaces and palettes, but in short it wouldn't look like this. It's just a lot of nodes put together alongside features that are not necessary and that make the game heavier than it could potentially be
First of all, when you first launch the game you'll see warning messages in chat. Then, for I don't know what reason, you're on the moon, outside, but the player is not wearing any suit and you must be fast to put it on or you'll die. I think the author wanted to instantly introduce the oxygen mechanic, but the level of surrealism in this case is too much. Also, I don't know why, you've got diamond tools with you.
After using the mark for the supply ship, a lot of items are shoved in your face without the slightest information about how to use them. Went for a stroll, nothing relevant
When you first open the game, you see the captain log, with all the other menus: pretty overwhelming. Then... I don't understand what to do? There are many complex menus (GPU, CPU, GPGPU or something like that), a broken drill (that I guess I should fix somehow) and.. I can go around in space, still not sure what to do. Also, the camera is pretty annoying when riding the spaceship. Can't say good things about graphics either, starting from the main menu which is low effort to say the least
I use my rating on the 6% system what I used last year, even if this time the rating system works differently. My points:
What gave the points
Points reached
Max Points
Why I gave theme
how good the idea is and theme
1
1
I like this idea. It was a story-game but the most story was on end which closely gave me the idea to give a half point lesser
Media
1.5
2
The sounds was there. The textures too. But my eyes wasn't happy with the textures of chaos at the end. The textures could be better but there was less time so i say nothing there
Playing
2.5
3
Wow, i wanted only play this game all the time. But some points weren't reachable and the game was a bit short. More levels and maybe 5-electrons items(give 5 electrons). More Ablities maybe too
Total
5
6
I hope you going to make Glitch 2. In the IP the game ended there were also the white noises. Maybe you have to escape them there.
The author has shown a great knowledge of the (debatable) UI of Minetest, being able to create a game that it completely runs in 2D. Sure, you must be a masochist to script this on Minetest rather than, I don't know, Godot, but it surely is a showcase of what it can actually be done.
The vibe goes to the old arcades, displaying an artistic coherence. Gameplay is fine, but again l I think that the best aspect of this is to open PRANG! in front of people who think that MT is all about 3D and then see their confused -yet intrigued - face
pretty cool game, was interesting trying to figure it out. I think its a shame the author wasnt able to give it more polish before finish it off. my favorite bug was the fire burning out the floor in one of the rooms after a while, which led to the void
playing this game was interesting. while it was quite simple, it was quite informative with nice chat prompts and a helper that followed you around. perhaps more immersion could have come from interacting with the bot that follows you around, as it didnt really seem to do much. also, the content was rather short, finishing it off in 10 minutes, with nothing to really do after that.
If I could give something between "Yes" and "No", that's what I'd give. "Yes" because I can't say the author hasn't put all themselves to realise this puzzle game in so little time: very curated graphics, nice effects, silent narration, and a peculiar mechanic that surely makes it intriguing.
"No" because the puzzle solving itself felt somehow heavy, I wasn't motivated to go on (I've quit at the vertical room where you have to use 3 different blocks to attach the green one onto the ceiling). For instance, last year jam winner "Alter" was a puzzle game where I kind of wanted to know what the AI would have told me next. On this year's entry "Slidespace", I've got the sensation of getting closer to the end because I could literally see it. The story was quite simple (and still silent) but it was there. Here, it looks more like that the author wanted to showcase all the different ideas they had came about (new blocks popping up stage after stage), rather than creating some sort of flow for the player, or some sort of narration. It looks like one of those AAA games with a lot of budget and fancy graphics, but with a low-average quality gameplay-wise.
Voting "No" as I think gameplay should come before graphics
OVERVIEW - Klots
This game was tons of fun to play! Very comparable to how I enjoyed slide space!
Some of the mechanics in this game amaze me that they're even possible in Minetest!
Great job Warr!
RATING SYSTEM:
1 - Not a fan
2 - Meh
3 - Okay
4 - Good
5 - Love it!
OVERVIEW - Slide Space
Once again, MisterE has probably made my favourite game jam submission.
This game is really satisfying, and is a mind-boggler. This game is very fun, and
makes you want to come back for more.
Once again, great job MisterE!
RATING SYSTEM:
1 - Not a fan
2 - Meh
3 - Okay
4 - Good
5 - Love it!
No instructions, highly unfinished, not sure what to do
There are no instructions when joining the game, so you just go around and click on things. You encounter panels with a lot buttons, sliding doors, more panels and accesses to the space, where you just float going down, indefinitely. Also, no music at all and the character is the default Minetest 2D sprite.
I guess the intent of the author was to create some sort of a spaceship life simulator, but in this state it's just empty
Reading through CDB I've discovered that there are hordes of aliens to fight but honestly I'm stuck at the initial "collect 5 X nodes" quest. I've explored the world quite a bit, finding just 3 of those nodes, and it turned quite repetitive jump after jump. Also, I think that instructions at the beginning could have been shorter.
The pet following you is cute, the music is spot on. But I can't seem to experience any gameplay
OVERVIEW - Space Club (based on 30mins+ of gameplay time)
Space Club is an intresting game, but, I feel it's biggest downfall is it's lack of sounds, and not being very
player-friendly. I think if these things were improved on, it would be a better game.
I was pretty lost while playing this game, after like 20mins I did start to sort of get the hang of it I guess.
Also, you can just destroy and come out of your spacecraft, and if you do, you don't die. Which seems a bit weird.
Anyways, I'd consider trying this game out again post Game Jam, I'd be intrested if there are some future updates
to gameplay/goals.
RATING SYSTEM:
1 - Not a fan
2 - Meh
3 - Okay
4 - Good
5 - Love it!
I wanted to have fun with this game but it wouldn't let me. Digging needs some serious fixing.
I'd recommend reducing all dig times to <= 2 seconds, and making diggable things rarer to balance that out.
If you want to go with your own solution you might find find this interesting. It's about walking, but I think most of the points brought up can be applied to digging in this game.
I'd also recommend limiting the distance the flashlight can shine so it doesn't 'detach' from the flashlight, which breaks the immersion/atmosphere you had going.
It's nice to see this genre get explored, there aren't any good MT games that do so yet. I look forward to future updates.
There are a lot of bugs, some of which I think ruined my ability to complete the game, but I can recommend this based off of the experience I had regardless.
This will be a good game once the bugs are sorted out and the mechanics are polished.
If you learn the basics of using git w/ github you could probably attract a few contributors.
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.
Potential for a nice game, not there yet
I can tell this game has got potential, it creates a particular atmosphere, and yet it's too buggy and not optimised UX-wise. For instance, the narrated story could have a "next" or "ok" button rather than expecting the player to press "Esc". Then, the instructions for the tools were so slow (and laggy) to appear, and being dark green you should also have to put them on the right background to actually be able to read them.
Then, the first tool wasn't really working, and when it did it threw a warning error in chat. The inventory was really nice, the problem is I didn't get what I'm supposed to do with all the refined materials. When I reached the area with enemies, it lagged very badly. Also, I had to manually fix the game to launch it on Windows, after having seen the description on CDB.
Talking about things I've appreciated, definitely the music changing according to the area, the pixel art seen in in the inventory and in illustrations, a minimap to give you a goal, and the atmosphere
Mindblowing but too random and unpolished
It's definitely a nice concept to experience, but personally I think that the author has left too many holes gameplay-wise. Then, when I found a paper with instructions about the rooms and I followed it, it led to a crash (it also crashes when clicking on chairs). Not sure about the item I've got since the beginning, nor about the player having so many slots. It's a pity, if curated it could turn into a great game!
Annoying broad maze
There are mainly three annoying things:
1. the metallic sound on every step, which is always the same and it's very loud;
2. the torchlight updating the cone of light with a delay (which yes, it's a limitation of the engine, but still it's annoying as a player. Players aren't expected to know nor care about what the engine can and can't do);
3. it takes ages to break a node and potentially obtain items
And since these aspects follow you for the whole game... the experience itself isn't that great.
Also, a few bugs (spiders piling up on my head), a lot of English mistakes (and I'm not a native, so I've probably missed some) and not totally certain about what to do (yes, I've seen the inventory)
Very polished!
OVERVIEW - Glitch This game was pretty fun, and surprisingly polished! I'm not too far in the game yet, but o far it's been pretty cool.
RATING SYSTEM:
1 - Not a fan 2 - Meh 3 - Okay 4 - Good 5 - Love it!
GAMEPLAY - 4
GRAPHICS - 5
PLAYER-FRIENDLY - 5
PERFORMANCE - 5 (So far it has not lagged)
SOUNDS & MUSIC - 5
THEME - 4
TOTAL - 28/30 (Love it!)
May be it is time
May be it is time to add cute Axolotl?
Has potential
OVERVIEW - Torrlund A pretty intresting game with intresting mechanics. I feel the gameplay kind of got repetitive, and the end was super easy to reach (it took me only like 15mins). I never saw any monsters in the game, so I'm not sure what went wrong there. The robot was pretty nice. Anyways, I think it would help out the game a lot, if there was more stuff to do.
RATING SYSTEM:
1 - Not a fan 2 - Meh 3 - Okay 4 - Good 5 - Love it!
GAMEPLAY - 2
GRAPHICS - 3
PLAYER-FRIENDLY - 4
PERFORMANCE - 5
SOUNDS & MUSIC - 2
THEME - 3
TOTAL - 19/30 (Okay)
The path for interesting quests
It's usefull for event quests, like halloween or christmas, so you can make special buildings and dungeons, because you can limit the prizes by configurable time or to be used once by the players (time set to -1). I use it on my own server (Out Here) for some quests and treasures on map.
A debatable collection of tools for builders rather than a game
First of all, this game is heavy. Like, really heavy, even loading new blocks take time. Then, as an artist, it doesn't feel like a tool to make art, starting from the very inventory. It'd take a lot of text to try to describe what an artistic tool in Minetest for builders might look like, between interfaces and palettes, but in short it wouldn't look like this. It's just a lot of nodes put together alongside features that are not necessary and that make the game heavier than it could potentially be
Must have for that bit of realism
This is very useful, especially in multiplayer, where people want to see where the other players are looking
Highly unfinished, no instructions whatsoever
First of all, when you first launch the game you'll see warning messages in chat. Then, for I don't know what reason, you're on the moon, outside, but the player is not wearing any suit and you must be fast to put it on or you'll die. I think the author wanted to instantly introduce the oxygen mechanic, but the level of surrealism in this case is too much. Also, I don't know why, you've got diamond tools with you.
After using the mark for the supply ship, a lot of items are shoved in your face without the slightest information about how to use them. Went for a stroll, nothing relevant
Not sure what to do, unpolished, and lot of text
When you first open the game, you see the captain log, with all the other menus: pretty overwhelming. Then... I don't understand what to do? There are many complex menus (GPU, CPU, GPGPU or something like that), a broken drill (that I guess I should fix somehow) and.. I can go around in space, still not sure what to do. Also, the camera is pretty annoying when riding the spaceship. Can't say good things about graphics either, starting from the main menu which is low effort to say the least
My Review
I use my rating on the 6% system what I used last year, even if this time the rating system works differently. My points:
I hope you going to make Glitch 2. In the IP the game ended there were also the white noises. Maybe you have to escape them there.
An arcade you wouldn't expect on Minetest
The author has shown a great knowledge of the (debatable) UI of Minetest, being able to create a game that it completely runs in 2D. Sure, you must be a masochist to script this on Minetest rather than, I don't know, Godot, but it surely is a showcase of what it can actually be done.
The vibe goes to the old arcades, displaying an artistic coherence. Gameplay is fine, but again l I think that the best aspect of this is to open PRANG! in front of people who think that MT is all about 3D and then see their confused -yet intrigued - face
interesting and mind bending game
pretty cool game, was interesting trying to figure it out. I think its a shame the author wasnt able to give it more polish before finish it off. my favorite bug was the fire burning out the floor in one of the rooms after a while, which led to the void
simple, but short
playing this game was interesting. while it was quite simple, it was quite informative with nice chat prompts and a helper that followed you around. perhaps more immersion could have come from interacting with the bot that follows you around, as it didnt really seem to do much. also, the content was rather short, finishing it off in 10 minutes, with nothing to really do after that.
Highly curated, yet heavy gameplay
If I could give something between "Yes" and "No", that's what I'd give. "Yes" because I can't say the author hasn't put all themselves to realise this puzzle game in so little time: very curated graphics, nice effects, silent narration, and a peculiar mechanic that surely makes it intriguing.
"No" because the puzzle solving itself felt somehow heavy, I wasn't motivated to go on (I've quit at the vertical room where you have to use 3 different blocks to attach the green one onto the ceiling). For instance, last year jam winner "Alter" was a puzzle game where I kind of wanted to know what the AI would have told me next. On this year's entry "Slidespace", I've got the sensation of getting closer to the end because I could literally see it. The story was quite simple (and still silent) but it was there. Here, it looks more like that the author wanted to showcase all the different ideas they had came about (new blocks popping up stage after stage), rather than creating some sort of flow for the player, or some sort of narration. It looks like one of those AAA games with a lot of budget and fancy graphics, but with a low-average quality gameplay-wise.
Voting "No" as I think gameplay should come before graphics
EDIT: Now I can vote "Neutral" :P
Very fun and smooth game!
OVERVIEW - Klots This game was tons of fun to play! Very comparable to how I enjoyed slide space! Some of the mechanics in this game amaze me that they're even possible in Minetest! Great job Warr!
RATING SYSTEM:
1 - Not a fan 2 - Meh 3 - Okay 4 - Good 5 - Love it!
GAMEPLAY - 5
GRAPHICS - 4
PLAYER-FRIENDLY - 4
PERFORMANCE - 4
SOUNDS & MUSIC - 5
THEME - 3
TOTAL - 25/30 (Love it!)
Very fun!
OVERVIEW - Slide Space Once again, MisterE has probably made my favourite game jam submission. This game is really satisfying, and is a mind-boggler. This game is very fun, and makes you want to come back for more. Once again, great job MisterE!
RATING SYSTEM:
1 - Not a fan 2 - Meh 3 - Okay 4 - Good 5 - Love it!
GAMEPLAY - 5
GRAPHICS - 5
PLAYER-FRIENDLY - 4
PERFORMANCE - 5
SOUNDS & MUSIC - 5
THEME - 3
TOTAL - 27/30 (Love it!)
No instructions, highly unfinished, not sure what to do
There are no instructions when joining the game, so you just go around and click on things. You encounter panels with a lot buttons, sliding doors, more panels and accesses to the space, where you just float going down, indefinitely. Also, no music at all and the character is the default Minetest 2D sprite.
I guess the intent of the author was to create some sort of a spaceship life simulator, but in this state it's just empty
Nice music, confused about the gameplay
Reading through CDB I've discovered that there are hordes of aliens to fight but honestly I'm stuck at the initial "collect 5 X nodes" quest. I've explored the world quite a bit, finding just 3 of those nodes, and it turned quite repetitive jump after jump. Also, I think that instructions at the beginning could have been shorter.
The pet following you is cute, the music is spot on. But I can't seem to experience any gameplay
Probably the best bows mod as of today
It tries to simulate physics, arrows stick to the surface they hit, proper sounds. Nice :D
Has potential
OVERVIEW - Space Club (based on 30mins+ of gameplay time) Space Club is an intresting game, but, I feel it's biggest downfall is it's lack of sounds, and not being very player-friendly. I think if these things were improved on, it would be a better game. I was pretty lost while playing this game, after like 20mins I did start to sort of get the hang of it I guess. Also, you can just destroy and come out of your spacecraft, and if you do, you don't die. Which seems a bit weird. Anyways, I'd consider trying this game out again post Game Jam, I'd be intrested if there are some future updates to gameplay/goals.
RATING SYSTEM:
1 - Not a fan 2 - Meh 3 - Okay 4 - Good 5 - Love it!
GAMEPLAY - 2
GRAPHICS - 2
PLAYER-FRIENDLY - 1
PERFORMANCE - 4
SOUNDS & MUSIC - 1
TOTAL - 10 (Meh)
My Review [JAM VERSION]
I wanted to have fun with this game but it wouldn't let me. Digging needs some serious fixing.
I'd recommend reducing all dig times to <= 2 seconds, and making diggable things rarer to balance that out. If you want to go with your own solution you might find find this interesting. It's about walking, but I think most of the points brought up can be applied to digging in this game.
I'd also recommend limiting the distance the flashlight can shine so it doesn't 'detach' from the flashlight, which breaks the immersion/atmosphere you had going.
It's nice to see this genre get explored, there aren't any good MT games that do so yet. I look forward to future updates.
Review:
My Review [JAM VERSION]
There are a lot of bugs, some of which I think ruined my ability to complete the game, but I can recommend this based off of the experience I had regardless.
This will be a good game once the bugs are sorted out and the mechanics are polished. If you learn the basics of using git w/ github you could probably attract a few contributors.
Review:
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.