While the idea has merit, there are several issues that detract from the game:
Text in the game is highly pixelated, making it difficult to read, especially in the shop. Furthermore, signs in the shop had backwards letters on one of their sides, making it even more difficult to find items.
When I first entered the build area, it was confusing to find the next step of the game, until I finally found the shop teleporter in small text at the side. I would suggest to put this in a more prominent space like the inventory screen.
The crafting grid doesn't work.
Dying resets the current build. It was quite frustrating to lose my progress on one of my trips to the shops because I disabled flying to get back to the build area. Also, dying gives the same number of coins as building a structure.
The shop area is crowded and difficult to navigate. Certain signs are confusing like the Stone sign that points to the Sands section. The move speed is also too slow for such a large area.
After a few repeats of the song, it gets obtrusive, and there are no other sounds in the game.
Textures are confusing and difficult to distinguish. Most of the time, I relied on the hud to know what block I'm looking at.
Digging blocks is not continuous. For a game about exact replication, it should be easy to dig/place blocks. Rather than only allowing 1 block to be dug with each left click, use a group that allows blocks to be destroyed with a short dig time.
Besides these issues, I found that the biggest thing that this is lacking is multiplayer integration, though that seems to be in future prospects. From what I understand, the game is aimed towards a younger audience, but these issues would stand in the way of reaching them.
crafting doesnt work for a reason, to keep the prices of everything constant and the same. you also cant die as damage is disabled. the whole point of the shop is that it is confusing and hard to navigate through, that is half the fun.
I can't tell if you were able to complete your comment, so I will respond to whatever is present. If the lack of crafting recipes is intentional, why is there a crafting grid at all? Second, I started this game in 5.4.1 and damage is not disabled unless I do so manually, which I doubt the intended audience would do. This is also the case on the latest android version. Lastly, if the shop is meant to be fun exploring, perhaps it should be more decorative or contain some easter eggs.
damage is off by default on my android device(also latest version) and was last time i checked on my laptop, you can also see that enable_damage is set to false in the minetest.conf. as for the shop not having Easter eggs, as you my know, this jam had time conditions and adding said easter eggs would take too much time(making the shop already took the majority of my time as i wanted to make each shop unique), these easter eggs would also add no actual value to the game and i dont see the point in adding any.
While the idea has merit, there are several issues that detract from the game:
Besides these issues, I found that the biggest thing that this is lacking is multiplayer integration, though that seems to be in future prospects. From what I understand, the game is aimed towards a younger audience, but these issues would stand in the way of reaching them.
crafting doesnt work for a reason, to keep the prices of everything constant and the same. you also cant die as damage is disabled. the whole point of the shop is that it is confusing and hard to navigate through, that is half the fun.
I can't tell if you were able to complete your comment, so I will respond to whatever is present. If the lack of crafting recipes is intentional, why is there a crafting grid at all? Second, I started this game in 5.4.1 and damage is not disabled unless I do so manually, which I doubt the intended audience would do. This is also the case on the latest android version. Lastly, if the shop is meant to be fun exploring, perhaps it should be more decorative or contain some easter eggs.
damage is off by default on my android device(also latest version) and was last time i checked on my laptop, you can also see that enable_damage is set to false in the minetest.conf. as for the shop not having Easter eggs, as you my know, this jam had time conditions and adding said easter eggs would take too much time(making the shop already took the majority of my time as i wanted to make each shop unique), these easter eggs would also add no actual value to the game and i dont see the point in adding any.
You can set
immortal = true
(Or maybe it'simmortal = 1
?) in the player damage groups to disable damage for real