Fantastic! We created a color picker implementation on our version just to fetch the RGB value from a particular pixel, but this is much better since it automatically sets the RGB can's color! I've updated my review as it's now outdated :)
Update: I've found myself playing this here and there despite already completing the game a handful of times, it's just oddly fun! Today I won 100-0 against the computer, my very first shutout, lol. I think multiplayer Porko should be an option in the future!!
This is a fantastic mod if you're looking to paint some pixelart on your base wall, or accent a vine with some pretty artificial flowers - you name it, it's usually possible. The crafts are pretty easy and picking colors and painting away is a super pleasant experience. That said, there's some major ways this mod could be improved that are simply a must to make this the gold standard.
Currently there is no way to pick a color off of an existing canvas. When you're painting, you might select a paint and start painting away, then switch to another color and continue. If you forget the exact settings you used for that first paint, you're out of luck - because there's no color picker, and now you have to repaint that whole area with a similar color.
(fixed by grorp, now you can use shift+right-click to pick a color off of a canvas!!)
Saving of the painting canvases is only done when the area is unloaded. This might sound fine, but imagine your world crashes while you're just about to finish your awesome painting that you spent the whole evening on (but you didn't leave/unload the area, you just stayed and painted). It won't be there when you relog(!!) -- and this is a problem some of my clients have had.
There's no way to move a canvas or a 'stamper' to move pixels slightly. Imagine you created a large painting centered above a fireplace in your base, only to find that the painting is one pixel off. You have to redraw the whole thing :(
It would be neat if you could export your drawings to a .png file, but this is not too important. Still, it would make this mod much more popular - why would you enter some dumb editor when you could just paint your texture natively? :D
Despite these issues, this mod is still definitely worth your time and there's simply nothing better in the painting mod club. Recommended, especially if you like pixel art :)
That's a great idea -- people with potatoes as PCs like me would really appreciate it!
My CPU is a pretty old Intel Quad. My computer is a dual-boot Debian system. I played all the other games fine on this, and generally have no problems with minetest games as long as I turn off advanced shaders and lower viewing range. This game completely demolished my computer though :-) It could be an incompatibility of my graphics driver, though, I guess.
I think a friendlier reskin would be a great idea! It could be easily customizable with a setting that's linked to all textures used in the game, or of course in a texture pack / mod format. Yeah, I agree with you, the level with the dark spheres is going to be the end for most children ... and even probably most adults :-)
This game reminded me a bit of The secret story of Spacetravel by NathanS, a 2022 Game Jam entry. It's a spaceship-themed game where you have to find the cause of some issues in the spaceship, but ultimately, finding the cause and fixing the spaceship ends up being pretty easy and there isn't a whole lot of exploration to do. The best part is a small parkour near the end (with a few tough jumps!) to get to the final room. However, there is not much of a plot yet: I still don't know anything about myself, the spaceship's purpose, or my crewmates, before the game ends. There's also no purpose to fixing the spaceship because the game immediately ends, so I can't find out more things about the spaceship after fixing the engine, and I'm still not sure how I got in this spaceship!
Overall, it's just too short, it only took me about 8 minutes to solve. Because I wasn't in the game too long, the breathing sound didn't annoy me, it actually added to the ambience, but I could imagine it would after a while. A longer playing time and a more developed plot would be better, and perhaps, in the theme of SSS, using carefully positioned hints in the map instead of pop-up dialogues to make the experience more realistic and mysterious to the user.
Enjoyed this, one of the most polished games in the Jam this year! Only took me about an hour to solve overall, and the walking/exploring part was not boring at all for me - the curtains made it exciting and a bit nervewracking. When you boil it down, the plot isn't huge yet, but it's put together in a very strong way, so that you are invested in the characters and obviously want to know what is behind the dungeons. The 'puzzle' part of it isn't very complicated yet, I'd consider it more of a visual novel type game at the moment. It's evident that this game was influenced quite a bit by the short window for the Game Jam so I'm really looking forward to future progress and updates!
The character swapping in the finishing parts of the game was really very interesting and creative, making you the overseer of a collaboration. Ultimately, the ending scene was a bit underwhelming -- not the scene itself, which was extremely dramatic and impressive, but the fact that you are kind of at a loss for what to do next. You're teleported back into a hallway which you can't get out of, and what the boss just said to you looms over your head. You're stuck completely helpless with no way of finishing the story (yet). A better resolution would be great, hopefully defeating the evil and learning more about Vix's history somehow!
I also found it quite funny that the residents of this land are apparently so bored that they go for wild, dangerous adventures whenever rumors pop up on the surface. :)
If you're having trouble playing the game after the first scene (falling in darkness), do /grantme teleport and /teleport 84 237 136 (thank you to the author for giving me that clue). I had problems with that but didn't have any other problems playing the game after that. I'm sure this will be fixed after the game jam's concluding so I will maybe delete this part of my review later. :)
Yep, I figured that one out after about 5 minutes of trying different things. Actually, it's very logical (was one of the first things I tried), but turning off the lever isn't good enough, you have to do it with the blackrod.
First off-- WOW!!! Never seen anything like this in Minetest before, this is simply amazing. The weapons are pretty awesome and destructive, the sound effects are top-notch, and gameplay is typical for a FPS game - intense. As more and more of the buggers tunnel towards you, things seem to get more and more intense, as you try to navigate away from danger while also firing wildly. This is more than replayable and I would not be surprised at all if a popular multiplayer server pops up with this later. (it will need to be powerful though - see below!)
However, this game seems to have one big flaw (maybe the only flaw) -- CPU usage :-) My computer with 8GB of RAM and 4 cores just couldn't handle it and I crashed my computer three times trying to play this. Actions were delayed by like 10 seconds when I was playing, so I couldn't even tell that the guns were working and I took a good bit of time investigating the code to see if I was doing anything wrong. Luckily, my friend let me use his much more powerful computer and it was a completely different experience - the gameplay was incredible, and I didn't have any problems understanding the game or starting my attacks.
If you've got a CPU that can run this, this is easily the best game of the Jam this year. Thank you so much for yet another amazing game, Sumianvoice!
A fantastic short playthrough, with a great storyline. My only wish is that it was a bit longer, it took me around 10 minutes to solve, and there weren't too many objectives to go through - maybe only 7-8. I have the feeling this could be speedrunned in 2-3 minutes, so it could definitely use some new content, but I still think it is fantastic, especially considering the time limits of the Game Jam this year.
The work that regulus has put into the atmosphere, textures, NPCs, and the music, is beautiful. It really immerses you in the environment and makes you truly want to solve the game. The objectives in the right-hand corner help you follow what you're supposed to do next. Nothing stumped me for too long and usually I knew exactly what to do, but it was still exciting because of the storyline and dialogue that kept me guessing. The animation after you win the game is spectacular -- by far it is one of the best animations I've ever seen in the game jam. This is probably going to end up as one of my favorite games because of how polished it is, but I still have a few other games to try. Thank you for a great game, regulus! :)
This is a space exploration game I guess, but it's hard to figure out what to do to start. You start the game in a small rocket, but you have to figure out that you can use the up/down keys to lower your rocket and explore, which I didn't understand and died a few times :-) Sadly, the rocket also threw me out of it and killed me several times, so there might be a problem with the attaching there.
Once you get out of the rocket and onto land, there's not a lot to do other than explore and perhaps make some makeshift tools and mine. But no real purpose other than that. That said, the rocket abilities are pretty cool and the game definitely shows promise. The biomes are cool too! A tier system where a player needs to work to have the materials needed to go to another planet might be cool, with the final planet offering some sort of interesting finish.
Fascinating. I didn't realize there was so much documentation regarding this game. So the computer must be really strong then, that's a bad overlook by me, I've edited my original post. I think I just got lucky because I was winning more often than the computer :) Great work! And the screaming was partly my fault - I had my volume at max and didn't expect anything dramatic to happen in such a peaceful game, haha
No worries! Yes, it was a bit concerning - my tendency is to click on everything to see what it does, so of course I lost one of my games :-)
Yes, one of them was planting trees in a tree factory or something like that. I could click that forever and just get negative stuff. Of course, it wasn't very profitable because then I couldn't do anything until it went positive again, except the things that allowed negative balances...
This is a resource farming game where the objective is to strengthen your base area so that it will survive eventual attacks. It's pretty easy if you are proactively playing & farming, but eventually your fortress will become self-sufficient when you get lots of NPCs and farming buildings, and your only job is to sit back and watch (and put down more buildings occasionally :D). Like all games of this type, once you've gotten everything and built your area to your satisfaction, you usually lose interest.
When I started the game, I wasn't really sure what to do. I clicked around and gained some resources but had no idea what to do with them. Eventually, I figured out that you have to place your base down to start storing the materials, but there should probably be some simple documentation to lead players in the right direction to start out. Surviving the waves of mobs isn't really hard if you're constantly gathering materials and increasing the security of your base. However, there are a few fairly major flaws in the game: firstly, some operations do not check if you have the required resources, so you can end up having negative materials. Additionally, you can remove your own base and lose the game - and what's more, it's a pretty large button on the formspec of your base, so it's pretty easy to accidentally click it and ruin your game. The NPCs occasionally get stuck on things but it wasn't too bad. The NathanS repairman NPC was pretty funny. I hired one of those guys just for the texture. Overall, a pretty interesting game, haven't seen a game like this in minetest before, and the gameplay doesn't have many bugs. Recommended for a short playthrough!
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!
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 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!
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. :)
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.
Glad your minetest is working now! The toilet is there as well, I'm wondering if it's not showing up in the recipes because of missing dependencies (mods that aren't installed on your end). Try doing /giveme 3dforniture:toilet
I'm a builder and these shapes are exactly what builders need, filling in some of the glaring holes that moreblocks left us with. But there's a catch - There are roughly 120 additional nodes that will be registered for every full node added to the circular saw using this mod. That adds up quick... Registering 100 nodes for the circular saw will already add 12,000 (+100) different nodes to your world, at which point you have to start thinking about minetest's hardcoded node limit. And builders tend to work with much more than 100 nodes :)
Frankly, Minetest needs better support for node shapes, either putting them in a new param (may increase world sizes) or un-hardcoding the node limit (also would increase world sizes), or some other method that tries to reduce the damage the change might cause. This mod does everything it should, and is super useful, but it will hardly get use in public servers currently (and local worlds) simply because of Minetest's node limits!
The best 32x texture pack for Minetest currently, if you ask me. Wow! Sirrobzeroone has really found the magic of 32x, while keeping things altogether looking mostly consistent and visually appealing. It's not perfect, and there's definitely some "rough edges" in places, but it's shoulders higher than anything else other 32x packs I've seen have to offer. Plus, the list of supported mods is larger than probably any other texture pack currently, just to top it off. This deserves many more eyeballs than it is getting!
Imagine showering a bride with rice, shooting confetti over a party, or even throwing hundreds of pies at a griefers face! All of that is feasibly possible with this mod, and in a clear-cut, easy-to-understand way.
This mod only improves when used in conjunction with mesecons: now you can detect for certain players before activating the particlespawner or make it only spawn particles when certain in-world objectives are achieved!
This is really a fantastic mod since Wuzzy took over on the development. At first look, it can come across as a oddly small collection of random decor blocks, but, as I have seen on servers, this actually takes care of most decor needs, and adds some awesome functionalities along with it. Less is more, I guess? The textures are consistent and fit minetest well, and everything actually works without random crashes (unlike the old version). Chess finally works, most importantly, and it looks and feels like an actual implementation. Wow!! Other than the fact that my opponent takes too long! Totally not hinting you to add timers... :-)
The more detailed decor mods, like Homedecor or Multidecor are too bloaty and the items will kill your FPS unless you've got a supercomputer and the latest NVIDIA graphics card (maybe slightly overexaggerated). This mod is lightweight and won't be hard on compromised clients. Recommended, especially for multiplayer situations!
In Tunnelers' Abyss, we have somewhat fixed this problem by aggressively adding usages to many crops, such as reduction for elemental compounds which in turn can be used to make other useful items, many extraction recipes to various dyes (added by technic), and mobs which can only be tamed with various farming items. If you're a player on this server, you actually do want to have a farm with many types of crops as you proceed up the line of innovation. It's important and useful!
But it always comes back to the food. At some point, everyone has their own food source that works well for them, there's no incentive to start making another food. I think that's something that will plague every single farming mod that doesn't invent some awesome background magic that somehow makes the players want to eat a diverse selection of foods, or change the satiation logic.. I think we're kinda stuck. Just my two cents :)
The diverse selection of crops in this mod, combined with a plethora of food items, keeps you entertained for quite a while. Not all of the crops are so easy to find, so some of them double as collector's items :-)
The texture style isn't top-notch or anything, but those textures have improved a lot in the past few years. There's a bigger problem though, which is simply that this mod doesn't have enough uses for it's items. Many of the crops only have a single usage, or some even have absolutely no usages, at the time of writing. For many users of the mod, there is absolutely no mechanic to encourage them to farm new crops, or to get new food items, because all these items work for the same purpose of effectively filling the food bar in different ways. So this mod can often play as more of a decoration mod than anything else in many servers, because there just aren't enough built-in usages for crops. I'd love to see this situation improve, but it's hard to know where to start. (more about that in the comments)
I do recommend this though, because this is the most commonly used mod for farming, and for a reason - it's interesting enough to keep people expanding their farms for a while. X Farming is the other option I would recommend, and it's gaining popularity and useability, but both are a bit bloaty and a lot of items just don't have a lot of good uses. Pick your poison.
Okay, I do use minetest 5.6.0 (latest version of xdecor though) - maybe there is a problem there? I have no idea where to refind the crash logs but they were mostly to do with the computer (singleplayer mode). I'm not sure exactly what triggered it, but getting into complicated positions usually did the trick. Fluxionary has also had a lot of problems with the chess, he removed it from his server for that reason. My home server tried reverting to a previous version that was tested and was more stable, but castling didn't work at all, so we gave up on that too.
I think the reason this version seems much more polished is that it has all the modern chess rules (except 50 move rule as mentioned in the OP, which seems pointless), and you can click on a piece to see all legal moves. It doesn't have a move log like the xdecor version does, though.
Try taking an opponent's piece in the xdecor version- it will often take a few attempts before it actually 'takes' for me. Maybe this only happens in 5.6.0?
Yeah, I thought the "forest still needs time to heal" thing was lame as well, once I saw that it wasn't healing at all. That's a good explanation as long as the fog starts lifting, the areas start to get a little brighter, gradually, but I understand time constraints were at play here.
I'm kinda disappointed that this didn't make the top 3, but I have the idea that it might spur you to make an even better game next Jam, so maybe that is a good thing? :D
A treat for completionists, basically. ;-)
I don't remember seeing a max value of the healing orbs? - In Glitch you know how many electrons are in your sector, but I didn't see anything like that in Shadow Forest.
Yes- There are just far too many bugs in xdecor chess. My server just gave up on it a while ago. Sometimes you can't even make legal moves unless you make the move like 5 times and it finally executes, and there's also hidden crashes. The computer (Singleplayer mode) is even weaker than this one.
Of course, what this mod (and xdecor chess!) really needs is timers :) Congratulations on winning third place!
Fantastic! We created a color picker implementation on our version just to fetch the RGB value from a particular pixel, but this is much better since it automatically sets the RGB can's color! I've updated my review as it's now outdated :)
Update: I've found myself playing this here and there despite already completing the game a handful of times, it's just oddly fun! Today I won 100-0 against the computer, my very first shutout, lol. I think multiplayer Porko should be an option in the future!!
This is a fantastic mod if you're looking to paint some pixelart on your base wall, or accent a vine with some pretty artificial flowers - you name it, it's usually possible. The crafts are pretty easy and picking colors and painting away is a super pleasant experience. That said, there's some major ways this mod could be improved that are simply a must to make this the gold standard.
Currently there is no way to pick a color off of an existing canvas. When you're painting, you might select a paint and start painting away, then switch to another color and continue. If you forget the exact settings you used for that first paint, you're out of luck - because there's no color picker, and now you have to repaint that whole area with a similar color.(fixed by grorp, now you can use shift+right-click to pick a color off of a canvas!!)
Saving of the painting canvases is only done when the area is unloaded. This might sound fine, but imagine your world crashes while you're just about to finish your awesome painting that you spent the whole evening on (but you didn't leave/unload the area, you just stayed and painted). It won't be there when you relog(!!) -- and this is a problem some of my clients have had.
There's no way to move a canvas or a 'stamper' to move pixels slightly. Imagine you created a large painting centered above a fireplace in your base, only to find that the painting is one pixel off. You have to redraw the whole thing :(
It would be neat if you could export your drawings to a .png file, but this is not too important. Still, it would make this mod much more popular - why would you enter some dumb editor when you could just paint your texture natively? :D
Despite these issues, this mod is still definitely worth your time and there's simply nothing better in the painting mod club. Recommended, especially if you like pixel art :)
That's a great idea -- people with potatoes as PCs like me would really appreciate it!
My CPU is a pretty old Intel Quad. My computer is a dual-boot Debian system. I played all the other games fine on this, and generally have no problems with minetest games as long as I turn off advanced shaders and lower viewing range. This game completely demolished my computer though :-) It could be an incompatibility of my graphics driver, though, I guess.
I think a friendlier reskin would be a great idea! It could be easily customizable with a setting that's linked to all textures used in the game, or of course in a texture pack / mod format. Yeah, I agree with you, the level with the dark spheres is going to be the end for most children ... and even probably most adults :-)
Can confirm there is nothing rigged, I have won the game, and the rolling seemed completely random to me :)
This game reminded me a bit of The secret story of Spacetravel by NathanS, a 2022 Game Jam entry. It's a spaceship-themed game where you have to find the cause of some issues in the spaceship, but ultimately, finding the cause and fixing the spaceship ends up being pretty easy and there isn't a whole lot of exploration to do. The best part is a small parkour near the end (with a few tough jumps!) to get to the final room. However, there is not much of a plot yet: I still don't know anything about myself, the spaceship's purpose, or my crewmates, before the game ends. There's also no purpose to fixing the spaceship because the game immediately ends, so I can't find out more things about the spaceship after fixing the engine, and I'm still not sure how I got in this spaceship!
Overall, it's just too short, it only took me about 8 minutes to solve. Because I wasn't in the game too long, the breathing sound didn't annoy me, it actually added to the ambience, but I could imagine it would after a while. A longer playing time and a more developed plot would be better, and perhaps, in the theme of SSS, using carefully positioned hints in the map instead of pop-up dialogues to make the experience more realistic and mysterious to the user.
Enjoyed this, one of the most polished games in the Jam this year! Only took me about an hour to solve overall, and the walking/exploring part was not boring at all for me - the curtains made it exciting and a bit nervewracking. When you boil it down, the plot isn't huge yet, but it's put together in a very strong way, so that you are invested in the characters and obviously want to know what is behind the dungeons. The 'puzzle' part of it isn't very complicated yet, I'd consider it more of a visual novel type game at the moment. It's evident that this game was influenced quite a bit by the short window for the Game Jam so I'm really looking forward to future progress and updates!
The character swapping in the finishing parts of the game was really very interesting and creative, making you the overseer of a collaboration. Ultimately, the ending scene was a bit underwhelming -- not the scene itself, which was extremely dramatic and impressive, but the fact that you are kind of at a loss for what to do next. You're teleported back into a hallway which you can't get out of, and what the boss just said to you looms over your head. You're stuck completely helpless with no way of finishing the story (yet). A better resolution would be great, hopefully defeating the evil and learning more about Vix's history somehow!
I also found it quite funny that the residents of this land are apparently so bored that they go for wild, dangerous adventures whenever rumors pop up on the surface. :)
If you're having trouble playing the game after the first scene (falling in darkness), do
/grantme teleport
and/teleport 84 237 136
(thank you to the author for giving me that clue). I had problems with that but didn't have any other problems playing the game after that. I'm sure this will be fixed after the game jam's concluding so I will maybe delete this part of my review later. :)Yep, I figured that one out after about 5 minutes of trying different things. Actually, it's very logical (was one of the first things I tried), but turning off the lever isn't good enough, you have to do it with the blackrod.
First off-- WOW!!! Never seen anything like this in Minetest before, this is simply amazing. The weapons are pretty awesome and destructive, the sound effects are top-notch, and gameplay is typical for a FPS game - intense. As more and more of the buggers tunnel towards you, things seem to get more and more intense, as you try to navigate away from danger while also firing wildly. This is more than replayable and I would not be surprised at all if a popular multiplayer server pops up with this later. (it will need to be powerful though - see below!)
However, this game seems to have one big flaw (maybe the only flaw) -- CPU usage :-) My computer with 8GB of RAM and 4 cores just couldn't handle it and I crashed my computer three times trying to play this. Actions were delayed by like 10 seconds when I was playing, so I couldn't even tell that the guns were working and I took a good bit of time investigating the code to see if I was doing anything wrong. Luckily, my friend let me use his much more powerful computer and it was a completely different experience - the gameplay was incredible, and I didn't have any problems understanding the game or starting my attacks.
If you've got a CPU that can run this, this is easily the best game of the Jam this year. Thank you so much for yet another amazing game, Sumianvoice!
A fantastic short playthrough, with a great storyline. My only wish is that it was a bit longer, it took me around 10 minutes to solve, and there weren't too many objectives to go through - maybe only 7-8. I have the feeling this could be speedrunned in 2-3 minutes, so it could definitely use some new content, but I still think it is fantastic, especially considering the time limits of the Game Jam this year.
The work that regulus has put into the atmosphere, textures, NPCs, and the music, is beautiful. It really immerses you in the environment and makes you truly want to solve the game. The objectives in the right-hand corner help you follow what you're supposed to do next. Nothing stumped me for too long and usually I knew exactly what to do, but it was still exciting because of the storyline and dialogue that kept me guessing. The animation after you win the game is spectacular -- by far it is one of the best animations I've ever seen in the game jam. This is probably going to end up as one of my favorite games because of how polished it is, but I still have a few other games to try. Thank you for a great game, regulus! :)
This is a space exploration game I guess, but it's hard to figure out what to do to start. You start the game in a small rocket, but you have to figure out that you can use the up/down keys to lower your rocket and explore, which I didn't understand and died a few times :-) Sadly, the rocket also threw me out of it and killed me several times, so there might be a problem with the attaching there.
Once you get out of the rocket and onto land, there's not a lot to do other than explore and perhaps make some makeshift tools and mine. But no real purpose other than that. That said, the rocket abilities are pretty cool and the game definitely shows promise. The biomes are cool too! A tier system where a player needs to work to have the materials needed to go to another planet might be cool, with the final planet offering some sort of interesting finish.
Escape rooms are fun! Yeah, would definitely like to see progress on this. Thanks for your contribution to the game jam in any case!! :)
Fascinating. I didn't realize there was so much documentation regarding this game. So the computer must be really strong then, that's a bad overlook by me, I've edited my original post. I think I just got lucky because I was winning more often than the computer :) Great work! And the screaming was partly my fault - I had my volume at max and didn't expect anything dramatic to happen in such a peaceful game, haha
EDIT: oops, duplicated my response accidentally.
No worries! Yes, it was a bit concerning - my tendency is to click on everything to see what it does, so of course I lost one of my games :-)
Yes, one of them was planting trees in a tree factory or something like that. I could click that forever and just get negative stuff. Of course, it wasn't very profitable because then I couldn't do anything until it went positive again, except the things that allowed negative balances...
This is a resource farming game where the objective is to strengthen your base area so that it will survive eventual attacks. It's pretty easy if you are proactively playing & farming, but eventually your fortress will become self-sufficient when you get lots of NPCs and farming buildings, and your only job is to sit back and watch (and put down more buildings occasionally :D). Like all games of this type, once you've gotten everything and built your area to your satisfaction, you usually lose interest.
When I started the game, I wasn't really sure what to do. I clicked around and gained some resources but had no idea what to do with them. Eventually, I figured out that you have to place your base down to start storing the materials, but there should probably be some simple documentation to lead players in the right direction to start out. Surviving the waves of mobs isn't really hard if you're constantly gathering materials and increasing the security of your base. However, there are a few fairly major flaws in the game: firstly, some operations do not check if you have the required resources, so you can end up having negative materials. Additionally, you can remove your own base and lose the game - and what's more, it's a pretty large button on the formspec of your base, so it's pretty easy to accidentally click it and ruin your game. The NPCs occasionally get stuck on things but it wasn't too bad. The NathanS repairman NPC was pretty funny. I hired one of those guys just for the texture. Overall, a pretty interesting game, haven't seen a game like this in minetest before, and the gameplay doesn't have many bugs. Recommended for a short playthrough!
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!
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 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!
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. :)
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.
You could also modify the recipe if you are using a customized game world, it's in the file
crafting.lua
.Hmm, interesting. I wonder if something else is missing- The recipe needs default:cobble as well.
It needs to be copied into the /mods directory and enabled :)
It should be shipped by default with
minetest_game
, you could try downloading it and copyingbucket
from there.Glad your minetest is working now! The toilet is there as well, I'm wondering if it's not showing up in the recipes because of missing dependencies (mods that aren't installed on your end). Try doing
/giveme 3dforniture:toilet
The toilet is there, you need to have the
bucket
mod installed for it to be present. Anddefault
.This doesn't appear to be an error with this mod, this seems to be that your minetest has incorrect configuration. Maybe try rebuilding your minetest?
I'm a builder and these shapes are exactly what builders need, filling in some of the glaring holes that moreblocks left us with. But there's a catch - There are roughly 120 additional nodes that will be registered for every full node added to the circular saw using this mod. That adds up quick... Registering 100 nodes for the circular saw will already add 12,000 (+100) different nodes to your world, at which point you have to start thinking about minetest's hardcoded node limit. And builders tend to work with much more than 100 nodes :)
Frankly, Minetest needs better support for node shapes, either putting them in a new param (may increase world sizes) or un-hardcoding the node limit (also would increase world sizes), or some other method that tries to reduce the damage the change might cause. This mod does everything it should, and is super useful, but it will hardly get use in public servers currently (and local worlds) simply because of Minetest's node limits!
The best 32x texture pack for Minetest currently, if you ask me. Wow! Sirrobzeroone has really found the magic of 32x, while keeping things altogether looking mostly consistent and visually appealing. It's not perfect, and there's definitely some "rough edges" in places, but it's shoulders higher than anything else other 32x packs I've seen have to offer. Plus, the list of supported mods is larger than probably any other texture pack currently, just to top it off. This deserves many more eyeballs than it is getting!
Imagine showering a bride with rice, shooting confetti over a party, or even throwing hundreds of pies at a griefers face! All of that is feasibly possible with this mod, and in a clear-cut, easy-to-understand way.
This mod only improves when used in conjunction with mesecons: now you can detect for certain players before activating the particlespawner or make it only spawn particles when certain in-world objectives are achieved!
This is really a fantastic mod since Wuzzy took over on the development. At first look, it can come across as a oddly small collection of random decor blocks, but, as I have seen on servers, this actually takes care of most decor needs, and adds some awesome functionalities along with it. Less is more, I guess? The textures are consistent and fit minetest well, and everything actually works without random crashes (unlike the old version). Chess finally works, most importantly, and it looks and feels like an actual implementation. Wow!! Other than the fact that my opponent takes too long! Totally not hinting you to add timers... :-)
The more detailed decor mods, like Homedecor or Multidecor are too bloaty and the items will kill your FPS unless you've got a supercomputer and the latest NVIDIA graphics card (maybe slightly overexaggerated). This mod is lightweight and won't be hard on compromised clients. Recommended, especially for multiplayer situations!
In Tunnelers' Abyss, we have somewhat fixed this problem by aggressively adding usages to many crops, such as reduction for elemental compounds which in turn can be used to make other useful items, many extraction recipes to various dyes (added by technic), and mobs which can only be tamed with various farming items. If you're a player on this server, you actually do want to have a farm with many types of crops as you proceed up the line of innovation. It's important and useful!
But it always comes back to the food. At some point, everyone has their own food source that works well for them, there's no incentive to start making another food. I think that's something that will plague every single farming mod that doesn't invent some awesome background magic that somehow makes the players want to eat a diverse selection of foods, or change the satiation logic.. I think we're kinda stuck. Just my two cents :)
The diverse selection of crops in this mod, combined with a plethora of food items, keeps you entertained for quite a while. Not all of the crops are so easy to find, so some of them double as collector's items :-)
The texture style isn't top-notch or anything, but those textures have improved a lot in the past few years. There's a bigger problem though, which is simply that this mod doesn't have enough uses for it's items. Many of the crops only have a single usage, or some even have absolutely no usages, at the time of writing. For many users of the mod, there is absolutely no mechanic to encourage them to farm new crops, or to get new food items, because all these items work for the same purpose of effectively filling the food bar in different ways. So this mod can often play as more of a decoration mod than anything else in many servers, because there just aren't enough built-in usages for crops. I'd love to see this situation improve, but it's hard to know where to start. (more about that in the comments)
I do recommend this though, because this is the most commonly used mod for farming, and for a reason - it's interesting enough to keep people expanding their farms for a while. X Farming is the other option I would recommend, and it's gaining popularity and useability, but both are a bit bloaty and a lot of items just don't have a lot of good uses. Pick your poison.
Yay!
Okay, I do use minetest 5.6.0 (latest version of xdecor though) - maybe there is a problem there? I have no idea where to refind the crash logs but they were mostly to do with the computer (singleplayer mode). I'm not sure exactly what triggered it, but getting into complicated positions usually did the trick. Fluxionary has also had a lot of problems with the chess, he removed it from his server for that reason. My home server tried reverting to a previous version that was tested and was more stable, but castling didn't work at all, so we gave up on that too.
I think the reason this version seems much more polished is that it has all the modern chess rules (except 50 move rule as mentioned in the OP, which seems pointless), and you can click on a piece to see all legal moves. It doesn't have a move log like the xdecor version does, though.
Try taking an opponent's piece in the xdecor version- it will often take a few attempts before it actually 'takes' for me. Maybe this only happens in 5.6.0?
Yeah, I thought the "forest still needs time to heal" thing was lame as well, once I saw that it wasn't healing at all. That's a good explanation as long as the fog starts lifting, the areas start to get a little brighter, gradually, but I understand time constraints were at play here.
I'm kinda disappointed that this didn't make the top 3, but I have the idea that it might spur you to make an even better game next Jam, so maybe that is a good thing? :D
I don't remember seeing a max value of the healing orbs? - In Glitch you know how many electrons are in your sector, but I didn't see anything like that in Shadow Forest.
Yes- There are just far too many bugs in xdecor chess. My server just gave up on it a while ago. Sometimes you can't even make legal moves unless you make the move like 5 times and it finally executes, and there's also hidden crashes. The computer (Singleplayer mode) is even weaker than this one.
Of course, what this mod (and xdecor chess!) really needs is timers :) Congratulations on winning third place!