The functions provided are mostly extremely useful and have practical applications in cleaning up griefed terrain, making buildings (and even 3D mazes!!), filling caves, adding a type of tree to a pre-existing biome, and much more. Unfortunately, a few crashes/bugs still exist, but this is an impressive mod with (hopefully) a bright future - Kudos to sbrl!
Other than the particle effects (which are cool!) and recipe, this is a standalone copy of xdecor's Ender Chest. A lot of the code differs, but the functionality is the same. As a standalone mod, if you aren't using xdecor, this works pretty well.
Great texture pack for those who want to relive early minetest days! The Mese texture, in my opinion, is the most classic/iconic thing from these early textures.
Sadly, the styles of this texture pack seem to conflict quite a lot. Some of the textures are slightly modified from minetest_game textures, some of them are slightly modified from PixelPerfection, and some of them are from Isabella II. In general, it feels like a mess of existing textures.
This is one of my favorite packs because of the aesthetically pleasing style and the consistency throughout the pack. It also gives a very nostalgic minetest feel, in my opinion, because of the old-style textures. Give it a try :)
This mod adds gigantic caverns and many biomes that are truly very interesting to explore and mine in. The crystal stalactites and stalagmites are my favorite thing about this mod. If you want to get to the top of any cave: it's going to take a while without fly mode :) The large caverns also prove to be awesome for mob-implementation: smaller caverns are hard to navigate for most mobs.
For smaller caverns and even more biomes, check out Hume2's mod Underground Challenge.
These machines are fairly easy to figure out, and can be used to do almost anything: build complex walls, structures, mazes, roads, or railways, by building things with a delay or offset, dig uniquely shaped tunnels underground, cool lava or melt snow automatically, and a lot more.
In general, this is one of the most intuitive machine mods that I have seen, where the user has incredible control over the machine they build.
One shortcoming is that the digtron inventory ejector is extremely laggy, and it's not clear how it can be dramatically optimized. Using pipeworks injectors for emptying the digtron inventory storages ends up being much nicer and reliable.
A medieval-themed mod with a nice selection of stuff to build with. This has been used in countless servers by now and can be used to produce beautiful buildings.
There are a few complaints: For people that are used to working with the circular saw or mymillwork, the lack of interior corners on Sokomine's roof nodes can come as a dissapointment. Additionally, the anvil has several bugs (including a crash you can get quite often), and you can get the HUD element stuck on your HUD permanently (until you relog) if you try hard enough.
This is one of the best building extensions I have seen, the shapes fit together wonderfully and are a great look on any build! This mod is also ancient and does not support a lot of mods, so I would reccomend that you add new materials with mymillwork.register(itemstring) in materials.lua.
The way unified_inventory does things makes it a joy to work with for developers, while more modern inventories like i3 are flashy, but do not support as much and are harder to work with. Registerable buttons and fairly easy configuration make this mod very flexible, and add-ons like Unified Inventory Plus make crafting a charm.
As for criticism, Unified Inventory desperately needs a better sorting system, although VanessaE's newest one is pretty good - but it needs a bit larger support. A more modern look might also help a lot. Also, UI does not come with a good skins mod out of the box, you need to install something like u_skins to get a nice selection of skins.
This is quite a difficult question to answer, because keeping the effect is tough while also adding scenery. Static ambient asteroids might be interesting, but might also come across as too boring, and one could argue that the puzzle is based on asteroids floating through space. Something similar, but maybe more likeable, would be asteroids of varying clusters could float by the puzzle every so often, going in a straight direction: these would have to be entities but would look like clusters of nodes. Somehow, this feels nice to me because the player also goes in a certain direction forever, so it would fit into the game nicely. They could even be white too, and it would certainly be an improvement. Thoughts?
Other than that, I can't think of anything right now, and I'm super busy w/ Thanksgiving :) I will definitely think more about it and get back to you.
Yeah, I was also a bit annoyed at how long it took to collect stuff, because there were spiders right on my tail! But the pillaring method (sort-of) solved that. Agreed w/ MisterE :)
Sounds like you need some real pathfinding :) I'm half joking, but it might solve both problems, and the mobs getting stuck on player's heads. Best of luck, whatever you decide on, I'm looking forward to it.
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.
Thanks for the reply! Somehow I missed this line That will work, put it in your T.R.E.C Unit. To repair the ship I need 5 for every passenger. Keep an eye out for meteors... I need to pay better attention to chat. I've edited the post to get rid of that complaint, because that was my overlook.
I did this on purpose. I want a relatively simple environment for when I implement enemy pathfinding
The mapgen makes up for it anyways, very nice :) Good to hear that it is purposeful: indeed, navigating mobs around trees and rocks is really hard. But how will you prevent players from hiding in trenches or on mountain cliffs? :)
You can build your base over a ravine to pretty much 100% rule out attacks from the alien mobs. All you need to do then is fly up the the alien ships and explode their power cores, and occasionally drop down to repair laster blast damage
Oh, this makes sense, thanks for the tips - is it intended?
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.
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.
I tend to agree with this "someone else", there does seem to be a heavy atmosphere, and the lack of scenery makes the experience less enjoyable than it could be (IMO). It still made for a good set of logic puzzles, but the names of the levels/shapes didn't feel like any reward, sadly. There is a fine balance between grind and boring in any puzzle game. I totally understand your viewpoint though, and the desire to stick to a simplistic game: it makes sense and I am curious to see how other people enjoy this game. :)
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! :)
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.
This is a game that really feels complete! The storyline is great, the characters have varying personalities, the levels are well made, the textures are consistent, the sound effects, documentation, and texture effects are incredible - and best of all, it's quite fun!
The quality opening sequence is also something that I believe defines this game and makes you feel part of your own character. Well done, Wuzzy!
I wish that this game was longer, because it is really a joy to play (being a parkour fan myself :)). As mentioned, the slide controls are somewhat erratic and it takes a bit of experience: after a while, it becomes somewhat consistent if you use Shift (Sneak) in combination. It can also be somewhat confusing when you can use E to 'dash' and when you can't: on slopes, the dashing often doesn't work but (if you glitch? :)) it does work from time to time. On solid blocks, it usually always works in the right areas. If you get going downhill, you probably won't be able to stop yourself, as velocity increases like crazy.
EDIT: After finishing the game I have nothing but more praise for it: this is extremely well polished and has a wonderful ending that is amusing and proves a very difficult puzzle! This is my personal pick for the best game of the Jam. I enjoyed it immensely, thank you Wuzzy!
Understood, thanks for the reply! "Understated" does seem like a good word to describe the game. My opinion is that puzzles can become a grind for a lot of players (as a game dev myself) if there isn't encouraging scenery, but I understand that there is a particular audience that this targets. I might update my OP later anyways, I appreciate the explanation.
An interesting puzzle game, but in my opinion, it's lacking a lot of details which would make solving the puzzle more enjoyable, like scenery and more custom items/textures which make puzzles perhaps a bit more challenging.
For what it's worth though, I love your games and can see this turning into something very good, hence why I struggled to put a no vote on this. I will be sure to update this review after the game jam when/if things are improved!
EDIT: I've decided to change from -1 to +1 for this mod, because there's really no reason why I wouldn't reccomend this game: the puzzles are interesting and creative. My criticism still applies, but after getting a better idea for how the ratings work, it doesn't make sense for me to have a no vote here.
A degree of realism to this game: The 4 nodes included in the mapgen are pretty similar to what you'd find on the moon in real life. This works well as a short collection game, but isn't really interesting. The title is sort of false advertising, as there is no secret to find :) In the future, it would be interesting to incorporate more elements so that the game is playable for longer.
Additionally, there is currently a crash you can make by clicking the jackhammer on many nodes very quickly.
Feels like it is missing a lot so far. For an exploration game, it feels like there needs to be quite a lot going on: in this case, there is only 10 or so mapgen nodes, and no mobs to interact with. I could see this game going far though, especially if it could go somewhere similar to Loria (with advanced mapgen and crafting/survival mechanics), but with these tiny planets instead. :)
This game is completely unplayable so far, it is literally a mapgen of one node. No explanation is given to the player about the goal of the game, either (and there is certainly no goal yet with only one node). I realize this is heavily WIP so I will be happy to update my review if things change after the game jam. :)
The functions provided are mostly extremely useful and have practical applications in cleaning up griefed terrain, making buildings (and even 3D mazes!!), filling caves, adding a type of tree to a pre-existing biome, and much more. Unfortunately, a few crashes/bugs still exist, but this is an impressive mod with (hopefully) a bright future - Kudos to sbrl!
Other than the particle effects (which are cool!) and recipe, this is a standalone copy of xdecor's Ender Chest. A lot of the code differs, but the functionality is the same. As a standalone mod, if you aren't using xdecor, this works pretty well.
Currently, on 11 textures are included. The textures are also in a highly conflicting style, sadly. This is not a usable pack yet. :(
Great texture pack for those who want to relive early minetest days! The Mese texture, in my opinion, is the most classic/iconic thing from these early textures.
Sadly, the styles of this texture pack seem to conflict quite a lot. Some of the textures are slightly modified from minetest_game textures, some of them are slightly modified from PixelPerfection, and some of them are from Isabella II. In general, it feels like a mess of existing textures.
This is one of my favorite packs because of the aesthetically pleasing style and the consistency throughout the pack. It also gives a very nostalgic minetest feel, in my opinion, because of the old-style textures. Give it a try :)
This mod adds gigantic caverns and many biomes that are truly very interesting to explore and mine in. The crystal stalactites and stalagmites are my favorite thing about this mod. If you want to get to the top of any cave: it's going to take a while without fly mode :) The large caverns also prove to be awesome for mob-implementation: smaller caverns are hard to navigate for most mobs.
For smaller caverns and even more biomes, check out Hume2's mod Underground Challenge.
These machines are fairly easy to figure out, and can be used to do almost anything: build complex walls, structures, mazes, roads, or railways, by building things with a delay or offset, dig uniquely shaped tunnels underground, cool lava or melt snow automatically, and a lot more. In general, this is one of the most intuitive machine mods that I have seen, where the user has incredible control over the machine they build.
One shortcoming is that the digtron inventory ejector is extremely laggy, and it's not clear how it can be dramatically optimized. Using pipeworks injectors for emptying the digtron inventory storages ends up being much nicer and reliable.
A medieval-themed mod with a nice selection of stuff to build with. This has been used in countless servers by now and can be used to produce beautiful buildings.
There are a few complaints: For people that are used to working with the circular saw or mymillwork, the lack of interior corners on Sokomine's roof nodes can come as a dissapointment. Additionally, the anvil has several bugs (including a crash you can get quite often), and you can get the HUD element stuck on your HUD permanently (until you relog) if you try hard enough.
This is one of the best building extensions I have seen, the shapes fit together wonderfully and are a great look on any build! This mod is also ancient and does not support a lot of mods, so I would reccomend that you add new materials with
mymillwork.register(itemstring)
inmaterials.lua
.The way unified_inventory does things makes it a joy to work with for developers, while more modern inventories like i3 are flashy, but do not support as much and are harder to work with. Registerable buttons and fairly easy configuration make this mod very flexible, and add-ons like Unified Inventory Plus make crafting a charm.
As for criticism, Unified Inventory desperately needs a better sorting system, although VanessaE's newest one is pretty good - but it needs a bit larger support. A more modern look might also help a lot. Also, UI does not come with a good skins mod out of the box, you need to install something like u_skins to get a nice selection of skins.
The game's finale is incredible, don't miss that if possible.
This is quite a difficult question to answer, because keeping the effect is tough while also adding scenery. Static ambient asteroids might be interesting, but might also come across as too boring, and one could argue that the puzzle is based on asteroids floating through space. Something similar, but maybe more likeable, would be asteroids of varying clusters could float by the puzzle every so often, going in a straight direction: these would have to be entities but would look like clusters of nodes. Somehow, this feels nice to me because the player also goes in a certain direction forever, so it would fit into the game nicely. They could even be white too, and it would certainly be an improvement. Thoughts?
Other than that, I can't think of anything right now, and I'm super busy w/ Thanksgiving :) I will definitely think more about it and get back to you.
Yeah, I was also a bit annoyed at how long it took to collect stuff, because there were spiders right on my tail! But the pillaring method (sort-of) solved that. Agreed w/ MisterE :)
Sounds like you need some real pathfinding :) I'm half joking, but it might solve both problems, and the mobs getting stuck on player's heads. Best of luck, whatever you decide on, I'm looking forward to it.
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.
Thanks for the reply, and good to hear that development will continue! Appreciate it. God bless.
Thanks for the reply! Somehow I missed this line
That will work, put it in your T.R.E.C Unit. To repair the ship I need 5 for every passenger. Keep an eye out for meteors
... I need to pay better attention to chat. I've edited the post to get rid of that complaint, because that was my overlook.The mapgen makes up for it anyways, very nice :) Good to hear that it is purposeful: indeed, navigating mobs around trees and rocks is really hard. But how will you prevent players from hiding in trenches or on mountain cliffs? :)
Oh, this makes sense, thanks for the tips - is it intended?
I can confirm that at about 200 electrons, I am now getting about 1.5-2 second lag when pressing the super key.
EDIT: solved by pressing E, waiting a half-second, and then pressing W. This seems to solve my issue, there is now no lag.
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.
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.
I tend to agree with this "someone else", there does seem to be a heavy atmosphere, and the lack of scenery makes the experience less enjoyable than it could be (IMO). It still made for a good set of logic puzzles, but the names of the levels/shapes didn't feel like any reward, sadly. There is a fine balance between grind and boring in any puzzle game. I totally understand your viewpoint though, and the desire to stick to a simplistic game: it makes sense and I am curious to see how other people enjoy this game. :)
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! :)
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.
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.
This is a game that really feels complete! The storyline is great, the characters have varying personalities, the levels are well made, the textures are consistent, the sound effects, documentation, and texture effects are incredible - and best of all, it's quite fun!
The quality opening sequence is also something that I believe defines this game and makes you feel part of your own character. Well done, Wuzzy!
I wish that this game was longer, because it is really a joy to play (being a parkour fan myself :)). As mentioned, the slide controls are somewhat erratic and it takes a bit of experience: after a while, it becomes somewhat consistent if you use Shift (Sneak) in combination. It can also be somewhat confusing when you can use E to 'dash' and when you can't: on slopes, the dashing often doesn't work but (if you glitch? :)) it does work from time to time. On solid blocks, it usually always works in the right areas. If you get going downhill, you probably won't be able to stop yourself, as velocity increases like crazy.
EDIT: After finishing the game I have nothing but more praise for it: this is extremely well polished and has a wonderful ending that is amusing and proves a very difficult puzzle! This is my personal pick for the best game of the Jam. I enjoyed it immensely, thank you Wuzzy!
Understood, thanks for the reply! "Understated" does seem like a good word to describe the game. My opinion is that puzzles can become a grind for a lot of players (as a game dev myself) if there isn't encouraging scenery, but I understand that there is a particular audience that this targets. I might update my OP later anyways, I appreciate the explanation.
An interesting puzzle game, but in my opinion, it's lacking a lot of details which would make solving the puzzle more enjoyable, like scenery and more custom items/textures which make puzzles perhaps a bit more challenging.
For what it's worth though, I love your games and can see this turning into something very good, hence why I struggled to put a no vote on this. I will be sure to update this review after the game jam when/if things are improved!
EDIT: I've decided to change from -1 to +1 for this mod, because there's really no reason why I wouldn't reccomend this game: the puzzles are interesting and creative. My criticism still applies, but after getting a better idea for how the ratings work, it doesn't make sense for me to have a no vote here.
A degree of realism to this game: The 4 nodes included in the mapgen are pretty similar to what you'd find on the moon in real life. This works well as a short collection game, but isn't really interesting. The title is sort of false advertising, as there is no secret to find :) In the future, it would be interesting to incorporate more elements so that the game is playable for longer.
Additionally, there is currently a crash you can make by clicking the jackhammer on many nodes very quickly.
Feels like it is missing a lot so far. For an exploration game, it feels like there needs to be quite a lot going on: in this case, there is only 10 or so mapgen nodes, and no mobs to interact with. I could see this game going far though, especially if it could go somewhere similar to Loria (with advanced mapgen and crafting/survival mechanics), but with these tiny planets instead. :)
This game is completely unplayable so far, it is literally a mapgen of one node. No explanation is given to the player about the goal of the game, either (and there is certainly no goal yet with only one node). I realize this is heavily WIP so I will be happy to update my review if things change after the game jam. :)