I enjoyed mindlessly building and thriving with the supplies from the missions. The air supply draining was a good addition. I wasn't able to finish the game, but I quickly got the jist of it: it's fun and keeps you busy expanding your lunar outpost more and more!
Spawning without the spacesuit outdoors on the moon surface was a bit jarring. As others have noted, you need to stay clear of the landing sites, or you'll be encased in the landing rocket. The first mission was the most boring for me, but it must have been because I never got into the technic side (time constraints) and simply grew the crops myself. The fact it didn't include lunar gravity was unfortunate, too. It warned me that the image "smartshop_animation_mask.png" can't be loaded.
Borrowing a bit from existing content, it offers nice gameplay and simple missions for a linear progression. I recommend this.
Parkour? In my computer cables?! It's more likely than you think...
This left such a cool impression, it felt so complete and fun, wow! The intro sequence is cool, and its story is engaging right from the start. It was clearly well tested: I didn't find any obvious bugs. :) It features a secret level, and the game soundtrack is neat and varied. The abilities you learn along your journey all help you in different situations, at various points in the game: awesome!
Collecting electrons while power-sliding is a bit finnicky, I found, but this is really the only complaint I have for the Jam version.
Well done, the experience was really refreshing for a Minetest game. Totally recommended!
A neat little adventure with an open ending. The texturing work is really realistic and detailed. The story is engaging, and the overwhelming silence gives an ominous feeling throughout: the choice to exclude most sounds and music works. I had fun solving the puzzles for the electricity.
The ending is not very rewarding, and repetition of the same journal entry in many different instances felt strange. The story felt unfinished, as well. Some text in the bridge terminals is cut off.
Generally, it's an immersive experience with impressive world-building. I recommend checking it out!
I would have liked to recommend this as an educational mini-game, but it prevented me; it does have educational potential, though. The ending was funny, with the trombone sound. The charger was neat! The mapgen is standard, but nice nonetheless, and the game doesn't overstay its welcome either, being over quickly if you don't dig down...
As I said, even though it teaches the geology of the Moon, the fact every single material you mine in eccess has to be placed again in the world leads someone who, to their dismay, committed the mistake of starting to dig downwards, to spend even more time at it; and for what? To be left angry at yourself for wasting said time lol.
I'll try this again when it receives some more content additions, for now I can't recommend it.
That music! Make it stop! It feels weird to commit heinous crimes while tormented by those beats. xD Ahem, the game features a decently detailed city. It's complete chaos outside the spawn area. You can hurt your fellow inhabitants in gruesome ways.
You keep your loot upon death. I think the "secret" here is the "Xtreem" logo found on a building...
Now, the oppressive atmosphere failed to make an impact, because of the cheesy tunes. The rooms in some apartment complexes are very unfinished; you can also enter anybody's house, no brute-forcing or keys required (I guess this is excused by the chaos everywhere). Exiting and re-entering a world gives you more bombs, but also displays the story again. Watch out, because this game sets the "time_speed" setting in minetest.conf to "0"! The "cops:pig_spawner" node has no texture. Civilians don't react at all when hurt by the player. The extinguisher seems useless. The destruct-o-meter goes over its limit.
It's an experience that doesn't really offer much, because of its lack of stability and general direction.
Yep, this game is definitely going to give you a good scare if you play it for a while! The atmosphere is top notch: you're able to hear the creepy movements of the enemies in the distance and the many ambience noises are played frequently, giving this game a spooky vibe. One of the spiders made me physically jump, because it flanked me when I was trying to spot it. D: There are many objects to interact with and some POIs to find. Even though there was no way to win, I still enjoyed trying my best to survive.
On the negative side, the quest goals aren't all available, so the game is unbeatable. I found one undefined item "ssp_base:moniter_screen"; the layout of rooms is also more that of a labyrinth than that one of a spaceship, IMO. The enemies spawn very frequently, so destroying spawners is always risky.
I wish this could have had a proper ending, but anyhow it gets a recommendation.
Simplicity and variety of levels convinced me this is a good addition to the Game Jam of this year. Its gameplay is rewarding and well adapted to the interstellar space theme, while always being unforgiving to most errors. The atmosphere is relaxing, but I feel pushed forward by being allowed to see the levels ahead.
In level 5, when the structure nodes are introduced, a section is misleading you into thinking you'll be safe, leading you to the void instead, but I guess it's fine. The concept and textures might be considered basic by some, however I think it doesn't hurt the experience much. I didn't really find anything else to report on the negative side. :)
A great zen puzzle game to lose yourself into for a while, I can recommend it.
I got wrecked... but the gameplay is well paced and fun. The assistant is cool and helpful, I only wish it was equipped with a torch, too ahah. The soundtrack is nice and varied, there is voiceover for the robot and powerful abilities in your arsenal, to boot! You can turn defensive nodes into their reinforced counterpart, and even repair damaged ones. The enemies will keep you on your toes and you should use your time wisely to prepare for their arrival.
On first playthrough, I was able to acquire the meteors without issue before night fell and thus win, so I was a bit confused; then I waited a bit the second time and the aliens proved tough to beat, maybe too tough if playing alone (I never actually fought them off successfully, due to time constraints). I only found a warning for a missing texture, it's pretty stable.
Overall, I found this mini-game very original and polished, I can recommend it if played with your friends.
I am impressed by the functionality and mechanics the author was able to include here, but even when put together they don't offer a complete experience yet, for a game. The ships, including your own, are procedurally generated, and they all have functional, vital components for gravity, shields, comms, etc. There are even visitors that pop up, warning you in chat if they are just patrolling, looking to trade or are hostile. If you try to leave your ship and dig others, you are stopped. You are able to rearrange the ship as you please.
With that said, the gameplay isn't there yet, and sadly this lacks a clear direction. AFAIK interacttions with other ships are limited to simply hailing you when they arrive. There is a crafting element, but some materials aren't obtainable, I think. The oxygen mechanic isn't implemented yet. There are no sounds. You can drop your tools in the void, losing them forever.
There isn't much to get from this in its current state, but it already has a decent foundation to build upon. I hope to see this game expanded post-Jam.
This is a pretty short mini-game, but it's semi-complete and the story was funny. The ship GUI is standard, but features a lot of elements (not all functional), one of these being a self-updating log to understand your current mission. I liked that the textures for the asteroids were all a bit different, they weren't just a different color. The music was spacey.
As I said, some of the ship functionality is not implemented, and can actually hurt your progress if you're not careful. The story was interesting enough, even though the game ended pretty quickly. The ship tends to obstruct the view when looking downwards, while inside it.
I like space plots, so this one was right up my alley. Recommended ;)
I had a blast with this game... when it worked. I played on 5.5.1 to have the compass work, and I have to say this concept is really fun and clever to me! Coupled with its many riddles and puzzles, this is a novel experience that I hope will see more polish going forward. The way the rooms change layout is smooth, and each one can be entered from different directions (nice touch).
The riddles were pretty hard to figure out on my own, I had to resort to asking for solutions and ultimately giving up, oof. I think the main menu music is too loud compared to the in-game sound.
I recommend this since I had fun, but the experience was soured by the crashes. Definitely check it out post-Jam!
Man future government suuucks! This adventure game has a varied soundtrack, a cool story and much to discover. I liked the artstyle of the initial briefing, and it was simply fun running through the many caves and caverns, blasting a few of the powerful aliens with acid while collecting resources. The mech model looks nice, I only wish it had animations. The beacon system is well integrated and easy to track.
I believe that the music in the ice layer could be more varied, as you're bound to spend more time in there to stockpile supplies for the danger ahead. I couldn't complete the game because the enemies simply frightened me too much: when I poked my head in a cave close to their spawn depth, a swarm of 10~ of them attacked me and caused me to flee. When I tried to fight them, they always overwhelmed me with numbers because of their fast spawn rate.
Overall though, this is a recommendation because it felt polished where it counted, albeit being really difficult at times.
I enjoyed poking at the klots to understand their otherworldy secrets, and succeded! The game features a soothing tune that will accompany your puzzle solving, enough levels to understand all its mechanics and neat looking nodes across all its levels; oh and the cool background!
I experienced some rubberbanding with movements, but it wasn't too distracting. Of course, more levels are going to be a nice addition.
I recommend this to anyone who likes mini-games that make you chill and ponder solutions.
It's a pity this game didn't get the polish it needed. The alien-style GUI looks interesting, even if unfinished, and the worms have detailed textures.
However, the only "interaction" possible seems to be raising the ground, and many textures are missing. The worms only have two animations; they also get stuck if the ground is raised at their position.
Let's wait and see what this becomes; I can't recommend this as it's lacking both in gameplay and stability.
This mod is essential to enjoy the real meaning of Minetest: having fun coding random things and banging them against each other! This mod is epic and I enjoy mocking around with it. :D
If you are bored of the usual ways of playing Minetest games, look no further: it's a very stable minigame, it has simple graphics that let you keep your focus when solving puzzles, and, last but not least, features a really innovative mechanic, that opens many roads for interesting and fun gameplay! The story elements are well spaced out, and will "guide" you through the various challenges you'll face in the lab. Its mechanics are simple in appearance, but are actually pretty clever, considering they merge together player properties with the node- space; a feat few games try to pull off (save parkour ones).
It was sadly a bit short of an experience, just when I was starting to get the hang of it, too; but I suppose we'll be seeing further levels down the road as the game implies. It seems to me this is a very new gameplay- style for Minetest, so I'll wait and see if more can be done with it in the future.
Post- Jam development should focus on:
showcasing all the different possibilities the mechanic offers, in more levels;
maybe change the player's skin to something else;
polishing player experience (e.g. maybe add some more story elements to keep the player's interest, maybe add more worldbuilding elements, maybe add a boss fight)
This exists now; you better take responsibility! xD I see what happened with the development of this game; luckily all that matters is the final presentation... Let's see: clear goals/ gameplay? Check, to have fun practicing on your boxy steed; epic tricks? Check; tight turns? Check, just press S while turning; interesting setting? Check, a beautiful city background; sick beats? Check, definitely.
Post- Jam development should focus on:
nothing, this is perfect already! /s
Having more controls doesn't translate to a better experience
It's a simple 3d snake minigame port, good Game Jam target; the problem is that it could be implemented much better. I'm sorry to say, but the movement, coupled with the free- roaming camera, almost made me nauseous. I may be biased, as I'm not a fan of 3d snake in general, I guess; but if it's too much for me to play, I can't ignore that...
The simplicity is its main strength, as it has a solid foundation for impovements. It has in- file configuration options; nice to have nonetheless. The gameplay is solid, ofc, for players who want to challenge themselves (and their stomach) with this minigame. I'm looking forward to changes that will provide a smoother experience for players the most.
Post- Jam development should focus on:
polishing player experience (e.g. make movement less finnicky, make smoother camera movements when teleporting, allow the 3rd person camera to exit the arena boundaries to avoid blocking players' view);
consider turning it into an open- world game;
reshow formspecs if closed (it might be an engine bug);
I don't think poor Minetest has ever seen such quality of texturing before. It even features mostly correct collisions for the stems and flowers! The creator really poured all their creativity in the making of this beautiful exploration minigame, and it shows; its simple, yet well layed out parkour gameplay allows you to look at all the nooks and crannies of the luscious landscape around you. Lets not forget about the soothing ragtime soundtrack, completely composed from scratch and even improvised, just for this Jam: the icing on the cake! If you can't figure out the obstacle in front of you, you are encouraged to attack it from another angle (or flower petal), an experience many exploration games fail to provide; if you are totally lost, just take a deep breath to calm yourself, use the neat level selection menu and go back to earlier levels. In fact, it managed to make me lust for those stars looming over the petals, just mocking the inability of the persevering, young ladybug to fly...
Whatever you do, DON'T give up! The experience is totally worth the effort.
The biggest sin of this game was making me spawn in the air to fall in the void sometimes. A formspec was blank in one level. Like many of the other minigames, it showed some minor issues that I think don't hinder gameplay much, for example a few stems in some levels are shown floating above the ground or vases; but it's a game jam, what can you do? :|
Its calming vibe balances your frustration very well. Bravo!
I couldn't finish it... but what was playable was both a relaxing and easy experience. Honestly, the sound of the waves made this game more appealing while I was figuring out the solutions; I suppooose I didn't miss the lack of pirate tunes. The puzzles were mostly about learning how to use the screwdriver, so it gets educational points in this regard.
Like I said, level 10 is inaccessible, so I eagerly await the challenge that maybe lacked a bit in the previous levels. I wasn't able to see much once night came, so that's a problem.
Post- Jam development should focus on:
adding one missing mirror in level 9;
polishing player experience (e.g. adding a proper pirate- esque track is in order come on :) , make lasers emit light or add more lighting);
The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements.
I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.
This minigame is a good example of what the jam was looking for, I believe.
I bet you could get better scores when playing with dedicated friends, since the gameplay is completely chance- based; this will really test your determination to reach the highscore.
I hope that gameplay will be kept just as simple as the current one in future releases, because it really makes it a special competitive experience.
Post- Jam development should focus on:
polishing player experience (e.g. change the background for all players when one reaches certain score milestones, represent player scores in the lobby space);
implementing a crude betting system to keep players engaged.
If you happen to enjoy making numbers grow bigger, Stella is the game for you.
Paramount requirement for this type of gameplay is the infinite inventory size; I also liked the hexagonal playing field, nice touch.
Having to swap tool to mine different resources isn't enough to keep me interested, though; it's a bit boring in the long run...
unless you are really all about clicker games! B)
It's a fresh direction for the engine, so let's see what the future holds!
Post- Jam development should focus on:
adding new systems for the collection of some resources (e.g. placeable explosives, feeding a creature for its byproduct, etc...);
polishing player experience (e.g. adding a soundtrack, fixing formspecs cutting out, maybe defining a better artstyle for some assets, maybe adding an ending).
This minigame, while suffering a bit from the creator's inexperience with game creation, proved challenging enough to keep me from quitting out of frustration.
The presentation is a bit simple, and the aisles could have used some variety; but having to complete the objective combined with keeping enemies at bay with your "butter knife" in the maze of shelving is fun, and only rarely was I swamped by zombies.
Post- Jam development should focus on:
disallowing cheating by climbing shelves with presents;
addressing issues with the mobs (i.e. pathfinding bugs and cheapshots between shelves);
polishing player experience (i.e. a better look for the mall, maybe adding a spooky/ holiday themed music, maybe small story elements);
The new update is here, and the mobs look fantastic! The mob_core base shows off how advanced (and very animal specific) the behaviors can be now. Seriously, it's amazing (I love the head tilt!).
It surely puts a standard for other mods to follow to grant an experience that won't bore you and will keep the player willing to interact more with their, now very much more alive, surroundings.
Wonderful and feature complete API for detailed weather
With this mod it's possible to play in a world where the climate corresponds to the biome temperature, plus all the added features of mods using this API!
This mod can add a touch of realism to item selection and wielding, although it's maybe better suited for tools rather than any item because of their weight. I can think of many applications for it: RPGs, PVP servers, immersive singleplayer, etc...
Solid, spacey questathon
I enjoyed mindlessly building and thriving with the supplies from the missions. The air supply draining was a good addition. I wasn't able to finish the game, but I quickly got the jist of it: it's fun and keeps you busy expanding your lunar outpost more and more!
Spawning without the spacesuit outdoors on the moon surface was a bit jarring. As others have noted, you need to stay clear of the landing sites, or you'll be encased in the landing rocket. The first mission was the most boring for me, but it must have been because I never got into the technic side (time constraints) and simply grew the crops myself. The fact it didn't include lunar gravity was unfortunate, too. It warned me that the image "smartshop_animation_mask.png" can't be loaded.
Borrowing a bit from existing content, it offers nice gameplay and simple missions for a linear progression. I recommend this.
Parkour? In my computer cables?! It's more likely than you think...
This left such a cool impression, it felt so complete and fun, wow! The intro sequence is cool, and its story is engaging right from the start. It was clearly well tested: I didn't find any obvious bugs. :) It features a secret level, and the game soundtrack is neat and varied. The abilities you learn along your journey all help you in different situations, at various points in the game: awesome!
Collecting electrons while power-sliding is a bit finnicky, I found, but this is really the only complaint I have for the Jam version.
Well done, the experience was really refreshing for a Minetest game. Totally recommended!
Intrigue on the spaceship
A neat little adventure with an open ending. The texturing work is really realistic and detailed. The story is engaging, and the overwhelming silence gives an ominous feeling throughout: the choice to exclude most sounds and music works. I had fun solving the puzzles for the electricity.
The ending is not very rewarding, and repetition of the same journal entry in many different instances felt strange. The story felt unfinished, as well. Some text in the bridge terminals is cut off.
Generally, it's an immersive experience with impressive world-building. I recommend checking it out!
Sometimes a bin goes a long way
I would have liked to recommend this as an educational mini-game, but it prevented me; it does have educational potential, though. The ending was funny, with the trombone sound. The charger was neat! The mapgen is standard, but nice nonetheless, and the game doesn't overstay its welcome either, being over quickly if you don't dig down...
As I said, even though it teaches the geology of the Moon, the fact every single material you mine in eccess has to be placed again in the world leads someone who, to their dismay, committed the mistake of starting to dig downwards, to spend even more time at it; and for what? To be left angry at yourself for wasting said time lol.
I'll try this again when it receives some more content additions, for now I can't recommend it.
v (More in the comments) v
Now I know why he is insane...
That music! Make it stop! It feels weird to commit heinous crimes while tormented by those beats. xD Ahem, the game features a decently detailed city. It's complete chaos outside the spawn area. You can hurt your fellow inhabitants in gruesome ways. You keep your loot upon death. I think the "secret" here is the "Xtreem" logo found on a building...
Now, the oppressive atmosphere failed to make an impact, because of the cheesy tunes. The rooms in some apartment complexes are very unfinished; you can also enter anybody's house, no brute-forcing or keys required (I guess this is excused by the chaos everywhere). Exiting and re-entering a world gives you more bombs, but also displays the story again. Watch out, because this game sets the "time_speed" setting in minetest.conf to "0"! The "cops:pig_spawner" node has no texture. Civilians don't react at all when hurt by the player. The extinguisher seems useless. The destruct-o-meter goes over its limit.
It's an experience that doesn't really offer much, because of its lack of stability and general direction.
v (More in the comments) v
Survival focused and unsettling
Yep, this game is definitely going to give you a good scare if you play it for a while! The atmosphere is top notch: you're able to hear the creepy movements of the enemies in the distance and the many ambience noises are played frequently, giving this game a spooky vibe. One of the spiders made me physically jump, because it flanked me when I was trying to spot it. D: There are many objects to interact with and some POIs to find. Even though there was no way to win, I still enjoyed trying my best to survive.
On the negative side, the quest goals aren't all available, so the game is unbeatable. I found one undefined item "ssp_base:moniter_screen"; the layout of rooms is also more that of a labyrinth than that one of a spaceship, IMO. The enemies spawn very frequently, so destroying spawners is always risky.
I wish this could have had a proper ending, but anyhow it gets a recommendation.
v (More in the comments) v
Rewarding puzzle solver
Simplicity and variety of levels convinced me this is a good addition to the Game Jam of this year. Its gameplay is rewarding and well adapted to the interstellar space theme, while always being unforgiving to most errors. The atmosphere is relaxing, but I feel pushed forward by being allowed to see the levels ahead.
In level 5, when the structure nodes are introduced, a section is misleading you into thinking you'll be safe, leading you to the void instead, but I guess it's fine. The concept and textures might be considered basic by some, however I think it doesn't hurt the experience much. I didn't really find anything else to report on the negative side. :)
A great zen puzzle game to lose yourself into for a while, I can recommend it.
Engaging base defense game
I got wrecked... but the gameplay is well paced and fun. The assistant is cool and helpful, I only wish it was equipped with a torch, too ahah. The soundtrack is nice and varied, there is voiceover for the robot and powerful abilities in your arsenal, to boot! You can turn defensive nodes into their reinforced counterpart, and even repair damaged ones. The enemies will keep you on your toes and you should use your time wisely to prepare for their arrival.
On first playthrough, I was able to acquire the meteors without issue before night fell and thus win, so I was a bit confused; then I waited a bit the second time and the aliens proved tough to beat, maybe too tough if playing alone (I never actually fought them off successfully, due to time constraints). I only found a warning for a missing texture, it's pretty stable.
Overall, I found this mini-game very original and polished, I can recommend it if played with your friends.
Unfinished, unfortunately
I am impressed by the functionality and mechanics the author was able to include here, but even when put together they don't offer a complete experience yet, for a game. The ships, including your own, are procedurally generated, and they all have functional, vital components for gravity, shields, comms, etc. There are even visitors that pop up, warning you in chat if they are just patrolling, looking to trade or are hostile. If you try to leave your ship and dig others, you are stopped. You are able to rearrange the ship as you please.
With that said, the gameplay isn't there yet, and sadly this lacks a clear direction. AFAIK interacttions with other ships are limited to simply hailing you when they arrive. There is a crafting element, but some materials aren't obtainable, I think. The oxygen mechanic isn't implemented yet. There are no sounds. You can drop your tools in the void, losing them forever.
There isn't much to get from this in its current state, but it already has a decent foundation to build upon. I hope to see this game expanded post-Jam.
Relaxing little adventure
This is a pretty short mini-game, but it's semi-complete and the story was funny. The ship GUI is standard, but features a lot of elements (not all functional), one of these being a self-updating log to understand your current mission. I liked that the textures for the asteroids were all a bit different, they weren't just a different color. The music was spacey.
As I said, some of the ship functionality is not implemented, and can actually hurt your progress if you're not careful. The story was interesting enough, even though the game ended pretty quickly. The ship tends to obstruct the view when looking downwards, while inside it.
I like space plots, so this one was right up my alley. Recommended ;)
Very engaging, but a crash is around any corner
I had a blast with this game... when it worked. I played on 5.5.1 to have the compass work, and I have to say this concept is really fun and clever to me! Coupled with its many riddles and puzzles, this is a novel experience that I hope will see more polish going forward. The way the rooms change layout is smooth, and each one can be entered from different directions (nice touch).
The riddles were pretty hard to figure out on my own, I had to resort to asking for solutions and ultimately giving up, oof. I think the main menu music is too loud compared to the in-game sound.
I recommend this since I had fun, but the experience was soured by the crashes. Definitely check it out post-Jam!
v (More in the comments) v
Fight or flight, the game
Man future government suuucks! This adventure game has a varied soundtrack, a cool story and much to discover. I liked the artstyle of the initial briefing, and it was simply fun running through the many caves and caverns, blasting a few of the powerful aliens with acid while collecting resources. The mech model looks nice, I only wish it had animations. The beacon system is well integrated and easy to track.
I believe that the music in the ice layer could be more varied, as you're bound to spend more time in there to stockpile supplies for the danger ahead. I couldn't complete the game because the enemies simply frightened me too much: when I poked my head in a cave close to their spawn depth, a swarm of 10~ of them attacked me and caused me to flee. When I tried to fight them, they always overwhelmed me with numbers because of their fast spawn rate.
Overall though, this is a recommendation because it felt polished where it counted, albeit being really difficult at times.
v (More in the comments) v
Poetic brainteaser
I enjoyed poking at the klots to understand their otherworldy secrets, and succeded! The game features a soothing tune that will accompany your puzzle solving, enough levels to understand all its mechanics and neat looking nodes across all its levels; oh and the cool background!
I experienced some rubberbanding with movements, but it wasn't too distracting. Of course, more levels are going to be a nice addition.
I recommend this to anyone who likes mini-games that make you chill and ponder solutions.
Unfinished, unfortunately
It's a pity this game didn't get the polish it needed. The alien-style GUI looks interesting, even if unfinished, and the worms have detailed textures.
However, the only "interaction" possible seems to be raising the ground, and many textures are missing. The worms only have two animations; they also get stuck if the ground is raised at their position.
Let's wait and see what this becomes; I can't recommend this as it's lacking both in gameplay and stability.
DISGUSTANG
This game and its sounds are disgusting.
Good job, I guess.
Also, it lags my pc with infinitely-spawning robocops.
A feature to rule them all
This mod is essential to enjoy the real meaning of Minetest: having fun coding random things and banging them against each other! This mod is epic and I enjoy mocking around with it. :D
The mod has nice assets.
10 / lonely
Best pillow-fight weapon for a pajama party!
Impressive puzzle- solver featuring innovative gameplay
If you are bored of the usual ways of playing Minetest games, look no further: it's a very stable minigame, it has simple graphics that let you keep your focus when solving puzzles, and, last but not least, features a really innovative mechanic, that opens many roads for interesting and fun gameplay! The story elements are well spaced out, and will "guide" you through the various challenges you'll face in the lab. Its mechanics are simple in appearance, but are actually pretty clever, considering they merge together player properties with the node- space; a feat few games try to pull off (save parkour ones).
It was sadly a bit short of an experience, just when I was starting to get the hang of it, too; but I suppose we'll be seeing further levels down the road as the game implies. It seems to me this is a very new gameplay- style for Minetest, so I'll wait and see if more can be done with it in the future.
Post- Jam development should focus on:
showcasing all the different possibilities the mechanic offers, in more levels;
maybe change the player's skin to something else;
polishing player experience (e.g. maybe add some more story elements to keep the player's interest, maybe add more worldbuilding elements, maybe add a boss fight)
Me and my Alter both recommend!
What have you done..?!
This exists now; you better take responsibility! xD I see what happened with the development of this game; luckily all that matters is the final presentation... Let's see: clear goals/ gameplay? Check, to have fun practicing on your boxy steed; epic tricks? Check; tight turns? Check, just press S while turning; interesting setting? Check, a beautiful city background; sick beats? Check, definitely.
Post- Jam development should focus on: nothing, this is perfect already! /s
A+ for the memes! B)
Having more controls doesn't translate to a better experience
It's a simple 3d snake minigame port, good Game Jam target; the problem is that it could be implemented much better. I'm sorry to say, but the movement, coupled with the free- roaming camera, almost made me nauseous. I may be biased, as I'm not a fan of 3d snake in general, I guess; but if it's too much for me to play, I can't ignore that...
The simplicity is its main strength, as it has a solid foundation for impovements. It has in- file configuration options; nice to have nonetheless. The gameplay is solid, ofc, for players who want to challenge themselves (and their stomach) with this minigame. I'm looking forward to changes that will provide a smoother experience for players the most.
Post- Jam development should focus on:
polishing player experience (e.g. make movement less finnicky, make smoother camera movements when teleporting, allow the 3rd person camera to exit the arena boundaries to avoid blocking players' view);
consider turning it into an open- world game;
reshow formspecs if closed (it might be an engine bug);
allow changing settings in Minetest settings GUI.
Don't be discouraged, and keep improving it! :D
Immersive journey, through stunning audiovisuals
I don't think poor Minetest has ever seen such quality of texturing before. It even features mostly correct collisions for the stems and flowers! The creator really poured all their creativity in the making of this beautiful exploration minigame, and it shows; its simple, yet well layed out parkour gameplay allows you to look at all the nooks and crannies of the luscious landscape around you. Lets not forget about the soothing ragtime soundtrack, completely composed from scratch and even improvised, just for this Jam: the icing on the cake! If you can't figure out the obstacle in front of you, you are encouraged to attack it from another angle (or flower petal), an experience many exploration games fail to provide; if you are totally lost, just take a deep breath to calm yourself, use the neat level selection menu and go back to earlier levels. In fact, it managed to make me lust for those stars looming over the petals, just mocking the inability of the persevering, young ladybug to fly... Whatever you do, DON'T give up! The experience is totally worth the effort.
The biggest sin of this game was making me spawn in the air to fall in the void sometimes. A formspec was blank in one level. Like many of the other minigames, it showed some minor issues that I think don't hinder gameplay much, for example a few stems in some levels are shown floating above the ground or vases; but it's a game jam, what can you do? :|
Its calming vibe balances your frustration very well. Bravo!
Lazarr tinkering at a placid sea
I couldn't finish it... but what was playable was both a relaxing and easy experience. Honestly, the sound of the waves made this game more appealing while I was figuring out the solutions; I suppooose I didn't miss the lack of pirate tunes. The puzzles were mostly about learning how to use the screwdriver, so it gets educational points in this regard.
Like I said, level 10 is inaccessible, so I eagerly await the challenge that maybe lacked a bit in the previous levels. I wasn't able to see much once night came, so that's a problem.
Post- Jam development should focus on:
adding one missing mirror in level 9;
polishing player experience (e.g. adding a proper pirate- esque track is in order come on :) , make lasers emit light or add more lighting);
To be shown to younger sailor- engineers.
Engaging maze- runner/ beat 'em up
The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements. I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.
Simplicity and randomness: a good mix
This minigame is a good example of what the jam was looking for, I believe. I bet you could get better scores when playing with dedicated friends, since the gameplay is completely chance- based; this will really test your determination to reach the highscore.
I hope that gameplay will be kept just as simple as the current one in future releases, because it really makes it a special competitive experience.
Post- Jam development should focus on:
polishing player experience (e.g. change the background for all players when one reaches certain score milestones, represent player scores in the lobby space);
implementing a crude betting system to keep players engaged.
Pretty self- contained, when trying to kill time.
Hexceptionally infinite (I'm sorry)
If you happen to enjoy making numbers grow bigger, Stella is the game for you. Paramount requirement for this type of gameplay is the infinite inventory size; I also liked the hexagonal playing field, nice touch.
Having to swap tool to mine different resources isn't enough to keep me interested, though; it's a bit boring in the long run... unless you are really all about clicker games! B) It's a fresh direction for the engine, so let's see what the future holds!
Post- Jam development should focus on:
adding new systems for the collection of some resources (e.g. placeable explosives, feeding a creature for its byproduct, etc...);
polishing player experience (e.g. adding a soundtrack, fixing formspecs cutting out, maybe defining a better artstyle for some assets, maybe adding an ending).
A neat zen minigame
Heart thumping, warioware type minigame
This minigame, while suffering a bit from the creator's inexperience with game creation, proved challenging enough to keep me from quitting out of frustration.
The presentation is a bit simple, and the aisles could have used some variety; but having to complete the objective combined with keeping enemies at bay with your "butter knife" in the maze of shelving is fun, and only rarely was I swamped by zombies.
Post- Jam development should focus on:
disallowing cheating by climbing shelves with presents;
addressing issues with the mobs (i.e. pathfinding bugs and cheapshots between shelves);
polishing player experience (i.e. a better look for the mall, maybe adding a spooky/ holiday themed music, maybe small story elements);
Overall, a fair attempt for the Jam.
Perfect for the map I'm creating!
I love the models and the fact there's so much choice! Thanks for this mod
It just works. ;)
The new update is here, and the mobs look fantastic! The mob_core base shows off how advanced (and very animal specific) the behaviors can be now. Seriously, it's amazing (I love the head tilt!). It surely puts a standard for other mods to follow to grant an experience that won't bore you and will keep the player willing to interact more with their, now very much more alive, surroundings.
THE mineclone texture pack
I use this daily in my worlds and it feels amazing, just like good old Min#craft! Can't thank you enough really. :D
It's gorgeous
I use this as my main texturepack now, I just love the 16x natural feel it gives!
Wonderful and feature complete API for detailed weather
With this mod it's possible to play in a world where the climate corresponds to the biome temperature, plus all the added features of mods using this API!
GREAT potential for immersive RPG games!
This mod can add a touch of realism to item selection and wielding, although it's maybe better suited for tools rather than any item because of their weight. I can think of many applications for it: RPGs, PVP servers, immersive singleplayer, etc...
A touch of realism to your shores
It's the perfect mod for people who like to settle near a beach or lake, with it's algaes as part of the environment too.
May the Test be with you!
The models look really nice, and the sounds are amazing. It makes for fun PVP with your friends in space!