I was expecting this to be probably a bit crummy but it is surprisingly enjoyable and challenging. I was having a grand time just blasting through the levels until level 10. Now I understand the true purpose of the black blocks and I hate them so much. Using a gotcha as the blacksmith was a great idea. I got an orange pickaxe and it makes me curious what the highest rarity is. This has to be the under-rated game of the century but it's no wonder why. The cover image and description is just not attractive. I am really feeling the pressure at level 11 and skeptical that it can continue going on like it is all the way to #100!
Some things that would be nice to have in this - storage, breathable air reliance with air pipes + pumps + oxygen machine, bucket for collecting lava, dropped items to be destroyed in lava or any way to destroy unwanted items, another use for pebbles, a use for extra pickaxes like maybe recycling into ores or just absorbed like another type of ore (as long as I can keep the one or two I want), A WAY TO HEAL
Thank you for making this. This is a great game. It is the first thing I played in luanti and has inspired me to learn more about the luanti-based modding and game creation process. You've captured many of the best things about skyblock and dressed it up with an immersive sci-fi feel. And it is clearly still packed with untapped potential, there's so much more you can bring into this.
Some room for improvement that stood out to me-
It needs some survival mechanics. Like dependence on food/water/air and random monster appearances to fend off.
There's not really a big ultimate objective or challenge to play toward. Once you've built all the things, it feels like So why did I do all this?. As if there needs to be a final point to it to put the hardyness of your epic infrastructure to the test.
It needs a way to automate harvesting charged particles and emittrium. Even if it must be achieved at a much higher cost than the matter extractors, it would still be a nice option to have.
Personally I wish it was a little more challenging on how close the emitters are. Once you start building beyond the begining-scale, you can ocassionally trample emitters on accident by building out to them before you realized they were even there. It can be a nice surprise but it can also feel like they ones you have already exploited are suddenly cheapened.
If you're still working on SBZ then I hope I will get to see your future updates. This is the kind of game I'll probably play off and on the rest of my life.
I was expecting this to be probably a bit crummy but it is surprisingly enjoyable and challenging. I was having a grand time just blasting through the levels until level 10. Now I understand the true purpose of the black blocks and I hate them so much. Using a gotcha as the blacksmith was a great idea. I got an orange pickaxe and it makes me curious what the highest rarity is. This has to be the under-rated game of the century but it's no wonder why. The cover image and description is just not attractive. I am really feeling the pressure at level 11 and skeptical that it can continue going on like it is all the way to #100!
Some things that would be nice to have in this - storage, breathable air reliance with air pipes + pumps + oxygen machine, bucket for collecting lava, dropped items to be destroyed in lava or any way to destroy unwanted items, another use for pebbles, a use for extra pickaxes like maybe recycling into ores or just absorbed like another type of ore (as long as I can keep the one or two I want), A WAY TO HEAL
Thank you for making this. This is a great game. It is the first thing I played in luanti and has inspired me to learn more about the luanti-based modding and game creation process. You've captured many of the best things about skyblock and dressed it up with an immersive sci-fi feel. And it is clearly still packed with untapped potential, there's so much more you can bring into this.
Some room for improvement that stood out to me- It needs some survival mechanics. Like dependence on food/water/air and random monster appearances to fend off. There's not really a big ultimate objective or challenge to play toward. Once you've built all the things, it feels like So why did I do all this?. As if there needs to be a final point to it to put the hardyness of your epic infrastructure to the test. It needs a way to automate harvesting charged particles and emittrium. Even if it must be achieved at a much higher cost than the matter extractors, it would still be a nice option to have. Personally I wish it was a little more challenging on how close the emitters are. Once you start building beyond the begining-scale, you can ocassionally trample emitters on accident by building out to them before you realized they were even there. It can be a nice surprise but it can also feel like they ones you have already exploited are suddenly cheapened.
If you're still working on SBZ then I hope I will get to see your future updates. This is the kind of game I'll probably play off and on the rest of my life.