That still isn't a reason to write a review... You didn't play the game, and you stopped yourself from contunuing to play. The guide was bypassable. You should delete this "review" because it is useless to others
The plot score isn't exclusive, for this game the "plot" would be the goal, which, as mentioned, is "mine so you can mine more."
The atmosphere was very very cool, I liked it a lot, but it had nothing to do with the purpose of the game itself (mining underground, away from any atmosphere)
Most of the "line of sight" things you described are minimal and don't affect the gameplay in a very effective way. You need a line of sight to see your screen to read this :} I'll add a few points for the machines requiring a line of sight, but that's still not much
Regarding the Bugs Features you mentioned, you can get more arrows from the purple nodes with arrows on them, and you can go to your inventory to restart a level and get the blocks back (I lost some to a door too :P)
This game is great! It fits the theme well, and is extremely engaging. It is hard while not being too difficult to finish in one sitting. 100% recommend! I really hope the developer(s) expand this :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Each round of this game goes by really quick, but it is so addictive. The music and sound design are pristine, and the gameplay is fun and easy to get the hang of. Who doesn't want to be a floating cow with laser eyes? Can't wait for S.O.W. (Sows Of War)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Spooooky...Chairs are scary at night. A little more sound design in the future would be nice, though, and the peculiar things going on sometimes make walls interactive like doors. The chairs drop signs occasionally, which can be picked up and written on. Still very interesting for a while, until you get claustrophobia. It is a little unclear how exactly my view angle actually affects the gameplay, but I can tell it does. This could be modified to look better for people with 120FOV. I'm interested to see how this is improved for the future!
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Very fun game! It is difficult, but with persistance it becomes easier. Cool idea, and excellent use of the theme! This is pretty unique for luanti parkour, and I'm interested in seeing what it looks like in later versions :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Interesting. I'm not a big fan of >16x16 texture packs, but this still holds up. The wombles are a little glitchy, speeding up sometimes ridiculously fast, but thankfully they are not aggressive, only damaging you when you get close after attacking. As other reviewers noted, it is very slow gameplay, and chasing down wombles gets a little tedious after a while. Also, light crystals aren't as satisfying to place as it seems in the description. Overall, though, it fit the theme well, and it had a kind of cool story.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Huh. Still not sure what that creepy grinning thing behind me was, but I found a full cubic meter of pepperoni, so I'm good now. I guess you need a line of sight to see the pepperoni? Lame...duck. Very similar to "The Forests," just less refined, and fewer drugs. At least there was a goal, unlike a majority of the GJ games I've played so far this year. I'm not done yet, so there should be more, hopefully
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
I'll edit my review a little bit, since I didn't know that I could use Q to switch between the two characters
1: Cool, I didn't even see that that was an option, it was on the screen for so short a time
2: Maybe you could modify the original game, instead of just creating another version?
3: A good storywriter would find a creative way to make the players goals the goals of the characters, instead of forcing the players to play the story in a very specific way, making them accept that there is lore, story, and purpose that the author wants to keep for their own experience
4: The building is extremely dark to the point you can barely see, with little colorful light now and then to illuminate the areas the players (or "experiencers," in this case :p) need to go to. It is effectively the same. I did like the bridges and extra parkour, maybe I'll add that in my edit
5: The cutscenes were a little better in the new version, if only because they were shorter and couldn't be shaken around, but really the overall game was similar enough that this is, basically, a duplicate story with slightly different puzzles:
Guy named Key falls into the game in cutscene, gets staff for digging things. Staff is used to open doors and break blocks to remove a girl named Vix from a magical chamber. Girl named Vix does not make completely clear what exactly this structure she is in is, but has magical powers that can be used to power blocks, usually to open doors. The pair walk into giant room with harder puzzle, use combined powers to get across. They meet vaguely mysterious badguy who doesn't like their boring, informal banter and leaves without hurting them. End of game.
Why not just edit the old one to include the new, better features? Wuzzy recently completely upended his old Lazarr, and it's really great now
What? What is this? What am I supposed to do? What waypoints? What are those building frames? What is the water for? What????
Nothing is interesting. This isn't even a game. You start as a torch for whatever reason, and you can swap between three characters. There's a bird too, I guess.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Basically nothing in this game at all. You hover over the cross-section of an immobile human body and click some buttons. Some numbers change, and there are words telling you what the body is feeling. There is no visual feedback whatsoever, making the guy more interesting to kill than to keep alive. As soon as you do get around to killing him, you are banned from the world, and you have to create a new one, if you care at all. This could be interesting in the future though, with actual animation of some kind and more to do.
Also, as I have said far too many times, how does this have to do with "line of sight" at all????
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Anyway, I don't mind reading the guide like some people might, but really? This is a mining game where you mine. Why? So you can keep mining. I am not usually someone who is easily bored, but I very quickly got bored and opted instead to explore the awesome desert. The particles are amazing, they actually strike the blocks and act like sand, while not lagging too much (my fps was ~23, which isn't great, but still operable). Unlike some other games this year, I actually had a player model. However, I kept thinking the hand was a machine I was holding (it's grey).
Also...HoW dOeS tHiS hAvE aNyThInG tO dO wItH "LiNe Of SiGhT???" I have asked that with too many entries this year.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
This is basically the same as last year's version except shorter, thankfully easier, and harder to switch between the two people. It follows the same storyline, the dialog is just as anti-expositional and pointless, and the building isn't even a different style from the last one. Animations are of course impressive, and finally there is a game that barely tries to fit the theme. However, this is just the original game's slightly more refined twin brother. Why the rerun?
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
What is the purpose of this game? I was told to find a guy named something like Aaugh, walked down the path, griefed that dudes house and stole all his pots. Then was told I was supposed to be looking for drugs instead of mining iron in his basement, so I set down all my pots and went scrounging for—pot. Then I talked to a rock. However, I left all my pots behind, so I didn't make potions, opting instead to grant myself fast so I could make the journey faster. Eventually the path ended.
Sooo...what? I guess it's kind of brainrottedly funny at times, with the informal chatter of the inanimate thingies. That and the pretty scenery is about it. There is no drive to this game. How does this have to do with "line of sight??" Had to update from 5.11 to 5.14 because this game won't support 5.11
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
This game has a cool feature, where you can drag items around.
That's about it. I guess at some point the game informs you that you have found an invisible HazMat suit, so, yay? I couldn't join in 5.11, so I had to update to 5.14 to play. The first world I made, I dragged the pipes underneath some stairs and couldn't get them out again, and I'm still not sure what exactly I did to get the battery working. The dragging is unecessary for anything other than chairs; I could break the gate to an unfinished section of the world; and I still wasn't certain what exactly I was supposed to be doing (looking for "items?"). The developers said they intend to improve this further, so I look forward to that, but for this years game jam, how does this have anything to do with "line of sight?"
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
When I first tried to test the gorge, the "tg_player" mod was causing errors, preventing the world from loading at all. I just disabled that mod and it loaded. However, it bugs right as the world loads, citing line 224 in the init.lua for the tg_nodes mod.
AsyncErr: Lua: Runtime error from mod 'tg_nodes' in callback node_on_timer(): ....minetest/games/the_gorge/mods/content/tg_nodes/init.lua:224: attempt to index local 'node' (a nil value)
stack traceback:
....minetest/games/the_gorge/mods/content/tg_nodes/init.lua:224: in function <....minetest/games/the_gorge/mods/content/tg_nodes/init.lua:212>
Yet another weapons mod. Sadly though, this mod does not really add anything new at all to Luanti that isn't added already through better mods. As the description says, it is basically a copy of the concept of Rangedweapons, with only the implementation and some minor changes being the difference. While testing this, I had a couple of sound glitches (seemingly related to the directional sound), and the accuracy of the guns seemed to be much worse than before (probably due to the addition of a different accuracy mod). This makes shooting the guns much less fun than with Rangedweapons, and the "realistic" firing is already much better implemented in guns4d anyways.
Also ammunition is all kinds of messed up, with a Raging Bull firing 9mil. The full-auto firing speed of some of the rifles is way too fast, and a pistol (a 9mil Raging Bull) is much more accurate then most of the rifles, including at least one of the snipers (the Dragunov).
I don't recommend this mod for now, but since it is new, it is highly possible the author will make changes and improve it. One thing I liked about this mod (and guns4d) is that, unlike Rangedweapons, you can actually hit Creatura mobs with it.
Just because a game is very hard doesn't mean it should get downvoted. Sokoblox is very fun if you have patience and actually know that reading is very helpful to intellegence in general hint hint. If you don't have patience, don't play the game. If you don't play the game, don't write a review for the game hint hint.
Ohhh that's what the compass was... No need to change how the controls are shown, unless you think it might help. I checked the controls, it was my fault that I didn't make the connection between the compass and the objectives.
Adding those would make an already awesome game even awesomer =)
Two more things I would add: 1: Leaderboards ranking players and leaderboards for each player ranking the games they played, how long they took, kills, etc. 2: something that continues to point the way to the objectives. I am too focused killing bugs to notice which way the little arrow is pointing, and when I realize I need to get a new objective, it disappears :)
I still haven't managed to finish "fun hard", but it's very very fun! The textures are Sumianvoice-level perfect (see their textures in Age of Mending and the Backrooms) and fit the game perfectly. The different weapons are fun to try out and have good, easy-to-understand mechanics. Only bugs I found that still need to be shot: Some glitches with the camera cause it to swing around in wild ways occasionally; I started out in complete blackness because my range was set to 20 (maybe the game could automatically change it to 100?); and changing weapons mid-game is glitchy. But these problems pretty much mean nothing next to how amazing this turned out. Keep up the great work, Sumianvoice!
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Coolness is a rating I added because there isn't a theme this year.
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Ugh I forgot how terrible ContentDB formatting is. I'm going to try to fix this wall of text... Edit: Fixed now, as best as I can hack through this jungle of bad formatting code (no offense ContentDB coders I'm sure there are better things you can spend your time on).
5.That's because it's not a standalone game, it’s a modding base.
6.Duh because when a modding base doesn't have mods it's just a base. This isn't a Minecraft clone like you were expecting, this is a simple modding base. This isn't a problem anymore, this is outdated and you need to remove or edit this.
For anyone thinking Minetest Game is a Minecraft clone: go to Mineclonia. Minetest Game is a modding base.
Now for the actual thread part of this. Here is one of the reasons I wrote this: a majority of the negative and some of the positive reviews of Minetest Game are outdated or misinformed, and that needs to change. As one lone, "modless cat-owner" who has only written a bunch of reviews and not done much else, I doubt my ability to make these reviewers change their reviews to actually reflect what Minetest Game is. However, by whining for a long time about it to the maintainers of MTG and the mods on ContentDB, maybe I can actually accomplish something.
End paragraphs:
Here is what I would request for the maintainers: consider or a least discuss renaming Minetest Game to Minetest Modding Base. Because MTG isn't the front and center of Luanti or the first thing you see when you install Luanti, it doesn't need to present itself as a game to get the Minecraft deserters to join. MTG is meant for the modders, not for people who don't like modding or joining servers; so it should present itself to the modders and not to the average non-modding Minecraft deserters.
My request to the mods on ContentDB: please do something about all these incorrect reviews. I have written some responses to some of these reviews, but again, I doubt my limited ability to make reviewers who last showed up in 2020 change what their review is just because one user told them their review was outdated and/or misinformed.
Thank you for your patience in reading this, whoever you are.
Skip to the end paragraphs if you're too busy or lazy to read the beginning arguments of this thread.
Most of the reviews of Minetest Game on ContentDB are like this (every one of these is taken from a separate review, and I had a longer list before):
1."Minetest Game is the greatest factor pushing new players away, as it's shipped by default with Minetest, having people thinking it's Minetest itself."
2."You could say it's a modding base, but it's hard for mods to improve something that has almost no base gameplay."
3."boring. can be used only as a modding base"
4."its the classic minetest. i really like it! but without mods its a bit,boring."
5."This game is quite an intresting game. It provides a barebones experience and isn't much fun on its own. There is little to do."
6."The thing is why I'm giving this rating average is it's too simple and boring. Even Minecraft is more interesting that this. I know it's very well useful for modding and really lightweight so It's also useful for making other mini-games. If I don't want to mod for MTG, I should at least be able to uninstall it and free the disk space which I don't use. It is ridiculous when you can't uninstall something usless from your device."
Here are the responses I would write for these reviewers:
1.No, it's not, and it doesn't anymore. This is outdated.
2.This is completely wrong. Servers like Tunnelers' Abyss and yourland have done excellent jobs at making Minetest Game a fun, interesting, and well-textured game with their mods and texture edits.
3.Duh because that's what it is. This isn't a Minecraft clone like you were expecting, this is a simple modding base.
4.Duh because when a modding base doesn't have mods it's just a base. This isn't a Minecraft clone like you were expecting, this is a simple modding base.
More on next page. Please skip to the end paragraphs if you are too bored! That is where I get to the point.
This review is very very outdated imho. Hex hasn't commented on anything else in four years now, and servers are absolutely not what hex says they are, at least not anymore. However, this isn't a problem unique to this specific review. Almost all of these reviews of Minetest Game are outdated and need to be removed or edited. None of the users are bothering to do this though
I updated to Luanti 5.10.0 recently, and installed Backrooms Test today (I had uninstalled it a while ago, I don't remember why). However, when I made a backrooms game with creative enabled, it put me in developer mode (of course). But when I left, disabled creative, and joined again, I was still in developer mode. I deleted that world and made another, starting in survival. That world was also in developer mode. I ran the /creative false command several times with no affect, then left. I deleted that world, and made another, this time checking the world.mt and triple-checking the creative mode button to make sure that the world wasn't in creative or developer mode. That world was also developer mode. I have very little coding experience. Is there something that I missed?
CTF is the best PVP and strategy game, using an easy-to-understand system to place players on different maps and situations, supplying teams with chests that are (unless designed otherwise) scattered throughout the map. CTF has three unique, imaginative modes, which are periodically decided by player vote in-game. In Classic mode, players race to the mines to get good ores for swords, and have to use limited resources to fight and capture the flag before the other team. In Classes mode, players roleplay with the different abilities of three "classes:" knights, healers, and scouts (snipers). Different combinations of players with these classes can be used in various strategies, ie. Three knights, two healers and a scout make a good fighting team, and two healers and a knight make a very good flag capturing team. In Nades mode, players all get grenades with changeable functions. Knockback grenades can catapult a player or their enemies long distances; TNT grenades explode, damaging a player or their adversaries, and Void grenades capture nearby enemies in a small box, making them easier to kill. Capture the Flag, though old, is very much relevant and up-to-date, and is very underrated at the moment for being one of the most popular servers of Minetest. I absolutely 100% recommend CTF and its servers
SkyBuilder1717: Maybe you don't undestand at all don't understand what he don't understand at all what understand don't understand at all what he's talking about? 'Cause I don't either :D
Slimes are not new. They were orignally created in Minec**** a long while ago, and are in multiple Minetest Game Engine games like Volelibre, Mineclonia, and VoxelForge.
Hello, I'll be writing a review of this mod soon (I love it), but I found a bug with the shotgun reload. If you have multiple stacks of shells in your inventory, instead of the shotgun taking one shell at a time as you reload it, it takes one shell from every stack in your inventory, running them all down at once. Please look into this, thanks!
Commenting out the "if minetest.settings:get_bool("minigun_aswell") then" and the last "end" in minigun.lua worked for me. I also support the addition of the M1 Garand. More old-school guns would be nice
That still isn't a reason to write a review... You didn't play the game, and you stopped yourself from contunuing to play. The guide was bypassable. You should delete this "review" because it is useless to others
The plot score isn't exclusive, for this game the "plot" would be the goal, which, as mentioned, is "mine so you can mine more."
The atmosphere was very very cool, I liked it a lot, but it had nothing to do with the purpose of the game itself (mining underground, away from any atmosphere)
Most of the "line of sight" things you described are minimal and don't affect the gameplay in a very effective way. You need a line of sight to see your screen to read this :} I'll add a few points for the machines requiring a line of sight, but that's still not much
Regarding the
BugsFeatures you mentioned, you can get more arrows from the purple nodes with arrows on them, and you can go to your inventory to restart a level and get the blocks back (I lost some to a door too :P)This game is great! It fits the theme well, and is extremely engaging. It is hard while not being too difficult to finish in one sitting. 100% recommend! I really hope the developer(s) expand this :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 9/10
Gameplay: 10/10
Plot: 8/10
Theme: 9/10
Game Jam Theme: 10/10
Overall: 46/50 🔗
Each round of this game goes by really quick, but it is so addictive. The music and sound design are pristine, and the gameplay is fun and easy to get the hang of. Who doesn't want to be a floating cow with laser eyes? Can't wait for S.O.W. (Sows Of War)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 10/10
Gameplay: 10/10
Plot: 8/10
Theme: 9/10
Game Jam Theme: 8/10
Overall: 45/50 🔗
Spooooky...Chairs are scary at night. A little more sound design in the future would be nice, though, and the peculiar things going on sometimes make walls interactive like doors. The chairs drop signs occasionally, which can be picked up and written on. Still very interesting for a while, until you get claustrophobia. It is a little unclear how exactly my view angle actually affects the gameplay, but I can tell it does. This could be modified to look better for people with 120FOV. I'm interested to see how this is improved for the future!
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 9/10
Gameplay: 6/10
Plot: 6/10
Theme: 10/10
Game Jam Theme: 6/10
Overall: 37/50 🔗
Very fun game! It is difficult, but with persistance it becomes easier. Cool idea, and excellent use of the theme! This is pretty unique for luanti parkour, and I'm interested in seeing what it looks like in later versions :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 8/10
Gameplay: 9/10
Plot: 7/10
Theme: 9/10
Game Jam Theme: 10/10
Overall: 43/50 🔗
Interesting. I'm not a big fan of >16x16 texture packs, but this still holds up. The wombles are a little glitchy, speeding up sometimes ridiculously fast, but thankfully they are not aggressive, only damaging you when you get close after attacking. As other reviewers noted, it is very slow gameplay, and chasing down wombles gets a little tedious after a while. Also, light crystals aren't as satisfying to place as it seems in the description. Overall, though, it fit the theme well, and it had a kind of cool story.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 6/10
Gameplay: 7/10
Plot: 7/10
Theme: 8/10
Game Jam Theme: 9/10
Overall: 37/50 🔗
You didn't even play the game. Why are you writing a review?
Huh. Still not sure what that creepy grinning thing behind me was, but I found a full cubic meter of pepperoni, so I'm good now. I guess you need a line of sight to see the pepperoni? Lame...duck. Very similar to "The Forests," just less refined, and fewer drugs. At least there was a goal, unlike a majority of the GJ games I've played so far this year. I'm not done yet, so there should be more, hopefully
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 3/10
Gameplay: 3/10
Plot: 5/10
Theme: 9/10
Game Jam Theme: 1/10
Overall: 16/50 🔗
Okay, edited (after struggling with the HTML a bit)
I'll edit my review a little bit, since I didn't know that I could use Q to switch between the two characters
1: Cool, I didn't even see that that was an option, it was on the screen for so short a time
2: Maybe you could modify the original game, instead of just creating another version?
3: A good storywriter would find a creative way to make the players goals the goals of the characters, instead of forcing the players to play the story in a very specific way, making them accept that there is lore, story, and purpose that the author wants to keep for their own experience
4: The building is extremely dark to the point you can barely see, with little colorful light now and then to illuminate the areas the players (or "experiencers," in this case :p) need to go to. It is effectively the same. I did like the bridges and extra parkour, maybe I'll add that in my edit
5: The cutscenes were a little better in the new version, if only because they were shorter and couldn't be shaken around, but really the overall game was similar enough that this is, basically, a duplicate story with slightly different puzzles:
Guy named Key falls into the game in cutscene, gets staff for digging things. Staff is used to open doors and break blocks to remove a girl named Vix from a magical chamber. Girl named Vix does not make completely clear what exactly this structure she is in is, but has magical powers that can be used to power blocks, usually to open doors. The pair walk into giant room with harder puzzle, use combined powers to get across. They meet vaguely mysterious badguy who doesn't like their boring, informal banter and leaves without hurting them. End of game.
Why not just edit the old one to include the new, better features? Wuzzy recently completely upended his old Lazarr, and it's really great now
What? What is this? What am I supposed to do? What waypoints? What are those building frames? What is the water for? What????
Nothing is interesting. This isn't even a game. You start as a torch for whatever reason, and you can swap between three characters. There's a bird too, I guess.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 1/10
Gameplay: 2/10
Plot: 1/10
Theme: 1/10
Game Jam Theme: 1/10
Overall: 6/50 🔗
Basically nothing in this game at all. You hover over the cross-section of an immobile human body and click some buttons. Some numbers change, and there are words telling you what the body is feeling. There is no visual feedback whatsoever, making the guy more interesting to kill than to keep alive. As soon as you do get around to killing him, you are banned from the world, and you have to create a new one, if you care at all. This could be interesting in the future though, with actual animation of some kind and more to do.
Also, as I have said far too many times, how does this have to do with "line of sight" at all????
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 3/10
Gameplay: 3/10
Plot: 4/10
Theme: 3/10
Game Jam Theme: 1/10
Overall: 14/50 🔗
Where is the guide scrollbar?
Anyway, I don't mind reading the guide like some people might, but really? This is a mining game where you mine. Why? So you can keep mining. I am not usually someone who is easily bored, but I very quickly got bored and opted instead to explore the awesome desert. The particles are amazing, they actually strike the blocks and act like sand, while not lagging too much (my fps was ~23, which isn't great, but still operable). Unlike some other games this year, I actually had a player model. However, I kept thinking the hand was a machine I was holding (it's grey).
Also...HoW dOeS tHiS hAvE aNyThInG tO dO wItH "LiNe Of SiGhT???" I have asked that with too many entries this year.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 10/10
Gameplay: 7/10
Plot: 5/10
Theme: 2/10
Game Jam Theme: 3/10
Overall: 27/50 🔗
This is basically the same as last year's version except shorter, thankfully easier, and
harder to switch between the two people.It follows the same storyline, the dialog is just as anti-expositional and pointless, and the building isn't even a different style from the last one. Animations are of course impressive, and finally there is a game that barely tries to fit the theme. However, this is just the original game's slightly more refined twin brother. Why the rerun?Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 7/10
Gameplay: 6/10
Plot: 2/10
Theme: 4/10
Game Jam Theme: 4/10
Overall: 23/50 🔗
What is the purpose of this game? I was told to find a guy named something like Aaugh, walked down the path, griefed that dudes house and stole all his pots. Then was told I was supposed to be looking for drugs instead of mining iron in his basement, so I set down all my pots and went scrounging for—pot. Then I talked to a rock. However, I left all my pots behind, so I didn't make potions, opting instead to grant myself fast so I could make the journey faster. Eventually the path ended.
Sooo...what? I guess it's kind of brainrottedly funny at times, with the informal chatter of the inanimate thingies. That and the pretty scenery is about it. There is no drive to this game. How does this have to do with "line of sight??" Had to update from 5.11 to 5.14 because this game won't support 5.11
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 3/10
Gameplay: 3/10
Plot: 3/10
Theme: 9/10
Game Jam Theme: 1/10
Overall: 19/50 🔗
This game has a cool feature, where you can drag items around.
That's about it. I guess at some point the game informs you that you have found an invisible HazMat suit, so, yay? I couldn't join in 5.11, so I had to update to 5.14 to play. The first world I made, I dragged the pipes underneath some stairs and couldn't get them out again, and I'm still not sure what exactly I did to get the battery working. The dragging is unecessary for anything other than chairs; I could break the gate to an unfinished section of the world; and I still wasn't certain what exactly I was supposed to be doing (looking for "items?"). The developers said they intend to improve this further, so I look forward to that, but for this years game jam, how does this have anything to do with "line of sight?"
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 7/10
Gameplay: 7/10
Plot: 5/10
Theme: 8/10
Game Jam Theme: 1/10
Overall: 28/50 🔗
When I first tried to test the gorge, the "tg_player" mod was causing errors, preventing the world from loading at all. I just disabled that mod and it loaded. However, it bugs right as the world loads, citing line 224 in the init.lua for the tg_nodes mod.
I have Luanti 5.11.0
Yet another weapons mod. Sadly though, this mod does not really add anything new at all to Luanti that isn't added already through better mods. As the description says, it is basically a copy of the concept of Rangedweapons, with only the implementation and some minor changes being the difference. While testing this, I had a couple of sound glitches (seemingly related to the directional sound), and the accuracy of the guns seemed to be much worse than before (probably due to the addition of a different accuracy mod). This makes shooting the guns much less fun than with Rangedweapons, and the "realistic" firing is already much better implemented in guns4d anyways.
Also ammunition is all kinds of messed up, with a Raging Bull firing 9mil. The full-auto firing speed of some of the rifles is way too fast, and a pistol (a 9mil Raging Bull) is much more accurate then most of the rifles, including at least one of the snipers (the Dragunov).
I don't recommend this mod for now, but since it is new, it is highly possible the author will make changes and improve it. One thing I liked about this mod (and guns4d) is that, unlike Rangedweapons, you can actually hit Creatura mobs with it.
Just because a game is very hard doesn't mean it should get downvoted. Sokoblox is very fun if you have patience and actually know that reading is very helpful to intellegence in general hint hint. If you don't have patience, don't play the game. If you don't play the game, don't write a review for the game hint hint.
No, the countdown after the blue ring isn't the number of enemies. It's a one minute countdown.
Ohhh that's what the compass was... No need to change how the controls are shown, unless you think it might help. I checked the controls, it was my fault that I didn't make the connection between the compass and the objectives.
Adding those would make an already awesome game even awesomer =)
Two more things I would add: 1: Leaderboards ranking players and leaderboards for each player ranking the games they played, how long they took, kills, etc. 2: something that continues to point the way to the objectives. I am too focused killing bugs to notice which way the little arrow is pointing, and when I realize I need to get a new objective, it disappears :)
I still haven't managed to finish "fun hard", but it's very very fun! The textures are Sumianvoice-level perfect (see their textures in Age of Mending and the Backrooms) and fit the game perfectly. The different weapons are fun to try out and have good, easy-to-understand mechanics. Only bugs I found that still need to be shot: Some glitches with the camera cause it to swing around in wild ways occasionally; I started out in complete blackness because my range was set to 20 (maybe the game could automatically change it to 100?); and changing weapons mid-game is glitchy. But these problems pretty much mean nothing next to how amazing this turned out. Keep up the great work, Sumianvoice!
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Coolness is a rating I added because there isn't a theme this year.
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 10/10
Gameplay: 8/10
Plot: 10/10
Theme: 10/10
Coolness: 10/10
Overall: 48/50 🔗
Ugh I forgot how terrible ContentDB formatting is. I'm going to try to fix this wall of text... Edit: Fixed now, as best as I can hack through this jungle of bad formatting code (no offense ContentDB coders I'm sure there are better things you can spend your time on).
5.That's because it's not a standalone game, it’s a modding base.
6.Duh because when a modding base doesn't have mods it's just a base. This isn't a Minecraft clone like you were expecting, this is a simple modding base. This isn't a problem anymore, this is outdated and you need to remove or edit this.
For anyone thinking Minetest Game is a Minecraft clone: go to Mineclonia. Minetest Game is a modding base.
Now for the actual thread part of this. Here is one of the reasons I wrote this: a majority of the negative and some of the positive reviews of Minetest Game are outdated or misinformed, and that needs to change. As one lone, "modless cat-owner" who has only written a bunch of reviews and not done much else, I doubt my ability to make these reviewers change their reviews to actually reflect what Minetest Game is. However, by whining for a long time about it to the maintainers of MTG and the mods on ContentDB, maybe I can actually accomplish something.
End paragraphs:
Here is what I would request for the maintainers: consider or a least discuss renaming Minetest Game to Minetest Modding Base. Because MTG isn't the front and center of Luanti or the first thing you see when you install Luanti, it doesn't need to present itself as a game to get the Minecraft deserters to join. MTG is meant for the modders, not for people who don't like modding or joining servers; so it should present itself to the modders and not to the average non-modding Minecraft deserters.
My request to the mods on ContentDB: please do something about all these incorrect reviews. I have written some responses to some of these reviews, but again, I doubt my limited ability to make reviewers who last showed up in 2020 change what their review is just because one user told them their review was outdated and/or misinformed.
Thank you for your patience in reading this, whoever you are.
Skip to the end paragraphs if you're too busy or lazy to read the beginning arguments of this thread.
Most of the reviews of Minetest Game on ContentDB are like this (every one of these is taken from a separate review, and I had a longer list before):
1."Minetest Game is the greatest factor pushing new players away, as it's shipped by default with Minetest, having people thinking it's Minetest itself."
2."You could say it's a modding base, but it's hard for mods to improve something that has almost no base gameplay."
3."boring. can be used only as a modding base"
4."its the classic minetest. i really like it! but without mods its a bit,boring."
5."This game is quite an intresting game. It provides a barebones experience and isn't much fun on its own. There is little to do."
6."The thing is why I'm giving this rating average is it's too simple and boring. Even Minecraft is more interesting that this. I know it's very well useful for modding and really lightweight so It's also useful for making other mini-games. If I don't want to mod for MTG, I should at least be able to uninstall it and free the disk space which I don't use. It is ridiculous when you can't uninstall something usless from your device."
Here are the responses I would write for these reviewers:
1.No, it's not, and it doesn't anymore. This is outdated.
2.This is completely wrong. Servers like Tunnelers' Abyss and yourland have done excellent jobs at making Minetest Game a fun, interesting, and well-textured game with their mods and texture edits.
3.Duh because that's what it is. This isn't a Minecraft clone like you were expecting, this is a simple modding base.
4.Duh because when a modding base doesn't have mods it's just a base. This isn't a Minecraft clone like you were expecting, this is a simple modding base.
More on next page. Please skip to the end paragraphs if you are too bored! That is where I get to the point.
This review is very very outdated imho. Hex hasn't commented on anything else in four years now, and servers are absolutely not what hex says they are, at least not anymore. However, this isn't a problem unique to this specific review. Almost all of these reviews of Minetest Game are outdated and need to be removed or edited. None of the users are bothering to do this though
Okay found the problem after reading the latest update :P I wasn't setting the mapgen to v7
I updated to Luanti 5.10.0 recently, and installed Backrooms Test today (I had uninstalled it a while ago, I don't remember why). However, when I made a backrooms game with creative enabled, it put me in developer mode (of course). But when I left, disabled creative, and joined again, I was still in developer mode. I deleted that world and made another, starting in survival. That world was also in developer mode. I ran the /creative false command several times with no affect, then left. I deleted that world, and made another, this time checking the world.mt and triple-checking the creative mode button to make sure that the world wasn't in creative or developer mode. That world was also developer mode. I have very little coding experience. Is there something that I missed?
At the moment, I have absolutely no idea what this does, and I'm not downloading it until I do. What does this do?
CTF is the best PVP and strategy game, using an easy-to-understand system to place players on different maps and situations, supplying teams with chests that are (unless designed otherwise) scattered throughout the map. CTF has three unique, imaginative modes, which are periodically decided by player vote in-game. In Classic mode, players race to the mines to get good ores for swords, and have to use limited resources to fight and capture the flag before the other team. In Classes mode, players roleplay with the different abilities of three "classes:" knights, healers, and scouts (snipers). Different combinations of players with these classes can be used in various strategies, ie. Three knights, two healers and a scout make a good fighting team, and two healers and a knight make a very good flag capturing team. In Nades mode, players all get grenades with changeable functions. Knockback grenades can catapult a player or their enemies long distances; TNT grenades explode, damaging a player or their adversaries, and Void grenades capture nearby enemies in a small box, making them easier to kill. Capture the Flag, though old, is very much relevant and up-to-date, and is very underrated at the moment for being one of the most popular servers of Minetest. I absolutely 100% recommend CTF and its servers
SkyBuilder1717: Maybe you don't undestand at all don't understand what he don't understand at all what understand don't understand at all what he's talking about? 'Cause I don't either :D
Slimes are not new. They were orignally created in Minec**** a long while ago, and are in multiple Minetest Game Engine games like Volelibre, Mineclonia, and VoxelForge.
Please use the "Ask a question" button for questions like this.
Thank you! :)
Hello, I'll be writing a review of this mod soon (I love it), but I found a bug with the shotgun reload. If you have multiple stacks of shells in your inventory, instead of the shotgun taking one shell at a time as you reload it, it takes one shell from every stack in your inventory, running them all down at once. Please look into this, thanks!
Maybe something different, like E+Build Key :) You don't want to be sneaking around an enemy base and accidentally unload your gun!
Commenting out the "if minetest.settings:get_bool("minigun_aswell") then" and the last "end" in minigun.lua worked for me. I also support the addition of the M1 Garand. More old-school guns would be nice