The game currently ends when there is only one team left, and teams are eliminated when their flag is captured once. Other people have asked for the ability to change how many captures result in elimination, would that also work? Or did you want to be able to change how teams win? If the latter: How do you see that working on 4-team maps? Does ~3 flags of any team work? Or does it have to be ~3 flags of one team to win?
On Windows 11: Click->RIghtclick the texturepack folder and click 'C ompress to ZIP File',
on Windows 10 I think you Click->Rightclick it -> 'Send to...' -> 'Compressed ZIP Folder'
This is something you could have googled, or asked a parent/older sibling/etc about btw. I don't have the time to walk you through things this basic.
It does need some other downloads but thats fine it takes only like 30 seconds to look for and download the dependencies and once thats done, theres alot of fun to have with this game! :D
This is a ContentDB bug I think, if Minetest asks you to go download dependencies you just need to redownload CTF until it doesn't
Other than the issues with the parkour difficulty mentioned by other reviews (I found the downward glide really hard to do, and am still not sure how I completed the grey glass parkour) this was a really enjoyable ~21-minute game. Points for it being made in a month too.
git is a program used for downloading/managing code on the github.com website, where the source code for CTF is hosted.
It sounds like your download may have corrupted. Try downloading CTF again. Make sure when you create a world for it that you choose the singlenode mapgen too
This mod has been used by many people since it was released in 2014, and while it wasn't to the taste of some, many liked (or even loved) it, as you can see here https://forum.minetest.net/viewtopic.php?t=9062 (I recommend going through the comments, it's an enjoyable read)
I plan on developing this further, but I'll have to balance that with CTF development.
I've already pushed some post-jam changes, so you should now be stuck at least until nightfall.
A future update will remove the meteorite nodes from the crash site, and you'll be plunged straight into a 'tutorial' fight with an alien ship at the start. I'll also eventually ramp things up to the point where the aliens attack nonstop, but it'll be easier to defend against them during the day
So the correct way to powerslide is to FIRST hold Aux1 pressed, and while it is pressed, press Up. If you press both at the same time briefly, it might not register. This is not made clear enough in the game yet. Sadly, Minetest is not that great with reading player input, but I try to improve that in an update.
I joined the game with this in mind and did that with both long and relatively brief inputs.
It still breaks ~40 seconds after joining the game and messing around in the hub, but it either works or doesn't work now, there's no slow increase in lag.
Jump pads and their input may be a key part of the issue, since they happen later in the game at around the time I started having serious issues.
Congrats on managing to pretty much fully play the game!
In the post-jam version I'll look into adding a combat tutorial, explaining things like your ability to fly up to alien ships and explode them by breaking their power cores.
I see you replied on another thread, but to reiterate for people that don't see that: The aliens attack at night, and you're meant to use the daytime to build up defenses. I didn't realize I'd need to communicate that clearly though
I never saw any monsters in the game, so I'm not sure what went wrong there.
They attack at night, the daytime is meant to be used for building defenses around your T.R.E.C Unit, but I guess I need to indicate that to players better
I'm stuck at the initial "collect 5 X nodes" quest. I've explored the world quite a bit, founding just 3 of those nodes, and it turned quite repetitive jump after jump.
One of the dialogs say to watch for falling stars (or meteors, as written in the text). You should have seen one fall next to you at the start of the game too.
I guess you're assuming that meteors were falling before you crashed. I could switch things around so that it's called and referred to as debris from the massive space battle taking place above the planet
At night the aliens will invade, but I guess I need to indicate this somehow so that players immediately start building defenses and keeping an eye on the sky instead of wandering around.
What is your time_speed setting set to? The lowest it should be is 72 (the default), and if you want faster gameplay at the expense of increased difficulty I'd recommend 100-140
Also, I think that instructions at the beginning could have been shorter.
Note that there's only one message at the beginning, but if you try to do a ton of stuff at once it will queue a bunch of relevant help messages.
I'll add an option allowing you to skip by punching the robot, since you can go back and look at chat. I could also just remove the message queueing feature, let me know if you think that would be better. Both would have the chat messages for you to fall back upon.
I wanted to have fun with this game but it wouldn't let me. Digging needs some serious fixing.
I'd recommend reducing all dig times to <= 2 seconds, and making diggable things rarer to balance that out.
If you want to go with your own solution you might find find this interesting. It's about walking, but I think most of the points brought up can be applied to digging in this game.
I'd also recommend limiting the distance the flashlight can shine so it doesn't 'detach' from the flashlight, which breaks the immersion/atmosphere you had going.
It's nice to see this genre get explored, there aren't any good MT games that do so yet. I look forward to future updates.
There are a lot of bugs, some of which I think ruined my ability to complete the game, but I can recommend this based off of the experience I had regardless.
This will be a good game once the bugs are sorted out and the mechanics are polished.
If you learn the basics of using git w/ github you could probably attract a few contributors.
But how will you prevent players from hiding in trenches or on mountain cliffs? :)
I will fall back on terrain destruction.
Currently that's their only way of getting from point A to B though, so if they fall into a ravine you won't see them until they eat through the floor beneath your TREC unit and destroy it. (Although I think once I turned up their fall damage this no longer happens)
Oh, this makes sense, thanks for the tips - is it intended?
No :P I'll fix it eventually, but for now it's an easy way to get to the ending scene/win the game
This feels like a mod soup, and I can't tell how much of it came from the other restaurant next door, so I consider this is a pretty sad jam game.
This lacks an ingame tutorial, and requires you to add a mod in order to play, but once that is fixed I'll happily +1 this when the jam is over.
I could see this being fun for people that like moon/space survival, and I don't think there are any other games/modpacks that are extremely similar to this one right now.
I played until around ~170 Electrons, but the ability lag, which was slowly getting worse as the game went on, has reached an unplayable point (10+ second delay from holding/pressing the correct key(s)).
I hope you can fix this, because I'd really like to play this to the end. Here's my world file, if that helps
Collecting the electrons can get a bit repetetive, but I think that's mostly due to how I play.
But it's probably super hard for one person to beat this game- as noted in the OP, it seems like multiplayer is going to end up being more playable. Hence, perhaps a version suited more for singleplayer would be useful in the future.
I sadly didn't have enough time or testers to smooth out the difficulty, it does scale up in multiplayer though.
One sad part for me is that the land is mostly barren and rather repetitive/boring: but personally I think the mapgen sort of makes up for that, as the mountains are really quite good.
I did this on purpose. I want a relatively simple environment for when I implement enemy pathfinding (they don't have any atm), and if I ever add random structures to the map I'll want a lot of flat ground for them to have a chance to spawn on.
I also want all mapgen nodes to be craftable into something unique and useful, so I have a limited set of nodes to work with.
It's also not immediately obvious that the TREC unit is used for completing the game.
What consequences did this have? I do intend for the game to be a live-learn/die-repeat to a certain level.
I assume you saw/heard this voice line?
That will work, put it in your T.R.E.C Unit. To repair the ship I need 5 for every passenger. Keep an eye out for meteors
SPOILER/CHEAT for people having a hard time:
You can build your base over a ravine to pretty much 100% rule out attacks from the alien mobs.
All you need to do then is fly up the the alien ships and explode their power cores, and occasionally drop down to repair laster blast damage
I found myself floating in space, with some pleasant music from an unknown source drifting around me.
I opened my inventory to see a ship's log, which I read, then looked at the other tabs, which were all meaningless to me at that point.
I flew around punching and rightclicking rocks with my stick, hand, and drill, but they didn't break.
I tried crafting the stick with the drill, but that didn't work either. After checking the code I realized it wasn't a shapeless craft, and got it right when I tried again.
I commenced rock genocide, and put them all in the different crafting inventory tabs.
The CPU didn't do anything, I couldn't get it to work no matter what I tried. After checking the code I realized there was an 8th rock, which I hadn't seen yet despite my 500+ node travelling. I found some after two more minutes of searching though.
Once that was done I proceeded to fuel up, only to realize I needed to find a black box first. I hadn't seen any in my travels though, and I was pretty sure I would have by then, so I checked the code.
It looks like the black boxes spawn randomly inside of asteroids. If I could mine asteroids by crashing my ship through them I would have considered searching, but that didn't seem to be possible, so I got the blackbox code and /giveme'd a few, which I then placed and dug.
I saw that this updated my ship logs, which I then read through, nice.
The jump button now worked, and I was blasted off into the unknown...
(Apologies if the above review is incomprehensible, I'm not double-checking what I wrote)
With a few gameplay changes to reduce grind I think this could turn out to be a fun space game.
I look forward to future updates, and will update my review accordingly if they ever happen.
The game currently ends when there is only one team left, and teams are eliminated when their flag is captured once. Other people have asked for the ability to change how many captures result in elimination, would that also work? Or did you want to be able to change how teams win? If the latter: How do you see that working on 4-team maps? Does ~3 flags of any team work? Or does it have to be ~3 flags of one team to win?
There's no config for it, but it's probably possible without too much changed code. Should I take this as a feature request?
On Windows 11: Click->RIghtclick the texturepack folder and click 'C ompress to ZIP File', on Windows 10 I think you Click->Rightclick it -> 'Send to...' -> 'Compressed ZIP Folder'
This is something you could have googled, or asked a parent/older sibling/etc about btw. I don't have the time to walk you through things this basic.
This is a ContentDB bug I think, if Minetest asks you to go download dependencies you just need to redownload CTF until it doesn't
Other than the issues with the parkour difficulty mentioned by other reviews (I found the downward glide really hard to do, and am still not sure how I completed the grey glass parkour) this was a really enjoyable ~21-minute game. Points for it being made in a month too.
No, download from ContentDB (this website) again. Sorry
git
is a program used for downloading/managing code on the github.com website, where the source code for CTF is hosted.It sounds like your download may have corrupted. Try downloading CTF again. Make sure when you create a world for it that you choose the
singlenode
mapgen tooDid you download CTF from ContentDB or with a
git
command?This mod has been used by many people since it was released in 2014, and while it wasn't to the taste of some, many liked (or even loved) it, as you can see here https://forum.minetest.net/viewtopic.php?t=9062 (I recommend going through the comments, it's an enjoyable read)
There should be a settings tab in your inventory with a setting for your texturepack size
Want to rate your own package too? Get ContentDB+ at https://rubenwardy.com/store/
Choo-choo-Charles mod/game when?
Converted to thread, I'll sacrifice the reduced visibility for a fairer score change
converted review into a thread
Converted to thread, as you've made enough updates to outdate it
converted review into a thread
Converted to thread, this doesn't deserve a downvote
converted review into a thread
Converted to a thread as I see this game is getting updated
I'd recommend implementing the 3d_armor formspec so players never need to install a seperate mod unless they want it for themselves.
I'm not sure if this mod still works, but it implements a 3d_armor formspec you can pull up with a chatcommand https://content.minetest.net/packages/Lone_Wolf/3d_armor_mobile/
converted review into a thread
I plan on developing this further, but I'll have to balance that with CTF development.
I've already pushed some post-jam changes, so you should now be stuck at least until nightfall. A future update will remove the meteorite nodes from the crash site, and you'll be plunged straight into a 'tutorial' fight with an alien ship at the start. I'll also eventually ramp things up to the point where the aliens attack nonstop, but it'll be easier to defend against them during the day
Movement always works on slabs
I joined the game with this in mind and did that with both long and relatively brief inputs. It still breaks ~40 seconds after joining the game and messing around in the hub, but it either works or doesn't work now, there's no slow increase in lag.
Jump pads and their input may be a key part of the issue, since they happen later in the game at around the time I started having serious issues.
Congrats on managing to pretty much fully play the game!
In the post-jam version I'll look into adding a combat tutorial, explaining things like your ability to fly up to alien ships and explode them by breaking their power cores.
I see you replied on another thread, but to reiterate for people that don't see that: The aliens attack at night, and you're meant to use the daytime to build up defenses. I didn't realize I'd need to communicate that clearly though
They attack at night, the daytime is meant to be used for building defenses around your T.R.E.C Unit, but I guess I need to indicate that to players better
It's currently only used to switch to another weapon. I hope to do more with it later though
One of the dialogs say to watch for falling stars (or meteors, as written in the text). You should have seen one fall next to you at the start of the game too. I guess you're assuming that meteors were falling before you crashed. I could switch things around so that it's called and referred to as debris from the massive space battle taking place above the planet
At night the aliens will invade, but I guess I need to indicate this somehow so that players immediately start building defenses and keeping an eye on the sky instead of wandering around.
What is your
time_speed
setting set to? The lowest it should be is 72 (the default), and if you want faster gameplay at the expense of increased difficulty I'd recommend 100-140Note that there's only one message at the beginning, but if you try to do a ton of stuff at once it will queue a bunch of relevant help messages.
I'll add an option allowing you to skip by punching the robot, since you can go back and look at chat. I could also just remove the message queueing feature, let me know if you think that would be better. Both would have the chat messages for you to fall back upon.
Closing and restarting doesn't fix it. it seems to work fine when I'm climbing up a slope though
i3 seems to be player's goto choice nowadays, but I don't play survival games very often so I'm not fully sure
I wanted to have fun with this game but it wouldn't let me. Digging needs some serious fixing.
I'd recommend reducing all dig times to <= 2 seconds, and making diggable things rarer to balance that out. If you want to go with your own solution you might find find this interesting. It's about walking, but I think most of the points brought up can be applied to digging in this game.
I'd also recommend limiting the distance the flashlight can shine so it doesn't 'detach' from the flashlight, which breaks the immersion/atmosphere you had going.
It's nice to see this genre get explored, there aren't any good MT games that do so yet. I look forward to future updates.
Review:
There are a lot of bugs, some of which I think ruined my ability to complete the game, but I can recommend this based off of the experience I had regardless.
This will be a good game once the bugs are sorted out and the mechanics are polished. If you learn the basics of using git w/ github you could probably attract a few contributors.
Review:
I played this for the first time with 3 other players. It was a little glitchy but it worked.
Very well rounded and simple game. I can't think of anything to suggest/bring up
Review:
Nice work! I'd love to see this fully fleshed out with a finished story, music, and general sound effects.
Review:
I will fall back on terrain destruction. Currently that's their only way of getting from point A to B though, so if they fall into a ravine you won't see them until they eat through the floor beneath your TREC unit and destroy it. (Although I think once I turned up their fall damage this no longer happens)
No :P I'll fix it eventually, but for now it's an easy way to get to the ending scene/win the game
This feels like a mod soup, and I can't tell how much of it came from the other restaurant next door, so I consider this is a pretty sad jam game.
This lacks an ingame tutorial, and requires you to add a mod in order to play, but once that is fixed I'll happily +1 this when the jam is over. I could see this being fun for people that like moon/space survival, and I don't think there are any other games/modpacks that are extremely similar to this one right now.
Review:
I played until around ~170 Electrons, but the ability lag, which was slowly getting worse as the game went on, has reached an unplayable point (10+ second delay from holding/pressing the correct key(s)). I hope you can fix this, because I'd really like to play this to the end. Here's my world file, if that helps
Collecting the electrons can get a bit repetetive, but I think that's mostly due to how I play.
Review:
Thanks for the review!
I sadly didn't have enough time or testers to smooth out the difficulty, it does scale up in multiplayer though.
I did this on purpose. I want a relatively simple environment for when I implement enemy pathfinding (they don't have any atm), and if I ever add random structures to the map I'll want a lot of flat ground for them to have a chance to spawn on. I also want all mapgen nodes to be craftable into something unique and useful, so I have a limited set of nodes to work with.
What consequences did this have? I do intend for the game to be a live-learn/die-repeat to a certain level. I assume you saw/heard this voice line?
That will work, put it in your T.R.E.C Unit. To repair the ship I need 5 for every passenger. Keep an eye out for meteors
SPOILER/CHEAT for people having a hard time:
You can build your base over a ravine to pretty much 100% rule out attacks from the alien mobs. All you need to do then is fly up the the alien ships and explode their power cores, and occasionally drop down to repair laster blast damage
The adventure of LandarVargan (Spoiler Warning)
I found myself floating in space, with some pleasant music from an unknown source drifting around me. I opened my inventory to see a ship's log, which I read, then looked at the other tabs, which were all meaningless to me at that point. I flew around punching and rightclicking rocks with my stick, hand, and drill, but they didn't break. I tried crafting the stick with the drill, but that didn't work either. After checking the code I realized it wasn't a shapeless craft, and got it right when I tried again. I commenced rock genocide, and put them all in the different crafting inventory tabs. The CPU didn't do anything, I couldn't get it to work no matter what I tried. After checking the code I realized there was an 8th rock, which I hadn't seen yet despite my 500+ node travelling. I found some after two more minutes of searching though.
Once that was done I proceeded to fuel up, only to realize I needed to find a black box first. I hadn't seen any in my travels though, and I was pretty sure I would have by then, so I checked the code. It looks like the black boxes spawn randomly inside of asteroids. If I could mine asteroids by crashing my ship through them I would have considered searching, but that didn't seem to be possible, so I got the blackbox code and
/giveme
'd a few, which I then placed and dug.I saw that this updated my ship logs, which I then read through, nice.
The jump button now worked, and I was blasted off into the unknown...
(Apologies if the above review is incomprehensible, I'm not double-checking what I wrote)
With a few gameplay changes to reduce grind I think this could turn out to be a fun space game. I look forward to future updates, and will update my review accordingly if they ever happen.
The adventure of LandarVargan (Spoiler Warning)
Review: