It's like you stepped inside an old ZX Spectrum game; It's weird, it's clever, it's highly original.
I like the eye monsters, it's fun to have a tame one following you around.
I did have trouble with darkness damaging me now and then when I was holding a lamp in a cave, there should probably be a delay before darkness damages you so flickering caused by standing close to cave walls doesn't injure you. ( Edit: This was actually caused a mob stuck inside a wall I would pass by on occasion)
I also missed some way to store objects in the world, I tried stuffing various things into the crafting grid (boy do I hate the crafting grid) but nothing useful popped out. A way to trash things you don't want would be nice, too, but the common inventory pane helped. (Edit: I discovered the storage box later, and now there's a crafting guide so it's obvious now)
Zombies4Test is a great set of zombie-themed monsters for any MTG-based game.
Walkers, sprinters, crawlers (who can get in through one-node-high openings!) all work nicely.
I'd suggest disabling the tanks and spitters at first, especially in singleplayer, as they have massive health pools and will easily overwhelm a lone player with starting gear. Fortunately, disabling them is as simple as unchecking their box when enabling mods, which is very nice.
I also like how they vary their movement, sometimes shuffling to one side or the other, as it makes it harder to target them with ranged weapons than if they were to just move straight towards you..
You'll need to build a base quickly, and fortify it to keep the nasties out -- they can break doors and windows, so beware! I've even had one manage to follow me up a ladder, which was a fun surprise! All in all, highly recommended if you want some threatening monsters in your game.
This is nifty from a code perspective, but it seems it's been overtaken by Minetest development. Testing the benchmarks on modern Minetest 5.7.0 with JIT shows this takes roughly twice as long as standard vectors (which include handy metatable functions now, too).
Standard results:
[Server]: [benchmark_engine] benchmark results for metavectors:standardvectors
run 2000/2000 times after 5000 times warmup
min: 0.000003 s
average: 0.000005 s
max: 0.000332 s
total time: 0.009301 s
Metavector results:
[Server]: [benchmark_engine] benchmark results for metavectors:metavectors
run 2000/2000 times after 5000 times warmup
min: 0.000006 s
average: 0.000011 s
max: 0.002573 s
total time: 0.022250 s
I get this game's groove, and I like it. It's an arcade-style hack'n'slasher where you enter a zone, try to cut your way through the enemies in your way, and exit through the far door, to be teleported to a new zone. See how far you can go before you get mobbed and killed.
As a fan of the original Berzerk, this is a pretty nifty rendition, it really just needs more zones and some polish. A proper scoreboard would be nice.
I did hit a zone where the exit door didn't work, and sometimes it would drop me into a new zone facing backwards, so I was looking at the door I came through while enemies approached from behind. I assume forthcoming patches will fix that, even if I have to write them myself.
Yes, it's mod soup, yes, the inventory has hundreds of things to sift through, but as mod soup goes? This is not bad at all. It's primarily a showcase for runs' own mods. Its aesthetics are polished to a shine, his original mods work well, and it all adds up to a nice, lighthearted game with a lot of things to do. The Petz mod is probably the star of the show, but there's plenty else besides.
I personally had great fun collecting all the different butterflies , and chasing them up and down a narrow valley. They'd alight for a moment up on a tree before flying off in a line towards some distant point, and I'd have to try to gauge their likely path, get out in front and intercept them -- climbing trees, leaping off ledges with my net swinging wildly! Definitely one of the more pleasant experiences I've had in a block game.
All in all, yes, I can recommend Juanchi Game.
Clever retro-themed fun
It's like you stepped inside an old ZX Spectrum game; It's weird, it's clever, it's highly original. I like the eye monsters, it's fun to have a tame one following you around.
I did have trouble with darkness damaging me now and then when I was holding a lamp in a cave, there should probably be a delay before darkness damages you so flickering caused by standing close to cave walls doesn't injure you. ( Edit: This was actually caused a mob stuck inside a wall I would pass by on occasion) I also missed some way to store objects in the world, I tried stuffing various things into the crafting grid (boy do I hate the crafting grid) but nothing useful popped out. A way to trash things you don't want would be nice, too, but the common inventory pane helped. (Edit: I discovered the storage box later, and now there's a crafting guide so it's obvious now)
All in all, a fun project, and one to watch!
A great set of monsters for any MTG-based game
Zombies4Test is a great set of zombie-themed monsters for any MTG-based game. Walkers, sprinters, crawlers (who can get in through one-node-high openings!) all work nicely.
I'd suggest disabling the tanks and spitters at first, especially in singleplayer, as they have massive health pools and will easily overwhelm a lone player with starting gear. Fortunately, disabling them is as simple as unchecking their box when enabling mods, which is very nice.
I also like how they vary their movement, sometimes shuffling to one side or the other, as it makes it harder to target them with ranged weapons than if they were to just move straight towards you..
You'll need to build a base quickly, and fortify it to keep the nasties out -- they can break doors and windows, so beware! I've even had one manage to follow me up a ladder, which was a fun surprise! All in all, highly recommended if you want some threatening monsters in your game.
Nicely coded, but outdated
This is nifty from a code perspective, but it seems it's been overtaken by Minetest development. Testing the benchmarks on modern Minetest 5.7.0 with JIT shows this takes roughly twice as long as standard vectors (which include handy metatable functions now, too).
Standard results:
Metavector results:
I pick up what you're putting down
I get this game's groove, and I like it. It's an arcade-style hack'n'slasher where you enter a zone, try to cut your way through the enemies in your way, and exit through the far door, to be teleported to a new zone. See how far you can go before you get mobbed and killed. As a fan of the original Berzerk, this is a pretty nifty rendition, it really just needs more zones and some polish. A proper scoreboard would be nice.
I did hit a zone where the exit door didn't work, and sometimes it would drop me into a new zone facing backwards, so I was looking at the door I came through while enemies approached from behind. I assume forthcoming patches will fix that, even if I have to write them myself.
A solid variation on the MTG formula
Yes, it's mod soup, yes, the inventory has hundreds of things to sift through, but as mod soup goes? This is not bad at all. It's primarily a showcase for runs' own mods. Its aesthetics are polished to a shine, his original mods work well, and it all adds up to a nice, lighthearted game with a lot of things to do. The Petz mod is probably the star of the show, but there's plenty else besides.
I personally had great fun collecting all the different butterflies , and chasing them up and down a narrow valley. They'd alight for a moment up on a tree before flying off in a line towards some distant point, and I'd have to try to gauge their likely path, get out in front and intercept them -- climbing trees, leaping off ledges with my net swinging wildly! Definitely one of the more pleasant experiences I've had in a block game. All in all, yes, I can recommend Juanchi Game.