This is super cool for checking out the different options available with bloom. It really needs to give the values someplace though, so we can play around and find settings we like and then use those settings wherever we'd use them, in another mod, in the default settings, etc.
Is there an MC game like this. I was unaware. I certainly didn't mean to copy anything already exsiting. I thought this was a new idea, although I didn't spend any time looking to see if somebody had already made it.
I wouldn't call the first window a wiki at all, and what games do you play that don't give you any sort of a tutorial or introduction into how to play the game??? Every 'real' game that I've played in the last few years starts you with a tutorial, which I was actually going to implement, but didn't have the time for.
As far as grinding goes, I didn't do any play testing, as I didn't have the time, so it was probably very unbalanced. That's something I'll be working on in future updates.
A nice atmosphere, and some digging I found Aluminum and was able to do whatever with it, but I hit the bottom of the world at a higher point than anything else generates, which leaves me thinking the game just wasn't finished, which is understandable with a three week window. The guide, store and whatever else really NEED to have a scroll bar, because I had no idea there was more than the first four or five items listed until I accidentally scrolled on them and it moved. Terrible UI there honestly.
For a game jam it's okay, but there was no tie in to Line of Sight. I look forward to seeing future updates, pretty please. This looks like it could be fun.
What was I meant to do. I got a stick and was told to break things, I broke everything I could and then nothing. Literally have no idea what I was meant to do.
Fun, although the constant bouncing of the cow got pretty annoying after a while. Also the missiles are homing missiles, which I didn't realize until after I had been killed on the same level multiple times. Strong tie in with the the theme, and the gameplay was decent, could have maybe used a bit more instructions though.
I'm not good at parkour, I hate parkour, so when the second or third puzzle required me to do a bunch of jumps, which failing any sent me completely back to the begining of the level I quit. The game boils down to shooting things with a bow, be it switches or targets. Gameplay was fun enough, but the parkour element ruined it for me.
So you follow a path, talk to some strange characters, find some barrels/cups and learn that you can eat herbs. I must have missed the part where it told you to put the vessel on the ground and right-click it with the herbs to fill them, because I didn't figure that out until I had finished? the game. Is there really a finish, is there anything relating to line of sight, I'm not sure, I didn't see it if there was.
Poor poor Erwan he died so many times... It was funny to see him sleeping for two days straight when the game said he gets about 5 hours of sleep a day. :D I suppose there is a bit of educational content here, but I didn't see a tie in for Line of Sight, which has me quite confused.
Touch sparkles, but I did touch them and nothing happened. Not sure if that's my fault, the games fault, or if I was touching the wrong sparkles. Switching between characters was kinda cool, but didn't really seem to have much importance to the game. Also not sure where the tie in to Line of Sight was.
I only finished the tutorial levels as the first real level was beyond my coordination ability. :P What I did play was enjoyable although being a robot that looks like it should be able to roll around, and not being able to move under your own power was a bit annoying. Great game design and a clear tie in to the game jams theme.
The initial playscape was well designed, but then after I escaped the gorge, there was just a void. Not sure if I was meant to break a bunch of pipes to stack them and get out of the gorge, but I saw no instructions other than to escape, which I did. I would have expected something to say I completed the game???
As far as the game jam, I don't understand how this tied into a line of sight theme.
So you open a couple doors with keys you need to find, and then just nothing. There is a random chair? that pops in and out of existance, but other than that there isn't much. Also not sure where the Line of Sight aspect played into this game.
I noticed the mod was 28 MB which I thought was pretty heavy, I looked and saw most of the textures are 1024px, but would be easily represented at a much lower resolution. You could save a lot of space if you scaled the images down.
I've given that some thought, but I don't really know how to do it. Recipes with no groups sound easy enough, but I have no idea how I'd manage with groups, and without that it would seem broken.
This mod is very well put together, no longer are dungeons a half baked idea, you'll find the remnents of a lost civilization, with plenty of goodies to loot and plunder.
This is a fun game, I've not come close to finishing it, but what I've played so far has been fun. There do seem to be a few recipes that can't be crafted because they require themselves in the recipe, but that might just be something that I haven't unlocked yet, only time will tell.
Like the title says, when I place a mortar in the world it's half a node above the ground. There also appears to be some Z-fighting issues with the mesh. The concept is really cool though.
So if you find your way into the library and fill your inventory with books, and then talk to the wizard he doesn't give you the staff, which means you need to wander around trying to figure out where the pedestal dodad is. I took the wrong path, and spent far longer than I wanted to, only for it to be a dead end. I ended up just cheating and using fly and fast to find the pedestal because I was NOT going to waste all that time walking on another path only to find it leading to nothing again.
Not sure if the suppression of knowledge was supposed to be some sort of political commentary, but if it was, well played good sir.
You can travel to different planets and collect stuff and craft some items. Learning how to land the spacecraft took a minute, as the instructions were not clear on that at all. There is no craftguide, but there are some odd buildings on the planets with what appears to be some sort of crafting grid, no idea what they are used for. Going into space makes the planets go a little funny. I think I was clipping into the graphic for one at one point while playing.
This game is essentially a clone of any of a number of games in this genre, no I won't list any :P It is fun to play, but after trying to get past the first block for several minutes I gave up, as I couldn't figure out what the next step was supposed to be.
The HUD system does a decent job of telling you what to do, but at a certain point it seems to fall on it's face leaving me very unsure of what the next step is, preventing me from completing the game.
Some formspec elements don't match up correctly, and the giant tree is pink, but doesn't appear to be missing a texture, so I'm not really sure what's going on with that. Some of the body parts laying around just float in the air. Shacks appear to have some sort of shading issue on the back of them. The underlying concept could work, but needs a little love.
I don't know if this was intentional as the game never really specified, but I found some eyes to not rotate to follow the player. The worst part was I couldn't determine which eys would and which wouldn't until I had been taken by the evil eyes. Even then sometimes I had to loose a level a few times just to figure out which eyes rotate and which don't. Aside from that it was relatively enjoyable.
This game is so visually pleasing, I don't know as that I've ever seen a game use 2x2 textures, but 1042 pulls it off and looks good doing it. Mechanics could use a little fine tuning, When you place a chest it randomly has items, some of which are unknown, but you can just place a chests, grab the items, break the chest, place it again, and get new items. Starting a fire was the worst part for me, as I didn't realize that I was supposed to use the Aux key to strike the flint and steel, so I was trying to punch it, which obviously didn't work.
The map is well made, albiet very dark in some areas. The puzzles are fun, although I did have a few doors that I was completely unable to get open and had to cheat my way through. I think doing that, probably broke some of the endgame elements.
Some of the longer text elements cleared from the screen before I was able to read them, although had I not been reading them outloud for the video I was recording that probably wouldn't have been an issue.
Thanks. I had a few sounds, but thought it would be weird to have only some sounds, so I held off adding them until after the game jam when I can spend a bit more time getting good sounds for everything. I have a lot more content planned, after the judging period is over I'll be releasing some more updates.
I don't even know where to begin. The game is very well done, and fun to play. It took me a few deaths to figure out the countdown after the blue ring was the amount of enemies remaining, and not how much time I had to get to the next blue ring. No shortage of loadout options either. Very impressive for a three week timeframe.
Metal only shows up in sand, and much more frequently in the red dirt. The goblins spawn only at night. Goblins don't know where your base is until they find it. If you can manage to keep any goblins from attacking your base they'll just wander around until they find it. After that all goblins that spawn in will head directly to your base.
This is super cool for checking out the different options available with bloom. It really needs to give the values someplace though, so we can play around and find settings we like and then use those settings wherever we'd use them, in another mod, in the default settings, etc.
Is there an MC game like this. I was unaware. I certainly didn't mean to copy anything already exsiting. I thought this was a new idea, although I didn't spend any time looking to see if somebody had already made it.
I wouldn't call the first window a wiki at all, and what games do you play that don't give you any sort of a tutorial or introduction into how to play the game??? Every 'real' game that I've played in the last few years starts you with a tutorial, which I was actually going to implement, but didn't have the time for.
You should be able to pick any mapgen you want. I was going to force flat, but I couldn't get the hills that I wanted to have there.
As far as grinding goes, I didn't do any play testing, as I didn't have the time, so it was probably very unbalanced. That's something I'll be working on in future updates.
A nice atmosphere, and some digging I found Aluminum and was able to do whatever with it, but I hit the bottom of the world at a higher point than anything else generates, which leaves me thinking the game just wasn't finished, which is understandable with a three week window. The guide, store and whatever else really NEED to have a scroll bar, because I had no idea there was more than the first four or five items listed until I accidentally scrolled on them and it moved. Terrible UI there honestly.
For a game jam it's okay, but there was no tie in to Line of Sight. I look forward to seeing future updates, pretty please. This looks like it could be fun.
What was I meant to do. I got a stick and was told to break things, I broke everything I could and then nothing. Literally have no idea what I was meant to do.
Fun, although the constant bouncing of the cow got pretty annoying after a while. Also the missiles are homing missiles, which I didn't realize until after I had been killed on the same level multiple times. Strong tie in with the the theme, and the gameplay was decent, could have maybe used a bit more instructions though.
I'm not good at parkour, I hate parkour, so when the second or third puzzle required me to do a bunch of jumps, which failing any sent me completely back to the begining of the level I quit. The game boils down to shooting things with a bow, be it switches or targets. Gameplay was fun enough, but the parkour element ruined it for me.
Remember kids, Don't Do Drugs.
So you follow a path, talk to some strange characters, find some barrels/cups and learn that you can eat herbs. I must have missed the part where it told you to put the vessel on the ground and right-click it with the herbs to fill them, because I didn't figure that out until I had finished? the game. Is there really a finish, is there anything relating to line of sight, I'm not sure, I didn't see it if there was.
Poor poor Erwan he died so many times... It was funny to see him sleeping for two days straight when the game said he gets about 5 hours of sleep a day. :D I suppose there is a bit of educational content here, but I didn't see a tie in for Line of Sight, which has me quite confused.
Touch sparkles, but I did touch them and nothing happened. Not sure if that's my fault, the games fault, or if I was touching the wrong sparkles. Switching between characters was kinda cool, but didn't really seem to have much importance to the game. Also not sure where the tie in to Line of Sight was.
I only finished the tutorial levels as the first real level was beyond my coordination ability. :P What I did play was enjoyable although being a robot that looks like it should be able to roll around, and not being able to move under your own power was a bit annoying. Great game design and a clear tie in to the game jams theme.
The initial playscape was well designed, but then after I escaped the gorge, there was just a void. Not sure if I was meant to break a bunch of pipes to stack them and get out of the gorge, but I saw no instructions other than to escape, which I did. I would have expected something to say I completed the game???
As far as the game jam, I don't understand how this tied into a line of sight theme.
I didn't see any ducks or noodles, just a solid block of pepperoni hidden behind a bit of parkour.
So you open a couple doors with keys you need to find, and then just nothing. There is a random chair? that pops in and out of existance, but other than that there isn't much. Also not sure where the Line of Sight aspect played into this game.
If you put your beacons a few nodes in the air the monsters are unable to get to them, just sayin'.
Nicely done!
I noticed the mod was 28 MB which I thought was pretty heavy, I looked and saw most of the textures are 1024px, but would be easily represented at a much lower resolution. You could save a lot of space if you scaled the images down.
I've given that some thought, but I don't really know how to do it. Recipes with no groups sound easy enough, but I have no idea how I'd manage with groups, and without that it would seem broken.
This mod is very well put together, no longer are dungeons a half baked idea, you'll find the remnents of a lost civilization, with plenty of goodies to loot and plunder.
This is a fun game, I've not come close to finishing it, but what I've played so far has been fun. There do seem to be a few recipes that can't be crafted because they require themselves in the recipe, but that might just be something that I haven't unlocked yet, only time will tell.
Like the title says, when I place a mortar in the world it's half a node above the ground. There also appears to be some Z-fighting issues with the mesh. The concept is really cool though.
This is super handy. Now I can just plant a couple trees and let nature do everything else for me. No more running out of wood becuase I was lazy.
I mean the entirety of the video I recorded is basically useless, https://youtu.be/2NmZdmd6svs
So if you find your way into the library and fill your inventory with books, and then talk to the wizard he doesn't give you the staff, which means you need to wander around trying to figure out where the pedestal dodad is. I took the wrong path, and spent far longer than I wanted to, only for it to be a dead end. I ended up just cheating and using fly and fast to find the pedestal because I was NOT going to waste all that time walking on another path only to find it leading to nothing again.
Not sure if the suppression of knowledge was supposed to be some sort of political commentary, but if it was, well played good sir.
You can travel to different planets and collect stuff and craft some items. Learning how to land the spacecraft took a minute, as the instructions were not clear on that at all. There is no craftguide, but there are some odd buildings on the planets with what appears to be some sort of crafting grid, no idea what they are used for. Going into space makes the planets go a little funny. I think I was clipping into the graphic for one at one point while playing.
This game is essentially a clone of any of a number of games in this genre, no I won't list any :P It is fun to play, but after trying to get past the first block for several minutes I gave up, as I couldn't figure out what the next step was supposed to be.
That's it, just a solid black world. There was something, but with absolutely no visibility it was impossible to do anything.
The HUD system does a decent job of telling you what to do, but at a certain point it seems to fall on it's face leaving me very unsure of what the next step is, preventing me from completing the game.
Some formspec elements don't match up correctly, and the giant tree is pink, but doesn't appear to be missing a texture, so I'm not really sure what's going on with that. Some of the body parts laying around just float in the air. Shacks appear to have some sort of shading issue on the back of them. The underlying concept could work, but needs a little love.
I don't know if this was intentional as the game never really specified, but I found some eyes to not rotate to follow the player. The worst part was I couldn't determine which eys would and which wouldn't until I had been taken by the evil eyes. Even then sometimes I had to loose a level a few times just to figure out which eyes rotate and which don't. Aside from that it was relatively enjoyable.
This game is so visually pleasing, I don't know as that I've ever seen a game use 2x2 textures, but 1042 pulls it off and looks good doing it. Mechanics could use a little fine tuning, When you place a chest it randomly has items, some of which are unknown, but you can just place a chests, grab the items, break the chest, place it again, and get new items. Starting a fire was the worst part for me, as I didn't realize that I was supposed to use the Aux key to strike the flint and steel, so I was trying to punch it, which obviously didn't work.
If you want any voice talent, maybe you won't after you hear what I did in the video, I'd be happy to record lines.
The map is well made, albiet very dark in some areas. The puzzles are fun, although I did have a few doors that I was completely unable to get open and had to cheat my way through. I think doing that, probably broke some of the endgame elements. Some of the longer text elements cleared from the screen before I was able to read them, although had I not been reading them outloud for the video I was recording that probably wouldn't have been an issue.
Thanks. I had a few sounds, but thought it would be weird to have only some sounds, so I held off adding them until after the game jam when I can spend a bit more time getting good sounds for everything. I have a lot more content planned, after the judging period is over I'll be releasing some more updates.
I don't even know where to begin. The game is very well done, and fun to play. It took me a few deaths to figure out the countdown after the blue ring was the amount of enemies remaining, and not how much time I had to get to the next blue ring. No shortage of loadout options either. Very impressive for a three week timeframe.
There is a help tab in the main screen. I am confused as to how so many people didn't see that...
Metal only shows up in sand, and much more frequently in the red dirt. The goblins spawn only at night. Goblins don't know where your base is until they find it. If you can manage to keep any goblins from attacking your base they'll just wander around until they find it. After that all goblins that spawn in will head directly to your base.
I could probably do that. The engine really just needs a way to making these changes per-world so that they wouldn't mess up other games/mods.
Paragraph four on the help tab states you can manually collect resources. :)