Uhmmm, I can't really help you with such little info, please consider opening an issue with a detailed report (at least the error in console) on GitLab.
Incompatibilities (and bugs in general) happen, especially when the mod is used in a context different from the one it was originally designed in. Once I know the details, I can look into it
Hey there. Since a few versions ago we've introduced assisted aim, so it's way easier to hit someone (it's of course balanced so that it doesn't advantage people with bad aim). Please consider updating your review, as the main critique might have been addressed
We've been using this mod in our server for a couple years now every June, to promote the pride month and raise awareness about all the ways individual may experience themselves (sex, love, gender). Also, the animation is so smooth, really well done
I had checked my yaml file with an online yaml checker and it had found no issues. However, when I then used it with this mod, it kept crashing because of some dedentation error. For a working library I recommend tinyyaml by Peposso https://github.com/peposso/lua-tinyyaml
I basically support only the mods I use on my server, as it'd be too much time consuming supporting all the most popular mods (alongside all my mods and the server). But hey, you'd be impressed of what you can do with only 4 types of green :D
I... don't know what to do. I "looked" around, clicked on some nodes (also, the HUD is broken) and I guess there are secret things to find in the dark (I've also read the description now). But I can't find them nor I felt intrigued, so after 5 minutes I quit the game.
I appreciate how the author wanted to experiment but at the same time I wouldn't feel like recommending it either. It's basically chess with unexpected things happening on the board (e.g. pieces swapping), so your skill doesn't really matter much. I also think that games like chess work better through an UI rather than having an in-world representation with the player floating around to move the pieces
It started nicely with the introduction (albeit a bit too long) but then it immediately becomes frustrating with the wand mechanic. It's not intuitive, and starting from the begininning of the parkour area every time you fail doesn't help. I wasn't encouraged to continue after a few tries. Also, I don't understand how it fits the jam theme "unexpected"
Like, I can't play. I had to do /grantme all and noclip myself out of it to actually understand what was happening. Turning on as much as I could the brightness of my screen didn't help. If I can't move the first step in the game, I can't play the game; which is a huge problem.
The author was able to pull off an entire barebone OS, with not one, not two, but three games in 21 days. And one of those is in 3D (!) allowing multiple instances to run together (!!!). The vibe of this "OS" is definitely nostalgic, helped by the old machinery sound effect and the launching sequence.
You probably won't believe it until you try it, so make yourself a favour: download it and be ready to be mindblown (beware: if you're a modder, the mindblown effect is doubled, as you want to know how in the world the author was able to do what they did)
P.S.: I'm definitely keeping this one installed, I want to see what could bring in the future (but please add a game icon :P)
The only thing you can do is break the map. You can't even die if you fall outside the map, remaining stuck.
I get that this is unfinished (the author put a huge disclaimer here on CDB now that I notice) but it's not an excuse to avoid being reviewed for the jam. It's literally a small map where you spawn with a couple custom models; nothing else.
The game started nicely, you can definitely tell the author tried polishing the experience as much as he could. However, once the "real" gameplay starts, things start not fitting together anymore. Infinite monsters preventing you to explore in depth, dialogues being displayed whilst fighting, a grind mechanic that it almost feels like a chore (too many collectibles): after the first death I didn't feel encouraged to continue and see what was coming next, which is a pity.
Also, I don't understand what's the "unexpected" part ("unexpected" is the theme of the jam this game is competing in)
Considering this was made for a jam where the theme is "unexpected", I think this little trolling game is pleasantly coherent . Contrary to other trolling games that made it for the jam (also previous jams to be fair), this is actually curated. It's fun, stupid, soothing (the keyboard sound is basically ASMR) and the author is well aware they're not making an AAA game with several features, turning that into their strength. They prove that you don't have to develop something gargantuan to actually deliver a good game and that small things matter. Personally I prefer something that makes me chuckle multiple times and that lasts 5 minutes rather than a game that lasts two hours and that doesn't communicate much
I can't give a negative vote because, if we consider the author had 3 weeks to make a game, this is definitely a solid concept. The core idea of time travelling is well executed, there is a good attention to details (music, graphics, NPCs to talk with), yet I find it very frustrating gameplay-wise. The only instructions are given by opening the inventory, and it requires an important amount of patience. I think that with some tweaks here and there it could become way more enjoyable. Chapeau for the 4D exploration :)
I understand it's a proof of concept, and it actually creates a very nice effect - I mean walking around whilst the world around you changes - but there's nothing else to do. It seems more like a mapgen mod showcase than a game, hence the negative vote
I looked in the code to see if I missed something, I tried not following the instructions seeing if something different was happening but it doesn't look like so. The main menu music created some expectations but what I found in the end was a click and walk tutorial with funny credits. Too bad
There is literally nothing to do nor to see. The author just wanted to troll a bit for the 2023 jam. It was kind of fun and unexpected (which is the theme of the jam) but... c'mon :D
About the admin manual: a few days ago I edited the README saying to do /arenas help to learn how the mod works, so I think that part is covered. Having the in-game guide allows me to translate every instruction, something I can't do in a separate .txt/.md/etc file, so I think it's a better solution (I expect modders to have a good English level, but it's not always true for server admins).
About the player manual, I don't think it's something arena_lib should do. I cannot know how someone is gonna configure their servers, so I can't force aspects like an instruction formspec on players' first login. I could open a formspec the first time they hit a sign, but with this logic how are they gonna know about hitting the sign in the first place? What I'm saying is, it's something that is up to the server admin. Also because players aren't gonna check the arena_lib folder. For instance, on A.E.S. we have a custom mod opening a formspec the first time you log in. Other servers might opt for a different solution, like placing a couple signs before the minigame area, explaining how arena signs work.
About translations: that's not arena_lib's fault, as signs_lib (the dependency that brings arena signs to life) use entities to show the text. The optimal solution would be Minetest adopting text on nodes (there is also a bounty): https://github.com/minetest/minetest/issues/1367
Whilst I agree about the hardcoded part and the painful setup, Colour Jump is actually one of the most played minigames on A.E.S.. It's not an original idea, it's something people can also find in games like Minecraft and Fall Guys, so an idea that works in general. Maybe because it's easy to play on mobile too? I have no idea, but it doesn't really matter.
Aside that, since I know both you and OP, I don't think that some expressions are very respectful to him: yawning and suggesting to burn it all to the ground are unpolite things to say, especially when you've submitted MRs in these last weeks and the author has shown interest in your work. What I'm saying is, we can critique content without twisting the knife in the wound
Working with formspecs on Minetest is highly frustrating, but this utility makes it (almost) bearable. A must if you love yourself. I'd leave two positive votes if I could, great job!
Thanks to Visible Wielditem, players in my server can now instantly tell what someone is holding. And they can do it in all its fanciness, since the mod allows me to render the 3D item instead of the inventory icon. Nice job!
It's the same mistake you had in the past: there is some mod either providing initial_properties inline in the entity def (which is deprecated so arena_lib doesn't support it) or using on_activate to declare it (but why should anyone do it?). I could add a check, but this looks like someone else's fault. You get this crash when you enter an arena with such a peculiar entity attached to yourself
Just insert the keyword after /whitelist, e.g. /whitelist enable. You can find a list of possible keywords both in here (the Whitelist CDB page) and by doing /help whilst in game (look for whitelist in the menu it opens up)
After it started, I was hoping for some fun trash game (title would have checked out), something stupid but brilliant at the same time like Goat Simulator, but... it's not, don't waste your time, it's just low effort
If you click around, you'll mostly find books giving you the idea of what was happening on the ship (which some players appreciate, it gives depth to the story). Yet, gameplay wise it looks very dispersive, there is no sound, and graphics are a bit too brutal/dull (e.g. red text on azure/grey/white background, almost unreadable for someone who doesn't suffer from any heavy eye condition). I appreciate the irony of the drawn map, but.. seriously, considering the complexity and the length of hallways, an actual map would have helped (and shorter hallways). It felt almost like a clicker mixed with a stroll simulator
I'll start by saying that this is both nice and curated. I'd make dialogues shorter here and there, but overall they're entertaining and you can see the effort the author put in the opening with the cutscene. Collecting electrons has reminded me a bit the first Spyro, where gems where scattered all around the maps, sometimes just to annoy the player, and... well, with the way MT detects keys such as AUX1, trust me it was indeed annoying when 1/3 of the time it didn't read the input in time, making me fall down (nice death transition!)
I like how the author has structured the game, with this hub concept reminding of games like Crash 2. It's easy to navigate and environment elements near teleports help the player surely improves this aspect. My main critique is, the way you have to backtrack basically every level in order to collect all the electrons. I've personally quit after having unlocked the jump ability, all those jumps in that room were overwhelming (after having fought with MT limitations with me falling down several times in the 16 electrons level to gather enough electrons for the 128 one). Which is a pity, I kind of wanted to see the end!
I can't really judge something that throws errors when pressing half of the buttons and that has got an unfinished UI when the UI is the only way you have to interact with its characters...
I can tell this game has got potential, it creates a particular atmosphere, and yet it's too buggy and not optimised UX-wise. For instance, the narrated story could have a "next" or "ok" button rather than expecting the player to press "Esc". Then, the instructions for the tools were so slow (and laggy) to appear, and being dark green you should also have to put them on the right background to actually be able to read them.
Then, the first tool wasn't really working, and when it did it threw a warning error in chat. The inventory was really nice, the problem is I didn't get what I'm supposed to do with all the refined materials. When I reached the area with enemies, it lagged very badly. Also, I had to manually fix the game to launch it on Windows, after having seen the description on CDB.
Talking about things I've appreciated, definitely the music changing according to the area, the pixel art seen in in the inventory and in illustrations, a minimap to give you a goal, and the atmosphere
It's definitely a nice concept to experience, but personally I think that the author has left too many holes gameplay-wise. Then, when I found a paper with instructions about the rooms and I followed it, it led to a crash (it also crashes when clicking on chairs). Not sure about the item I've got since the beginning, nor about the player having so many slots. It's a pity, if curated it could turn into a great game!
There are mainly three annoying things:
1. the metallic sound on every step, which is always the same and it's very loud;
2. the torchlight updating the cone of light with a delay (which yes, it's a limitation of the engine, but still it's annoying as a player. Players aren't expected to know nor care about what the engine can and can't do);
3. it takes ages to break a node and potentially obtain items
And since these aspects follow you for the whole game... the experience itself isn't that great.
Also, a few bugs (spiders piling up on my head), a lot of English mistakes (and I'm not a native, so I've probably missed some) and not totally certain about what to do (yes, I've seen the inventory)
First of all, this game is heavy. Like, really heavy, even loading new blocks take time. Then, as an artist, it doesn't feel like a tool to make art, starting from the very inventory. It'd take a lot of text to try to describe what an artistic tool in Minetest for builders might look like, between interfaces and palettes, but in short it wouldn't look like this. It's just a lot of nodes put together alongside features that are not necessary and that make the game heavier than it could potentially be
First of all, when you first launch the game you'll see warning messages in chat. Then, for I don't know what reason, you're on the moon, outside, but the player is not wearing any suit and you must be fast to put it on or you'll die. I think the author wanted to instantly introduce the oxygen mechanic, but the level of surrealism in this case is too much. Also, I don't know why, you've got diamond tools with you.
After using the mark for the supply ship, a lot of items are shoved in your face without the slightest information about how to use them. Went for a stroll, nothing relevant
When you first open the game, you see the captain log, with all the other menus: pretty overwhelming. Then... I don't understand what to do? There are many complex menus (GPU, CPU, GPGPU or something like that), a broken drill (that I guess I should fix somehow) and.. I can go around in space, still not sure what to do. Also, the camera is pretty annoying when riding the spaceship. Can't say good things about graphics either, starting from the main menu which is low effort to say the least
Uhmmm, I can't really help you with such little info, please consider opening an issue with a detailed report (at least the error in console) on GitLab.
Incompatibilities (and bugs in general) happen, especially when the mod is used in a context different from the one it was originally designed in. Once I know the details, I can look into it
Hey there. Since a few versions ago we've introduced assisted aim, so it's way easier to hit someone (it's of course balanced so that it doesn't advantage people with bad aim). Please consider updating your review, as the main critique might have been addressed
It does what it says, without bloat code of sort. It also comes with an API to register carpets out of other nodes, which can be handy
We've been using this mod in our server for a couple years now every June, to promote the pride month and raise awareness about all the ways individual may experience themselves (sex, love, gender). Also, the animation is so smooth, really well done
I had checked my yaml file with an online yaml checker and it had found no issues. However, when I then used it with this mod, it kept crashing because of some dedentation error. For a working library I recommend tinyyaml by Peposso https://github.com/peposso/lua-tinyyaml
first of all: thank you! <3
I basically support only the mods I use on my server, as it'd be too much time consuming supporting all the most popular mods (alongside all my mods and the server). But hey, you'd be impressed of what you can do with only 4 types of green :D
Hi, thank you for your review!
I was trying to improve the coordinates in the arena settings editor, here you can follow the progress: https://gitlab.com/zughy-friends-minetest/arena_lib/-/issues/308 c:
I... don't know what to do. I "looked" around, clicked on some nodes (also, the HUD is broken) and I guess there are secret things to find in the dark (I've also read the description now). But I can't find them nor I felt intrigued, so after 5 minutes I quit the game.
I appreciate how the author wanted to experiment but at the same time I wouldn't feel like recommending it either. It's basically chess with unexpected things happening on the board (e.g. pieces swapping), so your skill doesn't really matter much. I also think that games like chess work better through an UI rather than having an in-world representation with the player floating around to move the pieces
It started nicely with the introduction (albeit a bit too long) but then it immediately becomes frustrating with the wand mechanic. It's not intuitive, and starting from the begininning of the parkour area every time you fail doesn't help. I wasn't encouraged to continue after a few tries. Also, I don't understand how it fits the jam theme "unexpected"
Like, I can't play. I had to do
/grantme all
and noclip myself out of it to actually understand what was happening. Turning on as much as I could the brightness of my screen didn't help. If I can't move the first step in the game, I can't play the game; which is a huge problem.The author was able to pull off an entire barebone OS, with not one, not two, but three games in 21 days. And one of those is in 3D (!) allowing multiple instances to run together (!!!). The vibe of this "OS" is definitely nostalgic, helped by the old machinery sound effect and the launching sequence.
You probably won't believe it until you try it, so make yourself a favour: download it and be ready to be mindblown (beware: if you're a modder, the mindblown effect is doubled, as you want to know how in the world the author was able to do what they did)
P.S.: I'm definitely keeping this one installed, I want to see what could bring in the future (but please add a game icon :P)
The only thing you can do is break the map. You can't even die if you fall outside the map, remaining stuck.
I get that this is unfinished (the author put a huge disclaimer here on CDB now that I notice) but it's not an excuse to avoid being reviewed for the jam. It's literally a small map where you spawn with a couple custom models; nothing else.
The game started nicely, you can definitely tell the author tried polishing the experience as much as he could. However, once the "real" gameplay starts, things start not fitting together anymore. Infinite monsters preventing you to explore in depth, dialogues being displayed whilst fighting, a grind mechanic that it almost feels like a chore (too many collectibles): after the first death I didn't feel encouraged to continue and see what was coming next, which is a pity.
Also, I don't understand what's the "unexpected" part ("unexpected" is the theme of the jam this game is competing in)
Considering this was made for a jam where the theme is "unexpected", I think this little trolling game is pleasantly coherent . Contrary to other trolling games that made it for the jam (also previous jams to be fair), this is actually curated. It's fun, stupid, soothing (the keyboard sound is basically ASMR) and the author is well aware they're not making an AAA game with several features, turning that into their strength. They prove that you don't have to develop something gargantuan to actually deliver a good game and that small things matter. Personally I prefer something that makes me chuckle multiple times and that lasts 5 minutes rather than a game that lasts two hours and that doesn't communicate much
I can't give a negative vote because, if we consider the author had 3 weeks to make a game, this is definitely a solid concept. The core idea of time travelling is well executed, there is a good attention to details (music, graphics, NPCs to talk with), yet I find it very frustrating gameplay-wise. The only instructions are given by opening the inventory, and it requires an important amount of patience. I think that with some tweaks here and there it could become way more enjoyable. Chapeau for the 4D exploration :)
I understand it's a proof of concept, and it actually creates a very nice effect - I mean walking around whilst the world around you changes - but there's nothing else to do. It seems more like a mapgen mod showcase than a game, hence the negative vote
I looked in the code to see if I missed something, I tried not following the instructions seeing if something different was happening but it doesn't look like so. The main menu music created some expectations but what I found in the end was a click and walk tutorial with funny credits. Too bad
There is literally nothing to do nor to see. The author just wanted to troll a bit for the 2023 jam. It was kind of fun and unexpected (which is the theme of the jam) but... c'mon :D
Thank you for your review!
About the admin manual: a few days ago I edited the README saying to do
/arenas help
to learn how the mod works, so I think that part is covered. Having the in-game guide allows me to translate every instruction, something I can't do in a separate .txt/.md/etc file, so I think it's a better solution (I expect modders to have a good English level, but it's not always true for server admins).About the player manual, I don't think it's something arena_lib should do. I cannot know how someone is gonna configure their servers, so I can't force aspects like an instruction formspec on players' first login. I could open a formspec the first time they hit a sign, but with this logic how are they gonna know about hitting the sign in the first place? What I'm saying is, it's something that is up to the server admin. Also because players aren't gonna check the arena_lib folder. For instance, on A.E.S. we have a custom mod opening a formspec the first time you log in. Other servers might opt for a different solution, like placing a couple signs before the minigame area, explaining how arena signs work.
About translations: that's not arena_lib's fault, as signs_lib (the dependency that brings arena signs to life) use entities to show the text. The optimal solution would be Minetest adopting text on nodes (there is also a bounty): https://github.com/minetest/minetest/issues/1367
Whilst I agree about the hardcoded part and the painful setup, Colour Jump is actually one of the most played minigames on A.E.S.. It's not an original idea, it's something people can also find in games like Minecraft and Fall Guys, so an idea that works in general. Maybe because it's easy to play on mobile too? I have no idea, but it doesn't really matter.
Aside that, since I know both you and OP, I don't think that some expressions are very respectful to him: yawning and suggesting to burn it all to the ground are unpolite things to say, especially when you've submitted MRs in these last weeks and the author has shown interest in your work. What I'm saying is, we can critique content without twisting the knife in the wound
Working with formspecs on Minetest is highly frustrating, but this utility makes it (almost) bearable. A must if you love yourself. I'd leave two positive votes if I could, great job!
Thanks to Visible Wielditem, players in my server can now instantly tell what someone is holding. And they can do it in all its fanciness, since the mod allows me to render the 3D item instead of the inventory icon. Nice job!
It's the same mistake you had in the past: there is some mod either providing
initial_properties
inline in the entity def (which is deprecated so arena_lib doesn't support it) or usingon_activate
to declare it (but why should anyone do it?). I could add a check, but this looks like someone else's fault. You get this crash when you enter an arena with such a peculiar entity attached to yourselfJust insert the keyword after
/whitelist
, e.g./whitelist enable
. You can find a list of possible keywords both in here (the Whitelist CDB page) and by doing/help
whilst in game (look forwhitelist
in the menu it opens up)Thank you very much <3
definitely better, thanks :)
I was thinking, it could be nice to see how many electrons lie in every level and how many the player currently has (like Spyro did)
Thank you :)
After it started, I was hoping for some fun trash game (title would have checked out), something stupid but brilliant at the same time like Goat Simulator, but... it's not, don't waste your time, it's just low effort
There is not... much to say? I've also cheated flying around to see if there was actually something but the answer is no
If you click around, you'll mostly find books giving you the idea of what was happening on the ship (which some players appreciate, it gives depth to the story). Yet, gameplay wise it looks very dispersive, there is no sound, and graphics are a bit too brutal/dull (e.g. red text on azure/grey/white background, almost unreadable for someone who doesn't suffer from any heavy eye condition). I appreciate the irony of the drawn map, but.. seriously, considering the complexity and the length of hallways, an actual map would have helped (and shorter hallways). It felt almost like a clicker mixed with a stroll simulator
I'll start by saying that this is both nice and curated. I'd make dialogues shorter here and there, but overall they're entertaining and you can see the effort the author put in the opening with the cutscene. Collecting electrons has reminded me a bit the first Spyro, where gems where scattered all around the maps, sometimes just to annoy the player, and... well, with the way MT detects keys such as AUX1, trust me it was indeed annoying when 1/3 of the time it didn't read the input in time, making me fall down (nice death transition!)
I like how the author has structured the game, with this hub concept reminding of games like Crash 2. It's easy to navigate and environment elements near teleports help the player surely improves this aspect. My main critique is, the way you have to backtrack basically every level in order to collect all the electrons. I've personally quit after having unlocked the jump ability, all those jumps in that room were overwhelming (after having fought with MT limitations with me falling down several times in the 16 electrons level to gather enough electrons for the 128 one). Which is a pity, I kind of wanted to see the end!
I can't really judge something that throws errors when pressing half of the buttons and that has got an unfinished UI when the UI is the only way you have to interact with its characters...
I can tell this game has got potential, it creates a particular atmosphere, and yet it's too buggy and not optimised UX-wise. For instance, the narrated story could have a "next" or "ok" button rather than expecting the player to press "Esc". Then, the instructions for the tools were so slow (and laggy) to appear, and being dark green you should also have to put them on the right background to actually be able to read them.
Then, the first tool wasn't really working, and when it did it threw a warning error in chat. The inventory was really nice, the problem is I didn't get what I'm supposed to do with all the refined materials. When I reached the area with enemies, it lagged very badly. Also, I had to manually fix the game to launch it on Windows, after having seen the description on CDB.
Talking about things I've appreciated, definitely the music changing according to the area, the pixel art seen in in the inventory and in illustrations, a minimap to give you a goal, and the atmosphere
It's definitely a nice concept to experience, but personally I think that the author has left too many holes gameplay-wise. Then, when I found a paper with instructions about the rooms and I followed it, it led to a crash (it also crashes when clicking on chairs). Not sure about the item I've got since the beginning, nor about the player having so many slots. It's a pity, if curated it could turn into a great game!
There are mainly three annoying things:
1. the metallic sound on every step, which is always the same and it's very loud;
2. the torchlight updating the cone of light with a delay (which yes, it's a limitation of the engine, but still it's annoying as a player. Players aren't expected to know nor care about what the engine can and can't do);
3. it takes ages to break a node and potentially obtain items
And since these aspects follow you for the whole game... the experience itself isn't that great.
Also, a few bugs (spiders piling up on my head), a lot of English mistakes (and I'm not a native, so I've probably missed some) and not totally certain about what to do (yes, I've seen the inventory)
First of all, this game is heavy. Like, really heavy, even loading new blocks take time. Then, as an artist, it doesn't feel like a tool to make art, starting from the very inventory. It'd take a lot of text to try to describe what an artistic tool in Minetest for builders might look like, between interfaces and palettes, but in short it wouldn't look like this. It's just a lot of nodes put together alongside features that are not necessary and that make the game heavier than it could potentially be
This is very useful, especially in multiplayer, where people want to see where the other players are looking
First of all, when you first launch the game you'll see warning messages in chat. Then, for I don't know what reason, you're on the moon, outside, but the player is not wearing any suit and you must be fast to put it on or you'll die. I think the author wanted to instantly introduce the oxygen mechanic, but the level of surrealism in this case is too much. Also, I don't know why, you've got diamond tools with you.
After using the mark for the supply ship, a lot of items are shoved in your face without the slightest information about how to use them. Went for a stroll, nothing relevant
When you first open the game, you see the captain log, with all the other menus: pretty overwhelming. Then... I don't understand what to do? There are many complex menus (GPU, CPU, GPGPU or something like that), a broken drill (that I guess I should fix somehow) and.. I can go around in space, still not sure what to do. Also, the camera is pretty annoying when riding the spaceship. Can't say good things about graphics either, starting from the main menu which is low effort to say the least