You can definitely tell the author worked hard trying to create a narrative with voice acting (it's AI-generated, so heh, but still the aseptic voice fits within the narration), yet I think it needs some polishing (e.g. the camera glitching in the intro). The movement mechanic takes time to master and it can lead to some initial frustration, I would have probably lowered the learning curve in the beginning. I don't know if I'd play a whole game based on this
The author didn't try to do anything super elaborated or that should be taken seriously. As a result, they deliver something stupid, fun, but most importantly short and replayable (great choice for a jam). Mechanics are simple, and just in case you can also find a "help" section inside the game. Music is on point, setting is on point, nonsense is on point: chapeau!
I was impressed by the character animations (not really by the image, as it's AI-generated) but, ehr.. I can't make it pass the first big room. I've tried for 5 minutes and I can't seem to understand what I'm supposed to do - turning off the "generators" aside and breaking the other door. That's a pity
Whilst I appreciate the irony, the whole game can be reduced to "shoot a target with your bow". Initially it was good, then when more complex levels made their appearance, it became somewhat cumbersome. The most frustrating thing is probably the two-node jumps that can be achieved only if you're super precise - something that, I think, shouldn't be the main focus of the game. I'm sure the game will be 100% better with a bit more speed (so I'm voting "Neutral" hoping to see that implemented)
I appreciate the fact I wasn't in front of a puzzle game, but the UI is not the best to navigate and there is no feedback to understand when things are going south - except for the numbers (e.g. they could turn red when their level is too low/high). It was nice to see an experiment, unfortunately gameplay-wise is not there yet
Foreword: if it hadn't been for the other two reviews, I wouldn't even have redownload the game to test what they were saying. Apparently the map was broken the first time I launched it, there was no beaten path.
I don't know, it's just a game with no sounds, curated graphics etc (as the author themselves states in the description) where you talk with characters along the way and get high. After a while I got tired of walking and I closed it
The setting is amazing, with the sand dust and the pink fog revealing the dunes of the world. But having to read a guide that is a wall of text to understand even the basic mechanics of the game is a no-go for me, I'm sorry. I can't say a lot more, not having played it in full.
I was very happy to hear some music in the main menu and even more to see an intro with text fading in and out. Fog was a nice touch (even if looking up breaks the magic) and the drag mechanic alongside its UI was frankly astonishing. Then, unfortunately, the game started losing its grip: I was able to break a few nodes (ferns, mushrooms, pipes) and I wasn't sure if it was supposed to be a gameplay mechanic. Then when I found myself breaking steel bars with bare hands (inside the cave), I guessed that wasn't supposed to happen. Puzzles aren't that clear (I've got a radiation suit and the tape, now what?) and they can lead to frustration. Also the music disappears after a short while, which I think it's a pity.
In short, it was a great start but I think the quality goes down as the game progresses
Author didn't take themselves seriously, conscious they were creating something random with nonsense characters (whom don't take the game seriously in the first place), but unfortunately that won't spare them the bad review :P
In short, no coherence with the jam theme ("line of sight"), no music/sounds whatsoever, raw graphics, and it's all about walking (with a couple of jumps). Also, probably even worse, no noodles.
I was intrigued by the shapeshifting nature of rooms and corridors and a bit scared of some creatures that might have jumped out of nowhere. However, after having found myself stuck in the same room for a while, I started feeling that shapeshifting pitch black places are not enough for a solid gameplay. It's the foundation for something, yes, but right now it misses those elements that can more easily help judging the game in its entirety. Also, too bad there isn't any background music, it would have helped a lot in creating an eery atmosphere.
Foreword: I haven't read the description on CDB before playing, as games should be self-explanatory
There are no instructions in game, reducing the player to a big trial and error session. Whilst experimenting, I restarted the game a few times before understanding a little how it worked ("a little" is the key word) and crashed it when jumping on the albatross. The lack of sound and setting didn't help, as it creates an aseptic environment where players struggle to be absorbed into (it also applies to the main menu)
Hi Matyáš,
The mod is in maintenance-only. Better said, if you see some updates it's because we need it for our server "A.E.S.". The original mod author isn't active anymore in the Luanti community
As someone who definitely hasn't mastered mesecons (yet?), using this mod has made my life way easier when dealing with mesecons' circuits. I can send signals without having to create long stripes (or worse, tangles) of circuits, and the mod is also easy to grasp: surely recommended!
Block Exchange does what ContentDB does but for schematics. You can tell the time put by the author is significant, considering there is a whole website Block Exchange communicates with. Building is way easier with this mod, as people don't have to understand how schematics and world directories really work, enjoying the pleasure of easy copy-pasting. I've been using it for a year now, both in my free time and for work. Definitely recommended!
Trying to be concise, the aesthetic conveyed by the majority of the nodes is quite unfitting: dull textures, many round (debatable) models. The author(s?) seems to forget that Luanti's aesthetic revolves around cubes and simple forms, especially for something that was designed for Minetest Game (which was inspired by Minecraft). For instance, you don't need to create round 3D vase models to convey the idea of a vase (see the game I've just named).
Also, 2.5 MB of just nodes, 11 pages in the creative inventory. I'm quite confident it's possible to achieve more with less.
We had the bad idea to trust this mod, being in the first page, putting it on our server, to then find out that, once disabled, every previously placed stair and slab from default mod resulted broken (they turned into an unkown node). It took us some time to fix the whole server, and I can't say it was the best time of our life. The bug was reported in 2019 and it's still there - hence there doesn't seem to be anyone willing to properly maintain the mod. More issues might lie around, and if they're bad as the one we experienced, my suggestion is to stay away from moreblocks
We used moreblocks as it was a dependency for a map we wanted to try on our server. After we disabled the mod, all the slabs and stairs broke, as moreblocks overrides every slab/stair node (see also the 2019 Github issue https://github.com/minetest-mods/moreblocks/issues/139). We had to write a script of our own to resolve the situation, as we really didn't want to keep moreblocks enabled just to avoid broken nodes (if it might help anyone https://gitlab.com/zughy-friends-minetest/a.e.s.-server-custom-mods/a.e.s.-server-manager/-/blob/master/src/lessblocks.lua). I don't know what's the reason behind overriding nodes, but this is really bad UX and the fact that the issue has been lying there for 5 years doesn't really help. I don't really know what the potential of this mod is, but something like this is automatically a thumbs-down as far as I'm concerned, sorry
I own up that this game was pretty useful a few years ago, when not a lot of great games populated the top spots of ContentDB. However, I don't see the point of it today: we have games like mineos and Extra Ordinance, showcasing what it can be done with Luanti, and games that actually explain to the player what they should do without guessing keys or else. Their gameplay speaks way louder than an interactive tutorial, which needs to be updated every time some new aspects are introduced into the engine (so a lot of burden for the author).
It could be argued that it might still be useful for modders, but the modding book already provides a foundation for anyone who wants to start modding, and this game is in general pretty oriented towards MTG-like games anyway (which, again, were the norm a few years ago, but that are only a part of the whole now).
I'm basically downvoting this because I think that it has run its course, and having new players actually playing this thinking that it's everything that Luanti can be is misleading. I'd rather see actual games in the first spots, rather than a tutorial about games (which, last but not least, was thought for PCs only). Quality-wise, I also find it too dispersive.
I won't lie, this is almost as mindblowing as mineos was in last year's jam. I thought I knew what Luanti can do but this game says the contrary.
As the game has already received a lot of compliments, I won't repeat much here. I was more shocked by what the author did that from the actual gameplay (which is a solid 7 anyway). Graphics are highly refined (e.g. the ground using a non pixelated texture that perfectly espouses the aesthetics nonetheless), sounds as well (e.g. the operator voice with the radio static) and the game is in general a great showcase for Luanti. Do we also want to talk about the camera's movement which just works?
The author put a lot of effort to do something like this in 3 weeks and the community is definitely showing their gratitude. I'd gladly join them, congratulations!
No goals, no instructions, no sounds, nothing. Probably just the beginning of some project which didn't make it in time, there's nothing to play here at the moment
The concept is interesting and the author knows what they're doing. The whole game revolves around one simple mechanic, which makes it very easy to grasp, in a series of levels that are not really ordered by difficulty, but rather by author experiments. Audio is well refined (one the few games of this jam actually featuring a soundtrack) and graphics are as well, so nothing to say - I'm not a fan of the round shaped eyes but in this case it's really not that important.
Gameplay-wise, however, the game felt kind of heavy at times, not as smooth as I'd like. The worst case was when the level involved a lot of walking and you failed right at the end (e.g. the halls with pillars and light switches), not really involving me to try again (I went on for a few levels more). This ruined the experience of something that could have been pretty fun if well dosed, as the annoyance surpassed the curiosity. I'd score it a 6.5 out of 10, which is closer to the neutral vote
The game started amazingly: a cutscene, in Luanti, with proper animations (!). I was mesmerized. Unfortunately after that I found myself stuck twice in a pitch black area, to only find out (by reading another review here) that it's a bug. Using the solution suggested in the review, I teleported myself in the actual area the player is expected to play in and I decided to give it a chance. And that's where I found back my enthusiasm.
Sounds are well-finished, the animation of doors is great, no useless inventory, custom HUD. However, my enthusiasm kept decreasing as long as I kept playing. The game is basically a big maze, with a refined graphical and sound system. If my first reaction when opening a door was of amazement, after the 40th one in 5 minutes with basically nothing else happening was "oh, ok, door..". I didn't finish it as I found myself stuck in a room where I couldn't see basically anything, but in general the game wasn't entertaining enough after the first minutes and I wasn't really interested in continuing. Running through the maze became a chore, which is a pity, considering the focus that the author has put on the artistic side
Being a jam, I think the author played smart by making a small game: both in game length (around 5 minutes) and in map size (you're in a spaceship). They also tried to add some elements as to grant immersions, i.e. the breathing, the text telling you a story and the interactions with the environment (e.g. PCs telling you that can't be turned on). They were also able to create some suspence here and there, which I appreciated.
Unfortunately the overall experience doesn't really stand out, turning the game in basically a "go from point A to B" and a risky parkour. I think the basic concepts for making a game are there, just, the author needs to work on the game experience (in general; I'd invite them to see this attempt as a closed chapter and experiment with something new). Last but not least, I wasn't sure if at the end I had glitched the game or if I had actually finished it (until the HUD popped up)
Considering the game is basically hitting a button that rolls a die, I can see this working as a mod in some server/game, but seeing it as a stand-alone game doesn't make too much sense in my opinion (hence the thumbs-down). Sounds and graphics are nice, the random hogs/porks were a bit unexpected but ultimately funny :D
The game has a nice premise: it puts the player in a context, briefly explaining the plot. Unfortunately, after that the atmosphere kind of fades, leaving the player to solve riddles that are too vague and/or that might result in the player roaming for a lot of time. The lack of a soundtrack and some non cohesive graphics don't help with the immersion, which is why I personally stopped playing it after 5 minutes
If the game expects players to go through such a long text placed in a remote part of the game (people playing Luanti for their first time probably don't know how to put an inventory), I think the game has already failed. In general, the graphics style was kinda hurting my eyes, as things were hard to read. Nice touch the vertical hotbar but aside that I don't think there's (currently) a lot that can be praised
The initial idea was to put a neutral vote, but I think the lack of steps to get acquainted with the game mechanics - highly difficult basically from the beginning - is pretty mean to the player. Don't get me wrong, the game seems polished, it runs smoothly, it's just... too hard from the beginning, so I can't really judge what comes after. A game like Slidespace takes the player by the hand and slowly increases the difficulty, pushing people to go on because they're halfway through anyway. Here, the frustration stops you from doing that, which is a pity.
Another small thing: I'd really reduce the length of the initial instructions, they're very long and after the first images I skipped it, preferring to learn whilst playing
I understand the author put an improvised tutorial in the inventory as they were running out of time, but still the goal of the game remains a mystery to me - to be clear: I haven't read the whole description, as games should be pretty self explanatory inside the game. I.. don't think there's a lot to judge, it seems some sort of incredibly WIP No Man's Sky
To be short, I think the author wanted to add too many ingredients to the gameplay, rushing it to the inevitable consequence of providing something kind of messy (they had 3 weeks to make a game). That's unfortunate, as I think that a smaller polished RTS would have been great.
The first world didn't actually load grass, so I had to create another one. Then I found myself with the main building and zero instructions. Being an RTS game, I think it's essential to provide either a tutorial (but again, time wasn't in the author's favour) or at least a description telling the player what to do - e.g. you need the open the inventory to build, or providing a few tips to better understand where to place buildings and/or which citizens are best at the beginning. Author might know what strategy is good, but players don't as no tools are really provided. In general, no immersion (no sounds) and pretty slow paced - which, alongside the lack of instructions, makes a bad combo as it's quite unlikely that players will retry it once they lose in what it's basically a trial and error approach.
I hope to see it polished eventually, and appreciate the progress done since the jam phase
I appreciate that the author has actually tried to polish the game: there are NPCs walking around, HUD elements on top of their heads, a dialogue system, music. It's not super polished but the intention of immersing the player in the game world is definitely there. I've also really appreciated the chat interaction required to go on!
I played it until I arrived at the pedestal and unfortunately the game is pretty slow paced. The idea of walking back at that speed, to then going there again was... not great. Also, but that might be me, the first riddle wasn't super clear and I initially thought that the objective HUD was simply broken (on the contrary, I had to place the books on the ground to read them. I think it would have been clearer to just read books by left/right-clicking whilst holding them in your hand)
First of all, there is no immersion at all: not a single sound gets played whilst playing and there are no instructions whatsoever. There is a lore in the game description, but no hint at all in the actual game: it just looks like a proof of concepts for portals giving you and resetting items. Two portals to be more specific, since the game happens in about a 30x30x30 area with not many things to do. I was also able to go outside the map thanks to a glitch. In general, I wouldn't define it a game, rather the first steps for a mod. Default graphics (nodes aside) don't help.
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 tried but the guide stopped me from continuing to play
The title says it all, basically. In general it seems yet another MC-like game with different graphics and (of course, due to time) less fun gameplay.
You can definitely tell the author worked hard trying to create a narrative with voice acting (it's AI-generated, so heh, but still the aseptic voice fits within the narration), yet I think it needs some polishing (e.g. the camera glitching in the intro). The movement mechanic takes time to master and it can lead to some initial frustration, I would have probably lowered the learning curve in the beginning. I don't know if I'd play a whole game based on this
The author didn't try to do anything super elaborated or that should be taken seriously. As a result, they deliver something stupid, fun, but most importantly short and replayable (great choice for a jam). Mechanics are simple, and just in case you can also find a "help" section inside the game. Music is on point, setting is on point, nonsense is on point: chapeau!
I was impressed by the character animations (not really by the image, as it's AI-generated) but, ehr.. I can't make it pass the first big room. I've tried for 5 minutes and I can't seem to understand what I'm supposed to do - turning off the "generators" aside and breaking the other door. That's a pity
Whilst I appreciate the irony, the whole game can be reduced to "shoot a target with your bow". Initially it was good, then when more complex levels made their appearance, it became somewhat cumbersome. The most frustrating thing is probably the two-node jumps that can be achieved only if you're super precise - something that, I think, shouldn't be the main focus of the game. I'm sure the game will be 100% better with a bit more speed (so I'm voting "Neutral" hoping to see that implemented)
I appreciate the fact I wasn't in front of a puzzle game, but the UI is not the best to navigate and there is no feedback to understand when things are going south - except for the numbers (e.g. they could turn red when their level is too low/high). It was nice to see an experiment, unfortunately gameplay-wise is not there yet
Foreword: if it hadn't been for the other two reviews, I wouldn't even have redownload the game to test what they were saying. Apparently the map was broken the first time I launched it, there was no beaten path.
I don't know, it's just a game with no sounds, curated graphics etc (as the author themselves states in the description) where you talk with characters along the way and get high. After a while I got tired of walking and I closed it
The setting is amazing, with the sand dust and the pink fog revealing the dunes of the world. But having to read a guide that is a wall of text to understand even the basic mechanics of the game is a no-go for me, I'm sorry. I can't say a lot more, not having played it in full.
I was very happy to hear some music in the main menu and even more to see an intro with text fading in and out. Fog was a nice touch (even if looking up breaks the magic) and the drag mechanic alongside its UI was frankly astonishing. Then, unfortunately, the game started losing its grip: I was able to break a few nodes (ferns, mushrooms, pipes) and I wasn't sure if it was supposed to be a gameplay mechanic. Then when I found myself breaking steel bars with bare hands (inside the cave), I guessed that wasn't supposed to happen. Puzzles aren't that clear (I've got a radiation suit and the tape, now what?) and they can lead to frustration. Also the music disappears after a short while, which I think it's a pity.
In short, it was a great start but I think the quality goes down as the game progresses
Author didn't take themselves seriously, conscious they were creating something random with nonsense characters (whom don't take the game seriously in the first place), but unfortunately that won't spare them the bad review :P
In short, no coherence with the jam theme ("line of sight"), no music/sounds whatsoever, raw graphics, and it's all about walking (with a couple of jumps). Also, probably even worse, no noodles.
I was intrigued by the shapeshifting nature of rooms and corridors and a bit scared of some creatures that might have jumped out of nowhere. However, after having found myself stuck in the same room for a while, I started feeling that shapeshifting pitch black places are not enough for a solid gameplay. It's the foundation for something, yes, but right now it misses those elements that can more easily help judging the game in its entirety. Also, too bad there isn't any background music, it would have helped a lot in creating an eery atmosphere.
Foreword: I haven't read the description on CDB before playing, as games should be self-explanatory
There are no instructions in game, reducing the player to a big trial and error session. Whilst experimenting, I restarted the game a few times before understanding a little how it worked ("a little" is the key word) and crashed it when jumping on the albatross. The lack of sound and setting didn't help, as it creates an aseptic environment where players struggle to be absorbed into (it also applies to the main menu)
Hi Matyáš, The mod is in maintenance-only. Better said, if you see some updates it's because we need it for our server "A.E.S.". The original mod author isn't active anymore in the Luanti community
As someone who definitely hasn't mastered mesecons (yet?), using this mod has made my life way easier when dealing with mesecons' circuits. I can send signals without having to create long stripes (or worse, tangles) of circuits, and the mod is also easy to grasp: surely recommended!
Block Exchange does what ContentDB does but for schematics. You can tell the time put by the author is significant, considering there is a whole website Block Exchange communicates with. Building is way easier with this mod, as people don't have to understand how schematics and world directories really work, enjoying the pleasure of easy copy-pasting. I've been using it for a year now, both in my free time and for work. Definitely recommended!
Trying to be concise, the aesthetic conveyed by the majority of the nodes is quite unfitting: dull textures, many round (debatable) models. The author(s?) seems to forget that Luanti's aesthetic revolves around cubes and simple forms, especially for something that was designed for Minetest Game (which was inspired by Minecraft). For instance, you don't need to create round 3D vase models to convey the idea of a vase (see the game I've just named).
Also, 2.5 MB of just nodes, 11 pages in the creative inventory. I'm quite confident it's possible to achieve more with less.
Awww ❤️ thank you for your words!
After about 3 years, this mod has never caused a single issue on our server. A pretty simple mod that does what it says
We had the bad idea to trust this mod, being in the first page, putting it on our server, to then find out that, once disabled, every previously placed stair and slab from
defaultmod resulted broken (they turned into an unkown node). It took us some time to fix the whole server, and I can't say it was the best time of our life. The bug was reported in 2019 and it's still there - hence there doesn't seem to be anyone willing to properly maintain the mod. More issues might lie around, and if they're bad as the one we experienced, my suggestion is to stay away from moreblocksWe used moreblocks as it was a dependency for a map we wanted to try on our server. After we disabled the mod, all the slabs and stairs broke, as moreblocks overrides every slab/stair node (see also the 2019 Github issue https://github.com/minetest-mods/moreblocks/issues/139). We had to write a script of our own to resolve the situation, as we really didn't want to keep moreblocks enabled just to avoid broken nodes (if it might help anyone https://gitlab.com/zughy-friends-minetest/a.e.s.-server-custom-mods/a.e.s.-server-manager/-/blob/master/src/lessblocks.lua). I don't know what's the reason behind overriding nodes, but this is really bad UX and the fact that the issue has been lying there for 5 years doesn't really help. I don't really know what the potential of this mod is, but something like this is automatically a thumbs-down as far as I'm concerned, sorry
I own up that this game was pretty useful a few years ago, when not a lot of great games populated the top spots of ContentDB. However, I don't see the point of it today: we have games like mineos and Extra Ordinance, showcasing what it can be done with Luanti, and games that actually explain to the player what they should do without guessing keys or else. Their gameplay speaks way louder than an interactive tutorial, which needs to be updated every time some new aspects are introduced into the engine (so a lot of burden for the author).
It could be argued that it might still be useful for modders, but the modding book already provides a foundation for anyone who wants to start modding, and this game is in general pretty oriented towards MTG-like games anyway (which, again, were the norm a few years ago, but that are only a part of the whole now).
I'm basically downvoting this because I think that it has run its course, and having new players actually playing this thinking that it's everything that Luanti can be is misleading. I'd rather see actual games in the first spots, rather than a tutorial about games (which, last but not least, was thought for PCs only). Quality-wise, I also find it too dispersive.
I won't lie, this is almost as mindblowing as mineos was in last year's jam. I thought I knew what Luanti can do but this game says the contrary.
As the game has already received a lot of compliments, I won't repeat much here. I was more shocked by what the author did that from the actual gameplay (which is a solid 7 anyway). Graphics are highly refined (e.g. the ground using a non pixelated texture that perfectly espouses the aesthetics nonetheless), sounds as well (e.g. the operator voice with the radio static) and the game is in general a great showcase for Luanti. Do we also want to talk about the camera's movement which just works?
The author put a lot of effort to do something like this in 3 weeks and the community is definitely showing their gratitude. I'd gladly join them, congratulations!
No goals, no instructions, no sounds, nothing. Probably just the beginning of some project which didn't make it in time, there's nothing to play here at the moment
The concept is interesting and the author knows what they're doing. The whole game revolves around one simple mechanic, which makes it very easy to grasp, in a series of levels that are not really ordered by difficulty, but rather by author experiments. Audio is well refined (one the few games of this jam actually featuring a soundtrack) and graphics are as well, so nothing to say - I'm not a fan of the round shaped eyes but in this case it's really not that important.
Gameplay-wise, however, the game felt kind of heavy at times, not as smooth as I'd like. The worst case was when the level involved a lot of walking and you failed right at the end (e.g. the halls with pillars and light switches), not really involving me to try again (I went on for a few levels more). This ruined the experience of something that could have been pretty fun if well dosed, as the annoyance surpassed the curiosity. I'd score it a 6.5 out of 10, which is closer to the neutral vote
The game started amazingly: a cutscene, in Luanti, with proper animations (!). I was mesmerized. Unfortunately after that I found myself stuck twice in a pitch black area, to only find out (by reading another review here) that it's a bug. Using the solution suggested in the review, I teleported myself in the actual area the player is expected to play in and I decided to give it a chance. And that's where I found back my enthusiasm.
Sounds are well-finished, the animation of doors is great, no useless inventory, custom HUD. However, my enthusiasm kept decreasing as long as I kept playing. The game is basically a big maze, with a refined graphical and sound system. If my first reaction when opening a door was of amazement, after the 40th one in 5 minutes with basically nothing else happening was "oh, ok, door..". I didn't finish it as I found myself stuck in a room where I couldn't see basically anything, but in general the game wasn't entertaining enough after the first minutes and I wasn't really interested in continuing. Running through the maze became a chore, which is a pity, considering the focus that the author has put on the artistic side
Being a jam, I think the author played smart by making a small game: both in game length (around 5 minutes) and in map size (you're in a spaceship). They also tried to add some elements as to grant immersions, i.e. the breathing, the text telling you a story and the interactions with the environment (e.g. PCs telling you that can't be turned on). They were also able to create some suspence here and there, which I appreciated.
Unfortunately the overall experience doesn't really stand out, turning the game in basically a "go from point A to B" and a risky parkour. I think the basic concepts for making a game are there, just, the author needs to work on the game experience (in general; I'd invite them to see this attempt as a closed chapter and experiment with something new). Last but not least, I wasn't sure if at the end I had glitched the game or if I had actually finished it (until the HUD popped up)
Considering the game is basically hitting a button that rolls a die, I can see this working as a mod in some server/game, but seeing it as a stand-alone game doesn't make too much sense in my opinion (hence the thumbs-down). Sounds and graphics are nice, the random hogs/porks were a bit unexpected but ultimately funny :D
The game has a nice premise: it puts the player in a context, briefly explaining the plot. Unfortunately, after that the atmosphere kind of fades, leaving the player to solve riddles that are too vague and/or that might result in the player roaming for a lot of time. The lack of a soundtrack and some non cohesive graphics don't help with the immersion, which is why I personally stopped playing it after 5 minutes
If the game expects players to go through such a long text placed in a remote part of the game (people playing Luanti for their first time probably don't know how to put an inventory), I think the game has already failed. In general, the graphics style was kinda hurting my eyes, as things were hard to read. Nice touch the vertical hotbar but aside that I don't think there's (currently) a lot that can be praised
The initial idea was to put a neutral vote, but I think the lack of steps to get acquainted with the game mechanics - highly difficult basically from the beginning - is pretty mean to the player. Don't get me wrong, the game seems polished, it runs smoothly, it's just... too hard from the beginning, so I can't really judge what comes after. A game like Slidespace takes the player by the hand and slowly increases the difficulty, pushing people to go on because they're halfway through anyway. Here, the frustration stops you from doing that, which is a pity.
Another small thing: I'd really reduce the length of the initial instructions, they're very long and after the first images I skipped it, preferring to learn whilst playing
I understand the author put an improvised tutorial in the inventory as they were running out of time, but still the goal of the game remains a mystery to me - to be clear: I haven't read the whole description, as games should be pretty self explanatory inside the game. I.. don't think there's a lot to judge, it seems some sort of incredibly WIP No Man's Sky
To be short, I think the author wanted to add too many ingredients to the gameplay, rushing it to the inevitable consequence of providing something kind of messy (they had 3 weeks to make a game). That's unfortunate, as I think that a smaller polished RTS would have been great.
The first world didn't actually load grass, so I had to create another one. Then I found myself with the main building and zero instructions. Being an RTS game, I think it's essential to provide either a tutorial (but again, time wasn't in the author's favour) or at least a description telling the player what to do - e.g. you need the open the inventory to build, or providing a few tips to better understand where to place buildings and/or which citizens are best at the beginning. Author might know what strategy is good, but players don't as no tools are really provided. In general, no immersion (no sounds) and pretty slow paced - which, alongside the lack of instructions, makes a bad combo as it's quite unlikely that players will retry it once they lose in what it's basically a trial and error approach.
I hope to see it polished eventually, and appreciate the progress done since the jam phase
I appreciate that the author has actually tried to polish the game: there are NPCs walking around, HUD elements on top of their heads, a dialogue system, music. It's not super polished but the intention of immersing the player in the game world is definitely there. I've also really appreciated the chat interaction required to go on!
I played it until I arrived at the pedestal and unfortunately the game is pretty slow paced. The idea of walking back at that speed, to then going there again was... not great. Also, but that might be me, the first riddle wasn't super clear and I initially thought that the objective HUD was simply broken (on the contrary, I had to place the books on the ground to read them. I think it would have been clearer to just read books by left/right-clicking whilst holding them in your hand)
First of all, there is no immersion at all: not a single sound gets played whilst playing and there are no instructions whatsoever. There is a lore in the game description, but no hint at all in the actual game: it just looks like a proof of concepts for portals giving you and resetting items. Two portals to be more specific, since the game happens in about a 30x30x30 area with not many things to do. I was also able to go outside the map thanks to a glitch. In general, I wouldn't define it a game, rather the first steps for a mod. Default graphics (nodes aside) don't help.
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