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 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!
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
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 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
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!