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
The author has shown a great knowledge of the (debatable) UI of Minetest, being able to create a game that it completely runs in 2D. Sure, you must be a masochist to script this on Minetest rather than, I don't know, Godot, but it surely is a showcase of what it can actually be done.
The vibe goes to the old arcades, displaying an artistic coherence. Gameplay is fine, but again l I think that the best aspect of this is to open PRANG! in front of people who think that MT is all about 3D and then see their confused -yet intrigued - face
If I could give something between "Yes" and "No", that's what I'd give. "Yes" because I can't say the author hasn't put all themselves to realise this puzzle game in so little time: very curated graphics, nice effects, silent narration, and a peculiar mechanic that surely makes it intriguing.
"No" because the puzzle solving itself felt somehow heavy, I wasn't motivated to go on (I've quit at the vertical room where you have to use 3 different blocks to attach the green one onto the ceiling). For instance, last year jam winner "Alter" was a puzzle game where I kind of wanted to know what the AI would have told me next. On this year's entry "Slidespace", I've got the sensation of getting closer to the end because I could literally see it. The story was quite simple (and still silent) but it was there. Here, it looks more like that the author wanted to showcase all the different ideas they had came about (new blocks popping up stage after stage), rather than creating some sort of flow for the player, or some sort of narration. It looks like one of those AAA games with a lot of budget and fancy graphics, but with a low-average quality gameplay-wise.
Voting "No" as I think gameplay should come before graphics
There are no instructions when joining the game, so you just go around and click on things. You encounter panels with a lot buttons, sliding doors, more panels and accesses to the space, where you just float going down, indefinitely. Also, no music at all and the character is the default Minetest 2D sprite.
I guess the intent of the author was to create some sort of a spaceship life simulator, but in this state it's just empty
Reading through CDB I've discovered that there are hordes of aliens to fight but honestly I'm stuck at the initial "collect 5 X nodes" quest. I've explored the world quite a bit, finding just 3 of those nodes, and it turned quite repetitive jump after jump. Also, I think that instructions at the beginning could have been shorter.
The pet following you is cute, the music is spot on. But I can't seem to experience any gameplay
There's not a lot to do but drilling, and contrary to other games' standard tools that you can use by holding down the mouse button, here players have to spam-click. Also, I don't know why but the author has decided to limit item stacks to 5 items each, making the process of collecting the 200 requested nodes kind of annoying (I haven't finished that). There is no reward feeling in general.
Instructions: the positive thing is that the author has included them (which shouldn't be taken for granted), the negative thing is that they consist in a raw wall of text that only appears when a player enters the world. So if you close them by accident or you want to double check something, you must close and re-open the world. I appreciate the irony about the jackhammer not working properly to justify the left click spamming, but... heh, it's not gonna cut it.
Controls: I get it, we're on the moon and, actually, the first time I've jumped I was positively impressed by this nice touch. But after a couple jumps, you just don't want to jump anymore, ever. It slows down gameplay so much, as if the collecting in stacks of 5 wasn't enough. Also, there is this dark mood in the game, I wasn't sure if monsters were gonna spawn to kill me or anything (maybe related to the title). Felt a bit like Slenderman, without being sure if there was actually a threat outside. That could be seen as a nice touch, but I've closed and uninstalled the game before having an answer (so I'll just have a look at the code)
Considering this is an entry for a jam done in 3 weeks, that's simply amazing. Puzzles are well planned (chapeau!), the difficulty scales smoothly (the last two levels were a bit frustrating, but in a positive way) and the author hasn't fallen into the trap of turning it into a rage game just to make it more difficult close to the end. It kept me there playing, I wanted to see the end: that's not something you take for granted in so little development time.
The music: so simple, yet so immersive. Those static noises added alongside the bgm are the cherry on top. I'm literally writing this review with the main menu music still playing, it's relaxing and it perfectly transmits the idea of being lost in space, floating around. Which is everything you do in the game, so it's coherent.
Graphics: nodes are pure white, but I really don't care. Their candor fits with the theme, where the shapes resembling snowflakes gently scattered through the tiny part of space being your friend help creating a light atmosphere. Also, it creates a terrifying constrast with the emptiness of what's around you, portraying a liminal space that scares you, yet makes you feel somehow fine - you can still reset, can't you?
White particles suggesting you where you're gonna end are also a nice touch.
Last but not least, the author has curated the main menu, displaying a great economics of assets (music and background are the same assets you encounter in game).
I genuinely don't have any critique: highly suggested, congratulations to the author
I recall how much I wanted a skills library when I was working on a mod of mine last year. I also wondered back then how it was possible that no one had ever thought about creating something useful like a mod that allowed you to easily introduce skills in your game. Because it's something that basically every genre might need. RPG, FPS, MOBA, you name it. I also recall how I ended up throwing in the towel because I couldn't focus on yet another mod to maintain. So I renounced.
Wanna smash some keys and cast cool skills? Wanna have a deathmatch with a lot of colourful things going on through the map ? Then Fantasy Brawl it's for you.
I've been following Giov4 creating this game since the very beginning, and I admit I was a bit skeptical at the time, because entities are... a complicated subject here on Minetest (half of the skills rely on entities). And yet, he's managed to create a fun experience, so fun that it's one of the most played minigames on our minigames server: if it's your first time, there are short instructions before the match starts, so you won't be lost. And in general you'll be probably absorbed after casting a couple skills. Nonetheless, if you know how to play the game you can play on another level of complexity ("I should be careful to engage that player as a warrior, since they're a mage with probably the ice spikes barrier ready to be used") that makes the game even more fun. In general, OP has also shown to listen to users feedback, improving and balancing what was the first alpha version. I'm looking forward to see a third class to make things even more interesting.
My only suggestion is, it might be worth thinking about introducing an objective mid-game, so to have players gathering around it in order to conquer it: it would add another layer of complexity (like the Baron and the dragon in League of Legends), without altering the game experience that much.
A classic you can find in a lot of games. The author is also very fast at addressing issues, and they're available in general. It'd be nice in the future to customise the amount and the shape of platforms, which is currently hardcoded
I stumbled upon this mod by accident and I was very curious to see what the author had managed to do.
The first try was on an already created world with no other mods enabled but this, and after a short while the fans of my PC started spinning like crazy and the system started to struggle, at least till my character was teleported at ~Y 4000 for no apparent reason. I run /kill but it wasn't long till I got teleported back.
I then decided to run another test on a brand new world, and this time the problem didn't show up. However, the half stuck camera and the fact that it teleports back almost at every movement of the mouse, makes the experience very frustrating.
I also tried to give myself a few privileges (fly, noclip), but they didn't work. I had to read the description in here to learn that I need to kill myself first, however such instructions shouldn't be on a separate file, they should be in game.
In general, I appreciate the creativity of the author, but as for now it only seems the emptier version of Terraria with a very annoying camera
Yes, I'm aware this is basically a Super Mario clone that needs polishing, but hey, I've had fun. I've appreciated the hidden areas and the general cure for the artistic side (sound when jumping, BGMs, a texture pack that fits with the genre), and too bad the player can't be shifted when standing on a moving platform - but I'd say that's an engine limitation.
At this state of development, my only critique is that a good level design can completely change the game: money can be used to guide the player, to give them some challenge, and not randomly spreading them through the map Spyro-style makes the act of collecting feel rewarding; also, I'd shrink some places here and there. In general, I hope to see something more curated in the future on this aspect (no matter what level of difficulty the author is aiming for).
I'm definitely going to keep this one installed to see what comes next: maybe time has come to have nice platforms on Minetest too. Go for it :D
Hey there, thanks for the report!
Water has been fixed, but I still haven't checked mese lamps. I've reopened the issue tracker on GitLab, if you don't mind reporting it in there ~
I really wanted to understand how Mesecons work, so I've given this game a shot. I think that the tutorial part, if expanded, could be amazing, but the rest was just confusing to me. Basically, I don't get how a museum can help people understand how things work without explaining them anything (but saying: "this is X"). I mean, yes, it's a slideshow, but I was expecting something more educational and interactive.
I appreciated the custom sky and the chains though, giving that God of War III vibe.
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
The author has shown a great knowledge of the (debatable) UI of Minetest, being able to create a game that it completely runs in 2D. Sure, you must be a masochist to script this on Minetest rather than, I don't know, Godot, but it surely is a showcase of what it can actually be done.
The vibe goes to the old arcades, displaying an artistic coherence. Gameplay is fine, but again l I think that the best aspect of this is to open PRANG! in front of people who think that MT is all about 3D and then see their confused -yet intrigued - face
Yep, missed the falling meteors, so I've found myself without no clues.
I've never touched my
time_speed
setting, I guess I haven't played enough until the nightIf I could give something between "Yes" and "No", that's what I'd give. "Yes" because I can't say the author hasn't put all themselves to realise this puzzle game in so little time: very curated graphics, nice effects, silent narration, and a peculiar mechanic that surely makes it intriguing.
"No" because the puzzle solving itself felt somehow heavy, I wasn't motivated to go on (I've quit at the vertical room where you have to use 3 different blocks to attach the green one onto the ceiling). For instance, last year jam winner "Alter" was a puzzle game where I kind of wanted to know what the AI would have told me next. On this year's entry "Slidespace", I've got the sensation of getting closer to the end because I could literally see it. The story was quite simple (and still silent) but it was there. Here, it looks more like that the author wanted to showcase all the different ideas they had came about (new blocks popping up stage after stage), rather than creating some sort of flow for the player, or some sort of narration. It looks like one of those AAA games with a lot of budget and fancy graphics, but with a low-average quality gameplay-wise.
Voting "No" as I think gameplay should come before graphics
EDIT: Now I can vote "Neutral" :P
There are no instructions when joining the game, so you just go around and click on things. You encounter panels with a lot buttons, sliding doors, more panels and accesses to the space, where you just float going down, indefinitely. Also, no music at all and the character is the default Minetest 2D sprite.
I guess the intent of the author was to create some sort of a spaceship life simulator, but in this state it's just empty
Reading through CDB I've discovered that there are hordes of aliens to fight but honestly I'm stuck at the initial "collect 5 X nodes" quest. I've explored the world quite a bit, finding just 3 of those nodes, and it turned quite repetitive jump after jump. Also, I think that instructions at the beginning could have been shorter.
The pet following you is cute, the music is spot on. But I can't seem to experience any gameplay
It tries to simulate physics, arrows stick to the surface they hit, proper sounds. Nice :D
There's not a lot to do but drilling, and contrary to other games' standard tools that you can use by holding down the mouse button, here players have to spam-click. Also, I don't know why but the author has decided to limit item stacks to 5 items each, making the process of collecting the 200 requested nodes kind of annoying (I haven't finished that). There is no reward feeling in general.
Instructions: the positive thing is that the author has included them (which shouldn't be taken for granted), the negative thing is that they consist in a raw wall of text that only appears when a player enters the world. So if you close them by accident or you want to double check something, you must close and re-open the world. I appreciate the irony about the jackhammer not working properly to justify the left click spamming, but... heh, it's not gonna cut it.
Controls: I get it, we're on the moon and, actually, the first time I've jumped I was positively impressed by this nice touch. But after a couple jumps, you just don't want to jump anymore, ever. It slows down gameplay so much, as if the collecting in stacks of 5 wasn't enough. Also, there is this dark mood in the game, I wasn't sure if monsters were gonna spawn to kill me or anything (maybe related to the title). Felt a bit like Slenderman, without being sure if there was actually a threat outside. That could be seen as a nice touch, but I've closed and uninstalled the game before having an answer (so I'll just have a look at the code)
In general, it's highly unfinished
Considering this is an entry for a jam done in 3 weeks, that's simply amazing. Puzzles are well planned (chapeau!), the difficulty scales smoothly (the last two levels were a bit frustrating, but in a positive way) and the author hasn't fallen into the trap of turning it into a rage game just to make it more difficult close to the end. It kept me there playing, I wanted to see the end: that's not something you take for granted in so little development time.
The music: so simple, yet so immersive. Those static noises added alongside the bgm are the cherry on top. I'm literally writing this review with the main menu music still playing, it's relaxing and it perfectly transmits the idea of being lost in space, floating around. Which is everything you do in the game, so it's coherent.
Graphics: nodes are pure white, but I really don't care. Their candor fits with the theme, where the shapes resembling snowflakes gently scattered through the tiny part of space being your friend help creating a light atmosphere. Also, it creates a terrifying constrast with the emptiness of what's around you, portraying a liminal space that scares you, yet makes you feel somehow fine - you can still reset, can't you? White particles suggesting you where you're gonna end are also a nice touch.
Last but not least, the author has curated the main menu, displaying a great economics of assets (music and background are the same assets you encounter in game).
I genuinely don't have any critique: highly suggested, congratulations to the author
I recall how much I wanted a skills library when I was working on a mod of mine last year. I also wondered back then how it was possible that no one had ever thought about creating something useful like a mod that allowed you to easily introduce skills in your game. Because it's something that basically every genre might need. RPG, FPS, MOBA, you name it. I also recall how I ended up throwing in the towel because I couldn't focus on yet another mod to maintain. So I renounced.
...until now! Thanks for what you're doing :)
Wanna smash some keys and cast cool skills? Wanna have a deathmatch with a lot of colourful things going on through the map ? Then Fantasy Brawl it's for you.
I've been following Giov4 creating this game since the very beginning, and I admit I was a bit skeptical at the time, because entities are... a complicated subject here on Minetest (half of the skills rely on entities). And yet, he's managed to create a fun experience, so fun that it's one of the most played minigames on our minigames server: if it's your first time, there are short instructions before the match starts, so you won't be lost. And in general you'll be probably absorbed after casting a couple skills. Nonetheless, if you know how to play the game you can play on another level of complexity ("I should be careful to engage that player as a warrior, since they're a mage with probably the ice spikes barrier ready to be used") that makes the game even more fun. In general, OP has also shown to listen to users feedback, improving and balancing what was the first alpha version. I'm looking forward to see a third class to make things even more interesting.
My only suggestion is, it might be worth thinking about introducing an objective mid-game, so to have players gathering around it in order to conquer it: it would add another layer of complexity (like the Baron and the dragon in League of Legends), without altering the game experience that much.
Also, come to A.E.S. and try it!
A classic you can find in a lot of games. The author is also very fast at addressing issues, and they're available in general. It'd be nice in the future to customise the amount and the shape of platforms, which is currently hardcoded
thank ya <3
I'm glad the documentation is working :D and thanks for your review :)
The endless minigames are planned for 6.0 :) and the quitting option will follow accordingly
Anyway, thank you, glad it's helped you :)
You're very welcome :) I only keep the best games installed <3
I stumbled upon this mod by accident and I was very curious to see what the author had managed to do.
The first try was on an already created world with no other mods enabled but this, and after a short while the fans of my PC started spinning like crazy and the system started to struggle, at least till my character was teleported at ~Y 4000 for no apparent reason. I run
/kill
but it wasn't long till I got teleported back.I then decided to run another test on a brand new world, and this time the problem didn't show up. However, the half stuck camera and the fact that it teleports back almost at every movement of the mouse, makes the experience very frustrating.
I also tried to give myself a few privileges (
fly
,noclip
), but they didn't work. I had to read the description in here to learn that I need to kill myself first, however such instructions shouldn't be on a separate file, they should be in game.In general, I appreciate the creativity of the author, but as for now it only seems the emptier version of Terraria with a very annoying camera
Yes, I'm aware this is basically a Super Mario clone that needs polishing, but hey, I've had fun. I've appreciated the hidden areas and the general cure for the artistic side (sound when jumping, BGMs, a texture pack that fits with the genre), and too bad the player can't be shifted when standing on a moving platform - but I'd say that's an engine limitation.
At this state of development, my only critique is that a good level design can completely change the game: money can be used to guide the player, to give them some challenge, and not randomly spreading them through the map Spyro-style makes the act of collecting feel rewarding; also, I'd shrink some places here and there. In general, I hope to see something more curated in the future on this aspect (no matter what level of difficulty the author is aiming for).
I'm definitely going to keep this one installed to see what comes next: maybe time has come to have nice platforms on Minetest too. Go for it :D
Awww, thank ya <3
/help
description has just been addressed with the latest release (1.2.0), thanks for pointing it out! :)Hey there, thanks for the report!
Water has been fixed, but I still haven't checked mese lamps. I've reopened the issue tracker on GitLab, if you don't mind reporting it in there ~
I really wanted to understand how Mesecons work, so I've given this game a shot. I think that the tutorial part, if expanded, could be amazing, but the rest was just confusing to me. Basically, I don't get how a museum can help people understand how things work without explaining them anything (but saying: "this is X"). I mean, yes, it's a slideshow, but I was expecting something more educational and interactive.
I appreciated the custom sky and the chains though, giving that God of War III vibe.