The theme of the game is quite nice. It gives Minetest players something new and a bit fresh to try. The first time I attempted it, it didn't make much sense, but the Quest book helps to guide players through the game. The music choices were good, and the particles effects were mostly nice (though I'm not keen on the one that happens when you walk; it sticks around too long, and doesn't vary. feels like it gets in the way).
I feel the game is just getting started with the automation when you need more things to do. It does need some endgame items to work towards, and maybe a reason for doing them. Having more resources renewable, and extra uses for core dust and the purple one (anti-matter?).
It's a new game, so I'll bear that in mind. A great start, keep at it.
There is something quite satisfying about terraforming an alien planet. It scratches that eco itch. From an emotional point of view, that is valuable. Cultivating and developing chaos into life.
I did a little mining, but didn't care too much about it. The mutants regularly jump scare me, but they aren't too challenging as you can outjump them, but the converting the terrain to something lush is quite satisfying.
I really like the facts that blocks convert rather than crafting recipes, it feels more natural, and about your controlling the environment. Part of me feels that the start should be based on algae growing on water, you scrape it off, and you mix with volcanic ash to make some type of soil that could develop life (not always, and things like moss sprout off it). Maybe you enrich the mix more and more with volcanic ash, but the creation of life is not guaranteed. It would give it a unique, not so crafty start to things.
I think some of the conversions should be findable in game, like a help/basics tab in the inventory. It's a great reference. It feels needing to go to the readme will alienate a few potential players.
Also, too many crafting recipes at first. Some available initially that are core (such as saplings, tools etc.) but some extra blocks should add to recipes as you discover them perhaps.
Oh, and if you die, restart as it is not intuitive that you need mutants just to be able to get started (apples and digging tool). Maybe a help message on death could help (like the start one which was a cool nudge).
However, great base game. Very satisfying. I'm excited about the potential of this game.
Interesting Idea
The theme of the game is quite nice. It gives Minetest players something new and a bit fresh to try. The first time I attempted it, it didn't make much sense, but the Quest book helps to guide players through the game. The music choices were good, and the particles effects were mostly nice (though I'm not keen on the one that happens when you walk; it sticks around too long, and doesn't vary. feels like it gets in the way).
I feel the game is just getting started with the automation when you need more things to do. It does need some endgame items to work towards, and maybe a reason for doing them. Having more resources renewable, and extra uses for core dust and the purple one (anti-matter?).
It's a new game, so I'll bear that in mind. A great start, keep at it.
Scratches that eco itch
There is something quite satisfying about terraforming an alien planet. It scratches that eco itch. From an emotional point of view, that is valuable. Cultivating and developing chaos into life.
I did a little mining, but didn't care too much about it. The mutants regularly jump scare me, but they aren't too challenging as you can outjump them, but the converting the terrain to something lush is quite satisfying.
I really like the facts that blocks convert rather than crafting recipes, it feels more natural, and about your controlling the environment. Part of me feels that the start should be based on algae growing on water, you scrape it off, and you mix with volcanic ash to make some type of soil that could develop life (not always, and things like moss sprout off it). Maybe you enrich the mix more and more with volcanic ash, but the creation of life is not guaranteed. It would give it a unique, not so crafty start to things.
I think some of the conversions should be findable in game, like a help/basics tab in the inventory. It's a great reference. It feels needing to go to the readme will alienate a few potential players.
Also, too many crafting recipes at first. Some available initially that are core (such as saplings, tools etc.) but some extra blocks should add to recipes as you discover them perhaps.
Oh, and if you die, restart as it is not intuitive that you need mutants just to be able to get started (apples and digging tool). Maybe a help message on death could help (like the start one which was a cool nudge).
However, great base game. Very satisfying. I'm excited about the potential of this game.