The music starts suddenly, without fade-in, and is full of zap, crackle, and pop.
When it first came on, I though an exotic monster had taken a shot at me!
Apart from that, I quite enjoyed the tracks. A slower paced piano cover would be ideal...
This mod replaces annoying inventory-management with actual gameplay.
It's compatible with many games, but doesn't break the balance of any of them. It has fun animations.
The textures are good (even the logs). "Mod soup" is absent. There's attention to detail. It plays like a "good old-fashioned survival sandbox" game. The biomes are sized & stocked for adventure. Monsters are dangerous but beatable. It's playable on mobile.
The strongest competitors on "general polish" are Repixure and AOM, but their worlds feel desolate & wild compared to Mineclonia.
I came to the game late, put off by the "clone" in the name, and I regret it: Minecraft seems to provide a basic artistic direction, but Mineclonia has upgraded it carefully, e.g. with finer hit-boxes, a player that breathes, bouncier creatures, and less-grindy farming that still satisfies.
This game feels well-rounded without extra mods, and I look forward to playing more soon.
Perhaps a bit too faithful -- do we really need all those pop-up GUIs?
I'd have preferred NodeCore/Age-Of-Mending -style "just puch the block" interfaces, but I guess tastes vary.
The monsters are tougher than you.
You need to kill many to progress, but they hit hard, and your weapons aren't great.
This gives the game a grindy feel, but it's got nice details: the textures, the 1/4-block stairs, the unbreakable-by-default world, the un-minecraftian mobs, the periodic hints all give the game a very original feel, and would be nice to see in other games too.
If you're looking for someting different, you'll get that.
The general feel, for an ex-minecrafter, is "familiar, but fresh".
You can place torches -- or you can shoot them with a bow.
You have a food-bar -- and a water-bar and a mana-bar.
You'll meet slimes -- one sub-species per biome.
More nice surprises are waiting to be found.
Occasionally mistakes are also inherited from other games (e.g. gravel falls but dirt floats, pop-up inventories break immersion), but these are rare, and the great mod compatibility lets me fix these myself.
This is my go-to survival game, and I heartily recommend it.
This game is full of great details (e.g. self-planting saplings, dirt that falls, textures).
However, it feels a bit empty (e.g. few biomes, strucutres, surface mobs) and has little mod support, so it's not the base game for me.
It would be great if Voxelgarden's custom mods were uploaded as standalone ContentDB packages, so players could mix & match.
For example, I think vg_logging would fit well on Mesecraft
The music is too exciting
The music starts suddenly, without fade-in, and is full of zap, crackle, and pop. When it first came on, I though an exotic monster had taken a shot at me!
Apart from that, I quite enjoyed the tracks. A slower paced piano cover would be ideal...
Focused, fun & useful
This mod replaces annoying inventory-management with actual gameplay. It's compatible with many games, but doesn't break the balance of any of them. It has fun animations.
Well-polished, old-fashioned survival sandbox
The textures are good (even the logs). "Mod soup" is absent. There's attention to detail. It plays like a "good old-fashioned survival sandbox" game. The biomes are sized & stocked for adventure. Monsters are dangerous but beatable. It's playable on mobile.
The strongest competitors on "general polish" are Repixure and AOM, but their worlds feel desolate & wild compared to Mineclonia.
I came to the game late, put off by the "clone" in the name, and I regret it: Minecraft seems to provide a basic artistic direction, but Mineclonia has upgraded it carefully, e.g. with finer hit-boxes, a player that breathes, bouncier creatures, and less-grindy farming that still satisfies.
This game feels well-rounded without extra mods, and I look forward to playing more soon.
Faithful port of Tinkers Construct
Perhaps a bit too faithful -- do we really need all those pop-up GUIs? I'd have preferred NodeCore/Age-Of-Mending -style "just puch the block" interfaces, but I guess tastes vary.
Player-vs-Monster grindfest, with nice touches
The monsters are tougher than you. You need to kill many to progress, but they hit hard, and your weapons aren't great.
This gives the game a grindy feel, but it's got nice details: the textures, the 1/4-block stairs, the unbreakable-by-default world, the un-minecraftian mobs, the periodic hints all give the game a very original feel, and would be nice to see in other games too.
If you're looking for someting different, you'll get that.
One of the more innovative Luanti games
The general feel, for an ex-minecrafter, is "familiar, but fresh".
You can place torches -- or you can shoot them with a bow. You have a food-bar -- and a water-bar and a mana-bar. You'll meet slimes -- one sub-species per biome.
More nice surprises are waiting to be found. Occasionally mistakes are also inherited from other games (e.g. gravel falls but dirt floats, pop-up inventories break immersion), but these are rare, and the great mod compatibility lets me fix these myself.
This is my go-to survival game, and I heartily recommend it.
Makes the game more consistent
Focused and polished mod. Also supports dirt-like blocks (e.g. default:dirt_with_snow and farming:soil).
I'm surprised that this isn't shipped by default in most survival games.
Great job!
I came to this from AOM, but it works perfectly on Mesecraft too.
Split out individual mods?
This game is full of great details (e.g. self-planting saplings, dirt that falls, textures).
However, it feels a bit empty (e.g. few biomes, strucutres, surface mobs) and has little mod support, so it's not the base game for me.
It would be great if Voxelgarden's custom mods were uploaded as standalone ContentDB packages, so players could mix & match. For example, I think vg_logging would fit well on Mesecraft