I'm currently playing Lazarr, and it's just amazing! The pirate ambiente is nice in terms of landscape, decoration, colors, background music (short clips, but I enjoy them). Plus the cute hint parrot. Of course I'm glad pirates never had laser guns ;-)
The game logic is well tuned. It starts with an introduction into the tools. First levels are indeed trivial, difficulty raises slowly level by level. But that keeps you motivated. Later levels get tricky (the cave and the sunken ship took me two days each to solve). I like that you cannot save in-level. The levels are short enough to restart the next day. But I remember some levels were not difficult but just tedious (e.g., the level with the spirals of mirrors).
I've not finished the game yet. But I don't expect bad surprises.
I found absolutely no bugs. It just works fine, no matter what crazy things you do with the lasers. Seems like all the bugs from the game Jam have been smoothed out. Something I really appreciate, that the game is still developing.
Practically no dead ends (one in the bombs level, but that one is obvious).
All in all, very Wuzzy quality I enjoy again and again. Nice one. I'm also playing a similar, professional game, The Talos Principle (VR), which sure has nicer graphics but I'd say, Lazarr is better in terms of logic puzzles.
First impression is that you cannot just chop trees with your bare hands (only Chuck Norris could). Great!
Second is that cutting trees doesn't leave floating bushes behind. Great, just like in NC. Rock cutting for primitive digging tools is a good idea.
Is the crafting grid temporary, or do you plan to have ingame crafting? Would be nice, better immmersion.
I didn't play very much, no time left. I freed the prisoner and didn't get past the huge room with platforms. Anyway, what I saw I did like. Nice atmosphere, colors, the lighting is well done. Few textures, but e.g. the winding stairs were nice. I also like the slide doors. It's too easy that the missing cable parts are always near the gap in the line.
Cutscenes I liked. You don't need to lock the cam, just make it Half-Life style.
But the coolest thing I found is the role switching. Great potential.
Hm...another MTG-like game, just without dependency on "default". Again Minecraft-like crafting (3x3). The textures look very prototypy (and probably are). I sure like that you cannot cut trees with your bare hands, something I always found strange in MTG or MC. Also I was killed by a hailstorm, nice idea. I always wanted hazardous environment (maybe not that hazardous as in Exile).
As in "Wishful" I must ask why you don't take some other non-MTG survival game and build upon that. I'd recommend Repixture. Personally I like the approach of NodeCore, where you craft in-game and cannot carry 500 tons of rock around with you. I just don't think that we need yet another from-scratch approach to survival games, as long as it doesn't bring any breaking change.
This is some hard puzzle. I must admit, I haven't even solved the third checkpoint yet. But it makes me keep trying. Nice one. As others already wrote: a little balancing could help reduce initial frustration. Some background music and maybe a guy giving a few hints would also be nice.
But...a nice game taken the time you had.
Atmosphere is great, the low background music, though short and repetitive, fits well.
It feels more like a demo because there are few, easy puzzles. But I see great potential if you extend this game. The hints in books are a nice idea.
I wonder if it's a bug that the shadow didn't kill me on the second encounter (½. heart left).
I mean, this is not the first collect/build/fight game but somehow I like it. The little guys are cute. The buildings have been built with love. I get the "Die Siedler" feeling :)
There is no sound, docs could be better, animations I miss, but it's perfectly playable, once you understand the mechanics. Keep it up!
All you can do is walk around, watch, mine wood, leaves and dirt, and that's it. No recipes, nothing. Not even help or a hint.
Edit: now I understood that it's not meant as a game but rather a new game base like MTG. But the mechanics look pretty much like MTG, e.g., the 3x3 crafting grid. Why reinvent the wheel? If you want to make an MTG-like game, make one out of MTG.
There are already at least two good alternative approaches, Repixture and NodeCore. Both do not depend on "default" and have a new, unique style of crafting and mechanics. Why not build upon them instead of starting from scratch?
Edit: rewrote comment because first version was kind of unfair. I just mistook the successful ending as failure because starting the thrusters looked as if the ship exploded.
Bad side first: game is way too short and too easy, except for the space parcours. That was cool. But the initial inside part feels like an interactive intro scene. Nothing to think about, no puzzle.
Otherwise, the atmosphere and scenery are wonderful. You get curious in the beginning, and get scared when outside, performing the parcours under pressure.
You just had too little time. Make this game a full-blown adventure with puzzles, characters and maybe interactive scenes à la Halflife and we will love you :)
The idea alone is worth a price! Together with the music it has a mildly scary atmosphere, I like it. Nice level design, too. Found no bugs so far. But I'm far from having completed it. Haven't seen any gore so far, eyeballs or blood-red writing doesn't count :-P
I wonder from where Wuzzy takes the time for all this. Must be a fulltime Luantiveloper. Good stuff.
Great Game for those who like to think, no good for action lovers
Spatially a small game but the 4th dimension, time, makes this game truly awsome! The idea alone is just genius. It is real fun to find your way to secret places in the citadel by cleverly going forth and back in time. I have been playing this now for ~10h and still I am not done yet. There's one artifact I cannot get hold of and one magic stone the function of which I could not find out yet. But I keep trying...
Only thing I consider a bug is that items already taken sometimes reappear in the game. Often after leaving and re-entering the game. This can break the game when you accidentally acquire a magic stone multiple times (you cannot drop it) because you then run out of slots.
No other bugs found so far.
I like the music, though it can get annoying after 1h of playing. As others said, some more sound fx could be nice. Light/shadow effects could improve the atmosphere, but that's not essential to the game.
Congratiulation for this piece of code. Level design alone must have taken forever.
The world looks a bit brighter with this pack. Also more colorful. The grass is greener, and I like the acorn :) With the default textures I always felt like I needed to turn the light on.
Brick walls also look nicer.
Very exciting, even although nobody's shooting at you
I tried this out of curiosity because nowadays it is so easy to try and add new games to Minetest. This game is really amazing. It will give you entertainment for several nights and sweaty hands. The difficulty starts low and keeps growing as you gain new capabilities. Many of the items and ways can be found by logical thinking, sometimes trying and guessing is required. And there are always a few extra challenges which are not exactly required to master, but .. well .. challenging :)
The key recognition can be sluggish now and then which can lead to frustrating moments, e.g., when the jump pad just won't fire when you cross it and press 'jump'. But all in all it works pretty well. Especially when you think about that this is a one-man show for a gaming competition.
Also for the second guy in this one-man show: cudos for the great music! This is how my Atari 2600 should have sounded like 8-D
A unique type of game that makes Minetest not be a copy of you-know-what-sandbox-game
In this game you don't build on craft tables etc. but you assemble everything in front of you on the ground. This feels very natural. I love the minimum set of nodes where game complexity emerges purely from combination of the few things you have. This is very different from, e.g., MT Game, where you have so many different ores and jewelery, most of which are more or less useless, or just for decoration. In Nodecore, the blocks themselves have only basic functionality, there are no sophisticated furnaces, doors, electronics, but only flammable materials, hinged blocks (nice idea) and other stuff I still need to discover.
The list of challenges usually gives you enough guidance to reduce the number of things you need to try. At least for me, that is. I got to metallurgy, hinged panels etc. without external help. Let's see if I can invent automats. The game has many ways to build machines from a handful of basic elements. Ways I still have to discover :)
But beware: the game is a time sink. I only got this far because I have played it for ~30h and more. In classic MT, this is enough time to gather tons of many different materials, build super-armor, weapons and a cool castle. Something that is not the goal in Nodecore. Already building a simple house from beautiful materials is tedious. You will know what I mean when you see that you need to mix materials with ash, put water on them, let them dry, shape them to your favourite look and finally cook them, and this for every single block of your house's walls.
On the other hand, in multiplayer, having a nice little house is something to be proud of in Nodecore :)
Excuse me, need to go now and find some of that darn "Lux" ore...
This game has greatly developed
I'm currently playing Lazarr, and it's just amazing! The pirate ambiente is nice in terms of landscape, decoration, colors, background music (short clips, but I enjoy them). Plus the cute hint parrot. Of course I'm glad pirates never had laser guns ;-)
The game logic is well tuned. It starts with an introduction into the tools. First levels are indeed trivial, difficulty raises slowly level by level. But that keeps you motivated. Later levels get tricky (the cave and the sunken ship took me two days each to solve). I like that you cannot save in-level. The levels are short enough to restart the next day. But I remember some levels were not difficult but just tedious (e.g., the level with the spirals of mirrors). I've not finished the game yet. But I don't expect bad surprises.
I found absolutely no bugs. It just works fine, no matter what crazy things you do with the lasers. Seems like all the bugs from the game Jam have been smoothed out. Something I really appreciate, that the game is still developing. Practically no dead ends (one in the bombs level, but that one is obvious).
All in all, very Wuzzy quality I enjoy again and again. Nice one. I'm also playing a similar, professional game, The Talos Principle (VR), which sure has nicer graphics but I'd say, Lazarr is better in terms of logic puzzles.
Nice
First impression is that you cannot just chop trees with your bare hands (only Chuck Norris could). Great! Second is that cutting trees doesn't leave floating bushes behind. Great, just like in NC. Rock cutting for primitive digging tools is a good idea. Is the crafting grid temporary, or do you plan to have ingame crafting? Would be nice, better immmersion.
Role switching is nice
I didn't play very much, no time left. I freed the prisoner and didn't get past the huge room with platforms. Anyway, what I saw I did like. Nice atmosphere, colors, the lighting is well done. Few textures, but e.g. the winding stairs were nice. I also like the slide doors. It's too easy that the missing cable parts are always near the gap in the line. Cutscenes I liked. You don't need to lock the cam, just make it Half-Life style. But the coolest thing I found is the role switching. Great potential.
I don't see the point
Hm...another MTG-like game, just without dependency on "default". Again Minecraft-like crafting (3x3). The textures look very prototypy (and probably are). I sure like that you cannot cut trees with your bare hands, something I always found strange in MTG or MC. Also I was killed by a hailstorm, nice idea. I always wanted hazardous environment (maybe not that hazardous as in Exile).
As in "Wishful" I must ask why you don't take some other non-MTG survival game and build upon that. I'd recommend Repixture. Personally I like the approach of NodeCore, where you craft in-game and cannot carry 500 tons of rock around with you. I just don't think that we need yet another from-scratch approach to survival games, as long as it doesn't bring any breaking change.
Woh - this is hard
This is some hard puzzle. I must admit, I haven't even solved the third checkpoint yet. But it makes me keep trying. Nice one. As others already wrote: a little balancing could help reduce initial frustration. Some background music and maybe a guy giving a few hints would also be nice. But...a nice game taken the time you had.
Nice Adventure Demo
Atmosphere is great, the low background music, though short and repetitive, fits well. It feels more like a demo because there are few, easy puzzles. But I see great potential if you extend this game. The hints in books are a nice idea. I wonder if it's a bug that the shadow didn't kill me on the second encounter (½. heart left).
Nice fresh idea
I mean, this is not the first collect/build/fight game but somehow I like it. The little guys are cute. The buildings have been built with love. I get the "Die Siedler" feeling :) There is no sound, docs could be better, animations I miss, but it's perfectly playable, once you understand the mechanics. Keep it up!
What's the point?
All you can do is walk around, watch, mine wood, leaves and dirt, and that's it. No recipes, nothing. Not even help or a hint.
Edit: now I understood that it's not meant as a game but rather a new game base like MTG. But the mechanics look pretty much like MTG, e.g., the 3x3 crafting grid. Why reinvent the wheel? If you want to make an MTG-like game, make one out of MTG. There are already at least two good alternative approaches, Repixture and NodeCore. Both do not depend on "default" and have a new, unique style of crafting and mechanics. Why not build upon them instead of starting from scratch?
Interesting Idea, but no hints
Edit: rewrote comment because first version was kind of unfair. I just mistook the successful ending as failure because starting the thrusters looked as if the ship exploded.
Bad side first: game is way too short and too easy, except for the space parcours. That was cool. But the initial inside part feels like an interactive intro scene. Nothing to think about, no puzzle.
Otherwise, the atmosphere and scenery are wonderful. You get curious in the beginning, and get scared when outside, performing the parcours under pressure.
You just had too little time. Make this game a full-blown adventure with puzzles, characters and maybe interactive scenes à la Halflife and we will love you :)
Great Idea
The idea alone is worth a price! Together with the music it has a mildly scary atmosphere, I like it. Nice level design, too. Found no bugs so far. But I'm far from having completed it. Haven't seen any gore so far, eyeballs or blood-red writing doesn't count :-P I wonder from where Wuzzy takes the time for all this. Must be a fulltime Luantiveloper. Good stuff.
Great Game for those who like to think, no good for action lovers
Spatially a small game but the 4th dimension, time, makes this game truly awsome! The idea alone is just genius. It is real fun to find your way to secret places in the citadel by cleverly going forth and back in time. I have been playing this now for ~10h and still I am not done yet. There's one artifact I cannot get hold of and one magic stone the function of which I could not find out yet. But I keep trying...
Only thing I consider a bug is that items already taken sometimes reappear in the game. Often after leaving and re-entering the game. This can break the game when you accidentally acquire a magic stone multiple times (you cannot drop it) because you then run out of slots. No other bugs found so far.
I like the music, though it can get annoying after 1h of playing. As others said, some more sound fx could be nice. Light/shadow effects could improve the atmosphere, but that's not essential to the game.
Congratiulation for this piece of code. Level design alone must have taken forever.
Nice
The world looks a bit brighter with this pack. Also more colorful. The grass is greener, and I like the acorn :) With the default textures I always felt like I needed to turn the light on. Brick walls also look nicer.
Very exciting, even although nobody's shooting at you
I tried this out of curiosity because nowadays it is so easy to try and add new games to Minetest. This game is really amazing. It will give you entertainment for several nights and sweaty hands. The difficulty starts low and keeps growing as you gain new capabilities. Many of the items and ways can be found by logical thinking, sometimes trying and guessing is required. And there are always a few extra challenges which are not exactly required to master, but .. well .. challenging :)
The key recognition can be sluggish now and then which can lead to frustrating moments, e.g., when the jump pad just won't fire when you cross it and press 'jump'. But all in all it works pretty well. Especially when you think about that this is a one-man show for a gaming competition.
Also for the second guy in this one-man show: cudos for the great music! This is how my Atari 2600 should have sounded like 8-D
A unique type of game that makes Minetest not be a copy of you-know-what-sandbox-game
In this game you don't build on craft tables etc. but you assemble everything in front of you on the ground. This feels very natural. I love the minimum set of nodes where game complexity emerges purely from combination of the few things you have. This is very different from, e.g., MT Game, where you have so many different ores and jewelery, most of which are more or less useless, or just for decoration. In Nodecore, the blocks themselves have only basic functionality, there are no sophisticated furnaces, doors, electronics, but only flammable materials, hinged blocks (nice idea) and other stuff I still need to discover. The list of challenges usually gives you enough guidance to reduce the number of things you need to try. At least for me, that is. I got to metallurgy, hinged panels etc. without external help. Let's see if I can invent automats. The game has many ways to build machines from a handful of basic elements. Ways I still have to discover :) But beware: the game is a time sink. I only got this far because I have played it for ~30h and more. In classic MT, this is enough time to gather tons of many different materials, build super-armor, weapons and a cool castle. Something that is not the goal in Nodecore. Already building a simple house from beautiful materials is tedious. You will know what I mean when you see that you need to mix materials with ash, put water on them, let them dry, shape them to your favourite look and finally cook them, and this for every single block of your house's walls. On the other hand, in multiplayer, having a nice little house is something to be proud of in Nodecore :)
Excuse me, need to go now and find some of that darn "Lux" ore...