Much like with Box World 3D, I don't really feel the need to describe the game because I suspect everyone here has seen a maze before. And indeed, this game provides mazes just as promised!
The game has some nice touches, such as providing a soundtrack (with per-theme tracks even!) and some custom UI for picking mazes/restarting if you get stuck. I didn't see any bugs while playing, and what's there is relatively well-polished (except the buttons in the UI, which could use a touch-up). Some of the themes also have neat visual touches, like the fake reflections and particles of the club theme or the fact that the glass theme is a hell that will haunt my nightmares tonight :)
If there's one clear improvement I'd like to see eventually, it'd be a proper 3rd-person mode where you look down at the maze. Switching camera modes kinda works, but it's a very janky and disorienting experience due to the camera clipping and lack of player model. Having a more polished custom solution would be really neat, and I think it would help add more replay value to this otherwise short experience.
This is not a game I expect anyone to sink hours into, but it's a nice way to spend 15min and it speaks to the presentation possible in more restrictive Minetest experiences. Good job.
I played this game for an hour, and I'll say this--the game is better than the cursed Sam on the icon may imply. It falls into the Minetest game genre of "mod soup", games that take MTG and load existing mods over it in the hope of turning it into a real game. And as far as soup goes, this one's not too bad. Runs has replaced the default textures, and a number of non-default textures, with new ones that match up well enough. He's even added some chill music to the game, which I can certainly get behind!
Unfortunately, this is not enough for me to recommend the game in its current state. The problems start with the inventory. I'm aware that this comes from the unified_inventory mod, but you chose to put it in, it doesn't fit the game's aesthetic at all, and the UX is pretty awful... there are over 1500 recipes to dig through from the start, and all you have to help you is a searchbar. This makes it hard to see what you can actually do with the items you find, and is extra disappointing when you discover that the new ore you found has no use.
The game has mobs. I can confirm this, because in the full hour that I played I encountered exactly 2 of them. Like the inventory, they also don't fit the look at all. But since they're functionally nonexistent, ¯\(ツ)/¯. The game also has a hunger meter (that drains so slowly it may as well not matter) and a... row of water droplets? Maybe? That meter did nothing during the hour that I played, I have no idea if it's bugged or just useless. The game also popped up some errors about secure.trusted_mods at launch... a pair of error messages about security is not the best first impression for new players.
In short, I think the game's got some variety and basic aesthetic down but the actual gameplay is lacking. You've successfully put lipstick on the pig that is MTG, which is better than some folks! But it's still a pig, and with all the annoyances I just don't see anything compelling me to keep playing.
This gives you a crafting guide and the ability to initiate one or more crafts after finding the recipe you want to use. If you're a survival player looking for an alternative to Unified Inventory this is a pretty good choice
It isn't as easy to cover large areas with this like it is with the areas mod, but it comes pretty close.
The protection blocks are simple and easy to use. They also blend pretty well with the other MTG textures
Used to be nice and simple, only had what you see in the screenshot
Originally it only added a few extra crops, allowing more varied meals that were still roughly as simple to craft as bread. But then they started adding a bunch of new stuff, complicating the crafting recipes, and adding tons of new crops, some of which I had never heard of before, most of which I would never use. At this point, based on the brief glances I've had at it, it would be better suited in a game focused on farming and meal preparation. My MTG worlds are all focused on combat and building, it requires too much 'effort' to start a farm and produce food
If you like being able to farm tons of different crops and want crafting meals to take a lot more effort then this is the mod for you, otherwise I'm not sure, I haven't looked into any alternatives yet, using an older version of this mod would probably work
looking at this mod, a lot of the graphic assets do not seem to match each other, and in some cases even conflict with each other. however that said, this mod does aim to at least make mtg farming somewhat better as it has its own faults
while many shapes are not necassary to make epic builds, having a variety of shapes does make for some interesting build possibilities. i do wish however that moreblocks supported world aligned nodes, and also that it did not depend on default so that it could be used with other games
This package appears to still be in devolpement, yet has breaking changes a lot of the time, hence why the negative review. that said, it is a very interesting game, and devolpement looks promising, but i can not recommend it to others due to stability
currently i can not recommend this game, as it orginally was a devolpement branch of mineclone2 and it still seems to be mostly that. also, haveing this as a public game by itself leads to confusion of mineclone2 vs mineclone5, infering that mineclone5 is the better of two. Over time however, maybe the devolpers of this package can prove me wrong and seperate it from under the wing of mineclone2
its honestly hard togive this game a up or down review, because it is in the middle. I believe it to be a good mtg+mods for newcomers, however after you have been arround a while it may be better to run mtg+your own selection of mods.
some negatives of this game
it uses upstream technic, which is slow in terms of devolpement, and laggy, while the mt-mods fork is showing great signs.
it runs the latest unified inventory which reguires 5.4+ clients (latest as of writing), and this makes it a negative for servers wanting to support older version of minetest.
registers a sheer ton of nodes, not leaving much room for players to add other mods on top of it
One of the most confusing things about this community is the overwhelming usage of this mod. It's a prime example of the worst and yet most common trope of Minetest modding, bloat. It seems every mod has to be full to the brim with useless and low quality content, and while this does have unique features amongst farming mods, like pots and pans, or the terellis and bean poles that add an extra element to farming and cooking, it seems that in this pursuit of having a bunch of different foods and equipment hasn't left much time for making those foods worth the effort besides filling up a bar slightly more than something else, and that isn't even the worst part of this mod. The art is awful. From very familiar assets to the clashing of 32x and 16x textures, this mods art looks like something out of a 3rd grade arts and crafts class. This mod would greatly benefit from a pause on new content and a overhaul of all art assets, preferably assets that aren't stolen and modified.
I really like the game mechanic and the idea behind this. It's very cool to see Minetest games that aren't just your classic survival sandboxes
Just I was starting to enjoy it, it ended though :(
I think it would be good to see sound effects and music, more levels, and perhaps improvements to the player movement (it felt a big choppy and weird to use, although, I suspect you'll be limited by Minetest in this). Another thing that might be useful would be to add a prompt to the first level like "Push boxes into the orbs!"
If you are familiar with Sokoban (and who isn't, at this point?), you should know what to expect here. Seeing it done in 3D with Minetest is a novel concept, and as short as the game was I genuinely enjoyed my time with it. Be warned--with 7 levels, the game is only 5-10min in length. If this game cost money, I wouldn't be happy with my purchase... but luckily it's free, so I can wholeheartedly recommend it to anyone who's bored on their lunch break!
With that said, I'd be remiss to ignore the places where the game could improve. First is level count, but more importantly level quality. There are 7 levels, but I think levels 5 and 7 are the only ones that really require the player to really stop and think to solve them. Granted, it's important to have simple introductory levels, but having only two "proper" puzzles is unfortunate.
I'd also say that while the graphics are nice, the game feels generally unpolished. There's absolutely no audio, no effects or feedback aside from boxes turning red, and the player jerks to a halt on every 'tile' even when the movement buttons are held. And when the final level ends, it just restarts with barely any acknowledgement that you beat it. These might not seem huge, but I believe that making a game feel good to play is almost as important as making it function in the first place.
I think this alright game could grow into a really great game if it's given more development time, and I hope it receives that time.
Let's start with the good, as Drift Game has a lot going for it. The lo-fi aesthetic is pretty, the concept is unique, and I enjoyed being able to drive around on procedural roads. This feels like it could be expanded into a really cool open-world driving sim making full use of Minetest's mapgen. Heck, if I weren't too busy I'd fork this and make it myself!
So, as a tech demo for the 'driftcar' mod I think it succeeds. I played it, the car was neat, I wanted to do something with it. However, ContentDB is a place for users to find content to play and I write reviews with them in mind. On that front, I think this game fares poorly.
Let's start with the car. Put simply, the 'drifcar' handles like it's driving on ice, even when it inevitably slips off the road. If you run into a tree (you will run into many), your screen will turn completely black as you try to navigate out of the mess you've gotten yourself into. Also, I tried reloading my world and had to chase my car as it drove off without me...
The next mark against this game is a lack of variety. The world is a sheer flat plain of grass and pavement (the car has no slope-handling functionality, I presume), dotted with pine trees. The trees are a nice touch but they're not enough. You could imagine that with snowy fields, deserts, oceanside routes, etc. the game would be more interesting to play. Really, just dropping this game into the average MTG mapgenv7 map would likely be enough to last a while. Unfortunately, that's not what we have today.
I should also mention perf. It's hard to say if this was the game's fault or the engine's, but at high speeds you can feel some lag spikes and stuttering that hurt the game's playability. It's not a persistent issue, but it's there.
So in the end, I walk away with both excitement at the possibility, but disappointment at the reality. This is worth poking if you're a dev looking for a project, but if you're a player I see no reason to touch this one.
This is a little but glitchy - items tend to fly away. But it's still good to have, especially in survival - I think it makes more sense than teleporting items, and adds some danger. It can also be used in combination with pipework's vacuum tubes to collect items
N.B. at this time, this is a VERY short game, and clearly very WIP. It really should be marked as such in the description fields to make this clearer. A public source control repo should really be setup, and that field filled in on CDB, so players can follow along with development.
This game seems very focused on a core concept of crafting ever more complex things by combining simple items, like Little Alchemy. At least, this seems like the safest assumption since it's by far the most fleshed-out gameplay area. The idea of having a single simple crafting system that everything is built through over multiple stages is interesting and seems like it could lend itself well to continuous progression.
It feels like this game needs a list of goals, or a progress indicator or something, since there aren't a lot of elements that naturally generate and it's hard to tell whether you've reached the end of the game so far or not. Also, constraining the crafting system (limiting size/shape or number of ingredients) could make the crafting a little easier, which would balance out well if it's intended to have a huge number of items and recipes.
The only issues I've found with what content there is so far, other than the total length, are the texture for the copper ingot, and the fact that water is completely opaque but intangible so you can fall to the bottom of the ocean and be trapped/lost indefinitely. I hope to see this game continue to coalesce around a strong core idea, and continue to improve the execution.