I had liked that there was an initial context welcoming the player (even if no sound), but it turned into a repetitive clicker after a while; the objective is to keep farming, and unlocking new areas needs players to stand still in front of them for an amount of time that increases according to the number of resources needed (I would have put a default time, maybe with a nice sound).
Most importantly, though, why there is not even a cube? I think the author wanted to experiment, but areas could have been squares instead of hexagons (meaning also less models to download). Furthermore, I personally don't like perfectly round objects placed into a voxel context, as they result out of place, so I think that - graphically speaking - it could have been way better with way less effort and resources. Seeing all these non-squared 3D models I wonder: why on Minetest and not, for instance, on Godot?
Thanks for your rating. I think it is a good Idea to have a default time for unlocking new areas. I already thought about a way, but I wanted the number of resources already used to increase and that the new area would not be activated immediately after a certain period of time. I plan to add more sectors in the future that will also need more resources, so I won't be able to avoid limiting the time. If you don't like hexagons and round bodies in Minetest, that's your personal feeling. Since the competition was also about doing something new for Minetest, I decided against square areas