I enjoyed mindlessly building and thriving with the supplies from the missions. The air supply draining was a good addition. I wasn't able to finish the game, but I quickly got the jist of it: it's fun and keeps you busy expanding your lunar outpost more and more!
Spawning without the spacesuit outdoors on the moon surface was a bit jarring. As others have noted, you need to stay clear of the landing sites, or you'll be encased in the landing rocket. The first mission was the most boring for me, but it must have been because I never got into the technic side (time constraints) and simply grew the crops myself. The fact it didn't include lunar gravity was unfortunate, too. It warned me that the image "smartshop_animation_mask.png" can't be loaded.
Borrowing a bit from existing content, it offers nice gameplay and simple missions for a linear progression. I recommend this.
This left such a cool impression, it felt so complete and fun, wow! The intro sequence is cool, and its story is engaging right from the start. It was clearly well tested: I didn't find any obvious bugs. :) It features a secret level, and the game soundtrack is neat and varied. The abilities you learn along your journey all help you in different situations, at various points in the game: awesome!
Collecting electrons while power-sliding is a bit finnicky, I found, but this is really the only complaint I have for the Jam version.
Well done, the experience was really refreshing for a Minetest game. Totally recommended!
A neat little adventure with an open ending. The texturing work is really realistic and detailed. The story is engaging, and the overwhelming silence gives an ominous feeling throughout: the choice to exclude most sounds and music works. I had fun solving the puzzles for the electricity.
The ending is not very rewarding, and repetition of the same journal entry in many different instances felt strange. The story felt unfinished, as well. Some text in the bridge terminals is cut off.
Generally, it's an immersive experience with impressive world-building. I recommend checking it out!
I would have liked to recommend this as an educational mini-game, but it prevented me; it does have educational potential, though. The ending was funny, with the trombone sound. The charger was neat! The mapgen is standard, but nice nonetheless, and the game doesn't overstay its welcome either, being over quickly if you don't dig down...
As I said, even though it teaches the geology of the Moon, the fact every single material you mine in eccess has to be placed again in the world leads someone who, to their dismay, committed the mistake of starting to dig downwards, to spend even more time at it; and for what? To be left angry at yourself for wasting said time lol.
I'll try this again when it receives some more content additions, for now I can't recommend it.
2022-11-28 12:39:24: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'fire' in callback LuaABM::trigger(): Unknown node: :explosives:propane_tank_burning
2022-11-28 12:39:24: ERROR[Main]: stack traceback:
2022-11-28 12:39:24: ERROR[Main]: [C]: in function '__index'
2022-11-28 12:39:24: ERROR[Main]: ...Giochi/Minetest/current/bin/../builtin/common/item_s.lua:229: in function <...Giochi/Minetest/current/bin/../builtin/common/item_s.lua:228>
2022-11-28 12:39:24: ERROR[Main]: [C]: in function 'swap_node'
2022-11-28 12:39:24: ERROR[Main]: ...current/bin/../games/protest/mods/ip_explosives/init.lua:607: in function 'on_burn'
2022-11-28 12:39:24: ERROR[Main]: ...Minetest/current/bin/../games/protest/mods/fire/init.lua:279: in function <...Minetest/current/bin/../games/protest/mods/fire/init.lua:271>
2022-11-28 12:39:24: ACTION[Server]: singleplayer leaves game. List of players:
2022-11-28 12:39:24: ACTION[Main]: Server: Shutting down
6) Warnings on startup about failed node and texture resolutions.
7) Certain panel walls in houses are rotated the wrong way.
8) Many undeclared global variables, which might lead to why this game is heavy on resource consumption.
9) Throwing bombs at light sources makes them light up more of the area.
10) There are random holes to the void in the streets.
4) Right-clicking "elevator:elevator" nodes crashes the game, making certain buildings inaccessible:
2022-11-26 10:01:52: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '' in callback node_on_punch(): .../Minetest/current/bin/../builtin/common/misc_helpers.lua:619: Too many arguments provided to core.translate
2022-11-26 10:01:52: ERROR[Main]: stack traceback:
2022-11-26 10:01:52: ERROR[Main]: [C]: in function 'error'
2022-11-26 10:01:52: ERROR[Main]: .../Minetest/current/bin/../builtin/common/misc_helpers.lua:619: in function 'S'
2022-11-26 10:01:52: ERROR[Main]: ...ent/bin/../games/protest/mods/ip_elevator/add_target.lua:26: in function 'add_target'
2022-11-26 10:01:52: ERROR[Main]: ...in/../games/protest/mods/ip_elevator/update_formspec.lua:27: in function 'update_formspec'
2022-11-26 10:01:52: ERROR[Main]: ...rrent/bin/../games/protest/mods/ip_elevator/elevator.lua:132: in function <...rrent/bin/../games/protest/mods/ip_elevator/elevator.lua:131>
2022-11-26 10:01:52: ACTION[Server]: singleplayer leaves game. List of players:
2022-11-26 10:01:53: ACTION[Main]: Server: Shutting down
3) Right-clicking "xdecor:mailbox" nodes crashes the game:
2022-11-26 09:44:10: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'ip_main' in callback item_OnPlace(): ...rent/bin/../games/protest/mods/ip_xdecor/src/mailbox.lua:86: attempt to call field 'get_hotbar_bg' (a nil value)
2022-11-26 09:44:10: ERROR[Main]: stack traceback:
2022-11-26 09:44:10: ERROR[Main]: ...rent/bin/../games/protest/mods/ip_xdecor/src/mailbox.lua:86: in function 'formspec'
2022-11-26 09:44:10: ERROR[Main]: ...rent/bin/../games/protest/mods/ip_xdecor/src/mailbox.lua:116: in function 'on_rightclick'
2022-11-26 09:44:10: ERROR[Main]: ...ght/Giochi/Minetest/current/bin/../builtin/game/item.lua:313: in function <...ght/Giochi/Minetest/current/bin/../builtin/game/item.lua:306>
2022-11-26 09:44:10: ACTION[Server]: singleplayer leaves game. List of players:
2022-11-26 09:44:11: ACTION[Main]: Server: Shutting down
1) Crash when choosing "Back" in the initial formspec:
2022-11-26 09:05:14: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'ip_story' in callback on_playerReceiveFields(): ...test/current/bin/../games/protest/mods/ip_story/init.lua:23: attempt to concatenate a nil value
2022-11-26 09:05:14: ERROR[Main]: stack traceback:
2022-11-26 09:05:14: ERROR[Main]: ...test/current/bin/../games/protest/mods/ip_story/init.lua:23: in function 'getStoryFormspec'
2022-11-26 09:05:14: ERROR[Main]: ...test/current/bin/../games/protest/mods/ip_story/init.lua:84: in function <...test/current/bin/../games/protest/mods/ip_story/init.lua:68>
2022-11-26 09:05:14: ERROR[Main]: ...Giochi/Minetest/current/bin/../builtin/game/register.lua:446: in function <...Giochi/Minetest/current/bin/../builtin/game/register.lua:432>
2022-11-26 09:05:14: ACTION[Server]: singleplayer leaves game. List of players:
2022-11-26 09:05:15: ACTION[Main]: Server: Shutting down
2) Right-clicking "xdecor:cushion" nodes crashes the game:
2022-11-26 09:20:34: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'ip_main' in callback item_OnPlace(): .../../games/protest/mods/ip_xdecor/handlers/animations.lua:19: attempt to index field 'player_attached' (a nil value)
2022-11-26 09:20:34: ERROR[Main]: stack traceback:
2022-11-26 09:20:34: ERROR[Main]: .../../games/protest/mods/ip_xdecor/handlers/animations.lua:19: in function 'sit'
2022-11-26 09:20:34: ERROR[Main]: ...urrent/bin/../games/protest/mods/ip_xdecor/src/nodes.lua:299: in function 'on_rightclick'
2022-11-26 09:20:34: ERROR[Main]: ...ght/Giochi/Minetest/current/bin/../builtin/game/item.lua:313: in function <...ght/Giochi/Minetest/current/bin/../builtin/game/item.lua:306>
2022-11-26 09:20:34: ACTION[Server]: singleplayer leaves game. List of players:
2022-11-26 09:20:35: ACTION[Main]: Server: Shutting down
That music! Make it stop! It feels weird to commit heinous crimes while tormented by those beats. xD Ahem, the game features a decently detailed city. It's complete chaos outside the spawn area. You can hurt your fellow inhabitants in gruesome ways.
You keep your loot upon death. I think the "secret" here is the "Xtreem" logo found on a building...
Now, the oppressive atmosphere failed to make an impact, because of the cheesy tunes. The rooms in some apartment complexes are very unfinished; you can also enter anybody's house, no brute-forcing or keys required (I guess this is excused by the chaos everywhere). Exiting and re-entering a world gives you more bombs, but also displays the story again. Watch out, because this game sets the "time_speed" setting in minetest.conf to "0"! The "cops:pig_spawner" node has no texture. Civilians don't react at all when hurt by the player. The extinguisher seems useless. The destruct-o-meter goes over its limit.
It's an experience that doesn't really offer much, because of its lack of stability and general direction.
Yep, this game is definitely going to give you a good scare if you play it for a while! The atmosphere is top notch: you're able to hear the creepy movements of the enemies in the distance and the many ambience noises are played frequently, giving this game a spooky vibe. One of the spiders made me physically jump, because it flanked me when I was trying to spot it. D: There are many objects to interact with and some POIs to find. Even though there was no way to win, I still enjoyed trying my best to survive.
On the negative side, the quest goals aren't all available, so the game is unbeatable. I found one undefined item "ssp_base:moniter_screen"; the layout of rooms is also more that of a labyrinth than that one of a spaceship, IMO. The enemies spawn very frequently, so destroying spawners is always risky.
I wish this could have had a proper ending, but anyhow it gets a recommendation.
Simplicity and variety of levels convinced me this is a good addition to the Game Jam of this year. Its gameplay is rewarding and well adapted to the interstellar space theme, while always being unforgiving to most errors. The atmosphere is relaxing, but I feel pushed forward by being allowed to see the levels ahead.
In level 5, when the structure nodes are introduced, a section is misleading you into thinking you'll be safe, leading you to the void instead, but I guess it's fine. The concept and textures might be considered basic by some, however I think it doesn't hurt the experience much. I didn't really find anything else to report on the negative side. :)
A great zen puzzle game to lose yourself into for a while, I can recommend it.
I got wrecked... but the gameplay is well paced and fun. The assistant is cool and helpful, I only wish it was equipped with a torch, too ahah. The soundtrack is nice and varied, there is voiceover for the robot and powerful abilities in your arsenal, to boot! You can turn defensive nodes into their reinforced counterpart, and even repair damaged ones. The enemies will keep you on your toes and you should use your time wisely to prepare for their arrival.
On first playthrough, I was able to acquire the meteors without issue before night fell and thus win, so I was a bit confused; then I waited a bit the second time and the aliens proved tough to beat, maybe too tough if playing alone (I never actually fought them off successfully, due to time constraints). I only found a warning for a missing texture, it's pretty stable.
Overall, I found this mini-game very original and polished, I can recommend it if played with your friends.
I am impressed by the functionality and mechanics the author was able to include here, but even when put together they don't offer a complete experience yet, for a game. The ships, including your own, are procedurally generated, and they all have functional, vital components for gravity, shields, comms, etc. There are even visitors that pop up, warning you in chat if they are just patrolling, looking to trade or are hostile. If you try to leave your ship and dig others, you are stopped. You are able to rearrange the ship as you please.
With that said, the gameplay isn't there yet, and sadly this lacks a clear direction. AFAIK interacttions with other ships are limited to simply hailing you when they arrive. There is a crafting element, but some materials aren't obtainable, I think. The oxygen mechanic isn't implemented yet. There are no sounds. You can drop your tools in the void, losing them forever.
There isn't much to get from this in its current state, but it already has a decent foundation to build upon. I hope to see this game expanded post-Jam.
This is a pretty short mini-game, but it's semi-complete and the story was funny. The ship GUI is standard, but features a lot of elements (not all functional), one of these being a self-updating log to understand your current mission. I liked that the textures for the asteroids were all a bit different, they weren't just a different color. The music was spacey.
As I said, some of the ship functionality is not implemented, and can actually hurt your progress if you're not careful. The story was interesting enough, even though the game ended pretty quickly. The ship tends to obstruct the view when looking downwards, while inside it.
I like space plots, so this one was right up my alley. Recommended ;)
1) Rarely, nothing generates in the space where there should be a room.
2) This crash happens randomly when entering and exiting rooms; it also happened when I was trying to run in circle clockwise:
2022-11-25 10:13:51: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'piranesi' in callback node_on_timer(): ...etest-5.5.1/bin/../games/piranesi/mods/piranesi/init.lua:102: attempt to concatenate local 'file' (a nil value)
2022-11-25 10:13:51: ERROR[Main]: stack traceback:
2022-11-25 10:13:51: ERROR[Main]: ...etest-5.5.1/bin/../games/piranesi/mods/piranesi/init.lua:102: in function 'place_room'
2022-11-25 10:13:51: ERROR[Main]: ...etest-5.5.1/bin/../games/piranesi/mods/piranesi/init.lua:379: in function <...etest-5.5.1/bin/../games/piranesi/mods/piranesi/init.lua:360>
2022-11-25 10:13:51: ACTION[Server]: singleplayer leaves game. List of players:
2022-11-25 10:13:51: ACTION[Main]: Server: Shutting down
3) The fire spreads and destroys the map in certain rooms, making you fall through the void.
4) The gears puzzle in the boiler room isn't solvable the way it was meant to, because it's too dark to see the colors of the wool at the base of ceiling pipes (unless you turn up the gamma, maybe).
5) Corridors can sometimes generate the wrong way, blocking your path.
I had a blast with this game... when it worked. I played on 5.5.1 to have the compass work, and I have to say this concept is really fun and clever to me! Coupled with its many riddles and puzzles, this is a novel experience that I hope will see more polish going forward. The way the rooms change layout is smooth, and each one can be entered from different directions (nice touch).
The riddles were pretty hard to figure out on my own, I had to resort to asking for solutions and ultimately giving up, oof. I think the main menu music is too loud compared to the in-game sound.
I recommend this since I had fun, but the experience was soured by the crashes. Definitely check it out post-Jam!
2022-11-27 17:33:01: ERROR[Server]: Invalid field to_player (expected string got userdata).
2022-11-27 17:33:01: ERROR[Server]: stack traceback:
2022-11-27 17:33:01: ERROR[Server]: [C]: in function 'sound_play'
2022-11-27 17:33:01: ERROR[Server]: ...n/../games/spiraling_down/mods/sd_tools/acid_sprayer.lua:158: in function '_on_hold'
2022-11-27 17:33:01: ERROR[Server]: ...n/../games/spiraling_down/mods/sd_tools/step_effects.lua:19: in function <...n/../games/spiraling_down/mods/sd_tools/step_effects.lua:11>
2022-11-27 17:33:01: ERROR[Server]: ...Giochi/Minetest/current/bin/../builtin/game/register.lua:446: in function <...Giochi/Minetest/current/bin/../builtin/game/register.lua:432>
2) After mining the first beacon, the radar didn't update. I had to rejoin to destroy the same beacon again and only then it changed to the next one.
3) Ceiling plants sometimes spawn in mid-air.
4) Plants don't delete their particles when dug.
5) Your stock of metal and lamps resets itself to its initial value on every rejoin.
Man future government suuucks! This adventure game has a varied soundtrack, a cool story and much to discover. I liked the artstyle of the initial briefing, and it was simply fun running through the many caves and caverns, blasting a few of the powerful aliens with acid while collecting resources. The mech model looks nice, I only wish it had animations. The beacon system is well integrated and easy to track.
I believe that the music in the ice layer could be more varied, as you're bound to spend more time in there to stockpile supplies for the danger ahead. I couldn't complete the game because the enemies simply frightened me too much: when I poked my head in a cave close to their spawn depth, a swarm of 10~ of them attacked me and caused me to flee. When I tried to fight them, they always overwhelmed me with numbers because of their fast spawn rate.
Overall though, this is a recommendation because it felt polished where it counted, albeit being really difficult at times.
I enjoyed poking at the klots to understand their otherworldy secrets, and succeded! The game features a soothing tune that will accompany your puzzle solving, enough levels to understand all its mechanics and neat looking nodes across all its levels; oh and the cool background!
I experienced some rubberbanding with movements, but it wasn't too distracting. Of course, more levels are going to be a nice addition.
I recommend this to anyone who likes mini-games that make you chill and ponder solutions.
It's a pity this game didn't get the polish it needed. The alien-style GUI looks interesting, even if unfinished, and the worms have detailed textures.
However, the only "interaction" possible seems to be raising the ground, and many textures are missing. The worms only have two animations; they also get stuck if the ground is raised at their position.
Let's wait and see what this becomes; I can't recommend this as it's lacking both in gameplay and stability.
This mod is essential to enjoy the real meaning of Minetest: having fun coding random things and banging them against each other! This mod is epic and I enjoy mocking around with it. :D
NO, the screwdriver mod I chose was a TERRIBLE idea, I probably should have picked screwdriver2 (I had no time to code my own). I SCREWed up by choosing the SCREWdriver mod.
I just thought the minigame was geared more towards children or something; as long as it has an audience, no matter the age, it earns my respect. Now, ofc this was very on the edge of a positive or negative review, what with being incomplete and all; however, I try not to be too harsh on devs, especially when they make cool games, since I can see how many end up abandoning Minetest out of lack of time, lack of interest from the community, etc...
Game- devs are the lifeblood of Minetest, I believe (as a not- so- sane Microbesoft corpo once said: "dEvElOpErS, DeVeLoPeRs, [...], DEVELOPERS!").
The reason for why I screwed up? Well, I started coding LITERALLY IN THE FINAL DAY.
Yeah, more testing would have solved the glaring problems, surely.
Interesting you like the "sea atmosphere", it's based on a simple ocean sound from Freesound. Other reviewers did NOT appreciate the pirate theme, but I guess this is kind of a matter of taste (I still think it can be improved massively; I guess I might add flying seagulls and parrots for ambience later, simple pirate NPCs etc.).
Why of course I liked it! Think about Treasure Planet, one of my favourite movies; it had steampunk and pirate themes in it. :P
Stay tuned! There will be post-jam development and I want to make this into something real, and not this sorry excuse for a game that this is right now. Yeah, I don't like my own submission, I'm just glad it's playable.
If you are bored of the usual ways of playing Minetest games, look no further: it's a very stable minigame, it has simple graphics that let you keep your focus when solving puzzles, and, last but not least, features a really innovative mechanic, that opens many roads for interesting and fun gameplay! The story elements are well spaced out, and will "guide" you through the various challenges you'll face in the lab. Its mechanics are simple in appearance, but are actually pretty clever, considering they merge together player properties with the node- space; a feat few games try to pull off (save parkour ones).
It was sadly a bit short of an experience, just when I was starting to get the hang of it, too; but I suppose we'll be seeing further levels down the road as the game implies. It seems to me this is a very new gameplay- style for Minetest, so I'll wait and see if more can be done with it in the future.
Post- Jam development should focus on:
showcasing all the different possibilities the mechanic offers, in more levels;
maybe change the player's skin to something else;
polishing player experience (e.g. maybe add some more story elements to keep the player's interest, maybe add more worldbuilding elements, maybe add a boss fight)
LMAO I can confirm, I didn't receive monetary incentive for reviewing, nor did I know the author beforehand. I just like exploration games, and I recognize effort where I see it; ofc, this isn't the only Game Jam submission where I found it, and I still need to review some. Good luck!
Glad you're looking into it, it's not game breaking anyway;
I see, these are just little issues I noticed; pick and choose what you think is right for the direction your game should follow;
That's pretty cool, new mechanics are always welcome in games ahah!
This exists now; you better take responsibility! xD I see what happened with the development of this game; luckily all that matters is the final presentation... Let's see: clear goals/ gameplay? Check, to have fun practicing on your boxy steed; epic tricks? Check; tight turns? Check, just press S while turning; interesting setting? Check, a beautiful city background; sick beats? Check, definitely.
Post- Jam development should focus on:
nothing, this is perfect already! /s
It's a simple 3d snake minigame port, good Game Jam target; the problem is that it could be implemented much better. I'm sorry to say, but the movement, coupled with the free- roaming camera, almost made me nauseous. I may be biased, as I'm not a fan of 3d snake in general, I guess; but if it's too much for me to play, I can't ignore that...
The simplicity is its main strength, as it has a solid foundation for impovements. It has in- file configuration options; nice to have nonetheless. The gameplay is solid, ofc, for players who want to challenge themselves (and their stomach) with this minigame. I'm looking forward to changes that will provide a smoother experience for players the most.
Post- Jam development should focus on:
polishing player experience (e.g. make movement less finnicky, make smoother camera movements when teleporting, allow the 3rd person camera to exit the arena boundaries to avoid blocking players' view);
consider turning it into an open- world game;
reshow formspecs if closed (it might be an engine bug);
making sure players aren't spawning in the void in earlier levels;
addressing minor level layouting issues (e.g. yellow flowers are raised from the ground in level "Mid-Term", grass stems are raised from the vase above the giant tree stump in level "Garden");
fixing introduction text to level "Flowers" being printed as error in chat (only occurs in Minetest 5.5.0);
polishing player experience (e.g. maybe create a level where it rains and you are safe inside something, maybe add a node- based kid with a magnifying glass, maybe add a node- based ravenous lizard/ salamander which opens and closes its mouth as platforms).
I don't think poor Minetest has ever seen such quality of texturing before. It even features mostly correct collisions for the stems and flowers! The creator really poured all their creativity in the making of this beautiful exploration minigame, and it shows; its simple, yet well layed out parkour gameplay allows you to look at all the nooks and crannies of the luscious landscape around you. Lets not forget about the soothing ragtime soundtrack, completely composed from scratch and even improvised, just for this Jam: the icing on the cake! If you can't figure out the obstacle in front of you, you are encouraged to attack it from another angle (or flower petal), an experience many exploration games fail to provide; if you are totally lost, just take a deep breath to calm yourself, use the neat level selection menu and go back to earlier levels. In fact, it managed to make me lust for those stars looming over the petals, just mocking the inability of the persevering, young ladybug to fly...
Whatever you do, DON'T give up! The experience is totally worth the effort.
The biggest sin of this game was making me spawn in the air to fall in the void sometimes. A formspec was blank in one level. Like many of the other minigames, it showed some minor issues that I think don't hinder gameplay much, for example a few stems in some levels are shown floating above the ground or vases; but it's a game jam, what can you do? :|
Its calming vibe balances your frustration very well. Bravo!
Is Minetest a fetish game engine now!?
It says it's more of a base game; in that sense it does its job well.
I tested today and indeed they are! Thanks for the quick fixup Wuzzy.
I enjoyed mindlessly building and thriving with the supplies from the missions. The air supply draining was a good addition. I wasn't able to finish the game, but I quickly got the jist of it: it's fun and keeps you busy expanding your lunar outpost more and more!
Spawning without the spacesuit outdoors on the moon surface was a bit jarring. As others have noted, you need to stay clear of the landing sites, or you'll be encased in the landing rocket. The first mission was the most boring for me, but it must have been because I never got into the technic side (time constraints) and simply grew the crops myself. The fact it didn't include lunar gravity was unfortunate, too. It warned me that the image "smartshop_animation_mask.png" can't be loaded.
Borrowing a bit from existing content, it offers nice gameplay and simple missions for a linear progression. I recommend this.
This left such a cool impression, it felt so complete and fun, wow! The intro sequence is cool, and its story is engaging right from the start. It was clearly well tested: I didn't find any obvious bugs. :) It features a secret level, and the game soundtrack is neat and varied. The abilities you learn along your journey all help you in different situations, at various points in the game: awesome!
Collecting electrons while power-sliding is a bit finnicky, I found, but this is really the only complaint I have for the Jam version.
Well done, the experience was really refreshing for a Minetest game. Totally recommended!
A neat little adventure with an open ending. The texturing work is really realistic and detailed. The story is engaging, and the overwhelming silence gives an ominous feeling throughout: the choice to exclude most sounds and music works. I had fun solving the puzzles for the electricity.
The ending is not very rewarding, and repetition of the same journal entry in many different instances felt strange. The story felt unfinished, as well. Some text in the bridge terminals is cut off.
Generally, it's an immersive experience with impressive world-building. I recommend checking it out!
These are the bugs I found:
1) When the inventory fills up, other stacks of nodes make a cacophony of noises, when passing over them.
2) Bug when using the drill repeatedly:
2022-11-28 19:42:37: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '*builtin*' in callback item_OnUse(): <no description>
I would have liked to recommend this as an educational mini-game, but it prevented me; it does have educational potential, though. The ending was funny, with the trombone sound. The charger was neat! The mapgen is standard, but nice nonetheless, and the game doesn't overstay its welcome either, being over quickly if you don't dig down...
As I said, even though it teaches the geology of the Moon, the fact every single material you mine in eccess has to be placed again in the world leads someone who, to their dismay, committed the mistake of starting to dig downwards, to spend even more time at it; and for what? To be left angry at yourself for wasting said time lol.
I'll try this again when it receives some more content additions, for now I can't recommend it.
v (More in the comments) v
5) Crash upon lighting on fire a propane tank:
6) Warnings on startup about failed node and texture resolutions.
7) Certain panel walls in houses are rotated the wrong way.
8) Many undeclared global variables, which might lead to why this game is heavy on resource consumption.
9) Throwing bombs at light sources makes them light up more of the area.
10) There are random holes to the void in the streets.
4) Right-clicking "elevator:elevator" nodes crashes the game, making certain buildings inaccessible:
3) Right-clicking "xdecor:mailbox" nodes crashes the game:
These are the MANY bugs I found:
1) Crash when choosing "Back" in the initial formspec:
2) Right-clicking "xdecor:cushion" nodes crashes the game:
That music! Make it stop! It feels weird to commit heinous crimes while tormented by those beats. xD Ahem, the game features a decently detailed city. It's complete chaos outside the spawn area. You can hurt your fellow inhabitants in gruesome ways. You keep your loot upon death. I think the "secret" here is the "Xtreem" logo found on a building...
Now, the oppressive atmosphere failed to make an impact, because of the cheesy tunes. The rooms in some apartment complexes are very unfinished; you can also enter anybody's house, no brute-forcing or keys required (I guess this is excused by the chaos everywhere). Exiting and re-entering a world gives you more bombs, but also displays the story again. Watch out, because this game sets the "time_speed" setting in minetest.conf to "0"! The "cops:pig_spawner" node has no texture. Civilians don't react at all when hurt by the player. The extinguisher seems useless. The destruct-o-meter goes over its limit.
It's an experience that doesn't really offer much, because of its lack of stability and general direction.
v (More in the comments) v
These are the bugs I found:
1) Progress in the quest "Destroy mutant spider eggs" is not tracked when breaking them, thus soft-locking you.
2) You can trap yourself if you fall into a coal deposit silo which had its ladder blocked by a black wall border.
3) The mapgen can trap you in and impede any further progress.
4) Spiders spawn frequently into their egg-spawner space, suffocating.
5) If dungeons are enabled, they will interfere with the map generation.
Yep, this game is definitely going to give you a good scare if you play it for a while! The atmosphere is top notch: you're able to hear the creepy movements of the enemies in the distance and the many ambience noises are played frequently, giving this game a spooky vibe. One of the spiders made me physically jump, because it flanked me when I was trying to spot it. D: There are many objects to interact with and some POIs to find. Even though there was no way to win, I still enjoyed trying my best to survive.
On the negative side, the quest goals aren't all available, so the game is unbeatable. I found one undefined item "ssp_base:moniter_screen"; the layout of rooms is also more that of a labyrinth than that one of a spaceship, IMO. The enemies spawn very frequently, so destroying spawners is always risky.
I wish this could have had a proper ending, but anyhow it gets a recommendation.
v (More in the comments) v
Simplicity and variety of levels convinced me this is a good addition to the Game Jam of this year. Its gameplay is rewarding and well adapted to the interstellar space theme, while always being unforgiving to most errors. The atmosphere is relaxing, but I feel pushed forward by being allowed to see the levels ahead.
In level 5, when the structure nodes are introduced, a section is misleading you into thinking you'll be safe, leading you to the void instead, but I guess it's fine. The concept and textures might be considered basic by some, however I think it doesn't hurt the experience much. I didn't really find anything else to report on the negative side. :)
A great zen puzzle game to lose yourself into for a while, I can recommend it.
I got wrecked... but the gameplay is well paced and fun. The assistant is cool and helpful, I only wish it was equipped with a torch, too ahah. The soundtrack is nice and varied, there is voiceover for the robot and powerful abilities in your arsenal, to boot! You can turn defensive nodes into their reinforced counterpart, and even repair damaged ones. The enemies will keep you on your toes and you should use your time wisely to prepare for their arrival.
On first playthrough, I was able to acquire the meteors without issue before night fell and thus win, so I was a bit confused; then I waited a bit the second time and the aliens proved tough to beat, maybe too tough if playing alone (I never actually fought them off successfully, due to time constraints). I only found a warning for a missing texture, it's pretty stable.
Overall, I found this mini-game very original and polished, I can recommend it if played with your friends.
I am impressed by the functionality and mechanics the author was able to include here, but even when put together they don't offer a complete experience yet, for a game. The ships, including your own, are procedurally generated, and they all have functional, vital components for gravity, shields, comms, etc. There are even visitors that pop up, warning you in chat if they are just patrolling, looking to trade or are hostile. If you try to leave your ship and dig others, you are stopped. You are able to rearrange the ship as you please.
With that said, the gameplay isn't there yet, and sadly this lacks a clear direction. AFAIK interacttions with other ships are limited to simply hailing you when they arrive. There is a crafting element, but some materials aren't obtainable, I think. The oxygen mechanic isn't implemented yet. There are no sounds. You can drop your tools in the void, losing them forever.
There isn't much to get from this in its current state, but it already has a decent foundation to build upon. I hope to see this game expanded post-Jam.
This is a pretty short mini-game, but it's semi-complete and the story was funny. The ship GUI is standard, but features a lot of elements (not all functional), one of these being a self-updating log to understand your current mission. I liked that the textures for the asteroids were all a bit different, they weren't just a different color. The music was spacey.
As I said, some of the ship functionality is not implemented, and can actually hurt your progress if you're not careful. The story was interesting enough, even though the game ended pretty quickly. The ship tends to obstruct the view when looking downwards, while inside it.
I like space plots, so this one was right up my alley. Recommended ;)
These are the bugs I found:
1) Rarely, nothing generates in the space where there should be a room.
2) This crash happens randomly when entering and exiting rooms; it also happened when I was trying to run in circle clockwise:
3) The fire spreads and destroys the map in certain rooms, making you fall through the void.
4) The gears puzzle in the boiler room isn't solvable the way it was meant to, because it's too dark to see the colors of the wool at the base of ceiling pipes (unless you turn up the gamma, maybe).
5) Corridors can sometimes generate the wrong way, blocking your path.
I had a blast with this game... when it worked. I played on 5.5.1 to have the compass work, and I have to say this concept is really fun and clever to me! Coupled with its many riddles and puzzles, this is a novel experience that I hope will see more polish going forward. The way the rooms change layout is smooth, and each one can be entered from different directions (nice touch).
The riddles were pretty hard to figure out on my own, I had to resort to asking for solutions and ultimately giving up, oof. I think the main menu music is too loud compared to the in-game sound.
I recommend this since I had fun, but the experience was soured by the crashes. Definitely check it out post-Jam!
v (More in the comments) v
These are the bugs I encountered:
1) Error the first time the acid gun is fired:
2) After mining the first beacon, the radar didn't update. I had to rejoin to destroy the same beacon again and only then it changed to the next one.
3) Ceiling plants sometimes spawn in mid-air.
4) Plants don't delete their particles when dug.
5) Your stock of metal and lamps resets itself to its initial value on every rejoin.
Man future government suuucks! This adventure game has a varied soundtrack, a cool story and much to discover. I liked the artstyle of the initial briefing, and it was simply fun running through the many caves and caverns, blasting a few of the powerful aliens with acid while collecting resources. The mech model looks nice, I only wish it had animations. The beacon system is well integrated and easy to track.
I believe that the music in the ice layer could be more varied, as you're bound to spend more time in there to stockpile supplies for the danger ahead. I couldn't complete the game because the enemies simply frightened me too much: when I poked my head in a cave close to their spawn depth, a swarm of 10~ of them attacked me and caused me to flee. When I tried to fight them, they always overwhelmed me with numbers because of their fast spawn rate.
Overall though, this is a recommendation because it felt polished where it counted, albeit being really difficult at times.
v (More in the comments) v
I enjoyed poking at the klots to understand their otherworldy secrets, and succeded! The game features a soothing tune that will accompany your puzzle solving, enough levels to understand all its mechanics and neat looking nodes across all its levels; oh and the cool background!
I experienced some rubberbanding with movements, but it wasn't too distracting. Of course, more levels are going to be a nice addition.
I recommend this to anyone who likes mini-games that make you chill and ponder solutions.
It's a pity this game didn't get the polish it needed. The alien-style GUI looks interesting, even if unfinished, and the worms have detailed textures.
However, the only "interaction" possible seems to be raising the ground, and many textures are missing. The worms only have two animations; they also get stuck if the ground is raised at their position.
Let's wait and see what this becomes; I can't recommend this as it's lacking both in gameplay and stability.
This game and its sounds are disgusting.
Good job, I guess.
Also, it lags my pc with infinitely-spawning robocops.
It seems I was too quick to judge, I apologize.
I'll change the review when it develops a bit more, post-jam.
I'll wait to see what this becomes in the future. :)
This fire-bee do be buzzin', deadass no cap!! ;)
The original mod is by Nathan Salapat and presented no license info, yet you relicensed anyway, too. This is not allowed, I'm pretty sure.
This mod is essential to enjoy the real meaning of Minetest: having fun coding random things and banging them against each other! This mod is epic and I enjoy mocking around with it. :D
10 / lonely
Best pillow-fight weapon for a pajama party!
I just thought the minigame was geared more towards children or something; as long as it has an audience, no matter the age, it earns my respect. Now, ofc this was very on the edge of a positive or negative review, what with being incomplete and all; however, I try not to be too harsh on devs, especially when they make cool games, since I can see how many end up abandoning Minetest out of lack of time, lack of interest from the community, etc... Game- devs are the lifeblood of Minetest, I believe (as a not- so- sane Microbesoft corpo once said: "dEvElOpErS, DeVeLoPeRs, [...], DEVELOPERS!").
Yeah, more testing would have solved the glaring problems, surely.
Why of course I liked it! Think about Treasure Planet, one of my favourite movies; it had steampunk and pirate themes in it. :P
Will do! Pushing yourself to improve is good.
If you are bored of the usual ways of playing Minetest games, look no further: it's a very stable minigame, it has simple graphics that let you keep your focus when solving puzzles, and, last but not least, features a really innovative mechanic, that opens many roads for interesting and fun gameplay! The story elements are well spaced out, and will "guide" you through the various challenges you'll face in the lab. Its mechanics are simple in appearance, but are actually pretty clever, considering they merge together player properties with the node- space; a feat few games try to pull off (save parkour ones).
It was sadly a bit short of an experience, just when I was starting to get the hang of it, too; but I suppose we'll be seeing further levels down the road as the game implies. It seems to me this is a very new gameplay- style for Minetest, so I'll wait and see if more can be done with it in the future.
Post- Jam development should focus on:
showcasing all the different possibilities the mechanic offers, in more levels;
maybe change the player's skin to something else;
polishing player experience (e.g. maybe add some more story elements to keep the player's interest, maybe add more worldbuilding elements, maybe add a boss fight)
Me and my Alter both recommend!
I see, well I'm curious how it will turn out, in the end; I'll check this out again to see if it changes my mind. ;) Good luck!
LMAO I can confirm, I didn't receive monetary incentive for reviewing, nor did I know the author beforehand. I just like exploration games, and I recognize effort where I see it; ofc, this isn't the only Game Jam submission where I found it, and I still need to review some. Good luck!
Glad you're looking into it, it's not game breaking anyway;
I see, these are just little issues I noticed; pick and choose what you think is right for the direction your game should follow;
That's pretty cool, new mechanics are always welcome in games ahah!
Posted an issue on Github.
This exists now; you better take responsibility! xD I see what happened with the development of this game; luckily all that matters is the final presentation... Let's see: clear goals/ gameplay? Check, to have fun practicing on your boxy steed; epic tricks? Check; tight turns? Check, just press S while turning; interesting setting? Check, a beautiful city background; sick beats? Check, definitely.
Post- Jam development should focus on: nothing, this is perfect already! /s
A+ for the memes! B)
It's a simple 3d snake minigame port, good Game Jam target; the problem is that it could be implemented much better. I'm sorry to say, but the movement, coupled with the free- roaming camera, almost made me nauseous. I may be biased, as I'm not a fan of 3d snake in general, I guess; but if it's too much for me to play, I can't ignore that...
The simplicity is its main strength, as it has a solid foundation for impovements. It has in- file configuration options; nice to have nonetheless. The gameplay is solid, ofc, for players who want to challenge themselves (and their stomach) with this minigame. I'm looking forward to changes that will provide a smoother experience for players the most.
Post- Jam development should focus on:
polishing player experience (e.g. make movement less finnicky, make smoother camera movements when teleporting, allow the 3rd person camera to exit the arena boundaries to avoid blocking players' view);
consider turning it into an open- world game;
reshow formspecs if closed (it might be an engine bug);
allow changing settings in Minetest settings GUI.
Don't be discouraged, and keep improving it! :D
Post- Jam development should focus on:
making sure players aren't spawning in the void in earlier levels;
addressing minor level layouting issues (e.g. yellow flowers are raised from the ground in level "Mid-Term", grass stems are raised from the vase above the giant tree stump in level "Garden");
fixing introduction text to level "Flowers" being printed as error in chat (only occurs in Minetest 5.5.0);
polishing player experience (e.g. maybe create a level where it rains and you are safe inside something, maybe add a node- based kid with a magnifying glass, maybe add a node- based ravenous lizard/ salamander which opens and closes its mouth as platforms).
I don't think poor Minetest has ever seen such quality of texturing before. It even features mostly correct collisions for the stems and flowers! The creator really poured all their creativity in the making of this beautiful exploration minigame, and it shows; its simple, yet well layed out parkour gameplay allows you to look at all the nooks and crannies of the luscious landscape around you. Lets not forget about the soothing ragtime soundtrack, completely composed from scratch and even improvised, just for this Jam: the icing on the cake! If you can't figure out the obstacle in front of you, you are encouraged to attack it from another angle (or flower petal), an experience many exploration games fail to provide; if you are totally lost, just take a deep breath to calm yourself, use the neat level selection menu and go back to earlier levels. In fact, it managed to make me lust for those stars looming over the petals, just mocking the inability of the persevering, young ladybug to fly... Whatever you do, DON'T give up! The experience is totally worth the effort.
The biggest sin of this game was making me spawn in the air to fall in the void sometimes. A formspec was blank in one level. Like many of the other minigames, it showed some minor issues that I think don't hinder gameplay much, for example a few stems in some levels are shown floating above the ground or vases; but it's a game jam, what can you do? :|
Its calming vibe balances your frustration very well. Bravo!