I played through this on the weekend and enjoyed it thoroughly. It's nothing like traditional minecraft games but I think it uses the engine well.
Thankyou for making and publishing this Wuzzy :)
N.B. I don't expect you to like any of my pull requests or want to implement anything I mention here, but I think you might enjoy reading it anyway.
Hub world and levels
Wow this game has a lot of levels. I had to draw a map of the hub to keep track of which is which.
I couldn't help but draw comparisons with Super Mario 64 whilst playing. Jumping into paintings vs using portals with decorations near them.
It took me an embarrassingly long time to realise that the decorations near each portal represented the level on the other side. That... made things quite a bit easier. I still kept using my paper map (especially for keeping track of the few level-to-level portals).
Gorgeous faux-reflection either side with the corruption occurring. It's a shame that I spent my time only looking at the central section.
This is the one level I will complain about. I thought that a light near a jumppad means it sends you higher, but there is one platform of the tower where this rule doesn't apply. Lots of frustration was had from repetitively traversing this layer and trying to remember which jumpads in the almost-rotationally-symmetric room were the good ones and which were the duds.
Level: Cube processing
One of the pathways in this level is a taunt. It shows you something, but doesn't let you reach it.
I kept expecting to be given another ability to finish this level; but eventually I realised that it was a puzzle I had the keys to all along. Cheeky bastard :)
(I have not tried the original, but from I what I have read this a complete and working remake?)
I'm completely stuck and have been for a couple of hours, but I don't care, I'm still enjoying it. Some of the clues are obvious, others don't seem sensible (wth does "lastly and centrally" mean? Especially in a room with an even count of dimensions!) and I am yet to make sense of the stars.
I refuse to look at the sourcecode for this one. I'll update this review if I ever get further. If you don't hear from me then I may have awoken in Piranesi instead of real life.
It's interesting that the tree maze is a pain to get inside of. I suspect perhaps this was done to prevent player's using it as a place to dump all their items (given how easy and quick it is to get to). All the other places are harder or more unpredictable to get to; but in turn are easy to use as item storage.
(EDIT: Now fixed, thankyou Warr) Walking SFX is very loud and dominating, especially after taking thousands of steps. Making that a bit quieter (so I can better enjoy the other SFX when they appear) would be appreciated
EDIT: Game complete. I'm enjoying the final music now :)
I have a list of unused items and places of interest, which could mean I managed to accidentally skip some parts of the game or. End game says 100%, so I presume I have not missed any secrets. Maybe. Possibly.
Thankyou for much Warr1024 and Iarbat. With exception to one frustrating puzzle blocker I found this thoroughly enjoyable. Definitely recommend to others.