I really like the idea of a camera mod. Create an image of what you see and put it on a wall later. This could be used for various creative things. The picture taking itself works fine but is oddly done with a command rather than an item or something.
Sadly, due to the limitations of Minetest, there are several drawbacks and limitations:
Only b/w images
Objects and players are invisible to the camera
Custom block shapes are not supported. In the photo it either becomes a full block or no block. E.g. plants are not drawn correctly
Picture calculation is slow, it can take several seconds
Making a picture blocks the entire server. So while the picture is calculated, everything else comes to a screeching halt
While the first 3 limitations may be acceptable, the performance problem is the biggest show stopper right now.
This mod clearly tries to put Minetest to its limits and it's definitely worth checking out because it's something very unique. But I don't recommend this mod for actual gameplay or server use. Consider this mod experimental.
Most sectors (=levels) are indeed completely handmade, but two sectors were created with the help of a procedural generation tool called “Perlin Explorer” (a mod you can find on ContentDB): The sector “Far Lands” as well as the mysterious final sector. The result of this tool was a basis on which I built upon manually. The final result of all levels is still static, the sectors are always the same.
To learn more about how this game was made, read the Making-of.
Sadly, playing this game is not that fun for me because lag is a huge issue. The thing is, guns will miss a lot even if the player was directly under your crosshair. I believe this is an issue with Minetest itself: It was never made to be a first-person shooter so doesn't take into account when quick responses are required. This shouldn't be a surprise since the same issue arises with many other FPS-style games for Minetest.
Other FPS games (non-Minetest) are much more reliable with this.
I give it a neutral rating because I want to recognize the depth and hard work that was put on it. But I cannot give a recommendation either. The game would be fun if the guns wouldn't lag so much. I guess on a LAN it would be more playable tho.
This is one of my favourite minigames on the A.E.S. minigame server and it gets better the more players there are. This one is reason alone to go on the server.
It's basically a deathmatch, but fantasy-style. Sounds simple, but it isn't because of a non-trivial set of weapons of a class you can choose: Warrior and Mage. And its fun to play. Hard to explain, you just have to try it out yourselves.
The two classes seem to be more or less balanced except MAYBE the "fist" ultimate because it seems it can never miss unlike the mage's ultimate. On the other hand, the mage's ultimate can kill multiple players but it can miss. So I am not sure if this is good of bad balancing.
The UI is very polished apart from a few little bugs (all reported).
A minor criticism I have is that most player hits are silent from the attacker's perspective. This is most irritating when hitting someone with a sword.
I haven't worked w/ arena_lib a lot so far but from what I've learned by going through the documentation and fixing some bugs of existing minigames, I think it seems quite powerful. What is especially interesting is the editor mode where you can edit arenas with special "items" in your hotbar which act like some kind of "mini menu". It is unusual but I understood it somehow.
Nothing of the mod's design seems to disturb me so far, coding with it is fairly reasonable with no weird surprises.
A minor downside are the signs because they introduce non-translatable text. Signs are hardcoded in arena_lib and can't be removed but I've read it is possible to add alternative entry methods (not tested so far).
The only major criticism I currently have is that there is no player or admin manual, only a programmer's manual because not everything is obvious from the player/admin perspective (although it is mostly intuitive already). For example, I don't know how many players are aware that you can rightclick the signs to enter spectator mode. And it also took me quite some time to figure out how to set up my own test world with arena minigames because the documentation doesn't say.
Arena_lib has been successfully supporting the A.E.S. minigame server which is I guess evidence enough for it's power. Overall, I can give it a clear recommend.
I think this is currently the worst minigame on the A.E.S. minigame server right now. The premise is as simple as it is boring. You just jump from platform from platform. The game will get faster over time, until it hits a limit and that's the only thing that changes. Yawn.
The reason why I think this game is so boring is because it's so repetitive. There are always 9 platforms and each round the same thing happens: 8 random platform disappear. Yawn. The game doesn't even try to be a little bit more interesting by adding some variation, surprise, challenge. The only difficulty increase here is by speed which I feel is not enough.
Balancing is also an issue. Sometimes, a jump is just physically impossible that even perfect timing and jumps won't save you. This is often the case late in the game when you must from one corner to another. While I understand the game wants to prevent games from going on forver, it still feels poorly balanced. Because the timer doesn't seem to take the required jump distance at all.
There is no consideration of colorblindness at all.
Then, the mod's coding is just horrible. The logic is very much hardcoded and painful to set up. You have to manually set the coordinates for all 9 platforms. PAIN. There is no consideration for extensibility at all. So if someone wants to seriously improve ColourJump: Don't. Burn it all to the ground. Instead, start it from scratch; it'll be easier.
I'm sorry but I'm not taking any feature suggestions for this mod. I want to preserve the original xdecor mod as much as possible and keep it stable. If I would start feature work, too, I not only risk losing compability but it's also adding more work. X-Decor-libre is not my top priority anyway.
I think the simple enchantment system is "good enough" for now and I don't want to put much extra work into it, unless there are bugs.
Also, remember, the way X-Decor (the original one) was always designed about simplicity anyway. The mechanics it adds are all super simple so it's unlikely that kilbith would have made it more complex anyway.
I want to preserve the graphics of this mod and I won't do changes, except for fixing bugs. So the admittedly odd 2D style will remain for the time being.
But at least the lantern sounds are now fixed in version 'libre3'.
Heh. The game is actually supposed to be more, but right now it's still very sandbox-y.
If I ever get this game actually finished, it will be full-blown terraforming game with many powerful machines and tools to transform the world rapidly, a large set of plants to grow (and unlock as you progress).
Thank you. I mostly agree with your criticisms. Yes, the early plants are weirdly balanced. Apple tree comes way too early. I already planned to make moss the first base plant, but algae is also a nice idea. The idea I have is that you will use some kind of research station which you need to feed with materias to unlock more and more plants over time, but first you start with the small plants.
I agree the lack of help for the node conversions (marble, etc.) isn't great. Technically, a tooltip exists in the nodes you need to convert but first you have to find that node. That's not ideal. Some kind of more sohpisticated help system is probably planned. I could use the Help modpack I wrote a long time ago, although its usability is not great; having a full-blown help page for every node is kinda overkill. Could use a more simplified version of the help maybe.
Yes, the huge number of crafting recipes is another problem. Procedural unlocking should be done instead.
As for the death: Yeah, I think I'll add a better messaging system to give you advice about various things, like messages from a mission control, idk.
Anyway, I'm glad you like this early unfinished version. As you can see, there are still many rough edges. But I have BIG plans with this game (but I am currently busy with other stuff).
I agree. The game is still in an early stage and many of the ideas I have for it aren't there yet.
The readme currently provides a rough "getting started" guide but it's not perfect either.
I do plan to massively extend this game later tho. And yes, the plant balancing will be reworked as well; I agree the overemphasis on cotton isn't good.
I have used this mod countless times, especially in game development. It has sped up tasks considerably and helped me a ton. I used it to create various structures and trees in MineClone 2, Lazarr! Glitch and Repixture.
During the development of Glitch, I have felt one of its biggest shortcomings is usability. Typing in chat commands all the time gets tedious and time-comsuming very quickly, especially if you want to do many complex operations in row. The worst part is setting pos1 and pos2 because you have first fly to these places (using mouse and keyboard) and then type in the commands. This part is always the most time-consuming.
Unfortunately, WorldEdit GUI only works in combination with selected games/mods for now.
I wish one day WorldEdit usability gets seriously improved because that area still needs work IMHO.
That having said, it's still a recommendation because it's still a big improvement over having nothing at all. Without WorldEdit, productivity would slow down to a crawl, so that cannot be understated as well. Still a good mod/modpack overall.
The mod does not work. I have tried it in a local server with 2 test players and when I block a player, I can still see their messages. Also, this mod seems to bypass the "shout" privilege. If a player tries to chat without the shout privilege, the message still appears?!
Yeah sorry this mod needs some testing first. (Maybe my review was too early?)
For some reason the entire mod is in French only. The translation system is not used. Sorry, I have to give a thumbs down just for that.
EDIT: The language problem has been resolved but the mod does not work at all right now (see below). I will update my review when it actually does what it promises.
This mod allows a lot of new decoration things and looks very cool. It is easy to use, however, the selectionbox is annoyingly big in 5.6.1. (I know this mod is built for the upcoming version, tho.)
A small thing that annoys me is the giant smoke puff in Minetest Game when a lead "dies". Another small thing is the chat message. I would remove it because it quickly fills the entire chat if you misclick.
The only thing I’m missing is some subtle sound effect for attaching/detaching/etc.
The bucket does literally the same as if you just do "/giveme mcl_portals:portal_end". It just places a single end portal node. Apart from the new texture, there is no innovation. It is now easy to add "invalid" end portals everywhere but it is not trivially possible to remove them.
The only thing I would like to be changed is add a setting for 'default' mods
This goes against the design philosophy of DevTest and is not going to happen. DevTest is meant to change default behavior of Minetest as little as possible, in order to make testing the engine features as simple as possible. Including the default mod would do the exact opposite and cause massive problems.
The Backrooms are an Internet meme at this point, it's a classic, and I love that has arrived to Minetest. As soon as I saw this entry, I instantly downloaded it.
It does not disappoint:
The "classic" backrooms level captures the spirit of the Internet meme well. It's how I would have expected it: A yellow infinite chaotic mess of walls. The ceiling lamps hum terrifyingly. The game does not seem to care too much about "conforming" to SCP lore.
It is not just the backrooms, but there are several levels that look very different, some with some really complex design like the infinte bath (?) and overall it's just fun exploring. There is not really much else you can do nor is there a challenge but that's the point. It's also good if you're listening to a podcast.
Exploring the levels for the first time is fun. For the future, I would suggest to add more variety to each level so that you don't figure out the level's pattern completely after a few minutes.
Graphically, it is also well done. The low-res textures look nice and I like this game actually makes use or scaled textures that span over multiple nodes (a feature which many games do not use yet). This is great to make the tiles not look too repetitive. There are still a few graphical bugs (see issue tracker on Codeberg), but it's OK. The teleport effect is a bit too instant for my taste.
The sound ambience is pretty good but could be improved, especially the footstep. Some areas have no ambience which is a little disappointing, but I hope future versions will improve.
Apart from a few minor bugs and UX complaints I had, I think this game is already in a healthy state and the promise of it being fully playable to the end is true. All the major bugs of Piranesi appear to be fixed.
The game stays mostly faithful to the original, especially, although some UX changes/improvements were made. The game allows you to pick up clues (paper, book) but it restricts where you can place items now. Which is fine, I guess? The compass now works smoothly and is part of the HUD, although the arrows are not labelled (where is North?). Additionally, background music plays from time to time and several sound effects were added. This game clearly has seen major polishing, which is exactly what Piranesi neede.
Although it seems the project is not finished yet and still has many minor bugs, it's in a OK state already IMHO.
As for the gameplay, the puzzles are as difficult as in the original. My opinion on them is the same as for Piranesi (see the review there).
Unlike the original, this game still relies on color for some on its puzzles but it will now display the color of some blocks if you point to it for a few seconds. However, this still isn't perfect as some colored nodes in some rooms are too far away to be pointable. So for colorblind people this game is still not fully accessible. Hopefully this will get fixed later.
Overall, I give a recommedation, except when you're colorblind.
Collecting electrons while power-sliding is a bit finnicky, I found, but this is really the only complaint I have for the Jam version.
This turned out to be two bugs in one: First, you sometimes failed to collect electrons if you went too fast (even the powerslide speed was enough sometimes). Second, powerslide itself failed to register. Both problems should be fixed now in 1.1.0.
Please check out version 1.1.0, which fixes most, if not all, powerslide issues and to make things more usable, an ability status indicator is shown so you always know when you can powerslide.
Background information: I figured that even if you followed my instructions from the comment above, it was indeed still buggy. Powerslide was sometimes broken on slopes (both if you wanted to powerslide upwards, or away from the slope). And there were also some random brief moments in time in which powersliding just randomly "deactivates"; that one was a "fun" bug to fix. XD Also, I am pretty sure these problems had nothing to do with lag or how long your game was active or with the launchpads.
Version 1.1.0 is here, and an ability status indicator now shows when you can powerslide (or launch), this hopefully should it make easier to understand.
The stopping distance thing is a trickier business but I decided to leave it at that for now as I don't really have an idea how to improve it without redoing all the sectors.
I also updated the instructions from Powerslide Master.
If that still doesn't help, at least there is now a ch(e)at command "/unlock_gateways" in case you're really desperate to see the end. :D (only use this if you have completely given up, lol)
Yeah, I gave plenty of leeway for being able to complete the game with many, but not all electrons. I think in a future version something special will happen if you have everything, but it will still be optional.
Somehow your little joke game still did better than TWO submissions. :D
Occupy Moon got last place, probably because people didn't like it was basically just a Minetest Game + Technic ripoff (+ other old mods), which was missing the point of the game jam.
And there was also Making Space, basically a non-game which just generates cardboard boxes everywhere, that's it. It wasn't even ranked at all, this one is already deleted from ContentDB.
Yes, I did finish the game, but the ending struck me as unremarkable. But that's not really the problem; the real problem is the whole game just does not offer a lot of things to do. :-(
OK, the solar panel does not work below Y=0 but it does work above. Weird.
And yeah, I absolutely thing that if this is meant as a standlone, you can't expect players to know the ins and outs of Technic. Complete newcomers might not even know what Technic is. Servers are different.
Thank you. I do have high ambitions with this game and I'm still working on it.
I've just added the sneak animation to the TODO list of the game (although low priority).
I really like the idea of a camera mod. Create an image of what you see and put it on a wall later. This could be used for various creative things. The picture taking itself works fine but is oddly done with a command rather than an item or something.
Sadly, due to the limitations of Minetest, there are several drawbacks and limitations:
While the first 3 limitations may be acceptable, the performance problem is the biggest show stopper right now.
This mod clearly tries to put Minetest to its limits and it's definitely worth checking out because it's something very unique. But I don't recommend this mod for actual gameplay or server use. Consider this mod experimental.
No, rubenwardy is only half-correct.
Most sectors (=levels) are indeed completely handmade, but two sectors were created with the help of a procedural generation tool called “Perlin Explorer” (a mod you can find on ContentDB): The sector “Far Lands” as well as the mysterious final sector. The result of this tool was a basis on which I built upon manually. The final result of all levels is still static, the sectors are always the same.
To learn more about how this game was made, read the Making-of.
What does this mean? If this is a bug, it should be on the issue tracker. Otherwise this sentence should be removed.
Sadly, playing this game is not that fun for me because lag is a huge issue. The thing is, guns will miss a lot even if the player was directly under your crosshair. I believe this is an issue with Minetest itself: It was never made to be a first-person shooter so doesn't take into account when quick responses are required. This shouldn't be a surprise since the same issue arises with many other FPS-style games for Minetest.
Other FPS games (non-Minetest) are much more reliable with this.
I give it a neutral rating because I want to recognize the depth and hard work that was put on it. But I cannot give a recommendation either. The game would be fun if the guns wouldn't lag so much. I guess on a LAN it would be more playable tho.
This is one of my favourite minigames on the A.E.S. minigame server and it gets better the more players there are. This one is reason alone to go on the server.
It's basically a deathmatch, but fantasy-style. Sounds simple, but it isn't because of a non-trivial set of weapons of a class you can choose: Warrior and Mage. And its fun to play. Hard to explain, you just have to try it out yourselves.
The two classes seem to be more or less balanced except MAYBE the "fist" ultimate because it seems it can never miss unlike the mage's ultimate. On the other hand, the mage's ultimate can kill multiple players but it can miss. So I am not sure if this is good of bad balancing.
The UI is very polished apart from a few little bugs (all reported).
A minor criticism I have is that most player hits are silent from the attacker's perspective. This is most irritating when hitting someone with a sword.
I haven't worked w/ arena_lib a lot so far but from what I've learned by going through the documentation and fixing some bugs of existing minigames, I think it seems quite powerful. What is especially interesting is the editor mode where you can edit arenas with special "items" in your hotbar which act like some kind of "mini menu". It is unusual but I understood it somehow.
Nothing of the mod's design seems to disturb me so far, coding with it is fairly reasonable with no weird surprises.
A minor downside are the signs because they introduce non-translatable text. Signs are hardcoded in arena_lib and can't be removed but I've read it is possible to add alternative entry methods (not tested so far).
The only major criticism I currently have is that there is no player or admin manual, only a programmer's manual because not everything is obvious from the player/admin perspective (although it is mostly intuitive already). For example, I don't know how many players are aware that you can rightclick the signs to enter spectator mode. And it also took me quite some time to figure out how to set up my own test world with arena minigames because the documentation doesn't say.
Arena_lib has been successfully supporting the A.E.S. minigame server which is I guess evidence enough for it's power. Overall, I can give it a clear recommend.
I think this is currently the worst minigame on the A.E.S. minigame server right now. The premise is as simple as it is boring. You just jump from platform from platform. The game will get faster over time, until it hits a limit and that's the only thing that changes. Yawn.
The reason why I think this game is so boring is because it's so repetitive. There are always 9 platforms and each round the same thing happens: 8 random platform disappear. Yawn. The game doesn't even try to be a little bit more interesting by adding some variation, surprise, challenge. The only difficulty increase here is by speed which I feel is not enough.
Balancing is also an issue. Sometimes, a jump is just physically impossible that even perfect timing and jumps won't save you. This is often the case late in the game when you must from one corner to another. While I understand the game wants to prevent games from going on forver, it still feels poorly balanced. Because the timer doesn't seem to take the required jump distance at all.
There is no consideration of colorblindness at all.
Then, the mod's coding is just horrible. The logic is very much hardcoded and painful to set up. You have to manually set the coordinates for all 9 platforms. PAIN. There is no consideration for extensibility at all. So if someone wants to seriously improve ColourJump: Don't. Burn it all to the ground. Instead, start it from scratch; it'll be easier.
I'm sorry but I'm not taking any feature suggestions for this mod. I want to preserve the original xdecor mod as much as possible and keep it stable. If I would start feature work, too, I not only risk losing compability but it's also adding more work. X-Decor-libre is not my top priority anyway.
I think the simple enchantment system is "good enough" for now and I don't want to put much extra work into it, unless there are bugs.
Also, remember, the way X-Decor (the original one) was always designed about simplicity anyway. The mechanics it adds are all super simple so it's unlikely that kilbith would have made it more complex anyway.
I want to preserve the graphics of this mod and I won't do changes, except for fixing bugs. So the admittedly odd 2D style will remain for the time being. But at least the lantern sounds are now fixed in version 'libre3'.
This sounds awfully redundant to the
playerphysics
mod:https://content.minetest.net/packages/Wuzzy/playerphysics/
I'm not happy with API mods proliferatng if they do the exact same thing. Just creates dependency hell. :-(
sus.
(In seriousness tho: It's cute, although I wish there were more colors.)
(EDIT: There are multiple colors now, cool.)
This is intentional, the item was meant to be found in lootboxes by games.
The latest release is broken. It seems the import went wrong. Please try again. See also the bot messages from before.
Heh. The game is actually supposed to be more, but right now it's still very sandbox-y.
If I ever get this game actually finished, it will be full-blown terraforming game with many powerful machines and tools to transform the world rapidly, a large set of plants to grow (and unlock as you progress).
Thank you. I mostly agree with your criticisms. Yes, the early plants are weirdly balanced. Apple tree comes way too early. I already planned to make moss the first base plant, but algae is also a nice idea. The idea I have is that you will use some kind of research station which you need to feed with materias to unlock more and more plants over time, but first you start with the small plants.
I agree the lack of help for the node conversions (marble, etc.) isn't great. Technically, a tooltip exists in the nodes you need to convert but first you have to find that node. That's not ideal. Some kind of more sohpisticated help system is probably planned. I could use the Help modpack I wrote a long time ago, although its usability is not great; having a full-blown help page for every node is kinda overkill. Could use a more simplified version of the help maybe.
Yes, the huge number of crafting recipes is another problem. Procedural unlocking should be done instead.
As for the death: Yeah, I think I'll add a better messaging system to give you advice about various things, like messages from a mission control, idk.
Anyway, I'm glad you like this early unfinished version. As you can see, there are still many rough edges. But I have BIG plans with this game (but I am currently busy with other stuff).
I haven't thought much about mobs yet but I think it'll be more about alien creatures that fit the theme. So no, bats will not be added.
I agree. The game is still in an early stage and many of the ideas I have for it aren't there yet. The readme currently provides a rough "getting started" guide but it's not perfect either.
I do plan to massively extend this game later tho. And yes, the plant balancing will be reworked as well; I agree the overemphasis on cotton isn't good.
I have used this mod countless times, especially in game development. It has sped up tasks considerably and helped me a ton. I used it to create various structures and trees in MineClone 2, Lazarr! Glitch and Repixture.
During the development of Glitch, I have felt one of its biggest shortcomings is usability. Typing in chat commands all the time gets tedious and time-comsuming very quickly, especially if you want to do many complex operations in row. The worst part is setting pos1 and pos2 because you have first fly to these places (using mouse and keyboard) and then type in the commands. This part is always the most time-consuming. Unfortunately, WorldEdit GUI only works in combination with selected games/mods for now.
I wish one day WorldEdit usability gets seriously improved because that area still needs work IMHO.
That having said, it's still a recommendation because it's still a big improvement over having nothing at all. Without WorldEdit, productivity would slow down to a crawl, so that cannot be understated as well. Still a good mod/modpack overall.
The mod does not work. I have tried it in a local server with 2 test players and when I block a player, I can still see their messages. Also, this mod seems to bypass the "shout" privilege. If a player tries to chat without the shout privilege, the message still appears?!
Yeah sorry this mod needs some testing first. (Maybe my review was too early?)
For some reason the entire mod is in French only. The translation system is not used. Sorry, I have to give a thumbs down just for that.
EDIT: The language problem has been resolved but the mod does not work at all right now (see below). I will update my review when it actually does what it promises.
This mod allows a lot of new decoration things and looks very cool. It is easy to use, however, the selectionbox is annoyingly big in 5.6.1. (I know this mod is built for the upcoming version, tho.)
A small thing that annoys me is the giant smoke puff in Minetest Game when a lead "dies". Another small thing is the chat message. I would remove it because it quickly fills the entire chat if you misclick.
The only thing I’m missing is some subtle sound effect for attaching/detaching/etc.
I don’t know what else to suggest, so, good work!
The bucket does literally the same as if you just do "/giveme mcl_portals:portal_end". It just places a single end portal node. Apart from the new texture, there is no innovation. It is now easy to add "invalid" end portals everywhere but it is not trivially possible to remove them.
FYI: This package cannot be released and/or downloaded right now. Have you seen the bot messages? Clean up your config file, it's broken. Thanks.
This goes against the design philosophy of DevTest and is not going to happen. DevTest is meant to change default behavior of Minetest as little as possible, in order to make testing the engine features as simple as possible. Including the
default
mod would do the exact opposite and cause massive problems.The Backrooms are an Internet meme at this point, it's a classic, and I love that has arrived to Minetest. As soon as I saw this entry, I instantly downloaded it.
It does not disappoint:
The "classic" backrooms level captures the spirit of the Internet meme well. It's how I would have expected it: A yellow infinite chaotic mess of walls. The ceiling lamps hum terrifyingly. The game does not seem to care too much about "conforming" to SCP lore.
It is not just the backrooms, but there are several levels that look very different, some with some really complex design like the infinte bath (?) and overall it's just fun exploring. There is not really much else you can do nor is there a challenge but that's the point. It's also good if you're listening to a podcast.
Exploring the levels for the first time is fun. For the future, I would suggest to add more variety to each level so that you don't figure out the level's pattern completely after a few minutes.
Graphically, it is also well done. The low-res textures look nice and I like this game actually makes use or scaled textures that span over multiple nodes (a feature which many games do not use yet). This is great to make the tiles not look too repetitive. There are still a few graphical bugs (see issue tracker on Codeberg), but it's OK. The teleport effect is a bit too instant for my taste.
The sound ambience is pretty good but could be improved, especially the footstep. Some areas have no ambience which is a little disappointing, but I hope future versions will improve.
Apart from a few minor bugs and UX complaints I had, I think this game is already in a healthy state and the promise of it being fully playable to the end is true. All the major bugs of Piranesi appear to be fixed.
The game stays mostly faithful to the original, especially, although some UX changes/improvements were made. The game allows you to pick up clues (paper, book) but it restricts where you can place items now. Which is fine, I guess? The compass now works smoothly and is part of the HUD, although the arrows are not labelled (where is North?). Additionally, background music plays from time to time and several sound effects were added. This game clearly has seen major polishing, which is exactly what Piranesi neede.
Although it seems the project is not finished yet and still has many minor bugs, it's in a OK state already IMHO.
As for the gameplay, the puzzles are as difficult as in the original. My opinion on them is the same as for Piranesi (see the review there).
Unlike the original, this game still relies on color for some on its puzzles but it will now display the color of some blocks if you point to it for a few seconds. However, this still isn't perfect as some colored nodes in some rooms are too far away to be pointable. So for colorblind people this game is still not fully accessible. Hopefully this will get fixed later.
Overall, I give a recommedation, except when you're colorblind.
This turned out to be two bugs in one: First, you sometimes failed to collect electrons if you went too fast (even the powerslide speed was enough sometimes). Second, powerslide itself failed to register. Both problems should be fixed now in 1.1.0.
Please check out version 1.1.0, which fixes most, if not all, powerslide issues and to make things more usable, an ability status indicator is shown so you always know when you can powerslide.
Background information: I figured that even if you followed my instructions from the comment above, it was indeed still buggy. Powerslide was sometimes broken on slopes (both if you wanted to powerslide upwards, or away from the slope). And there were also some random brief moments in time in which powersliding just randomly "deactivates"; that one was a "fun" bug to fix. XD Also, I am pretty sure these problems had nothing to do with lag or how long your game was active or with the launchpads.
Update: Version 1.1.0 fixes most, if not all, powerslide issues and adds an ability status indicator (and more). I hope this problem is now solved.
Update: Version 1.1.0 (hopefully) fixes the powerslide confusion with bugfixes and an ability status indicator.
Version 1.1.0 is here, and an ability status indicator now shows when you can powerslide (or launch), this hopefully should it make easier to understand.
The stopping distance thing is a trickier business but I decided to leave it at that for now as I don't really have an idea how to improve it without redoing all the sectors.
The new version 1.1.0 is here and I think I fixed the biggest powersliding issues (if not all). Please give feedback about what you think and if it works better. https://forum.minetest.net/viewtopic.php?p=418738#p418738
I also updated the instructions from Powerslide Master.
If that still doesn't help, at least there is now a ch(e)at command "
/unlock_gateways
" in case you're really desperate to see the end. :D (only use this if you have completely given up, lol)Thank you!
Yeah, I gave plenty of leeway for being able to complete the game with many, but not all electrons. I think in a future version something special will happen if you have everything, but it will still be optional.
Interesting. I'll keep this game on my watch list then.
Somehow your little joke game still did better than TWO submissions. :D Occupy Moon got last place, probably because people didn't like it was basically just a Minetest Game + Technic ripoff (+ other old mods), which was missing the point of the game jam. And there was also Making Space, basically a non-game which just generates cardboard boxes everywhere, that's it. It wasn't even ranked at all, this one is already deleted from ContentDB.
Yes, I did finish the game, but the ending struck me as unremarkable. But that's not really the problem; the real problem is the whole game just does not offer a lot of things to do. :-(
OK, the solar panel does not work below Y=0 but it does work above. Weird.
And yeah, I absolutely thing that if this is meant as a standlone, you can't expect players to know the ins and outs of Technic. Complete newcomers might not even know what Technic is. Servers are different.
Thing is, I still found all 5 meterorites LONG before nightfall, kind of defeats the whole purpose.
I wonder if this will be developed further.
Unfortunately, this game includes non-free media from X-Decor.
This can be fixed easily by replacing X-Decor with X-Decor-libre. https://content.minetest.net/packages/Wuzzy/xdecor/