Desolate Planet - A Crash Landing Remake
Rank 1,639
Rank 394 among modpacks

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Desolate Planet - A Crash Landing Remake

By MarkSDROwner , pawjwpMember
Overall rating distribution
0.5★ 5★
Gameplay
0.0
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0.0

Survive on a desolate planet with limited water, while managing heat and thirst. Progress through the quest tree, learn the secrets of the planet, and build up technology to escape!

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Minecraft

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1.0
Elick320

Reputation ranks

Explorer 0 pts ←
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 5 hrs Dropped MC 1.20

It's hard for me to give an actual detailed review of this modpack because the modpack itself seems hellbent on not letting me actually see enough to get to it.

I'm just going to make a part of my game design philosophy known immediately: unless your game is fully built from the ground up around it, like a roguelike or roguelite, permadeath is straight just a bad mechanic to have. It actively discourages the player from playing in several ways they may find fun. If you play risky in Dead Cells? You might die. And if you die, you can just start up a new run and get back into it, and the progress from that last run very likely gave you some cool stuff or improvements to use in this one.

If you play risky and die in Desolate Planet? It's just over. You lost your character. Do not pass go, do not collect 200 dollars.

This modpack has hardcore set up to be default on any new created world. The dev discourages removing hardcore mode, saying that the modpack is built around the sync mod. This is mostly a lie. It is just a modpack that has hardcore set as the default and then has the sync mod in it. Which allows you to build copies of yourself to respawn at. Sync is a cool mod, but I wouldn't know that here, because I never got far enough to use it. I made about 6 different saves, died at varying levels of progression, and then promptly didn't make a 7th after a creeper dropped down a hole in the ceiling of my spacecraft made so that I could grow food in a place that wouldn't kill me from heat exhaustion and killed me instantly.

Maybe this is a cool skyblock-esque modpack. Maybe It has some neat ideas. But the permadeath looming over my head in a modpack that could potentially take hundreds of hours to beat? Absolutely not. No way. Even if I chose the "easy" route (a slap in the face to your players to name it that, you're insulting them for wanting to sideline a frankly extremely questionable design choice added for seemingly no reason?). What if the your backup body is in an unloaded chunk? Or it gets destroyed by a errant machine? Or a boss monster gets loose and breaks it? Or a mob spawncamps you and removes your body? Or you run out of power during a brown out and die twice? The answer to all of these are contingencies, but I should not have to have 7 different contingencies to alleviate one mod in a multi-hundred hour modpack, and the punishment for not doing so is to have my save deleted. That is just bad game design.

I'd love to be able to comment on the implementation: I've never played a pack that meshed Pneumaticraft and Create, but I am not going to get put hundreds of hours into a modpack where I could lose my save to pure happenstance.

0
0
1.0
Elick320

Reputation ranks

Explorer 0 pts ←
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 5 hrs Dropped MC 1.20

It's hard for me to give an actual detailed review of this modpack because the modpack itself seems hellbent on not letting me actually see enough to get to it.

I'm just going to make a part of my game design philosophy known immediately: unless your game is fully built from the ground up around it, like a roguelike or roguelite, permadeath is straight just a bad mechanic to have. It actively discourages the player from playing in several ways they may find fun. If you play risky in Dead Cells? You might die. And if you die, you can just start up a new run and get back into it, and the progress from that last run very likely gave you some cool stuff or improvements to use in this one.

If you play risky and die in Desolate Planet? It's just over. You lost your character. Do not pass go, do not collect 200 dollars.

This modpack has hardcore set up to be default on any new created world. The dev discourages removing hardcore mode, saying that the modpack is built around the sync mod. This is mostly a lie. It is just a modpack that has hardcore set as the default and then has the sync mod in it. Which allows you to build copies of yourself to respawn at. Sync is a cool mod, but I wouldn't know that here, because I never got far enough to use it. I made about 6 different saves, died at varying levels of progression, and then promptly didn't make a 7th after a creeper dropped down a hole in the ceiling of my spacecraft made so that I could grow food in a place that wouldn't kill me from heat exhaustion and killed me instantly.

Maybe this is a cool skyblock-esque modpack. Maybe It has some neat ideas. But the permadeath looming over my head in a modpack that could potentially take hundreds of hours to beat? Absolutely not. No way. Even if I chose the "easy" route (a slap in the face to your players to name it that, you're insulting them for wanting to sideline a frankly extremely questionable design choice added for seemingly no reason?). What if the your backup body is in an unloaded chunk? Or it gets destroyed by a errant machine? Or a boss monster gets loose and breaks it? Or a mob spawncamps you and removes your body? Or you run out of power during a brown out and die twice? The answer to all of these are contingencies, but I should not have to have 7 different contingencies to alleviate one mod in a multi-hundred hour modpack, and the punishment for not doing so is to have my save deleted. That is just bad game design.

I'd love to be able to comment on the implementation: I've never played a pack that meshed Pneumaticraft and Create, but I am not going to get put hundreds of hours into a modpack where I could lose my save to pure happenstance.

0
0
1.0
Elick320

Reputation ranks

Explorer 0 pts ←
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Total 5 hrs Dropped MC 1.20
0
0