Hello! Here are some Minerware suggestions I have for you today. Most of them are about the difference between Hard and Normal mode, because some Microgames don't seem to be balanced very well. By this I mean that some Microgames are just as easy and sometimes easier in Normal than in Hard. I selected Java as a prefix as I do not play Bedrock so I don't know how much of this would also apply to Bedrock. Thanks for reading and let me know your thoughts below!
Balancing: (Games marked with *: This is just one of the examples I could've used, IMO game needs complete balancing rework)
1. Cook's request: You get way too much time to complete this Minigame currently I would suggest just halving it.
2. Lightning: Doesn't work accurately. It used to be perfect, then it got way too sensitive, now it is so unsensitive that I can just hold spacebar and will win the minigame.
3. Fill the tank: It's possible to get fill the Tank 4 times (Hard mode) when the water and tank are in opposite corners, this is literally impossible to get. It's also possible to get fill the tank 4 times when the water is literally next to it.*
4. Wait for it: You can get "Jump 3 times" in Hard mode, which simply isn't Hard at all.*
5. Craft item: I can get "Craft an Arrow" in Normal whilst I can get "Craft Bread" in Hard. I believe quite a lot more people will know how to craft bread than an arrow.*
6. Swim to the platform: I would suggest flipping the modes around, since in hard mode currently you can get hit against the blocks which make you travel less distance, thus making it easier to get back to the platform.
7. Parkour: It's possible to get the eastiest parkour in Hard, which I know only 1 person can get but you can make that parkour without even doing it. (I'ts the one with orange clay, the OG one)*
8. Explosive Bow fight: You get more arrows in Hard than you get in Normal, I would suggest lowering the arrows in Normal from 35 to 20. In Hard I would bump 16 up to 25.
9. Mushroom Parkour: In Hard you don't reach the top to win, but have to jump down a tree after reaching the top to win??
10. Hole in the wall: Don't give 'Easy Walls' in Hard, it's simply weird that you can even get those. Medium & Hard walls only should be in Hard.*
12. Enchant item: "Enchant shears with Unbreaking 2" in Hard. I would only find it acceptable to get 1 Enchanment on an item if the enchanting books had say 3-5 enchantments on it. You could also go the other route and simply have a minimum of 3 Enchantments to be put in Hard and a maximum of 2 in Normal.*
13. Pick Crop/Sapling: For Hard I would reduce the attempts to 3, for Normal I would speed the randomizer up a tiny bit.
14. Milk the cow: I would like to see the 2 empty buckets to be randomly placed in the chest.
Other non-balancing related suggestions:
15. Keep Moving: Currently you can just look around to win, which isn't really any challenge. I'd change the Minigame to "Keep Running" and as the name suggests, only allow Running.
16. Light TNT: Place the TNT randomly to make it more fun, after playing the minigame for the second time players will know that the TNT is placed at the same places every single time.
17. Sumo smash: Remove it, completely luck based
18. Drop Tower: Remove player visiblity in hard mode, everybody follows everybody so it's quite easy to get. Removing other players from view will make it harder.
19. One in the chamber & Paintball: Add grace period of 1 second, first person who shoots in a random direction wins currently.
20. Mini SG: Place chest randomly?
21. Hook The Most Mobs: Currently the Bossgame is quite boring. This could be fixed by shortening the time and having a top 3 who wins it, just like Fly Through Hoops.
22. Fly Through Hoops: Make it possible for the .1% of tryhards to somehow get 100 hoops! Also copy the same Top 3 system as the whole game, meaning that if there are players who have the same amount of hoops they will get a tied 1st, 2nd or 3rd place.
23. Voting for the Boss Game at the start would also be a nice to have feature. Maybe give it to people with Plus rank to also give them some power?
Achievements:
24. Seperate the perfect game achievement for Hard and Normal as they are significantly different from one another.
25. Hide under blocks: Achievement for never being under a block as it's very much possible to do but involves enough skill imo for it to be an achievement.
Balancing: (Games marked with *: This is just one of the examples I could've used, IMO game needs complete balancing rework)
1. Cook's request: You get way too much time to complete this Minigame currently I would suggest just halving it.
2. Lightning: Doesn't work accurately. It used to be perfect, then it got way too sensitive, now it is so unsensitive that I can just hold spacebar and will win the minigame.
3. Fill the tank: It's possible to get fill the Tank 4 times (Hard mode) when the water and tank are in opposite corners, this is literally impossible to get. It's also possible to get fill the tank 4 times when the water is literally next to it.*
4. Wait for it: You can get "Jump 3 times" in Hard mode, which simply isn't Hard at all.*
5. Craft item: I can get "Craft an Arrow" in Normal whilst I can get "Craft Bread" in Hard. I believe quite a lot more people will know how to craft bread than an arrow.*
6. Swim to the platform: I would suggest flipping the modes around, since in hard mode currently you can get hit against the blocks which make you travel less distance, thus making it easier to get back to the platform.
7. Parkour: It's possible to get the eastiest parkour in Hard, which I know only 1 person can get but you can make that parkour without even doing it. (I'ts the one with orange clay, the OG one)*
8. Explosive Bow fight: You get more arrows in Hard than you get in Normal, I would suggest lowering the arrows in Normal from 35 to 20. In Hard I would bump 16 up to 25.
9. Mushroom Parkour: In Hard you don't reach the top to win, but have to jump down a tree after reaching the top to win??
10. Hole in the wall: Don't give 'Easy Walls' in Hard, it's simply weird that you can even get those. Medium & Hard walls only should be in Hard.*
12. Enchant item: "Enchant shears with Unbreaking 2" in Hard. I would only find it acceptable to get 1 Enchanment on an item if the enchanting books had say 3-5 enchantments on it. You could also go the other route and simply have a minimum of 3 Enchantments to be put in Hard and a maximum of 2 in Normal.*
13. Pick Crop/Sapling: For Hard I would reduce the attempts to 3, for Normal I would speed the randomizer up a tiny bit.
14. Milk the cow: I would like to see the 2 empty buckets to be randomly placed in the chest.
Other non-balancing related suggestions:
15. Keep Moving: Currently you can just look around to win, which isn't really any challenge. I'd change the Minigame to "Keep Running" and as the name suggests, only allow Running.
16. Light TNT: Place the TNT randomly to make it more fun, after playing the minigame for the second time players will know that the TNT is placed at the same places every single time.
17. Sumo smash: Remove it, completely luck based
18. Drop Tower: Remove player visiblity in hard mode, everybody follows everybody so it's quite easy to get. Removing other players from view will make it harder.
19. One in the chamber & Paintball: Add grace period of 1 second, first person who shoots in a random direction wins currently.
20. Mini SG: Place chest randomly?
21. Hook The Most Mobs: Currently the Bossgame is quite boring. This could be fixed by shortening the time and having a top 3 who wins it, just like Fly Through Hoops.
22. Fly Through Hoops: Make it possible for the .1% of tryhards to somehow get 100 hoops! Also copy the same Top 3 system as the whole game, meaning that if there are players who have the same amount of hoops they will get a tied 1st, 2nd or 3rd place.
23. Voting for the Boss Game at the start would also be a nice to have feature. Maybe give it to people with Plus rank to also give them some power?
Achievements:
24. Seperate the perfect game achievement for Hard and Normal as they are significantly different from one another.
25. Hide under blocks: Achievement for never being under a block as it's very much possible to do but involves enough skill imo for it to be an achievement.
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