MinerWare (mostly) revolves around quick microgames, and players need to react quickly to any situation that appears their way. So, what information players are given before a microgame and immediately when the game begins is crucial to their ability to understand what on earth is going on.
These two microgames are ones that I've seen many newer players fail due to confusing descriptions and/or counter-intuitive block choices.
Thimble
The objective of this microgame is to land in the hole signified by the beacons, and not in the water.
However, Thimble somewhat resembles the classic game of Dropper. This, and also players wanting to react immediately, may jump for the water without fully processing what the task at hand was.
To make the goal more clear, the water in the microgame should be changed to lava (an obvious block for players to avoid), and the portal blocks in the hole should be changed to water (an intuitive block for the player to land in). With these changes, the text given as the goal of the microgame should be changed from "Land in the hole and avoid any obstacles!" to a simple and clear "Land in the water!".
Keep Moving
The objective of this microgame is to "keep moving" and stay on the platform, whilst you have a very high swiftness effect.
To avoid flying off the platform, an intuitive idea would be to sneak and move.
However, a hidden rule is that you are not allowed to sneak, because "Sneaking is not running!"
This is the text given if you sneak.
Additionally, if you win, the microgame ends with the text "You won by running and not falling", even if you didn't run.
The obvious issue here is that the microgame flops between saying whether you need to move or run, but currently, neither is completely true. I think that the microgame's name should be changed to "Keep Running", with the new rule that you must run (walking or sneaking is considered a fail). To compensate, the swiftness effect should be toned down a bit.
Overall, these are fairly miniscule changes, but not even considering the experience of newer players will throttle the server's growth. I hope that these improvements would make MinerWare just a bit more accessible, and less janky.
These two microgames are ones that I've seen many newer players fail due to confusing descriptions and/or counter-intuitive block choices.
Thimble
The objective of this microgame is to land in the hole signified by the beacons, and not in the water.
However, Thimble somewhat resembles the classic game of Dropper. This, and also players wanting to react immediately, may jump for the water without fully processing what the task at hand was.
To make the goal more clear, the water in the microgame should be changed to lava (an obvious block for players to avoid), and the portal blocks in the hole should be changed to water (an intuitive block for the player to land in). With these changes, the text given as the goal of the microgame should be changed from "Land in the hole and avoid any obstacles!" to a simple and clear "Land in the water!".
Keep Moving
The objective of this microgame is to "keep moving" and stay on the platform, whilst you have a very high swiftness effect.
To avoid flying off the platform, an intuitive idea would be to sneak and move.
However, a hidden rule is that you are not allowed to sneak, because "Sneaking is not running!"
This is the text given if you sneak.
Additionally, if you win, the microgame ends with the text "You won by running and not falling", even if you didn't run.
The obvious issue here is that the microgame flops between saying whether you need to move or run, but currently, neither is completely true. I think that the microgame's name should be changed to "Keep Running", with the new rule that you must run (walking or sneaking is considered a fail). To compensate, the swiftness effect should be toned down a bit.
Overall, these are fairly miniscule changes, but not even considering the experience of newer players will throttle the server's growth. I hope that these improvements would make MinerWare just a bit more accessible, and less janky.
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