
Adventure Land is an experimental Indie MMORPG. ANYONE can Code not just one, but up to 4 characters! You can play manually, use the given default Javascript Code, or learn programming to do more! Going open-source at 10,000 installs!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
idle mmorpg for programmers
Adventure Land is marketed as a "Code MMORPG". While that is technically correct, I like to think of this game as an Idler/Automation game where your progression is tied to strategy, programming proficiency, and time. If you enjoy idle games, as well as programming, try this game. If you enjoy idle/automation games and want to learn programming, this game functions as a great project to work on in order to apply your learning.
The concept is interesting, and building a bot with code is genuinely fun. The game lacks a clear progression path though. It also lacks meaningful skills. Your characters typically have only one or two abilities they use occasionally, so 99.5% of the time you're just basic attacking. The grind is also pretty insane. Getting any substantial upgrade takes days or even weeks.
Пробовал играть в другие игры с программированием, но ни одна не затягивала так сильно, однозначно рекомендую! Как я понимаю, то что в стиме написано последнее обновление в 2021 это неправда, игра сейчас в опенсорсе и развивается до сих пор
It's basically legal botting in an MMO, and as a plus it can help you learn to code javascript.
Hard pass on this one. The UI needs a lot of work, but more importantly - the game is very brittle. It encourages you to write code as part of gameplay, but when I did the game black-screened and froze. Now every time I load the character the game black-screens and freezes, obviously unplayable. I wouldn't recommend putting any amount of time in to a game that whimsically kills all your progress.
hard to understand. I couldn't play at all, i got so much trouble JUST to use Vs code with the game, there is nothing in the documentation at all, I contacted support and they did not help me at all. the tutorial is just abut the game interface but the announce anyone can code. I have js knowledge but I did not enjoy, I can not request for refund by the time I played but 6 hours just trying to figure out HOW to play.
Super jeu qui vous donne une excuse pour pratiquer l'algorithmique / le javascript. Et donc un super jeu pour les débutants comme moi qui veulent apprendre. Il manque cependant le tag "idle game" qui est largement approprié, vu la progression très longue, et la nécessité d'automatiser le gameplay. Quoique cousin du genre "Idle game", dans Adventure Land il y a quand même, toutes les quelques heures, des événements et des bosses qui apparaissent, et tous les quelques mois des événements spéciaux a longue durée ont lieux. (Exemple: Halloween, Noel, Pâques, etc.) Sans oublier qu'il faut parfois se connecter et prendre la main sur un personnage, ne serait-ce que pour aller voir ce que vendent les marchants des autres joueurs en ville et faire ses emplettes. (A moins que vous ayez déjà automatisé tout ça) Si vous vous posez la question, le jeu n'est pas mort du tout, c'est simplement un jeu de niche. Une niche très très petite. Et même si il y a un système de chat et de courrier dans le jeu, la quasi-totalité des interactions entre joueurs ont lieux sur le Discord. Il est inutile de se fier aux compteur de joueurs quotidien sur SteamDB par exemple, le client Steam n'étant utilisé que par une infime portion des joueurs. (Il y a le client web par exemple, et d'autres dont je parle ensuite) Allez plutôt visiter le Discord du jeu pour vous faire une idée de l'activité. (Note: Discord anglophone uniquement) Il sera nécessaire pour ceux qui accrochent vraiment au jeu de déployer leurs personnages via un vieux laptop, un raspberry ou un serveur, pour qu'ils puissent tourner sans laisser le pc allumé la nuit. Il existe d'ailleurs des alternatives au client Steam / client Web, qui permettent de faire cela sans interface graphiques pour n'utiliser que très peu de ressources. Par exemple, tous dispo sur Github, vous avez Albot, caracAL, ou ALclient. Ceux-là tournent sur Windows et Linux. (et Mac?) Il n'y a pas eu de mise à jour récemment parce que le créateur du jeu travail en ce moment sur la mise en forme de la source du jeu, jeu qui est donc en ce moment quasi open-source. On peut donc s'attendre à une vague de mise à jour bientôt, qui sait? Si vous me cherchez dans le jeu, vous pouvez mentionner @Surf sur le discord d'Adventure Land.
The makings of a fun game are here, but it's not quite there yet. I'd certainly revisit it in a year or two, but I'm not sure if it's being developed anymore. Some quick thoughts about the RPG and coding side of it. RPG: this side is deliberately simple to allow for easy automation. My issue was that progression, skills, and itemization felt too basic. It would be nice to have skills like resistance buffs to be able to counter enemy damage types, damage shields or dodges for scripted dangerous attacks, etc. I didn't feel much incentive to make my combat scripts more complicated, which was disappointing. Some overarching progression goal or light story would be nice. Coding: this side needs a lot more attention. The docs are very incomplete still, which is a big problem for a coding game. The in-game editor is missing a lot of quality of life features, and the interface (dealing with files, especially) is cumbersome. BitBurner is a good example of a game that put coding in as a first-class feature, and could be helpful to draw inspiration from. If you can get around these rough edges, there is certainly some fun to be had here. I can't recommend it in its current state, though.
If you're in to or want to get in to programming, this game is a pretty great way to do it.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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