Visuals:
First start, network disabled:
Next start, this time with network enabled, worked fine.
Some flickering occoured at the borders of nodes:
Opening the inventory in creative mode has the pictures of the nodes scrolling through at the bottom. It's not a big problem and may not even be noticeable on faster hardware. It is probably due to preload_item_visuals beeing disabled (which in general is a very good idea). Telling people that this is nothing to worry about might be a good idea.
When I digged a tree (in creative mode), drew the trunk to the crafting grid and turned it into planks, the planks visually disappeared. After digging a second trunk, they reappeared. It seems inventory updates are sometimes not working as smoothly. Or it's a creative issue. I seldom use that mode.
Controls:
Automaticly walking one node high without having to jump is very very helpful. I want that for the desktop version as well!
It's good that there are now icons for the function keys and privs. Touching one of them in order to find out what it stands for works fine. The drop icon was not immediately obvious, but it's easy to figure out through trying.
The "cancel" and "save" buttons in the keybindings menu withhin the game do not seem to work. I was unable to close that window.
Items which would be attached to the mouse pointer on the desktop linger in the upper left corner of the screen and may easily be overlooked. Getting items out of creative inventory was slightly confusing that way.
A mouse tends to have 2-3 buttons, while tapping is only one action. And sometimes mods combine shift+right/left mouseclick. It would be great to have an option for that. Many mods uses these combinations for extra functionality.
In general, walking around or even building with the controls on android is difficult for me. There are plenty of players out there who do not seem to have that trouble and who may give better feedback on that.
Mods:
The screenshot in the introductory posting in this thread shows the green bricks found in moreblocks. Yet moreblocks doesn't seem to be included.
A craft guide would be very helpful. Servers ususally provide one, but in singleplayer for first-time-players, a craft guide could help a lot. Trouble might be finding one that operates well with the mobile version. inventory_plus - which is very useful in general - does not work in the version included.
animals_modpack, caverealms, undergrowth, ... on smartphones? Ambitious doesn't even begin to describe it. Many high-end machines go to their knees when faced with full plantlife. The modpack even has to spread its load. I just think with horror at what may happen if a player clicks on "enable all". Maybe this is a situation where pre-configured modpacks (or subgames or games) might be good. At least in first-contact-situations. Something like Carbone or similar basic modpacks/games would be better for mobile devices than full-featured mapgens.
General:
The start menu is a bit crowded. It works, but I wonder how well first-time users will be able to handle it. Offering just two main buttons (with pictures instead of text) for singleplayer, multiplayer and perhaps smaller ones for main, settings, mods and credits might be more intuitive for new players.
How can the singleplayer world be reset or a new one be started? For long-time players, this might be intresting. Singleplayer worlds might also be identified on the mobile version through a screenshot showing what the player last saw in the world when playing that particular one. Come to think of that, it might also be helpful for servers. The screenshot would have to be very small. Perhaps as big for each world as the list of servers is now.
Gameplay:
Singleplayer works surprisingly well. Even on a 40 euro tablet which comes with only 512 mb RAM. Playing is smooth, view range is impressive for such a device and certainly sufficient, framerate is more than ok.
Servers are a diffrent matter. Even with a smartphone with more memory (1 GB), most servers do not work well due to them offering too many nodes, textures and other material.
And even if a server works in theory, there's that matter of tablet users beeing frowned upon. Many do not even bother to select a name, join as Guest1234, and don't seem to really know what to do apart from griefing and killing each other. Tablet users have a very bad reputation. Still, there are those that behave very well.
It might help a lot to offer a tutorial world. There's one around that many players seem to like and where players can experiment with the controls before joining a server.
Suspected acceptance:
Hard to tell. The app runs astonishingly well but does have some minor issues and needs enough memory. A lot of players already use the unofficial/illegal versions - for those, it'll be a huge step forward to get this far better working version. Experienced players will also enjoy it. Please also try to get it added to the F-Droid appstore. That's an alternate market for open source apps where Minetest would fit in perfectly. The majority of players might still be reached better through the official market.
It's great how much the moible version has developed! I was very impressed when I first saw that it worked on today's smartphones. After all I came to Minetest because my desktop couldn't handle Minecraft properly (and modding the classic version isn't really supported). And now Minetest runs on my smartphone and on a 40 euro tablet. What more can you wish for? :-)