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DrPetter

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TimestampSince previousGameDrPetter's comment
Aug 26 07:28:00 dudidadala A bit too difficult, but somewhat addicting due to quick restart. I kept trying over again to get past the first two turret enemies, and to figure out the charge shot before I died. Ended up too often getting hit by shots that started outside the screen. The various weird background tiles add a strange sense of theme/environment rather than having everything be generic walls and floors. That's good. Wall jump capability wasn't obvious without instructions.
Aug 26 09:19:00 1h 51m iceFIREice Fun and simple idea. Works well. It's a bit odd and god-like to hover above all walls, but it would probably have been impossible otherwise considering the rapid enemy movement. An interesting twist would have been to somehow power-up like enemies that collide, although once again it would probably have been too hard with the current movement settings. My run ended with a bug where one fire enemy got stuck outside the level and left me doing a lonely dance with the single remaining water guy.
Sep 4 01:21:00 208h 02m Thwackswinger 2 Got 74. I really like how it moves, and it's definitely fun to play. You need to focus on two different spots at once while swinging enemies around (offensive and defensive), which is a cool effect. Lacks some kind of goal, perhaps. It would have been nice if you could work towards and achieve some target, like killing N balls to reach the next level (different color, more speed?). One thing you could have added, maybe as a higher difficulty setting, is to kill the player upon touching the hooked ball. It doesn't seem unreasonable to have that added element of avoidance and still be able to play properly. I couldn't quite figure out what determines when you lose the ball you're swinging. It seemed accompanied by a louder sound effect, so maybe it's a bug causing two collisions in the same frame or something? It would be more fair with a set limit of hits, or destroying it if they collide with too much force. Oh, another thing I thought of was to have the balls chase you while you're alone, and then run away from you when you have something to attack them with. Kind of Pacman style, I suppose. They could also chase you up from behind and run away from you once you go in their general direction. Just to add a little bit more "life" to the enemies.
Sep 4 01:31:00 10m 00s Wherein Obstacles [...] IN SPACE Runs very very slowly on my machine. Maybe 5 fps. Too many layers of overdraw/parallax? It's quite anticlimactic to discover that the gunship won't blow up after you hit it with the four available missiles. Sure, it might give bonus points, but who cares? We want proper explosive defeat there ;) <br/>The most fun I had with this was to slowly and carefully evade missiles by making as small movements as possible, and taking risky paths right in between several of them. That could be a game in itself.
Sep 4 01:41:00 10m 00s Bac-Attack Great and slightly weird soundscape. I didn't really grasp the challenge involved. Seems like you just move around at random, touching bacteria that don't look like you, and then inevitably get eliminated by an instant spray cloud that you have no chance to avoid? One interesting twist could be that player control is transfered to another infected bacterium if your current avatar gets destroyed. That would seem in line with the anonymous/homogenic nature of germs, and the fact that your infectees have all the same abilities as you (except perhaps intelligence). It would require a change in balance though, to provide any kind of challenge when you have a number of backup bodies to use. Maybe some other form of bacteria would fight back in a similar way, reducing your buddy swarm. On another note, it's annoying to have the start button show you the exact same instructions screen that you just viewed voluntarily a moment ago. Either show no instructions when pressing play, or remember that the player has read them earlier. They should not show up automatically the second time you play, either.
Sep 4 01:57:00 16m 00s Illusion Best part - creating a reflector too close to an enemy so they will fire a number of bullets locked inside it, then when it fades out, those bullets are all released at once in a four-way burst that is likely to kill most things nearby. Apart from that, like others have said, just put reflectors near enemies and they will perish rapidly. There's no penalty for doing so. Using the other decoys is much more inconvenient and only worth doing out of curiosity. Reading the description made it sound interesting and a bit too complicated, while playing the game unfortunately reversed this. Maybe spells could be uncovered one by one, or be limited in number of uses, or magic energy could only refill by collecting items (maybe dropped by enemies). Unfortunately though, adding such limitations would probably make the game too difficult and frustrating unless enemy behavior is also modified to make them see further and be less immediately harmful.
Sep 4 02:08:00 11m 00s Loputon It moves fluidly and has potential, but I find object interactions too flimsy and I miss hit feedback against the player. It's hard to get a feel for collision zones and how to avoid/attack successfully. I played five times but got almost the same result each run - jump around swinging my bat repeatedly, trying to hit stuff while at the same time avoiding, in some kind of improvised circular pattern. Always losing a heart here and there until I was dead at the third or fourth wave. I would really have liked a good old punchy sound accompanied by a kick-back and flashing invulnerability when the player is hit, to help me figure out "how big I am" and how to avoid the enemies while still attacking them. Hitting enemies is better, but not perfect. The bat animation is rather long and uniform, with no obvious punch moment or hit region, so it feels somewhat floaty. Number of enemies is probably too high in the first couple of waves as well, making it really difficult to get into the game.
Sep 4 02:26:00 18m 00s 'Rover', Swarm and Gun Turrets Does mouse click attraction wear off with time, or once the swarm gets too close to the player thing? The second time I started playing, I was off-screen in the beginning and could move the swarm around as I pleased. There should be some visual indication of swarm hurting the turrets, to make it clear that something is indeed happening. Once I figured out what I should be doing, it became rather dull. Mostly a matter of patience. Maybe it could be more fun if the game moved four times as fast, with acceleration and inertia to both player and swarm, and maybe with rotating or moving turrets to give you a more dynamic challenge.
Sep 4 02:47:00 21m 00s Weapon-E No, I'm not replaying that stage again. Got to the second one after the tutorial and died right at the beginning. I'm guessing that a faster way to remove the spring enemy is to get it close to other harmful ones, rather than somehow bouncing it off-screen like you typically do when it's alone. Problem is that the other enemies quickly destroy each other once you get nearby. What I do love though is the really weird collision system where you can hang by your nose off a ledge. Infinite retries without dropping back down to previous levels would have made this more enjoyable.
Sep 4 02:55:00 8m 00s Jellyfish Invaders 570 points. Is it supposed to fire two at once when you have multiple on board? At first I was catching one, firing one, but then I realized I could capture a lot of them before shooting. Maybe there should have been a bonus system for collecting a lot of enemies, as that seems a little bit harder than to catch/fire/catch/fire. Or maybe you could fire several in a burst as some kind of powerup when you have enough stored. Collision boxes seemed a bit too small, as I often shot an enemy through the edge of another. Cute and relaxing though. The capture thud is a great sound in this context.
Sep 4 03:03:00 8m 00s Rubber and Glue I wish there was some way to "lead" the words and learn to play faster. Right now you really have to wait for one to slide away and the next to show up before you can make a decision. Perhaps one variation would be to show the upcoming words in the background, as a curved path leading to the right edge, then turning around off-screen before sliding into view. Maybe even showing the edge of the next word before it moves up. That way, you could learn to read that string of words/signs and synchronize your tapping pattern to hit them much quicker without stopping to observe each one by itself. Nice graphics and presentation overall, but lacks proper gameplay.
Sep 4 15:11:00 12h 08m Recycling Defense I keep dying, and I can't close the game window. It's a curse. There's an awful lot of turrets/enemies though, going by the help screen. Possibly the largest variety of entities I've seen in an LD game yet. Too bad I can't get far enough to see more than two.
Sep 4 15:15:00 4m 00s Zombie Conquest Sorry. Too complicated. I can't figure out what to do. I won't vote you down based on my stupidity though.
Sep 4 15:28:00 13m 00s Double Bounce Very beautiful to eye and ear, and online levels are super awesome. In the end it's still just mini golf with a bunch of balls though. Kind of chaotic and chancy which makes it somewhat dull as a game. Most of the levels seam beatable in one (lucky) shot, so that's what I kept trying for, by hitting at various random angles and resetting when it didn't seem to go the way I wanted. Not sure what you could do to improve it. Adding more elements would just make it more complicated. Ideally you should be able to find something that makes it more focused and skill-based, rather than a game of luck and persistence/repetition. Of course, it works well as a casual pokey fun toy for killing a few minutes and enjoying a fireworks display. The world needs those too. With the online levels it has great replayability/novelty factor.
Sep 5 02:18:00 10h 50m Conquest Wow. Intro/defeat story sequences and everything. Quite polished, and fun to play for one round. Gets a bit slow though, and the second level seemed too familiar to make it worth waiting through.
Sep 5 02:33:00 15m 00s Undermine Oh no! I was so close. Only one row of giant pixels left to get the invader out, and I managed to slide off the platform. It's kind of epic to have this long fight against one enemy, but perhaps it would be more friendly to new players if there were levels of increasing difficulty, where you could defeat the invader with just 3-4 hits on the first one, and then get progressively tougher ones after that. Very clever gameplay mechanics though, and they work really well. Sometimes a bit slidey and fiddly to avoid things while you're moving around maybe, but it's not a big problem. Generally I think the sprites could be larger and move more slowly, if you wanted to change something. Would make it easier to control and aim your moves. Graphics are simple and stylish.
Sep 5 02:42:00 9m 00s LunarMind Valid idea, but the game doesn't really use it. Beyond flicking the second switch, mind control is only used as a really slow smart bomb to kill everything on screen. Might have been more fun if you could make the spiders jump at each other and attack. Perhaps also if the environment enabled other spiders to slowly crawl/climb towards your helpless guy, so you would have to get others to chase them down and stop them before it's too late.
Sep 5 02:50:00 8m 00s Undertone Continuum The mouse issue makes it very inconvenient to play (particularly windowed), and I can't really grasp what I'm doing. Movement is very fast and the targets are very small. I keep running into enemies while trying aim at them. This would need a lot of adjustment to be fun, but the basic idea might be worth doing something with.
Sep 6 14:48:00 35h 58m Zombies as Weapons Took me a long time and outside assistance to figure out how I would get more than one zombie (repeatedly knock the first one down). Since it's a pretty rough implementation with mostly a physics engine, it would probably have been better to immediately spawn 6-7 zombies and then keep them filling up so the player can just play around. The swinging could have been more dynamic/springy so you could use more of a "move" to get higher throw velocity, and the zombies should bounce off each other a little bit when hitting so you get some visual feedback of impacts and damage. It's quite hilarious to watch them fall down from the slightest touch though. I guess this could be made into several different and enjoyable games, with more work. iPhone/touch implementation seems like an idea worth pursuing, if you zoom in a bit to give the player some room to swing his arm around (and proper zombie inertia/elasticity)
Sep 6 15:03:00 15m 00s Exterminate 48 I find it scary that my girl avatar has a man scream. Other than that, pretty clever level design and decent fun. Not as puzzly as I had feared. It's easy to get into the gameplay with those initial levels. I actually got pretty far before I realized I could jump... Apparently you can sneak past robots without falling off the platform, if you're careful. Not sure if I should compliment player movement, in case that's a default part of Unity. It's smooth and comfortable though.
Sep 6 15:16:00 13m 00s LDSpace Got 33. I really love the simple and fun concept. It's like that other game where I ended up doing close dodging just to entertain myself, even though I didn't have to. In this one it's a requirement. Unfortunately it's spoiled by really strange "physics". What did you do with the acceleration/inertia? Seems like it's quantized somehow, but still smooth. Just behaves unexpectedly. Should be really simple: dx+=input, x+=dx, done. Use floats for both, or high-precision fixed point. Also, you should reduce the player's collision box or ideally use polygon/image collisions so you can do really close passes without being unfairly killed. Remove the countdown as well, it's annoying when doing multiple restarts. Almost a great game :)
Sep 6 15:24:00 8m 00s Man And Robot Moneybags! Damn, I put the enemies in my own path, for when I respawned. Graphics, animation and music make for a sweet atmosphere. Feels like a tricky gameboy, C64 or game'n'watch game. Maybe gameboy, as you'd probably have 7 lives on other formats ;) <br/>Fun and elegant, but a little bit tricky to play. Not just game difficulty, but control-wise as well. A bit too fiddly and stressful with the short time limits, cramped spaces and repeated clicking. I won't complain too much though. It's a cute game.
Sep 6 15:53:00 29m 00s Metagun No. I can't force my way through the glass room firing squad. I thought I'd quit several times before that, but I somehow managed to keep going. It's right on the edge of frustration vs challenge. Pretty neat idea and execution. Liero meets Doukutsu meets Portal. There are some cool discovery moments where you realize how some things work or can be used. Way grand for 48 hours. Congratulations on the virality. I found mentions of this where I really didn't expect it.
Sep 6 16:03:00 10m 00s Robot infiltrate So black screen is win? Then I won. Fun, pretty, could go somewhere with more development. Actually the current code is probably enough to drive a pretty solid game, if you added more levels, music and maybe some extra graphical details/backgrounds to make it seem more vivid and lively. I'm thinking rain. Rain is always great. Seems to fit this scene of lone enemy robots standing passively on guard.
Sep 6 16:16:00 13m 00s Tactics Lasso! I'm intrigued with how you did the shadows. Definitely looks neat, and there's no obvious disconnect between precomputed/environment shadows and those of dynamic objects. The game itself is quite awkward to play though. Holding the cursor over enemies is way too harsh and sensitive in that it resets instantly once you're out of range. Would have been more comfortable with a smooth aim that builds "lasso power" more quickly if you're dead on target, slower if you start drifting away, and drops power quickly but not instantly if you start getting too off. Coupled with some suitable visual representation, that would let you feel the process a lot better, and be given a chance to learn without feeling penalized for imperfection right away. Also, with great aim/skill you might be able to play faster if your lasso charges up more quickly. Swinging and throwing seems a bit random, but it works once you realize that the most important thing is where you put the cursor.