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TyrusPeace

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TimestampSince previousGameTyrusPeace's comment
Aug 23 20:02:00 Maze++ I agree with others, the lighting was really slick looking. I also liked the humor/honesty on the ending :). It could've used a less shrill beep noise, but nice work!
Aug 23 20:13:00 11m 00s Hotel Escape Frustrating but I kept playing to the end. It was pretty great to have spectators for. Thanks for this :).
Aug 24 01:30:00 5h 17m Escape Well done, and nice music choice! The basic mechanic is cool and fits well with the theme. I did hope for it to get more frantic, though. It felt like a gradual encroachment by the lava got me in the end rather than anything especially threatening.
Aug 24 01:40:00 10m 00s BRITAIN:2027 Nicely done! That's quite a bit of Unity work to crank out in three days, and it really fits the theme perfectly. The slippery water may be a liiittle too powerful, but I imagine that more enemies and more complicated levels could change that. I'll keep an eye out for future releases of this.
Aug 24 01:50:00 10m 00s Ceaseless Really fun, but easy mode may be a little too easy. I had a blast in hard mode! I do wish that you'd just picked a control scheme for the player rather than asking them all of that up front. The mouse was my personal favorite because the feel meshed well with the radar-ish graphics. I like the clean look of the game, too :).
Aug 24 02:00:00 10m 00s Don't ESCape The first level was pretty frustrating for me. Moving my mouse out of the green box would immediately restart it for me so I left it there, but then the second I moved the ball I'd flash back, as well? I guessed that I was supposed to stay out of the green with the ball, but I don't feel like I figure out what was going on. <br/> <br/>Perhaps more instruction for the player? I didn't want to just give up on your work here but I got frustrated and stuck almost immediately.
Aug 24 02:23:00 23m 00s Victory Very slick looking. It may have taken too long to show the player new gameplay after the opening bit. I did like playing it and the pills were a neat twist. I do wonder if there are multiple endings, but I didn't want to repeat it all in one go again. Maybe if there were a way to restart midway through, or even play per-level, I'd try again. <br/> <br/>Nice work! Very complete feeling.
Aug 24 19:54:00 17h 31m AWAYGET Cool idea for a game and neat gameplay, but I wasn't a fan of how the second level's super hard just because of enemies spawning out of the building at (so far as I can tell) unpredictable times. <br/> <br/>I can see this concept being expanded on pretty effectively. More hazards/objects to shoot, reasons to jump, etc. Nice work.
Aug 25 04:15:00 8h 21m Escape The vector graphics would look a lot slicker if the lines were more similar in their fidelity and/or size, methinks. The blue lines end up looking very tiny compared to the level, and the red and green lines look fuzzy in comparison. <br/> <br/>I feel like this would really benefit from a wide screen perspective. The physics make a big difference for this game compared to others of the genre, but things got moving fast quickly enough that the difference seemed nigh unnoticeable fairly quickly. <br/> <br/>It's a good idea, though! Maybe just work on the level and player vision so it makes the user think about and use the unique physics rather than just hope that the next bend's randomly going to be big enough to survive.
Aug 25 04:22:00 7m 00s The great escape of Dr. Diabito! I like the Asteroids-style + mouse aim controls, but the game itself seems winnable by simply going slow and waiting for missiles to recharge. I had fun trying to go as fast as I could, but it would be nice if you could force the player to do that. A wall of fire, while generic, might do the trick. He is running from an exploding earth, after all.
Aug 25 04:28:00 6m 00s NO ESCAPE Nice work for twelve hours! I did think it was cool how close/frustrated I felt when the beeping was fast and I couldn't find the exit sometimes. The warping of the player's version as he turned made things feel disturbingly non-euclidean and helped the general vibe. <br/> <br/>That said, it was a frustrating experience and the beeping really got to me. I'm very impressed with the implementation and it does a good job of conveying what you were going for, though.
Aug 25 04:54:00 26m 00s Reach For It Very nice! Very polished gameplay and some excellent level design. I especially liked the forced run down a long hallway with the pink stomping block close behind. Music would definitely help, but I got through in 8 minutes and had a blast the whole time :).
Aug 25 05:05:00 11m 00s Boingo's Escape The intro music was definitely way cooler than the music that played during the actual game. It's cool that you made all the different level graphics, but I doubt many people will get a chance to see it all. It may have been a little too leet to fit, but that made it pretty hilarious to me :). <br/> <br/>Stopping entirely if you touch a rock from the side made it very hard to get anywhere with this game, especially when coupled with the very high and (as far as I could tell) non-variable jump height. It also felt a little slow, which may be accurate for a sheep, but made things seem all the more frustrating when you got stuck on a rock and died after floatily landing on it from a high jump.