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AaronYip

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TimestampSince previousGameAaronYip's comment
Sep 7 23:12:00 Concealing the truth Impressive amount of content for only 5 hours. I think a kicking animation would have helped quite a bit, and perhaps a simple twist to the gameplay might have been to include "scientists" coming from the right side that you have to keep from seeing the creatures. And if you hard more time, something inspired by TDs could have been really interesting. <br/> <br/>How I get through the unmotivated phase is to just start doing something. Basic infrastructure like cutscenes, save systems, title screen, a dialogue system, upgrades, etc can apply to most ideas. I think a lot better while I'm working so I've found that just getting the groundwork sorted out helps me in many ways at the beginning. Best of luck with your future projects :)
Sep 10 03:09:00 51h 57m kinetic dream @raarlac, I'm a bit confused why you compared it to a jam game, but I do agree that it's a stellar comp game. :) Nice work and very fun, mdkess.
Sep 10 19:31:00 16h 22m Dinosaur Survival Bash!! Everybody else covered all the highlights I would have said, lol, so I'll try to give more feedback. <br/> <br/>The fireball battles were definitely the sweet spot. :) I found myself hoping for more abilities and design centered around that mechanic (wind buffers, teleports, stuns?), maybe at the cost of skipping one of the earlier melee evolutions or somehow adopting procedurally generated sprites (ala Bubble Tanks). Deaths came pretty quickly though, and I seldom knew what hit me. :( Then again I may just be terrible at this, lol. <br/> <br/>I disagree with you that "the game concept has quite limited potential" :P I can totally see a free-for-all DotA/LoL-esque battles with this system. Different evolution paths determined by how you play and earned by successfully killing other players and "farming" trees. Add in regenerating health, running away, stuns, and it'll still be an awesome gaming metaphor of natural selection. ;) Make it happen, man. :D
Sep 10 20:02:00 31m 00s AInts vs Robots I applaud your ambition, but perhaps too many features (and the pretty extensive control panel to operate them) ultimately didn't quite work out for the better. Because there's over a thousand games to play, players can only afford to spend a few minutes on most games--or only a few seconds if controls don't make sense. Good games try to make that count: the few minutes isn't spent reading up on controls or features and instead spent diving in and having fun. <br/> <br/>I would have really enjoyed a version of your game simplified to just robots and only constructing buildings (just 5 buttons on screen, one for each building, no other controls except a mouse click). Everything else--where the building gets built, creating/equipping/moving robots, etc--happens automatically. I liked your idea and it has a lot of potential to be really cool, but atm I'm unfortunately not really sure what to do or how to do it...
Sep 16 19:33:00 143h 31m I'd Change the World for You Really enjoyed watching the level change and I definitely liked the concept a lot. I think some pretty interesting gameplay can grow out of the idea if you developed it further: the level automatically moves, you have more control over the level (rather than just press switches), or even an ambitious combination of those so you're battling a level that "evolves" to keep you trapped. I think you have a lot of potential :D
Sep 16 20:28:00 55m 00s Disease I would have really appreciated a better sense of progression and goals--maybe as simple as the background changing, cut down on transitional screens (that don't really have a purpose except to make the world bigger), or even a minimap. Something that promises exciting rewards are just around the bend. <br/> <br/>After a while, I just didn't feel like wandering anymore (and having to release the arrow key with every screen) and stopped playing. From the other comments, it seems that I sadly missed out on many more interesting gameplay mechanics. :(