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DWallin

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TimestampSince previousGameDWallin's comment
Aug 27 14:14:00 IO VUOLE ZEN In the space ship stage the controls are jerky. My suggestion to you is using bad controls to make a game difficult is taking the easy way out. Make the controls as natural and well-designed as possible and then use intelligent and well-thought out gameplay to create the ragequit-worthy difficulty.
Aug 27 14:28:00 14m 00s Evolving Threat Nice job, my one suggestion would be to have the enemies do a very quick fade in about half a second before the round starts so it's a little less jarring of a transition.
Aug 27 14:35:00 7m 00s Embryotic Gameplay got fairly choppy after a while, perhaps a memory leak?
Aug 27 14:47:00 12m 00s Biovolve The trees are a bit too thin and make awkward blockers/platforms from both a visual and gameplay perspective. <br/> <br/>In the second lava level you can get stuck and be forced to use the restart key. This is jarring to gameplay and can be solved though thoughtful level design. (for example water/lava/spikes instead of a plain floor.
Aug 27 15:28:00 41m 00s Chomp! I had trouble with mouse input, it seemed to register wrong (if I clicked anywhere not on the far left or right the shark would keep moving to the bottom right until it went offscreen. Other than the technical problems I would say you need more of an indicator of whether a fish is consumable or not (a random fish 1/10th your size being able to shrink you isn't what someone would normally assume when you are controlling a shark)
Sep 14 00:46:00 417h 18m Boxy the Boxcat in Evolution Escapades Nicely done. I agree with what people said about the controls. Both the jumping and the walking felt off. The game definitely could have really used some sort of challenge (puzzles, enemies, etc) to really engage players.
Sep 14 01:02:00 16m 00s Cellvolution The gameplay was solid, however the points system wasn't really compelling to me. Something that would have been more interesting to me would have been some sort of diverging evolution. For example, if you picked up mostly red's at the end of the level it would increase your speed, red's could increase your max health and blue's could increase the power up drop rate. Then you could implement more interesting powerups like a magnets, shields, etc.
Sep 14 01:22:00 20m 00s Human 2.0 Increasing the pacing of the game would have gone a long way towards making this a much more compelling game. There were a lot of moments where I was just waiting for something to happen. This can sometimes be good thing if you use those moments to build suspense (the eerie soundtrack helps) but the meteors aren't really that scary. Otherwise this game had great atmosphere thanks to the sound and art.
Sep 14 01:30:00 8m 00s The Darkness Evolve!! Mixed feelings about this one. I want to like it but the issues with the camera and the utter lack of gameplay prevent me from doing so.
Sep 14 02:12:00 42m 00s Ulovetion Cool Mechanic. I think you really just need a bit more of an explanation of how the mechanics work though. I eventually won and didn't even understand why.
Sep 14 02:21:00 9m 00s LimiT Nice job! The last level felt a bit out of place however and the bird kept flying the same exact path which made it too easy to just farm it. I would have tried to implement some sort of puzzle type thing to force you to work towards something while maintaining your food level instead of just focusing entirely on maxing your food intake.
Sep 14 02:32:00 11m 00s How evolution really works? Nice job! My one nitpick is some of the cutscenes got annoying with no way to skip em (or speed them up) if you kept dying (aka. the last level) I wish this game was longer!
Sep 14 02:42:00 10m 00s Dissolution It's very pretty with a great sound track but it doesn't quite make sense, is far too short and being forced to jump in order to not die isn't explained at all. Not to mention all the items that aren't explained at all. <br/> <br/>I was really excited when the game first started and was a bit dissapointed. Overall I feel your ambition for this game was above and beyond what you were able to put out in time for the compo but I hope you will keep working on it and I can't wait to see where you take it.
Sep 14 03:00:00 18m 00s Hard Life 3X A simple soundtrack//sound effects would have gone a long way for this one. Some interesting mechanics although I feel they could be better explained.
Sep 14 03:14:00 14m 00s Yellow Dog Nice pet sim! The connection with the theme is tenuous at best though. This is much more about growth than evolution.
Sep 14 03:28:00 14m 00s UN-Natural Selection A nice job but there needs to be some tweaks in the gameplay to allow for a diverse population. You breed to get through the round and then the disaster kills off the rest. Eventually you get to a monoculture which then go extinct. More variation plus the ability to breed in several rounds before a natural disaster happens would go a long way.