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Gama11

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TimestampSince previousGameGama11's comment
Apr 29 12:19:00 Antichromatic Impressive amount of content and polish considering the time limits. Gameplay is pretty solid. Controls seem alright as well. <br/> <br/>I don't think the music fits all that well, that could as well be my personal opinion only. <br/>I actually ran into a bug where I was unable to continue due to being insta-killed near a turret as soon as I respawn. Here's a screenshot of the location: http://i.imgur.com/xLumXn7.png Not quite sure what caused it, but I guess switching dimensions quite a lot might have contributed to it. <br/> <br/>To be honest, I don't think this game really fits the theme except for the limited use of colors. But then again, the theme is pretty stupid anyway.
Apr 29 12:35:00 16m 00s Skyrim Simplified Haha, this was quite minimalistic indeed. But still, I'd have liked a life bar, a score and a way to restart the game. Also, I felt like the guards should've been a bit tougher to kill. Would've made gameplay a bit more interesting.
Apr 29 13:12:00 37m 00s Mix Seems like this was designed for a mobile device - so I'm neither a huge fan of the control scheme on a normal computer, nor the resolution. <br/> <br/>That being said, I like the concept, which certainly fits the theme, and I think this could be quite fun if you implemented another control scheme for PC. Like, Pressing keys 1-3 to select a shape and the arrow keys to move them around.
Apr 29 14:29:00 1h 17m Exploid Cool idea, I really like the graphics style as well. However, I really missed sfx and the controls didn't feel good at all.
Apr 29 14:37:00 8m 00s Shape Attack A bit annoying that the only way to restart is restarting the game. <br/> <br/>The concept of the game seems interesting, but isn't executed well and gameplay doesn't feel good. The other shapes move way too randomnly and fast and you are way too slow in comparison in order to actually be able to plan ahead. <br/> <br/>I think the instructions said that you can advance to the next wave by pressing space when you have a bomb - but actually, you can always do that even without a bomb. Also, at high waves, the amount of shapes and the lag that creates is ridicolous.
Apr 29 14:41:00 4m 00s Laser Drift The controls are pretty bad, it's pretty much impossible not to hit the walls which seems to be the main goal.
Apr 29 14:49:00 8m 00s Against the Current Really cool concept and minimalistic for sure, but overly frustrating. Couldn't get past level 5 which made it less fun than it could've been. The hitbox of the player felt a bit big, reducing the hitbox in size would already greatly improve playability (or just reducing the player's size in general so its easier to dodge things).
Apr 29 14:54:00 5m 00s Ping Hm... this is basically Breakout without blocks to break... Or Pong where the other paddle is replaced by a wall. Not terribly fun or intersting.
Apr 29 15:02:00 8m 00s Minimalismizer Hitboxes seem a bit off - like, I die to whirlwinds when I don't feel like I even touched them. The fact that you have to restart from the beginning adds to the frustration this creates. Would be nice if you had more than one life. <br/> <br/>Colissions in general seem a bit buggy. You can get blocked from jumping while pressing against a seemingly vertical wall - here's the area I'm talking about: http://i.imgur.com/2FdepSQ.png. I also fell through a moving platform once. Another thing is that shooting doesn't always work when you're mid-air.
Apr 29 15:09:00 7m 00s Too Much Loot! The GUI would be a lot better if the stats actually matched their element in color (like, items that are Fire are written in red color etc). That would help a lot. <br/> <br/>Also, it'd be nice if you could see what a chest contains before picking it up, because you might end up dropping an item for a worse one just because you can't progress otherwise. Like, there are a lot of chests blocking your path, and you actually have to drop an item to be able to pass by opening them.
Apr 29 15:16:00 7m 00s Trial and Error Kinda remineded me of Closure. <br/> <br/>While the concept is acutally a nice idea, it gets repetitive really fast, as the only way to explore a level is die over and over - trial and error, like the title of the game says.
Apr 29 15:24:00 8m 00s First, You Take A Potato Haha, this is awesome. Love the humour, the graphics, the atmosphere and the music. Can't really say it doesn't fit the theme, either. <br/> <br/>The ending / what happened when I stopped playing to write this comment really surprised me. Really like the message there. Awesome! :D <br/> <br/>Gameplay-wise, I think it'd been more entertaining / kept me playing for longer if the messages you get as a "reward" weren't randomized (of course that'd have to be done once you run out of messages). That way, it'd feel like there's actually some sort of progression.
Apr 29 15:32:00 8m 00s TOWER DEFENSE REWIND The game mechanics aren't really properly explained in-game. The crucial part, namely that waves are getting easier and that it's a risk-reward thing - because without knowing that, the player will just remove all the towers, lose and wonder what the point is. <br/> <br/>That being said, I found this to be quite an interesting concept.
Apr 29 15:40:00 8m 00s Colourless I liked it. At first I thought it's just a simple avoider-game, but no, there's actually more to it than just that, which makes it fairly interesting.
Apr 29 15:47:00 7m 00s DudeJump I don't think it's a good design design that you have to start over when you fail a room. That just makes it frustrating and led me to quitting at room 4. <br/>Controls were alright, but could be better. They're a bit "floaty" like someone else pointed out. <br/>Alternative jump keys would've been nice - like being able to use the up arrow. <br/> <br/>Liked the graphical style and the music.
Apr 29 15:52:00 5m 00s (Follow the) Line Loving it - this is exactly my type of game (the go-for-a-highscore-type). Perfectly fits the theme and great fun, I'm only missing music and sfx.
Apr 29 17:16:00 1h 24m We Need Potato The controls aren't even nearly responsive enough for you to be able to avoid obstacles and enemy bullets, which kinda ruins it. Also, I don't really like the idea of losing HP over time.
Apr 29 17:24:00 8m 00s RPG I really liked it and played it for a surprisingly long time. This is probably as basic as a RPG can get, so you nailed the theme. <br/> <br/>The difficulty curve seemed rather steep. You have to grind quite a bit in order to be able to hope to make any progress at all in the second area. Too much IMO. <br/> <br/>The resolution seems unnecessarily small to me. <br/> <br/>My favourite part is probably the music, which was incredibly well-done.
Apr 29 17:37:00 13m 00s Avoid The link above gives me a 404. The Google Drive link downloads a .gmz-file, which I have no idea what to do with. :/
Apr 29 17:42:00 5m 00s PATCh Really interesting and innovative game. But it seems more luck than skill-based.
May 1 12:39:00 42h 57m Line Knight I really like the artstyle and the concept in general. However, it wasn't very playable due to the controls (the animation that makes you freeze for quite a while when switching sides and the fact that jumping automatically makes you tavel horizontally makes it really hard to control).
May 1 15:53:00 3h 14m Pipe Dreams Reall liked it. However, I wasn't able to figure out how to do the second level that cointained a yellow powerup. In fact, wouldn't even have been able to figure out what the yellow powerup even does without reading through the comments. You need better tutorialization. :)
May 1 16:30:00 37m 00s A fish called Revenge I liked the idea of it, but it was way unbalanced. There's no way I could've killed the boss with such low range and speed. I'm thinking an upgrade-system where your stats increase as you kill squids could work well.
May 2 09:51:00 17h 21m SquareRoot Really liked the concept. However, it gets a bit frustrating because hitboxes feel off - for example, you don't die immediately when touching a wall, but rather when you're already half into it. Also, circles uses squares as hitboxes that are bigger than they are. Consider the use of FlxCollision or decrease the size of the hitboxes. <br/>In general, the movement speed of the player seems a little too fast considering the amount of precision required to complete a lot of the levels (or at least in the pink areas). <br/> <br/>Being taken back to the level select screen after you complete one really breaks the flow of the game, because you are forced to pick up your mouse again in a game that is keyboard-based entirely. Just take me to the next level! :) <br/> <br/>I liked the menu music more than the actual in-game music. I'd consider switching them.