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DissidentDan

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TimestampSince previousGameDissidentDan's comment
Aug 26 07:03:00 PILLOWMAN Defeats the Robots I didn't really like the movement, and it was kinda of glitchy (for example, getting pinned against the wall).
Aug 26 07:09:00 6m 00s The abyss It's pretty well executed. The basic idea isn't groundbreaking, although it was nice having some things attack from the side. You had a good variety of hazards to tackle, and the difficulty ramp was pretty good. <br/> <br/>There are some nice, old-school sounds. It was rewarding to absorb the blocks as you passed them by, but it is a little mixed-signal-sending. My first time through, I thought I was supposed to go and collect them...until I died. Even after that lesson, there's still this weird feeling that you get when you are trying to avoid them and they suddenly start coming toward you. <br/> <br/>It was pretty addicting.
Aug 26 07:56:00 47m 00s Are you? Where was the game?
Aug 26 08:02:00 6m 00s Ten Second Samurai I think that this concept could work quite well, but there's just not enough to it right now. You can basically spam the mouse button and take everyone out.
Aug 26 20:00:00 11h 58m Fight The Urge Funny theme. Not much to it.
Aug 26 20:14:00 14m 00s Action Movie: The Game I love the concept, the execution was a little rough around the edges. I must have made that dynamite fall a dozen times before getting it (and even then, there wasn't much to it. It's just a matter of "getting it"). I also crashed that car a bunch of times before noticing the parachute pack. I thought that it was just part of the background. I enjoyed the mouthed sound effects.
Aug 26 20:28:00 14m 00s Direct Interval Solid concept. I didn't like the feel of the character movement. (Also, why was the character way slower when using keyboard than when using a controller?). In the first level, I didn't know where the exit was until after many play-throughs. I went all the way to the right side. On the second level, it seems like it's impossible to progress once you get on the third story/platform.
Aug 27 00:19:00 3h 51m Mebby Well-done! Interesting control scheme. Very pretty.
Aug 27 00:37:00 18m 00s Robot squad Very cool! I like this idea a lot. Polish it up, and set it free! Some constructive criticism: Trial-and-error is the only way to tell which laser changes happen when you activate a switch. It would be nice to have some visual indication of that. Also, it would be nice to be able to start with your last plan and tweak it, instead of having to start over.
Aug 27 01:02:00 25m 00s Adventure Company Neat concept, but I don't think that you really pulled it off yet. It was too slow, both during the planning part and the real-time part (especially if there are no enemies on screen). <br/> <br/>It was also a little weird how the turn-based part still was sort-of real-time in that you could move around and collect money. <br/> <br/>I had a case where I started assigning an attack diretion (whether intentionally or not), and I could exit out of it, and I could revisit that character after assigning an attack direction. Because of that, I thought that it needs a way to go back to a character and change what you want him to do during the upcoming turn. <br/> <br/>Finally, I thought that it was odd that the real-time portion just seemed to continue until all enemies are dead. I expected some kind of time limit.
Aug 27 02:24:00 1h 22m Proletarian Ninja X Fun and addicting. Gets absurdly difficult. Very, very trial-and-error type of game.
Aug 27 21:34:00 19h 10m DeepField Nice ambience. Not much gameplay, but you already knew that. Keep working at it. You'll get better at development and time management.
Aug 27 21:36:00 2m 00s Almost Fluid Plantain Lag is always a big issue in real-time music creation. The lag in the game (I'm not sure that there's much that you can do about it) really messes me up.
Aug 27 22:01:00 25m 00s Project: "Explosion" Great concept. I absolutely love the visuals. I enjoyed it very much. Constructive criticism: I don't enjoy moving in slow moving in the 10 seconds leading up to the explosion. My suggestion for that would be that you move at regular speed up until just before the explosion, and then it speeds up again once the explosion is "over" (however you would determine that). I would actually prefer a 2D menu for level selection, rather than interacting with buttons on a 3D bomb in order to do that. <br/> <br/>In summary, I like it a lot! <br/> <br/>As a side note, the physics engine in Unity is pretty impressive, running so smoothly despite having all these interacting blocks.
Aug 27 23:09:00 1h 08m SpeedRoid You got the basic control mechanics and physics of this genre down, so good job on that. However, I found it pretty absurdly difficult with like 30 things flying at me 3 seconds in.
Aug 27 23:22:00 13m 00s Time Labyrinth Honestly, maybe this isn't for me. I became bored before I got to any sort of game mechanics beyond one or two dialogue choices. It was just click, read, click, read, click read.
Aug 27 23:55:00 33m 00s Ready Or Not Neat concept. Maybe I'm wrong, but there didn't seem to be enough room for trying various strategies. The bad guys can see further than is apparent from the blue vision cones. It also could have used a box select so that you can issue commands to multiple guys at the same time. Have to click a bunch becomes a major slowdown (unless you're a pro Starcraft player).
Aug 30 18:16:00 66h 21m PROBE TEAM Very pretty, but I just wasn't into the mechanic. The only room that I see for strategy is just moving in little bursts in order to avoid consuming fuel, but going slowly gets boring for me. IMHO, it would be better if you retain your momentum instead of slowing down when you let off the gas.
Aug 30 18:26:00 10m 00s Hit'n Eat Interesting idea. Very original. The movement is very clunky. I would suggest studying some of the great platformers and/or finding articles on 2D character movement. As it stands, there just doesn't seem to be enough to the game to keep me interested.
Sep 8 00:06:00 197h 40m Chronobender Relatively fun. There's really no reason to not slow down time, except when you don't want to wait for obstacles to move, so it doesn't seem like a fully-realized mechanic. I actually don't like the character physics. I prefer for the character to have some momentum.
Sep 15 17:13:00 185h 07m Checkpoint I like the visual and sound aesthetics. I don't like falling for 10 seconds every time that I respawn. I didn't get the purple tiles that start out invisible. Why are they invisible? They seemed finicky. I kept falling through.
Sep 15 17:28:00 15m 00s Magic Power = 10x Neat idea. I got stuck on the level with the 3-block pillar. There doesn't seem to be any way to get past it. Is that intentional?
Sep 15 17:32:00 4m 00s deci-mer The character could use momentum. It was cool to have procedurally-generated levels. Other than that, it was just straight platforming...nothing new.
Sep 16 19:11:00 25h 39m WorkItUp Neat idea. It seemed really hard at first, but once I got that first three-peat, it quickly became very easy to add as much time as I needed to the clock. I think that it would have been better if the block stuck together Tetris-style, but maybe I am wrong.