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Gabriel

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TimestampSince previousGameGabriel's comment
Aug 27 06:37:00 Proletarian Ninja X Very interesting controls! And uses very well the theme while still making sense as a game. Great work as usual, I'm a fan of your work! :)
Aug 27 17:00:00 10h 23m Boyfriend Simulator: Feed My Boyfriend This got me laughing! It really reminds Wario Ware (which is great)!
Aug 27 17:13:00 13m 00s The First Odyssey Really liked it! The arrows trajectory thing and getting stuck to stuff is really fun and add a toy factor to the mere act of interacting with the game, which is something I always appreciate. I liked the main mechanics as well, although I felt the time limit is a little too opressive considering you have to mode around a lot to understand which button unlocks which door. Still had my fun, congrats buddy!
Aug 27 17:46:00 33m 00s 10 Seconds to Speech Very, very nice! No doubt it's the deepest mechanic I've seen so far. Also a very different take on the theme. Definitely saving this one to make some more attempts later!
Aug 27 20:07:00 2h 21m Approaching Ten Hey, really cool entry! Obviously it's a tech demo as stated in the game, but somehow this really has some good mood! There's definitely some Hitchcock feeling, either something like "looking from the outside at the lives of these people living their lives, completely unaware of the big picture of life", or then "I can see they are up to something dark, but I can't really tell what". Like, what's that guy doing on the roof in the middle of the night? Someone surely got murdered somewhere in this building! hahaha <br/>Also, for some reason the low polygon 3D with smoke and light effects combined with this kind of setting really reminded me of the mood in the original Deus Ex. Super nostalgic! <br/> <br/>Finish this one, buddy! And let me know, I'd definitely play it! :D <br/> <br/>Congratulations!
Aug 27 20:20:00 13m 00s ten seconds of prototypeness Loved it, congrats! What I found amazing is that it is functional and infinite with 2 hours of work - even being a simple game, it has a solid structure that doesn't rely on content creation. These days I'm very interested in such designs, like: instead of doing a game where each hour spent in production represents a few more minutes of content for the player to see, you instead make a game that can theoretically be played indefinitely up from the very first hours of work, and instead of adding content in a linear manner, you add features and functionalities that enrich the overall experience. Loved it, really! As simple as it may be, it gave me some good insights. Congratulations! And man, 2 hours - this is MADNESS! I took longer than that on the title screen! hahaha You are a true warrior. So many poeple whining they want to make games but can't spare a weekend, and here it is - a fun little game made in two hours. Seriously man, I'm honestly congratulating you here for several things!
Aug 27 20:38:00 18m 00s 10 Second Happy Rocket LOVED IT! Managed to get to the top, but taking two extra weights? IMPOSSIBRU! Sirtetris, you must have used some really obscure form of witchcraftery with that record of yours! hahaha <br/> <br/>Hey, Starspell, you know what would be great? A 'creative mode' with no time limit. I'm really curious about what I would be able to build if I had time to play with some more complex structures! :D <br/> <br/>Congratulations on the entry, loved it!
Aug 28 21:59:00 25h 21m Second Base This is SO MUCH FUN! Really got me laughing! hahaha <br/>And the graveyard level is really freaking scary (for me at least). hahaha <br/> <br/>It really could use a little more feedback so you know if you're doing well or not. It also took a little too long for me (I wonder if I was moving back and forth through an invisible 'success meter' until I finally reached one of the extremes and either succeeded or failed). <br/> <br/>Anyway, this is just hilarious, had to show it to other people! You really managed to create something visceral here. hahaha <br/> <br/>Congratulations!
Aug 28 22:40:00 41m 00s The 10 (other) Seconds Journey Lovely! It really does get you to think about life and choices... The burning people part is incredibly visceral. Congratulations! I admit I got curious about your personal story. :)
Aug 28 22:53:00 13m 00s Dinosaur Jr. vs the 1960's This is very funny! For some reason it reminded me of McPixel (which is a great thing). Loved the nonsense feel, really feels like one of those old MTV crazy ads. I definitely think you should consider expanding it a little bit, at least so that it sums up to a 20 min experience or so. I would definitely play it! :D <br/>Congratulations, really loved it!
Aug 29 22:46:00 23h 53m The Curse of Chronos Very nice! I just *LOVE* this tiled visual and roguelike mechanics. I don't know what's wrong with me, I really love it! hahaha <br/> <br/>Liked the twist on the theme as well - a opressive time limit that, in fact, isn't really a time limit but a movement limit. Clever! Liked the greek mythology approach and running against time as well, having to balance between the desire to explore and see new things, and the need to save time for whatever seems to be an essential path. Very interesting and even enlightening, considering I've been thinking a lot lately on how to make exploration interesting in a 2D topview openworld context. Awesome! <br/> <br/>At some point, though, apparently I triggered a bug where the objects just wouldn't be destroyed - neither time vials or monsters. At first I thought it was specific to a certain part of the map, where I noticed that first (a part at the bottom right that has a narrow corridor filled with Goblins, with some Time Vials at the end - I could just keep walking over them and gaining massive amounts of time and they were not destroyed - https://dl.dropboxusercontent.com/u/69894467/Time%20vial%20bug.jpg). Then I went on to explore the rest of the map and saw nothing else was being destroyed anymore either. I tried to identify what triggered the bug but was unable to. The only info that might serve as a clue is that I opened the game and started to play it, but then had to run a chore and was out for several hours, returning to the game after that - I *think* that stuff wasn't being destroyed after that. Maybe you have some sort of verification routine that is set to repeat a very large amount of time that is not infinite, so that a very long time away could trigger that? Let me know if I can help with debug ;) <br/> <br/>Regardless, this is one of the entries I most enjoyed playing so far and my rating reflects that! Congrats man! Roguelikes rock! :D
Aug 31 05:30:00 30h 44m Adventure Company Hey, Venturelli! Gabriel from Pixel Cows here! Congratulations, AWESOME game! I loved the tactics / tower defense hybrid approach, really makes for an equally deep but less brainy approach to this type of game. As others said here, this is surely a concept that deserves to be more fully developed to see where it takes. Personally, I think dragging and dropping characters within their allowed movement circles instead of moving in 8 directions style would make it a little faster to set up the heroes at each turn. Also, it seems I stumbled on a visual glich that would have the floor replaced by random bits of other images, take a look: https://dl.dropboxusercontent.com/u/69894467/Adventure%20Company%20ground%20glitch.jpg <br/> <br/>Still, surely one of the best games I've played in this LD. I'm a total sucker for tactics games, I guess. hahah <br/> <br/>Great work! Congrats! <br/> <br/>Cheers from Brazil
Aug 31 05:50:00 20m 00s Oxy Congrats, man! Very highly rated! Really loved the mechanic of dragging the other guy around, very creative and really creates an oppressive feel of urgency. I went pretty far but was unable to finish - if there's one thing I suggest, is making the difficulty curve a little less steep! Maybe it would encourage more attempts if one didn't need to restart the game from the beginning but instead from the last checkpoint. Anyway, I loved it! <br/> <br/>About Construct, I hear ya. But I really think using such programs ('makers') is a great optimization of time and allows for focusing on design and creation rather than technical aspects. It does require getting familiar with the tool in advance, though! As a reference, Super Fair Trial Show was made in MMF2, which is also a 'maker'. But it is only worthy, of course, if you want to learn that language - ultimately the best language is the one you're used to, right? ;) <br/> <br/>Congrats on your first finished game, it is actually quite good, and cheers from Brazil! <br/> <br/>Gabriel
Aug 31 05:59:00 9m 00s You are a killer Hey ya! As simple as it may be, I really liked it! Got it right at first attempt, but it really surely is oppressive! It is also amazing how a simple well written text can do wonders to create an interesting context and situation. It's a super simple design, but I think a lot of things in it are just right: the dark screen, the big oppressive gun pointed at you, the bizarre last question which answers are out of the standard established by the previous 4 questions... Really neat! Congrats!
Sep 1 22:34:00 40h 35m BeautyIsTheBeast Here, take these dozens of stars in my rating! <br/> <br/>I am totally in love with the princess! This is one of the cutest characters I've seen in a while (not talking only about LD here). The way she stands really tense looking around when she's stopped is amazing, gives her a lot of character! Seriously, this is one of the most charming games I've seen here, complete cuteness overload! <br/> <br/>About the gameplay it is sweet as well, and the bookshelf/vine twist is nice. It gives rise to some dominant strategies that can make the game very easy though - basically, you can keep lurking around a spot where you have the wall cross advantage and keep atracting your 'enemy' so that he is always around. If he gets too close you cross the bookshelf and he'll instantly start running to some alternative path, then you just cross back and it is usually enough to stall the 10 seconds you need to run away while keeping the adversary close enough to be an easy prey when the cycle changes. One possible approach would be to make vines or bookshelfs instantly disappear after used so that the same passage can't be used twice in a row, and maybe making other spots turning into bookshelfs, vines or normal walls randomly - this would make the playfield less subject to exploits and overall a little more unpredictable. <br/> <br/>Anyway, if you guys end up making something out of this game, let me know! I'll play any game that has this princess. I totally love her. :D
Sep 1 22:51:00 17m 00s xhon Good job! I'm a total sucker for cute pixel art! I had some trouble with the gravity flipping thing (I guess it's just me, apparently I'm unable to play games like VVVVVV or the vertigo characters in Rogue Legacy), but pressed through anyway and found it pretty fun. Congrats!
Sep 1 23:15:00 24m 00s Hyper Furball Very nice! Even though the mechanics are simple (specially after you get a high attack power and range, which renders the defense less necessary), you really get all the juice out of it! Also, due to a sum of simplicity, great level of polish and excellent aesthehics, the game is simply FUN! Seriously guys, this is one hell of an aesthetical accomplishment. The music, in particular, is extremely good and appropriate for the frantic, nonsense atmosphere of the game. Congratulations, one of the best games I've played so far, I think I distributed like 784 stars all over your ratings. hahahah <br/> <br/>Cheers!
Sep 2 01:14:00 1h 59m ARGENTUM FORM Very nice game! The atmosphere is superb, it kinda reminded me of a combination of the old Alone in the Dark games, Fallout (for the 50s vibe) and Eternal Darkness (for the nightmarish / 'getting crazy' feel). I love all those games, so you can guess how much I liked this one! Kept roaming through the house until the very last objects (the car and the cat were the most difficult for me, probably because they are kinda isolated from the dorm cluster). <br/> <br/>The level of polish in this game is just crazy - the household items' consistency and completeness, the visual storytelling, the light effects, the creepy film grain. Unbelievable! Sound design was spot on too. I honestly would love to see this concept expanded! <br/> <br/>Here, take all these stars in your ratings. hahaha
Sep 2 01:23:00 9m 00s "Save the comrades" - CAT_IN_THE_DARK_WOOD Very funny! The plot takes a completely unpredictable twist when the general decides to kill his own men, it's a totally crazy idea! hahaha <br/> <br/>I found there are situations where it seems impossible to make some men cross the bridges, which makes some be left behind at each bridge. <br/> <br/>Ah, GREAT music btw! Loved the funny military approach, very nice! Congrats!
Sep 2 01:46:00 23m 00s #ERR@ 10 Second Glitch# 367!!! Is this the current record here or what? :D <br/> <br/>Really nice entry, pretty fun, you could definitely keep developing this into a full polished game!
Sep 2 01:54:00 8m 00s 'Dungeon Escape' Nice game! This really is that kind of game that has you sitting at the tip of the chair, completely focused on the screen and clicking franctically! hahaha <br/>Reached level 5 I think! Then it gets really messy to keep adjusting the path in front of the character and at the same time checking back to see if he isn't stuck in some stupid place. hahaha <br/>This would really make a cool mobile game! Congrats buddy!
Sep 2 02:09:00 15m 00s <-Saccade-> I really liked your approach to the theme! Indeed, your perception of what 10 seconds means is totally different depending on the context. The later levels really feel like 1 minute or so. hahaha <br/> <br/>I kinda got the same impression of time stretching / compression in my game. I made a shooter where every 10 seconds you are subject to a special rule, out of several options. It really is amazing how 10 seconds go blazingly fast when it's something to your benefit, and how it takes ages when you're at gunpoint. Never had heard of the Kappa and Stopped Clock effects though, this was enlightening! :) <br/> <br/>Congrats on your game!
Sep 2 02:13:00 4m 00s 'Speedrun' The Game Well, this is actually fun for a non-game, man! I loved the art and the fact that no matter how much you run, you get hit by a meteor at the very last second. It's like a joke on the player. I had my laugh! :D
Sep 2 02:21:00 8m 00s 0.1 Hertz Congrats, it was fun! And OH YEAH, I WON! <br/> <br/>I'd definitely go for a post compo version! I think the 10 seconds rule would match well with putting the player in a situation where his situation (platforms and spikes-wise) isn't so easy to understand. In that sense, the 10 seconds become like a countdown for him to figure out and try to run to a place where he'll be at an advantage (or at least not dead) when the gravity flips. Congratulations, this is a neat concept, I'd definitely come back for more if you did a 2.0 version! :D <br/> <br/>Congrats on your game!
Sep 2 02:43:00 22m 00s 1.863 million miles This turned out quite fun! Love the art style, the dialogs, and the general vibe. <br/> <br/>I'd feel kinda stupid point out potential enhancements cause I'm sure you already got them in your to-do's list (and I'm honestly hoping you have a to-do's list for this game and plans to finish it!), but I'll do that anyway cause I think interacting with fellow devs and having constructive feedback is always the greatest takeaway from Ludum Dare. So, here it goes: <br/>-Moving around is a little too slow and he feels too 'slipery' <br/>-It should be possible to press a button to advance text <br/>-I think some lines of text were not necessary. Usually players want to get into the game quickly, so they don't value information as much as they would later on in the same game! However I know this is an unfinished entry that ended up being about text, so I do understand the reasoning :) <br/> <br/>But you know what? If I didn't know this was an unfinished LD game, this begining and all that is in it would have me totally in the mood to start a long, story based space game! <br/> <br/>Please let me know if you keep developing it, I really liked it and would be very glad to play, or playtest, or give feedback, or all! :D <br/> <br/>And congratulations for your participation. As Linusson said, you're already ahead of the 90% of game dev aspirants who always end up finding excuses for NOT making games. You started one, and it's turning out quite interesting. Keep going, man! <br/> <br/>Cheers from Brazil, <br/> <br/>Gabriel and JP
Sep 2 02:51:00 8m 00s 10 10 Second Game Design Lessons Really fun! It is interesting how much this can actually teach by showing the effects of doing things wrong! A very clever and interesting design, congrats man! <br/> <br/>Cheers from Brazil!
Sep 2 03:09:00 18m 00s 10 Second Mazes I like it! It has that strange addictiveness quality, I think because it is so simple and easy to control, and because it keeps constantly changing before getting boring! I like the increasing amount of enemies, I just found some of the initial setups unfair, like you starting the level surrounded by two gears that are already coming in your direction and there's nothing you can do to avoid being killed cause there's no space to manouver. But I know, this is a burden from quickly done procedural levels, right? This jam was my second time in LD doing procedural levels too and, well, as much as you try to place rules to ensure all levels are fair, 72 hours (48 in your case!!!) is way too little time to stumble on all possible situations. Personally, I don't care, though! Making a game that is really challenging to make is also part of the fun for me! :D And you know, for a fan of procedurally generated stuff, not knowing if what is waiting behind the next corner will be fair or not is actually part of the charm too! <br/> <br/>Congrats on your game, it's simple and fun! :D <br/> <br/>Cheers from Brazil <br/> <br/>Gabriel and JP
Sep 2 22:47:00 19h 38m Antidote Wonderful game, really loved it! The general aesthetics (sound, graphics and movements) are simply top-notch and could be in any commercial release - for a jam game then, it is completely outstanding! I also enjoyed the controls and general gameplay. Regarding the 10 seconds limit, I found it a little too oppressive for the size of the levels, specially because the overall level of polish and cuteness really makes one spend some time just looking around and exploring... Still, I played a lot of games this LD and this surely is one of the very best I've seen so far! Congratulations, this really is unbelievably good! :D <br/>(is 'unbelievably' even a word?) hahaha
Sep 11 04:55:00 198h 08m Firefly The graphics are truly beautiful and inspired! I loved the colors of the platform tileset, mostly dark with some bits of light that give it a dreamlike feeling. The dawn effect is also absolutely beautiful! You mentioned in your description that you had this mental image and you pursued it as you created the art - indeed this is reflected in the final product, it is amazing how such a simple composition is able to evoke such an emotional response even with minimal gameplay! The game would certainly gain longevity by having a richer gameplay, but as you also said this is something you already know! But seriously, this looks like a beautiful beginning, I'd totally put some time to enhance the mechanics and adding some music, even if you don't plan to sell it. This short composition piece deserves to exist and be realized even if it is just to remain as a portfolio piece! :D <br/> <br/>Congrats man! <br/> <br/>Btw, did you use any particular plugin or framework to do the 2D graphics and mechanics in Unity? I've been tempted to try Unity, but I'm constantly scared by everyone talking it is still difficult to do 2D games on it (at least until the next update)...