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Wertle

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TimestampSince previousGameWertle's comment
Aug 26 16:03:00 Basketeerz I like how the game started with a traditional basketball hoop setup that one would expect, then evolved into wackier and wackier arrangements. Very clean art, nice job!
Aug 26 16:09:00 6m 00s Up-Run I was hoping to see people do the "10 times in second place" interpretation! It definitely adds a new mental layer on an otherwise very intuitive game. I love the shameful music that plays when you accidentally get first place :)
Aug 26 16:28:00 19m 00s ROBOT PLANET I love the movement scheme and trying to pay attention to the enemy movement patterns, it lets me stop and think while the air loss maintains tension. Fantastic audio feedback!
Aug 26 18:53:00 2h 25m Sacrebleu! The writing is hilarious! I love the interpretation of the theme as well.
Aug 27 00:48:00 5h 55m MegaPunch The fact that you made an online networked multiplayer game in a weekend is AMAZING. Also nice touch with controller support - it feels great with a gamepad. Well done!
Aug 27 01:49:00 1h 01m Escape Base 10 Needing to drop the gun (or occasionally throw it) added a nice layer of depth to the whole thing. Well done!
Aug 27 03:03:00 1h 14m QuickSwitch I think the mechanic has a lot of potential, though it took me a few runs to figure out which clock I should be paying more attention to. Windows kept trying to thwart me by asking if I wanted to turn on sticky keys from all the shift-pressing, which would break the game when i went back to it. Curse you, windows!
Aug 27 03:24:00 21m 00s Diesel May Care: Quest For The Ten-Second Car I think it's a pretty interesting concept, though it could use some more helpful feedback on the interface - stuff to help call out which part you have on your car if it's in the list of available stuff, and maybe feedback to more easily compare if something is an upgrade, downgrade, or sidegrade. I also didn't realize I had to go back to the shop to actually install the parts first. Once I figured out what I was doing I thought the concept was pretty interesting, nice job!
Aug 27 03:30:00 6m 00s Twitchy Thrones I love the idea of the base mechanic and think it could be really fun with some iteration on the actual interaction. Like, I kept getting mixed up on if I was right clicking or left clicking, but if it were a drag interface I think it would feel more natural and more tactile and gratifying to move the troops around. Something to keep in mind if you decide to keep working on this. Nice work!
Aug 27 04:49:00 1h 19m Killer Super hard but interesting. I think this game would be nice with some kind of analog input to make it easier to react to the fluid changes of the screen - something to keep in mind if you decide to keep working on it.
Aug 27 04:56:00 7m 00s Mechanical Covert Espionage Character design of the robots was quite nice. The music was good but some sound effects would really make this shine.
Aug 27 05:01:00 5m 00s Poppy vs. the Night Super hard core theme interpretation. It was hard but I liked the art. It would probably help if the transitions between phases were sliiiightly longer to allow for mental shift between the modes. Good job.
Aug 27 05:06:00 5m 00s 1 to 9 in 10 The audio feedback was very nice. Super clean art made it feel very polished. Nice simple memory game - good job!
Aug 27 05:10:00 4m 00s VoxSculpt Challenge Nice simple game, good use of unity. It was amazing how terrible I did once under time pressure x_x
Aug 27 05:20:00 10m 00s The Ones You Love This was great, like a fast-form adventure game - all the nice puzzle and story elements without all the fuss. Good job.
Aug 27 05:29:00 9m 00s Kitty Force 10 Great secondary animations on all the characters. This game was super tough. Good job!
Aug 27 05:32:00 3m 00s Feisty Forest Very cute and clean art. I liked that you attached a story element to some very simple games for context. Good job.
Aug 27 05:39:00 7m 00s Balloon Rescue I like this, it's kind of like vertical joust. Those jerk enemy balloons should be able to kill each other on accident. Fun mechanic. Good job!
Aug 27 05:59:00 20m 00s Dinosaur Jr. vs the 1960's RAINBOW!!!! Great visual feedback. The fans were delicious.
Aug 27 06:05:00 6m 00s No Time For Dungeons Clever use of progression, and picking up jewels is always gratifying. The momentum on the movement made it tricky to control, but not too bad. Good job!
Aug 27 06:13:00 8m 00s Got time for that? Nice use of some simple mechanics blended with humor
Aug 27 06:15:00 2m 00s Defuse in 10 seconds Great framing for a typing game!
Aug 27 15:01:00 8h 46m Hellish Copter Loooove the sound effects! Tough but nicely done. Good job!
Aug 28 03:40:00 12h 39m i hate the dark Nice ambient sound, it would help if when I tried to interact with something that wasn't interactable if I got some feedback to let me know I was doing it wrong. Good job!
Aug 28 03:46:00 6m 00s This Game Will Self Destruct in 10 Seconds Nice dynamic shadows!
Aug 28 03:53:00 7m 00s Tracewire Really good pacing and difficulty ramp-up, not just between levels but within each level. Good job!
Aug 28 04:10:00 17m 00s Boyfriend Simulator: Feed My Boyfriend Really fun core loop and once I figured out the knocking food with the bat that part was pretty fun. It took me several tries to figure it out, though. Even though there are text instructions, when under time pressure you forget everything x_x Good job!
Aug 28 04:14:00 4m 00s ErectServeSnug Nice implied humor without being over the top. Leave it up to the player's imagination!
Aug 28 04:37:00 23m 00s Keg Quest Really great innovative time puzzles. My one piece of feedback would be to have some better feedback on which dwarf is currently selected, it would help with error correction.
Aug 28 04:49:00 12m 00s John Q. Adamant Nice shooter mechanic, felt really smooth. Some layered feedback on when I was hit would help. Very silly theme interpretation, I like it!
Aug 28 22:01:00 17h 12m Ten Second Clock Was pretty fun once I figured out what to do. Maybe include some basic instructions to get people to that point faster. Good job!
Aug 28 22:25:00 24m 00s Time Ghost The two biggest things that would help would be some way of resetting the whole level (all ghosts back to start) and some kind of feedback about which ghost I was currently controlling (number labels, colors, somethin like that) Good job!
Aug 28 22:32:00 7m 00s Richard Was Afraid Of The Dark Nice use of normals and dynamic lighting. The contextual narration text added a lot. Good job!
Aug 28 22:57:00 25m 00s 00000010 As you already know, fixing the wall jumping so you don't have to move the direction of the wall will help tremendously. Also, the feedback for when you are in wall stick is a little bit subtle. Consider a minimum wall height requirement for wall stick so you don't accidentally launch yourself the opposite direction when jumping on a small platform. Overall, very nice work!
Sep 5 00:58:00 170h 01m Blood Trail:10 Seconds to Die I couldn't tell if I was doing something wrong or if I needed to be more precise with my movements/if there was something I was missing to succeed. A little more feedback about that would help out.
Sep 5 01:03:00 5m 00s Forefought I think the mechanic has a lot of potential to be really fun. I didn't have another person to play with so I couldn't get the full experience. If you get polished reaction animations it could potentially be reeeally funny. Good job!
Sep 5 01:09:00 6m 00s A AAA Aardvark Construction Co. It was unclear to me what would cause a door to be created in spite of the text instructions. Some feedback about whether a placement was good or bad would be helpful, or perhaps some preview that would help me understand the rule about the doors. The concept is an interesting one, however. Good job!
Sep 5 01:19:00 10m 00s There's A Hook I like the mechanic idea a lot. Randomness as a mechanic is a tricky beast, it's funny and novel at first but if there is no way to get better or learn or improve skill-wise it can get a little tiresome. If there were a way to achieve mastery I think it would be more fun to play longer. Good job!
Sep 5 01:26:00 7m 00s Korn Land I think a timer for the waves would help - I forgot that they were 10 seconds + 10 second breaks so it felt like very strange pacing. Great art, though I couldn't figure out what the wall of popcorn was to represent, I thought perhaps ammo? Good start, hopefully you can finish it up!
Sep 5 01:45:00 19m 00s Hyper Furball Simple but fun, really good job making a nice whole package and getting a bit of polish all around. The progression and skill upgrades made the ramping feel pretty good, and I'm sure it'll be great with some balancing and tuning. Good job!
Sep 5 01:57:00 12m 00s Test Subject Nine has 10 Seconds I would have liked some way to reset with a clean slate once I figured out my current objective, otherwise it got sort of overwhelming with the clones when I was in the "figure out what to do next" phase and made it difficult to systematically experiment. But this is a good start, good job guys!
Sep 5 02:05:00 8m 00s Zero Gravity Free Runner release :D One thing you might consider is if you die by spike, hold the time bar in place - I had some trouble on occasion figuring out if I died from spikes or from the time running out since the bar disappears immediately. I think with some difficulty tuning this could be a super fun little game. Nice work!
Sep 7 04:40:00 50h 35m Cherry Bomber Super cute art and a fun mechanic! One thing you may consider is having a little extra feedback for the states of the cannon (showing which ones can be clicked, when they are in the aim state, and which one the next bomb will go to, etc.) It may help make for a smoother experience. Good job overall!
Sep 7 04:49:00 9m 00s 10" to rise Seems like this has good potential to grow into something really interesting. It wasn't clear what I was supposed to be doing with the resources (if anything). There are a few feedback things that might help out - having the status of what's going on be more apparent would help, it took me a bit to notice it. Good work!
Sep 7 05:00:00 11m 00s Tale of a Lost Soul Nice work with the mood - the art was very consistent and helped convey a good atmosphere. One thing you might consider is having some feedback when you are getting dangerously close to the edge - the isometric perspective makes it hard to judge sometimes until it is too late. I did crash on the second "red" level, unfortunately :( Good work!
Sep 7 05:10:00 10m 00s Ten Second Evasion I think the fact that it automatically goes to the next puzzle before you even place a piece makes it confusing to understand the mechanic. You need a little more time for the player to register that they have done the correct thing. I think the mechanic is interesting and has promise, it just needs a lot more feedback to help people learn the interface and know when they are doing something right/wrong. Good job.
Sep 7 20:34:00 15h 24m Cosplay Temp Very clever approach, I liked it! I didn't get to unlock any of the "silly" stuff until the very last day so I wasn't sure if there was any logic to the progression and how things unlocked. A little UI wrangling could help convey that. Nice work!
Sep 7 20:39:00 5m 00s 10seconds Great execution of a simple but compelling mechanic. I love seeing what people do with the idea of "no button" games. Good job!
Sep 7 20:45:00 6m 00s :Fast :Food! Fun mechanic and nice integration of humor! There are a few little feedback things that would really help this shine - I sometimes had trouble determining what was going to give me shelter, maybe a ground shadow or some other visual indicator around the things that are safe would help call them out. It might also help to add more feedback for when you are in a "safe" state. I know you have the indicator up on the timer, but I'm usually very focused on the action on the screen, so something nearer to the character or an audio cue might help. I loved the music and the voiceovers, but if you keep working on this consider mixing the volume of the music down or the voices up - they kind of clashed with each other. Great job overall!
Sep 10 03:04:00 54h 19m Sort It Out Potential for an interesting interface here, though I must admit that I mostly flailed and hoped for the best :) One note, when I solved each one they went away so quickly that I didn't have time to register that I'd actually solved it - it took me awhile to figure out that's what was happening.
Sep 10 03:18:00 14m 00s Mashals of Knaveland Nice work. One thing that tripped me up was that I had a hard time spotting my character at first - maybe some bit of feedback to draw your eye to him as soon as the level loads (a bit of flashing, a different color) would help smooth that out.
Sep 10 03:23:00 5m 00s untitled no.10 (seconds) This reminded me of the Kirby Samurai mini-game from Kirby Super Star. I love the dynamic that's created when playing with another person in the same space and the anxiety it creates (good anxiety, not bad anxiety!). Nice work :)
Sep 10 03:30:00 7m 00s Invasion of the GooseNappers The switching back and forth made for some good pacing. Nice hit reacts on the enemies, and I liked how you added in little touches like the tilt on the ship when accelerating/decelerating. Nice work :)
Sep 10 03:40:00 10m 00s The Entrance Exam An interesting experiment, I liked how the variation in seriousness in the question types caught me off guard.
Sep 10 03:45:00 5m 00s Firefly I was a little confused about which parts had collision and which I could fly through, but I like the atmosphere a lot :)
Sep 11 03:51:00 24h 06m Sparkling Simple but great atmosphere and nice use of lighting. Good job!
Sep 11 03:53:00 2m 00s ONEMOC: 1 MINUTE OF COLORS Very clever mechanic!
Sep 11 04:01:00 8m 00s Ten Seconds To Serve! Very silly and a fun idea. If you keep working on this, consider adding a little more feedback - like differentiating a successful checkout from a botched one more clearly (for awhile I thought I was failing because I couldn't tell if the grunting sounds were good or bad)
Sep 11 04:08:00 7m 00s GridBall Nice use of the theme! One thing I found was that there was a disconnect between the mechanic of memorizing the path and the "physical" skill of controlling the ball. Because the ball controls were tricky to master, the memorization part became less and less significant over time as my failures were due to sliding off the edge and not picking the wrong path. If you could find a way to tie the mechanics together more strongly I think it would really make this shine. Nice work!
Sep 11 04:13:00 5m 00s The Cell The actual interaction of attracting and repelling the proteins is really satisfying. I had a difficulty time distinguishing the antibodies at times - maybe if they were a different shape? Nice work!
Sep 11 04:21:00 8m 00s Keyboard Slap Apparently my capacity to retain tracks of rhythm information stops at 3, but I'm glad the drum sounds made it good for flailing frantically :) I had a little trouble with the color feedback for the lines, I couldn't tell if color or black meant "success" or "miss" Nice work overall!
Sep 11 04:50:00 29m 00s Just 10 secs Nice idea with the swapping of modes! Note that vertically oriented text is difficult to read, but even moreso under time pressure!
Sep 14 19:35:00 86h 45m 1007Quest Nice mix of having actionable control while still doing a sort of "turn-based" style. Having a "miss" option when you hit something is pretty confusing, and it may help to throw in some extra feedback on the loot collection screen to help tell at a glance if something is better or worse under time pressure (colored text, arrows, etc). Love the music. Good job!
Sep 14 19:44:00 9m 00s 10 Seconds for Fish Nice idea - I would have loved to regain time when going back into the bowl.
Sep 14 20:04:00 20m 00s Chicken Philosophy I love the idea of the near-death bonus - it puts a nice twist on a familiar mechanic.
Sep 16 00:33:00 28h 29m PROBE TEAM I love how much personality you were able to give the probes with just sound and a simple "eye" animation. Nice ramping, too. Great work!