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hoqjed

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TimestampSince previousGamehoqjed's comment
Dec 17 21:52:00 The Black Lighthouse Ah the atmosphere for this is wonderful! A few things kept me from finishing it, but someone should give you a high five for getting this made in the time constraints. <br/> <br/>I'll start off with the good. I adore the art style you went for here, I've appreciated this low poly look for a while now. The music is also fitting, and the foggy build up just enhances everything. <br/> <br/>The bad. Well, I found that if you tried to rush and accidentally rammed your boat into a rock then you'd often get stuck in it. It just got a tad frustrating, I restarted the game twice for the same reason. <br/>The "floaty" boat controls may have attributed to some of this frustration, but I can't totally blame it. I kind of wanted to like how the boat handled. <br/>And last but not least, the idea of having all this atmosphere and then sending me on a fetch quest for these red objects wasn't appealing for me. It felt like a last minute gameplay decision.
Dec 17 22:50:00 58m 00s One Touch Of Music I'm not normally one for a game based soley on puzzles, especially when they involve grids of blocks haha. <br/> <br/>But your game is very enjoyable! It's nicely paced, building up to somewhat unexpected complexity for a game made in a short amount of time with a seemingly simple concept. Also fantastic job on your first LD! <br/> <br/>I can't really think of any negative things to comment about. All of the mechanics work well for what they are and it was a joy to figure out each rhythm. <br/> <br/>I did have one thought though, it would be interesting if the sounds were to change occasionally. I became a bit fatigued after a while listening to the same tones. Having more variety also would allow for players to have to learn new sound/color associations. After a while you figure out the relation between sound/color. Could be good to shake that up on occasion.
Dec 17 23:03:00 13m 00s One Coffin The windows link worked for me. <br/> <br/>The visuals and audio were superb! Great job on that. I also liked the idea of the "combat" and how all of that worked. Though it did take me a little bit of time to figure it out. <br/> <br/>I thought I could just play the game without the tutorial but quickly found that to not be true haha. Good you guys had that in there. <br/> <br/>While the game overall is very well polished, I didn't care too much for actually going to carry out each grannies wishes. Which I think for me was a combination of needing to memorize what she was looking for, then going down to the zombie horde, defending myself and being somewhat overwhelmed with all of the heads on the ground :/
Dec 17 23:16:00 13m 00s Singulus As someone else noted, more visual distinction would have been nice among the characters. <br/> <br/>I also found there to be too many players on the field. Perhaps after playing it for a while it becomes easier, but I found that it was overwhelming for the first few seconds to figure out what was going on. <br/> <br/>It also makes it difficult for a specific individual to get items, since the likelyhood of being the closest to where it spawns exponentially goes down with more players. <br/> <br/>It was a nice idea overall, but I felt like it was too chaotic personally. I didn't feel as if I had any impact, I was but a pawn put on the field to battle other, better pawns haha.
Dec 17 23:28:00 12m 00s The Visitor I found the game a nice change of pace from other entries, but I wasn't engaged enough to stay with it long. <br/> <br/>I liked that it was more story focused and presented me with a somewhat intriguing area to explore immediately. As soon as I went into the cave though to find that the enemies were one hit send you back to a checkpoint machines I wasn't as thrilled playing it anymore. <br/> <br/>Another thing too, I found the platforming a tad floaty for precise movement. It's kind of minor, but since the area's designs are crafted to only allow one way up/down it led to some frustration needing to repeat the same jumps again. <br/> <br/>It's weird though because even though it may seem I didn't really enjoy my time with the game... I kind of sort of did? I think it was mostly the dialogue and some witty lines that left a certain charm for me.
Dec 17 23:46:00 18m 00s You Only Get One Shot: Eminem Rapping Simulator Huh... that was really... bad haha. Gives me the "I know this is a bad game but I made it anyways because I thought it would be funny" vibe. Can't say I didn't expect it though.
Dec 18 00:08:00 22m 00s One Torch The visuals are stunning, the animations alone were really well done. I had a fair amount of difficulty figuring out what to do to effectively finish a level. By the time I finally figured it out I had already lost interest sadly. <br/> <br/>In the first level I thought that you were supposed to somehow get through to the spot the spider actually comes from, since it appeared to be the main "passageway" and I knew pushing the button unlocked it. I was surprised to find that the exit was right by the button, and that you have to click exit to actually leave. <br/> <br/>Well "why have the exit right by the button" I thought to myself. It was just sort of odd I thought because this setup didn't take advantage of any of the gameplay aspects I was just introduced to from the start. Making people wait in corners so that the spider wouldn't see them or something while we snuck around it was the approach I thought was needed. <br/> <br/>I think the main problem people like me are having with the games first level is that the exit isn't very identifiable. It's sort of tucked off at the edge and is discreet. Some people may also not be noticing the exit button you need to press to move on. <br/> <br/>Overall I really like the visuals and atmosphere, but some of the design decisions made it difficult to understand where exactly the game expects you to go in the beginning.
Dec 18 00:16:00 8m 00s Mad One I actually really really enjoyed this. The humor is great, and actually affects the gameplay also in interesting ways. I'd say that also, even though you say you didn't get to finish it I liked that it was so short. <br/> <br/>A game like this could have easily ended up long winded, with puzzle after puzzle. I found the length to be long enough to leave me wanting for a little more, and still happy with my experience. <br/> <br/>Really great job guys.
Dec 18 00:32:00 16m 00s One match left Oh man, where to even start on this one. <br/> <br/>I'll start off by saying that your game made me feel like a jerk once I figured out what to do with the match. <br/> <br/>I really really don't understand why you start the player way up in the sky... and then drop them down... to an island with nothing on it. <br/> <br/>Then failing to use the match on... well you don't have many choices... but failing to use the match spawns you back in the sky. Where you start the odd descent once again. Until you do the deed. <br/> <br/>I mean, well for all intents and purposes this is essentially a Unity test, not really a game to be enjoyed in my opinion. Though I suppose you have to start somewhere!
Dec 18 00:51:00 19m 00s Bomb I didn't get past the first level. I tried it a few times but knowing that there are more levels afterwards (probably equally difficult) and if you die you start all over? No thanks, not for pixel perfect jumps. <br/> <br/>So the one, main redeeming factor of this game for me is dying. "Wha?" you may say? It wasn't the fact that I had to start over that I enjoyed. It was the satisfying thump the arrow made and brief pause as the game sort of visually acknowledged to me "yes, you died, and you've got to do it over now". That was great, satisfying in a game where I would expect to be instantly reset to the beginning. <br/> <br/>Now this brief pause as you die does acknowledge one issue where I believe some frustrations stem from. Maybe 1/4 the time I noticed the arrow didn't really hit where I would imagine the hitbox to be. It would sometimes collide about 5-10 pixels away from the character image. This is not good at all when you're doing pixel perfect jumps/actions. <br/> <br/>I would recommend setting the hitbox to be slightly smaller than the character. That way when an arrow hits you don't feel cheated. <br/> <br/>Also the difficulty, I can understand yes, you want it to be difficult. But there's a difference in being hard, and being just downright brutal and unfair. <br/> <br/>Your game I feel fits into the later category. Just simply because the very first level tasks us to insanely jump on short platform towards insta-death arrows shooting in a fairly fast loop.
Dec 18 01:31:00 40m 00s ONE - Obscured Nonphysical Expanse Played the windows version, I found the game intriguing from the screenshots, but actually playing it was a bit dull for me. I believe the structure of the maze itself may be interesting, but it's very hard to distinguish any specific section from another (I'm assuming intentionally). But this is also the problem I find with the game, I always felt lost, always, maybe with the exception of hitting a dead end and being like "finally! I have some point of reference". <br/> <br/>There was a lot of wandering, a lot of squinting to see through the ever present fog (that gets fairly annoying after a while), and a lot of feeling like I was getting nowhere. I do remember one segment that did remind me of the game AntiChamber though, it seemed like an endless path, I walked straight for a while never seeing a side path. Then I decided to turn back and what do ya know, there was another path just a little walk behind me. "Interesting" I thought to myself. <br/> <br/>I got to a point where I was getting some spooky noises that didn't quite mesh with the game's atmosphere and decided I didn't want to play anymore. Somewhat due to the fact that I expected a jump scare at any moment considering time constraints lead to things like that. <br/> <br/>Call me a coward haha but I'm not much on being scared and hopeless in a foggy maze. It was a good try but the same wall patterns/fog and lack of feeling like I made any progress led to me leaving the game prematurely.
Dec 18 01:41:00 10m 00s COR Really really fantastic and such an engaging way to tell what you wanted to tell. I really liked the way the dialogue was presented and the meaning of the game felt... important. <br/> <br/>It didn't feel too vague or too much like you were forcing the concept to seem huge and existential. It was just delivered seamlessly through text and gameplay, and we are all better off now because of it haha. <br/> <br/>Really great job, I enjoyed the game very much.
Dec 18 02:42:00 1h 01m Dumb Waiter Stunned that you did 3d in the time constraint. Superb polish for the graphics and music. <br/> <br/>Unfortunately the physics are wonky when trying to put the items onto the tray. Seems there's no way to save things from dropping off your tray when you press E to collect them. And the quick time event for tapping the mouse buttons was a bit annoying.
Dec 18 02:58:00 16m 00s Darwinism Simple and clean concept, very nice there. Graphics are also great. The background doesn't get in the way of identifying the fish, good use of color. <br/> <br/>Not sure what the benefit of NOT pressing space after the midway point is, so to me it seems like that could be an automatic thing once you get enough points to evolve. It also felt odd to collect a super small fish for 400 points and a giant one for 100. Seems scale of the fish and points they give could have been linked more.
Dec 18 03:00:00 2m 00s Hatsumei Mage The web link isn't working!
Dec 18 03:08:00 8m 00s Moments of Paranoia Holy SHIT. For me, you accomplished what you set out to do for this game. I'm glad there was the intro for listening to a conversation before you make choices, gives you a bit of time to soak in the moment.
Dec 18 06:12:00 3h 04m ONE SHOT It's a blast to walk into the club and see everyone dancing.
Dec 18 06:31:00 19m 00s Only Once Controls were fairly good, which is a good thing for a platformer. <br/> <br/>It was odd to have to wait for the platform. It would be nice if it either moved faster, or the camera was pulled back so more of the level is revealed in the frame.
Dec 19 05:53:00 23h 22m Nero Is Falling I quite liked the art style of this game. I wasn't too keen on having to distinguish who was most likely lying, which pod was the nice choice etc. I think this was most likely due to an information overload of sorts. <br/> <br/>All of the information given to me as I played felt somewhat generic such as "Red Terminal B" tells me "John Malkovich is most likely a liar". I mean, after receiving 5 or so bits of this kind of information I was kind of like "I don't give a damn" and I randomly selected an escape pod. <br/> <br/>Maybe it was because I didn't have the patience to play the game at the moment, or because the game didn't give me very much incentive to care all that much. <br/> <br/>Oddly though, my 3 or 4th random choice actually landed me on the pod that wasn't a deathtrap and I was totally happy... until I realized that it really didn't change anything for me. All the outcomes felt the same.
Dec 19 06:14:00 21m 00s Aquila The tiles popping in as you wander around the map was a wonderful effect. The major thing that made the game somewhat difficult to tolerate after a certain amount of time is that there isn't a point of reference or any environmental distinctions after a while. Nothing really separates one area from another aside from the way the tiles spawn in. <br/> <br/>I enjoyed the game in a weird way though, wandering around blasting everything I saw was satisfying for a few moments but grows old after a while. Especially when the exit is nowhere to be seen. <br/> <br/>Overall it wasn't a bad game but I felt like I didn't have a lot of purpose for doing anything I was doing, aside from, you know, points and stuff. And points and stuff can only carry a game so far without growing dull.
Dec 19 06:23:00 9m 00s SUMMONING ONE The thing that pulled me into this game was the art style, and one of the few things I ended up truly appreciating by the end of this was the art. <br/> <br/>Don't get me wrong, the mechanics work well and there isn't anything inherently wrong with the game if you don't mind grinding at hordes of enemies for a while. But I don't like grinding at hordes of enemies. <br/> <br/>The use of the theme is a pretty huge stretch, somewhat comical considering the use but still a very large stretch. <br/> <br/>Oh, the audio was nice, that was an enjoyable too.