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NIGIC

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TimestampSince previousGameNIGIC's comment
Apr 29 03:22:00 Elder Sub As stated, resolution is a bit too low. The HP/oxygen bars in particular should be bigger. Game looks clean in full screen, but unfortunately the HUD doesn't scale and ends up in a small corner. <br/> <br/>FTL, huh. Game does has an overall feel on an undending onslaught of Mantis-Lanius hybrids with drones added to the mix. Curious to see what the full picture would have looked like. <br/> <br/>Anyway, good work.
Apr 29 03:40:00 18m 00s Beneath the Surf Ace Couldn't run it on Chrome. Worked on IE. If anyone else has issues starting the game, try that. <br/> <br/>The sharks may be a bit too aggressive; best strategy ends up being idling near the beach when there's a handful of redshirts left; any further and you'll be rammed to death before you can cross a fifth of the field. <br/> <br/>Nice idea. The graphics did their job, but some basic audio would have helped the game feel more dynamic. <br/> <br/>Good work.
Apr 29 04:08:00 28m 00s Wireside Good concept that isn't seen much in games. Pretty good quality for what's there, too. Clean graphics, and soundtrack is rockin'. <br/> <br/>Control-wise, I'd have personally preferred keyboard input, but that may just be old habits speaking. Main issue was with menu navigation though - highlighting the entire clickable area would have been more intuitive, but it works as is.
Apr 29 05:12:00 1h 04m Sun Fusion Blowing up suns: favorite pastime of galactic masterminds everywhere. Granted, it's on a much smaller scale, but eh. <br/> <br/>Chaotic and fun. Good job!
Apr 29 05:32:00 20m 00s Showdown at the O.K. Coral This crab is all out of gum. <br/> <br/>Fun game, and nice shading. I'm curious though: once you're all geared up, is there anything that can even hope to get through a constant barrage?
Apr 29 17:17:00 11h 45m Surf Ace Worked properly here. The fixes seem to have done the job. <br/> <br/>Those harmonic speeds. Every 6 turns you get walled and have to take one to the jaw. Hehe. <br/> <br/>Not much to judge on, but still, good job.
Apr 29 17:56:00 39m 00s MechSpider Not a fan of the hammering walking sound. It's a bit too loud and takes all the space. <br/> <br/>A softer collision system would have made the game a lot easier. (Which is strange, as usually Unity handles it pretty decently.) Game still plays fine and looks great. Good job! <br/> <br/>PS: While it doesn't matter to me, if you couldn't upload the source, you should probably have entered the Jam instead. It's more relaxed on the rules and less headache-inducing.
Apr 29 18:08:00 12m 00s How deep can you dive? Well, I managed to surface and die at the same time. (At 1895.5.) With perfect key presses, I'm guessing the highest possible would be around 2000. <br/> <br/>The idea of having to surface would make a pretty fun game when coupled with the old "Use points to upgrade stuff to go further" mechanics. <br/> <br/>Good work!
Apr 29 18:42:00 34m 00s Sub-Cirrus Alternately have all the food in the world and die of thirst, and have all you can drink and die of hunger. Great utopia! <br/> <br/>Fun and simple idea for a sim game. Gets a bit ridiculous when all you see of your city is a black bar with little dots at the bottom, but hey, that's fine with me. <br/> <br/>Good work!
Apr 29 19:26:00 44m 00s DUNGEON DUNGEON DUNGEON Going back to the door at the very start freezes the game. Also got a fatal error while spamming jewels in the treasure room (don't ask why). Animations also don't seem to change properly with the ranged weapons. <br/> <br/>Got to where you're um... Going insane, I guess. Thought it had to do with the clouds room, but doesn't seem like it. Oh well. <br/> <br/>Interesting ideas. It's really clean visually, and you made good use of sound. Good job!
Apr 29 20:00:00 34m 00s Doors & Secrets Music is good, controls are tight, it's fast-paced and fun. Dynamic camera might be just a bit too volatile; when there's a lot of movement, it can get a bit sickening (in the litteral sense of "making people ill", not the figurative "disgusting".)
Apr 29 20:17:00 17m 00s Cognitive Dissonance Typing of the Not-Quite-Dead-Yet! <br/> <br/>The punctuation really makes it hard, though; I always fumble a bit to get the key combinations quickly, but that other guy's not even fazed by it. Damn him. <br/> <br/>Overall fun game. Graphically it's only a few static screens, but they look great. Music definitely gets the blood pumping. Good job!
Apr 29 20:31:00 14m 00s I'm not who I am RPG Maker games in general require a runtime package (RTP) to run properly. It can be found here: <br/>http://www.rpgmakerweb.com/download/additional/run-time-packages <br/> <br/>A fairly simple (and depressing) game. Audiovisuals do their job nicely, and the writing is good. Good work!
Apr 29 20:44:00 13m 00s MANIFOLD File is safe. <br/> <br/>Game feels unfinished but has a lot of potential. T'was fun, but I got stuck in a wall corner on level 4. You might also want to decrease your mole counter on kill rather than despawn, as the delay feels a bit weird. <br/> <br/>All in all, good job!
Apr 29 21:08:00 24m 00s There's Something Beneath the Surface at Coral Cave I went to t.S.C.U.N.H.O. Loved the field trips, but couldn't stand the elitist attitude of some of the staff. <br/> <br/>Fun game. Was confused at first as to why I was drowning when I should have had 30 seconds left, until I noticed that those things on the ceiling were bad guys. They kind of blend in with the wildlife. <br/> <br/>Great atmosphere, too. Good job!
Apr 29 22:41:00 1h 33m Fish Photographer Simulator This caustics effect feels familiar... <br/> <br/>Good work. Curious to see how far you take this. Photography-based games tend to be inexplicably addictive.
Apr 29 23:17:00 36m 00s iRiS I'm guessing your main menu is GUI-based. If so, easiest way is to scale everything to Screen.Width and Screen.Height. (For safety, I personally always use two Rect variables - a public one which contains [0..1] ratios of screen space, and a private one updated every frame to the current screen size.) <br/> <br/>You should also only look for the closest collider when Space is pressed; sometimes two elements are hit at the same time, and it breaks the combo. Particularly harsh when after a while there's a ton of elements on-screen. (Might want to give them a limited lifetime, too.) <br/> <br/>Overall fun game. Soundtrack is rockin'. Good job!
Apr 30 00:04:00 47m 00s Advanced Cave Crawler Oh boy, a first-person crawler! <br/> <br/>The game engine works great. Events got a bit repetitive, especially on the last map where I'd get one Every. Single. Step. I. Made, and seemed obsessed with cracking/breaking my non-existing weapon and shield, but that's fine. <br/> <br/>Good fun. Well done!
Apr 30 00:27:00 23m 00s Hair Spirit Adventure Attacks did not work on the second fairy-thing. I got a game-over, and when I restarted the character was unable to move (the move animations worked, but the character itself remained in place.) <br/> <br/>Guess I'm gonna wait for an update before rating.
Apr 30 02:13:00 1h 46m Chupacabra When in doubt, go left. For some reason that led me right back to the entrance. Confused. <br/> <br/>Tank controls were a bit awkward. Camera doesn't really work; while you had a great idea, it doesn't lend itself too well to underground environments and narrow corridors. Lastly, unless the infinite jump was intended, the character's jump needs a bit more oomph. Initial speed should be set higher. <br/> <br/>Atmosphere was great. Reminds me of classic platformers from the N64-PSX era. <br/> <br/>Good work!
Apr 30 02:39:00 26m 00s Beneath The Surface - The Path Quite a decent first time. Visually, the environments are clean, and the important elements stand out. Your concept has some good potential. Good work! <br/> <br/>Also, next time, go for a better title. Go wild! That's half the fun! (Alright, not really. But it's still important. First impressions and stuff.)
Apr 30 03:03:00 24m 00s Incursion This is just flesh colored stone, right? This is just stone, the water is high in rust concentrations, and that final scene was from a hidden camera you left in the villain's lair before making your runaway, right? ...Right? <br/> <br/>Game played quite nicely. Though the "crushers" didn't seem to do much, even when I got stuck trying to get past one. <br/> <br/>Lots of closed-off and seemingly pointless pathways and little details that made the world feel a lot more... organic. Well done!
Apr 30 03:40:00 37m 00s Army of Gnone This game would fit right in with the old Nitrome classics. Catchy music, nice pixel graphics with good use of the screen space, and deviously fun puzzles. <br/> <br/>Good job!
Apr 30 03:57:00 17m 00s Dig Hard There's the kaboom! <br/> <br/>Ridiculously fun game. Giant laser breaks it to the point of being funny. Neat particle effects, good audio. <br/> <br/>Good job!
Apr 30 05:01:00 1h 04m Kontroise I don't think it was mentionned anywhere that shift was the shoot button, or I missed it; was ramming the disturbance until I got the hull critical message. Oops. <br/> <br/>Half Asteroids, half bullet hell, half exploration. Dunno how it adds up, but I like it. Good job!
Apr 30 05:14:00 13m 00s Water Golf Good job on the water physics. I like how you even have reflection on the terrain. <br/> <br/>As for the theme, it fits loosely. And for all we know, we could actually be blowing up (small) underwater charges. Which would be, y'know... "beneath the surface".
Apr 30 06:00:00 46m 00s Breaking The Waves Lesson of the day: Everything in life can be solved with a Double Radical Heavy Turnover. <br/> <br/>You should pass the script through a spell checker for dialogue-heavy games. Nothing major, but I had to reread a couple parts, and there's a few grammar issues scattered around. <br/> <br/>Lighthearted. Cliché at times, but not painfully so. Characters are well-drawn. Overall, it was quite enjoyable. Good work! <br/> <br/>Finally, the obligatory: DUDE, THEY'RE SURFING ON LAVA!
May 1 05:30:00 23h 30m Foundation Playing this with a touchpad was something. <br/> <br/>The monster things tended to blend a bit with their surroundings; I'd often get hit before I noticed they were even there. Some animation of any sort would help make them pop out more. (A 2-3 frame loop, some kind of particle effect, anything really.) <br/> <br/>Overall, physics could use some more work, but it otherwise played well. Good job!
May 1 06:15:00 45m 00s Heaving of the Depths There seems to be a bug where your stats get reset after every battle. After a level up, the character would do much higher damage to the octopi, but would then go back to level 1 values for the next battle. <br/> <br/>No audio is a shame, too; the game's atmosphere is just missing that little kick to feel amazing. <br/> <br/>Still, well done on the graphics. Definitely got that early-90's vibe going. And ignoring the above issue, you've built a pretty neat engine.
May 1 06:44:00 29m 00s Badass Pinguin Nice transition. Visuals are nice and clean, with lots of movement to keep things dynamic. The background's pan speed might be a bit too low though; doesn't quite convey the sense of speed everything else does. <br/> <br/>Like the seamless switch on the BGM. <br/> <br/>Now all it's missing is some meaty content. <br/> <br/>Belle job!
May 2 00:41:00 17h 57m HammerHead in the Sea of Monsters While I get that you were going for a mouse-only setup (I'm guessing with mobile in mind), uninstalling and equipping set to the same action is just annoying - particularly since the controls are not explained anywhere. Shop interface should not close by itself, either. <br/> <br/>Also, keyboard shortcuts would be welcome. While the current interface works great for touch controls, a mouse cursor is only so fast and precise; breaks the flow of combat. <br/> <br/>Character design and behavior are good. Simple yet realistic. <br/> <br/>All issues are fairly superficial, so it has great potential. Good work!
May 2 00:57:00 16m 00s Inner Demons Letting her son sleep with a kitchen knife. What. <br/> <br/>Fun game. Reminds me of Samurai Slice. And good trap!
May 2 01:17:00 20m 00s The Meaning of Life 42 indeed. <br/> <br/>Good visuals as usual. Music was soothing, but maybe a bit too low in volume. <br/> <br/>Short but funny. Well done.
May 2 01:40:00 23m 00s Trapped Easy but fun. As mentionned, overall balance is a bit iffy. I actually think reducing enemy HP and dropping the stats system altogether would have improved the experience. <br/> <br/>Still, good job!
May 2 02:04:00 24m 00s Happy Fishing Breeding fish with barrelfuls of explosive pheromones. And here I thought our concept was weird. <br/> <br/>Neat experiment. And it works nicely. Good job!
May 2 06:53:00 4h 49m IO - Reflection/Puzzler Have more faith in yourself. The "dubstep" version was unnecessary. If someone doesn't like your music, they'll just, well, turn down the volume, ya know? <br/> <br/>You should probably make it clearer that the goal is to destroy the red tank, too. People who've played similar games before will go in assuming blowing up the target is game over. <br/> <br/>That said, you've got a nice foundation. You've done well introducing the elements gradually, in ways that lets the player understand quickly what they do. Except for the portals - would be nice if which one is the entrance and the exit were a bit more obvious. <br/> <br/>For future levels, go wild! Right now the difficulty curve is pretty good, but there's potential for much more devious puzzles! <br/> <br/>Good job!
May 3 00:03:00 17h 10m GroundBreaker Neat idea. <br/> <br/>Considering how often you need to go back to base, the rate at which collision damage rises makes it a tedious chore. Was starting to get the hang of it, but then I crashed into a one-width hole in the floor while speeding horizontally back to base. Hit for about 60% damage. Left a sour aftertaste. <br/> <br/>Visual-wise, it's clean. Everything's easy to spot and intuitive. Collision issue aside, it's quite enjoyable. Good work.
May 3 00:39:00 36m 00s Organ Run I reject your walljump route and substitute my own! (Skipped it all by jumping over the gravity triggers. Hehe.) <br/> <br/>Jump physics were a bit weird at times; especially when wall-hugging. <br/> <br/>Otherwise it played pretty nicely. Good job!
May 3 01:52:00 1h 13m Jungle Noir The voices in general were weak. Litterally weak. Be more confident, and put some power behind them. You can definitely do it. <br/> <br/>The overall game was fine. Simple, but enjoyable and humorous. <br/> <br/>Good work.
May 3 04:48:00 2h 56m Arctic Desert A lot of neat elements that, in my opinion, just end up taking all the fun out of each other. Between the ridiculously high spawn rate, terrible starting character, unforgiving collision detection, interruptible digging mechanics, and randomly-generated items, it feels like in the end all you can do is endure until you get a lucky streak. <br/> <br/>That said, audiovisuals are good, and definitely strengthen the experience when you start seeing some heavy action. And everything works great; it's just a case of a lack of balance between the different features.
May 5 23:42:00 66h 54m Bubble Dream You should allow the fast punch while jumping; makes it more useful, and more balanced. <br/> <br/>Don't handle jumps by adding a force. Set the velocity directly. That way the player can expect a constant height every time they jump. (It may be less realistic, but a double jump isn't quite realistic to begin with.) <br/> <br/>You usually want to put camera movement in LateUpdate. Otherwise there's a slight stutter when the character moves a lot (like on the stage select). <br/> <br/>Likewise, for smoother results, you should use Update along with Time.deltaTime rather than FixedUpdate. <br/> <br/>Tutorial is a bit on the long side; next time you might want to consider making it either optional or integrated into the game's normal flow. <br/> <br/>Overall fun game. Audiovisuals are pretty groovy. <br/> <br/>Good work!
May 6 01:15:00 1h 33m Beneath The Surface Integral T'was fun. And I hadn't even noticed the upgrade stuff. <br/> <br/>Clean and pleasing audio and visuals. And I'm both curious and scared as to how the theme led you to this idea.
May 6 02:30:00 1h 15m Underline What a mind screw. Real neat idea there. Good audiovisuals, too. <br/> <br/>Falling platforms pass right through the upper area, and when falling into pits the character goes through the stuff shown there, which looks a bit weird. I'm guessing you're using two cameras; setting their viewport rects so that each camera draws exclusively to one half of the screen would feel cleaner, IMO.
May 6 04:10:00 1h 40m Curse in the Depths You should update the targeting rectangle thingie every time the character moves, rather than when there's a player input; it ends up not always being accurate. <br/> <br/>A little simple as is, but still quite enjoyable. Looks good visually, and the controls are tight. <br/> <br/>Aside from "more content", a bit of retooling of the hitbox sizes would also improve the experience. <br/> <br/>Good work!
May 6 14:02:00 9h 52m Maniac PengMaku!! Controls are a bit floaty - which makes sense, but makes it hard to squeeze through gaps. Felt like more of a problem with the mouse controls, actually - keyboard ended up being easier to me. <br/> <br/>The surfacing mechanic puts a nice spin to the idea, and takes away a lot of the frustration. <br/> <br/>Good work.
May 6 14:25:00 23m 00s Oh My Oilrig! Curse those peace-loving do-gooders. May they be eaten by sharks. <br/> <br/>... You know what this game needs? Trained sharks. Head-mounted laser beams optional. <br/> <br/>Good execution. If you were to keep going, you might want to consider giving turrets some kind of bonus when a worker is on them; would add more strategy to the placements and stuff.
May 6 14:35:00 10m 00s Heavy Drizzle Fun idea. I quite enjoy trial-and-error style gameplay when it's not too punitive. <br/> <br/>Audio gives the game all its dramatic flair. Almost too much! <br/> <br/>Good job!
May 6 14:51:00 16m 00s Run, Run, Robot Going left? What heresy is this!? <br/> <br/>Had a weird glitch after a number of tries where the level generator seemed to go bonkers. Moved down to level 2 while wall-jumping and exploded. Then exploded again on the next try as I jumped to avoid an incoming obstacle. <br/> <br/>Otherwise, it was quite fun. Music had a lot to do with it. Would have been awesome if the overall pace fit its rhythm.
May 6 20:23:00 5h 32m Ninja Escape Hitbox felt a pixel or two too large; might be because of the animation. <br/> <br/>I was expecting to see more obstacles as I went higher, but by 153 I only saw about 3. Oh well. <br/> <br/>Still, fun game overall. Music sounded exotic and had a pretty good rhythm; definitely added to the overall value. It just needs that little something that'd make you feel like you're making progress, and it'd be a pretty solid mobile game.
May 6 20:53:00 30m 00s Reach the Surface Menu navigation by keyboard then game controls by mouse is a bit weird. <br/> <br/>The screen area where you can click isn't too well defined. When clicking "too high", rather than ignoring the input you should project it down to the "legal" area. <br/> <br/>That aside, it's a pretty decent game. Good work!
May 6 21:20:00 27m 00s Adventures in Down and Up Isn't the game running too fast? All of the actors felt like they were moving roughly 1.25x-1.5x the speed they should have been moving. <br/> <br/>Good job getting this out in that short weekend!
May 7 23:25:00 26h 05m RAW Thumbs up for the pacifist option. <br/> <br/>Fun and quirky. Final boss is a fairly standard recipe (aside from taking your own bullets to the face), but it works really well. Didn't notice any issue while playing either. Music is groovy, and love the digitized style on the sprites.
May 7 23:36:00 11m 00s Cave of Jagnog Didn't seem like I could die. Could be related to the little swim I had in the lava. <br/> <br/>Decent start; all I can say is that depending on how you build later levels, enemies might have a bit too much HP. <br/> <br/>Good work
May 8 01:14:00 1h 38m Firefly Neat little concept. While playing, I kept thinking of fun potential ideas using swarm intelligence and image recognition to make the flight paths more whimsical. <br/> <br/>Good idea with the audio.
May 8 15:35:00 14h 21m Mission Rover Was a bit strange when in a slope the cannon's angle would not change. <br/> <br/>Physics have a few quirks, but it doesn't really deter from the overall experience. Overall it didn't feel very challenging, but it was fun. SFX worked well.
May 8 16:37:00 1h 02m Warpigs Sadly lacking in witty selection one-liners. "Poink me in the right direction!" Cough. <br/> <br/>Neat idea with the truffles as a resource, but unless the tiles "respawned" after a while, it would lead to obvious strategic issues. Good enough for the blitz warfare we've got here, though. <br/> <br/>Overall fun, fast-paced and challenging. As is, almost feels like a puzzle: "Find the holes in the AI's behaviour!"
May 8 17:03:00 26m 00s I Rarely Go Outside The game started well enough, but then there simply was too much backtracking; it just felt like pointless padding. Being able to carry the trash can around, and not emptying your can on every plant, would make these a lot more bearable. <br/> <br/>Doors should be set to right click. The controls work fine, but once defined you should keep the clicks' usage constant throughout. <br/> <br/>Overall it's a good engine, with a lot of potential. The graphics do their job nicely, and you made good use of sound.