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orion_black

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TimestampSince previousGameorion_black's comment
Dec 9 20:14:00 Doll house: q-Be or not q-Be As someone who enjoys strategy/management/... games I can see how this could be evolved into a really interested game/toy. Good job.
Dec 10 16:08:00 19h 54m Life Goes On I found the metaphor to be on the heavy handed side of things, but that's usually how this kind of games go.
Dec 10 16:11:00 3m 00s ProtoBot I like the general feel of the game, a bit on the floaty side, but still pretty responsive. I think the melee weapon should be power up in some way, aside from finishing up crowds after shooting it's kind of useless. Basically if you miss the penalization is too high. Just by running away and shooting at groups of enemies I got to wave 3 on my second try, I think, for an action game like this, having interesting risk-reward propositions results in a more engaging experience.
Dec 10 16:47:00 36m 00s Thief of Insulo Really good design, the different elements definitely give rise to interesting interactions. I was expecting a devilishly crafted last level but it was good none the less. Definitely build upon it.
Dec 10 18:11:00 1h 24m Winter is Nigh! I agree snowmen are op and auto-fire should be a thing.
Dec 10 18:44:00 33m 00s Picofrio: Shadow Play night The game could certainly use a more carefully crafted level. There is only one route to reach many points, that's problematic because most of the "action" happens in one area of the level, making the rest kind of a "waste of screen". Another issue is that enemies tend to get closer and closer(a byproduct of the freezing mechanic), so later on when reaching the golden piece on the top you have to wait a lot.
Dec 10 19:14:00 30m 00s On The Field No sure if a feature, but if you wait at the starting point for the guards? and just move on Y, they kind of crash into each other and lag for like 15 seconds. So waiting it out at the beginning it's kind of a dominant strategy. Also, a dash of sorts would add a lot to the game. <br/> <br/>40 seconds BD
Dec 10 20:04:00 50m 00s Octorope A good take on the theme.
Dec 10 20:11:00 7m 00s Piano Racer So this is basically Rainbow Road 2.0 on a piano. Cool.
Dec 10 20:24:00 13m 00s Nooo Bath Time!!! Brix will be shat hehe, literally. Cool little game.
Dec 10 21:21:00 57m 00s Entity Unchained The Binding of ASCII perhaps, I don't know why people keep bringing it up. Plenty of games with similar (even better I should say)combat mechanics and plenty of games with procedurally generated levels. Anyways, good job
Dec 13 01:10:00 51h 49m Orion Good take on the theme. Excellent execution. Good job.
Dec 29 23:02:00 405h 52m President's bodyguard simulator As a technical demo of someone learning to code games it's alright. As a game on the other hand, there's barely any game at all, way too simplistic.
Dec 29 23:46:00 44m 00s Eternal War As many people has mentioned the controls are really cumbersome. I find the scoring to be kind of off, in general I would say scoring is about giving/receiving feedback. If I play bad I would expect a bad score, if I play good I would expect a good score, but that doesn't happen in your game. Let's say we are playing a match and it's really, really grueling, in that scenario I would expect to get a so-so(or even a good) score. But given how scoring works it's not unlikely that we both could end with a zero. I can see the logic behind subtracting points for killing your people, but it's problematic. A better solution would be to have some kind of chaining(first enemy killed you get 1x, second 2x, third 3x, you get the idea) that gets interrupted when you kill on yours. Definitely not a perfect solution, but it would reflect more accurately how the match went. <br/> <br/>I noticed when enemies collide with each other they can die, die and kill it's opponent or simply kill it's opponent. I couldn't really tell how that works. Is it their HP? Are there heavies, mediums and lights? Is it some rock-paper-scissors kind of thing? I think having a visual tell about said interaction would add a bit of depth to the process of choosing which enemy to kill next, making the game more interesting.
Dec 30 00:19:00 33m 00s I've Never Seen Snow It made me remember a while back when I used to live by the beach and people would dress like it was snowing for christmas related stuff. Just to go back to "normal" clothing as soon as the holiday ended. Which in a way made sense because the weather was really warm to begin with. Kind of a weird behavior. <br/> <br/>On a more game design related note. The game could certainly benefit from a more varied arrange of enemy behaviors and/or player attacks. It would also be good for the hitbox to be smaller than the character(as in most shooters), that way you don't get hit by bullets that literally disappear in the air.
Dec 30 00:30:00 11m 00s Zombie Armageddon Being unable to move and shoot at a different directions is definitely an issue. The game could have been enhanced by adding some dodging mechanic or some progression via upgrades. <br/> <br/>Congrats on finishing your first entry.
Dec 30 00:47:00 17m 00s WASD The Heck? It seems not many people around here are fond of execution heavy kind of games. I liked it, the only issue is that you can get screwed by the random placement of the 'objectives'. <br/> <br/>Random speculation, but I have the feeling it would easier to pick up for a lot of people if you were to use 1324 or even QWER instead of WASD.
Dec 30 01:02:00 15m 00s The Last Panda The game would benefit from having less but more "intelligent" enemies. As the game works right now you can simply camp it out by the treasure without having any troubles at all(which is boring). That results in anything else happening in the rest of the level(enemies and platforms moving around) being irrelevant.
Dec 30 01:12:00 10m 00s Break The Screen Smart take on the theme, I liked it. A bit too backtracking-ish but good none the less.
Dec 30 01:20:00 8m 00s Sweet Honey Bear I think the game would benefit a lot from hitboxes(both yours and from the bees) being smaller, even if more bees where needed to balance it out.
Dec 30 01:31:00 11m 00s Greeny GRUB It works for the kind of game it's trying to be. Controls felt kind of clunky, but I get the impression it was intended that way. More visual feedback would certainly improve the feel of the game.
Dec 30 01:43:00 12m 00s Abdominal Snowman Interesting concept. It would be nice to see a more fleshed out version with less lineal levels.
Dec 30 01:56:00 13m 00s Valhalla At first customers where kind of pissy but once I got the hang of it everything was ok, perhaps too ok. This could be expanded in a lot of interesting ways, super pissy customers perhaps ;). I really liked the music selection.
Dec 30 02:01:00 5m 00s The Mosquito Effect (mosquito simulator) Weird in a good way, reminded me of Mr. Mosquito. The camera is kind of off but would love to try it in an oculus.