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Alex Rose

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TimestampSince previousGameAlex Rose's comment
May 5 13:55:00 Hide 'n Squeak Your graphics are getting better each time. As always, incredibly polished. I love your dialogue system, zooms, effect when the baby gets eaten etc. etc. <br/>Perhaps randomisation of the toys would’ve been good? Though for a jam I suppose it alleviates frustration if you can work out exactly where all the toys are. <br/>The lighting system and character design are great. Audio is great too, though a separate track for being chased would’ve been cool. <br/>I normally dislike games like this where you have to hide, especially adding that you have to protect something too and you have limited ammo which you can’t always guarantee will hit – I normally get stressed by games like this, but the low “health” of the dinosaur made it alright. <br/>Overall, great entry as always. I can’t really think of any criticisms other than little things like.. the first time I respawned I was like “ugh, I have to do the cutscenes again?” but after playing it again I realised it’s only like 10-20 seconds so it’s not really a problem. I would personally probably have tried to find a way to fade in during the phonecall without it breaking the immersion. But that’s a really minor gripe for a great entry.
May 5 13:57:00 2m 00s Daygore Bunko First of all: This is fucking awesome, I love it, I want to see you do something with this. The graphics are gorgeous, I love your image effects like the smoke, you do it to perfection, especially on the game over screen and start screen. I think the main character could be drawn more distinctively but the concept behind him is very cool. The audio is fucking fantastic as well, masterpiece, you don’t need me to tell you that. I played the game until I upgraded all the bars and then one more round. <br/> <br/>Secondly: You know yourself the game needs an ending/boss etc. and you probably know it could do with more enemies/more meaningful combat. <br/> <br/>Here’s my thorough feedback otherwise: <br/> <br/>- The game over screen is beautiful, but it should be possible to skip past it quickly. <br/> <br/>- Enemies can be invisible in crevices when there’s a wall above and below them, which leads to some damage that feels unfair. <br/> <br/>- I think the hitboxes are a problem. I found if I attacked down I got absolutely hammered, but if I attacked sideways I could just tap spacebar over and over and not get hit. <br/> <br/>- Likewise, with my super form, if I’m on the top edge of a wall I can’t fire sideways or it hits the wall. <br/>- The enemies bounce a fair bit, which can lead to problems when there’s a big bunch of them and one of them can get super speed suddenly. <br/> <br/>- At the beginning it felt a bit mean not having regular intervals with orbs, e.g. one on every floor or every other floor, and at the end it was strange encountering 2 orbs on one floor. <br/> <br/>- Obviously it’s jam AI, but also obvs that could be improved. Particularly with the use of breadcrumbs. If you kept a list of the player’s previous coordinates for the past couple of seconds, the enemies could do some calculation like.. if they can’t see the player, they can iterate through the list until they can see one of those breadcrumbs, at which point they can home in on that. I understand though that with timeframes like this it makes sense that they just walk at you. <br/> <br/>- When I upgrade max hp, I don’t have fully maxed out health in my next round. I don’t know if this was a bug or design choice, but it felt a little mean that every other upgrade instantly applies some benefit to me but this one only helps if I go kill enemies for hp. <br/> <br/>- It’d be nice if my super bar carried over between lives so I could conserve it at the end. <br/> <br/>- Perhaps consider putting fade times on coins so that it encourages people to go Rambo a bit more when they’ve just killed a bunch of enemies rather than hiding in corridors the whole time. This might become an obsolete point if the combat is changed. <br/> <br/>- The last melee damage and ranged damage upgrades are pointless in this version of the game as you can already 1 hit kill things without them. <br/> <br/>- Coins should go faster than me regardless of my move speed if I’m collecting them. <br/> <br/>- I should be able to detransform (even if I lose my whole bar from it, or perhaps the initial transform burst should instantly remove quarter of the bar and then the rest is extended a bit so that you can’t just keep transforming, hit one thing, transform to get the initial burst bonus), especially after I’ve killed all the enemies. By the end I felt trapped in my super mode. <br/> <br/>- The top upgrade of transform time on the bar was interesting, it goes from halfway to full way? Is that intentional to give the player superpowers for the last upgrade? <br/> <br/>- There is very little incentive at the beginning to upgrade your super form when really health and damage are the main things. Especially since you can one hit kill things eventually, since it’s not that dangerous to just stand sideways spamming space the super form is just a bonus, and besides it’s safer to upgrade the form that allows you to access your super form than to upgrade your super form. <br/> <br/>- One last thing is just a bug. I found a bug where I would go invisible underneath the floor, as would the enemies, and some of the wall decals weren’t spawning. I took screenshots if you’re interested but I think you may well know about this already? <br/> <br/>It’s a fucking great game. I would love to see more of this. Probably my favourite game of yours so far just because the presentation’s fantastic and it’s really my kind of game. Amazing for your first roguelike.
May 5 14:03:00 6m 00s DAGDROM So, to start: Audio was fantastic. <br/> <br/>I find it hard to give a lot of feedback on stuff like this because it's a tight game and it seems you achieved everything you set out to. It looks great, the colour swapping of the palette is cool, you've made a great transition to Unity. <br/> <br/>With the easter eggs.. I felt like I was missing something. Like the bit where you jump on a platform underneath. There's text there but it would've been nice to find some more remote platforms I could fly to in the middle of nowhere. Or maybe they exist and I'm just dumb and missed them. Also I would've liked the bit where I shoot at the blob and charge him up to have lasted longer, it felt like I might have skipped something because it went from charging him to instantly the heart screen. <br/> <br/>Also the falling paint felt like it should recharge me. <br/> <br/>There was one section where I got frustrated with the walljumping. I feel like I shouldn't have to hold down the direction towards the wall to keep ready to walljump, but I guess that's part of the engine, pushing you back from the wall? I found that frustrating when I was trying to jump right off a left wall or vice versa or on very thing platforms trying to be delicate and not overshoot. <br/> <br/>But all those are minor gripes, it's a fantastic game as I'm sure you're already aware, and the sweat throwing system is very cool. Nice one.
May 5 14:05:00 2m 00s TypeFighter The game's absolutely hilarious, graphics are wonderful, it's a classic Sheepolution extravaganza. <br/> <br/>The only thing I don't like about it is that, unlike most games where the more you play something the easier it seems to get, in this instance it just seems to get harder since you use up all your small/large words. <br/> <br/>I don't know how to solve that problem though (although a nicer respawn at the boss would help). <br/> <br/>It's also fucking hilarious. Like, it should definitely win humour. <br/> <br/>There's not much more I can add to that, you know you made something great here and so does everyone else lol.
May 5 14:42:00 37m 00s A Knife Made Of Whispers So, the soundtrack's great and the SFX. The game is beautiful. I love the image effects - the chromatic abberation etc. looks awesome. <br/> <br/>I also really like the level design. <br/> <br/>Okay, so.. constructive feedback I think think of for the feedback loop: <br/> <br/>I played on keyboard. I wasn't such a fan of the controls. I found that if I attempted to move a little I'd move more than I'd expect pretty often or not decelerate to where I want to. That's something I'd improve at as a player over time I guess, and it's something that would be absolutely fine in a platformer, but in a game where I have very little health and I have to get extremely close to things and hit them, it can be really frustrating. <br/> <br/>The implementation of the orb and the puzzles around it were great. I'm not a personal fan of games where you carry and throw stuff, especially when you have digital controls and can't aim. I spent the vast majority of the game walking back to pick up my orb and throwing it again because the trajectory wasn't off. There were a couple of times when I would've ragequitted if it wasn't you whose game I was playing, carrying the orb carefully up a giant stairacse and then bam, it flies away and falls off the bottom of the screen, after tonnes of careful progress. I wouldn't mind, but it doesn't feel like my fault as a player. <br/> <br/>Also, dropping the orb was fiddly. I would like if I could just slash my weapon to drop the orb and hit simultaneously, so in quick situations where I'm in combat I can quickly react. <br/> <br/>I know WASD+mouse restricts gamepad use, but I think if the orb was mouse controlled, or you could use the right gamepad stick to aim it, this would've been a much better experience. <br/> <br/>Oh also, one level it felt like the best way of completing it was to throw the orb in the water, jump in the water, pick up the orb and get out? When I have 2 hp having to use 1 hp to get out of the room when there are enemies feels mean. And when I can't hit an enemy that's above me standing on a platform because it's on the top left of me, but when I jump I still take damage.. just little things like that, I feel like giving the player more leeway so they get frustrated at their own lack of skill rather than the game would be nice. <br/> <br/>However, these are minor gripes for a game which overall is fantastic as usual. Polished as fuck, beautiful, the text is interesting and moving, the level design is great as I said and the core mechanic is very cool and great with the theme. I especially like how the light diameter decreases when you slash, and all the image effects. Nice one.
May 5 14:51:00 9m 00s UNIVERSALIS Yeah, it would've been nice to go full katamari with this or have enemies to kill, but I'm sure you know that. <br/> <br/>Control scheme was nice, orb absorption was pretty, the music was good as always and the concept was cool, just needed a bit more content I guess.
May 5 15:00:00 9m 00s Get Gorgon! This is really cool. The light system is fantastic with regards to going round corners etc, that must have been a real pain in the arse to implement. <br/> <br/>I would've liked the torch to have slerped to my orientation faster. It feels weird when there's a disconnect between what I'm doing and what the game's doing. <br/> <br/>Exceptional in building mood, the gorgon is fucking TERRIFYING. The lack of music I think is actually a positive thing too - perhaps just some general atmospheric noise would've been nice. <br/> <br/>Great entry.
May 5 16:46:00 1h 46m keyTD I played 42 waves and then my browser page crashed :( . I could rejoin but I think that's a reasonable place to stop given that 80% of the keyboard had been upgraded to red keys by that point. <br/> <br/>I feel like some of the effects are pretty useless. The ones where you hold, for instance. If I can do several hits in the time I can hold a key, I don't see the point holding the key (especially since my keyboard doesn't allow you to press too many keys simultaneously). <br/> <br/>Also, the waves didn't get harder, they pretty much got easier as I got more money per round, and I just had all arrows pointing to the centre of the keyboard for the whole game then gradually built up red keys from space up to T/Y. The only time I had to repair in the whole game was when I accidentally clicked on a slow loading application and had to wait for the program to pop up before I could tab back to the browser and keep going. So.. I think some balance is needed to stop it from being too easy. Nonetheless, it was fun to upgrade everything. It'd be nice to get a couple more effects. <br/> <br/>The initial UI and explanation could be prettier and better explained too I guess but generally a great effrot and one of the best games I've played this time around. <br/> <br/>Nice one.
May 5 16:51:00 5m 00s Yalg'th, the Meta-Demon So, this was a really cool idea. I guess there could've been more to it, maybe stuff like dragging around the window would do things and whatnot, or there was some way to actually use the transparent stuff (no idea how you would use that though), but it was a fun end and rewarding. <br/> <br/>Nice one. <br/> <br/>Oh, also music was really catchy and cool.
May 5 16:59:00 8m 00s I dont want to hear it I love rhythm games, and this was really fun. Great presentation visually too. <br/> <br/>My only gripe is that it is immediately obvious when the demons are coming. Like, if I get a string of blue and red demons simultaneously, I can't immediately tell if they're on the offbeat and have to be played consecutively or whether I'm supposed to play both at once. I feel like there should be some kind of clearer indication of when the notes should be played. <br/> <br/>I think the problem originates from the source of the demons oscillating, so they're always coming in at different angles, and while it's a nice looking effect, I feel like you then need something else to make it clear whether they're on the offbeat or not. <br/> <br/>Either way, really tight game with some cool tracks. Nice one.
May 5 17:18:00 19m 00s A Windy Climb Fun entry. I found it hard to use the lightning though, and I wasn't completely sure how to recharge it. The black c- oh right yeah obviously the black clouds. Either way, too late because I ended up dying :( . <br/> <br/>Bad times. <br/> <br/>But yeah, otherwise, a fun game, good amount of depth to it, cool weapons etc. . Nice one.
May 5 18:05:00 47m 00s Nuclear Autumn Holy fucking shit Phi, this was fucking AMAZING. <br/> <br/>Normally with metroidvania games I get really bored, but the physics engine was tight, the game was polished as shit, the experience was extremely compelling, all the upgrades were cool, and the ores weren't frustrating to find. <br/> <br/>Like, holy fuck man, this is in-fucking-credible on all counts. Nice one!
May 5 18:13:00 8m 00s Copycat This is awesome. So many weapon types, and I love the sort of.. kirby element to it. Really fun trying out all the different abilities.
May 6 12:31:00 18h 18m Badass Inc Gorgeous as always, and a fun take on the adventure game. Enjoyed the combat system and thought the actual inventory/interaction system was great, along with some awesome dialogue and a neat idea. <br/> <br/>I'd love to see you take something like this further.
May 10 20:48:00 104h 17m BED✰HOGG As part of feedback loop, I don't really know what to say - fantastic presentation, looks great. I can't really think of improvements other than adding more rooms and making the AI trickier. <br/> <br/>Well done for doing AI too, it's always good to do that with local multiplayer jam games. <br/> <br/>I honestly don't have any other feedback that hasn't been said - solid, fun entry.
May 11 23:05:00 26h 17m Eiradirian Defense Fun game once I knew what was going on, but a bit difficult to understand at first. Loads of functions going on and UI elements. Also, you know how my advice about using Eiradir games :P . <br/> <br/>Sucks about the Unreal glitch, but it's nice seeing an Unreal game this time. <br/> <br/>The music was really, really good in the boss. Nice job on Konrad's part. <br/> <br/>Not your best game and you know that, but nonetheless an interesting entry with lots of cool features.
May 11 23:20:00 15m 00s Cellular Warfare Okay so first thing's first - I somehow didn't actually yet know the rules of Conway's Game of Life when I started playing, so it was educational for a start. <br/> <br/>The music syncing with the gameplay and the different layers of music for different events were very cool. Would've been nice to have a speedup button a la Chu Chu Rocket. <br/> <br/>Was a fun learning experience. I found a lot of it to be trial and error though because I didn't know what the effects would be, but that's my bad really. <br/> <br/>Very cool that you included a map editor too, and really helpful tutorial. Graphics are basic but cool and fitting, tutorial was also humourous. Great use of the theme. <br/> <br/>I still have 4 levels to complete and I'm going to do that now but I wanted to make sure I get a rating and some feedback in before the deadline. <br/> <br/>Great work as usual, I love seeing the range of games you make.