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foolmoron

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TimestampSince previousGamefoolmoron's comment
Apr 23 06:16:00 Square Sprint This game probably has the highest style to substance ratio of any game I've ever played. Awesome scanline filter and excellent screenshake and particles. Audio is flawless too. But there's no substance to the gameplay at all. Even if you're going for minimal time/clicks, it would basically just be an exercise in memorization. I want to feel more of your pixels and audio, but the gameplay is too lacking for me to want to replay it.
Apr 23 06:19:00 3m 00s LUDME Ah man the reveal of what the weapon was really got me
Apr 27 20:45:00 110h 26m Coder VS Bugs Aha I knew I couldn't have been the only one to think of an idea like this! I like your execution though, the theme is cool and makes you actually feel like a (fake) hacker and the little dialogue that pops up is fun. I think the difficult is nice, but the debugging mode is kind of a boring powerup (it's not fun to watch things frozen on the screen). Also it needs Dvorak support :P
May 8 01:38:00 244h 53m BED✰HOGG Graphics are suuuuuper cute, but also sinister, which makes for a great atmosphere. The music matches it perfectly, dark but with a cheery melody (Castlevania-ish), and the dark clouds behind the windows parallaxing adds to the feel as well. The characters and pillows are brighter, which makes them stand out really well for gameplay purposes. <br/> <br/>I didn't really like the gameplay much at all, though. The 4-button controls feel awkward, even with a 360 controller, as I never really got used to the 3 different attack buttons. I ended up either mashing any random button to attack, or just sticking with the throw. The throw feels the best by far and seems to be the most effective, so sticking with just the throw worked for me. I think it might be a lot better with just a jump and attack button, but that might be my personal bias towards 2-button controls. Still, the quick attack was annoying to use because of its vertical canceling. It felt good to be able to float in mid-air while attacking (a faster attack rate would make this feel REALLY good), but it sucks when it totally cancels your jump. The charge attack is similar, but horizontally - canceling your entire forward momentum does not feel good either. The throw maintains both vertical and horizontal momentum, fires instantly, has range, AND gives you a point on hit, so it's both the most effective and the most fun to use. <br/> <br/>Speaking of points, they don't make any sense. I've played the game on and off for weeks and I still don't really understand how they work. Quick hits don't do anything to the score... except sometimes? I'm reasonably sure throws and charge attacks give you a point when you connect, but I've had times where they didn't give a point. I dunno. In general, the point system is just there to drag the game on for a while, it doesn't really solve the core issues in the game - which is that it's way too easy to run to the edge of the screen after stunning the opponent. The level is too small, and the stun is way too long. In Nidhogg, if someone jumps over you and starts running to the edge, you have to time to chase them down and get them, while here, there's nothing you can do beyond a hail mary throw. It doesn't have that back-and-forth tension, because basically the first person to get a stun, wins. <br/> <br/>Well, that was almost entirely negative stuff, but I think you already know pretty well how good the presentation! And RSBS had such brilliant gameplay, so blame yourself for setting the bar so high :P
May 8 02:06:00 28m 00s Hide 'n Squeak The simple graphics are used sooooo well. Those light graphics are awesome and you used them well to highlight the objectives of the game. The camera trailing a few pixels behind the player felt AMAZING. I know it's a simple concept, but it especially good here in combination with the light graphics. The light flashing and camera focusing on the burglar when you spotted him was really satisfying, whether you were actually looking for him, or he sneaked up on you. <br/> <br/>I liked the one-hit-kill aspect - it took me 3 tries to beat it (that death animation is hella gruesome)! But it was really annoying going through all the dialogue again after restarting, especially since there's like 1 second before you can advance dialogue. <br/> <br/>Gameplay itself was interesting, but not very satisfying. The coolest thing was how you used the cabinets as a means to get the player to explore the area. But after you get toys, throwing them and luring the burglar into them was not particularly challenging or fun. The baby crying was a cool idea, but also didn't end up adding much to the game. I picked up the baby once when it cried, then put it back, then beat the game without worrying about it again. Maybe if there were multiple burglars or the baby cried more often, there would be more tension when exploring? I dunno. The scripting and flow of the game was really impressive though, even though it was short. Beginning, middle, end were presented clearly and strongly.
May 8 02:20:00 14m 00s UNIVERSALIS First of all the visuals are amazing. Very unique style... the combination of the vast space with dreamlike glow and that cyber green color ended up with a really nice and striking look. The sense of scale was great, especially when you fly out a bit and you see all the trails with the spiraling loops from the moons - great moment. Music was nice and calm and fit the space setting. Some sound effects for flying around and collecting orbs would've been nice. <br/> <br/>I used the mouse controls which were decent. Wish the sensitivity was higher. rotating with Q and E was really cool, added to the sense of scale. <br/> <br/>What I really liked it how you just dump the player in the game. I flew around for about a minute before I realized I could collect the orbs, and then that became my objective. Collected orbs for a while until I realized they didn't do anything, but then I realized how to shoot, so I ended up shooting planets for a bit. If you gave instructions for all that, I probably would've been bored in 1/10th the time, so that was pretty successful. <br/> <br/>Beyond that, there wasn't much to do, so it got boring. But it was nice for a bit to play around in the world.
May 8 02:34:00 14m 00s DAGDROM Everything about the sweat is great. The rainbow colors contrasted with the flat background/platform graphics is really satisfying. The awesome screenshake when spraying sweat feels good every single time you click. The wet sounds and the dripping physics really convey how this strange material feels. <br/> <br/>Level design was great - the tutorialization was nice and simple with the popup messages, and it quickly escalated into more interesting levels using the sweat "jet" ability and such. Although some of the levels had too much basic climbing where you jump up and sweat down to create a new platform. I'm glad you're continuing the game because there's a lot of cool stuff you can do with it. <br/> <br/>The music and sounds were really great. The weird chanting was amazing and surprising for an LD game. Added a lot to that weird somber dreamlike atmosphere. In general, I'm pretty sick of these platformers with vague, spooky messages popping up as you run around, but this was done well enough that I still enjoyed the narrative. <br/> <br/>The one thing that really annoyed me was the run cycle. I wish it was more squishy and sloppy like the rest of the graphics instead of this snappy 2-frame South Park style thing.
May 8 02:46:00 12m 00s Get Gorgon! For some reason, the game was really chugging in my browser. Still playable though. Pixel art is simple and does the job. The monsters and mice especially were cool. The dark corridors make the eyes closing gameplay interesting I like how you can "see" the sounds with your eyes closed too. The movement controls were slow, which wasn't very fun, but it definitely added to the fear when playing. But it also made me quit playing pretty quickly. <br/> <br/>Finding the Gorgon seemed kinda random and aimless. I just walked around until I saw her and then reflexively right clicked and tried to kill her, and I think it worked? But then the game continued and eventually I was killed by a thing. I wasn't sure if there was more than 1 Gorgon or what exactly I was supposed to do after that.
May 8 03:09:00 23m 00s Yalg'th, the Meta-Demon Oh my god this is exactly my kind of game. Flawless execution. Graphics were mediocre, sound was alright, music was awesome (but too loud), but let me just tell you how I played the game. <br/> <br/>Started it up and started jumping around and swinging. At first I was really frustrated that the platforms were so random, but I was determined to get up to the eye and slash him to death. Got up to the eye and tried to hit him and I just bounced back like nothing. I must have done something wrong. Tried for a while to no avail. Then I wondered why this sword was an unconventional weapon at all, and noticed that it was transparent, which was really surprising (I also didn't really read the text at the beginning). That got me thinking about the meta stuff, so I tried moving the window around, but it didn't move, which make me realize that the border of the window wasn't an actual window border. Clicked the X and saw the highly satisfying animation. Good stuff. <br/> <br/>Improvements (other than graphics) would be to add more layers of meta - like you close the window and something happens, but then you have to close the process in the task manager or something to REALLY kill it.
May 10 19:39:00 64h 30m I dont want to hear it Really had a ton of fun with this one! <br/> <br/>I love the Japanese freeware kind of presentation that the game has. The waveform visualization and juicy flashes and such when you kill demons is great and is enough to make the game satisfying to play. I do wish the background was more interesting - like some stuff to show what's going on in the person's head (that goes along with the mental issues that the songs represent). <br/> <br/>The music itself is AWESOME. It sounds good and it works really well with the mechanic - with the emphasized bass and melody notes. That moment when the bass comes in in level 2 is the BEST. So good. Level 2 is my favorite in general, I think, but it kinda make level 3 a bit disappointing because it seemed like a step down. <br/> <br/>I took a lot of tries to beat level 2 though. The way the demons come in, it's really hard to tell whether your rhythm is too fast or too slow, so it's hard to correct yourself if you mess up. I wanted some sort of "perfect"/"great"/"bad" system, or some sort of score tracker. The bigger problem though was that it's just hard to tell the difference in timing between fast notes coming in on both sides. I can't tell at a glance if I play them in sequence or at the same time, so I end up having to memorize a lot of stuff about the note sequences to be able to beat the level. I do like the floaty sine wave that they come in on though, versus a boring straight line. <br/> <br/>Also I'm pretty sure there were some framerate problems when I was playing. It felt pretty noticeable when I was playing, but maybe that was just an excuse, because I ended up beating the levels eventually anyways. I did a lot better when I switched from a 1-hand strategy to a 2-hand. <br/> <br/>Overall really fun with great music, needs more visual effects, and the note timing needs to be a lot more readable and precise.
May 10 20:16:00 37m 00s A Knife Made Of Whispers The graphics are INCREDIBLE. That inversion shader with the lamp is so simple yet so effective, and the grainy darkness adds to the claustrophobia and fear in the game, which makes the gameplay connection with the lamp that much stronger. But I think by far the best decision you made is to add color to the edge of the lamp shader. That bold use of color in an otherwise black and white style is super striking, and it makes the chromatic aberration that's used everywhere feel a lot more subtle than it actually is. A really unique and interesting look despite using such overused techniques (b/w &amp; chromatic aberration). <br/> <br/>Audio was all very clean and appropriate for the atmosphere/story. Although I wish the atmosphere/story was more original - there are too many 2D platformers where text pops up and tells a sad story. There's a lot more interesting stories that can be told in this format I think! <br/> <br/>The gameplay itself was eh. The controls were awkward for me. Having 3 buttons seemed excessive. I understand why you had to separate all the buttons (can't have jump be up, because then you can't climb up a wall and jump off it; can't have attack be the same as picking up and throwing because then you can't attack when near the lamp) but I feel like instead of adding extra buttons to satisfy all these mechanics, you should've just cut down the mechanics. Especially since the combat seems pretty extraneous and not very fun. The slash isn't very satisfying, and while a "knife of whispers" is a cool concept, it's just still a regular old knife. <br/> <br/>Actually, the platforming seems kinda extraneous as well. There weren't many interesting puzzles or exploration of mechanics (which you are usually brilliant at). Instead all the challenge felt like fighting the controls more than anything. The horizontal movement is really fast, but there's like no vertical velocity at all. To climb vertically you have to glue to a wall and climb, which is like a slow and boring version of Meat Boy. Moving with the lamp is even worse, which makes sense, but isn't fun. Moving the lamp in general was my least favorite thing about the game. Throwing it makes it go crazy and it's so imprecise, which sucks when the levels demand some level of precision. In particular, the levels always have you throwing the lamp upwards, but there's so many holes that it can slide into to fall back down, which is super frustrating. I admit that I rage quit at level 10 because I was just spending my entire time failing to throw the lamp up, so maybe there's better stuff later. <br/> <br/>Overall I am floored by the visual style of the game, but disappointed by the gameplay and level design compared to your previous brilliantly designed games.
May 10 20:41:00 25m 00s Daygore Bunko The polish on this is RIDICULOUS. The menu and the graphics and the game over sequence and everything is so awesome and detailed. Pixel art and random generation of the levels looks really great. Crazy that you made this in 72 hours. The music is AWESOME and there's so much of it, which is great (and to be expected from an audio wizard such as yourself). The guitar weapon is simple, essentially just a sword, but it feels really great because of the guitar sounds when you swing. Really good use of the theme there I think. <br/> <br/>Gameplay itself has a lot of potential, but the core combat ends up faltering. Movement and swinging feels nice, but actually hitting enemies feels terrible because the hit range is so small that it's basically random whether you hit and enemy or whether they hit you. It's made worse by the fact that only 1 enemy in range is hit with each swing, so fighting enemies grouped together (which is very common) is nearly impossible. This makes even the most basic combat really frustrating, which means that the great generated level design and RPG mechanics you put in aren't appreciated at all, since all I can think about is the annoying combat. Building up the bar to transform is super cool though, and was enough to keep me engaged even though I didn't like the combat. But not for too long - I quit after only a couple of levels
May 12 03:05:00 30h 24m WHISTLE COMMAND Oh my god this is such a great idea. I literally could not get past the rapid fire because I started laughing too much. I've never seen a mechanic convey laughter that well before.