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Mental Atrophy

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TimestampSince previousGameMental Atrophy's comment
Apr 20 19:29:00 Off to the Races Unfortunately I'm playing alone so I can't experience the multiplayer chaos. My fastest time was about 16 seconds and serves as a reminder that I have no idea where anything is on a keyboard when not typing out sentences. Scratch that, I just got 11.67 through sheer luck, pulling C&Y twice in a row. I find the explosion and "Yay!" far too amusing--I can't believe I'm an adult. Nice work.
Apr 20 19:50:00 21m 00s Sword Fishing Looks and sounds great. Unfortunately I find it difficult to identify the results of my actions, even though they're labeled I don't know exactly what's happening and it makes my choices feel arbitrary. I ended up winning by just choosing Yank repeatedly. Sometimes damage goes up even though I'm letting the line run... and for that matter I can't even tell if damage being high or low is a good thing. I expected Reel to raise the hook depth more effectively than Yank because of the damage penalty, but I can't tell if it actually is since the orc and fish boss plummet the hook so much either way.
Apr 20 21:08:00 1h 18m Shield Maiden Great art, great controls and great enemy variety. Very impressed.
Apr 20 21:29:00 21m 00s Bread Ninja The title screen alone is pretty hilarious and this is probably the only ninja game ever made where you can also bake muffins. Cheers. <br/> <br/>A few things to consider: Baguette range is very short so you have to get uncomfortably close to things to attack them. Also, for a ninja the character moved pretty slowly and stiffly. It seems like you might be tying input directly to movement, though I could be wrong, but consider tying acceleration to input instead. Holding left/right would then increase the character's x-velocity up to a set maximum. Then, when not holding a direction key have velocity decrease by some amount of friction. You'll want to tweak the acceleration/friction values until they feel just right--too low and your character will feel like they're on ice. I find this sort of movement makes action games feel a lot better to play and not so stiff.
Apr 20 21:34:00 5m 00s Toby the Reckless Giant Haven't managed to really play this yet. Right mouse just brings up a Unity menu for toggling fullscreen instead of throwing houses.
Apr 20 21:47:00 13m 00s Word Warriors This is pretty difficult. I only won because for about eight turns in a row the wizard didn't make any actions. The main reason this is hard is because I'm not used to identifying words in this way, since the board can be navigated non-linearly.
Apr 20 21:55:00 8m 00s Their Own Worst Enemies Very cool--never seen an NES game in a jam before. Unfortunately the sprites are invisible invisible in Nestopia, but do flicker into view when you move. Fortunately it works just fine in FCEUX. It took me a moment to realize I could move before enemies have finished moving, but once I did I cleared the three stages. Good graphics and an impressive programming feat for a jam. I'd be interested in more stages if you ever find time to revisit this.
Apr 20 22:05:00 10m 00s A Knife Made Of Whispers This is the second game of yours I've played, and just like that one the level design is quite variable and excellent. Nice work.
Apr 20 22:39:00 34m 00s Attack on Castle Tubswicks Missed the Squeak! sword the first time. Second time was easier as a result. Liked the background music a lot.
Apr 20 22:43:00 4m 00s Nuclear Space Buckets I can't rate this since I only played it solo, but the laser beam looked pretty sweet.
Apr 20 22:57:00 14m 00s Bagelbot Great art and audio. Like others have said, the way you inflate your enemies reminds me of Bubble Bobble.
Apr 21 02:26:00 3h 29m Zombie Revenge Party Toaster. :)
Apr 21 02:35:00 9m 00s Nuclear Arms Intro was funny! I found the timing and range of the nuclear punch to be too tricky, so I just ran through and used the nuclear blast whenever I had energy. Lots of uncertainty whenever dropping levels, because the camera would hide the dozen goons on the ground below me.
Apr 21 02:40:00 5m 00s Rocket Rabbit I think this game could use more bullets.
Apr 21 03:10:00 30m 00s Interstellar Borders Nice job, guys. I was following orders up until I had the opportunity to puff the bellows. Bellows... on a spaceship. Had to do it.
Apr 21 03:18:00 8m 00s Sivo: Trial of the Lava God Pretty keen mechanic, though I wish there were more songs.
Apr 21 03:37:00 19m 00s Octopus Odyssey I was unable to beat the stage with the billion clams because sometimes picking up an ink powerup would create another octopus and the camera/viewport would get really confused. Since there were so many powerups it was difficult to avoid this happening.
Apr 21 05:33:00 1h 56m B000MERANG This was very good. My best time was 37 seconds. Early on I spam attacks since I'm guaranteed to hit a lot of things, after that I start aiming more carefully so I don't kill myself.
Apr 21 05:55:00 22m 00s Eyebrella Controls were difficult to get used to and it seemed like sometimes my umbrella eyeball would stop working until I restarted the program, but it was otherwise quite fun. Nice graphics too.
Apr 22 00:55:00 19h 00m Billy McMath Solves Problems This was astonishingly hilarious.
Apr 22 03:58:00 3h 03m Eye Rush Simple, fun, and a really slick presentation. Great sound, music, and chunky graphics. I tend to be a fan of arcadey experience like this. Nice work.
Apr 22 04:04:00 6m 00s Sand Blower Good snake-like gameplay. I think separating the camera/viewport logic from the tile coordinates would make it feel better to play, having it lerp to the player's location rather than snapping to that immediate tile. Very catchy music and some nice graphical touches like having the sand tiles smooth out their edges when adjacent to each other.
Apr 22 04:18:00 14m 00s Black Beam Blaster Nice little puzzle/platformer. The audio and visuals for the gun make it feel as powerful as the text describes it.
Apr 23 00:14:00 19h 56m TUGBOAT Hello fellow Portlander and Pygamer. Fun game. The farthest I could get was stage 9--after that there are just too many things for me to dodge. Swinging enemies around and throwing them into each other felt great, with some nice and crunchy sound effects to accompany it. Nice work, and an especially good title screen.
Apr 23 10:05:00 9h 51m Flail Rider Had a blast playing this, but it would be even more fun if the blue coin boost lasted longer and were easier to chain with additional blue coins.
Apr 24 00:04:00 13h 59m Evil Cupido: Haters gonna hate Terrific art and humorous puzzle results. I envision some puzzles that make better use of arrow bouncing.
Apr 26 02:54:00 50h 50m Chaos Tomb Nice job. Really glad you were able to finish this up in time for the jam. The extra day made a lot of difference, with so many areas and item types. The thing that surprised me the most was that you even took time to make the camera more complex than just following the player entity.
Apr 26 03:29:00 35m 00s Agents of YIELD Like others have mentioned, the main thing this is missing is a strafe key, which would make simultaneous offense/defense possible and the gameplay a lot more dynamic. As it is, I just exploit the enemy's inability to aim precisely at certain angles, which feels more like I'm cheating than outmaneuvering them. I like that your levels are just flat text files so they can be edited and modified by end-users really easily. The rotation effect was pretty cool too--reminds me of the special levels in Contra 3.
Apr 26 03:41:00 12m 00s PROTOCOL ON BLINDING LASER WEAPONS 20XX Immediate thing I noticed was the camera doesn't really keep up with the action when you accelerate to max velocity, so there isn't a lot of head room for higher skill gameplay. Unlike others, I liked how the vehicle kept some of its horizontal vector when steering and thought it made the controls more engaging.