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rburema

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TimestampSince previousGamerburema's comment
Apr 20 18:24:00 Out Shooting Boxes thoughts: <br/> - simple doesn't mean bad :-) <br/> - help-screen screen would've been appreciated <br/> - /starting/ movement on Newbie feels a little sluggish, perhaps that explains the difficulty comments (I had better luck with 'Amateur', actually) <br/> - not sure about theme ... the thought is there, but maybe it would've been better if you'd encounter the green blockies as enemies first? Or shot one of the red ones once in a while?
Apr 20 18:42:00 18m 00s Light Spirits thougths: <br/> - music is really nice, sets the mood together w. mostly grey background (also makes the colourful ghotst nice'n-visible) <br/> - mouse sensitivity was way too high, took some getting used too <br/> - also, why are the balls of light affected by gravity? ;-)
Apr 20 18:54:00 12m 00s Unconventional Boxing thoughts: <br/> - only found out you're the one on the left after some experimenting... <br/> - fits the theme not only in a literal sense, but the weapon /mechanics/ are also unconventional <br/> - haha, you steal(?) their weapon after you've beaten them, nice touch
Apr 20 20:09:00 1h 15m Mortal bard thoughts: <br/> - nice music [ well, the song that is playing, not so much the bard's singing ;-) ] <br/> - maybe check the collision mechanics: sometimes the bard fit between two blocks and sometimes he didn't <br/>(- why .7z? 'jar' is already an archive, and it doesn't seem to do much for the .wav file ... but using 7zip can limit your audience to people knowing that particular format)
Apr 22 18:39:00 46h 30m Ghost in the Machine toughts: [a bit spoilery!] <br/> - not sure if 'fun' is the right word (not with that ending), and I've only rated very few games at this point, but this was the more memorable experience of them <br/> - I'm having a bit of trouble connecting the game to the theme, though ... was the delete button supposed to be the unconventional weapon? <br/> - "How do you get dust in a game? Messy coding?" :-D
Apr 22 19:12:00 33m 00s It started with the rain Wouldn't start (Win7 64-bit), on top of that, BitDefender detected the .exe as 'infected' (just after I tried a compatibility profile). It might be fine, but i'd rather not take the risk, sorry :-/
Apr 22 19:24:00 12m 00s ClanFree thoughts: <br/> - interesting concept, fits nicely with the theme (inspired by GotG?) <br/> - the zombie 'grahrrr' sound effect can be quite annoying <br/> - the background-story in the description is nice, but where do the zombies fit in?
Apr 22 19:39:00 15m 00s The N.I.D. Project thoughts: <br/> - smooth menu experience <br/> - quite tense, even without any music ... or maybe lack of music increases the tension? <br/> - small nitpick: would maybe be nice to have 'transfer to new host' (better) visible on the map, instead of just ungreying the 'transfer' button
Apr 26 10:46:00 87h 07m Le Roman de Goupil thoughts: <br/> - aah! sudden sound effect! <br/> - I really like the graphics, they give a sense of dynamism, despite being fixed
Apr 26 11:05:00 19m 00s Doctor Dropper thoughts: <br/> - Nice graphics! As an aside: does Unity have this shader pre-installed, or did you cook up something yourself? (Asking for .. errr, a friend...) <br/> - Dropping piano's is far more satisfying than it has any right to be... I blame the awesome sound effect. *BLOING* <br/> - I understand that it wouldn't have been all that challenging if the protagonist was faster, but it now feels as if the good Dr. might benefit from a daily fitness regime :-p <br/> - Nitpick: It seems there is no way to exit the game (Win-build) from within the game itself.
Apr 26 12:12:00 1h 07m rm thoughts: <br/> - The mood is excelent, the writing seems (almost?) profesional. As far as I can tell anyway, since English is not my first language. <br/> - I, too, had the 'guess-the-verb' thing going on, but I've played only very, very few traditional text adventures where that wasn't the case. <br/> [SPOILER: The only way I got the tramp to carry me was by remembering that often, transit in text-adventures is handled 'underwater' as vehicles ... so I fed the command 'enter tramp' into the parser. That worked.] <br/> - It reminds me both of '9:05' (a very short game by Adam Cadre) on one side, but also of some short-form SF I read recently. <br/> - [possible SPOILER:] In one playthrough I had the description of the 'snapper' say that the message from my friend was still present, despite having pressed X.
Apr 26 12:36:00 24m 00s Size-o-Tron 3000 thoughts: <br/> - Fun idea ... so why wait until the game is more than halfway over to introduce the main concept? Introducing one element at a time is a great way to learn a game, but I this may have been overkill. Although I could see it if there ever was a 'full-sized' version. <br/> - Nice, smooth movement ... only a bit finnicky when playing with the keyboard. I almost gave up at the first monster. <br/> - This lazy sunday is (possibly) really clouding my brain but; is there a way out of level 8? <br/> - Close to 0 restart time after dying :-)
Apr 26 12:56:00 20m 00s Nano VS Bot thoughts: <br/> - Lots of content and quite a few mechanics. I'm impressed you've managed to squeeze all that in 2 days <br/>:-) <br/> - The (1st) boss didn't give me all that much trouble, but then again, I had just switched from the trackpad of my laptop (wich I used for the first few levels) to an actual mouse. <br/> - Maybe take out the '&gt; 3 out' thing and make the XX% a bit stricter? Since they both more-or-less check for the same thing; wether the green blob is out-of-bounds or not. <br/> - The 'theme reveal' is kind of late, making it not-so obvious what the connection is until you hit the boss.
Apr 26 13:19:00 23m 00s I don't feel like shooting right now! thoughts: <br/> - Paging Dr. Susan Calvin, Dr. Calvin, please come in. <br/> - Apearantly you can hit and do '0 damage'? No wonder she doesn't feel like shooting... I'd get stage fright as well ;-)
Apr 26 13:40:00 21m 00s Vulgaris At first I got the following error-message (on starting) vulgaris.exe: <br/> <br/>" <br/>[Window Title] <br/>D:\Users\RBu\Desktop\csfml-graphics-2\Resources\LD32.exe <br/> <br/>[Content] <br/>D:\Users\RBu\Desktop\csfml-graphics-2\Resources\LD32.exe <br/>The specified path does not exist. <br/> <br/>Check the path, and then try again. <br/> <br/>[OK] <br/>" <br/> <br/>But, like a previous comment also states, 'LD32.exe' within the Resources folder /does/ work.
Apr 26 14:01:00 21m 00s Color Nightmare thoughts: <br/> - While not easy, I still like the progression and patterns. It also helps that you stay in the current level instead of being bumped back to the first. <br/> - I also like (themewise) that the weapon is different mechanically instead of just being a reskin of something 'sensible'. <br/> - I got some trouble getting it to work (finaly succeeded on my work-lappy with IE), but I think that is mostly Unity's fault (not just the Chrome-thing we're warned about either...) I coudn't even get an error message out of the thing :-/
Apr 26 14:38:00 37m 00s Quiver of Claws Aww, the yelp the hyena's give when they're down makes me feel sorry for the little mooks.
May 3 10:12:00 163h 34m Night Harvest thoughts: <br/> - I like the attention to details, for example, the birds in the menu, or that you can see the 'health' of the scarecrows in the amount of tatters their drape is in <br/> - the message in red on the underside of the screen only showed up long enough for me to register that it was some sort of helpful 'use this to do that' message, not to actually read it <br/> - some of the scarecrows where (felt?) significantly harder to take down (or, well... up, really); was this intentional? or just something I (didn't realize I) was doing wrong/right?
May 3 10:47:00 35m 00s Forest Hecate Just a nitpick, but going full-screen or otherwise changing the window-size gives some strange effects (not just the canvas not resizeing, but also, movement is affected (in the lower-right corner) when playing in a smaller window). [Maybe you already know this, but:] From my days as a Java-programmer I seem to remember that there where functions to disable window-resizeing ... hm ... yes, you can just call setResizable(false) if you're using a JFrame.
May 3 11:12:00 25m 00s Aqua Marine thoughts: <br/> - I like the way the 'jump' (float?) mechanics actually makes it feel closer to an underwater experience. <br/> - The first 3 weapons didn't really seem that unconventional to me, the fourth makes (partially) up for this, though. <br/> - Audio is (IMHO) decent enough that I'd have left it on the ratings. <br/> - Nice to see so many games (including this one) meshing the tutorial with the actual gameplay.
May 3 11:31:00 19m 00s Crossy Hell thoughts: <br/> - A zombie-destroying 'guitar hero'-like game as a riff on a 'frogger'-like game... but with the cute graphics of the latter mentioned. <br/> I just sat for a minute doing nothing after typing that sentence, just taking in the zany, slowly smiling. <br/> - Pressing 'r' did nothing, I had to manually restart the game. Also, perhaps I'm missing something, but how do you see if you're close to 'game over'?
May 3 12:07:00 36m 00s Stain thoughts: <br/> - I really like this approach to the theme :-) <br/> - [POSSIBLE SPOILERS] <br/> ... on the other hand, it gets really easy once you realize the penalty for 'not the exact opposing color' is really low. For example: one I had the 'cash', I painted most of the area purple with the big brush, then splattered in some yellows with the 1x1. I noticed almost no opponents touched the tower any more. Went for tea: score over a million. Went to the bathroom, didn't see the green tower any more and figured I was close to dying, and within two minutes my top score was reported: over 733-million. (So I assume there is an increasing multiplier if you don't touch anything... my bathroom breaks aren't /that/ long...) This isn't bragging by the way, just try it yourself and you'll see :-) <br/>An easy fix would be to tweak the amount of damage (or even 'healing' from a 'close enough' color?). Or else some sort of 'eraser' block, so 'lazy' people like me can't game (hah) the system forever. <br/> - Also, a not completely unrelated nitpick... if your score goes quite high then the last digit may start to be displayed on the bottom, depending on the total width of the printed score.
May 3 12:26:00 19m 00s Samarkhanda, the Dancing Sword thoughts: <br/> - I'd anticipated more games that flipped the theme on it's head like this (not just 'do something unexpected' with the theme... that would be about half of them, luckily), but out of all ratings I gave so far, you've been only about the second one to make the 'weapon' property into something antagonistic to the player :-) <br/> - Had some sad music (of my own) playing in the background, and originally thought it was part of the game... was just a bit disappointed when I figured out that only the club-beat was supposed to be in. It created this great dissonant, melancholy/tense mood that fit well with the way you've interpreted the theme.
May 3 13:06:00 40m 00s Throw Bottles at people you don't like! Maybe I'm misinterpreting, but you wanted someone to take a look at the source, even in the event the case that the export is fixed (as it so happens to be)? <br/> <br/>First, and most importantly, code-ing for the compo is a whole 'nother beast from say, production code, or even a 'normal' hobby project. A lot (not all, but a lot) of design is actually done so that you (or someone else) can still look at the code say, 6 months from now and do some maintenance, without getting a headache. But that sort of design, while really useful in the long run, slows you down a lot. So when you've got less than 2 days (because art, etc. takes time as well) for coding, don't go for style, or 'beautiful' code, just get something working, and don't try to cringe if you've created something that you'd otherwise think of as inefficient or 'ugly'. <br/>Second, I just skimmed your code ... I didn't really go into much depth, so I probably missed some things I should have seen. <br/>That said (and basically opposed to the whole 'first' point): <br/> - Take a look at the 'switch/case' statement... it can replace those if/else if/else if/else if/... structures (and even if/if/if/... sometimes when cleverly used). [ https://docs.oracle.com/javase/tutorial/java/nutsandbolts/switch.html ] <br/> - Use an Enum class to repressent "up"/"down"/... etc. rather than a String. <br/> - Maybe make bottle inherit from Rectangle, so you don't have to new-up a rect, when asking the object for it's bounds. <br/> - Perhaps don't include GameState as a member of bottle (for proper O.O.)... I mean, yes, it's a reference and takes up no space, but 'GameState' is not really part of a 'Bottle'. <br/> - Related to new-ing up objects: take a look at the 'flyweight' pattern: [ http://en.wikipedia.org/wiki/Flyweight_pattern ] <br/> - Separate the gamestate from everything related to drawing: this is useful to prevent such things as 'having to move each mook a step' each time the player moves. <br/> <br/>However, your code was not difficult to read at all, and that's a very good sign :-) <br/>Just keep codeing! Practice (and some reading) makes all the difference.
May 3 14:51:00 1h 45m An Evening of Modern Dance I think we can safely consider the exploding dancers a feature, not a bug. After all, a dancer would need to train hard to have that kind of agility! :-p <br/> <br/>More seriously, I really like stilted the mood in this piece. <br/> <br/>@Marcos: I think the little dots are your 'health' ... they go down when you bump into walls a lot (also: one different color per dancer). But not when you flop out on the floor (I think?)... I mean it's 'modern' dancing after all ;-)
May 3 15:12:00 21m 00s Metal Survival thoughts: <br/> - I kind of like the little intro cinematic. <br/> - It took me a while to figure out that with 'button 1', the actual '1-button' was meant. Not sure if that should be clarified further or if the problem was on my side. <br/> - It's a shame that, for the mechanics, not only does it not seem to matter which button you press, but only spamming one button seems to actually work better than varying. <br/> - Metal does somehow seem appropriate to fighting zombies with, though :-)
May 7 17:48:00 98h 36m Tetrominions thoughts: <br/> - Nice blending of genres. <br/> - Maybe it's just my PC, but I couldn't hold a key. <br/> ('Left-left-left' instead of just holding left for a little longer to move a tetra 2 spaces.) <br/> - This could become pretty addictive, but it's a bit too easy as it stands, I think. (Kept hoping there was a second level, so that's a good thing.) <br/> - It somehow made me think of being the invaders of Space Invaders (instead of the earth-defense-thingy). Crush the earthli-... err... tetrominions! <br/>(- Mostly unrelated, but is anyone else experiencing problems with BitDefender (an antivirus package) blocking itch.io games? I had to whitelist 'itch.zone' to download this one (a week ago or so evything worked fine).)
May 7 18:07:00 19m 00s Drunken Quest for the One Vodka thoughts: <br/> - In my first play-through, I needed to reduce upkeep... but is there actually a way? (They were only 1/3 drunk, and manpower can't go down?) <br/> - An RTS in 3 days is pretty impressive. <br/> - Who knew being drunk could be this hard... maybe you need to be it to play it? :-)
May 7 18:39:00 32m 00s Get'em Princess! thoughts: <br/> - Those things are creepy enough on their own, but then your weapon is very indirect! (Which is a good thing, since that was the whole idea...) Being almost defenseless like that is pretty scary. Kind of like a reverse escort mission now that I think of it. <br/> - I, too, had some problems with the stairs. Maybe you could try to make the collision-box a slope?