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vandriver

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TimestampSince previousGamevandriver's comment
Apr 20 23:08:00 Playground Mayhem allowing crafting weapons is great. i think the time limit for a turn is too lenient - even with how difficult it is to move around. <br/> <br/>however, the controls are extremely difficult to use. and there's not a lot of feedback on some of the attacks to know what's going on. the easiest craft is barely visible on screen. <br/> <br/>additionally, if you didn't buy something for someone, they should start with some weak default weapon so people don't have to craft/stock up for each character.
Apr 21 01:13:00 2h 05m DAGDROM Looks, sounds, and plays great. You can get through the whole game just using left click. I get that left is good for spraying and right for moving, but I wish there was more distinct uses for the right click(and maybe some hint that it's there - it really makes the game much more enjoyable). <br/> <br/>The level where you're climbing up was my favorite. You turned the thing that gives you power into a punishment for falling. Frustrating in a very satisfying way. (also totally avoidable but damned if I didn't keep dropping right on that son of a bitch)
Apr 21 01:36:00 23m 00s God's Going to Cut Em Down Fantastic art and good storytelling. Some of the choices seemed superfluous as far as I could tell in a few play-throughs. <br/> <br/>My only issue was asking her 'What's in it for me?' implying I expected some payment, then I have to tell her she owes me nothing afterward. C'mon! I'm a capitalist! (or I misinterpreted something)
Apr 21 01:50:00 14m 00s The Cleansing of Floaro's Tomb This can just go on forever can't it? I feel like there should be some pressure either with a time limit or a more strict limit of people. I'll never lose!
Apr 21 01:58:00 8m 00s GUNCHUCKS!!! This game screams 'enemies from both sides'. Put him in the middle of a horde! Zombie birds divebombing! As is, it doesn't feel much like a game, yet.
Apr 21 02:58:00 1h 00m Catcall Simulator 2015 In making me feel horrible, you have evoked more emotion than probably any LD game I've ever played. Five stars for mood, you bastard. <br/> <br/>With a bit more work, this could be an amazing piece of art.
Apr 21 20:07:00 17h 09m A Big Freakin' Ball O' Hurt i'd also suggest mouse controls - as well as trying it on a touchscreen. some audio feedback would go a long way to making it more enjoyable as well. <br/> <br/>at some point does the screen just get instantly filled with blue blocks? i always mess up my flow when they spawn in my spot
Apr 21 20:38:00 31m 00s THE REVENGE OF IMHOTEP I can definitely see the seeds of this being a puzzle game. Especially if there are other enemy types that could aid you in some way - even if they just are blocking shots from different ones. Finding a way through the level and finding the right order to kill things in. <br/> <br/>Controls and fighting felt very fluid. Get it? Some feedback for when you're spraying enemies would be helpful. The boss wasn't too bad, but everything took a touch too long to kill. Lower water supply and lower number of shots to kill things will speed up the action while keeping the game pretty similarly balanced.
Apr 24 00:22:00 51h 44m Hide 'n Squeak Your style is so great, I had to replay enough times to see all the bad endings. I sat away from the baby for quite awhile expecting some kind of cutscene, only to discover upon returning you were forced to watch the carnage! Harsh! <br/> <br/>Everything here fits perfectly together. The sounds and graphics, the bouncy animation and the cadence of the music. The explanation of controls and game. Everything is extremely simple but still expresses a lot. Really well designed. <br/> <br/>The only complaint I have here is that it's also clearly designed for one play-through. Any kind of variation in level and the ability to skip all the dialog would make it a blast to go through multiple times. <br/> <br/>This is an example of perfectly setting your scope and polishing it up in the timeframe given.
Apr 24 00:30:00 8m 00s BED✰HOGG Well, everything here is so damn polished. However, I can still totally find some criticism. Three different attacks and the scoring system were too complex for a 6 year old. She still enjoyed it anyway, though. <br/> <br/>I can't say enough, though, about how perfectly you nailed the title and theme. There should be a category for titles. You're a master.
Apr 24 00:47:00 17m 00s keyTD I'm slightly upset that home-row typing isn't the best way to win, but man is this a smart game. The flow of the keyboard is perfect - sets up space as the catch-all last line of defense. Typing to get through menus is so damn classy. I love this. <br/> <br/>I never thought I'd be giving a tower defense game 5/5 for innovation, but here we are. <br/> <br/>I actually had to stop playing from getting tired of mashing buttons. If there were a playstyle that encouraged quick reflexes and hitting the right keys at the right time, i'd be physically capable of playing longer. And I want to play longer.
Apr 24 01:23:00 36m 00s Allium: Rise of the Leek Knight Arrgh I had 4 of those things left! It's hard to tell exactly when they're damaging you and when they're not. With so many on the screen, they should only damage you in 'attack' mode, but I couldn't quite tell if that is the case already. <br/> <br/>Gonna have to replay some more to try and get the boss, but it takes so long!
Apr 25 00:30:00 23h 07m Yalg'th, the Meta-Demon Music is great. I had to play a second time just to listen to the whole track since the game is so quick. However I guess that's quite variable based on drunkeness or sleeplessness. The sword was awesome but I kept seeing small bits of pornography in it! That's a pretty weird bug, man.
Apr 25 00:53:00 23m 00s RopeBox Game plays solidly! The core physics feel great if maybe a touch too loose - being able to more slowly set up jump-throws would make them more accurate. I felt like I was just flailing and hoping a couple times trying to chuck it up high. <br/> <br/>I went right for those red circles thinking they were a goal or something and about died before I realized they were hurting me. Maybe make them more obviously 'bad', since they currently share the same color as the good things you're grabbing. (I didn't read your notes til after I played) Also audio feedback would fix this. <br/> <br/>Would have loved a big room to just play around in and get a feel for the distances your throws go and what you can easily climb before entering the tower. <br/> <br/>I really feel like if the box could become sticky and the controls really smoothed, it could be very fun even as some kind of action game.
Apr 25 01:26:00 33m 00s Ally VS Wild ! this reminded me of worm womper for the intellivison, which was a game I totally forgot about until just now, so thanks for the wicked nostalgia there. The big problem is not being able to see your projectile. That adds so much to the experience that it just can't be left out like this! <br/> <br/>Art and music is great, but the animation is so stilted. You'd almost be better off taking a south park style single-frame jiggle for walking under these time constraints. That's LD for you, though. <br/> <br/>Hopefully you still had fun even if your first idea fell through.
Apr 26 15:25:00 37h 59m Daygore Bunko Man, the range and hitboxes were rough, but I think the only real problem I have with combat was how the enemies would bounce off of each other and walls right onto you. If they were guaranteed to just be knocked back, the combat would feel a ton more fair (and this would allow you to make the mobs more varied and difficult.) You could make, like, slime blobs that keep the bounciness for later levels. <br/> <br/>I'll echo some of the other issues: the unskippable parts at startup were too long. I didn't mind the other unskippable parts because they sounded so damn good while running. The fucking level-up menu music is my favorite. Putting up the soundtrack anywhere? <br/> <br/>Speaking of leveling up, the orbs are far too rare. Instead of increasing the amount spawned, you could just get a free one for completing each level. Seems like a fair balance and would not make beating a level feel so pointless when none spawned. <br/> <br/>Doesn't need to be said, but I will anyway because it's great to hear compliments: the music and sound effects are fucking perfect. The guitar weapon is so satisfying to hit things with just for the noise.
May 2 20:59:00 149h 34m I dont want to hear it it took me an obscene amount of attempts to beat this game. I used to be pretty good at like guitar hero. I think the lack of lines or really anything clearly representing the beat makes it exceptionally hard. I don't think that's necessarily a bad thing, and I don't think lines will help the game, but maybe different demon types/colors could come to represent the beat? <br/> <br/>Or maybe make the threshold to continue a bit more lax. The second song is an extreme difficulty ramp from the first and i'm guessing not many people played to see the third. <br/> <br/>Another way of making it more difficult on the other side of things would be to have them come from different locations and at different speeds. would that be too hard? I'm curious. it'd probably look cool to see someone flawlessly play through crazy shit like that. <br/> <br/>Game plays awesome, though, and i did enjoy repeatedly going at it. I didn't feel like i missed anything due to computer error - it was always me fucking up the beat. The music was awesome, and the visuals represent everything effectively.
May 10 01:31:00 172h 32m A Knife Made Of Whispers So, this game is probably a bit beyond my tolerance level for frustration. The physics were way too floaty for a puzzle platformer, throwing the light was a bit too imprecise, and the weapon itself was so tiny. None of these would have been too grating except that failure often meant restarting a long level sequence. Maybe I'm not a hardcore platformer kind of guy. If it weren't for the ability to skip levels occasionally(which was a fantastic addition, by the way), I might never have been able to finish the game. <br/> <br/>It's really, really rare to say this for a Ludum Dare game, but: this game might have been a bit too long. <br/> <br/>The level where you're waiting for it to come to you while dodging bullets was not only an exception to my complaints, but probably my favorite level overall. It started out with that slow roll and I was already getting mad about it, but as it played out I couldn't help but enjoy the simplicity of it. I love levels that play nothing like their predecessors. <br/> <br/>I realize I'm complaining a bunch, but I enjoyed playing most of the levels. The longer ones could have been split up into smaller separate levels and might not have complained about anything! Failing a bunch of times on the long levels colored my view of the game, I think. <br/> <br/>The art is inspiring, it's ridiculously simple but sets a fantastic mood. The shaders are impressive as hell, as always.
May 10 03:57:00 2h 26m UNIVERSALIS This is relaxing. The mood is perfect and the weapon is already fun to play with, just needs something to do. <br/> <br/>Getting up over the system and looking down was very satisfying, seeing the little looping paths the orbits make. Though I got flashbacks to the harder levels of Osmos. <br/> <br/>Tilting makes the whole thing feel so much more real. I wish you could get caught up in the orbits. I'd love to see what patterns my little planet makes. <br/> <br/>I lost all my energy when I left the system, and watching it from outside is quite surreal. I spent way too much time dicking around in here with nothing to do, so you should probably make something to do so I have an excuse to come back and dick around some more.