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Gravity Games

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TimestampSince previousGameGravity Games's comment
Aug 24 02:40:00 Antimon The retro Gameboy-esque style was a nice touch (especially since you went with the odd green scale that real Gameboys had, rather than the gray scale that emulators opt for). However, I will say that the game does get old rather quickly, and I did have a bit of trouble dodging some attacks, but that's likely just a matter of me not mastering the timing. It honestly feels like the game needs more variety, and that likely could be largely fixed by making the trainers...well...send out their own Antimon rather than fighting you hand to hand. Though for 48 hours, you did seem to do a lot of attacks for the trainers themselves, so I can't really fault you there.
Aug 24 02:55:00 15m 00s Disastris I had a lot of fun playing this entry. Each disaster reacted differently, and while it took some getting used to, I had a lot of fun trying each of them out to learn how they work. I could actually see this expanding out rather well into a full game! If I had to complain about something, it would be that there's only a few maps, but this is a game made in 48 hours, so it's understandable.
Aug 24 03:25:00 30m 00s Bashy Bashy Eh, to be honest, this game doesn't feel like it was made within 48 hours, it feels more like a game made in a few hours. The models are super simplistic, and while not necessarily ugly, do still feel like they're unfinished. The controls are...pretty awful. The A and D keys, rather than moving the player left and right, rotate the player, and the W and S keys move the player forward and backwards respectively. While this might work okay for a 3D game, I feel that for a 2D game (which I would classify this as, since despite the 3D graphics there are really only an X and Y axis) it feels really, REALLY awkward. Also, I noticed that the enemies can fall off of the map while you chase them (something that I will refer to at further points in this review as "ploishing"). What makes this worse is that the player can wind up ploishing as well. Simply put, the player character being able to ploish is a sign of a poor quality game when it's this easy. There NEEDS to be either some sort of border to the world, or the world needs to be infinite. Finally, there's only 3 enemies. While I guess this is acceptable for a 48 hour period, it really would have been nice to get more variety. All in all this game is...pretty bad in it's current state. If you plan on making a post compo out of this, you have a LOT of work ahead of you, but I wish you luck.
Aug 24 12:46:00 9h 21m You'll find the monster when it's over Well, I wasn't able to get the game running on my Surface Pro. It just played some music to a black screen. I would test it on my other computer, but I'm on the go right now, so yeah...
Aug 24 12:56:00 10m 00s You Are The (Loch Ness) Monster! I actually had a lot of fun with this one. I will admit, I wasn't really able to get past level 2 (I know, I suck), but I can't really think of anything that I would improve outside of the graphics. Nice job, and I feel you on having to submit a compo game to the jam (it happened to me before).
Aug 24 13:07:00 11m 00s Melda: The misunderstood Wasn't able to make it to the end (though part of it was likely not having my mouse with me), had fun nonetheless. The collision with the walls seemed a bit odd, but otherwise it's a solid game, though admittedly lacking in variety (again, this might be because I didn't make it far enough).
Aug 24 13:25:00 18m 00s Curtain Call I really liked the way that the real time was implemented, it added a cool layer of detail to the whole game. The music, while I liked it, got old after a while. Overall a good job, though I do think it would have been cool to have the music change for different areas. If you do a post compo version, could you make it so that the rest of the theater uses the existing music, and the stage music changes according to what happens during the play?
Aug 24 13:31:00 6m 00s Monster Possession Well, the graphics clashed a lot, and it was way too short in my opinion, but the concept is strong, and I had fun for the 15 seconds I got to play. There definitely needs to be more monsters to control and more "good guys" to destroy, maybe even have each one have strengths and weaknesses.
Aug 24 14:41:00 1h 10m Gobblin' Goblin! While I did have some fun with this game, I found the jump to be way to twitchy and heavy. The character moves up too fast and down too fast IMO, limiting the utility of the jump drastically. I had trouble jumping over pits only 2 or 3 tiles wide, and the jump REALLY wasn't fun when using it to cross large pits with 1 tile wide platforms. The jump, however, is clearly the game's bigest flaw. If you keep working on it, I say make the jump less awkward, and add some more collectables and environments, as just moths and sheep get boring after a while.
Aug 24 19:49:00 5h 08m Hero's Quest The graphics and audio were really nice, but overall, the game was pretty bad IMO. It was very much just a chore to play. The dagger was much, MUCH too short to reliably attack enemies, so any progress felt like it was made by pure dumb luck. There was also absolutely no indication of the player's health at all, so there's no way of even knowing how much longer you're going to last. Heck, because of this I thought the player was invincible at first.
Aug 25 15:48:00 19h 59m I Want To Be The Bully! I had a lot of fun with this entry, it reminds me a lot of older web games. In a good way, I assure you. My only complaint was that it was way too hard. I'd suggest having being hit not take you back all the way to the bottom (maybe just take a chunk of the meter), and some diagonal movement as well.
Aug 25 19:16:00 3h 28m Dragon Quest I frankly didn't find the game to be very fun. There really needs to be either some sort of hotkeys to allow you to attack faster, or the game needs to be turn based instead IMO. There was also quite a bit of screen tearing when the player character moved, you might want to look into that. I assume that it has to do with the way the drawing calls work. Also, I don't really see how it fits the theme, but maybe it's just because I didn't make it far enough.
Aug 26 12:54:00 17h 38m Escape to Hell Overall great job, but I did notice that it was really easy to get stuck in between buildings and such, and that the farmers weren't much of a threat. Despite this, I had fun playing.
Aug 26 13:07:00 13m 00s Super Boss Reminds me a lot of the game that I did for "You are the Villain". IMO it needs to have a lot more variety, such as more obstacles and more control over the level layout. The Hero AI also needs to work smoother, but to be fair, this was made in a short amount of time, so it's understandable. Also, it got boring really quickly, but fun at first. It could actually be a really great game with some more polish and variety.
Aug 26 13:17:00 10m 00s Scare the Looters This is actually a really nice game for the short amount of time. Heck, from what I've seen, it actually looks like something I'd see on Steam in it's current state!
Aug 27 16:54:00 27h 37m Definitely Human Fairly solid, though it was rather confusing how the soldiers with guns were supposed to work. Was there some sort of sign of where they're looking that I just didn't see? Would have been nice to see more levels, but being a jam game, it's understandable.