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alyphen

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TimestampSince previousGamealyphen's comment
Dec 14 12:10:00 AFTER GEAR The environment and sound design in this game were pretty good. The models were generally well made, and the music was fitting. The controls however, felt pretty wonky and didn't work quite how I expected them to. Collisions also seemed to be a bit off, I couldn't really tell when things were in the same plane as me and when I was going to hit them.
Dec 14 12:16:00 6m 00s Pagdo Really addictive, a lot of fun to play. There were a lot of things to think about which gave the game a pretty frantic feel to it. The music added to the intensity. The instructions at the start were as amusing as they were useful. The only area it was really lacking in was graphics: everything was either a cube or a sphere, which is a little lazy.
Dec 14 12:27:00 11m 00s Currant Matters In Bird Town Wow, all the characters had a lot of unexpected depth. What it was lacking on the graphical front it made up for tenfold from a storytelling and worldbuilding perspective. Thoroughly enjoyed playing, thanks for the experience.
Dec 14 12:33:00 6m 00s Destructive Power An addictive and fun new take on the teris-esque arcade style. <br/>Needs a little graphical juice and some music, but you've already got the most important part of the game down.
Dec 14 12:39:00 6m 00s Tubutten Beetle Fun and very addictive to play. The graphics are simple, but that's really all it needed. It's reminiscent of a lot of old mobile games (ninjump comes to mind). <br/>Sound effects are satisfying. <br/>If you take this further, it would be nice to have a competitive online scoreboard, and see where other players have reached.
Dec 14 12:44:00 5m 00s Space Research Team Very interesting take on the theme. It was as challenging as it was rewarding to play. Sound effects are subtle and greatly add to the space atmosphere, though some sort of ambience may have extended the depth further.
Dec 14 12:51:00 7m 00s Can't Jump This was incredibly frustrating to play - maybe lower the difficulty cap slightly? Though I guess that's part of what the game's about. Seriously though, this is probably the hardest thing I've played yet. <br/>Levels were deceptively simply designed. <br/>Kind of lacked sound effects and music (other than the menu), which may have added to it's addictiveness. Graphically, could use some improvement but does convey the meaning of everything well enough. Boxes could use bevels, lighting, etc. Player character could be less cubey.
Dec 14 12:54:00 3m 00s Evilator The windows version linked to a "page not found", and the web version came up with the error "An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was: <br/>uncaught exception: incorrect header check"
Dec 14 13:05:00 11m 00s 13VS25 - 2D Space Shooter It felt like there was a lot of artificial difficulty, and although the moving and shooting mechanic was the sort that's easy to pick up and difficult to master, the fact that the enemy is so much more powereful than you made it frustrating to play against. Adding a player-vs-player mode when you're on equal terms, or even an AI that you're on equal terms with but outsmarts you would have been better to play, I feel.
Dec 14 13:32:00 27m 00s Rogue Blast A lot of fun to play, and the ramp up in difficulty gave you the right amount of tiem to get the hang of different mechanics before it threw something else at you. The music was fantastic. <br/>The game felt like it would do well if it were turn based, the enemies taking a step each time you made yours, encouraging more tactical thinking as opposed to just kiting everything and filling everything with bullets quicker than they can hit you. Otherwise, perhaps a smoother movement animation would have been nice. <br/>Graphically, the only big complaint I have is the contrast: walls and floors, and even the enemy spawners were essentially the same colour. There was nothing to really differentiate between them. Changing the colours of these would make the game easier to pick up while still maintaining the difficulty. <br/>Overall, a very nice entry.
Dec 14 15:37:00 2h 05m GameApi VolleyBall An interesting concept, while it was kind of satisfying to hit the ball, it didn't feel like my fault when I didn't. The camera was in a bit of an awkward position and the controls took some getting used to (maybe reduce the turning speed to actually allow some degree of control there.) <br/>Graphically, it wasn't anything spectacular but you have managed to get some models together. <br/>The theme implementation felt a little shoehorned into a concept you'd come up with before - while this may not be the case, this is the impression I came away with. <br/>So to improve: <br/>- Make the controls a little tighter <br/>- Place the camera in a more logical place (such as behind the pitch looking down) and give more cues about perspective <br/>- Brush up on modelling. It's hard, I know. <br/>- Add more cues as to when you will hit the ball, sounds or visual warnings would work.
Dec 14 15:50:00 13m 00s WIP55 A decent attempt at an infinite runner. Physics were predictable, graphics were a little more interesting than just plain squares (although including more interesting backgrounds, characters and pickups may be good), audio was alright although the music could do with some improvement.
Dec 14 15:57:00 7m 00s Bay Col ! A really nice entry. Nice idea and very pretty. Audio could improve it to no end, and varying the speed and/or spacing could help with the difficulty level. <br/>I can imagine something like this being quite a hit in the mobile space - it's a lot of fun and can easily be played in short bursts.
Dec 14 16:15:00 18m 00s Pots That's a totally dope game, dude. <br/>This was as hilarious as it was fun to play. Loved the sound effects, and the graphical style matched the general mood of the game. <br/>Adding some sort of grid system could help as at the moment which pot you're using can be unclear at times.
Dec 14 16:20:00 5m 00s Durples Christmas Adventure A fun and innovative little game with good level difficulty progression and a lot of interesting mechanics. If you were to take this further, all it would need would be a graphical touch-up, some music, and some sort of menu system. Past that, you could just add as much content as you wanted.
Dec 14 16:26:00 6m 00s ANTI-THUNDER As pretty as this game is, the interface is fairly counter-intuitive to use. Make text bigger and put controls in a closely-grouped logical progression. <br/>The gameplay, for a button masher, is alright. The plant growth is fairly smooth, but it can be a little difficult to understand what you're doing. <br/>As others have mentioned, having audio is a huge improvement on a game and many underestimate it's potential. This is the first obvious improvement you should make.
Dec 14 16:57:00 31m 00s Berg in Space Graphically relatively impressive and with good beats, the atmosphere was quite frantic. It's difficult, maybe too much so, but possible. <br/>The wait time at the end felt too long, ading some key to skip Berk waving his arms about would be nice. Spacing out the obstacles a little more would also be kinda nice, although maybe that would rob the game of it's difficulty. <br/>A generally enjoyable entry.
Dec 14 17:00:00 3m 00s Grow Up! Very impressive and innovative, stunning graphics, and fitting music choice to improve on the mood. Fun to play and addictive. A good deal of wacky things are thrown at you and you eventually learn how to avoid them. I'd imagine this would work well as a mobile game.
Dec 14 17:03:00 3m 00s Sugarcane It's missing VCRUNTIME140D.dll, even though I have vcredist installed (and the installers provided only give "uninstall" and "repair" options) <br/>Might try running on my linux side in a bit.
Dec 14 17:23:00 20m 00s Folkk A really impressive entry. At first it's not completely clear what you're meant to be doing: you're faced witha wall of text, and going back to read it after attempting to play to make sense of it is kind of required. Once you've got the hang of that, though, building a civilisation is a lot of fun. <br/>A few things you could add: <br/>- Animations on units would be great <br/>- Clearer paths on units would be nice <br/>- Map expansion would be good - enabling you to move around the map would add a lot <br/>- Competitive multiplayer maybe?
Dec 14 17:40:00 17m 00s CRESCO A graphically and aurally enjoytable experience. Some diverse enemies, good level progression, and some challenging jumping puzzles. Very well polished.
Dec 14 17:56:00 16m 00s Reap Graphically stunning, intuitive UI choices and controls, and a nice atmosphere. The gameplay isn't really fantastic, as others have mentioned just hitting trees and finding nothing became boring fairly quickly. The day/night cycle also seemed to break up gameplay at weird points - maybe something could happen during the night that made it a more interesting part of the game?
Dec 15 10:58:00 17h 02m Thrust A lot of fun to play, and very competitive with the high score table. Can be very difficult to judge whether going for a crate is worth it, and that sort of risk/reward system seems to pay off quite well. I found more success just going straight for the holes and only hitting crates if they were in my path as I was able to keep going a lot longer.
Dec 21 20:31:00 153h 33m Glow&Grow A very simple concept but pretty fun to play with. The only thing I feel could be improved is the response when something touches the central circle - a sound effect, a more prominent visual effect, something like that would make it more satisfying to play and let you know when you're making mistakes. <br/>Great theme interpretation and fitting audio. Nice job.
Dec 23 03:52:00 31h 21m War... There's a fair amount of options, each having visible effects, but this feels like a case where the meaning has eclipsed the gameplay of the game. <br/>Things I liked: <br/>- The choice of music created an atmosphere with the soldiers falling that could not have been done with the animations alone. It feels a lot more serious. <br/>- There are a large amount of choices, but only two at any one time, forcing a preference each time. <br/>- The concept is fairly well thought-out. <br/>Things that I think could be improved: <br/>- Add some sort of achievable "goal" <br/>- Add some sound effects <br/>- Use a font that's clearer for the smaller messages and/or make the text bigger <br/>- Make it more obvious what the repurcussions of each choice are. <br/>- Add some sort of progress measurement, like a graph of the size of your army over time.
Dec 23 03:56:00 4m 00s Jared and the Corn Nuts Inspiring QWOP-style frustration, this is an incredibly amusing entry, if only for it's sheer ridiculousness. <br/>The graphical style is perfect for this style of entry, and the physics are spot-on. Though this couldn't really go on to make a full game, as it stands it's a pretty amusing way to kill a few minutes.
Dec 23 04:01:00 5m 00s Dangerzone- the zen game The models, although simple, were quite pretty. Space exploration currently feels very limited, but with some expansion, and a clear goal, this mechanic could be leveraged in something interesting.
Dec 23 04:08:00 7m 00s Tail Power Pretty fun variant of snake, without the unstoppable movement and with shooting added. Models are alright, but could be improved. I wasn't too keen on the colour palette used, but by no means does that subtract from the gameplay. The music was alright, and while it could be improved, it was decent enough. <br/>Sound effects were fitting. <br/>Adding online highscores or some other replay value would be a nice way to keep players hooked.
Dec 23 04:15:00 7m 00s What We Do The game didn't really make a lot of sense - the tutorial was a wall of text, the controls were unresponsive (I was able to have a green block following my mouse!), there didn't seem to be any AI whatsoever, nor multiplayer, and there didn't seem to be that much to it. I think it really needs some work before it becomes something playable, and then some more to make it enjoyable. <br/>It seems like you had an idea, and you went half way towards implementing it, so well done on that front.
Dec 23 04:25:00 10m 00s Growing Orbs Really loved the difficulty level - the music was good but I got sick of the first two notes very quickly. Left myself at the beginning of a level so I could appreciate more of it. A really cool concept, and I could see it going far as a mobile game. The graphical style was simple but neat, there were some nice visual touches like the trail. Though frustrating at times, it was very enjoyable to play.
Dec 23 04:37:00 12m 00s X-treme Snowball By the time you get to Archmaster difficulty, the gates seem like they're avoiding you haha. <br/>The highscores were nice, but having online highscores would add so much replayability. The interpretation of the theme is great, your models were pretty good, and it felt incredibly smooth to play. Sound would have added a lot to it. This is the sort of game where humour is it's very fabric, and chasing highscores is the endgame. Fun to play, though lacking aforementioned replayability.
Dec 23 04:47:00 10m 00s Curse of the Slime Queen A pretty interesting concept - I didn't really like the controls, but at the same time you managed to make something quite interesting and a little difficult with them. You've laid down the foundation for something that could be interesting. <br/>This is another entry that I feel would be pretty good on mobile, but at the same time, changing the control scheme would make such a big difference. I know you were trying to use two button controls but it really didn't feel like it fit too well. <br/>Level design is okay, audio is okay. The HUD is well designed and shows the information that you need to know in a clear and concise manner.
Dec 23 04:52:00 5m 00s The Almighty Spectrum This had a really nice arcade-style feel to it. It took a couple of seconds to grasp the concept, but once I did, I was playing for a little while. It needs some sort of competition though, maybe local multiplayer or online highscores, to add replayability.
Dec 23 04:57:00 5m 00s Tug-o-War An interesting concept. <br/>The choice of music is a little confusing considering it's a fast paced competitive game. <br/>The theme interpretation was pretty cool. The idea of two people on one gamepad is quite unique. <br/>To expand on this, online multiplayer would be a huge enhancement.
Dec 23 05:05:00 8m 00s Saneedling That was a really weird experience. The seed planting seemed to make sense - but I don't know why the first and second phases were separate - they just seemed to do the same thing, and the first phase seemed meaningless. <br/>Eating everything was quite the twist.
Dec 23 05:35:00 30m 00s The Temple of Horyuji A graphically stunning and beautifully designed survival game. Progression was well-balanced and the attention to detail was incredible. It's sorely lacking sound, but with that and some further expansion (making the later days easier and further resources to gather, or adding an amount of time in each level before you can progress to a different map with different resources or something) I think this could definitely turn into something you could sell.