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orion_black

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TimestampSince previousGameorion_black's comment
Dec 18 02:34:00 Growing Sakura It took me some time to get used to the controls, but once I did I really enjoyed your game. <br/> <br/>Did you used some mathematical property of hexes to design your levels or just kind of threw them out and checked if they where solvable. I'm asking because I did this thing where I would look for a side and encircle as much as possible(maybe branching in once or twice), then either repeat or work it from the inside to the outside and finally fill whatever remained(here's an example http://imgur.com/0rFyrzH). At the same time there were other levels that I simply couldn't crack that way and took me more tinkering. <br/> <br/>I'm not sure if there's an underlaying principle, it's a good heuristic or it was just coincidence(plus some perception bias from my part hehe). <br/> <br/>At any rate, a remake sounds like a good idea.
Dec 18 03:06:00 32m 00s Folkk I ran into a bug where units would walk out of screen and back(to the input) but never get to their destination(output). As some mentioned visual feedback into what's going on in some structures would be quite beneficial. Likewise knowing prior hand inputs/outputs of structures. <br/> <br/>I think structures supplying only one output and distribution lines using one tile creates an interesting logistical dilemma, maybe that's a possibility space to explore. <br/> <br/>I quite enjoy strategy/resource management/... games, if you keep working on it give me a shout to see how it turns out
Dec 18 03:43:00 37m 00s Hearty's Quest I can totally see how simply "fixing" the controls by allowing to move in whichever direction you want would break the game. At the same time, I also found the controls cumbersome and, at some points, got the feel that I was waiting instead of actively solving the puzzle(which wasn't the case). <br/> <br/>If you were to build upon this I would suggest to allow four-way movement but having it "cost" turns instead(and showing it explicitly). So that for example moving up, when looking up costs you one turn, two when looking left, three when looking down and so on...
Dec 18 04:07:00 24m 00s Growees As many have said your overall presentation is amazing and quite impressive for a jam. On the other hand, the puzzles themselves were mostly trivial, a direct result of this being a well-known puzzle. Having said that, I'm sure plenty of people would enjoy relaxing with a mobile version of this.
Dec 19 16:42:00 36h 35m Spirit Hearts At first dragging blocks around was kind of a turn off. I was like: Is this going to be another one of those? but then I realized you can use them as a shield. If you were to take that idea and give more versatility to that mechanic I think something quite interesting could come out of this. <br/> <br/>BTW, you can potentially get trapped on the bombs room. If you drop the gray box while attacking the red enemy you can't get it back. It isn't that much of an issue but in bigger/more convoluted levels it certainly would be. <br/> <br/>Good sprite work and music selection.
Dec 19 16:45:00 3m 00s White Rose The background/splashing effect was quite nice. <br/> <br/>As many have mentioned a more fleshed out combat system would have a great impact. I get the impression you weren't going for a extensive-moveset-combo-oriented-combat kind of thing. Still, you could make it so that each subsequent attack takes a bit more time to execute/land and maybe increases your attack travel distance by a very little bit. That mixed with the knockback enemies get(and maybe some hitstun) would create this situation were you have to attack more carefully. Just some ideas from the top of my head.
Dec 22 17:32:00 72h 47m Emergency Cleanup Interesting take on the theme it reminded me of snaking in Mario Kart. I think the game would greatly improved(have a more fluid feel) from either having a more open, less angled level design or "rounding" collisions with corners. <br/> <br/>Given that I self immolated a couple times when miss shooting laser emitters I would say breaks and a shoot button could considerably improve your game. Even without, I really enjoyed the level of movement expressiveness packed in just two buttons.
Dec 22 19:26:00 1h 54m Lokator First of all your models and animations are really good. Now, considering you were going for mood I think you should pay more attention to movement. For instance Teddy's animation gives a sense of difficultness of movement that clashes with the sensation of how Teddy actually moves and also the corresponding physical input. Maybe this sounds too nitpicky but imo that kind of little details is precisely what really makes or breaks this kind of game. <br/> <br/>I'm not sure how you actually manage the logic of your movement but by moving the mouse left and right(fast-ish) I was able to climb to the highest point on the map and walk out of the level. I reckon this "technique" could also be use to escape that dreaded crater.
Dec 22 21:17:00 1h 51m Snake Scape Easy mode didn't worked(I got it from itchio), had to play in hard, which indeed it was :). I agree that there should be some kind of visual telegraphing so that it becomes clearer at what frames movement happens in relation to the grid. At the same time, not knowing certainly adds an enjoyable element of tension, particularly when you are about to finish a level. <br/> <br/>While the puzzle aspect is mostly a means to better fleshing out the action side of things(the best part imo). You probably want to add more options so that they aren't readily apparent. <br/> <br/>Your music is superb, the increase in bpms works wonders. <br/> <br/>@Foxtacy: Depending on what make you disliked about haxeflixel it probably hasn't gotten better. AFAIK the structure of the api hasn't changed a lot(also, I'm not sure since when we are talking about XD), but I'm aware they've changed a lot of the underlying(openFL/lime) stuff. This http://www.fortressofdoors.com/openfl-for-home-game-consoles/ talks briefly about the current(kinda, it's like 6 months old) state of things. <br/> <br/>Also, you should try codelite, a light and quite functional IDE.
Dec 22 21:47:00 30m 00s The Star War Osmos? agar.io? I guess you guys never heard of Shark! Shark! :) <br/> <br/>Your intro was kind of funny.
Dec 22 22:01:00 14m 00s Super Mower Bombs appearing out of nowhere is a major annoyance. It mostly works like a slot machine.
Dec 22 22:49:00 48m 00s OVERGROWN . UNDERFED The main issue, I would say, is that the best parts of Risk of Rain come from the staggering amount of systems/subsystems working and clashing with each other. A design philosophy nearly antithetical with Ludum Dare. <br/> <br/>Good results for just 72 hours, but as a game, even more so if compared to Risk of Rain*, is quite lacking. Thumbs up, keep at it. <br/> <br/>*The comparison is meant in regards of capturing the good parts(not a proper one), a complicated task to achieve in just 72hrs.