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cudabear

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TimestampSince previousGamecudabear's comment
Apr 19 14:16:00 Cow Duck Fever A nice twist on the flappy-bird formula. I liked how you had to determine when to jump as well as when to shapeshift to the different sized hitbox. <br/> <br/>I wasn't a big fan of not having any control over the height of my jump, I think it would be nicer to be able to jump higher depending on how long I hold down the jump button. <br/> <br/>Graphics were lacking a bit, but communicated the mechanics well. Good use of the theme. <br/> <br/>Well done!
Apr 19 15:23:00 1h 07m Aeons Rest I love this entry! The world looks gorgeous, and I love how it generates and shapeshifts. Great interpretation of the theme! <br/> <br/>Gameplay is seriously lacking, though. It would be nice to have more of an objective! Fighting feels a bit clunky. And since you can't die, theres not much challenge. <br/> <br/>good entry, well done!
Apr 19 15:27:00 4m 00s Sky Panic A solid arcade scrolling shooter. Shooting felt great, dropping bombs felt great! Graphics are awesome. Sound is extremely repetitive and bleating, especially the shooting sound. I had to mute my volume! Would be nice if distance was factored into your score. Nice interpretation of the theme and well done!
Apr 19 21:32:00 6h 05m Existence Wow, I can't believe this game was made in only 72 hours! Everything seems so polished about it, from the gameplay to the art to the music. Everything fit together really nice and enjoyed playing through the entire game! <br/> <br/>My only complaint is that the fighting felt a bit simple. I was able to just mash the attack key and win almost every fight. Even though, it felt really good to fight and beat up those stupid monsters. <br/> <br/>Card system was a bit interesting but underutilized, I could see it being expanded into much more. Right now it's basically a way to disguise an otherwise linear progression system. <br/> <br/>well done!
Apr 19 21:43:00 11m 00s Son of God: The First Transmorpher A really good entry! At first I didn't like the button mashing, but as more forms became introduced I really liked the precision in controlling each form differently. Graphics look quite scary but suit the game, music fits it very well as well. Encountered a couple bugs (when panicing) that can force forms to behave like other forms. Well done!
Apr 19 21:50:00 7m 00s Chaos Very enjoyable, simple gameplay. I played on desktop, but this would be a very enjoyable mobile app. Got quite hectic when I was near death. Made it to 68 shapes! Well done.
Apr 19 22:51:00 1h 01m Shape Quest This game is proof that sometimes all you need is the ability to move in for directions and some collision to make a good game! I liked the different enemy types, it made for some tricky areas to get through. Art is clean and gets the job done nicely. Music was charming! Well done learning a new engine!
Apr 19 23:22:00 31m 00s Shape Escape A solid entry! I loved how it took time to plan and move around obstacles. It didn't really seem like the square had any unique purpose, however. The rectangle and the circle seemed to be able to get the job done on their own. <br/> <br/>Graphics are nice, sound effects provided nice feedback on collisions and death. Well done!
Apr 20 15:28:00 16h 06m Boat! This is an awesome idea! It's a shame you didn't make any more levels. Still, a great game for learning a new engine and workflow. Well done!
Apr 20 15:34:00 6m 00s SandShifter This is an awesome basis for a first-person puzzle game! I actually really wish there were more levels, since it seemed like the levels you developed barely cracked the surface as to what these mechanics you designed could do. <br/> <br/>I loved the art style, really suited the idea of shifting sand. <br/> <br/>My only complaint is that it took a long time to walk between levels, ideally that could take less time. <br/> <br/>Well done, a great entry!
Apr 20 15:39:00 5m 00s yoel color defense I like this concept. It's interesting to have to pick and choose which color you're going to take to attack which enemies. Kind of creates a min-max situation where you have to think about what your next step will be. <br/> <br/>The game is a bit rough, mostly because the collision for the player is where the mouse is, but the box is lower and to the right of that point. If the box was exactly where the mouse was, I think it would be better. I missed a lot of shapes because they were hitting the box but not the mouse pointer. <br/> <br/>The audio is very groovy, I like it! <br/> <br/>Well done.
Apr 20 15:58:00 19m 00s Cactus Ray This feels just like an old tile-based puzzler that you would find on DOS in the early 90's, like Chip's Challenge. And that's awesome! The puzzles were genuinely puzzling without being frustrating, and the mechanics were straightforward. My only complaint is that sometimes it was confusing as to why I died, as the enemies sometimes chose to move into my space (which is enough to kill Red Ray for some reason) when I was moving and other times they didn't. Avoiding collisions entirely helped negate this problem, but I still felt like sometimes I was either getting killed cheaply or was getting away with what should have killed me. <br/> <br/>The music is super groovy! It's a shame you couldn't get it playing in the actual game. <br/> <br/>Well done, a great entry!
Apr 20 18:24:00 2h 26m Monster Punter This game looks, feels, and sounds great. It's really interesting to try and figure out what the weakness of each monster is, both location and type of attack. The only real complaint I have about this game is that it feels a bit unforgiving, and it's easy to die several times upon encountering a new enemy before killing them. After that, not much changes the next time you encounter them. I made it to 900 points! Well done.
Apr 21 17:27:00 23h 03m Double Army I really like this concept! It reminds me a ton of Dynasty warriors - ordering around creeps to do battle for you. <br/> <br/>That said, what made Dynasty Warriors so great was the fact that creeps actively saught each other out to battle, and reinforcements always kept the battlefield active. Your game only makes it seem like you're merely there to escort troops from one side of the field to the other. Bring some over, let them kill some enemies, and repeat. There's not any real reason to shapeshift into the other side when you choose one side you want to win. <br/> <br/>I think there's a ton of pontential in this game, but there needs to be a little bit more going on to provide a reason to swap sides (maybe creeps get suspicious the more you order them around?) and make the battle feel a bit more involved (maybe you can attack, too?) <br/> <br/>My other complaints revolve around most of the feedback being provided via the tiny text at the bottom of the screen. Some unique animations for things like getting caught, changing shape, ect, would have paid off greatly! <br/> <br/>Other than these suggestions, I really thought this was a unique and innovative entry. I had a good time playing it and with some iteration I think you can have a truly awesome game!
Apr 21 17:41:00 14m 00s Conjurer's Quest The premise of this game is very cool! I like the idea of being sent on a quest with the ability to shapeshift into different creatures that can do different things. The art was simple but nice, though animations could have been a bit better. The audio was wonderful, I think I heard at least 4 different tracks, well done there! I quite like the twist ending, as well. <br/> <br/>Now the bad: the gameplay is abysmal. You presented three unique forms of platforming, yet the human form is pointless, the dog form is used once in your level design, leaving the duck form to be used almost all the time. In addition, the collision on your platforms isn't very great, I was often clipping into platforms and getting stuck on the sides of them. I'm not to fond of the controls, either: I don't think you should have to be in the air to transform. I can tell you did this to prevent the player getting stuck in the ground, but I think that would have been preventable via other means. Finally, the left/right movement felt good, but the jumping felt really floaty. Some more acceleration via gravity would have paid off well. <br/> <br/>In conclusion, a wonderful premise with charming music, art, and simple story but very unpolished gameplay. With some improvements on the platforming and more fleshed-out mechanics and level design, I think this could be a really, really awesome game! You've certainly got the building blocks in place. <br/> <br/>Well done!
Apr 21 17:55:00 14m 00s Unbecoming This was a very fun entry! I love how it starts off feeling as though it's a whole different world, and then you realize it was the child's imagination the whole time. Very charming. <br/> <br/>The gameplay was very engaging, I liked how each form had a very specific use and I was encouraged to swap between them often. I think a bit of challenge would have been nice, I don't think it was possible to die or have to restart. But it was still awesome nonetheless. <br/> <br/>I loved the feeling of this game, and the way your graphics presented the story without copious amounts of text to read. That said, I felt the graphics were still lacking a bit. Furthermore, I feel the particle effects were a bit TOO much. There were times where my entire screen was filled with nothing but particle effects. <br/> <br/>Audio was pleasant. It did meld together into one white noise effect when a lot was going on. I loved the voice-over lines for the businessman attacks. <br/> <br/>well done, a very fun entry!
Apr 21 19:17:00 1h 22m Nightshift A ton of content for the scope of the compo! I was surprised how long the game went on for. And that's not a bad thing! You seriously nailed the style of an oldschool game with a modern twist here, from the music to the animations to the opening cutscene. <br/> <br/>I wasn't a big fan of the brutal collision, input delay on swapping shapes, or bird-poop splatter coating my vision, but you seemed to have resolved many of these issues in the "easier" version. When I think of a bullet hell, I usually think of smaller hitboxes to make everything seem that much more "near death" than anything, so I think the smaller cat hitbox makes a lot of sense. <br/> <br/>I like how all the cats hat their genuine uses, but the "loaf" cat really didn't have one. He couldn't even outrun walls sometimes. I also feel like there were some scenarios where it was impossible to avoid taking damage. <br/> <br/>Overall, a very nice vertical scrolling shooter with tons of content, awesome stylistic design, and a great feel to it. Well done!
Apr 21 19:55:00 38m 00s Shape Escape This is a super polished entry! With more content, it feels like it could be a complete game! But for the scope of the Dare, I feel like it had just the right amount of levels with just the perfect amount of challenge. The graphics were awesome, the audio was grooving and had a distinct style to it. I will admit I wasn't super sold on the mechanics of only being able to choose when to change movement types, rather than being able to directly move. But as the levels became more complex, I really appreciated it! <br/> <br/>Well done!
Apr 22 13:06:00 17h 11m The Un-Named Game about Shape-Shifting Hmm. Well, it's a game! <br/> <br/>I think you've realized most of the problems with your game already, based on what I read in your description. So I won't spend too much time talking about the bad. How about the good? <br/> <br/>This is your first Ludum Dare, and you decided to tackle it with a custom-made HTML5 engine? That's awesome! There's also quite a bit to like about this game: you've got nice state switching, functional menus set up the game, graphics that communicate what's going on. <br/> <br/>Glad you entered the Dare! Nobody said your first entry had to be perfect, and I assume you'll only get better for the next Dare!
Apr 22 14:53:00 1h 47m Monstershift Hello, fellow Phaser user! <br/> <br/>I really liked this game. It seems very polished, and the mechanic is both fun and simple to pick up on. Some tutorial text might have helped me realize that you fall through the red colored ground if you're not the red guy, but I learned that out pretty quickly. <br/> <br/>One of the thing I didn't like was how floaty the jumping is. I think it's an easy hole to dig yourself into when designing a platformer, and I know I'm guilty of it as well. The jumping should feel quick, fast, and you should return to the ground quickly. Bonus points if you can control the height of your jump by holding the key down longer (like Mario). <br/> <br/>I feel like the main progression was start as blue guy -&gt; find red switch to turn to red guy -&gt; find key -&gt; exit the level. It would be a lot cooler if you had to transform back into the blue guy for some reason! <br/> <br/>The game is very, very short. I really do wish there were more levels. But for the scope of the Jam, I think the two levels you did release were designed well enough to show of the mechanics you implemented, so this is more of a personal request than anything. <br/> <br/>I really disliked having to go back to the main menu each time I died. It would be cool if the level just restarted. Also, the music probably shouldn't restart each time you restart. Also, sound effects would have gone a long way to improve the experience, for events such as Jump, Die, Land, Transform, ect. Try using http://www.bfxr.com/ to make some quick and dirty sounds to implement and you should be able to see (and hear) what I mean. <br/> <br/>Overall, a solid entry with some noted problems. With some improvement and expansion, I could see this game becoming very awesome. Well done!
Apr 22 15:22:00 29m 00s SuperFishAl A great entry! A few glaring issues, but quite fun otherwise. The art style is really nice, the audio sounds and feels right. The controls are a bit rough, but understand there should be a downside to being the bigger fish. Maybe that shouldn't mean turning as slow as it does, but it certainly made me turn into the first fish to get back on course. <br/> <br/>Most of the problems I think stem from the whirlpools, they can shoot everything across the screen (me, enemies, other whirlpools) and cause everything to get kind of hectic, when the game itself is pretty calm. In a lot of ways it was hilarious and somehow didn't feel cheaty, but in other ways it seemed out of place. <br/> <br/>A great entry. My Furthest score was 388!
Apr 22 15:56:00 34m 00s Flattened A very innovative game! The puzzles were simple but interesting, controls felt nice. The mechanic is really cool, I like swapping from top-down to side and vice versa. <br/> <br/>One problem I have is it's impossible to tell what's in the other dimension until you switch. Some art that indicates what's in the other dimension before you switch would be awesome! Right now, the strategy is just to look at problems from both perspectives until you find a way through. This could be improved if I could plan ahead. <br/> <br/>A great entry, really fun to play and the most unique use of the theme I've seen so far. Well done!
Apr 22 16:10:00 14m 00s Eggplant’s Dynamic Chimerization There is an impressive amount of models and animations in this game! Everything seems so full of life, well done! The music compliments the game well, sound effects are perfectly used, and in general the environment is awesome. <br/> <br/>The gameplay, however, is a bit strange. I guess I'm supposed to run around and hide until a door appears, and then the level gets reset and I do it again? It's not the most fun or engaging, and sometimes you get screwed over by the random shape-shifting mechanic. Rather than hiding with other creatures of your shape, it seems it's best to just hide in a corner. <br/> <br/>This is a great entry that looks and sounds great, but has gameplay that needs some work. Well done!
Apr 27 16:26:00 120h 16m Shift-Re This is an awesome little puzzle entry! The mechanics are robust and easy to understand, and the art style is really nice. One nitpick on the character sprite: it's usually nice to have the sprite face the way you're walking. <br/> <br/>The level design here was simple and awesome. I really would have enjoyed to play more levels! But for the scope of the Dare, I think this was a good length. One thing I thought was strange: some of the levels seemed to rely on you needing to die, and respawn. Also, it seemed strange that the level didn't reset when you respawned. <br/> <br/>A Great entry, well done!