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lightsoda

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TimestampSince previousGamelightsoda's comment
Apr 18 18:18:00 Chub Town Quite enjoyable. Nice graphics and audio. The text could've been a little easier on the eyes though, my only problem.
Apr 18 18:29:00 11m 00s Shape Shifters Fun mechanics, audio and graphics are suitable.
Apr 18 18:43:00 14m 00s Shape Shifters Inc. - A near-future dystopian manufacturing simulator Hah, making me work after work. I didn't stick with it until the end, but it was well executed.
Apr 18 18:49:00 6m 00s Line Square Tower Great mechanics, and good use of them. The ramp in difficulty was a bit much for me, but hey. Well done.
Apr 18 19:03:00 14m 00s Vogue Ninja This is some GML magic right here. Especially for a compo entry. Love the visuals, nice sound effects too.
Apr 18 19:14:00 11m 00s Temple Shifters Some nice twists to the puzzles, not what I was expecting, and it didn't ramp up too fast. Nice music too. The only minor nitpick I would have is the input buffering, but other than that, what's there is well done.
Apr 22 10:44:00 87h 30m You Have to Shift the Shapes Love the feel, the pieces moving around, the wave, everything feels very smooth. <br/> <br/>Some more varied visual feedback based on combos and stuff would be nice. <br/> <br/>Moving stuff without making a match should perhaps have consequences.
Apr 22 10:49:00 5m 00s ORIKAMI Lovely colors.
Apr 22 10:54:00 5m 00s Triple Shift I find it harder to see possible moves, but it's an interesting take on a match game.
Apr 22 11:02:00 8m 00s Edge Shift - Blackhole Took me a bit to figure out what was going on. It's way too hard, after the first couple of pieces I get things flying out that requires me to orbit too fast to collide and switch controllably, IMO.
Apr 22 11:09:00 7m 00s The Formless Had to read your comment to figure out what was going on. Pretty solid little RTS.
Apr 22 11:24:00 15m 00s UPSHIFT Controls felt good, enjoyed the music build up. I kept losing the beat when waiting for pieces to pass through, maybe there was a way to keep going without pause.
May 6 10:31:00 335h 07m Hole In The Wall I stopped at a 100, there didn't seem to be and end in sight, and I about that time realized it didn't matter what part of the wall I went through, I always got a point. <br/> <br/>I mainly noticed things about the level design, so here's my thoughts on that <br/>1) There's no ramp-up, you could have started with a couple of shapes to get the player used to the idea, space the walls further apart in the beginning etc. <br/>2) The current camera shift places the walls too close together, making it hard to see what's coming up. <br/>3) There's no way to make it from far end to far end right now.
May 6 10:46:00 15m 00s Reconfigure Wonderful coherent style. Music, sound and the visuals work well together. <br/> <br/>It feels polished, nice use of all the feedback mechanisms, things blowing up, making noise etc. <br/> <br/>There are things that could be improved for the gameplay, "harder" probably shouldn't mean a barrage of bullets, in your case. What makes a good shmup IMO, is either predictable or dodgable bullet patterns, so if there's a barrage, there should be a way out. At first I didn't get the reconfigure thing, but it seems to be based on a timer, maybe that could've been a more interactive element.
May 6 10:52:00 6m 00s 55 Days It's hard to plan if the buildings are given to you in a specific order :) and the space too small to really have any options. <br/> <br/>You clearly spent a lot of time on the presentation, which is lovely!
May 6 11:02:00 10m 00s Photagogue Silly and pretty funny.
May 6 11:06:00 4m 00s SPELLDOWN! The gameplay gimmick seems to work pretty well. But drawing the same shape over and over isn't very fun. <br/> <br/>The graphics are well done.
May 6 11:18:00 12m 00s Pluto's Tears Well that was sad, but very well made.