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Solifuge

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TimestampSince previousGameSolifuge's comment
Apr 20 22:31:00 Soul Shifter Neat concept! The sword combat style reminded a bit of the original Prince of Persia, and having to remember to stay close to a body to have an extra life was neat. <br/> <br/>Mechanically, I think it'd have improved things if you gave a short wind-up for attacks (yours and enemies), so you could potentially predict an incoming attack and block it; as it was, blocking didn't really serve much purpose, as it relied on pure chance. Also, the mechanics for respawning encouraged players not to move forward, which worked at odds with what you wanted the player to do to win; some mechanics antagonized others, rather than working together. <br/> <br/>Sounds were rather loud compared to the music, but I loved the retro-sounding audio compression. Pixel art and particles were nice, if the colors were a bit muted. Also, noticed a bug; an enemy I was fighting seemed to die, but didn't change animation states; they couldn't be hit, attack, or move anymore, but stayed on their feet and animated as though alive. <br/> <br/>Thanks for putting this together. I had fun!
Apr 20 22:47:00 16m 00s Almost Robot The platforming didn't feel very good; jumping sometimes didn't work at all, collisions seemed off, and the movement was sharp. Also my robot could walk with feet on her head, which was kinda weird? <br/> <br/>Pretty nice pixels, and I appreciated the different songs. Neat concept too! Something like this, combined with resource-gathering and part buying could make for a really nice complete game. Thanks for putting this together!
Apr 20 22:57:00 10m 00s Element Smash Nice graphics and soundtrack; really great feedback to the actions. Loved the use of color, and the particles in the background. The mechanics were simple, and the platforming was pretty well-done, if kinda floaty (I just spammed attack and floated for a while as the AI kept jumping into me). I didn't notice much difference at all between elemental types, and seemed to knock the opponent the same distance most of the time. It'd have been nice to have more variety of actions; for a LD, less time spent on graphics and more spent on creating gameplay goes a long way!
Apr 20 23:22:00 25m 00s Werewolves in Shibsington Was actually thinking of doing something Mafia-esque with Hitchh1k3r this time, but we went with something else. Loved how you executed this! First person Werewolf... very cool. <br/> <br/>Loved how you could use observations, statements of fact, note-taking, and deductive reasoning to figure out who was who. The variety of visually distinct character designs and the style in general were charming as hell. <br/> <br/>Personally, I was ready to kill Purpster anyway because they dressed like Skater Waluigi and their name sounded like Perpetrator mixed with Puppy, but I was glad they turned out to be a Werewolf. Also Bertram, you wouldn't have seen Invisibilly inside last night; it's kind of his whole thing. <br/> <br/>Thanks for putting this together!
Apr 20 23:32:00 10m 00s Shadow of the Red Hand Brilliant use of shadow puppets for everything from user interface to characters to platforms. Loved how the hands were revealed when turning, how the guitar and orange glow came in when the Red Hand was close, all that. Platforming was great too; excellent polish all around. Thanks a ton for putting this together!
Apr 20 23:53:00 21m 00s Blue Moon I liked the atmosphere, the visuals, the water shader, and the sound quite a bit. Was fun juking and hopping around shots, though I wish I had a way to remove the threats from some areas; perhaps tricking poachers into shooting one another or something? Also, some cost or mechanic that limited how often you could shapeshift, or changed it in some other way, might have been neat. As it was, it was a bit slow, but I enjoyed playing it; my record was 65/100. Thanks for putting this together!
Apr 21 00:02:00 9m 00s Deershifter At first the cards seemed to not matter, but then I died on level 4 without warning (I think because of them?); I'm not sure why, or what I was supposed to do in regard to their attacks other than shooting them. I also missed a target early on, and had to wait to scroll back through all of level 1, which was pretty frustrating. Nice artwork, and I appreciated the Karateka and other references in the background. <br/> <br/>Very silly game. Thanks for putting this together!
Apr 21 00:40:00 38m 00s Party at the Knightclub Some of the character designs and sense of humor reminded me of Pen Ward. Really loved the lumpy low-poly meshes with oekaki-looking textures. And the music... those instruments were fantastic paired with the slightly off-pitch samples that sounded like old vinyl records. Loved the "In da club" song too. The brief snippets of characterization via dialogue and weird world-building was a lot of fun too. <br/> <br/>I got to the prison, but invisible walls and a large eggplant-guy won't let me get my body back. Was sad to see it end, and would love to see this more fully realized, or maybe used as a conceptual seed for something bigger. <br/> <br/>10/10. Would be stuck forever as a Wuff-Wuffaing Shnozdog again.
Apr 21 01:26:00 46m 00s Rectomancer This was a lot of fun! Enjoyed the puzzle design, and the simplicity of the core mechanic. You got a lot of mileage out of flipping rectangles! The level with the 3 stacked blocks was by far the toughest one for me, but I was able to beat it. Loved the catapulting, and getting smashed by the occasional mistakenly swapped block.
Apr 23 00:03:00 46h 37m Totem A game featuring archery does not a Towerfall Clone make, guys. &gt;:I <br/> <br/>I could praise the fantastic pixel art, the simple and readable sounds, the clever take on the theme, and so on... but I'll try to keep it brief. <br/> <br/>A+ Platforming and level design. For example, I was worried I couldn't reach Horse's tipi after I defeated Eagle and lost my double jump, but I was glad to see that you left a horizontal platform that you could long-jump from using Horse's speed boost (as long as you still had Horse, you could reach Horse). <br/> <br/>The idea of a game where the player decreases in power over time, rather than increasing in power was a brilliant tweak. As you the player get better at the game, your handicaps and advantages are taken away, which is a brilliant way of creating rising tension without "artificial difficulty" like stat bonuses and harder bosses. This sort of inversion of Power Fantasy tropes in games is something I'd love to see more of. <br/> <br/>I couldn't figure out what Vulture or Rabbit did. Snake as a Totem was overpowered as heck; the only form I really used against bosses, due to that damage over time. That snake boss fight had a pretty brilliant touch too; despite you not having access to poison arrows anymore, you could pin snakes along the arc of your arrow, and poison Snake that way. Finding that out was one of my favorite moments. <br/> <br/>Thanks so much for putting this together. It's games like this that raise the bar for what folks can do in a 48-hour Ludum Dare game.
Apr 24 22:37:00 46h 34m Strata: The Shapeshifting Microworld A nice simple maze-runner. The theme idea was neat, but didn't seem to happen often enough to make the gameplay feel strongly connected with the Theme. The lack of textures (or even changing colors) hurt when trying to create a sense of motion, or help me navigate and remember landmarks and corridors in the maze. For input, using WASD and arrows was a little awkward as well. I'd suggest WASD for Movement and QE for turning. Faster turning and movement would help a lot as well, since the gameplay was rather slow for a game heavily focused on maze navigation, and trial and error. <br/> <br/>Honestly, I found the pace of the game and the lack of apparent progress (and the lack of a way to see what progress I'd made) rather frustrating. Games meant to be played slowly or meditatively are fine, but it's also important for game developers to be aware of and respect their player's investment of time in playing, too! A birds-eye map of the tiles you've explored so far would help create a sense of progress; even just a tiny box of nearby walls and tiles would help in navigating and remembering where you've explored if you wanted to preserve the feeling of being lost. Also, when progress isn't being made, it helps to give players small bits of positive feedback or encouragement, like the "reward" of getting a new song in the background, a new level mechanic like the automatically sliding walls, some new visual elements to see, or even just a new color of wall! Part of game-making is convincing the players that your game is worth playing for a bit, and will be fun, interesting, challenging, or otherwise engaging. <br/> <br/>That all said, thanks for putting this together. Keep making cool stuff!
Apr 24 22:58:00 21m 00s Wobble Yoga Very funny, and a good bit of fun to play! I think removing the background music and sticking with the sounds might have been better; it wasn't bad music, but the loop was very short, and it was starting to bother me a bit by the end. Loved the papercraft-looking solid color art style. Really appreciated the Spacebar as a "Stand Up/Reset" button too; posing the character had all the fun of QWOP or Toribash, but minimized the frustrations of being stuck in a pose you couldn't figure out how to escape from. Very well done, and in such a short time span! <br/> <br/>Thanks for putting this together, and for sharing it with everyone.
Apr 24 23:14:00 16m 00s SUPER SHIFTER Solid art and sound design! Very impressed by the rocking level tunes, and the solid firing sounds. <br/> <br/>The Captain Forever style ship building mechanic was a lot of fun. Slowing down time but not pausing the game entirely was a really good choice; the bullets kept flying, and created a great sense of tension when trying to build yourself up in the heat of battle! <br/> <br/>Due to the design, the only real way to play was to stack guns horizontally, and didn't change that ducking and weaving was the only way to defeat enemies and not lose your weapons; some more meaningful strategy or choices would have benefited the game greatly. I'd love for an ability to shoot past my own modules (maybe special modules, or the fins, or just all your own modules) as a way to make a sleeker ship with more focused guns, or of armoring up the front of your ship. Perhaps penetrating or beam-type enemy shots could have made that strategy dangerous (many good guns in a row could mean you lose everything). More weapon behavior variety would have helped get around that as well; mouse-aimed turrets, angled spread guns, modules designed for ramming, and whatever else. <br/> <br/>Thanks for putting this together; I had fun playing it!