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| Timestamp | Since previous | Game | Omiya Games's comment |
|---|---|---|---|
| Apr 19 23:46:00 | MODE_SHIFT | Had a lot of fun playing through the game. Vertical shooting is really useful, but since you can shoot in 2 directions there, why not make the horizontal shooting also shoot backwards? The gold as power-ups was visually not obvious, but I did eventually figure out their function. | |
| Apr 20 00:07:00 | 21m 00s | CYGLiDE | Liked the control scheme and the patience it requires to get used to it. That said, it's somewhat aggravating to find yourself stuck in a valley, unable to get up because you're panicking and moving the mouse cursor super-rapidly to get out. Thought it was a really relaxing experience once I got the hang of the controls. Not a fan of all the clipping bugs! |
| Apr 20 01:17:00 | 1h 10m | SUBJECT 26 | Had a lot of fun playing the game! Basically ended up getting all endings, all butterflies, and all bugs! <br/> <br/>Would have liked the character to move a little more quickly. Additionally, a few "collect butterflies" mini-puzzles were a bit easy. Later levels in particular felt much easier than earlier ones. Could have built up more complexity as one gets farther into the game. |
| Apr 20 02:20:00 | 1h 03m | Splitter Critters | What an extraordinary game! I like how you were able to juice out as many puzzle ideas as possible while sticking to one simple mechanic. Could use some fast-forward button to make the character move faster to get over some patience-requiring segments of the game. Also, the big-wall-turned-to platform mechanic, while taught early, came in very late at the last level, making it an easily forgettable and cryptic puzzle element. <br/> <br/>Greatly enjoyed the game, would love to see more. <br/> <br/>P.S. could use some fine-tuning with those colliders. Those Ruffians failed to die on my lava! |
| Apr 20 03:27:00 | 1h 07m | Parts Needed | The audio design was really good, and the graphics remind me of the older horror games that left the player with a lot of creepy imaginations. I also really liked the part where you were reconstructing a humanoid body. <br/> <br/>I did, however, think the game did not have a good mechanic-to-story integration. Mechanically, it feels like a collect-em-all with some occasional switches. This doesn't quite fit with the dark, oppressive universe you've created, and a single-text ending really pulls you out of the game. Feel like that can be worked on a little more. |
| Apr 20 03:53:00 | 26m 00s | Geomorpher | Music was good, but I would have liked it if the incoming shapes were also to the beat of the music. I wasn't a fan of the number buttons being used as a method to change shapes, either. Perhaps directional keys would have been more intuitive? <br/> <br/>Pacing was my biggest problem, though. I think it was too slow in the beginning, and wasn't engaging enough to bring me to the last few stages. |
| Apr 20 04:40:00 | 47m 00s | The Core | As of the current implementation, the "robot buddy" seems less like a pet-caring simulator, and more like a simple RPG equipment management simulator. While I find the upgrading concept compelling (I like upgrades), there doesn't seem to be a specific mechanic that encourages different ways of playing on-the-fly. I think there's a huge potential there, given the plans you've revealed during my stream. <br/> <br/>Anyway, keep it up! It's a great start! |
| Apr 22 22:25:00 | 65h 45m | Political Potato Heads And Their Buckets of Polls | Well, it was creepily accurate at depicting my ideal candidate. I should probably contact the Feds about this. |
| Apr 22 23:42:00 | 1h 17m | The Materialistic Shift | Had some fun solving these gated puzzles. Would have liked an option to see the entire map. Also, some levels seemed to have dead-ends that, at least from my perspective, served no purpose. Would have liked to see those things removed. |
| Apr 23 00:57:00 | 1h 15m | The Combinator | The battle system was too simple for me, especially when the Metal Juice, etc. were not accessible from the items screen. Because of this, it required the sort of planning where one needs to know what the future monsters are. If one didn't prepare properly, there seemed to be little backup-plan to escape from that scenario. This made the game harder than necessary, I feel. <br/> <br/>The inn not being open was a bummer, too. At least the drunkard was nice. I think. |
| Apr 23 01:38:00 | 41m 00s | Slime Quest | Had quite a lot of fun with this puzzle platformer. Dash in particular was really satisfying, and the levels were well-balanced. I would have liked the up arrow key to be the "climb-up-wall" controls, as the "move right to climb up" isn't nearly as intuitive. Checkpoint system would have been nice, too. <br/> <br/>Overall, great job! Had a blast. A slimey blast. |
| Apr 23 02:02:00 | 24m 00s | Monster Jumper | To be honest, I'm not a fan of typing out the shape of the hole to pass through. While an interesting idea, the game fails to take into account the time necessary to type certain shapes out, leading to a lot of unnecessary frustration. <br/> <br/>I do think the art is great, and the title animation is smooth. This tells me your team has a set of incredibly talented animators, so I was disappointed that the in-game animation mostly relied on physics. I'm curious how that came out to be. |
| Apr 23 02:44:00 | 42m 00s | Cliff Shift | I was really confused with the objective of the game, and due to low health and strong steering by AI, I was easily frustrated with the game. My first reaction was to collect fuel-cells for as long as I can, which I found out did not necessarily help all the time. Only as I flew over the cliff did I notice there were more on the other side. <br/> <br/>I think an objective presented early on, as well as making the other side of the cliff more visible would have dramatically improved my experience. The driving felt pretty good, and there's a sense of rhythm behind collecting fuel cells. The AI could be a little more nicer though (or decrease the number of enemies). |
| Apr 23 03:42:00 | 58m 00s | Mirror's Polygon | The ghosting and climber shapes were actually really cool, and open up a lot of opportunity for new level designs. That said, the shapes in my opinion do not move or fall fast enough. There was a lot of moments where the game tested my patience due to slow movement. Additionally, I feel the climber's bouncing behavior was rather unpredictable, and perhaps a different shape, such as a triangle or star, would have provided a more predictable outcome. <br/> <br/>Lots of speed running potentials! |
| Apr 23 04:00:00 | 18m 00s | Zedhus | Actually had quite a lot of fun for something that appears very rough. The controls feel tight, AI feels fair (if a bit few-and-far-between) and the upgrade system feels great. Obviously, a whole lot more art and sound would go a long way in making this a more enjoyable game. But there's charm to it I like. |
| Apr 23 04:19:00 | 19m 00s | PacShifter | This was a really good take at Pacman! I really liked what you've done here. I didn't expect the Pacman layout had potential for puzzles with a single change, so well done there! <br/> <br/>Got stuck at level 5, which the way it demands perfection is rather annoying. I would appreciate the powerpill to be more lenient in the time it provides you to remain as a ghost. Alternatively, design levels that are more forgiving. |
| Apr 23 04:37:00 | 18m 00s | Don't Look at Me | An interesting experience that certainly creates a form of meta that is surprising as well as intriguing. Would like to know more about what was planned in this game. <br/> <br/>In a way, I kind of like the ambiguity of the game, including the part where it turning off on you is a debatable bug vs. feature (I think it's the latter). I'm kind of torn, however, if I feel it's too ambiguous for me to experience an attachment to the game or not. Still, it's a very interesting take on the theme. |
| Apr 24 22:48:00 | 42h 11m | 2ShiftDrift | Unlike the rest of the comments, I figured out the controls almost immediately, as well as being able to boost into crystals. That said, I had a hard time discerning what was a health bar. <br/> <br/>Personally, I think the idea is good, but some of the implementation needs work. While the side-by-side movement feels good, the forward and back might need a bit of work, as I felt it was a bit difficult to dodge some helicopter attacks. I also think the pacing is very slow, and the hazards could have came in sooner. |
| Apr 24 23:18:00 | 30m 00s | Slime Tech | Got up to experiment 8. Had a good bit of fun playing this physics-based puzzle game about directing particles to charging shapes. Cool stuff. <br/> <br/>I do agree with a lot of commenters on the game difficult, and I'm wondering if the reason why is because the path of the particles are currently a bit unpredictable. Would putting borders on the range of attractors help? Perhaps the background could bend or even provide a heat map of how strong the attractions are. Either way, a bit of visual information might help a long way in providing a more predictable puzzle game. |
| Apr 25 18:38:00 | 19h 20m | Flutterby | The combination of pixel art (which seems to be based off of vector art) and vector art made it hard to distinguish what you're controlling, and how to play. There were places that flashed a lot, and I wasn't sure were safe for general public. <br/> <br/>For a game meant to be experienced, I think the current abstract graphics actually hurt the game than helped. It was hard to distinguish what was what and where, making it difficult to discern what anything represented. I feel the beginning stages could have controlled faster but slowed as your character grew larger, similar to the final stage. The faster controls would have made the game more inviting, so I would be sold on the experience more quickly. My opinion, though. |
| Apr 25 23:18:00 | 4h 40m | The Morphing Manor | Had a lot more fun with this game than I realized. The key strategy I found was simply to trap the soldier in the starting room, then starting shifting it until it's directly adjacent to the goal. Made it up to level 6 with this simple strategy. <br/> <br/>I do think the direction the soldier moves could be more obvious. For example, since you already have arrows indicating the direction the row/column will move, it'll be nice if the soldier's direction of movement was also displayed while selecting the row/column to move. |
| Apr 26 23:59:00 | 24h 41m | Exhuman | The presentation, including the graphics and audio is really impressive. The sound effects could have been less repetitive, but otherwise I thought they were solid. Animation could use a little polishing, too, but I figure in both cases, it was just a lack of time. <br/> <br/>I think the controls were not great, especially the long range aiming. The range of the melee attack is difficult to tell as well. Combined with the wind-up, it makes it hard to land hits on enemies. The enemy attack, I think, could also use some balancing, as it felt unfair. Overall, the game shows a lot of promise, with a lot of the polish in the right places. There's just a few more to put in there to make it a great game! |
| Apr 27 01:13:00 | 1h 14m | Meepies | Thought the puzzle were really well-thought out. Would have liked a reset-puzzle button, as well as a fast-forward button to make the meep move faster. Graphics could use a little more work, too. That said, I can tell the design of the game was put together with care, and it really shows. I felt good beating the game! |
| Apr 27 02:54:00 | 1h 41m | Shape Shuffle | I really, really liked climbing up walls with the sword dash. You should design a game entirely around that feature. <br/> <br/>It's pretty easy to tell that you made this game in panic. A lot of features I would consider to be expected are missing, including invincibility frames, enemy knockback, juice (see Juice it or Lose it on Youtube if you haven't seen it already), not being able to stick on walls, etc. But there was certain charm in the game's broken state. |
| Apr 27 03:28:00 | 34m 00s | CatKoonBut | Actually, I thought the first stage being brutal was rather fitting, given you're a caterpillar. I was less of a fan of the camera being so close to it, though. I definitely thought it was an interesting experience, and there were many places where it definitely felt like you hit the mark. The cocoon stage, for example, requiring you to wait a minute and hope for the best, was a really brave design decision. That said, to me, the butterfly stage was most broken. For a control scheme that's meant to make me feel free, kept me grounded and myopic due to the flowers stuck into the ground, and thus, giving me little reason to explore. I think that stage could have used a little more work. |
| Apr 27 03:59:00 | 31m 00s | Dustin Finamore | I feel the game mechanic itself is solid, and workable. I do admit, however, that the implementation needs a bit of work. Personally, I had a lot of situations where certain arrow keys would not function. This created a lot of scenarios where I was frustrated for the controls not working while running right into a hazard. <br/> <br/>Also, personally, I think the graphics is rather flashy and distracting. I would like to focus more on the stage, hazards, and the Swedish fish, and less so on the background candy canes, purple vapors, and foreground lollipops. It doesn't help that the fish covers the text, either. |
| Apr 27 04:23:00 | 24m 00s | jelliskul | I thought the game was quite adorable and approachable, but the number of times I had to restart the game after hitting a bug was numerous. It's a bit of a fun-killer if the experience ended up being so buggy. <br/> <br/>Kind of liked the dark sense of humor behind the worse endings. I dunno, they worked for me. |
| Apr 29 22:55:00 | 66h 32m | Makeshift | Liked it a lot! Had to really experiment with what creates the most amount of applause, but eventually I managed to hit the 30000 mark. A little more transparency in the scoring system would have been nice, e.g. having a number pop-up every time a shape was pasted onto the dress. I do like the interpretation of the theme, so well done with that! |
| Apr 30 00:01:00 | 1h 06m | Shicken | Pretty neat game. Thought the platforming was fair (despite my stream's frame-rate issues), and the puzzles were straight-forward. I thought it was a little too simple, and would have really wished to see the different items be used in interesting combinations. As an example, it'll be cool to stack blocks by turning one into a chicken, throwing one on top of another crate, then returning the chicken into a block again. |
| Apr 30 00:34:00 | 33m 00s | Perception | Thought this was a really fascinating experience. The two things that really bogged me down were not knowing which type of bad things I was hit by (wall vs. green orb), and the ambiguous instructions on what the game's objective is. More clarity early on for both of those accounts would really help. |
| Apr 30 00:54:00 | 20m 00s | SHAPE.SHIFT() | The middle holes are absolutely evil! I thought this game was really addicting, and the fact that you kept things to a minimum (two shapes to change to, 3 tracks) helped the game immensely. That said, the analog up-down controls makes it difficult to play, especially when the middle hole appears. I also think the game could be a little more forgiving in the gaps between one hole to another, but that is my opinion. Flappy Bird got away with making the gap infuriatingly small, so maybe you can get away with it, too? |
| Apr 30 01:15:00 | 21m 00s | Booba Loomba | I had some decent fun with the game. Personally, the game really made me dizzy, and I would have liked to have mouse controls instead of arrow keys so that I could angle the level more accurately. Additionally, is it just me, or is the momentum of the character really, really strong? After rotating the stage, I personally expect the character to fall directly downwards, and while the momentum from the previous movement will affect the character, only for a brief amount of time. Instead, I struggled to get the character to stop bouncing off of walls, and go downwards. |
| Apr 30 01:34:00 | 19m 00s | Paranormal Investigator | Huh. Found this game to be pretty easy: I figured out what was the shape-shifter within one blackout on the second play-through. <br/> <br/>I think the core concept is pretty good. Personally, I thought it was a little too simple, and could use some help extending the idea with more elements. I also wasn't a big fan of the strictly-top-down-view, as it made it harder to discern certains objects from any abstract shape. A more old-school Zelda-like perspective would have helped. <br/> <br/>I really loved the text on each individual object. They're silly, but do a whole lot to give the game some personality. Think I got too distracted with it when I played the first time. |
| Apr 30 02:02:00 | 28m 00s | Quad Vector vs the Quantum Cats | For a game that has solid presentation, the controls were unrefined mess. The fact that turning would very quickly reduce your vehicle to a halt was frequently annoying, especially when trying to collect shapes at the opposite end of the road. The gear-shift allocated to the mouse, AND requiring natural gear-shift movement, was terrible when I needed to also focus on the road at the same time. <br/> <br/>I was not able to discern an end state to the game, which meant that the cats felt like mere distractions, and the shape collecting was pointless ways to increase points. In other words, I felt the game was without objective. <br/> <br/>To be honest, I do genuinely there's something interesting going along with the game. The need to switch the car state while collecting things is interesting. When the car does move to full speed, collecting shapes actually becomes fun. But because of how disjointed the controls feel, I felt like I was fighting the game the entire way through. |
| Apr 30 02:30:00 | 28m 00s | Trial 21 | Very solid concept, enjoyed the intuitive level design that taught me through the basics. I personally thought the combination of different to achieve more complex platforming was great. Personally, I feel the wall-jumping controls could use a little polishing, as I'm compelled to move in the direction I'm trying jump to *before* I push the jump while clinging to a wall. Additionally, I'm not a fan of J/K/L as method to change forms. Music and background graphics stuck me as pretty boring, too. <br/> <br/>Would love to see a longer game. I believe it's in the right hands, and you all show care in your product. |
| Apr 30 03:19:00 | 49m 00s | Altered Beard | I cannot count the number of times I've screamed, "why?" at the game. The lack of invincibility frames makes this game absolutely brutal. Additionally, with the barrels glitching and appearing on wrong platforms, it made it very easy to die in the game. While I do appreciate the well-drawn artworks, I think the difficulty of the game is the first thing that needs to be polished. I don't like it when the barrels can literally hit me twice, and enemies 3 times. It makes every hazard in the game one-touch kill, and given how unpredictable certain parts of the levels are, this only added to the frustration. |
| Apr 30 03:35:00 | 16m 00s | SHOOTING GAME THING | Feel the game got too hard, too fast. While it's nice that the mech shoots more, the fact that it travels slower, combined with having a larger hitbox, made me avoid it entirely. I realize certain enemy formations encourages the use of the mech, but to me, surviving is a priority I'm not willing to risk. Coming from that perspective, the game strikes me as a average shoot'em up. |
| Apr 30 04:03:00 | 28m 00s | Devil's Hand | Wow, did not expect my heart to race while playing this game. It's a real thriller. Controls were smooth, though I would have liked a "jump over the fence" option. The game difficulty definitely felt fair. Had a lot of fun. <br/> <br/>I think the audio, especially the sound effects, could use a little more variety. It sounded all the same to me, and made it very repetitive. I also would have liked more feedback when an enemy got hit. It didn't seem they flinched when I shot them while they had their life full. <br/> <br/>Additionally, there seemed to be a bug at the last level where a door in the first enemy gauntlet would not open (enemies could still fire through the door, though). This was a bit of a bummer. <br/> <br/>Overall, had a lot fun, and would definitely play again! |
| May 3 23:25:00 | 91h 22m | Flames and Shifting | I would have liked it if the collision area of the fireballs were more clear, and hover gave me aerial controls. As of right now, I did not know what hit me, what the range of my attack is, and why one thing got hit. It's a bit of a fun killer if one doesn't know the effectiveness of their action or the enemy's action. <br/> <br/>The lighting was really good, though, and I did manage to defeat Fred the witch. |
| May 4 01:18:00 | 1h 53m | Pixel Pets | Wow, the grinding wasn't as bad as I thought it was going to be. Would have liked to purchase multiple times while visiting the shop. Did like the fact that the game is controlled entirely through mouse. <br/> <br/>Honestly, the game didn't pose much of a challenge. That combined with the simplistic gameplay left a short and kind-of-OK experience. Would have liked to see some more customization options or higher difficulty than what I experienced. |
| May 4 03:31:00 | 2h 13m | The Mining of Life | The cat is amazing. Thought it was pretty funny, too. <br/> <br/>I think the puzzles were a little simple. I think it could have used a little more complexity and different item stacking combinations for more potential. I also think some text could be shortened, such as the "Hey, there's a block over there!" *whole block of text explaining how to possess a block* At this point, I already have a clue to possess the block, so the latter text felt really unnecessary. |
| May 6 19:22:00 | 63h 51m | Super Sentinels | I feel robbed by that ending. That cliffhanger.... <br/> <br/>I DEMAND A SEQUEL! |
| May 6 23:28:00 | 4h 06m | Metamorphic | Well, I apparently got the "everyone is pretty" ending. <br/> <br/>Thought the puzzles were OK. Not a fan of the mazes. Wasn't sure what boost did. <br/> <br/>I would have definitely liked it if the character moved faster. |
| May 6 23:35:00 | 7m 00s | Malformed | Fun game but wished there was more room to move around. |
| May 7 00:31:00 | 56m 00s | Figurophrenia | I thought the visuals were great, but at the same time, distracting. The UI in particular could use some work. I was not a fan of the fact that the character head obscured a lot during the game play. Additionally, the aiming reticle is hard to make out from the debris. I would have liked to see the order of the shapes when scrolling through them as well. <br/> <br/>On the positive side, I did have fun. The presentation is really good. I also really liked the different weapon patterns that required me to change my strategy on the fly. Those darn circle enemies were the worst (but in a good way)! |
| May 7 00:39:00 | 8m 00s | Amyounition | Good game. Didn't like the delay when pressing a button and being able to move. |
| May 7 01:48:00 | 1h 09m | Symblyx | Had a lot of fun playing this puzzle game. The shapes being in the same column/row never merging tripped me a lot, but it was a challenge worth overcoming. <br/> <br/>Personally speaking, I would have liked arrow keys controls rather than the mouse. The mouse would make more sense on touch screen, but I definitely wanted to be able to select the row/column more quickly than what I had right now. |
| May 7 03:36:00 | 1h 48m | Weapon Shifters | I liked the constant weapon-changing. Certainly appreciate the need to re-evaluate your situation. <br/> <br/>The screen shifting was erratic and weird. It didn't help that it made for a few leap-of-faiths, which I'm not a fan of. I think the ducking is somewhat poorly integrated, as it makes your character over-powered in the grand majority of the game. The most dangerous enemies often can't shoot you while you're ducking. Would have also liked some more feedback on whether an enemy was shot or not. |
| May 7 04:12:00 | 36m 00s | StickRun | This is the most endearing and positive experience I've had in a long time. |
| May 7 04:29:00 | 17m 00s | Imperfection | I certainly appreciate the unusual interpretation of the theme. Thought the game had its interesting perks. I was really confused by the distraction mechanic. I couldn't tell which hand the board was focused on, and why. Knowing this would have drastically improved the experience. |
| May 7 04:54:00 | 25m 00s | Magic Forest | Adorable collect-a-thon. Definitely add audio next time! |
| May 9 01:06:00 | 44h 12m | ANTIGRAVITY | Made sure to save very, VERY often in this game. Had a lot of fun. Has a nice pacing, and a strange sense of humor. I like it! |
| May 9 04:52:00 | 3h 46m | Rude Bear Requiem | Thanks to the first comment, the plot twist has been ruined for me. The premise was interesting, and the music is great. The animation has a certain charm to it, and it was clear a lot of anti-frustrating measures were added in to create a streamlined experience. Overall, had a pleasant experience. <br/> <br/>Due to the lack of variety in the world's visuals, it's easy to get lost in the game. I feel like the game could have used a bit more sound effects, such as the rain sound. The camera is also completely out of wack. It was hard to focus on any single element because the super-quick camera attempting to follow the direction where you're going vs. what you actually want to focus on. <br/> <br/>It's also a pet peeve of mine that the game is basically a fetch quest with a few escort missions thrown in (not a fan of either of those). The latter half did a better job of adding gameplay variety, and I was a fan of the after-story when the other personality subsides. |
| May 9 19:15:00 | 14h 23m | Do-od | Very solid game, with a ton of levels. Found the path the character was going to take difficult to predict. Would have liked a real-time path-predicting so I can better plan my course of action. Excellent job! |
| May 9 22:46:00 | 3h 31m | Another Dimension | Most puzzles were pretty good, but any level requiring phasing through solid blocks seems to demand a lot from the player. Not to mention creating a strange bug into a feature. Wasn't a fan of those puzzles. |
| May 9 22:58:00 | 12m 00s | Cheese Factory Simulator | A simple concept, with UI that's kind of all-over-the-place. Had a bit of difficulty piecing together the instructions, but once I got going, it was pretty easy to play. |
| May 9 23:24:00 | 26m 00s | Blubbymorph | Thought the game controls and upgrade system were solid, but the enemy spawn rate felt unfair. Got easily mauled from the lone enemies themselves very often. Would have at least like warning of where the enemy respawns. |
| May 9 23:38:00 | 14m 00s | Morphing Maria | Loved the puzzles: they were really well-made, giving just enough clues to complete, but not enough to make you feel smart. The sound effects gets repetitive very fast, so I would have liked more variety there. Thought it was pretty cool. |
| May 9 23:48:00 | 10m 00s | Shadow of the Red Hand | Perhaps it's because of the lag, but I found the platforming controls difficult. The animation feels un-responsive, and I can't tell where the bottom of the rabbit figure starts. Some red-hand configurations were not positioned fairly after respawning, leading to death from the spawn point itself. The graphics are really innovative, but I fear it comes at a usability cost. |
| May 10 00:04:00 | 16m 00s | You Have to Shift the Shapes | ...you knew how easy it was to combo your own game. You just knew... <br/> <br/>I thought those purchasing upgrades had very funny descriptions, so congrats! |
| May 10 00:58:00 | 54m 00s | Souleater | Liked the aesthetics a lot. Some things weren't well explained, though. Struggled to eat the squirrel's soul for a while. Took 5 tries. |