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TimestampSince previousGameGFM's comment
Aug 30 22:37:00 Left Behind Great atmosphere! The graphics, specially the "noise" shader, really sells the idea that you are a drone exploring ruins. <br/> <br/>I only you had succeeded at adding any interaction at all (e.g., puzzles using all 3 drones and their light... or using one to find a tune and singing it with other...), this could had been a nice game! <br/>But I know too well how this kind stuff go, so yeah... XD
Aug 31 00:18:00 1h 41m The Huckster Nice going with the story driven/narrated game! It reminded me of Bastion... perhaps it was an inspiration for this game? :) <br/> <br/>It took me quite a while to figure out the layout of the third room. The perspective gets in the way and makes it really hard to see that there's a passage to the right of the room. The door that's opened doesn't look like one, since it isn't even visible in the first place... Perhaps a top-down view would had worked better...
Sep 1 00:27:00 24h 09m Watch for Falling Rocks The difficult curve was on point for an arcade game. I was able to survive for 3.57 min, when it got too overwhelming to me. <br/> <br/>Graphics looks great and are really cute! I specially liked the idle animation, with the kitten stretching out... It's so cute!! <br/> <br/>Sound effects matches the graphics perfectly. It greatly enhances the feedback and polish of the game. <br/> <br/>The songs felt really different from your previous LD stuff. Even so, I felt some of your "signature" in the "game state song", and the songs matches greatly the game's aesthetics! It's really good! (but I did miss some of your "more 9-bit-ish" sounds...) <br/> <br/>Overall, the game is really polished! Despite having done it in a shorter time frame, both of you did great! :)
Sep 1 02:05:00 1h 38m Gear Kitty It was so short... &gt;__&lt; <br/> <br/>The graphics really stand out! Everything looks great, and the low-colored palette is really effective (as well as the contrast between character, interact-able stuff and the background). <br/> <br/>I liked the song, but it felt somewhat repetitive after a while... <br/> <br/>The cog mechanic is fun and interesting. If expanded, it seems really fitting for speedrunning. <br/>But, nitpicking, the camera felt too slow. Either it should move quicker and adapt for your current speed (e.g., showing what's bellow you when you're falling) or you should be able to control it (even if only slightly).
Sep 1 11:05:00 9h 00m Ancient Boom It's definitely a start! :) <br/> <br/>This game could really use some more speed. If the bomb was separated into two items, one that simply hit enemies and another that simply create a flame, you could make the hit give less damage but be way more frequent. Often, after throwing a few bombs, I'd walk around gathering resources ignoring enemies, since the flame would deal with everything. Also, this type of game asks for frantic action (seems like you did go for that, with all the effects and how fast enemies spawned), however player movement got into the way, being slower than everything. <br/> <br/>Also, it's too dark! It is usually hard to see enemies and all... Some light spots seemed to spawn, later, but they didn't add to the overall illumination, so they didn't really help... <br/> <br/>Other than those two points, the game is pretty well done! :)
Sep 2 00:02:00 12h 57m AGE of OORGH First of all, thanks for the comment on my "I'm in" post and on my game! =D <br/> <br/>I tried to play your game, but I couldn't find libGLEW 2.0 and libpng16 through apt-get... So I've built it and bundled it into a package! There's even a (untested) 32 bits version. :) <br/>You can get it here: https://dl.dropboxusercontent.com/u/55733901/random/age_of_oorgh.tar.gz <br/>If you upload it to itch.io, it should even work through the itch app. <br/> <br/> <br/>The game is indeed simple, but I can easily see why... Developing in C from scratch (without a base lib) seems insane! It's also too difficult (and crashes if I close it before the ending... XD) <br/> <br/>However, I really liked the graphics! Specially the hunter. Its animation came out really cool. :) <br/>Nice job! Hope to see you again on future jams! o/
Sep 3 13:59:00 37h 57m NEONAUT It took me a few tries to understand the game, but I was eventually able to beat it! <br/> <br/>Although I would like to complain about the lack of UI (when walking around the ship) and how it makes more difficult to understand what's happening, I must agree that controlling a ship (specially an ancient tech) would most likely be like that. After a while, I was even able to easily parse all the information that I needed (although I'm still no sure what most of the components represent). <br/> <br/>On the radar screen, I felt like there isn't much besides trying to avoid bullets and enemy ships. I may be wrong, but I didn't feel like trying to get closer to enemies helped aiming at them... However, encounters always resolved quite quickly, so I do think this is a problem at all. <br/> <br/>The graphics are great, but they require some getting used to (specially within terminals). This isn't a bad thing, but I'm afraid it can turn some players down... D: <br/>I really liked the chiptune-ish/lo-fi synth music! It's a perfect match to the pixel art graphics! <br/> <br/>Amazing work! =D
Sep 3 14:17:00 18m 00s Ancient Invaders Nice reimagination of space invaders! I really liked that you had to beware of projectiles and falling/rolling enemies, since they could get in the way of your arrows. <br/>The boss battle was also a nice addition!
Sep 4 15:04:00 24h 47m Aquadrata Amazing game! The atmosphere is fantastic with gorgeous graphics and music! <br/> <br/>I was able to get all endings, but I'm still don't quite get the last one... (the one involving jellyfishes). <br/> <br/>On my first playthrough, when I was dismantling the last part, I stumbled upon a puzzle. That was the first clue I got about the other endings... If that was intentional, you've done an amazing job on pointing players toward the others "non-trivial" endings!
Sep 4 15:19:00 15m 00s <GAME NAME> I know too well how things may go... Hope you are able to finish your entry, next time! =D <br/> <br/>The content is there! Graphics, audio and gameplay looks and feels great! I'd love to see it expanded, even if only into a short game. :)
Sep 4 18:14:00 2h 55m Star Seeker I liked the idea of an open map that you should chart and explore on your own. <br/> <br/>A few notes about the game: <br/> <br/>- Getting a clue for the star position only on the first few seconds of gameplay is quite rough. <br/>- It took me quite a while to understand that you refill food when you touch land. Before that, I would avoid lands at all cost, since the ship get somewhat stuck. <br/>- Since on your first trip you reach clouds that disappear, it's not clear that the map has limits. I see a few possible solutions: <br/> 1. Change the edge of the world. Instead of using clouds, you could play with the old belief that the world ended at its edge and put a fall there... <br/> 2. Make the world "circular". Instead of getting blocked, whenever the player reach when edge, they could continue sailing from the opposing edge... <br/>- Trying to connect stars that are really distant from your ship yield some interesting "bugs"...
Sep 4 18:25:00 11m 00s Grampy Katz in: The Big Date This game is some cute!! <br/>I'm amazed by how polished and alive the game feels. I had an amazing time playing it! =D <br/> <br/>Congrats!
Sep 5 00:27:00 6h 02m CAVEMAN HARRY Quite a fun game, though I did felt like I was fighting against the controls.... <br/> <br/>I find it quite interesting that this game is (to a certain extent) both a precision platformer and an action one, while having tile based movement. Now that I think about, the style somewhat reminds of the platforming on Oddworld: Abe Oddysee/Exodus... <br/> <br/>However, the most difficult thing to me was jumping. The game has no leniency, and if you try to jump one frame after pressing right/left on a ledge... you'll fall. That and the fact that the hitbox seems to be the full tile of the sprite. I fell into the crocodiles a lot of times because of that. <br/> <br/>I don't know if this was intended, but jumping on "climb-ables" (ladders and such) is way faster than actually climbing them. I was able to skip a whole section on the lab, thanks to that. <br/> <br/>Great game! My favorite room was definitely "who put these here?", the one with lots of single tile platforms and lava on the bottom... It was the one that made me pay the most attention to how jumping works in your game. <br/> <br/>Also, must say that I really liked the graphics!
Sep 5 03:18:00 2h 51m SOS Snake I'm a fan of both 2-players/1-controller and 2-controllers/1-player, so of course I liked the idea! In one of the few games I've done outside game jams you have to either control 2 characters at once or coordinate with another player in a precision platformer... <br/>With all that said, this game feels too familiar. I'm used (but not necessarily good!) with this kind of multitasking. <br/> <br/>(I apologize in advance if you feel that I was too harsh on the following points, but I really liked the game idea and wish to point out all my problems with the game's controls so I may help you, the developer, to enhance it :D) <br/> <br/>However, this game has some controls problems... <br/> <br/>- Platformer controls feels unresponsive: Too low acceleration/too high max speed. This makes the second level way harder than it was supposed to be. <br/>- Player doesn't get moved horizontally by the snake. This is visible from the first moment that the snake appears, but I must admit that it wasn't exactly a problem (though it would make the "staircase" level easier for single player)... <br/>- Fixed height jump: This makes the third level from the left (on the pictures) pretty much impossible. The player has to time the fall of the character so it may safely pass beneath a dangerous tile... Sorry, but no, thank you... I'm done after a few tries. <br/> <br/>I couldn't figure out way, but I also felt like the snake is too slow/unresponsive... Perhaps I'm too used with playing Nokia's snake on older cellphones, where the snake's head would move a whole tile a time... But I could get used to this. <br/> <br/>The music is great and combines nicely with the game! And except for the level I mentioned earlier (the one on the third screenshot), I really liked the level design. <br/> <br/>If the controls were fixed, this could be a great game! :) <br/> <br/>Also, if you get to add controller support, be sure to map the left stick to the player (with the left shoulder button for jumping) and the right stick for the snake. ;) <br/> <br/>P.S.: Reading through the comments, I may have been the only one to think the snake was slow... Oh, well... XD
Sep 6 00:09:00 20h 51m Agnes the Explörer Other than what has already been said, the hitbox is also quite imprecise. I'd often miss the slime even though I was clicking all over it... <br/> <br/>Since there's no real use to the mouse, other than inventory management*, you could easily map the action to a keyboard key. (*aiming the gun could be handled by the direction the character is facing!)
Sep 6 00:30:00 21m 00s Tappy Catapult The game loop takes too much time upon failure. There really should be a reset button, if I know I've missed and I want to retry. <br/> <br/>Also, I find it quite weird that no platform has any friction at all. The bomb just keeps rolling...
Sep 6 00:37:00 7m 00s Reinvent the Wheel Interesting and funny game. :) <br/>Thanks to it, I learned that triangles can make pretty good wheel. (I had to try that... XD) <br/> <br/>The web build is quite difficult to play, since it doesn't lock the mouse to the game, and the mouse eventually moves outside the screen... Other than that, I liked the game! :)
Sep 6 23:32:00 22h 55m Oldfag adventure. There are a few issues with the game... <br/> <br/>- Movement seems to be tile based, but there's no clear indication if a tile is walk-able or not. Also, movement is way too slow... <br/>- The turn limit feel arbitrary. Since the level isn't procedurally generated, as soon as the player learn all the spots where they can progress, the game become quite easy (independent of the number of turns) <br/>- I song was way too short and got repetitive quite quickly.
Sep 6 23:48:00 16m 00s Rolin Stone Interesting art! I really liked its hand painted aspect. However, something felt straining to my eyes... I couldn't really put my hands onto the cause, but I believe it was the contrast between the static background and the fast-scrolling foreground. <br/> <br/>I'm sorry to say it this way, but I feel like the music doesn't match the game at all... It's as if I had muted the game and was playing something else entirely...
Sep 7 01:24:00 1h 36m ARWeather I can see where you were going with this... It could be really interesting! :) <br/> <br/>My 2 cents: what if, instead of selecting an whether and touching where it should be applied, the player had to print some QR cards with the weather?
Sep 10 21:15:00 91h 51m Alchimancer Great game! The graphical polish and the 80's aesthetics really shine through your game! :) <br/>And, of course, amazing song! <br/> <br/>However, I must agree with everyone else who said that the game is too simple and repetitive. Perhaps two "simple" modifications would already greatly enhance it: <br/>- Add jump or roll (so the player may avoid enemies) <br/>- Make enemies come back when they reach the edge of the world (instead of simply destroying them) <br/> <br/>The player would still get overpowered by the end of the game, however there would already be some variations to the gameplay. :) <br/>After that, I believe that adding more enemies with specifics attacks/vulnerabilities would be the way to go.
Sep 10 21:36:00 21m 00s Dino X It's always nice to find another SDL2 user. :) <br/> <br/>I really liked the graphics but, as others have already pointed out, it's kinda too easy/unbalanced... And if the player don't hold D, everything happen too fast and it's really hard to react to anything...
Sep 10 23:34:00 1h 58m Melthain Interesting idea! But given the control scheme, I selected only marines and only used its '1' ability alternately. :( <br/> <br/>For a platformer, the layout of the level is quiet strange... There isn't any real "platforming", the player simply falls to its objective. There wasn't even a situation that required me to jump... <br/> <br/>You really should learn to use Unity's UI system! If you had set the anchors correctly, the UI would be automatically resized, and no one would have trouble because of the screen resolution. <br/> <br/>I had two issues with the controls: there's too much stuff to micromanage and the controls are indeed weird. I can see a few different schemes that could solve those two problems at once: <br/>- Use RST commands: Instead of having to use the keyboard for everything, it could be used only to select the character that will act, its action and how to move (as a group or as an unit). Then, the mouse could be used to move the group and to select a target (on which the unit would use its selected action). Given the level layout, this kind of pathfinding would be really easy to implement. <br/>- Have one button per player: Instead of assigning 8 buttons (one per player, per action), 4 buttons could be assigned for action, with a separated one used to trigger between the main and secondary action. This seems way more natural for me, specially if gamepad were supported (e.g., each face button on a gamepad for each character action and the shoulder buttons to switch between action and group/unit mode). <br/> <br/>Still, I must say that I liked really your idea! But the implementation needs more polishing...
Sep 11 12:22:00 12h 48m Reinventing the Wheel Didn't know it's possible to make games in Go... Nutz! ;)
Sep 11 13:41:00 1h 19m Monocular Rift If the second picture list all levels, I was able to get to the last one, but simply couldn't beat it. Since there are only two platforms and the movable box, it's quite hard to maneuver in mid-air. Some sort of simple background could help giving some reference... <br/> <br/>The mechanic is quite interesting, but teleporting felt somewhat finicky (specially on that final level). At times, it wouldn't teleport no matter how much I had zoomed into the desired position. It was also quite hard to know if I had zoomed enough to be over the pit and on the platform... This could be solved if instead of a "monocular rift" the player had a "binocular rift". ;)
Sep 11 20:47:00 7h 06m Artifact of the Ancients Although the mechanic is interesting, there were a few issues with the level design/implementation... <br/> <br/>On the first level with boxes (level 3), the player can easily solve the puzzle simply by trying to advance. After falling into the pit, it's natural to push the box onto the wall (solving the puzzle by accident). The fact that the box's image on the other image is hardly visible only adds to the confusion. <br/>At least, the following level forces the player to understand the mechanic. However, there's no indication of what's going on, and the flipping animation ends up hiding the level transformation and causing (again) confusion. <br/> <br/>Then, on level 5, the player is forced to abuse a bug caused by Unity's physics in order to progress. There's no explanation of why the character jumps higher on slopes, nor any indication whatsoever. This is quite different from exploits like Super Smash Bros. Melee's wave dash (http://supersmashbros.wikia.com/wiki/Wavedash) and Towerfall's hyper jump (http://towerfall.tumblr.com/post/101753964326/hyper-jumping-primer), which became part of the metagame (and weren't enforced by the developers). <br/>For reference, the bug can even be reproduced on flat ground, by pressing two jump keys (e.g., spacebar and up) on two following frames. This is way easier to be done by stepping the game execution on the editor. <br/> <br/>I apologize if the comment came out harsh, but I hope that you find these remarks helpful. :)
Sep 11 21:13:00 26m 00s The Last Blacksmith Cute graphics and interesting mechanic. <br/> <br/>However, the game is too easy, right now. I only crafted swords, but that was enough to hold the enemies back. <br/> <br/>Also, I got quite confused with the controls. Sometimes, I would mistakenly press spacebar instead of Z (to increase the number on the anvil).
Sep 11 21:21:00 8m 00s Chadwik the Charismagnetic Nice lil game! The mechanic is interesting, but, at times, I got confused with which key would move the magnet in the desired direction. <br/> <br/>One thing that I really missed was being able to hit the enemies with the traps (or even traps colliding with one another).
Sep 11 23:30:00 2h 09m Lost Temple You were in to something great... It's a pity that you ran out of time. =/ <br/> <br/>I really liked the graphics. There are a lot of details, like the coloring of switches and the BG. Even if simple, you paid a lot of attention to the graphics. <br/> <br/>The songs greatly add to the game's mood.The "talking" sfx (and the kitten's) is lovely, and you did great to use a sfx to signal that the door that is out of view opened. I only missed a SFX for jumping/falling. <br/> <br/>The mechanic was great for puzzles and you did a great introduction/"tutorial"! On that note, I believe I noticed something interesting on the entrance... <br/>Since the player is on the switch, on the last line of the guy at the entrance, the door briefly starts to close as you advance the text, showing that it will close when you pass (and reinforcing what the NPC said). Was it intentional? If so, it was an amazing introduction to the game's main mechanic and story telling!
Sep 13 01:51:00 26h 21m Cuclock Cute graphics! The background coming to life as you passed by the gears was a great addition! <br/> <br/>I found really interesting how the mechanic allows for simple-looking levels, since the player creates their own maze as they solve the puzzle. <br/>However, the platforming needs some polishing. The jump button won't register if the character is at the edge of a platform. This makes the smaller platforms (and jumping through some gaps) quite hard, at times...
Sep 17 01:15:00 95h 24m Mik N Odi While running from the Quetzalcoatl I accidentally teleported/clipped into the floor. This made running quite easy, since it became an endless fall with no dangers. XD <br/> <br/>The graphics are great! You just could have toned down the screen shake a little... It got quite in the way with the game. I missed a few jumps and ended falling into traps because of it...
Sep 17 01:44:00 29m 00s Steam Heart Crazy good! I just wish it had gamepad support... but after all that content and fun, I won't complain about anything. <br/> <br/>Congrats!