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qzqxq

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Aug 30 05:47:00 Chatty I like the idea of a game like this (and the graphic style was excellent), but I wasn't able to accomplish very much in the game (even when I got a friend to join). I just gave coins and leveled up and then couldn't figure out what to do next. <br/> <br/>Good work!
Aug 30 05:57:00 10m 00s Helepolis : Make It To the Siege Pretty fun, although some of the game mechanics were a bit weird/glitchy (it was hard to tell what was safe to run into and what wasn't). Also there are some small polish issues (wood things turning into stone things, both "Game Over" and "Victory" being displayed at the end). <br/> <br/>But overall this was a good amount of fun (fun enough to play a bunch of times).
Aug 30 06:05:00 8m 00s Soul Catcher Interesting idea, but seems like the only thing you can really do is press the autofill until you get a question you haven't asked, and then hope you don't die when you ask that question. Also it was hard to see the letters on the ouija board, and some of the english was a bit off. I think this could make a fun game with a few improvements though!
Aug 30 06:15:00 10m 00s Call of the Ancients This game was the best ludum dare game I've played so far.
Aug 30 06:24:00 9m 00s Father of Time We beat the game. It was fun, but the level design could have used a bit more work (it is kind of annoying to just wander around until you find the crystal). It would also be good if there was more variety in enemies or attacks or something (the levels felt pretty much the same). <br/> <br/>(PS: The compass in the top right was a bit tricky to spot).
Aug 30 06:30:00 6m 00s Dinosty Warriors The idea is funny, the graphics are good. It got a little boring towards the end, and I don't really understand why I lost when I did. Is there some sort of health, and if so where is it displayed?
Aug 30 06:35:00 5m 00s Backwoods Culinary Basics The graphics are really cool, but it seems like there isn't much in the way of gameplay yet (certainly seems like it could be the base for a really fun game).
Aug 30 06:40:00 5m 00s Sumer Game Interesting idea, but I kind of got bored of it quick. I like the grading screen though.
Aug 30 06:59:00 19m 00s Ancient Tower This was quite fun. A few suggestions: <br/>-I feel like the A/D/space control scheme is fairly nonstandard when it comes to platformers (arrow keys+space feels more natural), so it was difficult to get my bearings at first. <br/>-Jumping while running off of platforms seems kind of finicky, a lot of the time I would just fall off when trying to jump, which was annoying. <br/>-The health should really be represented by something nicer (and/or more consistent with the style) than a text number. <br/> <br/>Things I liked: <br/>-The tower getting thinner as you ascended was a very nice way to indicate progression. <br/>-The enemies shooting fire were a good hazard; it was fun trying to keep track of both the enemies and platforms at the same time. <br/>-Difficulty was good; it took me a few tries to beat, but it didn't feel too boring or too frustrating.
Aug 30 08:45:00 1h 46m Miky the Inuit The game looks great and the music is quite good. I played through once and have several comments/suggestions: <br/>-It would be nice to be able to skip or fast forward the opening narration/rules text, it felt like a long time waiting. <br/>-The inventory menus look beautiful, but there was some weird behavior. For example, selecting a resource and clicking transfer would cause the first instance of that resource in the menu to transfer, not necessarily the one selected. <br/>-Also, it doesn't seem like there was any button to bring up your inventory. This was pretty annoying. <br/>-It would be nice to have a running count of the number of each resource you currently have. The game looks like it wants to be about exploration and survival, not memorization. <br/>-Similarly, it would be nice to have a minimap, maybe only of the content that you've explored. I got lost for a while and couldn't find the house I was storing everything in. <br/>-Maybe I'm just dumb, but I never realized that I was supposed to store everything in the house: I originally didn't see the arrows next to the house storage menu, so I thought that I was supposed to store 12 items in the house and 12 items in my inventory (and 6*4=24). I then lost the game as a result, only realizing afterwards what I should have done. <br/>-The body temperature mechanic was very good, it did a great job of conveying the urgency of finding shelter. <br/> <br/>I assume that you are already aware of a lot of the things I just said and didn't have time to implement them, because this looks very ambitious and you clearly know what you're doing. Overall, I liked it!
Aug 30 09:06:00 21m 00s Elsa, Caster of the sun stones Some comments/suggestions: <br/>-You already know this, but the graphics style is all over the place. Just using a nicer font and actual bars instead of the scrolling bars for health would probably make it look a lot nicer. <br/>-In my first playthrough, I fell off the bottom of the map, and I was forced to restart because I kept falling. <br/>-In my second playthrough, I got a game over screen without knowing why (not sure if the time was up or if I ran out of lives or something). Conveying this sort of information in some way would be good. <br/>-There's a lot of momentum, which made the platforming sections very difficult. <br/>-The options menu doesn't seem to work? <br/>-
Aug 30 10:04:00 58m 00s Xolotl Very polished and great level design, nice work! Lots of potential ways to use this mechanic. <br/> <br/>Some spike placements were a little annoying (I guess if I'm playing a puzzle game, I don't want to worry about jump timings; level 4 was a great combination of puzzle+platform though). I also have to ask: how strict is the timing on level 7? Every time I try to pull the 3 switches and run, I barely miss out, and I can't see any other way of doing it. <br/> <br/>Anyways, very impressive job!
Aug 31 06:41:00 20h 37m Nomore The graphics are super nice (only complaint is that the font on the coins/lives seems out of place), and the music is fun. I really liked the movement: everything felt super tight and satisfying, except for maybe walljumping because there seems to be a small delay between touching the wall and "hugging" the wall. The whole metroidvania feel was also executed very well, e.g. figuring out where to go after getting the double jump. <br/> <br/>One of the more frustrating things was how dark the game was: dying because you don't know what's beneath you always feels kind of bad, especially combined with lethal spikes. Also it was kind of weird seeing the bullets flying through the dark; I think it would feel a lot more natural if they faded into the darkness, or if they illuminated a small area around them. <br/> <br/>I also wasn't a fan of the blue blob things chasing you around. I think they can make short sections of a game exciting because you have to move fast and dodge (the part where you had to shoot ~6 charge shots at relics on various platforms was very fun), but when they're constantly chasing you, it just feels annoying. <br/> <br/>But my complaints are mostly minor polish issues anyways. Overall this was a ton of fun, and I am really impressed with how much content there is!
Sep 1 03:02:00 20h 21m Corsairs and Cannons I won on my third try or so, though I was a little confused because I think I only collected 3 of the 4 items listed in the how to play screen. <br/> <br/>I quite liked the art style, and the water waves really add a lot to the feel (and the menu screen is great). Some more sound effects would have been nice and probably not too difficult to add; there were multiple times where I wasn't sure whether a cannonball was hitting a turret so having some audio confirmation for that would have been good. This could also have been helped by moving the health bars to appear onscreen. <br/> <br/>In terms of controls, turning was frustratingly slow. There were multiple times where I couldn't commandeer a boat before it sank despite being right next to it, since I had to turn to face it before going forward. However, I did really enjoy the commandeering mechanic and different ship types, and I feel like that could be the basis of a really good game. Also, the enemy ship AI felt well-implemented and the battles were engaging, slow turning notwithstanding. <br/> <br/>Overall, I had a lot of fun playing this, good job!
Sep 1 05:17:00 2h 15m Where is the doc ? Pretty neat game, though the punch cards and blackboard diagrams were really difficult to understand at first; I'm still not sure why some rows are missing the number 4. I am also stuck on level 4, I can't figure out how to keep both doors open at the same time. <br/> <br/>I don't like the current punch card system, for a few reasons: <br/>-It's difficult to remember the correct ordering of the numbers. I could get paper and write it down, but why not have some option to display all of the documentations that you've already seen? <br/>-I feel really bad if I make a mistake on entering the dots, because not only do I lose a card, but I also might have to start the level over. When it comes to puzzle games, I don't want to start the entire game over because I've already solved those puzzles. A suggestion here would be to have some small number of punch cards for each level, so you have to figure out how to do each level with the fewest number of cards or something. And if you run out, then you restart the level, not the entire game. <br/>-In general, the punch cards are no more than complicated levers/buttons. It would be cool if there was some more unique mechanic with them, or else they might as well be buttons that you can't press until you get a key (documentation) to use it. However I might be completely missing something big here, so let me know if that's the case. <br/> <br/>Out of the few levels I did see, I liked the design, especially the part where you have to trap one of the guards inside a room. Good work!
Sep 1 06:14:00 57m 00s Imphenzia_AncientTechToReturn I absolutely loved the music and attention to detail in terms of sound effects and animations. The actual gameplay was a little light, but the memory challenge is quite fun. <br/> <br/>Only one issue: There seems to be some bug where approaching a chest diagonally causes you to search it twice in a row. This broke my first playthrough, because there was a chest placed next to a tree in such a way that I was always forced to search it twice, no matter what angle I approached from. I knew that this chest contained an item I needed because I searched every other chest on the map, heh. <br/> <br/>I also read your postmortem and watched the timelapse, and I just have to say that I am very impressed. :)
Sep 1 06:43:00 29m 00s Babel This was an extremely fun and engaging game, and you did a great job of conveying the urgency of climbing. To be honest, I didn't care for the platforming too much because it sorta stayed at the same difficulty throughout and it felt really slippery (also, like the above commenter, I actively avoided the black blocks at first only to realize later that they weren't anything special). I also had the issue where I had to wait a bit before the letters appeared. <br/> <br/>Despite all that, I want to reiterate that this was a genuinely exciting and fun experience, so great job!
Sep 1 19:14:00 12h 31m Abacus Fighter Nice, this looks incredibly polished and I really like the simple graphics style and music. The game idea is very creative, but I think there are some gameplay issues, namely if you want to prevent your opponent from winning you could continually mash left or right on any given row. Obviously this is not a fun strategy, but I could imagine a scenario in which both players are trying to mess each other up, causing the game to go on forever. <br/> <br/>Of course, I haven't actually played it with a second player yet so I might be completely wrong; I'll get a friend sometime and test it out. Good job!