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TimestampSince previousGameGFM's comment
Dec 13 21:26:00 INFINIROOM It took me some time to get used to the mechanics (specially about which direction I'd continue running toward after flipping), but then the game provided a pretty great and fun challenge! :) <br/> <br/>My best score was 51.50.
Dec 13 21:57:00 31m 00s 13 jellyfish Great game! :) The graphics are pretty good (but the waves are quite too repetitive). <br/> <br/>At first, it wasn't clear that you spend food every time a crew member comes out (nor what's the cook role), so the resource management didn't make a lot of sense... but after trying it for a few times, I got the hang of it and was able to complete the game. :) <br/> <br/>My only (minor) nitpick is that switching pirates takes too long.
Dec 14 01:07:00 3h 10m Roach Escape Nice idea. :) <br/> <br/>I don't have much to add from what has already been said, though: <br/> <br/>- The walls are somewhat hard to see. <br/>- I accidentally clicked on the menu button after falling into a gap and lost all my progress.
Dec 15 00:01:00 22h 54m Kawaii Katastrophe I understand that the game is supposed to run infinitely, but there's no sense that the game gets harder or of any progress whatsoever. Yes, from time to time a new survivor may appear, but that's it. And yes, there's the days counter, but even that didn't really make the game fell like it was progressing... <br/> <br/>It isn't clear if "reinforcing" indeed makes the barricades last more or if it only repairs them. I interpreted it as being the later, though. It would had been interesting if you could make the barricades stronger (i.e., permanently increasing its defense modifier) by reinforcing it. <br/> <br/>As for the art-style, it's too inconsistent. Some things are outlined while others aren't. Each sprite has a different scale factor.
Dec 15 00:14:00 13m 00s TISIC IZIEB Amazing aesthetics! Seriously, this game is so beautiful! <br/> <br/>The concept is really neat, and the levels are really well done. However, I missed a move count tracker. I can see how it wouldn't fit this game, though, since it has a more relaxing atmosphere, but still... <br/> <br/>Well done! =D
Dec 15 20:25:00 20h 11m FIIL Mark 37 Just tested on Ubuntu 14.04 x64, but unfortunately the audio didn't work... I tried to rebuild it, but failed to do so since my SDL2 is still on version 2.0.3... <br/> <br/>I'll definitely play this again on Windows, for the complete experience. :) <br/> <br/> <br/>What stood out for me was this game's atmosphere. The graphics and the survival aspect really create an isolating environment. <br/> <br/>The game balance never really let me think I was fine. Even when I had foraged enough food and water, I was always worried if it would be enough... <br/> <br/>All around, well done! =D <br/> <br/>(And it's was good to see more games made in C! I'll definitely check your lib later :D )
Dec 15 21:01:00 36m 00s Bruce, the escaping ant The lack of air control didn't really bother me. However, making everything run on a global timer did. (at least, it seemed like it). <br/> <br/>However, I must leave a note about the controls. Usually, it's easier to action-focused games to work without air control. Platformers, on the other hand, usually require the player to precisely reach a point from another. Either the controls should allow that or the level design. Look up Oddworld Abe's Oddysee for that. It's a puzzle game with real-time platformer elements. But since it was built on a grid (even the movement), you either can reach the destination or not (by design). <br/> <br/>It's way more of a gamble than skill whether or not the player will be able to reach the last lizard with proper timing to reach the lever, than the wasp than the following platform. Also, forcing the player to adjust its position on the last few platforms was somewhat cheap... <br/> <br/>Another really important thing: if the player can die in your game, make them get back into action as soon as possible! Be it by skipping scenes or having a quick restart button. <br/> <br/>Other than that... nice lil' platformer. :)
Dec 15 22:22:00 1h 21m Unbreakable Sally Nice game, great mood and really good concept! The transition between rooms feels really good! <br/> <br/>However, I couldn't handle the difficulty. While the concept of sending the player back one levels seems nice, it felt way too punishing... <br/>But yeah... just a noob complaining. XD <br/> <br/>Something that would help massively with the difficulty is making Tom's hitbox smaller. The player must be quite precise to properly shield him...
Dec 15 22:42:00 20m 00s Gogol While grounded, this game seems really nice and fun. However, as soon as the player jumps, it gets pretty impossible to control. <br/> <br/>There's too little horizontal control to the jump and it's too high. This makes trying to aim at the... "drops on the ceiling left by slimes" quite hard. Not to mention, trying to maneuver around the stage is also quite difficult, since you became an easy prey when moving from a platform level to another. <br/> <br/>Graphics and audio are really nice, though! :)
Dec 16 09:54:00 11h 12m Cube Hop The "Hold 'z' to move right 'x' to move left" text is really misleading. It gives no explanation whatsoever and only confuses the player, since the game is mostly based on "tapping" and "releasing the move on the proper timing". Simply changing it to "Use 'z' to move right 'x' to move left" would make it a lot better. <br/> <br/>The mechanic is interesting, but I couldn't get the hang of "walking" correctly (even though I was able to beat it once!). Climbing (i.e., the last section), on the other hand, was quite easy and fun. <br/> <br/>One big issue I had was the last step of the "stair case" (before the vertical jump). Since the ceiling is low, it's quite difficult to jump for enough horizontal momentum without hitting the ceiling. The fact that the player must fall within a certain range of the edge (otherwise, they can't push themselves right) only makes this harder. <br/> <br/>Simple animations could really help here. If instead of cubes the legs were two rectangles, it would be easier to understand when a leg reached its maximum distance. Also, rotating the cube forward could be used to better show that they got stuck on their leg (as if the cube tumbled on its own leg and fell on its face... kinda...).
Dec 16 23:42:00 13h 48m 120202 At first, the puzzles did seem interesting. However, after learning how to properly switch a bit without modifying its value, it got somewhat boring... <br/>From that point onward, completing any level was simply a matter of spending enough time rotating everything with the dumb algorithm of only cycling 0 'bits' or bits that are to have their values modified. <br/> <br/>However, if there were a score system (e.g., solving a level within N steps), the game would have been enjoyable for longer. <br/> <br/> <br/>OS note: <br/>The game worked almost fine for me, on a Windows 7 x64. Since I have Java 8 x32 installed, I simply ran the 32 bits version of the game. However, there was no music, even though the SFX did play just fine...
Dec 17 00:42:00 1h 00m Ghost Brawl I had two issues with this game... Well, one bug and a nitpick. <br/> <br/>Many times, the spotlight beneath the ghosts would disappear after a while (usually when another ghost entered the screen). If a sprite (or circle polygon... whichever) had been used instead, this probably wouldn't have happened... <br/> <br/>The punch animation also doesn't have any real "punch". The monster simply moves its hand in a uniform way forward and then backward. I'd give you two advises: <br/>1 - Move the hand slightly backward and then punch forward (and quicker), and leave the return animation as is. <br/>2 - Try to apply this post's tips: http://gingercatsneeze.tumblr.com/post/145037677357/1-ah-fai-was-a-chief-animator-for <br/> <br/>Those two aspects are key to the gameplay, so they should be re-worked for the best possible enjoyment. The spotlight bug isn't so troubling, but it hinders the game when there are too many enemies on the front row, because that makes its quite hard to see what's happening on the back row. <br/> <br/>The overall mood that was aimed was pretty nicely achieved! :)
Dec 17 11:03:00 10h 21m Resistance I played until level 18, but then stopped because the difficulty hadn't increase in any way. The enemies did get faster, but as long as only one enemy appears at a time it's quite easy to dodge and destroy it... <br/> <br/>The mechanic is quite interesting, though! If the seeker enemy had been used together with any other, this would have played a lot better. :)
Dec 17 12:16:00 1h 13m levelone Really funny! =D <br/> <br/>This final boss could have used some slight anticipation for last boss attack (the hands, actually). Even though it's quite easy to dodge by simply moving sideways, it felt somewhat cheap not being able to intentionally dodge (instead of running away until I escaped it). <br/> <br/>Also, the fire hitbox seemed too large. Perhaps it wasn't adjusted to the rotated sprite. A simple way to fix that is to, whenever a collision is triggered against the hitbox, run a second pass against a circular hitbox. That way, as long as the center is properly set, there will be no issues with rotating the sprite.
Dec 17 22:32:00 10h 16m Salvage Star After 13 min, 51 seconds, being hit 65 times and restarting the game once... I did beat. <br/> <br/>I get the point of the screenshake, but tone it down a line, please. After some time, it stops being useful as a way to show the robot's weight and starts to simply be an annoyance. If it was less frequent, it would be fine, but the screen shakes violently at every step from the robot. Well, mainly on the second phase, which seemed the hardest, to me. <br/> <br/>The controls are a bit annoying/finicky. It took me quite a while to understand that to grab the boss while airborne, I had to release the up key and only press D. After that, both the second and the last phase became a lot more manageable. However, it was still quite difficult on those phases to hop onto the robot's head. The inertia you maintain after jumping from its "wings", usually sends you flying uncontrollably in a random direction. I was only able to beat it by mashing 'D' after hopping away from the wing (instead of properly landing into it before pressing 'D'). <br/> <br/>The last phase was also kinda of a joke... I was only able to approach it by using the initial hill, since the boss wouldn't laser at that height. Also, I had to abuse a lot the fact that the laser only seems to hit you when you are grounded. <br/> <br/>But, overall, I must admit that I did like it! And the graphics are beautiful!!
Dec 18 02:12:00 3h 40m Line Them Up Really interesting concept. The aesthetic is also pretty good! However, there are two nitpicks that detracted from the overall experience, for me.... <br/> <br/>The game is nice and fun, but I felt that the Tetris RNG was quite bad (you can read up how TGM handles that here: http://tetris.wikia.com/wiki/TGM_randomizer), giving repeated pieces and bad starting pieces quite a few times. Enhance the RNG would allow to more safely create a stack to save "acquire-able ammo". <br/>Since the tetris doesn't run in real-time, if the RNG did help, one could pause the game when it had a 1-piece well and an 'I' piece to easily score a tetris a recover a lot of ammo. As it is, it was quite hard to do that. (I tried... &gt;_&lt; But I must admit that I'm a terrible Tetris player) <br/> <br/>I did feel like the 100 robots target is too much. On a playthrough, I eventually stopped trying to gather ammo and kept circling around the level to avoid the robots. Even though I survived for around 450 seconds (and the spawn speed did increase, which is great!), there was no end to the robots. How long would it take for every robot to spawn?
Dec 18 11:29:00 9h 17m My Room Well, the tips you gave are good enough to give the players an overall image of what happened. However, from there, I was pretty clueless as to what to type. I ended up resorting to looking into the source to see all options... <br/> <br/>If I understood it correctly, there isn't much to do in the game, right? As soon as the player has seen all command, they have to connect everything in their mind and then quit... <br/>To make this more into a game, you could keep track of what commands the player has already uncovered and, at some point, automatically play an end sequence.
Dec 18 12:23:00 54m 00s 4/4 Room Nice game! I really liked it. :) <br/>The graphics are cute and it has a pretty cohesive aesthetic. <br/> <br/>The post-compo seems a lot more balanced and fun! Well done!
Dec 18 13:13:00 50m 00s Rudum Bare RB/5 in all categories! <br/> <br/>Theme in particular! You did great in using the theme to complain about it! I also didn't like it, and I've seen few games that have actually benefited from the theme. Most games could had been made for any other theme... <br/> <br/>Seriously, thank you for being vocal about the theme. :)
Dec 18 14:00:00 47m 00s Cancelled Refuge Amazing game as usual! I'm once again impressed by how complete your game is. Time and time again, you do an incredible job at doing a complete experience! Even though it seems like you put it up on Steam Greenlight on the heat of the moment, I completely agree that this game is worth it (even more since you are still developing it)! <br/> <br/>Seriously, amazing job! I really liked the game, its aesthetics... basically, everything! =D <br/> <br/>I was able to reach level 5 on every stage, but hasn't been able to progress much further from there...
Dec 18 18:41:00 4h 41m Ada's Room I was expecting more than a single boss... Or, at least, a proper ending... I don't know... :( <br/> <br/>I didn't like all controls to be mapped only to my right hand. I preferred to have the jump button completely separated from the movement... It's also quite easy to mistime a attack, pressing 'down' exactly after getting hit and getting killed while in a invulnerable state. <br/> <br/>The graphics were pretty good, though!
Dec 18 19:18:00 37m 00s Walkie Talkie What an amazing idea! Congratulations! =D
Dec 18 19:57:00 39m 00s Breach Lockdown Neat idea, but I couldn't really understand the input choice... Using the keyboard itself to input the room indexes would had been so much easier... Why force the use of a virtual keyboard? <br/> <br/>I also found it quite funny that the sequence of events doesn't change, but every room number gets randomized between playthroughs.
Dec 19 01:09:00 5h 12m Tangent I've played/beaten this game a while ago and still haven't been able to come up with anything to say... <br/> <br/>This game was simply amazing. The graphics are beautiful and the sounds matched perfectly. <br/>After seeing the development GIFs I thought the main mechanic was going to be interesting, but... wow... I still am at a loss of words to explain how awesome it felt (specially that last section). <br/> <br/>Congratulations and amazing job!
Dec 20 10:03:00 32h 54m Ludum Dare: The Game Haha, really cute and accurate game. Well, except for being able to make a completely bug-free platformer from the start. (I probably got really luck with the RNG...) <br/> <br/>Jokes aside, I really liked this game. I missed your usual "9-bit" songs on your previous entry, I'm really glad to see them back. Don't get me wrong, that entry had pretty good songs, but there's something else to be said about your trademark chiptune sounds. <br/>The realistic SFXs were a really funny choice and worked well with the game.
Dec 22 11:24:00 49h 21m My Friend Bubba Neat game! I was able to find most of the games, but I'm still not sure what to do (if anything) with the table and the sock... <br/> <br/>I couldn't figure out the aim of the Nerf gun, so my battle against the slimes went pretty terribly. <br/> <br/>I really liked the graphics! It's really cute and fitting the overall atmosphere of the game. And are the player procedurally generated? Theirs bounciness is great!
Dec 22 12:25:00 1h 01m Good Impression Really good game! Most of my complaints about the collision have already been fixed on version 1.1, which is great! :) <br/> <br/>One bug hasn't been fixed though. Sometimes, you may slip after starting to clean any stain on the floor (if you press the clean button while moving). If you move out of the stain's hitbox (I'm guessing), you won't be able to neither clean the stain nor leave the cleaning state... essentially, softlocking the game. :( <br/>This can be easily avoided, but still... it should be an easy fix, if you have the time. :) <br/> <br/>After a few tries, I was finally able to 100% it! =D <br/> <br/>The graphics are pretty great! In particular, I really liked the cleaning animation! (also, it did somewhat remind me of Mother 3... :D) <br/>The audio is great for the game's atmosphere! It really helps to make the player feel nervous about how much time is left. <br/> <br/>Congratulations! Great job! =D
Dec 22 13:18:00 53m 00s Humanity Walks Into a Bar I really like when games use colors as part of their mechanics! =D <br/> <br/>The concept is pretty neat and funny, and it worked really well as the game's title! The graphics are great (nice touch with all the references!) and the song worked great alongside the graphics to create the game's mood. <br/> <br/>However, I feel like it's too difficult to control everything... Pushing two people together doesn't guarantee they will mate, and there's no indication of how long any given person will live. In fact, I still don't know if people die after some predefined time or if there's a way to prolong their lifespan... <br/>I usually end up raising the population to around 40 and then I leave them do their stuff... <br/> <br/>Anyway, most of my complaints are because I'm bad at this game. Even so, it's quite fun to play! Well done! =D <br/> <br/> <br/>P.S.: I just read your comments on this game. I'll later play it again trying to pay attention to all that. (I did notice one person getting desaturated once, though... now I know why XD)
Dec 28 12:14:00 142h 56m STEREOJO Nice concept! It's unfortunate that you didn't have time to add more levels. :( <br/> <br/>I would advise three things about the wall jump: <br/> <br/>1. Make the character stick to the wall briefly, so the player may hold the other direction before jumping <br/>2. It feels weird to have a static constant speed for a while that suddenly vanishes. The player should be able to manipulate that speed (e.g., holding toward the wall should make the jump sharper, but not necessarily allow wall-climbing) <br/>3. Sliding (even if briefly) is really helpful on giving the player more control. <br/> <br/>Also, I personally prefer games with variable jump height. Again, it gives more control to the player. On that note, it would be great to be able to control the jump's height after wall jumping...
Dec 29 14:07:00 25h 53m Moving Out The art style is pretty neat and I really like how the house is always perfectly centered on the screen. <br/> <br/>That said, the art also hold back the gameplay quite a lot. There's no clear distinction between what blocks your way (or not). You are able to bypass some trees but not others, one of your legs may pass through a bush but the other gets blocked... <br/> <br/>It's not clear at all what's happening. :( <br/> <br/>So yeah, even though I had some issues with how to properly control the house, my biggest problem was not being able to understand what I was colliding against... <br/> <br/>A playthrough video would be great to show us how the game should be played. :)