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| Timestamp | Since previous | Game | Aurel300's comment | |
|---|---|---|---|---|
| Apr 28 13:15:27 | Spaceworm - Defend a sacred tree from worms invading your planet | ♥ 1 | Nice. One detail I really liked was the way the magic music was layered on top of the normal music, synchronised and everything. Standing at the left edge is almost a winning strategy, feels a bit cheaty :) | |
| May 8 20:22:49 | 247h 07m | The Cockroach Lessons | ♥ 0 | Not bad :) I appreciated that my progress was saved, because I had to stop playing at some point. The controls were fine, the difficulty was reasonable – took me a couple of attempts for each level, and every obstacle was well-defined, so I couldn't really blame the obstacles for my deaths. On the other hand, some of the difficulty was in the form of memorisation of the levels, which seems a bit artificial. Some minor improvements: the tennis balls could be green or something not as similar to the background; the music (which was pretty nice) could loop seamlessly. Nice job overall! |
| May 8 23:13:07 | 2h 50m | Colonial Kart World | ♥ 1 | It is a nice game at its core. I can't but wonder how much better it would be if it were multiplayer somehow :) Also lacks a lot of polish, like prettier menus, HP bars, visual cooldown, tutorial, music, etc etc. But, once again, the gameplay is very fun. Well done! |
| May 8 23:39:19 | 26m 12s | Bunosphere | ♥ 0 | Pretty 2.5D. I wanted to enjoy this game – it had a lot of things I like, pixelart-y graphics, fake 3D, puzzle solving, and exploration. But it had its problems, too. The renderer, while neat-looking, was terribly optimised. I know the pains of dealing with sprites and rotating / squashing them as needed, but a couple dozen trees on screen should not cause that much lag anyway. I wouldn't mind the map being much bigger than it apparently should be (if it was the size of the surface of the planet) – but the map was just a rectangle, with invisible walls all the way around. Why not make the player wrap around the edges? The puzzles were cute, although a bit too obscure, not much indication of success, these definitely need more feedback. Same goes for the chests – I'd expect to collect the carrots (and other objects), not just see the chest opened with the carrot still in it. A carrot counter / inventory would be nice. And of course, some sort of calming / ambient music for an exploration / puzzle-solving game would be ideal, sounds as well. I think this game is very well done though, I just listed my little problems with it :) |
| May 9 19:15:26 | 19h 36m | Path of the Rabbit | ♥ 0 | Very frustrating, the super calming music plays an important role in this one :) I guess a lot of this was already said, but: indicate the losing condition (stuck at the edge / stuck at the highest tile height) with a flashing R for example, it is very sad to see the rabbit die of thirst and have no way to prevent it. I know it might change the end game a bit, but maybe make the entire world collapse one level down if the two bottom-most levels are completely full? Also there is a visual glitch when fighting stuff on a tile to the south (the tile is drawn over the rabbit), but that's a very minor thing. Overall, simple but well done! |
| May 9 19:39:09 | 23m 43s | Six Degrees of Separation Between Me and the Party | ♥ 1 | Pretty cool, but the chatting got somewhat repetitive … It became a collectathon sort of thing, and nothing was really any different, just going through the contacts one by one, sometimes having to return, but that was it. I must admit, after getting to an ending like this I was not interested in getting the other two! The walking animation was a bit slow too. But the music was nice (though I guess not yours) and the graphics pretty coherent. Maybe it would be cool to have a map on a notice board, sort of like you get with police investigations, with pins and photos and stuff? :) Then the progress would be very visual and it would be easier to mix various contact methods. Well done :) |
| May 9 21:16:46 | 1h 37m | Small Kingdoms | ♥ 0 | Cool little concept. I was actually "lucky" enough to spawn with no way to get to the enemy on my first play (there was a big ravine), so I was really confused :D |
| May 9 21:28:36 | 11m 50s | A tiny explorer in a tiny world | ♥ 1 | It's cute. After spending some time in the game, I'm not convinced you speak French … :D |
| May 10 17:35:13 | 20h 06m | Luggage Robber | ♥ 1 | A fun concept, but the airports were too similar, there wasn't much motivation to keep going. The synth voice was somewhat amusing :) |
| May 10 17:42:03 | 6m 50s | Headspace | ♥ 1 | It was cool in a way – I hope the end was the bit with the angel, and it wasn't just a random game freeze :D As some people already pointed out, the pixel blurriness was distracting, I think you should have had vector graphics or something, so it would all look smooth and coherent. Nice little game overall. |
| May 10 17:56:06 | 14m 03s | Train World | ♥ 0 | The fights did indeed get quite boring very quickly … But hey, got to the boss :) |
| May 10 18:28:07 | 32m 01s | Kanjo | ♥ 1 | The intro was somewhat interesting … But the cutscenes were (almost) too much :) I'm not saying you should not try to develop a story, however complex … But in some cases, including a game like this, less is more – for example, I would have enjoyed this game a lot more if the story was played through, not just told in somewhat incoherent text on black background :) Maybe even try to tell the story without words? That would make the cringiness, as you put it, less strong! |
| May 10 18:40:11 | 12m 04s | One-Pass | ♥ 1 | It's an interesting mechanic. Checkpoints are completely crucial. Especially because even the tiniest mistakes (like slipping off of a platform) can have severe consequences, and the basic Unity platforming engine really doesn't help this. |
| May 14 18:15:31 | 95h 35m | Mini Shaders | ♥ 0 | Neat game, but needs lots of work in the UI and instructions. Maybe a short tutorial? Also games like this really benefit from having something like a debugger / stepper, so you can see what your program is doing step-by-step. |
| May 14 18:43:39 | 28m 08s | SUPER METROARIO | ♥ 1 | Very nice. The controls were indeed too floaty / slow. I know Metroid wasn't particularly nice about its destructible / ghost block placement, but in this game, it was really too arbitrary! Having the map right there helped, obviously, but I felt the difficulty it introduced was too artificial. Same goes for the ghost block labyrinth at some point, it mostly seemed like a time delay. I loved the second track :) |
| May 14 19:08:21 | 24m 42s | Rock-E | ♥ 0 | Not bad. I could really hear the Czech accent :D … Some sound balancing would really help. Also, movement on the overworld was quite slow. |
| May 14 19:15:06 | 6m 45s | Protect | ♥ 1 | The music was quite nice. The game itself was simple, maybe too much so. Some eye candy and juicing would be nice – like combos, better feedback for individual "notes", multiple types of notes, etc. But well done, it's hard to make a playable rhythm game, even this simple :) |
| May 14 20:09:11 | 54m 05s | Bad RNG | ♥ 0 | I like the idea :D And the player's voice was quite amusing. It also made me wonder about things you could do with a game where you can manipulate the RNG. Would be very interesting in an actual multiplayer setting where some people can secretly control the RNG … |
| May 19 11:24:07 | 111h 14m | Spabullare | ♥ 0 | It's an interesting twist on the twin stick shooter genre. The bullet hell in the later stages was somewhat enjoyable at first, but it just gets too samey too quickly! But nice job :) |