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BluShine

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TimestampSince previousGameBluShine's comment
May 2 05:12:28 Lunar Depot 38 ♥ 2 Very cute. Loved the dialog and the art was great. Unfortunately, the gameplay didn't really do much for me. I might have enjoyed it more if the waves were shorter and more intense. It also might have been more interesting if there were additional mechanics besides jumping and shooting: maybe some kind of interesting movement ability? I made it through to wave 3 and lost right before the end of the wave. Also, some of the aliens seemed to not stop moving while they're stunned (although I could still paint them if I managed to catch up), not sure if that's a bug or intentional. Audio was quite good, the cat sounds were adorable, and there's a lot of music for a LD game. The world wrapping was also a good use of the theme.
May 2 06:26:50 1h 14m Path of the Rabbit ♥ 1 Great little puzzle game. I managed to get to the boss a couple times, but I always seemed to lose by running out of height to stack tiles, or by getting starved of either right or left turns. I thought the difficulty level was fine (although perhaps that's due to my previous Tsuro experience), but it might just be a little bit too random. At first, my strategy was to try and stay within the middle with fairly short paths. Avoiding the corners/edges means you can't get screwed over from turn tiles because you can usually save yourself from the edge with either a right or left turn. But the problem is that the tile stacks always fill up by the time you get to the boss. Then I tried to fill up the whole board evenly, but it's just too easy to get destroyed by a bad run of 4 or 5 tiles. Aside from the randomness, I wish there was just slightly more polish and effects for the board movement. Maybe a different color to show your previous path? That would be especially useful for communicating "this is why you lost" after you fall off the edge. The gameplay definitely fits the theme, although I would have liked to see the graphics do a better job of communicating the theme. Like, maybe some grass and plants on the tiles, or a sun/moon that orbits the world. As other comments have mentioned, some music would be very nice. Oh, and I also agree with the idea that this game would be fun on mobile.
May 2 06:53:44 26m 54s Elemental ♥ 0 A nice relaxing experience. Fun to play around with, and nice chill music. I saw a meteor once, which was pretty awesome although I was slightly disappointed that it didn't leave a huge molten crater or cause an ice age or something like that. Anyways, great work!
May 2 07:01:04 7m 20s vijver ♥ 1 Very pretty.
May 13 03:04:58 260h 03m CircuitWorld ♥ 1 Interesting idea, but the execution didn't really click with me. Maybe it's just because I understand the basics of circuits, but the puzzles seemed way too easy. They did a decent job of teaching "don't create a short circuit", but the puzzles trying to teach resistance didn't seem to actually match-up with the text: the lightbulbs didn't seem to dim based on resistance, and solving the puzzle didn't require you to understand the concepts. I didn't personally have any issues with the UI, but I agree with the other comments that the text should have been bigger. Also, the wire limit might make more sense if you showed some physical wires in the scene that disappear when you place them, instead of simply showing a number in the corner. Graphics were very clean and functional, although I wish they had more... flavor? Maybe some particle sparks, or some little electronics tools in the background. Also, it would have been nice if you made some custom UI buttons instead of using the default Unity graphics. Music was nice, and fit the theme of the game well enough. But I wish it didn't reset when you start a new level. Is there a reason you disabled the "audio" ratings?
May 13 03:42:51 37m 53s World Fighter ♥ 1 Funny interpretation of the theme, but I would have loved to see it pushed further. It would be nice if there were a couple different types of worlds to fight, even if it was only visual differences. Great job with the sound. It was simple, but fit the game perfectly. Graphics were also a good fit, and I liked the death effects. But I would also have liked to see some more effects, maybe some particles or lighting? I died twice, and beat it on my 3rd playthrough. I'm not sure if there's some kind of trick to the timing, but I managed to beat the game by simply mashing the attack button as fast as possible. I didn't mind the difficulty, or the fact that there was only 1 level. But I do wish that there was a bit more depth to the fighting. Maybe a couple different types of attacks with different speed/range? Or some sort of block/dodge/parry move?
May 13 03:53:54 11m 03s Crustal ♥ 2 Very challenging, although it seemed like the game might have been running too fast? Not sure if that's intentional. I played the windows executable. After watching the gameplay video, I think it might be a bug. Still, I kind of liked it, it was a bit like Devil Daggers. Also, I figured out that you can just mash all the WASD keys and shoot rapidly in all directions, which was pretty fun. I really liked the art. Even with such a small number of assets, the animations and colors had a really cool feel. And the effects were amazing, I loved the beams and the tiny green area within the purple wasteland. I agree with the other comments that some sounds would have made it even better. The art was already so weird and evocative that I found myself wondering what kinds of sounds these strange crystal beings would make as they walked around.
May 13 04:13:31 19m 37s Omega Llama in: Bullet Surfing ♥ 2 Awesome game. Great name, great gameplay, cool style. I made it to 700 points and everything stopped, so I assume that means my llama reached maximum RADICAL status. It took me a minute to figure out what to do. I think a litle bit of sound effects would go a long way to indicate when you're doing something "wrong". But once I got the hang of it, it was pretty fun. And when I realized that it kept adding more stuff as you built a combo, I just had to keep trying! For a while I was trying to fly in a circular pattern, but then I switched to a rapid back-and-forth pattern which worked a lot better. This is definitely one of the most fun games I've played so far in the jam. I liked the art style and simple, rhythmic sounds. It made me want to play this standing up at an arcade machine with a glowing CRT and a old-school arcade stick.
May 13 04:33:15 19m 44s Keeplanet ♥ 1 Cool idea, somewhat similar to my game about balancing a world, but a totally different take on it. The graphics were lovely, the sounds worked great, and the music was nice and chill. I managed to get to year 2500 before my planet died. Although once I got past 2000, it became impossible to actually see most of the objects on the planet so I was placing them blindly! I do think it might be easier to have some kind of balance indicators, but it was actually kind of fun trying to figure out the balance by simply placing an object and then observing what kind of effect it has on the planet. The biggest issue I had was trying to place hills. I kept getting stuck because it there was actually no empty area on the planet large enough to fit a hill. I think it might make more sense if you could place a hill "underneath" trees and houses. Or maybe placing an object would shove other objects out of the way? The "held object" slot was definitely a good feature, I managed to save myself a couple times by storing the hills until the planet expanded and gave me more room. The graphics were probably my favorite part of the game. Not only were the models good, but the lighting and even the UI were done very well. Also, nice job with the slow zoom-in to the planet at the start.
May 13 05:35:00 1h 01m Quantum Frustum ♥ 0 Amazing work. That aesthetic was awesome. I managed to get to the end, and I like how it kind of "shows you the secret" at the end. The puzzles weren't really challenging, but it was still a neat experience just to explore the world and collect the red dots. I didn't really mind the lack of difficulty. I agree with some of the other comments that the music didn't really seem to fit the rest of the game. But I think that's a fairly minor nit-pick.
May 16 01:40:38 68h 05m Our Cramped Little World ♥ 3 I managed to arrange the house perfectly on my first try, so that I finished the daily routine without having to move any furniture! Perhaps my real-life small apartment experience gave me an advantage :). I kinda wish there was some score at the end based on how many moves you made, it might be fun trying to optimize and find the most efficient furniture arrangement. The art style is wonderful. I like the drab colors combined with the clean, simple shapes. The music was a great fit, too. The sound effect volume seemed slightly too loud, which is a shame because I wanted to hear the music. The interface was the biggest issue. I tried the post-jam version and it's certainly an improvement, but it still was pretty clunky. Honestly, I think I would rather have just played the game with keyboard controls instead of mouse controls. I was also a little bit confused by some of the red square while placing furniture. It seemed like some areas near the walls would just randomly turn red and not allow me to place furniture. I did like the idea of splitting the game between a "placement" phase and an "action phase", with limited maneuvering during the latter. When I was initially arranging the furniture, I assumed that the family would just move around automatically through the house. The idea of shuffling around furniture and people is pretty cool, and I wish there were a few more levels that forced you to start doing that. It also might have been interesting if the player had to directly control the family during the second phase. So, if you want to push/pull objects, you actually have to walk a family member over to it. Maybe heavier objects could even require 2 people? Anyways, I love the idea, and it's a great use of the theme. Despite the issues I had, I would love to see a larger, more-polished version!
May 16 02:17:19 36m 41s CarefulSaurus ♥ 0 Cute concept, fun little game. I liked the graphics and the music, and they fit well with the game's concept. The sound effects seemed a little out-of-place, though. I didn't mind the floaty controls or large hitbox on the dinosaur. I felt like it actually kind of helped make the dinosaur feel like a big, clumsy creature. I found myself wanting a little more depth to the game. Maybe the city could have different districts, with different rates of pedestrians/cars? A little bit of variety would help a lot.
May 16 02:29:31 12m 12s Micro Mayor ♥ 0 An interesting experience. I'm not really sure I "got" the gameplay, I just randomly placed a couple houses and commercial buildings and got tons of money, then clicked the construction site and won the game. The narrator was definitely my favorite part, I liked the comments when I built a fire station before I was "supposed" to. The graphics were very simple, but they worked pretty well. The dark color pallet complemented the mood of the game nicely. The music was also very good, it added a somber feel to the game.
May 16 02:42:53 13m 22s Kryp ♥ 0 Neat interpretation of the theme. The window resizing was cool. Gameplay was very simple and relaxing. Digging is always a fun game mechanic, especially when it leaves a trail behind you. The ladybug controls were less satisfying: I kept getting stuck on branches and eventually managed to jump and fall out of the world. I didn't like the art very much. The individual parts were fine, but they were very inconsistent when put together. Big pixel art dirt, oddly realistic sky background, and hand-drawn bugs walking around. I would rather see a game that just sticks to one art style. The music was ok, but it seemed like a very short loop, and it felt very repetitive by the time that I had almost eaten all the green dots.
May 16 03:00:29 17m 36s TARJECTORIES ♥ 0 After the first 8 levels I was getting pretty bored. Especially since there's a "3, 2, 1, 0" countdown between each level that seems to actually take more like 15 seconds! And I couldn't figure out a way to skip the countdown, either. But, when I got to the 9th level I got a little excited about the possibilities. I quickly dispatched the targets on my home planet, then powered up my cannon and took aim while I waited for the planets to align. I fired, but totally missed the target and my bullet flew off into space. Then, seconds later, the bullet came back, looped around the planet, and came down directly onto my gun, blowing it up! I with the levels were a bit more interesting at the start. After 2 single-planet levels, I'm ready to see the advanced stuff! Sound effects were nice. Graphics were very simple, but they got the job done. Some music and maybe some backgrounds would have been nice to help set the mood.
May 16 03:38:02 37m 33s X-Pressed Delivery ♥ 1 First off, this is easily my favorite creative interpretation of the theme so far. Awesome concept. The execution is also very polished. You don't see a lot of LD games that actually implement a minimap! The in-game field-of-view cones are also a good touch. However, the AI for your ex-partners can be frustrating at times. This one lady just decided to stand right in front of my delivery truck and stop moving for about 30 seconds. I can see why I broke up with her! I felt like the game was missing some kind of time pressure. You can basically just stand on the side lines and just wait forever for the perfect moment to deliver your gift without any danger of being caught. Also, I like having the gender choices at the start, but I'm curious why the game doesn't let me select *both* male and female partners? Great job with the art, too. The characters were quite varied, which is obviously important to the gameplay. The environment was also good, and it fit well with the characters and gameplay. I do wish there was some music to help set the scene.
May 17 02:46:15 23h 08m s-mol ♥ 0 A very pleasant experience. I think this is the first time I've seen someone build a music puzzle game for Ludum Dare. I never managed to figure out the 4th puzzle, so I just clicked the ? and skipped to 5. I think the game would have been just fine without the puzzle elements, but I also didn't really mind the puzzles until I got stuck. It might be nice if you start with all 5 levels unlocked, and completing the puzzle in each level unlocks a new musical element to use? The aesthetic fit well with the music and the gameplay, although it felt a bit spartan. I would have liked to see some more visual effects. Make the squares jiggle, fade, bounce, emit particles, etc. Doesn't seem like you really used the theme, but the game was enjoyable without it so I didn't mind.