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ColeSlaughter

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TimestampSince previousGameColeSlaughter's comment
May 1 05:23:01 Puny World ♥ 1 I love the butterfly effect goin' on here! It felt like I was desperately trying to backpedal as a seemingly innocuous decision quickly spiraled out of control. xD Love the concept! Would love to see some added scenarios in the future.
May 1 06:13:12 50m 11s rovR ♥ 4 Wew, maybe I just suck at this. I really couldn't tell how I was supposed to manipulate the planet thingies in order to get where I wanted to go. In many cases I ended up "cheesing" the level and trying to thread the needle between a bunch of 'em to get to the finish line. Sometimes it felt like it clicked, and I knew what I was doing, but most of the time, the heads were ALWAYS in the way of what I wanted to do. :P Despite my ineptitude, I finished it to the end, and actually enjoyed it quite a bit! It's definitely a fun little concept while remaining deceptively simple.
May 1 06:26:14 13m 02s Corgo-a-gogo ♥ 2 Corgos are my favorite, so you already sold me on the idea. ;) Love the little corgi models! I also appreciated that the physics seemed to always keep my on the tiny planet, despite the character model walking at all different 3D angles. The camera did have a bit of a panic attack while I was in the forest, and the tank-y controls were a bit frustrating at times, but overall it was a charming game. :)
May 1 06:38:49 12m 35s Bumble Jumble ♥ 2 This game has a very relaxing ambiance. :) I really like the visual aesthetic of it! The controls were kind of difficult to work with though. I always expected to be moving in the direction my bee was facing, but would forget that I needed to use the triggers to go up and down. Also, maybe decreasing the sensitivity of the camera would be a good idea. I had to very gently nudge the analog to look at what I wanted without overshooting it. Overall though, I enjoyed it!
May 2 03:14:01 20h 35m Hunting Frog ♥ 2 I like the animation goin' on here. The frog in particular moves very nicely. If y'all made that yourselves, awesome job! The game itself was pretty simple, but I did have some fun, particularly when I would nab flies in midair while I was jumping. Unfortunately I didn't feel TOO much like a frog, considering the tank-like controls and how slowly he moved. It was a good call having those special flies buzzing around to add to time, though the timer could probably stand to be a little more prominent, so the player feels a sense of urgency. It might also be a cool idea to have OTHER special flies that maybe up your movement speed/tongue distance, etc. I think there's a lot you can expand on with an idea like this. :)
May 2 03:34:16 20m 15s Superbugs ♥ 3 Oh man, I had a blast with this one. Easy enough concept to grasp, while at the same time being challenging enough to be super entertaining. It was definitely a smart move to have the color venn diagram in the corner for reference. That's a level of polish I don't see in very many game jam games. :) Personally, I found the smaller maps to be more challenging than the larger ones, particularly because the smaller maps were more dense with viruses, which forced me to carefully consider where I placed each drug. The larger maps had a lot of extra space where I could place drugs willy-nilly (save for the final level). I'd love to see this expanded upon in the future. Maybe having a scoring system based on how many drugs you put on the field? If I knew the minimum number of drugs needed to solve the puzzle, I'd probably strive for that on every level. Or maybe a time-trial, or procedural-generated endless mode? You've really piqued my interest with this one. :) Awesome stuff!
May 2 03:39:01 4m 45s Smell World ♥ 1 I dunno if it was just me, but I was expecting this game to take a daaaaaaaaaaaaarrrrrrrrk turn partway through. Particularly when I saw the victory screen saying "We'll know after dissection." With the limited field of view, seemingly innocent music, mildly dark victory screen, and semi-realistic artwork (nice job btw) I expected to encounter an unexpected enemy in the game and crap my pants. Are these mazes procedural-generated? If so that's some neat tech to use for future projects! :) Cool stuff here!
May 2 03:50:48 11m 47s Just You And Your Porch ♥ 2 Whew, enjoying a nice up of tea on a peaceful quiet evening is a lot more stressful than I imagined. :P I was frantically clicking around, refilling the repellent, drinking the tea, refilling the tea, and clicking the lights on and off desperately trying to reach "maximum satisfaction." It was actually pretty engaging! Although around halfway through, I discovered that I could just keep the lights on all the time, and as long as I kept the repellent lit whenever it ran out, I could out-pace the mosquitoes with the OP tea, haha. It seemed like all of the timers had the same cooldown, which made them pretty easy to manage once I got the hang of it. Perhaps having certain thing refill slower than others could add to the challenge? I pretty much never ran out of tea because refilling the bar completely took pretty much the same amount of time as drinking a cup. ^.^"
May 2 04:02:18 11m 30s It's square to be a cube ♥ 1 Heeyyy, this is pretty cool! :) This seems like a pretty unique concept, and it's executed fairly well! I liked your decision to have the cube roll and bounce around, it gave the game a lot of charm! However, it might have been better to keep it as an animation or something, as sometimes the cube bouncing around would mess up my jumps... What would be really interesting to see in the future would be a more puzzle-oriented version of this game. Currently, because the world growers/shrinkers disappear after you collect them, it's kind of implied that in order to progress, you have to collect every single one (otherwise you'd get stuck). If the world manipulators stayed there after you touched them, the player could hit one, and explore how it changed the world. Then they could determine if the change was for the better and keep going, or for the worse and go back to revert it. Either way, I always thought it was super cool when I grabbed one of those things and saw a path open up. :)
May 3 03:22:13 23h 19m Recoil Assault ♥ 1 Interesting idea! :) I like that your primary mode of traversal is also tied with your attack button. It was kind of difficult to get the hang of at first, but once I started consciously using the right click, I was able to rack up 97 kills on my best run! One thing I would note is the fact that it's kind of difficult to strategize when the enemies are coming from all directions. Where I would position myself would usually just be coincidental based on what direction I was shooting at (usually the largest cluster of enemies I could find) so the fact that shooting moves you back didn't mean much until you were near the edge and were forced to turn around. If you could somehow tailor the enemy spawn, or maybe even the level, to give the fact that you move and shoot with the same button some meaning or consequence other than potentially falling off the edge if you shoot in one direction for too long, I'd say you have a very unique game on your hands. :)
May 3 03:31:54 9m 41s Spermicorn ♥ 4 I have no idea how someone even comes up with an idea like this, but I love it. The music was pretty catchy, and the artwork was on point! The gameplay itself was a little simple, I actually found it easier to blast through the other sperm by mashing shift, as hitting left and right was a little too tough to pull off, and it didn't give me the added benefit of pushing forward either, so pressing space was the optimal strategy every time. Gotta admit though, I cracked a smile while I was receiving words of encouragement trying to drill into the egg. xD This is such an oddball charming game! (That twist ending tho...) EDIT: Hang on, this was your guys' first Unity game AND you were working in radically different time zones?! Well freakin' done with this one, guys! :D
May 3 03:47:33 15m 39s Destruction Zone ♥ 1 Aaayyyyyyy, high score is 47500! :D I'm not sure if that's good or awful... Anyways, for a first time Unity game, I'd say you did a pretty good job! :) I liked grabbin' all the power ups, especially the triple-shot. Though to be honest, after the 2nd dmg powerup I kind of stopped going for them, since by then I was killing most things in 1-2 hits. I would ALWAYS be grabbing the fire rate power ups though. I wanted to see how fast I could go! What I noticed is that the powerups kind of stopped dropping during the latter half of the game. I'm sure you have a limit on how many powerups you want the player to grab, but it might be a good idea to spread them out a bit more to give the player a better sense of progression throughout the entire game. Another thing I noticed is that the powerups drop exactly where you killed an enemy. However, this kind of pits two conflicting goals for the player against each other. The first goal is to kill everything as quickly as possible, so they don't get close to your cores. The second goal is to collect all of the powerups so that your ship is super powerful and can help out with goal 1. However, when you kill enemies on sight, you can usually nail 'em before they get anywhere near your cores in the beginning. When they drop their powerups, they're just floating in the black void, which I quickly discovered drains your health immensely if you venture out there. At that point, I was kind of at odds with whether or not I should kill everything as quickly as possible or MAYBE let them get close enough to where, in case they were holding a powerup, I could grab it. Maybe having the powerups float closer to the current safe area would be a good addition. :) regardless, I definitely had fun with this one, and managed to play it to the kill screen! This was a pretty great first attempt with Unity!
May 3 04:01:45 14m 12s A Perfectly Lovely Expedition ♥ 3 Well that was a charming little adventure. :) I appreciated how you didn't specifically state what the goal was in-game, but rather had the player figure it out along the way. I really REALLY liked how the music would change into a "nighttime" theme when you walked into the dark, too. The nighttime itself I felt like was a little TOO easy to avoid...I never really felt pressured by the enemies that would spawn in the dark, because it was pretty easy to just stay ahead of them (unless I had the torch, then I was on easy street for the rest of the game). Despite being easy to avoid, I really liked the effect of it! :) Seeing the transition from day to night happen in real time on a tiny planet was really novel, and I liked the concept. The artwork was also really charming too! Although it was kind of difficult to tell what some things were. It wasn't until I was taking off in the ship at the end when it clicked that the first item I had was a monocle! I was really confused as to why using that set the tree on fire. :P Regardless, I had a lot of fun playing this, and it shows a lot more polish than I normally see from game jam games. Well done with this one!
May 4 02:56:14 22h 54m Planetary Garden ♥ 2 Mmmmmmmm...There's something weirdly satisfying about just watching progress bars slowly fill up. Gotta say I played this for quite a while. I sometimes get really into optimization kinda games, and this was no exception. However, the problem with a game like this for me is that I start to really scrutinize the working systems at play, and unfortunately in this case I noticed that a lot of the 10x priced plants were absurdly overpriced after a while. 450K for one plant, or 6.5M for ten. At that point, there's no choice to make there. I was also mildly disappointed when I unlocked Earth Prime, which was literally the exact same (or at least same-feeling) planet starting from scratch. If you can think of some interesting, unique ways to reward your player for their time invested/clever resource allocation, I'd say you have a pretty neat game on your hands. :)
May 4 03:05:12 8m 58s Flovala ♥ 4 The little white player avatar is officially the cutest thing I've seen this Ludum Dare. In fact everything just looked so smooth and polished. Though I gotta say, the first time I accidentally ran into one of the dark enemy creatures it scared the hell out of me. The combination of a LOUD and harsh sound (especially compared to the rest of the soundtrack and noises) coupled with an unexpectedly nightmarish eating animation (in a good way, very smooth looking!) took me by surprise. I was a little confused as to why I started playing as the dark creature near the end though... Regardless, this was a very charming little game. :)
May 4 03:41:00 35m 48s Neuroso ♥ 2 There are a lot of things I like about this game! And at the same time, I see a lot of different ways to improve it. **What I liked:** The art was lovely, and the dialogue between the masks legitimately made me laugh. Finishing a level and returning to those bickering fellas was hand's down my favorite part! I also liked the unique aspect-ratio. It really lended itself to the mood of the whole game. In a similar vein, the soundtrack was wonderful as well. **What could be improved:** You've got the mood, story, and art down for a solid foundation. What you should probably focus on next is polishing the gameplay a bit. I personally enjoyed the dialogue with the ghost on the first level the FIRST time I heard it, but after dying on several different occasions, mashing the Z key to try again started to get a little frustrating. In addition, spending some extra time to put in measures to guide your player where they need to go next. Particularly when the ghost started chasing me, there was no indication that the path to the right was suddenly open now (I just accidentally discovered it after dying several times). Lastly, I would say that the platforming itself was a LITTLE too unforgiving. Particularly concerning the 2nd level, where the low ceiling and wide spikes practically demanded perfect accuracy to clear them effectively. If your player spends too much time being frustrated trying to clear something, they'll likely not care as much about the frankly wonderful art, sound, writing, and style you've got goin' on for this game. Honestly I feel like you've already got the harder to polish stuff down pat. Just tweaking the gameplay a bit to lend itself to a more enjoyable experience is all you need to have a really solid game here!
May 4 03:54:16 13m 16s LD38 - Big Dreams ♥ 2 Wew, I'm glad I gave this a second shot after I died the first time. My first round lasted for (what felt like) a couple of minutes, but I only ever got the nerf gun once near the end, then died soon afterwards. Because it took so long to obtain a powerup, I had just assumed that I saw everything the game had to offer. However, this game becomes a LOT more fun when the powerups come into play more often, particularly the balls. There's just something so satisfying with how they bounce around destroying everything in their way. I should also say that it was a good idea to include your little tid-bit about riding nerf bullets in your description, because without that, I would never have even thought to jump on them. I absolutely LOVE the idea of firing projectiles to jump on them to get to higher places, but I feel as though the level doesn't particularly encourage you to ever do that. I could only ever jump on the nerf bullets when they were stuck to the walls, and by that point, there were several opportunities for me to jump to other platforms and get to higher ground faster. I would love to see you experiment around with the level design in a way that encourages the player to forge their own paths with the bullets in order to get an advantage. Aside from a few bugs here and there (as to be expected from a game made in a weekend), I'm lovin' the Toy Story vibe you got going on here. Fun game overall!
May 4 04:41:04 46m 48s Run, U Fool! ♥ 2 I like this idea a lot as a concept. The game looks lovely, and that crumbling effect is just delicious! However, I did feel a lot of frustration when I was trying to play, and I think I can pinpoint it to the following reasons: 1. Your character is constantly switching between 3 colors. I feel like it would be MUCH easier to plan ahead if you could see the next TWO colors the player will switch to, in order. This may help alleviate the second issue I had with the game. 2. You're practically not allowed to make mistakes. 3 seconds is waaaaaaaaaay to short of a time frame to plan ahead for your next move. There would be times I would try to run through a yellow door, only to change to blue at the last second. Okay, so there's a blue door around the corner, except too late. By the time I get to it I'm yellow again. So I guess I'll try to run back to the yellow door aaaaaaaaand change again, and now I'm falling to my death. :( If you want to keep the color changing happening so quickly, I would highly suggest upping the character movement to make it a more fast-paced game. Personally I found the last level to be the most enjoyable, as it involved dodging in-between lines of gates as you tried to out-pace the crumbling pit of doom behind you. In THAT scenario, changing colors every 3 seconds is fun, because you constantly have to make snap decisions, and the important distinction is that you have time to ACT on those snap decisions. Other than that, the game looks great, controls great, and has a pretty cool idea. :) Maybe some polish and balance to the mechanics would help carry it out into a unique project!
May 4 04:59:06 18m 02s Nuclear Treehouse ♥ 1 I really like the idea of destroying bullets with your own bullets. I kinda wish the game had more of a focus on that so it would encourage you to do that more often! Usually I would just fire at the enemies non-stop until they died... Also, for an action-oriented game like this, I would have liked to be able to move or potentially shoot a little faster. Even with the machine gun things felt kinda sluggish. Overall though, I enjoy top-down games like this, so I still played it through to the end and enjoyed it. :) The boss was especially a surprise!
May 4 05:12:57 13m 51s Momma ZILLA ♥ 1 Ya charmed me with that title screen right out the gate. :P Way to establish a solid mood almost immediately. As for the game itself, it's fun, if a little simplistic. It was kind of hard for me to determine where I would end up if I blinked (and more often than not, I'd end up stuck in a building), so I didn't use it too much. I felt as though I could get by just fine by mashing the shoot button and moving around. I would love to see Mama Zilla get a few more abilities that maximize her destructive capabilities. :) That might add a lot to the variety and overall fun-ness of the gameplay! Maybe even some little army dudes on the top of some buildings shooting at her for minimal damage to incentivize her to move to other parts of the screen too... You've got a lot of places to go from here, and you have a solid foundation to start you off, nice job!
May 7 01:41:30 68h 28m Agoraphobia ♥ 1 Heeeeeeeeeeeey, I made it to the end! :) This is a very interesting idea, and for the most part it's VERY well executed. It really gives you a sense of what it's like to experience Agoraphobia, and there's legitimate tension whenever you decide to leave the house. The art style is simple, but suitable for the concept. Anything flashier feels like it would be unnecessary. I did sometimes think that the message of the game was kind of undermined whenever a health pack or "house-up" would spawn inside the safe zone though. It might be worth it to take extra care that that doesn't happen (unless that was intentional, and the meaning flew over my head...) Also, I think you could stand to improve the pacing a bit. Because the gameplay doesn't change throughout the course of the game, it might be best to maybe shrink the overall field to ensure that more players reach to the end and get a chance to really consider what your game is trying to say. Otherwise, the frustration of making minuscule progress for minutes at a time might overshadow any sort of introspection you might want to evoke in the player. Otherwise, I felt this was an awesome entry. It's rare that game jam game try to make you think on an introspective level. Thank you for making this!
May 8 07:08:14 29h 26m Antagonistic : Hamburger Hill ♥ 1 An interesting idea! I got a 67% burger salvaged score! :D I really like the art style here, and the autonomous ant units were pretty impressive! You seem to have the technical aspects of developing a game down pat. A few things I would suggest from a design perspective though. Currently there's no way to really orient what direction you're facing. So when the game says "Enemies coming from the West," because every direction looks identical, there's no way the player can use that information effectively. Perhaps having a setting sun in the background, or even just a simple compass in the corner would help tremendously. Also, I can't say I really knew what making mounds did, or what the numbers represented when I was making them. And I think that can be attributed to the fact that the tutorial was front-loaded with text (that progressed on its own without player input) before anything started happening. I would suggest that you maybe distribute tutorial sections piecemeal, and give the player the opportunity to experiment with the ability you explained to them in order to ensure that they understand and can apply what they were just taught. Other than that, I felt this was a very unique idea that I can see developing into a full project in the future. :)
May 8 07:15:51 7m 37s littleBLASTplanet ♥ 1 I like the sort of Downwell-esque aesthetic goin' on here! And also similarly to Downwell, I like the simple mechanics that are at play. With a little more polish I can see this being a pretty engaging game to sink some free time into! One major suggestion I have is to consider having the bullets you shoot curve around the planet in the same trajectory you walk. It feels especially strange when I'm walking in the direction of an enemy and shooting, but my bullets are flying off into outer space, because that just happens to be the direction I'm facing on the circle. Although your playing field is a circle, intuitively for the player (or at least for me), the 4 directions of shooting are up, down, left, and right. When I shoot left at an enemy on my left, and it doesn't die, it creates a dissonance that can quickly lead to confusion or frustration. I hope you have plans to work on this more in the future! :)
May 8 07:27:09 11m 18s The Morix Colony ♥ 2 This reminds me a lot of FTL in a great way! :) It may have been a little text heavy for my tastes (particularly in the beginning), but once I was able to fiddle around with the mechanics I had a pretty good time! I get the feeling that the events are randomly generated, because for the first dozen or so I wasn't able to do anything other than choose the default option, as I hadn't had nearly enough resources to make any other choice. I would recommend either saving these events for later when the player is able to get their bearings and build up their resources, OR lowering the amount of resources needed to make other decisions so the player actually has some choice when presented with the options. Other than that, I liked the polish that came with this game. The tool tips were especially a nice touch to explain what each resource/icon represented. It's also not often you see so much in-depth writing in a game jam game. Well done!
May 9 06:25:53 22h 58m Caelium Alpha ♥ 2 This is an interesting idea! I like the sort of diorama effect you got goin' on here. Really makes me feel like I'm a little kid playin' with a toy (in a good way!). Given that this is kind of a sandbox game/toy, I was a little disappointed to see that there wasn't too much to experiment around with. I was able to make a bunch of planets, and change their colors and stuff, but it would have been really cool to see some sort of consequences or reactions to changing a planet's size or orbital speed. Seeing consequences for your actions is what drives the player to experiment! Unless I was missing something, I was only able to make planets. I saw an option that mentioned something about moons, but clicking on it didn't do anything... Also, the fishbowl lens is a pretty neat effect, though it sometimes gets disorienting, particularly when planets get close to the camera. From what I can tell, all of the planets orbit on a sort of 2D plane (aka, no verticality). It would be REALLY cool if you could get planets to orbit in 3 dimensions. The fishbowl lens sort of gives the illusion of that, but the more I focused on stuff, the more I kind of wished I had more variety in my orbital directions. Either way, I like where you're goin' with this. I hope you continue to work on it in the future!
May 9 06:51:00 25m 07s Every Man's Sky ♥ 2 Oh my god I freakin' love this idea! It's like an inter-dimensional comment section. I could TOTALLY see this being on its own domain page, with a random seed for a player's starting position, and the internet just goes hog wild on it. In fact, I would HIGHLY suggest making a web-playable version of this and releasing it online. :) I can see it really taking off! A few minor things that would maybe give it a little more polish: Maybe consider having the text that people write be readable from both directions? It was sometimes kind of hard to read some of the planets because the text was at weird angles, and because it would get culled if you weren't at the same rotation angle, sometimes it was hard to find in the first place. More options for text customizations would also be awesome, to allow people to add their own little personal flair to it. Also, I found it kind of hard to judge the depth of where my planet was being placed. If you can find a way to make that a little more clear to the player (maybe give them the ability to move their planet a bit within creation window as they're making it) would be another convenient little thing. Honestly, I think you have a really awesome thing here that could really have a huge community behind it if it just got enough exposure. I hope you have plans to work on this more in the future! :)
May 9 07:13:34 22m 34s Tiny Terraformer ♥ 1 This game's got a lot of charm, and I feel like there's a lot going for it. I personally found the first 5 minutes or so to be the most engaging. The concept of building up an atmosphere in order to grow plants and build up an oxygen supply is super novel. Unfortunately given the nature of the game, there wasn't really a motivating force to actually DO all of that. From what I could tell, my character could survive just fine in an oxygen-less world. Growing plants and building a pleasant-looking planet mostly just felt like optional cosmetic goals more than anything else. Because of that, the game felt sort of goal-less after a while. I would also maybe suggest spending a little more time polishing the tutorial. Having the player auto-advance the text on their own when they need to sounds like a good idea on paper, but in practice the player will more often than not skip some text, or forget to advance it for a long time and wonder what they need to do next. Consider having a more guided tutorial that advances instructions as the player completes them. It might make for a smoother experience. Also, maybe adding some sort of indicator that would tell you what numbers are increasing/decreasing would be nice. Maybe something like a "+1 metal" while you drill or "+1% Atmosphere" as it's generated by your factory thingies. It took me a while to notice the tiny number ticking up as I did stuff, and something like that could go a long way for some nice-feeling feedback for the player. Sorry if all of these suggestions are coming across as harsh. I actually really like this game and this idea, and I would LOVE to see it improve into a full-fledged product, which is why I figured I'd throw in my two cents to hopefully help improve it. :) I love the cute little art style you got goin' on here. And there's tons of little polish that I really appreciated, such as the little drill bit changing its angle based on the direction of my mouse, and the particle effects accumulating in various places, such as they sky and wherever my drill bit was working. I loved that the planet slowly evolved as I added more stuff to it, and the peaceful music was nice and Minecraft-y, which lent itself to a very peaceful experience. :) I'd love to come back and play this if you decide to make some improvements in the future.
May 10 02:37:48 19h 24m It's a Small World ♥ 1 This is a nice little idea. It's simple, but I can tell that you prioritized polish over complexity (a choice I totally agree with). I do think the game would benefit from having a larger screen. Particularly when you start getting high up, it's hard to keep track of what's what, and more often than not, that would be the reason for my demise. I also really like what you have goin' on with all of the different jumps that the player is able to perform. However, there doesn't seem to be much use for them outside of novelty. The backwards jumps in particular seemed like an ability that I couldn't seem to use to much advantage. It's cool that these abilities are there, but if you could design the gameplay to encourage players to experiment with them, that'd be perfect! It's honestly really cool how much you were able to accomplish with only 4 buttons. Great work!
May 10 02:56:28 18m 40s The Z Axis ♥ 1 Oops, I broke it... Untitled.png Regardless, I had a blast with this one. Except for this little bug the physics were perfect. The character's running animation was also super smooth. My favorite level was easily the one I glitched out on in the picture. It took some time, but figuring out I had to manipulate the falling box to fall through the portal was a genuine "a-ha!" moment that I enjoyed immensely. If you plan to expand on this in the future, I would recommend polishing up the aesthetic a bit. There's nothing inherently wrong with a clean and simple aesthetic, *except* when it interferes with actual gameplay. Particularly, it would be nice to know where exactly a portal will be taking me before I step into it. This could easily be solved by color-coding the sets of portals together. Also, Sometimes I would step on a switch and it would move doors. Other times, nothing would happen. It took me a while to realize that the switches were hard-coded to always do the same thing to the doors they were linked to. The problem is, there's no way to tell which one does what. In one level there were two red switches. Stepping on one closed one door and opened another. Stepping on the other did the opposite. However, stepping on the same one twice in a row didn't do anything, and there was no indication that there was something different about the switch itself. Perhaps "disabling" switches that won't change the state of the doors would help the player recognize which switches will have an impact on the world when stepped on. These are all pretty minor tweaks though. As a whole, I loved this concept, and it was pleasantly well-executed!
May 10 03:03:24 6m 56s Shrimp Tank ♥ 1 Wew, the camera gave me a bit of motion sickness as I was playing...As a general word of advice, for a 2D platformer, I would only move the camera if the player passes a certain threshold in the viewport (generally the midpoint) and keep it stationary otherwise. :) Aside from that, I thought this was a charming little game! The aquarium setting is certainly unique, and I loved the way the music added the dark piano as you started to swim with the predator fish (immediately before I would meet my untimely demise...) Perhaps some more obvious feedback queues for the player would be appreciated I couldn't tell when I was eating something or just simply pushing it around. Maybe some munching sound effects, or some particle effects could go a long way. Great job with this one! :)
May 10 03:16:55 13m 31s Turing Compete ♥ 3 Hmmmm...Not sure I can really wrap my brain around this one. I'm familiar with Turing machines, but I can't for the life of me get this thing to do anything other than change a row of tiles. I'm not quite sure how to make it transition to a different step, and there's a lot of things to fiddle around with on the UI, in a few different ways (some things you click, others you scroll, etc.), and because nothing was changing, it was hard to discover what impacted what. Seeing the screenshots and stuff, I can tell that this is potentially a really cool terrain generator, and I'm sure it feels awesome once you get everything working right. But I couldn't really get past step one and I kind of had to give up...Perhaps reworking your tutorial to something that's not just front-loaded text on the title screen before you even see the game board and what you can interact with would go a long way. Something that sort of guides the player more. Another option would be to "simplify" what the player is working with. I can understand why you might not want to do this, as the concept of generating a unique terrain with a simple TM sounds (and IS) pretty bad-ass (I still think it's an awesome idea), but folks who maybe have no idea what a Turing Machine are doomed to be lost and confused as to how to operate you game, because there are too many things for them to tinker with, and the rewards for randomly fiddling with it are few and far between. I'm curious to see what you plan to do next if you decide to continue working on this. :) Best of luck, it really is a cool idea!