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DDRKirbyISQ

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TimestampSince previousGameDDRKirbyISQ's comment
May 3 06:31:36 Catsorbed ♥ 3 Kitty! Played the compo version. Interesting game with a novel mechanic! Some points to consider: - Cat death sound was a bit loud - There was one jump in particular in the cloud level that seemed a bit unnecessarily unforgiving - Activating platforms while the cat was in the same space led to you being stuck until the platform disappeared -- not so fun! Despite all that, cute game!
May 3 06:44:25 12m 49s Floraison ♥ 2 Cool game! Though, you might want to double-check your input bindings. I unknowingly had a gamepad plugged in and was confused when nothing on my keyboard seemed to make the game respond -- ended up finishing the game using only the left and right mouse buttons to flip the ship! xD Went back and saw that you can actually turn the ship around, pull out, etc. and things made much more sense after I realized that I should use my gamepad. :P Anyways, great job! The game is very cohesive as a whole and everything is really brought together as a unified vision; I appreciate that, particularly the music and sound design as well. Very zen. I would echo the concern about motion sickness. I think that applies more when playing fullscreen. Perhaps just notching down the movement speed a tad and zooming out slightly would help that and be more in line with the "calm" aesthetic? (Or maybe it's just fine as is.) The glyph-like font was a nice touch too!
May 3 07:11:21 26m 56s iii ♥ 2 Very cool! I actually have one big gripe though -- please add some alternative keybindings! The keyboard that I tried this on first doesn't support pressing a horizontal direction, down, and space at the same time, making some sections of the game quite painful. I had to switch to another keyboard to play properly. It was also curious how you cycled through the 3 eyes as 1->2->3->2->1 which was a bit awkward in terms of controlling -- I would have expected 1->2->3->1->2->3 or even separate keys to trigger each eye. But that was less of an issue since you didn't require much rapid switching. The slight bit of movement inertia threw me off from time to time, but it wasn't really a big deal either. Overall I like the idea and the execution! Actually reminds me of Eversion a bit. Really nice job on the ending as well! Some music or even ambience would help set the tone a lot, but maybe that's not your cup of tea / you didn't have time for that. The grainy shader-like effect as well as the limited light radius definitely led to a sense of caverny darkness / small unknown territory / danger, which I thought was cool, but I'm not sure if it 100% fit with the current gameplay? In it's current state, I feel like the game is more about exploration, jumping around, stomping on enemies, and meeting new people, and in that regard it feels like the limited visibility is more of a hindrance than anything. What I'm trying to say is that while I really dug the effect I think I would have enjoyed that gameplay more without it. Not really sure. I do wonder what it would be like if the light radius and graininess got worse with each new "eye".
May 3 07:27:15 15m 54s The Z Axis ♥ 2 Very nice! I appreciate the effort involved in designing clever puzzles under such a tight time constraint. The earlier levels were rather basic, but I remember level 7 being pretty interesting. Level 8 was really tricky in terms of execution! And level 9 was kind of fun. I do think that level 8 was maybe a bit too much in terms of a spike in unforgivability -- I think a lot of this is due to the slight inertia that you have moving around and the fact that you don't have perfect airborne mobility. I'm not saying those are bad things, but that those things combined with the large number of danger zones in level 8 leads to it being very tricky to execute, more so than the other levels which were largely puzzly levels rather than platforming levels. One other small gripe, the "start level" sound goes pretty high up in the frequency range and is a bit grating -- might want to be careful with that! Nice job overall! :D
May 5 06:30:36 47h 03m 6-Sided Sojourn ♥ 2 Finally got around to playing this! Kept me entertained for a good while longer than I thought it would -- made it to world 43 before dying of a misclick. Things were pretty slow for the first handful of worlds until I managed to get my first attack upgrade. One small gripe -- the sfxr/bfxr/whatever-style sound effects are a bit grating, watch out for lower frequency pops and clicks especially! >_< Really fun spin on the theme :)
May 5 06:42:37 12m 01s Candy Cave Quest ♥ 2 Thanks for fixing the link! Wow, this was super enjoyable and cute. A little rough around the edges, but still fun to play through and definitely put a smile on my face. The ending was great too (and adorable)! Great job all around!
May 5 06:48:09 5m 32s Carefulzilla ♥ 0 Lol, how could I not play a game with this title and screenshot?? Spot on in concept and execution, just needs some easy bugfixes as already mentioned before :) Great job with your first compo!
May 5 06:57:39 9m 30s Space Caves ♥ 0 Holy reverb, batman! It's as if the entire cavern is made out of vibrating metal plates xD Anyways, cool stuff! Interesting gameplay with the bouncing bullets as well. Wish death wasn't so punishing so that I could actually explore the rest of the game!
May 5 07:28:10 30m 31s Edge of the Abyss ♥ 1 Hehe, yay, tower defense! I too got reck'd by the 16:30 guys. I assume that in order to get past that point you'd need to build up more economy early and then get even more godhands. Fun ~15 minutes spent!
May 5 07:52:21 24m 11s What Remains. ♥ 1 Pretty fun! A lot of major quality-of-life improvements can be made of course, just in terms of better UI feedback, etc. But it was pretty fun regardless!
May 6 07:48:05 23h 55m Tabletop Arena ♥ 1 Neat! Definitely good work with the tutorial :D
May 6 09:15:02 1h 26m COSMOMOMOMOº ♥ 1 Wow, great concept! I got to what was presumably the end. I'd echo the points about somehow making the visuals more intuitive / easier to grok. The gameplay was, although weird to pick up at first, rather simple once you got the hang of it. Given that the orbits of the shots are so predictable, it's easy to shoot them in axis-aligned directions and then move slightly each time. I think a game in which the "bullets" move more slowly yet are harder to lay out in a predictable way might (?) be more interesting. But of course that's a different design. Anyways, fun stuff!
May 6 09:19:30 4m 28s AS Mall World ♥ 1 Lol, cute. Though, it felt as though I was watching an old 3D movie without red/blue glasses. I never realized how much fun it would be to throw money at things....literally.
May 6 09:29:50 10m 20s 50ft by 50ft (or How I Died In Space) ♥ 1 Nice, Twine! I should note that I also ran into a bug similar to the aforementioned one. Besides that, I can't say that I did a *deep* reading (sorry! Got a billion other games to rate), but what was there was fine! You did some interesting things with the Twine medium specifically, which I appreciated. Past that, I do think the narrative could have had a little more behind it. I think you did a good job of creating an atmosphere, but I would have liked to have some sort of movement in the story, some sort of character development, conflict, etc. (unless I just missed it!) That said, there's only so much you can do in a weekend. ;) Nice job!
May 6 09:41:33 11m 43s Pollux ♥ 3 Haha, fun! I played twice, trying to get more stuff built the second time around. Shame you guys couldn't get more actual content in, but such is Ludum Dare! One gripe that I'd like to point out: I know this is 2017 but there are some of us from the stone ages who do not use monitors with a 16:9 aspect ratio! Some of the UI elements get cut off on my 5:4 screen.
May 6 09:51:12 9m 39s MagiSEED ♥ 1 Lol, this was actually more enjoyable than I thought it would be. The main characters' walk animation is so janky but I got a good laugh out of it! Played through the entire game. Quite a few different things you experimented with. I wonder if you could have gotten a stronger game if you had just focused on a single one. Anyways congrats on your game.
May 6 10:02:46 11m 34s Gold N' Steam ♥ 1 Oh man, I got soooo punished for my greediness in trying to coordinate 4 trains together. whoops. Nice aesthetic! I do think that the clicking to change train direction felt a bit clumsy though. Maybe instead of having to cycle through the choices (with some arbitrary order), being able to click on one of three buttons would be better?
May 6 21:06:36 11h 03m Merhygen ♥ 1 Cool prototype! I think the gameplay has some potential. The content is lacking and of course, first-time players aren't really given clear feedback, but it is LD after all. As others have said the simple art style really works well for you.
May 13 22:08:29 169h 01m Apocalypse World Cup ♥ 3 Yeeshhhh! What a great intro. This was good fun! More changeups to the gameplay would have been awesome, but this is a great start!
May 13 22:16:42 8m 13s Small World Fighters ♥ 1 Haha, this was super chaotic and fun. Some suggestions for improvement: - More differentiation between character images so it's easier to tell who you are at a glance. The blue P2 character was super easy to identify but it was very easy to mix up the rest. - Jumping felt kind of awkward, especially since the camera view didn't always show you at the peak of your (teleport) jump. Otherwise, generally just shooting a bunch of people and feeling cool when you pull off a dodge with a jump was great.
May 13 22:27:44 11m 02s Ain't Big Enough ♥ 4 Such a good intro OMG I'll echo the previous comments about jumping, but I think even if you aren't able to jump and move at the same time, the jumping / dodging could be a little bit more responsive. Right now you have to time your jump quite far in advance. A better game end would also be great! Currently when the last hit gets dealt cuts straight away to the game over screen; would be a lot more obvious what happened if you could make an animation in game to show who lost. The bullet reload mechanic was interesting but I don't think it really added much to the gameplay IMHO. But I liked all of the other items, especially the boooooozzzeee.
May 13 22:38:02 10m 18s From robots with love ♥ 0 You can really make it quite difficult or at least annoying and non-interactive to find the globe by either: trapping the globe underneath furniture and abusing lighting to make everything hard to see: Screenshot 2017-05-13 15.34.14.png Rotating the cube such that nothing relevant is in view: Screenshot 2017-05-13 15.35.29.png Besides that, the game was pretty funny to play =P
May 13 22:47:59 9m 57s High Noon Robots ♥ 5 Interesting prototype! I feel like there's a lot of potential here, and split screen multiplayer was much appreciated! I'd echo the previous comments about camera turning. Overall I think a few issues with game design keep this from being as good as it could have been, but great presentation!
May 13 22:56:36 8m 37s Space Brawls ♥ 2 Fun sound effects, though the audio for the main menu stacks and plays multiple times if you go back and forth between it =P Kind of interesting design, but it didn't feel very great from a game design perspective. I think the rotation speed should have been faster so that you don't feel so useless while waiting for your station to face the right way again. I think a trajectory indicator (Osmos-style) would have helped a lot too! Though obviously that's hard to implement quickly.
May 13 23:42:13 45m 37s The Land We Must Take (La Terre qu'il nous faut conquérir) ♥ 0 Wow, very involved! This is a pretty neat concept for sure, and there was actually a lot of strategic depth to it. The sphere world was neat, though it made the game harder to play. Game balance as you said could probably also use tweaking; factories didn't seem to be quite that worthwhile (though maybe their usefulness is more of a long-term investment?). I like that there was a lot of strategic depth around surrounding tiles and expanding tactically. Some bugs with input validation that prevented us from finishing our playthrough properly: Despite your input validation I was able to enter in "175" tanks when I only had 1. Screenshot 2017-05-13 16.30.17.png Screenshot 2017-05-13 16.30.24.png Screenshot 2017-05-13 16.30.37.png Of course I was left with -174 tanks so that was essentially the end of the game. Also, backspacing and then typing '-' for attacking soldiers, then entering 0 for defending soldiers seems to cause the game to break. Screenshot 2017-05-13 16.34.50.png (tested this on the compo version without post-fixes)