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Tenoch

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TimestampSince previousGameTenoch's comment
May 1 03:52:31 No Minor Task: Party of a Lifetime ♥ 2 Swung in to try it out, going to agree with @gumboot and say that the intro ran on a bit long. Also I would have appreciated some means to turn down the volume (or mute) while the music was fine it was super loud on my computer and forced me to mute everything. As for the game itself, it seemed to work fine, my only beef was that enemies would sometimes be behind say, a tree, but still be able to detect me, so I would have no good way of seeing it coming... maybe there's an audio cue I was missing since I muted but I got hit by it twice.
May 1 03:58:29 5m 58s Dr. M Little's Planet Mass Overdrive ♥ 2 Looked fine, simple concept but well executed. Thanks for the game <3
May 1 04:04:01 5m 32s Sling Ship 🌏 ♥ 1 It's a bit hard to tell if you can connect to a planet to sling to without just trying to click; other then that mechanically sound. Would have appreciated a mute button, while the music was fine for the first few loops it started to grate.
May 1 04:12:41 8m 40s Toy Time Turbo ♥ 2 Control feels really floaty, I know it's a toy but kept spinning out even on straights. That being said, a racing game is a fun departure to the norms of LD.
May 1 04:38:57 26m 16s Daydreaming Island ♥ 1 As other have said, something about this made me stick with it for a while longer then I expected to when I first got my hands on it. that being said the controls were what eventually caused me to stop playing. Some sort of visual feedback over whether I can click a location and move there would be great. I recognize with this simple of an art style adding anything more can be tough, but that combined with the right click to use thing really threw me for a loop.
May 1 04:52:45 13m 48s Snake On A Plane ♥ 1 Thought the 90 degree turns would actually be way more disorienting then they were. I had fun, if I had one nitpick it would be that the orbs appearing on top of you when moving forward causes a strobing effect (light dark light dark) which hurts my eyes a bit... and I'm not someone who usually is affected by that kind of thing so, just something to keep in mind. :)
May 1 05:03:49 11m 04s Deja Vu ♥ 1 As @joe-cowman said, my main issue with the game was that on two occasions the level generated was actually impossible (long required branching paths) now you could say" just restart the level" but it does say that something is wrong with the generation. Thanks for the game <3
May 1 05:10:24 6m 35s SMALL INFECTION: a hardcore cellular shoot-em-up! ♥ 0 Honestly, I like the core shmupness, was a bit disappointed that when you go into the small mode that the camera zooms in so far as to make it impossible to see anything. The point is to let you dodge things, but then makes it hard harder to dodge things.
May 1 05:36:08 25m 44s Soleil ♥ 0 Liked the look, but I found the perspective a bit awkward to deal with combined with high gravity and small platforms to make a game that is initially a bit much to get hold of. Overall I liked it, but I feel like the platforms + perspective + gravity combined to stop me from falling in love.
May 1 06:05:22 29m 14s A Week's Passing ♥ 1 Alright so I hit day 4 and then fell through the ground when it loaded in the walk to the bus scene. Don't have the time to start over so I'll just say that this is a fair deal of content in a short period of time, I may go back through tomorrow (2am here) and see how it ends but it's good stuff. Small nitpick, when you deactivate the player controller during an action in the house, the animator locks in it's current position so say you brush your teeth, you can see your character running in the mirror while stationary. Make sure to either send a call to the animator to turn off the animation or simply limit the players capacity to move without actually turning the controller script off. Thanks for the game <3
May 1 22:04:45 15h 59m HexaHover ♥ 1 Not sure how this is related to the theme, but the graphics are pretty nice and the straight bumper cars work as you'd hope them to. If I had a nit pick it is just that, for a jam game with such a relatively simple base gameplay loop I would have hoped for some more depth (powerups, weapons, different arenas, maybe different game modes). that being said, it's always ballsy to do a multiplayer game for ludum. Thanks for the game <3
May 1 22:19:36 14m 51s Mouse and Blade ♥ 2 The name immediately grabbed me, but overall I came away wanting a bit more. Recognize it was your own engine, so a lot of the time was prolly eaten by that but I feel like some sort of extra mechanic would have pushed it further. Also I like that it has music, but after a few loops it starts to get that droning effect due to how short the loop is. All that said, props to makin your own engine, thanks for the game <3
May 1 22:29:45 10m 09s Cell Division ♥ 1 As other have already informed, a crosshair woulda been great or more specifically I would have appreciated making it dual joystick so that I can be moving independent of where I am aiming. Other then that though, great stuff, the weird floppy growth physics and movement were fun to deal with and it's a solid prototype. One thing I will say is I'd like the camera code to get cleaned up a bit, since I frequently had parts of my cell getting hurt offscreen and I was unable to see them to shoot at them. Fun game nonetheless, thanks for it <3
May 1 22:41:30 11m 45s Classical Conditioning Cooperation - [CCC] ♥ 2 Heh, our games acronyms are dangerously close, just one letter off (CCO). Fun concept, I know this is an odd thing to fixate on but the UI looked nice and clean. The mission start/end windows are great. My only issue is that mid way a mission I was wondering what the key on the pause menu meant (it's obvious now) and I accidentally went to the main menu. I was going to replay the beginning to get where I was, but the lack of a way to make the first levels go faster caused me to elect to stop playing instead. A "speed up" button might be a consideration. In addition, I'd appreciate the ability to buffer orders while a mouse is moving. So if I pause on the frame before it is able to be commanded, I can tell it to turn when it lands instead of having to unpause then repause. All in all, solid presentation, interesting gameplay and a surprising amount of content for a Ludum Prototype.
May 1 22:50:11 8m 41s PogoPogo ♥ 2 I like it, its quick, effervescent, dumb (and I mean this in a good way) fun. I'd say if I had one beef, base movement speed is a bit slow but otherwise just quality stuff. Thanks for the game <3
May 1 23:09:46 19m 35s Skylets ♥ 5 Overall I like it, I have a couple beefs but it's mostly me nitpicking. For one, I'm not sure if the escape rock is randomly chosen, but once it was a tiny slice of rock that when blasting off I immediately fell off of despite standing on the center of it. In addition when I found the escape rock as soon as the counter started, it kinda of made it awkward just standing on the rock... maybe have the ability to set it off early or something? I know it's just 10 seconds but in what is otherwise a snappy time based game it just feels weird to stand around. Also, is there a benefit or anything to collecting a lot, does it say increase your time on the next planet, or is there a score, or something? Also after about 5-6 planets I started to lose interest due to lack of variety. Rather then having a bunch of planets that you rapidly go through, having more interesting mechanics on each planet would have spruced things up. And more nitpicking! Sorry I just kinda write whatever comes to mind, but I'd have appreciated the UI be a bit more individualized... at least a font fitting the game or something like that. Well my capacity to pick nits not withstanding, the game is well made, looks pretty good, and has more content then expected for a Ludum, just woulda preferred less content that was spicier than more that kinda felt repetitive. Thanks for the game <3
May 1 23:28:46 19m 00s RNG ♥ 1 Heh, you were really planning on "You control the game not the player" theme weren't ya? Honestly though, I like the base conceit of the game, but I felt like it kinda lacked the spice to keep me interested. Maybe if you could throw down things in real time, as opposed to just the encounter system and then keep multiple players enthusiastic simultaneously so you have more to do at a given time to keep my interest. Thanks for makin it, but unfortunately "The player got bored of the game." (... sorry, it wasn't that bad, but the line practically writes itself >.< Thanks for the game <3 )
May 1 23:47:02 18m 16s D4RK and the Small Worlds ♥ 2 Alright so, overall platformers like this are hard for me to judge, I tend to set high expectations due to the fact they are pretty easy to get working. That being said there are a few nitpicks that I have to throw your way. For one, you have the standard unity platformer bug, which is that you can just hold left/right to pin yourself to the wall. If you add a 0 friction physics model onto walls this will prevent you from gripping with them. Next is the wall jump, generally it's good to give some "push off" velocity when someone wall jumps, especially when your intention is that they jump off the wall opposite to gain height. Without that the game feel kinda suffers unless it was explicitly your intent. As for the implementation of the theme... well honestly last LD I ended up not submitting anything because I wasn't happy with the theme, so I know how bad it can suck when you can't think of a good game around the theme, but at the same time I'd rather you just ignore the theme entirely and do a game you care about then kinda just shove it in there. Thanks for the game <3
May 1 23:54:19 7m 17s The Taker ♥ 2 Honestly, there isn't much to it, from your comments you made it in 7 hours, alright, but since there is no cost to units, there's no reason for me not to just throw out a billion tanks. I'd have appreciated some sort of thing to play around, as it is, the game is just "how many units can you throw on screen before the framerate gets unplayable"
May 2 00:13:54 19m 35s A small World à la No Man's sky ♥ 1 Alright so; was surprised ad the audacious nature of this one; and the mix of 2d and 3d gameplay was neat. All in all though kinda like the original no mans sky; gathering resources wasn't that interesting for me and there wasn't anything to do on the planets really. In addition, the controls in space felt awkward, I got stuck to planets on multiple occasions and eventually my controls seemed to stop responding entirely and I got launched out into empty space. I hate to be down on it (feel like I am way too critical tonight >.<) it was a bold entry and you got a lot done. If you continued with it, put in some more interesting mechanics in both space and on planets and cleaned up space movement it could be a real winner, just not something you can do in 72 hours. Thanks for the game <3
May 2 00:20:45 6m 51s Mind The Gap (First Ludum Dare) ♥ 1 The core mechanics of the game are interesting, an arcade style game is a pretty great for LD since you can get in and play as much as you want and get a flavor for the game immediately. The downside is, the controls are a bit complicated (lots of things bound to one button) so an in game tutorial screen would be preferred. I had fun with the mechanics, grappling hooks are underused in games... or maybe I just like them. Thanks for the game <3
May 2 00:37:43 16m 58s Bug to the Footstep ♥ 2 Fun simple puzzle game; I knocked through in a few minutes. Looks nice and the more complicated grids and bugs would let you make this into a full game. All seriousness, really quality design work here. <3 I am a picker of nits, so I will say some audio would help a lot to add to the game, and introducing the idea of double clicking in the tutorial (to release) would help, I just hit the restart button a couple times when I made mistakes. Thanks for the game <3
May 2 00:45:21 7m 38s The Seesaw Redemption ♥ 1 Physics based platforming makes me feel like it's always one small step from breaking and letting me do terrible things (in a good way) but your game managed to keep me in check and while it was short I had a pretty good time. Finally free (but still in a ball); Thanks for the game <3
May 2 00:53:42 8m 21s World Collector ♥ 1 I wish I had more constructive criticism... I tend to go on and on but all I can really think to say is that something about this just didn't do it for me; sorry >.< Thanks for the game nonetheless <3
May 2 01:04:52 11m 10s Smallish ♥ 0 Alright so I spent a while flying around with nothing happening, but once I started finding other planets it was neat. The intro was a bit random and I am not really sure what I was doing but I got pretty biggish before getting very smallish. Thanks for the game <3
May 2 01:15:54 11m 02s Food Fight ♥ 1 The fact you got a leaderboard in there is neat, but the base gameplay kinda feels one note (as well as the shooting sound); in addition the first time the hand sweeps past is crazy disorienting and I didn't realize the new wave of food would hurt me until it was too late. Seems obvious now but at the time I was annoyed. Overall the game is pretty alright; just wish there was more mechanics to mix things up.
May 2 01:24:23 8m 29s The Epic of Gilbert ♥ 1 Flappy fish. Anyways, the audio design is probably the most standout bit of your game to be honest; different sounds for every bit. I got really worried at first because I genuinely hated the bowl controls... but you don't really have to use them for anything besides nomming so it didn't become an issue. Thanks for the game <3
May 2 01:35:35 11m 12s Id's Journey ♥ 1 Sorry sorry, I tried the 64 bit on both 10 and 7 compatibility mode and it wouldn't run. Makin your own engine is hugely ambitious but this is the downside. If you fix it for win10 then send a @ message here and I'll come back and try/rate it <3
May 2 01:45:42 10m 07s Rogue Basement ♥ 2 Very traditional roguelike; the enemy ai was actually pretty good, but annoying as hell to deal with. lots of throwing and dodging rocks. While I question it's capacity of following the theme, it's the first roguelike I have played so far and I have played a bunch of games, so I'm feeling it :D . Thanks for the game <3
May 2 02:12:40 26m 58s small World of Underbury ♥ 2 So I just got into this and have to say, it's some pretty interesting stuff. I wonder if it's text based nature actually benefits the core gameplay or if a graphical representation would assist in filling it out. Part of me likes it just because it is different, feels different, then most of the other games in LD; but at the same time I feel like the extra layer of obfuscation doesn't inherently add anything mechanically. That being said, as opposed to other LD games, I usually post when I am done with them and my intention is to get a drink and keep at this for a while longer. I guess that bodes well for it <3
May 2 20:24:43 18h 12m Dispyria ♥ 2 Sound balancing could definitely taken a bit of work and as other people said, I kinda felt like I was lost the whole time but managed to find the end pretty quickly? Not sure if I skipped something but anyways. Simple gameplay but overall it felt pretty good. Thanks for the game <3
May 2 20:28:48 4m 05s Stable Orbit ♥ 0 Snappy, short, fun and get's the concept across immediately with almost no tutorial. Solid Entry overall <3
May 2 20:48:38 19m 50s Meteor Jam ♥ 2 Thanks for the volume slider, the music started to grate after level 1. That being said I kinda lost interest mid planet 3. I just feel like some sort of extra depth (something else to do) would've helped. That being said, it's well constructed and does what you were going for. Thanks for the game <3
May 2 21:05:15 16m 37s ARR World ♥ 1 Pretty good, might be a bit biased since I like pirate games. That being said, you say to keep a ton of buccaneers alive but all I did was set my raiders and they ate enemy ship while I sailed behind them. Thanks for the game <3