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Kodiqi

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TimestampSince previousGameKodiqi's comment
Apr 27 07:05:30 Planet Domination ♥ 2 Fun game but pretty challenging. With the graphics and sound effects I get a definite Space Invaders vibe. Maybe a power-up or shield would add to the replay value.
Apr 27 07:11:41 6m 11s SLINGSHOOT ♥ 2 My high score so far is 77. Took me a couple of plays to get the idea but it's quite addictive once you get going.
May 1 05:56:27 94h 44m Enceladus ♥ 1 The puzzle mechanic is really interesting and something you could definitely expand on. It is a tricky game to get your head around at first, so maybe more levels that ease you into the way the game works would have helped. Also, it can be frustrating when you get the characters to the right spots but still have to use a move to match the move counter - it feels a bit like being punished for using fewer moves than the game thought you needed. I don't know if it made the best use of the theme either but I could definitely see this being fleshed out into a bigger game if you continue to develop it.
May 1 07:18:09 1h 21m Glop Plots ♥ 1 I do like the idea of an incremental/upgrade game with such a limited number of building spaces. I think if you were to expand on this and have the player need to carefully manage which resources they placed where, specifically with how they interact with each other, it would be fun as a player to figure out the maximum output you can achieve with different setups. I'm not sure why there is a need to have a controllable avatar (the little white square). Was there a plan to extend on what the character would do?
May 1 07:28:55 10m 46s LD38 - Big Dreams ♥ 2 Lovely looking game. The shooting mechanics were pretty simple but the Nerf dart riding was great. I wish there were more levels, or just a bigger level (perhaps vertically) to make more use of the Nerf dart; being able to fire your own platform on which to jump could be a lot of fun.
May 1 07:43:23 14m 28s Naziverse ♥ 2 The graphics were the highlight for me. The gameplay was frustrating at first, the jumping feels very slow. Crouching and spamming bullets worked pretty well for me in the end. The use of the theme didn't make much sense.
May 2 07:56:12 24h 12m Den ♥ 3 This is obviously a fantastic looking and sounding game, especially considering the development time frame. I can see from the postmortems you wrote how much work went into it. I really appreciate you creating the postmortems and showing us how this was developed in more detail. Others have already mentioned issues with not knowing what to do, or more importantly knowing what is POSSIBLE to do, which can be frustrating for the player. I'm sure given more time though, the mechanics of the game could have been taught to the player more effectively; perhaps with the beast engaging with smaller animals before actual humans (i.e. lower stakes situations). The mouse controls were tricky at times but I think this somewhat fit with the awkwardness of the beast awaking from slumber and being in such a confined space. I do like the theme of the beast being in an environment that is too small for it but this could have perhaps been emphasized more. Perhaps with the inclusion of small tunnels that the beast simply couldn't get through, forcing the player to navigate via the longer (but accessible) path. Still, it was a great (and uncommon) take on the Small World theme. The player using fear to manipulate the NPCs is an interesting idea too that could definitely be built upon.
May 2 08:20:58 24m 46s RGB ♥ 2 The colour splitting/matching is a great concept, I could see it working really well in platformed puzzle sections. In this implementation, I got lost pretty quickly. I reached level 9 but couldn't figure it out. I'm not really sure what I actually did to get past level 8 to be honest. Maybe too many colours and mechanics introduced too quickly. On level 9 I couldn't get the bottom white circle to move or have any effect on my character. What am I supposed to do there? I'm glad you put buttons for quickly getting back to the Home screen and for restarting the puzzle, being able to quickly retry is always a useful feature in puzzle games like this.
May 2 08:41:13 20m 15s Mind's Eye ♥ 1 Fun idea and an interesting take on turn-based combat. I'm not sure if having to WSAD between consoles is the most efficient method of inputting commands; purely mouse-based inputs would surely be quicker. The WSAD of your little character does fit well with the Small World theme but if you are going to expand on this game then it may become frustrating at later levels. Speaking of levels, is there any advantage to increasing your level after level 4 when you have opened up all the command slots? This could definitely be expanded on, more levels and upgrades would keep players coming back for more. It could make for a fun & chaotic multiplayer/Twitch game too (i.e. different people controlling each console).
May 3 00:08:53 15h 27m NO STEP ON HYOOMINS ♥ 3 Capture.PNG 11 seconds and zero casualties, baby! On another play I managed to squish 40 humans, is that the maximum? I was hoping for some kind of reward for that :) I first played this game without sound on and thought it was fun. Then switching to sound makes so much difference, the squishes are brutal! Anyway, great little jam game, just the right size for what it is.
May 4 05:17:57 29h 09m Little Sprout Garden ♥ 2 This is a lovely looking game and has tons of potential. This was very ambitious for such a short time frame, hence it being more of a sandbox than a structured game experience. I hope you continue to develop this beyond LD38. Initially the controls took some adjusting to, my immediate instinct was to use the mouse to navigate around the environment and to spawn items. The little sprout guys are very cute, I feel like they should be the focus of the game. Rather than spawning them, you create an environment in which they flourish (or die) outside of your direct control of their spawning. I think raising a little sprout family could be very endearing to players.
May 4 05:44:42 26m 45s Orbitunes ♥ 1 Very clever. This actually made me feel like I had some musical talent for a moment (which is definitely not the case). It would be nice if we could save our compositions in a future release.
May 8 05:49:22 96h 04m Thieves, it's a small world ♥ 1 I used to like the Carmen San Diego games and I was thinking of doing my LD38 game in the same style as well. I went with something different in the end as I didn't think flying around the world fit with the theme of a small world all that well. Also, the great part about the Carmen San Diego games was trying to figure out the next destination based on the clues you had, which was lacking in this game. You do have to cater the clues to your target audience, of course, though I think they would all want some degree of challenge involved. I think the quality of a game like this is very dependent on the writing too, so that would be my suggestion on what to focus on if you continue developing this further.
May 8 07:12:21 1h 22m FREEDUMB! ♥ 1 This is a well constructed game, very nice graphics (love the Twitter feed), with a clear mechanic and inputs. It's like a take on Carmen San Diego games, only you bomb the cities instead once you've figured out which city is being talked about. There's not a lot of replay value, you could add some by allowing the player to continue bombing other cities after the first one in an attempt to create the longest streak (with new tweets to identify the next target). Still, for a game in 72 hours it has a lot of polish. The "purely coincidental" is a bit of a cop-out though :P
May 12 07:08:53 95h 56m You Dig-It ♥ 1 I found this game a bit frustrating. The randomness of the enemy and bomb placements meant that success often came down to luck. I got stuck on level 3 for some time, then breezed through the next levels on my first try. One time I ended up at the bottom of the level, with all rocks destroyed following a bomb chain reaction, yet the door was floating above me halfway up the level unable to be reached (or any option to restart the level). Also, what are these crabs made out of? I think most players would assume you could at least stun the crabs with a swing of your pick but they didn't even budge. Maybe some offensive upgrades that could be purchased with the gold you gather would be a good idea (as there is little reason to actually collect gold at the moment). The graphics were definitely very nice and the sound effects all fit. I think some retro background music would fit very well too. It was an OK use of the theme, more of a small place than a small world. Having the UP arrow also activate jump would be a useful addition for keyboard users.
May 12 07:26:34 17m 41s Sunken Mystery ♥ 0 I don't know if it's a bug with the HTML5 version (which I played) but the control input and collision detection are an issue with this. I would get stuck in places that didn't make sense to get stuck in (on corners while jumping). Plus the jumping felt very stiff. I really like the oxygen meter idea but when you are having to traverse platforming levels in a time limit then the controls and collisions need to be spot on. Maybe this plays better with a controller? The graphics were nice but you may want to emphasize the oxygen meter more in the UI since it's such a significant part of the gameplay. Cool music too! Also, people seem to be commenting that they could reset the oxygen meter but I couldn't...how is it done?
May 12 08:08:08 41m 34s The Core ♥ 2 I really liked this game...in spite of it's UI though. I think I played all the levels, I'm not sure. Is there some kind of ending? I got the same screen as Veralos above, I just assumed that meant all the levels were over. I also had the cursor vanishing problem, as well as finding the corner pieces confusing at first due to the colours. Maybe either make them a different colour entirely or at least add transparency to the floor colour half. There were also levels that could be done quite easily using the portals, more easily than intended I would think as you could avoid using corner pieces entirely. The level selection was needlessly confusing too, maybe it was just done to fit the theme better. Anyway, those were minor qualms than can be worked on. The main gameplay was quite enjoyable. Completing a level was satisfying and at no point did I hesitate in continuing on to the next level. The difficulty curve seemed fair, I'd love to play more levels with more challenge too. The graphics, while not exactly sexy, were functional and intuitive (the function of each tile made more sense in game than the tutorial screen for me). The music was nice too. The amount of levels you produced in the short time span is impressive. I must have missed the humour part :P Very fun though, one of the games I've most enjoyed playing so far.
May 12 23:55:11 15h 47m Supernova ♥ 1 I thought this game was fantastic, even more so for a compo entry. It was really fun to play, the platforming was very solid (I played the web version with a keyboard). Flying around space is always fun and the progression to the inner planets kept you motivated to keep finding crystals. The graphics, though not beautiful, were consistent and clear. It all combined with the music and sfx very well. The amount of levels, even if there was some repetition, in such a small time frame is an accomplishment too. I would have to say that this is my favourite game so far. I could definitely see you adding to this, maybe adding some more content like upgrades for some tougher planets, or some action in the space travel portion of the game. Feel free to name a planet Kodiqi if you continue developing :)
May 13 00:14:44 19m 33s Starstruck Ducky ♥ 1 A fun take on the idea of 6 degrees of separation. The ducks are cute too, of course. Maybe if you had more branching paths to really explore the different "routes" you take through people to get to your end goal it would make things more interesting (but I'm sure that could be achieved with more development time). I was hoping to see more games based on this kind of idea, so thumbs up for that. The font was a bit ugly though. More text would be great too, the replies started repeating themselves quite quickly.
May 13 01:31:19 1h 16m drone ♥ 2 This is pretty cool. Having seen what it has developed into on your Twitch channel makes it hard for me to judge your compo entry as a separate thing. Obviously there isn't a lot of "game" to be played here but that's not what you were aiming for. I'm not musical at all and this makes me feel like I am, which is a big achievement. With my lack of musical knowledge I don't know how far this could go as an actual music production tool but I would think the ability to export what you've created would be a useful feature. I really enjoyed playing around with the music on your Twitch channel but found the inputs a bit overwhelming. Again that comes down to my lack of knowledge but the multitude of options left me sticking to the basics. That could be helped with better UI if you were to release it as a standalone application, maybe with some explanation of what does what for the Level 1 musicians like me :)
May 13 02:06:39 35m 20s Her name ♥ 2 Excellent take on the theme, emphasised by the levels vanishing after you'd visited them (really, that's a nice touch that would often be overlooked). I think you could flesh out a bigger game from what you've created here. I felt the tone of the game was appropriate given the subject matter and the story, even when you "won", was sad. The graphics were well done and the controls, while limited, worked fairly intuitively. There were some minor issues; the sound effects were a bit annoying and there were some grammar mistakes in the writing. Things that could be resolved if you had more time and nothing that really detracts from the overall game. This was really great work. Not sure why you didn't opt out of the humour rating though.
May 17 01:45:34 95h 38m ATLANTIS ♥ 2 I played the web (itch.io) version. It's a fun game once you get going but it's pretty unpleasant to play at first. The UI isn't clear and the control scheme is just not intuitive at all. It wasn't until I watched your YouTube playthrough that it made sense (even then, the UI didn't match between the video and the web version). How to play, what your abilities are and even which character you are in control of currently could be made more obvious. For example, the Scout the description reads "Moves 6 spaces instead of 4. 1 Mana. Teleport self or other in same Province". This could be made clearer just with some different formatting, such as; Scout Can move 6 spaces each turn (instead of 4). Ability: Teleport self or other in same Province. Ability cost: 1 Mana. Because right now it's not clear what the "1 Mana" is in reference to. The game is very nice visually, though some more diversity between the building designs would help as currently I had to click on each building every time to see what it was. The gameplay was a good challenge and forced you to use a lot of strategy, I was able to succeed once but I got lucky with the ship spawning quite close to me. Other attempts left me stranded as I'd positioned the wrong characters in flooded parts of the map. The flooding and the small map was a good take on the theme, you definitely felt like your world was shrinking as you ran out of land to move around on. Some of the random events were pretty punishing but that is part of this kind of game. Overall, an enjoyable game that looks like a lot of effort went into it. It's just let down by the initial learning curve, which is steep due to an unclear interface rather than the challenge of the game itself.
May 17 02:08:28 22m 54s Shrink ♥ 1 I really enjoyed this. It's a good (albeit common) take on the theme and it was executed well. The use of the Alice In Wonderland quotes was very fitting and the audio was a nice accompaniment. There was obviously some inspiration from Portal here and it makes sense, each room being a new challenge/twist on the underlying mechanic that drives each puzzle is a great approach. The gameplay was intuitive and the initial tutorial section was simple and very clear. I didn't realise the red "bullet" things were homing at first but still figured it out quickly enough (that they had to be blocked rather than outmaneuvered). The only downsides are that the graphics were basic and the game itself very short. A good start though that you could definitely build on.
May 17 02:20:52 12m 24s Chill Bill ♥ 0 Fun game, this has been my favourite game as far as humour goes so far. The gameplay is simple but fun and the graphics are great. The sound is spot on though I did tire of hearing "Need more energy" over and over. The soda machine cut scene is fantastic. I played a few times but it didn't have much replay value after that. I think this could be solved easily enough though with some kind of upgrade system. That would allow you to start the game off easier as well, resolving the energy issue (as currently you are just bombarded from the start). Also, maybe some visual/audio cues for when you are approaching your stress limit would be good? As the game is so hectic with your slashing, you don't pay that much attention to the HUD. Great stuff.
May 18 01:29:35 23h 08m Not So Small ♥ 1 I played this after seeing it on the Jupi Plays video. I really like the mechanic of the level unfolding as you go, making each little section its own challenge. I found the difficulty pretty brutal and sometimes a bit frustrating, mainly when you jumped into a new section and hit a spawning bear but I guess that's the cost of playing aggressively. I think I scored about 880 on my best run (I went by the name Jimbo). Well done.