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kroltan

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TimestampSince previousGamekroltan's comment
May 1 20:33:13 LD38: Platformer 2 ♥ 0 Honest review here: Interesting, I really liked the bullet mechanics. But still there are some glaring issues: - There is no goal (or the goal is too well hidden). Killed all enemies, collected all coins, nothing happened. Maybe at least a text prompt "You won!", or ideally an end screen. - Enemies are more useful alive than dead: Since there wasn't any obvious HP system, I as a player assumed insta-death upon touching them. Surprisingly, nothing happens! They are more useful alive, because you can use them to boost-jump more easily. - Too much physics on the player: It seems like there is some sort of capsule collider for the character, but this causes a problem when jumping up ledges: if the character falls onto a ledge, it gets pushed away from it. To properly climb a ledge you have to go all the way over it so the character falls on the flat side. The art however is quite nice, but it seems there is some sort of interpolation going on, making the enemies look blurry, and also the edges of the player sprite.
May 2 21:10:19 24h 37m Asteroid Architect ♥ 3 Wow, nice game! I spent about 5 rounds to get a no-penalty run, but I'm not sure if there are additional bonuses. I like the consistency, but building the dome is a little bit redundant (you _have_ to build it one way or another). A neat feature would be being able to edit the previous colony, because rebuilding the good parts by hand is a bit tedious.
May 2 21:27:25 17m 06s Polar Protector ♥ 0 I really liked the idea of multiple elements, but F is a really weird keybind. Got 174 points! One thing that confused me is the "bullet penetration". I'm not sure how many layers of unrelated enemies a bullet can go through before disappearing, it seems to vary. A bit more consistency there would make all the mechanics much tighter. As for graphics, I'm still not sure what those sprinkler menirs are.
May 2 21:53:26 26m 01s Its a small world ♥ 1 This is the sort of game I initially thought about, but scrapped it as lack of ideas on how to implement. Very nice! But I have to say, the movements are very annoying. It absolutely snags when you touch anything (wall, powerup, etc), and at the same time was very floaty (but that much is recognized ingame). A different skybox would allow the player to better orient their boost jumps. The visuals are a bit too simplistic, however. I get, programmer art and whatnot, but even some silly hand-drawn sketches would be highly appreciated in that department. Throw in the standard Toon shader and you got a more believable mood (the mix of primitives with high-res textures is really quite jarring).
May 2 22:35:35 42m 09s Starstruck Ducky ♥ 2 Hahaha, nobody expects "duck jokes"! I managed to go to the tour after a while. Ended up getting on a visit to Tesla with all the tiers invited! So yeah, calling your "lowly" friends is a good mechanic. To those that wanted a skip button, this is a social cue! Don't underestimate people just because of their circles. The sounds and visuals are super cute and fitting, congratulations! I'd just have appreciated a bit of antialiasing on those relation lines, but that's nitpicking.
May 16 23:40:38 337h 05m World on the Tip of a Ballpoint Pen ♥ 1 The art style is very reminiscent from FEZ, with these trees evoking the same kind of floaty outworldish-yet-familiar feel. As mentioned before, the pallete also strongly evokes HLD. Amazing how you managed to fit so much depth into little over 30 seconds of game. I liked the alien writing. If you had more time, you should definitely use the pixel-alignment concept to design a font that requires the user to mask part of the text characters to transform them into something readable. That would be genius.