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the.jahn

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TimestampSince previousGamethe.jahn's comment
May 3 20:25:15 The Shrinkifier ♥ 0 I don't know if there's a methodology to this, but it reminds me of an LCG for some reason.
May 3 20:36:10 10m 55s Binary Glitch ♥ 0 libGL error: unable to load driver: i965_dri.so libGL error: driver pointer missing libGL error: failed to load driver: i965 libGL error: unable to load driver: i965_dri.so libGL error: driver pointer missing libGL error: failed to load driver: i965 libGL error: unable to load driver: swrast_dri.so libGL error: failed to load driver: swrast I'm running Fedora 25, 64-bit. A quick glance at my package manager tells me these are probably Unity-specific shared objects that should be packaged with the game, as they're not provided by anything in the package manager. I'll boot Windows when I get home and try it there.
May 3 20:46:58 10m 48s Hamster, RUN! ♥ 1 This game is adorable. Would benefit from a lives system so you don't have to restart from the beginning every time you die. There was a lot of trial and error required because of the timer (no time to think, really), lives are a good way to make that trial and error less taxing without killing the mood the timer imparts. It was quite fun though. :)
May 4 01:55:52 5h 08m Planet Hoppers ♥ 3 Pretty fun! It's difficult to maintain a sense of direction with all that rotation, but I enjoyed just bouncing between planets anyway. :) Love the tunes.
May 4 02:26:49 30m 57s For The Love Of Money ♥ 1 I did enjoy the game (I dig frustration platformers), but there are some places where you could improve. * Moving platforms slow down users who already know where they need to go - they're just waiting for the game to catch up with them. This slows down the pace of the whole experience. To counter-act this, I would add more of the platforms, or make them faster. Or both. * Given that the player needs to move with the platforms (which I found fun, tbh), I would set their speed to the player's speed so you don't slow them down. If you want to turn it into a hazard/challenge, then just add some hazards like you did in level 3. Slowing them down alone doesn't really accomplish that. * If I was feeling malevolent, I would also make both sides evenly sized (16x16 likely) and use a rotating circle-shape to indicate that they're "slippery" and require a balancing act. It makes it feel less like a glitch and more like it was done intentionally. ;) All in all, not bad! You remind me of a younger me. My older games had similar gripes. Keep growing, great work!
May 4 02:42:51 16m 02s Ellipticats ♥ 1 I LOVED this. The title screen tripped me up a but but once I got into the actual game it was hilariously fun. Fantastic work. :D
May 4 02:58:46 15m 55s Mouse and Blade ♥ 1 I'm now an expert in the art of mouse swordsmanship. Thanks for that. Seriously tho, great stuff. Huge variety of unique enemies, emphasis on combat over platforming (definitely a different feel! loved it!), adorable graphics. The game got a bit tricky but it was never TOO rough. I definitely appreciate the checkpoint system tho. :p
May 4 03:20:19 21m 33s HexCity ♥ 3 This is a tricky one. It's hard for me to play though because the window is too tall for my screen, which is a shame because I was having a good time with it. Good work.
May 4 04:28:21 1h 08m EAT ♥ 0 Can get the game to run, but only if I blindly tab to the start button. My monitor is 1366x768. Once I manage that, I can't click anything on the title screen. Shame, I really wanted to play this. :(