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DDRKirbyISQ

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TimestampSince previousGameDDRKirbyISQ's comment
Aug 4 14:21:50 Running Out of Power Points ♥ 0 lololol
Aug 4 14:30:29 8m 39s Power Run ♥ 0 Did I win yet Screenshot 2017-08-04 07.26.20.png Short and sweet! The Wolfram music was a nice touch. It ended up being pretty trivial to continually boost while repeatedly jumping though =X I guess that's essentially what you did in your animated gif preview, hahaha.
Aug 4 14:36:56 6m 27s Energy Outage ♥ 1 Haha that must have been fun to cram out. Playing using both the arrows keys and WASD simultaneously makes things go much faster =X Fun~
Aug 5 16:54:51 26h 17m Soul Gun ♥ 3 Uhh...is there an "end"? I went all the way to the right =( Some level collision issues in one or two places, and the obstacle design needs some work, I think. You'd like something that's challenging but in a clear and fair way -- try to isolate your obstacles a bit more especially, as you have one or two parts where bullets come unexpectedly from off-screen while you are trying to parse some other part of the level. In practice the soul-draining mechanic, while spot-on in terms of flavor, didn't really come into play. I realize this prevents you from spamming the shoot button repeatedly to just hover while travelling forwards, but that was never an option in the narrow spike-filled corridors anyways. I only ever died from this when intentionally trying to. You also have some minor glitching with respawns -- particularly, make sure you don't trigger any further respawns or deaths after you have died (and are waiting for the timer). Despite all that, this is a pretty nice start!
Aug 5 17:02:59 8m 08s Power Plant Simulator. ♥ 1 Hi there! Your windows RAR file download doesn't seem to properly open for me. I'm attempting to extract it using 7-zip (x64). The filesize of the archive is 12.8 MB (13,444,447 bytes) and its MD5 checksum is 7D9187082C776A5995CABC26E2C4C0DD. Please verify?
Aug 5 17:09:15 6m 16s Running the Marathon ♥ 1 This is like one of those games you play on your phone even though you know you shouldn't... Nice minimalist graphics! I appreciated the parallax effect too. Also...this guy can sprint quite fast ;P
Aug 5 17:31:58 22m 43s The Light City of Karola ♥ 1 Wow, props for jamming in C++/SDL! Re: Vizitas's issue -- you might want to make sure you are fixing your timestep, or at the very least being consistent about how you are tracking time with regards to life timer vs movement speed...? I played and rated the jam version. (If you already addressed my feedback in the post-jam version, props to you!) The first thing I noticed was the color palette! Very beautiful, very cohesive, and the non-black background (yes!) brings out the feel of the game a lot. The zooming effect at the power stations was honestly a bit distracting visually, but made perfect sense in terms of gameplay, so I don't really know what to think about it. Anyhow, the level design was...not bad for being cranked out last-minute! I actually quite appreciated the long jump in the second (?) stage since that taught me the walljump maneuver. Though I guess if you wanted to you could be a bit more heavy-handed with that by just having a narrow vertical corridor that would make it obvious. I'd echo the previous comments that your levels in general could be a bit more trimmed down and clean -- as in try to remove any "extraneous" components. Regarding the difficulty of grokking the power timer / coins / etc. I think you did a decent effort and I appreciate the attempt to show it visually rather than just slap on a UI meter of some sort. I think really all that it's missing is more clear feedback. Right now when you collect a little bit/coin the radius of your field increases slightly, but it's not obvious from a visual standpoint that those two are directly connected. So some sort of effect to tie the two together could work. Similarly, you die after a certain time has elapsed and your radius has decreased, but there's no visual/audio representation that tells you "you are about to lose because you are running out of power". A change in color, blinking + beeping, just about anything would help make that connection in the player's mind obvious a bit more quickly I think. One last thing, this is just my personal stance, but I would encourage you to opt out of the audio category since you elected to use 3rd-party assets for your music. From the rules page: "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio)." I understand that the rule is fuzzy though, so YMMV.
Aug 5 17:43:47 11m 49s Hamster Habits ♥ 2 Lol, what a game. The graphics are actually very decently drawn despite the...indecency of the game. :awe: I also ran into the bug mentioned by Laaph -- my guess is that pressing space immediately when or before morning hits performs an incorrect check and triggers the nighttime happytime action anyways. Funnily enough when I ran into the bug I was...erm...stuck. The minigame never ended and thus I was forced to go out in the only way that I could: using every once of my remaining power to shoot sperm into a sleeping hamster. ... never thought I'd find myself saying THAT sentence.
Aug 5 17:57:53 14m 06s Yet Another Exhausted Day ♥ 0 This...was actually brilliant, lol. But I have to wonder, how does that guy usually open the front door (where the handle is higher than his standing height)...? The knocking sound and small screen shake were actually perfect.
Aug 5 19:04:44 1h 06m Zest & Goop ♥ 1 Surprisingly well balanced, though I don't know if it's possible to destroy the Sage at wave 10 -- I had all towers activated and he still got through =X
Aug 6 19:41:44 24h 37m House of the Rising Sun ♥ 1 Hi there! I'd like to rate your game but the description says you've updated it and added some new features and changes. Was this update done before or after the jam deadline? I'd like to make sure that I'm rating the version that was submitted at the time of the deadline.
Aug 6 19:52:28 10m 44s Spacy adventure ♥ 1 Nice! The more I see pico-8 games like this the more I want to pick it up. Overall this is pretty good! I have two main suggestions: 1) Avoiding enemy bullets felt a bit like an exercise in futility. I don't think I had a problem with visual busyness as the posters above did, but rather I think simply because the bullets travel very quickly and because the ship takes a bit to accelerate, it's essentially impossible to react to an enemy shot by dodging (I also couldn't discern any pattern or warning as to when an enemy was about to shoot). I think this would be a much more interesting game if enemies shot slower-moving bullets as you'd then need to weave your way around them while still shooting back and collecting powerups. You know, like in most shmups =) As it is the only way to avoid enemy bullets is to not be in their line of fire...but you *have to* be in their line of fire to shoot back. 2) The shop menu needs to be a bit more discoverable I think. I know you tell players how to open it in the beginning but since they're never prompted it's easy for them to just forget that it exists altogether, especially since there's never any break in the action and they can be way too focused on other things.
Aug 6 20:05:38 13m 10s ANSWER ME! ♥ 1 Hehe, fun. A few things: - I finished with plenty of battery life to spare even after choosing the most difficult option and couldn't be bothered to wait for the battery counter to slooowwwwlllyyy tick down to get the game ending. The game should either continue until the battery meter depletes (more content or randomized conversation) or end when you finish all of the dialogue trees. - Needs sounds! Also, if you don't have any audio, please opt-out of the Audio category. - Having to switch back between mouse and keyboard over and over and over was a pain. - Pressing enter on an incorrectly-typed line of text ends up selecting all of the text you've typed. Which...means if you press backspace to correct a mistake you made at the end, you end up erasing everything you typed =( You also can't undo this via Ctrl-Z. =(
Aug 6 22:13:22 2h 07m ZETPACK-99 ♥ 1 Awesome, great job! My only complaint is that you can fall off the world and into an infinite freefall, and that's even before you learn that you can reset with R =P
Aug 7 03:16:37 5h 03m Fuse Cell ♥ 3 Pretty good! Just a few things: - In your instructions you explain that you need to charge using X but don't explain that you need to use enemies in order to do it =P - Would be nice to have a clearer visual indication of where the hitbox is on the ship. As is I was only guessing -- I'd have appreciated some sort of high contrast shape that makes it obvious.
Aug 7 05:45:19 2h 28m ZapDune ♥ 1 Nice job! A few comments: - Please *opt out* of the Audio category since you used 3rd-party music. From the rules page: "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio)." - Seeing sharp crisp pixel art next to blurry antialiased text makes me sad! Please find a pixel-based font and use it :) - Grappling everywhere was cool, but...somehow didn't feel "right".? Sorry that this is so vague. Perhaps the weird thing was that jumping felt rather useless because you needed to mostly grapple to get anywhere. - In general I felt like the map was too large to keep track of what was going on, or rather...perhaps everything needed to be more zoomed out. The art that you have is great at the current size, but I believe the gameplay suffers a bit when most of the enemy attacks end up happening off-screen. It felt like the game boiled down to a problem of just trying to run around across the map a bunch. But anyways, great job, especially for LD!
Aug 10 06:10:59 72h 25m Star Hopper: Crank ♥ 1 Oo yay a progression game! Could definitely use some work, but it's pretty promising! (I played the compo version)
Aug 13 20:51:35 86h 40m Limited Light (Tech Demo) ♥ 1 Nice start! I appreciate the fact that you were able to handle pixel graphics properly in Unity, even despite differing resolutions (*high five*). The intro sequence was pretty slick too!
Aug 13 21:31:46 40m 11s Long Distance Runner ♥ 1 Hahaha, what a funny (and somewhat sad) tale...xD Your backstory is great -- I feel like it should be shown in the game itself! Those slow cars though...is the speed limit like 15 mph or something?? ....or do you just run really fast?
Aug 13 21:51:01 19m 15s Last Shine ♥ 2 Sooooo goooodddddd!!! Great job, guys! Though the last boss was a pushover by repeatedly using the charge attack. Interesting gameplay nonetheless, and of course everything else here is great!
Aug 13 22:10:01 19m 00s OxenOut ♥ 0 Very cool! Your later levels deviated a lot from your core concept though, not sure if I agree with the decision, though I do appreciate the changeup! Great look and feel, everything is super polished here -- well, except for the end "congratulations" screen which flashes for only a split second before the game shuts down, but I'll let that slide =) I'd echo the previous comments about the boss level. I also noticed two yellow vertical line pickups in that level but wasn't sure if they did anything or not. Also, the score counter in between levels seems to not be hooked up to your actual score =P
Aug 13 22:33:51 23m 50s Brittle Power ♥ 0 Great concept and the resource management / balancing aspect is pretty cool! There are definitely a bunch of quality-of-life improvements that would make this a lot better though, as mentioned in the above comments. I made it to round 8!
Aug 14 00:55:46 2h 21m Charge! ♥ 0 So awesome! I loved this! Some minor complaints: - Downgrading weapons/armor blahblahblah yeah you didn't have time to implement it - The map screen only shows 3 different destinations but you can pick between 4? - If you don't have enough power to get to any of the destinations you're...screwed. Maybe that's ok by design though. Really though, this was great fun, inspires me to do something in pico-8 too! Well done :)
Aug 14 01:05:02 9m 16s Be Queen Bee ♥ 1 This seems super cool! ...maybe!?!? The rules and mechanics of the game were quite confusing. Perhaps even a more detailed text explanation would suffice?
Aug 14 01:16:43 11m 41s Breathless Parks - Running, out of Power ♥ 1 SQUEAKY SQUEAKY i have the powwaahhhhh Everyone who is saying that the game was too difficult to win needs to just git good! Darn kids...
Aug 15 06:17:31 29h 00m Quad and Cycl ♥ 1 Hehe, cute! Strange though, for some reason when I first finished level 1 it simply restarted the level rather than advancing the game. Obviously buggy and unfinished, but a good idea!
Aug 15 06:26:48 9m 17s The Last Stand ♥ 1 Hehe, simple but a good start. I ran into the bugs that @huvaakoodia mentioned, but also had an issue near the end of my second playthrough where my gun stopped functioning (whoops!)
Aug 15 06:30:43 3m 55s VoltRush ♥ 0 The ol classic LD platformer. Pretty decent!
Aug 15 06:42:01 11m 18s A Thirst For Power ♥ 0 Hi there! **Since you've used 3rd-party audio assets (pretty bangin ones, at that), please OPT-OUT of the audio category.** From the rules page (https://ldjam.com/events/ludum-dare/rules): "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio)." That aside, not too bad! The walking zones between the bosses were probably fairly simple to implement but really added to the mood and story.
Aug 16 05:17:28 22h 35m Dance On The Wire ♥ 1 Nice job! I'm a bit confused though since you only listed one author here but the end-game credits list another person as the composer. Did you have another member on your team doing music or is this a 3rd-party song that you used? The simple art style worked well to convey the level layout but I do think that as the complexity goes up (e.g. with the green nodes) it becomes difficult to grok it from abstract shapes and I think more "intuitive" visuals would help if you took this further. My primary complaint is that the game could have easily been much more free-flowing and faster-paced if you used movement on every beat as opposed to movement on every other beat. The first level or two could use slower songs as to not overwhelm the player. Anyways, cool stuff!
Aug 16 05:31:49 14m 21s Rats will kiss the gunner's daughter ♥ 2 Very neat! I didn't write anything down when I played, and I was sweating when I came to the last few days...but my hunches were right! This actually has a lot of depth to it, though I feel like during the 4th (?) day pretty much nobody was ever useful... I'm confused as to whether to rate you for Audio or not. Did you use 3rd party audio assets? I recognize the piano arrangement.
Aug 17 04:53:28 23h 21m Electr-Ed ♥ 0 Cool! The game gets boring after a bit, but props on procedural generation, and the title screen is wonderful. The music is rather catchy and definitely has some funk to it (in a good way), but try to watch your mixing -- the bass is rather overpowering and quite muddy, and in general the soundscape isn't too balanced. Cool tune though!
Aug 17 06:08:26 1h 14m Running Voltgun ♥ 0 Wow, your influences shine through in pretty much every aspect of your game. I love it! Digging those fm sounds and great 16 bit graphics, too! Minor quips: - default control layout was a bit awkward. This does feel like the type of game that would do much better on a game pad, but I bet there is some alternative layout for keyboard that would be slightly more intuitive. Maybe having up for jump? I feel like my left hand had way too much to do. - you can shoot at the level 1 boss before he really shows up - speaking of bosses, they were mostly a pushover compared to the main levels. - the hi/low power mechanic was interesting but in practice I feel like sticking with hi power and just trying to go fast (gotta go fast) was better, especially since managing four buttons with the left hand was difficult All that aside, I love the aesthetic here and had great fun! Nice work :)
Aug 18 14:25:19 32h 16m Quoala ♥ 1 Hehe, quite fun. Thanks for adding the ability to skip text! I know it can be a pain to get right the first time, but try to work on the framing of your webgl player -- it will make your games feel cleaner. Your frame size is 960x600 so make sure your game is exported snugly at that resolution. Using the minimal webgl template can help, unless you explicitly want the bar at the bottom.
Aug 18 14:39:10 13m 51s Ardis Mobile Mission ♥ 1 Neat! Tried the jam version and had quite some issues with it! Thanks for the fixes you made in the post-jam version (aspect ratio, etc). I agree with the above comment that the little mini-world you've set up to explore is packed with interesting stuff but I'm betting most of it is lost to your players because of the nagging time limit. I honestly feel like throwing away the entire "running out of power" element might have made for a more enjoyable experience, though I guess different. Wish that the phone would have charged faster.....hah, I guess that's realistic though. WTB usb-c charging...
Aug 18 19:28:38 4h 49m ULTIMATE PROSELYTISM & MIRACLES SIMULATOR 2017: THE MOVIE THE GAME ♥ 2 Lol, this was a surprising amount of content for something that looks to be such a slapstick one-off. The intro was great! Everyone has a different sense of humor I feel like, but if anything the very beginning of the game was marvelous for me. As mentioned earlier parts of the game were a bit tedious but I actually enjoyed the back and forth between different game modes. My primary complaint was the long corridor leading up to the final confrontation -- there's no progress indication or anything and it goes on for what seemed like a painfully long time (which i'm sure isn't THAT bad to be honest), anyways I was really unsure at that point. Definitely a good laugh though, thanks!
Aug 19 18:43:06 23h 14m The Sorcerer's Apprentice ♥ 0 The level design is based off of Shovel Knight: Specter of Torment, right? Thanks for being honest and opting out of the Audio category!
Aug 19 18:51:49 8m 43s BUG SQUASHER 9000 ♥ 0 Surprisingly fun and interesting! Good job.
Aug 19 19:32:49 41m 00s PRAY FOR TESLA ♥ 1 Very cool! But the shielded enemies destroying your structures and not allowing you to rebuild in those areas is way too brutal! =( Visuals of the energy waves didn't always seem to match the amount of power that the turrets received -- it felt mostly like a process of trial and error to figure out how to efficiently power turrets. But this was fun!
Aug 19 21:27:35 1h 54m GLOW ♥ 1 (I played the webgl post-compo version) Really awesome! The aesthetic is really nice here, and I appreciate the consistent visual language you used throughout. The pacing was relatively slow but I think that's actually not inappropriate given the nature of the game. I do think that the energy-sucking worm enemy section was a bit more trivial (non-interactive?) compared to the other two caves, so that would be my main complaint. Also, congrats and thank you on giving 100 ratings :D
Aug 19 21:57:31 29m 56s Nuclear Arms 4: Fallout of The Mountain King ♥ 0 MELTDOWN!!!
Aug 19 22:36:41 39m 10s LDJAM39: Power Brawler League ♥ 2 Really fun! This had a surprising amount of depth to it.
Aug 21 15:13:55 40h 37m Heal The Dark Lord! ♥ 2 This was really great! I got a good rhythm going, using baby+egg syringes to get the lord's health up and baby+mushroom pills to get his toxicity down, but after a few rounds of "i'm closer to a total recovery", that (and other medicines) seemed to be so much less effective =( Maybe if I were a more skilled alchemist I would have been able to cure you -- sorry Dark Lord! It was a bit odd that the general strategy was to push a bunch of things around to the middle -- even so, it felt like most of the time was spent walking rather than experimenting. I feel like some sort of layout where things are closer together would make things easier -- maybe have the Dark Lord in the center, with four ingredient stations in the 4 corners of the screen? I liked the trial and error aspect and searching for the most effective recipes, but walking back and forth a lot made things a bit more tedious than I would have liked. Still, this was great fun :)