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doomshmuck

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TimestampSince previousGamedoomshmuck's comment
Aug 1 00:14:37 Socket Punch! ♥ 5 Fun game. There was a lot of polish in the tutorial and the setup, which I liked a lot. Really helped with figuring out how to play the game. There was some clipping issues I noticed with walls and such, and could cause the camera to get a little weird. It also would have been good to have more visual feedback when the player gets hit, like a screen shake or a prominent red border or sound effect or something. There were times where I would get melted from the back without even realizing it. It also felt like the special attacks weren't really worth using, as the power drain felt more punishing to use than to just punch a bunch.
Aug 1 00:25:07 10m 30s Exception 39: Core Molten ♥ 2 I am a little confused on what is going on in this game. I think some more instructions would have helped... I eventually figured out that the energy boost gave me one use of a double jump, but for the life of me, I couldn't figure out how to use that to actually get further in the game. It also felt like there was a disconnect between the red from the core melt-down to when you actually get a game over. It would have been nice to have the energy meter more prevalent, as it took me awhile to realize what was causing a game over (I assumed it was getting in the red area, but it was actually just running out of energy. I think the game may have been tuned to be too difficult.
Aug 1 00:33:10 8m 03s Discharge ♥ 1 Ah yeah, alt+tab worked for me too. You guys should probably look into resolving that if you can, it's pretty obnoxious and potentially seizure inducing if someone sensitive plays that. On the game though, it was a lot of fun. There were some parts of the music that got pretty repetitive, but overall the music was nice. The graphics were also well done, and the game play was enjoyable. The movement felt pretty floaty and unnatural, so I think that probably could have used a bit more work. Also after a wave, I lost my location and ended up spending the first few seconds searching for the character to start the next wave.
Aug 1 00:38:11 5m 01s Powerless: Trump Teaches Typing ♥ 2 Hah, when I saw what it was, I was like... what...? But actually playing it was pretty fun. It got really intense really fast though, I gotta say. But nice job!
Aug 1 00:49:02 10m 51s Run Ning out of Power, Montana ♥ 0 Nice game, it was pretty fun. There were times in the game though that felt like the controls became very unresponsive... like I would try and move but nothing happened, or clicking didn't shoot. This usually came at times when there were a lot of enemies on screen, so possibly may have been related to that? The overall difficulty was pretty low, but that's OK. The graphics were perfectly fine, in my opinion. But yeah, it was pretty fun. Nice job!
Aug 2 00:18:29 23h 29m NUP-5 ♥ 3 The core engine of this game seems pretty solid. You have a servicable turn-based grid movement system, and some servicable AI, which I give you props for. The graphics and music loop were also pretty well done, although the music was pretty loud, and probably should have been made quieter or have a volume slider for. However, there are a number of issues I see in this game. There were no sound effects, which made the game play get pretty dull pretty fast. The one, and only one, ability (bumping into an enemy) can also make things pretty dull. I had no indication of what my HP was, so I have no idea if I was close to dying or even if I could die. I also stopped after about 10 floors or so, as I had no idea when the end was and I was already pretty bored at that point. Also the camera being static was a little weird, especially considering enemies and myself could move outside the bounds of the camera.
Aug 2 00:29:06 10m 37s Exodus ♥ 0 I agree what everyone is saying, nice job, and I'm glad you guys are planning to continue this. The ending did feel a bit abrupt though.
Aug 2 00:36:02 6m 56s solar avenue ♥ 1 The whole time I was racing, I never once saw the other racers, and I didn't really get any clear indication that I was losing until I lost... I assume it was coincidence that I lost at the same time as hitting a wall, and that the lose condition was that someone else finished the 5 laps? I didn't hit anything until the end and still lost, so maybe the difficulty was a little high. There also wasn't any sort of start / restart button, which would have been nice. Besides that, it's a pretty solid base to a racing game, the controls were pretty responsive and the pickups worked nicely.
Aug 2 00:44:45 8m 43s PEW PEW PRINCESS ♥ 1 I think this game needs some sound effects pretty badly, I think it would have felt a lot better with shooting / hitting sound effects. The screen shake was also pretty crazy and may have been served to be toned down a little bit. Overall I had fun with the game, it is a pretty good shmup. The effects and such that were done here were really nice looking and gave satisfaction on defeating enemies (but would have been even better with sound effects 😄). I am slightly confused about the shield mechanic, I think I would have preferred lives or something rather than that, as holding down x while running through fire was a little awkward, and not holding x resulted in having to restart. I didn't actually beat the first boss, so take that for what it is. I think the difficulty may be a bit high.
Aug 2 00:57:19 12m 34s Drainor ♥ 3 The game play was pretty fun and the controls felt nice and tight. The game was overall pretty easy in terms of the waves of enemies... even if I got hit a bunch I could recharge to full without an issue. I see comments here saying the story was great and what-not, but I honestly didn't have the patience to sit through the really slow scrolling text on the intro screen, and didn't realize that was a backstory for the game. I think that needed faster text or something to make me not want to instantly skip it. Also, I thought the game was a score attack game, so I purposely died and was disappointed when there was no score there. Perhaps the story hinted that there was a boss? The game itself didn't really give any hint of that, and I think that was needed.
Aug 2 01:06:59 9m 40s Five swords to Hell ♥ 1 The mood and graphics, as others are saying, are really good. The music really helps a lot too. However, it felt a lot like trial and error, and ultimately the fun factor for me was pretty low on this. It felt more annoying to go through each loop trying to piece together what the objective was... especially if I activated a sword and it blocked my path, then I had to wait out the whole 45 seconds before retrying. A retry button would have been really nice.
Aug 3 02:28:28 25h 21m Power Up ♥ 1 I loved the aesthetic you achieved here, it looks really good and sounds really atmospheric as well. It took me a little bit to get used to the movement, and it felt like sometimes I should have hit one of the blobs but didn't. It also felt like there wasn't much incentive at all to get the red ones, since I think the penalty of picking one up outweighed the benefit. Perhaps those should have been worth more points or something?
Aug 3 02:35:43 7m 15s Don't Let the Light Go Out ♥ 1 Fun game! I echo the comment above about the difficulty spikes... I didn't realize that you could shoot down for awhile once the snakes appeared, and it felt like I died really fast once those guys and the rocket dudes appeared. On the controls, although I get why you used space bar to pick up the batteries, I found myself constantly pressing space to jump. It felt pretty awkward pressing x to jump. I think I would have preferred space to be jump and x to be picking up the battery.
Aug 3 02:42:24 6m 41s Power Struggle ♥ 1 The first wave was pretty good, had some challenge to it, but wasn't too bad. The second wave, I got instantly killed about 3 times before I just stopped. The difficulty on this is just way too high. I don't really see anywhere during that second wave where I could move and not get hit, not to mention actually kill the enemies. Also, the power pickups were moving fast enough that if I missed one, it would just go zooming off the screen and I couldn't catch it, which feels pretty bad when the only way to survive longer is to pick those energy drops up. I guess I would say that the player model needs to be smaller and make it more obvious on how to avoid the bullets, and the number of bullets, especially on the 2nd wave, need to be toned down considerably. Also the power pickups should be slowed down a little so that the player can back track to pick them up if they miss it.
Aug 3 02:55:24 13m 00s Soporific: A Bedtime Story ♥ 3 This was super cute, and as others have said, the art, VO, and writing were all really good. The "plan the birthday" option felt a little out of place (although I don't have a kid, so maybe not?). I know you were doing the fade out and falling asleep thing to suit the theme, but it felt a little annoying more than anything towards the end. I think maybe making it a little quicker, or varying it with yawns or other things, would have made it less so.
Aug 3 03:03:13 7m 49s The Milky Way ♥ 1 Fun game, and I loved the humor. The introduction to this was especially good. The game play I think could have used some more polish... for instance, having shoot by left & right mouse, and dropping the cow just left mouse, I found myself consistently dropping a cow on accident. I think in general you probably shouldn't double-bind a key as this sort of thing can happen. I also noticed that even if I got a cow in the tractor beam, if I didn't position the cow right underneath the UFO, the cow still exploded... it should probably be set up that if you get the cow up there, you get it, and not have to worry about potential wonky movements killing you because it didn't register the cow.
Aug 3 03:10:16 7m 03s Planet Nanadoo: Quest for the Powered Fruit ♥ 2 As others are saying, the movement felt overall too fast to control properly, and the enemy hit boxes felt very strange. I also would have liked more feedback from the enemies on when I got hit, and a more prominent indication of energy level and health. Since those were so small, I had to take my eyes off the action to see where my stats were at, which could be problematic.
Aug 3 03:23:50 13m 34s Energy Enigma ♥ 0 I think I understood it mostly... I think there was a bug in the game that prevented the win condition from triggering though. I was on the level where the map was like this: OOOOO OxOxO OOOOO OxOxO Which ever level that was, and I got it to 61/61 (I think it was?) and the level didn't complete. Unless I was missing something, it seems like the game didn't register that as a win condition. I agree that there needed to be some visual feedback on the wire selected, and the wires not aligning was pretty off-putting. Overall though, I had fun with it and the concept was really solid.
Aug 3 03:33:46 9m 56s VamBot ♥ 1 I think to combat the issue with the left-facing attack... if you were worried about that, it would have been better to just have them all spawn on the right. Not having the ability to attack left, but having robots on your left, didn't feel like a very good mechanic, even if the alternative may have been worse. I also felt like the randomness of the robots despawning led to an end state that was out of my control. I had 5 or 6 robots in a row that just blew up, and I just drained all the way out with no possible way of recovering. Maybe the randomness should have been curved a bit, where if you were below a certain amount of energy, the chance went back to 100%, or something? Either way, in a survival game like this, having the game end without feeling like it was your fault isn't a good feeling on that front. Besides that, I liked the art style, and the attack / vampire mechanics were solid and entertaining. I would have liked the background music to maybe be a little quieter though.
Aug 3 23:37:54 20h 04m Jetpack Miner ♥ 1 The graphics were pretty nice looking, and the base of the game is pretty good. I also was not able to get past the first ring of asteroids... I upgraded energy twice, but still ran out of energy before reaching the second ring. Overall that mechanic doesn't feel very fun to me, the energy drain was so fast that it felt like it clashed with the soothing background track, as it felt really urgent to get out, mine, and get back before the energy drain got you. The music track also felt like it needed to be a lot longer, or something, as it got very repetitive very fast.
Aug 3 23:42:04 4m 10s E - Volt ♥ 0 I am running Win 10 64 bit, and when I started it up, I just got a black screen.
Aug 3 23:54:06 12m 02s Losing Power ♥ 1 There is a good base for a platformer here. I especially liked the level design in regards to introducing new mechanics... that is a good way to introduce things (slowly, but quick enough to not have it be too stale). However the player movement felt sluggish. In particular, the spikes were implemented in such a way that it felt more frustrating than fun. The hitboxes on the spikes felt like they were too big and that I got hit by them when I wasn't actually touching it. Also restarting the level in that situation, especially the longer ones, felt unnecessarily punishing. The music was also way too loud, but I did like the sound effects.
Aug 4 00:09:18 15m 12s Evelyn ♥ 1 Can't really say much beyond what everyone else is saying. I did notice the wonky stairs though, although the last time I climbed up them, they actually worked :) So it looks like it works sometimes, at least. I would have liked to have a power meter appear while piloting the ship (or maybe I just missed it?) But yeah, super relaxing, great visuals, fun mechanic. Nice job!
Aug 4 00:18:21 9m 03s Azrellian Asteroid Field ♥ 0 Hehe, ludicrous power... Space Balls. I love it. Great game, it was a lot of fun. The VO was a little strange... I am not entirely sure if I liked it or not, but it definitely added to the atmosphere of the game. I had several times where the power pickup would overlap with an asteroid right at where my ship would be, and this happened several times in a row, effectively putting me into a corner. I would have liked to have at least a little forward / backward mobility to help combat that and add a little more strategy to it.
Aug 6 14:07:11 61h 48m 3eV ♥ 0 This game was really innovative and mostly well executed. The fun factor of the game wasn't all that high for me, and I didn't see how this related to the theme in any way, shape, or form. On the fun part, it felt like I was just slightly adjusting the angle that I was launching at, and hoping for the best, which isn't really very good puzzle design. I'm not really sure how you could fix it, perhaps have a ghost line that shows where your last launch took you? I think my main complaint with this was the second to last level (the two magnetic pieces that make a sine wave). The last level's solution was pretty cool to watch though.
Aug 6 14:14:55 7m 44s Power the House ♥ 1 The game was well executed and clearly gave me all the info I needed to play it, which is good for a puzzle game. It was a little on the easy side, but that's OK for a LD game (probably better to be on the easy side than to be too hard). I would have liked to see some sort of scoring system or something to encourage finding the optimal solution.
Aug 6 14:22:51 7m 56s Abstract Demon ♥ 1 I couldn't really get past the graphics on this. The fluctuating squares were off-putting, and the level transition was really obnoxious. I understood the objective of the game without reading the readme, but I still had to read it to understand that it was indeed the objective, mainly because the UI was hard to understand. I think there is a good base to a puzzle game here, as things can get pretty complicated and fun to figure out with this concept. But the graphics and UI made me stop after a couple of levels, unfortunately :(
Aug 6 14:29:52 7m 01s Robogod ♥ 0 I got really quickly bored of the game... I didn't really know what the objective to it was, and things didn't really seem to happen when I would give power. I think I gave power to the same person like 3 or 4 times in a row but nothing happened really at all during it. The slow pace of the game didn't help much either. I think it needs to start up a bit faster, and have it be a little faster paced to keep things engaging. It also would have helped to have a more clear direction on the objective of the game.
Aug 6 14:40:07 10m 15s The Liberation of Liberatia ♥ 0 The issue I have here is that there was a whole lot of text on the screen, which I think was trying to explain the game, but the text didn't really sit with me or something and I had absolutely no idea what was going on. I think this game might have been a little too complex or abstract or something for a setting like this, where someone is just going through a bunch of these games. I think something that would have helped would be less "block of text" type descriptions, and more in the form of contextual tooltips and such. For instance, knowing what my percentage is for accomplishing a mission would have helped.
Aug 13 01:30:59 154h 50m Jolt-Bolt ♥ 0 Pretty fun game. The visuals were really solid in this and I felt like that was definitely the strength here. The music loop was also good, but would have liked some sound effects. On the gameplay though, I felt like the spin speed was so slow that even if I started turning as soon as something popped in, I still couldn't get out of the way. There was also no feedback besides the power decreasing or increasing (I had to intentionally run into something and stare at the battery indicator to tell what was going on). I think a sound effect or something would have helped in that regard.
Aug 13 02:18:50 47m 51s Ten Little Letters ♥ 1 Interesting mechanic. It took me a while to figure out what was going on though, I think it needed some more UI clues to help or something.
Aug 13 02:33:44 14m 54s Fully Powered: Enough power to save the world ♥ 0 I think the collision detection was a little off and the controls were pretty bad, but otherwise it was a pretty fun game.
Aug 13 02:44:24 10m 40s Galac'Song ♥ 0 This gave me super meatboy flashbacks... Nicely executed, maybe a little tough for a game jam as I gave up in the second level.
Aug 13 02:51:51 7m 27s King of Mithril ♥ 1 I really enjoyed this game, nice job! I was a little lost at the start, and didn't realize that I had to destroy the battery to disable the shields (I didn't even realize there was a shield). Once I figured it out though, I got through to the end and it was very well done.
Aug 16 02:01:40 71h 09m Survival Adventures ♥ 1 It's an interesting design... it felt like the hunger meter dropped really fast and felt pretty unforgiving. I think it could have used some more tutorials or something to help with explaining more of the mechanics. I didn't really see any way to start a fire. I also felt like my inventory was always full, to the point of where it felt a little off. I also noticed that if I tried to place a trap and my inventory was full, it didn't let me place the trap.
Aug 16 02:12:40 11m 00s Doctor Duck ♥ 1 I like the concept... I was thinking about doing a zelda like game too, but decided not to due to the scope required. The base you have here is pretty solid, but there were a number of problems I had that made this not so fun for me. * The game difficulty is WAY too high. The only screen I could ever really clear was the one to the immediate right. The other screens basically killed me instantly. Maybe I'm just bad at these old-school action RPGs, but it felt really punishing. * Combine that with the constant need to go back to the base to recharge the generator, it felt very micro-managy, and that mechanic, although lining up with the theme, didn't feel fun for me. * It also seemed like the power meter shrinks over time? That kind of just added salt to that wound, as decreasing that makes it MORE micro-managy. What I did like about the game is the upgrade system seemed pretty good (I didn't make it very far in, but what I saw it seemed pretty solid). The UI and visual feedback was also nicely done. I especially liked the text animation when the values reached critical. It could have really used some sound effects and some sort of ambient music, but I understand why that wasn't included. Anyways, sorry for being so harsh, but hey, that's how we get better right? Like I said, it's a really good base, and I think it could be made into a solid game, but it needs work to get there.
Aug 16 02:29:54 17m 14s Power Synergy ♥ 1 The start of this game is WAAAAAAAY too slow. I spent a good like, 5 or so minutes? just moving forward picking up batteries. By the point I reached the enemies, I had twice the power they had. When the first battle started, it wasn't apparent how to enter in a power... I didn't realize it was an input field. That definitely needed more feedback, like a blinking cursor when the field is empty or something. Finally, the game just crashed on me after a battle... not sure why, though. And I wasn't about to go through that start-up process again.
Aug 16 02:36:55 7m 01s Full Metal Combat ♥ 1 The game was pretty nicely put together, but I think had some pretty serious balancing issues. The waves ramped up very fast in terms of difficulty, I think it would have felt a little better had it ramped up slower, maybe throw more enemies at the player rather than a small amount with large amounts of HP (I'm not a big fan of bullet-sponge type stuff). The movement felt very floaty, almost making it feel somewhat awkward and difficult to control. Finally, I'm not sure if I was taking a lot of damage throughout, or if I just got one shot by something, but losing felt pretty anti-climatic. I didn't know I was about to lose if I was losing HP consistently, and if I wasn't, it is pretty bad design to have a player get one shot. I think having visual (and preferably also audio) feedback on when a player gets hit is a necessity for this type of game.
Aug 16 02:43:58 7m 03s Escape from власть (Vlast) ♥ 0 The graphics are nice looking, but the game itself is pretty un-approachable. The battery drains so fast that I didn't even have time to get my bearings before I lost. I finally figured out the first level, got to the second level and I don't even think I could move to the charge station in time, not to mention hook up the admittedly fiddly controls for connecting the wires. Maybe I wasn't playing the game quite right, though, I'm not sure.
Aug 16 02:52:04 8m 06s Das Riverboot ♥ 0 I like the concept, but the implementation made me not have fun. The mechanics for catching anything was so clunky that in the few games I played, I barely hooked much, not to mention actually get it on the ship. It felt like the place I clicked was not reflected properly by where the line ended up going. Like I would click directly on a fish, and the line would be well above the fish when it finished (admittedly it was also behind the fish, but the point here is the vertical positioning). There were a number of times where my only option was to go directly up through the ship, but I couldn't do that either. I think once I got the fish to balance on the ship, but it still didn't count, and I guess I didn't realize that the boots and boxes are used to power the ship?