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grena

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TimestampSince previousGamegrena's comment
Aug 2 11:44:10 e Negative ♥ 1 I had fun playing your game guys :) Some points that could be improved: - The key layer! ("P" to attack? and it's not written in the game, I made the first 5 levels without attacking because I tried a lot of keys, then I read your description ^^) - Sounds are very basic (it's enough in fact, but with these graphics, I was hoping for more mechanics sounds or electrical stuff ^^, but anyway, your sounds are sufficient :) ) Some points that I loved: - Graphics! Really nice color palette, warm and stifling - Level design! Nice progression and difficulty Combat mechanism is fluid, really intuitive. A solid entry!
Aug 3 11:27:02 23h 42m Oil Patrol ♥ 1 I love the cold ambient you succeeded to give to the game (loved the home made wind ^^). The animation and graphics are cute, attack mechanism is straightforward and precise :) I must admit I've been a bit deceived by the end, but I understand the lack of time for a compo! Anyway, cool game, nice work! Ping me if you release a post-jam version, I'd like to play it! Some stuff that could be improved: - The sledge doesn't leave any trace in the snow, so sometimes it's hard to find it back - At first I was a bit stressed to leave the sledge alone, then I realized there was no danger, so I just farmed to map to have a lot of fuel (could have been nice to have a disadvantage to leave the sledge alone too long^^) - I didn't understand first why sometimes some creatures needed 2 attacks to die (it's related to the distance you hit them, right?)
Aug 3 11:38:44 11m 42s People are the power ♥ 1 I really love the concept, capture people with different weapons. Well done on graphics for the PICO! :) Some notes about what I think: - I finally when through levels with the Family Gatherer, I think it's the more efficient regarding power consumption and gather ability, so maybe other weapons could be balanced (SOL is very expensive and not that effective!) - I didn't find any difficulty in the progression, I felt like I was replaying the same level all over again, some people were shooting, but I didn't understand what it does :( - The concept is REALLY cool =)
Aug 3 11:50:19 11m 35s Heal The Dark Lord! ♥ 2 Yeah, nice idea, always fun to play the darkside :) I love the way we can mixup ingredients. Some notes about my feelings: - Everything slide! It's really strange, when you bump into ingredients, then can go reaaaally far on the screen, as they were balls. So the physic really bothered me :( - I didn't understand how to save him properly, his lifebar nearly went up, but I wasn't able to give him more drugs, so I don't understand (poor lord) - The grab mechanic wasn't very clear, it was not really obvious we can pick up 2 items in the same time - Graphics and ambiance is really nice, the dark lord is awesome
Aug 3 12:01:01 10m 42s daemon ♥ 1 Wow, really difficult, I must admit I abandoned the game after 10 minutes because I couldn't go through the first 4 traps. One big thing that bothers me is the camera. It's too close, so you see nothing, and you can't see below or above if there is any trap.. so sometime you have to fall on purpose, only to scroll down the camera. I didn't get the slide/double jump, it's a bit rough, so it adds more difficulty. I must admit I cut the sound, the music loop is very short ^^ Otherwise, nice color palette an pixel art :) If you work on a better learning curve, introduce mechanism bit by bit (traps, power, slide jump...) and rework this camera, ping me, I'll be glad to re-test it, because I love the ambient of this game!
Aug 4 10:45:17 22h 44m Coffy ♥ 1 What a very polished game! It could totally be a phone game I'd play. The tutorial part is very welcome :) The music is chill and animations are super fluid. Not that much to say in fact, I had no bug! I find the 3-tiles minimum a bit hard, it forces you to do really strange 5-tiles movements, then 4, then 3, just to move a tile, so I was really destabilized at first, and it broke a bit my experience I must say, as I was trying to move one tile, but I completed lines with luck because moving 5 tiles makes a huge chaos in the grid ^^ So I had the feeling to not really control the game, and mostly move big lines just to have the luck to fulfill one. Timers are very short and it becomes difficult very quickly. So short timer + weird 3 tiles min put me on frustration ^^ Anyway, it removes nothing from the polished an enjoyable game you did, congrats :)
Aug 4 10:54:46 9m 29s Embers ♥ 0 I tried several times but didn't succeed to win, one resource per day? I don't really understand the gameplay mechanism as you always have to instant use the resource you just collected. I really loved the pixel art and sound ambient, it works very well to put a special mood to the game :) So yes, try to think about more mechanisms for the survival, but you have a good start!
Aug 4 11:33:46 39m 00s Guardian Stone ♥ 1 I loved the introduction, I sets up a really good mood, I hoped the full game will have this kind of abstract illustration. I enjoyed the narration, there is some easy plot (no spoil) but it's well written :) Graphics are not my type and some zoom are quite ugly ^^ But it doesn't break the immersion, so no problem. And LOVED the story, it definitely could be a real game. It's cool to have this kind of entry in the Ludum Dare, it brings fresh air and ideas for future games.
Aug 4 12:04:10 30m 24s Grid Connect ♥ 1 Well, I love this game! At first I thought the concept was a bit simple, but no, the difficulty is well balanced and it's pretty addictive <3 I love the "buy" new wires concept and the way it quickly stress you out when red cells appear. Some things that could be improved: - I'd love to be able to revive "dead" cells again, by connecting them, and have a realllly long charge time (ten times red one's, or maybe more), to have to deal with taking risk of powering up a dead cell or handle risky red cells. - When every cells are connected to the power supply, the game doesn't end, it's a bit sad you didn't have time to implement it :) - Could have been nice to have some sounds, it could bring more values and feedback to what happens on the screen - I struggled a bit finding the way to remove wire (with right click), so maybe a short explanation could be done ingame :) Anyway, nice entry, I'll play it again :)
Aug 6 17:12:13 53h 08m Zero Volt X ♥ 0 This game is really beautiful, again, congrats on your pixel art deepnight :) I liked the smart mechanism of balancing your power between modules of our ship, and it works great because weapons are balanced (rockets are really useful when you can't be in front of enemy, but laser deals more damage). The sound is a bit off but no that important in this kind of game. The game is hard but not enough to be frustrated! Too bad you had no time to make a final boss :p When I died, I lost all my score, is it normal? A very polished game, I just want more!
Aug 6 17:23:12 10m 59s Exile ♥ 1 Wow, cool game! Really nervous and efficient. The monochromatic graphics are awesome, I love the monsters design, very enigmatic but oppressive. Sound is just what it needs, so congrats. You game really has a spirit :) Not that much to say, the gameplay is mastered, I'd like to play this game with other levels/environment mechanism/monsters. Pretty solid entry, well done.
Aug 6 17:31:18 8m 06s The Light City of Karola ♥ 1 Just a comment to tell you that the double jump fails 1 time on 3, so it makes the game unplayable for me :( I didn't rate your game yet, I'll do if you have some fix for me, don't hesitate to ping me.
Aug 6 17:59:18 28m 00s Artax ♥ 2 What a concept! Having to keep the robot full of power is a nice idea! Art is beautiful, very polished and full of small details. You game has a spirit, which is awesome. Doors / power etc... gives a lot of place for puzzle, which you exploit well. Here are the things that could be improved: - Acid drops are really unforgiving, just one pixel fading can one shot you.. it adds unwanted difficulty whereas the game is already difficult. - I had to play the windows version because HTML one had few lags (so unplayable, if you miss one jump, you die) - A lot of time the robot is stuck on "flying" mode to the edge of a cliff when it obviously doesn't need it, which adds more unwanted difficulty. Keep up the good work :)
Aug 6 18:15:29 16m 11s Shutdown ♥ 1 Wow, really nice look! I came thanks to your post mortem on effects :) The concept is interesting, the game is really fluid and beautiful, really nice done on those effects! Could have been nice to have some sound effects when you pick up these weird things, it would have bring a nice feedback. Things that could be improved in my point of view: - Add audio effects! - Maybe introducing new elements (things you DON'T have to pickup for example, some abilities or super pickup items that boost your speed, or I don't know) In a nutshell, a nice small game, very polished, fluid and visually innovative :)
Aug 8 12:03:42 41h 48m Batterime ♥ 2 What a nice idea! I love this kind of nervous platformer, it reminds me the well known Super Meat Boy :) The concept of having recharging platforms is very innovative and well executed, congratulations! And the overall controls / slid jump is well done. The music could be repetitive, but it gives a nice "hurry up" rhythm to the game and it hypnotizes me, so it's cool. Some things that could be improved: - I didn't understand first that the battery was getting of when you were moving (I thought it was with time), so maybe in the game design/ level design you could introduce this concept? - It's too bad you can't jump while you sprint! - I feel the character (I love him^^) is a bit sliding even when you stop moving, so sometimes it's a bit hard to control Otherwise it's a really nice small game with nice idea and very addictive, I finished it and just want more levels :)