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HitchH1k3r

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TimestampSince previousGameHitchH1k3r's comment
Jul 31 15:20:21 Assault//Battery ♥ 1 Very fun difficult to control smash-stuff game! I really liked that time slowed down during targeting, that mechanic always makes targeting so much more fun. I also liked watching the giant robot (was it supposed to look a bit like a battery?) trip over the tanks that I missed. The targeting seemed a bit off on some of the swings (particularly downward), making it difficult to hit the enemies, unless I aimed in front of them. This added to the general feel of a difficult to control robot, so could be a good thing. You could try out different targeting display though (something like showing the arc of the arm instead of a straight line). The other thing I noticed that may have benefited from a bit more time was grabbing the nodes. That's a bit trickier to fix though (I guess a gamepad could enumerate the part to specific buttons for a console release). Overall I found this game very enjoyable, thanks for making it! High Score: **665**
Aug 1 12:26:11 21h 05m Ministry of Synthesis ♥ 2 ⚡️ **The Reactor Has Been Reactivated** ⚡️ Whew, that was very difficult. As others mentioned the game gets hard fast once things get complicated. The three oscillator modulation puzzle was they first place I got really stuck at, and I'm still not really sure I have a conceptualization of what modulating a wave does. I had to restart once and pay more attention to what the early levels were trying to teach. It wasn't immediately obvious what that there were two blocks "X" and "+" or what they did, but the second time though I figured it all out. It was clear that you put a lot of effort into this game, it seems you tried to make things as accessible as possible (audio feedback to listen for frequency similarities, visual feedback to teach and show how close you are, and I really liked the green bits on the bottom that showed where the waves matched!), it's just that the game deal with a complex subject matter. ⭐️ The graphics were awesome! ⭐️ The background music reminded me of Myst, and layered well when an arbitrary wave was played over it. Even after an hour of playing, the music didn't get too repetitive, so very well done there! 🐝 A small platforming bug I think I found: As far as I could tell you are supposed to hang onto walls slightly, and fall when you move away from them. I noticed if you hang onto a wall, and slowly fall, but don't move, you will drift down even if there is no more wall to hang onto. ^_^ 👉 In innovation this game really shined, I really loved the idea behind it. I feel like it falls behind in theme though. It felt a bit more like "Signal Lost" than "Running out of Power" (power signals I guess, but it feels like a stretch). Overall amazing work for 48 hours, and I really enjoyed this. Thank you for making it!
Aug 1 20:28:17 8h 02m Power Necromancell ♥ 1 This was a very clean idea and execution, and there is a lot of room to expand on the idea. Good job. ⭐️ I liked the clean graphics aesthetic, and the music seemed to match it quite well. 👉 It would be nice to have a bit more control over our undead battery army, they did well enough for the puzzles in your LD entry, but I could see it being finky if you had more involved puzzles. I also found the controls a bit hard to remember. Space did one functions, enter another, and I'd occasionally switch them, to ill effect. ^_^ Overall great work. Thanks for making this.
Aug 1 20:46:42 18m 25s Powersnek ♥ 2 This is a very neat idea, and I like that you explored multiple puzzle components rather then focusing on one. ⭐️ Puzzle games always benefit from more levels, but I think what you managed to get done in 48 hours is impressive. There is even some variety in the levels rather then just stretching the mechanics you had implemented out into boring levels, you keep it short and to the point. I think that was a good decision. 🐛 I think I found a bug, or at least a questionable design choice. It seems defense and the benefit numbers both max out at 15. And that if you attack a planet at 15/15 you can consume it for free no matter what your current health/power level is. 👉 After saying that you did well to get what you got done, I feel a bit silly for my criticism. The game felt a bit one note. The puzzles were fairly simple, and the game didn't offer sufficient musical, graphical, narrative, and/or mechanical depth to keep me engaged. This game could easily be turned into something great, it just needs more... everything. Overall great work. Thank you for making this!
Aug 1 21:06:19 19m 37s Programmer Energy ♥ 1 This was a neat meta-Ludum Dare game. I really liked your use of a blurry version of the first screen as the background for Unity's new splash screen, I'm going to have to remember that. ^_^ The overall look of it reminds me a bit of Quadrilateral Cowboy, but higher fidelity. ⭐️ The sound effects were all well made and seemed to fit the actions they were for. I enjoyed the "rage quit" animation a lot, and I think it's really smart to give the player a good last impression of your game (and completely unexpected ^_^). 🐛 Maybe a sound or input bug, but after drinking tea the first normal key press(es) don't seem to be registered. reading the above comments this probably isn't a bug, but I was also under the wrongful impression both tea keys needed to be pressed together, but when you get double of the same key it feels like a bug. 👉 I found the background music got a bit tiresome after several loops. Overall good job, and thank you for making this! High Score: **4403**
Aug 2 01:15:20 4h 09m The Nuclear Age ♥ 0 A neat numbers puzzle that I haven't seen anywhere before! It wasn't immediately obvious that each power plant provided less power than the last, but once I figured that out I understood the depth of the puzzles. ⭐️ I liked the retro-futuristic aesthetic, and thought the puzzle was very unique. 🐛 I'm not sure if it was a bug or not, but on level 6 (I believe) if you place a power plant next to a city next to a power plant it doesn't seem to transmit power, but if a power line is added between either plant and the city then the city conducts power. This might be by design but I couldn't figure out the rule. 👉 You might consider telegraphing the countdown a bit better (maybe put the power number on each placed power plant). Overall good job, thank you for making this!
Aug 2 02:13:40 58m 20s Unplugged ♥ 1 I'm really glad that I happened to try this out on my laptop. Without reading the description I started it up, and discovering the gimmick was a big aha moment ^_^ thanks for that. ⭐️ Your use of the them is great! The graphics are wonderful, and this game feels very well polished. Idle games exist in a weird place between wasting time and commenting on games that waste time. I feel like you found a gimmick that did something new in that space (maybe pointing out the waste of time and energy?), good work (and showing a battery % at the end fit right). Overall great job, this was a very nice entry!
Aug 2 13:11:37 10h 57m Voodoo Lockdown ♥ 2 I figured out the 6 computer room... eventually, after managing to bonk my head on the top of the screen. ^_^ ⭐️ You have a neat puzzle-esque platforming mechanic here, I liked it, and enjoyed playing this game a lot. The graphics were very clean and consistent! Good work! 👉 The music, and graphics didn't really signal abandoned ancient ruins to me. The limited respawn per checkpoint definitely felt like running out of lives, but not power... even just juice up the respawn a bit could make it fit better with the theme. Overall good job on this game. Thanks for making it!
Aug 2 13:31:42 20m 05s Zombies and RVs ♥ 1 A nice shooting game, I enjoyed getting to upgrade at the end of the level. ⭐️ The art was well made, the audio fit very well with the overall aesthetic. You also managed to create a nice feeling of dread with the zombie wave. The jumping around had a nice tension that underlined the "hopeless zombie waves" feeling. Good work. 👉 The platforming felt a bit slippery for the importance of each jump, it wasn't a big deal if you don't fall off an RV, but once you did it was hard to get back up sometimes. Did you use the theme? I tried to think of how this game could have interpreted it, but it doesn't seem to have any "Running out of Power." Overall you did good work, thank you for making this!
Aug 3 13:42:48 24h 11m Mining Brothers: An Energetic Tale ♥ 1 A beautiful game reminiscent of the 16 bit era, in both graphics and gameplay. Well done. This game is very difficult, I died many times, and finally set the goal to get at least one generator part. At first I though you had to jump the electric gates, then I figured out you could power them down, that made it a bit easier. ^_^ ⭐️ The graphics were excellent, the colors were appropriate, the pixel art well done, the menu screen looked very nice, and the post processing shaders looked very nice. I also liked the music quite a bit, especially the title screen song. Well done! 🐛 A couple "bugs" I noticed: I also ran into (-_^) the physics bug other people mentioned where you can get stuck on edges until your power bar decharges and you fall away (most of the time). Also the power bar seems to decharge passed 0 and causes you to roll backwards, maybe not a bad thing, but I got the feeling that wasn't explicitly intended. 👉 The noise postprocessing shader was a nice CRT throwback, but I feel like the screen wobble may have been a bit too much as it made the text very hard to read. I think screen wobble is a lot like screen shake, it can make something feel a lot more powerful (breaking out of the game almost), but if it's overused it loses it's power, and even worse could cause a negative effect instead. Overall great job, this was fun to play. Thank you for making it! PS. What does "auto run" mean? If I mashed A and S enough it popped up, but I couldn't figure out what it did.