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Iamsodarncool

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TimestampSince previousGameIamsodarncool's comment
Aug 1 18:16:02 Solar Power Rush ♥ 3 This game is awesome! I love it and I will be sharing it with all my friends. The difficulty balance is, in my opinion, perfect; the game is accessible enough that you can jump in and play, but challenging enough that it takes real focus and effort to succeed in it. Every time I died in the game I felt compelled to retry and do better. Managing power and health made me panic a lot, which is something I love to feel in games. I also really like how the music reacts to what's going on in the game, it's a very nice touch. Overall it's a very solid, very fun game that feels great to play. As someone new to programming and game development I'm starstruck that you were able to create it in 48 hours. I tried to think of something to improve but I'm at a loss. The game is just so awesome :D
Aug 1 20:33:51 2h 17m Tiny Warlock ♥ 2 I agree with the other comments that dislike the screen shaking. I can see what you were trying to do with it, but I don't think it was executed successfully. I'm not sure what would improve it, but the shaking doesn't make me feel tense or excited, it just acts as a barrier to me understanding what's happening, which isn't fun. I'd like to comment on the funness of the game itself but I couldn't get past the shaking and gave up after a couple of minutes. It would also be nice if there was a fullscreen mode. The game being 20cm wide on my screen doesn't help with comprehending what's going on. This is exclusively negative feedback and I know that sucks to receive. I'm sorry to deliver it but it's my honest opinion of the game. I hope you make a version with fullscreen and no shaking, because based on other comments the game is actually really fun and I'd like to play it. I just can't enjoy it in its current state.
Aug 1 20:41:08 7m 17s Clickity ♥ 1 I played with this for a couple minutes but I couldn't figure out what was going on or why things were happening. It would be enormously helpful if you'd include some basic instructions. I hope I can learn to play the game though, I can sense that there's a lot of depth to it...
Aug 1 21:23:14 42m 06s Asteroid Scavenger ♥ 1 This is a very good game and I enjoyed playing it a lot. Thanks for sharing. It's quite fun to explore just a little further each time you head out. The tutorial section was also very well done; most ludum dare games I've played (including my own, shamefully) just thrust the player into the game and expect them to know what to do, but when I got to the game part of Asteroid Scavenger I already knew all I needed to know. Thank you for taking the time to add it. The graphics, while simple, are very nice to look at. The sound design and music are excellent. Great job with all three of those things. However, there is one major flaw that, at least for me personally, makes the game far less enjoyable than it could be: I dislike the timer. It feels arbitrary and it breaks my immersion from being a for-hire space miner. It also prevented me from ever fully upgrading my ship, which was disappointing. I don't care about getting a high score, I just want to casually explore space, going at my own pace, slowly exploring outwards and mining everything in the solar system while upgrading to a better and better ship all the time. A less arbitrary time pressure that would allow me to keep playing the game would be to have power be constantly draining at a certain rate, so your maximum time away from the space station would be limited by your maximum power but you'd have no maximum time to play the game. Additionally, as a space nerd, there are two small changes to the ship physics I'd make to increase the realism. Firstly, I'd remove the space resistance of the ship, and make it so the only way to slow down would be to turn around and apply thrust. When I apply thrust with my spaceship and then it drifts a little bit and then it slows down and stops moving, it feels a lot less like a spaceship and a lot more like a submarine. Secondly, I'd make rotation come from thrusters that apply torque to the spaceship as a physical object rather than just rotating it. This would allow you to turn much faster and again would help with the feeling of controlling a spaceship. It would probably need an "automatically stabilize rotation" button though. Whether these changes are for the better is entirely subjective though and probably something not many people besides me would want. Overall it's a very satisfying game to play and I'm vey impressed that it was made in 48 hours. I sincerely hope you develop it more post-jam.
Aug 1 21:52:44 29m 30s Party Island ♥ 3 This game shows that there is elegance in simplicity: with only three inputs, you managed to create compelling and engaging gameplay. I had a lot of fun on my playthrough. The music is groovy AF, what software did you use to make it? I'd love for you to add a download for it. However sometimes I would run into a bug where there would be two non-synchronized versions of the night music running, which was annoying because a single version of the night music is so awesome. Using the web version by the way. I feel that the blurry and pixelated art of the game works poorly. I'd have preferred stylized MS paint graphics. As @JesperSB said, the game would greatly benefit from multiple difficulty modes. I finished day 30 with 2572 guests, 500% of the stated goal. Simply adding a slider at the beginning for the effectiveness of solar panels would do wonders for the difficulty and replayability of the game. I had severe input lag, where I would press a key and it wouldn't take effect for a good two or three seconds. It would happen instantly as soon as I moved the mouse though. It made me sad that as my building grew it obstructed the view of my batteries and solar panels, and then after 50 hotels I could no longer see the new ones. For me personally, a lot of the joy of this game came from watching my hotel grow over time, so it was a major bummer when that stopped happening around day 20. Late-game would be a lot more satisfying with some clever rearranging of the graphics. Overall I'm glad I played this game, it made me feel happy. Excellent work.
Aug 1 22:23:18 30m 34s Industria ♥ 1 Addictive and very challenging game. Wonderfully filled with tension and panic from start to finish. Because the game is so fast-paced, the slow clicking interface really creates a barrier to success. It would be nice if you could hover over a tile and then hit a key on the keyboard to assign a building to it. Ditto with the citizens; the game would be a lot easier to play if they were just listed along the bottom of the screen at all times and you could hover over them and hit a key to assign a job. This would also let the player easily see when a new citizen has arrived. Overall I really enjoyed the game. Great work, especially for using a new engine. I hope you go on to develop this concept further, it is legitimately really fun.
Aug 1 22:45:22 22m 04s ThunderFox ♥ 0 Ditto, ping me as well please
Aug 2 00:02:13 1h 16m BATTERYMAN RECHARGES THE WORLD! ♥ 4 Wow. Incredible game. The talent of the people who created it really shows. The music is fantastic. When I started up the game I just sat there on the main menu listening to the theme and watching the city roll by. The art is all awesome, it's a very pleasing game to look at. The gameplay is fun and engaging, I love running around and avoiding the phone people. I also love all the little touches of humor, like Battery Man's feet just dragging behind him as he moves and the exploding phones. My only complaint is that it could be a little more difficult, I was able to beat it in 5 minutes on my first try. Altogether a really polished product that is stunningly high quality for 72 hours. As someone who just started making games I aspire to be like you.
Aug 2 21:39:10 21h 36m Artifact Dive ♥ 0 It's very jarring how the enemies start charging you. I wish there was some sort of visual cue right before they did that, like flashing or shaking.
Aug 4 04:53:26 31h 14m Bounty ♥ 2 I had quite a bit of fun playing this game, spent about half an hour getting through the first five seas before I was done. I don't think I've seen a game before where you shoot out of the side as opposed to the front, it made for unique and interesting gameplay. It was also very fun to explore the seas. Procedural generation really made the game better here; although the elements of the seas were simple, not knowing how they would fit together made it exciting. I didn't like the Crew Respect (or whatever it's called, I forget) mechanic. It felt tacked on and unnecessary (yeah, yeah, you need it for the theme. I still don't like it.) Every time I got into a firefight, the Respect meter would shoot down to zero after only a few shots, and I feel like combat would be a lot more fun if I could last longer in it. Speaking of which, health doesn't matter in this game; during combat, respect drains WAY faster than health does, so you can never die from lack of health (at least in my experience. I may be playing the game wrong). The fact that respect drains constantly means that I can't happily explore the seas at my own pace (my pace is slow) because I'm constantly worrying about doing something to keep my respect up. In short, I feel the game would be vastly improved by removing the respect mechanic. It was very unclear what most of the upgrades did. Short descriptions for each of them would let me make much better purchasing decisions. > I am french You english is very good for learning it as a second language. Je souhaite je parle francais bon a toi parle anglais! > i am 14 years old Good on you for making games now. I just turned 17 and only started a month ago, and I strongly regret not doing it earlier. > this is my first jam and my first finished game ever wow- although this game is good when judged impartially, it is phenomenal for a first finished game, and one made in 48 hours no less! Good work :)
Aug 7 00:47:03 67h 53m Power Plant Simulator. ♥ 1 When I try to extract the windows version using 7zip, I get this error: "Can not open file 'E:\Users\Jimmy\Downloads\Power Plant Simulator.rar' as archive"
Aug 7 02:03:56 1h 16m Hypersquare ♥ 1 To be honest, I don't really like it. I spent 30 minutes getting past level 1 and then gave up shortly into level 2. This is going to be a fairly negative review and I hate giving those but here we go anyway. A platformer that forgoes traditional jumping is not something you see often. I commend you for innovating in that regard. However, I didn't find the jump replacement mechanic fun at all for a couple of reasons: * it leaves no room for error. Many times, I'd blast off to somewhere I couldn't see at the beginning of the blast and the end of the blast would be on some spikes, and there isn't time to correct the trajectory. The only way to avoid this is to play the level again and again until you've memorized it. I don't find the trial and error of this process fun at all. * there's no room for minute adjustments. All motions are huge motions and complete commitments to a trajectory. (this is kind of a repeat of the first point) * combat with so much recoil isn't fun. It's already really challenging to keep track of several enemies at once that are all shooting at you; the fact that 95% of angles to shoot at result in death or falling all the way back to the beginning of the level pushes combat from challenging enough to be fun to challenging enough to be a pain. I also think that there is too little friction between the player character and the platforms. Soooo many times I would FINALLY land on a platform I was trying to get to, prematurely celebrate, and then bounce/slide off. But by far my biggest issue with the game is that it *requires* trial and error. Of course, all of these opinions are subjective. I don't play many platformers and I don't play many super hard games; yours is both of these things, so I'm definitely not the intended audience.
Aug 7 02:39:57 36m 01s The power of blood ♥ 1 I really like this game. The combination of sound, gibs, and instantaneity of the enemy disappearing makes eating people really satisfying in this game. The abilities are all interesting and nicely varied, although I wish the cooldowns were individually balanced. The dash ability is 10x more powerful than the lightning strike ability, so why do they have the same cooldown time? All in all I enjoyed my time playing Power of Blood. Solid work.
Aug 7 02:52:22 12m 25s Her Final Words ♥ 1 I really enjoyed this. I've never played an interactive written story so this was a new experience for me. The writing was great, suspense kept me locked to my screen. The timing of the appearance of transitions and of the sound effects was spot on and heightened the mood of a story that already had a great one. Whether or not it was intentional, I like that it would take several minutes of clicking to redo the choice at the end. It makes the choice more final and real. Was the story perhaps inspired by Worm? Do you intend to do more with the world of this game?