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kleinzach

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TimestampSince previousGamekleinzach's comment
Jul 31 21:50:49 YOU MUST RUN OUT OF POWER ♥ 1 I really like the interpretation of the theme, It was both funny and unique. I feel like the controls could have been a little more sensitive as it never really felt right rotating the character at that speed. I found it cool how you can see the whole maze from the initial screen and how the camera moves right from there to behind the character. Good work!
Jul 31 22:04:14 13m 25s Crazy Tesla Taxi ♥ 1 This has the bones of a great game. I like how you put in the loop and jumps so you can goof around, though it did get frustrating as I kept flipping the car and having to alt-f4 out of the game. I also kept hitting what I found out later was the other side of the loop, just the back faces were not rendering but the collision was still there! I would have to second the suggestion that wheel colliders might not be the best option, especially when you are going for something more arcadey like this. It takes a lot of work to fiddle with the weights and the forces to get them just right using proper physics, and event then it can behave in unpredictable ways. Unity physics isn't always the greatest, though it can lead to some funny side effects. :P
Jul 31 22:14:11 9m 57s Ash Dash ♥ 0 I certainly like the conceit of the power up which you may not want to pick up. That added an interesting layer of strategy over the game which made me want to think about where I went rather then rush directly for the nearest thing. Also, I always like when people can bend something to their will like you did hear with the command line, i didn't realize something like that was possible to do in this amount of time!
Jul 31 22:23:09 8m 58s PutOuter ♥ 3 I got a little frustrated by the lack of checkpoints, and that the wide beamed enemies wouldn't stay deactivated for long. I feel the game could have benefited from a little more telegraphing, like a bar filling up before the wide beam activates, or something showing how far the beams sweep. Or a time showing how long something is deactivated for. I loved the implementation of the moving platforms though, that felt great!
Aug 1 00:44:59 2h 21m Wrong Slumber ♥ 2 What a strange look and idea for your game. I very much wonder how you came up with flicking cigarettes at ghosts with the theme, but I'm kind of glad you made this. It felt very much like a bullet hell game, and I like you you mixed things up with the ghosts that make a loud noise and run at you, though I think you could have added more attack patterns like that to make it more interesting. Slow moving circles can only be interesting for so long.
Aug 1 01:06:57 21m 58s Batteries Sold Separately ♥ 4 Always love a good twin stick shooter, though I did eventually lose due to the round not ending when I finished off the last robot. Perhaps they got stuck off screen. Overall I felt that it was well executed, but you could have done a little more with the theme and mechanics. One type of enemy plus a boss (At least as far as I could progress) got stale. Additionally the use of the theme served more as an annoyance. I would just slowly be draining and the enemies wouldn't drop enough batteries to stay alive. Presentation, sound, and graphics were done very well!
Aug 1 01:28:22 21m 25s Polarized ♥ 1 Not much related to the theme, but I love it anyway! Excellently designed levels that were paced very well. Graphics, audio, and art were simple but they worked for the game very well. Truly a blast to play, It was great what you were able to do with a small and focused set of mechanics.
Aug 1 01:54:45 26m 23s Almost Home ♥ 2 Wow, where to begin. Everything on the audio visual front is spot on. The mood was just what I wanted. The graphics and audio were simple but worked together so well to create that mood. The mechanic of drifting through space just felt so good, and the amount of drag felt just right and intuitive. I love how the game suggests a slow pace through its mechanics and rewards you for that. My only complaints are some tiny mechanical nitpicks. For something with this degree of freedom in movement, I would recommend using Quaternions for the rotations. At the very top and bottom of the arcs things get a little goofy. There is not up in space, so might as well use unrestricted rotation! The HUD in the top right showing you how much fuel you have left just felt unnecesary and only served to obstruct the view. To more fit the mood, I would have the indicator as part of the ship so the player can spend more time seeing the sights. The last thing is that I would like to have a little more indication of my heading. As it is now, I keep missing fuel cells by just a little bit, and just wind up unable to aim for another. Overall, Excellent entry!
Aug 2 03:09:44 25h 14m Power Town : Dr. Merdioneth's Attack! ♥ 1 I really like your procedural generation. The added skulls and torches were great for keeping the map fresh. From a mechanical standpoint, I felt it was a bit of a mixed bag. I really like the idea of limiting your shots to your health bar, kind of like the boost mechanics of FZero GX. However, I think it could have been tuned a little better. It never really felt worth it to fight enemies however. It took so few shots to run out of power. I ended up finishing the game with basically no combat which basically avoided the entire theme of the jam. I did really like the intro dialogue system as well. Those sorts of touches and added detail with the art and sound were truly great.
Aug 2 03:59:14 49m 30s Tiny Warlock ♥ 1 As others are saying, yes this is a very juicy game, which is great, but why this sort of thing works in Vlambeer games is that their core loop is fun, simple, and easy to understand. I had absolutely no idea what was going on while playing your game. Sure numbers were going up and explosions were happening, but after getting demolished by a boss for a while, I was simply able to spam my right click it felt like. If you were to keep working on the game for a post-jam version, I would recommend working on the readability and moment to moment decision making in the game. Personally I would slow it down a bit and add more variety of enemy attacks to allow for more intelligent play. All that said, good sound and art. You definitely create a chaotic and explosive mood which is certainly strong.
Aug 3 00:34:40 20h 35m Fluffy's Charge ♥ 1 I really like the art and audio going on in the game. Keeping track of the hamster's health is a great way to use the theme. The animations of it eating and running were excellent. One thing which I feel could be improved is the diverting energy mechanic. In the end the player is just keeping bars from getting too high, which I didn't end up finding that engaging. From a theme perspective I loved it, how you have to keep all of those plates spinning, but I feel like there could have been a bit of a better way to do that.
Aug 3 02:51:09 2h 16m Shipyard power struggle ♥ 1 I liked the fully implemented RTS mechanics you had in here. The movement felt really good. I was annoyed by the screen size a bit, and would have liked it to be full screen as There was such a small area in which I had to be to scroll the screen. The loop is there, but it is quite simple. I never felt like I had to micromanage units since I was only ever attacked on one flank at a time.
Aug 3 03:03:33 12m 24s Energy Outage ♥ 1 Cute little game, though I was very puzzled when I first started playing because I thought it was controlled with the mouse. I kept clicking and the character would move, but most of the collision wasn't there and the rooms would play out in the wrong order. When I finally figured out that it was with keyboard I liked the cute little stories, but I always like finding little seams in games and I didn't expect to see that here. Fun game. I like the art and animations.
Aug 3 03:17:22 13m 49s Sensory ♥ 1 I'm not too sure about the thermal sensor, I believe that could have been used a little better. It felt really similar to listening for electricity and I only need to toggle it on for a second to have a full understanding of where the fires are. The scan and the sound on the other hand were really well done. I like the idea of sight not being a given in a game and having to uncover the world on your own.
Aug 3 22:19:45 19h 02m Elemental Harmony ♥ 2 I certainly agree about giving the player more info about how the mechanics work. It can be pretty hard to strategize when there aren't any numbers for stats of the elementals or mortals. There seems to be a bug as well with pathfinding where it seems that enemies can move way more tiles then they are supposed to, and all of that makes the turns take so much longer. The ability to skip or speedup animations would be very helpful because after the first couple of animations it just becomes tedious. Character animations and movment mechanics all felt good. It really felt like a board game.
Aug 3 22:39:50 20m 05s PowrConnectr ♥ 0 I really like a good puzzle game. My recommendation would be to add more complicated mechanics. The levels felt well designed and original. My main problem comes in that with the current set of mechanics I can't see any puzzle really being that hard. Basically what I'm saying is I want more! Great job! Oh also, I would add a little indicator of the direction a block will spin just as a nice quality of life thing so you know if you are about to kill yourself by connecting to a red block.
Aug 4 00:28:44 1h 48m Bright Plateau ♥ 1 Absolutely loved it. Great mood from created from the art and audio. I honestly cant think of anything I would have done better. One of the best I've seen so far.
Aug 4 02:10:47 1h 42m BATTERYMAN RECHARGES THE WORLD! ♥ 3 Excellent game. I really like your use of the theme and all of the voice work and sound effects. The structure of the game itself could use a little work I would, the repeating of areas multiple times just felt like it was padding the length without really doing much. I also really liked the spinning on batteries to charge them, It added a neat layer on top of the twin stick idea.
Aug 4 03:12:29 1h 01m Metal Behemoth ♥ 0 The speed of movement and sounds the robot makes are great to make you feel like your huge and have weight. I appreciate the effort of putting in a tutorial small tutorial at the beginning rather then a wall of text. The gameplay itself was a little simple for my taste, and it didn't really mix it up too much so I would have liked to see a little more variety in terms of enemies or abilities. But overall a solid, functional loop. (By the way, I think you have a missing texture in one of your bush prefabs)
Aug 4 03:25:09 12m 40s Fallen ♥ 0 My enjoyment was hindered by the game not running very well on my computer, and I kept getting stuck trying to climb ropes properly. I did love the whole mood of the game with the darkness and the music was spot on. Very good atmosphere, though I wish the game play felt a little better.
Aug 4 03:34:35 9m 26s ChargeBot ♥ 2 The puzzles were well designed, leading to a very nice difficulty curve. I didn't really like the levels being timed, because once you know the route its just a matter of hitting the buttons really fast which is not really what the game is about. Perhaps multiple routes or a star system as suggested above with optional tasks on levels as a form of completion. Good job!
Aug 4 03:43:16 8m 41s Battery Worm ♥ 2 I loved the simple neon art style, though I think being able to see the opposite side of the cylinder did get a little distracting at times, maybe it should fade out a little over there. I think a little bit of sound would have gone a long way in establishing the mood of the game, maybe some synth music or something to match with the art and pace of the game. Cool game!
Aug 4 03:53:54 10m 38s Only on Batteries ♥ 1 I like the use of the theme for limiting your shots and forcing you to recharge, though I don't really like having to return all the way to the beginning about once a minute. The sound effects were well done, and the combat felt good. I would have liked to have a score or some sort of goal to go for, as well as some sort of danger. There was very little actually driving me in the game which I think can be improved. Without much danger from enemies, the recharge mechanic just made me break away and recharge and never really felt like I was in danger.
Aug 16 00:35:38 284h 41m Corrupted ♥ 0 These are some great mechanics, and they fit very nicely with the theme. My main problem was the lack of distinct art for different modules, which just made it hard to read a situation. Also, the real-time mechanics felt a little off, especially since you could just pause it at any time. I think I would rather it be turn based or have a little more of a reason to be real-time. Very fun, and I certainly hope to see more of what you can do with it!
Aug 19 17:47:30 89h 11m Lost Lantern ♥ 1 Great atmosphere and feel to the whole thing. I feel like you could have done a bit more to differentiate the different hallways. As it is right now, it is extremely easy to get lost, and then its just aimless wandering. You had some boxes occasionally, but more decor like that would go a long way. Also, multiple play times the game began with the monster right in front of me before any branching paths, so I would just be doomed from the start. Maybe a timer before the monster can spawn, or some changes to your level generation would be good to minimize that.
Aug 19 18:00:11 12m 41s Ardis Mobile Mission ♥ 1 The art style was stunning, though my brain cannot move at the speed required to do anything. This feels like a really interesting game idea, but the use of the theme and running out of battery I feel hindered the game. While it fits the theme and makes it very hectic, I don't think its very fun to run out of battery. I would love to see more of this without the battery mechanic. Very well executed on all other fronts though!
Aug 19 18:10:09 9m 58s powerrungame ♥ 1 The controls were my biggest problem with the game, it felt very strange having to turn on mouse camera controls and when they were on, I would expect a one to one look from mouse input like most fps games. Also it never felt worth it to fight enemies, I would just run past them. Nice generation of levels and the minimap though, those seemed well done.
Aug 19 18:15:26 5m 17s Constellation Exploration ♥ 1 Quite simple, but I like how the mechanics work together such that you want to space out your pickups to get as much time as possible. I would highly recommend procedurally generating levels for something like this as it just ends before you get a chance to explore any deeper mechanics, but I like what is there.
Aug 19 18:44:12 28m 46s Asteroids ♥ 1 Nothing particularly innovative, but you did it so well! The movement felt really great, adding momentum with the same resource as your firing was a great idea and led to some really tense moments. I love when you are encouraged to have restraint and only fire when necessary, as too many space shooter games like this might as well just continuously fire. I also like how you are able to destroy your own power pickups. The art and audio were both consistent among themselves each other which I really appreciate. One very small suggestion is that there shouldn't be a button you have to hit with the mouse after the intro as the mouse isn't used for the actual game. Great game. Well done.
Aug 19 18:50:04 5m 52s Spacy adventure ♥ 1 The game was very fun and the feel of the shots and everything was very well done. I really like the simple look, though It was a little busy at times. What I really like in games like this is the strong readability, but with the speed of the projectiles and the loud background, it was hard to make intelligent decisions about movement.
Aug 19 19:01:04 11m 00s The power of blood ♥ 1 The polish on top of the game was great. The leaderboards and accomplishments system are great additions, I'm amazed you were able to get those in there. I'm at a loss for how some of those higher scores were achieved, as my blood reserves were constantly going down even though I thought I was eating villagers quite fast. I have a bit of a problem with the archers, as it was quite hard to tell why I was getting hurt, and only realized it when it told my how many archers I killed at the end. I would love to see all the different villager types to be more differentiated. Great job!
Aug 19 19:12:38 11m 34s Get Energised! ♥ 1 I like the generated levels, but since they are procedurally generated, I don't understand why there were also unlockable levels and higher difficulty modes. The movement felt a little off, especially in corridors as the characters hitbox felt a little bit too big so I would get caught on geometry often. The gameplay loop, and the idea of filling up the constantly depleting energy to beat the level was well done.
Aug 20 17:00:51 21h 48m Turtle Jam ♥ 0 Great use of the theme. The sound effects were good, though I think they got a little repetitive after a while.
Aug 20 17:07:37 6m 46s Spaceship Rescue ♥ 1 Fun game, it definately got me in the "zone". One thing that I found is that I can just ignore one of my ships, and as long as I aim for the green with one of them I'll be fine which kind of defeats some of the purpose of the design I think. Though it would be much harder, perhaps adding a mechanic to adjust the distance between the ships would add some interesting depth to the game.
Aug 20 17:12:56 5m 19s I Have No Spoons And I Must Survive In A Capitalist Society ♥ 0 Funny game, though I kept running into a bug where the buttons stop working, so I wasn't able to go lose my job and continue to never finish my homework. I did have 10 whole spoons though.
Aug 20 18:36:18 1h 23m Deleted ♥ 1 Very fun once I got the hang of it. My score was about 32 seconds. The very high speed once I was fully charged felt very good, and the split second decision making at that speed was excellent.
Aug 20 19:11:52 35m 34s Sabotage ♥ 0 It took a couple of tries, but after a while I started to get a hang of the game play and began to really like it. I would say it may rely a little too hard on luck, sometimes I would be setting up for a huge detonation but the detonator would never come. Aesthetically I think there was a little disconnect between sabotaging power plants and "Star Killer". One of those feels very revolutionary, and the other sci-fi so I would focus on one or try to bridge the divide a little more.