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Mikeliosus

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TimestampSince previousGameMikeliosus's comment
Aug 2 03:50:20 warrior machine ♥ 0 Hi, kanatos! **Hey, fix your description it's "Z" for jump in your game, not "W".** Rates and explanation: ## Fun: 2 Game is pretty, remind me about super old games I played on emulator. You did some level design work, and part of level design decisions are not bad. BUT your game have no point actually. It's one of the main game design things. Your player just chilling around. He have no exit, and he even not receive any score. He will just die in some time and no way how good he interacts with your game. Making a platformer pointless is a bad game design practice. With no point in the game, your level become a pack of separate level design decisions with no connections between them. Also your game have a big bug - you can walk through any wall if you try to. ## Innovation: 1 Absolutely nothing new, very minimalistic platformer with a death timer on your character. ## Theme: 3 It's pretty fits the theme. ## Graphics: 2 No great pieces of art, but your graphics fits the retro style. Audio: 2 Pretty good retro sounds. Only three sounds for all game, and no soundtrack, but I like this few sounds. They also fit retro style. ## Humor: 2 That was funny to meet only one moving enemy in all the game XD ## Mood: 2 Controls and level design feels ok. Sounds match visual style. ## Overall: 2 The game is pretty. Idea match the theme. And you got the retro But it's too small with no point, and need a lot of decisions to be done to become better. Anyway you did some job according to your skills and it's great! Waiting for your game on the next Ludum Dare with a better realization.
Aug 2 09:31:34 5h 41m Torch Boy ♥ 3 Hi, FloBar! Good entry! I finished your game. Here is my review and explanation of marks: ## Fun: 3 First of all screenshake makes everything better! :) Remembers "Super Crate Box" very much) Cool charge effect. Don't know why you opt-out from Mood gragh. I wanted to mark your mood 4. It's pretty good. ### Why not marked higher: 1. Level design is pretty hard, repetetive and monotonous. I think it could be better if you try to desynchronize your spawn points. Make spawns a little bit more frequent and place platforms assimetrically. It will make your level less monotonous. If you want to keep the hardness, you can raise cage HP. As result you'll need to stay under the cage more time. This is hard even if spawns will be more frequent. 2. The charging effect is pretty. But from side of game design - why you display it like an aura? It's a bit confusing game design decision when aura itself cause no affect. 3. Controls are a bit uncomfortable for a classic platformer. I think better to place jump on "W" or "Space". And if you decide that second hand should be used for shots - you can place them on arrows ## Innovation: 2 Super Crate Box pretty similar to your entry. But you used a few other mechanics like charging and a key cage. ## Theme: 3 Theme fits well. ## Graphics: 3 A pretty pixel art. I really like it. ## Audio: 2 Good sound for charging and shooting, but no soundtrack and jump sound is loud. I playing all games in headphones, and jump sound hurts my ears even when I turn sound low. ## Overall: 3 First of all - a great entry, man! Yes, your game have a few weak points, but you made everything together and working and this all by one person in tough deadlines. I can not imagine what you can do if you would have more time :)
Aug 2 10:44:56 1h 13m Saito's Transgression ♥ 3 Hi, Kapricorn Media! I finished your game. Guys, you are awesome! I like your art so much! :) Here is my rates and explanation: ## Fun: 3 Carried by art, your general gameplay is not really intuitive. But a wires connection moment was good :3 It's a bit uncomfortable that I can not return into wizard body in a moment. I needed to return after connection of all the wires. Really not intuitive was when I needed to burn down Saito. It's not intuitive so much, that I was close to the thought that it's an undone part. First my action - I tried to fly in a tunnel above the head with red eyes. Intensively tried a few times until was completely sure that it's blocked. ## Innovation: 3 Nothing really new in gameplay mechanics, but I can not mark you less then 3 on this graph with such a great graphics, guys XD You graphics, setting and plot have an element of innovation in itself. ## Theme: 4 The theme supported by the plot and it was done greatly. ## Graphics: 5 Indisputable 5. This is awesome. You guys, have a great professional artists in your team. And all of this was done in 72 hours? Oh my... ## Audio: 5 What I can say? Everything is awesome. Guys, I had goosebumps! On a jam game! It's just awesome. ## Humor: 2 This game have kind of an atmosphere with a light taste of humor in the dialogs with the parrot. But generally your game not supports the humor graph. And I think it's great. ## Mood: 4 Mood is awesome. Setting + sound and music design is awesome. This combination looks great. I want, to mark your game 5, but can not because game design not completely match your art and sound. But anyway it's an awesome job. ## Overall: 4 Game is awesome, lacks game design decisions a little bit. But this graphics! Oh my... It's super awesome!
Aug 3 03:31:34 16h 46m DraBot ♥ 5 Hi, Weasel Сoin :3 Great LD entry, especially art! Rates and explanation: ## Fun: 4 The game have a pretty simple mechanic, but I see that you tried your best with the balance of it in tough deadlines. #### A few points I think shoud be changed: 1. Player controls feels uncomfortable when you try run out from enemies. This feel may disappear if enemies hitboxes will be reduced. Hitboxes here are really big. Also for dynamic gameplay it would be better to have a bit faster and agile character. 2. Sometimes enemies spawn on your place and kills you. It's a frustrating death because it is not based on the player's lack of skills, just lack of spawn point knowledge. Here you can add some VFX on the spawn point right before the appearance of an enemy. ## Innovation: 3 Nothing really new with mechanics. But the idea, art and setting are pretty and have an element of innovation in themselves. :) ## Theme: 4 Theme is carried pretty good by setting and gameplay. ## Graphics: 5 Solid 5 :) Graphics are just great, nothing to say! Only want to notice that it may be cool to add change position animation with 1-2 frames. But not sure, current change position looks good by design. ## Humor: 3 Funny idea of an energysucking robot and graphics looks funny as well:) ## Mood: 4 Generally game feels good first of all thanks to the graphics. Sound effects picked well. With game design polish it will be completely great. ## Overall: 4 It's a great LD entry! Visual and code polished well! Still lacks some balancing and it is great that you know this. :3 Good job :3
Aug 3 09:06:28 5h 34m Station ♥ 1 Hi, guys! Rates and explanation: ## Fun: 2 Hard to say something because the your gameplay looks not finished. I tried to figure what to do running around the level for a few minutes, but all that I find was robots with strange behavior. I can shoot them but it cause only a sound effect. After some time one of the robots become rarely shoot in my character. I don't know what bars on the HUD means as well. ## Innovation: 2 As well hard to say because of unfinished main gameplay mechanic. At least art looks cool and original. ## Theme: 3 Whatever you wanted to do it a have good theme support. ## Graphics: 4 Graphics are really good! Some robot animations and shots looks weird. But location and the character itself are great! ## Audio: 2 You have a good soundtrack but it is too quiet. While some kind of unpleasant electric noise is very loud. ## Humor: 2 Graphic style with a light taste of humor. ## Mood: 2 All good in this mood comes from graphics. The game not finished yet. ## Overall: 2 Generally - guys, you made a great job. Yes, it's a bit sad that your project is not finished, but keep going, I will be happy to see it working correctly. With such a graphics you can make a good production project. :)
Aug 3 10:04:43 58m 15s Rush ♥ 1 Hi, guys! Can not launch the game for now. Downloaded x32 and x64 win versions, both crashed right after the launch. I would like to rate you game when I will be able to play it.
Aug 3 19:12:50 9h 08m THE STORY ABOUT THE ROBOT THAT WAS ON LEVEL 1 WHEN SOMETHING HAPPENED ♥ 1 Hi, Mesuko! Cool project! I like this funny graphics and an audio game start) Jump mechanics are pretty hard, and it looks like I am a bit lame with this game XD Passed something like 3 levels, then didn't get how to pass a fast orange wall. LDJam 39 2017-08-03 22.04.19.png Levels are hard and it looks like they lacks some mechanics explanation. I still not quite sure how the robot leg position influences jumps and is it influence at all. Also recommend you to start with easier levels - make platforms closer to each other. It will be very good if you give someone to play your levels and watch how they are playing. Then it will much easier to make the level design decisions. Better to have less levels, but tested and polished. Anyway a good project. And it is solo! You did a great job! :)
Aug 3 23:24:54 4h 12m Tibet Quest ♥ 2 Hi, guys! Finished your game! Lot of work was done, and it is really good, but on my opinion it lacks playtesting and game design fixes. Stucked on this moment for a long time and closed the game: TIBET QUEST by rapter - Google Chrome 2017-08-04 01.35.35.png But then opened the game second time a little bit later and figured that I need to jump and attack the scroll. ### On my opinion there is a few main game design problems which should be fixed: 1. **To kill everyone** you can just hold "F" (defense key) and quickly repetitive click on "Space". Or **just click "Space" really fast** during the run. This point removes any challenge from the game completely. 2. **Really hard to figure how to destroy spawn points on statues.** To make player feel how to destroy spawn points it will be enough to implement an animation of spawn points taking damage. Because for my first two runs I did not figured out that I should attack scrolls. For all the scrolls before the statue I thought that deactivation triggers when I running through them. 3. When you can not figure out how to destroy spawn points, **frequently spawning units with repels on spawns** becomes really frustrating. It can be fixed by placing at least a few spawn points on start of the game with bigger spawn cooldowns. This will make a clearer understanding for the player how to interact with spawn points from the beginning. Also you can just make a platform near the first statue spawn point and everything will become pretty clear. platform.png ### To summarize - it is a great job and it is finished. It mat become better, but despite my recommendations, I really like it! :)
Aug 4 00:13:10 48m 16s Lantern ♥ 2 Hi, guys! Your game is great! Checked it, played a few rounds. My best score is around 80. What I can say? It's not a hard challenge, pretty simple gameplay idea, remembered me "Nintendo EG-26 Egg" :) But you fully completed this game, guys! It's great that you took a challenge you can reach. Mood and Graphics really good for this game. Audio carefully picked to keep the atmosphere. Good job! :)
Aug 4 08:15:18 8h 02m Shekateka ♥ 1 Hi, dietzribi! Really great Compo entry! I like your idea, art, and enough polished level design! It is an amazing work. Nothing to say! It is intuitive and really fun to play! If you will develop this idea, add more puzzles, make a better art and polish everything it will be a great production game! :)
Aug 4 13:41:54 5h 26m Powerless Miner ♥ 1 Hi, MajamiLTU! Finished your game. It is really cool! Impressive that you did it solo for Compo! Appreciate your level design work! :) But I need to mention that it is really not intuitive that game continues after the light turns down. Thank you for making a detailed description and a walkthrough, it really helps!
Aug 22 15:59:21 434h 17m Desert Rush ♥ 1 Hi, Taras! Passed your game) Good LD entry! :) ### Fun: 3 I see you put a lot of features in your game. And it's great that you did so much (shield on a buggy, buggy turning points, a bit of level design, 2 kinds of enemies, 2 kinds of guns) in tough deadlines! But for now game lacks some balance and fixes of basic things. 1. Strange angle of a shots feels and looks clunky. 2. Shots are too slow. The main trouble is when I miss a shot I don't feel that it's my fault. I feel that shooting mechanic itself is uncomfortable. To make it "feel more controlled" by the player you need to fix shot angle and raise speed of a shots. 3. The map is really big and there is no point for it right now. 4. It's not intuitive that I need to defend the buggy. Maybe there is a kind of a valuable stuff inside? But I didn't saw any notices about this. It also a bit strange that character dies when the buggy is so much slower then the character, and there is no logical sense to defend it. ### Innovation: 2 Nothing innovative here. But it's not a clone of another game, or i just don't know the game :) ### Theme: 3 Simple theme usage, but you get it) ### Mood: 3 Feels good, but still need some balance. ### Overall: 3 Overally a good entry! Great job for one person! :)
Oct 13 21:27:43 18773h 28m Kingin' It ♥ 1 Hey, played your game a lot! Wonder why I can not rate it. (UPD: Oh it's from LD39, lol xD I don't know why I see it in Smart list from LD45) Maybe it is not much of code or art, but your scriptwriting is absolutely majestic! I see you were inspired by Reigns? But I think your script leads in a bit different direction. And I really like it. 1st play - won in 9 days by full respect. 2nd play - won in 3 days by full love. And after many plays, I finally managed to win with two bars filled. It was a real challenge and it would be nice if such a result will have a rewarding text at least. You are great narrators and you done very well! Kingin' It (LD #39) by JoshyOshKenoshi - Google Chrome 2019-10-14 00.10.31.png