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morphine

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TimestampSince previousGamemorphine's comment
Jul 31 16:13:37 A Robot's Final Stand ♥ 1 Hi, congrats on finishing! I just wanted to say that you should rethink the control scheme you use in future games, because while WASD is fine, I personally was expecting it to be relative to the direction the robot was facing, not the screen direction.
Jul 31 16:51:37 38m 00s Wayside : A world awaits you ♥ 1 I really liked this! Great job, like someone else said, a power indicator would have been nice
Jul 31 17:15:08 23m 31s MICROSCOPIC ♥ 1 Hi there! Congrats on releasing. I wanted to say that I thought the microscope effect was a really nice touch. I think you have an issue with difficulty scaling right now and I believe I have a possible solution for you to think about. Right now, I didn't take damage a single time and I played for about 5 mins straight. All you have to do is sit in one place, click a ton of germs and then collect when your blue bar gets low enough. A very simple solution to this problem is to have blue energy orbs expire after a few seconds, this way the player HAS to collect them quickly and therefore move and run the risk of running into a germ. As it stands, I can just sit and wait for a while till the field is filled with them, then collect enough to get back to full bar and repeat.
Jul 31 17:24:29 9m 21s Charged Up ♥ 0 Hey there, congrats on releasing! Overall a pretty enjoyable experience, but a couple little tweaks could really improve it I think 1. Fill power up before extending the bar - this just seems like a bug to me, but if you are low on power and collect some more, it should fill the bar up before extending it further 2. I think you should make it so that the robot's bullets cannot be destroyed by your electric gun. Since they can be, it makes the game pretty trivial to just stay in the middle and wait until enemies come 3. Increase the spawn rate a little bit, seemed I was waiting around a while 4. Add collision detection to the edges of the map, just a little polish to prevent players from going off screen Nice job!
Jul 31 17:29:34 5m 05s Bounty ♥ 3 Hey there, congrats on releasing! So I really want to play this, but I am having a really hard time with the controls. It seems like WASD is used to rotate you, but it rotates entirely too fast. I'm not sure if you designed this while playing with an XBOX controller in Unity or not. I use Unity as well and I know that if you're using horizontal axis for rotation, left/right will return a full 1 for GetAxis while a controller will be more precise. The game looks nice though!
Jul 31 19:29:25 1h 59m RulesQuest ♥ 1 Hey there - congrats on releasing! I just wanted to let you know that I just had a blast playing your game but had a little bit of trouble with figuring out how to pick stuff up, or if I had picked stuff up, or if it was even doing anything. I saw all sorts of stuff come out of treasure chests, but I couldn't seem to pick anything up. Maybe I missed something. I laughed at the "I'm going to fucking kill you". For some reason this game reminded me of agar.io in like a medieval land. not bad!
Jul 31 21:07:16 1h 37m Battery Jump ♥ 1 Congrats on getting your game done! I will say that you might want to rethink your difficulty scaling :) this isn't super meat boy - but if that's what you are going for, you will want to tune the controls a little bit better to make it at least fair when you die.
Jul 31 21:09:57 2m 41s HellOnEarth ♥ 1 Hey you might want to publish a version that is playable without having to compile. The only download on Itch was for the source code.
Jul 31 21:32:49 22m 52s Console Commander ♥ 1 This is a really unique idea, but man, brutal difficulty. I die within seconds of hitting start :(
Jul 31 22:37:50 1h 05m Metal Behemoth ♥ 0 Hi there! Congrats on releasing and nice use of the theme. A couple of suggestions - the movement feels very sluggish, I would definitely speed that up a little bit especially rolls. And the camera shake every footstep is a little bit too much.
Jul 31 22:42:34 4m 44s Running out of Power ♥ 2 Hi and congrats on releasing. I liked the concept of your game and it was fun for the first 2 or 3 levels, but it didn't seem to get any more difficult after that so the challenge quickly goes away. One little polish thing is that as soon as the player completes the puzzle you should disable the controls so that you can't keep moving them around, right now you might be clicking around and trigger the win without even realizing it and then it quickly disconnects even though you still won because you clicked again.
Jul 31 22:46:34 4m 00s Jam Simulator ♥ 1 Ha ha ha hilarious, very nice!
Jul 31 22:51:03 4m 29s Westwood Hills Hospital ♥ 1 Hey great job! really enjoyed this but man please take that motion blur away, it made me a little bit nauseous.
Jul 31 23:00:44 9m 41s Icarus Launch ♥ 1 Hey great job! I feel that you need to give the player just a little bit more control over their ship though, I found it almost impossible to hit gas cans without random luck and basically just resulted to going straight up, hoping to hit one by chance and if i ran out, i would just let it go straight back down and would hope to land on a gas station. I was able to exit the atmosphere, but not much mroe than that.
Aug 1 15:45:51 16h 45m Bot Beater ♥ 1 Nice job on releasing! And god damn on the brutal difficulty. I thought I would just kill one and then go to the bottom and wait for them to arrive to keep my energy topped off, but I ended up knocking them off the screen and they didn't return :(
Aug 1 15:55:00 9m 09s Blackout ♥ 2 Great job! really enjoyed this and the soundtrack stuck in my head. I couldn't figure out what the items did but still had a blast playing.
Aug 1 16:01:23 6m 23s The Last ♥ 1 Great sense of building an atmosphere through storytelling. While the graphics were a little bit on the lower end of quality, I would be OK with that assuming that the controls were more precise. It seems to be as though you might be triggering off of a key repeat event to determine movement because if i hold down a key for even like 1.5 seconds, the health completely disappears even if I only move 2 blocks. I'm not sure if that is "design intent" or not, but it seems that health should be tied to number of blocks moved + some time factor possibly, not key press events
Aug 1 16:10:03 8m 40s TrappedWithAI9000 ♥ 0 Hi there and congrats on releasing a game. OK so first things first, wonderful programmer art. I especially love the rotation of the arm while aiming and I actually find the floaty jump mechanic somewhat endearing. A couple of points that I think you should consider 1. While you do tell the player that hotkey 1 equips the assault rifle, most players are going to expect you to auto equip it for them. 2. You need to add some collision detection at the bottom of the screen, e.g. a "death zone" because I went under the map and had a good ole time walking around off screen before I just quit the game. I'm not sure if it was a camera issue and it didn't follow me, or it was a collision issue and I shoudl have died, but either way, something to be aware of. Anyways, great job on releasing and keep working hard to improve with every one.
Aug 1 16:15:18 5m 15s The Crown Prince ♥ 0 Hey there great job! Nice art style, love the guillotine and the music is engaging. I think the main issue that you have is that you need a better tutorial or written instructions because it was a little difficult to comprehend what I was doing at first.
Aug 1 16:27:12 11m 54s Dear Leader's Love Powered Peace Bomb ♥ 1 Victory! (Spoilers alert) victory.png Great job! I really enjoyed playing this and it kept me engaged enough to want to see the end!
Aug 1 16:31:38 4m 26s ⚡Current City⚡ ♥ 1 Congrats on releasing and fitting so much content into 48 hours! My biggest complaint is that the tutorial didn't explain the core concepts well enough and that made it a little bit more difficult to enjoy and evaluate properly. I would recommend putting a written tutorial online somewhere for newcomers.
Aug 1 19:51:08 3h 19m Gadark ♥ 1 Hey great job! I really enjoyed this. I love that you took the time to put an intro sequence into it.
Aug 1 20:42:17 51m 09s SteamBot ♥ 4 OK so first things first, for being only 3 seconds long, the main song is rather catchy. The artwork on the main character is also well done and the backgrounds etc. all build a good post apocalyptic environment. Here are some things I would work on 1. Fix the controls issue - this type of polish is needed and it's really not acceptable to be unable to control the game without reading a workaround 2. There are some times when you can die without making any mistakes, so your balance is a little bit off on enemy vs. barrel spawning. I played a perfect game, collected every enemy's energy, and still got to a point where I died due to lack of energy because not enough spawned.
Aug 6 15:03:20 114h 21m The Overseer ♥ 1 Like everyone else has said, I think either you need to have a tutorial stage or a better written guide because I couldn't figure out what each color meant just based on iconography. It seemed like they all caused the robot to shoot and I felt like I didn't have any real control over what would happen when I picked something.
Aug 6 15:08:32 5m 12s Dodge The Box. ♥ 0 Not bad at all! I can see that my main gripe has already been presented - the random aspect of the energy bars results in sometimes playing perfectly and still dying.
Aug 8 20:18:56 53h 10m Player in the Dark ♥ 1 Great game and I spent a lot of time with it. My main complaint is that it's sometimes difficult to tell what your current "challenge" is. For example, after the 2nd checkpoint where you get the message to watch out for flashes, I kept dying shortly after landing and couldn't figure out why. I still don't know exactly why, but I just moved really quickly and was able to get to the next screen. Audio is top notch, graphics top notch, great job!
Aug 8 20:57:37 38m 41s Feed the machine ♥ 1 Haha lots of fetch quests! Nice job :)
Aug 8 22:57:31 1h 59m Tiny Sub Mission ♥ 1 Nice job! I really enjoyed this and it seemed to have a lot of polish in places you wouldn't expect, like the zoom effects and the water shading on the rocks etc. The only issue I have is that it seems like you always want to use full power. I see no benefit to trying to get the exact amount of power because it seems like you can't overshoot, the ship moves too slowly and you can adjust trajectory mid path... you don't have a global power meter so there is no risk to using full power and running out for the next hop. At least that's what it seems like.
Aug 8 23:43:31 46m 00s Solar Digger ♥ 1 I think it's pretty easy to see what you were inspired by, but there is nothing wrong with that, what you have done is pretty fun for sure! I have a few problems but they all stem around the fact that the upgrades you can purchase don't seem to do very much and the price scaling is crazy! Went from $500 to $5000 and all I can see are little tiny money stashes.
Aug 8 23:50:08 6m 37s LD39:Running out of energy ♥ 1 Man that is brutal, those energy stealers are everywhere and move way too fast compared to me. It's basically impossible without some sort of skill related element (e.g having a gun which can blast them but drains your own energy)
Aug 8 23:53:39 3m 31s Trapped in Darkness (LudumDare39 - Running out of Power) ♥ 0 I think I get what you were going for and it could be something decent. You need to provide the player more clues about where to go though. Because I work in Unity a lot, I know the standard FPS controls right away, but someone who didn't know that probably wouldn't have any idea what they were doing. Additionally, after getting the first power up, there are no more available that I can seen. Oh and the volume for the music should be set lower, set your Audio Source component's volume to .5 or even .25.
Aug 9 00:15:38 21m 59s Icarus Fate ♥ 0 Great graphics and a nice oil painting art style. I feel that the challenge becomes unfair eventually and also sound is lacking which hurts the game a little bit.
Aug 9 00:19:22 3m 44s Night shift ♥ 0 Your art style is great, I love it. But the controls are not well thought out, they are very cumbersome and it made me not want to replay again to try to make it until morning.
Aug 9 00:22:33 3m 11s Spaceship Clicker ♥ 1 Nice sound effects and sprites, but too much clicking - it's sorta like cookie clicker, but definitely not an idle game, you haveta click a lot to hope to stay alive and meanwhile also try and shoot the enemies. Kinda a pain.
Aug 9 00:25:10 2m 37s Feel-o-clock ♥ 1 Very innovative use of the theme. Well done!
Aug 9 00:29:09 3m 59s My E-Car ♥ 0 I love causing the other cars to crash, but the challenge never seems to ramp up and the other cars' AI doesn't seem to get better they always stay one lane off you and you can force them to crash pretty reliably. nice entry overall.
Aug 9 00:31:16 2m 07s Solar Defence ♥ 0 Nice use of the theme, difficult game to get good at
Aug 9 00:35:16 4m 00s Mech ♥ 1 brofist... HAHAHA. This is the first text based adventure I played in this jam and it's really enjoyable. My only complaint is that I don't feel like a mission is established early on and it becomes a little bit confusing what you have to do. I'm not very good at them though.
Aug 9 00:39:39 4m 23s Cities ♥ 0 Great art style and narrative. Really well done, but controls need to be better explained. Even while playing I kept alt tabbing back to the instructions to try and figure it out.
Aug 9 00:47:21 7m 42s Powerhouse ♥ 1 Niceeeee job. Really enjoyed that a lot. The flickering lights add a really nice touch, my only suggestion would be to slightly increase the hitbox size for the rotation because it sometimes seemed like I would miss because I was a pixel off.
Aug 9 00:50:44 3m 23s Hopeless Space ♥ 0 Great job on the graphics, it has a starfox feel to it, but the controls, oh man those needed more time in the oven. I never felt like I could aim at the enemies properly. I was fine just chasing after power orbs, but once I had to fight, it was all over.
Aug 9 00:53:42 2m 58s Run, Robot, Run: The search for power ♥ 0 So I'm not sure why you opted out of humor because I was going to score you high on that "filthy humans" The controls are passable, but man the camera made me nauseous. It seemed as though time progresses when you move so if you stop, the "filthy humans" stop as well. Or maybe that was just random. Overall not a bad entry at all.
Aug 9 00:56:11 2m 29s Mystic Power ♥ 1 So yea, the bullets don't slow, stop or do anything to the enemies from what I can see and I wish the first ones were a tiny bit slower so that I could get my bearings before they get difficult. Not bad at all
Aug 9 01:00:12 4m 01s Azrellian Asteroid Field ♥ 0 Nice job! It's like Alvin and the Chipmunks pilot a ship that is running out of power :) I'm sure that joke is already done above, but that's what the voices sounded like to me. Great job!
Aug 9 01:02:24 2m 12s Teslabus ♥ 0 Not bad but the bus does not move nearly fast enough given how far ahead you can('t) see!
Aug 9 01:08:04 5m 40s ODISSEUS ♥ 1 Great job! It's clear you put a lot of time and effort into this. I am particularly impressed by some of the space fight effects, for example when you get hit by the electric beam there is a screen distortion that looks very nice. And you also researched your history which is also awesome! My only complaint is that you have to switch between mouse controls sometimes and keyboard only controls (during fights) and I wish you could just stick to one control scheme and make that work for all gameplay types.
Aug 9 15:33:31 14h 25m The Political Juggle ♥ 1 haha that was one of the most interesting entries that I have seen! Nice job
Aug 9 15:39:47 6m 16s Robo Power ♥ 0 Wow great job! Had a very polished feel to it with the cut scenes and the music was catchy as well. Nice!
Aug 9 15:44:20 4m 33s Delivery Drain ♥ 1 Like others have said, nice GTA feel! I think my main problem is twofold, you really need to have the map visible at all times, but if you don't want to do this, at least make some indicator outside the building that you are there. The buildings all have a similar appearance so it is difficult to tell where you need to go. Control wise - it would be nice to be able to toggle the map at any time with TAB or something like that instead of having to use the little button, it's too much mouse movement. You activate the map high up and then have to move down low to close it.
Aug 9 15:58:33 14m 13s Tycoon ♥ 1 I really like the concept here and my main issue is that there is less skill than wishful hoping that blocks will go where you want them to. I could never reliably get them to fall anywhere I wanted so I eventually gave up. I think if you could make it more skill driven you would have a really great game here.
Aug 9 16:24:18 25m 45s HackOS ♥ 1 Nice job! Amazing game.