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Phlip45

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TimestampSince previousGamePhlip45's comment
Jul 31 17:17:15 Power Stationed ♥ 0 Super frantic gameplay. I am not a multitasker and I didn't beat it, but I can see how I would spend a while getting good at it to try and finish it.
Jul 31 17:28:12 10m 57s Power Rod ♥ 1 I like your idea, and the music was really nice. It felt really slow to move the bobber, though I was on the web build so it could always be weirdness with that. I think with either a faster bobber or perhaps mouse control for the bobber instead of wasd it would feel a bit better. Those are small quibbles though, really enjoyed the game!
Jul 31 17:36:57 8m 45s Feed the machine ♥ 1 Music was nice and the mouth noises were awesome!
Jul 31 17:43:13 6m 16s Lightbulb ♥ 0 I kinda wish there was more to do in the game, but what there is, is very nice. I really like the sound effect when you hover over the bulb, I thought that was a nice touch.
Jul 31 18:01:05 17m 52s The safe zone ♥ 1 Got a score of 10270. Didn't have anymore fuel to get, picked up all the cans and all the cars. Not sure what to do at that point. Am I missing something? Other than that, graphics look great and game controls perfectly. I like how the zombies suddenly rubber band to you when you get close. Great job for a first submission!
Jul 31 19:33:36 1h 32m The P.U.R.G.E. Protocol ♥ 1 I think the quiz questions could have been a little simpler as opposed to straight up math and logic questions, or at least have some sort of feedback on the answers you gave so I could play again and learn from trial and error. Overall I think the biggest thing that was lacking was sound. Some simple sound effects and ambient music would have made this a more immersive experience. Negatives aside I did enjoy the game. Graphics are amazing and I was generally surprised when the guy was floating out of the window. That is when the theme clicked and I realized what was actually happening. I think if there was a sudden whooshing noise and your character getting pushed to the edge of the door when time is up would have had more of an emotional gut punch. I was generally panicked for the last few moments and having that kind of release would have been super satisfying. Really liked that aspect of it!
Jul 31 19:44:14 10m 38s Expectations ♥ 0 Not really sure what is going on in the game at all. Thought I had it for a moment and then turns out that wasn't it. Gave it a solid 15 minutes of trying to figure it out... EDIT - Several days later: After reading some of the comments I finally understand what is going on a bit more. I needed to stop looking at it like a puzzle game and more like a narrative game. At least that is the only thing that made a little bit of sense. I still can't say I really get it. Will be rejiggering my score.
Jul 31 19:59:47 15m 33s Delivery Drain ♥ 1 Grasped the controls immediately (pacman controls), but the map took me a little longer. Finally picked it up and was able to complete the game on easy. Graphics are consistent and sound is well done. A little bland, but not terrible.
Jul 31 20:08:31 8m 44s The castle ♥ 3 Neat tech demo type thing. Will checkout what is going on behind the hood.
Jul 31 20:17:32 9m 01s Blow Out ♥ 1 I liked the walk cycle on the main dude. That house leaves me with a lot of questions. Your ?sibling? is constantly burning something, there are no toilets in the bathroom, and other weirdness. Your only solace is sitting next to the fridge and downing redbull after redbull. Jokes aside, for being your first time in Unity it looks like you've learned quite a bit. I don't think you were actually too far off here from a real game.
Jul 31 20:22:19 4m 47s Electrical Evasion ♥ 1 I like it. Once those pesky math errors are fixed should play a lot smoother. Would be nice to have some sort of score/highscore system so I could see if actually did better than my previous runs.
Jul 31 21:05:58 43m 39s Power Trip ♥ 1 Really like this one. Graphics are great and I could see this being a mobile app. Power supply seems to be in fits and spurts as opposed to a constant stream which is different to the usual sort of play these games have. Just trying to coast in at 1km/hr to that next power pellet is exciting. My only suggestion would to be adding in a few obstacles (asteroids, UFOs, etc.) cause right now it is a bit easy. My highscore is 20502.710, but the only reason it wasn't higher was cause I got a little bored. Having something to dodge would liven it up a little. Sound also would have added a lot. Overall Great Job!
Jul 31 21:34:33 28m 35s Powerless: Trump Teaches Typing ♥ 3 Good game. Humor-wise, it is off the charts. Graphics are spot on. Sound is a taaad bit annoying, but fit the style well. Well done! As a lot of people said, the ability to start typing any word would have been good since it starts coming so fast you can't really complete any words in the time it takes for your current word to hit him in the face. Kudos on making a thing with Trump and then not immediately having your comments section explode with political arguments as well.
Jul 31 21:46:11 11m 38s Alien Swarm ♥ 1 Nice job. Aiming was a little wonky but that is something that I can get used to. The main thing that bugged me was the ratio of gas picked up to what was put in the generator. I feel like it should be 1:1. It would feel more satisfying. Other than that, sound effects worked well, and different types of aliens and difficulty scaling seemed to work. I only got to 3 minutes high score, but there are just too many of them at that point =P. Also I'm bad at video games.
Jul 31 22:14:36 28m 25s HackOS ♥ 2 This is an amazing puzzle game. Not quite sure if i've seen this concept in a puzzle game really. Music was perfect, ambient and slow to match the turn based puzzles. Graphics worked within the context of the theme and the story line to explain new mechanics was useful. I like how you used the running out of energy as a kind of anti-frustration feature, as well as a way to add challenge. You don't let someone run around in circles forever and just kinda stumble into the answer, since there are only a limited number of moves. For a suggestion, an indicator when you are on a locked tile (just an outline of the lock symbol over your square).
Jul 31 22:23:53 9m 17s Fart Squirrel ♥ 1 Good game. Unlimited Power made me laugh. Controls were a bit wonky, I kinda wish that there was a different button for float than for jump. Is it possible to beat the game, start to finish without dying? (meaning no farming the starting bean.)
Jul 31 22:43:04 19m 11s Bribe or Die ♥ 1 I liked the sound effects and the graphics. Took me a while to really grasp who to bribe. While I finally figured out most of them, it seems that not bribing a particular person hurts you only slightly less than bribing them, so it can be kind of a crapshoot of who comes down the pipe next. Bill Cipher killed me a number of times.
Aug 1 20:25:07 21h 42m VUEL ♥ 3 Super great! I like movement strategy games a lot. Only thing I don't like is the complete shortness of the battery as you don't get many outs if you start boxed in or completely empty. The worst is clearing a lot of the enemies and then not being able to get to anymore before death. With that negative out of the way, the graphics were perfect, sound was well suited (even if the music loop was a bit short) and the actual gameplay and mood was amazing. Great job.
Aug 1 22:13:02 1h 47m Power Rancher ♥ 1 Great work with the graphics and music. I was watching your stream and I think time management was your biggest crunch. You got a lot done in the last few hours though, it just wasn't enough time to do the playtesting needed for this style of game I think. Seems like you've learned a lot from this one though. See you next time!
Aug 2 04:20:35 6h 07m The Visible City ♥ 2 Really liked the mood of this one. Simple controls work well and the music is chosen very well. I'm guessing sound and graphics aren't available to vote on because they were taken from somewhere else, but it is still a really well rendition of the theme.
Aug 2 04:23:05 2m 30s Dont Die, Greg ♥ 1 Controls are a bit too floaty/glitchy for a platformer. I think Greg's walk cycle is really silly. Made me laugh.
Aug 2 04:34:47 11m 42s Batteries Sold Separately ♥ 2 Seems pretty good. Overall I liked it but there were a few things that could be tightened up. Not exactly sure why but the aiming felt just a bit off. I think it may have been projectile speed. If there had been a hitscan weapon perhaps it would have felt a bit more on point. Either that or being able to choose when to shoot could have helped as well. I also encountered a game ending bug where I had killed all the enemies but no more enemies spawned and the wave didn't clear. It was 1 or 2 levels after the first boss wave. Not sure if it is reproducable but just letting you know it is there. Other than that though, I thought the graphics were fine (better than most), sound effects were great (until there were no more enemies and I was just confused going pew pew pew forever =P.) Music was good without being overbearing. Overall very solid.
Aug 2 04:54:47 20m 00s Run Ning out of Power, Montana ♥ 0 (just a note, the link you have for http://www.abundant-music.com/ needs to have the www. in front of it. Currently it 404s) I liked the variety of weapons and the art was actually kinda charming. Reminded me of the days of old flash games when stick figures were the norm. It is time for stick figures to rise again! Anyways, music went well, sound effects were passable. I had the same problem it seems a couple of other had which was that controls for mouse clicking became unresponsive, but I'll chalk that up to web port tom foolery. Was fun!
Aug 2 05:09:08 14m 21s Space email 4000 ♥ 1 Cool game. I think the pace of the game could have been a little more rushed to punish players for not doing well. The first time I played I survived for much too long by just sending everyone useless garbage. Other than that though. The art is charming, and the music suits it as it is with not being too frantic. Congrats!
Aug 2 05:28:12 19m 04s Pickup all the power! ♥ 1 Great little puzzle game. Reminds me of the board game Ricochet Robots a bit. Music was atmospheric and sound effects did their job. Didn't finish the game cause I got stuck (I'm bad at puzzle games) but that is a good thing. If puzzle games aren't challenging they can get quite boring. I like that there are actually two puzzle games in this. The micro puzzle of each 'level' and the macro puzzle game of the world. Seems like choosing which way to go in the grid can be very important.
Aug 3 04:34:21 23h 06m More Energy! ♥ 1 Pretty fun game. There is lots of room for more cool features as well but the basics here are great. I liked Event system and choosing which kind of energy I should go for. A little more challenge might be nice, or events that show up that let you know something is coming down the line for a bit more strategy (I didn't see anything like that but I didn't see every event either). It would be cool for events to have repercussions later in the game as opposed to only immediate ones.
Aug 3 04:52:32 18m 11s My Kingdom for a Rabbit! ♥ 2 Gameplay Experience: I'm pretty sure I got lucky. I chose the best heir on the 4th week. I just picked the first four and tested for one thing, of which only one passed. Then that rabbit and three new ones. The one that passed the first time passed all the next tests. Then that one and 3 new ones, lo and behold first round rabbit is perfect. --- Possible Suggestion: Art was good, music was okay but very soft (simple fix for that one). I think the easiest way to make it a more interesting game would be to make sure that there is no 'perfect' rabbit, and then have a different ending for each combination. Some rabbits would be more successful than others at different things, but there is no such thing as a perfect ruler. That would give you 10 different ending segments (1 good and 1 bad for each category) and any extra ones that you would want to be special. 31 different endings if you wanted each to be unique, but a small paragraph for each would give this game a metric ton of replayability. --- Suggestions aside, solid product. Writing was good, and you definitely could get the fairy tale vibe of it which is what I think you were going for. I'm also a sucker for logic puzzles which this seems to be.
Aug 3 05:16:52 24m 20s Tomaton ♥ 1 The graphics on this games were amazing. Some basic sound effects would have added so much to the game though. Controls felt a little sluggish or slow, though I definitely got the dark souls vibe from them and the animations so maybe that is okay. Overall I think if it was tightened down a bit, and things were a bit closer together (or run speed increased slightly) it would have been amazing. As is, it is only really good. Great Job!
Aug 3 06:03:27 46m 35s Pain That Binds Us ♥ 2 Art: stunning Sound: Great Mood/Story: Fantastic I think the weakest bit of this game is the actual gameplay. It felt like you just wanted to tell a story with little bits of interlude with the quick time events. I suppose that is the nature of quick time events though. Overall it is an amazing product, and if there was a bit more gameplay it would be a top contender for favorite of the jam for me.
Aug 3 06:33:21 29m 54s The Day The Robots Attacked ♥ 1 Took me a a few deaths to understand everything going on. Graphics are consistent which is good, and sound adds a lot to the game. Two suggestions for things missing in this game that could be easily implemented for a better experience: Difficulty levels that just make robots spawn less or more often, and an indicator for when you are getting hit. Just a simple sound effect would have been great here. Alas the time crunch of a jam always leaves room for improvement =P. Overall though had a lot of fun. Controls were tight and responsive, things made sense once I realized what they were, and each time I felt like I could beat the game if only I played a little bit better which means if this was the hard difficulty it would be perfect.
Aug 4 04:49:11 22h 15m ABANDON SHIP ♥ 1 I tackled this as a puzzle game. First go scout out and see where everyone is, then reset and get them in the correct order. The main frustration I had with the game was the controls and collision detection. I kept getting stuck on walls or was like 3 pixels from picking up a guy. I think since this is already tile based and is really close to a puzzle game that making it grid movement instead of free movement would have made it a smoother experience, though this could also be fixed through fiddling with the collision system. It also could just be that I was on the Web build and Unity frequently has troubles with that. --- Nitpicking out of the way this is quite impressive for a compo. Music and sound effects were adequate, art was consistent, and the difficulty curve of the puzzles felt perfect. If I were to pick one feature to add it would be to start each level paused and zoomed out so the player can assess the situation before beginning. This way the player wouldn't have to look around and then restart once they have the layout of the fires and people.
Aug 4 05:12:16 23m 05s Keep 'Em Alive! ♥ 2 This game is great but would have been truly amazing with even the simplest of music. The sound effects were good but were not enough to carry the mood by themselves. Even just an a little ambient noise would have gone a long way. Not sure if the music was part of it, but the player's character felt more like the terminator than a nurse. --- Music aside, everything else about this game was great. The art fit the gameplay well and was consistent throughout. The gameplay was simple but challenging (I only managed to save 4 of the 6 patients my first time through). The obituaries at the end for patients you lost was a nice touch. Burning the zombies for fuel was pretty funny. The first time I picked one up I was confused, like what are you doing Terminator Nurse!? and then I realized why. The only other bit of feedback I can think of is that it was odd you couldn't aim up and down with the shotgun but I can see how you wouldn't want to have to deal with a player trying to shoot the patients. Great job!
Aug 4 05:32:02 19m 46s Planet Nanadoo: Quest for the Powered Fruit ♥ 3 Good job with this one. Art is well done and consistent. Music is good, and while it is on a short loop doesn't get irritating. Gameplay-wise it seemed fair, if a slightly easy. You are faster than the cultists(zombies?) even when carrying something but only by just a bit. --- Seems there are some invincibility frames when you get hit though it might be too many as I often just took a hit while carrying something and then moved past the enemies. I may be mistaken but there doesn't seem to be a cost for death, only that you lose your position, while when healing you take out a chunk of the energy stored up in the base. I actually didn't complete the game cause I got lost in the wilderness. I found the beacon but couldn't find my way back. These are all just nitpicky things though and overall the game felt coherent and fun. --- If there were a couple features I could add the first would be to put a radius around thing that are able to be picked up and when you push the pick up button your character would move to the nearest thing and pick it up as you are a bit too fast. The other would just be a small sound effect when you get hit as a better indicator, or at least flash the screen red. It is easy to miss the little numbers coming out of you when you are swarmed by enemies.
Aug 4 06:14:09 42m 07s Losing Power ♥ 1 Some simple fixes that would increase the enjoyment of the game: * Different music that is a faster tempo and a little more urgent. Platforming music shouldn't sound like a funeral dirge, especially when there is a time limit. You want the player to feel pumped to try and make it the end. * A bit of care when designing the levels. The first few levels of just making simple jumps were very boring as there is 0 challenge and nothing interesting to look at. Have some sort of background so a player can tell the platform is moving or just make the platforms move at a higher speed in general. * Instead of spending all your time making a ton of mediocre levels, instead make 3 or 4 really good levels. Especially in a game jam, most people will spend 5 - 10 minutes on your game. Each level should showcase something unique or be a combination of past unique ideas put together in a challenging way. * Lastly, add a bit of depth to the level, literally. Currently everything in the first 8 or 9 levels is almost strictly horizontal and flat. Have the player jump over a pit of spikes instead of just naked spikes sticking out of the ground. This is a harsh review but I hope you take away some things that will help you in your next game. Be proud, you made a game in 48 hours!
Aug 4 06:28:28 14m 19s Energy Enigma ♥ 0 You completed a game in 48 hours! Yay! That game has some bugs. oh no. You can still update your code with bug fixes! Yay! The concept is simple enough and I think you could make some pretty decent puzzles with the system you have, in fact maybe you did! I took a look into the source files and it seems you hard coded the solutions in. This would have been fine if every puzzle had a single unique solution but as you can see others have found different solutions. Just get that fixed and the game would be decent.
Aug 5 01:25:21 18h 56m The King's Saviour ♥ 1 Really liked this one. Audio was well done and graphics are impressive for a compo. The sprite work on the horse and rider is particularly nice. My main gripes are more to do with the Unity collision engine than with your implementation. Particularly on the bridge there is a section that is two quick jumps then a long jump with bat on the place you are to land on. I would always do the first jump and then my horse decapitates itself as if flies under the bridge. Maybe add a static collider just under that bit to keep from slipping under? I saw in the bugfixes that there was some collision on the bridge fixed but maybe it wasn't pushed to the webGL version? or could just be that webGL ports in unity tend to be pretty buggy overall. < /rant > Anyways, great job!
Aug 5 01:34:36 9m 15s I Once Had Power ♥ 1 This is my favorite interpretation of the theme so far. I toyed with doing this sort of idea myself as an RPG-ish game but figured it was out of scope. I never thought of doing it in other genres. --- Graphics are basic but they work well. Music and Sound Effects were serviceable if a tad loud (super easy fix for that though so not docking points there). There were a few little bugs like being able to keep stabbing even when dead as long as you hadn't dropped your spear yet, but Overall I liked it a bunch. --- If I could make one suggestion it would be that when the option comes up for which power to lose next, I should be able to select that with the wasd/spacebar controls and not have to use the mouse. Switching between control inputs is awkward
Aug 5 01:56:04 21m 28s Gravity Assist ♥ 1 I like the concept behind the game but Unity is a bit weird sometimes. When I play this on medium to ultra settings the particles move very slowly but going to lower quality makes the inputs move waaay too fast. If I could find a perfect medium where I can finely control the power and angle but also not have the bullets move as if going through molasses I think I would have found it more enjoyable. I will assume those are fixed for this comment though. --- Graphics were minimal but worked. Bloom/Brightness settings seemed to be off but it looks like that has been made clear from other comments. The music was nice at first, but there needs to be a kind of break in it cause after a while it turns from, oh neat music, to , please top the droning. Sound effects were good. The actual mechanics of the game are where it shine though. The idea that you have a limited amount of power and you only have a certain number of shots to line everything up is a good one. I wish the path indicator coming out of the gun was a bit longer for lower power shots though. Overall great job!
Aug 5 02:07:33 11m 29s Feed the Machine ♥ 1 Decent strategy to this one. I like how you kinda emulated that batteries lose their capacity to charge over time by having them fill up slower and slower as the game goes on (not sure if this is intentional or just a result of how you balanced it). Sound effects were a good idea, but they are a bit too harsh I feel. If you used a softer tone or a simple click sound effect it wouldn't have got so irritating as quickly. It looks like you made this in a Windows Forms Application which is kind of impressive in itself. The puzzle of which battery should I use to charge when, and how fast should I drain my initial batteries to get the charging just a bit slower made me like this one more than I otherwise might.
Aug 5 02:50:11 42m 38s You Can't Handle the Tentacles ♥ 2 As someone who plays a lot of board games I want to preface this with I don't mean it to be as harsh as it will sound. Also note that I did not play the game, I am simply judging on the rule set and materials provided in the PDF. --- There is a lot of streamlining that needs to be done with the rules. For a board game, being able to play the game from the rules only is extremely important. The most important bit of the rules is those that are used most frequently, in particular the game phases. Your game has 7 phase: 1. Turn Over New Cards 2. Generate Power 3. Deploy Troops 4. Recruit Troops 5. Purchase, Discard, and Repair 6. Monster Attack 7. Counter-Attack In general I think you could tidy things up and make the mental road map to playing your game simpler by combining some of these. I would propose: 1. Event Phase 2. Upkeep Phase 3. Action Phase 4. Monster Phase Note this changes very few actual rules, it would simply group similar things together for comprehension. During the event phase you simply flip and activate the next event and get rid of the previous one. During upkeep you put out cards if needed and generate power and troops (this is a slight tweak but I don't think it would change things all that much, that the troops come out and then you can move them). After that you have the action phase where you would be able to move troops around, buy things, repair things, etc. This is where all the decisions happen and including a player aid with available actions would help players know what they can do. After that is the monster phase, where the monster attacks and troops defend and counter attack. While this is simply a cosmetic change (this would change very few rules) it greatly increases the ability for players to grasp the flow of the game. They handle events, then do the things that happen automatically, then make decisions during the action phase, then fight the monster. I could probably go on with more individual changes that could be made but this illustrates the kind of streamlining I am talking about. --- I just want to say kudos on making a board game for a game jam. It is a difficult thing to do and is more difficult in a lot of ways to just making a video game cause people will critique the game without playing it, as I have done. I look forward to seeing what you come out with in the future and I hope this didn't come out too harsh.
Aug 5 05:36:40 2h 46m Number Station ♥ 1 Graphics were consisten and sound effects were fine. Could have used some music, even just a light drum beat in the background can do a lot for a game. It felt more like the oxygen was running out more than the power, and the trees barely gave any oxygen... poor trees. I can see that you did that to make the player keep moving around, but once I found out 3 batteries fully charges the radio I just went around chopping trees til the time ran down, then went back and plopped in 3 batteries for the win. --- If I could change one thing on this game I think it would be that you need to collect a certain number of batteries to power the radio to call for help before the time runs out, and then just make trees give more oxygen and there be less trees. Then it would force the player to go out and get the batteries as opposed to just wasting time til it gets close to the end. --- It feels like you probably just ran out of time or perhaps got stuck on something along the way. But it is better than quite a few of the games I've played so far. I'll look forward to what you make next time!
Aug 5 06:50:09 1h 13m TRIAL OF THE 3 SUNS ♥ 0 I really like the concept of a rhythm platformer. The implementation here seemed pretty solid. Collision detection was occasionally spotty though with things that shouldn't be killing me killing me and vice versa. That wasn't too bad though and it may have something to do with it being the HTML5 port. The thing that really kills me about the game is that there is no music. This seems the perfect kinda of game to go with some music that follows the beat. I realize that would be a pain to code, but even a simple ambient track in the background would have added a lot to the game. --- Graphics were consistent and went well the mechanics. The sound effects were okay but could have used a little variety. Platforming was very solid, lots of control on the character, and the jumps were controllable. Instant reset on death was also very nice, shows you respect the player's time. I did feel it would have been nicer to have a few less of the levels where you don't actually use your mechanic in exchange for just a few more where you do. Difficulty curve was a bit weird. Seemed very slow, near static up until right after the big skull boss, then there is a huge difficulty spike. Overall though I liked it a lot.
Aug 5 07:00:12 10m 03s Eat pray live ♥ 1 The art is amazing! Kinda reminds me of Superjail. The game is pretty difficult, but not in an unfair way. You have to actually think about where you want to move and what your next goal is gonna be. Audio was great. Music was cheery and upbeat which created a bit of dissonance with the graphics and that seemed to be the vibe of this game in general. Mouth sounds for sound effects are always great as well. --- If there is one thing I would change on this it would be the ability to interact with the menus with WASD and F or spacebar because switching control input is always pretty awkward.
Aug 6 06:16:11 23h 15m The Last Question. ♥ 0 I can't actually play your game without hosting it on the web myself (at least not while using chrome). If you hosted the game on something like itch.io than people would be able to play it.
Aug 6 06:52:55 36m 44s ANSWER ME! ♥ 1 Capture.JPG Good game, I played it twice! The first time I underestimated how much time I would actually have. Second time I went for the last answer every time and still finished with a bit of time left. I think the best things to add would be some music and sound effects (just light typing sound effects and like a ding when you get a message would be great). One thing that I would consider a bug is that it doesn't end once you've answered all the dialogue trees. I would recommend having the end screen once there is no actions the player can take.
Aug 6 07:13:53 20m 58s Floppyboy ♥ 1 This town is full of @$#holes. --- Great job! Particularly the music and sounds. Opening narration was good and set the tone (or lack there of) for the rest of the game. I agree that @devastus that the swearing and insults was a bit over the top, but that can be personal preference. The end bit was a huge wtf moment and quite funny. The theme was nowhere to be seen though, at least if it was I didn't see it. --- !!!!SPOILERS!!!! Oh and nice foreshadowing at the beginning with that poster
Aug 6 07:30:03 16m 10s Character Building ♥ 2 Music was nice. Game was pretty depressing, but I think that was the point. The winning outcome (news) wasn't a very happy ending either. 'The world is way worse than your little problems, but your life is still pretty awful' seems to have been the message =P. Great job with the writing.
Aug 6 07:42:07 12m 04s Overcharged ♥ 1 Nothing but praise for this game, especially as a compo. The 'don't kill anyone' objective was a fun inversion and the multiple endings were great. This is the first game I've seen where I can honestly say you should work on this more after the jam. New levels with obstacles to both paths would be super fun.
Aug 6 07:50:11 8m 04s Light-Eater ♥ 1 Very interesting mechanic. I think there should have been just a bit of music as it would give even this unfinished bit a really nice mood. Either that or you could have been really mean and put in a jump scare at the end >=)
Aug 6 08:32:02 41m 51s LD39 Compo: Trindle Armored Defense ♥ 1 For what exists- What I liked: 1. Graphics and sounds worked well enough. 2. I like having a choice between tanks. I went with the faster tank, and woo boy was it fast. 3. That pulse laser super blast thing was cool 4. Numpad to choose direction to fire was really useful (and with controller support could turn into a twin stick shooter type game) --- What I didn't like: 1. I felt the big tanks seemed a bit unfair. They have A TON of hitpoints. It may just be a personal thing, but I find damage sponge enemies to be pretty boring. 2. The 'R' key should not be active during gameplay. I accidentally hit R instead of F and instead of wiping out hordes of enemies I found my self back at the starting screen. 3. AI was incredibly basic and I felt I was cheesing my way through the game by just staying kinda near the middle-top-right which freezes most tanks. Also if a tank hasn't moved from the starting position and another tank would spawn it just kinda overwrites the first tank sometimes. In general: bugs. For the future (as per your post about wanting to continue on it)- --- What could be changed: 1. This feels like it should be more of a Wave based game where you have a wave of enemies, then another, then another, instead of just a constant stream of magic tanks. 2. Big tanks could have less HP, maybe like 4 but shoot extra damaging/faster/spread of bullets. In fact you could add multiple new styles of tanks by just tweaking the existing ones here and there and giving them a different color pallet. 3. Enemy AI could be changed so they shoot at the base instead of just at the player (or maybe have a type of tank that only goes for the base). 4. Energy wave could be limited to a certain number of shots (per wave if you use option number 1) which would prevent people from just waiting for energy recharges while kiting around a swarm of tanks. 5. The whole area could stand to be zoomed out a bit (or tanks and building shrunk), which would give you more room for obstacles and for the player to manuever around. --- What could be added: 1. More player tanks! Maybe different shot style or weaponry. You could add some tanks that control like real tanks for a 'realistic mode' 2. More enemy tanks! As mentioned above. 3. MUSIC. Even a simple soundtrack in the background can add so much to a game. 4. Powerups? for shooting faster, moving faster, repair, energy, different types of shot spread, go nuts. Well this is a way too long comment, but you asked for detailed feedback. Hope this was detailed enough! =P
Aug 7 15:29:14 30h 57m Long Live The Pig ♥ 2 Music was good, art was above average for a menu based game. Balance seemed a little off? I am bad at these games but it seems like the fundamentalists HAVE to be pleased because their detriment is just too extreme. All three of the others just take money, but you don't lose for having no money, only no supporters. I was also confused because I became pig pope but didn't have 136 voters, only like 85 voters. So either that wasn't a winning end screen, or something weird is going on there. EDIT: I figured out that pig pope was the fundamentalist bonus thing. I also learned to play a bit better and used the fundraising and advertisements. Played it a couple times before I won so balance does seem pretty good. Overall I liked it, I just wish it was a bit more clear in terms of what is happening each day. Having an end of day results screen with what effects happened that day could be really useful.
Aug 7 18:56:46 3h 27m Night Light ♥ 2 Good game overall! Art was great and sound was amazing. The way the audio changed and got louder and more foreboding as the light gets darker really added to the atmosphere. For the cutscenes I think it would be nice if you could go through the dialogue at your own pace (like an rpg), that way those who want to skip can go through quickly and those who are slow readers can make sure they catch everything. I found the game itself has pretty tight controls which is good, but the level design is a bit sadistic. Having to perform very precise jumping repeatedly (while under a time limit) can be fun for hardcore players but for me it was a bit much. Specifically there were 3 sections I found where you had to make a jump to a 1 tile wide block like 10 times in a row while some of them had enemies jumping up and down them. I think in a normally difficult game you would only have to make like 3 jumps like this: TTTTT.....T.....T.....T.....TTTTT (Imagine the top of the 'T' is the platform) instead of: TTTTT.....T.....T.....T.....T.....T.....T.....T.....T.....T.....T....TTTTT It could be that you were going for making it Nintendo hard, but I quit after 3rd time being faced with this situation. Anyways, that the difficulty is higher than my skill is really just a nitpick. I'm a scrub gamer anyways. Everything else was great!
Aug 8 02:18:24 7h 21m Maze Escape ♥ 1 Music was nice. There was an odd cat screechy noise that confused me for a moment. I heard it when I was close to the green cube exit thingy so maybe you were originally supposed to be looking for your lost cat? Graphics were okay, but no one expects amazing 3D models in compo so you are fine there. I also would have liked to see something a bit more than a 'find the object' goal. Additionally it wasn't clear what the batteries were. Big guy was sufficiently creepy though! If this took place in a spookier setting instead of a trigonometric void world I probably would have felt the mood a bit better. Overall it was fun, but felt like it was missing just one more mechanic to make it sing, and perhaps just a little more detail in the world. Having a ceiling instead of a skybox might have made it feel more claustrophobic. Great job though for a first time Compo!
Aug 8 02:34:47 16m 23s Power Hog ♥ 1 Lasted 368 coffee days before I let myself get kicked out. I figured a year at *Rhombusmoney* was enough. --- So there are a few bugs. You don't actually have to sit down to start working, you just had to have clicked on a table, and getting a drink is instantaneous as well. My guy ended up just standing on the middle table waving his computer other customers in the *Squarecoin* shop. If it wasn't for this I think the game might have been a bit more challenging, but I was able to time getting coffee and sitting back down in between customers going up to the bar so that I would have never had to lead (unless it gets more difficult after a year? --- Graphics were good, but this game is begging for some music, and sfx. The concept of having to buy terrible *Circlecurrency* coffee just to keep getting free wifi and power is a funny one and if it weren't for the bugs mentioned I think this would have been a really frenetic and tense game. I think maybe being hyped up on all the caffeine from my *Cubedosh* cuppocinos gave me too much of an edge =P. Good game, and if you iron out those bugs will be a great one.
Aug 8 02:47:11 12m 24s No Sign Of Life ♥ 1 Art and sfx were good. Music was great. You already know about the bounding box issue and the unwinnable game positions which were the main missteps I feel. I didn't message the guys family but I also feel like I went out of order cause it still gave me the option to message his family before I had met him (maybe it was gonna be my family or that I had known him on the ship.) I really liked the 'jump scare' in the cave. Great game with some room for improvement!
Aug 8 03:01:36 14m 25s Asolar ♥ 1 This game was really fun! The concept reminds me of the fake game they play in the FLCL anime in the second episode, even down to the description. In that one you are a firestarter and you are trying to burn down parts of the city but never the whole thing cause then you won't have anything left to start fires on. This is a somewhat similar concept. That being said I think the balance is a bit off. At first I was confused cause there was no power being produced at all, and at the end I felt there was no way I could could have one. I think getting those two extremes a bit closer would make for a nice balance. (Also I'm bad at playing games so it might just be that I suck for the extreme at the end). --- Graphics were great for this game, and music and sound were well done. The way the city grew and expanded was really cool, though the speed of the character was a bit slow, especially when you get stuck at a dead end road, it felt like I wasted so much time getting back to the center or to new buildings to splode. Getting stuck on buildings instead of sliding up the street at a slower rate was also a bit of a nuisance. Those are a bit nitpicky and the dead end one would be really hard to change due to the nature of the city generation. Honestly this would be super cool as a screen saver! I could just sit and watch the city being grown and blown up over and over for a long time!
Aug 8 03:25:12 23m 36s LD39:Running out of energy ♥ 1 Some good ideas here. Sounds were good, though a more constant noise for moving your ship probably would have been a bit better suited for the task. Gameplay was very simple but with a room for simple little improvements. I think it could work better if your ship was a bit faster than the energy stealer but that more energy stealers showed up over time. It could also be nice if there were some obstacles spawned that you had to avoid. I also found it a bit weird that I couldn't move down. I could only let ?gravity? carry me down. Overall fun little game and I like that you are already working to implement some of the common suggestions!
Aug 8 04:05:13 40m 01s Lost in Translation at Space ♥ 4 Hahaha! This one was hilarious! The voice commands actually worked really well for me. I was confused at first why the commands are all weird but than realized the robot said his translator circuit was broken so it all made sense. I think that the two biggest things that are missing from the game are some music (maybe something like Happy Go Lively to go with the AMAZING ren an stimpy-esque cartoon style, obviously not that exact track but something like that) and funnily enough some voice acting for the robot. Voice acting can be a bit of an ask as it appears like something not used often in LD games, but I think it could add even more humor to the game. Other than that this was a very novel game.
Aug 8 17:44:33 13h 39m Firekeeper ♥ 0 I couldn't get very far in this game. There are waay too many enemies for them to be that difficult to kill. I think if you were to scale down the enemies a bit it could be a very fun game. As is I barely got to play it because I would die within 20 seconds every time. I am bad at games at all, but I should at least be able to get to a second thing to burn before I die. Other than the balancing issue though, the graphics are really good, the music is pretty good and the sound effects are serviceable. I like that you basically tie the box to yourself to drag it back into the hole, physics stuff is always fun to watch. Having to fit it in so it falls is also very satisfying.
Aug 8 18:01:05 16m 32s GLOW ♥ 1 The graphics, music, and sound effects are all really well done. The gameplay is a bit simple, but it feels more like you are exploring a world rather than creating a super technical platformer so it works well. The only thing I have negative to say about the game is that I did get trapped at one point, a recharger to my left, a bit of wall to my right, but I couldn't leave. I must have clipped into the wall at a perfect angle or something. I was playing on the web build. Other than that small hiccup though, everything about this game is well polished and fun to play.
Aug 8 22:37:04 4h 35m Jet Pengy ♥ 1 Amazing game! Sound effects are amazing and graphics are well done and consistent. For gameplay, managing between pulling enemies to where you want them and not having them fall on top of you makes for interesting play. The game is very difficult though and could have used a good checkpoint mechanic. One other thing that I would recommend is to have the window locked a specific width and height, which you can do with a little bit of html, css, and javascript. The reason I say this is that I initially opened it up in a maximized window and the game played very slowly, but not slow enough for me to think it is bugged. I resized my window and refreshed and the game played MUCH faster which I imagine is the correct speed. The higher frame rate makes the game a lot harder but also a lot less frustrating when you die because you can get back to the place you died at quicker. So not sure if this would be a bug, or if my computer doesn't have the specs. Lastly I think a bit of music would have gone a long way for this game. Even if it were just a small drum sequence or a couple of notes. Especially since this is a jam game, reaching out to a musician quickly for a short 30 second - 1 minute long loop can greatly improve the feel of your game. Anyways I love the game!
Aug 8 22:52:39 15m 35s uRoomba ♥ 0 For only 6 hours time this is pretty good. Graphics were fine, and audio was serviceable. The game is pretty simple and I think more levels would have been nice (or a random level every time) but those things take time and in 6 hours I don't know if I could have done much better. Great effort here!
Aug 8 23:14:57 22m 18s Powdrip ♥ 1 Got to 140 time before I gave up from boredom. Maybe i was just doing it wrong, but it seemed to want you to collect the green 'P' drops before they flew off the bottom of the screen. Capture.PNG The problem is when I can make the drops come down to only one of three places which are all adjacent so I can keep the game going indefinitely. Graphics are great, Sound is good for the style and Music is alright though would eventually get tiring. The biggest downfall is gameplay and being able to just endlessly keep playing, so the high score aspect is more of a high score of patience rather than skill. If you were to change things around where instead of collecting the drops yourself you were trying to push them all to one particular side, Plinko style, and after collecting the first round the collector switches to a new location so you have to change all the switches again plus you only keep the same drops from the first 'level'. That is where some challenge would come in I think.
Aug 10 04:13:43 28h 58m Drain ♥ 0 Great idea for a game! Mood and Music were amazing and the voice acting was pretty good. Obviously the issue of it being too dark has been made clear. I think a good fix for this without actually making the game too easy would be: When you fill up the terminals that make the blue spires light up, the area around them should have a blue glow around them as well. (also make that a checkpoint so you don't start from the beginning if you mess up). That would make it easier to get back to those area, which backtracking should be hard, but preserve the challenge when initially turning them on.
Aug 10 16:00:12 11h 46m Siege Tower ♥ 1 A good start to a game. Graphics are good. I'm a bit confused as to why the skeletons just stop a 3rd of the way from the siege thingy I'm pushing. Shouldn't they just come at me all the way? Anyways I think the biggest thing the game is missing is sound. Even some simple sound effects made with bfxr would go along way and a bit of music, even if it was just a slow drum beat to go with the siege tower moving forward, could have added a lot. Overall good job for your first jam. It seems you are having trouble getting ratings at this time though. The best way to get more people to rate your game is to play, rate, and comment on other games. Rating other games increases the chances of your game coming up through the smart filter. Commenting helps because a lot of people will come play and rate your game in return.
Aug 13 18:21:28 74h 21m LAMBDA-DASH ♥ 1 Loved this one. The graphics were great. Music and sound effects did their jobs well. I agree with @HuvaaKoodia that getting hit once should not totally wreck an entire system, and should just take a certain amount off the module. You would still have to repair it to use it, but because it wouldn't eat up all of your resources you would have a bit more of a chance to come back from the large waves of enemies. Overall this is a pretty amazing game.
Aug 16 03:35:59 57h 14m Das Riverboot ♥ 0 I'm going to mimic what @doomshmuck said here. The hooking mechanic seems solid but the point where I click should be where the line goes, but it only ends up going about 90% of the way there meaning I have to manually aim quite a bit further down. So I ended up snagging a whole lot of nothing the first two times. Once I finally did snag something it would get stuck directly under the boat instead of going inside which took another 2 playthroughs to get anywhere with it. Once I did understand that I was confused why I got 0 points for catching 2 fish. I had to read the instructions again to realize I'm supposed to balance it out with catching junk to fuel the ship. I gave up at this point cause it would have taken me another 3 or 4 playthroughs to really get the hang of how everything worked. I feel a simple explanation in game of how things worked would have saved me a couple of plays and I might have actually gotten the hang of things, even if it was a single picture of the game with text pointing to things. Having to physics things into the hold of the ship felt clumsy and if it would have just taken the items when reeled in then it would have been more enjoyable. Graphics were pretty good, while music and sfx did their jobs well. A little more time with playtesting may have gone a long way here. I feel this is a solid entry that failed to convey what the player was supposed to do in game, and the clunky controls really added to the frustration. I also had the issue that @Rothens91 had initially where I couldn't click the start button at all. I think that may have had something to do with playing it in windowed mode, so you may want to check if that is a bug and fix it.
Aug 17 01:07:45 21h 31m Battery of Power ♥ 1 Got to wave 15. Didn't check my kills but it would be something like ~60 I think. The game was fun if a bit simple. Graphics were well done and the sound effects were okay. The game really could have used some music. If you are bad at music, like me, I would recommend http://beepbox.co for your next jam, as you can make something decent sounding within a small amount of time. I liked how you had different kinds of enemies, but they really all felt the same. I think if their behavior was more distinct it could have added a lot of flavor to the game. The default behavior was good, though a bit odd that they really slowed down the closer they were to you. Getting different rewards for killing different types of enemies would be nice as well, even if it was just a bit more charge from the bigger guys. Overall I liked the game. It was a pleasure playing it!
Aug 17 15:37:43 14h 29m LittleBots ♥ 0 Capture.PNG I got stuck. I think you are going to have people complaining a lot about how difficult it is to shoot the little bots into the rings because they don't realize they can pick up more than one bot at a time. I was going to give this a low rating myself until I read on of the comments that mentioned you can pick up more than one bot at a time. Nowhere in your instructions do you say that you can stack the bots, so the first time I played I was just picking up one bot, trying to throw it in the hoop, picking up the next, trying to throw it in the hoop, etc. Yes you have a screen shot that shows you can pick up multiple but it didn't register with me before the game because I didn't really know what I was looking at before playing. Having your core mechanic mentioned somewhere in the in-game instructions is a must. That aside, graphics and music were great. Some simple sound effects would have been nice. The game is super fun once you realize you can stack a bunch of bots and then fly around all over the screen. It is pretty hard to control which would be an issue in a longer game, or one where you actually needed to complete more complicated tasks. As it is, a game doesn't last longer than a few minutes and the whole time it is just silly fun. Great job!
Aug 17 16:15:15 37m 32s Need More Power! ♥ 0 There are no instructions for how to play the game pretty much anywhere. The controls seemed very unresponsive, like I would hold left to lean him back but even after letting go and pressing right when he was upright he would keep going left and fall over. If you tightened up the controls it would help immensely. That being said graphics were good and the sound effect was okay. Could have used more sound effects and some simple music. Overall good job.
Aug 22 01:52:45 105h 37m Micro Mayhem ♥ 0 The controls made it very difficult. I felt like the turning radius really needs to be tied to how fast you are moving. Being able to do like 70mph and make hair pin turns is what make it difficult. In conjunction with the fact the track has no guard rails at all makes it a little too frustrating. Weapons also seem to be kinda useless though I can see what you were going for. Racing games are hard. AI on the enemy cars was good, graphics and sound were very good. Overall it is impressive for a compo game. I think a little more time spent on balancing the actual driving would have gone a long way. Perhaps over making the mountain terrain in the background.
Aug 22 02:02:49 10m 04s Mega-mia ♥ 0 I didn't get very far in the game as I am not good at platforming and have limited patience for long restart times. I liked graphics and the music and the actual platforming felt pretty solid. The one change that would make this infinitely more enjoyable would be instant restarts, like in Super Meat Boy. When a player dies and you show them a death animation that takes 5 seconds and then have them locked in the title screen for another 5 seconds on top of starting them all the way back at the beginning of the game, it is a bit disheartening, especially for those of us who are bad at platformers. If you had that restart time but started us off at the same screen we died on, or if you removed the restart time and started us at the beginning that would be good. Both would have been amazing, but the combo of both makes it super frustrating especially when you have blind jumps. tldr; respect your players' time.
Aug 22 02:08:26 5m 37s Lightbulb ♥ 1 Art is well done and SFX were appropriate. My poor index finger died before I could get to the end. For twelve hours it is a bang up job!
Aug 22 13:47:57 11h 39m StaminaAid ♥ 0 Graphics were great. Sound and music were good. I'd have to agree with @richard-jedlicka in that the theme didn't come through much for me since I always died via obstacle collision rather than by losing all stamina. The only thing else I guess I could complain about is that sometimes multiple things can spawn at one time that make it nigh impossible to survive, but this only happened once for me. Other than those, this is a solid and fun game.
Aug 22 18:52:21 5h 04m [Web] Apocalyptic Gamer ♥ 2 Congrats on number 1!