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PouleyKetchoupp

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TimestampSince previousGamePouleyKetchoupp's comment
Aug 1 14:21:11 A Developer's Nightmare ♥ 2 Interesting concept! I like the jiggly stuff :) The mix of pixel art and physics based animation gives the visual atmosphere of your game a very nice flavor. I've played the WebGL version and first I had a similar experience as @nidup mentioned. I didn't know I was supposed to use the mouse to drag stuff, so first I pressed different buttons, and E made more bridges to appear, which made the puzzle unsolvable. Then I restarted and figured it out. I think it would be worth solving so people don't get stuck too early. Also the character controls are a little bit slidy, that makes the platformer part pretty hard. Do you plan to keep going with this game? I think it would be worth it, and in my opinion it would be a good idea to think about what kind of experience you want to focus on. Maybe building up on the puzzles, and simplify the action in-between would give a more consistent gameplay experience to the player? Right now it feels a bit frustrating to me, because it is at the same time a puzzle game (slow paced, rewarding progression, curiosity for what's coming next) and the aggressive fast action moments are interrupting me in this experience. You could for instance make it more like exploring around. Plus choosing one particular aspect would allow you to spend more time for polishing rather than developing too many different things. But that's just one idea and I'm sure there are tons of possibilities. Anyway, that's a really good start, congrats! Good luck for the future!
Aug 1 14:39:37 18m 26s Planet Salzex ♥ 2 Same here, I wasn't able to play the game unfortunately :( First I got a Windows Defender warning, and selected "Start anyway". Then I don't know if it's related to the issue you mentioned, but after a few seconds in game (during the first dialog) the game exited (I'm not sure if it's a crash or something else forcing the game to quit). Let me know if there's something I can check for you!
Aug 1 15:55:46 1h 16m There's No Place Like Home ♥ 7 Really nice! Your game is visually interesting and the concept is promising. I like the mysterious atmosphere and the possibilities around exploring unknown objects and testing interactions. About my playthrough: I enjoyed the trial and error mechanics. In order to figure out what's going on, I started again several times to try different things. I didn't manage to escape or to use the TV set (?) in the right side. I don't know how other people manage, but maybe the difficulty is slightly too high? After some time it started to become frustrating when I was stuck on my attempts to fill the energy level, put the shield on/off and avoid meteorites at the same time. As a suggestion, more feedback on the incoming meteorites might help. It could lead to a more solid gameplay by letting the player strategize a little bit to order their different actions, once they understand how it works. Hope that helps :)
Aug 1 17:07:11 1h 11m Wizard's wrath ♥ 2 I think some support for gamepad controls could improve the game experience a lot! It's not very difficult to setup in Unity (it seems that's what you're using) and you can re-use it for future game jams ;)
Aug 1 17:24:22 17m 11s Times New Robots ♥ 1 It's nice! The atmosphere is cool and with some polish this concept could make a great game. I would suggest to focus on the character controls first, in order to make the movements smoother. Right now it's a bit difficult to move around without getting lost or bumping into stuff. Maybe you can think about switching to 3rd person camera, that would surely help. Then when the feeling is good enough and you know how the player is going to move around, you can more easily balance the multiple game variables: enemies speed, weapon damage and batteries. Also, bonus points for the music :)
Aug 1 17:47:43 23m 21s Currents: Circuit Builder ♥ 2 It's pretty nice! I had fun playing with the different elements and see how they interact. This editor is really easy to understand and use, that's pretty cool. You have a solid base to make an actual game out of this concept and that's what a game jam is about after all :)
Aug 2 10:08:25 16h 20m Unplugged ♥ 1 Great game! I liked the visual and audio atmosphere and the game mechanics are enjoyable. I wasn't able to use abilities though. When tapping on them, they still show 'ready' and nothing seems to happen. I just played on the latest Android build.
Aug 2 10:33:34 25m 09s LifeRunner ~~~O ♥ 2 Your game is hilarious! The art is great too. And it was pretty tough, I couldn't manage to win, I was always stuck at like 90% when there was lots of enemies and less bonuses :) A local multiplayer mode would be really fun! And it would fit your theme very well ;)
Aug 2 11:00:34 27m 00s Light Switch Crusader ♥ 4 The story idea is great and the execution is generally pretty clean. Things I particularly enjoyed: - The voice over is hilarious (this guy seems really serious about it) - The cat animation is hilarious (it's a bit rough on the edges, but I really like the cartoonish look) - The music is good Things you could polish: - The character slides a little bit, might be useful to rethink the character walk. You could for example start with perfectly responsive controls, then change the animation speed depending on the actual character speed to make it fit perfectly. - Since one of your game mechanics is about looking for hidden objects, I would expect to have more options to do so as a player. I think what could help would be either to have some kind of manual control over the camera, or see objects through transparent walls (maybe just around the player). - The lighting seems very important in your theme, so you should give it a lot of attention. It's already pretty nice, but playing with some contrast between fully lit areas and dark areas would probably add a lot to the feel. Maybe the initial lights could affect larger areas, so when you turn them off large spaces of the world become dark. Anyway, congrats for your entry!
Aug 2 11:22:32 21m 58s Asolar ♥ 2 I enjoyed this game a lot! I like the anti-simcity flavor. Destruction rather than creation :) It was difficult to understand the actual goal at first. I thought I had to search for the power plants and only destroy them. Then I figured it out, but I think the feedback for the player could be improved to make things more intuitive and avoid getting lost: - Use some effect to show the area of explosions to understand more easily how much damage each bomb does - A gauge for the global level of energy would be easier to read - A gauge for the player level as well - Maybe some other feedback on how much energy decreases when you destroy buildings? So you could start aiming at specific ones - Direction of the power plants (maybe just some arrows around you) so you have an idea where you should rather go I hope you plan to keep working on this project! It's very promising.
Aug 2 11:45:35 23m 03s Hoverboard Electrician ♥ 1 Nice little game. In case you plan to keep building up on this concept, or for a future project, I think it would be interesting to improve how your character controller feels. Right now it's a little bit stiff (in my opinion). Maybe adding some inertia and some controls to accelerate and slow down would help.
Aug 2 12:16:30 30m 55s Despotism 3k ♥ 5 This game is great! Cool concept, and I love the creepy atmosphere. Just a few suggestions for polish: - The reproduction center should show +2/-2 to be more consistent - The food counter overflows when over 100 - When the food production broke, I tried to remove some people from it right after. It was stuck with 8/10 people and I could only add or remove 2 more until the end of the game. I don't know if it's on purpose because it broke or a bug :)
Aug 2 13:06:16 49m 46s Elemental Conflict ♥ 2 Cool game! It was enjoyable once passed a first phase of confusion. I liked the art and the simplicity of the concept. Maybe you could add a diagram in game at any time that shows you element counters and resistances? Would be more useful than a tutorial in my opinion. It was hard to remember it all after reading the instructions. Another thing that would help a lot and would be easy to implement is to gray out the buttons when you can't use them. So you know where you're at and you wouldn't try to click them during the "click to continue" phase. It's also a nice general rule to keep in mind: the appearance of a control should always reflect whether or not it's possible to use it.
Aug 2 13:12:38 6m 22s Electro Swing ♥ 1 The game kept crashing after a few seconds so I couldn't play it :( I had time to see the visuals and animations look pretty nice and the character controller is smooth though! So eager to play!
Aug 2 13:25:58 13m 20s Keep Shoveling ♥ 2 Great concept! You should keep building up on this, it starts to be pretty solid. I think the grayscale visuals are cool and largely participate to the general mood, but in this case you should probably use something else than color for UI elements. For example shape: smaller hearts, or skulls instead of white hearts when you lose hp would be more readable. For the energy level, you could use the amount of smoke instead of a gauge. The color contrast is a very good fit for highlighting gameplay elements though (like you already do for the bullets). Hope that helps. Good luck for the future!
Aug 2 13:57:00 31m 02s November Hail - LD39 ♥ 2 Nice game, despite the few glitches people have already described I enjoyed playing it! Some suggestions to improve quality for future game jams: - Character sticking on walls: the usual reason for this issue is there's too much friction. I don't know how you setup physics properties in your case, but generally you want to set 0 friction and 0 bouncing for characters collision to be able to slide along walls easily. - Character sliding too much: the best way to avoid frustration when your game involves some platforming is to start with a lot of linear drag on your character controller (the velocity should be 0 when there's no player input). This way you make sure you can deliver with the best possible accuracy, and then you can change it back to just a little bit of inertia later if you have some time left to polish and you want to make it look smoother. - Game pad support: it seems it would be easy to add in your case because I can already move with the game pad stick. But the buttons don't work, and that would be a nice easy addition you can re-use through different game projects.
Aug 2 14:13:29 16m 29s Flipswitch ♥ 1 I like the concept! Simple enough to understand and pretty hard to beat :) Bonus points for the retro audio and visuals.