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Rialgar

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TimestampSince previousGameRialgar's comment
Aug 8 22:06:08 The Last Wisp ♥ 2 I love the concept and the moody atmosphere. However, for me at least, it was too hard. I got quickly surrounded by enemies, but trying to kill them would only reduce my light, even if they never hit me. So I ran away and from one glow rock to another, which also was only of limited success.
Aug 8 22:41:55 35m 47s Player in the Dark ♥ 1 I like the idea, but I had to use both 1 and 2 to beat the game. I like myself a hard game once in a while, but this was frustatingly unfair. Look at "I wanna be the Guy" for an excellent hellishly difficult and even partially unfair plattformer, that is still very enjoyable. A couple of tips: The distance between savepoints was too short compared to the power meter. Give the player some slack, so that one or two misshaps or even jsut a small break do NOT immediately result in a restart. When there were enemies, I even had to go back and forth to kill them and then have enough power to reach the next savepoint. As a rule of thumb, the game should be darn easy for you to play, at least the first couple of screens, if it starts getting difficult for you, the player will have a very hard time. Introduce only one mechanic at a time. Here are some examples where you introduced two at the same time: * double jump - going backwards * moving platforms - falling rocks * climbing from movable to movable - movables that go behind spikes Use separate keys for separate actions. I would like to use my flashlight from the savety of the savepoint, so that I can see the area before I start walking. Do not use the z key for anything, it moves around in other very common keyboard layouts. (E.g. french and german). X and C are fine (at least in qwertz, qwerty and azerty, to my knowledge the three most common layouts). Have contrast between background and foreground, I like to see where I can go. (When the flashlight is on, of course) Have contrast between hazzards and background, dark grey rocks on black background are really hard to see Have a full screen version. I prefer huge pixels over a tiny game window everyday. Do not make insta-kill hazards random. I can not best it with skill, since they are different each time and in the worst case they are impossible to beat. When they are scripted patterns, muscle memory let's me beat it.
Aug 8 23:03:53 21m 58s Zzap ♥ 1 Awesome game. On my final playthrough I was saved by a pylon right next to the start after resetting the stage. I love how the corruption adds just the right amount of pressure to be quick. The only improvement I think is required here is the consistency of the difficulty. Maybe make the number of items and the distance of items to the player a little less random and more controlled by the level counter.
Aug 8 23:11:13 7m 20s Battery Run ♥ 1 I loved the phone idea, even though how collecting yellow bubbles recharges my phone is beyond me. I also like the turn at the half point. Something to consider in future games: If your main interaction is keyboard, let the player reset and start the game after failing with only the keyboard, too. If you fail a couple of times, having to reach for your mouse each time can be an unattended punishment.
Aug 8 23:18:24 7m 11s Panda-Go ♥ 1 Get an exception running ``` java -jar .\Panda-Go.jar ``` ``` Exception in thread "main" java.lang.OutOfMemoryError: Java heap space at java.awt.image.DataBufferByte.<init>(Unknown Source) at java.awt.image.ComponentSampleModel.createDataBuffer(Unknown Source) at java.awt.image.Raster.createWritableRaster(Unknown Source) at javax.imageio.ImageTypeSpecifier.createBufferedImage(Unknown Source) at javax.imageio.ImageReader.getDestination(Unknown Source) at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source) at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source) at javax.imageio.ImageIO.read(Unknown Source) at javax.imageio.ImageIO.read(Unknown Source) at com.fwazle.game.Assets.<init>(Assets.java:41) at com.fwazle.game.LD39.<init>(LD39.java:29) at com.fwazle.game.LD39.<clinit>(LD39.java:18) ``` I tried ``` java -jar -Xmx1g .\Panda-Go.jar ``` but that just takes longer until the same exception occurs. ``` java -version java version "1.8.0_144" Java(TM) SE Runtime Environment (build 1.8.0_144-b01) Java HotSpot(TM) Client VM (build 25.144-b01, mixed mode) ``` I am on Windows 10
Aug 9 13:08:54 13h 50m Drain ♥ 0 I loved it. I did not quite get that I had to walk back to the beginning at first, but I got to the end after all. There was one lamp that I never reached. When you go left first, and after the bridge you see it to your right. Is that one only a decoy or is there something hidden over there?
Aug 9 13:29:16 20m 22s Power Up ♥ 0 I really loved the atmosphere and the design of the collectibles. The rotation of the camera over time is weird. especially since the actual game does not stay centered. I understand that it should give some variety to the game, but it just feels weird.
Aug 9 13:52:14 22m 58s Sabotage ♥ 0 I actually liked how I had no Idea what to do the first time. Only after losing a couple of times was I able to come up with a successful plan.
Aug 9 14:04:38 12m 24s Trough The Desert ♥ 1 I like the graphics and the concept. The controls are ok. I don't like that I have no idea what each part does. Should I add more engines? More wings? What is the difference of the wings?
Aug 9 14:22:20 17m 42s SPHEER ♥ 1 The visuals are absolutely gorgeous! The gameplay is fluid and the puzzles are rewarding. I think it may be difficult to come up with many extensions with only this mechanic, though. In Talos Principle you had to connect source and switch, here the sphere is a source in itself, which limits the puzzle design. The usual ideas now are colored beams and spheres that are not sources. Combining those with moving platforms/targets can already give you quite the number of options. Of course more devices you can power also increase the design space. Talos Principle had the ventilators,
Aug 9 15:07:08 44m 48s Hyper Battery Girl ♥ 1 Absolutely fantastically brilliantly awesome. I did not finish it, but I still loved it. Only one point: I personally would prefer more savepoints, so I can train the difficult parts without having to redo the previous difficult parts over and over.
Aug 9 15:23:39 16m 31s DRAIN ♥ 1 It looks totally awesome and is fun to play, even though it is mainly 'walk there, keep mouse button down until they are dead'
Aug 10 21:05:52 29h 42m The Crown Prince ♥ 0 This is absolutely amazing. A game mechanic unlike any I have ever seen before, the embodiment of innovation. Bravo. I also loved how each level has a witty title. Some **minor** points: I think the coins could have used some more distinctive features, maybe shape (e.g. make the gold ones hexagons). In the third level the coins did not want to spread correctly, they flickered and I was unable to click them. (web build, chrome, windows 10) I would rather have rated you in humor instead of mood.
Aug 10 21:21:33 15m 41s POW ♥ 3 I loved it. The bright colors, the happy mood, the clear objective and controls. The only thing I noticed is that the puzzles where mostly just variations of 'where do I teleport the gizmo too'. This is perfectly fine for a game of this length, but if you plan on building it further, I would love to see variations with more difficult puzzles. Maybe add a barrier that you can only pass while carrying the gizmo.
Aug 10 22:19:25 57m 52s Drone Supervisor ♥ 1 I love this type of game. Plays similar to SpaceChem, but different enough to not feel like a knock-off.
Aug 10 22:34:17 14m 52s Robot Infiltration ♥ 0 I had a ton of fun playing it, but I am still not sure if I got all the mechanics. It seemed like sometimes taking out a tower also disabled another, as if there was a power chain. There also where little dots flying roughly between towers. Those facts seemed to be unrelated, though...
Aug 10 23:02:53 28m 36s EnergyBoy - Open World Tower Defense ♥ 0 Nice concept, but the balancing is off. After I figured out the controls I just built a solid wall of turrets which kept me alive as long as I cared.
Aug 10 23:32:29 29m 36s Galac'Song ♥ 1 I liked the game, had a lot of fun playing through it. That being said, your game highlights the reason I decided against this interpretation of the theme. The later levels are actually much easier than the earlier ones, leading to a difficulty curve the wrong way around.