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sgstair

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TimestampSince previousGamesgstair's comment
Aug 1 07:34:42 RoboParkour ♥ 0 The itch.io link is not working - it may need to be published?
Aug 1 10:03:47 2h 29m Shy Gladiator ♥ 1 I didn't really figure out how to effectively play this game... I ended up very confused about what was reducing my health, and I didn't even notice that the stomp attack reduced the boss's health by a lot more. My intuition was that maybe having the columns destroyed would lead to the next stage. Might be too hard for me to get anywhere with it though. Besides that, I do like the environment graphics and style, and in addition the animation when columns are damaged, and the damage waves / circles feedback is nice. I'll try this again later and see if I can get any further... (Update: I was able to get further, but I don't think I would have ever come up with this strategy) I played this on stream at https://www.twitch.tv/videos/163569305 - Timestamp 00:02:42
Aug 1 10:14:48 11m 01s PowerDown ♥ 1 Really nice music and pretty good graphics. It's a nice concept and reasonably well executed. Gameplay has a few very annoying bugs (it's possible to get stuck, holding right/left going into a wall, then jumping -> I would expect to proceed to the side after clearing the ledge, but I have to press the left/right button again) and some of what I think is bad design (that generator over the floor of crates, It looks like halfway through the map there is an unclimbable area blocking access to the rest of the level?) I played this on stream at https://www.twitch.tv/videos/163569305 - timestamp 00:09:38
Aug 1 10:26:12 11m 24s Cyborg Apocalipse ♥ 1 Hm, Interesting mechanic for the robots to randomly stumble and die when they are near a rock, seems like it needs more work though, the gameplay wasn't very predictable (or intuitive, if you failed to read and completely process the instructions). The robots are indeed really really stupid. Music is nice, The graphics individually look good, but they clash a bit together. Overall nice work and congrats on building a game :) I played this on stream at https://www.twitch.tv/videos/163569305 - timestamp 00:20:17
Aug 1 10:43:34 17m 22s Carbón ♥ 1 This is a neat little game - I especially like the music and it was fun to play. The differentiation between enemies in the floor and not is a bit of an odd one IMO, I didn't get used to it in the time I was playing. I played this game on stream at https://www.twitch.tv/videos/163569305 00:25:45
Aug 1 10:49:02 5m 28s Turn 0n D@ Gohst Z0n€ ♥ 1 There are cats in the soundtrack. Dogs too? Really cute and clever game. I love to see random stuff show up in LD, but it would be pretty neat if there were more gameplay here :) I played this on stream at https://www.twitch.tv/videos/163569305 00:30:20
Aug 1 10:56:35 7m 33s Lost In Spb ♥ 1 I'm not sure how to not die, and it's annoying to restart; This game could use some balance to be a bit more forgiving, I think you are doomed to failure in many runs at least. I played this game on stream at https://www.twitch.tv/videos/163569305 - timestamp 0:34:05
Aug 1 11:09:37 13m 02s Hyper Battery Girl ♥ 3 Really cool game and surprisingly complete for an LD entry, nice work. It took some time to discover and get the hang of the mechanics (and I was still mixing up regular run-jump and super jump to the very end), but the assisting graphics in the levels definitely helped and I probably would have worked it out if it were not for my twitch chat instructing me :) I didn't manage to make it to the end, but I came close to beating the second to last level. I'm a huge fan of the circuit / electronics theme, fantastic sound, and my only complaints are the extreme difficulty and the inconsistency/glitches with the attack (and also apparently with walljump sometimes, or maybe I'm just bad :P). I guess another major factor is the levels don't currently exhibit much predictability, so the game absolutely doesn't flow until you've run a level many many times. One suggestion is a quick reset button is useful for those cases where you run out of power and have to drag yourself back to a pit to die in. (if there is one I didn't find it on the gamepad) Looking back over my stream, I also suggest a more explanatory puzzle to teach how to use the attack to gain height - Maybe have an enemy stuck in a lower region, and require attacking the enemy to get the height to get to a higher platform beyond the enemy. I played this on stream at: https://www.twitch.tv/videos/163569305 - Timestamp 0:39:39
Aug 1 11:35:10 25m 33s The Hard Life of Egg Robots ♥ 2 Neat little game - Seems like you can just stay on the initial pedestal indefinitely and just kill things to the sides. The screen shake on death is a bit extreme, but nice effect. I played this on stream at https://www.twitch.tv/videos/163569305 - Timestamp 1:05:40
Aug 1 11:48:52 13m 42s Defender of the Energy! ♥ 3 Nice work - the graphics and music are really impressive and well done. As others have said, sound effects are noticeably absent - they would add a lot. Gameplay is pretty intuitive and solid and it quickly becomes difficult to "cope" as the enemies swarm more and more. It works quite well as it is, but more enemy types would probably make it more interesting. I played this on stream at https://www.twitch.tv/videos/163569305 - timestamp 1:11:20
Aug 1 11:58:57 10m 05s Boaty McBoatface ♥ 1 Neat game, has a lot of very simple systems that don't interact with each other though, so the gameplay doesn't feel very complex. The look is pretty good, music is nice. UI is a little hard to read. Yeah, I probably should have increased the speed. I played this on stream at https://www.twitch.tv/videos/163569305 - Timestamp 1:17:45
Aug 1 12:10:43 11m 46s DRAIN ♥ 1 Really love the music in this entry, graphics in general are quite nice, Once you get the hang of it it's pretty playable and not really too easy or too hard. The boss appearing when the meter fills up is a little on the abrupt side, and the boss battle doesn't seem very meaningful as it is, maybe the boss could spawn in while the other robots are still there? Or possibly there should be some other mechanic for battling a boss. I played this on twitch at https://www.twitch.tv/videos/163569305 - timestamp 1:32:05
Aug 1 12:25:52 15m 09s The Berserker ♥ 1 It's a neat game, I do like the aesthetic, and it's reasonably clear what is going on in the gameplay. Would like to see more complexity though. I played this on stream at https://www.twitch.tv/videos/163569305 - Timestamp 1:40:55
Aug 2 22:38:46 34h 12m CG Petrel MK II Simulator ♥ 1 Wow, this game's UI is terrifyingly complex. After accidentally turning on the radar in the first run (shortly thereafter self destructing while poking buttons to try to figure out what they do in a glossy-eyed fashion), I failed to even realize it was necessary to run the radar and tried to conserve power, dying very unexpectedly for the rest of my attempts. The function of most of the buttons is practically impossible to work out... I'm sure you have a bunch of ways in mind to improve this game but these would be my suggestions: * Make the radar actually graphically change the display, maybe don't show the grid without it, or have some other visual indicator that it's enabled. I didn't connect the presence of any visible data with the radar button (though in hindsight and with your comment it's obvious) * Simplify the UI; I recognize the appeal in having a super complex looking UI, but there are tricks you can use to make a complex UI that's still easy to navigate. Highlighting the color of important buttons is a good option. Self destruct out in the open looking like any other button is something no UI designer should do. :) * Going with the above, just don't rely on the human capacity to read and understand a lot of complex instructions. You can only reliably remember at most 2-3 complex ideas that you're not familiar with (this is why it's useful to playtest, because when you've built the systems, you are SUPER familiar with them and it doesn't register how much cognitive load you are forcing on your player) - If you can demonstrate or provide repetition for your mechanics, it will start to become intuitive and players will pick it up naturally. I played this on stream at https://www.twitch.tv/videos/163826993 - Timestamp 0:03:00
Aug 2 22:47:40 8m 54s Power Town : Dr. Merdioneth's Attack! ♥ 1 Really nice game graphically and the music is nice - At this point I'm just repeating things other people have said, but the main issue is that the game is pretty laggy. The enemies in their current form are pretty pointless and just annoying-sounding :) I played this on stream at https://www.twitch.tv/videos/163826993 - Timestamp 0:09:42
Aug 2 22:55:47 8m 07s POWER ♥ 2 Really nice game, excellent graphics and music. It plays really well, though I think some of the later levels are too hard. Some things I'd like to see are: maybe some energy cost for shooting would be a good idea. I'd like it if you could recover health/armor, and I think some kind of low energy alarm might be a good addition. Overall really well executed, nice work. I played this on stream at https://www.twitch.tv/videos/163826993 - Time 0:17:00
Aug 2 23:06:11 10m 24s In Battery We Trust ♥ 1 Some nice ideas here, but without a way to extend the flashlight life it's very difficult to play any length of time. I'm amused that the music intensity kicks in after around ~2x your flashlight time, I wonder how many people have made it that far :) (certainly not me) I played this on stream at https://www.twitch.tv/videos/163826993 - Time 0:37:00
Aug 2 23:23:51 17m 40s Automate to Triumph ♥ 1 Nice little game; it took me a few attempts to complete, and it takes a /long/ time to complete. The start is very fussy and I couldn't make it work without 2 farms before making power. After that though, it pretty much went about like a clicker game does; slowly and uneventfully :) slowly replacing objects with higher producing ones and upgrading them. I was confused by the "low power" notifications when I was at ~96 power, I think it's just because both of my power workers were sleeping but this seems a bit bad. Overall, there's a fair amount of depth with the upgrades, though it's hard to observe any real improvement with the upgrades. The upgrades also help counteract some of the sort-of mean spirited design (Power consumption increases when low?! limited uses on the beds, that's just evil!) It kept my interest to the point where I completed it, but I did feel like it was dragging on. I played this on stream at https://www.twitch.tv/videos/163826993 - Time 0:44:15
Aug 2 23:37:24 13m 33s Eat pray live ♥ 1 Just wow. This game is pretty incredible. And incredibly lewd :) Very lively with everything moving, something I don't often see in LD games- I'll have to steal some of these ideas. Really well polished and refined gameplay, but I feel balance is a bit off. In particular early game is really challenging, maybe it's okay because you don't have much time invested in the game - but it feels pretty unfair and unpredictable - I can't really tell whether I'll actually manage to make it to the next church or not, even if I'm only a few squares away. One suggestion I have is temporarily freeze your movement when you land on a church, or don't destroy unused churches, Several times I overshot a church, accidentally destroying it (and shortly after falling out of favor) I played this on stream at https://www.twitch.tv/videos/163826993 - Time 1:16:30
Aug 2 23:54:56 17m 32s Step out of the light ♥ 3 Really nice puzzle game, especially for a first LD. Once I understood the mechanics the game was pretty fun to play. The "running out of power" mechanic really detracted more than it added in this case, especially because some of the puzzles seemed to rely on it, and you had such limited pushes. I noticed you have music linked but I didn't notice any music actually playing, was this a bug? Some suggestions to make this more interesting are: * (Obviously) duct tape for the robot's mouth :P Lower frequency of puns, or only do it when the robot is not moving / idle for a few seconds, or maybe on level completion. * Use some other indication rather than the light level for the robot's power. It would have been nicer to have more light all the time * One possibility is to make the charge last for a certain number of block pushes, rather than just a number of moves. This would lead to different kinds of puzzles related to the power limit. * I do really like the idea of blocks sitting on the activated power line being magnetically/electrically locked in place, which is slightly different than the mechanic you implemented but it'd be pretty easy to understand and visually show. I played this on stream at https://www.twitch.tv/videos/163826993 - Time 1:29:30
Aug 3 04:04:06 4h 09m Escape the Earth before its too late ♥ 1 Nice music and atmosphere, but pretty straightforward and not much to say beyond that. I think it would be pretty neat if the particles had more significance. I did find a few bugs (top left corner doesn't render, hold right and tap down, more details in stream - and a third I didn't notice, I seemed to collect an invisible ship part in the second level, possibly at the location of one of them on the first level) I played this on stream at https://www.twitch.tv/videos/163826993 - Time 1:50:05
Aug 3 04:12:39 8m 33s Surge ♥ 1 Pretty tricky game, I feel like you walk too slowly, but I understand that adds to the difficulty. Maybe speed upgrades would be a good addition. Other than that, it was pretty engaging and I feel the sound works pretty well, though maybe bring up the music level a bit. I played this game on stream at https://www.twitch.tv/videos/163826993 - Time 1:56:00
Aug 3 04:22:54 10m 15s Alienation ♥ 1 Looks very nice, super atmospheric and good sound. Simple mechanics but satisfying gameplay, probably largely because of the nice explosions. I feel the game overuses hordes of enemies a bit for difficulty, and I didn't ever see more than the one health pickup so it was pretty challenging to make it to the end. The aiming cursor is unfortunately really faint and hard to see. I also noticed that the ants have a limited view/attack angle, and sometimes you can find a location to hold at where they can't attack you. One suggestion I mentioned on stream was to make the beacons light up the room they're in, I think that would have a nice effect. Overall really good work. I played this on stream at https://www.twitch.tv/videos/163826993 - Time 2:08:15
Aug 3 04:35:33 12m 39s Running Power ♥ 0 I didn't get very far with this one. Agree with other commments that it's unforgiving. Given a lot of time I might figure out the magic combination to get started towards the goal, but without any kind of safety net, or proper balance in the early phases of the game it's very unsatisfying to grind to that end. It's a very ambitious project for an LD, and could be interesting if developed further. I played this on stream at https://www.twitch.tv/videos/163826993 - Time 2:30:50
Aug 3 04:44:45 9m 12s Running Low ♥ 0 Nice game, nice style. I never did find the core but I have some suspicions about where it is. I didn't immediately realize the blue tiles were doors. It's an interesting decision to show the aliens when they're in visited but not visible areas of the map - certainly helpful. Some kind of New Game+ where you keep your vision from the previous run would be super handy, and I don't know how practical it is to make it to the core with how much power you start with (might be just too hard in general) I played this on stream at https://www.twitch.tv/videos/163826993 - Time 2:39:40
Aug 3 04:54:50 10m 05s Orcs in Space ♥ 2 Really lovely game, It's pretty simple but nice and complete and polished. Definitely like the starcraft-ish theme. Not so much of a fan of the robots being too dumb to automate tasks, less clicking would definitely be appreciated. Also the turret self-discharge over time is pretty annoying :) Another thought I had, is this would have been a pretty good setting to pan the sound based on where in the map it's occurring. That's always a nice effect. Overall enjoyable and not oppressively hard, I was able to finish it on the first run, with only a few robots lives lost. That push at the end though.. it was close. Impressive use of scripted events to add dramatic tension to a simple game I played this on stream at https://www.twitch.tv/videos/163826993 - Time 2:56:00