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BlueMirror

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TimestampSince previousGameBlueMirror's comment
Dec 5 18:15:11 Asteroid Crasher ♥ 1 Nicely done I did like the decision making a lot and the pace. I felt that the ship was a bit to fast(upwards and downwards) without any rocks, with them it was feeling tight(good). And already mentioned but I would also like stats that tell me how much I got from the needed amount like Iron 1/2, Gold 6/3.
Dec 5 18:50:03 34m 52s Tic-Tac-Matrix ♥ 2 I dont have to tell you, since you definetly know it already but Im going to anyways the polish is amazing! The game looks great and it feels good. It doesnt seem like a gamejam game but like an actual finished game. Good Job on that. I think the gameplay is lacking though. I didnt feel like I made a meaningful choice, unless I could win in the same round that I made the decision. I cant know what the enemies next move can be (there will be a new card which I cant see in my turn) so I didnt feel like I could outplay him (make it impossible for him to win, since I know what he can do). Also I dont know what he will do, so trying to plan ahead wont work at all. So every turn my possibilities where "I can win so I do that" and "I cant win so lets just play something" Maybe the enemy and the player have their own sets of cards and interact in some meaningful way, so that you can actually plan ahead, but at the same time that is a lot of calc in the head you would have to do for that as a player. So maybe in that case, the player can see the results when he goes over the card idk But atm there is no meaningful choice to make and no learning to do. Thanks for making the game it was really innovativ :)
Dec 5 19:09:39 19m 36s IntenSEAty ♥ 4 The movement could be more tight, its really loose at the moment. I mean the player is underwater but without tight controls the bullets are not really dodgeable. The bullets the player shoots and the bullets of the enemies could be bigger like 5 times bigger probably. Another thing is, the enemies clumb up over each other really fast. Idk how to fix that ^^
Dec 5 20:04:36 54m 57s Awfultown ♥ 1 It would be nice to have a different Input on destroying buildings and sending someone to a building. Maybe left mouse button for destroying and 1, 2, 3 for doctor, firefighter, police. The stuff spreaded to fast and to early. There was a tutorial but still the game didnt have a nice difficulty curve. The angle of the camera at the begining could be a good one instead.
Dec 5 21:08:43 1h 04m Evil Money ♥ 2 This is basically "The Swindle" ^^ Not sure if you know the game. If you didnt know that game, I bet it will be funny for you to play the swindle. The gameplay was really good and I liked it a lot. Nice little story which every gamer can immerse himself into (how dare they take the pc HOW DARE THEY). Maybe the restart button should be a bit faster when your dead. Also I wasnt sure what was going on when I got caught. Was I dead? Also is having money bad? I didnt see it. And show how many days you have left, creates tention. Was fun to play :)
Dec 5 21:20:48 12m 05s Clean this mess ! ♥ 5 I love how they just say "fuck this shit" and throw the tables around like a boss. Gameplay wise I didnt know to mcuh what was going on. I didnt see any UI telling me what happens or any way to understand what happens. They just threw stuff around and when it was red I placed it up again. Just before loosing I took a table away from 2 people sitting, and they got mad as it seems. Idk it was fun to play, but I never understood what I was doing or if I did anything "smart". In my opinion levels with a time that you have to survive for, would be more fun to play instead of a highscore game. The level or difficulty could increase nicely like that and would offer a better interest curve which you can design.
Dec 5 22:07:09 46m 21s Don Quijote vs Pentapolin's flock ♥ 0 I didnt know whats going on. What was I supposed to do? I didnt know whether what I was doing was good or bad. I as a player need more Output whenever I do an Input.
Dec 6 07:27:58 9h 20m Chitin Conquest ♥ 1 The animation of the player should not be connected to the mouse movement. The best way to play it was to just walk backwards shoot in that direction and not move the mouse at all (pray and spray :D ). Also the zooming in could be a bit faster. If I could hit enemies backwards when I hit them it would help, and also if I could see their health. Ammunition was hard to see XD could be a bar just like the hp. I really liked your graphics and I liked the general gameplay. Here and there a little clunky because of the aiming but still a lot of fun :)
Dec 6 09:21:56 1h 53m Bo Jackson in The Temple of Ming ♥ 3 This was a lot of fun. I like the balancing vassels mechanic. Walking left for to long and then trying to bring them back to balance by walking right, really nice! Notice that all the coming things are just my humble opinions. I know its a game jam game, so things I know you coudlnt make things in the game in the given time. Nonetheless you should know what could make your game even better. My problem with the game: If the vessels break after 5 blocks walking in 1 direction, and I have to walk 20 blocks to the left, then its kinda "walk 4 blocks left stop walk 4 blocks left stop etc". This gets boring after some minutes since its really repetetive. So what Im saying is: I think the vassels break to fast. If they woudlnt break that fast, the player could move more, and then the enemies could move more as well = more action and same difficulty. Maybe the player could also run that would increase the difficulty a lot but it would bring a lot of depth to the game. A suggestion: you could have levels which make you go upwards the whole time (camera keeps on moving upwards). The Goal would be to get x vassels out of y vassels. If you get x vassels and bring themto the end of the level, then you win the level. Difficulty would be easy to adjust and your game could have a nice difficulty curve. (And no stacking enemies :D Its always hard for me to get rid of them). Apart from that: I really felt the game was innovative and fun to play. Also I need to mention that the time slow, before the bullets hit me was on point! It was fun playing your game, thanks for making it!
Dec 6 10:47:55 1h 25m Fleet Commander ♥ 3 I love games like this. The warning I get before something crashes into something else (per sound and visuals) is amazingly. The pressure I have when multiple ships are deciding to commit suicide is beautiful. Here is some constructive criticism: (its only my humble opinion, take it if you want) I think the warning sound is to loud compared to the other sounds (just a little bit). There was a lot of pressure on the player at the right times, but I think the game could stretch out for longer. Giving the player more space (wider screen) when he collects a green thing, would give the player a big reward (prolonged play and more "power"). Also that could make the early part of the game faster (the game would probably start with a smaller screen). The game could get harder over time, then the player would try to collect the green orbs as fast as possible. Maybe they dissapear if he takes to long, which would add to their value. Thanks for making this game, I enjoyed playiing it!
Dec 6 11:00:47 12m 52s Castle Diorama ♥ 2 I love the art and music. Maybe the music is to fast for such a slow paced game though, its really nice nonetheless ^^
Dec 6 11:32:04 31m 17s Catamari ♥ 0 I like the catamari combination with the theme, it works really well together. I think the controlls are floaty which makes sense since the cat is like a balloon. But turning should be a possibility. I mean turning without moving, for example in air I should be able to change my rotation, and not move. I cant test it, but I believe changing that would make the controlls a lot better. Well done!
Dec 6 12:07:06 35m 02s Drift Punk ♥ 2 Im gonna skip the "your game is amazing because" part, because its obvious where its good at ^^ Feedback: Making the camera hard is good since it gives you vision and allows you to move fastly and precise, but it hurts the eyes a little when its that hard. Maybe the angle could be a bit turned upwards idk. Probably it should follow a bit, but almost like it does. (Cameras are hard to get right and never appreciated ^^) Also I wasnt sure what I got time for, and where I lost time and how much. So making a decision is hard, since I dont know what the outcome will be. Your game was really fun to play, but how did one get 900+ passenger 😯
Dec 6 12:54:06 47m 00s Mortal Komba ♥ 1 Anata no gemu wa sugoi desu. Getting the feeling of the jumps right on each character must have been hard. I think the button for what you should press, could be a little faded out, when you cant press it (when the character is in the air). That would help visualizing the exact time when a character can jump and when not. Since everyone has a different timing it would help with the learning a lot. I like the polish a lot, the characters look really cute and the music and art fit together a lot. The controls are nice and the gameplay is getting hard really fast, which I like a lot. Well done!
Dec 6 17:59:30 5h 05m The lost strawberry ♥ 1 Maybe faster respawning coins (I was sometimes just waiting for the coin to respawn). I did change the pallet often, but I didnt feel satisfied. The problem was, in some levels (especially around the middle) I was confused which part was actually a platform, an obstacle, nothing (ya I even missed that one sometimes). So there wasnt enough contrast in the objects. Apart from these minor things, the game was amazing. The best one I played so far thanks for making it :)
Dec 8 09:41:44 39h 42m Cardhoard ♥ 1 I think there was a time slow, when you destroy a package right? If so, that was making it hard to predict when the next package is coming down. What I mean is, if on place 1 there is a package, and the next package will come down at place 1. Then in the moment I do destroy the package, time is slowed. Therefore its kind of hard to know when the package comes down exactly. Idk maybe at the top, the package could be shown, slowly coming down for the first 2% of its path, and then the rest is that normal speed you give them. You made a really good game :)
Dec 8 14:30:20 4h 48m My Greedy Dog Steve ♥ 2 Gosh steve is greedy :/ Just kidding :D Really a nice game. I felt that the movementspeed was way to slow. The runspeed could have been the normal movementspeed. At a lot of points I was just waiting for my character to arrive at the steves house to feed him ^^ And like I already mentioned in the stream, make me able to ride steve at the end :D would the best ending ever!