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dalbinblue

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TimestampSince previousGamedalbinblue's comment
Dec 4 23:58:42 Bee Holder ♥ 2 Didn't realize this is local multiplayer, I'll get my brother when he's off (either later tonight or on his actual day off to get some proper testing), but I did test a single player game, which by itself was fun. I'll update the review after playing with him, but my impressions so far. First off, just a quick suggestion; you should spell out that shield and dashing cost honey. It wasn't immediately obvious that was the case when I started playing, and I couldn't figure out what the cool down or anything like that until I realized all my honey was gone. This should be a quick change to the instructions so that should be an easy change. Second, the controls are great; this is an area so many games mess up in Ludum Dare, but you rightfully kept it simple and made a good choice on what to use that was pretty universal for all users. I'm playing on a laptop with a touch pad and the controls worked just fine. Gameplay was also good, though presentation was pretty simple, I see all three folks listed as "Programmer" so that's understandable. Finally, I don have one concern on gameplay. It's completely loss of honey on death. As far as I could tell it was a one hit kill; so it feels that a lot of the three minutes playing will be randomly losing everything and then getting back to first place by someone else randomly dying rather than skill. It may make more sense to only penalize the player with some lost honey, or have bee hitting cause you to drop honey that others can snatch up. That way skill would play a little more into the final result.
Dec 5 01:26:01 1h 27m Battle Survivor ♥ 1 Howdy! So I'm playing on a laptop with a touch pad so controls are bit of an issue, but I was pleased to see that you supported both QWERTY and AZERTY keyboards which made things easier to control. The game looks and sounds very nice; I see you opted out of sound and graphics, but even it they were pulled from other sources, the aesthetic is nice and cohesive. I had an issue in game play on the first wave the first time I played, and again on the second wave. There was one enemy that I couldn't kill. I tried rotating between weapons with 1 through 4 and the elements with E, but nothing seemed to work. I'm not sure if I had to marry up the element with a specific weapon but if that was the case, I didn't seen anything specific on the enemies that would make it easier to determine what combinations are required.
Dec 5 05:29:15 4h 03m Stupid Citizen ♥ 0 Howdy! So here's an interesting bug, I started the game up and then got distracted for a moment before I pressed start, and then as soon as I started the game, I hit a game over screen lasting for 600 seconds even without actually playing. I think part of the game scoring or timer starts as soon as the game runs, not when you actually press the start button and get control. Also this game Besides that the game looks great. It makes sense, though initially I built a few buildings too away and had issues, so as a suggestion, a radius of influence on the buildings when dropping them would be nice. It does ramp up pretty quickly, and you end up with an overcrowded map with people that can't be satisfied. As a suggestion if you pursue this, it may make sense to provide spaces that cannot be taken by house, and be able to build over spaces. Despite those criticisms, this is a very polished looking game that was quite fun to play. Great job. Best score was 5864 after 191s.
Dec 5 05:53:21 24m 06s GLORIOUS INTERNET POINTS ♥ 1 Not sure if my dumb luck was through the roof or what, but made it pretty far without an injury (except running out of toilet paper, that took 99 health). I survived to the point where I had unlocked everything and wasn't sure where to go from there. I may have just been lucky, but I had very few injuries so drug resistance didn't really factor in as much as I thought it would. Anyway, the concept is pretty cool; I suppose if you wanted to continue this, sponsorship and or trending themes would be interesting additions; both would reward you with money or people if you took on challenges that matched wants, but you've have to time it to hit the height of it and not lose people from being old hat on a trend.
Dec 5 06:11:45 18m 24s Moses truck ♥ 1 Great concept here, and the game looks really nice, but ran into two issue. First off, the game runs very slow. I'm running on a surface pro 2017, which while it's not a gaming rig, is certainly no slouch either, but I was getting very low frame rate (maybe 5fps) that made it hard to figure out what was going on. Second, there didn't seem to be much of a penalty for buying help with the water. I didn't get any penalty at the end for the amount of water I had. It did feel like a case of not completing everything you intended on the game, and if so I'm curious if you'll continue developing after the competition.
Dec 6 01:57:25 19h 45m Exploding Golf, with Lovable Piggies ♥ 1 Wow that was a lovely game! The aesthetic works very well and the game is very fun. I would definitely like to see this game expanded. I don't have much in the form of constructive criticism, which is a testament to how well you put together a fun game. The only think I had issue was it took me a moment to figure out the correct button to use to make a shot the symbol looked like a 0 but it ended up being Z. Didn't take long to figure it out. Thanks for the fun evening after a long day! PS: Only six piggies destroyed. I think that was rather humane overall.
Dec 6 02:32:14 34m 49s DondoCup ♥ 1 The artwork on this is very nicely done, especially the alien. I do have two issues. The hit box on the fish is very finicky. Even when I got a situation where it bounced off something and was motionless, it was difficult to successfully click it. Second it didn't feel obvious how to maximize score given that score for eating was proportional to the fullness it provided. So I wasn't sure what to do to actually improve. Perhaps some way to mitigate fullness so that strategy could be developed on gaming. Not sure, just felt it was missing something. Also note: my highest score was 400.
Dec 6 04:47:24 2h 15m The lost strawberry ♥ 1 Hey this is a pretty nifty game; hard, but very quick to restart a level and you don't lose too much progress which is nice. I enjoyed it to the end. I did find a few things frustrating, mostly minor, but I'd like to give the criticism to help you improve. First off the boss fight was very frustrating. I'm not sure you need to make it less difficult, but I thin it might make sense to make a few levels before it that have some more of the same traps (like platforms pulling you into spikes) to get the player used to the attack. The other thing was that there were too many levels where if you didn't immediately react at the start of the the level you would die. A Cheap death like that is a bit frustrating especially when a player is trying to get a handle on the level itself. Consider moving back the chasing enemies a littler further back or have them shine (telegraph position) for a split second so that the player knows immediately that they need to react. Finally, the colors which nice stylistically made it difficult to understand what was and was not background. Typically old 8 bit style games would use warmer colors for foreground and cooler colors for the background. In your case using blue and green might not make sense for the background but either brown or a darker purple would work in here.
Dec 6 04:57:11 9m 47s RedCell ♥ 1 Congratulations on your first game! I have two small suggestions to help improve it if you desire to pursue working on games. First off there is some odd collision detection on the lymphatic elements, causing you to die sometimes when on a gray platform. An easy way to detect that is to drow to the right from the first platform and walk towards the left edge of the platform, you'll die before reaching the green. I'm guessing the collision bounds of the player sink slightly lower than the platform due to gravity and then you push it back up when you detect collision with the background. If that is the case, testing for background collision and moving the player up before detecting if they hit the trap should fix this. Second, jumping is very stiff. You need to jump straight up then fall in the direction to want to go to get from platform to platform. Allowing a jump arc would be much more natural. You can probably find a document on how jumps are implemented in super mario brothers to get the exact algorithms used as that would be a good starting place for "fun" jumping mechanics.
Dec 6 05:00:58 3m 47s Mobs ♥ 2 The game looks nice, and I especially like the designs of some of the monsters a lot. The actual game mechanics were a bit clunky though. It was very difficult to determine how to make an egg survive. Initially I thought that you just had to click the egg as soon as possible, but that would cause the egg to just die further in the foreground. Eventually I guessed you had to let the egg stay in it's spawn location until just before it cracks then move it forward but I wasn't entirely sure. Can you clarify?
Dec 6 05:21:28 20m 30s Stack Stuff ♥ 0 Nice well to put together stacking game! Lots of strange unique items to deal with. I do have an exploit though that makes the game easier. You can spawn items over lava to discard without penalty. This means you can pick out your next piece and just get things like boxes and computers that stack easily.
Dec 6 05:32:23 10m 55s The More You Make ♥ 0 Oh dear, that's quite the interpretation of the theme. You made it worse for yourself instead of us! I thank you for that. So as a quick note, I played the web version first, and there are issues there. Virtual Man just doesn't work, neither does clicker. High scores don't save. So I switched back over to the windows version which does work better. The games are nice, and while the aesthetic is simple, the uniformity across the 20 games makes it very cohesive. I also love the gratuitous explosions you've put throughout the games. It really makes the games pop much more than you would think. I think the one thing I wound suggest to add is to have some form of communal score tally so that your score is the sum of all scores. This would require some balance on the game scores but shouldn't be too bad. Also Lander... I hate that game. I am so bad.
Dec 6 13:39:42 8h 07m Cursed Knight ♥ 1 The graphics and sound on this game are quite impressive! I player the game quite a few times, but didn't get very far due to a few issues. First off, the controls feel very sluggish when swinging the sword. Looking at the animation, there isn't a lot of leading frames, but it still feels like it takes a while to make a swing, which in turn make combat feel clunky. Second, there were spots where the bat would spawn just after a spike, and wouldn't wake up unless you jumped over the spike towards them. This would guarantee at least hitting the spike and because there are so little invincibility frames I'd usually lose two hearts there, making it impossible to proceed by skill in those situations. Finally, as a side note, I did have a case where a blob/slime wouldn't die when attacked, but kept dropping the little spheres. There might be a bug where the enemy doesn't despawn. Sorry for going on with that. The game is beautiful though, and I love the sound track. I think a few small tweaks would make this game much more enjoyable. You aren't far off from something really good.