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EveningWayward

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TimestampSince previousGameEveningWayward's comment
Dec 6 11:09:21 Rot 24/7 ♥ 1 You've prepared an awesome experience! Loved everything (especially sound design and particle system that you used for vomitting) about it except for the menu design (the laziness of controls screen is dissonant and doesn't fit general style).
Dec 6 11:28:55 19m 34s Statues ♥ 2 Short and sweet, your use of one button controls impressed me a lot. It's rather hard to call it a game however, you should have mentioned that it's an art project with minimal interaction so that not to disturb some users.
Dec 6 11:45:09 16m 14s Technologis ♥ 1 An astonishing amount of work, your style is even too good for a LD game, so you definitely need to polish that mechanic and take it one step further. However, game crashed when I tried to bring the rat in during the tutorial, so try to keep that bug in mind. Other than that, everything is a perfect combination of nice graphics and original controls. Audio design was a bit too simple though.
Dec 6 11:53:00 7m 51s ICTOAN ♥ 0 Awesome, reminds me all the projects by Zachtronics due to its logical rules! It's easy to detect the use of UE4 judging by file size of the archive, which is a bit too painful to download, so I recommend to decrease it somehow.
Dec 6 12:28:30 35m 30s Plague Venue ♥ 1 It's hard not to distinguish a party-hardish art style :) Loved the atmosphere with the uncanniness of main character and ritual ambient, mechanic is simple at first but the gradual progession of difficulty makes everything fit together really well.
Dec 6 12:59:42 31m 12s Candyspotting ♥ 2 Art is good and level design is perfect, I've never seen a map that big in a LD game before. Unfortunately, I stopped playing with a score of 5, as the gameplay is too unrewarding and provides no real challenge except for running from one place to another one. There is simply no suspense for the player to depend on (probably because of lack in sound), which is quite important when you have a stealth mechanic.
Dec 6 13:40:11 40m 29s Cloie Hell ♥ 1 Quite a nice entry you've got on here, but the thing that spawns at player position makes the game unbearable to beat, as it doesn't allow horizontal movement during its circular animation and kills the spaceship almost instantly.
Dec 6 13:59:32 19m 21s Close Friends ♥ 2 Simply astonishing! I haven't got a slightest idea how you managed to release that as a part of LD, but the amount of hand-drawn sprites and background elements, written dialogue lines and composed music + gameplay randomisation deserves highest respect. This is probably the best LD entry I've played in a while, and I'm quite surprised how this has no comments so far. You also need to add a few screenshots to your LD page, otherwise people won't notice it at all!
Dec 6 14:38:42 39m 10s For Better or For Worse ♥ 2 Incredible, you've done a great job in narrative design! I love every bit about it: posteffects and their distortion that you used; how the walk cycle changed and gradually faded into a running cycle in a massive area; slow but steady story progression and a sudden increase in enemies' amount right behind the character's back. Your project is also similar to Kentucky Route Zero, if to speak about graphics.
Dec 6 14:59:17 20m 35s OVERWHELM ♥ 1 Your choice of palette reminds me of Downwell, and that, in turn, is one of the best examples of 3-color use in games. Tileable texture for the ground and walls is a bit boring though and starts to hurt eyes quickly, so I'd recommend to add a few other sprites and their variations for each wave after crystal pick-up in a postjam version. Checkpoints and irritating deaths after transition from one screen to another have already been mentioned, so keep them in mind. Overall, amazing sound design (there is no way to describe how I love that impact from shots) and an interesting idea with hive.