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| Timestamp | Since previous | Game | fiaKaiera's comment | |
|---|---|---|---|---|
| Dec 4 02:59:42 | HTTP: The Game | ♥ 1 | Well, this is certainly a very cool concept! Never I have give that a thought. For me, this is really enjoyable and of course, does become stressful overtime. For some reason, it reminds me of Papers, Please! Where the requests start to get complex overtime. If you have the initiative to continue, you can actually do go in that direction. Like, one more rule is added each time. The only thing this needs to be really good for me is sound, and probably hotkeys to manage a lot more tasks if you do continue this. Adding sounds to this is really great if you're listening to the requests coming in by a ton and gives you more stress. As I can't look if the request is good or not since I have to keep processing requests or not. A very good entry! I recommend others try it out, too. | |
| Dec 4 03:25:04 | 25m 22s | Blob Hell | ♥ 1 | I tried it out but @amras0000 is right here. The concept is really cool and it is indeed too floaty, adding to the idea that it's hard to dodge. If anything, the friction to stop should be really higher in this one if you want to keep it smooth when you let go of a button. The upload button is misleading as it is. A retry button is better or the mention that hitting the Enter they will get you back to the menu. A quick restart is really nice. Graphics-wise, definitely as counter-intuitive as it is, the bullets need to be a bit more thick. At least by 1 pixel. It might make the hitbox bigger, but it's better to see where the bullets are going than, thin hard-to-see lines are coming at you. If you plan on continuing this, making the bullets a bit slower is a really good idea. Since this is a bullet hell game, reaction is key and with fast bullets, it starts to become really impossible to react. I got hit by a stray bullet coming from the top and I can't react to it. If you could, I suggest as well adding a color function to those bullets so that the nearer the bullets are, the easier for them to see. (like black or red) It needs more polish but otherwise, good work! |
| Dec 4 04:21:37 | 56m 33s | BaBaDungeon | ♥ 1 | Let's start with this: It's really nice. I can see where the theme fits and it gets tense once there was more diamonds. It's nice, simple and fun. The only one downside for this game is that I can't really tell what each one does other than its stats. For me, I do recommend for the game to be faster and the board's angle adjusted a bit more top-down. I could say though, you should probably continue this. How it looks reminds me of MapleStory for some reason. Must be the ghost's designs. It really like the crayon style you're going here. Bland colors doesn't really fit though and the background made it too chaotic to notice the board more with the mix of colors. If you're continuing this, go pastel. **I can't believe as I say this. I cheaped this out.** I mean, made it really easy for me. All I did put spike traps and maxed its upgrades. I tried it out several times and that's it. All 5 stages beaten everytime. The game's pretty good but I think it's not in the state I can recommend. Please do work on this more. The chaotic nature of the theme can make it a really compelling game. |
| Dec 4 04:56:05 | 34m 28s | The lost strawberry | ♥ 4 | This is really impressive compo entry! For three colors, this is a good game. * I didn't notice that the strawberries obstruct your view overtime. It's certainly a very good concept going forward. It's subtle at first, then you find out the reason why this is the case. Good job also allowing for the player too be seen despite this mess. It's one of the good things preventing you from being fraustrated. Also I thought the strawberries are required to continue. This is not the case, oops. * The boss fight is really annoying thanks to the obstructions. The boss screwed me up too much after finishing Phase 1. * Default pallete is really low contrast and annoying to see. The background and some background assets doesn't help, either. The brick texture made me thing it's an actual block for a very good while. Anyway, this is a really amazing game and you made me compelled to finish all of it. (That or my initiative for platformers is strong...) |
| Dec 4 05:35:01 | 38m 56s | StoneHead Shooter | ♥ 1 | I cannot believe you didn't post this as a compo game given you did this in 48 hours. Otherwise, it's a good simple game. I can see where the theme lies. The look is so simple, it's effective. It gives you thank "oh no" look since the atmosphere gives off the scary vibe. Especially when the sound ramps up and you see so many faces. I only wish there's a scale on difficulty cause it does ramp up fast. I can only score 12 points and not further how much I do, especially when they try and hunt down on you. Other than that, the only complaint here is the file size. (135 MB? Geez.) Great job! |
| Dec 4 06:25:06 | 50m 05s | The People's Army - a lite rock paper scissor TBS Game | ♥ 1 | **This needs a multiplayer. It's that fun.** Congratulations, sir. You simplified Advance Wars and made it fun. I agree with the opinion of @darylsteak, you need to have a powerful grasp on the mechanics. However, it's simple enough for you to learn. It's chess, it's rock-paper-scissors, and you just have to put the units next to each other than over it. I can't really say much here but if you want to make this game's better, I suggest you start your design aesthetics from scratch. The "Tower, People, Tanks" aesthetics doesn't fit the rock-paper-scissors sense. It's bad enough that I start to call them as chess pieces: The Pawn(People), The Tower(Dictator) and the Tank. You made a great job of this and this should be certainly improved. |
| Dec 4 06:34:35 | 9m 29s | Money Is Everything | ♥ 3 | **This could be a mobile game.** Okay, I know it sounds weird as a lot of endless runners are already in the mobile market but hear me out here. * Yes, I said that the game could be a mobile game not because of the money collecting scheme, but for a different reason: the mechanics. Jani, you made yourself a multi-purpose game based on one button. You can jump, double-jump and glide. Yes it's simple but it's pretty effective. If you continue on this, you can make the hold with no jump as a slide and the third tap to quickly get down. * The pace is weird and cheap. We know that it's almost unavoidable to have that cheap difficulty on the endless runner but you do need to fix that if you plan to move this on. There's a lot of unavoidable situations here. It's simple, it's a quick game and it's good. A neat entry for the Ludum Dare. |
| Dec 4 06:43:31 | 8m 56s | Clumsy Paws | ♥ 7 | **This has the potential to be a full on phone/tablet game.** Go with it. * I really love the aesthetics and the sounds makes it really good. I love it! It makes the atmosphere fuzzy and the audio makes it quirky to play. * As time progresses, it will become almost impossible for those who works with a mouse. As you know, the cats makes the items fall at the same time and it will be hard for people to react. Making this as a touch-centric game will make it easier but at least you can get the items falling from across the room. * One broom is not enough for the mouse users. It doesn't even recover back until mom passes by! This is the bane for mouse users. I wish we could use it more. This is simple yet stunningly beautiful. Good work. |
| Dec 4 07:13:17 | 29m 46s | Slightly annoying traffic | ♥ 11 | When I saw your cover in Ludum Dare, I HAD TO SEE THIS. .....and you didn't disappoint! You really gave me a good laugh and **I could see this as a working mobile game**, like Crossy Road. * Like @nick-rafalski said, it does get stale very quick. I suggest you go with his idea, like random events to spice up the chaos. I suggest different maps in addition to this, like a school crossing and an actual traffic light district. * For me, this music drowned out the experience. The sounds are too high but good all the same. You at least tried. I suggest beeping cars like one of those traffic situations. * As everyone would say, yea it was satisfying to see cars crash and all. Might be more funny if there was a sudden influx of cars coming down to pile it up after you lose since it really didn't matter at that point. * I'm not sure if you're supposed to fail when a car pushes a moving car from the back. I was thinking it only counts as an interection crash. This is a great entry to Ludum Dare. I would love to see people talking about this as one of those popular simple games you play on the mobile. Heck I might download it on my phone if it comes to that! There are GDC talks on crossy road. You should watch them if you want to continue with this. |
| Dec 4 10:01:35 | 2h 48m | About The CyberFighter | ♥ 3 | **This is almost perfect the way it is.** ..somewhat. You could really build upon it, though! * This graphic-improving theme is quite similar to Evoland, but you have to pay for it, like DLC Quest! Though, you placed it in a narrative that could go deeper. Well, and yeah the ending got me there, I thought you have something running in the back to provoke me but I saw it's GameMaker-Studio so that's not gonna happen anytime soon. * I was wondering about why the game has a small border until I upgraded the graphics. I'm only complaining about the background. It made it actually harder for me to see, thanks to the white border. If the white border is there, then it's better for the background to be harder. * That BGM has to go. That loop is too short, proved more annoying and drowns out the experience of the game. High pitched music hurts the ears. That should be adjusted an octave down. I regret buying the music upgrade first and it's sad I can't toggle it off. Sounds is good but sadly the music takes a hit on my ratings. * I can see where the theme lies. The more bullets you have, the harder to move, thus making it harder. If you placed something to charge you like rent, then Rent should scale against you, then it should fit the theme more in addition to that. I was about to comment that if you upgrade the game will be harder, but it has proved otherwise. As seeing you're planning to make CyberWorld, I know you could get better at this and this is a good entry nonetheless. |
| Dec 4 10:23:37 | 22m 02s | Noah's Apartment | ♥ 2 | **You made me think.** Good game. I can't really say much on your submission but I do want to point out a few things. * Detection for the combination of animals should be better. One of the stages got me waiting for at least 20 seconds before proceeding. I am guessing you're waiting for all of their move_speed to 0? I suggest using a stack array would be better and matching it on an array you set for the level. * Also the repeated end screen, you can just add a condition if more than one is missing then don't restart the Failed animation. * The music is good. It allows me to think at least but it could be better if you went without a main line that stands out too much. Other than that, this would be solid past time puzzle mobile games. If done right. Good job! |
| Dec 4 10:37:27 | 13m 50s | Blinding Light | ♥ 0 | Oh man, where can I even start?! This is a real good game. Very very innovative in it's simplicity. * You took the theme literally on the tin. You didn't do something special with it, you didn't do anything else. You just said "That theme, yeah. White circle. Expanding." and built around it. Okay, that might be exaggeration for me. Lightbulbs are cool. Like @mormert said, it's the reverse of darkness. Good work! Glad you didn't use something stupid.. like having too much bloom. * The music could be a bit better. The main melody's volume should be a bit lower since that's the only thing that's consistent. That hi-hat though, a spark? You're improving the idea your character is a lightbulb that's on it's way turning into a sun that burns everyone's eyes! * Invulnerability time. Either non-existent or could be longer. Just staying on the spikes for a second is not a good idea. At least give the people a chance and reset only when you have 0 hearts (♥<1) and not just 1 (♥==1). * Checkpoints. I know you used states, my dear. Not the best way of going for it since it saves the health you have, too. So most of the time, I only have to go with 1 hit the rest of the way. Otherwise, very innovative and I would recommend for people to play this either way! (I also suggest you give a screenshot and a cover for the entry. Gives people an idea what it is.) |
| Dec 4 14:02:51 | 3h 25m | Cholesterol | ♥ 1 | **I died at my age.** Wait... why am I typing this when I'm dead? Who the heck injected those freaking donuts into my bloodstream?! DAAAAAAAAAAAAAAAAD. * Anyway, I don't think I can say much as it is. I do really like the take on the theme. The music, slighly annoying but charming. It fits the theme of your game, too. With the bells signifying that you were born and such. * The particles when you hit the walls are a nice touch. * I don't think I can suggest anything to make this better really, but I think it could be improved a lot more. Maybe it's just me, but a very light but still friction would make it feel more in the water. Maybe a virus can hinder you, especially in the old ages. Yeah, something progressive. Maybe stack on functionality, like clicking the mouse on a constant pulse to keep you alive WHILE you dodge. It's a nice fun ride. A decent Ludum Dare game. |
| Dec 4 14:28:12 | 25m 21s | Orbits | ♥ 2 | You compelled me in with your cover. Now I expect something great. * It's cute. It's awesome. It's pretty neat. I think you heard that from everyone else, actually. I don't need to say anything further. * It starts simple but it gets complex real fast. I can get to 6 planets and I know how hard it is, especially when you have to move. Freakin' asteroid planets hurling trough my groove >_>; This really works well with the theme! A+ * The music could be a bit better but it works. From the looks, of course I'm expecting chiptune. From the gameplay, something a bit more concentrating but it's good enough. The clock sounds helped me I guess. It reminds me that planets orbiting around the "sun" are like the hands of the clock. * Must be hard for you to get that physics being realistic. (Okay I may take that back, I'm pretty sure you used auto mass) Could be not the case if you wanna continue with this. As they say, sometimes the best games doesn't need realistic physics. Would be great if you could make getting them into orbit a bit more easier, but that's just me and me having large orbits that half of the planets get off screen. * I'm not sure but the slowdowns from planets colliding is intentional, I don't think we need that, but it does give me the advantage of moving into place and/or reacting if planets suddenly hurls toward the "sun". Slowdowns when the planet hits is still okay. * As a suggestion, a slowdown button, a planet adjustment setting and maybe more planet types to deal with on later progressions. Like "screw you meteors" and "dazzly but deadly shooting stars", or even you being part of an orbit and you also have to stay in orbit. * Is it me or this just reminds me of Orbeez beacuse of the name? To be honest, the game is a good cereal name. That "sun" could be a mascot. Overall, this stays on my drive. It's a good way to pass time and I recommend playing this to people. Well done! |
| Dec 5 11:07:11 | 20h 38m | Pickup | ♥ 1 | Alright. **You might want to continue on with this.** * This is a really cool concept you have! The realization that the more you get, the worse it gets is something really cool in my book, and the doors you get gives you more of a flow of a Megaman style stage selection. So, this gives me incentive to try the harder or easier doors first before choosing straight away. Speedrunners are forced to get the most efficient route out of this and it would be interesting to see, actually. * The theme fits really well and the environment changes based on the number of pills. I know it's as simple as a variable but I bet you can do more crazier stuff with this concept. * I do with you have the option to go back before getting the pill. Might give me a chance to see what's ahead than to blindly go anywhere really. * Smart checkpoint system along with neat transitions! You made it to respawn quick, allowing the incentive to try and try again, just like Super Meat Boy. You could take advantage of that, or add a life system. That is up to you. * You may want to refine the camera. Give it a look ahead to see what's coming than everything in the center. (Something like [view_xview[0] = x + (player.image_xscale * 8)] or similar) Other than that, go with @diptoman's idea too: The camera moves when you move the character and not lag behind. * I am not sure if it's a bug but you could repeatedly dash mid-air. Not sure it's intentional but no need to say cause this could be a function. I just want to point that out. Variable jump height is probably a good idea here so taps are short jumps. * You may also want to either stay minimal or use another graphical style entirely. Minimalism might not take the best if it's action oriented, but that's just me. * I think we can agree: this needs sounds. **Also, this situation: Only happens if you took the order from left to right, top to bottom.** 2017-12-05_19-03-55.gif You can't continue on with this. There's no proper way to get down. That's a possible softlock there with only the dev knowing how to solve that and that's bad. Better patch that if you can. Don't worry about me, I did finish it on another run. Believe it or not, this is the first game I'm writing a critique of while playing it. So, congratulations on that! |
| Dec 5 11:36:42 | 29m 31s | EARTH BLOSSOM | ♥ 1 | Wow. I didn't make my critique but rated on this when I played it? Whoops! I played it again so I could make this right. (and speedrun it cause I know what I was doing. It was fun.) * To be honest, it's almost fine the way it is really, it's real good. I mean, everything could look better with a bit more polish and stylistic improvements but I am fascinated you took this really unique approach to the theme. * Without the theme's constraints, I think it's best if you have the ability to zoom out one way or another. Either by using some dedicated zoom buttons or as you grow in size. There's also another way to go about this visibility problem, which I'll state below. * Enemy Indicators. On the stage "Fleet", I moved far away enough to lose track of the large ship. Arrows pointing to it is a good way to tell where the enemies are. It could be the nearest enemy, the one with the most threat, or all of them. * Suggestion: Use mass to boost? Heck yeah! More risk than reward. Then again, it might end up too similar to slither.io... To be honest, I can't really say much cause it's a good game, really. Congratulations on your entry! I hope this game blossoms. ;) |
| Dec 5 11:51:57 | 15m 15s | Spatium Calorem | ♥ 3 | Spatium Calorem! This sounds like a Harry Potter spell. No matter, it's a good take on the theme. * Oh man, so much noise from the action. If you can't tell, the background is the problem, visibility is hard with bright dotted lights going blazing fast. Then again, that's just me but the background needs to be darker but still noticeable. * The heat is my bane! Good work on notifying with a sound when you're over half. It does get annoying when you're shooting too often but I think that's a neccessary evil. I found myself getting slower with my pacing of attack to manage this. I feel I regret having 3 bullets at a time now because of it. I was shooting 1 set per second. Don't worry, that's not a complaint. * Wish the heat bar is bigger or at least either at the side or bottom of the screen, different from health. Then again you need to track both of those. You should try changing the player ship when it's in low health or have some indicator along with the ship, like a ring bar, so you can concentrate on it more since it's a top-down shooter game. I don't have time to look at the bars. The heat warning sounds is already helping and I'm starting to ignore the health altogether. * Slow motion death, that's just cool. Could be better if you use delta timing than FPS as a factor. * I'm a keen eye and I do notice there's a really small lag when you destroy a ship. Something tells me it's the particles. Nice and simple, a good entry. Good work. |
| Dec 5 12:13:58 | 22m 01s | The Golem Hunter | ♥ 0 | I am guessing you don't have time to polish but you get the stuff down at least. * One thing that bothers me a lot is the size of the arena. It's too big and too simple. You should really make it smaller. Zooming out might also work. I didn't notice the dash is a dash until I saw something that's not plain green and thought it was a shield. * Scaling. I am not sure if it's noticeable if there's scaling difficulty the more beans- I mean Iridium you have makes things worse. It got stale for me too quickly and the size of the arena doesn't help. I wish there's more than two enemies to manage but I start to think that's not the case as soon as I reach 20 bea- Iridium. * You might have gotten better without the music. The music is too small in length and I find it drowning out my experience. I think you could have gotten away without that melody, to be honest. * Like @noxbuds, I agree. The characters should be animated, but I think you don't got time for that! Though a simple way to cheat animation is not animating the bodies themselves but just animating small little boosters on the bottom to imply they're gliding by. * I think you don't implied using the theme. I am not sure if you did. If you do, it's not noticeable. It's not required that you use the theme, either so I'm not mad about it. Simple concept. Easy to understand. It's not the best, it's not the worst either. I don't know how I feel about this one. Good work nonetheless. |
| Dec 5 12:46:59 | 33m 01s | - - - | ♥ 1 | Oh, MAN! You already got me laughing BEFORE the game?! Kudos to you! * I am pretty sure you're aiming for humor? I think you got it from the beginning then went serious later on. * Funny thing at first: I did try the "48 hours?!" option. The game was so fast that I thought I skeedadled and tap danced along the way. Then I closed the game and went on properly. * I mean, it's a visual presentation so I'm not really gonna critique you. Yeah, this is game development at it's finest. I can relate. Game development is chaotic, especially if you're working alone. Ideas is unstable, you just throw them out all the time. That's development hell for you. If you wanna get serious, it's a good idea to work as a team. * Thought the cones in a circle were a demon circle. It's a funny thought. Also the lambda symbol. HALF-LIFE 3 CONFIRMED?! * The long narrow way made me think you set up a jump scare, glad you didn't cause I might berate you about it on a humor game unless warned. Though, this could be an advantage of a story where you can tell development hell in a really dark and psychological game. Espeically when you used the "I have a better idea" in mind. * I do like the simplicity of the models, however. It's cute. Never again. Then you made this entry... |
| Dec 5 13:17:08 | 30m 09s | BulletCoin | ♥ 3 | You should give a screenshot. Then again a screenshot of it will make people think it's bland but OH BOY THIS IS REALLY COOL. **You should continue this.** * Where do I start?! That's really innovative there! You should really continue with this it would be really cool! Especially when you start working towards actually preventing yourself from random cheap deaths like the ability to hide your cursor for 1 second. I'm just gonna stop myself from suggesting too much. There's really so much stuff you can do with this. Plus, I think small little touches could make this better, like small effects. * Don't you think the punishment is too high? I mean, getting so much B$ and getting hit once is too much. I hope you can make something around that. * There's only one pet peeve for me other than the cheap random deaths: The color of the cursor and the available buttons. They are too similar and I end up not noticing the position of the cursor. * Here's a funny moment for me: I tend to speed-click on clicker games like these. I made a wall that I can't pass through lol. * Volume slider would be nice but I think someone mentioned that before. Simple at best but man, clicker games are compelling but you did make it a lot better to make someone pay attention. |
| Dec 5 13:26:29 | 9m 21s | Friends and Monsters | ♥ 1 | Oh no! Bunny friend! NOOOOOOOO! Bunny friend, I shall avenge you with more of my friends! ;^; **You could probably continue this further.** * Movement of everything that's not the monsters are too floaty. Okay, maybe just the player. That- or your friends are fake friends and they're dragging you down. Nice use of the theme if that's really the case! * Improvements? Speed-ups, speed-downs, barricades, friends having the ability to fight for you until their dea- what? Different map layout, more monsters, some patterned monsters instead of following ones, getting friends back and a ton of others you can just figure out it's lacking from. * Please don't make this a zombie game. We have too much of those. Something else that is not a zombie game with zombie-related mechanics is refreshing to see. I can't say much else from this game, so great job! |
| Dec 5 13:39:21 | 12m 52s | Craskiing | ♥ 1 | I honestly can't say much since this is almost simply definitive but definitely can be improved better. This reminds me of Skifree for some reason. I was expecting it to pop up, but this is Ludum Dare. No time for shenanigans! * The sounds was nice. I had a fan pointed at me all the time, so it made the experience better. Could use sounds when gliding and when you wipe out. * One touch you made was nice is what when you wipe out, you spin around chaotically. Great work on that! Art style is cool too! I like the simplicity of things but it does inevitably feel a bit bland and generic after awhile. Sadly, I don't think there's a way around it cause snow. * I guess the theme lies with the speed? or the theme lies with distance? Use speed if reaction is the forte, then don't make it dense. Seeing there's fog, that is not the case. * Allow me to speed up, slow down and jump up when necessary if you're going to continue with this. Makes me feel in control. Unless the slope is too steep then you can't slow down! If you feel like it, do it like Skifree. There's always a monster to get you. Sorry to say, but I can see this not being planned to be continued at all as it feels too simple and made to be really safe within bounds, but has a lot of potential to be improved. If you can somehow make it really satisfying and spice it up when playing this game, then you should really work on it! |
| Dec 5 14:09:12 | 29m 51s | Party Maker | ♥ 2 | Everything about this is professionally executed. The sad part it's kongregate. Those ads made me a bit sad. I don't have time to download everything so I had to compromise. * It's wonderful how you implemented the mechanics for the game, but that's not really suprising as I know drunkedness is gonna be a common theme. The music slowing down and pixelation also fits. You did give it a strategic thought and even gave advice to attack the lonely people. Good call. * Every character that is not the main character is the main character's clones. That's one problem. They don't stand out from the crowd. I actually thought I was not controlling something at first until I find them. However, the atmosphere is great it gets your theme across. * The slow motion is cool but it does get tiring after a few drinks. I say make it shorter the more drinks you have. Then again you need a breather from all of that beating up. * Surprisingly, it does get boring after awhile. There's not much satisfaction from what you're doing despite how lovely it looks. * Still, that's kind of sad to see you placed it on kongregate. I mean to passively earn money, sure. Though itch gives you a better place for a portfolio of games you made and I think a lot of people prefer that, to be honest. Also, you don't need that quit button in HTML5. * You're not getting away from me seeing Gangnam Style in there. I actually can't say much but good work. Impressive what you did there in 48 hours. Beautiful, but could be a lot better. You just need to find that perfect balance. I still recommend this for the atmosphere. |
| Dec 5 15:19:05 | 1h 09m | Don't Get Hangry | ♥ 1 | I take it this is your first Ludum Dare? This is a good attempt but obviously I think you already know the bugs. All of which that I found and more I'm gonna say below. * Platforms. We both know this. You can get stuck on the side and use that as an adavantage to get up. You also hit the roof. (but that's not a suprise... to any of us.) I am judging you're going for a one-way platform but fail to do so in time. That's fine. I suggest studying in platformers more before the next Ludum Dare, just in case you're ending up with another platformer. * Wow! A secondary bullet. That's new to my critiques. Anyway, the hitbox. I know you used square tiles. It's really subtle to anyone but for everyone with a keen eye, you don't curve on the roof edges. Usually people remove detection on them or compensate detection with the roof edges. * That moment when enemies pile up is actually pretty funny in sight but they're always on the ground. So it was easy to avoid. If only they could jump after you then it would be more tense. * Nice take on the theme as well. You executed it nicely, but not perfect. I only realised I slowed down when the sprite changed. There was burgers on the roof and it was impossible for me to get there. Would be great if you have springs to help you but that's not what the theme asks for, isn't it? * This actually reminds me of Sonic 2 XL, a mod of Sonic 2 where Sonic gets fatter the more you get rings cause in reality, those are onion rings. * You also did good on pacing the bullets. I was hoping to spam it but that would make it too easy. Though, the enemies are tanky enough (even though it's 3 hits...) to be trouble later on and the bullet pacing is not helping, which helps the theme. I only noticed you can just hold the shoot button later on in my second run. * Give me a choice to restart right away next time, alright? * Something with your title can have more gameplay to it, actually. "The angrier you get, the worse it is until you get your next burger but that also makes you worse, too." I wonder how creative can you get with that alone? Sorry if I hit hard. I did try to give it all I can to make that better. Sadly, I don't know much of Unity to begin with so I could give more help. Good work nonetheless and I hope you do better in the next one! Here's a tip: Get all the functionality down first. Once you're good with the basics, only then start working on the graphics cause sometimes, simplicity in style is fine but the gameplay could get really fun. Also, I think you should opt out in Audio. You don't have audio. |
| Dec 5 16:11:00 | 51m 55s | Shoot - Keep Your Score Down. | ♥ 3 | I think everyone has said everything that the game needs at this point. I can't say much of anything else at this point really. Especially @somnium there. Though I would repeat stuff. I'm pretty sure. * Now, the fact that the enemies are evading you, that's cool! It's a concept that could be improved lots. One basic thing is acutally making the stage wider, therefore harder (but cheaply done) to actually reach them. It's a way to do it but certainly not the best way to do it. * The fact that your score is inverted makes it that it's a good way to innovate with the score being the gimmick. Yes, you keep the score down but a simple way to keep it engaging is a combo multiplier. You don't get the multiplier, The enemies do. Of course, the multiplier breaks/lowers once they pass through to balance it out.... If you don't follow the theme, that is. * Either do WASD keys to move or Space to shoot. That threw me off big time at first but... * We all know the game is too easy. It's either more chaos or a wider screen. Pick your poison. Chaos is better since it goes with the theme. * It would be great if negative score is not a thing, but stay near zero. Maybe be they can punish you for having more negative score (related to the theme) AND punish the more time they have being at the low score (related to the theme), then punish them for having more score! Triple theme whammy! * But then... You're forced to get score! Stupid blaster has cooldown! (Yes, that was a suggestion) Either overheat, limited ammo, a charge or a cooldown... or mix them up! * Variety. Variety in everything. Enemies, the player, the patterns, the bullets, the everything! * Then finally, there's the bugs... Which everyone has said before. * Game window. Fixable by stating Alt+Enter as an option or since you have a Unity game there, have them show the settings at the start like a lot of the other Unity games here. * Game lock up. You can only play once. The game locks up on the next play. I think they are right with the buttons disabled and never reverted back. You can actually patch this now! This won't break the rules and best if you do it right away. * Graphics looks like Galaga, I hope you get that feel in the future once you improve on it! Other than that, you made your point and even if it's not good, you at least made a game that works and that's something you would be happy in its own right. |
| Dec 5 16:38:54 | 27m 54s | I'm not here | ♥ 1 | Simple, yet effective. You reminded me of Metal Gear. * I am not sure but I think the tiles are incorrect in size. I can see gaps between them. I think that's a visual bug. * Running is helpful but still worse than walking. I would like the option to do so. It feels slow for me a bit but I am aware it's about sneaking. * I know there's a visual aspect for detection, too. It's not just sound, but it is hard to know how they find me out in the stage by sight. * You executed the theme nicely but there is the problem of enemies past the walls coming forth. I accidentally got enemies from the other side of the stage and they did take awhile to get there. * Nice way of having sounds and the music fit the feel of the game as well. I don't really need to say much now. This is well done. Great work! |