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Tenoch

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TimestampSince previousGameTenoch's comment
Dec 5 13:24:25 Santa Dash ♥ 1 A cute idea, decent amount of art stuffs done, but actually controlling the ball was super tough. I suggest next time making sure the controls match the camera.
Dec 5 13:28:30 4m 05s Drug Dealer ♥ 0 I wasn't really 100% sure what was going on with the game at first, but honestly even when I did it wasn't really engaging.
Dec 5 13:32:23 3m 53s The End ♥ 0 Couple things: 1) I couldn't get the windows version to run, there was no EXE in the folder given. 2) If you incorporated art that isn't your own (you credit it here on this page) This is a Jam entry, not Compo. 3) You said "we" so if this was a team project, also, again, Jam. Not compo.
Dec 5 13:36:46 4m 23s Carl's Castle ♥ 0 All in all I don't really see how it goes with the theme, but the base loop feels like it's missing something, and it feels like a constant flow of enemies to the point that defeat is almost guaranteed in short order, maybe I was missing something.
Dec 5 13:42:22 5m 36s Sophos ♥ 1 I can appreciate it was more of a learning exercise, but I can't really get over that it's just not much fun to sit down and play. Maybe add a jump, some platforming challenges or something, Otherwise it really just turns into "Hold right or left till you get to the top of the hill."
Dec 5 13:49:49 7m 27s Overcome by Darkness ♥ 1 I can say. without a doubt, that was one of the most awkward controlling characters I've dealt with. It took a good chunk of my time to get used to his wavering waggling methods. Usually control issues are due to people not taking the camera position in mind, but this seems wholly intentional. Other then that, I mean, there's not much to it really, I like the particle effect explosions.
Dec 5 13:53:33 3m 44s Fat and Furry-ous ♥ 1 Alright so I think the core mechanic is broken. The fat meter is just constantly going up, even when I don't eat anything, so it always ends in a loss.
Dec 5 14:01:36 8m 03s Garbage Truck Simulator ♥ 0 All in all, the truck is so awkward and unresponsive and despite it saying "pick dumpster: space" I trued rubbing my truck up against every dumpster I could find mashing, holding and anything else I could think of and it didn't do anything. Maybe I am missing a logical leap here. Also, the backup "beep" sound was funny the first couple times, and then it shifted to annoying pretty quick.
Dec 5 14:10:14 8m 38s Drugrun ♥ 4 I was really liking the look and how the character compressed and bounced as I moved, but the wall jump feels super awkward. In addition, the fact that projectiles just spawn out of the enemies without any animation means you kinda have to play the game in a real awkward manner. Also the hitboxes on bullets seem huge, I wasn't even close and it still blurred out. I didn't make it very far before getting frustrated.
Dec 5 14:21:28 11m 14s Jack-a-Loot ♥ 0 Nice take on the theme, interesting gameplay and solid art for the time provided. If I had one complaint it'd be that enemies respond instantly to sound as opposed to there being some kind of response period. It gives the player very little response time themselves if someone they are sneaking behind turns around and sees them. Thanks for the game!
Dec 5 14:31:00 9m 32s Rattendorf ♥ 4 Honestly, amazing art, maybe I am just a sucker for pixel art but for the time provided it has a solid style to it. The gameplay seems to be implemented well, even if it's not my normal thing. My one complaint is that (maybe I'm missing something) but I can't see the towers actually firing at the enemies attacking which kinda just makes that phase a little awkward as enemies just vanish. In addition, compared to most Ludum entires you have solid music and sound; granted it seems you had a dedicated member just for it, but it shows.
Dec 5 14:37:16 6m 16s Spearfisher: Blood in the Water ♥ 1 The water is neat looking and I love the shark, but actually controlling the game feels a bit stodgy and the spear attack was a bit weird it wasn't 100% certain if it was based on where I was clicking or proximity to the boat or what.
Dec 5 14:43:13 5m 57s Smack`Em! ♥ 1 Simple idea, Solid execution. Looks good, feels good, sounds good.
Dec 5 15:00:46 17m 33s Dungeon Hazard ♥ 0 So I was kinda annoyed, I couldn't seem to find the version for jam, so I played the post-jam version anyways. For one, there seems to be a lot of content for the time provided, I was surprised when I looked in the screenshots and saw tons of levels of spells, then you say you get one at the end of each level. The problem is, I was ready to move on after about the first level. The fire ball felt real slow inbetween shots. I feel like it could have been more entertaining if there were more enemies and a faster attack rate. Especially when it came to breaking boxes, It'd take me a solid minute to knock out some of the piles of barrels. It kinda makes it a grind to clear out rooms. Graphically it felt a bit of a hodgepodge. Some of it seemed to be into the heavy polygonal flat shaded style, some was textured with simple designs. I feel like sticking to one style would help give the game a bit more identity. Also, I tried to use my normal WASD controls and found half of them to be working the other half not. My guess is a difference in keyboards (AZERTY?) thankfully the standard unity launcher let's you change this, but might be something you want to note.
Dec 5 15:14:08 13m 22s Praise is not enough ♥ 1 The game feels awkward to play, and the disparate visuals between the enemies and the background art is just too noticeable. It feels like a hodgepodge as opposed to a unified entry. I couldn't really tell what was going on when I used a card, no effects just one of the lumps of cubes in the distance shifted about. The long and short is, I feel like the best things about the game, the music and the background art and the card art, all feel like stuff that was made before the Jam, it may even be allowed free assets, however when those things are used you aren't supposed to be rated on them (that's why you can opt out of graphics/sound). If they were made in the Jam, great job, they look good. Otherwise you shouldn't be judged on them.
Dec 5 15:58:35 44m 27s Trial of the Doggo ♥ 1 The momentum felt a bit weird and the hitstun was crazy overtuned (poor doggo gets bounced all over) but a good amount of content and man, those transitions between levels is a lovely effect!
Dec 5 16:12:47 14m 12s ImpScape ♥ 1 I didn't really "get it" at first, I was wondering why all I had was a punch then I realized the whole point was to die and restart and get different weapons and all that. It's a neat concept, a good take on the theme, but I do feel like the weapon balance is completely broken (I can fire about as fast as I can click with a shotgun, which just kills all of the things), and some enemy variety would have been nice. But I personally know how challenging it is to make a multiplayer game in during a LD, so all props to ya.
Dec 5 16:25:06 12m 19s Daku ♥ 0 It seems alright but it lack any sort of real challenge, the shurikens kinda just make it mindless. That said I was kinda alright with it being easy because if it were hard the grey viewcones on the grey ground in the grey level mighta been frustrating. I understand it was a visual aesthetic you were going for, but remember. Gameplay first.
Dec 5 16:30:27 5m 21s Mana4Life ♥ 0 I didn't really get a good sense of when I was being hit and overall the game just kinda felt clunky.
Dec 5 16:54:49 24m 22s The lost strawberry ♥ 1 Honestly, the game is to look at and it's a solid little platformer except. I love minimalist art styles, but gameplay should come first. the screen is absolutely congested with stuff that is all the same color. . One of the important things when working with a super limited pallete is careful budgeting of colors and use of negative space. All the swirling stuff in the background and the splotches on the foreground (I know they are intended as a gameplay mechanic, but as a mechanic it simply isn't fun.) Also I think a few other people have said this, but the controls feel weird when you first start out, which only adds to the annoyance of the screen being clogged. I think it's a solid game, with a ton of content for a compo entry, but I feel like you put in the screen cluttering effects simply to match the theme and it detracted form the game as a whole.
Dec 5 17:04:11 9m 22s Tomb Robber ♥ 0 I know this is a problem with first person melee combat in general, but I had no sense of what I could do to avoid damage or where my range was so it really just didn't feel very good to play. The movement also felt kinda awkward (I had weird momentum which caused me to slide after letting go of the movement key)