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| Timestamp | Since previous | Game | ilijabc's comment | |
|---|---|---|---|---|
| Dec 5 04:16:37 | Go-Ned Re-education | ♥ 1 | Good use of the theme! Two main points of criticism I have: - The cursor position doesn't align with the target position - No health pickups or regeneration, so if you fail late then you have to start all over again (although I still managed to beat it in one try) Positive points: - Wonky controls contribute to the mood - Quack | |
| Dec 5 06:04:21 | 1h 47m | Find Gold! | ♥ 1 | Really good! It just needs a few minor tweaks to live up to its full potential. The mileage people get out of PICO-8 never ceases to amaze me. Bad stuff: - Death by squishing feels rather unfair when in a tight space, and doesn't contribute very much to the game - Bags 16 & 17 are impossible to reach without taking damage - Don't like the music very much Good stuff: - Physics are quite solid - Graphics look nice - Gameplay flows very nicely - Basically everything but the above points |
| Dec 6 04:42:39 | 22h 38m | What's Yours is Mine | ♥ 1 | I have a Vive so I can't play it D: |
| Dec 6 05:10:51 | 28m 12s | Speed Journey | ♥ 1 | I have yet to beat the first level, but here are my impressions so far. Stuff I liked: - Graphics are pretty cute - Music is nice - Powerups increase the difficulty in a tough but manageable way - Creative subversion of typical platforming mechanics Stuff I didn't like: - Left/Right controls are weird (tapping left while you have rightwards momentum stops you instantly, for instance) - Jumping doesn't work half the time, creating unnecessary deaths If you're making a high-difficulty platformer (or really any platformer), the controls should be spot on. My advice for Unity is to make sure the player's velocity is not affected by the turning animation (perhaps by putting the Rigidbody on an otherwise empty parent of the Sprite), and having a cooldown which allows the player to jump a few frames after leaving the ground. |
| Dec 6 05:26:07 | 15m 16s | The Challenge | ♥ 1 | I was very confused until I figured out dashing. It's pretty cool, but the controls are rather awkward for a trackpad user (like myself). Luckily, I was able to remap the Jump and Dash keys to J and K, which was a lot more comfortable. I have not managed to beat it yet, but I will keep trying! |
| Dec 15 06:06:11 | 216h 40m | Radrock | ♥ 0 | It looks interesting, but MY GOSH that's a lot of enemies. The graphics look pretty good. As for story, I didn't get very far, but I think you should try to keep the terminal acting patriotic and benevolent (like at the start) and avoid making snarky comments about the character's shortcomings. For a game where there's only one square obstacle, you could probably get away with having the enemies just go directly towards the player, and let collision logic handle the rest. On the other hand, if you varied the enemy AI a little (for instance, by having some try to flank the player rather than charge), then that would reduce number of enemies you'd need and make the game a lot more varied and fun. |
| Dec 15 06:17:46 | 11m 35s | Sorted | ♥ 0 | You should add some other mechanics to make sure it stays interesting, like boxes that do unusual stuff when you click on them or even other mechanisms to contend with. |
| Dec 15 06:33:45 | 15m 59s | Breakpoint | ♥ 1 | The audio, visuals, and character design were really good! My main problem was that between the weird camera perspective, the momentum of the player character lizard thing, and the distortion shader (plus the lag it caused on my laptop :P) it felt like I was dying a lot more than I should be. (Of course, that might just be because I'm used to platform hell games in the vein of Super Meat Boy, so I think every platformer should be like that.) I didn't get very far, so I don't know how it relates to the theme. Is it referring to the distortion blob thingies? I'll just leave that blank for now. (Edit: Oooooh it's referring to the overstimulation the distortion thingies give the little lizard guy (and the player)) |
| Dec 15 07:12:50 | 39m 05s | Tetripitalism | ♥ 1 | Pretty neat! One minor complaint I have is that there isn't any lock time when the piece touches the bottom to do extra maneuvers, like sliding a T into an awkward hole. You should add that (for a price of course :P) |