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narve

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TimestampSince previousGamenarve's comment
Dec 5 05:14:27 Fuga ♥ 1 Holy crap, the art is amazing. I love the shimmering animations on the ship. I think it would be nice if the gameplay were a bit more varied, although I realize that's pretty much the weak point of every Ludum Dare game ever - no time to make a bunch of levels! Also, it can be a bit too easy to back into the corner and just spam fire, once you get the hang of it.
Dec 5 05:33:10 18m 43s Cat Basket ♥ 1 I think this would be pretty fun if you fixed two things - you can't die even if you hit zero hp, and your character is being pushed around unpredictably by the physics engine. Rescuing kittens is definitely something I can get behind!
Dec 5 19:28:47 13h 55m Squares & Hexes ♥ 0 On one hand, I would've liked it to be a little longer. On the other hand, I'm pretty sure I would have had to quit if it got much harder than it is at the end! I think this is a solid use of the theme. The more hexes you have, the more deaths you'll get, but they also get you points, so it forces you to decide how and when you're going to make that trade-off.
Dec 6 01:46:30 6h 17m Grand Fat A$$ ♥ 1 The cursor disappears when going back to the main menu. My team's game had the same problem, and we fixed it by adding this script to a GameObject in the menu scene: ``` using System.Collections; using System.Collections.Generic; using UnityEngine; public class MakeCursorVisible : MonoBehaviour { void Start () { Cursor.lockState = CursorLockMode.None; Cursor.lockState = CursorLockMode.Confined; Cursor.visible = true; } } ``` If you want to implement that and reupload, it should be fine for a fix like that. **EDIT:** Apparently that issue only happens under certain circumstances. I think it might be when you die while in a shop menu? As for the actual game - definitely an interesting idea! Having two meters to keep in check keeps the tension up, and having to look out for cars at the same time adds to that.
Dec 6 02:13:30 27m 00s Network Invader ♥ 1 I'm digging the aesthetic. The title screen reminds me of the original Unreal Tournament's intro.
Dec 6 02:38:53 25m 23s EAT (sorry for any inconvenience) :D ♥ 1 The itch.io link is broken.
Dec 6 03:06:42 27m 49s Decline ♥ 1 I love how you made a new shader for each stage of the titular "decline". Having to choose a debuff as time goes on was an interesting twist.
Dec 6 03:10:36 3m 54s Conthrow ♥ 1 It would be helpful if you had it uploaded as a zip file. Google Drive is taking a long time to zip it so that I can download & play.
Dec 9 23:05:12 91h 54m Takomakase ♥ 2 I think this definitely has potential, but I would have liked to see the difficulty go up more as time goes on. I can see it's supposed to be one of those games where you last as long as you can and then get a score, but as it is I think most players are able to just sort of last forever. If the difficulty is going up, I think it should do so more quickly. Also, the music is a good start, but I think it should be longer and more varied. You don't have to go crazy, but try having it go through more of a chord progression. Even just having a second half that's one step higher in key would go a long way towards making it less repetitive.
Dec 9 23:33:46 28m 34s Crunch Time ♥ 1 This is a neat little puzzle game! It took me a while to figure out how it worked, but once I had it it was pretty fun.
Dec 10 02:05:44 2h 31m thanks, I hate it! ♥ 2 Well, this got stressful fast. Kind of reminds me of "Keep Talking And Nobody Explodes".