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niterich

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TimestampSince previousGameniterich's comment
Dec 5 17:40:37 Connection - LD40 ♥ 0 I like the concept, and the game is fun to play, even though the controls were a bit sticky (why can't I drag-and-drop the tiles, and why do they snap to the top left instead of the center?).
Dec 5 17:50:49 10m 12s Cohesion ♥ 0 A fun and engaging puzzle experience. I feel you did the tutorialization really well. Nice calming music, though I couldn't get past level 16 :( Overall, a really nice experience
Dec 5 17:59:00 8m 11s Dangle Copter ♥ 1 Out of the 12 games I've played so far, yours is by far the best overall. Great, unique, fun gameplay; crisp and appealing graphics; the fact that you're thrown in with little to no explanation,... My only complaint is the rather lacking sound design. I think you could've combined the "initial confusion" and "The more you have, the worse it is" to make flying the helicopter more difficult, like a Steel Battalion situation. I dunno, I thought that would be pretty cool.
Dec 5 18:04:09 5m 09s To The Depths ♥ 0 Amazing graphics as always, but the combat was a bit too sticky for my tastes. The death mechanic was really confusing, as was the doors (I thought you had to kill all the enemies, but I think you just have to hit it?)
Dec 5 18:12:21 8m 12s Deadline ♥ 1 A well-made game that was fun and creative, albeit a bit slow. Maybe I was just really bad at it, but I didn't notice the whole "slowdown with more pages" thing. The music, from a compositional standpoint, was really good, but I personally can't stand the main instrument on the title screen.
Dec 5 18:23:38 11m 17s CoinCase (Ludum Dare 40) ♥ 1 I think this has some really nice potential, especially for a game made in 5 hours. Though I have to agree with the other commenter: the game's pretty boring. I never really felt challenged. I certainly like what you did with the theme, but I found the mechanic really only got noticeable after 10 or more coins, and then it just felt like trying to roll a boulder around (I mean, that's the point, but it certainly felt sluggish and unresponsive). The music was interesting (though the title screen and main theme couldn't be more musically different), but I noticed a distinct lack of sound effects. My main suggestion would be to change the flat playing field into a obstacle course, to provide some much-needed tension while rolling around.
Dec 6 21:05:22 26h 41m The lost strawberry ♥ 1 Visually and musically stunning, but I found the gameplay to be too slippery and trial-and-errory for my tastes. That first screen in particular was pretty bad, not knowing you could climb on those ropes.
Dec 6 21:10:51 5m 29s GeneNOM - Create Your Own Organism! ♥ 0 I really like the concept of being able to create your own creature through a mini-game, and I liked reading what horribly mismatched monster I made. I was really hoping forward to some kind of visualization of the end result, though.
Dec 6 21:16:17 5m 26s One Million Dollars ♥ 1 A small value for a loan, but a fantastic concept for a game! Nice visuals and music, simple-but-engaging gameplay, nice social commentary. My only complaint is about my virtual family, those lousy bunch of ingrates. I work my butt off all day to put food on the table, and THIS is the thanks I get?
Dec 6 21:21:08 4m 51s Catamari ♥ 0 This game probably has the best production values I've seen so far, I cannot emphasize that enough. Especially in the graphics and all the little details. But I felt the gameplay just wasn't very fun. I found the whole "only eating with your face" super clunky, even at the lowest level. And by God was that music annoying!
Dec 6 21:27:34 6m 26s Monuments ♥ 1 Very nice game! Really digging the visual style especially. It's also probably the most different concept I've seen at this jam so far. It's a bit difficult to get started, though. Should probably mention somewhere that you should start with both a house AND an orchard, so you don't get people like me stocking up on apples before realizing they couldn't afford a house. Though once you're into it, it's a blast!
Dec 6 22:10:51 43m 17s Swift Thief ♥ 0 I really like this game, I think it's a great barebones template of what a good stealth game should be like (avoiding line of sight, not instantly dying if someone sees you, staying away for a while to let their suspicions die down, etc.) Loved the little arm on the title screen, kind of sad to not really use it like that in gameplay.
Dec 6 22:24:10 13m 19s Craskiing ♥ 1 It's a fun game with great controls. I especially love when you crash and your character just goes flying! I also like how you slow yourself down by turning, you know, like how a real skier does? Kind of wish you could turn faster (and/or slow down faster), maybe some crouch mechanic to speed up faster, and some blue sky could really brighten up the mood, especially when you wipe out. Also, more sound effects!
Dec 6 22:41:46 17m 36s Santas Unwanted Helper: Reindeer Revolution ♥ 3 Fun game, nice implementation of a scoreboard. There are few things in life sweeter than finding four or five speed candies all in a row, allowing you to go to Sonic levels of speeds. I also like the juxtaposition of bright, cheery music on the title screen and that cold, desolate white noise during the game.
Dec 6 23:02:51 21m 05s Junk ♥ 2 A nice twist on an old classic! I think this is a really clever idea for asynchronous multiplayer, and you have some pretty clever writing in there. As someone used to that free online Tetris, I found the controls to be a bit off (I use the up arrow for rotations), and I found the ghost blocks to be just opaque enough to sometimes throw off my game. Plus, as many others stated, the intro was a bit too long and I didn't realize you could skip it the second time. I seem to agree with everything @cerno-b said, except for his last point about the spammers. I think they keep the game fresh and comical, so to speak.
Dec 7 20:59:57 21h 57m super rush boyy ♥ 1 It's a very fun game, very easy to pick up and play. I loved the in-game music, the title and reset music not so much. I found that the edge-warping was more frustrating than anything, though it was helpful in some cases. And I agree with Ham and Swiss above, good particle effects but too much screen shake.
Dec 10 20:48:26 71h 48m Time is Bad ♥ 1 Great game, with some fine controls and a perfect difficulty. I really like what you did with the theme, but I feel it only really had an impact on difficulty at the extreme ranges. Like others have said, sometimes the slowest obstacles are the hardest to avoid. The preview before each level showing how fast each obstacle will move was a really nice touch.
Dec 11 04:36:55 7h 48m The Ol' Flower Shop ♥ 1 "Hmm... Perhaps I'll wet my whistle" -Scene Missing- (A fun game with great atmosphere and a clever take on the jam's theme. Maybe I don't drink enough, but I swear those water bottles look just like vodka, I think. Either way, that's some fine pianny music you got there, and I really dig the graphics too! Yup, nothing beats gettin' drunk at the ol' flower shop!) -Scene Missing- THE END
Dec 12 22:30:56 41h 54m Too Many Chooks ♥ 1 A simple yet enjoyable little game! I think the collectible aspect to it really motivated me to try to complete this game more so than any other entry in this jam. I love how you incorporated the jam's theme into the audio, with the chooks quickly making a cacophony as they built up.
Dec 12 22:56:53 25m 57s Virus Detected ♥ 2 I like the concept, even though I wasn't very good at it. I kind of wish you didn't lose health when you revived someone, since I quickly decided that is wasn't worth reviving anyone but the biggest guys. One complaint I have is that it really doesn't scale down all that well: menus get cut off at lower screen resolutions. I know this is pretty common for 2D Unity projects and (not having used Unity that often) I don't understand why. Just something to consider for the next jam :)
Dec 13 01:55:09 2h 58m Rucksack ♥ 1 Great job! Gameplay was solid, though my frames started dropping near the end (could be my Internet though...). Nice take on the game theme, but I wish there was more that I could use. That would certainly make the whole "filling up my bag with useless stuff and digging for the good bits when I need them" more prominent. I encountered a few bugs, but nothing that really ruined the game for me. Near the end, I wanted to see if I could drag something from out of the bottom of the bag. Long story short, I couldn't, and I somehow got a rock clipped into the side of the bag trying it. I had to use a ruby as one of the final weights, which I though the game would scold me for. But I enter the final room and it still says I collected both rubies, even the one I left behind.
Dec 13 02:16:08 20m 59s Too Much Slime! ♥ 0 I think this is an interesting concept, I just don't think it was used to its maximum potential. Like, there should have been some switches you needed to be big to activate, or a small passage you need to quickly shrink through or get popped by spikes. So, it looks like this was your first time, right? My biggest advice: add sound effects. Even if it's just for jumping and shooting, I feel they add an incredible amount of player feedback and audio dynamicity to mix up the looping background music.
Dec 13 02:31:58 15m 50s A Platformer for Ants ♥ 1 Very interesting concept! Everything about this game feels really good and meshes well with one another. I don't think I agree with the checkpoint placements, though. I think that making the player work for them is okay (though maybe not for the first one), I just wish they weren't so far away from the main path, especially the one to the left. By the time you retrace your steps, you've already lost whatever benefit you would have gotten for shrinking the screen size down.
Dec 13 02:52:41 20m 43s Lore Finder ♥ 1 Very great entry! Reminds me of the Insight mechanic in Bloodborne (but seeing as they both take inspiration from H.P. Lovecraft, that's a given). My favourite part was how the music built up as you progressed, though I would have liked it more if it didn't reset each time you collected a page. My complaints were that some of the jumps early in the game gave no space for error, I found it redundant to have both a fireball and a gun, and (without wishing to spoil anything for anyone else) the miniboss sometimes didn't do his thing at the start of the match.
Dec 13 18:31:59 15h 39m thanks, I hate it! ♥ 1 Nice take on the theme! It's like a one-person Space Team! Never figured out what the cranks were for, and since it's kind of hard to turn them, I just gave up on them. Turns out they don't drop to zero?
Dec 13 19:05:44 33m 45s Trippy Drive ♥ 1 A nice take on the jam's theme, but I didn't really feel that getting drunk was that big of a deal. Sure, your vision got blurry, but I felt my driving skills weren't hampered at all. I liked the music, thought it was rockin', but it didn't really fit with the tone of the game.
Dec 13 19:57:12 51m 28s Fox Flares ♥ 1 I love the art and music of the game, it's all very cute and charming. Unfortunately, I didn't think the gameplay was very good. The platforms were too small and the character just slippery enough to make accurate jumping difficult, and the physics on the blue blocks weren't consistent and hard to work with.
Dec 14 20:09:58 24h 12m EA's spaceBattle ♥ 2 I love how this game pokes fun of EA, micro-transactions, and gaming in general, all while perfectly fitting the theme of the jam! Like you said, the gameplay isn't great, but I think its charm more than makes up for it.
Dec 19 04:36:49 104h 26m Armed Descent ♥ 1 I like what you did with the game, I think the controls were pretty sweet and the graphics, music, and sound effects were minimalist but fitting. I especially like how the gun flips while you reload; I thought it was a nice touch. That being said, I'm a bit more critical than some of the other commentors here. I know I'm going to sound harsh, but I'm only trying to make this game the best it can be. I know it's tough making a game in such short time, and it's even tougher to make one with 12 levels. So, in no particular order, here are some of my thoughts: -The game's regular difficulty is way too hard; I think this might be because you have 8 bullets, the enemies take 4 to kill, and you almost always face them 2+ at a time. So any missed shot means you have to sit and reload while an angry enemy charges at you. -If you run out of bullets and ammo pickups, you're pretty much defenseless. I think there's one level where the exit locks until you defeat all the enemies? That wouldn't be very good. I feel like you should have some backup melee just in case. -On the level where you first get the key, the disappearing blocks are almost all off-screen, and the ones that aren't are obscured by the GUI. Those blocks should be front and center to show what the key does (granted, it's easy to figure this one out, but keep this in mind for future jams) -The time between game over and retrying is too long -There has to be a better way to show that you're losing maximum health when you get some bullets. Maybe shorten the health bar when you pick up ammo instead of rescaling the green portion? -Similarly, there has to be a better way to show ammo count, and for differentiating between ammo in your gun and ammo in reserve. Maybe make the active ammo bigger? And shown with bullets drawn on screen? -I hate level three. The fact that those guards can spot you as soon as the level begins is incredibly cheap. Also, I got this error on the first level with the laser turret (version 1.02). Might be because I destroyed the turret on the same step as it shot? I know that's a common error with GameMaker. ############## FATAL ERROR in action number 1 of Step Event0 for object obj_playerArm: Variable obj_laserTurret.ignoreRange(100008, -2147483648) not set before reading it. at gml_Object_obj_playerArm_Step_0 ############# Again, I hope I don't come off too critical here. I think you made a pretty great game here, but with a few minor tweaks, you could have had an incredible one.
Dec 19 04:49:20 12m 31s Property In-spectre ♥ 1 I love the humour in this game! Reminds me of a reverse Haunt the House. It's impressive how much work you got done! I think this is one of the biggest games I've seen at this jam! My only complaints are that the controls feel a bit slippery and that the music (though very fitting) doesn't seem to loop properly.
Dec 19 23:42:35 18h 53m Smooth Lines ♥ 1 The funniest game at this jam by far. Also one of the few games where I not only beat it, but want to go back and beat it again and again. It could use some touching up in a few places (no that's not a pickup line); I wish there was more differentiating the girls besides their hair, the volume sliders straight up disappeared when you hovered over them, and I think the apostrophe graphic is bugged? But overall, this was a fantastic experience!
Dec 20 00:20:50 38m 15s Drunk cowboy ♥ 0 I think this was a really solid game. A bit short, but excels in using the jam's theme. I don't have much more to say about it, except that I think the beer bottle should be easier to see. On the itch link, they were almost invisible.
Dec 21 20:06:50 43h 46m Pico Golf ♥ 0 A nice, simple golf game. I wish there was more! Loved the music!
Dec 21 20:45:25 38m 35s BirdBrain ♥ 0 I think with some polish, this could become a fully-fledged game! The controls, music, and graphics all were really nice. Though I think the seed mechanic would need to be changed... like, you get heavier and harder to control with more seeds? And I felt the background moved really oddly, making it pretty disorienting.
Dec 21 20:51:35 6m 10s Clumsy Paws ♥ 0 I love the graphic style and the cats were super cute, but I felt the gameplay to be rather meh. I like how the music built up after you get caught, but the loop that played each time was just too short and repetitive. If you are going to make a mobile port (which you totally should), I would say to make the hitboxes more generous. There were a lot of time where I clicked on an object but it didn't count.
Dec 22 22:07:25 25h 15m Lice Hard ♥ 0 So many nostalgia points right here 😍 😍 😂 😂 ! It's got a lot of charm and is certainly unique in it's take on the theme. I liked the little noises the lice made; I think that really helped sell the game.
Dec 22 22:33:50 26m 25s Feature Creep Inc ♥ 1 This was such an interesting game! I love the concept and execution, especially since you only had 48 hours. I think the tutorial could use some work, especially with the text; I couldn't tell the difference between a lowercase l and an uppercase I, and it all passed so quickly that it was really hard to read most of the time.
Dec 24 02:04:17 27h 30m Maximum Borkdrive ♥ 0 It's a fun enough game, but I don't really see how it fits the theme? Like the others have said, I like the music and I like the graphics, but I don't think they fit well together.
Dec 25 19:39:12 41h 34m Stuck in Parallel ♥ 1 I love the concept, but the game itself was a bit underwhelming. Aside from the aforementioned collision detection issues, here are some things that I personally would like to see changed: -Slippery-ness of controls. If the game makes use of Unity, try using a Character Controller object to directly control the velocities, and a high axis acceleration to change a linear (-1,1) axis input to a more useable discrete [-1,0,1] one. -Kicking the lanterns around felt really bad, especially after I perfectly lined them up. Unless there was a puzzle that needs this mechanics, I would get rid of it entirely, or maybe replace it with a dedicated throw button instead. Basically, moving the lanterns should never be accidental -I, for one, like the 3D *visual* effect of the lantern's cubes, but I didn't really like awkward skewing of the angles on the gameplay. A semi-transparent sphere with some solid lines, I feel, would be a better choice. -Remove the health mechanic and just make the player jump back from spikes. Heck, even remove the spikes and just put some unmovable walls in. Being forced to start all over again for something that wasn't my fault (see: slippery controls) didn't feel good. Otherwise, I thought this was a pretty good game. Music and art were clean and fitting, and the main mechanic was very interesting. Also, this is kind of weird to notice, but yours is one of the few games I've seen that properly scales down the UI so that everything remains on-screen regardless of screen size. Good luck on the competition! Hope you get enough votes!
Dec 26 18:23:18 22h 44m Cliff Hanger ♥ 1 I really like the visuals and all the little touches that make the game seem extra fresh. I found it to be a bit too difficult, especially since you move fairly slow and there's little to no cover (I guess I forgot the sprint button somehow...).
Dec 26 19:44:22 1h 21m Althea and the Magical Fruit ♥ 0 There's certainly a lot of intrigue here, but I think the game, on a minute-to-minute basis, is kind of boring. The map, especially the farm and forest, are twice as big as they need to be; the text can't be sped up, skipped, or switched to a shorter version after hearing it once; I think some of the text was too "creepy for the sake of creepiness" to be actually creepy (though I think it's pretty hard to induce real creepiness in such a short time, so maybe it would be better in a full game); there's some collision detection issues that make it a bit difficult to navigate; and it seems I wasn't the only one who forgot about the keys on the final day and went to the tree for a "fruitless" adventure. I know there was some foreshadowing, and reading it after the fact was like "of course!" but my first instinct was to go to the source of the mystery for some closure / super spooky thing to occur. I've read a bit of what you wanted to do, and I think that all sounds pretty cool. It's a shame that didn't make it into the final game. If I can offer some advice: make some more, smaller changes to throw the player off sooner, like the mushroom circle changing shape / size / numbers. And definitely add music, especially since the text noise is kind of annoying. And I don't know if this was in the original vision, but I thought there were a lot things that were introduced but never expanded upon, like the mushroom circle, abandoned playground, soccer ball, fallen log blocking the alternate path down the forest... Also, play, vote, and comment on other people's games!
Dec 27 22:05:05 26h 20m Takomakase ♥ 0 The idea is solid, and I wonder if this could be adapted into an educational tool since it tests touch typing while also being pretty fun. My main complaint is, like so many other people, I hated the fact that once you make one mistake you're back to two tentacles, sort of ruining the whole "the more you have, the worse it is" mentality. I personally didn't like the music either, too repetitive and anxious for a game like this.
Dec 27 22:47:02 41m 57s Wired Network ♥ 0 It's like what the 1980's thought the 2010's would look like, which is really sweet. The game itself was a bit underwhelming and sort of clunky. The visuals looked great, but I felt there were too many particle effects that distracted the player. And the whole "running away from a firewall" thing in the story was cool and all, but it was really annoying how you spawned facing it every time, thus having to get reoriented every attempt.
Dec 28 17:22:38 18h 35m BANANA BOI EVADING YA TRASH ♥ 0 What version of Game Maker is this? I haven't seen that loading bar in years