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Fififox

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TimestampSince previousGameFififox's comment
Dec 4 18:33:46 The lost strawberry ♥ 1 Great animations and pixel art, too bad the theme wasn't 3 colors! Lots of really neat touches you miss if you don't pay attention. The platforming was solid too, simple, but it works well. The sound effects and music also fit the game well. I have a few minor issues. My main complaint is some rooms have cheap deaths. For example, the room where you spawn on top of a dissolving block into spikes; mixed with the screen effects, it can be hard to find out where you even spawned before you die a few times. That being said, things never got to the point of frustration, just a bit of an annoyance. Waiting for the coins to comeback before you could dash was slightly tedious, when there's nothing to do but wait. Another issue is the palette, I just couldn't find one that worked well for me. While pretty to look at, it could be hard differentiating things with the 3 tones being so similar. Despite the few issues, the game holds up well, great work!
Dec 4 20:20:25 1h 46m Shoot - Keep Your Score Down. ♥ 2 Simple, but everything works and is implemented well. I liked the music, but no shooting sound is odd. Overall, Nice Job!
Dec 5 01:12:46 4h 52m Earl's Quest ♥ 2 I really love the game's aesthetics, it nails the Game Boy look, and the border was a nice touch (reminds me of the super Game Boy borders)! I was surprised how many tiles sets the game had. The animation and sound effects fit the part of being a Game Boy game well. Great job on the overall presentation. The music also fits the bit, and a bit catchy too! My main complaint is the walk speed; it's too slow, even with the boots. The walk speed can turns the game into a chore at times, since only the last dungeon really has any difficulty, and exploring the island feels more tedious then fun. Most of the island is consisting of empty spaces doesn't help either. The main map gives very little reason to explore as the temples are in fairly obvious locations, and you can buy everything fairly easily without going off the trail for extra coin. Plus, since coins hurt you, it gives you even less of a reason to look around, which really hurts the main mechanic of the game, exploring. In the end, it felt the map was way too big for very little reason, other then to extend the game out. I just wish the map had more interesting areas (or was smaller), and the walk speed wasn't so slow. A less problematic issue was the coin mechanic, I didn't see it negatively effecting the game much. The items honestly made the game much easier, and the added speed to the enemies actually helps with the timing more then it hurts. With the negatives out of the way, it's still a fine entry! It has its charm, and I was glad to see an actual ending. Nice work!
Dec 5 12:49:44 11h 36m Golden Cave ♥ 1 As everyone else said, the game looks great! The music also helps set the mood. Nice touch on swapping it with ambient sound once you drop down. I really liked the ending tune as well. Sadly, the game-play is a bit shallow. I really couldn't tell what planks would drop or not, so I just ended up holding a and spamming space to the end. Overall, a solid entry!
Dec 5 13:11:06 21m 22s Video Games ♥ 2 You're asking for trouble with that user name entry :p Really fun entry! The clean graphics fit the game-play well, and the music picking up when the game gets harder also was a nice touch. It could become a nice mobile game. Great work!
Dec 5 19:41:17 6h 30m Jazzy Beats ♥ 5 The game plays as well as it looks! The combo system wasn't anything ground breaking, but it was fun, and the twist on controlling fans makes it interesting. The music also keeps the fight engaging. Overall, just everything looks, plays, and sounds great. I really only have two criticisms, one, I'm not sure how well the game fits the theme. The more fans you have, the better. I suppose the more fans the a.i. has, the worse it is, but it's kind of a stretch. And two, I felt like the R ability was too good. As long as you wait for the ai to use its version before you cast it yourself, you won't really have any trouble. Other then those small complaints, it was very enjoyable. All around an amazing job for 3 days!
Dec 5 21:40:46 1h 59m Shoot off their lumps ♥ 1 Definitely the start of something great. Really loved the survival elements. Having to shoot the weak points in addition to the limited ammo really works well together with the survival horror setting. Not to mention it looks great! The pixel art mixed with the glow and particle effects are quite the sight. Criminal it's so short! I thought the web version might be bugged and skipped areas, but it seems it ends right after the red key-card door. Honestly, my only complaints are how short it is and not really fitting the theme. The monsters spawning right at the door and killing you also wasn't great. I can't wait to see what it becomes if you do continue working on it!
Dec 6 19:00:53 21h 20m Grammar Dystopia ♥ 2 I really loved this one! I had a smile on my face the whole time I was playing. Definitely one of my favorite games I played thus far. The idea and the execution were great! It sort of reminds me of old school point and click adventure game's anti piracy measures, where you had to look up commands and codes in the manual to progress, except actually fun and engaging! A job well done! I only really have two small complaints. One is the grammatical errors in the "survival tips" (perhaps a bit ironic?). I normally wouldn't mind too much, but one of the tips caused confusion (each word after "the" should be place at the end of the sentence) because of how it was written in game. The other is not being able to change where the caret is inside the text box. Meaning if I did a small typo, I had to backspace all the way back, and re-translate. Other then those small issues, it was a blast to play. I had a lot of fun, and it's definitely a gem of LD40.
Dec 6 20:42:35 1h 41m Melody : Burden of Sorrow ♥ 0 A fun challenge to be sure. I see Momodora was an inspiration! Just a solid little platformer, with the tried and true "start with max powers, trip on a rock, lose them, gain them back" bit which works well for the theme. Pixels are small, but well done and animated, and the text/art screens were a nice touch. Not much of a Metroidvania, but I dug the nods, like the aforementioned losing powers bit, and having to beat the game in reverse (upside down castle). It was a great idea to expand the game's length for a jam entry. Just a solid game all around. A couple of suggestions, I would make it more obvious you have to turn back once you power up again. I tried to triple jump up the tower, but no dice. As others have said, the collisions could use some fine tuning as well. I'd also suggest allow the player to choose their controls, my hands starting to get cramped towards the end! Lastly, the reverse section was much too easy compared to the first half. Without any extra obstacles, it was much too easy to bypass everything and get to the end. Also, the game seems to crash upon exiting. Which is odd. I had a lot of fun playing though, Great work!
Dec 6 21:17:35 35m 00s Color Collider ♥ 0 I really like the idea! Reminds me of Columns, but with a unique twist. The paint bucket play board was a nice touch! It controls well, and the music is a bit catchy. As someone else said, some colors don't mix, which is kind of confusing. It's a shame it seems a bit unfinished. With a bit of polish it could be a fun little puzzle game! I look forward to the post jam version if you continue working on it! As it stands, it's still a neat little prototype. Nice work!
Dec 6 21:49:28 31m 53s The Precarious Balance ♥ 1 Fun little game, I enjoyed the multiple endings and the UI looks nice, is clean, and responsive. I liked how certain stats where harder to grow then others, which gives an interesting balance. It's simple, but an engaging little game. As pointed out, the icons where pretty small, also, they were quite similar to each-other, (3 faces, the teacher and Mark might also be clones) causing me to forget which one was which a couple of times. Also it could be more obvious when the deadlines are. For example, it seems like you can delay finishing homework on the weekends (maybe even weekdays?), but the game doesn't seem to tell you this. Overall, it's a fun little time waster! With a little more mechanics and depth, it could be something fun to mess around with while in class :P . Good work on a solid entry!
Dec 7 20:14:50 22h 25m TECHNOCIDE ♥ 1 I really enjoyed this one! The art and music really create a great atmosphere. Wizardry mix with Wolfenstein game-play is right up my ally too! I'd love to see this expanded with additional content and refinements. Its also has a good amount of content and length of length for a dare game. Overall it's one of my tops picks of LD40 so far. The main problem I ran into where the controls. They seem needless complex. Having to swap ammo types every-time you shot was a bit annoying. It could have saved the last one you had equipped, and only let you shoot if you had the energy to do so. Rewards for exploring the map would have also been nice. A bit less of an issue, is it's too easy to just charge up and kill everything with the ultra shot since the enemies don't really chase you, and you can kill them in one hit. My plan was usually to just charge up 6 times, shoot the ultra shot, charge up again, heal, move on. I never really felt I had to worry about my defense or health in any way. Other then those issues, everything was done very well! The the gun effects while charging up felt good to use, and rewarding to shoot. The simple but effective lighting by proximity was a nice touch too, and really adds to the horror theme / mood (I'd recommend copying Wolf3d's effect of walls being shaded slightly darker depending on the direction too). Overall, a great entry to the dare. As stated previously, I hope your team continues working on it!
Dec 8 20:02:55 23h 48m .SWARM ♥ 1 Good concept! With a few tweaks and added features, it could make a interesting mobile game (draw the path with the touch screen). The screen wrap was nicely implemented, and controlling the swarm felt fun. My only real issue is there's no "lose" state, so you don't really have to draw or think about the most optimal path, leaving most of my time waiting until the level was over. It also doesn't really fit the theme. Overall, a solid entry with promise!
Dec 8 20:25:37 22m 42s Salty Business ♥ 1 Chill and relaxing! I dug the randomization of the islands, wasn't expecting it when I tried it again to mess around after my first play-though (surprised you didn't list it anywhere). The music and ambient sounds were a nice complement to the game-play, which is a fun little buy low, sell high merchant trading game, which I always enjoy. My main complaint is without anything to offset the trading, it could become a bit of a chore once you figure-out what will make you the most money quickly. While finding who sold what, and who bought what for a good price was fun, once you figure it out, it's just a repetitive task going back and forth. Similar games solved this with combat or prices fluctuating, but I'm sure there's other ways too. Although, given the time constraints, it's understandable why it lacks an offset. It also doesn't really fit the theme. Still, it was quite a enjoyable and relaxing entry, with nice visuals and audio effects to enhance it. Nice work!
Dec 22 01:22:43 316h 57m Stack ♥ 1 I really like the idea, simple, but a good concept! With a few tweaks and more content, I could see it working well on a touch screen.
Dec 22 14:21:43 12h 59m Dr. Micro vs The Virus ♥ 2 Couldn't help but chuckle at the ship bouncing everywhere! The game becomes quite fun once you learn how to control the ship. I really liked the interpretation of the theme. My game would also end after entering the exit in the "take it slow" level. I'm assuming it's the last level, but since the loss screen pops up, I'm not sure. Unless hitting into a single red blood cell causes a losing state for the level upon exit. Overall, nice entry!
Dec 23 23:02:35 32h 40m Pug Pub ♥ 1 Adorable! Visually, the game is quite cute, and the medieval styling within the bar and UI mix together with the dogs to create a charming fairy tail (pun) like theme. The graphics and casual game-play fit well together and sets a relaxing mood. My main complaint is it's a bit too simple. At first I thought it would be similar to dinner dash, when it wasn't, I figured each breed might only like a particular drink and you would have to experiment and recognize who was at the bar, but that wasn't the case either. It can get a tad bit stale, especially since it takes so long to ramp up. Of course, lack of depth can be forgiven, cuts are unavoidable in such a small time-frame, and the simplistic nature does work towards the "zen" like experience. My only other gripe is the path finding. The doggie patrons seemed to clump together, blocking each-other from moving, even when a clear path is available, creating a giant dog pile in the middle. Dogs will go out of their way and go around the bar when a seat right next to them is available. Overall, the cute fairy tale styling and simple but calming game-play works, creating a solid entry. Great work!
Dec 28 16:36:33 113h 33m Rude Bear Rabble ♥ 1 Great job making a Multiplayer game for the dare! From what I was able to play, it was quite enjoyable, with solid presentation too. Impressive! Like the other comments, I didn't really get the point of the saboteur role. When I tried out the bird, all the other players died which should have ended in a victory, but I had no way of knowing everyone was dead until I died too. It's a good idea, but it doesn't work with how the game-play is implemented. Other then that, my only other complaint is how little to no interp exists for the other players, causing them to just warp around. Some Game-play elements also have the same stuttering problem (like the swing bridge). From what I've used of HLAPI (I'm assuming it's what you used), I know it's not so trivial to fix and implement, so it's forgivable. I manged to get up to the "Come hither, my child" part, but everyone else died, and I wasn't quite sure what it was asking. I tried luring the ghost there, but he seems to be stuck in his little habitat. Hopefully I'll be able to try it out again, but from what I've played, it shows a lot of promise. Great work!