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Herman Chau

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TimestampSince previousGameHerman Chau's comment
Apr 23 05:33:50 Draw Your Punches ♥ 0 The combo-ing mechanic is interesting and I liked the music quite a bit. Also, it's cool to have different powers to choose from :) Congrats on your first game jam!
Apr 23 05:41:15 7m 25s Blockheads ♥ 0 Nice, I just recently played some Puyo Puyo and it looks like this is a similar mechanic but turn-based and instead of real-time + rotation you get to choose whether or not you want to drop or reject a given piece. I cleared all the levels and think it's actually pretty interesting; have you guys considered adding an infinite mode and also some system to prevent you from infinitely rejecting pieces? My first thought would be you could reject at most 3 pieces in a row before you're forced to accept the next one. The art's also pretty cute and pop-artsy.
Apr 23 05:47:25 6m 10s Lost at Sea Raft/Base Defense/Farm Game ♥ 0 I managed to pick up some items by right clicking on them as they floated by and cleared the first mission but couldn't seem to do anything else. :(
Apr 23 06:06:11 18m 46s Card Coded ♥ 1 Yeah, this was great! I'm on level 6 right now, and really glad you added the shuffle card types in there. Level 4 took me a lot of tries since it was pretty tight and an unlucky draw made it hard (or impossible I think?) to complete the level. I also liked how attack cards can help you move and how there's no friction in the air so I can use one move card and then just keep using jump cards :)
Apr 23 06:57:59 51m 48s Dangerous Fields ♥ 2 This was a really good game, my favorite of the game jam so far! Got a high score of 304 so far 😃 60.png Things I've noticed: - Coins can explode out beyond the fence - You can clip through the door without opening it my moving diagonally into one of the corners - Plants will still target / attack you while you're in the house (I always make sure I go to the very top of the house before sleeping because of this) - You can cheese a lot of the plants by getting them barely within sight horizontally and then shooting them. It seems like they need to be within a certain range to attack you and I can stand outside that range to shoot them. Maybe this could be solved by giving a time limit per day? - The 6-cost plant seems not very cost effective? I didn't write down how much it gives, but it didn't seem like a lot and my build order was generally 2, 2, 3, 4, wait a day, and then build 20's.
Apr 23 07:46:59 49m 00s Escape ♥ 2 Yay I escaped! The art and music are really nice and overall, I thought it was a really solid game jam entry :) The controls were a bit fiddly though and the first spikes part was pretty frustrating since the two platforms were slightly out of sync. Also, somehow I mashed keys too fast and got this to happen: bug.png
Apr 23 08:05:26 18m 27s Yaxis ♥ 0 Nice, the later levels definitely reinforce the platforming aspects by having to do some horizontal movements while jumping. I'd love to see a level where you have to jump through a section that has spikes both above and below, so that you time the horizontal movement midway through your jump! One thing that got me was not realizing that I had to press the arrow keys multiple times in order to move horizontally fast enough for those parts where you jump over spikes. I was actually pretty confused / frustrated at first until I figured out I was supposed to jump, wait until I can't see the red anymore, and then mash right / left. Anyways, neat game!
Apr 23 08:13:30 8m 04s Turn-Based Invaders from Space! ♥ 1 The graphics and music are really good! I like how there's a good amount of animation so the game feels alive even when you're not doing anything. I do feel a bit cheated though since it looks like it's impossible to win. The entire swarm alternates between moving horizontally and downwards right? There's 11 moves before they reach the bottom row and there's 13 enemies so it doesn't look like it's possible to win :(
Apr 24 05:19:16 21h 05m Swap Swamp ♥ 1 This was super fun! I really liked how colorful the graphics were and the music was simple but not annoying :) The way you select tiles and move them around is a really nice mechanic. Once I thought more about how tiles that are diagonally touching could be useful I managed to do a lot better! The melee attacked seemed a bit lacking in the current version though, I just used arrows to shoot the enemies mostly :P
Apr 25 04:04:18 22h 45m PE@CE ♥ 1 76 deaths: win.png The aesthetics of this were really good! I'm a pretty big fan of platformers and I was glad to see a stylish and polished precision platformer :) Thoughts: - Some of the levels felt repetitive since they were similar to previous levels but with more spikes. It would have been cool to have some harder levels that only focused on a certain type of obstacle (e.g. spikes only and there would be lots of small gaps along the spikes to require you to land in those gaps / wall-jump along those gaps. There was one level like that that I enjoyed) - I think the attacking mechanic felt like it wasn't very useful / didn't contribute much to the game. Perhaps there was some potential for levels that were full destructible? And if the key didn't persist, then it would have some puzzle aspect to it where you need to destroy blocks to get to the key but also make sure you leave blocks behind to get back to the door. - I feel like the hearts + keys should be reset when you die in a level rather than have it persist with you.
Apr 26 01:27:28 21h 23m Rythm is Lava ♥ 1 Nice game! win2.png The invisible block levels were kind of frustrating and I was pretty confused at first when I saw three characters, but I enjoyed the secret shop, the interconnectedness of the map, and the overall gameplay! One thing that was a bit disorienting was that my two characters could get out of sync with their jumps since one lands could land on a platform before another. I don't know if it would help, but maybe each character would have a different sound effect when jumping to help sync up with the visuals? How did you code up the background title screen by the way? Did you basically do a software shader for that lava effect?