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ketura

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TimestampSince previousGameketura's comment
Apr 25 04:19:09 Solid Chef ♥ 0 You've already noticed the most glaring weaknesses, but a stealth game doesn't feel stealthy without audio. In the future, prioritize the aspects that are most core to your game's experience. Good job on what you did do with the level design, even if it was just the one. Feedback as mentioned is crucial; bringing an unprepared food should have shown some sort of error and instead of a bar should have been three dots for the pot.
Apr 25 04:31:33 12m 24s A Tale of Two Kings ♥ 0 Good job on graphics, but there's little else I enjoyed here. On a repetitive game like this you need to pay close attention to how long it takes for actions to take, and each build action and roll felt like it took forever by the end. This wasn't a mix of two genres so much as a mix of two minigames. I don't know what your RPS implementation was, but it's suspicious that there were never ties; it quite felt like there was no actual play involved and you just pressed the button to see if you got a coin flip to continue. Having to individually "pick" each build action near the beginning was pointless, since the choice only matters once you get a cannon. TL;DR good art, meh design.
Apr 25 04:46:10 14m 37s Bullet Hell Typing ♥ 1 Heh, we actually had this same idea during the brainstorm process. Glad to see someone did it. You spent a line in your instructions apologizing for not having time to write up instructions, and then wasted more time telling us that the goal of a shmup is to get far and rack up score. We know. Screens of this nature are to tell us the controls, and would have sufficed with "type words to replenish fuel, LMB to shoot, space to clear screen". There was audio on the main menu, but then it defaulted to mute in game! I almost thought you had no more audio; I'm glad I checked as it wasn't until my second play that I got to hear that great track. I only played on easy. Different difficulties is a bit much for a LD game; who's going to keep playing over and over? I would have preferred you focused on a single difficulty and didn't spend time implementing a concept that most people won't take advantage of. The game is a bit hard with no powerups and ludicrously simple with the maxed out powerup. Fuel ought to drain more the bigger gun you've got, making it a tradeoff.
Apr 25 04:57:51 11m 41s BallRunner ♥ 0 The, ah, the gameplay doesn't make much sense. It's just sort of bouncing back and forth and hoping you bounced right without having any sort of feedback as to what you're supposed to be doing or even what you're supposed to even be *looking* for. A controls screen would have been nice; I *think* only the left and right arrow keys are used (+space to jump), but I'm not quite sure. Still, good job on getting something out there that runs. Don't stop on account of old farts like us that like to poke holes in everything we find.
Apr 25 05:06:49 8m 58s Prom GOblin ♥ 2 The "check vote" having the same sound effect as the "blow kiss" was a bit confusing. The lack of on-screen updates was a bit annoying, but I guess having it on the phone was a subjective design decision. The chaperones chasing you was a good bit of design, but other than that it's a bit of a chore.
Apr 25 05:38:01 31m 12s Time Spike ♥ 2 This is the best game I've played so far out of this Ludum Dare. I applaud your incredible design choices; our team looked at doing a real-time/turn-based hybrid during our brainstorming but nothing we came up with was as good as this. The balance of bullets only moving on the opposite turn is genius, and the overall design space available is huge. The only thing missing is some sort of mechanic that *does* interact with your enemies during your turn besides the set-and-forget bullets, but that's more of a thing to explore when fleshing out the idea in subsequent levels. The boss was a bit lackluster since you could just keep nailing the same area over and over easily, but that's a balance issue, and everyone knows balance is out of whack in a LD. Bravo on your design. Keep making games, for all our sake.
Apr 26 00:59:11 19h 21m Night of the Overdue Assignments ♥ 1 I'm not really seeing what the second genre is. This is a shooter with RPG elements, which isn't exactly incompatible. The money was actively confusing at first; it looked like an attack as opposed to something you were picking up. The UI had bad contrast; yellow text for the money amount? Hard to see. The shop wasn't immediately obvious that it *was* a shop, and if the items I accidentally purchased were any indication, I'm not sure why ammo is a thing in a game like this. A passable shooter, but not much else going for it.
Apr 26 01:09:05 9m 54s Good Night, Good Morning ♥ 1 This was very confusing. I get that art games don't have to condescend themselves to be playable fun, but this was a bit out there. The giant was confusing, the flare gun (?) was hard to use, the distances walked were pretty far for how little there was to actually see, and there lacked any real direction or point to it. It didn't literally crash tho, so congrats on getting something that technically worked.
Apr 26 01:19:14 10m 09s Space Beats ♥ 0 I don't know if this is intended, but the mouse controls are horrible. I *think* it was meant that the ship follow the mouse cursor, but it was like it was exactly halfway between following the cursor and rotating with every X movement of the mouse. Needless to say, it was a frustrating time trying to even aim, let alone maneuver and shooting along with the beat. Decent idea, but this implementation just leaves me fighting the controls constantly.
Apr 26 01:23:57 4m 43s Sphere Hunter ♥ 0 Was going to review, but it's taking forever for google to zip it in your drive. You should link an already zipped game instead of a folder with the files in it.
Apr 26 01:24:33 36s BlockTide ♥ 3 Link is broken. Remember you can edit the link here if you need to update it.
Apr 26 01:46:28 21m 55s Keyboard Kingdom ♥ 1 This is spectacular! *This* sort of thing is what we need more of in educational contexts, something that drills a skill while still being at its heart a *game*. I loved the little choices you had to make, I was pleasantly surprised that the mine and farm had *different* upgraded bonuses when I was expecting a lazy copy-paste, and the words themselves were all appropriately thematic. The graphics and audio were well done: crisp, clear, and easy on the eyes/ears. The only thing I was missing while playing was medium term management of the different resources, like if the combo for the farm took like 60 seconds to cool down then I'd be incentivized to farm while building, for example. Amazing job tho, 4's and 5's where it counts. This should seriously be considered for fleshing out into an actual commercial title aimed at kids.
Apr 26 01:57:03 10m 35s Motorhell ♥ 1 This is actually super fun. I loved the aesthetic, it managed to embrace the jaggyness of super old school 3D graphics, while at the same time being well-styled. The controls made the game frantic but manageable. My only complaint with the weapon was the lack of oomph or range, but it fit the idea of motorcycle jousting so I guess it gets a pass. Well done, could probably be fleshed out into a full game very nicely. (Loved the U L T R A graphics! Also you can't fool me; you couldn't get a GUI to work so you stuck keyboard commands where gui buttons would go, lolol)
Apr 26 02:15:00 17m 57s Catching Crazy ♥ 3 The rhythm part was super duper fast, felt like I never had a chance to catch my bearings there. Also it seems to preserve my digging progress through death, not sure if that was intended.
Apr 26 02:31:28 16m 28s Tactical Hydra ♥ 3 Game's a bit hard, even on the easiest setting, but most of that is in grasping the odd turning and boosting controls. The extremely limited shooting feels restrictive rather than tactical, and it feels inconsistent that everything advances time except for changing thrust. Still, good quality of audio and graphics, and it feels like it's just lacking some polish with the controls.
Apr 22 00:52:44 17446h 21m Monster Dating Coach ♥ 0 It dumps quite a bit on you and expects you to know what everything is and what it does. I guess my chosen monster starved to death without food? But I wasn't able to figure out how to purchase the food from the lab, nor how much it would have been in spite of working for a day to get souls. The fonts are a bit much.
Apr 22 01:26:17 33m 33s El Sniffo ♥ 1 download is 404