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LuckyFeathers

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TimestampSince previousGameLuckyFeathers's comment
May 4 12:13:52 Heck Deck ♥ 0 Really cool concept. I like the superhot mechanic and that you can move slower or faster as you please. Makes it easy for new players to learn the mechanics well and lets experienced players skip past the easy stuff. Also, pretty art you have there :) I found the game a little bit confusing at first. I thought I was supposed to pick up the bullets because they were cards. Game was also a little bit difficult. Remember that you have spent a whole weekend practicing, but new players only have ~5 minutes. Maybe decrease the fire rate of the enemies a little. Higher spawn rate of new cards would also be appreciated, as I feel like I wander around a lot because I have no cards left. And also, that bomb thing is really difficult to dodge. Oh, and a health bar on the enemies would be lovely. Overall, though, really good entry. Good job! :)
May 4 12:41:53 28m 01s Cities: Platforms ♥ 0 I think there's a bug. I cannot jump to higher floors. Never used Lua before, but I had a quick look through your source code and it seems like the resolution might be an issue? I'm playing on a 2560 x 1440 resolution monitor. Anyway, the game looks really neat. The pixel art is very good, and the music and sound effects are great. The code mechanics is where the game unfortunately lacks a little bit. It doesn't seem like the buildings actually do anything? I'd expect the people rate to increase with residential buildings, and similar for money with commercial and materials with industrial. I believe this would be possible by simply going to your player.defineSprite() function and increase your ui.peopPS, ui.monPS and ui.matPS by a certain amount. Well, they're local variables so you'd have to make functions on your ui script, but you get the point :) I realize I probably seem quite harsh. The game is actually really good, but with a little bit more work on the code it could have been amazing. Good luck next game jam! :)
May 7 17:27:49 76h 45m Get Baked! ♥ 1 This was pretty cool. I love the start menu and intro cutscene. They lack music though. Was a bit surprised to see music and sound effects in-game but not in the intro. I understood the game and controls quite fast, and it was quite fun. I don't really have any complaints except for the audio thing. Good job!
May 7 17:42:09 14m 20s BattleLove ♥ 1 Cool game. Music, art and gameplay were all good. If you decide to continue working on the game I'd like to see more types of mini-games like pressing space at a certain time or follow a specific rhythm. The constant space-pushing gets repetitive quite fast. However, for a 48 hour compo it's understandable. One minor thing though. The movement feels very sloppy, kind of delayed. This is because you use Input.GetAxis to determine player inputs, and by default that will gradually accelerate the player to max speed. If you instead use Input.GetAxisRaw the player will instantly get to max speed. I think that would work a lot better for a game like this where rapid movement is necessary. Anyway, good job! :)
May 7 17:58:35 16m 26s Run N' Cook ♥ 1 Neat. For a compo, pretty good. There's music, there's proper art, and there's basic gameplay. I found it a little bit confusing at first, but it wasn't a big issue. However, I didn't really have any idea what I'd get from the different food sources. Like that first farm. I can't tell if that's a garlic farm or carrot farm or potato farm or whatever it is. Just some simple text above would suffice. Why do you use J for inventory? There's not a lot of buttons in the game, so it's annoying that I have to lift my right hand from the mouse to press a button on the keyboard. Not a big deal, just a minor thing that's easy to fix. Overall, good game. Fun and goofy, which is great for game jams. Good job!
May 10 17:47:23 71h 48m Fifty Card Crawl ♥ 1 Beautiful. The best compo game I've played this event so far. The music, the cards shaking when hovering over them, the sound effects, etc, make the game feel complete. I can only find two issues with the game: Firstly, the game is a little bit difficult to understand in the beginning, even if you read the instructions first. Try to make a simple tutorial telling you where the next card will spawn, etc. Secondly, the game is a little bit too difficult I feel. I actually spent almost half an hour on this game because I really liked it, and finally I managed to beat it. But for a jam game you should expect players to spend 5-10 minutes on your entry, and in that time range I don't think any new players will manage to beat it. If you had more time it'd be awesome with multiple levels. Anyway, really good entry. Again, this is the best compo game I've played thus far. Good job! :)
May 10 18:07:25 20m 02s Sneaky Beats ♥ 0 Awesome work! Probably the best game I've played thus far in this Ludum Dare. Music is great, basic gameplay works very well, menu feels good. Basically the game feels very complete. Good job! I have some minor nitpicking things though. I use the keyboard (or controller) the whole game. Why do I need to use the mouse to click buttons on the start menu or the death screen? Secondly, it put me off a bit the first time I did a new song, because the speed of the notes indicator thing was different. I think it would have been better if you had it stationary and moved the notes towards you instead, at a constant speed (like in Guitar Hero). For the longer songs some of the notes would simply start outside of the screen. Hope that made sense. Lastly, I found it a bit weird that you spawned right next to the exit on some levels. I understand the idea of letting completionists do all the extra missions and let others skip the most difficult parts, but having the exit right next to the spawn is a bit weird in my opinion. Either way, great job! :)
May 10 18:20:25 13m 00s Dungeon Drifter -- A roguelike racing game ♥ 1 Cool game, looks absolutely beautiful, and the music fits very well with the art. I agree with most of the people in the chat who say the insta-death when hitting a wall is too harsh. Generally the game is a bit too difficult for a game jam. Remember that you've had a whole weekend to practice, and we only get 5-10 minutes of practice. What I would do is to make the levels ordered instead of spawning in a random level. That way you can have one fairly easy level at the beginning to let people grasp the basics of the controls and the mechanics. Then you gradually make it more difficult. One of these difficulty modifiers could be insta-death walls. Just give some walls a different color and/or spikes or something, and the player will understand that he needs to avoid those. Lastly, I think a minimap would be really helpful here, especially when you die instantly upon contact with the walls.
May 10 18:34:16 13m 51s Survival Chess ♥ 1 This is really impressive for a 48 hours game jam. You've done so much work. Unfortunately it was a bit too ambitious. I did the same thing with my entry this time, and I think it's very common for many game developers. That being said, there are some things I would have done differently. I think the map is too big. It becomes too confusing a few rounds into the game. I think the size of a standard chess board would be enough. Secondly, what if you changed it a little bit and spawned with more pieces, and at one side of the board? Kind of like in traditional chess. And the AI continously spawned new units at the other side of the board. That would make it feel a bit like a much more strategic version of Plants vs Zombies, or something along those lines. I would encourage you to continue development on this, but do some changes to the core gameplay and do the polishing you didn't have time for. I think it could be a really fun and unique game. Good luck! :)
May 10 18:46:42 12m 26s RPG Racer ♥ 2 Pretty cool! The idea is great for this theme, and generally the game works pretty well. Here's the stuff I made a not of: - The upgrade menu really, really needs text telling me what the upgrades do. It doesn't really matter how you do it, where you place the text etc, but you must tell the player what the upgrades will do. The pictures tell me nothing. + The upgrade mechanics is generally really good for game jams. Even though you only have one level, there's still a lot of progress throughout the game, and I'm motivated to keep playing. - A simple countdown before the race starts would be great. Sucks to start half a second later than my opponents. - A simple pause menu letting me quit the game or return to the main menu would be great. Also would be nice with a simple win menu after the race is complete, telling me how much upgrade points I earned.
May 10 19:20:00 33m 18s Modern Fairway 4: Spec-Ops in the Rough ♥ 1 Note: I only played the Jam version. Really cool game. Hilarious concept, and the music is very fitting even though it's not made by you. The shooting feels awesome. There's proper recoil, and each weapon feels unique. You two are obviously quite good game developers. Yet, there are some design decisions I simply don't understand. First of all, the mouse sensitivity is incredibly high. I think I moved my mouse a total of 2 cm the entire playthrough. Secondly, why can't I reload? I suppose it's not really necessary because there are no enemies, but when I blast the ball away and know I won't be shooting for a couple of seconds, it's a natural response to reload the gun. Thirdly, why does the ball just keep rolling forever? Just simply add some friction (it's called drag in Unity) to the ball. Fourth! The ball gets lost easily, and you added a way for me to track it, but why do I not get any indicator showing me where the hole is? I had to run around for a whole minute before I found out where the ball was supposed to go. Just add a simple arrow on the canvas which you rotate towards the hole. Fifthly, the ball is too difficult to hit. Make it a bit bigger. Especially with the sniper I felt like I hit the ball but nothing happened. Are you sure the collider matches the 3D model? And lastly, the text was way too small on my monitor. I play on a 1440p monitor, and everything was tiny. If you go to your canvas and change from "constant pixel size" to "scale with screen size" you won't have this issue. Anyway, the game is really cool, but there are some annoying flaws that make the game fall through a bit. If you make a note of these flaws and improve next jam I'm sure your next one will be amazing. Good luck! :)
May 13 02:48:57 55h 28m Stop Motion ♥ 0 Cool idea. I feel like the basic movement is a bit clunky for some reason. Not really sure how to fix it. Tried to use my Xbox controller to move and mouse to shoot, and that felt a lot better because I could variate the movement speed gradually, rather than a binary input from the keyboard. Maybe you could have a run-button and walk-button? Or maybe you could set the movement speed somehow? I'm not sure, but if you could fix this issue somehow the game would be awesome.
May 13 03:21:57 33m 00s Blackout ♥ 1 I've spent a couple of hours in Slenderman before, and this is basically a top-down version of that. My problem with this game is that you give the player no time to react. As a new player, when a yellow dude pops up on the screen I need a few tenths of a second to remember what I'm supposed to do. I see in your code you have "if (TimeToKill >= 0.1f)", so apparently you're giving the player 0.1 seconds to react. For me as a new player this wasn't nearly enough. In general I think it's a good idea to give the player a gradual increase in difficulty. In a game like this, in general I try to make it so that no matter how bad you're at the game, the game should be so easy that you don't die the first maybe 30 seconds or so. It just feels demotivating to die and never get any progress. How about making the timer limit decrease throughout the game? So when you increase TimeToKill by Time.deltaTime, you could instead do it like this: float pagesMultiplier = Mathf.Clamp(GameManager.pagesCollected, 1, 4); TimeToKill += (Time.deltaTime * pagesMultiplier); And then you check if(TimeToKill >= 0.4f) instead. That way the player has 0.4 seconds to react in the beginning of the game, but for each page collected he has less time to react. For page 4-8 it's at 0.1 seconds like you intended. By the way, are the colors on the character in the game slightly different from the character in the menu? I can't really tell, maybe it's just the different backgrounds. Anyway, pretty cool idea. I actually feel like a top-down version of Slenderman is a pretty cool idea. Maybe change the pages to something else so you're not blatantly copying Slenderman, but you can definitely keep working on this and release it on Kongregate or something similar.
May 13 03:33:21 11m 24s Rhythm Sea Restaurant ♥ 0 Awesome! The fish model is the epitome of programmer art. I love it! I got the hang of the game pretty quickly, and the game works very well in general. The sound and graphical effect when you miss a tone work very well and there's no doubt you misclicked. My problem is there's not really too much strategy involved, or like, any high-level mechanics. Once you've played the game for 2-3 minutes you've mastered it. If I knew what the upcoming notes would be I could start moving to an area with fish of the matching color. I'm not entirely sure how you would add that feature, but I'm sure you can find a way. Add a minimap as well and you have something that is easy to learn but requires skill, and not just RNG, to get highscores. Either way, good job, especially for just a compo game. Good luck next game jam! :)
May 13 04:14:47 41m 26s Big Business Clicker ♥ 0 Alright, I'm generally not a huge fan of clicker games, but I do see the appeal. A business clicker game is an awesome idea, but you need to realize why clicker games are as popular as they are. In itself, a clicker game is extremely boring. You click the screen and that's it. The reason why people find them fun is because of the thrill of progress. You start out with nothing, getting 1 item per click, and eventually end up with more passive items per second than a whole hour of clicking would give. To enhance this feeling we use visual feedback. Take a look at the original cookie clicker for example. Every time you click, a cookie appears in the background. As you get a lot of passive cookie generation there are tons of cookies in the background. In your game all I have is a tiny, tiny text saying "+xxxx per second". You could make dollar bills fly around, gold bars appear, etc. Your icons look great so I'm sure you have the artistic skill to do so. Same goes with the businesses. Now, I understand this is just made in 48 hours, but how awesome would it be if you saw hotels appear in the background when you bought them? Instead of the white background, have a simple image of an empty city (just grassland, a few houses and a sky), and each time you buy a business you place a sprite on top of the city sprite. As you get more and more the city gets filled with stuff. That would be satisfying and entertaining! Another thing, I feel like your layout is a bit weird. It's not very intuitive that I'm supposed to click on that one specific icon out of 8 similar-looking icons. Make the click icon bigger and place it in the middle. Here's a super quick sketch I put together with lots of stolen art: clickerSketch.jpg So anyway, if you change the game a little I think it could be a fun little web game. Good luck, and good luck next game jam! :)
May 13 04:37:17 22m 30s Real time Reversi ♥ 0 With the colors being random there isn't really any gameplay here, which sucks because the rest seems to be well implemented. If I understand the game correctly there's supposed to be a turn system where you alternate between white and black? I've never used Pixi before, but I assume there's some way to add a boolean? Something like let whiteTurn = false; And in your function OnDown(eventData) you say if (whiteTurn) { whiteTurn = false; let texture = player_textures[ 1 ]; } else { whiteTurn = true; let texture = player_textures[ 0 ]; } And then you do the SetTexture and SetPlayer like before.
May 13 05:04:35 27m 18s Simulator for average people ♥ 0 First of all, your art is the epitome of programmer art. It's just like I made it myself! :D The mechanics is fine. You have a working game here with the basic features. What you need is a little bit of polish, and the game would be so much better! A game like this is actually fairly intuititive, and shouldn't need a tutorial. Yet, I got confused, even though I read the tutorial. For example, my first playthrough I didn't understand what to do with the monster, and I ended up dying. When I restarted and read the tutorial again I understood I had to click on him. This could have been solved if you simply had sounds when clicking. One sound for moving to an appliance, one sound if you try to move but are unable because of the monster, and one sound for clicking on the monster. That would make the player understand if a button click is registered successfully or if he needs to click somewhere else. If you also had two songs playing, one if the monster is there and one if he's not, then you suddenly don't even need a tutorial. By the way, the installation is a bit annoying. I've never used GameMaker before, but are you sure there's no way I can play the game without having to install it first? Either way, I like the core gameplay here, and I'm looking forward to your next game. Good luck! :)
May 13 05:27:17 22m 42s Infestation ♥ 1 Cool idea, but is obviously unfinished. For my rating I will judge the game as is and will be a bit harsh, but if you continue working on this it can be really cool. I suggest you read through the feedbacks and don't focus too much on the rating because it will inevitably be a bit low. There are some obvious things lacking which you didn't have time for, but let's focus on the design decisions and what you could have done in a different way in the same amount of time. 1) The typing game. It's annoying that I fail if I accidentally hit one wrong button. This is unnecessarily harsh in my opinion. Just remove letter if I hit the right one and don't do anything if I fail. Also, instead of removing a letter when I've typed it, just colorize it instead. It's annoying that the word keeps moving around as it gets smaller, and people generally feel satisfied when their inputs make stuff turn green. 2) The words list is too small. If I were to guess you have an array of strings that you pick randomly from. For my game this Ludum Dare I needed random male and female names, and what I did was find a list online of names and put them in a text file and make Unity pick a random one from the text file. The code when working with external files is a bit different if you've only worked in Unity, but I'm sure you can find some tutorial on it. If you did that you could add a whole dictionary of words in seconds! 3) Visual feedback is important! When I select a unit I need to know that the game registered my click and that I have a unit selected. Just change the color of the material slightly if you don't have time to add an outline or another indicator. It makes such a big difference! Anyway, I think the game has potential if you keep working on it. Good luck on the game, and good luck next game jam! :)
May 13 05:43:42 16m 25s Supreme Racing ♥ 0 I actually thought about doing a typing + racing game this jam! The reason I decided not to was because I didn't know how I'd do the turning. Making a lane system is actually a pretty good idea. Good job! However, there are some weird things here. First of all, everything is way too fast. Slow everything down like 3 times. (Maybe it's because of the framerate? I have a powerful computer and if your game depends on the framerate, as in the movement speed doesn't depend on Time.deltaTime, the cars drive faster on my computer than on slow ones). Some other things annoy me a little, such as my car starting stopped but the other cars driving instantly, and no restart button. Also, the words you type can be shorter (such as "Left" instead of "Turn left"). Fixing these issues shouldn't take very long. Another problem is the driving. I'm not sure how you did this, but it seems like you're using the physics system and it's not really working that well. I think the best way to do this game would be to have 4 different lanes, and have the cars follow those lanes precisely (don't use the physics system, just set transform.position each frame). If the car ahead is slower and you hit him, just set transform.position right behind the other car. I think that would work a lot smoother. My opinion of Unity's physics is that they work fine in most cases, but at high speeds and with small units, it's very unreliable. Anyway, there's definitely potential here. Good luck, and good luck next game jam! :)
May 14 00:47:08 19h 03m Soccer for Strategy ♥ 1 Wow. You managed to make an AI playing soccer by yourself in 48 hours. It's not perfect (for example, if I just press space and skip turns it doesn't score) but wow, I'm impressed. Took a sneak peek at your code and it looks really neat. Good job! :) If you want to keep working on this, I'd like to see some clear indication that I'm carrying the ball with me, as well as a smarter AI.
May 14 01:00:42 13m 34s Tofu Royale ♥ 1 Pretty cool. A bit annoying that I sometimes die instantly because I spawn right next to an enemy. I think you should pause the game for a second or until a keyboard input, and let the player decide where to move first. Also do a check when you generate AI spawns and check if anyone is within a certain distance from the player. Considering it was made by 8 people I expected some sound though! :p Either way, good job, and good luck next game jam :)
May 14 01:07:33 6m 51s American Revolution'mon ♥ 0 For later, it's better to upload a zip to itch.io or something similar. Game is obviously just a proof of concept, but it looks good so far. I'd like to see some info on what a move will do, because the first playthrough I just used random abilities. The rest looks pretty good, and I like the idea. If you'll keep working on this, good luck, and good luck next game jam :)
May 14 01:35:03 27m 30s Love is a four letter word ♥ 0 I have mixed opinions on this one. I think a game like this definitely is possible to make interesting. It's like those clicker games. The game itself is basically nothing, but everything else is what makes you keep going. And btw, the way the words gradually appear before you as you type is absolutely beautiful. However, with no music, no pictures and a story with no surprises, it just becomes a little bit boring. You could have added some statistics, such as words per minute and percentage of wrong letters typed. That way it could be a typing practice with a nice story. I like that you tried something completely new though. I definitely think this type of game has a potential, but for it to work it needs a heavy focus on art. If you ever do something similar or continue working on this, I wish you the best of luck. And also, good luck next game jam! :)
May 14 01:48:18 13m 15s Realm of Platformers ♥ 0 Server is offline :(
May 14 01:57:13 8m 55s A-Racer-Can Idle ♥ 0 The early part is way too slow. Takes several minutes to get first upgrade.
May 15 02:18:06 24h 20m Solitairey in School: The Card Game Dating Sim/Visual Novel ♥ 1 Aww, what a bummer that it had to end so abruptly :( Really cool game. Great music and atmosphere. The start menu and first few seconds feel like a dating sim made over several months. Really good job. I'm not really a fan of dating sims, but the card game was really clever because it forces you to save "good" interactions for certain people. If you continue work on this, I wish you the best of luck. And also, good luck next game jam! :)
May 15 02:24:17 6m 11s Two Second Detective ♥ 0 Remember to give the player feedback when stuff happens. I can't tell if I get hit by the shots or not. Make them explode, play a sound, make the lives text blink red for a second. The idea here is cool and there's a great atmosphere, but small things like that makes the game feel so static. Anyway, I think there's potential here, so I wish you the best of luck next game jam :)
May 15 02:37:38 13m 21s Win My Heart: Battle Royale + Dating Sim ♥ 1 Great work. I love the focus on small details such as the sound effects and the text moving when you click it, etc. These are the things a lot of people forget in game jams, but they make such a big difference. I'd like some better feedback when I choose a line though. The same sound plays no matter if it's a good or bad decision, and it's not that easy to tell how many hearts I gained. However, that's just nitpicking. Really good work for a compo game!