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notgreat

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TimestampSince previousGamenotgreat's comment
Apr 23 01:42:59 Deep space - cards battle ♥ 2 I ran into a strange issue where enemy shots would collide with either my ship or my shots and then would stop moving, just staying on the screen. (When colliding with my shots, my shots would also stop moving) Also, you definitely needed to have a sound effect when the ship gets hit. I sometimes lost lives without even noticing. This wasn't helped by the acceleration/deceleration of the ship making it feel hard to control. It doesn't really "feel" like a card game. The SHMUP part is basically a normal SHMUP, whereas the card choices don't have a lot of the things people would usually associate with a card game. That being said, it was pretty fun. Great artwork for a game jam!
Apr 23 02:39:02 56m 03s Spacecards ♥ 1 The integration of the card game was interesting. It has potential, but there weren't enough of them to really make it interesting. Several of the cards were nearly useless, and it felt bad to get the same weak card 3 times in a row. That being said, i did find several of the cards to be fun, and the first time I got the laser was awesome. Which brings me to my next point- it was far too easy. I got bored before taking a single point of damage. As long as I went for the cards which let me kill things better, I was able to keep the enemy count down enough that it was easy to dodge everything. Also, the only difference between enemy types seems to be their hit points and the points you get for killing them. They even look identical! This made it feel like there wasn't any progression aside from the score going up.
Apr 23 02:56:35 17m 33s Ryth ♥ 1 This is a fine rhythm game, but I really don't get the combat part. I got that the health goes down when I miss/poor, is damage based on my combo or something? I don't really see how it combines the genres at all- this seems entirely a rhythm game. Also, it was hard to keep the lane-finger mapping for some reason. Perhaps add a gap between the 2nd and 3rd lanes to simulate the keyboard separation?
Apr 23 03:28:47 32m 12s The Place ♥ 0 Amazing graphics/mood/audio coming together in an excellent horror package, but I just wasn't finding it fun to play. I'm not sure if I was missing something obvious, but the heavily restricted vision which added so much to the horror theme meant that if there was any puzzling I wasn't able to really notice it. I just went around hitting the pillars until the path seemed unlocked.
Apr 23 03:47:00 18m 13s LD41 - Money Doesn't Grow on Trees ♥ 1 It was an enjoyable game, but it wasn't very engaging. Once I got used to the controls (took a couple minutes) it was far too easy. The graphics and audio were both solid, though I would've preferred a bit more differentiation between the plants ready to harvest and the stage before that.
Apr 23 04:52:26 1h 05m Grid Gunner ♥ 3 A very interesting game, and a very different take on the turn-based bullet hell than [my game](https://ldjam.com/events/ludum-dare/41/bullets-of-insight). The graphics and audio were simple but effective, and I very much enjoyed it. Sometimes, when the screen got busy, it was hard to tell which squares were safe and which weren't. It would've been nice to highlight all of the square that the bullets were *going to be*. Also, making clicking both aiming and moving felt kinda bad, sometimes I was just a little off and moved when I meant to shoot (and the vice versa). Being able to make all clicks aim and using arrow keys/WASD for movement would've been nice. In addition, starting from the beginning on death is very annoying.
Apr 24 20:07:15 39h 14m Jet Boy ♥ 1 The first boss was definitely too hard, once I beat that one it wasn't that hard to beat the rest. It was fun to play, great job. However, it didn't really 'feel' like a bullet hell. It felt like I was constantly circle-strafing and using cover, neither of which are really bullet-hell gameplay at all. An excellent platformer/boss rush though!
Apr 24 20:17:18 10m 03s PROJECTIME ♥ 1 Very pretty graphics and good soundtrack. However, I had a lot of trouble actually playing due to it being hard to tell where everything was. Being able to rotate the camera or something would be nice, at the very least making it clearer where the ball is. Far too many times I fell off the edge due to miscounting how many steps I had taken/had left in the jump. it was also often difficult to figure out where the enemy bullets were going to go. I also had some weird lag issues, but that's quite possibly just my machine.
Apr 24 20:45:41 28m 23s SnakeTD ♥ 1 Interesting, but I got bored far, far before it got challenging. Ramming my head into a wall to release a turret is a very... unusual method. I didn't like it. Due to everything moving along the grid it felt bad. Having smooth motion would make it feel a lot better.
Apr 24 21:11:11 25m 30s City Blocks ♥ 1 It was really weird how any letters typed would apply to all words (even if you're in the middle of typing something else) It'd constantly be throwing the "wrong letter" sound at me because I was typing the wrong word. It was interesting how the whole thing was a metaphor for texting while driving, but I didn't like how it just kicked me out of the game to do that.
Apr 25 07:55:19 10h 44m Tweet Fighter ♥ 0 Great graphics and style overall, but I didn't find the gameplay fun at all. It's basically a 5-item rock-paper-scissors, and that means that the "choose randomly" strategy is effectively unbeatable. There's probably a bit more to the battle system that I'm missing, but I just didn't find it interesting to play.
Apr 25 20:43:44 12h 48m Rythmic Shooter LD41 ♥ 0 It was pretty fun but as others noted, the shooter part is woefully underdeveloped. Still, a solid rhythm game overall. I did run into an issue where if I was slightly off on pressing on a repeated chain, the bar would take out 2 arrows at once, which obviously messes up my later presses. Also, the ending is kinda weird that your ship just shoots forever as pixellated color blobs rains down.
Apr 25 21:17:18 33m 34s Plasimajita ♥ 1 I really enjoyed this game. The graphics were simple but effective. The sound effects got a bit monotonous/repetitive after a bit though. The early game was an interesting dodge-em-up with {T}s, then once I started getting more {C}s it became an idle game. Then once I got a {U} it was all over. I would've liked to know what the {X} and {U} were going to do before I placed them, but all in all a very solid entry.
Apr 25 21:59:52 42m 34s Deck Shooter ♥ 1 I really liked this game. There's a few balance issues (draw-3s are ridiculously OP, Beam is by far the best weapon) but it was a fine blend of the two generes in a very interesting way. The sound effects got a bit repetitive though.
Apr 25 22:24:57 25m 05s TnT: Tracks 'n Towers ♥ 1 An interesting idea, but the handling on the car is terrible, which made the game nearly unplayable to me. The weird turning acceleration meant I was constantly crashing into walls, and it seemed to me that the optimal strategy was thus to just camp out near the entrance, turning in circles and kill as many as possible as they spawned.
May 4 04:03:52 197h 38m Beet Boy ♥ 1 This was a pretty interesting game. However, 1) The whole game felt laggy. A combination of input delay and slow gravity meant that controlling the character wasn't problematic but never felt 'right' 2) The boss gave me no indication that I was dealing damage. I thought that I had to do something specific to get past some invulnerability, but no, I just had to keep shooting more. 3) After taking the upper route and completing one more level after that, I got stuck inside the walls. This ended my playthrough, as I couldn't figure out a way to force a restart (and then I fell off the edge and went past the bottom of the screen)
May 4 04:30:12 26m 20s Indirectris ♥ 0 Unfortunately, I found the game interesting but rather unfun. The game was very slow paced, and being able to get the pieces stuck on corners just felt bad. While the grid-based nature is necessary in some ways, it also made it hard for me to intuitively grasp the way physics/indirect control worked. Having some way to show sub-grid positioning would be very useful. The sound effects I found more annoying than helpful. I'm not sure why exactly, sorry. The scoring system also seemed strange. While the basics were obvious, there were all sorts of strange edge cases that I didn't seem to pick up. I'm still not sure what exactly causing an orbit until the piece disappears is worth, though I did notice that sending a piece past the edge of the screen is -2.
May 5 07:31:14 27h 01m DungeonSnake ♥ 1 Very neat, but it also had a few things that were so annoying I eventually gave up: 1) Tight turns sometimes eat my inputs. I'm not sure exactly what causes it, but when making two turns one after another sometimes the second turn's input doesn't seem to happen. I'm not sure what the cause is, but it's definitely annoying. It's likely I'm not inputting it quite correctly, but it's still extremely annoying, especially combined with 2) resetting to 0 hp on death. It'd be very nice to make it simply restart the room on death rather than resetting my hp to 0. It takes quite a while to build up to 20, and when I don't really know what everything does, experimentation and failure can be VERY expensive. 3) Lack of information. Tying in with the above, there's no text describing what various things do. It took me a while to figure out I was supposed to ram the diamond door once I picked up the diamond key thing (especially since it's placed at the back of the snake) and I still am not quite sure what all the different items do. Especially since getting the items takes quite a while, and you only can use it once. This game has a lot of potential, but the small annoyances just added up too much.
May 8 19:51:25 84h 20m League of Adventure ♥ 1 This was interesting, but I don't think it worked very well. Once I figured out how to exploit the AI a little, there wasn't any part of the game that challenged me. While the time constraints were undoubtedly harsh, the lack of any complex build decisions from items/level ups/whatever meant that there wasn't anything that required me to think past the start (when I hadn't yet figured out the AI)
May 8 19:57:10 5m 45s Turret Defense Hero ♥ 0 An interesting idea, but the lack of music in a rhythm game just doesn't work at all IMO.
May 13 07:49:36 107h 52m ShmuRTS ♥ 0 An interesting idea, but the RTS part was.... strange? I'm not sure if it was broken or what, but the enemy never did anything, I could take over every planet with either my ship or by sending a ship unit. There was absolutely no challenge at all in that part. The sound effects also sounded... human, I guess? Like a person was trying to make the sound effect rather than the sound itself being a thing.