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Pennycook

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TimestampSince previousGamePennycook's comment
Apr 24 01:49:49 Super Hyperspace Rythm Plus Ultra ♥ 2 This is awesome. If anything I think it's _too_ fun: you've proven that Rhythm Game and Bullet Hell are clearly compatible genres. 😜
Apr 29 00:14:21 118h 24m A Type Of Rhythm ♥ 3 I too had some timing issues with this one, but I think I got the hang of it eventually. I had fun on the first few levels, but the last one was too hard for me. One thing to consider adding is some feedback on whether the game considered the key press to be too early, too late or just wrong -- maybe as different colors. That might make it easier for players to figure out what they're doing wrong, and how to adjust their timing.
Apr 29 00:33:22 19m 01s Rhythm Attack ♥ 1 It took me a while to realize that I was dying because I hit the left side of the screen, and that I had to occasionally step forwards. It's probably me being stupid, but I'd have found a note that it's harmful useful. 😅 I thought that the visualization of the beat was easy to follow, and the "Beat Match" statistic in the bottom left corner is a great way to provide feedback to the player. Good job!
Apr 29 00:54:36 21m 14s Click Race ♥ 2 This is a neat idea, and the graphics are great. I really like the way that you combined the two genres: it feels a bit like playing a different game with each hand. Quiet games always feel like they're missing something to me, and I think this would be even better if you added a few simple sound effects (e.g. on jumping, building and clicking). I'd recommend something like [sfxr] (http://www.drpetter.se/project_sfxr.html), which makes great sound effects and is super easy to use. Adding a purchase price for the next platform and/or a counter for the number of platforms left to buy would help build tension and encourage even more furious clicking!
Apr 29 18:47:31 17h 52m Pill-Boy's Text Adventure Platformer ♥ 0 I *really* enjoyed this; the genres you chose should definitely be incompatible, but you've made it work. I particularly liked that you took the time to add the ability to jump on enemies, even though people will probably only ever encounter it by accident. 😄 I found what I think is a minor bug: there are a few situations where you can end up with multiple overlapping "conversations" at once, if you are typing commands during some multi-line output. Adding some sound effects and music is the only suggestion I have for how to improve this game. Great job!
May 6 00:39:05 149h 51m BallRunner ♥ 0 I completed it, and I think there's a promising idea here: part of the puzzle is figuring out what the puzzle is in the first place. I didn't understand why in Levels 1 and 3 there was a top screen and a bottom screen. If this was supposed to be a clue, I didn't understand it. 😅
May 7 00:21:15 23h 42m Forkbite ♥ 1 As others have said, the graphics are pretty great. Good job! I encountered what I think might be bugs... The first time through only two meatballs spawned (despite being set to 100) and I won rather quickly. There seemed to be some disagreement between the button prompts and the buttons I actually had to press (but this might just be my Steam controller being weird). Something to check out, anyway.
May 7 00:34:33 13m 18s Check, Please! ♥ 1 This is a great entry. I love the date's facial expressions, and showing the instructions and credits on the menu and check is a really nice touch. Assigning a score -- based on time, the eventual cost of all the things you smashed, or the date's mood -- would be a great way to improve the replayability of what you already have. I played through a few times and I _feel_ like I did better, but I didn't see this reflected anywhere.
May 7 00:59:05 24m 32s Apostle: Vanguard ♥ 1 Wow. This is probably the most complete game I've seen in a Ludum Dare. It's also a really solid game idea, and you've combined the two genres really well. Kudos! I made a complete mess of my first few attempts, but got a little further once I found the "?" menu. The main issue I had was a lack of resources; the best way I could find to build anything early on was to start destroying buildings, and my mission to protect humanity went straight out the window 😄. My only other suggestion would be to let the user zoom in and out (on both maps) -- that would have helped me to find the Cargo Hold and the enemies firing missiles more quickly.
May 7 01:54:36 55m 31s Groovy Beat Shooter ♥ 0 I like the idea of the calibration screen being part of the game, but I'm not sure how well it works in practice. I found that as long as I kept to the beat I'd kept up during calibration I could shoot for a while, but if I lost the beat it was impossible to get it back.
May 7 02:01:13 6m 37s Spike-Stricken Love ♥ 0 I got to -263 and laughed the whole time. Great job. 😆 It would be nice to have the spikes spaced out a little more, so that they didn't overlap (especially with the red and blue spikes). If you're unlucky enough that several grey spikes appear underneath you, you always die immediately.
May 7 02:12:46 11m 33s What is Love ♥ 0 Fantastic dialogue options. I was disappointed to see that I failed -- I definitely picked the funniest option in every case. 😜
May 7 02:20:38 7m 52s Puzzle Gun ♥ 1 At first I thought that the reloading puzzle was too simple, but the longer I played the more glad I was that it wasn't _too_ taxing. This is a really good idea, and really innovative; with a little more variation in the puzzles (for different weapons, maybe?) it'd be a game I could see myself spending a lot of time with.
May 7 02:37:52 17m 14s Lost Without You ♥ 1 Absolutely fantastic, you should both be very happy with this. The graphics are simple but fit the mood perfectly, and using color as sparingly as you have gives it an eerily beautiful quality. My only suggestion is related to the controls: it's possible to use WASD/Arrow Keys for either character, which I found surprising. My initial reading of the controls at startup was that each set of keys was bound to the character of the same color. I don't know what your intention was, here, but it'd be good to clear up the confusion -- my recommendation would be to enforce different controls for Mary and Zoey; it "feels better" to me (sorry I can't be more specific than that) and would work better for two players sharing a keyboard.