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steve

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TimestampSince previousGamesteve's comment
Apr 23 12:58:58 Gun Hero ♥ 1 Oh the finger cramp :( I discovered you could use CTRL to fire while experimenting on my second attempt, and turning auto-zoom on made a big difference- I think it would be worth pushing the user towards those input options as they make it much easier to play. The music was great, and an impressive number of tracks for the time! I would have liked to have seen the notes on the board match up with the notes/beats in the song in some way (seemed like the notes on the board might be completely unrelated to the song? as I noticed they kept coming after one of the songs ended and the level stayed on for 20 seconds in silence) Also a few moments of rest in between note sequences would have helped, the constant onslaught gave me no time to let go of the mouse and stretch my hand! I'd also have liked to have seen the song go glitchy if you miss notes and some kind of gameover if you play completely terribly like me :) But cool idea overall, feels like it would make an interesting VR game!
Apr 23 16:57:08 3h 58m Yaxis ♥ 1 I struggled to understand the player physics initially, and while it would go against the 1-bit aesthetic of the game I think a few fx would go a long way into helping people understand what's going on, for example, shifting the player down by a pixel when jumping upwards and up by a pixel when falling down to give the impression of movement, and having some kind of particle fx once you've landed. As someone above said, using a colour gradient on the background would also help players locate themselves as they're moving around in Y space, and lingering on deaths for a little longer to let players see what the mistake was that they made which killed them would help too. Interesting idea though, would be fun to see how far you can push it with normal platformer mechanics before it starts to melt peoples brains :)
Apr 24 08:16:36 15h 19m Furry Debugging ♥ 0 I enjoyed this, fun take on sokoban. I probably squished more bugs than was strictly necessary though :) I think I cheesed my way through a few puzzling using undo rather than solving them properly, and I found the interaction of undo+moving straight after a little awkward. I think I'd also like to have seen a longer turn timer as the bugs reacted a little to fast for me at times.
Apr 24 21:29:38 13h 13m AsteroidCraft ♥ 1 Nice work, I enjoyed this! As someone else mentioned it gets a little tedious after you've lost some units, I think you could solve this by not front loading all the enemies- the most threatening part of the level is at the start, (or slightly after once you've got some asteroid chunks moving about), but post that point it's just mopping up. If the game spawned a few saucers or other enemies during this period it would keep you on your toes. I thought the big list of controls at the start of the game was a little daunting, the actual controls are pretty simple (as once you've selected your units it's just a case of right clicking to make them move around and attack), but presenting the player with that list right at the start might put people off. The start of level 2 is brutal, by the time I've selected all my units and commanded them to attack the saucer had killed most of them! I liked the graphical style and presentation, a few particle fx would be nice.
Apr 25 10:55:22 13h 25m Invitris ♥ 1 Very well polished and nice clean art style, I had fun playing this. I would have liked to have a 'next block coming' indicator, and maybe feed the blocks to the player as a shuffled list rather than randomly picking each as I got in a situation where I had three square blocks in a row which was basically death :) I think it would be interesting if each "wave" of blocks that comes at you allowed you to rinse them in some way for points- e.g. rather than just placing a single block down to get through the barrier, what could I do to build up that wave, or play more skilfully to get more points out of it?
Apr 25 14:25:05 3h 29m A Virtual Friend ♥ 1 Awesome interpretation of the theme, perfectly delivered. You're going to put this into a real Tamagotchi and donate it to a second hand store right? ;)
Apr 25 15:44:07 1h 19m ASM Hell ♥ 0 This was fun, I think some kind of measure/coordinate read out so I didn't have to count squares would be useful though :)
Apr 25 22:37:49 6h 53m Rhythm Jumper ♥ 0 This was really good, music was great, and having to jump to the beat really added something to the game. I did find myself waiting on the platforms during the calmer parts of the music, which probably wasn't the right way to play! ;) Having some FX when you nail the beat perfectly would have been nice (although maybe there was and I was just too bad to see it!), and I thought the music cut out a little abruptly when you died.
Apr 26 14:09:24 15h 31m FPTA Deluxe ♥ 1 This is a great idea. I particularly liked the moments where the text inform you of something around you, then you had to actual move/turn to inspect those things, it would interesting to see this aspect expanded on. I think the music detracted a little from the experience, I think some ambient noise themed to the room you're supposed to be in would be great and some sounds made to represent the actions you're performing in the game (e.g. sound of a drawer being unlocked). Nice entry though, with great potential!