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| Timestamp | Since previous | Game | The_Icy_One's comment | |
|---|---|---|---|---|
| Apr 23 17:18:03 | Crescendo | ♥ 1 | Just came back to say that I loved the look and feel of the game but had been unable to make it to the first platform, that tip in your comment about the lever definitely helped though. Not quite my cup of tea, but still a brilliant game. | |
| Apr 23 17:57:55 | 39m 52s | Perplexive Perspective | ♥ 1 | That was fun. Loved the time skipping mechanic, although it felt a bit weird that the moving platforms didn't jump about when using it. |
| Apr 23 18:07:44 | 9m 49s | Tenebrous | ♥ 0 | Loved the lighting, it felt a bit like a disco in there ;) The zoom from weapon charges was also quite an interesting mechanic, as others mentioned. It feels really close to an amazing game. One thing I would like to see if you were to continue on with this is is a way to 'fast move', as walking down longish corridors sometimes felt a little tedious. |
| Apr 23 18:14:58 | 7m 14s | Ten1Z1 | ♥ 0 | Loved the art style, very impressive work especially given the time period. Sound effects felt a little lacking though, and it took me a while to notice the umpire's speech bubbles. I didn't find much use for the strong shot, especially given that the AI didn't seem to cope very well with soft shots nearer the net anyway. It was also quite difficult to deal with balls being left in play after a point is scored, as the AI had a tendency to fire them at me. |
| Apr 23 18:49:36 | 34m 38s | Dungeon Scrawl | ♥ 0 | From the description, Dungeon Scrawl seemed like one of the awful "educational games" which often end up as neither education nor game. It most certainly was not. I ended up playing about half an hour and only stopping after I realised the time. The typing prompts are beautiful, and I love the little animation they do when popping out of existence. Occasionally a monster did spawn right next to me at the start, which was a little disconcerting, personally I think I'd prefer a little time to prepare before jumping into combat, although this wasn't a major concern as I only noticed it once or twice in my play session. There were a few times with word movement where I got stuck in the word for one direction, but this was escaped with a backspace. I'd also like to be able to use backspace to undo an error, although this is only a minor gripe. Ooh, and pausing. Pausing is nice. Got to agree with @wildcard that it could be a fantastic tool for teaching typing and word recognition, and with some modifications could be incredibly powerful for teachers up to even high-school to use with their classes. For example, the words used in game could be user-configurable with "language packs" of sorts, to allow for custom word levels for differing education levels, as well as potentially use in foreign-language education, maybe even with full sentences at level 5. Analytical information may also be a useful feature for educators' use, for example the number of mistakes made on words, letters or letter combinations, and the time taken to type them. So much potential for feature-creep :O Also, pressing escape didn't seem to exit the game, but that's not important, who would ever want to leave? ;) |
| Apr 23 19:01:18 | 11m 42s | Don't text and fly | ♥ 1 | It felt really difficult to avoid asteroids even without paying attention to the phone, which may have diminished the message somewhat, but I have a feeling that might just be me being bad at driving. Is there meant to be a way to put the phone down? I couldn't really see any control for that. |
| Apr 23 19:22:08 | 20m 50s | Spur of the Moment Racing | ♥ 2 | The tracks are quite fun, but as @niborious mentioned, 3 laps are a little long for what feels like a casual game to pick up and play, since that works out to about 150 simulations at minimum. The AI dodgems at the start of the game was also surprisingly exciting once I had the hang of the controls. |
| Apr 23 19:29:58 | 7m 50s | Remember or Die | ♥ 0 | That was really difficult, I feel like it might be a little easier if there were a way to reveal the tiles for a short period again, although I don't exactly have a great memory anyway. |
| Apr 23 23:09:46 | 3h 39m | Hana Tower Defense 3D Board Game | ♥ 2 | It seems like a 50/50 that the towers actually hit anything, is that intentional? I also have absolutely no idea what the dice in the hat are doing. |
| Apr 23 23:15:50 | 6m 04s | Roguelike Fishing! | ♥ 0 | It was pretty fun until the seasickness hit. I'm still feeling pretty dizzy now. Nice work :) |
| Apr 24 18:57:48 | 19h 41m | OUTLAW 🚗 MAYOR 🚓🚓 PANIC! | ♥ 1 | Very pretty, and such fantastic music. Only issue IMO is that the police cars can sometimes be sat next to you on respawning. |
| Apr 25 15:14:30 | 20h 16m | Super Ice-Cream Roller Ultra | ♥ 1 | It looks and sounds amazing, kindof sad I couldn't rate this on graphics. IMO the difficulty is perfect, although the controls are tough to get the hang of early on. |
| Apr 25 21:26:31 | 6h 12m | Crazy Cube | ♥ 1 | It's actually amazing how immediately clear the aim of the game was just from your stage design, nice work with that. |
| Apr 25 22:04:07 | 37m 36s | Trivia Monsters | ♥ 0 | Starting dialog with the professor seems to sometimes become scrambled, feels 50/50 as to whether it will be legible. Also seems like enemies attack after losing a fight, although I haven't had them hit yet. |
| Apr 27 18:49:01 | 44h 44m | Shoodoku | ♥ 0 | That was really stressful. I feel like the random variation in waves, while sometimes providing a welcome respite, was occasionally a little too random, and a few times a new wave would spawn just after I cleared one. Maybe wave timers could be dependent on the difficulty of the wave before them? I'd also personally like the difficulty to increase with the number of tiles found, along with possibly some small bonus for completing a set of tiles like bonus time to next wave or health regen. |
| Apr 28 23:37:39 | 28h 48m | Shuffle Climber | ♥ 1 | It feels really awkward to control this mouse-only, I feel like keybindings for the card slots would make this a lot easier to play. |
| Apr 28 23:58:29 | 20m 50s | Blind Faith | ♥ 1 | Faith seems to generate really slowly compared to the cost of miracles. I've spent a significant amount of time just sat on the far side of the island so that I can get enough faith to do anything useful. |
| Apr 29 23:29:26 | 23h 30m | A-Racer-Can Idle | ♥ 1 | You have a nice prototype, but the early grind is, quite frankly, excessive. It took me over 1 mile of travel at the basic 0.01 speed from holding space to get an engine, and even that was from a random powerup giving me some money. I gave up at 4.5 miles when I was still 100 gold off the AI driver after hitting the majority of coin powerups. |
| Apr 29 23:50:06 | 20m 40s | Elemento | ♥ 1 | The core gameplay feels solid, but the UX just seems a little poor at present. It'd be nice to have an easier way to build towers without needing to long press, and maybe being able to combine elements without drag and drop, rather just clicking on them in the inventory. It might also be handy to have onscreen indicators for elements in large piles, I lost on the stage after tutorial twice because I didn't realise there were earth elements piled in the bottom corner. |
| Apr 30 00:32:36 | 42m 30s | The Pond: An Unexpected Journey | ♥ 1 | The walking simulator aspect infuriated me, but the narrative calmed me, especially when Morgan Freeman came along to lend you his voice. That was nice of him. |
| May 1 16:17:09 | 39h 44m | Beach Please Splash | ♥ 0 | It's really quite hard to tell what's going on from your instructions alone, I didn't even realise both characters were player-controlled until I tried tapping wasd because the character wasn't starting the game. |
| May 1 16:24:55 | 7m 46s | My first day in the agency | ♥ 2 | It feels like bodily functions are a little too frequent early on, even going as fast as I could it seemed impossible to get from one toilet to the next. |