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AdroitConceptions

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TimestampSince previousGameAdroitConceptions's comment
Aug 13 01:30:53 Beyond Space ♥ 0 @allan-kong, I see you used music from freemusicarcive.org... that is against the compo rules.. one of the check boxes your required to click for the compo even has you state that you made all the assets durning the 48 hours.
Aug 13 18:01:14 16h 30m Emissary ♥ 1 I think you just set the bar for every other game rating for me. good art good game play Only thing I could add would be to have some sort of "bomb" ready notification.
Aug 13 18:08:06 6m 52s Slime Escape ♥ 1 the pixel art is cute but still very readable. the WebGL jump click sound hurts the ears hard. couldn't figure out how to jump after falling in the spot were you have to fall then dash left. jump, nor dash seemed to respond if I just fell.
Aug 13 18:13:48 5m 42s Progression || Degeneration ♥ 1 Good entry. music stops after the first track finishes, should set it to a loop. character controls are sluggish... mostly not an issue except for the really fast moving enemies... you basically can't do anything to dodge them. Floor is confusing - it looks like it is separate rooms.
Aug 13 18:20:36 6m 48s Temple of hate ♥ 0 Interesting take on the old doom looking graphics, could come up with some really interesting retro game with some hard work and polish. interact boxes on the key and doors is really small.. you feel basically nose to object to interact with it. far clip plane could have been farther out, I don't think you were going to have any performance issues, but often things were out of view from distance even in the same room. player's status bar graphics could be improved some.
Aug 13 18:28:17 7m 41s Headspace ♥ 1 Game menu has issues at 960x540 - probably need to look at scaling your canvas to make sure your layout works correctly. there is frequently points were you can't not hit an object (looks like some type of random generation) - it would be good to do some sort of pathing testing. instead of having the shadows that chase you just toggle in, consider some sort of lerp or over time change to make them smoothly come in instead of just jumping in.
Aug 13 18:33:52 5m 35s Shoot O' Space ♥ 2 * Theme - another variation on the shrinking map :( * the enemy movement is so fast that it is hard to react to... your often hit in the time it takes to see, move mouse, click on the screen.
Aug 13 18:45:28 11m 36s Trash Flood ♥ 0 * interesting game play idea * there is a camera angle issue and the last bin for sorting... I had to full screen to even see it. - should always do some math to make sure that the camera is showing all the needed items * wasn't clear how the upgrades/etc workd * I ran into a situation were multiple physics objects got stuck in one of the sorting bins - I think it was from using 1 to carry another over
Aug 13 18:55:57 10m 29s Running out of Graves ♥ 0 * Linux build worked fine for me * I tried stepping on a fire and got killed * the limited vision - not sure if that makes the game better or worse
Aug 13 18:58:12 2m 15s Unfinished ♥ 1 why did you publish a non-completed game?
Aug 13 19:06:52 8m 40s Made With Meat ♥ 0 * webGL doesn't work without full screening - probably a canvas scaling issue * Would be nice to be able to click to plant things. * was really hard to figure out how to play the game and what the point was.
Aug 13 19:11:03 4m 11s Going Up! ♥ 2 Intresting idea, but overwhelming amounts of looking around to find things to that need to be done.
Aug 13 19:16:30 5m 27s Storage Rental 101 ♥ 2 * interesting idea * given the screen real estate, it would have been nice to be able to just have all the clients on the screen at once * game took a bit to figure out what to do.. and it starts really slowly. * wasn't clear if there was a goal to the game other then just make money... is there a win/loose condition?
Aug 13 19:21:02 4m 32s Follow The Light ♥ 0 * controls feel stiff when falling * the 'floor is lava' part was really not clear * feels like you hit terminal velocity really quickly when falling... not sure if that is intentional.
Aug 13 19:23:22 2m 20s Space, Space and Space ♥ 1 * interesting puzzle game * falling tiles need an indicator for how many moves until they fall... it isn't very clear, which means you can only solve problems by trial and error.
Aug 13 19:27:35 4m 13s Warehouse ♥ 1 * would be nice if you could stack boxes * wasn't clear what you were to do with the boxes. * physics worked ok most of the time
Aug 13 19:31:29 3m 54s Penguin Voyage ♥ 0 looks like you ahve some issues with how you did the linux build: ``` Invalid serialized file version. File: ".../PenguinVoyage1.0-linux/PenguinVoyage10-linux_Data/globalgamemanagers". Expected version: 2018.2.3f1. Actual version: 2018.2.2f1. ```
Aug 13 19:34:39 3m 10s Running Out from space to Live ♥ 1 * really needs a second or so at the start for you to start moving... needing to press the arrow key the second the screen loads doesn't work really well. * need to explain the jump/double jump/etc ... I only guessed at it because it would have been the only way to make it to the key. * good job at making the key look like a key and the locked door to look locked.
Aug 13 19:37:55 3m 16s 35 Seconds to Arrival ♥ 0 * was odd to be doing down instead of up (most games like this you are flying up) * I would move the ship closer to the edge of the screen to give more visual space to the parts map yet to be experienced. * some sort of control info would be nice. I had to hunt around the set of typical inputs to figure out how to control the ship. * good first entry * + theme points for not being 'inventory tetris' or 'shrinking playing field' for the interpretation of the theme.
Aug 13 19:41:47 3m 52s Space Adyssey ♥ 0 * pop up ads in a game :(
Aug 13 19:46:43 4m 56s AEKI Wares ♥ 0 Linux version -> ``` Uncaught exception thrown in Thread[jME3 Main,5,main] RendererException: compile error in: ShaderSource[name=Common/MatDefs/Light/PBRLighting.frag, defines, type=Fragment, language=GLSL110] 0:198(21): error: cannot construct `mat3' from a matrix in GLSL 1.10 (GLSL 1.20 or GLSL ES 1.00 required) 0:199(16): error: no matching function for call to `inverse(mat3)'; candidates are: ```
Aug 13 19:58:59 12m 16s Warehouse ♥ 1 * intresting take on tetris
Aug 13 20:29:05 30m 06s Rainforest ♥ 2 * I would have like a fixed camera better then the follow camera, at the zoom level, you can see everything really well. * graphics were great * controls felt good * game starts out a bit slow * not sure if it is intended... but it looks like the game generates some imposible situations were boxes are falling off at 2 locations almost at the same time (I didn't see a way to grab a box off the belt before it fell.. if so that was on me)
Aug 13 20:39:07 10m 02s From Hell ♥ 0 * controls are a bit loose, hard to control were your going.
Aug 13 20:54:07 15m 00s Endless cleaner ♥ 0 * physics on the objects was troublesome when looking down - they get stuck. * interesting game play concept.
Aug 13 23:52:10 2h 58m Sauber ♥ 1 * good job completing a game in 72 hours * it wasn't clear what the end goal was / score was.. * it would help to have some instructions in game and a clear goal.
Aug 13 23:58:30 6m 20s Iris ♥ 0 well done bullet hell game!
Aug 14 00:03:24 4m 54s Bookbinding ♥ 0 Interesting concept... hard game for anyone who's worst subject was spelling.
Aug 14 00:18:10 14m 46s Bunny Bazooka ♥ 1 * good use of circle gravity
Aug 14 00:27:46 9m 36s Crystal Guardian ♥ 1 * amazing what 4 people can do in 72 hours * found a bug were I can still give towers crystals even if I have 0 * the toggle between plant and combat was troublesome... kept switching to plant mode when I wanted to be attacking.
Aug 14 00:34:56 7m 10s Space Invasion ♥ 1 webGL version (didn't get to even start playing)-> ``` Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings. ```
Aug 15 02:08:26 25h 33m Candy Raid: Sugar Crash ♥ 0 * game took multiple reloads to get it to load correctly... might be something to do with your webhosting. * controls were odd in that up/down were way less sensitive then forward/backwards. * could really use some sort of win/loose state or at least a score counter if the game is an endless runner type game.
Aug 15 20:30:14 18h 21m Lemon ♥ 1 @troyd - itch.io said the file was updated 4 hours ago, but I don't see a change long... What was changed? Also, you have it marked as windows/mac/Linux, but the download only has a windows version in it.
Aug 21 11:51:41 135h 21m Where Stars Belong ♥ 1 * text was hard to read at 960x540 * graphics were well done * not really fond of walking simulators, so didn't find any fun. * the clouds were GPU intensive (made my FPS drop really low when I was 'outside')
Aug 27 23:40:11 155h 48m Dark Forest ♥ 0 interesting environment... I suspect this is more a tech demo for VR... That or I missed something with the game play. Looks very inspired by the last 2 LD games you did (The style is very memorable, so I check your past games).
Aug 28 14:44:40 15h 04m Space Shack ♥ 1 - the definition scroll by - the definitions are only ever fully on the screen for a second or so, making it hard to fully read them. - SFX need to be better balanced, the volume level difference makes it hard to have the quite ones clear to hear and the loud ones to not be overwhelming. - it wasn't clear that you needed to open some of the boxes to keep up the "friendship" at first. - controls were a bit stiff/unresponsive and challenging to use. - it was odd that the friend was just watching TV while the ship was being attacked... -- why should I as the player character care about the friendship level, given that the friend doesn't seem to care about the player character?
Aug 28 20:41:30 5h 56m A Strange Sinking Feeling ♥ 1 - no-bad encounters -> average loss of 8 agility points if all tests are made against full agility, so spending san makes it potentially possible to make it out in that case (just a math note) - making the combat challenges take less die roles would be useful and simpler math.. - I didn't really feel like there was much player agency (which is the big thing with choose your own adventure/RPG type games)... there was the choice of when to spend SAN and occasionally a few other choices... but they weren't every very interesting choices. almost always one of them was clearly mathematically superior.