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DDRKirbyISQ

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TimestampSince previousGameDDRKirbyISQ's comment
Aug 23 05:08:54 Tiny Colony ♥ 1 Played and rated the compo version. Neat! This was pretty simple but kept my interest for longer than I thought it would. The post-jam improvements you wrote about make a lot of sense. I kept forgetting at first that things don't spawn on the same square as the people, haha...but I got the hang of it once I remembered.
Aug 23 05:32:32 23m 38s Exhaustlands ♥ 2 Pretty cool! You guys really pulled off the minimalistic style, it worked well with everything combining together into a pretty cohesive package. Explored a bunch of places, some interesting, some not, but in the end couldn't spend enough time on it to really made significant progress.
Aug 23 05:35:50 3m 18s Outrunning Space! ♥ 1 Yesssssssssss
Aug 23 05:42:43 6m 53s BALL BUSTERS ♥ 1 Come on guys...it's not THAT hard. Beat 1-player mode on the second try! I do agree though, that something could be changed. I don't think you need to make it flat-out easier, but rather, I think the player should get some sort of advantage as time goes on. Right now, the player gets more and more disadvantaged as time goes on because there are less blocks to stand on, but I think there should be something to make it easier for the bat to lose as well as time goes on. I think that would help the pacing of the game to feel more exciting as things go on.
Aug 23 05:54:21 11m 38s The Fall of Arcology ONE ♥ 2 Pretty simple platformer....couldn't tell whether having the camera zoomed in so much was a play on the theme, or....??
Aug 23 05:57:12 2m 51s Blow the Hen Down ♥ 1 Ahoy thar! Thanks for being a good LD citizen and opting out of the appropriate categories! But, even bigger thanks for making this game, oh my gosh this is wonderful hahaha. Perfect fun execution, I love it. The "speed run" video is great too! Also, props on being one of the only Unity games that both lets me select a resolution AND has a UI that properly fits different aspect ratios. That's way more rare on LD than it should be, haha.
Aug 23 06:07:44 10m 32s Body Hiding Simulator 1995 ♥ 1 Haha, definitely a fun one. It was great finding ridiculous places to stash the bodies. Though the pacing was a bit slow. I feel like it might be more fun with a smaller house (1 story instead of 2 stories?) and maybe murdering multiple people at a time instead of doing it one by one. Still got a good laugh out of it, especially the professional voice acting.
Aug 23 06:14:36 6m 52s Stuck! ♥ 1 Too real, haha. Pretty simple, but enjoyable nonetheless. Extra bonus points for making the most tantalizing gif previews, those are great! The BGM is pretty groovy! Almost =too= groovy though, might not actually match with the feel of....being stuck in a sea of people.
Aug 24 05:50:40 23h 36m Rainforest ♥ 2 Nice! The lighting and textures feel really great here. The mouse click controls were quite clunky; pressing space worked much better. I'm not sure what the reasoning was behind having to actually click on the package instead of just grabbing the closest one, but seems like the mouse click would work better if it simply worked like the space key. Otherwise, some visual feedback (highlight the box under the cursor) would help. Feels like the boxes could have used more unique designs to read better, for example boxes of different colors, that corresponded with the color of the shelf that you need to take them to. As it is, you can definitely figure it out, but it doesn't really stick out to you. (I get the whole cardboard box aesthetic though)
Aug 24 06:25:34 34m 54s Encroaching ♥ 1 Pretty intense! Didn't make it out though =( Feels like it's a really good setup, but I feel like there could be more of a deeper meaning or significance, or progression to the game. Like as you go on there are less trees so you are found more easily, or something. This was still pretty cool though!
Aug 24 06:33:55 8m 21s EVOLUTION ♥ 0 I'm not sure I can in good conscience give this game a high rating in "fun", haha. But anyhow, a clicker/progression game with a twist, it worked well.
Aug 24 07:09:56 36m 01s Loot Keeper ♥ 0 This was way more addictive than I'm willing to admit, lol. I minmaxed my way to level 11 before quitting for my own good. Great concept! Some parts of the execution are a bit messy, it feels like, like the interspersed mouse/keyboard controls, and the "next" queue scrolling in the opposite direction of the player (maybe it does make more sense that way? not sure). It's definitely got potential though. Keep at it! By the way! You may want to credit the sources for your music? The rest song was quite peaceful and happy, it was nice to listen to while micromanaging everything, haha.
Aug 29 04:18:26 117h 08m The Hero's incredible Chronicles ♥ 1 gdi lol xD
Aug 29 04:24:56 6m 30s Bus Stop Blast ♥ 3 Played and rated v1.0.1. Kind of weird controls that are split across keyboard and mouse, but it was fun driving through all those houses. I actually got stuck after dropping off some kids, I think the bus got wedged into some of the collision for the school building (the one building that I couldn't take down with my bus!). I guess that serves me right for going full speed at the school building...
Aug 29 04:39:03 14m 07s Evercloud ♥ 1 Nicely done! It's quite difficult to make a game jam game with an actual progression, atmosphere, and sequencing like this (speaking from experience), so good job! The music quite reminded me of the somber main theme of Rain World (ahh, the feels). Sound of the rain was a nice touch. The gameplay was fairly rote, but the exploration and dialogue (though minimal) kept things from getting stale. The SFX could really use some more love to match the rest of the atmosphere. Overall, I love how you created a world and a space here. It's great.
Aug 29 06:00:37 1h 21m Gel Break ♥ 2 Amazing job! This is very well done and the puzzles really have a lot of depth to them. Great job building various different types of puzzles around the core mechanic. I really have no idea how you can come up with such great puzzle designs in a jam setting; it's super impressing. I do think the bomb puzzles were the trickiest to really get the hang of, as there are a lot of rules that weren't completely obvious at first (how long until the bomb explodes? what is the radius of the bomb? is the bomb still ticking down while inside slime? etc.) Those issues could probably be addressed with some minor additional UI tweaks and/or notifications or such. Amazing job overall!
Aug 29 06:42:05 41m 28s When Life Gives You Lemons ♥ 0 Hoo boy, that screen flash really gets old fast. @_@ The gameplay really needed to ramp up faster, with either more enemies or perhaps just a smaller space. The artwork is pretty fun though, especially the animations of all those lemons!
Aug 29 07:11:06 29m 01s Password Camp ♥ 0 Hehe, this is so old school! The aesthetic was great and really brought me back. However the mechanics were also just as unintuitive as old games...probably could have done without that part, haha. I played through the whole thing, was simple but didn't get overly stale.
Aug 29 07:49:25 38m 19s The Void ♥ 1 Hi there! It looks like your entry uses third-party assets that your team did not create during the jam. This is fine, but in accordance with [the Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), **you must OPT-OUT of the respective categories, since it would be unfair for you to be rated based on work that you did not actually do during the jam.** You can still change this setting now. Quoted from the actual submission page (which you should have read): > **Opt-out of categories here if you and your team didn't make all your graphics, audio, or music during the event. Many participants are making original graphics, audio and music from scratch during the event. As a courtesy, we ask you to opt-out if you didn't do the same.** Also, some games are not meant to be Humourous or Moody, so you can choose to opt-out of these too. For more info, see https://ldjam.com/events/ludum-dare/rules That aside, this game definitely has a lot of good potential! Though I must admit, I was pretty confused when I received this sector layout: Screenshot 2018-08-29 00.21.38.png It definitely took some used to getting the hang of the game, but it was pretty fun after I understood how to work it! It's rather punishing at the beginning, especially since it drops you right into the heat of things with no time to formulate a plan of action. Once you start getting the upgrades things start to snowball pretty quickly and it gets much easier. I actually think this would have done very well as a "campaign"-based sequence of missions instead of an endless wave-based survival game. That would allow you to ramp up the difficulty gradually as well as introduce new upgrades, and it would allow players the chance to retry a particular mission if they failed. Just my 2 cents though.
Aug 30 06:55:44 23h 06m Very Original Puzzle Game ♥ 0 Despite being really short and lacking in some of the icing on the cake (music, nicer sfx), this is pretty much exactly how I'd like a game jam game to be executed. Well done, and thank you for the post-mortem writeup! It's good to see that you were able to salvage your jam and come up with something quite decent in the 11th hour!
Aug 30 22:43:37 15h 47m No Space In My Stomach ♥ 1 Fun little puzzle game! Finished all the levels, thought the number of levels was about right but some of the later ones were a bit less challenging, especially the last 2 or 3 i think? You could finish at least two of them with extra space left over in your stomach, which means you could have made an extra move and still solved it. So that maybe could have been pushed a bit more. I personally didn't have any issues understanding the vertical vs horizontal platform disappearing mechanic, but agree that it probably could have been made more obvious somehow. I guess it helps that you spelled it out in the description, haha. My main complaint is actually little quality-of-life things that could have made the game feel a bit less tedious. It felt like the puzzle aspect of figuring out the right order in which to do things was fairly interesting, but in the latter half of the game it felt like in order to actually focus on that I had to first go through a tedious task of panning the camera around the level and memorizing a bunch of colors. I feel like I would have enjoyed the actual puzzle aspect of the game a lot more if I could view the entire level at once and move faster. I understand these were probably intentional choices, but I personally felt like the puzzle aspect of the game could have carried through more strongly if didn't have to deal with those things as much. Some of the other nitpicky things like the jumping on platforms moving down were already mentioned; those are pretty minor though. I did find it a bit odd that the menu UI navigation was all mouse-based even though the game itself used the keyboard only. All that said, props for making a puzzle game in a short time period -- it is really not easy to think of clever puzzle designs quickly! And the concept is a pretty cute too! Though I fear for little Stewart's health after eating so many colored drugs...
Aug 31 02:59:25 4h 15m Requiem for the Postman ♥ 1 Hi there! I'd like to rate your game, but unfortunately it's not playable correctly as I have a 5:4 resolution monitor at 1280x1024 (yes, some of us are still living in 2010), and thus can't see or access some of the essential gameplay elements. Unity's resolution picker dialog is unfortunately terrible at dealing with this issue, as it will only let you pick resolutions that match the aspect ratio of your monitor.
Aug 31 03:12:12 12m 47s Path Blox ♥ 1 Nice! This is actually pretty fun, and really twists your brain around for a while until you get the hang of it. Got up to a score of 150 or so as a high score, though I wish it would at least show you what your ending score was before resetting the game...? In any case, after some trial and error I figured putting right arrows on the left and left arrows on the right essentially just narrowed the playing field and was always a "safe" placement, so I ended up going with that strategy, to some nice success. Pretty simple game, could use a little more like music during gameplay of course, but it's a great start! Very fun.
Aug 31 03:20:10 7m 58s Passengers Tetris ♥ 0 Too real, lol. Not sure the reasoning behind the long interval between scans for matches -- maybe to encourage more combos? But anyways, this was kind of cute, yet still fun. It does feel like most of the screen real estate is completely wasted though.
Sep 2 06:33:05 51h 12m Paradise Inc ♥ 1 Hi there! It looks like your entry uses third-party assets (music) that you didn't create yourself during the jam. This is fine, but in accordance with [the Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), **you must OPT-OUT of the respective categories, since it would be unfair for you to be rated based on work that you did not actually do during the jam.** You can still change this setting now. Quoted from the actual submission page (which you should have read as part of the submission process): > **Opt-out of categories here if you and your team didn't make all your graphics, audio, or music during the event. Many participants are making original graphics, audio and music from scratch during the event. As a courtesy, we ask you to opt-out if you didn't do the same.** Also, some games are not meant to be Humourous or Moody, so you can choose to opt-out of these too. For more info, see https://ldjam.com/events/ludum-dare/rules That all aside, this is fantastic. It's quite difficult to create a cohesive narrative arc in a short timeframe (speaking from experience), so even though there no fancy branching paths or anything of that sort, this is still really impressive. A bit of a "Vanilla Sky"-type setup, so it's not a crazy original plot, but I don't think it has to in order to tell a good story. The narrative did leave me wanting a bit more in terms of...how do I say this...development and closure? Sorry, that might not be clear, but what I really mean is, I think the story you told was quite interesting, but I think I wish there was some deeper message and/or conflict that I was left with at the end, to contemplate or think about. Not that the current story is completely devoid of meaning -- I think it hints at various things, like "paradise is too good to be true", "value what you have", etc. but I think I was craving a bit more. Totally subjective opinion though, and not marking you off for that because I don't expect it from a jam game. Just wanted to give my honest opinion as an artist. (You could also very well have planned much more but couldn't manage to fit it all into the game in time) The mood was quite great here, obviously, but I'm also very happy with the graphics and composition ("cinematography"?) here. I think some people may simply look over your work and say "oh it's just some crude pixel art" but really you have put quite a lot of detail into the environments and the palette choices work quite well to really make the scenes read clearly, which I appreciated. Not to mention the subtle camera smoothing and such -- these are things that some people probably wouldn't notice consciously, but really makes the experience feel polished. The scene outside of the Paradise Inc building is especially gorgeous -- love the use of values and layers to create a hazy effect for the background. Also liked the duality between the real world vs "Paradise". The time you spent crafting all of these scenes really paid off. Amazing job!
Sep 3 05:32:58 22h 59m Mindblocked ♥ 1 Wow, this is very nice. I can't believe how many quality puzzle games came out of this jam; I find good puzzle designs impossible to create quickly... Really don't know what to say here besides the fact that this is awesome, the levels were clearly very well thought out and offered enough decision points to be challenging while still being limited enough to avoid feeling overwhelmed. The coins were a great way of embedding both an "easy solution" as well as "hard solution" into the same puzzle which must have taken even more careful planning (or just genius) to formulate in terms of design. Graphics are simple but effective, the mechanics are all very clearly explained via the demo levels, and I really like how you came up with all the different obstacle types to throw into the mix level by level as a natural extension of the mechanic. Solid job, well done!
Sep 3 06:41:51 1h 08m SpaceOut ♥ 0 Interesting concept! I like how the balls were a much faster way of clearing out bricks, but harder to control than the lasers, which were precise but had cooldowns. I like the idea of the upgrade progression, though it felt quite punishing to accidentally run into a block when trying to navigate.
Sep 3 16:33:21 9h 51m Constellations ♥ 1 Nice! I scored 1721.60 with my 9 constellations (tried to focus on the loop bonus). There's a solid idea here and it feels like this could be a super relaxing game. As mentioned before scrolling the camera takes away from the flow a bit; I also feel like there could be set levels instead of randomized stars, so that there is some sense of progression / completion. The music provides a nice ambience although I wonder if something closer to a lullaby would be fun too.
Sep 3 19:43:24 3h 10m Writespace ♥ 3 Brilliant. Just amazing. These puzzle games are blowing me away. I loved all of this!
Sep 3 20:05:20 21m 56s Memories .inc ♥ 0 Interesting.
Sep 3 20:22:12 16m 52s Noah's Help! ♥ 0 Simple but fun! Yay~
Sep 3 20:54:00 31m 48s Tetrolled ♥ 1 > You sir, have succeeded in tetrolling me, from noit using srs, to the random blocks, to the fact that the spawn orientations is not even correct, no bag generator, and the double tap hard drop, and to make matters worse it uses 8 wide instead of ten. Good Job… I agree completely. Even the rotation directions are reversed! Aggghh
Sep 3 21:23:34 29m 34s ROOSTER EXPRESS ♥ 0 Pretty fun and good atmosphere, haha! I think you've got a lot of fun things going on here with the delivery parsing. My main feedback would be that there are other things in the game that seem to get in the way of the core mechanic of parsing the mailing labels. In particular, trying to accurately drop the boxes on the correct conveyor belt can be a bit difficult (as mentioned above) and I don't think that really adds any enjoyment to the game. It also feels like running back and forth from the package pile to the conveyor belts is a bit tedious and doesn't serve much purpose. Perhaps if the play area wasn't so spacious and the packages to sort just ended up cluttered throughout the room it would also add to the sense of "running out of space". Great choice of music btw!
Sep 3 21:33:42 10m 08s Little Shop of Junk ♥ 2 Made it to round 4. Felt pretty reliant on RNG at the later parts of the game, and if you don't get the right items it makes a huge mess with no real way to alleviate it. Fun concept tough!
Sep 3 21:43:35 9m 53s Pizza Defender ♥ 1 Woot, first place! Capture.PNG Great aesthetic. Clearly more of a rough draft than anything, but I like what's there! I feel like the title of the game should be...."The Cheese Stands Alone" =P
Sep 3 21:54:28 10m 53s Vita Magicae ♥ 0 Cool! Pretty nice game for LD, though I wish the bullet patterns had more of a traditional danmaku difficulty to them -- slower bullets, with more emphasis on navigating through patterns and tracking bullets of varying paths and speeds, rather than more reactive dodging. Aiming with my little pea-shooter bullets was by far the most difficult part of this game, which I guess is what happens when you take a genre that's traditionally top-down and convert it into one with a moving camera and mouse-based aiming. Still, I appreciate all the content that you guys managed to cram into here. One note on readability/discoverability -- I did find that it wasn't super obvious at first that the red pools for the last boss were obstacles that you needed to avoid -- think the visual UX there could probably be a little more clear.
Sep 3 22:10:33 16m 05s Catching Sushi! ♥ 0 Great aesthetic! Wish there was a little more to the gameplay. Now I'm hungry...
Sep 3 22:15:40 5m 07s Data Runner (LD42-Jammer Edition) ♥ 1 Cool aesthetic! The mouse controls were unreliable at times and I found it pretty easy to be ejected out of the track entirely -- perhaps this would fare better on my desktop (on my laptop atm). Also found that a single collision would tend to throw you off course which lead to more collisions; bit of a spiral effect.
Sep 3 22:22:44 7m 04s Grimder ♥ 0 Hahaha, some of these are too real.
Sep 3 22:30:29 7m 45s Cat Fortress ♥ 0 Hi there! It looks like your entry uses third-party assets (music) that your team did not create during the jam. This is fine, but in accordance with [the Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), **you must OPT-OUT of the respective categories, since it would be unfair for you to be rated based on work that you did not actually do during the jam.** You can still change this setting now. Quoted from the actual submission page (which you should have read): > **Opt-out of categories here if you and your team didn't make all your graphics, audio, or music during the event. Many participants are making original graphics, audio and music from scratch during the event. As a courtesy, we ask you to opt-out if you didn't do the same.** Also, some games are not meant to be Humourous or Moody, so you can choose to opt-out of these too. For more info, see https://ldjam.com/events/ludum-dare/rules That aside, this is pretty janky, but still cute haha. It's a good start, but obviously more of a rough draft than a full game. It was so random that the old man could roll around, and didn't really do much for gameplay, but....I kind of love it. By the way, we also made a game about tumbling cats! =D
Sep 3 22:46:01 15m 32s Crumble ♥ 2 Lol, got to -1:-37. Interesting how rolling around quickly was fun, yet the best strategy was to go along as slowly as possible.
Sep 3 22:57:35 11m 34s Eating Sim ♥ 0 Lol this....is something. Felt like the game was a bit too fast-paced with too many options at first, but I guess you sort of have to get the hang of it. There were a bit too many worms I think; I think that was the main thing that really detracted from the fun of things. I think the game would feel much more fun if 80% of the time was spent frantically trying to munch things as fast as you can, but right now it feels like half the time I am trying to keep the parasites from being ingested. Having food types introduced one by one would help, as you mentioned. Pretty hilarious in general though.
Sep 3 23:20:45 23m 10s Bon☆Guys ♥ 0 Fun and relaxing. I think it needs something a bit more, but I could see myself playing it a bunch!
Sep 3 23:28:51 8m 06s This Way Up ♥ 0 Interesting start. Kind of buggy (was able to clip through a wall and ended up trapped on the conveyor belt with no way out), and the gameplay isn't really quite all there (moving while carrying a box is terribly slow, but you can circumvent that entirely by repeatedly picking up the box and then throwing / shoving it a bit), but I like the attempt!
Sep 3 23:42:17 13m 26s Eventful Horizon ♥ 2 Ouch, no checkpoints! Cool cutscenes here, impressive how much was crammed in here for a jam game. The teleball throwing mechanic was really satisfying in general until some later sections penalized you quite heavily (in terms of time spent) for missing a toss. The different tile types were a good idea, but I feel like for the most part there wasn't a need to let the teleball keep bouncing along on them (unless forced to). Great job overall.