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FireSlash

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TimestampSince previousGameFireSlash's comment
Aug 14 00:24:20 Spaceless Space ♥ 0 I like the idea, but the execution seems to come down to luck more than anything. Asteroids move in often entirely impossible to predict ways, and shooting them usually just complicates matters. there's usually no path through the field from any position, meaning if your bomb/ghost aren't up there's no winning move. It'd be interesting to try with fewer asteroids, but I imagine you've gone down this route already in your own experimentation. The wall crushing mechanic is great, but I think I'd rather see it tied to time than health; as it just makes taking damage far more punishing. Also noticed a bug where if you're using ghost, the bomb doesn't work. Probably just a collision parenting bug, should be easy to fix. Asteroids interacting with each other is a neat feature, and might be more enjoyable with a less dense field. I'd also like to have seen a clamp to prevent them from going backwards; I had one shoot up at me from the back out of nowhere!
Aug 14 00:34:06 9m 46s Herding Humans ♥ 1 Controls were fine, but I found the collision to be the cause of most of my frustrations. The robot would snag just about every little box or corner, and turning doesn't have enough impulse to overcome it, which makes it infuriating to actually move around. Grabbing the humans could also be a bit of a chore if they ran toward boxes. Art and lighting are good, music loop is short but gets the job done. I wish there was a way to end the level early, it seems like I had to wait for the last room to close despite it being empty. Overall nice work for a compo entry!
Aug 14 00:41:23 7m 17s Invaded Space ♥ 0 Woa, this is not what I was expecting! I have a strong beef with the controls. Maybe it's just muscle memory at this point, but I see a little cursor like that and I expect L/R rotate. Once things get going, it's pretty confusing. Why do my projectiles keep blowing up, why does everything loop, etc. I love the idea, but it probably needs to be signaled better to the player. Somehow despite that I still had a lot of fun. I'd highly encourage adding a bit more to the description to users don't need to spend as much time trying to figure out the game.
Aug 14 00:50:33 9m 10s Noninterferance ♥ 1 Worked fine for me. This is a really neat idea. It has a nice gentle slope to let users figure everything out while it ramps up. Art is nice and consistent, music is a bit simple but gets the job done. It's an interesting take on the theme too, nice work!
Aug 14 02:58:01 2h 07m Files and Felines ♥ 1 Critical bug: Double clicking the kittens picture does not open it. Seriously though, fun little puzzle game. I agree with @star-sought in that the goal can sometimes be a bit vague (specifically on what to do with non-kittens related files), but otherwise it's a fun little challenge and give me a chuckle.
Aug 14 03:04:21 6m 20s Get Of That Damn Island ♥ 0 I agree with others on the controls. It took me a life to realize it used sokoban rules, but otherwise it plays like I'd expect. I realized after playing level 1 I should have started with T1 (T for tutorial! Doh!), so that may have saved me some grief. Level advance would be nice, but compo deadlines can be unforgiving. Love the little "shwoo" sound at the end.
Aug 14 03:14:32 10m 11s Planet escape ♥ 2 This is an ambitious kind of game to make during LD, especially for Compo. Don't feel too bad about slipping, it happens to us all. Interface is missing some pretty big QOL features, like letting the user know when construction or research it done. Speaking of research, it seems Furryfication never completes, or it're repeatable. Not sure... That or I can't research and build at the same time? The idea is great, and there's clearly some good stuff going on. I'd suggest taking a day or two off, and coming back over the weekend to give the UI a pass on a post-compo version. It's a fun little idea and I think it's worth bringing to fruition; especially when it's so close to being great.
Aug 14 03:25:44 11m 12s Boop's Space Adventure ♥ 0 A lot of the quirks with clones are probably coming from using a physics engine. For a simple platformer, I think a quick AABB collision solver would actually work better than an out of box physics engine. It might be worth playing with now that LD is over; if nothing else than as an experiment and/or learning experience. You might be able to quick fix the physics engine route too if you can add your own collision callback. Just track object to object collisions, and ignore all events between objects until they don't collide for a tick. In any case, neat little game idea, and the glitches are pretty easy to avoid in normal play.
Aug 14 03:36:04 10m 20s Abalite Crystal Defender ♥ 2 I kept getting these huge ~2sec stutters every time a tank spawns, which makes it really hard to play. Threadripper 1950x / GTX 1070 / win10 / Chrome if it helps.
Aug 14 03:42:44 6m 40s MULT ♥ 1 As a note to anyone else having this issue, right after spawning the screen glitches out for about a second and I die. This happens in chrome reliably. I switched to Firefox and the game plays as expected. Hopefully it's just my machine. Ah, shmups. My wheelhouse. I love the art style you've gone for here. It's simple, but executed very consistently and thoughtfully. The sound effects fit well, and really the whole package just works. Enemy spawn patterns could be a bit smarter, but for the big chunky art style you've chosen, scripted bullets might be a bit over the top. Nice work!
Aug 14 07:29:29 3h 46m Throwing Science Out The Window! ♥ 1 I can't decide if I hate or love the controls. On one hand, they're weird and infuriating. On the other, the more i play it the better I get. As others have stated, the music loop is a bit short and gets on your nerves after a while; but that's standard fare for compo. The info dump of controls/rules at the beginning is a bit hard to mentally parse. I know it's LD and time is the enemy, but in the future consider teaching the player the rules as they play; so for example once they collect a few science, flash a little sign on the garage telling them to drop it off. The controls themselves were also all over the place from what one usually expects, so it just added to the list of things I had to read/remember before going in.
Aug 14 07:46:48 17m 19s Cat Lady Simulator ♥ 2 Oh wow a PICO8 game! I totally forgot this thing even existed! I Love what you've done here. The art and graphics are cute and suit the game nicely, the gameplay itself is interesting, and I just can't bring myself to get mad at those cute little kitties when they block my path.
Aug 14 07:58:00 11m 12s Stack Rush! ♥ 2 I get what you're going for here, but due to the board size, you end up spending most of the game just standing in one spot, then after a few minutes things move so fast you can get boxed in with no way to react. It's a cool idea, but needs balance work for it to be fun. The tetris-style line clear is a nice touch though.
Aug 14 08:05:37 7m 37s Dilan vs. Trees ♥ 1 Oh god it's loud. As a general piece of advice, always set SFX volume to 0.8 at the most, lower for sfxr/bfxr stuff. Headphone users will quietly thank you. Also beware of overlapping sounds, as that just makes them louder and angrier. The controls are very weird. I probably would have gone for the "standard" wolf3d controls or mouselook if you want to be all fancy pants. I think your FOV needs to be lower for a 3d billboard sprite game like this, the sprites feel like they're flying around when you turn. Overall a pretty neat little project.
Aug 14 08:25:51 20m 14s Inventory is full ♥ 0 I got about 2 minutes in before dragging stopped working. It was fiddly before it worked, but after the bug hit items wouldn't move more than a few pixels from their spot in the inventory, meaning they'd always just drop back into place. Not sure if it gets harder or not, the optimization strategy seems to be to just throw out big stuff and always grab the small items since they're more space efficient.
Aug 15 06:12:05 21h 46m Misadventures of Crowley Flatcheeks ♥ 3 Love the art style! Mouselook sensitivity felt really high, though this can be hard to get right.
Aug 15 06:17:16 5m 11s Junkyard: Crash it & Cash it ♥ 0 I know you wrote instructions on how to park the cars, but I somehow still managed to be confused and kept trying to press enter. Car control is a bit awkward at times. Acceleration seemed really fast, and sometimes the car would "crash" even if it was going very slow and didn't hit anything obvious. (Probably clipping the edge of a collision box somewhere)
Aug 15 06:40:50 23m 34s The Red pixel ♥ 2 It feels like the move/death/respawn loop is a bit too slow for a game that's based around heavy trial/error. I also find hearts as a damage boost mechanic to be a bit tricky, as it leaves a lot of ambiguity on how to approach the level. I found myself taking a lot of "leaps of faith" into spikes and not being sure if I made the right choice or not. It was neat seeing experimentation down this route though, and it might be entirely solvable with level design and user messaging.
Aug 15 06:59:54 19m 04s Running out of Space ♥ 0 Lovely art style! I like the moving box mechanic as well. I got stuck at one point when a box I needed was off screen and I didn't realize I needed it.
Aug 15 07:10:07 10m 13s GRAVITY ♥ 0 Quite hard and punishing, I'd love a quick restart button to make learning quicker.
Aug 15 08:33:18 1h 23m Totally Not Snake DDX ♥ 0 Does what it says on the tin. I'd say AI is probably going to be mandatory for most people though. Smoother animation or tweens would go a long way toward improving the feel.
Aug 16 06:31:36 21h 58m Space Shipping ♥ 1 Love the idea! My playthrough ended once i ran out of fuel, but from what I could play of it, I feel there's a pretty solid concept there. I highly encourage making a post-compo version now that things have cooled down. Play around with it a bit more, I think there's a lot of potential!
Aug 16 06:37:25 5m 49s Avoid the circle ♥ 0 Interesting blend of mechanics. The earlier comments largely nail my complaints with it; hard level structures combined with awkward movement flaws. I notice you can "stick" to platforms if you hold move while jumping. The music pausing when you need to jump to the next platform is a nice touch. Feels like there might be something there, try cleaning it up a bit in post compo and seeing how it shakes out. I suspect with more carefully designed levels and more interesting hazards, you might have an interesting party game.
Aug 16 06:44:29 7m 04s Mini Royale ♥ 1 Took me several deaths to get my bearings. This is a bit unfortunate since the AI's patterns tend to lead them towards draws. Once I figured it out I still was pretty bad, it would have been nice to have some kind of warmup or practice mode.
Aug 16 08:47:12 2h 02m The Coming of the Great Colorful Handkerchief ♥ 1 Nice set of mechanics and variety! I felt the wave difficulty would probably have ramped a little faster, but that's shmups for you. One man's too hard is another's too easy. Echoing the comments on the music, but otherwise everything else fits together quite nicely. Overall had quite a bit of fun. Great work!
Aug 16 08:57:53 10m 41s Floor killer ♥ 0 Couldn't figure out what to do either. Hopefully @bentekiller pops in and updates the description at some point!
Aug 16 09:01:43 3m 50s Interstellar Janitorial Service ♥ 0 Would have liked to see the bullet travel to my mouse position, the current setup is a bit tricky to aim. Also it seems like I take damage way too fast if I drive into something. Not sure if this is a bug, or if the iframes are too short/missing. The fast move speed exacerbates this a bit. Nice feature set! Upgrades are a great touch, and keep the game moving.
Aug 16 09:12:05 10m 22s Box Simulator ♥ 2 There's potential here, but the movement is frustrating and the mechanics are a bit confusing. I feel horribly inept at getting anything done unless I have the magnet powerup, and it's not clear if there's any penalty for dropping boxes in the wrong zone. What's there seems to work well though. Boxes appear to combine into bigger boxes, gas mechanic works. It might be worth playing with the movement a bit. I'd also suggest adding some more feedback for when boxes are dropped off, since they just kinda vanish right now. Similarly, it took me a while to realize boxes combined since there wasn't any clear visual or audio feedback of this occurring.
Aug 16 09:18:19 6m 14s Jump LESS plz ♥ 0 I was about to give you a low score on theme, and it dawned on me what you've done here. I let out an audible groan. Mechanically the game seems sound. I do feel like level design is a bit hostile in places, but the game plays fast enough that a bit of experimentation was fine. I think you're probably aware of the graphics and lack of polish, so I'll leave that feedback to your imagination. But I do think there's some interesting gameplay potential here. It's worth playing around with a post compo version if you get some time. I think it could be a lot of fun as a puzzle platformer.
Aug 17 06:29:01 21h 10m WE SHIP ♥ 0 Digging the music! The hectic way boxes are splayed around makes the levels feel a bit messy, and it's easy to accidentally clip on something. The pushing/sliding interactions also feel a bit off.
Aug 17 07:32:18 1h 03m After the Future ♥ 1 I absolutely adore the art style! Echoing other comments on being hard to parse without reading the description, though I've been guilty of this in several of my entries as well. Great work!
Aug 18 06:18:08 22h 45m Tetromatcher ♥ 0 As someone who's played a lot of tetris, it's hard for me to understand why I'd want the match 3 mechanic. It largely just messes with my stacking and creates more problems than it solves. Once I realized this, I began mostly worrying about accidentally creating a match 3, which seems like a bad mechanic. Other than that, it's tetris. The basic boxes are all checked, and if nothing else I applaud you for trying something new and interesting in a space that you'd think would have been fully explored by now. Play around with the mechanic a bit! I suspect if you make match3s more reliable and easy to obtain, they could be useful in solving some of the placement problems currently solved by intentionally bad stacks, or problems that require t-slide/etc.
Aug 18 08:03:14 1h 45m Corrupted Core ♥ 1 Pretty neat tower defense game! It took me a while to figure out where the enemies were on the first wave; I think a lighter colour scheme would help in a lot of places. Space is dark! Make things bright! The player's gun feels really anemic. I realize this is probably by design to encourage turret use, but perhaps it might be better to simply remove the gun all together, or replace it with something that is more for support (such as a weapon that slows enemies) Agree with earlier comments on giving more info via the HUD. Health, upgrade amount, etc. Right now it seems I need to go up and inspect each turret to see it's upgrade amount. There might have been visual differences, but I didn't notice them during my playthrough. Overall really fun! I see you're working on it post-compo, keep at it! I'd love to see where this ends up!
Aug 18 23:02:46 14h 59m End.of.Line ♥ 0 I found this one to be pretty tricky. I think it would be valuable to add some kind of visual indicator to help newer players learn the timing and stay in the rhythm. Right now it seems to be just a case of knowing via trial and error, which can be a bit frustrating.
Aug 18 23:25:11 22m 25s Anxiety Bumper Cars ♥ 0 Some post-compo work would go a long way to fleshing the idea out. It's not a bad premise, but the lack of feedback, scoring, and a clear goal, makes it a bit ambiguous and generally not interesting. Now that LD is over, play around a bit and see what comes of it.
Aug 19 21:54:12 22h 29m Hold Me Back ♥ 1 Solid implementation from a mechanics standpoint. The UI could use some polish, and I think it might be lacking in variety, but overall the idea is competent.
Aug 19 22:08:40 14m 28s Quickly! nospace ♥ 0 Seems fairly straightforward. I would have liked to see some incentive to choose non-straight paths (such as powerups, time extensions, etc), but what you have seems to work as expected. Could use some polish (music, sfx, juice) but I suspect you're aware. LD can be unforgiving in this regard.
Aug 19 22:13:19 4m 39s Memory Muncher ♥ 1 Is seems being out of bounds only slows down the rate at which you "repeat" move, ie move when your key is down. To this effect, you can win levels by just mashing 'd' fast enough.
Aug 19 22:24:42 11m 23s Fidget Me This ♥ 1 Does what it says on the tin I suppose. When you're stuck and can't think of a good idea, try taking something simple and following the idea past it's logical conclusion. For example, instead of a fidget cube, why not use the same basic systems to build a space-based puzzle game where you needed to perform various combinations to clear blocks (perhaps something like yoshi's cookie mechanics), but instead of sliding rows you used sliders and toggle buttons? Experimentation along those lines is what makes LD fun and interesting. Simply building a widget is a fine exercise, but not really the purpose of LD. Despite this, I'll still applaud you for finishing a project inside the LD timescale. I hope you learn from this and come back for 43.