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gustavo.christino

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Aug 14 20:41:11 Days to Come ♥ 1 I'm still playing. One thing I would like would be a button to simplify the choice of commands when fighting. Type "press a" instead of clicking "Attack." I think enemies do not have as much delay as clicking a button and then dragging me. Playing to better evaluate other criteria. :) --- Ainda estou jogando. Uma coisa que eu gostaria, seria de um botão para simplificar a escolha dos comandos na hora de lutar. Tipo "apertar a" em vez de clicar em "Atacar". Creio que os inimigos não tenham tanto delay quanto clicar em um um botão e depois arrastar até mim. Jogando para avaliar melhor outros critérios. :)
Aug 22 20:31:28 191h 50m Running from ⭐⭐Space⭐⭐ ♥ 2 The strong point is swinging (attached to the rope) and experience the physics derived from this. --- Evaluation... 1 - Main Mechanics: I think it's moving between platforms killing creatures as you go. I encountered some difficulties landing on some platforms, but this strengthened the fun and challenge. 2 - Secondary Mechanics: Zooming in on enemies, allowing you to shoot more easily was also surprisingly fun. The idea of ​​just shooting when stepping on platforms still causes me strangeness. Hitting creatures from far away, but without precision was something that left me thinking (still without definitive opinion). 3 - Learning Curve: I believe that I learned quickly how I could play (even with limited time on my part). As I learned some details out of the game, I could not judge if the game would adequately teach a player in a definitive version. 4 - Flow: The challenge increases quickly for those who advance, as they find themselves surrounded by creatures. This makes me believe that a slower onset could prevent premature death during the action (there is a lot of action, and that's fine). 5 - Love Points: I believe that the strong point that I bring to the game is actually applied physics in conjunction with the action. The song also fit well (good choice), which I understand is not to be rated. 6 - Presentation of the Narrative: I do not think that the focus was on presenting a very elaborate narrative. The game does not fit this type of analysis very well because of this. 7 - Polishing Art: I liked the creature and most of the effects used, so it was very good. I do not fully understand the smoke that comes out of the gun when it is recharged (it may be a reference to events at or near zero). Within the game the screens beyond the game can be better worked on (I have no suggestions besides, and I know that in Ludum Dare's time it gets complicated). 8 - Monetization Attractions: I believe the game would sell for itself, unless they think of multiplayer, which could sell skins and weapon variations. 9 - Community Generation: I think it would generate a community of players if it was published (with an associated page on Facebook, invite me to enjoy it, hahahahahah). With the possibility of something in the sense of multiplayer would also facilitate the generation of a "community of players and stakeholders." 10 - Cultural Dialogue: Because it is a shooting game, there is a relation with other games of the same nature and the reflex of the type of game with the type of player. Without an applied narrative it is difficult to say more about how culture affects play and how the game affects culture. ---
Aug 22 21:15:20 43m 52s 32D ♥ 0 Evaluation... 1 - Main Mechanics: The main mechanics would be customer service and the start of minigames. At first there are no problems with how the mechanics were implemented (some actions could be taken to expedite the service of new clients). I think the main thing would be to increase the possibilities for the main mechanic, having a type of menu of acquisitions for the "iddle" part of the game (if you like the idea of ​​the establishment generating a profit beyond manual service). 2 - Secondary Mechanics: I played for maybe insufficient time, but I felt a lack of difficulty increasing in the minigame of walking in low light until reaching the flag. The minigame to find viruses and destroy them could grow in difficulty (gradually in special cases), adding movement to the virus or even multiplying them. The minigame of catching viruses with the mechanical hand can be hampered if there is movement between files, but this can make it very tricky to play. In general the secondary mechanics (which I here called secondary) form the real mechanics of the game. 3 - Curve of Learning: It was not difficult to learn how to play, so I believe that this is appropriate. I only felt a lack of visual feedback when something is done right or wrong (also sound). In that sense just receiving after work seems to tell me more or less if I could have been better in some way (if that can be made clearer, I think the player's experience can greatly improve). 4 - Flow: As I said before, I felt some lack in the growth of the difficulty of the game (which in my view would have to be slow). I have not played for so long (I played a few times every minigame), so maybe I'm suggesting something already implemented and not noticed. 5 - Love Points: Although I can not control with the arrow keys on the search and delete part of the virus, I really enjoyed this minigame in particular. For remembering other games (including Chess and Bomberman). The modeling was also quite nice, and putting it next to pixel art turned out to be nice. 6 - Presentation of the Narrative: I do not think that the focus was on presenting a very elaborate narrative. The game does not fit this type of analysis very well because of this. 7 - Polishing Artistic: It is always possible to improve in terms of artistic polishing, but I believe it is not the initial focus (in terms of suggestion). Possibly the menu and gear for visual feedback (mentioned earlier) could be the first suggestions in that regard. Ah, yes ... and the addition of sonority. 8 - Monetization Attractiveness: Although I was not the target audience for monetization for this game, it would possibly sell (directly or with advertisements). The way I think it would be more appropriate would have to edit the store itself, maybe this would open the range of possibilities for someone to play longer and have an interest in spending within the game. 9 - Community Generation: The greatest possibility of generating a set of players in the sense of community would be in the case of creating a social network (page or something), where players could put prints of how the "stores" stayed. But I'm not sure if it would fit (maybe if there was a lot of effort in generating customization possibilities, then I do not know if it would be worth much (compared to learning this project and applying to new projects)). 10 - Cultural Dialogue: I believe that the game playfully visualizes the dynamics of extermination of computer viruses. Because I do not have a narrative focus, I believe that there is not much more in terms of cultural dialogue (game and culture, culture and play).
Aug 22 23:31:03 2h 15m memBrain ♥ 1 memBrain.png Good concept! Nice implementation! --- Evaluation... 0 - Main Mechanics: The main mechanics of maze exploration to collect items and then escape with limited abilities of perception became very nice. I'm wondering how to extend the main mechanics to a larger game (more challenges and such). 1 - Secondary Mechanics: To be exchanging between items and partially letting the player remember where they have already passed were interesting design decisions. 2 - Learning Curve: It was not long before I learned how to use the commands (I hope I have used them all). That's even without tutorial on the outside (on the Ludum Dare page). Very good. 3 - Flow: The added difficulty was smooth. With the advancement of the player, the game will require less ability of the character to keep information in memory. Perhaps a version with less memory space can provide a greater level of challenge (perhaps creating new phases or simply having "hard" mode). 4 - Love Points: The way the images disappear and how the game was presented were the things I liked the most. It was good to finish the game. 5 - Presentation of the Narrative: The narrative was presented on the page of the Ludum Dare. I wonder how it could be presented inside the game. The dialogs are too fast (I do not know if they're tied to the computer's FPS, maybe I'll put them away if the person pushes a button, I do not know). 6 - Art Polishment: The visual effects were very interesting (darkening and lightening of the rooms recorded in memory and such). The main character and the choice of camera type have also been adjusted (as I see it). Congratulations. Polishing is always possible, and I would like to see how obstacles could be, and even mobs or wrists that erase some of the memory ... Hahahahahah. 7 - Monetization Attractiveness: I believe that a complete game, with some polish and with varied challenges could sell by itself (without monetizing with advertisements and such). But you could possibly sell by advertisements on the cell phone (with the right settings for control, maybe). 8 - Community Generation: The character has the possibility of being worked as a charismatic entity for the players. A Facebook page could center actions on characters and news (but it would not necessarily be helpful, I'm curious; if they create me they call me to tan). :) 9 - Cultural Dialogue: The game alludes to times of low memory in old recording devices, so it somehow contextualizes itself in a cultural way. If the game is increased, there will probably be new forms of relationship (culture and play, game and culture). ---
Aug 23 23:57:21 24h 26m Tribe Terror ♥ 0 Evaluation... 0 - Main Mechanics: The main mechanic seems to be getting good equipment and defeating the enemy, this relies on secondary mechanics. It took me a while to realize a few things and it was confusing to lose so fast after hitting the enemy once (I do not know if I was really my enemy, though I was getting the same resources as myself). In that sense a little more feedback on actions can better target the ultimate goal (working alone in Ludum Dare's time explains, so this suggestion is for the continuity of the project). 1 - Secondary Mechanics: The mechanics of developing new equipment are interesting, I would combine with the possibility of damaging the equipment (in case of continuity of the project). The combat mechanics got a bit confusing to me, I did not know how far I could fire or even that the enemy was so powerful, even without seeming to have weapon (I imagined that he would fight with me, not that would advance on my house and this me would lead to death, hahahahaha). 2 - Learning Curve: It took me a long time to realize that it was not necessary to click, but simply holding down the mouse would be enough ... Hahahahahahah. My right hand hurts a little now. The learning in terms of fighting only gets a little in terms of visual feedback, otherwise it is cool. The learning of the construction of items and inns was quiet. Learning about the power of destruction of the enemy is not clear until the first death. 3 - Flow: The game put me to collect, until I even broke the peace attacking the artificial intelligence. In that sense I did not see an increase in the challenge since I did not take a drastic measure myself ... So I was totally lost (very strong opponent). I believe the ideal would be for the enemy to combat the character of the player, not to immediately destroy his base (if he is interested in continuing the project). 4 - Love Points: Although there are few explanations, I believe the characters were visually interesting (I would keep the concept and polish it). The idea of ​​collecting and seeing the falling objects to get caught is also very interesting (unfortunately the enemy is the best collector and there are no drops on his part, it would be interesting to be able to "steal" what he collects). The interface with the player is clear, but sometimes difficult to follow (because of the excessive vertical space between actions and information, it may be intentional). 5 - Presentation of the Narrative: I have not seen much narrative presentation, so it is difficult to analyze by this aspect. That might put me in doubt as to whether the "red" would attack me if I kept quiet (hahahaha). Narrative development can do the project well, especially if a story is being told slowly inside the game. 6 - Art Polishment: The graphic art of the equipment became interesting. Characters can be polished, even though they look cool. The sound part can be worked on. Again I cite a recast of the empty space (if you do not want to use the vertical space of the scene). 7 - Monetization Attractiveness: I believe that the game would sell for itself, if a narrative was elaborated that intensified the gameplay. If the idea was something more "casual", maybe it would sell by advertisements (for smartphone), also being able to fit the game as MMO (which could yield sales of skins). 8 - Community Generation: If it becomes an MMO, I suggest creating a Facebook page to make room for the emergence and maintenance of a community around the game; I believe that the development of narratives and characters can collaborate a lot with this (invite me to the page if I create it). 9 - Cultural Dialogue: Intentionally or not, the game alludes to others of the same genre (Age, Minecraft etc); making players come to the game with prior preferences and notions. On the other hand, through the construction of good narratives and characters, the game can end up contributing in the cultural scope.
Aug 24 00:38:52 41m 31s Pool Watch ♥ 1 Very funny... --- Evaluation... 0 - Main Mechanics: The main mechanic is to direct the bathers in danger to the staircase, before reaching a maximum number of dead in the pool. Actually the theme was used in this game, things get very difficult with increasing errors. 1 - Secondary Mechanics: Apart from strategies to support the main mechanics, I believe that this game can not be analyzed from the point of view of secondary mechanics. 2 - Learning Curve: After a few tries and mistakes, I learned how the game controls are. With the addition of new bathers the need for new strategies arises (that can be developed by the player, if he has basic notions of direction). 3 - Flow: The game begins a little monotonous, but soon becomes action. After a certain amount of errors the game becomes very difficult (it penalizes the players a lot when they start to err). I think adding elements in the "powerup" style can do the game very well (for example a powerup that lets you throw a dead man against another and thus restore the fault bar a bit). 4 - Love Points: The main thing was the challenge of making more points (it would be good to compare with other players on a global score) and, of course, the grace (very funny). 5 - Presentation of the Narrative: I have not seen much narrative presentation, so it is difficult to analyze by this aspect. Because it is primarily a game of action, I think I did not miss the narrative as well (but this can change if the game becomes a casual game for smartphones, with phases and goals). 6 - Art Polishment: The art contributed with the grace of the game. There is always room for polishing, especially if the project is continued for a casual monetized version of smartphone. 7 - Monetization Attractiveness: I think the main form of monetization is similar to what Candy Crush does. If the scale is not too large, the game could work based on advertisements on the cell phone (I do not know how it could be sold to personal computers, but I do not deny the possibility). 8 - Community Generation: In a polished casual smartphone version, the game could generate community (I would advise creating a Facebook page, if I create a page call me to follow). 9 - Cultural Dialogue: In the culture-game sense I would say games that use physics as a base have influenced, as well as situations involving clubs (hopefully comical situations, hahahaha). In the other sense (game-culture), the game could favor the development of spatial capabilities on the part of the player (as I believe happens with Angry Birds). ---
Aug 24 01:02:32 23m 40s Climate Change Simulator 2018 Chinese Hoax Edition ♥ 2 Evaluation... 0 - Main Mechanics: The mechanics of taking cards at random and using them as a weapon in a choice reflected from where to use ... Very interesting your idea. It was well implemented in this regard. 1 - Secondary Mechanics: There is a card that forces the player to enlarge the human contingents (new cities) and another that forces to create new roads. I found these mechanics equally interesting and well implemented. 2 - Learning Curve: The game has simple control, so learning how to use the cards is quick (at least for me). And the cards are explained by themselves. 3 - Flow: The challenge of the game grows if the person goes bad at first, with bad choices or even by chance. For the game to become more challenging to the "good" (experienced, lucky, I do not know); I believe that the ideal would be to implement ways of hindering (more letters that complicate, or events triggered by time or by low population number). 4 - Love Points: The mechanics of the game itself were very good (very interesting, fun and well implemented). 5 - Presentation of the Narrative: The narrative presented was simple, the game seems to be able to be embedded to other narratives (perhaps some of them can be more in depth). Since the focus is not the narrative (except for the humorous (or critical, I do not know) effect), then there is not much to evaluate in this matter. 6 - Art Polishment: The art can be polished, for more elaborate frames for the letters (etc). In Ludum Dare's time the art was very good. 7 - Monetization Attractiveness: I think this game could be monetized if it was released for smartphones (with advertisements). For this there should be several challenges (hence I do not know if it would totally combine with the current narrative, whether it would have to be presented gradually or not etc). 8 - Community Generation: A Facebook page (invite me to follow if I create) could help to generate a community of game players. 9 - Cultural Dialogue: Humanity is often accused of doing harm to the environment, I believe that from there arises the criticism made through the game (indirectly or directly). The game may (intentionally or not) reflect a little on the relationship man and nature (although it does not seem to be the focus). For the game to have a stronger character in terms of game-culture and culture-game, I believe that the narrative would have to be better worked on.
Aug 27 14:51:43 85h 49m Trapped Dwarfs ♥ 1 Evaluation ... 0 - Main Mechanics: The main mechanics of breaking through destructible layers of stone have a very interesting concept (it requires a bit of polishing, since the control is a bit difficult, even though this is part of the challenge). 1 - Secondary Mechanics: The use of secondary items is equally interesting, allowing diversity in terms of strategy and actions (I managed to get only in the third level, so I'm not sure if I was introduced to all the secondary elements). 2 - Learning Curve: There is learning inside the game (unfortunately every time the game repeats the sentences, I think it's a kind of tutorial (the first level)). Then there is how to learn at each level. I had to play three or four times to get through the first stage (and that's not a bad number, as I see it). The speed of the stones may decrease or the character's speed may increase if you want to smooth out the learning curve in some way. 3 - Flow: The game is difficult from the beginning (should be the control, combined with the speed of the game). I think that to better fit the player into a "skill vs. challenge" curve it can be a good way to slow down and speed up the character a bit more. I do not know if elements that show where the dwarf will attack would help (type when holding up and up (arrows) an arrow appear on the screen and such). 4 - Love Points: The game has a good mood with regard to sound effects (I'm curious to see if effects games sell well). The character with which you play it seemed interesting too (if the game continues to be produced, I believe it can be reworked, without losing what has already been done). 5 - Presentation of the Narrative: The narrative is presented by speech bubbles, on the part of the characters on screen. I believe that I am presenting the narrative well, however, in case the project continues, I believe it may be interesting to place more narrative elements implicit in graphic art, etc. 6 - Art Polishment: In Ludum Dare's time it was cool. There is always room for polishing (graphic and sound art). Something that I found strange (I do not know if it would be incorrect) would be the question of having unfilled spaces next to outside (for stone tiles). I think it would be a bit more filling. For time after jam, I would suggest thinking about lighting too (I understand that pixel art does some work in that regard). When the pieces come out (they go through the character) they could disappear on the wall or have some effect. 7 - Monetization Attractiveness: I believe that if the focus is a casual game, you can invest in more and more phases, with different challenges, being presented gradually. Hence the game could be monetized through advertisements (in the case of game for smartphones). 8 - Community Generation: It would have to work more on the main character and narrative in general to attract people around the character and the game itself, so a Facebook page could talk about the game and generate a community around it (if you create the page call me to follow, hahahah). 9 - Cultural Dialogue: The game talks about dwarves, what I understood about mythological dwarves and / or RPG. This can best be worked on in the narrative, showing more elements of this "people". So the game could "talk" more with mythology and attract people around it.
Aug 29 18:06:34 51h 14m DataSkream ♥ 1 I don't know why, but it never uploads my name. :) Hahahhahahahah. Evaluation on the next comment. DataSkream.png
Aug 29 18:31:09 24m 35s Final Push ♥ 1 Nice experience! :) I will evaluate better in the next comment.
Sep 3 02:07:48 103h 36m CapyBarbra: A New Brow ♥ 1 I finally had time to play. ^^ --- Evaluation ... 0 - Main Mechanics: I would define the main mechanics as: defending a region from the attack of harmful agents. The coating of this mechanic, in humorous and narrative terms, enhanced the experience of the main mechanics. To check how well the player is, there are bars that track progress (in addition to visual feedback on the minimap). 1 - Secondary Mechanics: I would say that the minimap itself is a secondary mechanic for this game, and it is possible that it exists without the minimap. 2 - Learning Curve: Learning to play was not very difficult, from the end of the first attempt to the beginning of the second attempt I was already managing to manage the appearance of harmful agents (the hairs that were emerging between the eyebrows). I would suggest more visual feedback about the minimap if I consider it a positive point for the project (this is because, even though it is fast, just because I'm losing the game I realized the same, even more when I played at the chosen site, because there is information beyond the game). 3 - Flow: Without the mini-map the game is difficult (little skill, depends on luck and agility to find new hairs, hairs grow quickly etc). With the minimap the game is easy (you can quickly achieve victory, which reduces playing time). I would suggest removing the minimap, or giving false clues about the presence of hairs after some time, such as the appearance of other things that cheat on the minimap (pints, mosquitoes landing or other things). Another suggestion would be to reduce the speed of hair growth, if you want a longer experience (maybe it works, you would have to test it). 4 - Love Points: Humor was the strong point. This is the choice of capybara (hahahahaha). 5 - Presentation of the Narrative: I have not played many times, but I would suggest (even if you have to skip the line) to add subtitles, so that non-native and non-English speakers can better absorb what is being said, besides giving accessibility to deaf and devices). 6 - Art Polishment: In the style chosen and developed, adding up the limited time of Ludum Dare, there is no point in pointing this way. There is always room for polishing in case of continuity of the project. 7 - Monetization Attractiveness: Maybe the game is monetizable, I would do a publishing experience after upgrades, this for smartphones, maybe the humorous character brings curious players to play (who knows through advertisements can monetize). 8 - Community Generation: A Facebook page for capybara? Hahahahahah. If you create, invite me to follow. 9 - Cultural Dialogue: The game seems to question (or at least tinker) about how one feels about having excess hair on one's face. This leads (in parts) to the humorous effect. I wonder if the game would have any effect in the opposite direction (contributing in some way to some cultural reflection or questioning). ---
Sep 3 03:10:42 1h 02m SpaceLab 42 ♥ 0 Finally I had time to play, unfortunately after playing I realized that the comment in my game was fake, it was not really an analysis. = / Well, I analyzed your game. In short, I believe you made a good choice of assets (I do not know which ones were created by you, if you wanted to be evaluated for what you did, then you could have made it clearer what you wanted me to evaluate). --- Evaluation ... 0 - Main Mechanics: The main mechanic is to find and activate devices to release the escape of the ship (as far as I understand). 1 - Secondary Mechanics: I believe that the secondary mechanics is the exploitation of the place, and oxygen is limited. Unfortunately it was not clear when my oxygen was running out (I suggest investing more work on increasing visual feedback for this part as it is critical to the game, complementing the main mechanic). 2 - Learning Curve: I finished the game in less than twenty seconds, maybe I found the right track. Then I played again and lost before and explore everything I wanted (because of the problem in the secondary mechanics I mentioned). 3 - Flow: In terms of boredom vs skill ... I think the game did not present much challenge from the point of view of the main mission, but presented challenges from an exploratory point of view. If the mechanics items increase, with new challenges, the game could improve in terms of gameplay, allowing a better analysis of the game flow. 4 - Love Points: The general art was interesting (even if I did not have so much to say about the game), I say based on the menu (impressive, which someone quoted is not entirely your work). I believe that if the project continues, they can use the past mood in the credits for the game itself (using science fiction and such). 5 - Presentation of the Narrative: I did not notice much of the narrative, except the guy wants to get off the ship. Not that a smaller vessel will hold more oxygen than the larger one (maybe it's a hole in the hull or something, so it could have something showing, like red lights or some alarm signal on account of it (clearer)). 6 - Art Polishment: The overall looked good (taking into account the above comments and everything). Keep working on this line. 7 - Monetization Attractiveness: You have to have a more complete game to see if the project could be monetized (maybe the publicity based on what they did, but with their own assets, has enough future for releases). But they will need to greatly enrich the project to reach a product that someone will enjoy having paid for it. Gogogo! 8 - Community Generation: It all depends on a bigger gameplay and the creation of a good narrative, since otherwise the game could set a good generation of community. 9 - Cultural Dialogue: The game mentions science fiction, so it can contribute a lot in the area if the project evolves. In addition, the game would attract many fans of the genre in question. More about the cultural contribution of the game would be possible in case of continuity of the project and application of narrative. --- Note: Still annoyed / disgusted for not really having experienced my game.
Sep 3 03:17:36 6m 54s Dirty Duty ♥ 0 DirtyDuty.png
Sep 3 03:33:23 15m 47s There’s No Place Like Home ♥ 1 I finally had time to play ... ^^ --- Evaluation ... 0 - Main Mechanics: A type of runner, where the character is an astronaut who is moving super fast in a region extremely crowded with space debris. 1 - Secondary Mechanics: I do not think it fits this type of analysis (in the current state of the project). 2 - Learning Curve: Learning the commands (in the online version) was limited to "go up" and "go down", the other commands did not work (maybe because of the browser or something like that). It was very fast to learn (I would suggest putting it not only in the WASD but also in the arrows). 3 - Flow: The game was super difficult, there was not much space for the development of skills. Hahahahahah. I'd say adding warning elements about where the next "asteroids" will come in could do a lot of gameplay. Perhaps increasing the speed slowly would also help increase the playing time. Adding score could also be interesting. One more suggestion, perhaps a puzzle or moment of action could enable the player to continue in the same race, as opposed to always having to restart (if he intends to continue the project). 4 - Love Points: Humor was the highest point in my view. This can be worked to enrich the rest of the game. 5 - Presentation of the Narrative: I will leave a picture about the narrative (written before the gameplay starts). I believe that the end of the text passed very quickly, I would give more time to read, or even ask to push a button at the end (although it seemed to be a reference to space context movies). 6 - Art Polishment: I missed a lot of sonority. The graphics can be polished, but there are cool things (for Ludum Dare time). I would say to increase visual and sound feedback (in case of project continuity). Working the main character (narrative and graphically) can do very well to the project as a whole. 7 - Monetization Attractiveness: As a casual game, if you continue the project, if you develop secondary mechanics and enhancements, the game could sell to smartphones and monetize from advertisements. 8 - Community Generation: By creating a more solid narrative and character development, a community could emerge around the game (hence it could have a character page or even Facebook game, invite me if I create it). Another factor that may impact on community generation would be to add score (world table and such). 9 - Cultural Dialogue: The game could take more advantage of cultural references from the point of view of science fiction (maybe I have not played enough to try something they might have done in that regard). --- Congratulations. --- The screen cuts a part of the text. ThereIsNoPlaceLikeHome.png
Sep 3 03:47:40 14m 17s Robotron's Inventory Quest ♥ 0 Evaluation ... 0 - Main Mechanics: The main mechanic I would say would be to automatically confront enemies with current character statuses and his equpment. 1 - Secondary Mechanics: It would be the mechanics that fit (very well) the game in the Ludum Dare theme, the issue of managing the inventory. This part I could not learn inside the game (so I came to do evaluation, before reading the publication again and continue playing a little, hahahahah). Each item has the potential to be a new (secondary) mechanic, so there is a lot to evaluate (and therefore polish and such) in that question). 2 - Learning Curve: In relation to the main loop, from confronting enemies, it was very simple to understand (health points, attributes, equipment, enemies etc). As far as inventory management is concerned, learning has proven to be more difficult (it would be interesting if the game noted the use or not of certain mechanics, and there was an adaptive tutorial, showing only what was not used properly yet, hahahahah ). 3 - Flow: The challenge was growing to the point that I was acquiring skills. Unfortunately, not enough, because I died (but I'll come back and I'll put an end to that green bug). Given learning how to play properly, I think I can better understand the flow (if the game ends, I will understand how far the game flow goes). 4 - Love Points: The character can get items and select what they want to equip! 5 - Presentation of the Narrative: I did not see much about narrative, but the game has the ability to house a good narrative (told inside the game, either through description of items, or through specific lines of specific enemies etc). I think it would go well with the game. 6 - Art Polishment: The audio seemed appropriate to me (still more about the time of Ludum Dare). Visual art can be polished (if the project continues). There is always room for improvement, it is worth emphasizing that when developing a narrative, art may need expansion (also of variation, with regard to audio etc). 7 - Monetization Attractiveness: I believe the polished design could sell by itself (Steam maybe). In casual terms (if the game does not have a great narrative and mechanical variability), could be placed for smartphones and monetize through advertisements. 8 - Community Generation: With the elaboration of character design and narrative, it may be interesting to create a Facebook page to follow the project; which would generate a community around the game (invite me, if you create). 9 - Cultural Dialogue: It takes advantage of the culture upon games that imitate RPG (the virtual RPG), then it can attract of culture for the game in that sense. The game would need to rely more on narrative to achieve the idea of ​​contributing culturally (in various ways).
Sep 3 04:13:18 25m 38s Rocks Fall, Everyone Dies ♥ 1 Evaluation ... 0 - Main Mechanics: It took a while, but I finally realized that my character could use powers (I believe he throws spheres of energy from that orb he seems to have at hand). Before I thought it was just running away and collecting items that added improvements (but when I reached the level of the boss, I realized that I would have to do damage to him (it took time to beat the boss)). 1 - Secondary Mechanics: Each equipment seems to favor the character in some way, so there are several secondary mechanics (in that sense). Another interesting mechanic was having to select from several levels to prepare myself for the fight against the boss (I interpreted this way). 2 - Learning Curve: Inside the game there are not many elements that have made me imagine that I would have to use the mouse, even because when I entered new levels, soon I had to walk away (arrows), so I would hardly think of using the mouse because sort of (for me) competing a little. Then an explanation inside the game could favor the learning of its users (in case of continuity of the project). 3 - Flow: Despite some difficulties, I believe that I was growing in skill while the difficulty of the game increased, so I think it is adequate in relation to the flow of the game (there is always room for polishing). 4 - Love Points: Misc Mechanics for Enemies. Powerups. Phases that are complicating. Fight against boss. 5 - Presentation of the Narrative: The narrative was presented during the course of the phases I played. It was not presented comprehensively to me, but I could see that there was a progression in stages to the scene. I believe that outside the time of Ludum Dare (if the project continues) it would be interesting to invest some time in a narrative presentation, which could benefit the project in my view. 6 - Art Polishment: I liked the art presented (with the exception of collectables); the names of the items indicated the utility, but at the same time there was no doubt whether to pick it or not, except for the potions of life (when I was wounded and such). I would indicate sound art as the next major step to the game; then I would think of graphic art (polishes after Ludum Dare and such). 7 - Monetization Attractiveness: With a more solid narrative, the game would probably sell for itself (maybe Steam, I think). If the project is continued and have an interest in something in the casual sense and smartphones, then a very large variation should happen (hence they could monetize for advertisements, but I think it would practically restart the project, in terms of game design). 8 - Community Generation: With character design and narrative design they could increase the "charisma" of the game, allowing the creation of a page and therefore the development of a community of players (as I see it). If you create a page on Facebook, invite me. ^^ 9 - Cultural Dialogue: Without the more developed narrative it is difficult to talk about how the game affects culture, and how culture affects the game.
Sep 3 15:41:59 11h 28m Drifting Statuary ♥ 1 Evaluation ... 0 - Main Mechanics: Attack after movement of some members of the player's team, against waves of creatures that appear. The implementation was challenging, I plan to play again and try to beat the record (mentioned). 1 - Secondary Mechanics: Emergence of pillars that prevent movement (at first I would not know if it is a secondary mechanics, or if it is only the second part of the main mechanics). Restoration of life based on defeat of enemies. Increased damage according to battle condition. They were mechanics that matched well and were well crafted to sustain a more interesting and challenging gameplay. 2 - Learning Curve: The learning has not presented great difficulties, except for the mechanics of attack increased (coming from assassin) when the enemy is surrounded, that is understandable, but with necessary situation more complicated (I liked it enough). 3 - Flow: With a bad start, the result is defeat. I think this is part of learning, playing multiple times until you become good at the game. I think the flow of the game is going well, with some secondary mechanics that will reverse the situation a little in the late game. 4 - Love Points: The set of mechanics became very interesting and the gameplay was fun for that reason. 5 - Presentation of the Narrative: The narrative was presented about the game, but it says little about the mechanics (changing the story and changing the art we would have another game, with the gameplay isolated, or with few changes). I think this characterizes the game more as a sport than as a story-based game (and, to my mind, that's great the way it is). The question of angels and demons can be put inside the gameplay, if the idea is to increase the proximity of the game to the mechanics, adding cultural elements in that sense (I would not know for sure how). 6 - Art Polishment: By the time of Ludum Dare I think it was very good. There is always room for polishing, as it would be the case to switch the sound according to different levels (if the idea is to do several levels, continuing the project), etc. From the point of view of graphic art there are details that can be created to give different ambiance, and with that to enrich the experience. It seems that the game could be migrated to other formats without great difficulties, for example: three-dimensional trays, with varied themes, with spaces outside the rectangular grid etc. 7 - Monetization Attractiveness: I believe that if the project continues, they can implement different levels and sell the game as casual on smartphones (either by selling the game itself or by monetizing through advertisements). 8 - Community Generation: A well-polished casual game can generate community around the players (who knows a scoreboard falls well into the project). If you create a Facebook page to get the project going, invite me to follow. :) 9 - Cultural Dialogue: The game mentions Christian religiosity (mainly, with Judaic ramification and such). Adding concepts of popular culture and other aspects (staves, red demons etc). This shows potential as a skin of the project, to attract players (whether by polemics, or by humor, or by interest in investigating how far they have deepened in the narrative aspect). In the sense that the game contributes to the culture, I believe that the development of more levels and the narrative itself, would be factors that could increase the potential of the game.
Sep 3 16:49:56 1h 07m Deadlock ♥ 1 This time you made a Compo participation... Let me see... --- Evaluation ... 0 - Main Mechanics: Interesting and challenging puzzles (limited movement and defeat through lack of possible moves). 1 - Secondary Mechanics: The time bar seemed to contribute to the main mechanics in order to limit players more (I think it was a good choice). Each element in the game behaves in a certain way, in that sense they complement the main mechanics. 2 - Learning Curve: Each level is a different challenge. The main mechanics is not very difficult to master. At every moment the possibilities of movement are shown, so anticipating the next events is something that the player must learn (as part of the challenge of the game). 3 - Flow: In the first level the game is simple (presentation of mechanics, as quoted). In the second level it requires a bit more reflection, but it is still a challenge that does not demand much knowledge (for being the first ones, the facilitated does not exceed the learning, maintaining the flow of game). From the third level onwards things start to complicate (at least for me), with that, in some moments, there is more difficulty than skill on the part of the player, to work that limit of anxiety for not being able to pass of level is something that would be interesting (if you want to expand the number of levels in case of project continuation). 4 - Love Points: Interesting visual aesthetics. Simplicity of the presentation of the elements. Clarity of design. Diversity of mechanics. 5 - Presentation of the Narrative: There is no narrative, so there is not much to say about it (perhaps the game is more like "sport" than "story-based game"). 6 - Art Polishment: The art created by code being polished depends on the addition of details and visual effects (but out of Ludum Dare's time), which could be done (as I see it), without losing the clarity of the design (otherwise, better keep as it is). Some elements (I called blocks) could be analyzed in order to know if they are self-explanatory (the image matches the behavior). 7 - Monetization Attractiveness: It fits like a casual game to me, for smartphones, monetizing for advertisements. In another sense, the game could fit as a puzzle within a larger game. Or even the sum of your collection of previous games could be sold as a set. 8 - Community Generation: I do not see directly how to create a community around that game specifically. Perhaps with the continuity of the project, or even addition of narrative, or who knows with the integration of a collection this can be done (if you create a Facebook page invite me to follow). 9 - Cultural Dialogue: The early art reminded me of some serials (both nostalgic and period). Something "neon", maybe. This may attract players to your game. As for your game to have an impact on the culture, I can not think initially about the path (as a single game). Note: the experience of experimenting was cool, I even invited someone else to experiment and compete (in order to see who could get past the eighth level (I could not)). ---
Sep 3 18:40:47 1h 50m Homos Save the World ♥ 1 Evaluation ... 0 - Main Mechanics: Find specific targets in a set of two types of targets to neutralize them. Fighting against time. 1 - Secondary Mechanics: I do not think it's fitting to analyze secondary mechanics. 2 - Learning Curve: It was quick to learn how to play, since they are common commands to computer games and the main mechanic collaborates with the simplicity of the commands. 3 - Flow: The game starts easy and gets worse with the passage of time (if the person is bad at first). In parts this is because we are learning to play. One suggestion would be to add an additional mechanic (perhaps a powerup to be "touched" in the mouse click) to temporarily paralyze men, women or create some kind of barrier that favors the player a little if he is almost lost (perhaps walk slower, or even walk away from the planet a bit and such). I believe that the flow issue will be favored. 4 - Love Points: The apparent humor was what most caught my attention. Music is interesting in relation to purpose. Graphic art is nice. 5 - Presentation of the Narrative: Does not fit very well in the analysis. 6 - Art Polishment: There is always room for polishing. It was very good considering the time of Ludum Dare. 7 - Monetization Attractiveness: Out of curiosity many people could download, but it would need to increase a lot with additional mechanics to sell (I believe). Unreal exports very "big" games (in bytes), this complicates monetizing in the sense of making a game for smartphones and selling cheap or even monetizing for advertisements in applications. A last-minute idea would be an MMO based on this game (with people invading the planet of others, throwing plagues and all, hahahahaha). 8 - Community Generation: I believe that a continuation of this project can easily generate a community if I create a Facebook page, because of the theme and such (invite me to follow the page if I do). 9 - Cultural Dialogue: The theme "homo" ends up attracting, as well as the theme "super world population", that way culture can bring a lot to your game. On the contrary, the game may lead people to reflect again on the themes and the "solution" presented. With a bigger game (in case of continuity of the project), I believe that more relations between culture and its game can arise.
Sep 3 19:07:04 26m 17s Amistad ♥ 1 Evaluation ... 0 - Main Mechanics: Buy items on one side and deliver them on the other (meeting demand). 1 - Secondary Mechanics: It does not fit into this context exactly, perhaps the issue of load limitation is secondary mechanics, or just extension of the implementation of the main mechanics. 2 - Learning Curve: Learning the game takes a few matches (two or three), but the commands are simple, there is not much difficulty in learning (in addition, when losing a match, there is a reminder of how the game is controlled). 3 - Flow: The game is difficult all the time, there is anxiety about not being able to deliver the orders on time. Before the products appear in the left listing there are already buyers almost giving up on the right purchases. I would only suggest beginning to count the time from the first purchase of the motorcyclist, because the way it is, is already losing. The speed of the customers is high, this speed could increase gradually until reaching the initial speed (which in my view should be the maximum, hahahahaha). I believe that with some repairs it can greatly improve the gaming experience. 4 - Love Points: The central mechanics is the most interesting point. 5 - Presentation of the Narrative: There is no specific narrative presented, it is a part of the day to day, let's say, revised in a playful way. It may be interesting (in case of continuity) to create phases and justifications to be working with it (such as paying for college, paying for expenses at home after some fact, etc.). This could sustain the creation of more phases and such. 6 - Art Polishment: For Ludum Dare's time it's nice to see, I always say it's possible to polish, so (if you continue with the project) improving the visual identity of the menus and even polishing the whole art would be good things. Adding sound can help the feedback of whether or not to do the right thing in relation to the buttons. 7 - Monetization Attractiveness: Suppose the continuation of the project, I believe that the ideal would be to apply narrative and even powerups (modifying the passage of time, acquiring more space for deliveries etc). With this the game could be casual and monetize through advertisements, for example. 8 - Community Generation: Suppose the continuation of the project and the application of narrative, would also say that the creation of character design would fall well, making it easy to create a page on Facebook (for example). PS: Invite me to follow the page if I create it. 9 - Cultural Dialogue: The game talks about the day to day in my view, so some people will identify with it, being part of one's own life experience (directly or indirectly) and cultural experience. For the game to reciprocate (game influencing the culture) I believe it would be in case to continue the project as reiterated above.
Sep 3 23:11:25 4h 04m Gravity Well ♥ 2 The game is very good. I will do the evaluation in the next comment. Home.png
Sep 4 00:19:14 1h 07m What's in the crates ?! ♥ 0 Evaluation ... 0 - Main Mechanics: The mechanics of emptying the warehouse became quite interesting (I remembered my classes on Logistics). 1 - Secondary Mechanics: Considering that secondary mechanics would involve selecting the destination of the trucks, buying new ways, selecting the quantity of boxes to be sold and dealing with the schedules; I think the game has been nice overall. 2 - Learning Curve: It took a while to learn a few things (sometimes because of the difficult to read lyrics in some menus and sometimes because I'm not sure if, for example, each trip has different costs, if stopped trucks generate cost at the end of the day, more distant cities pay the same for the order (lack of patience in verifying the receipt, since I played for a long time)). Much is easy to understand, or is understood in reasonable time (I would say most of the game is easy to understand). 3 - Flow: The game is difficult, a little above my abilities and the growth of my skills a priori. Maybe the idea is for the player to play more times than I played (three or four attempts). If you want to leave the questions that I have not been able to find clearer inside the game (in case of continuity of the project), it may be interesting for the player to achieve a game flow sooner. 4 - Love Points: I liked the aesthetics of the game (although some menus are difficult to read in the beginning, because time does not stop, hahahahah). I also really enjoyed having Logistics issues involved. 5 - Presentation of the Narrative: The narrative, derived from day to day with some playful factors, was evident (although not so relevant to gameplay). Not that this was necessary in the case. Ways to deepen the narrative would be to give more reasons and names to the facts that led to the emergence of this new transport company (I may be mistaken in some way, but I see that way). 6 - Art Polishment: The art was good for the time of Ludum Dare; both sonority and graphic art. There is always room for polishing (in my case the clarity of some things, most cited above). 7 - Monetization Attractiveness: If the game were tailored to some logistics client, it could possibly be used to train employees in real life. Other than that I see few ways to monetize, but maybe new secondary mechanics arise that allow you to separate the game into levels and sell as casual to smartphones (selling by advertising etc). 8 - Community Generation: As a serious game (for training in companies) you can generate a community of customers. A page or website might support this kind of purpose. As a commercial game, perhaps deepening (narrative or character design) could lead to the creation of a profile / page (Facebook, for example). If you create a page, invite me to enjoy it. 9 - Cultural Dialogue: Logistics takes the player to the game if it is worked that way. The game contributes to Logistics in my view (if it is based on serious and valid theories).
Sep 4 01:15:07 55m 53s Too Many Gems ♥ 0 In the next comment I will make a more detailed evaluation. I exaggerated to take advantage of the bug. Hahahahahah. TMG.png
Sep 4 19:44:04 18h 28m Starship Panic ♥ 1 Evaluation ... 0 - Main Mechanics: Avoid being in the same place where new objects appear (walking in a certain area). I found this mechanic challenging (requires observation and strategy). Unfortunately I did not have much sense of how long I should be running away (I wish this was clearer, maybe I missed something). 1 - Secondary Mechanics: The mechanics of destroying boxes, leaving their remains, have a cool concept. However, given keystroke control, I encountered difficulty. I believe that keys with initials of actions can serve better (if a better positioning is not possible). The mechanics of playing the rest of the boxes outside also have a very interesting concept, unfortunately I have not been able to use this many times. Hahahahahah. It took me a long time to realize that the "v" button (except for deception) would serve to leave one of the objects broken and collected on the floor. These two mechanics, added to other possibilities in the game, were beneficial to the gameplay. The mechanics that make it possible to develop the character is very interesting and fun. 2 - Learning Curve: The tutorial tries to be clear by taking control of the player and forcing him to read (making it possible to skip using the "E" key); I believe that stopping the player from passing without him pressing the button is less of an impediment, from the point of view of not placing a large black frame on the screen. Either way the picture is functional. From the character's point of view, there are few actions, so learning is easy; from the point of view of performing the moves I think it's a little tricky (maybe it's a lack of keyboard-playing experience on my part). 3 - Flow: At each stage the challenge increased, as my skills increased. I believe that in the sense of game flow is balanced. 4 - Love Points: Character development. The logical challenges that arise in the phases, leading the player to strategize in some way. 5 - Presentation of the Narrative: The narrative is simple, there is not much to evaluate in this sense because there are few narrative elements (which I have noticed). I believe that in Ludum Dare time it is of excellent size. :) If I want to continue the project, I would suggest reflecting on whether or not to include a more complex narrative (perhaps taking advantage of this to expand the number of levels, etc.). 6 - Art Polishment: The art was pleasant (sound and visual). In Ludum Dare's time was delivering an art to the height, as I see it. There is room for polishing. I suggest that you put a mute button on the music within each level (or a volume control, which can be even better). In the case of narrative development and project continuity, I suggest that you polish and even develop an older, but improved, version of the main character and his / her items (this may be beneficial). 7 - Monetization Attractiveness: If the phases are smaller and increasingly challenging, with clarity of time; if they include new mechanics and such; I think the game could sell to smartphones in the sense of having advertisements, or even selling by itself (maybe on Steam). For this much polish, character design, narrative design and an enlargement and balancing of game design would be needed. 8 - Community Generation: In the case of the development of the narrative, the characters and the expansion of game design; I think it would be worth creating (for example) a Facebook page that represents the project; thus enabling the creation of a community of players. Please invite me to follow the page if it is to be created. :) 9 - Cultural Dialogue: The game talks about spacecraft, tangentiating science fiction in a humorous way; being able to take advantage of these themes when they attract the public (knowing how to talk about it can attract more players). I believe that for this, it would be necessary to continue the project (according to suggestions, or otherwise valid). In the opposite sense (game including culture), I believe that it should have a community expressive before generating such an impact.
Sep 4 19:46:42 2m 38s Stack Master ♥ 1 Playing and rating... I will evaluate (in writing) later because the time is running out. :)
Sep 4 19:46:58 16s Clot! ♥ 1 Playing and rating... I will evaluate (in writing) later because the time is running out. :)
Sep 4 19:47:12 14s Crowded Prison ♥ 0 Downloading, playing and rating... I will evaluate (in writing) later because the time is running out. :)