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ProdigalSon

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TimestampSince previousGameProdigalSon's comment
Aug 18 02:32:21 Clippy's Awakening ♥ 1 Nice! We had a similar idea at the beginning. Glad to see someone implemented it and in such a fun way. I struggled a bit with the controls mainly because it appears only the left side of the keyboard is read when it comes to "CRTL" and "SHIFT" which made it hard for me at times and I had the impression that the computer would be slowly but constantly running out of space and I had to track down the baddies to kill them and clean up their mess. Not sure how I got to that conclusion but I did so I was surprised when it turned out the game is not exactly like that. Still, I think it was executed well and I like the boomerang like attack plus navigating through the system and the power ups were a very nice touch. Would like to see this have improved control, maybe some elements of the fore mentioned "baddies pop in and out of folders and you needing to track them down to stop but with a limit not like a wave of enemies) ;) Nicely done P.S. I did like the level progression and the tutorial parts (wish I could close them if I did not want to use the power ups right away) and discovering/using a power up was satisfying. :D
Aug 18 02:53:48 21m 27s Rusted Robots ♥ 0 Like others have said, it was hard, it took me all of 5 seconds to die...lol At first I thought I was playing an entry from last LDJAM (combining two genres) :D The graphics are really nice, the music (though loud but you did give a warning) was fun, and the game is easy to grasp which makes it fast to get into. Just wish it was slower at throwing enemies at you. Few suggestions that would make the experience better for me personally: 1. let me shoot a few times before entering Tetris mode, like an energy meter slowly draining and I can shoot multiple times before it drops or each time I shoot a certain amount is drained 2. a charge shot or something that allows me to kill a cluster of enemies. Sometimes there's a group of them and I wish I could blow them all up before refueling This has potential with a few tweaks to the gameplay design. :D
Aug 18 03:24:21 30m 33s Boom Boom Farms! ♥ 1 Interesting game. I like the animations of the little dudes running and digging and the effects of them flashing/exploding plus the coins popping out. Did find it hard for me to know what was happening where. Perhaps some sort of a heads up display or minimap to show a general are of interest where one is getting angry would be nice to give us the player a better opportunity to manage them. Additionally, for someone like me who does not play games where one controls the view with the mouse that often, the sensitivity was really high for me. Perhaps a way to change that would be nice. Finally, I think having a goal as to why were are collecting the coins would make the experience more thrilling. Say something like your far is broke and you owe thousands of dollars due in 5 days, each day you have to collect X amount of coins to pay of your debt and you can roll over your earnings from the last level. I think that would give that missing purpose and make me want to manage my resources better. :D
Aug 18 03:37:35 13m 14s Void Incoming ♥ 1 I really wish I could play using WASD in addition to the Arrows keys and I think making an HTML version of the game would be very appropriate for the size and simplicity of the game play. Theme is very well execute it and the game itself polished as I never really encounter any bugs. I would recommend maybe starting with the void being shrinking slower at level 1 and progressively increasing in speed in the later levels but the items that expand the level expand them even further. I think that builds the sense of desperation and thrill that would give this game a bigger edge :D
Aug 18 04:11:25 33m 50s Digital Abyss ♥ 0 It definitely has that tron/80's vibe to it and I like the story elements to it to make it feel more complete, adds narrative, and gives the player a bigger goal to pursue. The gameplay itself is simple to understand but hard to master though the movements is smooth as butter (yes, I quoted your game lol). I do wish I could use the WASD keys to move as on my keyboard the arrows are too close together and I found myself hitting up when I meant to go down and dying...a lot, but the restart is fairly fast and the ability to skip all dialogue makes retrying a little less tedious. Struggled on the second level as I feel that the rotating beams feel external to the game and not in sync with it. Hard to explain but hope you get it. Overall a solid entry 👍🏾
Aug 18 04:20:54 9m 29s Space Tomb Raider ♥ 1 Let me start by saying congratulations on publishing something on your first ludum dare, that in it of itself is a great accomplishment. I felt the movement of the game was very smooth/ Moving left/right and up/down ramps just fell right. You nailed it there. Did struggle a bit with the controls mainly having to manually pickup everything which made it tedious and I could not find ammo quickly enough to stat blasting enemies which was something I was looking forward to. :( With that said, nice first entry.
Aug 18 04:31:37 10m 43s Cactus Madness! ♥ 2 To try to build an RPG of any scale with any degree of skills in a game jam is super ambitious so it does not surprise me ya'll had to settle for an idea that would be used on the game later down that line. That was a smart choice and often not many know when to say "this is not working, let's stop, re-think, and try something else" so well done on that. My main feedback is that, from the description, I thought I would strolling down a path and as I moved forward the road would become more cluttered rather than randomly things popping in/out. Perhaps that something to explore like I am being taken on a journey collecting these orbs and as I get closer and closer to the destination the road gets more cluttered making it hard for me to progress. A metaphor for how often in life the closer to a goal you are the more pressure one feels as if being squeezed into a tiny space? ;)
Aug 18 04:44:39 13m 02s Orbital Chaos ♥ 1 I like the deceitful simple nature this game has and how easy it is to pick up and play. Often I would think "I'm fine" and fire off a shuttle only to realize (that thing it going to crash on the way back...oh, poop) lol I think working towards a goal like sending one shuttle to each point would be a welcomed addition to the game, give it a goal, and make it more challenging. However, some may like the ability to chose their own point as many times as they want so perhaps a goal of total shuttles sent ;)
Aug 18 05:02:33 17m 54s Claustrochlophoby ♥ 1 I really like the graphic fidelity and blocky look reminiscent of something from PlayStation One era which I really liked. The player fell stiff, meaning moving really slow as if constantly stuck on something, even though I was holding shift, which as first I thought it was a clever side effect of becoming nervous only to discover that it happened even when the meter was empty. I also liked the effects of punching protesters. However, for me, maybe a 3rd person perspective option would have made it better for me, not only to traverse, but to really nail the sense of being enclosed by people with some nice animations showing me getting more nervous, heart sounds, and shaky camera perhaps even some unresponsive controls the worst I become. I would start by reducing the amount of people from the start and maybe focus more on making paths to squeeze through and more police offices strategically put instead of using random. A game like this, would highly benefit of designed levels, I think :)
Aug 18 05:21:46 19m 13s RAMbot ♥ 1 The idea itself is cool in concept and I want really want to see its execution succeed as I would like to see the crazy combinations that can be made. Ways to improve the mechanics in my opinion would be: 1. Make it more obvious how much space an object takes (since there's no undo or memory wipe) 2. Allow for 2nd changes like maybe undoing the current memory bank (wipe everything to revert to the last known state). By this I mean something like, if I scan 3 items, I can wipe all 3 items, but if I scan a fourth, that begins a new list only that new item will be wiped. 3. I did not get passed level one to see if this is already implemented but perhaps add more purpose to the individual objects being scanned that makes their state change once they are scanned or combined. Like a light bulb turning off which powers down a door which makes a room accessible to get the last piece required to open the door or something like that. Sorry I did not get passed level one but I really like the idea of this and look forward to a more defined/polished version
Aug 18 12:37:09 7h 15m Flesh Packer ♥ 1 based on the description (NSFW) and what others have commented it's hard for me to want to give the gameplay a go since I generally do not enjoy games with these sorts of themes. However, I will comment on the black white hand drawn-like art-style as it looks good sort of like a comic book but with motion to it somehow. Meaning, even though it is a still image I feel like it has life so if you were going for that, nice work.
Aug 18 12:50:53 13m 44s Duo Dungeon ♥ 1 Awe, I was able to climb up the wall, jump to the side (after the spikes) and walk through the wall falling into my doom since there was no collision and looks like no kill plane. The mood is definitely there with that feeling of being trap with an impending doom. The ambient noise makes it feel like I am in some kind of dungeon and everything felt cold and wet like if I was down in the sewers or something so great job on setting the mood that way. It was a little dark to really see all the details but I suppose that's part of that mood! :D Like others have mentioned, multiplayer games in a jam are hard to nail down because your typical audience is a single player with a few minutes to spare trying to play as many games as possible which makes it hard when the game requires more than one person to play. When trying something like this it is always safe to also include some way to play the game as a single player. Don't get me wrong, I love a good couch co-op game and we need more of those, it's just hard to do in a jam.
Aug 19 00:29:04 11h 38m Anti-Automata ♥ 0 For a one day project this is really solid and I'm sucker for simple but clean and vibrant colors. Simple but so well executed and fun to play. Strange how people suggested to reverse the role of the space bar as I prefer to press space to shoot (unless it is more of it breaking the behavior of the browser lol). I honestly just spent time doing nothing to watch the room be filled up and then shot here and there to see the chain reaction of tiles being broken. That was satisfying :D Me saying I would've liked to shoot by pressing the space bar is for two reason: I want to be more in control and it makes it hard to see as shots, though cool looking, sort of blend with the player before they become their own entity making it hard for me to always track my player and making me hesitate as I think something is happening and I need to stop. :D I know I can simply hold down space and release when I want to shoot and it is more or less the same thing...just takes some getting use to
Aug 19 00:43:31 14m 27s Globulator ♥ 2 I've read the instructions a few times, played the game, and still wasn't sure if I could win or not! lol Still, it was fun and pretty to look at. I like the simplistic controls just wish I understood better/quicker how to play it. I find the game to be well thought out, I like the backstory and how each level is a separate part of the body. I definitely feel like I am running out of space so the theme was implemented well. and to answer the question at the titled screen..."I would die within minutes" - lol
Aug 20 00:21:15 23h 37m Inventory Story ♥ 1 Neat concept made even more challenging by having things move around as the hero walks, I like that subtle touch. I would like to be able to hit the peak button or something like it to see more hero action and see how the item I chose helped him or not but I guess that keeps the spot light on the backpack...where it belongs ;)
Aug 20 00:39:54 18m 39s Trapped Dwarfs ♥ 1 The controls don't list that "space" is to jump and I did not think there was jumping until it was too late and I got squished. lol The art-style reminds of something from like "out of this world" but with more vibrant colors, the animation is fast and to the point, and I like the funny sound effects especially when I got squished. I do agree the controls could use an "alternative" mapping for those who prefer moving with WASD and maybe using the left mouse button to attack. Seeing as this is your first time using unity, I say it is not bad and with a little more work it could be solid :D
Aug 20 00:46:01 6m 07s Cutting Edge: Screensaver ♥ 4 Let me start by saying that I enjoyed the backstory and even chuckled a bit here and there and the game concept is a unique one for me thus far in this jam so well done there. I also like the art style and the sound/music. However, I found the controls to be really hard for me to work with especially since the arrow keys on my keyboard are tiny and too close to themselves and I am more used to moving with WASD and performing actions with the right hand like clicking a mouse button or something like that. My main suggestion is to add alternative control mapping for those who struggle with the current setup.
Aug 21 02:20:01 25h 34m Bloody Hooligans ♥ 3 Woah! Where's the footbal in all of this!? lol Not sure if this is intentional but when the game started I was stuck almost instantly. I notice the car does not really turn unless you accelerate, which I guess makes it realistic, but given the nature of the game I was hoping to at least turn a little bit before moving forward. Once I understood a little more of what was happening, I was able to just do donuts while flamethrowing enemies only stopping to get fuel. :D I do agree that the car physics itself felt good and fluid and fun but the initial get going just feels off. Good job. and I like the little comic book style message bubbles that appear now and then and how the different ways enemies spawn.
Aug 21 02:31:37 11m 36s Days to Come ♥ 1 I was a bit confused at first because I kept looking how to attack in the world map since the main character is walking around like he is ready to attack and then when the battle loaded I realized why I could not attack before then. lol Perhaps that be express better by removing the club from the model outside of battles. For the battles I would've liked to have alternative controls to use WASD/Arrow Space to move/attack and it felt a little slow like there was an timer but I could not see it so I was just sitting there wandering "when is my next turn"? I know there's a blue bar but it wasn't that obvious at first. Still, really impressive solo project and ambitious which typically leads to countless of bugs and unfinished project but you managed to produce something playable and concrete. Nicely done!
Aug 21 02:51:36 19m 59s Inventory Wars ♥ 1 The flow could be faster to really give that feeling of resource management on a crunch time. I did not know I could not swap new items for the ones already in the bag which made the game feel slower since I had to wait a long while before more items came up and each time I picked up the game paused. I thinking that increasing the flow of items, removing the pausing, and allowing me to switch items (maybe this last one defeats the purpose) would make this game a nice time killer. It's a neat idea and I agree, a mobile version of this be great!
Aug 21 03:00:00 8m 24s The Family Business ♥ 0 It's always though when we run out of time to implement the ideas we had for a game but deliver something is better than to have nothing and I like the story at the beginning giving the goal some character to the game and the player's avatar. Nicely done. I also found it amusing how the player dies slowly by bouncing and becoming smaller and smaller.
Aug 21 03:06:25 6m 25s DE/VOID ♥ 2 Very interesting puzzle game and so well implemented. I like the simple nature of it and deceitful as you really do have to use your nogging to win the later levels. Controls felt good, if not a bit fast on the acceleration, but satisfying to fly and shoot.
Aug 21 03:10:14 3m 49s Johnny's Flipbook Space Adventure ♥ 1 What a wonderful neat idea and so well executed. I love the concept, the art work, the silliness, the backstory, it makes me feel nostalgic like what I would do in school when I was bored. Solid entry, had fun playing it and enjoyed the delivery of it. :D
Aug 21 03:47:59 37m 45s Take care of her ♥ 2 Very interesting idea and choosing what to keep/delete is a fun idea. I think what would nail it more is to have some nice voice overs with background noise to imply more of what is happening and make us connect with the memory more thus making it harder to choose. I think I was mainly logical because I had not other way to connect with the memory. No music to make me sentimental, no character's reaction to understand what I should be feeling. I think I just wanted to be Daniel to know which memories to keep :D Also, don't know what I got as I could not see a number. It seem like a good ending which him waking up an remembering what it is to be with family and feeling better but not sure. :P
Aug 21 04:03:30 15m 31s Maze Crusher ♥ 1 Found it a bit hard to move around and see where I was going and often time just automatically bumped into someone only to burn them to a crisp giving me little to no chance to react. However, I did like the silliness of the game and models and textures are pleasant to look at and after a while I stopped caring about points and went around bombing everything just because it was more fun! lol
Aug 22 01:32:19 21h 28m Block Drop ♥ 0 Wow, I'm surprised not many others have played this game. This is really fun! Like the others have mentioned I would often find myself in a groove only to fail because I got my directions mixed up and then I would get stuck in a 2-3 cycle of making the same mistake because to my mind/eyes it made sense to go in the direction I chose but the game said "NO! No soup for you!" Maybe play around with interpreting what the player is trying to move toward or changing the layout might make the experience better though I see why the isometric view works and would not change it but really focus on making the directions make more sense to the player or allow them to make mistakes if the angle of view makes it look like they should be able to go in that direction and there's block in that dir? Just a thought. great entry!
Aug 22 01:41:18 8m 59s Fuoco and Tenebra ♥ 1 May I recommend adding more description other than "survive the night" like the controls and how to defend oneself. I died too quickly because I was clueless on how to do anything. lol I would also pull the camera back some more. It felt too close to release see anything. Since I cannot walk outside the ring of fire, I would have the camera zoom out to show the full ring and zoom in as the ring shrinks. This helps me with both understanding how much "space" I have and seeing what's immediately available to me putting a limit of course on how much it zooms out but I think it would add something extra to the mood. I do agree, it has a good mood/feel to it and the poor avatar looks terrified of the dark. Nicely done
Aug 22 01:51:25 10m 07s Alone in the Sea ♥ 2 I think the graphics are nice looking and the concept is fun. Like others have mentioned the controls don't feel responsive enough for the type of gameplay being asked and the game description confused me saying "Q & D" to move when it is "A & D" and the lack of explanation on what to do to survive made me died instantly and multiple times because I had no clue. Sometimes the shots would travel far and others very short distance making hard for me to figure out a strategy. However, I think with a little more TLC, a bigger resolution (if it allows it self), tweaking of the controls/physics to make them more fluid/smooth, and a different goal like "survive X amount of time while the rescue chopper comes to save you" or "find an island before the storm comes and the waves destroy you" would make give this game an edge and hook. :) Keep at it, I think you have something that can be really fun here.
Aug 22 02:13:34 22m 09s Lost in deep space ♥ 0 This is a really fun game! I love the little intro sequence and the simplicity yet addictive nature of the game. I did find it to be hard to collect things as it appears the collision boxes for the "good things" are significantly smaller than the "bad things" that kill you. The animations are so fun and I noticed that the "life" counter does not get reduced when I died which I took advantage of and sort of enjoyed more to allow me to make more risky moves in order to finish quicker. Perhaps that's a good mode to have! A timer based so that dying is no big deal but if you want the best score/unlock the next blah blah blah then you need to finish it in this amount of time. Good job!
Aug 22 02:25:51 12m 17s Rocket escape ♥ 1 Interesting back story and overall idea :)
Aug 22 02:29:09 3m 18s Claustro ♥ 0 Need concept and I like the sound effects! That's how I would do them if I was doing a Compo. It appears that sometimes I would hit an invisible wall and gravity would turn on and I would drop into nothingness. Overall, neat game
Aug 22 02:36:00 6m 51s Tricky Truck ♥ 0 Like the concept and the graphics remind me like a sim city for SNES or something like that. :D The movement was a bit too fast for me and the eyes had a hard time tracking the levels because everything move too quickly. Because the city is so small, maybe showing everything all at once would be better on the eyes and easier to track. As for the collisions try using "OnTriggerStay" if you are not using it. Often I find it that the "OnTriggerEnter" can be missed by some frames while the OnTriggerStay works more reliably.