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rk3Omega

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TimestampSince previousGamerk3Omega's comment
Aug 12 23:37:00 Progression || Degeneration ♥ 1 Fun game, especially on level 2 I believe it was when things started shooting at me and I had to dodge them. However the instructions were only on screen for a split second, so I wasn't able to read them, and I couldn't seem to progress after I got the double range power up.
Aug 12 23:52:31 15m 31s Reductor (LD42 Comp Entry) ♥ 2 Fantastic game! It's fun to play and has a good aesthetic. Even the photos look great, I was excited to play before I launched it. My only complaint would be that the screen shake was a little too extreme for my tastes.
Aug 13 02:17:16 2h 24m TINY TOWNS ♥ 1 Wonderful little game. My favorite so far. It has a very nice aesthetic and is pretty clever. Well done.
Aug 13 02:42:33 25m 17s Ice Interstice ♥ 1 Very cute game. However I did mess up one one of the earlier stages and couldn't figure out how to reset the level (before the level that tells you how) and had to do a hard restart. You may want to put that instruction sooner.
Aug 13 02:54:52 12m 19s Detox ♥ 1 Fun game. Challenging in a good way. Even brought up some nostalgia from when I was a kid playing with my brothers.
Aug 13 02:59:13 4m 21s Don't give up, Earth! ♥ 1 Very cute game. Had me chuckling, especially the game over cutscenes. The instructions flash too quickly though. I didn't have time to read them the first time.
Aug 13 03:28:19 29m 06s .S ♥ 1 Such an amazing game. I'm in love with everything about it. You should continue working on it and sell it. I've bookmarked it to play later.
Aug 13 03:40:15 11m 56s Grid Weaver ♥ 1 Took me a moment to understand what I needed to do, but once I did I enjoyed it. Nice aesthetic and a pretty innovative take on the theme. Well done.
Aug 13 04:12:35 32m 20s Real Espace ♥ 1 Nice game. I'm terrible at it and couldn't get far, but still enjoyed it. My favorite part was your art, it looks very nice.
Aug 13 04:18:43 6m 08s EVOLUTION ♥ 1 Very nice artwork and creepy music. Actually got my heart racing a bit towards the end. I actually love doing circular things, but it's difficult for me to make something really good with them. I usually just do it for experimentation. I look forward to seeing how you implimented it.
Aug 13 11:03:42 6h 44m Bag Man ♥ 0 I like the concept, love that it's pitfall-like, and your graphics are nice. Controls felt a little sluggish though. Too much acceleration and deceleration. And sometimes jumps felt impossible, as though I jumped at the last possible moment but still didn't make it.
Aug 13 12:23:13 1h 19m ROoS ♥ 1 I love it! I also considered the "limited jumps" variant, but you really nailed it by making it a resource to gather and consume. And the way it was used as platforms towards the end. Well done. I have no complaints.
Aug 13 12:36:10 12m 57s Hue change ♥ 0 Interesting game with a good concept. It's more challenging than you would initially think. Well done.
Aug 13 12:47:12 11m 02s Utter Space ♥ 1 Nicely done. Shooting feels great and it controls nice overall. This is one I could see having a pretty good play time.
Aug 13 12:58:40 11m 28s Colony ♥ 3 Nice aesthetic and the controls feel nice. Personally not a fan of the limited life system, it's the reason I only finished the first level (I really would've liked to have played a lot more). And at the end of the level when it analyzes the plants it feels like the game is bugged and in a loop. In fact I nearly quit and moved on to another game.
Aug 13 14:35:06 1h 36m Cartoon Tactics ♥ 1 Cute game, I like it. I'm impressed with the tile artwork, they look great. The scout felt pretty useless to me though. Tactical games are pretty fun, I may have to attempt one soon.
Aug 13 15:31:14 56m 08s Zlinx ♥ 2 Nice game. The controls feel amazing and your music is very good. A restart button would be great though, sometimes I had to wait around awhile for the walls to kill me. And the collisions on the spikes feel a little unforgiving, they could possibly be a little smaller. But overall solid game, actually has inspired me to make a sort of "tower climb" game.
Aug 14 16:49:20 25h 18m 35 Seconds to Arrival ♥ 0 Pretty much everything that's already been said, especially the going upwards part (or sideways towards the right, which would give more visiability and tighter movement restrictions). However I say stick with compo if you enjoyed it. Keep practicing until then, and next time you'll do even better.
Aug 14 17:12:48 23m 28s Bus Mayhem ♥ 1 Cute game. Very difficult though, at least right off the bat. Maybe have the bar start a lot slower and start ramping up (Godot's Tweens are perfect for this). With games like this you can make it as hard as it is eventually, because if done right then the player will be adjusted to it and in focus. Just now found out that you can move with wasd, which isn't stated in the game that I'm aware of (don't expect people to read the description. I didn't, lulz). And in my last attempt I was nearly flawless but was still being pushed back further than I could progress. And a little dev tip, sometimes you want to be a bit sneaky. I personally would make the red area bigger than it is displayed. Because for example, I was hitting it at just what I felt was the perfect time (I'm fairly decent at timing games like this, and can usually hit things with pinpoint accuracy), but it wouldn't register. Which feels bad. (Speaking of which, the [SPACE] indicator shows too early, I was hitting a spot where it would say [SPACE] but was too soon to register as successful.) But good concept for the game. I might play with this idea a bit and make a spin-off.
Aug 14 17:25:32 12m 44s Cat Cat Attack! ♥ 2 Love it! This is the most adorable and hilarous game I've played in this jam. I was laughing as I was playing. Really loved The Creation of Catm painting. And those yellow cats are the worst (in a good way). Solid game, no complaints. - Also hello from a fellow Godot dev.
Aug 16 12:35:17 43h 09m Tiny Colony ♥ 1 Your game is very cute. I loved the art, and the music was very tranquil. It's very difficult though. Even with just 2-3 colonists I felt like I never had enough resources and my food was always 0. Personally I would lengthen the time it takes to harvest resources and for them to respawn. It felt like I was franctically moving them about from the get-go, and it didn't feel like I benefited that much from having multiple colonists, because by the time I moved one or two, the other one would finish the job. Plus downtime is nice in these kinds of games to sit back and think for a second. Highly personal opinion, but an interesting feature I think is if a colonist performed one task enough times, they'd aquire (and change) a specialization. You'd need a means of quickly showing their specialization at a glance. With this specialization they might gain benefits like faster harvest (if they're lengthened to begin with), or bonus harvest.
Aug 16 12:54:14 18m 57s Snow Day ♥ 1 I really loved the music and the graphics are nice. It felt a little clumsy to control though. Mostly shoveling the snow (I often missed it), and getting and using the catfood (having to move my mouse up to the windows to do it, maybe just have it happen when the mouse is clicked while in the rooms instead of shoveling, since it's the only thing that happens when you're in there. Your movement velocity isn't normalized, so you move a lot faster diagonally. Pretty minor, but if you wanted to fix it Unity vectors should have a Normalize() method for their vectors. I don't use Unity, so I'm not sure exactly how they have it. Good job on the game.
Aug 16 13:55:38 1h 01m Roham! ♥ 0 Solid game, both the jam and post-jam. The mouse aiming does make it a lot more fluid, though I also like the key aiming if a bit clumsy. I had a lot of fun playing this game, and it's given me some ideas for a game of my own. As far as difficulty is concerned, you went about it in an odd manner imo. I love the idea of a hardcore mode, but it's a bit off-putting and confusing to be thrown directly into insane difficulty. You still need to gradually build up with a difficulty ramp, same thing applies to the normal mode. It's not that the mode itself was too easy, but rather there was no difficulty progression. It felt the same from start to end. An easy way to fix this in Godot is to use a Tween to interpolate the spawn rate, so that enemy spawning is increased as the game progresses. I think you have an amazing game here with just the right tweaks here and there. Great job.
Aug 16 14:07:28 11m 50s Vampyre ♥ 1 Movement is sooo fluid, it feels almost pleasurable to move the lil guy around, I felt like Morty when he experienced what true level was. And the music is fantastic, it really sets the mood. No complaints, everything is pretty solid. Well done.
Aug 16 14:40:56 33m 28s Samuel's Escape ♥ 1 Really good for a first game, well done. I like your art, that music is epic, and I love seeing games made with Godot. :D I liked the spiked platform with offset timing. Good job with the menu. Menus can be tricky, so be proud that you actually implemented one. However I would put the controls first, then the flavor text. Most people clicking the How-To just want to know what the controls are, and may not be interested in a wall-of-text. Some of the jumps are a little pixel perfect, which often frustrates players more than it adds to their enjoyment. It's okay to have jumps that seem a little too easy to you. You'd be suprised at how bad people are in general at platformers. Plus it feels bad to think you should've made a jump, but were just a hair off. And I mentioned in the stream about continuing the music when you die. I see that you made this in Godot, so I can offer you advice on how to implement that (or at least how I did), it's pretty simple. :) Make a global autoload script and have a music_time var in there set to 0. In your level's _ready() func, start your music with something along the lines of "$Music.play(Globals.music_time)", then right before you restart the scene call "Globals.music_time = $Music.get_playback_position()" and you're good as gold. And lastly, speaking of music, your game file is massive for your little game. And if I had to guess, it's because of the music file, which is probably a .wav file. wav files don't have a lot of compression which makes them great for sound effects because they're quick to load. But for that same reason they're terrible for music. Convert your music file to a .ogg and your game file size will be magnitudes smaller. Anyhow, great entry. Good luck in your future game development.
Aug 16 15:56:53 1h 15m Space Goats 2 ♥ 1 Great game. The art was adorable and it was a lot more interesting to play than I expected. There's a bit in the level where you're charged by five vikings, grouped three in the front and two behind them. That was interesting placement because I had to learn how to deal with them because the third viking would hit me during my attack recovery after eating the first two. And that slap sound is amazing. It had me chuckling every time. The trees are in sync with the music too, which added a really nice feel to the title menu. For the critques, I'm aware that time was a major factor. But just going to name off a few things of note ignoring that fact. The music ends abruptly on the title menu when you start. If possible I would try to make it crossfade with the cutscene music, or at least just fade out. And the intro can only be skipped with space, which I only just now found out when testing for it. Would be nice if any input skipped it. Perhaps with a double press confirmation if you're worried about it accidentally being skipped, or at least some text that tells you [SPACE] to skip after you've pressed any input. Other than the intro cutscene, you may never see Jim in-game or for a while not really know what you're running from. To make him more interesting as a character, I think it'd be cool to start the camera closer to him, have the goat on auto-run, pan towards the goat, then give a countdown timer to let the player know they'll be taking control of the goat soon. I think the restart cutscene should also be skippable, it takes a while to run through, the fadout is too slow imo, and too light of a gray. Though that is all personal opinion and preference. And it's a bit odd and anti-climactic that Jim stops as soon as you reach the ship, and the goat flies off without the camera. Leaving nothing of interest on the screen during the end cutscene. I think it'd be really cool to have Jim barreling down on the ship and the goat takes off at the last second, Jim still hot on his tail, then flies upwards into some parallaxing clouds. Overall a very good and funny game. Well done.
Aug 16 18:27:05 2h 30m grOw ♥ 1 Those particle physics are so satisfying when you get a green orb, and you know I love that shader effect. I was able to beat the 3rd level pretty easily, idk why Tim had such a hard time with it. The room with the moving cubes though, I kept getting stuck on the corner several times from different positions. Felt like an invisible wall. The double start menu is a bit odd. And the ending for me was an empty room (after the moving cubes room). Not sure if that's a bug or how it's supposed to be. If it's supposed to be then it's unclear whether I beat the game or not.