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Solrun

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TimestampSince previousGameSolrun's comment
Aug 18 19:22:52 AsterVoid ♥ 0 My sister saw me playing this game and said "What? Flying toast?" and now I can't stop seeing the asteroids as toast. The dying animation is quite satisfying too. It lessened the blow of dying a bit which was nice. And I died a lot because it's actually pretty difficult. It's a nice and simple idea that fits the theme and that you executed well. You could
Aug 18 19:51:58 29m 06s SWORD1 ♥ 1 This is a sweet game! I had a ton of fun playing this! The floaty controls were perfect I thought. I can't count how many times I beat a level, just to end up careening off the side like an idiot (which just made me laugh more so than get frustrated, but that may just be me). Not to mention all the times I kept strafing around the enemies to line up perfectly to only fall off the side without even hitting anything. It's sort of like drifting in racing games where it's just fun to run around the map, just barely keeping your character under enough control that you don't quite fall off, but still toeing the line. The art is great. I love how most everything was only one colour, but still everything stood out and was recognizable (I think the see-through nature of everything really helped with that). Having the important parts like the ends of weapons be a slightly different colour helps to notice them easier. The clouds in the background and the grass on the field really filled the space nicely in a non-distracting way. My only gripe about the graphics was how the ellipse that closes in wasn't pixel perfect, but it probably would have looked terrible if it was (no offense, just how it works at that low scale of pixel art). But I guess weapons move around 360 and the clouds stretch a bit so maybe that's not a fair gripe as you don't seem to be going for pixel perfect. Thank you for adding the bombs, the higher hp enemies would have been a nightmare to kill otherwise. I did however want to use the bombs more to blast enemies off the edge more with smart bomb positioning, but they didn't have a lot of knockback force and pretty much just one shot the smaller enemies anyway so it wasn't necessary. I think the enemy attacks could have been a bit slower and telegraphed a bit better. I was never really sure when the enemies would attack; I would just get too close and then the would attack lightning-fast before could even react. The dominant strategy seemed to be to just run around them in circles because they couldn't turn fast enough, just ignore trying to figure out when they would attack and just hope that you didn't get hit.
Aug 18 20:30:44 38m 46s Purple Void ♥ 2 Seems like a cool game. The art is really nice. I liked the animations for the menu, your attacks, and the blocks disappearing and reappearing. The characters all have personality just in their looks. The main character has some interesting gear that give a cool space theme and a cool headband scarf. Having the ranged attack be charged by melee attacks is a simple mechanic, but really helps give the game a bit more depth which is nice. Instead of spamming ranged, you need to charge it, and with the floor disappearing, the ranged attack gives you something to do when you can't melee. The 3 hit combo the character has is quite nice. It seemed like the third hit could be handy for maneuvering around the map. I found myself trying to move around with this the first few times I played because I forgot I could dash with f. I think the controls could be a bit better. I would rather have had the dash on space instead of space being an alternate way to press left mouse button. If you had used something like GetButtonDown("Jump") instead of GetKeyDown("f"), I would be able to change the "jump" keybind from "f" to "space". Dying and then having the whole game reset to the title screen was VERY frustrating. I also found it very hard to tell where exactly the yellow orb attacks were going. I got hit a lot of times when I thought I should've been safe because I couldn't tell where I was and where the orbs were. I think having the camera higher up or the orbs closer to the ground, or giving things a shadow might have helped this problem. I want to play this game more because it's pretty, it seems like fun, and I want to get to the later maps because they seem more interesting than just a square arena, but I'm just frustrated by the large amount of downtime between tries. If there was a 3 lives system or I could retry the level faster, I would be more inclined to keep trying.
Aug 18 21:01:18 30m 34s The Subway: horror within ♥ 2 The art for this is incredible (but you knew that). The characters were all great and interesting in their designs. The buttons for your abilities all looked nice and they totally fit right into the side of the train car. The countdown clock looked a tad out of place as a result (mostly just because the ability buttons fit so well with the environment). The little things like having the line of passengers alternate between foreground and background as they moved was a nice touch. I found it a little odd that the game happens in increments (like the passengers move every 2 seconds or whatever), but that your abilities activated in real time. It made it feel a bit bad to use your abilities a soon as other passengers were in range. You wanted to use it right before they acted, but it was hard to know when exactly that would be. It was also a bit tough to tell when the other passengers were quite close enough to you. Like could I wait for them to move once more before they pushed me or not? I'm not 100% sure how I would suggest fixing those issues. You would click the ability to queue it up, then it would fire when the passengers move next, not immediately. Possibly your abilities would cooldown at the same time as the passengers move. So when they move, the circle icon would fill in one quarter at a time instead of continuously filling in the circle. This wouldn't actually affect the game, if it took 6 seconds for the cooldown before, it still would take 6 seconds, which would be about 3 turns (if turns between passengers move is 2 seconds). That's a lot of text and would be a lot of effort to implement for a probably very small benefit. As for knowing when they will push you out, maybe have the the characters change to a slightly different pushing sprite when they are going to push you next turn? I did find the different abilities you could use quite interesting. They seem to be fairly well-balanced in my playthrough. I was pretty much using them as soon as they came off cooldown and I would just barely get an ability back just in time to get rid of some passengers and not get pushed out of the train. So the tight cooldowns definitely kept the game pacing up and kept it quite frantic. The ultimate ability was fun to use once I go there. i thought it was pretty funny when I used it. It's also a very nice touch how the ultimate ability changes the train after you use it and how those effects stick around for the end of the game.
Aug 18 21:53:00 51m 42s The Longest Jump ♥ 2 I'm really digging your sense of humour. I want to play more just to find out what all the possible tweets are. The graphics are pretty nice for this. The background space is fantastic and the art for menus and UI like the Twoofer twoofs are really well done. It all fits together really well. The characters, while small, still do give you a sense of what they are about. Bootsie McGee has larger boots so you can remember that his boots pull you down for example. The characters all have an interesting and different personality which is great. I think my favourite is probably @BOOTS_BOOTS_BOOTS #Only90sKidsRemember. I do wish their special abilities were shown and explained a bit before you pick them. It's not a big issue as their abilities are fairly simple and you get a feel for them after an attempt or two. I'm not really sure I understand how the jumping off the platform works. Do you just click once to launch off the platform or is a hold and release sort of thing? Any character other than Boom Boom seems like you use their ability and it's still pretty random where you're going to end up afterwards. I'm probably just not any good at the game. I did get the bounty hunter dude to go flying off the screen and then when he came back, he landed pretty much straight down from where he left so that might be a decent strategy to getting repeatable landings.
Aug 30 18:13:38 284h 20m Adware Attack ♥ 0 This was a surprisingly fun game. Turns out laughing at ads and scrambling to close them all is a lot more fun when those ads are fake and pose no real threat to your computer! The game is crazy frantic in a good way. You definitely managed to instill some anxiety in me with the background noise and the way the ads move across the screen. Near the end when you have just ads on top of ads on top of ads and you just realize that there is no way you can clear them all is the perfect way to sum up the mood of this game. I'm really digging your sense of humour on this game. My only gripe was that the game was so frantic that I didn't have time to read all of the ads (I'm sure no one in the history of the internet has ever said that before). The design of the ads and especially the blurry art definitely fit into the style of early internet days you seemed to be going for so great job there. I'm not sure if I liked the consistency of all the ads being the same size with the x in the corner or if I would have rather had some variety in the size of the ads and the methods for closing them. My very first ad was the basketball so for a bit I thought I had to move the basketball into the hoop to close it. That may have been interesting, but would have been near impossible to do later on when there were tons of ads.
Aug 30 18:48:47 35m 09s SpaceBox ♥ 0 It's an interesting idea for a game. Because all the boxes fall at random, there is no dominant strategy of stacking all the boxes against a wall which is nice. You have to just deal with moving just the boxes that are in the way and trying to leave yourself room to store more boxes and move around. The falling indicator with the growing shadow and the sound effect were very handy for telling where a box would land. Even with different sized boxes, you had a good idea of when the box shadow was done growing and a box would fall based on the sound. The movement controls and moving the boxes was a bit too clunky to be able to play the game for any length of time. If a new box coming in was going to fall on 2 boxes, there was almost nothing you could do. I found it almost impossible to pick up one box, set it down, then pick up the second box before the first one fell. I didn't really understand what governed where a box would be set down when I pressed space so it was hard to position my character to be able to drop the box. Mostly I just moved and spammed space until the box was out of my hands.
Aug 30 19:23:30 34m 43s Bunny Ice Cream Maker ♥ 1 That's a pretty funny game. The full voice acting was great and the faces the bunnies make really sell the sounds. The game being pretty nonsensical fits well with the sense of humour. Having an ice cream making machine is silly enough, but then having it be this huge contraption that sprawls all over the place with pipes everywhere and you need to press 5 buttons in just random spots to get it to function is just crazy. Not to mention the operators of the machine are bunnies, because why not? All that combined is not too far fetched, but then you have the toilet that teleports around the map for no particular reason that is just the icing on the cake. The whole game is just whimsy stacked on top of whimsy which gives it a good sense of humour and makes it oh so charming. The art is pretty reminiscent of Dr Seuss which also stacks onto the whimsy in a great way. The giant jar of cherries and the ice cream machine itself on the right are both quite a bit busier than the rest of the map. I think it would look a little bit better if some of that detail was spread across the whole scene a little bit more. Having fewer, larger cherries in the jar would have fit the art style a bit better. Well done on the flowing ice cream. It looks great when it's flowing and when it merges with itself and when you eat some of it. The jumps for the bunnies were pretty good. They were quick jumps and took you high enough. The jumps weren't the exact height of all the platforms (they were higher which is a good thing) so you had a bit of wiggle room with your jumps and didn't have to time them perfectly to get onto the platform. The double jump, however, was a bit inconsistent. I had a lot of trouble jumping to the top button from the pink pipe. It didn't want to let me double jump a lot of the time. The movement speed may have been a little slow, but it was okay. It was only ever really a problem when you went all the way up to the top right and then it was a long ways back down. Having a way to drop from there could have been handy, but that's minor. The speed of eating the ice cream and the amount you could eat seemed to be well balanced. I never felt super overwhelmed by the amount of ice cream on screen. I knew I could quickly gobble it up and be fine. Having one button for using buttons, eating ice cream, and using the toilet was very simple to use, but it did cause some issues when you wanted to use the button and couldn't because there was some ice cream nearby that you were trying to eat. Maybe you want that as part of the game that you have to clear the ice cream before you can use the buttons, but maybe something to think about.
Aug 30 21:20:28 1h 56m Space Cadet ♥ 1 That was kinda weird. And kinda spooky. I'm not really sure if I got to the end of the game or not? I never got the one door to open. I think I bought everything I could in the game. I may have had another spacebar delivery I could've bought, but it was at like 40000. Everything else was greyed out even when I had enough money for it. I fed the Buddha 4 spacebars and it took me back to the main menu. It didn't seem to be any different if I gave him the spacebars on day 2 or day 10. I didn't mind the clicker game at first, but now I've played it a million times trying to see if I could open the last door to no avail so now it's a little less exciting. I like the mood this game sets. You can just tell how much of this guy's life is absorbed by the clicker game. All he has in his house is the clicker game and some spacebars. He has even taken off all the other keys on his keyboard. He has a note on the wall reminding himself of how much he loves spacebars as if he had to remind himself to get more spacebars. The game itself also seems to be more than a game. It has upgrades that you can purchase in game so that your space bar lasts longer. It's a game that somehow also interacts with the real world. Plus you have the otherworldly nature of the Space Buddha you can order that will murder you if you give it 4 spacebars and the Strange Floaty that gives you more spacebars.
Aug 30 21:59:15 38m 47s Gut Reaction ♥ 1 The art and the animations are very nice for this. Well done. There are a lot of different foods and they are all high quality pixel art. So that is impressive. It is a little weird to go from the style of the menu screen to the pixel art of the main game. The UI was very clear and helpful once you played a bit. The first few times you play, you're a bit too overwhelmed to notice the UI. After that, you notice the dots on the clock telling you when the meals are and the notices when a meal is coming up which is fairly handy. The game is fun, but it's really hard. I found I was running out of ammo way too quickly. A lot of enemies spawn at once and there's not a lot of downtime between the waves of enemies. And enemies seemed to be deteriorating so fast that I had no chance at all to deal with them. I couldn't keep up with killing enemies, grabbing ammo, and taking dead enemies to the hole. The game is still fun. The shooting is fun and killing enemies, then needing to dispose of their bodies is a neat mechanic. I just found that I could only play a few days at a time. I would play about 2-3 days, then lose and then just start again at day 1.
Aug 30 22:16:16 17m 01s Space Waste ♥ 2 It's a neat little game. Very simple to play, but has some complexities to it once you get into it. Thank you for including the tutorial. Tutorials are hard to make, but your tutorial was well made and taught me how to play the game in like 10 seconds. The art style is cute and the UI is quite helpful. It's super handy to be able to just click on the notices at the bottom to go directly to that planet to fix the problem. One thing I think would have been nice is some numbers by the planets. It mostly helps early game to keep track of the population on your planets without having to click on all the planets you've colonized. The game very quickly turns into just clicking things as fast as you can because your planets are populating and creating trash faster than you can even think about moving it elsewhere. It's pretty fun to frantically click on planets and just try to keep your head above water. Everything is pretty well polished. Between the tutorial and the alerts that take you directly to the planet, it is very easy to play; the menus don't get in you way, the only thing in your way is how fast you can click and running out of planets. After writing this all about how frantic the game becomes, I now remember that there is a pause button in the game... Oh well, I liked playing it frantically, just throwing trash and people at random planets.
Sep 4 17:11:19 114h 55m Super Square Dodge XLII ♥ 0 Woah that was fun. But very hard. The extra polish on stuff really showed. The cool particle effects, the screen shake(maybe a tad too much), and the preview to show where new threats were coming from was really well done. The level design was awesome. It wasn't just more of the same all the time. You had new layouts around every corner.