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tcstyle

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TimestampSince previousGametcstyle's comment
Dec 5 08:16:18 Keep Cthulhu Happy ♥ 0 Looks like your itch.io link just includes the .exe so doesn't run. The dropbox link worked fine though. If it is compo you do want to include source as well. I liked shooting the goats, though it seems like I wouldn't be able to get enough goats to keep Cthulhu "happy" long enough. I think I expected to jump but wasn't able to. You might want to include just what the controls are in the game or in the description. I liked the fx you were able to add with the goat hitting Cthulhu. I'll think about ways to make the game more interesting for the player - sure you are sacrificing goats to Cthulhu, but does that change anything for the player? What makes the player care about sacrificing goats? Sometimes answering those kind of questions in the game, either through mechanics or story, can make the design more interesting. Keep up the good work!
Dec 5 08:38:54 22m 36s Mary had some lamb to spare ♥ 1 Fun, I was able to beat it! It took a bit to understand you had to be near your lambs to throw them. I lost the first time around because the skeleton boss crushed all my lambs haha. But after I realized you had to watch where your lambs were to make sure they don't die needlessly and they're close enough for you to throw them the game was fun. Fast lambs for the win! Very cool how you were able to get the different enemies in and multiple bosses. Good job!
Dec 5 08:56:35 17m 41s Bunny Whallop ♥ 1 Wall jumping wasn't a big deal for me- it felt like it went where I wanted the bunny to go, it might be just adding more frames of animation or so to make it clear which direction the bunny will jump in. Was able to beat it, though the last level was pretty hard. There's not too much leeway in the precision of the jump + the hitboxes of the bunny and the sawblades. The platforming itself is not bad, but I would try and smooth over any pain points you find there - for example, I think the sliding down the wall frame for the bunny could have the legs sliding on the side of the wall, right now the bunny looks like it is standing slanted on the wall. Adding the tiny bunnies was a nice tie in to the theme. Some other things: The poofs from deaths was nicely animated but makes the bunny feel floaty/light, it doesn't have to be gore, if it's like stuffing or something just to make the character feel like it has weight. I would speed up the transition after you respawn, since it's a harder platformer, people will want to restart again and again and not wait for a screen fade. keep up the good work!
Dec 5 09:28:51 32m 16s Buki Nashi ♥ 0 The upgrade system was not really clear to me so the trade off of getting better or worse things was hard to leverage well. I got up to wave 9 though after playing through several times. Not sure why there are two red bars for each skill? Is the first time downgrade and the 2nd time upgrade? I didn't notice any big difference between upgrades (longer distances for the kunai?) There were some things I felt would make the gameplay not as punishing- a spawn animation where enemies are coming in so they don't spawn on you and you die, and clearer fx when an enemy kills you - I'm assuming they attack you whenever you get close to them - it'll be nice if they choose a direction and have the possibility of missing you if you move away from that direction. I liked the different enemy types, good change up of how I would approach them. keep up the good work!
Dec 5 09:44:45 15m 54s PowerGateLD ♥ 1 I think I beat it, but just the ship exploding at the end. The controls are pretty hard and not fun, maybe if you shot in the direction you were moving and it was something more top down. I did like slowly building up the powerups though and getting higher power and multiple shots. The different portals made for a nice sort of exploration. keep up the good work!
Dec 5 10:06:11 21m 26s Sacrifice by Sword ♥ 1 I played until I got killed by a guy bigger than me. Pretty fun! I wish there were more landmarks or so, but the progression is very real. The minimap idea could work really well for seeking out enemies. Nice job!
Dec 5 10:25:42 19m 31s Tank Gauntlet: Control vs Power ♥ 2 Pretty interesting, though I couldn't get past the 2nd round. There were some nice gains when you realize the level wraps around both vertically and horizontally, and it becomes about knowing what the best placement for yourself is in the level. I think it is a bit too hard for me right now, perhaps if you could get more power on the weapons. I could see something like that where you also have a higher tradeoff (like always moving or unintended movement, etc). nice job!
Dec 5 10:35:01 9m 19s Room44 ♥ 2 Oo, tough choice! Nice art, and I liked the map, made things really clear. Other than that maybe some indication (a highlight or so) of what you could click. Nice job!
Dec 5 11:05:32 30m 31s Eternal Home Floristry ♥ 0 Very nice, really like how different things happen with the different flower arrangements, and choosing which flowers you have left. Nice pixel art, and the flower arranging was good too. I did accidentally right mouse click sometimes which would make me skip through dialogue by accident. Great job!
Dec 5 11:17:04 11m 32s Santaur's Elf Cola ♥ 2 Was able to sacrifice 215 and let 52 escape. I mostly just used trap 6 and blocked the exits, the other traps didn't seem to be as useful. Overall, nice art and setup with the story. Keep up the good work!
Dec 7 04:50:02 41h 32m Tama Gone Wrong ♥ 2 Ohh noo, I knew what would happen but didn't want it to. Perhaps there could be branching paths later if you continue working on it depending what you do. Liked the change in music and color palette. Nice job!
Dec 7 05:12:06 22m 04s Monstropolis by the Sea ♥ 1 very nice, I think I got to a good pace with all upgrades and being able to hold back the beasts. The first beast was probably the most tense as I built up my resources- perhaps having different types of beasts or so could be cool. Good job!
Dec 7 05:19:51 7m 45s Mildred's Charade ♥ 1 I liked the menu system, though killing the frogs seemed kind of sad. I wonder though how it would be if every interaction you did had to be through some menu interaction, could make for some interesting mechanics with what choices you have. For example, if there was an action option and you had talk, what would happen. If you had give (perhaps an item), what would happen? I think there's something interesting things you could do there. Keep up the good work!
Dec 7 05:34:31 14m 40s Dungeon of Sacrifice ♥ 1 The biggest thing for me was the ease of access of the inventory. P is very far away, perhaps having it as e or r. Another thing is just have the player automatically pick up the items after they make a choice, and perhaps just telling the player when they pick it up what it does. Overall though pretty interesting. I think it happened that when I played it I would collect things that basically negated things I lost, so in the end I just rushed through quickly until I found the exit. I would still collect the chests though just to see what I would get. Since if the game is completely balanced, then the player status would never actually changes - this kind of happens since everything you get feels random, but still interesting to see what is in the chest. The AI shot much faster than me, but still not too hard to avoid. Could be interesting to see enemies that traded off something big to be really strong in something else. Keep up the good work!
Dec 7 05:45:39 11m 08s Twist of Souls ♥ 1 Nice pixel art and music! The squash and stretch adds a lot to the small pixel sprite. The platforming was alright for me, though interestingly enough it felt like I couldn't jump as far when upside-down. That might be my own perception though with timing while upside-down. Could see you making it harder and harder for the player- and finally when the player is back to normal, it could feel like a huge powerup. nice job!
Dec 7 05:51:27 5m 48s LLAMAGEDDDON! ♥ 0 Got 16 points. Was able to take advantage of the controls, since the further the pointer is away from the llama, the faster the llama will move. So usually I just went up the side and then moved my pointer all the way to the right. I think the hitboxes for the statues were a bit big- I would hit them before I expected to. Perhaps if they followed your mouse more closely and the rocks spread all the out to the corner it would probably make the game a bit more about dodging and weaving through the statues. Keep up the good work!
Dec 7 06:16:53 25m 26s Ludum Dare: The Game ♥ 1 Got all 5 except a 4 in mood, and another with 4.5 in theme! Not sure what kind of game I made, but felt good to finish! I like how you could refill the pot of coffee. I wondered if there were any other activities that gave you bonuses for taking a break, but there doesn't seem to be. Perhaps sleep itself could have been a task that you could do to get energy back, instead of selecting it. I liked there were random game making tasks in there. I'm thinking of tasks like "brainstorming" or "wonder if idea is good" or "playtest with friends." Liked how the guy typed to the beat of the music. Good job!
Dec 7 06:33:46 16m 53s Screw them ♥ 4 Had fun! Congrats to some first-time jammers! The world is very big, I had fun exploring some of it. It didn't seem I needed to upgrade as cows would die very easily before me, but maybe I needed to to kill the black cow I found. I did have trouble moving though- sometimes I would get stuck and I wasn't sure why. Keep up the good work!
Dec 7 06:49:39 15m 53s Save the Yel's! ♥ 1 I like the game! I think you could have scoped back on some of the features and just experimented making more levels with the certain subset of mechanics. For example, with three types, then you have the potential to make 3 levels involving 2 types and 1 level involving one type, and potentially more if there are different ways to use each type. Overall though, I like how you do have to sacrifice lemmings (at least in first level) and have them be the mechanic that lets the other lemmings though- could be cool to see that explored further. Keep up the good work!
Dec 7 07:25:53 36m 14s dropboy ♥ 0 Beat it! I did run into some troubles on some platforms, though - I'm running on an oldish windows laptop. On html5 (on itch.io) the game got more and more laggy until it wasn't really playable (the browser was starting to freeze up) - I had to stop around the 4 door doors closing a button and there's 4 teleports level. So I switched to the lime build, but could place the keys down until I think I pressed the shift key and arrow keys down on the same frame. So then I switched to the flash build and that worked fine. Nice puzzles, good use of taking away controls. I really like the laser holding the key down, though on one of the puzzles you sort of had to take advantage of undo in order to place the other key down. Nice job!
Dec 13 04:14:59 140h 49m Deity Hook-Up (Not A Romance) ♥ 1 Nice job on your first LD and game! I enjoyed the art and the writing. I played through a couple times and got the failed, tried, and good endings. For me, I guess the deity really needed a spoon and fidget spinner haha. Some interesting thoughts - if you know what pleases the deity - does that mean life will be easier (not having to study, etc). But if the situation arises where someone asks you about that subject, and you don't actually know because you relied on the deity, than what happens? And if multiple people rely on different deities to get what they want, but don't actually know how to do things, then how does society function? Anyway, nice job, keep up the good work!
Dec 13 04:43:53 28m 54s Save & sacrifice ♥ 0 Was able to beat it, nice job! I liked the halo on the angel character. A bit sad for the sheep though, but have to make a decision to save the rest. Would be nice to have each candle be a potential save checkpoint if it got harder. Thanks!
Dec 13 05:10:34 26m 41s Chompymon ♥ 1 I go up to level 10! I generated the files to be deleted and at that point the files were getting pretty big. Is there an end? Window getting bigger was clever. Anyway, good job!
Dec 13 05:36:19 25m 45s Solida Amationis ♥ 2 Had to play through several times before I finally got a good ending. Not sure if it had to do with my decisions - it felt a bit random to me other than having the correct items. I might have not figured it out if there was something else other than having the items to help. Interesting story though, I like the setup and the unexpected events. Nice job!
Dec 13 05:48:33 12m 14s STAR JUNK ♥ 0 Nice art and I like the trade off mechanic! I have a hard time steering the ship and aiming, especially with the enemy ships. With the rocks I could get close, but not too close- maybe if there was some sort of proximity meter feedback? With enemy ships, if they are chasing you, it's hard to turn around and shoot them without getting shot. Maybe shooting could be by the arrow keys verses the direction you're facing? Could just be the turn speed as well (maybe that could be upgraded). Anyway, very nice - I could see the game trading up to better and better materials, or having certain resources requiring different kinds of materials.
Dec 13 06:04:42 16m 09s Colors of Your World ♥ 1 Really nice with the theming and the art and music! Some tricky platforming but was able to get it. I thought there would be a part where I just had to see where I was from the eyes of the character (where changing the color might make the gameplay harder), but still a nice ending. I think with wall climbing, could be interesting to add secrets in, perhaps an alternate ending where you sacrifice your progress to give the world it's color back or something. Good job!
Dec 17 07:13:26 97h 08m SpaceCrafter ♥ 2 played for a while! Building ships was a bit clunky (hard to tell what pivot you selected and place it correctly), but manageable. It was fun slowly building up your spaceship - it'll be cool if getting certain parts affected your speed or rate of firing or so. I liked the music and the nice models for the spaceship components!
Dec 17 07:38:04 24m 38s Brownie Cove Cancelled ♥ 1 nice effect with the limited colors! I found the room with the bees(?). I like the fish thingys as well. Very good vibe of waiting in the airport, nice job!
Dec 30 14:22:18 318h 44m Santa frowns to town ♥ 1 Tried playing the windows version, but I got an error: "The program can't start because api-ms-core-libraryloader-l1-2-1.dll is missing from your computer. Try reinstalling the program to fix this problem." I was able to play the html5 version, though the controls on there feel a bit slid-y. Overall nice concept, keep up the good work!
Dec 30 14:29:20 7m 02s Foothold ♥ 1 I got a score of 686! Interesting trade off with the tiles and shooting the enemies. One thing in terms of player feedback is perhaps a spawning in animation so I know where an enemy is coming in. Otherwise I think the game was interesting to figure out (I didn't read all the text as there was a lot) just through gameplay. Keep up the good work!
Dec 30 14:34:33 5m 13s A.I. Careers Advisory Service: Your Path To Success ♥ 1 I liked the different choices you could make based on limited movement! I wonder if there could be some setup to have movement with some branching, but I think how you did it is pretty minimal and still interesting. nice job!