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Ivan Garcia Filho

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TimestampSince previousGameIvan Garcia Filho's comment
Dec 12 02:00:50 King's Last Stand ♥ 1 Congratulation! it's a cute one! You could improve the character maneuvering by making it always look towards the mouse (the mouse would handle his rotation) while AWSD would handle the movement; I think that the releasing the stars mostly break the mood, i think that you should optimize the shooting speed to improve the juicenes of throwing them and the need of always having to worry about the remaining amount of stars...
Dec 12 02:09:30 8m 40s Ranch of the Gods ♥ 2 Nice!, i would just add a HUD over the bar of each GOD to always keep the user aware of which animal the gods want as sacrifice, maybe add colliders to the animals and improve the grab mechanics to force the user thrwoing animals out of his path until reaching the right sacrifice
Dec 12 02:20:54 11m 24s Pyme's Genocide ♥ 2 Freaking cute!!!! i poke rainbows everywhere!!! i would just improve the color pallete of the scenario or improve the "user guidance" of the level design... it's almost like a sandbox without clues of where should i go ... The springs could be improved by reacting to protagonist's jump instead of immediately throwing upwards, would increase the user aiming control and antecipation...
Dec 12 02:32:57 12m 03s Triumph Tribute ♥ 3 Nice! i love that kind of game within a game, I would just switch the magician for something like drawind random magical symbols before the time elapses or even try to build random magical words ... barbarian, cleric and magician got too simillar...
Dec 12 02:43:49 10m 52s Expendibots ♥ 1 Yeah .... fucking hard ... whoever did that level and game design is sadic hahaha I would maybe improve the camera by "locking and unlocking" it, maybe allow the repositioning/adjustment of the camera only while the right mouse button is pressed and once you release that, the camera stays positioned the way it was left ...
Dec 12 02:49:39 5m 50s Jesus Take the Wheel ♥ 1 is it ok to say "OH MY GOD" ? hahahahaa
Dec 12 15:56:44 13h 07m Silent Whisper ♥ 1 Awesome game!!!, i think that just by adding more art and maybe putting the art within the text could increase thee interest of the user, and even with some tricks of making the text build instead of instantly appear, you could use that to also build up a music over that, thus increasing the drama.... There could also be some simple minigames to increase the user agency and interactivity over the narrative!
Dec 12 16:24:23 27m 39s Room44 ♥ 3 Nicely done! i would just add more interactivity with the scenario and improve the visibility of the interactive objects
Dec 12 16:34:27 10m 04s Love is Sacrifice ♥ 1 Awesome, i love dioramas! i would just add feedback to the click, i didn't notice that i should get closer to interact, i tought that i should over the objects as interactables nd then i noticed that i had to get closer to interact, and the interface responsiveness is like a riddle... i don't know if i should click over the texts or the objects or when i lose/regain control of the protagonist...
Dec 12 16:57:36 23m 09s Rift Core ♥ 2 I LOVED THAT!!!! I would just say that i missed most of the shortcuts to handle all of the units ... Since it's mostly an RTS, you missed most of the UX, Function keys (F1/F2/F3) could be a shortcut to each individual unit, TAB could cycle through the team units, health bars just broke the imersion and the visibility, i would suggest that just by hold ALT or with the mouse over should show that and improve the damage feedback through some particles (sparks/smoke) and improve the cooldown feedback by adding a particcle sytem on the skill UI (like a flashing particle to warn the user that the skill is ready for use) and another feedback on the robot to tell the user that the skill of an unselected unit is available again. Improve by maybe adding trails and spotlights of the machineguns (allies and enemies) to improve the visibility of "who is attacking who"; And add maybe a color detail or something appart from their silhouette, the camera, silhouette and colors makes all of them the same unit, improve maybe through a detail that the user would easily notice.
Dec 12 17:15:17 17m 41s Resist and Persist ♥ 1 Nice! i would just addd impact feedback, because the ship's lasers do not look to be really doing something against the enemies until they literaly explode... and also reduce the enemies health and double the amount of enemies just to increase your game's juiceness... the sounds are a bit anying i would suggest some polyshing like a procedural ambience, some variation on the ship's lasers pitch and volume and eveen increase the tension of the music by the amount of enemies surrounding the protagonist ship
Dec 12 17:29:31 14m 14s Machine Godz ♥ 2 Enemies are really intimidating and the red circles growing really reinforces a frenetic gameplay. Awesome graphics! and nice job with the particle systems!!! I would just addd some feedback to the meleee and ranged attack, their red feedback made me think that wheneveer i hit them, they unleashes a small damaging wave since it's the same they are trying to hit you... Most of the turrets ddon't have a feedback showing that they are "imortal/invulnerable" and your melee attacks didn't show some utility against anything, i would just use the ranged attack as much as possible...
Dec 13 11:56:23 18h 26m Oxygen Levels Critical ♥ 0 Awesome haha!!! i think that the character navigation accross the ship's deck is a bitconfusing and laggy, it's really painfull to handle ... i think tha you should invest in smoothing that by maybe crating some automatic obstacle avoidance, a bit of artifical intelligence to improve the pathfinding accross other scene agents, smooth the movement (the characters stutter like hell);
Dec 13 12:13:49 17m 26s The Way Home ♥ 1 Awesome artstyle, graphics and animation, the level design is also awesome since it's following a nice rythm trying to introduce, evolve, twist and conclude... most off the timees the user really attempts to turn left to meet the cloacked spirit (so you succcesssfuly, stablished a contract/language with the user)... everything is nicely tied together
Dec 13 20:26:07 8h 12m Disassembly Line ♥ 1 Juicy to see all that those gears and screws flying hahah.... i would just improve the cone of light from the giant robots, since they are not helping the user to predict the robot position, it's getting a lot laggy when facing the robots, decreasing the precision of the user due to the slowdowwn, and the vfx used to trace the line when you drag a robot is of the same color of the ground, increase the contrast by using another color... Since the camera is ortographic, and the camera is fixed, i would record those robots into spritesheets to improve your peerformance issues (too many skinned mesh renderers on WEBGL isn't a good idea since it's single threaded);
Dec 13 20:40:59 14m 52s Blue Sacrifice ♥ 0 Good, i would just suggest you to change the controls because holding thee left mouse button is always selecting and trying to drag your game's pagee with the cursor