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Maakep

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TimestampSince previousGameMaakep's comment
Dec 9 16:55:35 God's Thirst ♥ 0 Decent art, I liked how you did the blood a lot. The animations (except idle) were a bit weird though 😁 Awesome UI art as well, very clear and does its job wonderfully! As for gameplay, it's quite boring - after 15 kills and still full HP I decided to jump in the pit myself, ending my misery. Small changes to this, that would make it a bit more fun/challenging would be to 1. Remove HP increase after kills 2. Shorter shield up-time, but faster reload 3. AI attack's more visually indicating This would create a game where every shield-block is crucial and for every attack you take you'll curse and force yourself to improve or die. Right now you just put up shield, run on your enemies and spam attack, and you'll kill every single enemy without challenge, and if you - against all odds - would take damage, you'll regain that health after you killed the enemy. I see you've opt:ed out from audio? The audio was 🔥 and set the mood quite well!
Dec 9 17:14:17 18m 42s Fist of Wrath ♥ 1 Fun concept, I agree with the things stated by above commenters. So... To be somewhat constructive, what this game does great is: 1. Destruction 2. Feeling powerful These are the two things you would focus on to enhance the gameplay, but keep the game as it is. Minor improvements such as 1. More powerful smashing-animation instead of a slow linear movement of the hand, I'd love to see the hand flying down with something that comes closer to my great vengence and furious anger at these villagers. For example, I think an exponential speed in the hand (accelerating) would feel more powerful/realistic, so that it smashes into the ground with great power. 2. Satisfying sound effects on smash 3. Funny/satisfying sound effects from villagers, screaming in terror as the hand smashes them to pieces. If you check my profile and play our game, try imagining how our game would be with no audio/poor audio. Try imagining how the game would be if there were no glass-shatter och flying of the units when you Fired them. I can see this game be quite addictive, perhaps as a mobile game (which I assume you do@Red Machine) if you add more challenging levels and some God-upgrades (faster smash-recharge, regain life when killing villagers, two hands, etc, etc). Well done!
Dec 9 17:33:00 18m 43s DerpSpace ♥ 1 I rescued them all! Cute game, liked the art a lot. Liked the dialogue and the sound effect on the voices. Did a lot for the overall mood. As for gameplay, good idea but fails a little bit in how it's executed as it is more tedious than challenging. The game's main gameplay mechanic is resource management but doesn't really challenge you if you run out of resources. I see some other comments praising theme, but I can't say I understand the sacrifice-part of it. You are literally not-sacrificing (rescuing) people! 😁 But sure, you are sacrificing your fuel... To them..? So there's that! Apart from the forgiving nature of the game, a solid entry! Good job!
Dec 9 17:54:07 21m 07s Garden of Frogs ♥ 1 Very nice art style & animations, well done. Game felt overall very polished and nice, nice touches on details here and there. When I first started playing I fed _all_ the frogs, and quickly realized how this game wondefully fulfills the sacrifice-theme. RIP frogs. After the realization that it's very much not good to have many frogs, I quickly met the flaw of the game. At Time: 300 I gave up. ### Problem: The optimal gameplay (having 1-2 frogs eating and ~~killing~~ sacrificing the rest) is a very contradictory to what you would _want_ to do, or what is intuitive with a game like this; the challenge is to not get over-populated based on your resources, but there is on punishment for having few frogs. ### Solution: The main incentive in the game seems to be "time", there is no point mechanic connected to skillfully managing having a lot of frogs, which is what I would've liked to see here. Something like setting a time-limit on the game (let's say 3 minutes) and for every second a frog is alive it yields 1 point. This gives the player an incentive to manage a large frog population, balancing on the edge between getting a lot of points & losing. Adding an ingame highscore would probably have me playing the rest of the evening, trying to get #1 on that highscore.
Dec 18 20:27:00 218h 32m Reactor Overdrive ♥ 1 Absolutely brilliant. Great graphics, audio and a deep gameplay. A balance you don't expect in these games. When I lose I feel like it's because I'm bad, not because the game is unfair. Once you got the idea though I feel like you get to ~150 without effort (max guns & overheating and put one aim-point in the middle and just spam away. When elementals come, remove 1 gun & put on elemental), but around 150 (149) when the big boys come, it becomes VERY challenging and I find it hard to balance defence and offense while also changing the aim. The wallers get time to come up and then you're TOAST. Other than that... Brilliant, to be honest. Had me wanting to play it again and again to try different strats. Oh, the font isn't very readable. Needs more whitespace. What's the highest score you've seen?
Dec 29 13:20:06 256h 53m Death's Reward ♥ 1 Alright, the mood was decent like the above comments are saying. The concept is nothing new but it's a fun concept to play around with as a level designer. This is the biggest point of criticism I have; the level design was exceptionall boring. There was nothing puzzly or challenging with it, only tedious and repetitive. The enemies gave no challenge what so ever and there was no satisfaction from killing them. I'm going to assume you didn't have too much time to do a good level design (it happens to us all sometimes 😁) Compare the game to a game like Ninja Gaiden and notice the difference in how enemies placement are used in a challenging way. Also, placing the checkpoints before the mandatory suicide points would've been appreciated. Was there an end? When I got to the (I assume) end I respawned at the start. How did you make the ground? It has some interesting shapes and seems to be in one piece, while the game is 2D(?). Is it one large image with a polygon collider?