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PancakeFriday

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TimestampSince previousGamePancakeFriday's comment
Dec 4 11:33:40 Pirates may Cry ♥ 1 The WebGL link works for me. I like the music, though it does get repetitive after a while (having the same problem with my music ;)). I feel like there should be a better response to the actions which the player chooses. You lose resources, however it doesn't feel like it's leading to either winning or losing the game. I appreciate the graphics, you have put a lot of effort in.
Dec 4 11:37:10 3m 30s Our Sacrifice ♥ 2 I am getting stuck in this screen. As there is no linux version available, I tried running it via WINE, so that's probably an issue. Could you release a Linux version as well? (Since this is a unity application, it should be possible). DeepinBildschirmfoto_explorer.exe_20181204123743.png
Dec 4 11:46:11 9m 01s Fast Sheepment ♥ 1 The graphics are cute indeed! Here's a few suggestions for improvement: - Scale the game way down: It's difficult to react to the obstacles, as they appear quite suddenly. - Implement gravity: As of now, the jumping is linear and it feels unrealistic - It would be great to have a way to push the enemy back. I think after a couple obstacles, the enemy will just get you, independent of the clovers you collect. - A scoreboard would be nice. - The hitbox of the obstacles are too large. Otherwise, good job on the game! (Also the past form of running is ran not runned 🙈)
Dec 4 11:59:11 13m 00s Fenik ♥ 1 Wow you must've put some long nights in! Good job. However, the game got easier without the companion! (And also, it's quite easy as is).
Dec 4 12:49:21 50m 10s Riddles of Sacrifice ♥ 0 Cool, the last level got quite dificult! I enjoyed the game, though I feel the graphics were lacking a little bit. Also the enemies should maybe stay in their rooms or there should've been an indicator that there are enemies in the next room that are about to get you, because sometimes they'd hit you without you seeing them. Otherwise I enjoyed it.
Dec 4 16:40:41 3h 51m JOURNEY ♥ 1 Nice, liked your game! It was fun, and a bit challenging. The mood was amazing, cool music and beautiful background. Wasn't a big fan of the upscaled pixel graphics (at least not together with the "normal" sized pixel graphics). Maybe the game mechanics could be a little more interesting, if the dash wouldn't go so far, but either way you did a good job!
Dec 4 16:53:46 13m 05s Purgatory ♥ 1 Hey, so I liked the mechanics, though I think it should be noted, that the player can move with WASD (I didn't know at first). Furthermore, ---- SPOILER BELOW ---- I don't think there's a good reason to play the second level. Sacrificing a lot of souls makes the player plenty powerful to play the first level and farm souls there. Again, I liked the game and I had fun, especially your background and menu are quite beautiful.
Dec 4 17:00:11 6m 25s Not my Apples! ♥ 2 Interesting game, certainly quite innovative. Did I miss the music somehow? I think you had a very good implementation of the theme, because in my opinion, a sacrifice is something you choose yourself, which I don't see on many other games.
Dec 4 17:15:35 15m 24s Dungeon Runer ♥ 1 I did like the visuals very much. I was playing, hoping to get a sort of translation device. Since that didn't happen, here is how I understood the game. I collected these yellow things, which I used to buy attack power. Walking into the square I was presented a choice: Sacrifice myself or keep living. Upon sacrificing myself three times, the game reset. Still don't know exactly what's going on and what the overall goal is. But good job, I certainly played it a couple of times!
Dec 4 17:36:26 20m 51s Entry for 43rd Ludum Dare ♥ 1 First of all: The download of the linux files was quite slow (40kb/s), don't know if that's an issue with your server, that needs to be addressed? Now for the game: The mechanics were'nt bad, though not very exciting either. An implementation of gravity good make this more interesting. It is also quite frustrating that you have to start all over from the start and I didn't understand how this relates to the theme. I still liked it though, well done!
Dec 4 17:45:11 8m 45s Necromancer ♥ 1 Was an interesting game! I think it could be a little more challenging though!
Dec 4 18:29:24 44m 13s A boat trip to remember ♥ 1 Interesting idea and super cool graphics! I think the game could be improved by having a loading bar above the crates when opening them, otherwise 's all good man!
Dec 5 10:08:50 15h 39m Human Meat Is Very Nourishing ♥ 1 That game was enjoyable! I had to let go (I think Kathy was her name), they said she was bad with the gun, so sorry for her. The game felt very complete. A menu screen, an intro and the whole game itself felt quite polished. Good job! (I couldn't figure out, what the fuel was for?). Also a way to buy other weapons would've been interesting, though I understand that you were probably under a lot of stress either way :D
Dec 5 10:32:03 23m 13s The Apostle ♥ 0 Also a very interesting implementation of the theme. What happened, when I sacrificed the UX designers soul? In the end I couldn't see much anymore, due to all the shaders, but at least I had memorized the level enough for the RN God to heal me back up. I felt the rolling animation was maybe a bit too long, though of course if you'd made it shorter, it would've been more difficult to get below the laval ball. I'd appreciated either a longer level or more levels though. Also maybe a way to make the game more interesting, like obstacles you have to climb on, or maybe things like springs? Still had fun though ;)
Dec 5 10:44:37 12m 34s Infiltrate ♥ 1 Played the game, you might've been right about the 5 minute mark! When retrying the level, I gained back all my abilities, so It didn't feel like I had to sacrificing anything when getting caught. The game looked quite nice. Maybe the enemies could've had a mark above their body when they spotted you? This way, it would've been more visible. Also I think they reacted too quickly. Usually when they spotted me I had no time to react and kill them. I usually just tried to cloak my way to the end portal and that kind of worked out. I would've liked to see more complex level design, but good job on the game nonetheless!
Dec 5 10:59:09 14m 32s Captain Cottontail: Certified Rocket Jumper ♥ 1 Liked the game, I always had fun with rocket jumps in Q3, so I wasn't new to the concept. I couldn't progress in (I think level 10), where there was a saw moving horizontally above you, which you had to get past. Everytime I tried to rocket jump, I'd restart the level (even before hitting the saw). I think it was really a lot of fun and I'm always looking for challenging levels. Personally, I'd made the hitbox on the spikes a little smaller.
Dec 5 19:32:27 8h 33m Bla v Raa : Eternal God Battle Brothers ♥ 1 I wanted to check out some more games today, but I got stuck here. I think this game is just amazing, 5 out of 5. It's all super cool and I don't have anything negative to say. Love it! Also, go red!
Dec 6 09:13:32 13h 41m NOPE ♥ 0 So I was looking forward to playing your game. The visuals are gorgeous, you really nailed it. The gameplay itself felt really polished and it got quite tense. Loved the small details, like lights going out, when [NOPE] passed over them. Really good implementation with the theme. I'd struggle leaving people behind but I had to do it to save most of the other people. Great job!
Dec 6 10:59:10 1h 45m HELL ♥ 4 I agree with @udo here. Your game is really fun, don't get me wrong. You're a young developer who's trying to make his way in this awful market that is game development. Your other game "One" looks impressive and I think you're a talented artist. It would be fair to the other contestants, if you were totally honest and open, that you took the codebase of "One", modified some sprites and added a few lines of gameplay. The implementation of the theme is really cool and I'm sure you learned a lot towards the continuation of "One". Other developers pour their heart into this game jam. They have 72 hours to develop a game and a lot of people take that time, hardly sleep and barely make it to release a polished game, yet here you are developing for "10 to 15 hours" and have a finished game. It just doesn't seem fair.