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v1ru6

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TimestampSince previousGamev1ru6's comment
Dec 9 12:25:59 Pre-Life ♥ 1 On the top of my head after 2 play through: In several rooms, it took me a certain time to figure out where the exit was It's hard to balance when you don't know what are the possible actions that will impact the values to balance. So there comes the exploration, that's a good thing. Problem, the passing of time and the amount of stat available makes it impossible to test all (or most of) the actions. And you can't deduce. It's game that seems designed as a story oriented management game, it feels more a game of chance. for instance, in 2 sessions (no time for more, so many games to test), I haven't been able to find an interaction to improve the health. I liked the mood (music + story), and I liked the need for exploration
Dec 9 13:57:43 1h 31m Rift Core ♥ 2 Well done! The difficulty curve could be improved, there is a huge gap between tutorial and the first mission. Also with the marquee rectangle selector, I was expecting an RTS control of multiple units. I would deactivate the marquee selection.
Dec 9 14:41:35 43m 52s The Chosen Sheep ♥ 0 Well put together! I enjoyed the raw sheep treats. Did you try another control setup such as WASD or gamepad?
Dec 9 15:49:38 1h 08m Hello operator. ♥ 1 Nice 48 hours prod! The lack of music could add some feeling (oppression for instance), but it's not really what makes actual immersion. I don't mind that a 48h compo doesn't have any music. During one session, I was idling doing nothing the whole session and still got a score of 10 saved life.
Dec 9 20:39:24 4h 49m Brick Climb ♥ 1 Well done! Good game. The pace of the game seems a little fast which ends up being more about fast clicking than strategy. Also I suppose most players are going to just choose 1 robot at the start because eventually they won't be able to handle more than one. Maybe the mechanics should give the player a valuable reason to try moving the other 2 robots as long as possible.
Dec 9 21:15:38 36m 14s En Passant ♥ 0 Good misuse of chess moves into a side scrolling platformer! Nice thematic touch with the Chess sacrifice strategies. I'm not particularly a fan of (or good at) platform games, so I was taken aback by the speed of enemy pawns. Some polishing of the difficulty curve could help the game be better.
Dec 10 08:42:36 11h 26m Redshirt Air-Patrol ♥ 1 I loved the sound effects. I enjoyed playing with the indirect controls. Kudos for the humor!
Dec 10 09:03:49 21m 13s The Sacrificial Liam ♥ 0 Kudos for the humor and the VO! I had fun playing this neat puzzle game. The music was a little annoying. WASD isn't friendly with all keyboards (notably AZERTY), alternative Arrows or 5123 on numeric keypad are easy to set up in UE4.
Dec 10 09:19:37 15m 48s Roustabout ♥ 1 Nicely put together. I liked the tetris inspired mechanics.
Dec 10 10:06:39 47m 02s Final Flight of STS Recovery ♥ 1 It's nice that you've been that ambitious for a compo! That's the problem with Gamejams, it's supposed to be a space for experiment and trial and errors and innovation. But it can't work if people avoid risks and errors and keep doing the same platformer or puzzles or platformer puzzles. If you do some inertia based controls, the player needs feedback (on in HUD for instance) about the direction and intensity of speed. I played the post jam version, acceleration/force given by almost flat terrain seems way too high to feel right. The rover get stuck very often or will suddenly accelerate without any apparent cause. Bottomline, controls are catchy. In addition, in my case, WASD isn't friendly with AZERTY keyboards and the Arrows + mouse click + space need 3 hands ;) Once the controls are adjusted there is definitely a balancing pass to do about enemies and the need for abilities. Currently only jump is helpful to get unstuck. Killing enemies doesn't have much impact.
Dec 10 16:24:27 6h 17m Node Based Tycoon ♥ 1 You could have easily plugged the sacrifice theme in an economical sim game while capitalizing functionalities for your dezired concept. I think on that regard you miss the point of a Gamejam. Learning to work with all the constraint is important. Regarding the game: Victory is way too easy. I haven't been able to break a connection between nodes without destroying a node. Otherwise, you could have used more resources paths with harder to handle and shared resource dependencies. Maybe add some dynamic elements. You also face the issue of any graph display: the spaghetti machine! The graph becomes quickly unreadable. I'm fond of tycoon games and most of their challenge relies on space optimization, by using a graph topology you remove that possible challenge. The question you should ask is how to make the game challenging. It's nice that you have a working prototype. Iterate on it!
Dec 11 23:38:09 31h 13m Consilium - A history of life and choices ♥ 1 I was enjoying a good play through, starting with a nice clean art and original mechanics. Then at some point, as the number of controlled square grows exponentially, the frantic mouse clicking killed the experience. This gameplay doesn't scale well as is. But for a gamejam production, well done!
Dec 12 08:40:01 9h 01m 2305 : New Generation ♥ 1 Very good framework for a nice storytelling oriented game. I hope to see more of it. The blinking mouse cursor was a bit annoying and was breaking the immersion. Especially because it is the windows cursor and it wasn't in line with the graphical chart of the game. As it's very dark, an option to set the gamma seems also an important feature to think about. Bottomline well done!
Dec 12 14:44:59 6h 04m Get down Mr President! ♥ 1 Nailed the theme! Fun to play.
Dec 14 15:56:21 49h 11m Condom Please ♥ 0 I'm struggling to get the humor of a game about child abuse up to beating to death or child prostitution without any consequence. I would have enjoyed a system presenting a parent sacrificing himself/herself/themselves instead. The game mechanics are based on a minor compulsive loop. In my opinion, using compulsion as a system should be avoided. But if you use such a repetitive compelling system, maybe it should be balanced by giving back to the player in some way. Experiencing child abuse doesn't come to mind, though experiencing emotions like sadness could be a valid one. The challenge of earning money is balanced so that it's not easy and not hard either (for a non casual player). I think a casual gamer would struggle with understanding the consequence of actions and tasks. Said consequences could use a little more feedback. I appreciate the condom idea and the visual aesthetics. Misc. notes: The first person arm doesn't seem necessary neither for immersion nor for aesthetics, maybe you could remove it. It's possible to feed a child that you have just killed