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Vinay Rao

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TimestampSince previousGameVinay Rao's comment
Dec 3 07:04:52 Hours of the Day ♥ 0 Pretty fun. I do wish it started out at a faster pace, but quite a neat idea, and very well executed. The tutorial was top notch. Well done!
Dec 3 07:22:50 17m 58s God of Indecisiveness ♥ 1 Simple and fun. The beginning was a bit slow, but it wasn't too much of a slog. The later levels were just right. Good job on this one!
Dec 3 07:32:19 9m 29s Bloop Bloop! ♥ 1 My Bloops have died. While I am beside myself with sadness, I can't say I didn't enjoy them while I had them. Quite a lot of fun out of a very simple mechanic. Well presented with audio and injects a fair amount of personality through art to what would otherwise be just a table of jumping spheres. I felt every Bloop's pain. I think I need to be alone now. Well done on the game though, I rather enjoyed that!
Dec 3 08:04:49 32m 30s Evolve ♥ 1 Quite a zen experience, if you manage to forget about the whole squishing thing. Would be interesting to see more interaction between the evolutions.
Dec 3 08:28:08 23m 19s PowerGateLD ♥ 1 The control scheme is a little difficult to master, that's for certain, but it grew on me a bit. Tricky control schemes can be a feature. This could well be the Dark Souls of the flight-go-right genre. 🐙 is an unstoppable killing machine, haha.
Dec 3 09:40:23 1h 12m Squircle ♥ 1 It is a bit difficult to control the squirrel, especially when crossing from one box to an adjacent box. I was a bit disoriented after each transition. Perhaps swapping boxes would be better on a deliberate key press? I had a few cases where I bounced off snails and did bit of an anti-gravity dance. Perhaps we could kick the snails or scoot them along a bit faster? I could see this becoming pretty interesting with a tighter control scheme and some stages of increasing complexity and mechanics. I like the idea of playing with gravity in each compartment. This is a puzzle concept that can go places. Good amount of potential here if you keep iterating on it.
Dec 3 12:18:34 2h 38m Jelly Game ♥ 2 Hmm, I can't seem to extract this one from the given archive. Looks like the itch.io for it isn't functioning either. The art on this one looks quite nice though. Will check back again later to see if it's been fixed.
Dec 3 12:29:39 11m 05s Goo Glow ♥ 0 Killed it with this one. It's quite a lot of fun. Aesthetically pleasing (for a game largely based upon being in the dark), mechanically appealing and well built around the theme. Would love to see this one continue with more stages and mechanics. Job well done on this one!
Dec 3 13:42:03 1h 12m SMASHTEC ♥ 1 This is one good looking game, which plays well too. I might have to get my brother in here for some 2 player in a bit. Curious, I noticed it's possible to midair jump, was that intentional? Honestly, I'd keep that in, makes for some interesting play. Feels less like a bug and more like a feature to me.
Dec 3 14:08:52 26m 49s Or the Gods will be angered. ♥ 1 Interesting game. Could quite easily expand upon this one I'd wager, yeah? More events, more options, more upgrades. Tack on a few art assets and you have yourself a nice little survival game. Wouldn't hurt if there was a way to see what upgrades do after they're collected.
Dec 4 03:50:12 13h 41m Save the swarm ♥ 2 Looks good, difficulty is just right and the audio is nice. I think the unit count display could be a bit bigger. But I made the display in my own game a bit too small perhaps too, so I'm not one to nitpick, haha! Quite a lot of fun though, so job well done!
Dec 4 04:15:56 25m 44s Purple Space ♥ 2 Played this a with my brother a bit ago. I had to go fetch him after a round of single player, haha. That I thought to bring him over to play with me should speak to the success of this game. Much better with the second player, haha. Music is good, art is good, controls are intuitive and responsive. The game mechanics are quite interesting. Trading defense for offense is a pretty satisfying mechanic, and coordinating shots with another person to take down purple enemies adds some satisfying depth to the gameplay. Spinning lasers are a bit brutal, but I think they add a good amount of chaos to the game. The revive mechanic is also a good addition for co-op play. Bottom line: We had fun with it, so mission accomplished on making a fun game. Good job!
Dec 4 05:02:41 46m 45s cube mob ♥ 1 Knocked it out of the park with this one. Good concept, the movement was spot on, the obstacles were varied and interesting. Could do with some audio or soft music. I find myself wanting more stages. Which isn't a bad problem to have in a hastily made game. Had a blast with this one.
Dec 4 14:49:34 9h 46m Helpless Haggis ♥ 0 I was quite a fan of lemmings, and lemmings 3D, so it made me pretty happy to see this. I ran into a few bugs. A few times the Haggis would die when dropped out of the spawner (on the second stage). Builders sometimes would finish their build and turn around rather than climbing up their steps. Could do perhaps with a restart button ("Give up" didn't restart the stage when I tried it) or a speed up button. All things considered though, not bad for a 48 hour game!
Dec 4 15:09:14 19m 40s The Resistance ♥ 0 The level design here is good in that it doesn't quite allow for clearing the levels so quickly as to be unsatisfying. That it had an introduction, game body, and ending made it quite enjoyable. Speaking to the game body, it's an interesting game mechanic. The music and sound effects helped the atmosphere without coming across as repetitive or annoying. I found no bugs. Kudos on making a short, but very refined experience.
Dec 4 15:18:55 9m 41s Winter Summer Land ♥ 1 You got quite a lot into this game in 48 hours. Music is stuck in my head, haha. Solid.
Dec 4 16:25:00 1h 06m Dungeon Runer ♥ 1 There is a sense of discovery this game touches upon that I love. There is a simple satisfaction found in puzzling out what are the basic rules of the game. What can I touch? How do I defend myself? What is my goal? The rune text I think brought back some memories of playing games when I was young and not really understanding them too, so job well done on reviving that old feeling!
Dec 4 16:44:22 19m 22s Blueberry Bounce ♥ 1 Love me a good physics game. Didn't spot any bugs or showstoppers. Nice touch with the character chatter on each stage. It made for a stronger atmosphere to the game. Cheers!
Dec 5 00:13:30 7h 29m Domino Dash ♥ 1 That was lovely. The game didn't seem to have any game breaking bugs. The music loop was pleasant without becoming annoying. The dominos had some personality to them which set the mood in a way that I think just placing bland dominos would have hurt the game's mood. Chaining the detonation of the kings is a satisfying mechanic. The game length in terms of number of levels available is good, and pretty easy to expand upon if this project should continue. The gameplay trailer was a good addition. Had a good idea of what I was in for before even accessing the game. If there was anything at all to nitpick on, perhaps the camera rotation speed seemed a bit slow to me. But maybe that's just my mouse? Kudos, this is a very fun game!
Dec 5 00:34:52 21m 22s Diaball ♥ 1 This one feels like it's well on its way to a commercial release, wow. It's been said, but it's graphically very appealing. It took me a minute to grasp the game mechanics, but once I figured them out it was quite an enjoyable experience. The slowdown feature didn't quite come across in my first few goes. Once I discovered it, it felt right. Level designs present a good difficulty curve. I encountered no game breaking bugs. All in all, a beautiful game. Great job on this one!
Dec 5 00:55:40 20m 48s Your Previous Body Save You ♥ 1 As many others have stated, the physics are awesome. I was not at all prepared for the level of bounciness I encountered, and it made me smile the whole way through! This game is fantastic.
Dec 5 05:08:33 4h 12m Asteroid Fall ♥ 1 This game has a nice classic feel to it. The slow paced start really didn't prepare me for what was to come! That got out of control very fast, and I can't say I didn't like that. Nicely done!
Dec 8 00:03:04 66h 54m Clucked Up! ♥ 2 Graphics and audio are top notch in this one for a 48 hour game. I didn't notice any bugs either. Great job on this one!
Dec 10 00:53:46 48h 50m Little Red ♥ 1 Fun game. I did have to use that restart button a few times for getting stuck with no possible moves, but that's par for the course with a puzzle game. Music is good. Graphics are simple and make for a good aesthetic. Might be handy if a controls reminder for the restart feature was included to pop up when no moves are available. I had to come back to this page to see if there was a restart key. Good job on this one, was fun!
Dec 17 20:31:33 187h 37m A Walk In The Neighborhood ♥ 1 A solid little narrative with good audio and visual presentation. Excellent use of text effects to add flair to the character dialogue. Sprites were well animated, and your use of particle effects with the character's movement helped sell the walking animation that much more. Sometimes it's the little things that make the mechanical experience rich. Excellent work on the game assets! While it wasn't a game about making world changing decisions out of extensive dialogue trees or anything of the sort, as a short story it's rather thought provoking without the need for puzzle elements or dialogue mazes. I think it works the way it is. Concise, and to the point. It hits the theme hard, projects a strong mood, and does so without getting mired in puzzle elements or fetch quests. Wouldn't change a thing in regards to delivering the story as is. Regarding functionality, it seemed rather solid to me. I might suggest trying to lock the player character in position while interacting with world elements. It's a bit weird that one can trigger the introductory dialogue by walking back near the start position, or skip over it and trigger it again by returning to that position. Perhaps use the interact key to start dialogue with characters rather than triggering it by proximity, but this is a very minor issue. For all that I've said about this game, there is one thing that I think satisfies me about this game at the very core of my being. I find it to be the single greatest accomplishment of game's creator and the greatest source of satisfaction I have derived from the entirety of the brief time I spent with this game. Read emphatically, perhaps the depth to which I enjoy this small- no, big - detail of "A Walk in the Neighborhood". And that thing is the following: I got to press X to bark uncontrollably. I pressed X many times while I chased my tail.
Dec 18 23:32:52 27h 01m LD43: Super Space Sacrifice ♥ 1 As others have mentioned, it does open with quite a lot of enemy fire. It feels a bit harsh for the first few enemies to soak multiple hits, though perhaps that's just years of conditioning in side scrolling shmups messing with my perception. Once you get through that though it starts to feel better. I found the projectiles a bit hard to see. Nothing a couple of slight changes couldn't fix though. I like the sacrifice mechanic you've got going with the toll booth thing. Though on my first time encountering them I managed to convince myself that the big purple cubes near the toll gates were the way to pass through rather than the clearly visible passages next to them. Not sure how I managed that one. The audio is good. A bit on the loud end, but not a whole lot've games have time to make a volume slider when we're scrambling to cram in gameplay mechanics. Just a few tweaks to the game balance and I think this game would curve out a lot better. In 48 hours we're often lucky just to get something out at all! A few changes to the enemy health and projectile visuals would go a long way. It's a solid side-scrolling schmup foundation, so good job!
Dec 20 02:15:42 26h 42m Garden of Frogs ♥ 1 Quite a pretty game. The wiggly little animations ooze style and the audio is pretty pleasant to boot. It does seem a bit difficult to lose naturally. I found I could preserve just a small section of the tree to keep the game going indefinitely. As a few others have mentioned, I think a time limit might be the ticket. Something to push the player take more risks rather than let the tree produce fruit and slowly build frogs before going for one big doubling session would help add a bit of tension to the experience. Without a sense of pressure, I felt the only way the game would end is when I was satisfied with my high score and chose to end it myself. I think what is nice about adding a time limit is it opens the door to adding new stages. With new stages can come new mechanics! Population goals for each stage? Maybe fruit can start rotting on the tree, making frogs sick? Perhaps the seasons change and there are fewer leaves to work with? Maybe there are predatory snakes hiding in the tree's leaves to shoo away? Something to think about if you're continuing with the development of this game, perhaps. I rather like the click to pop mechanic. The game is pretty fun given that core mechanic alone. I could easily see this game becoming even more fun with a few constraints, destabilizing elements, and goals. Good job on this one! It looks fantastic, it has a simple and satisfying core mechanic, and it's got plenty of potential to grow into an addicting tapper game!
Dec 20 11:03:37 8h 47m SACRIFEATURE ♥ 1 Quite an interesting idea, sacrificing game features between playthroughs, and having unlocks for new features. I found that playing without the ammo feature was quite crippling. Perhaps the base ammo amount should be a little higher. I also found it was pretty easy to find "safe" areas in the map where it was rather easy to infinitely stave off the enemies, in particular, underneath platforms. A couple changes to level design to encourage movement, or different spawn locations for rounds when sacrificing movement might help the game flow a bit. Just a few minor suggestions really. Overall quite good! Well done! The art and audio was good. The projectile effects were impactful too. I enjoyed this game.
Dec 21 00:15:10 13h 11m For the Team! ♥ 0 A nice take on the theme! The key sacrifice mechanic did well in assigning value to each team member. I'd suggest using a different keybind for swapping team leaders or splitting the group up, just on account of it being a bit out of the way to use the mouse, move, and hit keys on the right side of the keyboard at the same time. Perhaps the keys around the WASD controls or scroll and mouse buttons could take over this functionality. Enemies do feel a bit bullet spongey. I think they could do with a bit of health reduction in general. I don't think I encountered any bugs other than what was already mentioned, but for as much art and time spent on the level design as this game seems to have I imagine the looming deadline didn't leave much opportunity to catch and fix bugs. Speaking of time... Wow, you got a lot into this game in 48 hours. Color me impressed. That had to have been some rapid sprite asset generation, and even had some little details like rubble trails on underground enemies.
Dec 31 07:26:20 247h 11m DEATH GUN ♥ 0 This gave me a strong Hotline Miami vibe. The teaser video really put me in the mood for what the game delivered mechanically. Good call on that. Sometimes a game doesn't need much in the way of art assets to sell itself, and this is one of those cases. The mechanical foundation is solid, and I should think if the project was to continue art assets could always be added once the gameplay content is complete. Nicely done for a 48 hour game! Plays well. Didn't notice any major bugs.