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DDRKirbyISQ

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TimestampSince previousGameDDRKirbyISQ's comment
May 1 07:09:52 DISREGARD LIFE, ACQUIRE CURRENCY ♥ 1 Kind of cool! As mentioned it was a bit confusing, perhaps even buggy, especially with the prices changing as you move around and sailors sometimes wrapping around rather than being in a single place.
May 1 07:31:09 21m 17s Sweet Sweet Witch Hunt ♥ 3 Cute, though there wasn't that much to keep playing. Maybe with a little more work it could be more interesting! Thanks for being a good LD citizen and properly declaring your 3rd party audio assets :D
May 1 07:41:51 10m 42s Fools Fortune ♥ 2 Well, I may screw up anything involving negotiations with third parties, but hey, being a 10-time straight winner of the hand-to-hand contest has gotta count for something, right?
May 1 08:14:19 32m 28s invertebrae ♥ 1 Thank you for including the link to the story file! Helped me see some things I missed out on (lol @ stairs end) and definitely helped keep my rating schedule on track. The short music loop you made is simple but really sells the whole package, great great decision adding it. Some quality of life improvements would have been nice, like not having to collect all the words again when backtracking, better feedback to avoid the "zillion combinations of trial and error", etc etc. Fun regardless!
May 1 08:23:03 8m 44s The strange Life of Bill the postman ♥ 3 "Oh shucks, another letter for Mrs. Rosenfield??? It's really too bad her entire street is a 15-foot sheer drop from here. Luckily somebody left their house-sized amazon delivery package outside, I think I'll just shove that over here..." A strange life indeed. xD
May 2 05:25:36 21h 02m Seed. ♥ 1 Nice. Nice. :) Really interesting how the modernized humans still always keep a row of flowers outside their colonies.
May 2 07:02:43 1h 37m Sigillis ♥ 1 Props on having fun and learning something new despite not liking the theme! This was a cool little game, difficulty curve can always be tuned of course and it was trivial to just convert all of my life to cash in most of the waves (especially with the heal spell on hand). Some quality of life improvements would be nice -- also started to get a little buggy once I tried replacing many sigils with copies of the same one (including my spells) which I think the game was not so happy with. Anyways, pretty fun!
May 3 03:38:29 20h 35m Ephemera ♥ 1 sweeeeeet
May 3 03:53:41 15m 12s Rude Bear Reassembled ♥ 0 Whoops! I seem to have gotten myself stuck... https://imgur.com/a/6SHXmcC
May 3 04:20:56 27m 15s Vital Operations ♥ 2 Lol, great. Yeah the surgery part needs a bit of visual feedback, lest players become pretty confused about what they're doing wrong -- needed to watch the video before I understand what I was supposed to do. Of course I failed on the brain transplant...which makes sense
May 3 08:22:46 4h 01m Elevator Pitch ♥ 0 I have never had such fun madly tossing coins around. Just a note, some of us are still dinosaurs running on non-widescreen resolutions and some of your text is cut off when running on a 5:4 aspect ratio display, even if the window is resized :)
May 8 09:00:30 120h 37m Blood and goods ♥ 2 Very nice! Stopped after lvl 100 when it was clear that I wasn't going to be dying anytime soon... keyboard was interesting as I decided to use colemak instead of dealing with my somewhat rusty qwerty skills, which ended up splitting the inputs up over two hands. Nice clean UI design and I really appreciate the visual polish, with the screen shake and subtle UI animations and all. Blood fountains were a bit confusing at first glance (but maybe that is the intent?), I'm not sure the 4-leaf-clover translates super intuitively. Maybe if there was a % symbol... It was never worth it to pay the life to skip monsters, even in the late game, as in the end that is always going to be a losing strategy if you rely on it consistently. I think to address that there needed to be a little more variation in enemy strength. There was some, but not enough so that the toughest enemies were worth avoiding. Great job overall!
May 9 14:23:14 29h 22m Life Engineer ♥ 1 Neat wiggling :)
May 12 03:01:48 60h 38m Panic Percussion ♥ 0 Got to the green slime thing before losing life, mostly due to misses while trying to juggle all the different obstacles in my brain. Would love more feedback on the timing window, as right now there is no way of telling whether you were actually early vs late. I also found the delay effect on the drum loop pretty distracting. I had no trouble finding the beat but would not be surprised if others did! I liked the different mechanics, but would have enjoyed it a lot more if I didn't have to restart the entire game from the beginning every time! Would love to just have a level select, if only for the purposes of jam rating. Keep at it, you've got an interesting idea for sure!
May 12 06:06:38 3h 04m Zoltan's Idea ♥ 1 Man, where are these cat audio clips from? Meowmie.
May 12 06:11:29 4m 51s Dungeon Boast ♥ 0 Nice. Main issue is levels where you get hit right as you spawn, but overall, nice anyways!
May 12 06:40:07 28m 38s Enemy Of The State ♥ 1 Finally a game that runs just fine at 5:4 resolution! Hard game! I like the mechanics and flow in general but there was a bit of frame dropping at some points as mentioned by other commenters, and the bullet paths as well as the tiny cursor were really hard to see against the bright background. I think with a bit more visual feedback my aiming could have been much better and I wouldn't have dropped dead like a fly due to a sudden burst of bullets from an enemy that I thought I was aiming at. The gunshot audio is quite loud but I think it's more the fact that it's louder than everything else (i.e. the music) that is the problem. Good luck with the music rewrite! Still pretty fun though :)
May 12 07:03:10 23m 03s Ultimate Financial Championship ♥ 1 What a game description! This is surely the next No Man's Sky of the Ludum Dare world :)
May 12 07:18:45 15m 35s Tanemaki ♥ 3 Nice! You've created something pretty satisfying, though it seems like some of the gameplay mechanics themselves are at odds with the overall atmosphere created by the more sensual/emotional aspects of play. It feels like this could be a stronger work if you push past the limitations of the LD theme and don't really worry as much about the "currency/life" idea. Another small request, would love to have the camera zoomed out just a tad, or positioned slightly differently / with different FOV to see more of the world better. As it is quite of the main portion of the screen is blocked out by Taki!
May 12 07:33:51 15m 06s Coin-Op Kid ♥ 0 Yay nice! It's short and sweet. Some of the level designs could probably be slightly more "elegant" but they worked well enough. Re: camera movement, I feel like many of your level designs fit or could fit well within one screen and I think that tends to work better (?) for these puzzle-y type games; some simple camera bounding work might help the feeling of "wasted" screen space, e.g. showing a lot of space below the floor for the first couple levels. Of course, you could also increase the resolution a tad, but perhaps 640x480 was an aesthetic choice as well :) Great job!
May 12 08:33:44 59m 53s Cats Without Cars ♥ 1 _EDIT: Disregard, the comment below clarifies that audio is within the rules and was created within the jam timeframe! :D_ Hi there! If I'm not mistaken, it looks like your entry uses 3rd-party assets -- specifically, the background music. This is totally fine, but **you must OPT OUT of the respective category (Audio)**. **From the [official Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules):** _"You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but **we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game."_ You can still edit your submission to fix this! For now I'll downvote your audio score, but please let me know if I'm mistaken (e.g. if one of your team members is Markus Graf-Gabriel). That aside, this was kind of fun, despite being rough around the edges. The combination of 2D aiming and a 3D world with slopes, hills, and jumping mechanics felt a bit strange, as it seemed rather random whether the height of your bullet would match that of the target unless you both were on flat ground. Shooting rate seemed to be the most important upgrade; I wished the bullet size upgrade could be a bit more drastic. While I appreciated the random boarders going about doing their thing I feel like other players might be a bit confused by them (?). The movement is a bit awkward given that you cannot move left and right (strafing). While that is probably a bit more "realistic" it means that the easiest way to actually aim at something with any accuracy is to stand still (or at least, it was for me!) Despite all that, I finished the game (newer version), and had some fun. Hooray!
May 12 08:41:42 7m 58s Chess Adventure ♥ 0 Since the game itself provides no explanation of the units and their strengths/weaknesses, could you at least provide some in your description? :)
May 12 10:15:58 1h 34m Mr Moneybag ♥ 0 Nice as always! Only real thing I should point out is that it's possible for a shop to spawn in a 1-wide corridor or entry to a room, which in the later levels could be prohibitively expensive to pass. I only saw it happen once though. It was great fun trying to manage the upgrades and strategize about which ones to prioritize at various points in the game.
May 12 19:53:08 9h 37m Paynplayne ♥ 1 Nice. What a recognizable sense of humor, very on point. Lots of little touches like the text scroll sound and even the 2-frame animation on M. I got both endings! :D I immensely appreciated having text skip be mapped to a different button than text advance, every dev should do that from now on until the end of time...
May 12 20:02:03 8m 55s Death Alley ♥ 1 Great visual design, the "juiciness" of this game is off the charts. Your preview gif alone is amazing :)
May 12 20:19:32 17m 29s This is your life now ♥ 0 I'm rarely a fan of these types of shader/post-processing effects, but there wasn't action gameplay or anything going on here, so I'm ok with that stylistic choice! Pretty fun, though I worry it could feel a bit heavy-handed at times. Still, that's sort of what you sign up for, no? The number and variation of choices, both meaningful and meaningless (aren't they all meaningless in the end?) was fine considering the timeframe. My #1 critique would be that you should give text labels to all of the other "characters". I appreciate that their visual design evokes the imagery of that particular thing, but I think when you've got a group of them it becomes a lot harder to remember what "orange blob with two dots" is and I think you lose out on some thoughtful reflection from the player there. My #2 suggestion is that you might want to think about movement and how it integrates into the game holistically. Right now there's almost no reason for being able to jump 3 times and why as a player I need to walk to the right by pressing the right arrow button -- the only difference from a pure "choice" game is that I need to wait for my character to actually walk the distance to the next choice. That's OK, but what about doing something a little more meaningful with the movement? The most common trope here of course is mirroring the arc of life in your movement abilities -- when you're a child you have almost no abilities at all, and can only crawl, but only later on do you gain the ability to run, jump, etc. But as old age sets in, these abilities are lost and movement slows again. Variation in the music would be lovely as well, but even if you didn't have time to write a completely new song for each section, maybe at the very least throw some filters or reverb effects on? There are some very simple ways to create variation without too much work that will match the arc of your theme. Good luck!
May 12 22:02:54 1h 43m missed messages. ♥ 2 THANK YOU for not making Yet Another finance/resource management game, hahaha. This is my favorite of your works I think. Some scattered thoughts: - That Madoka/Homura poster is so cute BUT NOT AS CUTE as those derpy notes ahhhhg - The dream sequence was so well done, I really felt that one. - Played through all 4 endings! I appreciated the dialogues especially the more fleshed out ones in post-jam. - Thanks for making it real, the themes that you explored are often addressed in a...heavy-handed way to say the least, but of course you were tasteful about it. <3 - I didn't really mind the small bugs especially ones that you addressed in the post-jam edition! - Though I thought it was pretty hilarious how you could endlessly keep on working (yet make no progress) until the wee hours of the night........ - I love the title - Thanks for making art
May 12 22:20:52 17m 58s Gacha ♥ 1 ALPACAAAAA~~~ There are a couple (??) bugs that can happen if you click too fast (impatient me, bah!) -- managed to get stuck on my first playthrough, boo! I think it happens if you click on the crank while in the middle of the UI transition where it shows the last gacha you got. I was also able to get one of my gacha's stuck in the tray, whoops! But such is LD, I guess, no matter, no mind! This was great and was even more addictive than real life gachapon since you can just keep trying endlesslyyyyyy Great personality, don't know what else to say, share this one around! Thanks for coming up with a great spin on the theme.
May 12 22:59:04 38m 12s Flash Dash Dungeon ♥ 1 Interesting concept, only the gray and yellow crystals seemed to work for me though? (the clickable area of the yellow crystal was also quite confusing. Consider changing the design of the enemies + level layouts so you are more incentivized to fight them, it's a shame you programmed the attack animation only to have it not be very useful!
May 12 23:15:31 16m 27s Myrrh ♥ 1 I got to the first skull!
May 13 03:56:33 4h 41m Mine Corp. ♥ 1 Pretty on the nose, eh? But that's fine for an LD entry I guess! :)
May 13 04:14:32 17m 59s Death Coin Battle Royale ♥ 0 Nice lol. Never thought I'd see a battle royale game done for Ludum Dare, haha xD I think the player models could be bigger relative to the size of the island -- some of us are running on puny laptop screens ;) Either that or some sort of automatic camera highlight reel mode to zoom in on some sweet kills (since usually I want to just be zoomed out)
May 13 04:22:26 7m 54s It's a DEAL ♥ 1 FYI: Pressing the windows key closes the game lol xD Would echo the other comments about gameplay mechanics! It feels like the hordes of enemies are set up to be some sort of mindless click-spam game where you just mow down zombies, but the sneak mechanic is completely at odds with that. This could be a lot more interesting if there were maybe only a few enemies on each level, so that you would actually be incentivized to try to sneak up behind them. As it is there's no way to sneak up on any individual person since they're in the middle of a huge mob! Also! Music is almost inaudible -- I know you spent effort making that backing track, let's make sure people can hear it!
May 13 04:33:59 11m 33s Hot Mess ♥ 0 Congrats on your game! Pretty cool for a jam game -- make sure you edit in the link to your actual build in the game description -- many more people will play it if you do!
May 13 04:40:53 6m 54s Capsule Collector ♥ 2 Yeah, I've done that before
May 13 04:48:34 7m 41s Nameless Hero ♥ 0 I seem to be doing really well! I don't know why or how though? It was a bit confusing, but I guess fun??
May 13 04:56:38 8m 04s 8-bit Knock Out! ♥ 0 Got pretty common crashes while playing. Here's an example trace: ``` ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object pDash: Unable to find any instance for object index '100410' name '<undefined>' at gml_Object_pDash_Step_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_pDash_Step_0 (line -1) ``` Other than that, was pretty fun, though jumping felt a bit unnecessary as you can dash an unlimited number of times =X
May 13 05:15:48 19m 10s Sheep It ♥ 2 They are SO FLUFFY!!! <3
May 14 03:40:37 22h 24m Gravy Train ♥ 1 10/10 at 4:00! Nice foley sounds =O
May 14 04:02:46 22m 09s Catiro ♥ 0 Good concept! As others mentioned the execution was a little off - desynchronization was distracting at best and the visual feedback probably needs some tweaks. I think you could easily have made the game ramp up smoothly by having the first enemy only do parryable attacks (but at sporadic musical intervals), then the second enemy introduces the attack you need to dodge, then the third enemy introduces the attack you need to jump (but no attacks you need to dodge, and finally a boss where you need to put it all together.
May 14 04:14:37 11m 51s CurANTcy ♥ 1 gdi I could TOTALLY do this if I kept trying nngggahhhhhhh
May 14 23:57:17 19h 42m Guardian Sphere ♥ 0 It got to the point where I'm holding Space to fast-forward the game while just shooting at the bottom of the screen. uhhhh.gif If I ever get hit, the sphere magnet along with all of the extra spheres dropped by enemies is enough to recover. I guess triangle shot is OP? The only thing that interrupts me is if I accidentally enter a shop. The bosses take A LONG time to kill though. Since I'm on level 11 already, I'm assuming the game doesn't end... Aside from that, obviously there are a lot of things that are sort of half-there or not working as intended, but I think my main critique is that the game speed in general just feels very slow for the amount of bullets. The game could easily run at 1.5 or even 2x the speed, right now everything just feels pretty sluggish. Using shared sprites for player + enemy bullets also gets a bit confusing at times. Despite that, everything here is great! Keep at it :) I especially appreciated the lovely smoke cloud effect when enemies are defeated -- great work.
May 15 00:05:24 8m 07s A Cup's Life ♥ 1 Short and sweet, as mentioned above. My main critique is with the level design, which I feel could be much more elegant and "puzzley". There are a LOT of elements placed on the board that can be completely ignored, each stage felt more freeform than puzzle. While that may be a conscious design decision (?) I feel like that doesn't quite play to the strengths of your game mechanic (limited number of moves, try to optimize for the least number of steps). I'm not saying you need to have fiendishly difficult puzzles by any means, just that I feel the puzzles should be more contained and less wasteful, if that makes any sense. That said, designing good puzzles during an LD timeframe is terribly difficult so I won't mark you off too hard for it :)
May 15 00:25:40 20m 16s Once Upon A Plague ♥ 1 1 click 2 click 3 click 4 click 1 click 2 click 3 click 4 click... I felt like it was a bit odd how you can move and shoot at the same time with the crossbow and repeater but not with the other 3 weapons.
May 15 08:40:13 8h 14m Cursed Samurai ♥ 0 That second gif is epic...
May 15 09:00:45 20m 32s Heartaker ♥ 1 You might want to put the ESC to skip instruction in your game description? It seems to be a common discoverability issue based on the above comments. I would echo @secretpocketcat's comment about the pits. I had no problem getting those 50 kills but any miscalibrated dash to either side of the screen from center stage results in falling to your death and that seems a bit antithetical to the rest of your mechanics. I died to those pits more than any enemy so none of the enemies actually felt nearly as threatening! Perhaps I just need to "git gud" and restrict my dash angles but again that seem a bit counter to the feel of the game IMHO. I'd rather have harder, faster, and more intense enemies rather than those pits! Despite that, this was definitely pretty cool. Good job :)
May 15 09:03:43 2m 58s Dave the dev ♥ 1 Too real
May 15 19:00:51 9h 57m Piggy Butchery ♥ 1 FYI: Running on a 5:4 monitor, the viewable area didn't seem to widen to what was shown in the gif even if I tried resizing the window! Screenshot 2019-05-15 11.56.47.png Given that the instructional icons are also over on the right side of the UI (covering up what is coming ahead) this made the game quite challenging to play! Such a short time to react... Nevertheless I made it through all 3 stages, despite getting myself into an almost-unwinnable situation in level 3 when I placed a jump that sent me into a buzzsaw and the trajectory meant that I was only *barely* able to bomb it. It was a bit annoying having the springboards fall down and become unusable (wasted $50 on that!), but perhaps that wouldn't have happened so often if I had actually been able to see the upcoming stage hazards more properly. These piggies are really cute~