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gustavo.christino

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Apr 30 02:15:44 Cyber Radiation ♥ 3 Saving for playing more later. :] First impressions: nice classic roguelite topdown shooter. PS: I've traped myself... Is it possible to escape from that situation? GGame.png
May 15 13:21:34 371h 05m Rainbow Rampage - Twitch Overlay Game ♥ 1 Is this game just for streamers?
May 15 13:29:16 7m 42s Shaman Kaguya ♥ 1 Is it possible to play the game from itch.io? I'm looking for the link (maybe the site has changed).
May 15 13:57:37 28m 21s Catch them all ! ♥ 0 Evaluation... 1 - Mechanics and Learning: I believe that the ideal will be to introduce the game more slowly so that all audiences can learn to play without having to read much text. 2 - Flow: I initially felt distressed at not being able to fully understand what the game expected of me, over time I understood some patterns and became more interested in the game (hence, unfortunately, the game is over, hahahahaha). 3 - Narrative and Polishment: The narrative is simple, I was able to capture the general idea (which links the theme of jam to mechanics). I felt a lack of feedback (especially when I did something wrong, when I did not know how much time or resource I had, both in terms of image and in terms of sonority). 4 - Culture: I think the game could be very interesting if expanded, with several stages for each new creature, greatly increasing the playing time. With ranking stages for players in a world ranking could yield some generation of community. Extending the assets to cover some cultural spots could also go against some niches. 5 - Monetization: I imagine the sale of the complete game, the sale of attempts that would increase alone over time if not acquired or even (in case of many players) the use of advertisements.
May 15 18:14:35 4h 16m Servant to the Reaper ♥ 0 Evaluation... 1 - Mechanics and Learning: There are a few ways to learn how to play this game, the screen with the instructions and playing. Through the screen it is possible to see the main commands, this helps a lot to understand the game after playing once (reading the whole screen at once and going to play the game may not retain the player studying the "manual"). Learning during the game (without consulting the manual) is a bit difficult (but not time consuming). However, the mechanics are simple, so this difficulty is not very relevant. I suppose if the manual is split into two parts, or if the manual moves around according to the button tests, it could be a good improvement. 2 - Flow: At first I was attacked by a police officer without having started beating other people, so I had to learn by force. The first policeman is the most challenging, then things are made easier. It became basic for the strategy to know the right time and attack and the right time to get away. In the game (it was explained in the text that preceded the game) it was not very clear (via visual feedback) the question of progressing, it may be a good saying, more clearly, that killing others is progress in the game. 3 - Narrative and Polishment: Beginning with artistic polishment: I liked music and graphic art a lot (there is always room for improvement, such as adding an instrument when confronted with a police officer, and the like); in jam time it was great. On the part of the narrative, I saw her more inside the publication, in the game she was not delivered very clearly (something that can be improved). 4 - Culture: It is a game focused on violence, this brings public, there are many people who love this kind of game. I believe that extending the game, putting more stages and motivations (choices, reactions, etc.) can greatly favor the consolidation of a community of players. 5 - Monetization: I believe I could sell the game (single sale), or put the game with a variation online, selling skins.
May 15 18:46:54 32m 19s GEMiNiD S484 ♥ 1 Evaluation... 1 - Mechanics and Learning: I found the mechanics of walking on walls very interesting. It was nice to see the possibility of reappearing at the beginning (I thought that pressing a button for it was bad, because someone could push it accidentally, so holding two buttons might be better). Learning to play (on a basic level) was easy (try out buttons) so it was really cool. Since there are no creatures, the group can learn at the same time when playing. I found that dying and restarting quickly was bad from the point of view of making it clear that someone else won a round etc (missed making it a little more defined, but it looks great in jam time). 2 - Flow: The game keeps the player interested to the point that someone has to play with it. In this sense, the game flow is well balanced (self-balancing). Maybe when experienced players enter against novice players there will be some flow problem (which I have not seen). 3 - Narrative and Polishment: I really enjoyed music and graphic art. The song may tire after a few minutes (I believe that having a list with several songs, in a definitive or polished version, would be very positive for the game). I found interesting the development of the characters in the page of the scenario, but inside the game they were not so developed (so it can be nice, with every round of the game, the question is asked (dubbing, narrator) and the winning character respond (with dubbing characteristic of each character, personality). 4 - Culture: The game takes advantage of the engagement between players in multiplayer games, this is very positive. Enriching the character design of each character can greatly develop the player community based on this engagement. 5 - Monetization: I believe that the closed sale of the game or the sale of skins may be the best forms of monetization.
May 15 20:00:18 1h 13m README.btc ♥ 0 GameOver.png
May 15 20:32:59 32m 41s Click Heartbeat ♥ 0 Evaluation... 1 - Mechanics and Learning: Learning the main mechanics has been challenging. I know I can interact with card numbers just after each heartbeat. After I get to the maximum number of nodes added, as I understand it, it is not possible to replace previous nodes. I tried the game twice, the first time I started trying to control the numbers I was filling; on the second try I first tried to fill the nodes; both approaches failed miserably. It really lacks a little instruction (maybe Math is taught relatively differently where I studied and that prevents me from seeing something). 2 - Flow: I was distressed all the time because I could not understand what I was doing. There was no visual feedback to know if I was advancing or not, I think. I suggest you focus on a little more about it; or separate in two stages: an extremely simple, clear objective that already teaches to use the cards, another with the degree of difficulty presented (perhaps). 3 - Narrative and Polishment: The interface is very simple (either in the sound part or in the graphic part). I believe that, in time for jam, it is good enough to show the concept. The main polishment suggested would be to amplify the feedback (either sonically or graphically) to facilitate understanding and progress in the game. 4 - Culture: The game has the potential to attract school-age players if it is a set of levels based on mathematical challenges. 5 - Monetization: I believe that the game could be delivered for free via smartphones, having extended version paid (with more daily departures, metrics etc).
May 15 20:57:36 24m 37s bETween us ♥ 1 Evaluation... 1 - Mechanics and Learning: The mechanics of displacement and camera are almost all explained in the initial screen (in a simple and direct way); missing just explaining the obvious (mouse for camera rotation). Understanding which objects can serve for interaction seemed quite intuitive (how far I played). 2 - Flow: The feeling was tense (given mood of horror). The character starts off on the road (without further explanations, contexts and goals, this helped to bring the flow to the side of the anguish; it may be a good one, in a later version, to leave such matters narratively clear). 3 - Narrative and Polishment: The artistic polish is very good, congratulations for your graphic assets and the choice of your sound assets. They fit very well for the horror mood (as I did not even find the threat, I would say it was terror to me, hahahahaha). The polishment would be more for the narrative character, in my view (and in a later version the composition of the soundtrack itself, to give authorship to the project, if it is in the interest of the producer). 4 - Culture: It has strong ties to the collective imagination and takes good advantage of such questions. You can take advantage of this for the generation of a community of players. 5 - Monetization: I think the game would sell in full on Steam (or another store). I see that you could make a hit with some youtubers or streamers from other backgrounds (who play for the fans to watch), who knows some kind of mutual support.
May 20 13:38:23 112h 40m don't give up, skeleton! ♥ 2 Evaluation... 1 - Mechanics and Learning: The basic mechanics of displacement and attack can soon be learned (tested using the controller). The movement could be faster and more fluid. There is no visual feedback when attacking (there seemed to be two ways to attack, or one way to attack and another to advance (which also seemed to be an attack, just because of the sound)). 2 - Flow: At first I was afraid the boss would be very powerful, but he could not reach me (when I hit him I was thrown away; I had to do this a few times until he started to fall, I was confused if I had defeated him or not , then the game closed, maybe it was the end of the stage). The anguish was only apparent, the boss did not charge stratospheric skills to be defeated. My suggestion would be: add visual feedback, so you can add (proportionally) difficulty and more stages. 3 - Narrative and Polishment: The narrative was mainly presented on the game page, inside the game I could only notice what appeared to be a dropped body (maybe the rest of my character's body). I tried to jump over to see if I could control the body again (I failed miserably). The choice of visual assets was nice, although it was running slowly (maybe it's my computer, or the producer's aesthetic choice). The sounds chosen also matched the scene; however, sound and image did not match perfectly with each other (there is not much clarity during the attack). I think the main polishment suggestions are about making it clearer what is being done. 4 - Culture: I've always found interesting dungeons. I think there is a niche for this type of game, especially after death, reversing roles (putting the character of the player as what would usually be a monster or minion). With due work, one could generate a community of players around that (perhaps a Facebook page, with more authorial art). 5 - Monetization: I did not see what the complete game would look like, if that would be just the beginning and it would lead to a great narrative. With the correct narrative, the game could sell in full (on Steam etc).
May 20 13:50:10 11m 47s The Soul Broker ♥ 1 It's possible to drop the golem floating. Soul Broker.png
May 20 14:21:32 31m 22s Mani ♥ 1 Evaluation... 1 - Mechanics and Learning: Could not speed up part of the opening screen (to skip intro). This screen saver was in the time chosen by the producer (I suggest a way to jump). The screen pass was slow (catching a lot). The first time I played I tried all the buttons normally used in keyboard and controller (none reacted, to which I had visual and sonorous feedback). I played twice, the first time I survived the first umbrella (I do not know how); the second time, the umbrella handle seems to have caught me first and I went to the credits screen. I suggest that you put in the intro the buttons that are used (the tooltip for the engine is also available, making it easier to create introductions and menus). 2 - Flow: By not being able to interact (or not noticing the interaction clearly), and because the game caught a lot, it ended up that the general feeling for the flow was the feeling of anguish. 3 - Narrative and Polishment: The narrative was presented through the page and through the chosen graphic elements. The music chosen does not fit perfectly (not to evoke about the theme of the game), but serves generally for the purpose of coating the game. Graphic art takes advantage of some characters and the idea of ​​Uncle Scrooge (I do not know if it will translate correctly the name), the polishment could enter into some elements, like the cable of umbrella (if I understood certain of what it was). Here's the hint for the engine: if you have how to add pixel whitening to the edges of elements, it can be an interesting differential in terms of having light focuses in stages (even in pixel art). 4 - Culture: The question of putting a coin to have life is fun, could end up attracting a community of players; if the game is more developed and has the proper publicity (perhaps create a page) after polishment. 5 - Monetization: I did not fully understand the mechanics, so I'm not sure how it could sell. Maybe through advertisements between stages.
May 20 14:55:20 33m 48s Corporation Management Assistant Program by PHILIBERT Pontacier ♥ 0 Evaluation... 1 - Mechanics and Learning: It was quite simple to understand the mechanics working (except for the beginning, which I was not sure if I actually had control of the clicks). Learning to play was equally simple. 2 - Flow: At times things got difficult, but overall, it was easy to conclude. I think this can be changed if you want to continue the project (to the example of the character changing to the agent that goes from company to company to grow it, if the idea is to continue and if changing the view of the game is something interesting to the producer). 3 - Narrative and Polishment: The narrative was interesting, could be captured throughout the game (with interesting ending). The graphic polish can be improved (though it would be another artistic style basically, I believe that within the style chosen is graphically polished). The sound polish can enrich the game experience with background sound (subtle), which can increase immersion a little (a song that is gaining instruments or even changing according to the evolutionary level or even stage set for stage set). 4 - Culture: The game talks about culture, especially with entrepreneurship (small entrepreneur and great entrepreneur); thinking to what extent people discard other people in certain situations (even if they have been portrayed in a playful way). This way of looking at the world can attract a community of players (as I see it). 5 - Monetization: I think as the game is it is very interesting, but I do not see much how to sell yet. I believe that with the expansion (several stages) the game could sell in full on Steam (for example).
May 20 21:32:50 6h 37m Super Psychic ♥ 1 Evaluation... 1 - Mechanics and Learning: It did not take long to understand how the game works (with the exception of the third action option). The mechanics were impaired at first because the screen did not allow to see the option of attendance (I believe that applications in Java end up leading to this situation more frequently in my computer); if this is relevant, I suggest that objects be anchored according to the higher alignment, it seems to be predominant. The time that the talk balloon is on the screen is short (for those who do not read it so fast, maybe this is part of the game's challenge; if not, I suggest you increase it by twenty-five percent). 2 - Flow: It did not seem to me that there was any escalation of difficulty, but the game did not bore me and it did not make me anxious. I think that for a longer gaming session, it will be very positive to create more situations (more different cases). 3 - Narrative and Polishment: The narrative seems to have appeared almost entirely in the game, I believe that meeting people at dawn is a bit strange (hahahahahaha). If the project continues, the arts can be improved, but it was good for the jam time. 4 - Culture: It seems to me that the game has tried to say that part of what the "medium" says is absorbed in the previous conversation with whom it is attended (as if it were a kind of charlatanism) ... This may offend some people, leave many others smiling and even among "spiritists" there can be a positive reaction (since it is a playful context). 5 - Monetization: I believe that with more polishment the game can be sold to disagree on smartphones (with advertisements or low acquisition value).
May 20 23:25:50 1h 53m You life is just currency! ♥ 1 Evaluation... 1 - Mechanics and Learning: Quite simple and intuitive to learn. The mechanical clicker is well known, it has been well applied considering the time of the event (there are no random events, no temporary buff, no achievements, but all this can be added in a post jam version). Unfortunately, after reaching the sixth level on the last purchase, idle mode stopped working. The cash counter only works again after clicking once (ie, it does not clear during the acquisition step, visually speaking). The jokes made a funny sense, even though the text boxes disappear too quickly (sometimes one message ends up running over the other). The latest acquisition has the message cut off (maybe it's a question of resolving my screen). 2 - Flow: The game follows the flow of games of this genre, without presenting great problems. This could be boring (and this could be solved by adding new mechanics cited earlier); but it did not happen while I played (for twenty minutes or so). 3 - Narrative and Polishment: The narrative almost does not exist, this could be added in some way (perhaps enriching the game in a post jam version). The sound part is due to the (addictive) clicking sound of the coin. Graphic art was cool. 4 - Culture: Game that has the potential to connect with the culture case in some way (through new mechanics or through some kind of narrative) to be able to question something of everyday life or to cite in a playful way some financial question. So a community of players could emerge. 5 - Monetization: I believe that the game can be put on a website and sold through advertisements that could appear from time to time (or even could be part of the game mechanics in some way).
May 20 23:59:49 33m 59s Meds of Honor ♥ 2 Evaluation... 1 - Mechanics and Learning: The combat part seemed intuitive and functional. The exploration part of the environment proved to be a little complicated at times (to the example of completing the second stage). 2 - Flow: There is a balance between the challenge that the creatures present and the development of the player's abilities (then the flow is balanced for the creatures, the second stage example where a creature needs two blows to be defeated). Walking through the stage ended up being anguish, because I had to repeat the second stage many times (without success). 3 - Narrative and Polishment: The narrative did not perform at the stages I played (it may not be the focus or it has not come within the scope of the jam version); I was totally lost as to how a narrative could be introduced (maybe I played more games today, hahahahah). The graph polishment was very good. 4 - Culture: The game brings a lot of old games, which can please the audience of classic games; with due publicity work this can garner a good community of players. 5 - Monetization: I believe that the game could be sold entirely on Steam (with proper polishment and deepening).
May 21 12:19:16 12h 19m BnB 666 ♥ 1 Evaluation... 1 - Mechanics and Learning: For me, learning the mechanics was fast, because the game resembles the Japanese VRPG style (I call it virtual RPG like that). I do not know if it was intentional, but the game also remembered Persona 2 (a PS1 game). So I did not have so much difficulty understanding the mechanics (what I did not drink directly from such sources just pay attention and read). 2 - Flow: I went through three different stages; on the ground floor I found a monster that looked like a person crying in a fetal position, this seems to be the most fragile monster on the scene and it is good to learn how to fight, however there is another (black cover) very difficult to overcome. On the second floor there are more monsters and things start to get difficult and risky, this expands to the "alternative world reached by the pentagram", where I met a certain Stan (dangerous, I think I would only win if I took many bags of blood, I died). I believe that there are more fights than I would like (ie, I take a few steps to many fights), in case I continue the project, I suggest you think of increasing the place and taking more steps without fighting (I believe this will favor those people who like to walk strategically and allow the explorers to walk more by the scenery). 3 - Narrative and Polishment: The narrative was presented satisfactorily (as I see it) within the game. Graphic art can be improved in a post jam version; As for the musical part, I quite enjoyed the battle music, maybe in a post jam version I could work more on the music out of the battle (if it is the focus). 4 - Culture: The game plays with some idea: sacrifice, ritual, blood, stan, etc. This can make some people feel "offended" and make many other people laugh a lot. These differences can be worked on in advertising to reach out to more players, forming a community. Unfortunately I could not complete the game to check if there was some kind of plot twist. 5 - Monetization: I think the game could be sold on Steam, with the proper polishment; but I do not know if there are restrictions on the cultural and religious aspects involved.
May 21 17:48:11 5h 28m STR!PES ♥ 1 Evaluation... 1 - Mechanics and Learning: It took a while for me to understand how to play, I had to die several times, go back to the page to see the example video; hence I understood that there would be inputs (if I had tested the standard computer inputs as soon as I would have understood). Something that could make it easier for beginners would be to have something explaining on the home screen (something that could be disabled if the player did not want to see it anymore). The mechanics are challenging and interesting. 2 - Flow: Once I learned to play, I got used to the subtlety needed to move the character (maybe my keyboard is very sensitive, or maybe the idea is to take advantage of that in mechanics, to the example of the part that requires a whole twist to escape) . The game is challenging (at least for me). 3 - Narrative and Polishment: In the game I can not find narrative (on the publication page this is justified in some way). I think games in this style rarely have narrative (gender game question itself). Graphic art has its own identity, so there is not much to say. The game gets stuck in the mind for a while even after I finish (this happened to me with games like Candy Crush, Sudoku and others). The song was good for jam time. 4 - Culture: I think (given a history of games with different mechanics) the game may list as one more of that list; gradually attracting a community of players. If you have Facebook page that accompanies your games, just leave the link. The use of ranking also greatly favors the development of a community around the products of the producer. 5 - Monetization: If the game gets less difficult, maybe it can sell to smartphones (with proper mechanical polishment); I believe that it would sell at a cheap price or (if the community is large) through advertisements.
May 21 18:02:23 14m 12s Corporate Hamster ♥ 2 Evaluation... 1 - Mechanics and Learning: The mechanics is about the variation of the runner genre; I believe it has been very well implemented (with the exception of the jump or, perhaps, of the collision box, of certain objects, which has been somewhat disruptive). Learning to play was fast and intuitive (besides fun). 2 - Flow: Each time I played I learned to play better and find new parts of the game to enjoy / interact with. I think it's balanced as far as I can. 3 - Narrative and Polishment: I liked a lot of the narrative implied in the artistic part (in a way a very interesting criticism). The graphic art was very good for the jam time, it might be interesting to polish the objects from the stage to a post jam version. I missed the music and the sound effects (which could be subtle to my mind, keeping the game on a peaceful level, or could be more intense, if it were the producer's idea). 4 - Culture: The game establishes in a playful way a critique of society (at least it was as I interpreted it). Something like the "devil" watching a man in an endless cycle to get money, with some relief from time to time. I believe that videos exploring this theme can attract players (like a YouTube channel or even a Facebook page; invite me to enjoy it if I create the page). 5 - Monetization: I think the game can sell on Steam, especially if there are variations of characters and situations; who knows how to sell skins ... Or even apply this game as minigame in a bigger project.
May 21 18:12:10 9m 47s The Soul Machine ♥ 0 Evaluation... 1 - Mechanics and Learning: Understanding the mechanics was easy (intuitive, it follows well the basic commands of the genre, has explanatory in game of how to control); however, running the mechanics proved difficult, especially when playing in the Internet browser, because the mouse pointer left the screen and this took control. I think I could ask on the home screen to play with the full screen, to make it easier on that question. 2 - Flow: As I passed the waves I developed my ability to perform mechanics (character movements etc). So the progression was interesting (difficulty versus skill); the bad side was not having to keep track of my hit points (at least visibly, I did not find the life bar etc). 3 - Narrative and Polishment: I did not find in the game something that justified narratively, though it could be added to the post-jam version (although the game was quite playful, involving that machine to decide which attribute would be developed at the cost of one's own life or soul, I did not fully understand). 4 - Culture: With established narrative and well-designed character design, you could attract a community of players (perhaps creating a page for the character on Facebook, giving personality to it and thus attracting players). 5 - Monetization: I think the game could sell cheaply at some store as it is currently, or at a higher price if the production team develops mechanics and new features.
May 21 18:39:14 27m 04s Sick Business ♥ 2 Evaluation... 1 - Mechanics and Learning: The main mechanics is a lot of running, it is hardly possible to administer this hospital without killing some people (I think it would be better to divide the game in stages and start easier, with fewer beds and with average, healthier people). It might be less stressful to have an employee at the front desk, having his own mechanic via the mouse to select care alternatives (at least those coming in and out of hospital). The minigames are a lot of fun and some are quite challenging. Learning how to play them in simulation mode before the first patient each was very interesting. 2 - Flow: The game seems to complicate as the person accepts patients. In addition to requiring the main character to pay the mafia what he owes (hahahahaha). As I mentioned above, it may be more interesting for players to encounter minor challenges and be introduced gradually to some of the minigames (this can give a more balanced progression if the focus is on the producer). 3 - Narrative and Polishment: The narrative is presented within the game and was nice like that. The artistic polishment was good, it would be interesting to polish even more, in case of continuity of the project. 4 - Culture: There are games that serve as the basis for this, so there are classic players that can be attracted with proper publicity. In addition to films involving doctors in "mafia tricks", which can provide inspiration for advertising videos (Youtube etc). Maybe a page to center this community of players that could be created would be interesting (if you make a page on Facebook, invite me). 5 - Monetization: I think the game would sell on Steam or another store (with polishing and increasing the number of stages).
May 21 19:15:29 36m 15s Library of Madness ♥ 1 Evaluation... 1 - Mechanics and Learning: It was interesting to know that I would not have the freedom to jump all the time, but only to interact with ascents and descents (I remembered some Atari games). Learning to move was quiet, especially since the game features a simple tutorial right on the first screen. Using some mechanics (tomos) was a bit complicated (just reading the page to know some things, including why the vision starts to get messy). 2 - Flow: Attacking, at first, did not prove very accurate ... So I died many times (especially without knowing how many health points I had). This cycle of deaths and restarts ends up being a bit frustrating with time. After I got the hang of it, it started to be less stressful (though death remained a very strong punishment, returning to the beginning of the stage, even more so with a screen in the middle of the path asking to push a button; could return to the game with any key other than N, instead of R, on that screen between game sessions, to make it easier not to be finding R); the tip is only in case the producer wants to do something like that. 3 - Narrative and Polishment: The narrative did not perform fully within the game, which could be done outside the jam time, so I think it might be a good start for the post jam version. The graphic art of the stages, the character and most of the items was nice. The creature's art (it looks like a bull's head or something) got a little different from the rest (another thing that can go through polishment to the post jam version). The song starts out nice, but it gets repetitive (even more so when the screen starts to play, so it's going to make me nauseous; maybe that was the intention, but I suppose that can be polished as well). 4 - Culture: With narrative development the game has the potential to attract audiences; taking advantage of some innovations that the game seems to present (movement different from the pattern and the emergence of new forms of interaction during the game). 5 - Monetization: I believe that, with the right polymetones, the game can sell in some store (like Steam); if it has many stages and a mostly involving story.
May 21 19:32:15 16m 46s Sacrifice Knight ♥ 1 Evaluation... 1 - Mechanics and Learning: I quickly learned to use the character, but still the mechanics need to be polished. 2 - Flow: When I enter some stages I am already attacked (as far as I played I only saw two types of creature, which is somewhat reasonable for the jam time); unfortunately this generated difficulty to move forward. 3 - Narrative and Polishment: The narrative does not present itself clearly in the game, I think it is interesting to focus on this in case of continuity of the project. The artistic polishment can also be done, in post jam time, to give better graphic quality. The sound portion can be developed to generate greater immersion. 4 - Culture: With proper narrative you will be able to go after ways to attract players (creating page for the game on Facebook, for example). 5 - Monetization: I think if the game is pretty polished it can sell on smartphones or even in stores. There are very interesting points in the project that can have their potential explored (shakes etc).