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superpokeunicorn

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TimestampSince previousGamesuperpokeunicorn's comment
Apr 29 06:26:16 Mr Moneybag ♥ 1 I thought that this game was pretty cleverly designed. Focusing the game's design around the coin mechanic was a good way to tie everything together. I also like how you could avoid the enemies if you were clever enough as a way of saving money. The coin mechanic really makes you evaluate your priorities. One thing I didn't really understand was the damage upgrade. I upgraded my damage to be 4 per coin, but it still took 2 hits to kill 2hp enemies and 3 hits to kill 3hp enemies. Is that a bug or have I just misunderstood the mechanic? Anyway, that was a bit disappointing, since I spent a lot of coins on damage upgrades that didn't seem to work. That aside, I found this game to be a really cleverly designed experience that I had a lot of fun playing.
Apr 29 06:47:02 20m 46s Space Struggle ♥ 1 I thought the premise of the game was really neat. I like the idea of a game where you are not getting upgrades, but rather strategically choosing how you will downgrade. Sort of like a reverse FTL. I enjoyed the strategy involved in picking which planets to go to in order to optimize your path, trying to balance distance with value. However, I do feel that a bit too much of the game relied on luck, with a few to many random no-win scenarios. You could definitely optimize your play and I did beat it eventually, but each run really felt like a roll of the dice. That said, this was a really neat game that I had a lot of fun playing. Nice work!
Apr 29 07:18:49 31m 47s DISREGARD LIFE, ACQUIRE CURRENCY ♥ 2 I really enjoyed the atmosphere of this game. The water effects were really cool and I love the way the colorful lights were reflected. I like how you integrated the stars in the background, although it took a while to figure out that it was a map. That said, I do like how the game doesn't tell you a lot and you have to figure it out as you go. The game did get a bit repetitive in the middle, although it was pretty exciting towards the end and I just barely made it to the goal with 100 currency. Overall, I had a pretty chill and relaxed time with this game. Great work!
Apr 29 07:31:44 12m 55s Two Minutes of Fame ♥ 1 I really like the concept for this game. Having to find the best places to take selfies for maximum profits is a unique form of gameplay. I like how wacky the game could be, with people randomly getting run over in the middle of the road. I will say that there was a lack of visual/audio feedback. It wasn't always clear if I was doing the right thing or not. Better feedback would give player a better idea of what is a good/bad selfie so that they could improve their play. That issue aside, I'd say that I enjoyed my time playing this game. Nice work!
Apr 29 08:42:54 1h 11m Chess Adventure ♥ 1 I like the concept of not having direct control over the pieces and having to strategize with only positioning. However, I found it a bit difficult to strategize when the pieces didn't feel very distinct (just ranged and melee as far as I could tell). Maybe having pieces be more specialized (like in chess) would make the positioning more strategic. That said, I still enjoyed my time with this game and there's definitely some promise in this concept.
Apr 29 08:50:17 7m 23s Don't Kill My Cat ♥ 0 Cute cat <3
Apr 29 09:08:23 18m 06s Satan's Cellar ♥ 1 This game has some occasionally clever navigation puzzles that required a good understanding of the level layout, which I liked. However, the game as a whole feels a bit basic and needs more mechanics. 9 levels is certainly overstaying its welcome since each level just kinda felt the same. That said, I do like the theming of the game and the color scheme really pops. Nice work!
Apr 30 04:56:08 19h 47m One More Drop ♥ 2 I like the idea of using your health as ammo, as it makes you be more cautious about shooting and not just spam the button. Having multiple different charge levels also adds to the decision making. That said, the game never really challenged me and got repetitive real quick. Having more enemy spawn locations and enemy types with different behaviors would have improved the game a lot. As it stands, the enemies were really just queuing up to die. That said, I do really like the art style, and the presentation overall was good. Nice work!
Apr 30 05:10:36 14m 28s Elthus ♥ 1 I like how much use you get out of the elthus meter. Elthus serves not only as health and ammo, but also a timer, tying together so much of the game's design. My biggest complaint with the game would have to be the controls. I don't know why you've mapped grappling hook to E instead of right mouse button. Assigning it to E means I have to take my finger off of D in order to grapple, making swinging right significantly harder than swinging left. I will say that I really liked the game's presentation. The lighting effects made the game very mysterious while also obscuring elements in the distance, thus serving a gameplay purpose. Overall, I really enjoyed this game. Nice work!
Apr 30 05:31:48 21m 12s Blood Money ♥ 4 This game was really fun. Pretty straightforward classic shooting action, no more complicated than it needs to be. I found it interesting how not yet awakened enemies could blend in with already dead enemies, although that made it kinda frustrating to find the last few enemies in a level. I will say that I really liked the aesthetic and the rocking music. Overall, nice work!
Apr 30 05:52:33 20m 45s Leap ♥ 2 I like the game. The visuals are nice and the platforming controls well. Some of the powerups were pretty fun to use, especially the glide. I also like the trade off between getting more powerups at the risk of having fewer chances. I did find that there were occasionally jumps that were impossible to make, which could be a frustrating way to end a run. That aside, I enjoyed this game. Nice work!
Apr 30 06:59:54 1h 07m Shibbal the Pig ♥ 0 That was some pretty fun platforming fare. I like how snappy the character's controls were. Having the character be a piggy bank was a nice way of theming the mechanic. I also enjoyed how you could trade health for upgrades between levels. It was a bit disappointing having to restart from the beginning after one death though, especially when you start introducing bottomless pits. That aside, I enjoyed this game a lot. Nice job!
Apr 30 07:22:41 22m 47s The Adventures of Cat Bat ♥ 1 I really like this game. The combat is simple and intuitive and I like the minimalist art style. I also appreciate the different music tracks for each level along with the unique set of enemies and environments. Having to spend health on upgrades is a neat mechanic, although, in practice, it never seemed worth it. The gun in particular felt very underwhelming. I like that you included a final boss and the fight was really great, but nothing happened after I beat it for some reason. Still, I enjoyed my time with this game. Nice work!
Apr 30 18:45:24 11h 22m Pucamuc ♥ 0 Okay, this is just hilarious. I love the wacky, bizarre plot and writing. The gameplay is great as well. Only being able to jump puts some unique constraints on you as the player which were fun to work around. I also really like the exploration aspect. Since you don't need to find everything to beat the game, finding secrets and upgrades as well as alternate pathways felt really rewarding. Not to mention the amazing art and sound design. Overall a phenomenal game. Amazing work!
May 1 00:27:54 5h 42m Pixel's Inferno ♥ 0 I thought this game was pretty neat. I like the premise and it was cool seeing your interpretation of the various circles of hell. I was a bit confused at first, but I figured it out as I went along. At one point I was able to sequence break and make it all the way to the end, but had to backtrack since you need to go through all the possessions in order to beat the game. Overall, this was a pretty fun game. Nice work!
May 1 00:42:26 14m 32s An American Blood Clot in Techno Athens ♥ 2 This game was really clever. It's impressive how much you're able to get out of the blood mechanic. Having a platformer with a limited amount of jumps is a really interesting experience. I also like how you can get creative with some of the levels. For instance, I used a super speed jump to skip over most of the final level. Overall, a very solidly designed game. Nice work!
May 1 01:03:55 21m 29s Piggy Butchery ♥ 1 This game was pretty great. I was a bit confused at first, but I really liked it once I got the hang of things. Having to build the level out in front of the pigs was an interesting form of gameplay. I will say that I ran into a couple of no-win scenareos that forced me to restart even though I had a lot of lives left, which was pretty frustrating. Still, I had a really fun time with this game.
May 1 01:19:33 15m 38s Mindflayer & Me ♥ 0 I thought the concept of this game was pretty interesting. I like how you have to pick and choose which abilities to lose. I also really like the final gun upgrade; it's really satisfying. I also like the spritework, but the way everything is kinda static and not animated doesn't look great. I'd also say that the level design was pretty bare bones, mostly just a bunch of platforms and enemies. I really like the surprise boss battle at the end, although I wound up dying durring the final cutscene after beating the boss and had to do it over again. That said, I really enjoyed playing this game. Nice work!
May 1 03:52:17 2h 32m American Healthcare ♥ 1 This game is a pretty solid space shooter. I like how you can control your bullets by moving side to side. I appreciate the attempt to add some visual flair, but it just winds up being a bit disorienting if I'm honest. I also felt that the use of theme didn't impact the game much, since you're never really at risk of running out of money and are much more likely to get hit by an enemy before that happens. The whole thing about the American health care system on the submission page really doesn't factor into the gameplay at all. That said, this is still a very solid game that I enjoyed playing. Nice work!
May 1 04:09:11 16m 54s Undercave ♥ 1 This game is pretty interesting. I like the atmospheric audio design and the dark lighting effects. I will say that the controls scheme was a bit clunky having to manage so many buttons at once, especially if I needed to crouch and jump simultaneously to fit through a hole. But, overall, this is a pretty solid game. Nice work!
May 1 05:47:53 1h 38m Gachapaw Dungeon Crawl ♥ 2 This game is pretty cool. Getting a random weapon each time was really exciting and fun. One thing I noticed is that sometimes I'd immediately take damage from an enemy upon entering a room, which was frustrating. I did really like the visuals and the goofy way the character walked. Overall, this is a solid game. Nice work!
May 1 06:40:55 53m 02s Forgotten Keep ♥ 1 This game is pretty cool. I really like the red and black aesthetic with highlights of white. It's certainly a bold color scheme. I also like the sprite art and the way the sword is animated is great. The gameplay was solid, although not very fleshed out. The enemies didn't pose any particular challenge, so more enemy and obstacle types would be appreciated in a future version. But, overall, this is definitely a promising start. Nice work!
May 1 06:58:10 17m 15s Scrapitalism ♥ 0 I thought this game was pretty clever. One thing I've noticed with a lot of the games in this jam is that they try to make you choose between upgrades and health, but they're usually so easy that the choice doesn't matter. Here, I felt the game was though enough to make me want the upgrades but also have some scrap left over for the next level, especially as the game progressed. On the down side, I will say that the voice lines felt a bit jarring and kinda came out of nowhere to startle me at the end of every level. That aside, this is a very solid entry.
May 1 20:32:34 13h 34m Bloodletter ♥ 1 This game's pretty great. I love the classic shooter action, and the player's speed feels just right. The visuals are also very impressive and really capture that Doom-esqu demonic vibe. The slow down mechanic was pretty cool, although I'll admit that I didn't find myself using it as much as I maybe should have. Overall, this is an outstanding entry. Amazing work!
May 1 21:17:29 44m 55s Re:Live ♥ 1 This is a pretty solid game. The platforming feels pretty good for the most part. It's also nice that you've included a boss fight to cap off the game's ending. However, there were a lot of small issues that you should keep in mind when making games in the future. For example, I ran into some issues with the wall jump not working some times. Is there a max limit to how high you can wall jump? It seems that way, but that wasn't communicated very well. The game also doesn't make it clear what the potions do, making me unsure how worth while it is to buy them. The same is true of the leveling system. In general, I'm not getting enough information about the mechanics to make informed decisions as a player. The sprite art is really good, but the way that everything is stretched out and animated improperly makes it seem like this is a case of using an asset pack you don't know how to use correctly. When using pixel art, you're going to want to make the pixels all the same size and make sure they're all square. In this game, there were a lot of sprites that were stretched out in weird ways that didn't blend well together. For instance, it's pretty obvious that you've stretched the player character out to be taller. It's okay to use premade assets, but you gotta know how to use them right. Making all the sprites consistent is a relatively simple fix that would make the game look a lot better. I also question the control scheme. Why map attack to the left mouse button if mouse movement doesn't actually do anything? If you were using the mouse for aiming or something like that it would be different. I see this a lot where people use first person shooter conventions (WASD and Mouse) for 2D platformers even when they aren't using the mouse for anything. It's better to pick a control scheme that is the most natural for the game you're making. I also don't get why you're using completely different buttons for menu navigation. I find it best to have the menus use the same control conventions as the rest of the game. I don't mean to rail on the game to be mean or anything. There's definitely a lot of promise here and what you have is solid. I just see a lot of easy to fix mistakes that are preventing the game from reaching its full potential. I hope this is helpful. Despite these problems, I still liked the game and enjoyed playing it. Nice work!
May 1 23:33:53 2h 16m GREED ♥ 0 This game is pretty solid. I like the monochrome aesthetic, although the pixel art could use some work. I'd say the use of theme was a bit underwhelming, seeing as you basically just retextured the 1UPs to look like coins. I did appreciate that there were multiple paths through each level, allowing for a degree of exploration. Overall, I enjoyed playing this game. Nice work!
May 2 00:02:29 28m 36s Angry Hog Head ♥ 1 I like the arcade action in this game. I enjoyed the knockback on the gun which made shooting very satisfying. The platforming felt a bit off at times. The double jump in particular could use some work. You seem to be adding to the vertical velocity instead of resetting it when you double jump. This creates a situation where the way to get max height is to double tap the button as soon as you jump, as pressing it at the peak of your jump or while you're falling gets you very little height. This winds up feeling strange and gives players fewer options in mid air (it's essentially just a high jump at that point). I also found the control scheme quite awkward. Since there's only two guns, I don't see the need to have two buttons for swapping. Surely you could just have one button which swaps back and forth. I like the idea of having this multi-life healthbar, but it doesn't really matter since dying and restarting the whole game are essentially the same thing. You'd need to have some sort of upgrade or progression system which resets when your bar runs out to make the healthbar actually matter. That said, I do appreciate how the arena is randomly generated, giving me some incentive to keep going. Overall, this is a pretty solid game that I enjoyed quite a bit. Nice work!
May 2 08:23:52 8h 21m Temple attack ♥ 0 Having to spend health on ammo and upgrades is a good idea. That said, the game gets really repetitive after a while. You need more ways to challenge to player that get introduced over time, whether that's new enemies, obstacles, mechanics, levels, etc. One of the important things about making a game is knowing how much content you have and how long it takes for the player to see everything your game has to offer. End it right when you reach that point instead of padding it past that point. As it stands, the game definitely outstays its welcome with how long it would realistically take to grind for all the upgrades. Hopefully this feedback is helpful. While there needs to be more meat added to the bones, this is definitely a solid start. Nice work!
May 4 07:56:13 47h 32m Life Death + Lemons ♥ 1 This concept is pretty cool. It's certainly a unique structure for a card game, and I like how you can reliably get certain cards by spending your resources on building these structures. I think it's a concept that there's a lot of room to expand on, though it's a bit shallow in its current form. I never really felt like I was at risk of losing so much as I was taking a long time to inevitably win. Definitely a game worth investing further development into. Overall, nice work!
May 5 08:03:48 24h 07m missed messages. ♥ 1 This is really great! I especially like how the game changes with multiple playthroughs, sorta like Doki Doki Literature Club. And the game really did warrant multiple playthroughs. I appreciate how much is left up to the player's initiative to actually discover and interact with the plot. You aren't just shoving the main plot down the player's throat, and the elements that you do draw attention to are actually misdirection to distract the player from what's important. In that way, the game really uses interactivity and gameplay to its advantage in a way that a lot of narrative focused games miss. Excellent work!