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aurel

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TimestampSince previousGameaurel's comment
Oct 20 00:49:00 FOREST NINJA WIZARD GHOST ♥ 1 All right, So I played through a number of times and I wasn't actually able to finish the level in the Post-LD version, but I was in the LD version. In the post-LD I cannot, get anything other than "Less Cats" - but there's not really a way to have "Less Cats" other than to run and keep trying over and over to reach it with less cats. It's not really very clear what having "less cats" actually means. That said, the movement is fluid, the sound effects are okay, but it would have been nice for the cats to actually give the player a bit of knockback, indicating that the player was hit by the cat. I know in the post-version you added the light-reduction on hit, but it's still not intuitive that the cats are "bad" necessarily.
Oct 20 03:45:51 2h 56m Blank Page ♥ 2 Oh my god... this might be the best level design in any LD game I've played over the many years of doing Ludum Dare. I have spent 2.5 solid hours on this, and it is absolutely brilliant. The way the game evolves, the way that you literally don't tell the player anything, and yet, by the end, the player feels like a badass, figuring out how to solve it, is absolutely incredible. It finally clicked when I was doing 3's what I was supposed to do. The 4s were really fun. During the 5s I felt like my mind exploded with possibilities. The 6s are really tough. I've nailed down how to get the bottom 4, but the upper 2 are incredibly tough and I might just call it a night, as I've spent more time on this one jam game than any that I've ever played. I loved the exploration aspect of this. Feeling like I was uncovering a treasure trove of new possibilities and places to explore. I think it's interesting that a lot of the later rounds involve this dual-phase approach, first explore, then solve. The use of the traps is incredible, and the fact that there's no way to ever truly get stuck is a stroke of GENIUS in the actual design of the mechanics. It's such a simple game, with such an easy premise, but the way it slowly evolves, and the way the player slowly feels more and more empowered is absolutely brilliant. You really struck upon a genius concept and executed it flawlessly with the level design. My complaints about the game are few - clicking a lot can get kind of annoying - I would have liked some keyboard shortcuts for abilities 2 & 3, and even for controlling the direction of 4. (WASD might've been nice). I also screwed up a few times because of counting reasons. A very light grid, maybe with a toggle would be nice to help players know how far to expand/retract dots for some of the levels. Either way, I've gotten all the money, and am still trying to solve 6 right now, so I might solve it after I finish this message, but I just wanted to get this out of the way and voice my absolute LOVE for this masterpiece of design.
Oct 20 04:29:43 43m 52s Egg Scramble! ♥ 1 Not bad! I think the foxes were pretty easy to dodge, but I did get hit once or twice. I think my biggest frustration was that the area felt... empty. And it was very much like doing work, rather than playing a game. The collection of items just didn't feel satisfying enough without certain feedback queues. Mostly it felt like I was wandering about an empty space hoping I would stumble upon a fruit, and keeping an eye out for a fox to dodge. That said, a lot of the choices were spot on. You spent some time making the HUD look halfway decent, with proper menus and everything, and the graphics were pretty nice! The puns were also pretty eggselent! I think the run animation of the main Hen could've used a third frame somewhere in there, because only having two frames for moving felt a bit choppy! Great job and good luck going further if you choose to take it further!
Oct 20 05:37:19 1h 07m ...and to Nothingness Return ♥ 1 Nice little puzzler. I think you guys did a really nice job of taking a simple concept - "fill all the spaces" and added a lot of nice touches to it! The aesthetic was cool, the atmosphere was great, and the game added enough challenge that some of the later puzzles really had me scratching my head a few times until I figured them out. Well done.
Oct 20 05:43:03 5m 44s Kawhatzithon ♥ 0 MY EYES MY EYES THEY HURT Seriously though, funny game - the ending had me chuckling. Although my poor eyes kept trying to focus on the nightmarish mess and trying to spot specific objects while I was flying around at high speeds. It's like Where's Waldo while you're flipping through the pages of one of those books 👀
Oct 20 05:53:41 10m 38s Prison Escape ♥ 1 Played through it, and while the animation and things seemed nice, and it had a nice aesthetic, the gameplay was a bit frustrating - the hitboxes on everything are ridiculously unforgiving, which makes it pretty tough to do basic jumps. I think it's a fine game, and the core mechanics are working well, but it's lacking any additional mechanics besides jump and avoid things. I think the level design for the first two levels is really good for some tutorial style levels, but when there wasn't more I was disappointed (Which I guess is a good thing, because I wanted to play more). That said, the game is extremely frustrating not due to the skill of the player, but because the hitboxes are just very unforgiving. Great job, either way!
Oct 20 06:03:21 9m 40s tile.flip() ♥ 0 WebGL worked fine for me - that was, if anything, pretty fun. I think it took me far too long to make sense of how to actually play the game. I played for about 10 minutes, but I still feel like I'm missing a core element of the game: "Actually detecting when I'm about to get a bomb" The 5x5 levels are pretty tough - trying to get the flips to work without accidentally flipping a potential bomb, but it was still really enjoyable. Additionally - if you click a bomb on the first click, you should probably just regenerate the map until the first click simply doesn't have a bomb underneath it. Either that, or shift the randomized representation over by one.
Oct 20 06:42:14 38m 53s L.D. Noire ♥ 1 That was very cool - it's incredible how rich the world is that you created in 48 hours! I did have to look at the walkthrough at one point, because I didn't realize you could combine objects together. The game was cute, funny, and very enjoyable.
Oct 20 17:52:17 11h 10m Tardigrades on the Moon ♥ 1 Took me forever to realize there was a speed meter. I finished the game on Normal Difficulty until the very last 10 seconds when I realized I could just speed this up. Was a fun little game, trying to figure out how they work, how they eat, etc. I felt very relaxed playing this.