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Brandon JS Lea

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TimestampSince previousGameBrandon JS Lea's comment
Oct 6 23:31:25 Nothing Does Matter ♥ 1 Quite a confusing little game. The first level gave me the impression that each level was about trying to spell words or play with words or something. Like, we'd have to move letters around and try and line them up, sometimes using other letters as barriers ect. Then for the new few levels I was quite confused. Using the letter to control the letter is still interesting, but it almost feels a little tangential to the "baba is you" style puzzles. I won the first couple of levels without ever realizing what was going on, still under the impression it was about spelling "nothing". Perhaps I'm just worn out from the jam, but as is it feels a bit too intuitive to really understand what anything means, like I have no idea how to carry a strawberry. Musics nice and atmospheric.
Oct 6 23:46:13 14m 48s Ludum Dare 45 ♥ 2 Didn't realise at first that I was meant to pick up ores after destroying them, figured they were added to my inventory. I tried picking them up but it feels very tricky to actually position yourself right to pick up the ore, so I figured you couldn't. I've fed the core a little and whilst it played sounds, it doesn't seem to be doing much to kill the enemies, even going at optimal speed. I'm sure a lot of the technical problems just come down to the time limit which is understandable, so design wise I'd say try to figure out where you want the challenge to come from. As in, is it from strategy or from acting fast, seemingly the latter. If so, you could do more to indicate that such as a countdown or faster music. Overall though, I'm sure you could have done more given more time. Art style is quite pleasant.
Oct 6 23:51:11 4m 58s SOMtHINGa from NoThINGa ♥ 2 NoO2.PNG Hi, I'm a little confused about something. I seem to have "O", but it's not registering for victory. Is this a bug or am I just being dumb?
Oct 7 00:00:48 9m 37s Shape Invaders ♥ 1 Real nice feel to this one. Simple but elegant. Gameplay wise it's very very simple, but still works fairly well. My only real "issue" was that I seemed to lose for no reason, perhaps an enemy spawn on top of me? Overall, good. Would have be nice to see some more interesting mechanics/something to set it apart, but I suppose that's personal preference.
Oct 7 00:10:09 9m 21s Nothing Wars ♥ 1 Interesting game. Quite liked the upgrade each turn mechanic, though it did screw me over whilst I was still figuring out how to play 😅 Overall though, quite nice. Perhaps just a little more into on how to play in game.
Oct 7 00:17:26 7m 17s Egg Problem ♥ 1 Nice game. Was this by chance inspired by TowerBag from the GMTK jam? Really like having a more active tower defense and it's quite a charming game, just enough dialogue to understand. Only real issue is not having some kind of break, or at least I didn't reach one. Not having a wave system meant I was basically always overwhelmed by my performance at the start of the game when I was still figuring it all out. Would also be nice if there was a little more leniency to play strategically. I decided to tank a few hits earlier on to save up for the second tier bird but that basically screwed me the entire game, though again a round/wave system might help there.
Oct 7 00:27:59 10m 33s Ammodillo ♥ 3 Quite difficult, even from the start, but this is really well made. The theme was quite a difficult one so the fact you tuned it into a mechanic that serves an actual purpose in the time limit is really impressive. Great back-forth gameplay. My only real gripe is with the enemies. Having them follow you means all the bullets come from one place which isn't the best IMO, plus it gives you very little wiggle room. Plus a lack of indicators for when they attack feels a little bit unfair. Having more warning could lead to more thoughtful gameplay. Having them fly down onto the arena might solve the other issue. Overall though, fantastic entry. Plays great, sounds great and art looks great, especially for 48 hours. Perhaps try experimenting with having the rollout stun the enemies, could add an extra layer of strategy plus it feels a bit odd to have the player roll over the enemy with no interaction.
Oct 7 03:41:06 3h 13m The Life Spirit ♥ 3 Something really interesting here, and I like the art too. Right now I'm not sure the game brings out it's full potential. Like, there's some room for some really simple but engaging strategy, but instead RN it feels more like a game of "place random tiles as fast as you can until the RNG comes in your favor which misses the mark IMO. Whilst I think a turn based model could work well, I'm sure a real time model could still work. I think part of the solution might be to have the next couple of catastrophes pre-broadcast so the player can plan and adapt. I also think there needs to be more steaks to each piece, as well as perhaps a placing limit so each placement is more thought provoking. As is, I see little reason to worry about pieces being destroyed. Overall though, the main reason I like playing jam games is to see inspiring and experimental gameplay ideas, and this game certainly lives up to that!
Oct 7 03:55:00 13m 54s Appeasing the Quadopus ♥ 1 Feels really messy and botched together and yet it's still works! Had fun with this, great job!
Oct 7 04:08:54 13m 54s Start with WHITE ♥ 1 Got to level 13 I believe. Never imagined a bullet hell where I'd have to evaluate the pros and cons of getting hit by a bullet, bl**dy brilliant. Perhaps there might be a balance issue in slight. I found level 1 to be one of the hardest levels. Besides that, only advice I can really give is perhaps more movement polish and perhaps a secondary gameplay loop. Great game.
Oct 7 06:05:47 1h 56m A shroomy adventure ♥ 1 I died and didn't respawn....sorry there was something addicting about launching myself down. Might have been the combo of the spider + the pit at once? Though I was some distance above the pit so.... Game looks nice, physics are fun to mess around with.
Oct 7 06:14:09 8m 22s Come to your senses ♥ 0 Even if it's lacking in gameplay, this one was quite interesting and well polished. Mouse parallax on the level select was cool.
Oct 15 20:22:56 206h 08m HEARTSCAPE ♥ 0 More often than not, it felt like I was just biding time. I get that that's a part of the game but I felt the ratio of turn killing to actual progress was a bit too slanted. Like, it was more time killing than strategy. Overall though, interesting ideas and very charming.