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Coda Highland

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TimestampSince previousGameCoda Highland's comment
Oct 20 04:21:12 Tightrope Gauntlet ♥ 1 The aesthetic is interesting. Reminiscent of REALLY old games, although it's a bit inconsistent in that regard because some stuff is too smooth. :P Took a long time to get used to, but it worked out all right in the end.
Oct 20 04:22:24 1m 12s Lost Temple of the Monkey God ♥ 1 You mentioned a WebGL version, but I don't see it anywhere?
Oct 20 04:37:08 14m 44s Dream Avatar ♥ 1 Thanks for the guide. I'm apparently not very good at this. ^^() Kudos for using the format to play up the surreality.
Oct 20 04:39:14 2m 06s Mission interrupted ♥ 0 I should point out that the rules for opening your game up for audio votes are that you have to make the audio yourself. If most of your sound was picked up from a website, you're not eligible for audio ranking.
Oct 20 04:43:08 3m 54s Game Master ♥ 1 I gotta give you credit, that was pretty clever. The editor UI is really hard to work with (I second the request for instructions) and I would recommend allowing the user to drag to place down a series of tiles.
Oct 20 05:44:48 1h 01m A Brand New World ♥ 1 I played through the game twice. It's a really interesting concept that's not hard to play and engaging to watch unfold. That said, it could really stand to get a few more dryland/forest herbivores in the deck. I had a hand of four forest carnivores on multiple occasions...
Oct 20 06:45:54 1h 01m Conjury: The Convocation the RPG ♥ 0 Actually, @philomory, the best strategy is not to dump it all in one, but to balance across two. Since it's an RPS system, no matter what your opponent picks you've got a 1/3 chance of getting an advantage, 1/3 chance of being neutral, and 1/3 chance of getting disadvantage. This means min-maxing two stats means you have a 2/3 chance of not having a disadvantage. Always match your strategy to your deck. The target number reduction overwhelms everything else at high levels. I beat Masters with 8 Strategy, 8 Bold, 5 Combo, 5 Aggro, 10 deckbuilding, 10 trading, and 8 observation. Was a lot of fun. Spent too long on it. >.>
Oct 20 18:25:12 11h 39m Area 51 Raid Defense ♥ 0 The scene change animation was the best part for sure. Very creative. I hope you had fun making the game! The difficulty curve is way too shallow. I only ever took a single hit to my wall and that's because I tried to get fancy with an air strike once. If I had stuck to my guns (ba-dum-tish) I wouldn't have even taken that hit, and later rounds felt easier than that even.
Oct 20 18:47:45 22m 33s EVOLVE ♥ 1 My time was 8:08 too, coincidentally. I definitely appreciate a clicker designed for being completed as fast as possible instead of being designed to intentionally stretch out gameplay. Fullscreen mode doesn't work correctly if you don't have a 16:9 display. I have a MacBook, which has a 16:10 display, which means that when the UI gets scaled to fit vertically. Since this is Unity, this will take a little bit of math to do correctly, but it's not too hard -- do a Google search for "unity camera fit width" and you'll find good advice.
Oct 20 18:53:38 5m 53s The Reboot of the King ♥ 1 It's a really good start! I'm glad to see the effort you put into it, and it runs pretty smoothly. A big trade quest is one of the things I'd considered for my own submission.
Oct 20 18:58:41 5m 03s Mole Bass ♥ 1 You definitely made the right decision to go for the jam instead of the compo -- game jams should be a fun way to exercise your skills, and taking more time to come up with something you're proud of is better than trying to cram in something you're not happy with in less time. It was a really interesting idea and I love how you took the effort to work dynamic music into your game. It adds a lot of flavor to the game.
Oct 20 19:05:36 6m 55s Empty Level ♥ 0 Solid! It's a simple enough concept but fast-paced and strategic, great for a quick fun game.
Oct 20 19:14:27 8m 51s Escape from Nabazka ♥ 1 I have to agree that the whole thing is way too slow-paced. The quit command also doesn't work on Mac. That said, this is a LOT of content for a jam game! Good job! A large, fleshed-out game with lots of powerups and enemies and reasonably designed levels.
Oct 21 13:07:11 17h 52m gaarden ♥ 1 I was pleasantly surprised by how chill this is.
Oct 21 13:58:18 51m 07s ModuMon - Barebones Edition ♥ 1 Bones meta FTW! Like @hcursino I was all arm bones... but I was fighting it out, using my speed to take potshots and then get out of the way before taking any damage. I had a score of 2550 before I spawned right on top of an enemy at the start of the round and was killed even before the camera could focus on me. The music doesn't worn on Mac, sadly, so I can't meaningfully rate this game on audio.
Oct 21 14:08:12 9m 54s Chopped mannequin ♥ 1 That was hilarious. It kind of reminds me of QWOP.
Oct 21 14:14:14 6m 02s Console >_ ♥ 2 @mahalis Where do you grow crops? What is a field part of? This was an interesting little diversion. I haven't encountered a game like this before.
Oct 21 14:22:37 8m 23s WEAVE-SNATCHING SIMULATOR ♥ 0 For some reason, the scissors don't do anything for me. I can't even cut one hair.
Oct 21 14:40:27 17m 50s Crashteroid ♥ 2 Wow. Just... WOW. This is by far one of the best LD games I have _ever_ played, and I've been doing this since LD36. It plays really well, it has great graphics, it's fun and engaging, the premise is interesting, it has meaningful progression... There's really nothing not to like about this. So take these suggestions as a way to really push this game to the next level, not as criticism against what you've built, because this is something that could really be awesome: Some good sound effects would really make this, although given how many entities there are you'll want to be careful about it (and definitely have the sound drop off pretty quickly with distance). +1 on being able to cancel cannon construction, and I think I agree with the suggestion that it would benefit from having a puzzle mechanic of having a limited number of cannons. (And if you have that, then of course you'll need the ability to move or salvage a cannon once you've built it.) The lava is a bit punishing. I would suggest moving the player to safety when they hit the lava because right now I tend to just get stuck bouncing around in the death pool until I run out of lives. Having some prebuilt stages for tutorials is good, but you might consider doing some procedurally-generated worlds in order to increase the game's replay value. I'm open to providing some assistance in that regard if you want some help; procedural generation is something of my specialty. (Of my nine Ludum Dare submissions to date, seven of them have been procedurally generated... well, technically eight, but The Dungeons of Indianapolis doesn't count because that's more like procedurally copy-pasted. 😛)
Oct 21 14:52:12 11m 45s Boulder-Dash ♥ 0 I like it. :) It's a simple concept, pretty well executed. The graphics and the play control fit together well. It starts off a little too slow for my tastes; maybe it might be worth considering some sort of "speed up" or "jump" command to make it scroll faster if you think you can do it safely. Maybe if you want to add a balancing mechanic, you can't steer or grapple while accelerating/jumping. I might suggest a mouse mode for the grapple. I think one thing that would really help with the difficulty is if you got a second or two of invulnerability after taking some damage, and have the rock knock you away, so that getting caught underneath a rock isn't effectively an immediate game-over. That would make health more meaningful, too.
Oct 25 02:32:14 83h 40m Dungeon Crawler ♥ 1 Not bad at all. Not every initial layout is winnable, which is a bit disappointing, but that's the only major issue. More levels would be nice, of course!