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ilijabc

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TimestampSince previousGameilijabc's comment
Oct 7 22:57:11 VOIDBREAK ♥ 1 The music doesn't seem to play. Does it need to be in a specific location? Here are my thoughts: The concept is really interesting, especially with being implemented in Powerpoint and all. I'd like to see where this goes. However, even though the concept is interesting, there isn't really a whole lot to show for it. There are only three levels, none of which present a big challenge. Even though the music didn't play in the game for some reason, I did download it and give it a listen, and, um... it's not exactly pleasant to listen to. Maybe that's what you were going for, but you should probably look into having a scale, or melody, or structure of some kind before thematic connections.
Oct 8 00:01:51 1h 04m Qubit ♥ 4 Not bad. There's definitely some room for improvement, for example it'd be nice if the current player location was a little more obvious.
Oct 8 00:40:37 38m 46s You are Nothing ♥ 4 I like it! The gameplay could use some balance adjustments. For example the green homing missle weapon comes with three shots, but it takes three shots with it to defeat an enemy. That means there's a lot of backtracking to pick up used weapons.
Oct 8 01:27:04 46m 27s Entanglement ♥ 1 Cool puzzle! It's tricky, but manageable.
Oct 8 01:32:08 5m 04s Light your way out ♥ 4 Interesting concept. One suggestion that I have is that, when making a puzzle game, it shouldn't be harder to implement the solution than to find the solution. A few of the levels have long corridors that don't really contribute anything; the levels shouldn't have delays unless that's part of the puzzle.
Oct 8 03:13:42 1h 41m Erasure ♥ 1 Interesting. It kind of reminds me of games like INK, where you have to reveal the level. I found the timer and erasure limit more annoying than challenging. It just forces you to start the level over repeatedly until you've memorized the layout. Perhaps you could allow unlimited erasing, but the tiles you've erased fade out over time? One other minor suggestion is to make sure the player doesn't stop dead when changing directions; that would make it easier to find walls and platforms. Aside from those things, it feels pretty good to play.
Oct 8 03:37:57 24m 15s Meowmories ♥ 2 The art and music in this one are really nice. I do have one minor complaint - when I played it, the ending cutscene ended before I could see what triggered it. I had to play through it again to see what the cat saw. It's pretty short, but it gets the message across nicely. Edit: How come there's no rating category for audio?
Oct 8 04:06:27 28m 30s Unlock Everything ♥ 3 Really good gameplay and music! I'm curious what will happen next... The boss doesn't telegraph his attacks very much, but the battle is still beatable.
Oct 8 05:07:15 1h 00m Nothing Everything ♥ 2 I have achieved nothing! You, on the other hand, achieved something by making this game.
Oct 8 16:22:25 11h 15m Fairytiles ♥ 2 Interesting idea! I liked the interaction with the narrator. I managed to get all achievements but D, G, O, P, and U.
Oct 8 22:00:33 5h 38m Terminal ♥ 1 Good idea! I like the idea of exploring a terminal session, but some of the platforming (particularly level 2) felt awkward.
Oct 8 22:34:54 34m 21s Space Office ♥ 2 I like these sorts of puzzles, where you're thrown into a system with unknown rules and you have to find the objective. One possible glitch/oversight: It is sometimes impossible to toggle the top left symbol (unless I'm missing something?)
Oct 11 18:06:57 67h 32m Keep Dreaming Joshua ♥ 1 Whoooah. The game strikes a nice balance between being simple yet unsettling. If I had one suggestion, I would say the nun section doesn't need a game over screen, just a fade out/in would be sufficient.
Oct 11 18:16:02 9m 05s Lovely World ♥ 1 Not bad. I do wish the walk speed was a little bit faster, and that it was easier to see where a bridge would be placed over water. I like the concept, and the puzzles aren't bad either.
Oct 11 18:32:26 16m 24s Nix ♥ 1 Nice! I like the rock-paper-scissors dynamic between the three weapon types. I also think the red power could be made a little more useful, especially by making it larger. It becomes very useless when you are at low health.
Oct 11 18:58:02 25m 36s Wicked Wanderings ♥ 1 Nice! It's like a puzzle game disguised as a tycoon game. Regarding the ingredient spawns, I found exactly 8 elderberries, and used all of them. It would be nice to have some way to replenish the ingredients, or at least an in-game way to restart.
Oct 11 19:36:12 38m 10s Antexander The Great ♥ 1 Cool game! It's kind of hard to judge whether you can take a colony or rogue tribe, but I got the hang of it eventually.
Oct 11 20:26:51 50m 39s Survivor Slots ♥ 1 Nice game! It's a fun mix of strategy and chance. I think it would be cool if some of the obstacles had negative effects when rolled, like preventing nudges for that survivor or removing an action.
Oct 12 05:23:41 8h 56m Inspiration. ♥ 1 Nice use of the theme. This definitely captures that pre-jam brainstorming feel: "How about this? No, that's silly. But it's actually kind of cool..." I always love seeing all the unique directions everybody takes with their games.
Oct 12 05:43:09 19m 28s Spellody ♥ 1 I had some trouble getting the spell wheel to work. It would often select things immediately upon opening, or crash into the screen border, UI, or level geometry making some of the icons impossible to select. I also had to alt+tab back to the game description page to remember what each icon did, since there's no indication of that on the spell wheel. The art and music are pretty good, and I like how the music adds layers when picking up the spells.
Oct 12 06:21:09 38m 00s Ball of Duty: Special Drops ♥ 2 Pretty cool! It's a little unfortunate that by the time you have enough money for the nice assets, the game is just about over... Simple yet satisfying gameplay loop.
Oct 13 04:46:24 22h 25m Free Will ♥ 1 Pretty good platformer. I didn't really notice that I wasn't able to move in the first few levels, so some of the "starting from nothing" was lost on me on my first playthrough. I was kind of confused on how to create platforms for a while, but I figured it out eventually.
Oct 13 05:09:26 23m 02s Zmaaone ♥ 1 There are some glitches where the wires will randomly destroy sparks after entering and exiting play mode, but I managed to work around it. I like the setting and the concept, although it's a little rough around the edges. The puzzles are pretty difficult, but not to an unmanageable level (once you figure out how everything works).
Oct 13 05:50:10 40m 44s Off The Grid ♥ 2 Neat puzzle! The grab felt a little awkward, but it didn't detract too much. The graphical style is simple and sets the mood pretty well. It would've been cool to see the concept expanded in different directions, like having doors that only block when powered, but the simplicity of what's here works fine.
Oct 13 06:04:16 14m 06s Blankspace ♥ 1 I like the game, but it doesn't really seem to go anywhere... It would be nice if there was some goal pushing the player forwards. I do like how mechanics are removed as well as added, that's not something I see very often in these games!
Oct 13 06:27:36 23m 20s Entertain Your Damn Self ♥ 1 Neat little toy. I'd appreciate it if there was a way to change the color using the keyboard buttons; it's way over-sensitive to my trackpad scrolling.
Oct 25 05:04:22 286h 36m Scope Creep ♥ 1 Foof... This one is very difficult. I try to complete all games before I rate them, so I can give a fair rating, and this one was certainly a challenge. It's basically two games in one; playing once through on the "intended" route, and again with no powerups. With only one hit point and a long landscape to traverse, it isn't very forgiving, and it's frustrating to start all the way from the beginning. The "intended" route even has one point of no return that is too high to jump if you die after it, meaning any death after there is a full reset. This is compounded by the occasional weird hitbox or dropped input, making many of the deaths feel unfair. Attempting again with no powerups is even more frustrating, since leaps of faith are added to the mix. The game isn't very rewarding either; there's nothing really keeping the player going that's worth the effort of retreading half the level. I like the layered level design, where seemingly innocent paths hide a shorter route in plain sight. Although the retreading was annoying, it was made easier by the fact that enemies stay dead, so it's possible to make it easier on your future self. I also thought it was cool how such a short game can have so much to discover in such a short level. The art was unusual, but I appreciated the unique style. Out of stubbornness, I managed to complete the game without powerups. I was hoping to take a screenshot, but the ending screen is the same, so that was a bit of a letdown. Still, I like the core of the gameplay; it just needs a few tweaks to be really fun. I haven't played Dark Souls, and I usually prefer more forgiving games like Celeste, so take everything I say with a grain of salt. Nice work on your game!
Oct 25 05:15:56 11m 34s Upgrade ♥ 1 Neat game. It reminds me of the "Robot Wants" series. I thought the forced teleport after collecting each upgrade was unnecessary, it made it a little more of a bother to explore the level.
Oct 25 05:22:03 6m 07s Confused ♥ 0 Neat! It wasn't too hard to figure out what to do, and it was fun discovering the environment. I like the transition to a different gameplay style at the end.