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Megalink

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TimestampSince previousGameMegalink's comment
Oct 7 20:31:53 Red Vs Green ♥ 1 This is really good! The visuals are nice and the sound effects are satisfying. There are a lot of details that I liked, such as how the screen zooms in on death, or how the arrows shake a little when hitting a wall. Main issue is that there could be stronger visual feedback for player actions; consider adding things like screenshake, screen freeze, and more particle effects. Would have also liked to have been able to use WASD rather than the arrow keys for movement. Great job!
Oct 7 20:41:55 10m 02s Blob of nothing ♥ 2 Really nice game! I absolutely loved the game concept, it was very innovative and expanded upon itself really well. The art was great, especially the background, and the music and sounds helped construct the mood very well. My main issue with the game is that there is very little feedback as to what is going on. For a long time I didn't even realise I had a healthbar, and didn't know that I was being damaged or if I was damaging an enemy. Consider adding more visuals for these actions, like having them flash red or having little particle effects shoot out. The control scheme was also a tiny bit confusing at first, but for the most part it was fine. Great job, this is a great entry.
Oct 8 08:31:47 11h 49m Robo-Parto ♥ 1 (Based on the 1.1 version of the game) Nice job! I thought the mood and art in this game were done excellently, the animations in the opening sequence were also very refined. I feel that the game could be a lot better had there been stronger indications for what different things represented and how they can be interacted with in gameplay. For example: the ghost enemies, with the game being a platformer, I naturally assumed that they could be jumped on and killed but ended up being incorrect. The level design in their introductory section also kind of enforced this, with it being highly claustrophobic and difficult to dodge them. There's obviously a lot of polish that needs to be done as well, for things such as the level/screen transitions and collisions. But either way, I really enjoyed this! Looking forward to playing more games from you.
Oct 8 09:06:01 34m 14s Nun in the Chamber ♥ 2 Good game! Great difficulty curve which escalates at a rate that keeps the player constantly challenged and engaged. Lighting effects are really nice and build up the atmosphere well. Game concept is also quite innovative! My main issue with the game is that there is a lack of visual and audible feedback to the player when certain things happen. Consider adding screenshake or screenfreeze when shooting a gun, killing an enemy, etc. There also needs to be stronger feedback to show when the player gets damaged; a lot of the time while playing I didn't even notice I had been hit. If you added a red flash onto the player when getting hit, or making the screen flash red, it would make it far more obvious and wouldn't require the player to shift their eyes onto the UI health bar. Sounds and particle effects can also accomplish things like this. A lot of the moves the player can do also feel really unpolished, particularily with the roll and the shooting. Overall, well done! It's got an enjoyable gameplay loop and a humorous and interesting game concept. Excited to see more games from you.
Oct 9 08:52:56 23h 46m Protector ♥ 1 Interesting game, needs a lot of work though. I really liked the character art that was done, and the game concept was interesting! There is a lot of inconsistency with the visuals though, like how the ground is a completely different resolution to the character sprites. Keep it constant throughout the whole game. I'd also suggest adding circular shadows below charaters so that they stand out and feel more apart of the world. A more gradual difficulty curve needs to be added as well; as soon as you enter the world you are surrounded by enemies. It should be timed with the player's skill with the game, so have the player get familiar with the controls and movement before forcing them into using their skill to combat a challenge. When I was playing I never really understood the purpose of building shelters, either. Consider putting the player in a situation where they are encouraged into using the shelters, perhaps during combat, so that they learn through gameplay experience its importance. More visual and audible feedback can be added as well, maybe make the screen shake when shooting, or the player flash red when getting hit? Overall an okay game, but there's a lot of potential here! Looking forward to seeing your future projects. Well done! :)
Oct 9 09:42:42 49m 46s NULL Tower ♥ 1 I really liked this! The game concept is really original and well executed, the artwork is quite good and the music builds the epic and adventurous tone of the game effectively. However, I would have liked to have seen the upgrade progression in terms of player abilities be spread out over greater intervals throughout the entire game, rather than all at the start. It would have helped improve the interest curve quite a lot, for whenever the game starts to get boring a new ability or move would be introduced. It would also be great to see these moves, particularily the bow weapon, have a stronger influence on the core platforming gameplay. There seems to be a bit of a disconnect between the combat and platforming. Consider Mario for example, where the enemies in that game don't just act as roadblocks but instead serve the platforming gameplay, allowing Mario to sometimes jump on their heads for greater height, as an example. What if the bow and combat elaborated upon the core platforming gameplay? Or conversely, what if the platforming elaborated on the combat? Just some things to consider. Overall I thought this was really good, I love the tetris-style levels and unique game concept. Great job!
Oct 10 20:33:15 34h 50m Bobbo the Telekinetic Gobbo ♥ 0 Neat game idea! The mood was really quirky and built upon very well with the music and the colourful visuals. In terms of gameplay I feel that there was very little indication for a lot of systems in the game. When I shot the objects at the orc it was hard to tell if I had actually hit it, consider adding more visual feedback such as screenshake or making the orc flash red when being hit so that it is more obvious. There is also no indicator of progression in the game, so I had no idea if what I was doing was effective at completing the objective (killing the orc) or not. This can be fixed by adding some kind of health bar to the orc, or some other indicator as to their health, so that the player sees how well they are doing and if they need to change their strategy to kill the orc more efficiently. Art was decent however there was a lot of inconsistency; many sprites were of completely different resolutions to each other, like how the orc was high res and had smaller pixels while the tree and boulder sprites had larger ones. Make sure that it is kept consistent throughout the entirety of the game, for this inconsistency really hinders how the game looks aesthetically. Overall a really interesting game idea with some enjoyable gameplay, next time I would spend more time adding more visual and audible indicators (particle effects, as well) to the game and also polishing the artwork. Good work!
Oct 11 10:23:52 13h 50m Lonely Planet ♥ 1 This is really good! I love the colourful visuals and the game concept is very innovative. There's a great risk vs reward system in place where getting a moon will increase your multiplier but put you at risk of it hitting one of the asteroids. Game feel was well done too; I love the screenshake and the visual effects for when a collision happens or when getting an asteroid. I feel that this game would be a lot better if there were sounds and music, as those would play in largely to the atmosphere of the game and also improve the game feel. Particle effects would also be great, such as having little pieces of rock release after a moon/asteroid collision, just to make the world feel more alive. Next time I'd suggest delegating more time towards those two things, as they have quite a significant positive influence on the final product. Overall, good job!
Oct 11 10:28:39 4m 47s At The Beginning ♥ 1 Really interesting and unique, I love it when people make abstract games like these. Good work!
Oct 11 21:37:50 11h 09m A Platfomer ♥ 0 Great game idea! Interesting balancing system and gameplay. However player movement in the game feels quite unpolished and unnatural, the gravity makes it feel like I'm underwater. This is a major defect given that it is one of the core gameplay verbs, and these verbs should be the most polished and enjoyable given that they are what the player will be doing most of the time. More indicators could be used so that the player can project certain things like how high they can jump, this could be shown in the level editor. Also some kind of line which is cast between the start and end point while you place it, showing the points you will gain would also help for indication. More interesting "non-static" level pieces could be added, which all provide different emergent situations when combined together. This will add more strategy to the gameplay, and encourage the player to be creative with how they approach the objective. Artwork is also a bit bland; more colourful and animated visuals can go a long way in making the game feel more alive. Overall I really liked the game concept, but the gameplay needs a bit more polish. Well done!
Oct 11 21:57:19 19m 29s Escape with nothing ♥ 1 Great work on the engine! However the game is a bit weak. The game objective of getting out of a randomly generated dungeon is interesting but wasn't expanded upon very much, it would have been interesting to have a basic lighting system that would hide certain parts of the map from the player, making the exploration more enjoyable. It could have also been more progressive, like having to collect a number of keys around the whole map before you can leave the dungeon, rather than being able to leave straight away. The pixel art characters look really out of place with the rest of the game world; the 3D rendering probably wasn't worth it, as I feel that you would have had a better looking game if everything was of a consistant flat pixel style. Map generation I thought was really well done though! Good job on getting a game and engine up for the jam! :)
Oct 11 22:16:11 18m 52s Sandbox CTF ♥ 1 I loved this game, the amount of content you added is extremely impressive. World generation was interesting and enjoyable to explore, even if it was quite buggy in areas. I felt that the tiles were probably too small and therefore were a pain to mine individually. Trees are also really confusing, in that they look like they would be foreground objects yet they aren't. Perhaps make them darker? More visual and audible feedback could be added in various areas of the game, as hitting enemies and mining tiles sometimes feels quite weak. Gathering items was extremely satisfying due to the sound effects that play and the way the items swarm towards you. Consider adding flashing effects or screenshake when hitting an enemy or when the player gets damaged, as they will make the game a lot more enjoyable to play. If you ever plan on updating this game later on, I'd suggest elaborating upon the flag game concept, as that's ultimately the most interesting and unique element the game has. Overall well done, I really enjoyed this!
Oct 12 10:57:45 12h 41m The Void Conjurer ♥ 1 Awesome game idea and execution! The models were really good too. Progressional gameplay was quite satisfying and kept me engaged for a long time. However, some upgrades and their progressions were really confusing and left me not knowing what was going on. More explanation or indication needs to be included for each of them, and how they will affect the future upgrades and gameplay. More visual indicators and feedback also should be added for general moments in gameplay, like when getting hit or gaining energy. Consider making it so that the screen will flash red or shake when the player gets hit by an enemy, or having the cards that you can't pull due to low energy be faded out. Overall this game was a lot of fun, it just needs to improve its communication.
Oct 12 21:38:28 10h 40m Scope Creep ♥ 0 Enjoyable game! I really liked the distorted art style, would have been made even more effective with some equally distorted animations and a static overlay effect. Platforming for the most part felt nice and responsive, however I felt that you should have had it so that the jump height is influenced by how long you hold down the jump button. Level was also filled with exploits and shortcuts - it was very easy to skip out large chunks of the game and miss upgrades. Checkpoints also really need to be added, it was extremely frustrating to have to restart from the beginning each time. The scale and design of the level also suggests that the player would have more than one health, where some times it was very hard to predict what an enemy was about to do, and you would end up getting killed even though it was not your fault. There needs to be an in-game notice about the upgrade when you collect it too, including the controls and what it does. Overall well done, this was a lot of fun to play!
Oct 12 21:53:48 15m 20s Unstable Dungeon ♥ 1 Good game! Artwork is really nice and gameplay is enjoyable. Needs a lot more polish in some areas: getting damaged and also damaging an enemy felt a little weak, consider adding screenshake and particle effects to these actions. Enemies for the most part came off a bit damage spongey, and weren't much of a challenge to kill. You could just keep spam hitting them, which I believe resets their attack cooldown. They need more unique AI and movement patterns that provide a unique twist on the core gameplay verbs. Wasn't sure what I was meant to be doing in the game exactly, or what some of the UI and pickups meant to symbolise. Controls need to be listed on the hub screen, and many of the pickups need proper in-game explanations. Also consider adding a pitch randomiser onto some of the sounds so that there is a bit more variance. Circular shadows below characters would do a lot in improving the contrast between the characters and the ground. Overall this was a lot of fun to play, it just needs to communicate information to the player better.
Oct 12 22:32:10 38m 22s Village Simulation Game ♥ 1 This game is fantastic! It was all very polished and had an impressive amount of content. Models were colourful and very consistent in terms of scaling and form. Progression was satisfying, seeing your village grow in population and in productivity over time. A checklist system containing some of the objectives you mentioned in the description would be a great way of further improving this feedback, while also providing the player with explicit goals to reach. Some form of opposition against the population growth would also add a lot more challenge to the game, forcing the player into making interesting decisions to combat against these external conflicts (e.g. bad weather, other populations that grow as yours does, time.) Overall excellent work, this was a lot of fun to play!
Oct 13 08:58:33 10h 26m Planet 7: No Data ♥ 2 This game really impressed me! I loved all of the little details that were included like the dust and walking particles, the dialogue sound effects, and how the music slows down and fades into a heartbeat when low on oxygen. I completely agree with @takeshi64 in that the constant need to replay the game removes a lot of the tension. Having the positions of the different components be randomised alongside more direction could help resolve this problem. Some of the ways in which the player was intended to progress were really difficult to foresee or figure out, like how you had to drain the battery out of the radar to have it explode - most players would think that it would just turn off. Overall the aesthetics of this game were excellent and extremely well polished, helping contribute to a really isolating and engaing atmosphere. However the gameplay needs a lot more refinement with how it non-explicitly directs the player. Great job!
Oct 15 09:54:55 48h 56m A nothing to live for ♥ 1 Simple and enjoyable game! Artwork was really nice and colourful, the UI was interesting as well. Loved the idea of having a bank rather than just a simple ammo count. For your next project I'd suggest elaborating upon the gameplay mechanics and systems a lot more, so that there is less repetition and more interesting gameplay. It got tedious after some time when I felt that I had learnt and experienced everything the game has to offer. Put the player in more interesting and naturally emerging situations so that they're constantly being challenged. More game feel elements similar to the particle effects would also be nice and make it a lot more enjoyable, consider things like screenshake and squash and stretch effects. Overall a solid game, well done!