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triplefox

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TimestampSince previousGametriplefox's comment
Oct 7 10:25:27 Claimbeer ♥ 0 There is a portion of the map where you can fall for two screens consecutively. Doing so gave me enough down velocity to fall out of bounds and be stuck underneath the floor.
Oct 7 10:28:08 2m 41s Coinbold ♥ 1 This made me smile.
Oct 7 10:44:42 16m 34s Grow quickly ♥ 1 The game is a bit addictive, but eventually I felt like there was a lack of decision-making going on. I just ran from one fire to the next the entire time I was playing, basically mashing the button. It looks and feels good, though!
Oct 7 11:25:46 41m 04s 0 to 100 ♥ 1 There is a lot of good stuff going on in this game. It's so punishing to lose a large score to a divisor, though. I was tasked with calculating 83 % 17 while also knowing the swapped and hidden locations of the answers, which is...quite difficult.
Oct 8 04:11:45 16h 45m Temptris ♥ 3 I was hoping I would play as the Temptris, but I guess this will do. The game is a very cool concept, it just needs a better execution with stuff like a final boss battle and a more complicated piece layout. I got a little frustrated a few times by smaller issues like placing the final piece wrong because it fell too fast. Oh, and having to run the installer was a bit much for a jam game.
Oct 8 04:36:37 24m 52s Doing the best you can ♥ 0 The game is a simple fun concept, to it's credit, but it is definitely tuned a bit too difficult, mainly on the side of not being able to grind or use strategy to compensate(since the fighting is as linear as it gets). Essentially all of my games were ended due to lack of resources to advance through the equipment progression. It's easy to walk past all the mobs to the end, but then you get one-shotted. So instead I replayed a bunch and got trolled by the game not giving me the items I needed.
Oct 8 07:00:06 2h 23m ___ Pinball ♥ 3 I do like a good pinball game, and have been studying them pretty intensively for the past month or two since I'm thinking of making one, so I had to try this one out. Just the way it's been executed on(build your own playfield) brings it way out of the scope of a jam game, though, so I had low expectations. Even a single plain-jane playfield, no gimmicks, that feels good is something that can be refined for weeks to months - when design tools try to get around that fact and provide an easy modular kit, they are guaranteeing that they will deliver something that only lets you make a low-quality playfield. And then there's a whole unfinished tycoon game on top of that. It adds up to being a lot of software and assets work before you have any chance of really tuning the game design - I opted for a Breakout style game this time for exactly this kind of reason. To give you some idea of what's missing just in the basic gameplay: There is no nudge. The flippers are weak and can't bring the ball all the way up the playfield. When the ball hits the bumpers it barely reacts. When the ball lands on the flippers it stops dead instead of bouncing. The plunger can't replunge if the ball falls back into it. There is no ruleset to speak of, which makes the result play with less depth than many 40's era games. This level of execution is actually the norm, though. There are, like, four good pinball games on mobile(Pinball Deluxe, Zen Pinball, Pinball Arcade, Zaccaria Pinball), out of hundreds, several of which have table designers like this. It's hard to do the genre justice, and it's like sports or racing sims in that regard. With most video games, the physics are of relatively low importance and all the focus is on bombarding the player with interactions of timers and finite state and animation. But when you actually try to simulate a real thing, suddenly you can be spending a huge amount of time on details, and your most likely target audience is going to require that you get the details as right as they can be.