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U-Tsang Clan

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TimestampSince previousGameU-Tsang Clan's comment
Oct 7 22:55:14 Are you there? ♥ 2 Neat idea, but the result is pretty buggy, I guess that is to be expected from a game Jam game though :) First game I've seen that I feel actually fit the theme even if it was a little bit of a creative interpretation.
Oct 8 02:20:33 3h 25m VELOCE ♥ 5 Really tough but pretty fun. The sensitivity was a little too low and which caused some issues. Namely my cursor would exit the screen before my character could get to the edge and it would cease all input. Otherwise quite fun and pretty nice looking.
Oct 8 16:26:58 14h 06m Slime Slasher ♥ 1 Maybe you might want to remove the HTML5 listing, it is not really usable and gives a false impression of the game overall. If I hadn't seen your comment I would have just thought the game was broken.
Oct 9 18:55:28 26h 28m Palette of the World ♥ 2 I think that there is a pretty compelling idea here but the execution leaves some want. I wasn't able to complete the game because after a minute or two it would completely lock me out jumping or moving. Plus on some play throughs I just started floating and was able to skip large parts of the game just by flying over them. Apart from the bugs, I also found that the input was a little over-sentitive and I had trouble telling exactly where my character was. I think that maybe the over-sensitive controls could be turned into a feature, making the red color useful for landing on a platform. Although maybe momentum could also serve this purpose without being quite as frustrating to the player. But there really needs to be some way to provide spatial awareness to the player. A shadow directly under the player could be one way, but some more landmarks to provide parallax would also help. I noticed that I had an easier time locating myself relative to my surroundings when the trees and bears started showing up. I get that the blank slate at the beginning is important to the theme and is a part of the game's narrative, it just makes it a little hard to have a sense of location. The last suggestion I have is some visual indication of what color is currently selected and a way to select colors and maybe color platforms with the keyboard. I feel like this might come off as pretty critical, but I do like the game, especially for something made in 72 hrs, and I think with some improvements and some more time it can be a really solid game. I wouldn't have typed up this much if I thought the game was bad.
Oct 9 19:20:03 24m 35s Sow Happy. ♥ 1 I made it past the start screen but I could not figure out how to satisfy the creatures. I think there could be a little bit more in the way of explanation.
Oct 9 19:27:14 7m 11s Amnesiac Adventurer ♥ 2 Really liked it. One of the few games that actually fit the theme in a meaningful way and it is fun on top of that. My one suggestion would be a way of making it clear which buttons connect to which doors. Right now players have to do trial and error which is fine but I feel it would be nicer to just get down to business right out of the gate.
Oct 9 19:48:12 20m 58s Memory Palace ♥ 1 Occasionally my text input doesn't produce anything and clicking causes it to exit the dialog an apply an empty story to the current icon. Maybe it should not allow you to submit when the story is empty?
Oct 9 21:31:32 1h 43m A Merchant's Adventure ♥ 1 I feel like having exactly zero money shouldn't cause a game over if you still have goods left. The game says that you "attempted to buy more than you could afford", but I could afford it. Is this intentional?
Oct 10 03:33:46 6h 02m Meowlediction ♥ 1 There seems to be an issue where the life bar does not reset when you restart the game. I haven't been able to reach zero since it seems to increase at some points, so it might just be a visual thing.
Oct 10 17:45:25 14h 11m Nothing For Heaven ♥ 3 There are a couple of problems that I think are compounding with each other. And I think a few small tweaks could really make a difference. Here's my (I'm not an authority on the subject so take it as you will) list in no particular order 1. Put some time in between death and restart. A short respawn is good for perma-death games like this but the current one is *too* short. For one it is a little jarring but more importantly sometimes when I die I don't know how I died not really giving me an opportunity to improve and leaving me with the impression that the game is unfair. This compounds with: 2. Remove the leaps of faith. There are at least two instances in the game where you have to jump onto a platform you cannot see. The game does a decent enough job telling me that I have to jump I just don't know to where. It feels unfair when I die to these since I couldn't see what I was supposed to be doing. This is made worse by the quick restart time since I don't get to see where I was supposed to land or even what I hit, meaning I just keep making the same mistakes over and over. I think these would be best simply removed from the game, but fixing 1 or making failure non-lethal would help. 3. Jump on space down. Currently if the space bar is down while you are on a platform you will jump. This means that if you land while holding the space bar from the last jump you will jump again immediately. This causes a good deal of deaths especially because holding space seems to make my jumps larger. If you only triggered the jumps when the player presses the space while already on the ground, then I wouldn't be jumping accidentally. You might want to also make it so that space presses just before landing (a few milliseconds or so) trigger a jump upon landing to be a little more forgiving to players, but holding space while landing should probably not initiate a new jump. 4. Be a little more forgiving with platform edges. A good deal of platformers will actually let you jump a little bit after you leave the edge of a platform. This prevents the player from thinking that the game just ignored their jump if they were a tiny bit late. It should be short enough that most players don't even notice that it is the case, but long enough that the players almost never feel like they should have jumped but didn't. There were definitely a few times where I felt certain I had jumped while on the edge of the platform but I had really been too late. Giving this tiny bit of leeway makes the game feel fairer and helps the player feel they are in control. Criticisms aside I think the idea of the game is really neat. I like the way that once I reach the end of the game the game completely changes, and now I have to avoid enemies and pickups. I couldn't beat the game (I managed to avoid killing enemies and all of the pickups but the first [I honestly don't know how to avoid it]), but I thought that twist where I had to rethink everything was pretty neat.
Oct 12 16:58:08 47h 12m Dice Dungeon ♥ 1 I feel like this might be better if the levels were harder to figure out and the distance was easier to choose. By the time I made it to the 3rd level I was tired of the spinner selection. I knew what steps I needed to take, it just took forever to do them.
Oct 12 17:31:36 33m 28s EEPROM ♥ 1 Pretty fun zach-like. I feel like the movement could be a good deal faster. I end up spending a lot of time just waiting for my code to execute.
Oct 12 19:42:37 2h 11m lotor ♥ 0 There seems to be a bug with moving platforms that move offscreen. While they are on screen they are intangible and once they move off screen they never return.
Oct 13 00:24:22 4h 41m Colour Shot ♥ 1 Does the difficulty increase over time? I didn't feel like it was getting harder. I did eventually loose after about 15 minutes or so. I feel like it needs to get a harder a little faster.
Oct 13 00:54:15 29m 53s Tiny Reactor ♥ 2 Fun game! I'm immensely proud that I was able to get 112 with only sources and mirrors. Can anyone beat that? I believe the theoretic maximum for those is 120. Edit: On stage 3 (sources, mirrors and amplifier) my record is 199.
Oct 14 19:42:42 42h 48m Light your way out ♥ 1 Very fun game, I thought it was a thoughtful and unique mechanic. I would love to see more levels, particularly some harder ones.
Oct 17 18:27:48 70h 45m Gecko's Cabinet ♥ 2 The story felt more like a series of events than a real narrative. In my first couple play throughs I had thought I incurred the debts somehow and I was trying to figure out how. It took me a while to realize the character had the debts already when the game started. If you are continuing work on this I think it would be a nice idea to try and connect the events a little more.