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bmacintosh

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TimestampSince previousGamebmacintosh's comment
Apr 21 01:09:43 Star Buffs ♥ 1 Great job communicating when enemies are spawning with the audio and particle bursts. I'd have liked to be able to hold down the mouse button to fire rather than just mashing it all the time.
Apr 21 01:10:25 42s Coronary Flypass ♥ 1 I loled at "They sent snipers!" Quality humor. I would have liked to be able to use 'R' to reset from the Game Over screen so I don't have to reach for my mouse.
Apr 21 01:11:57 1m 32s Robo Riot ♥ 1 This is just a nice game all around. I did find it a bit easy and quit after maybe a dozen stages.
Apr 21 01:13:35 1m 38s 50 Shades of Pray ♥ 2 I like the 3D UI elements. It's also awesome that you took the time to include some "character" customization! I didn't see any reason not to just walk around constantly mashing the banner button - that seems like the optimal strategy to me. I think it would make sense to limit the banners.
Apr 21 01:16:19 2m 44s Turbine Troubles ♥ 1 Wow, this is hard! They should really buy some more Robo Launchers. It's a great-looking game and well polished.
Apr 21 01:16:52 33s Lively Spirit ♥ 1 This is a really good idea! I like the twist on the theme (keep the dead thing alive). There were a few bugs, the main annoying one being that the game stays in slow motion if you Restart the level while it's active.
Apr 21 01:45:01 28m 09s just a boring topdown shooter ♥ 0 The art is actually quite nice. I really like the cylinder kill particles, they feel great. I was a bit confused as to whether there was more to the game after the "Stay here for eternity" line. I guess once it's established that the game lies to you, it's very tricky to actually communicate things like that. Played to 120 :P.
Apr 21 01:46:51 1m 50s Keep It Alive ♥ 2 Wow, this is definitely one of those gems to save. Well-paced and a riveting experience. The art and sound fit together perfectly. I have no idea what's going on in this world, but I want to know more, hah.
Apr 21 01:49:12 2m 21s Pizza with a Pulse ♥ 4 Wow, what a bizarre and janky but surprisingly entertaining game. I don't think I ever actually delivered a pizza, but waving them in the window seemed to work. The radio is excellent.
Apr 21 01:56:27 7m 15s I'm Coming To Get My Liver ♥ 1 Very short, but nice, clean writing. I like the trope of using the player response selections to just kind of add on to the descriptive text. It feels more immersive somehow.
Apr 21 01:58:43 2m 16s Keep HE alive ♥ 1 This is a fun little game. I like how the player's arms are shaped to catch the falling man's arms. The "dominos" level was a bit annoying because it took a long time to push that conga line all the way to the ambulance. Did you make the character models? You should opt out of graphics, if not.
Apr 21 01:59:29 46s Just Fishing ♥ 1 You sure don't have very long to live if you aren't devouring fish! I dig the art and the environmental storytelling of the crashed plane. It was a bit hard to get the fish to bite, since they don't seem to be attracted to the hook - but maybe that's part of the challenge.
Apr 21 02:58:54 59m 25s Keep Running! ♥ 2 A solid game. I particularly like the character animation! I did eventually make it to the end, but it took many tries! Firstly I didn't read the controls properly, so I didn't know you had to hold down some of the buttons. But after I corrected that, it was hard to tell when I was supposed to press the button. It seemed like it varied for each type of obstacle.
Apr 21 03:27:59 29m 05s Todd and Bobb's Excellent Adventure ♥ 2 Good job with the lighting. And what's not to like about protecting an adorable head dragon. Like others, it took me a bit to figure out how to move around properly, since the usual control scheme for this sort of game would be WASD to move north, west, south, and east independently of the character's facing. I also had trouble using the torch swipe effectively, and I found the cost of it to be too great. Fortunately, just running between the enemies was often effective.
Apr 21 03:40:28 12m 29s Jack's Star Destroyer ♥ 1 Solid all around, great visuals in particular. Those purple enemies with the turning-you around (?) effect were pretty brutal. I also did not notice the charge bar on my own ship until my second play (I was even going to suggest that one should be added!)
Apr 21 03:52:03 11m 35s Outta Juize ♥ 2 I love the art, especially the explosions. The dynamic of judging when to recharge and doing it safely was also very good. I had a lot of trouble with the controls being relative to the ship's facing direction, almost invariable going the wrong way when it was facing the bottom of the screen. I appreciate the attempt to limit the power of strafing, which is often overpowered in these sorts of games, it was awkward at first but I think I got used to it. I was stopped by an enemy that seemed to have been stuck outside the level.
Apr 21 04:11:17 19m 14s Meet God Under the Neon Lights ♥ 0 The feeling of creeping around the city scanning and abducting people was pretty cool. Those guys in the bushes were jerks and deserved everything they got. I was glad for the sprint button, but since there was no reason not to just hold it down for the entire game I think that probably should have just been the normal movement speed.
Apr 21 04:30:15 18m 58s Wayward ♥ 1 I like the take on the theme (keep it dead?). I was confused by the throw controls in the description, but they made perfect sense when I started playing, and felt good!. I couldn't get past I think the fourth room? There's a black hole in it that is nearly out of reach unless you jump, and I couldn't figure out how to dish out damage to that location fast enough.
Apr 21 04:42:23 12m 08s Critical Freight ♥ 2 Great concept! Really unique and well-designed. I really wanted to finish it, but died right near the end and was too demoralized to try again. I was sad to have missed some of the dialogue because it started jumping between nodes very quickly at one point. A sound or warning when there was a robot damaging the crate would have been appreciated - they were difficult to see from the back and they really tuck themselves in close and get hard to see.
Apr 21 04:49:42 7m 19s Save the Dragon ♥ 0 There's a lot here, with an intro cutscene and a shop! I appreciate the Skip Cutscene option. Since I had to use the mouse to navigate UIs, I think it would have been more intuitive to use it for shooting and aiming as well. Don't forget to opt out of the Graphics category if you did not create the graphics yourself.
Apr 21 04:57:01 7m 19s Apopecalypse ♥ 2 Funny premise! I kinda wanted to see the hitman machine, but my progress meter never budged about 0%, so I wasn't sure if I was making any. I died many times at first because it wasn't sufficiently clear to me that the speed was a throttle - I assumed I had to hold forward to go forward. I just set the throttle to 15% so I could clear jumps and left it there and that was better.
Apr 21 05:09:53 12m 52s Therapy ♥ 3 Wow, there's a lot in this game. It is indeed very hard - I made it to the second "real" level, eventually. Timing jumps was difficult because the character had no connection with ground, so I couldn't tell when I was going to run out of platform. A common feature for platformers that might help with this is "coyote time", where the player is actually still allowed to jump for a few frames after they actually run off a platform. I liked how jumping and landing felt, though.
Apr 21 05:28:01 18m 08s Extraterrestrial Dinosaur Savior ♥ 1 This is a solid game. I really liked the inclusion of the moon - it was scientifically accurate and helpful! The missiles were also quite good and fun to use. It was perhaps a little too easy and didn't get harder or otherwise more interesting over time. I quit around 60000 points still going pretty strong.
Apr 21 05:35:05 7m 04s Keep Hope Alive ♥ 0 I also got that error, but was able to play on my second attempt. I really dig the art and lighting, it looks very nice. I was a bit confused about the door switches initially - I sat in front of the first one until it was fully charged, not realizing that that was completely unnecessary. I also didn't realize battery drain was a mechanic at first.
Apr 21 06:35:12 1h 00m Stay Away from my Eggplant ♥ 1 There's some really clever innovation here. I like that one round of upgrades was for the enemies, and the target hitting system - though the best way to deal with it was to just spam click. Perhaps a penalty for missing the target would correct that?
Apr 22 02:10:17 19h 35m Intergalactic Space Turtles ♥ 1 I really like the premise of having a ton of different types of weapons you can be operating all at once, if you're good enough, and of running around inside the ship to fix things. It could definitely use a little more progression - start off a lot slow to let the player get the hang of the many controls, and then ramp up to where all the guns become useful (the laser and turret are really all you need to do well in this iteration).
Apr 22 02:17:08 6m 51s Space Exodus ♥ 2 Really enjoying the visual style. Listening for where the planets are was also unique and fun. Gameplay-wise, it felt pretty much down to luck whether you'd come across the resource you needed or the final objective, though you could attempt to remember where the various resources were, I suppose.
Apr 22 02:26:50 9m 42s Desertification ♥ 1 I was going to say that I was confused and had no idea what to do when I first started, but perhaps that's the point? Figuring out what was going on was interesting. As far as I could tell, the desert tiles were removing "health" from adjacent tiles each tick, and the wells were adding it. It seemed like there were maybe some more complexities to the rules, but I didn't entirely figure out what they were. I would have liked the end-of-turn numbers to stay on screen longer, even until dismissed, so I could ponder them. Was an interesting experience nonetheless!
Apr 22 05:07:33 2h 40m Silicon Soldiers ♥ 3 This is very fun! I love the inversion of the typical bullet hell mechanic where you try to get hit by as many projectiles as possible. It's also very fun trying to optimize by leaving miners before they're done and running multiple at once. I didn't play with all of the other weapons, but I didn't like most of them as much as the base weapon. The combination of fire rate and range was just very nice.
Apr 22 05:18:11 10m 38s Prototype Towers ♥ 1 I like this innovation on a pretty stale genre. The button sequence interaction was well done and intuitive. The tower deploy UI could have used more polish, but that's a typical jam thing. I think the need to press the "deploy" button could be eliminated, perhaps by dragging the towers or double-clicking them instead. I don't know how I feel about the rocket towers being able to destroy other towers! I had to stop using them altogether because they would inevitably destroy everything, but they made me chuckle.
Apr 22 05:26:51 8m 40s Farmgevity ♥ 1 This is a great idea - all the different pieces that need to be juggled are there, and the design works well, I think. There were a few issues that made it hard to play - mainly that the player's aim did not seem to be correct, and also that if items got piled up on top of each other it became very hard to pick which one you wanted. A highlight on the one that the player's going to actually interact with might help with that, possibly combined with taking the player's facing and distance to the item into account.
Apr 22 05:40:44 13m 53s School is Canceled ♥ 2 Adorable! This is an impressive amount of art and animation for a game jam - and even a credits sequence. I was impressed that the music punched out right as it hit the closing title card - but maybe that was a very fortunately coincidence? I think a few tweaks to the platforming would help the feeling a lot: * Preserve the player's horizontal motion in the air for just a little bit. Coming to a complete stop when releasing the button is hard to get used to. * Allow some control over the player's jump height. I've implemented this in the past by reducing the player's gravity until they release the spacebar. * Add the slightest pause or some kind of little animation between death and respawn, so you don't immediately run to your death because you're still holding down a move key.
Apr 22 05:47:22 6m 38s AMT: Alien Medical Technician ♥ 2 Amazing art, and to have different variants for losing and winning for each character at that quality is impressive. Obviously time for things like this is limited, but I was playing with wireless headphones so there was a fraction of a second delay in the audio. I think a lot of rhythm games let the player do a test to correct for this.
Apr 22 20:00:09 14h 12m NightForestWatch ♥ 1 Great job getting so much 3D art done for the jam! It looks pretty good. I did find the gameplay confusing. I wasn't sure how often I needed to feed the fire, and it was hard to tell when I made an attack what the area it was hitting was, or if I successfully connected with an enemy. A visual effect and sound when hitting any enemy would go a long way.
Apr 22 20:18:18 18m 09s Bonsai ♥ 3 Wow, this is excellent. This is one of those ones I'm actually coming back to. My only complaint would be that the outline of the shape becomes a bit hard to see when the leaves start growing over it. Tough problem; perhaps the player could hold a key to see the outline in a bright color?
Apr 23 02:27:57 6h 09m Monstrous Affection ♥ 0 I must be very dense, but I cannot figure out how to put ingredients in the factories. I've tried dropping them on and around the factory in a multitude of configurations. What am I missing?
Apr 23 05:35:48 3h 07m Berndmän und Wonderstevie Adventures XIII: keep it alive ♥ 2 I liked the character sprites a lot, and I enjoyed the carry-the-flame section. It's also impressive that you effectively got two games into your entry, too. I found the platforming-and-zombies section to be pretty easy - just jumped over most of the enemies. Bummed I couldn't use my beers on the final boss.
Apr 23 06:00:35 24m 47s Lantern Lagoon ♥ 2 Wow, the quality level here is amazing! I haven't said this yet this jam, but this could certainly be expanded into an indie game with the potential for success. I have no idea what that purple thing is, but it's adorable and excellently animated. The puzzles that I did were interesting and intuitive (though I, too, got stuck on the little room with the 3 hanging vines). I tried holding the lantern up and lighting them all quickly, but no dice. I did find the controls confusing at first, but I think that was mostly due to the wall-of-text presentation of them. It would be nice to see more usage of the tail rotation as a puzzle mechanic to justify the existence of those controls over a simple context-sensitive "light this thing on fire" button - like perhaps dodging it back and forth through a sort of slalom of water streams.
Apr 25 19:04:32 61h 03m Rusty ♥ 2 What an amazing-looking game! Very impressive art. I like the gameplay tension between standing still to see and staying moving. However, I will note that I did not realize that standing still increased the light radius until the credits level - perhaps I missed a note somewhere, but there you go. I also found some of the credits text impossible to read, haha.
Apr 27 05:06:03 34h 01m V.I.P ♥ 1 Honestly quite good. It's a compelling and immediately understandable take on the theme. The bouncing bullets were quite fun. The game was pretty easy, and the approach to each level was pretty similar - shoot the mostly-static guards and then collect the VIP. Giving the player fewer bullets (even fewer bullets than there are enemies) could add an interesting puzzle element.
Apr 28 05:21:43 24h 15m EggScapement ♥ 0 This is very enjoyable! The main menu image set the tone nicely for a hilarious time. The gameplay is rather random since the player has no control over where the chicken goes, though perhaps that's not a problem for a game as goofy as this. Resetting you to level 1 on any death is brutal! I also did not find any situation where I actually wanted to rotate the camera, but I accidentally did it a number of times - I think the game would be better without it.
Apr 28 05:36:19 14m 36s A Tree ♥ 2 I love how this dives deep into the biology of trees and uses accurate terminology. Clearly well-researched. The UI is also quite nice - clean and easy to use. Though I was able to be successful (as far as I could tell) on my second try (7+ years with all upgrades purchased), I still feel like I had very little understanding of how the tree was working. For example, I never shed the leaves and was unsure what benefit that might have. I could have used a little more insight into some of the values that were not clearly displayed, such as the stability of the tree, and the effect each part of the tree was having.
Apr 29 16:33:33 34h 57m Planet Guardian ♥ 1 The look and feel are excellent. The whimsicality of the "weapons" you get is also fun. The minimap was a great idea, though it was difficult to use. I think this was because it was biased such that the player was at the top, so when you turn things appear and disappear off the sides, and most importantly the thing you were presumably trying to aim at disappears off the top.
May 2 20:30:48 75h 57m Mr. Cheesy ♥ 1 Great job, I love the concept - cheese man, cheese grater, mouse; it all makes sense! Excellent pixel art, too. It would be nice to navigate the menu with the same controls as the game - the game doesn't use the mouse, but the menu requires it. Got a 3910 on my first go.
May 2 20:38:21 7m 33s Keep Him Alive ♥ 1 Good job, I like this method of requiring the player to keep moving rather than standing still and waiting for threats to move. With time for some more thoughtful level design, it could be pretty compelling. The controls are of course difficult off the bat, but I was able to wrap my head around them shortly. As an alternative to changing the controls, the current ones might make more sense if the character was something that was actually limited in its ability to turn quickly, like a vehicle of some kind, rather than a person.
May 2 20:49:19 10m 58s Crash Survivor - Zombies in coming! ♥ 0 I like several of the sprites, like the helicopter, though as others have stated, they are all in different styles. The two biggest problems were the buggy player movement, where the player would start drifting on its own after bumping into things, and the enemies becoming nearly invisible by turning sideways. With those two things fixed, you would definitely have a good start. After that, it would be good to make shooting use a raycast so it can hit anything in a line, rather than requiring the player to click directly on the enemy, since that's how the player will be expecting a top-down shooter to work.
May 2 21:21:41 32m 22s FirePlace ♥ 0 Wow, your project's filesize is huge! You can delete the 'Library' directory from it - that directory can be very large and is recreated automatically by Unity when you open the project. It's very definitely annoying when bugs show up in the standalone version and not the editor. If you make a Development build you can check the log file after running it to see what's up. Spotted this: ``` NullReferenceException: Object reference not set to an instance of an object at spawnerScript+<CreateWood>d__8.MoveNext () [0x0003d] in F:\ldtemp\ludum dare keep it alive\Assets\Scripts\spawnerScript.cs:35 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <c111ed8b88724967aab278226c09f1e0>:0 UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) spawnerScript:Awake() (at F:\ldtemp\ludum dare keep it alive\Assets\Scripts\spawnerScript.cs:16) ``` Your game looks nice and works pretty well! I appreciate the nice little feedback items like the cube changing colors when the wood is in range, and the sound effects when the wood hits the fire. It took me until my second try to realize that the black sticks were not a bug and I should just be letting them by.
May 2 21:29:55 8m 14s Resurrection plan ♥ 0 Pretty innovative idea! I enjoyed playing it. I really liked the tutorial, which was quick and effective, and how it shows you what the solution was if you lose. Sometimes it is obnoxiously difficult to find the correct configuration, but that can still be interesting as you're frantically trying to find it before time runs out.
May 2 21:47:51 17m 56s SaveThePresident ♥ 2 I enjoyed the aspect of moving the president around while shooting the enemies. Because moving around was difficult as pinballjunior mentioned, I ended up just planting myself in the middle and shooting. I also noticed that when you aim at the corners of the screen, the bullets don't quite shoot in the right direction. The feeling of shooting was pretty good in general, though, with the bullet trails. A little sound would go a long way!