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BoltKey

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TimestampSince previousGameBoltKey's comment
Apr 20 23:37:30 Battery Panic ♥ 3 I like the idea, execution, art, sound effects. I really want to love the game. I very much enjoy all tetris-style games, and this looks like very creative take on the genre. But the controls are so non-standard it drains most of enjoyment from it for me. Although you don't mention it anywhere, I think it is no secret that this game is very similar to Tetris, where the standard controls are almost opposite to your controls. After countless tens of hours of playing Tetris, I have standard Tetris control scheme deep in my muscle memory unfortunately, and even after several minutes of playing, I keep pressing up arrow trying to rotate the block and mess up my play area, or press space to hard drop, messing up also. Although there is not "standard Tetris controls comittee" or anything like it, extremely common scheme is up for rotate, down for soft drop and space for hard drop. Adjust the control scheme to match at least those, and I would love to come back and give it another go. I am not rating the game just yet. I know it is silly, I know I sound arrogant and sassy, but just the control scheme is a huge problem I have with this game and a deal-breaker for me.
Apr 21 00:27:27 49m 57s Reckless Brave ♥ 4 Love the core concept. I finished all the levels and enjoyed solving them all. Really clever level design, lovely and juicy animations and sound effects and no bullshit mechanics. I may have missed something, but there seems to be no keyboard input at all (correction: there is shift for slow down), which I think is a shame - I kept pressing space bar to start/stop the brave, as it is the standard key for play in most video editing software etc., to which this game felt awfully similar to. Also I would have liked to see number hotkeys for items, r for restart. I don't like to having to keep hitting tiny buttons on the other side of the screen. Music when Brave was moving was nice, but I would have liked some thinky music for the design part of the process. I don't understand why it was only possible to slow down to 0.5, and not speed up, which was what I wanted most of the time anyway. Also, the language is not the best, but that's not a big deal - most of the things were understandable.
Apr 21 00:38:18 10m 51s SAVE THE DINOS! ♥ 1 Lovely theme interpretation. I suck at those clicky games, got 1:39 and never was really able to get that exponential growth of the population, (perhaps eventually with one mega asteroid wiping up the whoe population, which would be a game win) which would have been nice. It took me a while to realize I can click the dinosaurs to change their direction, which changed everything. I kept them all near the side of the screen, but eventually one single fast big asteroid wiped them all up.
Apr 21 00:57:22 19m 04s HEX ATTACK ♥ 2 First of all, don't hide my mouse cursor please. Second, I have no idea what is going on. I don't even know what the goal is - are the red cells enemies? Or are white the enemies? Should I destroy them? Or should I destroy the whole map? Should I create as many white cells as possible? I genuinely don't know. I have lost several games. I have been trying to understand the game for good 10 minutes. So far, I have found out this: each turn, you move one of your tiles. If red tile meets white tile, white becomes red. White sometimes shoots. Red explodes. Thats' it. After understanding those concepts, I was able to destroy all white cells just to see what happens, turns out I won. After winning, I still have no idea how most of the game works: How does white reproduce? No idea. How explosions work? No idea. Nothing of this is explained in-game nor here. I believe there is a good game underneath all that is "lost in translation", but I just don't see it right now. Sorry.
Apr 21 02:09:14 1h 11m Milk Dungeon ♥ 2 I have played the webgl version, but the bugs somehow added to the bizarre experience this game was. I don't know what to think of the game. But I had a nice laugh, so that's something. Either way, nice voice acting.
Apr 21 02:27:20 18m 06s Keep Culture Alive ♥ 2 I loved the intro animation. Interesting premise. It probably makes sense, as the most important topics are related to so many other things, and the more important topics generally just have longer Wikipedia articles. I wondered how you calculated the topic scores - at one point, I thought it was how common the word is in some dataset. But your calculation makes much more sense. Very innovative.
Apr 21 13:22:28 10h 55m platformEGG ♥ 2 Finally won, but I just cannot get myself to 100% it, it is just too hard. Very polished graphics and fun platforming. The inertia was a bit wonky at times. Sometimes it felt like I couldn't change direction mid-air. I didn't really like how taking hits threw me (and the egg) around, making me lose more life.
Apr 21 17:24:21 4h 01m Spooble: A Search Engine Story ♥ 1 I have one single question I would like to ask: "what?" Anyway, I liked it.
Apr 21 20:22:31 2h 58m Cheat Or Die ♥ 3 Lovely illustrations and "voice" acting. After a couple of tries, I finally won, but there were some issues I had with the game. It is very unclear where the supervisor sees, but more importantly, the unskippable text dialogues are extremely long - about 11 seconds each, if I am correct. And since they are always the same, I literally spend about 33 seconds of each attempt just waiting for the dialogues to finish, instead of playing the game.
Apr 22 14:12:43 17h 50m Paper Holes ♥ 7 The game was alright. I didn't like long restart time and fake loading screen (don't tell me it takes 2 seconds to load red, blue and black circle). It was first an unnecesarily long death animation, then the fake loading screen, AND a long countdown. But I have much bigger problem with this entry: If I understand correctly, this is a game made 2 months ago for the Brackeys Game Jam 2020.1. You just took the game and submitted it to Ludum Dare. If that is the case, it is not okay and strongly against the Ludum Dare spirit. You cannot just take a complete game and make it into an entry for Ludum Dare, and it definitely does not qualify as a boilerplate basecode. You better have a pretty darn good explanation for that, or don't hope to attend Ludum Dare again I guess.
Apr 22 15:19:53 1h 07m Keep the flame alive (adventures of an arsonist) ♥ 1 Nice illustrations and visual style. Movement speed was absurdly high. I didn't like I couldn't see where I am going - the camera should move so I see in front of me, not behind me. Piano music was not great and looped poorly, drum music was alright. I unfortunately didn't complete the game because I kept dying to things I couldn't see coming.
Apr 22 22:41:57 7h 22m All Systems Grow [LD46: KEEP IT ALIVE] ♥ 3 I also interpreted the theme as keeping plants alive - so far I thought I was the only one. I invite you to try my game out :) About the game. I finished it in 530s. Love it, love it, love it. The atmosphere was great, music really fit the mood, and I absolutely adore the mechanic that the platforms that you connect the life you are carrying with become alive as well. That mechanic was very nicely executed and creatively iterated. It is a bit shame that you didn't juice the reverse operation a bit more. The learning curve was very nice too - not too easy, not too hard. Except perhaps for that bit where there were alternating small vertical pillars and lasers - I was on the verge of rage quitting there. Big kudos for configurable controls! (although menu navigation was a bit clunky) ###### Also, I got the secret ending. Love it!
Apr 23 00:32:39 1h 50m OtherworldlyFlavors ♥ 1 You didn't tell me in the stream your game was also about keeping plants alive! I guess my theme interpretation was not that original after all :) I liked the game and I hope I have found all the endings, and I enjoyed the process of learning the game. I didn't like that the selection blocked the view of the flower, so I did not know how healthy it is when selecting next option. What a shame there are no sound effects.
Apr 23 16:40:23 16h 07m Runaway ♥ 1 I like the idea and overal execution, however it evidently is not really complete. I have killed all the police and kept going a while, but there doesn't seem to be an end or a goal, which is a shame. Shooting doesn't have enough feedback, and I don't know whether I cannot hit the enemies because I am too far, because my aiming is poor, or because I am in cover. I would add lines of where the bullets go, make the hit effect a bit more visually distinct.