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Capital-Asterisk

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TimestampSince previousGameCapital-Asterisk's comment
Apr 23 00:25:14 Oregano Thanks ♥ 0 It wasn't that hard as a fan of shooter games. I think the portable shields are a bit overpowered. The text that pops up on the middle of the screen is also kind of distracting. I'd use a different sound for when a meatball hits the plant, as it was sometimes hard to tell if I was successfully shielding being so close to the plant. Besides being mostly programmer art, it's still very enjoyable overall.
Apr 23 02:13:59 1h 48m Balloon Operator ♥ 1 engine lights on fire: ok balloon lights on fire: makes sense water tank lights on fire: .... wtf??? I don't think the engie horse "lacks in ability to keep things in good health," he can ignite nearby objects just by existing. I might be lucky for not having any input problems. Nice how you can't get away with just randomly wandering around and whacking stuff with the wrench, and some strategizing was required to pass the stage. Falling off the edge can be used to quickly get back to the center. This kind of makes sense because unicorn teleportation; though players should be punished by this somehow, like getting stunned for a few seconds. Simply walking is fun and silly, and the non-linear wrench swinging animation is a nice touch; your art style is just good. The only thing I'll nit pick is the fixing sound. The pitch changing is a good indicator and is intuitive, but it kind of sounds like it's breaking. It'll be better as some arpeggiated sweep or a recording of hitting a metal box. It's difficult to replicate, but I think there's a glitch with the stair climbing code, where sometimes walls can be walked up.
Apr 25 20:55:22 66h 41m Alien Intensive Care ♥ 1 I was unable to keep it alive, but the game was really fun nonetheless. The graphical style, colours, and music fit together well; nothing feels too incomplete. It's hard to tell if I'm properly operating the pacemaker button. I'd assume each 'possible cause of death' has it's own health from 100, that ticks down. The surgical minigames are fairly intuitive, but take multiple retries of the game to figure out. The bleeding minigame should have a limit to how much open wounds should appear, it becomes impossible after a few seconds or just by being unlucky. It was hard to see the blue line on the stitching minigame, took a while to figure out I had to click and drag starting from one end. There should be some indicator of where to put the mouse, and also not to have any overlapping cuts because it looks weird. Overall, very difficult, well polished for a compo, and worth playing.
Apr 25 21:12:03 16m 41s Shrodinger's Cat ♥ 1 So the cat either dies or doesn't die when it enters the box... or does it? It's both dead and alive when tied to a quantum state, and the future state of the room affects the wave function of whether the cat has died in the past. Probably makes total sense in the quantum world, or Schrodinger in this game has gone nuts. Not really much gameplay with the trial and error, but the art style is neat. Besides the controls, the instructions of what to do in the game are clear from the start. The highlighting of certain key words was used effectively.
Apr 25 21:35:48 23m 45s RoboRepair! ♥ 1 This art style is unlike anything I've seen in a while, it's great. There isn't really anything that encourages the player to keep playing though. The movement can also use a bit more vector math (which is hell for most people but is worth it most of the time). Adding a tiny bit of audio can make a pretty big difference in this game, even just a ladder climbing sound.
Apr 25 21:57:26 21m 38s The Heart Of The Keep ♥ 1 I don't even have to know the context or what is actually happening; the audio, colours, dialog and effects really set the mood here. Also, the main character looks like the reddit mascot. It's a little nostalgic, but I'm kind of annoyed of the movement, mostly because of how it's bound to repeated key events. I'd prefer it smooth but still tile-aligned, which I think can be done without conflicting with the rest of the game's style. At first it was hard to tell where to go, but it was actually fun to explore. I played through the dagger and elixir ending.
Apr 25 22:28:53 31m 27s Akula ♥ 1 "Please don’t press anything during countdown or the shark will fly away!" *mashes keys during countdown* This reminds me of an old flash game "Sydney Shark" The colours actually pretty well chosen as everything stands out and is easy to see. I feel that edible objects are placed too far apart to be fair.
Apr 25 22:52:53 24m 00s Save That Baby ♥ 1 The sounds and animations actually add quite a significant amount of life into the characters. Even if the game doesn't get progressively harder or anything, it adds a bit of replay value. The baby is terrifying though. I played this up to 63 or something.
May 6 21:41:22 262h 48m Sunset Directive ♥ 1 This is one heck of an interesting story that kept me engaged for quite a while. I generally like cli-fi settings, robotic characters, and highlighting the flaws of humans. I'd often plan stories of a similar premise myself. As far as I've explored, there are two endings: one where the caretaker keeps humans as pets, and the other where humans return normally (and maybe destroy earth again). There was a few comma splices and sentence fragments here and there, but was overall readable. I'm probably going to remember this for a long time, nice job.
May 6 22:37:11 55m 49s A Torch in the Cave ♥ 1 löve how this works on linux. My best (but not perfect) speedrun of this took 50.7 seconds. The graphical style and colours fit together pretty well. On a technical level, I was somehow interested/concerned over the torch's particle system out of all things, and decided to pop open the source code. It already looks fine, but it caught my attention for some reason. I'm not sure what's going on in the code, but it seems there's some weirdness with that set_motion function. Anyways, I think that it would look nicer if the velocities of the existing particles were changed just as the player started/stopped moving.
May 6 23:25:15 48m 04s Egde Fault ♥ 0 Why does this game eat so much memory besides being low poly and very little textures? I'm using the linux version, and it eats like 700mb. It seems to load resources when they are first used, making the game stutter for the first few seconds of gameplay. I don't know if Godot itself is to blame here. It's hard to tell when the scorpion is attacking, and it can be killed very easily by holding W and spamming attack. There isn't really much gameplay here to talk about. On a technical level, this game is broken; though the art style is headed somewhere. The colours work very well, and the models look nice. I find the animations are a little weird, where some parts are choppy and some are smooth, or at some angles it's hard to tell that the character is even walking. The blood particles kind of conflicts with the style.
May 7 00:05:04 39m 49s Bluebird ♥ 1 Oh heck yeah birds, and there's linux too. Getting that same libc error, and reinstalling a new libc is going to break everything else. It needs lib2d.h, but I can't find it anywhere. Ended up just playing the emscripten version. This game feels like a top down version of the NES game "Bird Week" Pretty ambitious to do this with C and without much of a engine, enough for me to not complain about anything. Nice work.
May 7 00:30:21 25m 17s Life On Mars ♥ 1 Was it really the martian wind that wiped that dust off of Oppy's solar panels? This is probably the best compo game I've played so far. Everything fits together beautifully. The only thing I'd add is maybe a canyon wall or something in the background so it doesn't look so flat. Sometimes the game feels unfair where the rover breaks behind a rock and does a 360 scan at the same time then dies, something like that. I don't have anything else to say, it's perfect.