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Elnu

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TimestampSince previousGameElnu's comment
Apr 21 04:21:43 Macho Malcolm: Smashing Guard ♥ 5 Really solid entry. I think this would be great as a mobile game. It is designed really well - there is only a single mechanic and works well on a vertically oriented screen. There are some things that can be improved though - the UI is really unpolished. For example, in the help menu the text at the bottom of the screen "Keep those streets safe Malcolm" is needlessly stretched vertically, which looks even worse because the pixel font. My opinion is on the conservative end of the spectrum regarding whether how strict you should be with pixel art, but ensuring that all graphics are at the same pixels per unit and aren't stretched goes a long way when giving a polished look. Please polish this game past Ludum Dare! It has a lot of potential. Regards, -Elnu
Apr 21 04:31:46 10m 03s Whiny Slime ♥ 4 I've got mixed feelings. On one hand, the art and music are really well done, and you've packed a lot of character into slime girl considering PICO-8's limitations. I honestly have never seen a character in a PICO-8 game be even close to her level of personally, and the dialog system was really well done. That being said, the gameplay could be improved. The walk speed is at a snail's pace, and the run speed should should be the walking speed. Also, aligning the attack is really difficult as @supergamersgames has mentioned. Please make a post-Ludum Dare version of Whiny Slime though that has more polished gameplay! The game concept and character designs are very well done, it is a very memorable entry. Regards, -Elnu
Apr 21 05:18:08 46m 22s For Ducks' Sake ♥ 6 I really enjoyed this game! The banner image you posted was so cute, that's what made it stick out to me - your art style is really polished and refined. The gameplay was decent, but could be a bit more challenging. In a post-Ludum Dare version of the game it would be nice to have different types of gnomes. For example, you could have gnomes that are larger and slower, but have more health and grab more ducklings. I don't play on gamepads very much, but when trying to play on my Xbox controller it would be really nice to have clicking the right stick be mapped to fire as well. Only being able to shoot with the A button means that you can't aim and shoot at the same time, since you'd have to move your thumb off the right stick. I hope you make a post-Ludum Dare version of this game, it's really fun! Regards, -Elnu
Apr 22 00:54:59 19h 36m Doomsday Feelings ♥ 2 The art style, concept, and music were very well done. It seemed like there wasn't a proper ending yet though, or if there was I missed it. The only graphical issue that I noticed was that there was some tearing between the tiles in the tilemap - I know from experience that that is a really annoying thing to fix, especially during a jam. Gamepad support would also be nice. The management system feels not really that properly implemented. For example, when you die you simply restart the level with maximum health, energy, and sanity. I think doing a game reset on death would be more appropriate. Also, I didn't notice sanity going down at all. Did that not get implemented? If not, I'd be really excited to see how that works in a post-Ludum Dare version when you have more time to nail down the mechanics and polish the game. In addition, the 5 stamina boosts seem to be too cheap, since there is never a risk of running out of stamina. I feel like the management system would pair really well with procedural levels if you decide to go down that route. The level design of the game was really nice. The only area that I think could be improved is the false ground that you fall into with the enemy inside. It doesn't really pose much of a threat, and the 5 stamina boost is unnecessary - one could just double jump over the trap. Not to mention the fact that the boost gives away the fact that there is danger. The whole thing would have been way cooler if the enemy in the trap did more damage as well, even if you feel in the chance of dying would be pretty small. I really hope you'll be able to polish and finish this game post-Ludum Dare! Excited to see what you come up with. Regards, -Elnu
Apr 22 01:58:26 1h 03m WAVER ♥ 3 The polish on this is absolutely insane. Everything was perfect - the animation, font choice, color choice, scene transitions - everything. Even options for more obscure non-standard layouts! There might be some way to access the user's current keyboard layout through code though, but I'm not sure. I'm blown away with how original the game idea is. The only suggestion I have is that you should somehow label the members of the crowd with their corresponding letters of the keyboard, it gets extremely confusing with more than two people active. When seeing the colors, my first thought was - "RGB keyboard!" It would probably be difficult to pull off, but getting the colors to sync with an RGB backlit keyboard would be awesome. Great job. Please do something with this past Ludum Dare, the game deserves it! Regards, -Elnu
Apr 25 05:04:08 75h 05m Omni ♥ 2 Wrong icon for macOS!