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Geojax

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TimestampSince previousGameGeojax's comment
Apr 20 19:11:41 Keep Me Breathing ♥ 3 The music was gorgeous! The sound of the buttons switching and being pressed got a little mixed in with the music, but that wasn't too bothersome, it actually was kind of cool. Turning the temperature knob wasn't too intuitive, I didn't realize you had to click to the right or left of it, so maybe you could turn it into three buttons instead of a knob? I kept trying to drag the knob instead of just clicking it. As cool as all of it is-- the beauty of the graphics and the music -- there is very little variation, and it took a long time to finish the game; the same three mechanics got a little boring after a few minutes. But great job, it's really nice to listen to and look at!
Apr 20 20:15:56 1h 04m Lifeline ♥ 2 Looks awesome and funny, but some crashing makes it very hard to play. The music is well done and writing is funny. Also, the graphics are cool, good job with those.
Apr 21 20:40:14 24h 24m FL0W3R ♥ 1 It was just a little too slow for me, I think a speed-up button would have helped me. I think this really could benefit from soothing music, that would keep me playing longer. I also agree with others that an indication of how much water or fertilizer the plant needs would make the game more playable. I'll try putting it in the corner of my screen though; I think the concept and graphics are a real draw -- it is nice to look at and use. Good job!
Apr 24 16:44:11 68h 03m Feed the Machine ♥ 3 I agree with what a lot of other people have said here. I want to add that if you are going to randomize the environment every time, I think it has to be a lot easier to know where to go. Specifically, making the area smaller and the machines bigger would help a lot. I think the oxygen and health bars should be built into the UI and have labels on them, because I really couldn't tell what they were without dying. The game looks really good though, and the putting stuff in the engine to burn was a satisfying loop. The sounds are fun, the story is fun, the engine is creepy in a cool way, great job!
Apr 24 19:53:53 3h 09m Is anybody out there? ♥ 2 Really well done! I the graphics do a great job of setting the mood and so does the audio. You did a great job of communicating the right feelings. I agree with @duke above about everything. Instead of the camera resetting when the character lands, it should be constantly following the character. Also I didn't feel like I was getting better at the game, I was just learning where triggers were so that I could get to them faster. I think a lose condition is unnecessary, since I'll just start over and play through the same things. Instead, just have the world go gray -- seeing color return is pretty rewarding. I'll also add that, were you to continue flushing out the game, I'd love to see a little more foreshadow of the ending. I think the problem is that the narrator is a completely reliable source of information throughout the game, and the player learns that what the narrator says is basically the way to navigate the world, yet the twist at the end asks you to question the narrator's reliability. Really great work though! I'd return for updates.
Apr 27 00:13:00 52h 19m MR YELLOW ♥ 1 The gameplay loop was surprisingly addictive. Getting a dot felt rewarding, and I don't know if I attribute that to the sound effect or just the feeling of seeing the dot disappear and another one spawned. The movement was so random that getting hit felt unfair and getting the dot did not feel like a reward for skill. It's fun and you can certainly keep going with it, the fact that at least one person found the loop addictive means you could be on to something. Note: in reflection, the simplicity of just clicking around is probably what makes it so addicting -- it really is mindless to play. I'll only add that the clicks seem to register a little to the left of where you want them to.
Apr 27 00:29:33 16m 33s Dying Flame ♥ 2 I really like the sound, graphics, and mood. Cool idea having the riddle to answer, but it conflicts with your main mechanic of the dying torch. A riddle should allow time to think, but you're racing to get to the end. It would be cool if there were ways to rekindle the torch so that you're not just hoping to beat the clock -- in fact, when I saw the candles, my initial thought was to stand over them and let the torch recharge (it didn't work). Walls looked a little too similar to the walkable tiles to me, and I tried to walk into the walls a few times before realizing they were walls. The camera-switching between rooms through me off a little and was a bit dizzying because it was a fast slide -- I think it either has to be a slow slide or an instantaneous switch. I made it to the third room, in which I died to all the skeletons, and I didn't want to play through everything again because I already knew that I could. I already had fought the skeletons and answered the riddles and figured out the codes, why would I want to do it again to get to the same spot? If you had checkpoints at each room, that would make it a lot easier for me to finish the game. In the secret code made of tiles on the floor, I think you should make the tiles a lot more obvious -- different colors maybe, or at least very obvious designs in them. The X and I were fine, but the other two I couldn't really tell apart, and I was lucky to get the code at all. Lastly, I agree with all other comments above about combat. Summary: good mood, smart ideas, some adjustments could lead to a fun short game that feels rewarding to play -- you're not far off the mark from that! Great job -- I really do think you're close to a more flushed out experience.
Apr 28 18:58:50 42h 29m Keep Him Alive ♥ 3 Sometimes the arrow rotates 90 degrees in desired direction, sometimes it goes 180 degrees. That's really difficult when you can't be on a tile for too long, tapping until you're facing the right direction. Is something wrong in your code maybe? I would definitely finish the game if he rotated where I wanted him too, but sometimes he didn't.
Apr 28 19:04:19 5m 29s Living Light ♥ 1 Cool game! The sound effect of getting the orbs was a little repetitive; the only other thing that bugged me, and I'm not sure if this is right, but can some enemies go through walls? I definitely saw one of the triangular enemies doing that. The problem if enemies can go through walls is that walls also block your light, so you can't really see it and they can end up getting really close to you despite your light being blocked. That said, I really like the lighting effects. They're really cool. It's fun to navigate the levels and I like the controls and feel of the game. Great job!
May 5 03:38:16 152h 33m Guardian Duty ♥ 1 Dude this game was really cool! The art was really well done, I absolutely LOVED the music, the gameplay was satisfying, great job! Make sure you rate other people's games, because that will make sure that your game is recommended more often by the site's algorithms. You gotta get people playing your game! If you were to keep working on the project, I would explaining the mana bar to the player -- I didn't even know it existed until I saw your comment. Maybe there is an explanation somewhere, but I missed it, so if it is there then just make it more obvious I think or even put it in the game, like a little tutorial before you start. I'd also recommend adding sound effects. For the sword swing and maybe for when you make contact with an enemy -- you don't have to go crazy with them because I feel like the music should be in the spotlight. Really great submission!