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MarkoPoloDev

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TimestampSince previousGameMarkoPoloDev's comment
Apr 20 19:19:42 Egglicious! ♥ 1 The glowing egg providing light is a cool idea. I like how I had to go back for it and couldn't just leave it somewhere safe while I pummeled skeletons into oblivion. The movement was a bit laggy for me, not sure if that's a processing thing or if it's my browser or what. Nice work!
Apr 20 19:33:15 13m 33s Egg Mother - Keep It Alive! ♥ 2 * The color coded bugs are cool - it's neat that you know what they'll do based on their color, and they change color when you scare them off. * The birds turn very quickly, I got chomped just by dashing into theirs backs sometimes. * I like the sound effects: the way birds laugh as they sneak up on the egg and their beak sounds are nice. * It would be nice to be able to predict when the birds were going to dash. Some visual or audio indicator there would help. * The little flip turning animation is great.
Apr 20 19:44:31 11m 16s A Meatball ♥ 1 * Fading out for resets is a nice touch. * The c h i l l b e a t s are excellent. * I like how it introduces new concepts one at a time. * The movement can be quite finicky. I wish the ramps and sloped refill checkpoints & goals were more forgiving. * The ball art is very nice, it's cool how you can see exactly how quickly you are rolling by watching the texture. * The shrinking/growing meatball is a neat mechanic. * Nice work!
Apr 20 19:58:53 14m 22s Its Alive! ♥ 1 * Exit animation and trill is a nice touch. * I died a few times because I expected w/up to be jump. * parallax background is very nice, I like the pillars! * It would be cool if the camera didn't scroll so far past the edges of levels. In some situations there's a lot of screen space taken up by nothing. * I like the time pressure level where you're racing the zombie, that's a classic platformer feel! * There's a little overhang above doors so I can't jump if I'm pressed up against one. * Crunchy 8 bit tunes are nice 👍 * Nice work!
Apr 20 20:14:21 15m 28s Keep the Base Alive ♥ 1 * Those particle effects! I like the muzzle flash and the bouncing explosion when an enemy is defeated. * I wish there was some way to see where exactly I am aiming, whether with a projectile or just a line or something. * The screen glow effect is nice, it spruces up the blocky shapes quite a bit. * The music is a bit grating, more variety would definitely help. * The sound effects are nice, classic crunchy hit and fire sounds. * I like how enemies continue to pile up on the game over screen. * I wish there was an indicator of the score while playing. * The way enemies speed up as they get closer is cool, really lends a sense of panic and urgency to the game once things start to get out of control. * Nice work!
Apr 20 20:25:25 11m 04s Organ Simulator ♥ 1 * Classic frantic feel of way too many spinning plates in the air. Nice! * I wish there was more warning before a game over happened, my reflexes are not fast enough 😆 * The different sound effects for when activating an organ is cool, helps give them each a unique identity. * It would be neat to give each organ it's own audio indicator for when it was about to explode, so you could hear what needed attention. * not sure if it's intended, but you can just hold the space bar to keep the heart pumping in between typing out liver words. * The cheerful music contrasts nicely with the frantic pace of trying to keep someone alive. * Nice work!
Apr 20 20:36:06 10m 41s Beat-o-matic ♥ 1 * I like the sound effects, the way the flatline fades out after game over is nice. * I couldn't get very far, since I have no idea what a given bpm sounds like; I racked up heart attacks very fast 😆 * It would be nice if I could resize the window. Try going to project settings -> stretch settings -> mode -> 2D or Viewport and stretch aspect -> keep. * The red Xs at the top to indicate heart attacks are very nice, and overall the UI is very clear. * Nice work!
Apr 21 07:35:15 10h 59m Tomb Flamer ♥ 1 * menu music, tomb music, boss music. Nice! * having to use the spiders to build webs to burn the boss is a tricky and time-consuming tactic, but I figured it out. Alas, the game crashed before I could actually finish the boss. * The "health" bar literally being on fire is great. * When I was already pressed up against a barrel, I couldn't dash into it, which was a little annoying sometimes. * having the torches to light up places where I'd already been was nice, I think I might have gotten lost without them. * Nice work!
Apr 21 07:55:01 19m 46s Stalking Shadows ♥ 1 * The torch visual effect looks cool. * Not sure if my mouse sensitivity is too high, but I found the camera movement to be a bit too responsive. * That character model is impressive! The idle and walking animations look good. * The ghosts are very spooky. I love how the lower the torchlight, the more their bodies blend in with the darkness, so when you're full of light they're very clearly these black humanoid shapes, but as you get closer to out of light they're more and more just a pair of eyes creepin on you. * I noticed that the camera can clip through walls a bit. I couldn't put it to much use, though :p * The sound effects and ambient sound are very appropriate. I think it's probably better that there's no "music" per se. * Nice work!
Apr 21 08:06:53 11m 52s Corposprint ♥ 0 * It's cool that there's a separate animation for when you're sitting at a charging station. * There's some strange behavior with the movement. Several times I just stopped running for seemingly no reason. * I like the different obstacles: potted plants, poo, people. Even the pigeons would sometimes hide a danger in their feathered ranks. * Are you supposed to be able to jump off of falling plants? You can get some intense height if the pots happen to fall in the right layout. There might be other things too, sometimes it was like I could double jump. * That parallax background is very good! * Nice work!
Apr 21 22:20:04 14h 13m Mewbies ♥ 2 * The art helped me feel a genuine connection with the mewbie. I felt awful whenever it started weeping. * I was very confused about what to do and how to do it, and I'm still not sure I understand how to play. In game explanations for controls are nice, but I think even having a "how to play" section on the jam page would make the first few minutes less frustrating for new players. * I think being able to save is an underrated feature in jams, it's great that you have it here, especially in a long-form game where you might leave it and come back. * I'm not sure what strategy is better, fishing for things and then buying stuff or grabbing items via boing ball. Maybe if the store only sold things you couldn't get elsewhere, that would encourage players to use the boing ball for a quick hunger / happiness fix and then fish for currency so they could get the cool stuff the store had. Or maybe selling items could be a feature, I dunno. * Being able to jump between games and home and the store whenever I wanted was nice; lots of games like this will force players to play a mini-game for a set amount of time, and that's not as fun. * Overall, a cute game. Nice work!
May 11 03:12:47 460h 52m CPR Simulator ♥ 0 * "I had big plans that were scaled back dramatically." Welcome to ludum dare! 😄 * apparently clicking in time with a beat is a secret talent I didn't know I had, so thanks for bringing out the best in me. * playing on a small resolution monitor, and I couldn't fit the whole game on screen at once. a fullscreen option or landscape mode would be nice. let me know if you want advice on how to do that in godot. * It looks exactly like the dummies used for cpr training, nice artwork! Screen Shot 2020-05-10 at 9.58.20 PM smol.png