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minibobbo

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TimestampSince previousGameminibobbo's comment
Apr 21 03:45:11 Looking for Group ♥ 2 I enjoyed playing through this. The graphics and aesthetic was very nice. I liked the simplified and abstracted party members. I made it through to wave 9 before someone died. I'm not exactly sure who it was though because it happened pretty quick. Eventually I couldn't keep up with all the damage that was coming in. I found the controls to be a little confusing. I thought that I was playing as all the party members at first but I figured it out quickly. I eventually settled into a rhythm that worked for me, but it did require me to completely ignore the enemies. I would occasionally throw a silence their way. So constructive feedback: - It was sometimes difficult to tell what was happening because there was a lot going on at once. - The single sound for my healing was a good touch so I could easily tell when I could cast again. - Make the targetting more clear. There were multiple times I would click on my cleric and I must have hit the hitbox of the mage because he got my heal. That might have been what actually killed me in the end. Very nicely done!
Apr 21 03:50:17 5m 06s Relaxing Sarlacc Experience ♥ 2 I liked how if I grabbed a Jawa while he was walking left and dropped him into the pit and slightly missed he would just walk out of it. Lando wasn't nearly to chill about the whole thing. Overall a relaxing enjoyable experience :) I liked the barge that came by and dropped a bunch of guys into the pit for me. I think you could have expanded the hit areas to make the grabs a little more forgiving and added some physics so you could chuck guys in from a distance to make this more fun. Nicely done
Apr 21 03:57:36 7m 19s Can you look after my plants? ♥ 1 I liked watering my dead plants. They never grew though. I enjoyed some of the ideas. The multiple playthroughs with additional info each time was a nice touch and the music and overall feed of the game felt right. I really enjoyed the opening cutscene with the sound effects, so great job on that.
Apr 21 04:02:00 4m 24s The Last Tree ♥ 1 Those were some intense lumberjacks! Next time work on some animations for the players. Just knowing that I was reloading by looking at the character would have been nice. Sounds would have helped a lot also.
Apr 21 04:12:50 10m 50s Somebody's Hero ♥ 2 I loved the mood and the atmosphere that you were able to create. The faceless protagonist getting randomly attacked while running through the streets felt right with the dark backgrounds and the dynamic lighting. The unfortunate part was that I wasn't able to hit anyone reliably. I think I only beat one enemy in all my playthroughs. I actually ran through the entire game (I think. I made it to a park area with a whole ton of guys in it) and hid behind the barrier where they could only come at me one at a time. I would punch the guy and the guy behind him would get hit. I'm not sure what I was doing wrong. Music was excellent. Had a cyberpunk feel to it. The whole thing reminded me of Shadowrun for the Sega Genesis.
Apr 21 04:27:17 14m 27s Whiny Slime ♥ 1 The art and music was great! The sounds were perfect and reminded me of the Adventures of Lolo for some reason. It wasn't clear exactly what was happening and it would have been nice to see the life of the slime or something. I punched a lot of guys but then when the slime died I think the game crashed. error.png
Apr 21 04:41:55 14m 38s Evergreen ♥ 3 Wait, what just happened? When did my relaxing tree tending simulator become a game of Typing of the Dead? I'm still confused. Plus, I agree the weed hitboxes are funky.
Apr 21 04:51:41 9m 46s Reckless Brave ♥ 1 Nice game! Graphics were nice and the puzzles were fun. I liked the multiple playthroughs that are required to get the complete picture of what is happening. I agree that some keyboard shortcuts would have been nice. Really just a start and stop button. Actually, I'm reading your comments above mine and it looks like you added some keyboard shortcuts. I guess I missed them.
Apr 21 18:05:18 13h 13m Keeping SNES Alive! ♥ 3 This was definitely not how I remember the SNES working.
Apr 22 19:17:18 25h 12m Keep Us Alive ♥ 2 This was intense! I liked the visuals and the multitasking element was crazy.
Apr 22 19:26:04 8m 46s Life of ITman ♥ 3 Having worked in IT and on a help desk I can verify this is exactly what working in IT is like. The only thing you forgot was helping people move their desk around.
Apr 22 19:38:51 12m 47s No Time to EGGsplain ♥ 2 This was Eggcellent! Did someone make that joke already? I think the whole package works. The graphics and sound design gets the job done even if it isn't flashy and the minimal parallax background scrolling works well. The feeling of going over a ramp, having the egg floating just above your wagon and trying to catch it while maintaining your speed is wonderful.
Apr 22 19:55:09 16m 18s Morphology ♥ 1 Great presentation and mood. It was difficult to figure out what was going on at first, but over time I got the hang of it. I wish that the different bars in the lower left were better explained so I had some reference about what I was doing. I got the guardian at the end of the game. I'll see what others I can unlock later.
Apr 22 21:20:46 1h 25m DUNDER ♥ 3 Nice level design and ideas! The puzzles got difficult quickly and it was often hard to tell exactly what was going to happen, but I think a lot of that had to do with the ZX Spectrum graphics. Is there a reason you chose to go with that? I think more colors and a slightly higher resolution would have helped. But the aesthetic is totally fine!
Apr 22 21:26:50 6m 04s The King's Knight ♥ 0 This was fun! The mechanics were unique and it was a lot of fun to play! The graphics and sounds were fine and represented everything well. It was nice that I could instantly tell what was bad and I needed to deal with because of the red outline. I also appreciate the level design and how it taught you to play without needing specific instructions. Nicely done!
Apr 22 21:38:03 11m 13s QUBOR The Cubic Robot ♥ 0 I really wanted to win. I really did. I still do. But I can't play this anymore. (I mean that in the best way :) ) Graphics and music were charming! They worked so well together. I would have liked to have some method of turning. Maybe there was one with a combination of the two legs that would have worked but I never found it. Checkpoints would be a blessing, but I'm assuming being frustrated is part of the charm. What would have been great is to let me restart the game by pressing space. I preferred the keyboard to the mouse but I had to use the mouse every time I lost (which was a lot). I'll be coming back to finish it!
Apr 22 21:49:53 11m 50s Soul Seed ♥ 1 The little guy was great and animated nicely. I beat it on my second attempt because the first one I didn't realize what the difference between the green and blue guys did even though you demonstrated it in the first screen. I got it the second time.
Apr 22 21:56:31 6m 38s The Keep ♥ 1 This was a fun and simple game. I really liked some of the mechanics, like your shared life and arrow limit and bringing the dog around was a great touch. I wasn't a big fan of the graphics personally but I recognize them as a choice you made, so judging by what you were going for they look good. I would have liked some simple animations.
Apr 22 22:14:56 18m 25s Cryoloop ♥ 0 I agree with some of the other comments that it wasn't clear what I should be doing. I found the reactor but wasn't able to do anything that I could find. I would also recommend not letting the player look at the 45 degree angles if you aren't allowed to walk in them. It makes navigation difficult :) I liked the banter between the operator and the time agent!
Apr 23 04:32:06 6h 17m Keep the cube alive ♥ 3 Interesting! It took me a until the second game to realize that the balls I was firing were coming from the center of the screen, not from the cube itself. It felt a little off until I realized that. Graphics were simple but worked. Gameplay was smooth. I noticed after awhile if I shot too many times it would start to back up and then my own attacks would start making their way back to me. That is a neat little emergent gameplay thing.
Apr 23 04:36:36 4m 30s Arboreas ♥ 2 The intro menu screen looks great! I like the idea and what you were trying to achieve, but I wasn't sure exactly what I was supposed to do. Is there a way to keep things going indefinitely or is it one of those "play until you die and go for the highest score" kind of things?
Apr 23 04:41:48 5m 12s PROJECT AIBO ♥ 0 I'm going to echo the other comments. I was trying to repair my legs and I just started clicking on things and I got here.confused.png Now I'm totally stuck. Not sure what is supposed to happen. Maybe you could post a video of you playing the game? That would let people like myself who want to rate your content see what is supposed to happen so we can rate more effectiveley.
Apr 23 04:49:27 7m 39s Fairy Savior ♥ 1 I really like the visual instructions in the game description itself. That is a good idea. Art is great. Like others said it was a little hard to tell if I was having any effect on the enemies, but I think I just needed to stand near them to eventually freeze them. Is there an advantage to actually attacking them? I think the optimal strategy is just to run away, but I'm not 100% sure. I liked the look and the overall feel.
Apr 24 21:40:39 40h 51m Flood ♥ 1 I think you might be tired of hearing this, but the controls were difficult :) I think the shift key is awkward to hit with the rest while doing all the other keypresses. It would have been nice if I could use my right hand for both jumping and dashing. The graphics were fine and the sound worked well. The little touches were nice. Overall it was fun but a little frustrating to play.
Apr 24 21:51:46 11m 07s Lucid Drifter ♥ 1 At first I was really struggling and finishing each loop with a few seconds left. After a couple of loops though I was gaining time on each loop and making the turns smoothly. It was very enjoyable. Music and mood were great. Art worked wonderfully. This was a lot of fun even if it did get repetitive quickly. It only got repetitive because I wanted to play more.
Apr 25 21:07:23 23h 15m the ruins ♥ 1 I used Luxe back when it was written in Haxe and have been following the development of the engine since. I'm excited to see something built in it! I did experience a couple things in the engine that I thought I'd comment on because they seem more useful to you than game feedback :) I was getting some artifacts in the text boxes. Looks almost like a debug draw or the edges of the triangles. textartifacts2.png The physics were solid for the most part, but I did have some weirdness like I would randomly drop the plant while double jumping if I was near a wall. plantdrop.gif I also noticed that things like the plant and my character would tend to drift off of the corner tiles we were standing on. That might just be an interaction of the circle (?) character colliders with the rectangle (?) tilemap collider. It felt like it would happen from very far away. Also, sometimes when I would die and the screen would fade out and the game would throw an error: ''' plant health 3 index.html:141 plant health 2 index.html:141 plant health 1 index.html:141 plant health 2 index.html:141 plant health 3 index.html:141 plant health 2 index.html:141 plant health 1 index.html:141 plant health 0 index.html:141 oh nooo index.html:141 game / area / area change => `scenes/area2` ... index.html:141 game / area / loading area `scenes/area2` ... index.html:141 Arcade / TileCollision / attach / asset is `tiles/area2` 102801316 index.html:141 Arcade / TileCollision / attach / made `226` solids from tag `solid`! index.html:141 Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create index.html:158 Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create printErr @ index.html:158 index.html:158 exception thrown: RuntimeError: abort(Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create). Build with -s ASSERTIONS=1 for more info.,RuntimeError: abort(Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create). Build with -s ASSERTIONS=1 for more info. at abort (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1585:9) at ___assert_fail (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1826:7) at luxe::world::Tags::create(luxe::world::Entity const&) (wasm-function[1395]:0x645ee) at luxe::world::create_tags(luxe::world::AnEntity const&) (wasm-function[1394]:0x6449f) at luxe::script::world::luxe_world_Tags_create(WrenVM*) (wasm-function[2937]:0xfa3ad) at runInterpreter(WrenVM*, sObjFiber*) (wasm-function[4372]:0x19b03c) at wrenCall(WrenVM*, WrenHandle*) (wasm-function[4371]:0x19a81e) at luxe::script::tick() (wasm-function[2679]:0xdeb02) at luxe::runtime::tick() (wasm-function[2220]:0xc786c) at luxe::runtime::game::bind::loop(void*) (wasm-function[3391]:0x12e935) printErr @ index.html:158 game.js:4857 Uncaught RuntimeError: abort(Assertion failed: !has(e), at: /Users/ruby/dev/luxe-runtime/runtime/world/luxe.world.tags.cpp,164,create). Build with -s ASSERTIONS=1 for more info. at abort (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1585:9) at ___assert_fail (https://v6p9d9t4.ssl.hwcdn.net/html/2175096/ld46-0.0.1-web/game.js:1826:7) at luxe::world::Tags::create(luxe::world::Entity const&) (wasm-function[1395]:0x645ee) at luxe::world::create_tags(luxe::world::AnEntity const&) (wasm-function[1394]:0x6449f) at luxe::script::world::luxe_world_Tags_create(WrenVM*) (wasm-function[2937]:0xfa3ad) at runInterpreter(WrenVM*, sObjFiber*) (wasm-function[4372]:0x19b03c) at wrenCall(WrenVM*, WrenHandle*) (wasm-function[4371]:0x19a81e) at luxe::script::tick() (wasm-function[2679]:0xdeb02) at luxe::runtime::tick() (wasm-function[2220]:0xc786c) at luxe::runtime::game::bind::loop(void*) (wasm-function[3391]:0x12e935) ''' Hope that is useful! Good luck with the engine!
May 3 17:57:23 188h 50m MacGyval: Use What You've Got, Survive or Not! ♥ 1 Bonus points for using Excel as the game engine :) It was inventive and cleverly done. The situations were a nice combination of mundane and ridiculous. My kids and I will have to try this later.
May 3 18:04:42 7m 19s Carry Me Through ♥ 0 I agree with some of the other comments that it would have been nice to see some sort of progression to know how far I was getting. It could have also used a larger view area so I could plan my way through the maze better. But the music was very fitting and the graphics were fitting for what you were trying to accomplish. A nice simple game.
May 9 18:12:53 144h 08m Robot Battery Dig ♥ 1 I enjoyed the tunneling mechanics. It took a minute to realize that the blocks connected and could be destroyed all at once. I also thought that the screen should have scrolled left and right so it took a minute to figure that out also. Clean and simple and a nice jam game. For suggestions: - If you added a border to the game area it would be really clear that you can't go left or right in the screen. - Some simple animations would be nice. The blocks disappearing (even an alpha fade) would make it very apparent that the connected blocks were being removed. - Making the blocks and robot fall would also add a nice feeling to the whole thing. - Batteries could be picked up automatically? Maybe add some cool particles or something?