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NiKaDra

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TimestampSince previousGameNiKaDra's comment
Apr 20 19:03:37 Protect Your Princess ♥ 1 A simple, but pretty game which definitely fits the theme well! The gameplay was straightforward, but ended up actually being pretty tough occasionally, especially when arrows were coming in from both sides. Good thing there was a shield powerup! The graphics were without a doubt my favorite part of the game, and the category I think you did best in. The pretty background and detailed castle in the distance, along with the occasional floating particle, really helps bring the scene alive. I also thought the player characters were well-designed, and I agree with niklasriewald that character selection was a nice addition. 😃 Overall, the game had gameplay that was easy to understand, very pretty art and was pretty fun to play! Nice job!
Apr 24 20:07:47 97h 04m Dumb Ways to Doctor ♥ 2 A fun and challenging game that certainly kept the tempo pretty high! It was thrilling dashing in between patients trying my best to supply everyone with everything they needed, and then inevitably failing because I picked up the wrong item in my rush, or didn't make it in time. The gameplay was, in my opinion, the part of the game that stood out as most interesting and well made. I think that the multitasking aspect, time constraint and pressure to save lives definitely combined well to make a gameplay where the player is constantly kept at the edge of their seat. It also feels as though you managed to add a good amount of aspects to patient care, and this prevented it from becoming a stale process. It isn't just about finding the right items, but also making sure you have the time to do so by using, for example, the blood bags and tranquilizer. However, sometimes I felt as though it could have been made more obvious exactly what was happening. For example, when my patients got up for no reason I didn't quite understand why, but having an additional read-through of the rules made me realize the tranquilizer could be used against this. In general, it would've been nice to have give the player a bit more feedback about what's happening, so one can understand what's wrong and how to fix the problems. The graphics were simplistic, and they did a good job in portraying what things were so you could usually quickly judge what something is when you were in a hurry. Although some items had a bit too similar of a design, I find that you quickly learned to distinguish between them, and besides it added a bit more of a challenge to the gameplay. I think some visual feedback on a patients condition could have been nice, so that you know which patients require the most urgent care without having to read their patient report. The music was a nice touch, and audio feedback was used well when administering care to patients, like I would've liked to see a bit more of in regards to the visuals. Overall, the game was fun and hectic, lacking just a bit more clarity. Like others have said, sometimes it was a bit difficult to understand, but once you got the hang of it it was actually genuinely enjoyable! Great job!
May 9 08:49:48 348h 42m Keep It Alive ♥ 0 A really creative way to combine testing the player's reflexes and memory into one very intense but fun experience! After going for a couple of rounds it really became quite addicting, and I'd love to come back to it again sometime if I need to get a bit of a boost in memory or reflex! My personal high score was level 22, with a score of 22000, but I did luck out on where the shots were placed sometimes, having some lucky guesses as to where to move next, as I got distracted and lost focus. 😉 The gameplay definitely is where I think this game shines the most. It was a really creative choice to combine the idea of memory games, which usually are quite slow paced and can unfortunately get a bit tedious after a while, with the fast-paced move now, think later nature of reflex driven games. Especially when the game got really hectic, I felt I needed to commit my full attention to the game in order to do well, and this was definitely a factor in making the game pretty absorbing to play. The gameplay overall felt smooth and enjoyable, and was really fun! Graphics-wise, I thought it was a wise choice to give the player hints as to, for example, if a laser recently entered the screen, or if it's about to shoot. This adds a sort of salvage mechanism for if you lose focus, which admittedly happened quite often to me, and lets you make some educated guesses as to where the next shot will appear, even without needing to remember. However, it absolutely didn't eliminate the _need_ to remember, but just gave the player some room for errors. The actual sprites of the game were rather simplistic, but definitely served their purpose well. I did however really like the lightning effects, which added a bit to the mood! 😃 The audio more than did its job, and in fact made it quite satisfying to block the shots, and all the more obvious when you had screwed up. There were only a few things I felt a bit on the edge about. First of all, shots would occasionally land outside the buildings. I'm not sure if this was perhaps intentional, but I just found it strange that you sometimes weren't punished for missing a shot. Perhaps this was a feature however? Also, especially in the later levels, I noticed the laser sights sometimes vanished. I'm also on the edge about whether or not this was intentional, because it actually added quite a bit of challenge and variety as the game progressed. I thought I'd mention it though! Overall, I actually quite liked the game! It was fun and challenging, and just the type of game I'd expect to quickly get addicted to! Well done! 😄
May 9 22:06:34 13h 16m Keep Space Alive ♥ 0 An interesting take on a fairly standard type of game, the space shooter. Gameplaywise, the concept of needing energy in order to do pretty much anything is actually a pretty unique design choice, I'd say. I found myself questioning a lot of choices that I otherwise wouldn't have thought twice about, like moving around to search for new asteroids. It forces the player to be smart about movement and shooting in order to survive, and I definitely think it helps set the game apart from others like it! The music and sounds were also a nice addition, I especially liked the look of the background. :) While playing I did encounter some things that confused me a bit. The way the energy usage worked was a bit of a mystery for me, especially in regards to movement. At first I thought that movement only drained energy when you _started_ moving, and that holding down the button didn't cause the energy to continually decrease. But after messing around a bit, it seems like W and A cause a continuous decrease, while D and S only decrease right when you press them. I'm not sure if this what was you intended, but was a bit confusing nonetheless. Along with this, there were times where my energy speedily decreased for no apparent reason, almost as though I was hitting an invisible asteroid. I'm unfortunately not sure what caused this, though, I'm sorry I can't be of more help. :( At one time, I also spawned inside an asteroid after restarding, killing me pretty quickly. Overall, I think you had a unique concept for a game! As said, the game had a few setbacks, but it doesn't change the fact that it was a well made submission. Good job!
May 12 10:34:49 60h 28m Keep'n It Alive ♥ 0 A super charming little rhythm game, and a really creative interpretation of the theme! This game would definitely hit home in the "cool" category, if such a category existed, but it was great nevertheless! My favorite part of this game was without a doubt the player chatacter, Inferno Joe, and his amazing dancing animations! Seriously, they were great! I also really enjoyed the overall look of the game, but I definitely wished there was more to it. The environment was pretty simplistic, but worked well enough in the game's context, and the disco ball was a fun addition. If there was just a little more done with it, perhaps making it come alive a bit as Vatigo suggested above, I think the environment could have been incredible. It was still pretty good as it was, though. :) After all, there is only so much you can get done in 72 hours. The idea for the gameplay was simple, but I felt it didn't need to be too complicated. I was totally fine just needing to press a single button to the beat, as I felt there was more to enjoy in the game than just the gameplay. However, when I played, I realized you could basically just spam-click and get through anyway. I'm not sure if this was intentional or not, but regardless it would have been a bit more fun if the game punished you for having poor rhythm. It was good that you added a lose condition, because it makes the game more exciting to play when there is something at stake, it's just that I would've liked it to be a bit more unforgiving to get the right amount of challenge. The audio of the game were great as well, and you definitely picked quite fitting songs for the dancing! Overall, I really liked the graphics and music, it's just that I was craving a bit more challenge in the gameplay. You did a great job regardless, though! 😃