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omaskery

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TimestampSince previousGameomaskery's comment
Apr 20 18:55:10 Keep It Powered ♥ 1 Got to level 13 before going mad, good game though! :)
Apr 22 20:41:27 49h 46m Pig For Slaughter ♥ 1 Cool idea, but it's a shame the game can't indicate that you've reached the end of it's content - I had to check the source code to see whether I'd finished the game or not!
Apr 22 21:47:35 1h 06m DDoS is coming ♥ 1 Such a great idea, I had a lot of fun playing this, thanks for making it! :D There's probably an interesting avenue you can explore where rather than "firing" firewalls up the screen, you drag and drop them - so that you can strategically try to maintain a certain "structure". (I suppose you could explore adjacency bonuses, upgrades, and varying "attack types" down that road!) but I don't know if that fits your vision! I don't know if I am rubbish, or have terrible luck, but I found the game had two distinct difficulty phases: - It's super hard, I never survive long enough to buy a single server (also there may be a bug where - if you don't refresh your browser - the difficulty doesn't fully reset!) - Or, once you've bought a single extra server, you can suddenly almost hold down space and never interact again (except to fill the screen with firewalls occasionally) What I found was that if you try to place any defences during the first ~minute, it feels like you always end up in a war of attrition that cannot be won. So the winning move seems to be to do nothing for ~a minute, race to buy a server, and then you're golden. It took me ages to discover this, though! This leads to an interesting second point, which is that until you manage to survive long enough to buy a second server, you don't get an opportunity to learn that the server count goes down when overloaded, acting as a health bar. Perhaps the player should start with >1 server so they can learn this mechanic? A minor visual improvement: I found that the money going up in increments felt really jarring, I don't know if I'm just weird, but I think if it updated more like 2-4 times per second, it'd feel more responsive? You might want to consider making the server cost start cheaper, and become more expensive with each purchase? Anywho, I hope all of that feels like useful feedback, please don't take it negatively - I only have this feedback for you because the idea was so compelling I _had_ to play it enough to generate these opinions! :D
Apr 22 22:02:18 14m 43s Keep it Fire ♥ 1 Neat game, the visuals, music and sounds are all really nice! Like others have already said, it was a bit too easy to just loop around the area near the bonfire and win. That said, I found the other stuff too difficult and frustrating, which is why it's so "tempting" to cheese the game and win with the nearby respawning logs. Perhaps some kind of ledge grab mechanic, or, improving the controls somehow, would make it more fun to explore the map and get new logs? Thanks for making this! :D
Apr 22 22:06:34 4m 16s Keep It Alive Game ♥ 1 Hi, neat little game, thanks for making it! I initially thought it was broken because I didn't understand the intro at first, but on my second go I pressed the buttons enough to start seeing the "breaking out of its egg" animation, which led me to play the rest! Yay! :)
Apr 22 22:10:45 4m 11s Your Pet Alien ♥ 1 Neat game idea, only made it 15 hours! :( The echo on the sounds was really creepy, gave it a Five nights at Freddy's kind of vibe 😱 Thanks! D o y o u r c h o r e s
Apr 22 22:19:01 8m 16s RoboRepair! ♥ 2 Hi, neat game idea! Like other's have said, the controls freak out a little as the camera rotates - making it possible to get "stuck" on geometry, and it's hard to know what rooms need repairing as there's no audio/visual cue (I think?) to know that something is going wrong somewhere. An issue I had when I started was, because you enter the game by an upward ladder, into a room with only a downward ladder, I assumed that going down the ladder would take me back to the "tutorial room". As a result I spent a while standing in the "top" room doing nothing, with no consoles breaking, before happening to try the ladder and realising "oh, there's a whole load of rooms to explore!". If you were to work on this game after the compo, it'd be cool if the "big robot" you seem to be operating was achieving something, so you could prioritise fixing stuff that would let you achieve the level (like, fix the gun room to survive, or fix the bottom room to ensure the robot escapes, etc.!)
Apr 22 22:33:12 14m 11s Keep it burning ! ♥ 0 Neat little game, really liked the "fire status" indicator, the graphics were nice. I liked being able to collect multiple things, that was nice to discover! I had a bug where when I died and tried to play again, the game seemed to be stuck, so I'd have to refresh the game. The fire "health bar" confused me, I couldn't work out what the colours meant - are some combustibles better for the fire than others? Is fuel special? Does it make the fire invulnerable to rain? Or something? It'd be interesting to see where you'd go with this next, if you continued to work on this :)!
Apr 22 22:36:53 3m 41s Icy Mountain Hot Potato ♥ 2 Neat idea, but I found the controls really distressing and gave up really quickly - I'm sorry for my limited patience. I really liked the visuals/sounds/concept, though! Perhaps if there were more blocks, or the movement was more flexible, it'd be more accessible? Perhaps the frustration is the combination of both the player and ball being sensitive to hitting the bottom of the screen, it's hard to keep track of two moving objects with such limited ground to stand on!
Apr 23 16:19:37 17h 42m Dog From Hell ♥ 1 Neat game! Something about the controls felt a bit stiff, but overall really nice! :) Good work! Some sound would be good, though!
Apr 23 16:24:34 4m 57s WAVE ♥ 1 Lovely game concept! Would really benefit from some sound, I can imagine it having a cool ambience of a stadium crown as well as background noise! Some way to know if you were early or late would be great, I found it hard to tell whether making the wave red was good or bad, and whether it wanted me to start exactly at the front of the wave - or slightly delayed? Good idea though :)!
Apr 23 16:38:57 14m 23s don't dead it ♥ 0 Hi, lovely little game, nice art and music. I think... I killed my first one by over-feeding it, but I'm not sure, the game just seemed to get stuck? My second dragon was a Tough One 😎 I'm not really sure what to do next, exploring the world was fun for a while, too :)
Apr 23 16:56:09 17m 12s Pub Crawl ♥ 0 Fun game, hard to distinguish enemies, felt quite zoomed in and claustraphobic (but perhaps intentional). I find that requiring so much clicking was a bit unpleasant, I have repetitive strain injury and that much clicking was really hard on my arms/wrists :( Perhaps more obstacles on the levels would have given a bit more strategy to hiding from the spitters? It felt like you had to be constantly strafing diagonally to avoid them, but because you can't see very far away it's hard to plan a path that won't just lead you into a trap! Neat, though! :D
Apr 23 17:04:36 8m 27s IN THE ANCIENT RUINS WITH AN IDIOT ♥ 2 Hi, great concept, decent sound and graphics, really really needs work on the controls though - really frustrating! The disconnect between you respawning and the VIP respawning was really jarring, causing you to reset part-way. I bet this could be really good with a little more work post-compo! :D nice work!
Apr 23 21:26:56 4h 22m ECHO ♥ 2 Really nice game, the first level really confused me - I found it hard to make the ECHO go where I wanted, like the "gravity" was too weak? But level 2 onward it seemed to work better (or perhaps I just got good at the game, idk!) nice :)
Apr 24 08:49:52 11h 22m Drag-On ♥ 0 Hi, I had the same problem, the fix is to tell the HTML5 export settings to use "uncompressed" in Unity :)
Apr 24 13:26:54 4h 37m Keep it alive, doc! ♥ 1 Hi, neat game! Occasionally the controls meant I got stuck and had to restart the level, I think maybe it's to do with trying to pathfind infinitely into a table? Not sure. It would've been nice if clicking a new destination interrupted your current path, as the way it queued up your movement commands meant that accidental clicks turned into watching your character dance around for several seconds - and time is important to saving lives!! Making the injuries more visually distinct, and avoiding the same colours in the alien design, would've made it easier. On the third level the "orange blobs" that need syringing look very similar to part of the alien on the far left, for example. The "burn it with fire" injuries look very similar to the "you must ductape this" injuries, as well. I found that using the scanner took more time than necessary, and it was easier to learn to spot the injuries, and learn through trial and error! :)
Apr 24 13:33:06 6m 12s Death Trap ♥ 0 Nice little game concept, the attack telegraphs could do with a little more guidance on where is safe. The saw for example, it entered the top of the screen, paused, then shot into the middle. Perhaps when telegraphing an upcoming attack, highlight the danger area with a flashing outline or something? :O
Apr 24 14:54:45 1h 21m Faclive ♥ 0 Great game, nice concept :) Some of the levels initially looked intimidating, but were not too bad to solve, a lovely balance :)