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ArmchairArmada

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TimestampSince previousGameArmchairArmada's comment
Apr 23 01:17:17 Sample X ♥ 0 Oh, hey, I can leave a comment now! I was a bit confused when I started the game, but when the LabTech private messaged me instructions, I knew what to do. I've now ascended. Wonderful humor, as always.
Apr 23 01:31:04 13m 47s I am so Bored! ♥ 1 Oh, boy, I really needed an existential crisis today. For anyone else playing, Audio is definitely a necessary part of the experience. Thoughts: gameplay is fairly easy to grasp, and seems to sync up with the audio fine most of the time. The simplicity and lack of challenge in the game actually served to help me focus more on the auditory narration. I *did* think the writing made me go, "who thinks like that? Using 'bored' in place of, 'unmotivated,' 'fatigued,' depressed?'" but I guess that means I'm not the one the message of the game is targeting. I do, however, strongly relate to the conundrum the monster is facing. Other notes: I can't figure out a way to escape the Credits screen.
Apr 23 01:50:46 19m 42s Ghost Prom ♥ 0 Daw, pressing space seems to properly freeze the player character, but does not make any dialog appear. At least pressing space again lets you escape from the blank stare of the ghost-possessed player character, though. Managed to progress to the gym, but didn't really get to enjoy the progression of the story, obviously.
Apr 23 01:59:19 8m 33s Faire L'Amour aux Plantes ♥ 0 Well, that was an unexpected ending. Some feedback: Given how often I clicked each plant, the kissing sound effect got annoying very fast. It would have been nice if variations of the kissing sound effect were selected randomly and played. It would have probably been interesting if mid-way through the game, more than one new plant were introduced. Also, the cutscene where the protag and plant kiss was a little confusing, because one could still click on the plants at get the kissing sound effect. This made me think the plants were still dying in the background, though careful observation revealed time pauses during these moments. I feel these pauses could have been better communicated visually and interactively, e.g. by plopping a full screen background like the ending, and preventing interactivity with prior plants.
Apr 23 02:11:36 12m 17s Tumble Baby ♥ 1 Oh, no... tumbleBabyBug.gif Edit: in hindsight, I'm still keeping them alive, so there's that?
Apr 23 03:33:46 1h 22m Anibun Help Me! ♥ 2 Neat strategy game. Given the "offensive" maneuver is to shield as often as possible, it looked like the most optimal strategy was to stick close together and rhythmically press the guard button when appropriate. This made the dash button a bit less useful: even if it was meant to escape from tight corners. The ability seemed only appropriate at the very end, and even then, I didn't end up using it. Also, while I've done my best to read as many manuals scattered in the world as possible, I didn't feel like I was given enough time to utilize the knowledge each one game. I didn't know the name of each animus were, so I did struggle to associate their default abilities with what each book had to say. Not to mention the slow scroll of text and ever approaching wisps meant I couldn't stand still and appreciate the text. That's too bad, since each of them provided how to revive the other characters, but I couldn't read fast enough to grasp how. Experience wise, controlling the group felt like herding cats, which while frustrating, did feel like was the point of the game and the charm of it. I definitely would have felt more bored if the characters stood still, and I stuck to the strategy of gathering them into a single location, and spammed guard; occasionally swapping characters when the current one hits their cool-downs, and repeat the process again. Like @ck656 I would have appreciated a better camera: the look-ahead was poor enough I couldn't really see the Willows coming over in advance quite often. I couldn't tell if the stun animation provided temporary invincibility, but especially towards the later parts of the game, I felt I had a lot less movement control with each character as the wisps overwhelmed everyone. As such, I felt I won the game, not through skill, but shear luck. Phew, that was long. I hope I didn't come off as too harsh.
Apr 23 04:18:11 44m 25s Feed Meh ♥ 1 Ah, that was cute. The flower totally ate me after I murdered a person, and just left their carcass at the edge of the map while picking up another vegetable as food instead. Totally worth it. I did like that the veggies came in at very short supply, which really made the moral choice a difficult one. The character moves exceptionally fast, though, so I found it rather easy to pace myself and scan the entire level pretty easily. I'm not sure that was intentionally. Additionally, it often felt like the camera was having a hard time catching up with how fast the character was moving. It would have been nice to move the camera ahead of the direction you're moving, thus providing a preview of what's in front of your character. The little arrow that always points to the plant is *super* useful, and highly appreciated. That said, I would have liked it if it was somewhat bigger and more clear (e.g. maybe make it highlight when you're holding something?), as it was difficult to see where it was pointing sometimes. Too bad the sound didn't make it in. There were some funny details I've noticed that would have definitely been accentuated with the right sound effect. Sounds like this was a bit tougher to make than usual. Good stuff! Quick Edit: Also, would have been nice to have some landmarks to better orient myself on where on the arena I actually am. Again, this was where the guidance arrow came to the rescue, but still, it would have been nice to see something besides the light floor all the time.
May 7 02:15:32 333h 57m What A Dig Move ♥ 2 This was a technically impressive game with a lot going for it. I had to lower my screen resolution to enjoy the game at a reasonable frame rate, but I thought the concept was very innovating and provided an interesting idea. I did think the biggest thing this game suffered was insufficient UI. I would have liked, for example, to see the area I would have dug, and how far I would have dug, or at least an undo button to reverse my last action. Furthermore, I had points where the water literally surrounded a flower, yet a win screen did not pop-up. I would have liked to understand why that is, such as some sort of fill meter, indicating how close I was to triggering the right action. Overall, I would love to see more of this concept, but the lack of predictability in my actions made it difficult to make the right moves.
May 7 02:52:56 37m 24s Adrift ♥ 2 I definitely enjoyed what I played here. The assorted levels each introduced new obstacles nicely (until turrets came into play...), and I felt the game kept things fresh each time. The controls and momentum of the ship mostly felt intuitive and easy to understand. I did occasionally dislike elements that greatly disorients and redirects the ships movements in unpredictable manner. While some of these were easy to avoid, turrets in particular felt unfair because the player is intuitively going to play carefully to save as much fuel as possible. Some levels, however, seemed to be designed with taking wild risks in mind, which I don't favor as much. Additionally, given when you run out of fuel, the fact that the game doesn't stop until the ship stopped moving -- which, I might add, takes forever if turrets are shooting you at opposing sides -- didn't feel fun at all. The long game-over screen was definitely the most infuriating part of the game. There's a lot of cool ideas in here, so I'd love to see more with better tweaks such as...reducing turrets. Did I mention how much I hate them?
May 7 03:11:07 18m 11s Platdaughter ♥ 0 Just going to echo what the other commenters said: I can't get past the first part of the game due to twitchy controls and spikes that instantly kills both characters.
May 7 03:31:02 19m 55s Tunnel Vision ♥ 1 Overall presentation was pretty good, and I liked the procedural generation aspect of the game. While technically impressive, I also felt the game was difficult to control for a few reason. First, I thought the camera was too close to the ship, and did not give me a good view of the level itself. Second, as a 3D game, it suffered from the classic depth perception problem where I could not accurately gauge how far a wall was relative to the ship. I also thought it would have been nicer if more of the tunnels were visible, as the big holes would sometimes just suddenly "fill in," and I was often caught by surprise with that effect. I recognize you've added the tight-curve ability in there as an anti-frustration measure, which fair enough. In a way, though, the existence of that feature informed me something in the game needed work. Fortunately, it wasn't the controls; while I thought they were touchy, I was able to adopt to it just fine. I think it had more to do with the poorly placed camera that makes it difficult to be spatially aware.
May 7 03:58:09 27m 07s Cowboy and Robot ♥ 0 Oof, I'm the worst player for this. I have zero patience for stealth games, and this game in particular really rubbed me in the wrong way for that reason. The map is definitely too large for this game, and it's exceedingly easy to push the robot into a building, thereby making it impossible to progress any further. I want to appreciate the look functionality, but because it prevents your character from moving, I didn't find it as useful as I would have liked. The fact that the imperial soldiers move means merely looking around while standing still is actually quite dangerous, so I would have appreciated being able to move and look ahead at the same time. Besides, the camera moves far enough that you might be unsure the robot wandered off elsewhere, which introduces its own risk. Sorry, wish I enjoyed the genre more.
May 7 18:51:24 14h 53m Me And My Horse ♥ 1 It's nice to play a comedy game during these trying times, so appreciate the slapstick humor here. While most things were pretty self-explanatory, I confess the biggest struggles I had were controls. I'm so used to up-key being jump, having it be grab really messed me up. I realize there isn't much you could do about this, but I found the physics-heavy nature of the game to be unpredictable and really annoying. To be honest, I didn't think the humorous animation was that great of a pay-off for the frustration I felt trying to get the horse fly high enough for the game to think the rope was being hit. The game is otherwise pretty fun, with silly rigidbody physics everywhere.
May 8 21:05:51 26h 14m Helicopter M.O.M. ♥ 1 Splitting up the tasks between platformer and shooter proved to be rather difficult since the activity of the two are frequently very far apart from each other. For the shooter sections, for example, I'm paying attention to the right side of the screen so I can see where the enemies are coming from. The platforming, on the other hand, happens on the left side of the screen. It'd be kind of cool if the jumping was more of a quick-time event with a significantly wider window of error than what we have. Checkpoints would have also been nice. Otherwise, I felt like beating the game relied less on skill, and more on rote memorization not unlike rhythm games.
May 8 21:17:53 12m 02s Propagate ♥ 1 That was a surprisingly fun game, though I did bump into quite a significant amount of gameplay related problems. The biggest one was the "extinguished" objects started getting into the way of blocking objects that have already fallen. As I had difficulty clicking on them, it was difficult to pick them up. It would have been nice to add either an animation, or a visible effect that something clicked is carried so the user knows when to move the mouse. I didn't end up using the rotate feature that much, as while useful, there isn't much time to keep the flame alive for me to actually care utilizing it. Some strategies I tried include multi-branching flames, which ended poorly, and just keeping a single flame alive, which proved to be much more fruitful.