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Papabirb

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TimestampSince previousGamePapabirb's comment
Apr 20 04:00:22 Keep Boner Alive ♥ 1 Haha, I came up with the same idea of keeping a boner alive during my brainstorming phase, but I wanted my work to stay SFW so I didn't go for it. Overall, it's pretty fun to drag the the camgirl around, but it's kind of hard to figure out how to do the moves. What's the difference, for example, between a "Sumo squat a## shake" and a "frog sit a## shake"? Those sound like they would be pretty similar. According to the donors I'm only good at regular humping and regular horizontal a** shakes! Some kind of illustration or tutorial of the different basic move types would have been good, and then the user can put the pieces together to make the more complicated moves happen. Having to reload the entire page to restart the game kind of sucks, especially for people who might take a long time to load in the game in the first place due to slow internet speeds, and since it resets the custom settings regarding the "rod" and camgirl. Additionally, labels for the setting sliders would have been nice so you can tell what they do. Artistically, I thought the double layer of tape over the iTablet's camera was a great touch. Great work!
Apr 20 04:13:04 12m 42s The floor is lava! ♥ 1 I never got far enough to see the bed because the slime would go into auto pilot through the level (great!) until it hit the wrong wall and bounced all the way back to the start or to death (not great!). Really does have rage game vibes, but it's good! It's pretty loud, I had to mute my chrome tab since the mute button only affects the music, but I like the music and sfx when I turn down my browser volume. I love how cute and happy the slime looks and sounds, even if the "woohoo!" is a little piercing every time it bounces. Kinda sounds like a small child screeching it into my ears: adorable, but ouch! It also took quite a few runs to figure out what the sparkly yellow +'s were. I initially thought they were checkpoints until the slime finally landed on one and my paddle got bigger. I'm used to brick breakers where the angle depends on where the ball hits the paddle, but I think it might be a bit too extreme on the very edges of the paddle: rather than an extremely angled bounce, the slime just falls off into the lava. Overall, great work! I had fun and it's very charming!
Apr 20 18:30:50 14h 17m The Dying Fish ♥ 2 I like it! I managed 89 seconds on my first try. The game kinda registers that I'm clicking around on this page to review it though, so the game keeps restarting whenever I click in my browser. Your fish can last 26 seconds with no player input, which is a lot longer than my game! I went for a seconds-based score system too. Our games are pretty similar, yet feel completely different! I love the magic of game design. The pixel art is awesome, that potted tree looks fantastic and the fish is so cute! I like the color coordinated meters too, it makes things very clear even without labels. I do wish there was a meter to show the contamination of the bowl though, a good threshold for learning how much is too much. Or a way to clean the bowl somehow, maybe one that poses its own problems? Cleaner fluid that clears the dirt but is toxic to the fish in high amounts or something. Audio would have been a plus: either you included it and it's not working for me, or you didn't include it and could have opted out of that rating. As is, I gave Audio and Humor each 1 star since otherwise all the ratings only count as 0.75 of a rating instead of 1 whole rating, which seems unfair to me. Overall, I think it has a lot of potential with just a little bit of extra polish! I'm glad you and your girlfriend were able to make something together!
Apr 20 18:59:05 28m 15s Precious Animals ♥ 1 The music's okay, but the sound effects really hurt my ears. They're very unpleasant popping noises. Would be nice to be able to mute either music or SFX or both at the player's discretion. Gameplay is fun conceptually, but very hard. Sound effects when they shoot at you would be preferred over sound effects when they die, it would make for a better clue that I need to swivel the shield somewhere else. Also not sure what the floating yellow orbs are - are they also bullets? I've been stopping them with my shield as well. Since it's a browser game, it should be playable on mobile regardless, so it's okay that it was too late to change ratio. That's why mine was in a similar portrait mode ratio. Cute game!
Apr 20 19:07:30 8m 25s Earth 2.0 ♥ 1 I can't tell if the game was running really slowly for me and warping the soundtrack, or if that was the sound of the spaceship engine. The intro music was a fun time to listen to, though. Not sure what the point was for "Press I for instructions" when it only added 2 lines to the screen that could have just been there to begin with. Fantastic for a first jam game though, I know the anxiety that brings! Heck this is only my second successful jam so I totally get the anxiety and the impatience for 20 ratings. Good luck!
Apr 20 19:52:56 45m 26s Anti-Toxin ♥ 0 Took me a few times to save Billy. At first I didn't realize there was a minimap or that you could buy towers - in one case I'm just dumb and thought the minimap was part of the wall so it blended in, in the other case the shop fonts are varying tiny sizes and blend in to the background if they're not on top of the dark red walls. Towers feel too op against normal enemies and too underpowered for hard enemies, given that the towers appear to be the same as just hitting the 'e' for instant enemy kills, which works the same on both normal and hard enemies. Love the menu music, level music is kind of plain and repetitive, though I suspect looping the menu music as the level music would get annoying since it's got a good sound but not one I'd want to hear nonstop. Level music is at least tolerable on repeat. Isn't clear at first whether or not to kill the big spawner - the goal is to kill all spawners, but the big spawner surges out hard enemies and respawns the other spawners with those hard enemies, which is kind of a negative reinforcement when trial-and-erroring. It makes sense in retrospect though. I wish there was some way to sprint sometimes, even if it was a short-term sprint option with like a stamina meter. But that adds to the stress of having to leave the thing you're protecting so far behind, so it works well. Good work!
Apr 20 23:44:44 3h 51m Tears of Coffee ♥ 1 I love the art, and the music is spot on! The ability to scroll through the shop wasn't apparent so I kept resizing my browser to try to see the whole game screen at once. Sound effects for the machines/customers would have been nice, otherwise I agree that the music could be spruced up a bit to make up for the lack of other SFX. The infinite production queue size and infinite storage makes it easy to have the game play itself. I know from your comments that you did originally plan on production upgrades and resource management, and I love building up to overpowered automation in games, but it's pretty boring to start off that overpowered. Given enough time to complete your original planned scope of the game, I think this could be absolutely wonderful! Visually, it LOOKS like a polished and fun resource game. Something I'd see the screenshots of on the app store and download for a good time. So if you had been able to implement the core features you intended, I bet it would be fantastic. Great work!
Apr 21 00:00:49 16m 05s Ozwomp Is Arriving ♥ 1 That was incredibly unsettling and cute, I have goosebumps just from moving around. Didn't realize I could turn my character around and spent the first good bit trying my best to click on everything while only facing the portal while I moved around. Clicked everything I could find, eventually the characters had more to say, ran out of things to click. Tried going through the portal a few times. I gave up on waiting for Ozwomp, wasn't sure if Ozwomp was real or something I had to trigger or something that just takes a loooong time to happen. Really cool for your own engine though, great work!
Apr 21 00:27:14 26m 25s PlantArtica ♥ 2 I feel like the platforming is too tough for a mechanic where every time you turn you're temporarily immobilized. You succeeded at making the character feel heavy and frozen, but you also succeeded at making me feel like my keyboard wasn't working. It wasn't clear how to get past the first temperature gate until I just stood there and got cold, and my hands got tired of struggling against the platforming to get to what was either a QTE or another invisible checkpoint, all I know is it flashed control like I was supposed to spam it so I hit control until I died. Aesthetically though, great job. Everything about the sounds and visuals feels super good, except maybe the siren noise in the music. It does help add to the dark toned moodiness of the level, but it sounds a little too much like emergency services. If the planet is lost and I'm the only human left (at least in this expedition team in the middle of the arctic), why am I hearing downtown police sirens? I'm impressed by the power of a jam team. Having the option to change all those sound levels is fantastic, and the fact y'all have it working for some type of game controller is great, even if I don't think I have the one that works with it. For keyboard controls, I felt like control was a weird key for action. It only works with left control, which means I have to twist my tiny pink away from the WASD fingers to hit it when I would have preferred to use my other hand on the right control button. Struggling to position my hands to use the action button cost me a lot of deaths for sure. This is definitely a moody story game I would love to watch YouTubers let's play, but it's not the kind of first-hand experience I enjoy.
Apr 21 00:42:35 15m 21s Dog Eat Squirrel (Finished) ♥ 1 LeAve ThEm Alone sam, TheY Are Just Squirrels The graphics are adorable. The music is nice and all the sound affects are nice individually, although the human is hard to understand especially when you're barking 500 times a second at 500 squirrels and then you get to hear 500 simultaneous SQUEAKSQUEAKSQUEAKSQUEAKS. The bark sound spamming I can handle since I'm the one responsible for it playing that much. There are too many squirrels to the point that playing fetch for 10 points is useless when I can just pro strats it and stand under the feeder spamming spacebar while my score just goes up by 1 for each squirrel. Got kinda bored after getting my score up to like, 158? 168? something like that. Not sure if controlling the camera with the mouse is intentional (I played the web version, and I don't think it did that in an earlier desktop build of your game that I saw and played while I was still working on my compo entry). It makes the difficult to control doggo even more disorienting to move around. Overall, I'm strongly swayed by the cute and simple models, even if the gameplay itself was kind of frustrating. Good job!!!
Apr 22 04:19:40 27h 37m Keep It Alive ♥ 4 I loved it! My first playthrough before I went to bed yesterday, I was so stressed out and spooked. The experiences from my first playthrough: - I, too, thought the shoe-tying was a timing minigame. I comprehend it's the same timing bar style as the overall progress bar between stations, but we see the shoelace bar before the overall bar, so with that one spike in the middle of the graphic it just looks like a timing minigame. I'd ditch the middle bit or use a different graphic entirely. - The icon for coal is introduced, then you are told about coal conservation (which was never much of a problem). The icon for bullets is introduced... then you're told about a cell tower range. I thought the bullets were a weird wifi signal until I saw the gun and recognized I'd have to shoot things. - Was originally very confused by the "llord" comments, but got a chuckle out of me for the reveal of the Queen. Not sure if it was meant to be found humorous, but it did amuse me. Today, I spent some time playing it more critically-eyed. I worked really hard to get game-over screens. Here are my experiences: - The beginning heart beeps would be an excellent time to introduce a temporary volume setting bar. The game's pretty loud, at least for me, so I had to turn my computer's volume down. Though, that tends to be true for most games for me. C'est la vie, I guess. -- The heart beeps at the end seem to go away after a bit of staring at "THANKS FOR PLAYING", but the flat-line doesn't, which is kinda painful although appropriately thematic? Not sure if I like it or not. Hmm. - I enjoy that it's difficult to lose on stage one. My boyfriend asked me for the link to the game while I was playing it, and somehow says he coasted the entire stage 1 without doing anything, though when I did the "do nothing" approach I ended up dying about halfway. - The legs of the replacement heart's body are a nice touch. - When you use the dead heart as coal, the spot where the heart used to be still bleeds when shot by the C H O P P E R S. - When you don't use the heart as coal on the way to Pasadena, it still disappears from the final stage. - When you do use the heart as coal, it still exists for the ending scene. - I wish the ending scene would let me see the other frame of the shoveling animation before it cuts to black, it makes it feel like I didn't hit "d" or right arrow. - I wish the ending screen had the 'w' to restart and 's' to quit options that the game over screen does. - I gather everything on the main UI screen is an image except for the coal amount, because the amount of coal looks kinda weird on inclines/declines when everything else gets skewed a little. It's passable uphill, but looks a lot weirder going downhill. I think that's all I can remember. I enjoyed trying to fail and seeing what happens. Amazing little game!
Apr 24 09:15:31 52h 55m You Have One Job ♥ 2 What a fun little game! Even without any music or ambient sounds (which I feel like might fit the game better than music, maybe a nice laboratory hum?), the audio is really, really satisfying, as is the visuals, except: - Some of the buttons are really neon and it hurts my eyes. I like the pastel buttons more. Might be a me thing since I suspect I'm autistic, but that means I know I'm not the only one sensitive to overly saturated colors. - I was surprised by the button on the left being a button, I thought it was another meter. I keep forgetting to click it because its 'lit up' color is the same as the other buttons' 'unlit color'. - I wish there were a visual indicator of the secret orange buttons so they wouldn't be so surprising when they light up; otherwise, it just kinda feels like a jerk move to suddenly have extra buttons with no type of subtle warning (kinda like how I thought the one on the left was a meter, but surprise! button!). I understand that's probably not the intention since this is a jam game and all the other buttons are very polished. Gameplay wise: - It's slow to start. I was kinda bored and only stayed because of the satisfying audio and desire to see how long it took to get chaotic. - The main challenge I had was my mouse's tendency to double-click sometimes, which I think might have done me in when it finally got hectic. I managed to make it to a score of 313 on the first run, and that included double-clicking and waiting to see how long I could go without clicking a button before it started to die. I think it could do with either a time-related difficulty ramp (speed up the pace of the game or shorten the timer for how long buttons can go unclicked), or the Simon Says type gameplay that was suggested (in which case I'd even out the randomness and difficulty increase to better fit peoples' ability to memorize patterns, it's hard to memorize something when it all shows up at once). Overall great job! I'd love to see if you touch it up post-jam! 💙 (Also, this is probably just a me thing, but it would be great if "Test subject #x" was centered above the Thing)
Apr 24 11:05:30 1h 49m VAMP ♥ 1 I experienced the same issue as @nick-rafalski, but with a generic USB controller I have plugged in to play PS2 games on an emulator. The issue went away after unplugging it, just the same. Here's the console: chrome_kpa4Ae5Vrm.png I absolutely dig the music and sound effects and all the visuals (the oval vignette really feels like looking through the eyes of a monster, especially paired with those tiny little hands, although I guess based on the chomping animation we have more of a mouth-eyed view? terrifying to imagine what this vamp looks like from the front), level 3 is definitely a big difficulty increase from every other level in terms of complexity and time needed. Then it gets easy again afterwards. I'd have had level 3 as the last level since it's longest/the most complex. I'm really impressed you created your own 3D game engine though! I don't think I know enough fancy coding yet to make my own engine (although now I kind of want to one day), the best I could do is maybe code a 2D game from scratch with the right libraries and tutorials, certainly not an entire engine to make games with, so that's pretty impressive. I assume that you made it pre-jam, but if you made your engine as part of the jam then that's incredible.
Apr 24 11:16:47 11m 17s Twitch Feeds ♥ 1 I can tell by the high score and previous comment on here that it's possible to play the game, but the instructions didn't pop up when I typed !help so I wasn't able to do anything. The music is absolutely fantastic, though. I'm assuming the bot or whatever got disconnected somehow before I showed up. I'll drop you a follow on Twitch and try again later so I can give a complete rating. I do like that it auto-restarts the game, so that it can be enjoyed as a Twitch experience even without your presence, other than it apparently being disconnected since !help isn't working. I think Twitch integration is really neat, so it's fun to see that in a compo game even if I can't play it yet!
May 8 21:20:49 346h 04m Holy Plague ♥ 1 Lovely game! I really enjoyed it and played it three times to get the 2 endings (because I was dumb and got the same ending twice in a row). The platforming is annoying though: - Is the player supposed to wait for the water level to rise enough to get up that one hill that has a cloud platform added to it later on? - Why put bees RIGHT where the player is going to walk into them, forcing them to respawn and walk there all over again? - I kind of wish taking off was a separate button so I'd stop taking off before I'm done destroying absolutely everything by just holding the jump button and going through the levels. (I'm not even sure how you would pass some of them without doing that, i.e. the bees & if you make holy trees it's basically the only way to get past all the dogs and angry humans) - Also, it seems weird in the lumberers vs holy trees level that my "help humans" option is to kill the lumberers rather than making all the dead future bee-trees into healthy ones for them to chop down, or cause saplings to grow up even? Also, I don't know if "I am once again asking for your ethereal support" was supposed to be a lowkey Bernie meme, but it made me giggle either way. Had a lot of fun with it. Found it by accident while avoiding my backlog of games to play'n'rate in the next three days, lol. Guess this is one way to break the ice! Also, I love the angel's progression from faceplanting to cool superhero posing on landings, and the design of the Creator is really cool.