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aCuriosity

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TimestampSince previousGameaCuriosity's comment
Oct 5 21:52:52 Memoirs ♥ 1 Very atmospheric, very calming little simulation, cohesive art style. I wish there was more to do than just click on stuff, and read about it, but still a memoirable experience. I like it!
Oct 6 22:40:47 24h 47m Precious Pergatory ♥ 1 There is an atmosphere to the game, but the gameplay need some work. Tried the controller first, but it seems the left stick y-axis controls jumping which doesn't work for me, as I move left and right I am accidentally putting a little into the y-axis of the stick making the character float into the air. So I tried keyboard, this worked, but there was no feedback from the jump, a sound effect would add a lot to the jumping mechanics play feel. Also took me a bit to realize holding jump made you jump higher. Adjustments to the camera would make a big difference, and there are a number of ways to go about adjusting it. The issue I have with the camera is I cannot see the platforms to the left or right of me, and I cannot see the dangerous spikey rib cages below me until it is too late. There are a number of ways to adjust this but the easiest thing would be to zoom out a bit, and move the camera down a smidge. I enjoyed the atmosphere, the cohesive art style, the lighting. I think I liked the happy little ghost the most.
Oct 7 19:35:18 20h 54m Clone Arena ♥ 1 What a game!
Oct 7 19:45:36 10m 18s Revenge of Loopy the Turtle ♥ 2 So you suck me in here with a sob story of the turtle, I get all emotional, and then I have to inflict this pain on all the other animals? what a spiteful little turtle, I was expecting to be cutting the bands off the animals... Either way it was fun. Draw more attention to those spawns, add some power ups, and rapid fire and I would have been stuck in there a bit longer. Good Job!
Oct 7 20:04:18 18m 42s COLORSPACE ♥ 1 Didn't fully grasp the gameplay, made it to level 3 and got stuck. I am a sucker for sprinting, so wish I could sprint. But the atmosphere was great, really trance/dreamy like.
Oct 7 20:20:17 15m 59s Divine Drifter ♥ 2 Love the aesthetic, but the gameplay was not everything I wanted. A little Tron-y, a little synthwavey, I really liked the vibe and visuals for the most part. I'm a sucker for that synthy/tron feel. And arcade style driving(Rush 2 anyone), I'm a sucker for that too. I had a hard time determining the near miss colliders from the oh shit you crashed colliders. And would have liked a little more variation on the driving mechanic to keep me going. Great Entry, glad you made it.
Oct 7 22:48:27 2h 28m Rock Slide ♥ 1 Great game, very canabalty. I unlocked the special surprise inside. In the beginning I had a little trouble with the jump mechanic, I was expecting a hold and float, so kept holding down space which when timed poorly leads to unintentional re-jumps on landing. Once I realized it was all timing the jump and not prolonging it I progressed much quicker. Good progression, introducing twists on already established patterns, and tricking the user in a few places into breaks from those patterns. A bit of a memory game mechanic, playing on the loop theme. Good use of theme. Good feedback from everything, it all felt pretty right. Sometimes the pink bouncers felt a little unfair, but the crunch doesn't always allow for adjustments. Great job!
Oct 8 14:39:26 15h 50m Bust-a-Loop ♥ 1 Took me a bit to get the timing down early on in the gameplay, had a little trouble with positioning too, but once I got it I found I was shouting out my moves like a thugged out MC while I executed them. Favorite Sequence: Valiant Foot -> Buster Dunk -> Ice Spike -> Fireball Felt like I wanted movement to be a bit quicker so I could get into position for the next move quicker, but that could just be a lack of understanding proper sequencing, because when things did work out, I was devastating my foe. Good Job!
Oct 8 17:15:09 2h 35m Hook and loop ♥ 1 Really wanted to use the controller on this one, but there was a weird issue where with the jump/hook button, I think my game suffered the same issue when I tried exporting to HTML5, but the issue didn't arise in the local build. Anyhow it was as if onButtonDown events where being thrown for a what was really a buttonDown. So even if I tap jump (A on XB1 controller) not matter how fast I tap it if I am within range of a grapple point I attached and dettach in rapid succession. So onto the keyboard. Once I switched to keyboard things moved more smoothly, controls felt pretty tight, I was able to bounce around and grab some keys. I like that the grapple points alert you to when you are within range. Sometimes the direction of my swing from the grapple point felt counter intuitive, I expected my velocity to continue to be carried in the direction of travel, but it seemed like the anchor point had a pre determined rotation direction. If that is the case it would be nice if the visual of the anchor was rotating in the direction it was going to swing you so I can better anticipate what is to come. Sound effects, is there no sound? sound effects could do a lot. All in all an entertaining entry. Well Done!
Oct 8 17:21:26 6m 17s Debugger ♥ 1 Felt very original while oddly familiar. Well Done! I like it!
Oct 8 18:51:29 1h 30m (Nu) Da Drum ♥ 1 Mood, lots of mood here. When I read the description, and saw "Narrative", I was expecting narration. I think its part of what drove me through to try and get to the next part, the anticipation of narration bits. So I continue to click and drag as fast and accurately as I could looking for more to the story. Reading the description of the game, saying some inspiration was drawn from the inability to let go of things, set the first stages of the mood, pretty personal, yet relatable. The graphics style combined with ambient "music" further drove this mood. I didn't want anything bad to happen to this bear. I like the colors used, the bear really popped but didn't look out of place. I think the ground pieces could contrast the background a bit more, really communicate that they are solid. Gameplay was confusing at first. I couldn't determine what to do, I kept trying to interact with the trash can, maybe put the bear in and out of it? The goal points need to be emphasized, draw more attention to them so the player identifies them as a point of interest, and not just a random out of place particle. I ended up completing the game(made it back to title scene), and I enjoyed the atmosphere, and the experience. Scoring high on mood! Good job on the jam!
Oct 8 19:29:27 37m 58s Inside Divine Comedy ♥ 1 The background made the game, it was beautiful, nice layering, blurring, coloring. I knew right away that I should go for the berries, but after collecting a few it took me a bit to realize they transferred into hearts, the berries should be hearts. Bounding boxes were difficult to determine, in this style game they need to be very clearly definable, so the player doesn't feel cheated by a suspected near miss of the visual triggering a collision. Looks like there was a bit of effort put into the sprite animations, and while I liked the creative creatures(namely the fish with legs(Monty Python inspired?)) they felt out of place on this super polished background. I wanted them to be more glowy, ghastly, high def gouls. Not sure about the controls, I ended up tapping the left and right arrows a lot which resulted in a more lane change type movement than holding it down which was smooth. I likes the precision the lane change type movement gave me. I wanted this lane change movement to be buffered, I wanted to be able to tap the right arrow 5 times fast and have the 5 sequential lane changes unfold. The background, along with the ambient sound, set a great atmosphere, it drew me in to complete I think 7 circles. Good Job! Beautiful Atmosphere!
Oct 8 22:49:12 3h 19m Loop Lock Malfunction ♥ 2 Good game, Good mechanics, Good sound, Good production quality. Lots of good. Liked the portal-esque vibe, and the integrated user/hud. Tried the mouse looking off the break, wasn't helping my gameplay, so I stopped looking and just drove around with much better success. I think I would prefer a different camera angle, it was hard for me to keep track of where the enemy's where as I was moving about. Or maybe make turning based off the mouse move and just W/S for forward/back? There is some fast paced arcade action in there that I just cant master as is. Great game. Well done.
Oct 9 02:02:56 3h 13m Chronos Time Warp ♥ 2 I have freed myself from the time loop of Chronos, and had fun doing it. I wish I could have done it on my controller, the nostalgia of the gameplay made me want that controller. Everything worked well, was predictable, and it never really felt too unfair. A few gripes... On the death strike of an enemy, I feel like that should be the most rewarding strike, but the feedback of the final strike was much less than a regular strike. If the death strike inflicted the same bounce back as the other strikes I think it would feel much better to get that kill strike. I didn't like that I could consume the heart pickups when already full. And sometime when I was fleeing, mainly if I tried to flee vertically, the collision colliders for the enemy felt big, as they would hit me from below where I anticipated no collision. The arrow sequences made for a tense moment. Good Game. Good Job.
Oct 9 02:27:24 24m 28s TCHOU ♥ 2 Everything worked, and it was all beautiful. Moving that little train around was very rewarding, the train movement/animation, camera movement, graphics, all felt polished. Every bit of moving that train around was fun, from accelerating, to stopping, to busting through the gate and pumping the corners. The particle effects were incredible! Great Job!
Oct 9 18:32:04 16h 04m Shlooper ♥ 1 Incredibly polished for a compo entry. Great feedback for every action. A couple things on Controls I wish it had controller support, never been great at 2d shooters that required a mouse to aim, I think playing with a controller would elevate the whole thing. Also I found myself struggling that with the two different jump buttons. Spacebar and W are both common jump buttons and I kept hitting one of them expecting the other thing to happen. I would try and jump from the ground with W, and sometime try and dash with Space, just out of habit... Assuming there is no prolonged jump, which it seems like there isn't, I think dash and jump would be better mapped to the same button, I prefer W. I get those are some nit picky things for a comp project, again this game feels super polished regardless of the fact that its a comp project. Great Job!
Oct 9 19:12:01 39m 57s Sonar ♥ 1 Love the sonar effect, lots of potential. The sonar effect is awesome, and the art style works well. There are lots of little things could elevate this game a lot. Movement could be a lot more fun if there was some sort of thruster, or tail, to reinforce the direction of travel. Currently since I have so little information on where to go, I really want to know what direction I am traveling in. A tadpole style tail would work well. But even a trail would be great/help with spatial awareness. A long trail would help a lot with navigating, but if you are a stickler for limiting visibility, a short trail would reinforce the movement. Better feedback on the collectables, I want to go out and get them, but currently, when I collide with them, I am not certain I really did, which when I am being chased, creates uncertainty, Rick hates uncertainty. a sound effect for collecting would make a huge difference. Next up play the effect of the collecting particles, scale them big(Lerp it like a pro) and fade em out, exaggerate it. I want to know how many particles I have collected, and on my person. I dig the minimalist-ness of the current graphics, so in lieu of a text display, having the particles I collected orbit me or something to that effect would be nice. Its not clear that I retain them through death, this would fix that, as well as make collecting them further rewarding. I don't think the enemy's should teleport, its confusing, by making them move normally the player can track their movements and better predict them. Sound effects for everything, including music or some ambient loop. Overall Well Done! I played it through to the second camera perspective. Very cool game!
Oct 10 01:38:18 6h 26m Looper ♥ 0 Great Job! Everything worked together, nothing was out of place or felt unfair. Very polished
Oct 10 17:00:47 15h 22m Stranded ♥ 1 Paying it forward?... I hope... someone(User: Oxropy) pointed it out for me, hope it works for you... regards your HTML5 problem in this blogpost(https://ldjam.com/events/ludum-dare/47/legendary-orbit-golf/publish-for-web) it says “For Unity you might need to disable compression in the web player settings before exporting” maybe this will help.
Oct 13 20:43:25 75h 42m Not Enough ♥ 1 I'm not patient enough...there is a lot right here, but the cutscenes/level loading are too slow to keep my attention. I would notice I was mashing the controls waiting for it to start. Everything worked, movement was fun, but playtime felt like it was less than the reading/loading times.
Oct 14 15:47:08 19h 03m Gravitron - 2047 ♥ 3 Wow, just wow. Awesome mechanics, Beautiful graphics. It took a little longer than I care to admit to understand what I was doing, or supposed to do. But once I got it I was playing around, finding fun ways to kill everyone, I found myself wishing there were more gruesome ways of disposing of my enemies. It took me a bit to see that by obtaining the core pieces I was progressing, for a while I had no clue what the core pieces where, after I got maybe 3 of them I saw that it was containing the core, and that drove me to continue onward. Jumping mechanics need some work, I am in a habit of holding forward while I jump, and when I am against an object, the frontal collision seems to consume my jump velocity. Shooting marker needs to be played up/exaggerated, it seemed like the collision bounds for my beam where generous which I liked, but it wasn't apparent that the beam was anchored to the enemy/object, especially at range. More attention needs to be drawn the the "selected" objects, maybe an aura type glow. When I was faced with the platforming section I was nervous that I was going to fall a bunch and get frustrated, but somehow I managed to make it first try, felt much fairer than I had anticipated. Overall awesome job, love the menu options, everything worked great, I am not sure about theme, other than when I complete the game and it restarts(that was a restart yes? I did a quick survey and things didn't look changed). Fun and polished, Portal meets super hot?
Oct 21 17:28:56 169h 41m Bullet planet ♥ 1 Great Game, it had a really nice atmosphere, felt really cool to move about the planets surface. There was no sound for me, but I see you opted out of the audio category. Sound would have given great feedback on all interactions(fire, hit, hurt). I was pretty inaccurate with my bullets, found it difficult to line up shots. Cranking up the bounds of the bullet colliders would make it less punishing to inaccuracy. Movement could have been tighter too as it felt like the drifting was detracting further from my shooting accuracy. Graphics where cohesive and looked good. Would be nice if enemy and user bullets were different colors. Overall a great job, the game has an ooey gooey core, just needs the chocolate shell.
Oct 23 11:49:39 42h 20m Loop ♥ 1 Simple and challenging gameplay. That last level was a doozy, almost gave up, but boy was I exited after I got the three stars and I didn't have to unwind through that spiral. The directional change pickups provided a nice twist to the mechanics, it was satisfying picking one up, almost hitting a wall, getting tense anticipating a collision, then winding the other way. There was very little that I grew frustrated with, other than my own abilty to accurately predict/execute the correct timing to exit my loops. On the last level, I did want an adjustment to camera movement, the camera moves up and down with my head, I would be curious to know how it would feel with a slight left/right follow as well. Adding some effects, sound and or visual, to entering/exiting loops might feel nice/further reward the one mechanic. Overall it looked good, played good, sounded good, created a cute atmosphere. Well Done!