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DDRKirbyISQ

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TimestampSince previousGameDDRKirbyISQ's comment
Oct 16 02:58:39 Vibe Rider ♥ 0 I was so convinced from the screenshot that this was gonna be some sort of Skyroads remake...oh well. Anyways, hard to rate given that it's more of a tech demo than a game, but it's....pretty cool! The camera panning around is kinda...interesting, it's "cool" but also doesn't really let you see much of the track when zoomed in? But I guess it doesn't really matter currently. Neat stuff!
Oct 16 03:18:35 19m 56s Amusement Shark ♥ 1 Had not heard of kururin before playing this game, haha. Finished with a time of 3:15:12. Cute end screen! I know it's hard for a game jam, but it felt like the aesthetic of the game could have been a bit more unified. If you look at kururin you can see they have this happy-go-lucky music and lots of cartoony/pastel backgrounds. Here, though, the backgrounds are things like...tiled grass/dirt textures? And the music is more EDM/dancey, which felt almost like it should have been for some sort of racing game. I actually feel like this would be a really funny game using some other control scheme, like mouse controls or something...using the keyboard almost felt a little too precise. Anyways, fun game anyways!
Oct 16 03:29:55 11m 20s Dip & Flip – Zombie Edition ♥ 1 Lol, way to take the theme and run with it. The mapping of drag distance to the resultant vector/arrow seems to be a little wonky/inconsistent depending on where you click, you might wanna check that out. Audio could be balanced a bit better maybe (?); music seemed quite soft in comparison to the other sounds. Wish there was a way to continue playing even after losing all of my fingers xP
Oct 16 04:15:35 45m 40s RailLoop ♥ 1 Hehe, fun prototype! The little train snaking around looks good :)
Oct 16 04:37:34 21m 59s Unnatural Selection - Circle of Life ♥ 1 Haha, this is great. The creatures that I had the most success with definitely didn't match what I was initially going for in the beginning; love it when a game ends up subverting your expectations like that.
Oct 16 04:50:36 13m 02s The Sun Wants a Hug! ♥ 1 Not all of us are using huge monitors or retina displays here...thank you for including a 1280x720 option. (I was quite worried when the game opened and it stretched all the way across both of my monitors) Pretty simple game, but fun for what it is! I feel like having the obstacles be smaller and more numerous would have been an interesting tweak (?)
Oct 16 05:06:49 16m 13s Groovy B and the Great Cownundrum ♥ 2 Simple but fun. Extra points for implementing both platforming and top-down movement...
Oct 16 05:17:47 10m 58s Escape Velocity ♥ 1 Kind of cool! A little too RNG dependent especially given the more distant planets which don't even appear on the radar, let alone your screen. Mistakes are pretty severely punishing too. But it was still kinda fun nevertheless!
Oct 16 05:40:50 23m 03s Arcade Legend ♥ 1 This was pretty grindy but....the text was at least a little bit interesting and the ending made it worth it, lol!
Oct 16 05:51:07 10m 17s Stuck In Paris ♥ 2 "Honking does clear your path some of the time, the cars around you will check if they can change lane and there’s a chance that they will if they have space to do so :) There’s also a 1% chance that they will go into your lane and crush you like real parisians do." Oh dear hahaha. This was great. Echoing most of the other comments as well.
Oct 16 06:06:11 15m 04s Creed ♥ 1 Whoa, didn't expect some different endings here. Neat little easter egg!
Oct 16 21:43:39 15h 37m Boomie ♥ 2 Naice. The puzzles were not too difficult for me, but still required a bit of thinking at some points. It was great for a jam game! My main critique is that the path drawing speed feels a bit sluggish, it sort of slowed down the pace of the gameplay a bit much for me during the times when I already knew what I needed to do but had to wait for the boomerang path. Though, I understand that this is a puzzle game, not an action game, and maybe you wanted to be conservative so that people wouldn't have difficulty executing what they wanted to.
Oct 16 23:51:59 2h 08m Shifting Edge ♥ 1 Nice! Finished level 6, I felt like the difficulty of the levels themselves was more or less OK but I swear every time I tried to move my mouse diagonally I always ended up with a sharper angle than it should have been, somehow. I don't know if I'm just going crazy or if there's some visual/mechanical reason for that. It seemed like constantly jumping was (counter-intuitively) actually much safer than walking, as it allowed you to avoid most bullets and spend the least time in contact with the floor. The spin attack felt OK while stationary but the spin-dash ended up being a major liability. Some of the more frustrating deaths came while walking along a thin pathway and hitting a "corner" on the other end which then ended up pushing you off the path. I feel like there are probably some quality-of-life tweaks that would make the experience better for people who aren't as coordinated, but I'm not quite sure what they are. Anyways, great job!
Oct 17 04:30:07 4h 38m Splines 'n Shapes ♥ 1 Nice! This game uses minimalism pretty effectively. It felt like I ended the game with a pretty different understanding of the puzzles than when I started it, which is a neat feeling. Minor quality of life thing would be to have some way of visually associating the control points with their order. I found it pretty difficult in the later puzzles to figure out whether orangey point would go to greenish point or the other way around. A minor hindrance, to be sure, but still worth noting. I understand that the muted colors are sort of part of the aesthetic though, so I am not sure what the best way to handle this would be. Perhaps just a way to reset the curve (to a known ordering a position) would suffice, or even automatically doing that between levels. Not sure...
Oct 18 06:52:29 26h 22m File 47: An Incident in the Exclusion Zone ♥ 0 Nice, there's quite a bit more here than it seems initially! I feel like some of the locations were slightly hard to map out in terms of navigating through them (the garage/casino area especially) but that didn't end up stopping me in the end.
Oct 18 20:53:47 14h 01m TIME TO DANCE! ♥ 2 Great job guys! The gameplay is simple once you get the hang of it but still enjoyable despite it, so it really works! I think my only request would be that IMHO the dance floor should include the player-character as well (unclickable), so that you can have an animated visual of the choreographed dance moves that you just came up with. Right now (if I understand correctly) you never actually get to see your own dance in action -- it's just sent to the server so that it can be shown to other people. Which is cool, but I think there would be more of an incentive and "reward" for people to put in effort if they are able to view it themselves. On the later levels I found myself just leaving the dance at random because I knew it wouldn't really affect my own experience, but I feel like with this change I would be motivated to put in my own custom dance moves since getting to see them in action would be really fun :)
Oct 18 21:04:07 10m 20s Degrimer ♥ 2 So that's why my washing machine is always so noisy when it's running an extra heavy load....
Oct 19 10:33:38 13h 29m Arthur Fisher Intelligence ♥ 1 How people manage to think up these systems and then put them into actual puzzle formats will forever be beyond me... This was great! I really enjoyed the last level especially.
Oct 19 10:54:42 21m 04s Roller Riches ♥ 1 Yesssssss
Oct 20 01:10:41 14h 15m Tempus Locus ♥ 1 Very nice. :)
Oct 21 00:45:52 23h 35m Hamster Simulator ♥ 1 Nice haha. Got my pro strats using both the D key and right arrow to accelerate twice as fast :P Small nitpick, the synth bass instrument seems to be a little off in terms of quantization/timing, especially when it first kicks in. Everything else seemed fine though, so probably just that one instrument is off.
Oct 21 01:09:59 24m 07s Chicxulub ♥ 2 Niiiceeee. aaa.png 100% should be possible with cleaner play, though I don't think I can be bothered to try for it right now. This was great, your design choices were great, the music was surprisingly good for pico-8 and the graphics were effective too. Really nothing to complain about. Thanks for the detailed post-mortem writeup too! Awesome job.
Oct 21 18:01:11 16h 51m Hang on, Bill! ♥ 1 Great job, this was a fun one for sure!
Oct 24 20:27:16 74h 26m WHAT I SAW ♥ 1 Oo, is that Cymatics - Lofi Melody Loop 5 - 80 BPM F Min that I hear in the first song here? ;) It's cool to see different kinds of works out of you, even though it's clearly a bit rough around the edges as I think the commenters above have already noted. Thematically I think the idea of hiding in closets and destroying the mirrors works well with the narrative, but I think mechanically it needed some work. A lot of this boils down to platforming physics and level design I think. Right now the closet hiding feels more like an afterthought rather than something symbolic; I think part of that is how it's possible to simply jump over the enemies, etc. I can tell that the platformer physics use physics-based inertia which leads to the "slidy/floaty" feeling. Also, it is nice sometimes to offer the option of pressing "jump" using a different hand than the one controlling horizontal movement, as that splits the controls across two hands. The level layouts I found relatively confusing too, though eventually I stumbled my way through. Some of this is due to the mirror mechanic complicating things, and some of this is due to most of the areas looking visually similar, so it's hard for me to see a stairway and know whether it's the same one I just saw 5 seconds ago or not. There is also no sort of map feature and when a "goal" location is shown, the camera pans extremely quickly, making it impossible to know which direction to travel in in order to reach the goal. Narratively I felt like this game was less nuanced and complex than your other works (missed messages!!)-- ironically the narrative is much more linear and direct despite the level design being nonlinear. But perhaps this is understandable given that you needed to build a platformer at the same time. Some of the small visual touches were nice, especially the eyeball motif!
Oct 24 20:54:26 27m 10s Anything For You ♥ 2 Nice job! The memories here are an interesting mix of nostalgia and love mixed with bitterness and regret. That mix of genuine love with genuine hate I think is something that is often unique about "family". You love em and you hate em. (And sometimes you just hate em...) I think that's what makes this narrative feel more authentic than most. Family is a complicated enough issue that I think everyone is going to bring different emotional baggage to the table. As such I don't know if your particular viewpoint will resonate with everyone, but I also don't think that it really has to, if that makes sense. The format was relatively simple here but the choices in the dialogue really helped keep things engaging, even if they were not complicated choices at all. The ending was a nice way to tie things together. I know that you've already provided an alternative for deaf and hard-of-hearing players, but you should probably look into providing subtitles for that scene as well as a nod to accessibility. The drawing of the emperor was my favorite! Those birds, hahaha
Oct 25 01:41:26 4h 47m Stix ♥ 1 Collected some sticks. Pretty weird..."difficulty" curve, if you could call it that. The 1st loop felt just plain tedious, the 2nd loop went a bit faster since I knew where things were, and then the 3rd loop just seems...impossible? To be fair I didn't try for terribly long, but after collecting 3 sticks and then losing all of my progress via what seems to just be more or less random chance (?) I decided to quit while I was ahead... Our entry also may or may not be definitely a horror game, if you'd like to check it out.
Oct 25 03:38:40 1h 57m Woofice Chair! ♥ 3 Oh hey it's this team! Good to see y'all in action again. It's pretty fun. The mechanic of not being able to attack while revving is kind of interesting, I guess it adds sort of an element of strategy but I feel like if you're going to go that route, it needs a bit of different tuning...maybe something like a "charge up" where your lateral movement slows down a bit while you increase your spin speed (a la Sonic?), and then your spinning momentum would last for a bit longer to compensate. But that's just a random idea, who knows whether it would feel right! (I am a bit curious to see also whether the game would work well with mouse controls) The graphics are very cute and I like the uniform aesthetic across all of the UI and game elements. Artistically, I would caution against making everything so brightly saturated (especially the grassy background) as it leads to a lack of visual focus in the game. Luckily, the game is simple enough that I don't think it really affected readability much. Just something to keep in mind. Having the weapon switches was a great touch, it helped keep things fresh. I wonder if it would be an interesting idea to have different weapons have wildly varying properties, to give more of a "choose the powerup" style game. For example, a short-ranged weapon that does more damage, or a weapon that you can't spin as quickly but has longer range. Things like that. Great job overall!
Oct 25 04:09:50 31m 10s Bust-a-Loop ♥ 1 I was super confused until I realized that you could move using the arrow keys ;) This was surprisingly fun, it was quite interesting trying to get the moves to flow into each other. You've stumbled upon something really cool here. I played through on Amateur difficulty, which seemed about perfect for me. Some minor gripes: - I understand spacing is a part of the game, but for certain moves such as the arcana punch and (especially) the ice spike, I feel like it would only be fair to have visual indicators on-screen of where exactly they will appear. - Facing autocorrect sometimes screwed me over as I wanted to e.g. blade drop in one direction but the game forced me to do it in a different direction. I'm....actually not sure I would want this fixed because I think autocorrect actually works fine for the most part and simplifies things, there's just certain situations where it can mess with your combos. Coolest combo loop was probably the one I used to end the last stage: - Dropping a landmine - Set an arcana punch - Cloud kick into the arcana punch, punch sends into the landmine - Blade drop - Set another landmine and arcana punch, but wait until the opponent is low enough, otherwise the arcana punch won't send into the landmine You had a pretty good variety of moves here! Some of them maybe could be tweaked ever-so-slightly to be more generous (cloud kick, blazing heart maybe??) but I probably wouldn't touch their core designs.
Oct 26 09:41:15 29h 31m BoreOut! ♥ 2 Just like real life...all is well until the manager comes along...
Oct 26 09:56:24 15m 09s Smells Like Chlorine ♥ 2 dang.
Oct 26 10:03:08 6m 44s Infinite Nightmares ♥ 2 Great ambience! Cheap jumpscare! I got stuck!
Oct 26 10:16:52 13m 44s Cycle Breakdown ♥ 1 Naice.
Oct 26 10:26:06 9m 14s BLOOP ♥ 1 Very nice. Slightly easier than I would have liked (would have been cool if the actions got progressively faster bit by bit), but still enjoyable regardless!
Oct 26 10:38:06 12m 00s Stuck in a Soup Loop ♥ 3 Amazing! No complaints here really, this was great fun! I'm sure the post-jam version has/will have some quality-of-life features and touch controls would probably feel much better on that version as well. I do think the difficulty would possibly need to be adjusted for certain players depending on skill; it ended up fine for me though.
Oct 26 11:43:50 1h 05m Aztec Ride ♥ 2 Simple yet complex. Very nice!
Oct 27 03:57:36 16h 13m Rad Rodent Racing ♥ 0 Finished with a time of 1:29:171! Some gripes: - Sometimes after running into an obstacle I seemed to run into a softlock where I'm unable to speed up at all and need to restart the entire game. This may or may not have to do with holding the up key while in the crashing animation (?) - I'm a dinosaur here and my primary desktop's monitor resolution is....1280x1024. Your game stretches out to my second monitor. Please consider us dinosaurs for your next game. Thank you :)
Oct 27 05:50:01 1h 52m Stuck in the Sewers ♥ 0 Doesn't seem to be loading for me unfortunately! I get a 403 error on https://v6p9d9t4.ssl.hwcdn.net/html/2843624/stuck_html_move_fix.js when trying to run it.
Oct 27 07:02:41 1h 12m Super Jump Guy ♥ 0 Short and sweet! Was hoping for even more "levels" but ahh, I guess that's too much to expect for a jam game :)
Oct 27 07:20:25 17m 44s Orbitrary ♥ 2 arst.png Woo, what a rush. This was super minimalistic but incredibly well-designed. Everything felt fair since advance warning is given for every single hazard and pickup, so you know that if you had only played a little bit better...which leads to that "one more run..." feeling. I do think that a lot of players would benefit from an "easier" difficulty where the game just simply runs a little slower, but I didn't really mind. Impressive that you put in multiplayer as well! I'll have to try that at some point.
Oct 27 07:31:41 11m 16s Not Enough ♥ 1 Never have I played a PICO-8 game with so much screenshake ;P Interesting little "narrative" combined with simple yet clean gameplay.
Oct 27 07:39:37 7m 56s Pico Arena ♥ 0 Pretty difficult until I realized that you need to attack horizontally rather than vertically, then it became easy!
Oct 27 07:44:46 5m 09s a nice place ♥ 1 I'm always impressed by games that seem to really create a world of their own. Something that feels like it has more life than what you see at face value. The audio of the crashing waves was simple but really well done. I'm actually especially impressed by the tree sprites as well. Great job!
Oct 27 07:49:59 5m 13s Red Venom ♥ 2 Oh Stargunner, I missed you. This is dying for a great soundtrack. :)