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doomshmuck

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TimestampSince previousGamedoomshmuck's comment
Oct 5 14:00:37 Falling Forever ♥ 1 The connection to the theme here was pretty light... beyond the initial scene of falling, that was pretty much it. And it didn't really seem so much a loop as it was just a deep pit. Also replaying that whole intro scene if you fall is more of an annoyance rather than adding anything, I would say. Besides that, the mechanics were well implemented for the most part. It was a little strange that I lost all control after getting in range of a character, usually in mid-air... I think this could lead to a failure state outside of the player's control as a result of this.
Oct 6 02:47:17 12h 46m Goblin Alchemist ♥ 2 Kind of reminds me a bit of the Skyrim potion crafting mechanic. Interesting concept, but I wish it was explained a bit more on what the actual goal was. I made potions for a bit, but then it got kind of repetitive... and I think I probably stopped before seeing some of the other mechanics. It was also really difficult to know exactly what a potion did, since there was no information after drinking it, and the effects weren't always obvious (although some were).
Oct 6 02:53:18 6m 01s Hero ♥ 1 I'm not a big fan of games where you just have to get past with perseverance and just memorizing something, which seems to be the case here. I think the concept overall is pretty well executed, the graphics and presentation are really solid, and for a game jam game, this is really impressive. I'm just not a big fan of the mechanics.
Oct 7 13:28:03 34h 34m Broken Dungeon ♥ 2 The game didn't really seem to follow the theme very well... I guess the repeated deaths loops you back to the start of the level, but that's not really being stuck in a loop I would say. I am also not a fan of mechanics where you basically have to get past by brute force and trial and error, which seems to be the design here. Besides that though, the game itself was well implemented and had quite a bit going on in it for a game jam game, so nice work there!
Oct 7 13:48:23 20m 20s Trainfinity ♥ 1 I liked the graphics in this game a lot, it looked really quite good. I think there may have been some issues with the colliders and stuff, as it felt really awkward to try and pick up the various items, and I kept getting stuck on doors and things that didn't really feel like I should have. Mechanically, I was very confused overall with what the point of the game was... I was able to get past the first car, but that was mainly by mashing F on the colored tiles until something happened, and less actually figuring out what I was supposed to do. I got a little ways through the second car, but wasn't able to figure out where to place any of the things I grabbed. I think some feedback to the user would have helped out a lot here, like indicating what is going to be interacted with as a UI element, or giving some sort of direction on what to do. I think the hit boxes may have also contributed to this confusion, as it felt like where my mouse cursor was pointing was not always what ended up getting interacted with. It also would have helped to increase the mouse sensitivity, as the mouse movement felt really sluggish.
Oct 8 13:49:13 24h 00m JACKASTER ♥ 0 The presentation was really good, really liked the art and animations, music was good, sfx were good. The gameplay was a little janky though, it felt like, and the difficulty was definitely way high (or maybe I'm just bad). One thing in the tutorial level, I kept getting stuck into a state where I couldn't move when trying to jump on the trashcans... I had to reset several times until I jumped in just the right way to get past them.
Oct 8 14:00:38 11m 25s Escape A Curved World ♥ 2 I liked it! The levels got pretty repetitive after awhile though. It seemed like there wasn't really any downside to running all the time, so I just held that down... Which also made it easy to just run past the zombie instead of hitting it with the pellet (which is always given right in front of the zombie, which doesn't give any challenge). Maybe have situations where you have to save a shot for a tricky zombie to get past, like narrowing the path or something, and then having you run past a zombie that is easier to get around? It also seems like the running mechanic should either have a stamina bar or something, or just have it always on instead of needing to hold a key down. I would also say that the animations at the beginning and end were cool to start with, but after a few levels, it would have been nice to be able to skip those animations, as they were pretty long. Overall though, this was a really good entry. Nice job!
Oct 12 04:08:18 86h 07m Secret Agent Thumb in Stuck in a loop ♥ 0 For only doing this in 24 hours, I'd say you did a pretty solid job. I think the game was maybe a bit too hard though? I couldn't get past the first little area, and without any real direction on what to do, it was a bit hard to figure out how to get past... I assume you end up playing through the same section over and over though?
Oct 12 04:17:29 9m 11s Directive 399WH ♥ 2 Nice job, I liked the direction this was going in. I was a bit confused on certain rooms not opening, although I think that's just because I missed the button prompt for interacting... maybe the interactable elements need to be better highlighted or something so that it is more obvious? I also hit a soft-lock on the mini game in the security room area where I locked a cube on a tile that raised another tile, and then I couldn't reset it, so probably should have a reset button in there or something.
Oct 12 04:29:00 11m 31s The Wasteland ♥ 1 I agree with what people are saying here... I would add to it though that this game really could have used sound effects (not even music, just sound effects). Things like hinting at whether you are close to a survivor, alerts on running out of gas, pew-pew noises from the enemies, that sort of stuff I think would have gone a long way in making this more accessible.
Oct 15 13:27:50 80h 58m The Dumb Robot ♥ 1 I agree with what the others have posted here. The game was very repetitive and didn't really keep my attention for very long... it felt like a clicker game, basically. The graphics were pretty good, the music was good the first few loops but it got pretty grating after awhile. The mechanic itself was decently well implemented, but I don't think it was enough to be interesting. It needed something else to really help it along. Maybe having some control over the player's position in the level would help, which would allow to have obstacles that have to be avoided, rather than just clicked on. As for the theme, I think the connection to the theme is pretty loose, especially given that the robot itself doesn't appear to move at all (agreed with what others said about that).
Oct 15 13:31:12 3m 22s Purgatory Hospital ♥ 2 It seems like a lot of games in this jam follow this theme of having to get through via trial and error... unless I'm missing something with this one, that seems to be the case here too. In my opinion, that type of game play is just not fun to me, and makes it so that I can't really justify proceeding. The atmosphere was well done, but I just didn't really care for the gameplay.
Oct 15 13:42:04 10m 52s Looping Condor 3000 ♥ 1 Overall I liked it! The sound effects got a little grating after awhile though... I don't know if it was too loud, or too sharp or something. It also got pretty repetitive, even after just the first level. Maybe the levels should have been a little shorter, and introduce new mechanics a bit faster? I think it also would have been good to highlight the chain system a bit more, as at first I didn't really see a point in going faster. Maybe have something more towards the middle of the screen, or a more obvious animation when the chain increases or is about to be broken?
Oct 15 13:51:38 9m 34s Stuck on Mars ♥ 3 I liked the music and graphics, but I honestly have no clue what was going on. I clicked tutorial, and the tutorial was... not very helpful. Then it just kept going, so I assume it entered the main game? But after that, I had no idea why I was getting certain resources when I clicked things, there was no indicator that I could tell. The icons next to each place seemed to have nothing to do with what resource was gathered when you clicked there. I understood the general premise... you want to have a resource in your inventory when the train passes a site needing that resource... but because I had no idea what I was going to get when I clicked somewhere, it was basically just.. fill up the inventory, and wait while the train loops. And with no failure state, it got pretty boring pretty quickly. I think this game would definitely benefit from better communication, both in terms of the given tutorial, and feedback on what resource is about to be collected. I think something that could make the game more fun is if I could try and never miss a resource delivery, and maybe have a score chain happen where each successive successful delivery without a missed one makes each delivery worth more points, or something like that. But that would only work if I knew what clicking on something would give me. I might have missed that indication, to be fair, but even so, it needs to be better communicated by the game.
Oct 16 13:57:02 24h 05m Help! I Set Off a Bomb! ♥ 1 Nice job, I really liked it. Definitely one of the better games I've played in the jam so far. The "blind" effect maybe could have been a bit more powerful, as it didn't really make too much of a difference to me unless it got all the way down. It took me one failure to figure out what was going on, but after that I managed to finish it. The main stumbling block I had on the first round was how to submit the numeric entry item... I didn't see the bottom-right button for a bit. I imagine this game would probably cause quite a bit of issues for someone that is colorblind though.
Oct 16 14:05:00 7m 58s Mid-Life Crisis ♥ 1 The game definitely could have used some music / sound effects. I let it run for a bit, but it honestly got pretty repetitive and didn't hold my interest for very long. The randomness involved makes it especially hard to figure out what is going on in the game. I think some UI elements or something along those lines would have helped describe what was happening, and maybe help with making the game more interesting to play.
Oct 16 14:12:23 7m 23s Skinner Dungeon ♥ 1 I'm impressed with how far this got in the jam, nice job. I would have really liked some sound effects or something though, would have added quite a bit to the atmosphere. The controls felt pretty clunky, I think partly due to only accepting one movement input at a time, and having motion completely stop when attacking. It made it entirely too easy to just get killed by the enemies, while feeling like the controls were to blame. I think if the controls were improved, this would be a really cool base for a full game.
Oct 16 14:31:22 18m 59s Composers Block ♥ 2 I liked it! One of the few games I've actually played through the end of. A few points to note... After getting something wrong, there should probably be a slight delay on when the loop replays, since it makes it hard to hear what the first one or two notes are as it overlaps with the wrong note you played. It would also be nice to be able to repeat the goal on demand instead of having to get a note wrong... maybe just have a failure sound play instead of repeating the loop, and add a "repeat" button? The other thing is on the medium difficulty levels, it was disorienting when the sound that is played is in a different octave then what is being played. It makes it hard to know what note to hit, since it sounds so off from what you are trying to do. Maybe have the pitch match the current note being asked for or something like that?
Oct 16 14:40:59 9m 37s Hammy's Modern Life ♥ 1 I really liked the art and music, and the atmosphere was done very well. The actual game itself though was honestly kind of boring, although I suspect that might have been part of the intent?
Oct 16 14:50:22 9m 23s Manipulate the Loop ♥ 0 I think the idea itself is pretty solid, but the way it was implemented did more to frustrate then to entertain, at least for me. Maybe the movement of the player was too fast, or the time window you have to do actions was too limited, but the game felt unfairly unforgiving. I think I would have enjoyed this more if the movement was turn based... or maybe slowed down at critical points (so like right before a gap, have it slow down or stop so the player can make an action). It should also be explained better about why the blocks fall after placing them, as that seems like a pretty central mechanic to the game that isn't explained. That mechanic also makes the game less of a puzzle game and more of a time-based physics game, basically.
Oct 19 13:25:19 70h 34m Trouble in the Loop ♥ 0 I kinda liked it, honestly. Music / sound effects definitely would have helped. I also noticed that hitting shift made me go super fast... was that intentional? I didn't see that in your controls list.
Oct 19 13:36:47 11m 28s Ship Loopscape ♥ 1 Nice, well executed platformer. The mechanics here were pretty interesting and I think you could make a more complete game out of this if you chose to. The movement I think needed a bit of work though, as it felt a little off... I think mainly because there was a delay on stopping movement after releasing the key. It also felt like I could cheese some of the platforms by repeatedly jumping... maybe the grounded check isn't working quite as intended, as I could jump off of walls which made some jumps pretty easy.
Oct 20 13:13:26 23h 36m Hamsta's Paradise ♥ 2 I like the concept, the presentation was really solid too. I couldn't really get past the controls though... I assume the clunkiness of the movement was intentional, but it made it really hard to actually play the game and I lost interest before finishing the first level due to getting constantly stuck on the level geometry and stuff. I think if turning was made to feel more natural, that would go a long way in improving the feel of the game. There were times where I just straight up couldn't turn (getting up the ramp at the start was really annoying), and other times where the turning was extremely sensitive, which lead to it feeling inconsistent.
Oct 20 13:23:46 10m 20s Stuck in An Egg ♥ 1 I liked it! It took me a bit to get started... I thought at first the build was broken, not realizing that the camera was controlled with the mouse. I saw the first little light briefly and then it disappeared to the bottom-right, and I was really confused, until I moved the mouse around. It's especially bad with the web build, as the light is only there for a brief moment, so it looks like there's just a black screen. May could have used a little message or something saying that the camera is controlled with the mouse? Besides that, it was a pretty solid hidden object type game. Nice job!