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foolmoron

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TimestampSince previousGamefoolmoron's comment
Oct 6 23:47:39 Orbeatz ♥ 1 Love the idea to make circular tracks (like a record is circular). It's really awesome how after you play for a while, you start to recognize patterns on the different tracks and can get a better feel for timing them.
Oct 7 00:09:50 22m 11s Hide and Seek ♥ 1 The audio is awesome and the children's book style drawing fits really well. It captured the PT-style mystery and puzzle that you want to solve, but eventually I stopped since I had no real hint of how to proceed.
Oct 7 00:24:12 14m 22s Infinite Rainbow Tower Smash! ♥ 1 Nice and responsive controls. I like the tension between getting higher points and the safety of finishing early.
Oct 13 00:23:29 143h 59m Aberration ♥ 0 I got the end I think? The game ended! Nice atmosphere and colors. It was always clear yet mysterious where to go next. Sounds effects had a bit too much of that harsh/raw bfxr sound, and were repetitive, could have used some rounding out there.
Oct 13 00:31:53 8m 24s Loopity Loop ♥ 1 Really good job for a 1st time! It's fully playable from beginning to end (and forever after that!) which is hard to do. The puzzles were easy but it was surprising seeing what the next puzzle was going to be. Main thing that was annoying was the audio switching positions when the screen changed. It would have worked nicer if the audio smoothly changed as you went around the loop.
Oct 13 01:34:08 1h 02m SwingShot: Stuck in a musical loop ♥ 0 This is super fun! It's one of the best executed rhythm games I've seen here. The timing of the flashes and the two-tone rainbow colors was really nice. The audio loop is really energetic and driving and just the right length to be engaging but not too frustrating. What was frustrating though was the hitboxes on the spikes. It was just way too sensitive, and since you lose instantly when you touch one, the difficulty spike (pun intended) was just too high when they were introduced. I spent over 5 minutes on the first spike level, which is good since the game was addictive enough to keep me going, but I really didn't try much on the second spike level since I knew it would be too frustrating. The dots on the path were really cool too, and I really like how it visually explained the on-beat and off-beat. But different parts of the track had different speeds, which made the controls even more frustrating. You couldn't really get a feel for the speed, and instead had to basically memorize the entire track and play it to the music (which is actually a cool feeling in itself).
Oct 14 12:42:40 35h 08m Chamber ♥ 0 Really awesome VFX and mechanics, but I think it was missing some low-hanging fruit to make it really feel cohesive. Main thing is that you couldn't move while shooting, which means you were mostly acting like a turret in most levels. A big part of what makes Isaac fun is the frantic movement around, so I wish there was something more to that, maybe a dash or something that you could do in between shots. Also, there was no way to upgrade your gun as far as I could tell? Upgrades for damage, AOE, or fire rate would have made the loop a lot more addictive. The art was super stylish and efficiently used, impressive # of enemies and animations, and little touches like the green splotches and way the blood bounced around made it feel very polished. Great audio too, didn't really notice it much which is a good thing.
Oct 23 12:30:37 215h 47m Kruznice ♥ 0 Awesome concept and great execution with the blueprint style colors. Controlling the circles is very smooth and the physics made a lot of sense. There was a bit too much trial and error in timing the rotations of the circles though, but it was zen-like enough to not be frustrating.
Oct 26 02:35:28 62h 04m Rad Boar Rewind ♥ 0 Great execution and style as always. The concept is simple but I think it's highly elevated by the input-based rewind which can desync. It leads to some frustrations but also some fun situations that wouldn't be possible otherwise, like the elevator puzzle. Atmos music is a banger as usual and kept the energy level high. I did wish there was some other audio though for common things like jumping and restarting. Controls were fi. I used a DS4 so all the buttons were very intuitive. A frustration was the corner collisions when jumping. Kept hitting my head. Softer corners would have added a lot to the agile feeling here imo. But the ease of restarting made everything feel really nice and fun. Little punishment for failure, but still a great feeling of accomplishment when you beat a level. (Really liked how the levels were all inter-connected too.) Stopped at the elevator puzzle after trying like 5 times and getting within like 0.2s of making it. Too much highly precise setup required for that one, which negated the ease-of-restarting fun that the first few puzzles had. That's not necessarily bad though, since it's still feels pretty zen when you mess up. In general it did feel like the difficulty was less about figuring out a puzzle and more about quickly executing a series of precise steps. That's cool, but I would like more control over the platforming and resets (e.g. reset at specific time, erase a particular reset, etc) to avoid frustration as difficulty increases.
Oct 26 03:03:28 28m 00s SNAKE SNAKE SNAKE ♥ 1 Awesome execution. Just a really good snake variation, not anything missing or anything I would change really. I like the animation on the grid tiles and the subtle effects on the red/green blocks. It's a great example of what juice should be, not super distracting. The 2 game modes are pretty interesting. A is more coherent, but I like the look and feel of B since it's more "loopy".