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TimestampSince previousGameGame Endeavor's comment
Oct 5 23:59:59 Ghost in the LOOP ♥ 1 Howdy! Good job on the game. :) I really like the painting style background art, and you can tell that a lot of work has been put into this. The player's hitbox (or enemy hurtbox) is way too large. I was taking damage despite having at least a character width or two distance from them. It's hard to tell that I'm attacking, I had to come back to this page to see that left clicking did a melee attack. This is probably because there's no swooshing animation, or bluring. The player just moves their arm a bit and it's a little confusing. The camera lags behind the player a lot. I can nearly make it to the edge of the screen with the player, when ideally you want to be showing as much of the world in front of the player as possible, since that's where they're trying to go. They usually want to see more of what's in front of them. And I get the sense that the flaming skulls were supposed to look as though they were floating. You can sell this better by putting shadows under them. It grounds them in the world. You should do this with any character in a top-down environment, but especially if you want them to look like they're floating.
Oct 6 00:24:34 24m 35s Development Purgatory ♥ 1 After spending my first 30 hours making at least 6 different prototypes, I certainly feel the "stuck in a loop of ideas" thing. Even thought about doing a game around this concept but didn't know how to go about it. Was going to do it more like a "game jam simulator". You game is charming. Very drawn out though, I would probably spend some time refining the humor, keep the best bits and move on as quickly as you can. Especially in a game jam where people are probably only wanting to spend a few minutes per game. As for the actual gameplay, your platformer needs coyote time. It took me longer than I like to admit to realize that I should've walked to left (even though it was the first thing I did when the platformer popped up), and probably more than half of my jumps were unsuccessful. I quit at the boss because it kept restarting after a single hit, which was made worse from the fact that the player's hitbox (or boss hurtbox) is very large. For the first several times I took damage I didn't even realize it. I kept wondering why I was getting sent back to the start. So also some player feedback on that would be an improvement as well. Good job on the game. The humor is pretty good and the narrator charming. :)
Oct 6 01:27:06 1h 02m GET OFF MAH TRACK! The Game ♥ 2 Great job on the game. I loved the art and western aesthetic of the game. The track sound and sound of the cannon were very satisfying. Enemies need some kind of death feedback rather than just disappearing. That would really up the satisfaction of shooting them. And I wasn't sure what the different colored enemies represent other than the red ones that seemed to run around in circles towards the track.
Oct 6 02:47:59 1h 20m Particle Accelerator ♥ 1 This is a very fun game. It was a little tricky to get used to the movement at first. I had trouble understanding how it worked at first. I really loved how it felt once I was able to build up a lot of momentum. Though I do wish I had a bit more control in the air. I think that would've been so much fun. It would be nice to have a restart button for when I know I'm not going to make it, instead of having to sit around waiting for time to run out. And I would really love to sit and look at the level first before the timer starts ticking down. Usually my first run was almost a guaranteed death because I'd use it to observe the level and then kill myself.
Oct 6 09:40:25 6h 52m Help! I Set Off a Bomb! ♥ 1 Fun game, great job. :) I love the music and the humor is good. Really love how the time machine gets "disarmed" at the end. Orange and red are way too similar. On my first orange prompt I pressed red thinking it was correct, then later on I pressed orange and still failed which lead to some confusion. I can only assume I perhaps ran out of time and didn't realize it? I didn't realize the pump until after I won, so it doesn't seem that important? ..And I just now realized that that's why I had a hard time telling the colors apart, because it desaturates the screen. That's not immediately obvious to the player, and I don't recommend that for people that have vision issues. I don't and I still had difficulty, I imagine it's so much worse for someone that's colorblind.
Oct 6 09:50:28 10m 03s Cat Box Fall ♥ 2 Your game is adorable, great job. :) I love the player's animation. The nature of the game means a lot of backtracking if you're not fast enough to get to the exit, which can be a little frustrating. The player is very floaty due to a lower gravity than you'd typically find for a platformer. Your jump get severely limited when you're holding the box, which made it difficult to get up on the ledge. I was only able to after spamming the jump key several times. I got stuck on the 2nd level because I pushed the box over the edge, it didn't reset and didn't see an immediately obvious "restart level" prompt.
Oct 6 10:01:34 11m 06s Orbit ♥ 2 Cute game. :) I really like the art and audio. I was confused at first about what to do since health and fuel are the same thing. My first attempt I took some time to look at my environment and soon crashed into rocks enough to destroy my ship. On the 2nd time after I had familiarized myself with the environment, I avoided the rocks and only picked up the fuel, which I thought was the purpose of the game, giving me a wrong impression about what the goal of the game was. I only figured it out after reading the description here multiple times that ramming my ship into the objects was the correct thing to do (in moderation) It feels a bit odd that the ship moves at the same speed that the orbital radius rings do. I think it would be nice if they moved slower than the player's ship. It really stood out to me that they moved in sync.
Oct 6 10:14:52 13m 18s Punpkin Loops ♥ 3 Nice job on the game. :) I love the art and the controls feel nice. The stars and notes were confusing. They felt like collectibles, probably because of how they were placed along the path at times and others just out of my reach so that I'd have to actively try to obtain them. Not sure how you'd get around that if you didn't want to make them collectible. However I would suggest making them collectible as that could easily add some dopamine to the gameplay with some lil bling noises. Rather than starting the game on a timer, I would suggest starting the game when the player presses a button. This allows them to sit and take in the environment, which I often like to do when I first start a new game / level (level not relevant for this game given its nature, but for future references). I felt a little uneasy from the movement, and I'm not really sure why. It might've been the fast paced camera scrolling. But I started to feel a little motion sick pretty quickly when it started and afterwards felt slightly dizzy. Not a big issue for me, but for someone more prone to motion sickness it might be a bigger issue. The falling platforms don't stand out enough from the normal platforms. I even had to ask myself "right, so why do these platforms keep falling" before I realized they're somewhat dark. Which I don't think stands out enough for the mechanic. And also the falling platforms didn't impact gameplay at all since by the nature of the game I wouldn't be staying on them for long and ideally moving in one direction constantly. There were jumps occassionally that felt pixel perfect. Like I needed to jump at the last possible second to successfully make. This was made worse due to the fast movement, causing me to not realize that I needed to make a pixel perfect jump fast enough. Though that could just be a lack of skill issue, but it made my death feel as though it wasn't my fault.
Oct 6 10:30:04 15m 12s Bunny Loop ♥ 2 Great job on the game. :) The art is cute and the audio is charming and the ui is well done and feels polished. The controls are very difficult due to the fact that when you jump you get propelled in a direction quite far. Due to this I found it extremely difficult to navigate the tight space in the rabbit hole, the first area that you start in where the player will be learning the controls. So this was extremely frustrating. Even though bunnies hop around, they still have a consistent flow to their movement. You may have wanted to emulate the hopping here, but I'd argue that player control is more important so personally I would suggest just having a constant motion when moving around and let the hop animation make it feel like a hop. But that's personal opinion. I was confused about what to do at first. You have the "upgrade" text visible in the hut, but not the "exit" until you get near it, which I would argue is more important for people playing the game for the first time. I would probably show both always rather than having it be positional.
Oct 6 10:40:55 10m 51s LOOPLLET HELL ♥ 3 Very pretty game. :) I'm not sure how it fits the theme. To me it just feels like a typical shmup. The player controls are extremely slow, probably about 2x slower than I would minimally want if not more. This made movement feel like a chore and something that I wanted to do as little as possible. I didn't like having to click the mouse button for every shot. I would rather just hold the button down and it be automated. For me this is true with nearly any arcade shooter game. There's no telegraphing on your enemy attacks, which made it difficult to predict and react to them (and movement speed was too low to react anyhow). However where they attack and the size of their ships left plenty of room for me to stay out of their attack area and still hit them.
Oct 6 12:53:10 2h 12m Pendulum Jumps ♥ 3 Very fun and addicting game. I'm having a hard time putting it down. I wasn't able to figure out how to get higher up until I read a comment here about aiming diagonally and down, but now that I know it has made the game even more fun. Fantastic job!
Oct 11 15:38:14 122h 45m (Nu) Da Drum ♥ 1 Your story is very touching. I had a black stuffed pupper that I carried around everywhere with me. Even to school long after it would've been considered cute to do such a thing. I lost him when my dog at the time got ahold of him and tore him to shreds. I was upset with her for the longest time but eventually came to peace with it. Your story restirred that in me. As for gameplay, unfortunately I'm having issues. I can pick it up the first time and the timer starts ticking down, but after that it drops immediately when I click it and I can't do anything beyond that. idk if it's something I'm doing wrong or what.
Oct 11 15:52:19 14m 05s GIANT Sushi Party! ♥ 2 Nice game! The audio and graphics are very nice. I can see how the complexity could make for interesting gameplay but for a jam game I feel like it was a lot of build up to get to it. By level 4 I felt like I had been playing for a while and was ready to move on to the next game. It seems like clicking on other things that were not the sushi caused it to put the sushi on the belt? That or it was timer based, I'm not sure and was a little confused. It happened while I was clicking around the game trying to learn about what I could do.
Oct 11 16:09:44 17m 25s Cyber Curse ♥ 1 Nice job. :) The music is great and player movement is fast paced and fun. Hitting an enemy needs more feedback, I often wasn't sure if my hits were successful or not. The platforms in the background threw me off a few times. I would try to jump on them before realizing they were background elements and thus falling. And the bits of ground that kill you aren't obvious. They look really similar to normal ground and if you're moving fast towards them they can be even more confusing. For a while I thought I was just taking fall damage. I would probably give them a warmer color so they stand out more and seem more hazardous.
Oct 11 16:22:05 12m 21s Plasma ♥ 1 Interesting concept, having to manage shooting the enemy ships while keeping your astronaut in the loop. It was hilarious when one of my astronauts hit an enemy ship and destroyed it. Little frustrating that I can't shoot at all when I have no bullets, even though I thought I did an alright job of getting the ammo and being accurate with my shops. So I just have to watch the ships crash into the planet with no options. Alternatively you could have the astronaughts collecting powerups which I think I would prefer as a player. This is just an idea, but it might also be nice to give the player the option to recapture the astronaut if things are about to get hectic and they want a chance to breathe while they deal with the enemy ships.
Oct 11 16:28:58 6m 53s The A.R.T.S. Loop ♥ 0 Nice game. :) I didn't get to experience much beyond the first few levels due to running out of lives and the game starting over entirely, and I didn't want to play through the looped first level again. But what I did play felt like a well done platformer. I would suggest comibining your pickup and throw button into one. If you're holding the item then it becomes a throw button. It's always a little confusing in games when they're separate buttons imo.