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Hawkin

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TimestampSince previousGameHawkin's comment
Oct 6 00:34:57 Stuck in Orbit ♥ 1 I loved the sprites! You made some very convincing planets with very few pixels. The music fit the mood very well. You gave the impacts a lot of juice! The sound and the shake sold the effect very well. The biggest challenge for me was avoiding the *wrong* moons, so that I could complete a set before filling my orbits.
Oct 6 00:42:56 7m 59s In The Loop ♥ 1 Simple but effective implementation! Really smart use of the theme. The animation on the numbers in the loops was pretty satisfying. I love physics-based puzzles :)
Oct 11 02:03:31 121h 20m Bermuda Triangle ♥ 2 Definitely funny! Maybe consider reducing the number of ships for the first wave, as I found it to be pretty challenging to install enough defenses with the money given, before a "ship escaped". I tried a few times and couldn't get past it!
Oct 11 02:18:25 14m 54s Looping Condor 3000 ♥ 1 Very thoughtful entry! It feels very complete for the time you had, and I don't think any category was really lacking. I can tell you put thought into each one. Adding different vehicles creates good replay value. The music fit the mood and wasn't too repetitive.
Oct 11 02:29:31 11m 06s loops ♥ 1 By far the most creative interpretation of the theme so far. I really felt like I was "stuck" inside this inanimate loop. Aesthetically, it was awesome. But was it fun? I would say it was a little more on the frustrating side. But did I play it more than once? Yes :) The end is really satisfying haha. Like @caeonosphere said, if the controls were a little more predictable, I may have enjoyed scooting around as a sentient loop a little more. But I dig the overall vibe you were going for, and the music was fun for sure.
Oct 11 02:40:00 10m 29s Loopin'Space ♥ 1 This was really fun! The art style and sound effects were exceptional. It's a really clever mechanic as well, forcing you to think smart about how you fire. I also liked that charging up more decreased your ship speed. Perhaps the only thing missing was some music--that would really add to the great energy you've got going already. I have to say, I wonder how the controls would feel if it were more like asteroid (up/down to accelerate and decelerate toward your mouse) rather than just WASD. It took some time to break my inclination toward the former. You might also make the hitboxes a bit more forgiving, as a few times I felt like I should have destroyed an enemy when I missed.
Oct 11 02:54:22 14m 22s Just Another Day ♥ 4 I really enjoyed this! Definitely a different kind of entry, and that stands out. Clever to complete tasks by removing them ;) It wasn't clear if I had "won" when I removed all my tasks, as there was no win screen. But all in all, this was a fun little point-and-click adventure! The sound design, and working the dog into it, was pretty cool.
Oct 11 03:06:06 11m 44s At It Again ♥ 0 I don't think other commenters said this yet, but I didn't even realize what the controls were for a good few minutes. I tried clicking and keys, and even restarted the game, thinking it was a bad load. Only when I finally "selected" the character did I get it :) This is where even a small tutorial can be helpful, though I know that's a tough thing to get to when trying to finish a game. The core game was fun, but it felt like the theme was shoehorned in. It didn't seem to be all that critical--just more of a limitation. I know the theme isn't technically a requirement, but in this case I think the game would have been fine (even more cohesive) without the forced rewind. That's just my two-cents, though.
Oct 11 03:11:28 5m 22s Long dungeon ♥ 1 This was cool! I think it's a great start. Good job with the modeling, and you even have some simple AI following in there. Next, I would think about what keeps a player engaged (introduce variety or establish progression so that the player feels like they are accomplishing something). Also, when I was thinking about the theme, I tried to think of how the objective related to the theme. If something is "stuck in a loop", is that a mechanical limitation or is the objective to break that loop? If it's the objective, then you might want to put some sort of "carrot on a stick" before the player tires of the loop. Just some thoughts in my head as I played through your game. Again, nice work! Keep at it!
Oct 11 03:20:00 8m 32s Loop Shooter ♥ 1 That Loop 4 though XD This was a fun arcade shooter! A very simple but satisfying mechanic. I think a next addition (or maybe a power up) would be more control over the loop, like maybe the radius or speed. But maybe you want the player to be challenged >:) I have to say, our aesthetics turned out similar! I like minimalistic design. And the particle effects on destroying the enemy were really cool. Great job!
Oct 11 16:09:20 12h 49m Bunny 7: Scorpio Cobra Operation ♥ 1 I really like this concept! Once I figured out the first level, it was really cool to plan out each iteration. I had trouble with the second level, because the guard patrols weren't repeated when I would rewind. So if the first character went to hack the plants to trap the guards, and I rewound time, the guards wouldn't go on the same paths.
Oct 14 03:07:41 58h 58m Stuck in a Loop ♥ 0 I liked that you went for an audio concept! I haven't seen as many of those. I don't think I was able to pick up on the cues when the weapons would switch, but the idea that I had to use what I was given definitely changed my play style. My favorite was definitely the record (I felt like Captain America!). With more time to work on the game, I would suggest focusing on "juice" like the impact from weapons firing or enemies getting hit. Those are pretty simple to add but can be very effective in giving the player a sense of impact, which is very satisfying. Great work!
Oct 14 03:15:46 8m 05s Loop ♥ 1 (Had to pull out my phone and enable installations to try this one :) I'm glad I did, because it was worth it to see what you have, but in future jams you might get more ratings if you also release a web build!) I really liked the aesthetics of the graphics. I didn't hear any music or sounds when I did something good or bad, so that was certainly missing. Also, if you made the black rings start to change size, that would keep it dynamic and interesting. As is, after about two loops, I really don't have a reason to keep trying, as I could technically do that same loop as long as I wanted and as slowly as I wanted. Overall, this is a neat idea, and well suited for mobile. If your goal was to learn how to release a Unity build for mobile, then I said you succeeded! You should definitely keep adding to it :) Good luck!
Oct 14 03:33:33 17m 47s House loop ♥ 1 I loved the graphics! I'm really impressed at how well the pixel art looked. It was all integrated together very well for a nice scene. And the flashlight effect was really cool. Some spooky music and sound effects would have definitely enhanced the mood, but those spirits were already pretty spooky haha. As I walked around the halls, I didn't quite figure out what was unlocking doors. Your instructions say "w to interact with seals"--what were the seals? Locked doors? Or the pages on the walls? Was I maybe supposed to find all of them to unlock all the doors and escape? I wasn't quite sure, but I'd like to try again to find out! By the way, you should definitely look into setting up an itch.io page to distribute your future games!
Oct 14 20:40:44 17h 07m Gravitron - 2047 ♥ 4 Wow! I really loved the environment and mythos you were developing for this jam title. The graffiti on the walls hinted at something hidden, and encouraged me to explore to find those hard to reach places, even before the arrow was pointing me there. I was definitely a fan of the core mechanic. It was a lot of fun to sling things around, and I even used it to place objects that I could jump off of! In fact, I used a physics cheat to reach a higher ledge (before realizing there was a staircase around back).Untitled.png I ended up wishing I could sling myself more easily, like attach one of the end points. For a jam game with admittedly sensitive controls, I was thankful for the forgiving hitboxes and enemy damage. That way, I wasn't so stressed about the difficulty as I was focused on having fun! I do wish that the vertical dash was more intuitive. I figured it out way later that if I looked up and held W (and maybe jumped at the same time), then I dashed vertically. And the music rocked, too! (Thanks for uploading a performance fix. Ran fine for me!)
Oct 14 20:42:18 1m 34s Dating Hel ♥ 0 Same issue as kevin above. Link doesn't exist anymore! :(
Oct 14 20:42:59 41s room of loop ♥ 0 Would love to give it a try, but the link seems to have been removed.
Oct 14 20:50:34 7m 35s Midnight Loop ♥ 1 Great job! I liked the character theme of a clock trying to collect its gears. Very cute! One thing you could improve is the definition of platforms against the background. They were a little hard to distinguish, because they didn't stand out very much. You can increase the contrast, or make the colors slightly different. I must say that I enjoyed the rewind effects! Great job there.
Oct 14 20:56:39 6m 05s A DOGGY DAY ♥ 0 So cute! The animations and artwork and the music were all very pretty and charming. Great job. I translated a few of the messages from Portuguese, but I could not type everything, so I missed some of your story :) I hope Charlie had a great day!!
Oct 14 21:59:03 1h 02m Eleven ♥ 2 I don't have much to add that others haven't already said. I agree it was satisfying to solve the first puzzle, but as soon as I got kicked back to the first room after failing the pressure pads, I got super sad :( I would love to play more, as it seems like it could be a really fun puzzler! Cheers! (Edit) Okay, I just had to play some more. It's making me think of the super hard old console games where you would play for hours and hours just to make progress. In that sense, this is a very nostalgic game. You have to put in the work to make progress, so you got that going for it!
Oct 15 23:56:02 25h 56m Lights ♥ 1 I really enjoyed the simple aesthetics here! A few sound effects would have made it super clean, but I know it can be hard sometimes to get to *everything* on the list. The concept is nice and has a lot of potential. I found the levels fairly easy once I developed a pattern for clearing a path. That's not necessarily a critique, as you now have an opportunity to go either direction: this could be a hard puzzler with other obstacles (perhaps some blocks that you can't switch), or maybe just an easy-going "mood" game. The story you added gave the game life, whereas without the story it would just be a demo. Smart move! I can even see an alternative where the objective is to make interesting patterns or loops ... something emergent where the player is encouraged to explore and create. Thanks for submitting this! It was a real joy to play.
Oct 16 00:14:25 18m 23s In the lands of EVIL ♥ 3 You all did a great job! A very complete game for a gam jam: mechanics and story, plus music! I also thought it was good that you had multiple enemy types. That forces the player to adapt their strategy, rather than just firing in one place. Keep making games!
Oct 16 00:18:49 4m 24s Precious Pergatory ♥ 1 I loved artwork! The game told me I won, so I guess I won :) Oh, and the sound effects you made were really funny. I don't think I saw all of the level before finding the winning platform, so you might think about level design in the future so that the player has a reason to see all your beautiful artwork!
Oct 16 02:18:41 1h 59m Falloop ♥ 0 Wow! Just wow! This gave me major nostalgia for Spore (the cell phase was always a favorite). You have a very inspired and aesthetic game here. And I love your interpretation of the theme!! One issue I observed early on was getting eaten by a shrimp, the camera followed the shrimp that ate my previous form, but the controller was controlling an entirely different shrimp. This really made it impossible to move on, and I had to reload. Not a huge issue, but I thought it was worth mentioning :)
Oct 16 03:01:41 43m 00s One Minute Army ♥ 1 Awesome job! The visuals were incredible, and the rewind effect was satisfying. I have to say it was really missing a soundscape, as it felt just a little less full of life without it. But that's the struggle with jam games :) I think you did a great job introducing mechanics and challenges slowly, which gave me the chance to learn the game before jumping into harder stuff (like replicant limits). You really tuned it all well!
Oct 18 01:38:12 46h 36m OROBOROS ♥ 0 The intro was really cool. Some great story to add mythos to a short jam game. I thought it was very well written. And just at the point I was thinking, "Okay, maybe this is getting a little long," you slide in with that self-deprecating joke. Haha. That shows you are self-aware, which scores you extra points for me. Otherwise, I think you took a well-known game and iterated on it just enough to make it interesting. "Oh, I'm supposed to hit myself? Neat." "Oh, I can only win if I eat my tail? Now it's a challenge." Coming up with plenty of puzzles can be a challenge, but I thought what you had in there was a good enough start to wet my appetite. I loved it! Great job!
Oct 18 01:59:02 20m 50s Brick'd Out ♥ 0 * Aesthetics - Awesome. Everything was clean and popped. Felt very polished. The sound design was great too. The sfx and particles gave really nice feedback. * Gameplay - Well implemented. I enjoyed how the paddle reacted to the changes in momentum. I also think you were forgiving with a "grace" period even when I got to the ball a little late, which I appreciated. I expect you didn't use physics for this, because it would have been a lot harder to control. Even if you did, I appreciate whatever work you put into polishing the mechanics, because it felt very smooth and predictable. * Controls - I was interested in using the arrow keys instead of the mouse. It might be a little less intuitive, but I also felt less precise using the mouse. * Music - Nice song, and it fit the aesthetics in a way, but I think I would have preferred something a little more relaxing without as much octane for this. I didn't want to feel so stressed :P * Overall - Good and effective implementation. It felt very polished. I liked the different bricks you placed in, as that added some variety to the strategy. Nice job! (Edit! I knew I recognized the icon from somewhere ... thanks for the Godot tutorials!)
Oct 18 02:07:30 8m 28s Ghost in the LOOP ♥ 0 I won't repeat critique that others have said, but I really liked the artwork. The main character design was awesome. In fact, all the digital art for the world had a great style. Maybe next time you can scale them all appropriately when you paint them so that the environment doesn't turn out too scaled up and pixelated/blurry. Capture.PNG See how much more crisp the character is than the tree? If they were both drawn at the same resolution at scale, then it would all be equally crisp. I can't pretend I know enough about creating art for a game to tell you how to do that, though :)
Oct 23 03:57:42 121h 50m Stuck in a drum loop ♥ 1 This was such a great idea! I enjoy musical games, and I think ours had a similar element (collecting layers of music). Great job fitting a sandbox and mixer in there as well. These were goals for mine, but I simply ran out of time. Yours was a pleasure to play. Lots of fun, and a nice beat to go with it. The user interface was also clean. Nice job!
Oct 24 15:42:59 35h 45m Sea Shawty ♥ 1 Okay, loved the sassy clam. Hilarious. And I loved the artwork! Unfortunately, I couldn't really find my way around :( Despite only being able to look at the map in the starting area, I memorized what I thought the path to the X should be, but following that didn't seem to work. I tried a few times, but eventually it just felt like an endless generation of rooms with no indication that I was going in the right direction. You might consider how you could tweak the design to help dumb players like me :)
Oct 24 16:03:25 20m 26s O O O ♥ 1 Damn this was JUICY! Simple, arcade-y graphics. Excellent sound design and music track. The menus had a lot of character, too! I agree with others that this was a tough nut to crack haha. While the screen shake and "hit time" slow added a lot of satisfying juice, I almost feel like the slow down was too severe and kept me from really tracking where the puck was going to bounce next. Maybe just needs to be tuned slightly. My brain kept getting confused when I crossed the field, and the controls inverted, but I think that's just part of the challenge XD Great implementation, one of the best so far!
Oct 25 00:44:09 8h 40m Divine Drifter ♥ 2 If you are trying to appeal to my love of reckless (virtual) driving and all things synthwave, then you have SUCCEEDED. The near misses take me back to titles like Burnout, where you are rewarded for taking things to the edge. Your attention to the aesthetics and sound design should be commended. I enjoyed being able to switch between radio stations (a la GTA) and vibe to the awesome tunes (excellent work, Dylan). I do wish that the "retry" was instantaneous without having to show a screen and then countdown to begin again. If you are going for higher scores, you are going to be pushing it as closely as possible, which means the potential for multiple restarts, and I would rather just zoom right back into driving. In my opinion, that would keep me a lot more engaged without interrupting my vibe B) Otherwise, I appreciate the work that went into this. It really is a great piece. Also, kudos for the commercials ;)
Oct 26 23:04:28 46h 20m Once More, Through the Desert ♥ 1 I felt that through the narrative, you really embraced the theme. And you asked the player to embrace it along with you: stuck in a loop. It wasn't a slick mechanic, or an objective, it just was: you are in a loop. Very early on, the player must accept this. It is inescapable. I think you really delivered on an experience here. Thank you.
Oct 28 00:49:10 25h 44m Loopy Orbits ♥ 1 Missed your entry in the rating period, but I'm pleased that we arrived at similar moods :) I really like the competing objectives you have: gotta get the paths just right, but don't let the rocket hit the planets. It makes for a frenetic challenge. But the ambiance is still chill. Great job, and congrats on the results!