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kazuo256

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TimestampSince previousGamekazuo256's comment
Oct 6 12:45:31 Tower of Madness ♥ 2 A very funny game! I couldn't play very far, really bad at this genre. What comments I can give based on my short playthrough is: * The controls felt nice and precise: I could control the height of the jump and stop moving horizontally to land exactly where I wanted. I would maybe increase the walking friction or simply remove deceleration altogether. I'm not very versed on platformer movement though. * There should be a more immediate feedback for death. I often would keep trying to move asking myself whether it was lag or collision, only to be respawned and finally understand I had hit a spike from the side. * On that note, maybe the art could be improved to help antecipate where collision bounds are with more accuracy. Also I love *tsukkomi* characters. * I enjoyed the color palette used. * The small remarks from the character were really funny and were my main motivation to keep going - like, what'll he say next? It was a good idea to have this comic relief in such taxing gameplay. * I would maybe autosave even more, since - at least with my horrible game skills - the spot I died most was the very first jump that was always the same every stage. You can tell me to git gud though, I'm aware I'm not quite the target audience. All in all, a solid entry for the compo!
Oct 6 13:07:27 21m 56s Tuxedo, watch out for the rock! ♥ 2 Like many said, it's a great game for a first attempt! I also agree with the rest about sfx, score, movement precision, and the coins not being intuitive. My personal remarks would be that: * I don't know why you chose to be vague about the "special power". Took me a few tries (which I could have use to actually play the game) to figure out what it does and how it relates to the coins. * The intro animation is great because it serves multiples purposes. It tells us what the game is about, why it is so, and what its tone is. Besides, it's funny and helps break the ice. I don't know how hard it was, but I always leave cutscenes to the end and end up making them in a hurry. You made the right choice putting the time and effort into it. Hope you keep making good games like this =)
Oct 8 00:19:23 35h 11m Escape-loop ♥ 2 I liked the simple graphics and the music (though as the others said the sfx were a bit too loud). You managed a nice look with what you had. Also had a hard time understing where my bombs would go, but if I had to guess they seemed to always go after one of the enemies? And sometimes they would pass over the walls while other times they would blow in my face. I think my HP regenerated at some point but I did not understand why. That said, choosing between defending yourself or running for the checkpoint made for a nice challenge, which was a very proper design execution on your part.
Oct 8 00:43:03 23m 40s Hiccup Time ♥ 4 As many said, the game really has a good take on the theme! The graphics, humor, soundtrack were all on spot. I actually found the core mechanic very intuitive and straightfoward. You even added a redudancy by showing both the bars and the timer one the corner. And it was very funny to use because it made you feel clever. Except for the spikes, because all you had to do was wait for the right timing. I disliked that because the only "skill" it required was patience and didn't *feel* like it made use of the hiccup mechanics. Interface-wise, I liked the message box in the bottom-right corner since it reminded me of old-school roguelike message logs, but I kept forgetting to check it for hints. That, in turn, made me take a good while to realize what was going on with my ingredients. For that matter, it also took me a while to understand I was even *getting* the ingredients. A more responsive UI would go a long way to help this. All in all, I enjoyed the game quite a lot. Congratulations!