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manusaiz

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TimestampSince previousGamemanusaiz's comment
Oct 8 22:44:38 Bjorn to Dance ♥ 0 Loved the mood, although I am not sure rythm was a thing, and I am terrible at memory games, but also loved the art!
Oct 8 23:15:24 30m 46s BreakAway ♥ 0 Made it out of the loop! ✌️ Some feedback in case you want it: · Knowing your exact position felt messy: I'd say diferentiate the cloud from the rest of the body with more different colours/contrast. · Also enemy projectiles some times felt that I had dodged them but I ate them: maybe adjust your collision box to be smaller, and if you want to keep difficulty as is, which is good tbh, make enemy projectiles bigger. · Some more visual feedback (like 1 red frame) wouldn't hurt. Same for enemies. · I would try and substitute the tile with a better looking tilable one, as it is only one tile with tint would make the game look much better with very little effort. · Also I would place an "E" and or a "Rctrl" button indicator in the altars cause it took me forever to udnerstand that those cubes where the altars (Conversely you can add a pic of the altars in the instructions and that will do too). · This is me just being me but: I would place another wisp or a wisp maker altar at the outside for a narrative ending :P Great job!
Oct 8 23:30:25 15m 01s Upventure ♥ 1 Ok! so: · Please add a landing SFX I need it for feedback specially on level 2 first turn around (from right to left as you don't fall after jumping cause it's super high, it's hard to know when to jump). · I LOVED the fact that enemies don't harm you but make you bounce. Cheers on that one. Wait. They do harm you laterally, I had just jumped on their head. · Jump was overall slow and floaty, I would rather that it either moves faster or is regulable in height while pressing. It is the core mechanic and it would be worth the polish. · The music albeit a bit repetitive set an amazing mood :) · And most important of all: The camera. I believe it should follow the character way faster (if not 1:1) when falling down. I died on the 4th level because I had to jump into the unknown (and landed just at the side of an enemy bobomb)
Oct 8 23:40:17 9m 52s 30 Seconds to Die ♥ 1 Hey congrats on the phantom mechanic! Pretty solid little game. If you'd like some feedback: · I would place the camera a little further. I kinda ended up playing with the enemy outside of the screen to avoid being permaoneshot and I think it's nice to have the other actor in camera too. · I agree with @jarvisp99 the game would be more fun with aiming. (At least as is now). · I also agree that some white spots small and medium here and there, even better if two layers of them with alpha, would ad a lot to the mood. Gz on a nice execution of the loop mechanic!!
Oct 8 23:54:32 14m 15s Ballroom ♥ 1 Hello fellow bear! So I LOVED the mood. I wish the arrows didn't syncro in the end cause it was a bit messy to try and survive long while having to look at the arrows rather than hearing the music, but I know the struggle with syncrho xD Great entry, gz!
Oct 9 00:31:45 37m 13s Knights of the Holy Loop ♥ 1 I guess I have been the first to be able to play it. THIS GAME IS AMAZING. Great job and solid core for a roguelike rpg here! Hail the loop knights! Impecable entry. Also note that bard+bard after a healer make the game stuck for me.
Oct 9 00:43:07 11m 22s Sisyphus ♥ 1 Hey! so I didn't finish it yet. It's quite tedious and I wish I could more intuitively launch the boulder into a direction. I guess it's supposed to feel tedious so hey... But anyway, would be more enjoyable if you could either aim at least a bit or always launch it forward. I LOVED the little CEO sprite, so cute. Also I like the weight of the boulder during jumps and how the jump is perfect for the camera viewport but INSANE for the size of the man, feels great. I just wish the boulder felt good to launch, if you improve this let me know and I will play it again. Overall nice entry, gj!
Oct 9 00:54:56 11m 49s Captcha ♥ 2 Entertaining entry! Wished for less repetition at least on the first cycle, would have made shorter cycles with ensured variety but it works. An overall good one!
Oct 9 00:56:32 1m 36s Planet Hopping ♥ 2 Looks gorgeous! it's late but definetly gonna try it asap! EDIT: Hey so I tried it! I loved the mood and liked the idea, but as IsmaelRodriguez said, there's a lot of room for Level Design improvements. For what's worth I thought the slugs were part of the planets, and that the "bushes" (oil) were the ones harming me, so yeah +1 to the slowly showing content proposal. Also about the interaction with the slugs: it feels a bit bulshity when you would swear you landed on its head but it harms you. I would make the astronaut more radically definitively lethal when landing on top of slugs, even if you having to justify it with a small "explosion effect" (a small area). The rest of it is cool, the game felt like it has some potential if there's a story or some more tricky skill based progression involved. Nice entry 8·3
Oct 9 01:14:57 18m 25s THE INNER CIRCLE ♥ 2 Hey it's impressive how you implemented so much content and patrols in a couple days. · Didn't quite get the theme. · I didn't know what to do after the third day, didn't seem to find the correct door. · Overall nice entry, there are a lots of things in the game for such short time.
Oct 9 01:50:07 35m 10s Just a bit more ♥ 0 Victory! I forgot I could shoot! Ok so it felt veeeery trolish. Here's some feedback. · I would shorten the jump sound so it hits just when you press it. · The platforming was kinda ok, just a bit long. I would reduce the amount of platforms and stamina to make it overall less tedious and more fun. · It would look a lot better if the tiles were more clean, like the character, just one color, instead of white bordered. · Make the shot particle like 5 times bigger please! O·o · I loved the mood/music but only once after I realized you could SPOILERS: pick up items for the potion. I would place an extra 5th ingredient VERY CLOSE to the start. Or even place several copies of them and delete them all once the first instance of it is pick up, so the player understands that's how you progress. The interest in the game shifts tremendously once you pickup the first item so you want to get the player there asap. With all that, it overall performs and delivers the theme, nice second entry!
Oct 9 02:03:02 12m 55s The Fire Case ♥ 1 Hey so here was my experience: · The fox looks SUPER CUTE gz. · I love the running animation. · The jump is an utter torture, please make it horizontally controlable mid air, and/or adjustable in height by pressing the button. Also making it a bit faster wouldn't hurt (try x2 or x3 times faster) I didn't get the loop theme because I couldn't get used to the jump, but I see there's an inventory with evidence and you can pick up items, and you can like swap planes, I really wanted to see what the evidence mechanic was going to unwrap in the platforming action, so if you fix the jump please let me know so I can try to play it again. Overall nice work! Don't let the jump obscure all the hard work, fix it so we can enjoy your vision, it looks like it has potential!
Oct 9 02:19:52 16m 50s Wizard Recurse ♥ 1 Wow. So amazing in all fields. · Beautiful graphics and terrific sound design. · Amazing use of the theme with the checkpoint timer mechanic. · Narratively round and touching (poor kido doomed himself asking for help). If I were to give any feedback it would be to be able to direct the stars with the gamepad joystick as it's a bit clunky with the mouse but... whatever the game is so round and complete for a jam you can be very proud!
Oct 9 12:16:27 9h 56m Hook and loop ♥ 1 Nice entry! I liked more the idea than the execution though, I don't seem to be able to feel comfortable with the exiting of the loop and that tarnishes the mechanical fun a bit but that's something you can polish! · I suggest to either let the player control the exit trajectory a bit better by sharing forces between the loop and one that you can apply with your gamepad/keyboard, so it feels more in-control. Other than that I liked it and it is a solid theme interpretation, good job!
Oct 9 13:30:19 1h 13m Hold on granny ♥ 3 Great entry! Clasic take on the timeloop mechanic. Now some feedback: After several attempts had to read the walkthrough: · I stil don't understand why "that item" pops from "that place". I'd suggest to make it visible but inaccesible from the start. · I don't get what the interaction with the mirror-man meant I got lost searching the alley tro try and understand. I suggest making his role in all this clearer. Is he our grampa? If so, why does he dissapear for a while? · The ending feels kinda confusing as why wouldn't I had been able to push the executioner myself? I mean, yeah, grampa was supposed to but still, why not have him do something we can't and we know we can't ? Like talking to the guy about a past owned favour or something? I mean I tried to push the executioner at the end of every new discovered interaction, and It was so infuriating when grampa could do it just because code. Also: I wish you added an interaction with the Saloon ladies, model's so cool! 💃🏼 🤠 In general this was an amazing entry, let me know if you make an improved version! Great job!!
Oct 9 14:09:39 39m 20s Cereal Killer ♥ 2 This was a memorable one: · The reverse wack-a-mole mechanic albeit a little raw was super fun. · The absurdity of it all was brilliant. · And I loved the transitions with the cereal box. · It was a bit dissapointing not to be able to fight last one back but it rounded the circle so hey. Pretty solid entry, you can be proud :)
Oct 9 18:50:16 4h 40m Schrodinger and the Quantic Forest ♥ 1 Amazing entry! · I did the same enemy cheesing as @nardandas lol! I could use either some "tell frames" on the enemies, area attacks, or 360º aiming. · The art was super CUTE! gz! · I liked the music as well · And last level was a bit tedious but I liked how it had a rule to follow to eventually discover and use to win. So besides of that this was great entry! Nice job :)
Oct 9 19:07:09 16m 53s The Myth of Sisyphos ♥ 1 Beat it! I loved the lighting, decadent music and demon sprites, they synergized well. Overall nice entry!
Oct 9 20:40:45 1h 33m Unholy Echo ♥ 5 Nice package! I loved the mood and overall aesthetic, although it was a bit clueless at the start, but the reflexions of the PC saved the day. Nice job!!
Oct 9 23:49:06 3h 08m Loop Frogs ♥ 1 Awesome core mechanic with the green frog. · There's a bug that causes the green frog not to do exactly the same and is a bit frustrating, but totally understandable. · I liked the frog animations, and it was a fun experience. Good job!
Oct 9 23:57:10 8m 04s Spinnerets ♥ 1 Nice little coop here, I wonder if it would be more fun whith way faster loops, I don't really know because i played it alone. T-T
Oct 10 00:07:04 9m 54s Hang on, Bill! ♥ 1 Pretty hilarious entry, I like how the puzzles made narrative sense in the line of the tone of the game. I enjoyed it. Great job!
Oct 11 10:59:38 34h 52m Frantic Daymare ♥ 1 I loved the atmosphere and I had a blast playing it, short and to the point. Albeit it was my favourite entry so far, I din't quite grasp the theme!
Oct 11 20:40:11 9h 40m Kaiju Kountdown ♥ 1 So I fought until there was nothing else to say! · The narrative lines among loops made it more interesting. · I had a good time until it started looping, I would have wished for an ending! · If I was to fix something it would be the collisions, once you knew it was extremely easy to cheese. Nice entry :·3
Oct 11 20:58:36 18m 25s Creed ♥ 0 Amazing entry, I just wish the "grave" button worked for me, probably because of the iberic keyboard lol. · Nice graphics. · Cool mechanic. · Nice touch with the texts AI. What happens after the bug!?
Oct 12 21:12:52 24h 14m Among Stars and Robots ♥ 2 Really polished experience, congrats on the work of putting all this together in a couple days. Now that said, while everything works amazingly well, the gameplay itself could use some more interesting level design and/or progression mechanics. With such few elements and no limit it was a matter of randomly trying and ended up feeling boring. And that's so bad because everything works so well and the concept is pretty solid! Again congrats on putting together something so technically polished, respect!
Oct 17 08:58:17 107h 45m Parry knight ♥ 1 Hey guys congrats on your first entry! Art is pretty good. I made it to the bottom of the cave on the far right, but then couldn't get out. So here's some feedback: · Enemy attacks are literally imposible to time unless you memorize the distance (I used dashing to minimize error here, but what I really think you need is a "Tell" animation (Something to let players know when they're going to attack, like a fireball being cast, or enemies moving their arms (Tell sounds work wonderfully too) · Sound effects are interrupted, probably by its owner being destroyed, if that's the case, you probably can hide it or move it really far instead of destroying it so the sound can finish playing. · The camera puts players in a situation that combined with the absence of tell in enemy animations makes it super hard to survive when running, I would have the camera be either faster while following the enemy, or having a special offset while running ( So the cahracter is closer to the center of the screen rather than the border).