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niterich

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TimestampSince previousGameniterich's comment
Oct 5 14:57:36 [WebGL/HTML5] Murder Loop ♥ 1 It's always great to see a jam game with such a visual pizzazz! The rubbery limbs looked amazing, and the graphics were consistently blocky (in a good way!) and had a very pleasing colour palette. I was also really gracious that you added an options menu to adjust the mouse sensitivity, as I usually find the default options to be waaaay too sensitive. That being said, I have to agree with pkenney and say the bugginess of the game dampened the experience somewhat. I got sent to the center of the map so many times from using a healing station, or kicking the cubes around, or even just turning my character too fast. If all the lose physics objects are giving you trouble, have you tried making the blood particles disappear after a while? or at least remove their Colliders and RigidBodies once they've settled down?
Oct 5 15:29:51 32m 15s Ternimal Velocity ♥ 2 What a charming little game :) I'm a sucker for games with dynamic music, and having each animal play their own theme and instrument was a really nice touch to the game. But what happens to Mr. Mole? How can he get down from there? I also found a glitch where, if you push someone over to Mr. Mole's ledge and talk to them while falling too quickly, you'll get stuck repeatedly bounce off it while slowly clipping through it. Also, the background disappeared for a bit, but I don't know what caused it.
Oct 5 15:45:12 15m 21s HYPER-LÜP ♥ 3 The voice acting was a nice touch, and while I certainly got that feeling of blisteringly high speeds, I just can't get used to the controls. Using the keyboard is nearly impossible due to the way the steering feels both twitchy and sluggish, and using the gamepad improved it to be just twitchy.
Oct 5 20:42:30 4h 57m In The Loop ♥ 1 I agree with most of the above comments that this could be fun, innovative mobile, game but that the pixel graphics don't work as well as simple vector drawings. I also found a bit of an exploit where I could launch the ball down into the guards so it easily counts as two catches without having to pass it back and forth between loops.
Oct 6 16:11:07 19h 28m Snek ♥ 0 Very nice puzzle game! The atmosphere was nice and foreboding, and the stars around your head when you bump into the wall were a nice touch. I also really like the the last puzzle, it really brought home the theme of the jam in a clever way
Oct 6 16:37:32 26m 25s Hyperloop ♥ 1 The gorgeous minimalist aesthetic reminds me of Thumper. Though I kind of wish there was a graphics setting, my computer couldn't handle all the post processing at a full 60 fps
Oct 8 15:12:24 46h 34m ギ Improvisation “恒久 ”회전 ♥ 2 https://www.youtube.com/watch?v=2aegP8j5al0
Oct 8 16:06:17 53m 53s Beyond Death ♥ 5 Beautiful graphics! Lovely music! Amazing attention to detail! Honestly one of the most polished game jam entries I've ever seen! ...that being said, I thought the gameplay itself was just okay. Kind of slow, not very challenging. I feel like there could have been some more puzzley elements to it, especially with those weighted cube and switches.
Oct 9 16:09:45 24h 03m Tropical Hop ♥ 0 This game is super fun and well-polished and has amazing game feel, but I think it's just too hard. Like a couple of others above, I had some difficulty with the air control and overly-tight time limits. I also second @somnium 's comment about repeatedly falling into the water because you respawn right on the edge with no momentum. I know the Quake engine is what it is, but I would have really appreciated some more platformer tropes to help with movement (tapping space for short hops, coyote time, etc.) I've found mapping aim sensitivity to scroll wheel can let players adjust their aim on the fly without having to keep going in and out of menus. Something to keep in mind for future jams :)
Oct 10 18:46:00 26h 36m Loopity ♥ 0 I love the music in this game, very poppy and happy! I'm very interested in the main mechanic, and I appreciate the fact you let us define our own difficulty, but I'm really thrown off by how long it takes to restart the game. When I get in the zone, I want to just keep playing and playing, not slowly fade out and meticulously readjust the settings each time.
Oct 12 20:34:50 49h 48m waveloop ♥ 1 I like the music track itself, and how the gameplay integrates itself to make a song that naturally builds tension before releasing it by breaking the loop. Unfortunately, I didn't really like the core gameplay itself. I honestly didn't know what exactly the game wanted from me. Did I have to match the waveforms based on shape? Frequency? Are some of the instruments out of tune? Or was it just the track arbitrarily chosen to be the 'right' one?
Oct 13 19:03:15 22h 28m Jerry.IsDead ♥ 1 I wanted to play this because it looked like an interesting concept that had a nice visual style. But actually playing was an extremely buggy experience. I kept running into the very first laser gate because I didn't know you needed both a direction AND a movement command - I would have assumed the direction would be enough. I understood quickly enough, but I panicked because the timeline moves so quickly and accidentally ran into the spikes to the left. Once I restarted, my character's sidestep became so limited that it no longer passed around the laser gate, permanently softlocking the game. I think you have good presentation values but the game itself is virtually unplayable.
Oct 14 19:22:08 24h 18m Bad Panda vs The Cursed Maze ♥ 1 A very simple concept, but decently executed. I like how the skeletons build up on the first screen to remind me how stuck in a loop I was. I liked the music to start, but it quickly started to grate on me - a lower pitch and a B section might have helped break up the monotony.
Oct 14 20:22:28 1h 00m Guntasy ♥ 0 I feel like I should be enjoying this game more than I do. The music is great, the visuals are good, the controls are nice, but somehow it's just not clicking. It's a lot of little things, I think. The camera feels a little too zoomed in, and the platforming is a little too precise, and the level design is just a little rough around the edges, and the enemies are a little too annoying to deal with, and it takes a little too long to reach a goal...
Oct 14 22:16:52 1h 54m Shape Escape - A minimalist strategy game ♥ 1 Wow, this is really amazing! Very nice presentation values in every area! Though it was a bit frustrating when a square piece spawned right in front of a round goal :( I also prefer the permanent track changes, but I wonder if that has to do with the fact that we're all beginners here. Like, we don't understand the metagame so we have to constantly correct our course, but a more experienced player would understand the flow of things and get more enjoyment about the correct planning of goals. Like how a beginner Tetris player might go for single-line clears to keep their board clear while a veteran would build it up for back-to-back tetrises. I dunno, food for thought.
Oct 14 23:48:44 1h 31m Placid Incandescent Impala ♥ 1 I think the non-Euclidian geometry was really impressively done, especially for a jam game, but I just didn't really like the gameplay itself. I didn't understand the logic to the puzzle for a long time, and even when I did, it was obnoxious to have to run from room to room each and every time. I also thought the auto-smoothing on the camera was excessive, as it made the controls feel extremely unresponsive.
Oct 17 17:49:51 66h 01m Moby's Trip ♥ 2 The graphics and the music were great, but the controls and the camera were both a bit stiff. Any time there was a sharp turn or an inversion I could never properly see ahead of me and often ran into an obstacle immediately after it.
Oct 17 18:01:28 11m 37s The name of the game is O but apparently it's too short for ludum dare ♥ 1 See, this is the kind of game jam game I love to play: a polished and unique experience that perfectly encapsulates the theme of the jam into the core gameplay loop. If I were to make a complaint, it would be that the sound when you keep quickly switching back and forth got a bit annoying, but otherwise I think this is one of the games to look out for this jam!
Oct 19 15:02:42 45h 01m Flip a Talk ♥ 2 I think the game as a whole, albeit a bit slow, is polished enough with some very nice visuals. However, I am also confused by the overall message of the game. I understand game jam games are usually limited in scope, but if this game was meant to teach children with ASD about proper communication skills, I feel requiring them to verbally attack their opponents as the main means of progression reinforces negative behaviors. I feel like a more suitable win state would be to de-escalate the scenario, or to build a friendship with a new member to your party, or convincing a stranger that you need to pass by, or even figuring out which fights aren't worth fighting and learning how to walk away.
Oct 22 15:17:15 72h 14m Tuneloop ♥ 1 The itch.io link worked fine for me. I thought the game was pretty good, I especially liked the music and having the ship rotate when moving was a small but much-appreciated touch. I third the game being really loud, but I'd like to add that the sound effects for flying and shooting drown out a lot of the music and should be significantly lower in volume. I was also not a fan of the Y-axis controls being inverted by default, I would have liked to see a toggle to uninvert them.
Oct 22 15:45:32 28m 17s Hyperloop ♥ 1 I was also impressed by how the AI moves around the screen - very nice for your first Ludum Dare! That being said, I was a bit confused about the secondary gameplay loop. I didn't notice that different systems dropped different materials so I didn't understand the purpose of the warp outside of refilling health and ammo. Even something simple like colour-coding the text on the warp screen to match the planet they're found would help bring that across better.
Oct 22 16:13:32 28m 00s Hell Loop ♥ 0 I think you've got the graphics and atmosphere down pat (though I don't think purple is the scariest colour for a mood light), but the complete lack of feedback really hampered my experience. I didn't even know I could kill the skull demons because they didn't react in any way to my shots and took way too many to take down. Even the low-poly giants were hard to tell if they were killable with just the pistol. I think a pained sound effect and some blood particles could really help convey this to the players.