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sakura_magika

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Oct 22 23:56:11 17:18 ♥ 0 i liked the visuals, felt kinda vaporwave, but when I played it, nothing ever happened, no viruses came, i couldn't use any attacks. moving and jumping with the character felt floaty and sluggish, and it was confusing that i could walk off the screen a bit. is the connection to the theme just that you are always at your computer?
Oct 23 00:02:20 6m 09s Escape From Rotting Town ♥ 1 i think the mood was set up well by the visuals and soundtrack. moving the character felt good, but the combat felt imprecise, repetitive, and i didn't feel like i had good feedback for when i hit an enemy. i didn't really feel caught in a loop, as much as trudging through doom, with just more and more enemies. some kind of gameplay progression would have been nice, like stronger attacks to deal with the increasing number of enemies.
Oct 23 00:11:05 8m 45s Loop ♥ 1 My favorite game so far! I love how you made the character stuck in a movement loop, instead of a time / gameplay loop. The simplicity of the one button gameplay really suited the visuals and sound. The gameplay was very fun and challenging. I really like how you incorporated more mechanics in the levels, like getting the stars to open the gates. The challenge of minimizing your loop count also makes it a puzzle game, though I'm no where near good enough to optimize playthroughs of the levels hehe.
Oct 23 00:19:56 8m 51s Looponaut ♥ 3 Excellent job!!! The visuals and sound were extremely good for a game jam. I like how the difficulty goes up with each loop, especially how the increased movement speed can be a blessing and a curse, making it harder to control the astronaut through obstacles, but easier to run past the stronger enemies. The core gameplay felt pretty solidly grounded in typical platformer form, but was executed very well, felt snappy and tight.
Oct 23 00:30:32 10m 36s Arthur Fisher Intelligence ♥ 1 Very well done! The dialogue was well written, the puzzles were fun to solve, and had a good difficulty and complexity curve. I think its awesome how the robots build the very tiles that you solve the puzzle with! Artie's eyes changing color and shape was a great touch!
Oct 23 01:04:56 34m 24s Arcternal ♥ 1 Visuals are great, I like how the enemies are glitchy color. I really like how you can see the other sides of the loop as you pan around, all the environment visuals were very engaging. I was confused by the presence of sidescroller style platforms, when I didn't have an actual character to run around, just moving the camera and pointing and clicking. I also think some more visual feedback for successfully hitting an enemy would be good, I wasn't sure if my shots were connecting most of the time. It also didn't feel very rewarding to just be stuck fighting until all the crystals died. A way to break out of the loop and win would have been nice.
Oct 23 01:13:28 8m 32s Arcane Forest ♥ 1 I finished the game! I think the pumpkin was supposed to be a hint, pushing it would show you the direction you're supposed to go, but it seemed to allow me to push it the wrong way in at least some of the screens. I liked the pumpkin's expressions and dialogue, and the character and her animations were cute. It was fairly frustrating to get reset without a firm understanding of how the pumpkin hint system worked. I understand that you're trying to make it a puzzle to figure out how to get out, but if the interaction of the hint doesn't give me a reliable answer, then I feel like I can't trust it, and am more inclined to just give up, rather than painstakingly exhaust all possibilities and memorize the solution.
Oct 23 01:17:06 3m 38s Loop around in a cycle ♥ 0 I think this is a great entry. I think the movement mechanic is really creative, though it kinda felt I was like a a penguin waddling around from the top down. Some more audio feedback for when I move would have made it more immersive. I think all the level mechanics were fun and challenging. I appreciate the minimal art style.
Oct 23 18:13:40 16h 56m Rest In Peace ♥ 2 it was very pleasant, and very easy. i think there's a lot of potential with this theme and style, to add more complexity! for a game jam, i think this set out and achieved very reasonable goals.
Oct 23 18:20:46 7m 06s Clound loop ♥ 0 i appreciate the celeste like gameplay, player movement and jumping was pretty hard to get used to, felt kind of sluggish somehow. having some way to eventually break out of the loop would have motivated me to play more. good job for a game jam! i got as far as: Screen Shot 2020-10-23 at 11.18.44 AM.png
Oct 23 18:50:05 29m 19s Hypnic Fall ♥ 1 This was really fun, I love the visuals and gameplay, the sounds were a nice touch too. Fit the theme very well, and created a good atmosphere. It took me a while to figure out how to progress, collecting more and more blue energy before boosting. It presented some interesting choices, about whether I should go for the jump now, or risk trying to get more. One critique is that I couldn't tell if there was any kind of end-goal, or if I'm just going to endlessly jump up.
Oct 23 19:02:11 12m 06s Flip a Talk ♥ 1 Art was very well polished for a game jam, like the Ozzy reference. I think the gameplay is cool, and the phrases are funny. I appreciate the gameplay as a metaphor for difficult conversations, but I also feel kind of lost or conflicted, because it seems like the only way to progress in the game is to say negative or aggressive things to damage your opponents. If it's a game about the experience of talking with people, I would have expected there to be some kind of positive way to make it through. Verbal violence doesn't seem much better than physical violence.
Oct 23 19:15:53 13m 42s Time Surge 2: Clean Up Time ♥ 1 This game is amazingly complex and sophisticated, bravo and well done!!! I love the visuals, especially the sickly rainbow chronotoxin. Having the chronofluid to make objects "unstuck in time" to effect the next loop, and unlock things as you loop is awesome! (Also, is that a Slaughterhouse 5 reference?) I think some visual feedback or indicator that you can pick up chronofluid with the mop would have been good, I didn't know what to do with it at first. All other objects interact just by pushing them or stepping on them, so the only way to know how to mop is by reading the directions which you should never count on players to do. If there had been some kind of visual feedback for the ability to mop up and put down the chronofluid, I think it would have been perfect!
Oct 23 19:30:39 14m 46s Right Side Up ♥ 2 Exploding packages is pretty fun and goofy, very relevant to modern life. I also got the big black box issue sticking around for screen transitions. I felt confused by why the packages are constantly sliding along the ground on some surfaces, there's no visual indication of what surfaces launch vs don't, so it all felt chaotic and random. I like that you had some audio effects, but I think adding an audio for the box hitting walls would have gone a long way to make it feel more immersive. Good for a gamejam over all.
Oct 23 19:40:53 10m 14s Paradox Planet ♥ 1 i thought the slime graphics were cute. it has kind of a slow build up, but was more enjoyable with more enemies, however, it got really tiring to have to click for every single shot with so many enemies. some kind of character progression like getting a better weapon would have been good. some kind of way to break out of the loop and win would have motivated me to play more. also, i think the environment visuals were good, but the level design itself was too big. there were some obstacles and stuff which was cool, but too much open space, so i felt kind of lost, or like, the obstacles didn't really matter because i could just hang out in open area.
Oct 23 22:26:01 2h 45m Electron the Electrical Engineer ♥ 0 This was delightful! I love the 3D graphics, the cute designs, little touches like how the menu is crafted, and the level reset animation. The puzzles had a great difficulty scale, I made it to level 9. The way you incorporated this Jam's theme into your gameplay worked really well! I think some simple background music, and sounds for hoping and completing the loop, would have gone a long way in making it feel immersive, but this is already incredible for a game jam!
Oct 23 22:33:44 7m 43s Out of the Box ♥ 0 I made it to the fire ball room but it was too hard, had to give up. would have liked to see the rest of the game.
Oct 23 22:36:21 2m 37s Closing the Loop ♥ 1 i think it was less fun and more educational. at least it works! could be a good foundation to build on for more complexity.
Oct 23 22:45:05 8m 44s Ebontale ♥ 1 this was delightful! insanely well polished for a game jam. great job on the transitions. too bad i ran out of manna at the end and couldn't defeat the dragon.
Oct 23 23:04:38 19m 33s Ascend ♥ 3 this is incredible for a game jam! i love how the music stays in sync between the seasons but different instruments come in to play the melody. the art was beautiful, i love the painterly look, and how it transitions from season to season. i really liked the rain in spring. the mechanics are great, changing things in one season to move forward in the other. i think there's an inconsistency with the bear's position not updating in every season, but that's minor. my main criticism is that it was really hard to jump on the bubbles, and climb on the vines / icicles. i ended up getting stuck at the first place where you need to jump on the bubbles. i couldn't figure out what to do after making the second apple drop. i watched a play through, it seems you need to backtrack several seasons, because the path is blocked off, to get back to winter, but that wasn't obvious to me, and i just couldn't get back up on the bubbles again a second time. the creature at the end was very surprising! the clouds were beautiful too. i think a bit more tuning with the movement, jumping, and climbing mechanics would have made this entry perfect!
Oct 24 01:17:41 2h 13m Loopy Loco ♥ 1 this was a fun little game! i think the difficulty ramped up super hard in the final levels. it seemed like there's no room for error, and i have to play perfectly or i lose. one thing to improve would be to find a softer middleground for difficulty. i think the art is cute. i was expecting there to be more loops, but i mostly just crashed a lot.
Oct 24 03:42:21 2h 24m Memoirs ♥ 0 this is really lovely! the 2d sketch -> 3d model style looks wonderful. the music fits well with the mood, and i like how its written, sometimes heartfelt and sometimes witty. i want to especially, Especially, thank you for using gender neutral pronouns in the love letter from your first crush. it really means a lot to me, to feel included in this space you've created, and be able to really see myself in it.
Oct 24 03:47:07 4m 46s Loop Lab ♥ 2 i love the 3d art style, very cute. nice use of time to make the puzzles! nice job making all this in a game jam!
Oct 24 03:51:32 4m 25s League of Ultranormal Detectives ♥ 1 this is incredible for a game jam! nice job with the voice over. i liked the sound effects of taking pictures, and the background music.
Oct 24 04:00:04 8m 32s Hanrick Hornigold and the Amazing Toothbrush of Liberty ♥ 0 great work with this! i really appreciate the dual interface of being able to type in commands, in classic TBA style, or use the buttons, so you know what's available. i wasn't able to beat it, some type of hint system would have been nice, but i liked the writing and the monochrome art style. the music was nice too!
Oct 24 18:52:08 14h 52m UnStuck LLC. ♥ 1 i got the poor ending! i tried a few loops of doing a good job at work, but didn't end up reaching an ending with that one, not sure if i just needed to play more times, or if i wasn't heading towards an ending. maybe some kind of indicator of your progress towards and ending would help. overall, i like the art style and music. cassettes are inherently stuck in a loop! perfect!
Oct 24 19:24:32 32m 24s Office Dating Simulator 2020 ♥ 1 this was a delightful little experience. the humor was great, so many little touches everywhere, like the jokes on the white board. i love all the dialogue, especially the intern losing her... object. i got the receptionist ending, how delightfully gruesome!
Oct 24 19:30:16 5m 44s loop runner ♥ 1 this was a cute little experience, i liked the pixel art and chiptune. the granny humor was great! i really chuckled at the wall of grannies. i like the animation of the disappointed bear shaking their head too.
Oct 24 19:42:21 12m 05s RENT ♥ 1 well this was completely horrifying! i really like your art style and animation, the blend of pixel art and scribbly traditionally drawn pieces was awesome. i liked the silent film dialogue style, but it felt a bit slow to me, pressing space to advance through quicker would have been nice. i liked the gear puzzle, but i actually got stuck at the part where he goes to confront the landlord, where you press space and the hand slaps or something. i just couldn't figure out what to do there. nice work over all!
Oct 24 19:47:24 5m 03s Loop Guys ♥ 1 fun little experience, i felt like the character movement and jumping was pretty slow and smudgy, but i ended up feeling hyped up and excited as the game got harder, and i got closer to being the last one left. i think with a it of tuning for the movement dynamics, and making the camera not go behind the level, this would be fun to play with friends!
Oct 24 20:07:18 19m 54s Crazy River ♥ 1 this was a fun little entry! i liked the dialogue and humor. it would be nice if it wasn't all left to chance, and you had some influence of picking where you go. the IT guy with the computer in the lazy river was hillarious. one technical note, i have a high resolution monitor, and the game's display was tiny on my screen, and i couldn't resize it, so that was rather annoying. nice work over all tho!
Oct 24 21:01:36 54m 18s Hardcore Quest 2020 ♥ 2 love the graphics in this entry! reminds me of N64 games. the dialogue was cute too.
Oct 25 19:16:41 22h 15m Woofice Chair! ♥ 4 i love this game, probably the most well polish of all i've played so far. the art is so cute and well done, i love the ridiculous character designs. the art style reminds me of alien homonid era games. i'm curious about this cute blue haired girl in the background. the "park rules" were also a great touch. the concept ties in perfectly to the theme. keeping your RPM up is a fun gameplay mechanic, the controls are simple but the play can be challenging. i really liked the different whistling sound effects when i mouse over a button. i liked the background music, but honestly, sometimes one of the sound effects of hitting the critters sounded like a baby crying, which was really disturbing. it took me a bit of playing to figure out that you automatically attack when you're close to enemies, and that attacking slows down your rpm. i could never figure out if there was any difference between the weapons, or what the point of getting weapons was. are they just visual, or do they actually behave different or deal different damage? i'm also not sure what the treats did. just give more points, or give back some "health" (or momentum)? some obvious next steps to take would be different enemy behaviors and weapon behaviors, or maybe special moves (like a bomb to clear the screen), (unless you already had that, and i just didn't get far enough) or giving each of the dog characters a different signature move. thanks for making such a cute and fun game! Capture.PNG
Oct 25 21:40:19 2h 23m Ballroom ♥ 1 i enjoyed this quite a bit, the pixel graphics and animation were charming, and the music fit really well too. i actually do social waltz in real life, so this was cool to find in the game jam. nice quote from futurama, perfect! i got wrecked when the super fast arrows started flying at me (i think the third phase of the game). reminded me of those ridiculous DDR and taiko maps that have different speeds of arrows at the same time.
Oct 25 21:45:30 5m 11s The Circulation Desk ♥ 1 i really liked this! the music and graphics fit perfectly together, and i loved the visual style. it felt very meditative and relaxing to play, even as it got harder. i wonder if there was any kind of ending, or way to break out, or if it just gets impossibly difficult... libarian.png
Oct 25 22:05:31 20m 01s Killing Count Time ♥ 1 i really like the pixel graphics and character design. i think the sounds created a good mood. i'm not sure why, but when i clicked to fire, it would only shoot like 5% of the time. i'm using a trackpad. at first i thought there was some sort of cooldown or ammo mechanic, but i watched the playthrough video, and that doesn't seem to be the case, so i'm not sure, maybe its a bug. one feedback i have for story telling is that it felt kind of arbitrary that you just play through it twice, and that somehow stops the Count's time magic. i felt like there should have been something you do different the second time round, and i thought the clock in the front of the castle could have something to do with it, like maybe if you destroy the clock, then you're able to beat him once and for all, and his time magic fails. i think the clock in the loading screen is my favorite part, its very beautifully painted, and i love the infinity symbol with the glow constantly moving through it.
Oct 25 22:13:55 8m 24s Edge of Ludum Dare ♥ 1 i really like the concept, but i felt kind of frustrated/mislead after exhausting all possibilities, and realizing they all have the same ending. it seems like you really are stuck in a loop here, which i can appreciate taking the theme very literally, but ultimately didn't feel rewarding. as a player if i feel like i'm stuck in a loop, i have a desire to find out how to break out of the loop. since this game had no way to break out, it felt like every possible choice i could make was wrong, which left me feeling just sad. i really like text based adventures, and branching narrative story, so i like the meta commentary that this game makes, just wish there was some kind of "good end".
Oct 27 00:47:36 26h 33m Loop Frogs ♥ 1 this game is awesome! I love the idea of one character being in a loop, and the other not, and using that to solve puzzles. The jump height difference between the two is another great layer of complexity. the platforming (particularly jumping over tall fire) was a bit challenging/frustrating to me, and I really really didn't care the sound effects of jumping, for some reason they made me feel pretty uncomfortable. Is there a way to restart/reset a level? I couldn't figure out any way to, which was also kind of frustrating. Overall, great job, your idea was awesome and your execution was was solid, just some nitpicks / user friendly things.
Oct 27 01:12:42 25m 06s Danger Beat ♥ 1 oh wow this game is sooooo good! i love the concept, theme tie in, and execution. my main feedback is that the feeling of winning is kind of vague, and very short lived. the middle green bit lights up, which i think means i won, but it's still possible to get hit by a bullet and lose parts of the beat, which in a sense is losing. at that point, the screen is full of bullets, so i go back to a state of "not winning" very quickly, especially because i'm tempted to move the character into the green middle area, which didn't seem to do anything and just got me more surrounded by bullets. i was only able to enjoy the full music for a second, or less. i think it would feel better to become invulnerable when you beat the game, either by getting the last record to add the last musical component, or perhaps, needing the player to make it to the green glowing center after getting the final record as a final challenge. i like the latter idea, because lighting up the center automatically makes me feel like i should go there anyways. if you did something like that, then i could feel empowered as a player, and also just feel at ease and less stressed out, since i don't have to worry about getting hit, and i can enjoy both the sound of the full music and the pretty visuals of a screen full of bullets, and dance around in them without being punished for getting hit. without any kind of winning state like this, and so easily getting hit after finishing the song and losing progress, it honestly felt pretty stressful and frustrating. it was hard for me to even take a screenshot. if you keep working on the game, then more songs and maybe some powerups (shield, bomb) would be fun additions! edit: also wanted to say that i think the automatic difficulty scaling of the game works really well, where you only go one step back whenever you get hit. however, it also creates an interesting insentive where at a certain it's actually easiest if you let yourself get hit all the way back to zero, then you can very quickly try to build the beat back up before the screen becomes totally full of bullets again. apart from the stress and impermanence of winning, i think you did a wonderful job! i was able to beat it at 90 bpm. edit: also beat 120 yay! win.png
Oct 27 18:56:20 17h 43m St. Exton's Night ♥ 1 i absolutely love the pastel rainbow color palette and aesthetic of this game. the main character design is super cute. i think the gameplay is fun and ties into the theme well. the music was super cool too! the UI was gorgeously designed too, i love the disjointed feeling of the soft beautiful colors of the "panic meter", with the creepy face and what the meter represents. two pieces of feedback are that i felt it was rather hard to aim correctly when shooting the bad spirits, especially with no aiming reticle, and the green sprites that give you arrows are spread too far and thin, making it too punishing when i miss. i would have enjoyed the game more if i felt more free and empowered as the player to run around saving the townsfolk by shooting the bad spirits, instead of spending most of the time running around trying to hunt down ammo and getting really stressed out whenever i miss a shot. if you could refine the gameplay so i spent more time running around shooting the bad spirits and saving the townsfolk, which is fun and cool, making it easier to aim, and having to spend less time running around trying to hunt down the scarce ammo, which ended up feeling more frustrating and annoying, rather than a "healthy stress", i think it would really improve the game. perhaps there could be more green sprites, closer to where the action is, and they could respawn, and/or making them give you more arrows when you touch them. overall, it was still a really fun and beautiful experience to play this game! incredibly well done in such a short time frame!
Oct 27 19:16:51 20m 31s Wizard Recurse ♥ 1 wow you did a fantastic job with this! the time warp mechanic works very well, and makes for some really fun to solve puzzles! i love the graphics and sound too. the little colorful magical particles were really cute. the progression of the levels felt really good, just the right pacing of introducing new challenges. it was fun getting all the coins! i can easily see this becoming a fully fledged game, there's so much potential for more complex and difficult puzzles with this mechanic. i'm completely blown away by the amount of polish here. the pixel animation, the sound effects, the pretty music, everything is so well polished. congratulations on such a great entry!
Oct 27 19:22:59 6m 08s POKKO ♥ 3 i love this game!!! the pixel gameboy style and color palette are really pretty, theme tie in is perfect. i love how the battery meter depletes on the gameboy, and that's how you gameover / reset. the progression of difficulty and puzzles was really nice. music and SFX were perfectly suited to the game. amazing level of polish! well done well done.