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Crimsoneer

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TimestampSince previousGameCrimsoneer's comment
Oct 8 22:22:07 The Cursed Knight ♥ 2 Very strong Halloween theme going here! Nice pixel art, though the art styles clashed a little in the intro. The audio was also very suitable, just needs to have the volume turned down some. As others have mentioned, the attack could use better feedback(better timing anyways?). Do the monsters cause damage? I was also dancing in the fire and cauldrons and still didn't take a whole lot of damage. While the game does need some polish, I think it does a great job on the mood and theme. Nice work!
Oct 8 23:02:24 40m 17s Animal_Valley_V2080 ♥ 1 The contrast in mood is very well done for the game and 'real life'. The graphics are also great, even cute. The audio is good too. Unfortunately the game is very true to theme and the gameplay does make one feel very stuck in a loop. Though I can't fault your group for being true to the theme. One thing that could probably be improved is the instructions telling you to leave the virtual world. I had to die a couple times before noticing the leave button at the top right. I think those arrows pointing in 2 different directions totally threw me off. I was also confused since you can buy food in the game. I kept thinking there was a way to eat in the game. Otherwise though, this is a really solid game for 72 hours. The world building is especially something to be proud of.
Oct 9 13:17:03 14h 14m The Cult of the Broken Clock ♥ 2 The mechanics are actually pretty fun in this. Just a shame that the player only gets swarmed with enemies during defense time. It would be much more satisfying to have a ton of enemies around while the player has access to the bombs. Still very nice concept and the combat is fairly smooth. Nice job.
Oct 15 13:07:23 143h 50m The Turning Point ♥ 1 For the mood and the theme, this game really excelled. Admittedly the mini-games aren't really my taste to begin with, so it's hard to give a fair evaluation there. Though I think they would have benefitted from more variety, especially since the metro only uses left and right (or does this change if you get further?). It's an interesting idea, I think it just needs a bit more content to round it out some.
Oct 15 13:29:53 22m 30s A Loop to Save The World ♥ 0 It does look like a lot of work was put into this for 3 days. There are a nice variety of graphics, though it did seem the character was prone to getting stuck on some objects. One time I must have cut the fence too far to the back of the level and couldn't get free. Some audio would have obviously added some much needed feedback, but I think that some visual feedback could really help as well. Like the times I was shot, it was hard to tell that anything even happened until the rewind started. Some kind of flash or comic looking boom effect could have worked. Nice job overall, just needs some polish and audio.
Oct 16 18:07:27 28h 37m Get Over Yourself ♥ 3 I really like the concept of this, but it is difficult to tell where you're supposed to be going from a first person view. It's also a bit overwhelming when you first start playing. You actually did put good access to the instructions in the game, but it wasn't until a few play throughs that I was able to notice them. It might help to put the info from the hub in the pause menu. A non-timed tutorial level may also help a lot so the player isn't panicked while trying to learn how to play the game. I guess the only other issue I had was judging the placement of the paths relative to the platforms. It was really easy to slightly misjudge and have to redo everything over again. I'm not really sure if this is something with an easy solution though. Like if the top of the paths could be made a bigger surface without increasing the size of the lower part, so players could still walk by it. Though maybe I'm just exceptionally clumsy for thinking this is an issue to begin with? Overall though it's a really neat concept and I think it has a lot of potential. It just needs some more time and polish. Side note, but I really did enjoy the audio in this.
Oct 17 22:13:33 28h 06m Wage Slave ♥ 0 Overall I really like the idea of this game, but figuring out what's what is painful for non-cafe goers. I had to read someone else's comment to figure out how to make steamed milk, which is required for a good chunk of the drinks. Still not sure on non-fat milk. The audio is funny and graphics are well done. Other than the lack of object info, it's a pretty solid game.
Oct 19 03:07:35 28h 54m SwingShot: Stuck in a musical loop ♥ 0 I really love the music! And despite the simplicity of the graphics, they are quite pretty. Even my cat couldn't keep her paws off it. While the concept isn't totally new, it does fit the theme very well. At times I thought the looper was slow to go out in it's given direction. After replaying it again, I'm realizing this is mainly when the speed increases, which I guess isn't surprising. I wonder if it would feel less frustrating if the loopers response speed increased with the level speed? Like many others are saying, the spikey level is a rather harsh jump in difficulty. It might not be feasible for most keyboard users. The other problem with this level is I had no idea what was happening at first. It took me numerous loops to figure out that I had to lean away from the spikes to dodge them. I thought I had missed something, which leads to the next thing.... Don't have the instructions disappear on a timer. Please just let the player hit a button to proceed. I never even saw them the first time as I was adjusting my volume. Other than those couple of issues, it's honestly a really well done game. Needs a bit of balancing, but this is a very impressive compo game. Great job on this!
Oct 19 16:38:59 13h 31m Catnap ♥ 1 I like the idea of this game, but it does need some refining. The character falls incredibly fast. The collision also makes it very tedious do some basic jumps. The large head/hair seems to catch on everything. The character falling asleep after a set time is a neat mechanic. It would be nice to see more obvious indicators of when exactly it should happen. It also takes surprisingly long for it to happen too. The forced sleep mechanic is also a bit confusing at first. Took a few tries to realize I need to hold it til she falls all the way asleep. Maybe making it quicker or adding a little clock winding over the head would help. The game does fit the theme well. With some work it could be a cute little game.
Oct 19 16:50:03 11m 04s Bind Off ♥ 1 Simple, but very endearing game. Really unique idea. It's like an interactive poem with a bit of pattern recognition. I guess the only criticism I'd have is it's so short. Would love to see more levels added.
Oct 19 17:10:22 20m 19s Master of Tiles ♥ 2 This game has an interesting idea with potential, but as others have mentioned the gameplay is lacking at the moment. I didn't understand why the doors would open after only touching one of the floor panels. More visual feedback would be helpful. If you continue with this, it would be nice to see the walls light up or become more lively somehow as the music does. This is one of the more unique games on here, so it would be neat to see what else can be done with this.
Oct 23 00:17:22 79h 07m Stuck in a Soup Loop ♥ 3 All around well polished game. The graphics have character and the audio is very suitable. Slight nitpick, but I wish the grunts from the frog were more distinctive. So I would be able to tell when I made a soup wrong while being able to look at the next soup. The difficulty is well balanced through the levels. It would have been fun if there was a finale level with every recipe thrown in. But obviously that's rough to do with the time constraints. Fantastic job all around!
Oct 23 23:49:58 23h 32m Charlie's Routine ♥ 1 The mood and theme is well done in this game. While a unique style, there is a large variety of graphics. A minor note that the carpets should be a little more subtle so they blend in with the floor. At the moment, there's one that looks a lot like the walls in color. Unfortunately I got stuck early on with the scanner. I'm kind of wondering if the game scaled right? The scan button was half off the screen and it didn't seem to matter what I clicked, I couldn't get the game to proceed. It's a shame as I would have liked to see where the story was going. Also curious what other mini-games are in it. From what I could see though, it looks like a good bit of effort was put in, so nice work!
Oct 24 00:20:51 30m 53s LittleIC ♥ 0 While I liked the glow of the keys, in beautiful mode it was causing some intense glares. The metallic reflections also seemed overkill to me. In combination with the sensitive camera, I ended up with a headache within a few minutes. Unfortunately, it's probably ones of things where people either love it or hate it. Luckily it was mostly better in the fast graphics mode. The game could use some better instructions or in-game feedback. Like when the cube is thrown in the wire, I assumed I did something wrong the first time, as I didn't notice anything change. A sound and basic graphic effect would help with that. It seems the one time, I got the cube stuck halfway down the wire, so I couldn't proceed. The one path was blocked, but the cube was still chilling in the wire, but it was too far in for me to retrieve it. I actually didn't mind the music, but do wish the loop was longer. The concept of blocking paths making it progressively more like a maze is actually kind of neat. If the paths are made a bit more complicated, it could be an interesting puzzle like game. It does need work, but it's pretty decent for a first jam, especially a compo.
Oct 24 18:27:56 18h 07m Ballroom ♥ 1 Cute little game. Guess the only thing I thought could have been better is the indicator for where to hit the arrows. A range or box would have been nice. But it's a minor issue as the game is forgiving in that regard. Lovely job on such an adorable game!
Oct 26 13:38:34 43h 10m Looper ♥ 1 I had quite a bit of fun with this, with the exception of one level. On that level, I think the 3 blue lines overlapped too much, making it hard to really gauge distance compared to the other levels. Otherwise I was able to solve the other levels without relying on guess and check. As someone else mentioned, it would be nice if each line had a somewhat relevant default name. Or even if they were the color of the line they controlled it would help a lot. Controlling the game with + and - is a little dull. It works, but maybe something like a slider with notches may feel a little more appropriate? Overall it felt like a well polished little game. It would be neat to see more levels made, though perhaps divided up into sets based on type. Really nice job for a compo!
Oct 26 14:21:41 43m 07s Dodöbius ♥ 2 There's as lot of character in this game, but the gameplay needs some work. It's kind of hard to tell what the movement keys do exactly, as there's a lack of visual feedback. The level moving on it's own, obviously also makes this rough to tell. The backgrounds are really neat looking as are some of the platforms and walls. Unfortunately it wasn't always obvious what certain obstacles/objects are suppose to be. The textbox was very hard to read at times dues to the movement and watermelon texture. Maybe try decreasing the opacity of the watermelon texture or making the whole textbox lighter. There are some interesting ideas going on in this game, just needs some more time put into it.
Oct 26 14:31:03 9m 22s Turret Bug ♥ 1 The bugs graphics are quite cute. As many have stated, it does get redundant very quickly. A simple fix could be to increase speed of the insects every minute or 30 seconds that goes by. After a while, my goal was to let a snail win, but the spider foiled my plans. Anyways, not bad for a compo!
Oct 27 19:33:14 29h 02m Color Coded ♥ 0 The weapon swapping is an interesting idea, but I don't know if cycling through each one without any player control is the best way to go about it. Maybe if it was triggered by something the player did like collecting an item or perhaps they could get a charge to change the weapon after x enemies defeated.  Also found the jump was a little awkward. Though the enemies clogging up the airway may have made that seem worse than it is. The graphics are a bit out there, but they're fun. The audio is well suited for the game too. Needs a bit more work, but all around it has some interesting things going on.
Oct 27 19:52:21 19m 07s Ghost in the LOOP ♥ 0 The art style is really nice. The animation and movement felt smooth too. Unfortuantely the combat is lacking in feedback to really know what's going on. I also couldn't seem to gather enough bones to buy anything after the initial purchase. I could only get 2-4 in a round. Were the enemies suppose to drop some too or something? Really nice job on the art, but the gameplay could use some further work.