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acronaut

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May 5 20:59:18 Quick Scrap ♥ 0 Quite Nice feel for a SpeedRun. TIMES.png The nice feeling on descending strats. is that the collision-box is quite-tight! (after checking out you had debug-feature showcasing the collision box (orange), Quite curious of the small-purple box? debug_collisonbox1a.gif Somehow, You could still shoot after being KO'd 😸.. (I tried another strat to simply hold-fire the entire time for bypassing the shooting-slimes; Thankfully does not seem to be RNG on their movement/fire pattern) Suggestions: 1. Somehow have the Player's projectiles emit kickback velocity or have projectiles ricochet and when you fire upon the ricochet'd projectile it will create a forceful "Parry-boost". I think eventually more people would like to see more lateral boost for trial-sake! 2. It will be an interesting fusion if you could have procedural speed-run and players to compete by its generated seed. (plus the idea of having more interesting Speedrun category: Prime#-Seed Any% or CurrentTime = Seed for Multi-Seed [In place of Laps]..) Kudos on Construct!
May 5 21:25:46 26m 28s Graphite Journey ♥ 2 Charming Hand-Drawn Art Style.. Works out really nice of the Environment (thick-line Cut-outs). I was thinking that the dark-substance were at first another domain to explore (swamp?) but it's the boundary of the level.. Was very curious to see what lurks beyond that Gateway (Top of Level).. Curious if you have tried Blender3D - And in particular to the Grease-Pencil? The Environment style reminds me of the comic artist: Carl Giles Cozy!
May 6 03:27:43 6h 01m Dome Romantik ♥ 2 Spot-on Genre-Fusion between (Miner + Defense)! Scrumptious pixel-Art! I like the set of animations of the Hostile Aliens.. The upgrade system takes the cake on that tactic feel.. I went so far in the playthrough (after the 6th attempt, beaten the Game; Looking forward for more!) to try to eliminate all the blocks.. and I noticed the 'Core-tiles were at center rather than at the edges, I wasn't prepared to end too soon of having an OP-run that I tried to mine all the blocks! ✨ Suggestions: 1. If instead of the thin tether lines, it would somehow be in place of a series of pixel-art tether cables (or a Shader to pixelate those tether-cables and the dome-turret for that extra 'edge' (no-pun intended); It's quite the charm to want to see it more in the purist pixel-art form. 2. Co-operative Same-screen/split-screen Multiplayer? 3. Collectibles that unlock Palette Swaps.. 4. A different mode where the dirt-tiles collapse under conditions (eg. Boulder-dash or Mr.Driller) Looking forward to see further expansion! ✨
May 6 23:10:34 19h 42m 6 Feet Under ♥ 3 Quite Challenging on later levels.. (I had my limits at this time to play up to 3rd level) (I didn't know you could maintain-drill phase upwards on right timing..) I'm sure Celeste-tials would enjoy this platforming gem! Love the addition of Color Palettes! Suggestions: 1. for Speed-Running to have option to skip cinematics.. [Or Skip to Start Timer when enabled] 2. Would be nice for the character to allow ability to jump [may add time-penalty for jumps; to encourage drill-strats] 3. More color palettes! 4. Semi-Procedural Level of those terrain-patterns, hazards, etc.. (and for Speed-run sake to allow users to playlist/trial a set of 'seeds') Looking forward seeing further progress on this game!
May 7 01:53:19 2h 42m To the Core ♥ 1 I wasn't expecting the idea of backtracking once you plant the nuke at the core.. session.PNG Very very close.. (based on 2nd play) Welp, after 3rd run, I finally made it back! Best Strat. for that case is to drill straight down and only branch when you are perpendicular towards those blue (fuel-crystals). Those Lava Tiles are quite unpredictable on its spread (leading to diverge the path)..(I was thinking at first encounter it triggered the 'floor-of-death' sequence.. Funny Prologue/Story Suggestions: 1. Have Tiles collapse (like Boulder Dash / Mr.Driller for that extra depth of difficulty) 2. Perhaps Drill Cooldown (chance of Overheat for rapid consecutive direction of drilling) 3. Water into the mix: encounter pockets of water, may aid on overheat but its surrounding tiles turn to mud/clay or water collide lava to turn to obsidian [very very stubborn?] (changes to stubborn tiles) 4. after a run or two I get to see that semi-tinged tile that's likely to be that 'toxic-green cloud', would be neat to have a RNG for 'layers' of those tiles but sometimes it's either the cloud or it's a 'gravel-tile' a speed bonus of descending double the tiles (like a 'Gravel' effect from Minecraft), and cloud tiles slightly spread or eventually move within couple of turns.. Neat!
May 7 04:14:09 2h 20m Carpet Flea ♥ 1 Thank goodness for level select screen.. I like the hand-painted graphics, good music.. The experience for controls It seems more easier of the following: Movement - ARROW Keys, and Dash - Shift, If one were to WSAD and Shift (one-hand assumingly) somehow it's not so responsive as I have expected.. I checked both fullscreen and windowed and noticed that some levels based on the same-screen appear cut-off on on the edges of the screen (very hard to dodge; eg. Level 05); Do a Agree that after more than 30 consecutive rapid fails like a morbid-assembly line type of rhythm I would need to advance forward by selecting another level.. Suggestions: 1. Controls: For Dash, Why-not double-tap of direction (like Unreal-tournament); Double-left/right to dash.. (optional) 2. Somehow have some animated lines of movement to help the visual-key of the Flea Dashing or reacting on rapid-movement.. 3. Level of Persistence: I thought one way to help with the relentless repeat of consecutive futile-fails is that if the flea is mulled by the chainsaw blade, it would cumulatively remain or somehow it may eventually create influence of subtle changes to the hazards (lethal sharpness of blade dull/rusted, or enough mess 'softens' the lethal elements to eventually advance.. (but for those implied 'challenges' (one would reset as its usual-state..); Or somehow there's RNG of variation of the trickiness of the Hazards.. (subtle) 4. If not 100% same-screen, then have some contextual camera to dolly/pan/zoom [if there will be a more large-scale map on later build].. 5. Rebind keys may help.. Challenging Platformer!
May 7 04:56:38 42m 29s Tunnel Vision ♥ 0 Unique twist is you control the Environment for the Player.. After more than 11 runs, the 12th run started to feel nice seeing the dwarf zipping through the tunnels as camera zooms out.. only gripe is the control-rate of rotation. I tend to then explore edge-cases: - Start by intentionally left (witnessed the dwarf partially hanging out-of-bounds for a chuckle) - rotate-right to extreme angle (intentional to make it close to 90') - attempt to have the dwarf flip on itself (not that easy) The character design remind me of the modern remake of Spelunky, nice! Suggestions: 1. Have more faster rate of rotation (perhaps it gets more faster or responsive after every ramp or hazard-warning?) 2. This would seem interesting to have this game played on a mobile device, If you were so happen to make an update to include tilt control, and post a WebGL somehow the Unity3D WebGL appears to work for mobile browser (apparently on a chrome mobile browser; Android Tablet). Curious if it's endless or there's a distant goal? It's got a hook in a feel like Jetpack Joyride!
May 7 06:31:17 1h 34m Infinite Descent ♥ 1 Good Feels when you once you get the hang of it.. Chiptune soundtrack icing on the cake. Each loop gets tougher and tougher.. Suggestion: 1. More Palettes.. 2. Co-op or Dual Multiplayer?
May 12 20:53:20 134h 22m Dig Deeper ♥ 1 I see its potential for becoming a rogue-like adventure.. After descending on each level the equipped Weapon/Shield gets detached and returned to inventory.. Good to hear that it's procedurally generated.. Nice touch that it's branching on diagonals (curious if you have tried to have a scene where there's more verticality (for this case up to three-floors) I like the glow of the creatures, once the 'depth-floor' is cleared it becomes at times hard to navigate without some distinct variation of its environment.. Satisfying strat. to equip two swords (akimbo) when facing to hunt/harvest these glowing adversaries, You're nearly unstoppable.. Nailed it with the theme! (If there's more variation I would have ventured deeper; depth level 39) Suggestions: - once you slay the creatures, if there's option it leaves a destructive trial (decal or mesh) to paint as a 'persistent marker - further randomization on the environment's shading (perhaps RNG of 'vertex-shaded'/simulated baked-lighting..') - based on idea of potential expansion for verticality, an instance where if one falls into the chasm it may further advance the depth.. - allow to drop items.. apparently it looks like one could grind the excessive loot-drops/equipment.. - Not sure where you are going with the HUD of 1-9 quick-select slots. - option for equipped shield to function as a viable weapon (eg. push, parry, counter-attack, or smash) - unarmed combat, QTE unarmed blocking? Looking forward to see on further updates!
May 17 19:48:59 118h 55m Adelie - Rolling in the Deep ♥ 1 Quite a progressive-curve of action (started out slow and futile then after a number of powerups it's a blizzard machine). So far, the best combat strat. is to have the penguin position itself like a defender-cannon from Space Invader (bottom of screen, fire-upward HOLD and repeat fire as necessary) <- though some edge cases of the harmful reefs you'd change; This strat. should help expedite combat-time.. Nice touches of pixel-caustics. Suggestion: Have a SpeedRun with Seeds (semi-procedural); course of sequence of compatible seeds.. (each seed consisting of a good path of corridors, enemy spawns, etc.. - Quite tricky to land shots at beginning, one would like to see some parrying or counter-attack (to deflect the shots); However, the powerups seems to solve this. I'm sure another playthrough does the trick. Looking forward to seeing more! done.PNG
May 17 20:30:05 41m 06s Redtape ♥ 1 First thing comes to mind when playing this is William Shatner's Tekwar sci-fi FPS.. I just lost patience after a number of 'fatal-error' prompts.. Despite attempting to speedrun through the process.. At times I would hear machine fans going on full-blast? (What in tarnation is going on?) lol Looks promising on the totality of this bureaucratic fetch quest.. Keep going!
May 17 20:50:23 20m 18s GLUB ♥ 0 Tricky but fun! Clever use of allow filter of background-sound.. at start of each level there's been a latency on registering the pickup of the sounds (2 seconds in).. Suggestions: - change of direction based on pitch - chain bubbles (small to large) or (compounded) triggered by chaining words, numbers, etc.. - soft-sound trigger to mellow-out the spin of the player.
May 18 18:05:15 21h 14m Deepest Sword ♥ 0 I wouldn't think that I would have enough patience to blaze this through but finally made it through! Lovely pixel-art 1stplaythrough.PNG That 5th stage is really just luck to bypass through that chasm.. ([the reach for it] tip). Best strat seems to at least oblige by the signs then pull a contrarian move after a number of flops.. Flopping does the trick. If I'll spare enough patience I'll give it another go sometime on speed-run or trying the lap-features et all. Optional Suggestions: - Additional game Modes, Sword-Fight or a Medieval Sport Game utilizing heavy weaponry. - Alternative Weapons for its novel-physics platforming potential: Morning-Star, Javelin/Spear, Axe.. - Multiplayer, co-op or free-for-all.. - Additional mode: limited durability of the sword (may eventually fracture or split after a number of 'vaulting'/'grinding' = Game-over); - very-small window for knight to climb/parkour or 1-off use to toss sword to climb.. Challenging but fun!
May 18 19:43:36 1h 38m Derpy Deep Drive ♥ 1 Juicy Game, Love the shiny reflections. Satisfying feel to even collide the obstacles (destructables). surprisingly no damage when colliding walls (at that moment I was looking forward to see how far I would go on the 'endless potential'), I'm guessing there's an endless mode in the works? the session ended roughly at 2,2218m.. Suggestions: - Bus eventually heal or a collectible at a extensive lengthy distance? - Day/Night cycle? - Mode: 1-hp
May 18 19:57:51 14m 15s TAILSPIN! ♥ 0 I just stopped at 2-6 on my first playthrough.. Polished game, snazzy Chiptune-soundtrack and even achievements in place.. I would not understand how one could attain those golden scarabs from those extreme positions (eg. beneath killzone underneath the 'tramposhroom'/'bounceshroom').. Very solid good feels at 1st world.. then at 2nd world, after number of attempts, I bow-out, it's a gem for core-platformers.. clever execution of drill-action features (drill-flect to walls), was somehow expecting to drill upwards however I could see it's quite well laid out and at times demanding on some bottle-necks on careful timing.. Suggestion: - Mr.Driller-esque type of drill-game action Mini-game/Arcade: collect as much golden scarabs [or a set #] and/or diamonds before timer runs out (downward drilling and occasional stunt-strats.), time-extended by clocks or drill-smash a hourglass-bug?