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backurio

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Apr 26 23:11:03 SPERMA ♥ 4 Very interesting take on the theme. Something like this was clearly not on my long list of ideas, but I like it. Very well made game, with a few points that were a little bit frustrating (but who am I to judge with a rage game entry 🙈) - I appreciate you going for the compo and doing everything yourself, but the music got repetitive very fast. Everything can't be perfect in a compo game jam, but music can make or break a game. Don't misunderstand me, it's not terrible, but also not perfect. - The start was really annoying with the sperms separating this quick. It would have been nice to get them a little further in from the start, because I always killed off all of them except one so that I could focus on collecting all the "coins". I stayed in the main area the whole time because that's the fastest way to unlock upgrades. I think that's not the main idea behind a roguelike, but it's really crazy that you made a sperm-roguelike game. - Although, collecting quite a lot of coins each run, the level up process still took a little bit to long for my experience. - Is there a way to make the game screen bigger? It was really small for me. To end my comment with some nice words. Congratulations on finishing the game in time for the Ludum Dare. I know how tough it is solo. 👍👍
Apr 26 23:46:24 35m 21s Tunnel of Love: I'm Digging It ♥ 2 Congratulations on this game. I had a blast playing it. The story is just too funny and the graphics are well made. The puzzles are OK. No ground breaking new mechanic, but well executed. Levels 1-3 were really easy. Level 4 took me quite some time and I was about to call in unsolveable but I didn't give up. Your story hooked me so much, that I went the extra mile to collect all gifts. I think I have to play it a second time to find out what happens when you don't get all gifts (or not enough gifts. I don't know if there is a threshold). Anyway, the final image was a little disturbing, but I was celebrating the stock image. I think there could have been more puzzle elements compared to the text. Don't get me wrong, I loved the text, but I also love solving puzzles 😅 2 levels between texts would have felt a little bit better I would say. And maybe some special tunnel-pieces to spice up the game a little bit. Like a portal or so, which would add another dimension (pun intended) to your levels. But I guess that's not very realistic, but hey, they are having cellphones too, that work underground. Also, a right click to remove a tunnel-piece would have been nice too, but there was enough space to move pieces around anyway. Just being nitpicky now 🙈
Apr 27 00:09:02 22m 38s Get Down ♥ 4 Interesting little game. First of all congratulations for finishing and releasing your game. You guys can really be proud of yourself. Now some feedback. I hope that we can agree, that the game might lack some interesting gameplay and the concept and controls are a little on the flat side. I'm sure you could have added some more interesting gameplay aspects to the game. I would do the following to improve the game: - Make the player smaller. Right now he is way to big for the scene. - Scale the obstacles accordingly. - Make the controls more responsive and turn the sprite immediately when you press in one direction. Having direct feedback is important. The game feels a little floaty right now. - Make objects that shoot at the player or move in a more interesting way to add another layer to the game loop. - Maybe think about making levels instead of an endless runner. (No idea if the game is getting any harder the farther you progress) I hope my feedback helps you improve this game or make your next games better.
Apr 27 00:47:12 38m 10s Down the Mines and Ghosts ♥ 3 Very cool game idea, that is fitting the theme very well. I really like the idea with having to deal with our ghosts from the previous floors. It gets messy very quick, but I managed to stay on top until level 32, where my run and fun was over real quick. I ran into one rather annoying bug due to the random spawn positions of the player and the walls. I spawned on the bottom left corner with a wall also spawning very close. I couldn't move at all and the wall was pushing me off the platform. I would suggest having a look at the spawn algorithm and don't spawn walls too close to the player and also don't spawn the player too close to the edge. Another small issue that was quite annoying was the aiming. The white line was not matching with the tip of the pointer and also the bullets where not following the path. Not sure if you have some kind of bullet spread or if there is something wrong with the direction calculation, but it would be nice in such games that the bullets are flying where I want them too, because every bullet too much is hurting me in the next levels. Other than that, great game. Really good art and polishing. Good job. Btw. I submitted my game to your list. Can't wait to see your playthrough. Curious if you can make it to the end, or give up 😎 Screenshot 2021-04-27 023651.png
Apr 27 19:57:17 19h 10m Deepest Sword ♥ 0 Damn. Best game so far for me. I haven't tested so many yet, but I think this is hard to top. This game just has everything, from a simple but engaging story, awesome graphics, music and sound and of course an innovative and genius game mechanic that is implement almost flawlessly. (Not perfect for me because sometimes I have to start the swing a second time to make it up, although I'm pivoting around the exact same spot. I guess the physics engine is doing some fun stuff there). The level design is also brilliant with using the same levels over and over again but with the longer sword, which each time is making the previously hard section easier. And it creates additional playtime with reduced design effort. Making the last sword golden is a nice touch to indicate the final level, which by the way was fucking brutal on my first playthrough. Level 1-4 were a breeze, but level 5 tool 13 minutes to finish, resulting in a 21:01. Sub 20 would have been nice, but that's saved for another playthrough. YES, I will come back to this game and give it another try. ⚔️ DeepestSwordPlaythrough1.png Btw. I see which game you took as a reference and I'm happy to see other developers also getting inspired by the great Bennett Foddy. Your game is more inspired by Getting Over It, while we choose to follow the QWOP route. Normally, I don't ask others to play my game, but I would really love to see your feedback on it. 😉
Apr 28 22:15:01 26h 17m I Stole a Wizard's Sack and All I Got Was This Lousy Infinite Pocket Universe ♥ 1 That was a really interesting entry. Nice game concept and execution. Not too difficult for me actually because I'm a fan of puzzle games, but the level difficulty was a little bit off. Some earlier levels felt harder than later levels for me, but that could just have been me getting into the mechanics more. Would have loved to have more levels to play to be honest. I'm not sure what happened with the end screen where you could walk around infinitely. There is actually not much to complain about the game because the controls are well implemented, the graphics are nice and the music is really relaxing, perfectly for a puzzle game. The story is also funny, but as already mention I would have loved more levels and more story. Very good entry for the game jam. Going to follow you in case of an update 😉
Apr 28 23:08:32 53m 31s Mrs. ScubaMan ♥ 2 I hate to be the bad guy, but I think a simple "Nice game" like some others have written in the comments won't help you at all getting a better game dev. I see that you already made some games for other ludum dare game jams and I assume that something was just not working out during this jam, because there are several issues that I didn't like at all. Sorry to say that, but I will also try to explain how to make it better. - No instructions at the start. If you are not making any tutorial, at least put the controls there. In your case it would just have been A and D or left and right, because no other button was doing anything for me. - Simple controls. It's nice to have simple controls and not have tens of buttons to press, but simply going from left to right is just not a fun game mechanics. You could have spiced this up by allowing the player to dive down faster or slower by pressing up and down. Or add some moving stuff the player has to avoid. - Slow gameplay. The diving speed and movement speed (left and right) was very slow and just not interesting to play. You should at least consider cranking up the left and right movement speed. - Repetitive sections. I played until 200 m then the game got to repetitive for me because I had to go through all the sections again and again without anything to do, because I collected all of the coins already. You could either solve this by having multiple levels or auto-generated levels (not sure if yours are auto-generated), but it would have been fun to have new coins to collect or start at a deeper checkpoint. - I'm ok with having easy graphics, but you should try to make your scene look more interesting by throwing some assets in the background (fish), adding some particle effects (bubbles) and maybe some post-processing. Nothing crazy, but all these small things pay off big in the end. - Playtesting. I'm not sure if anybody else than yourself playtested your game. If yes, then your testers are not honest. If not, then try to get some (honest) friends together and let them help make your game more fun (before the deadline). Again, sorry for being so harsh with your game, but I hope my feedback helps you improve this game or your future games. Have a nice day. PS: My cat was enjoying your game quite a bit due to the nice contrast of the character against the background 😆
Apr 28 23:32:31 23m 59s Neon Maze ♥ 0 Sorry to say this, but the game was not very enjoyable for me. I made it all the way to the end, but it was really tedious and boring due to nothing to do rather than holding the movement key into one direction + shift to sprint. At least I was able to watch Youtube next to it, which made the time fly past a little faster. Due to a comment from you, I assume that you worked on this game together with your child which means I'm not going to judge the music and textures that critically. They are very good for an 8 year old. But the game mechanics and the game loop are just boring. I hope you can admit that too. There is no challenge and the maze is not really a maze because it's just a huge H-letter. It would have been nice if there was an actual maze and the player was forced to find their way to the keys. Don't try to buy game time by just making stuff longer. You could have also had some jumping sections or actual obstacles that hurt/kill the player so that people have to watch out. Regarding the controls, it would have been nice if the camera would also turn the player and W would always make the player run forwards. There should be enough tutorials out there for a proper 3D character controller to achieve this. Other than, a different texture would have been nice to get a feeling for the movement speed and distance, but that was already mentioned. Please don't take my feedback as negative, I'm trying to help you make this and future games better. Have a nice day.
Apr 28 23:56:11 23m 40s Afraid to Turn ♥ 3 Good little game, with some pros and cons. Don't get fooled by the long text in the Cons list. I'm trying to come up with solutions to improve these points. Pros: - Graphics and animations are nice, especially with the changing character modell. Not all games need millions of pixels - The sound effects are selling the mood very well, but the howling is a little bit too loud. Maybe adding some volume sliders woudl have been nice. - Clear objective Cons: - Not clear what to do, when not reading the itch.io page. There should always be a tutorial in the game and as nice as the idea of having the moon as a start button is, it is not obvious for the players and some will struggle right there. I was reading the itch.io page and I knew what to do, but having the instruction on the wizard is weird and takes away preasures time during which the timer already starts to run. Some kind of movement tutorial would have been nice, followed by a cutscene of the player getting bit by a werewolf and the wizard then telling the player to find the berries. - Thowing stones feels weird and I'm not sure how the scaring away works, because sometimes it works and sometimes it doesn't. The arc is also a little weird. It makes sense for the stone to not get thrown too far, but it felt a little short when trying to scare away the wolves. - No real challenge if you realize that you just have to watch the trees for the yellow berries and as soon as you have 5 you return. You can't get killed by the wolves and fighting them off is super easy. There should be some consequences if the player is not doing this fast enough. - No true pixelart. The biggest issue here is the rain which is clearly not following your pixel sizes for all the other elements. If you make a pixel art game, it would be nice if you stick to the minimum pixel size, in this case: the stone, and not have any object with a smaller size. In addition, the background is not following the pixel raster because it is moving continuously, instead of pixel by pixel. Give the pixel perfect camera of Unity a try ;) - I have no idea what the square UI elements are. Some clarification would be nice. The long one is obvious after picking up a stone or berry. That's it from my side. I hope my feedback helps you improve your game and any future game you will work on. Have a nice day.