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chris1919

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TimestampSince previousGamechris1919's comment
Apr 27 01:10:50 Deep Sea Phishing ♥ 3 Loved the "NICE" voice after finishing a level. Very satisfying
Apr 27 02:23:19 1h 12m ChronorhC ♥ 4 Awesome game! My favorite so far! It feels like Braid with a dash of Portal. Great concept
Apr 27 02:31:42 8m 23s Boris with a crazy dream ♥ 1 The art was great! Does Nick have any tips and tricks? His mustache is outta this world
Apr 27 04:37:34 2h 05m Where's grandpa? ♥ 2 I like the idea and wanted to play more. I got stuck with the coffee machine. I picked up what I thought was a battery but couldn't figure out how to put it in the coffee machine. Eventually, I walked through the locked door and it sent me to the credits! Boy it took me a while to get through the first tangram! There does not seem to be a lot of forgiveness there. The control scheme is unfortunate. I full screened the game, but when I press ESC to exit an interaction, it exits full screen mode as well. Overall I thought it was fun. I liked where you were going with it!
Apr 28 00:33:17 19h 55m 20.000 LIGHT YEARS deep in THE SKY ♥ 4 The art was amazing. Very fun voice acting. My only critique really is that it was not intuitive how much each resource would give or take away from you. It seemed like the only way was to add the resource to the right bar and see the effect. It would have been really nice if there were numbers next to the symbols on the resource cards or some way of understanding their value/cost
Apr 28 00:42:02 8m 45s Whatever It takes ♥ 1 The mechanic is very cool. The camera was really hard to play with. I think it could have floated behind the player a bit more and it's movement could have been dampened so it would move more smoothly.
Apr 29 03:21:29 26h 39m Infinite Descent ♥ 1 That was super fun! Once I got going, I couldn't put it down. I HAD to win. There was one spot where the wall jump acted a little funny. Sometimes I would hit the wall, and the character would stand up instead of holding the wall. It only happened in one place though. Overall the game was super smooth. Gabriel interviewed me earlier today and mentioned a spot where people were threading the needle by falling right in between the flames. I think I found the spot and did it too! It was a nice added challenge to never give in and use the walls
Apr 29 03:48:04 26m 35s 6 Feet Under ♥ 4 Amazing game. It took me a bit to realize I had to be very delicate with the controls. Also, I kept thinking I could control myself in the air. Once I realized those things though, it started to click and the gameplay felt satisfying. I ended up getting stuck on a level where I had to jump a gap to get to a door. I kept hitting the ceiling though and falling into the abyss. I might come back to beat it, but I needed to take a break. music, graphics, gameplay, level design. It was all there. 10/10. Great experience. And what an innovative game mechanic
Apr 29 03:53:13 5m 09s Nav's Endless Nightmare ♥ 1 Very interesting how you made it a speed run game by counting down health instead of time. The artwork was great
Apr 29 04:01:32 8m 19s Hellevator ♥ 1 That was a very fun game. My only issue was having to mash space bar for so long. I have weak little fingers so they get tired. I wonder if there's another mechanic that would be less tiring
Apr 29 04:24:17 22m 45s self reflection ♥ 1 Loved it. Flawless. Such a satisfying puzzle game
May 1 18:54:30 62h 30m Bubbly ♥ 3 This game is pretty addictive. the music and art really set a nice tone. The gameplay makes me think of a simplified Spelunky with a speedrun element. My only really criticism is that sometimes it felt like certain enemies couldn't really be dodged. I just ran into a scenario where a spider spawned underneath me and immediately rose, killing me. There were also a few times where the ghosts would really pounce on you pretty instantaneously. Overall, this is a great game. I even went back to play it some more today after playing it yesterday.
May 1 19:08:22 13m 52s Surface Level ♥ 1 Hey, I'm on the team you "sniped" the url from. It's all good though, we forgive you. It's pretty funny how similar our games are at the beginning, but how very different they end up being as a whole. We both have a main character that is reluctant to open up and create new relationships, but your character actually grows! This was an impressive feat to get done in 48 hours by yourself. It felt kind of like a children's book being played out to me. Rather than flipping pages, I had to press spacebar. I think a younger demographic would enjoy this a lot more than me, so I agree with some of the earlier posts about the minigames. They could be a bit more engaging/exciting for someone like me. But you managed to have a variety of them that all played smoothly. Also, I almost forget to mention the art. That was probably my favorite part. It was very endearing
May 2 18:13:37 23h 05m Deep Water Lurkers ♥ 2 Very cool that you did this as a family. That must have been very fun. The game worked pretty well for me. I did notice one bug. I upgraded my O2 tank a few times, then the next time I tried to drill for iron, the space to interact prompt didn't appear. Instead I just saw a blurb about what iron is used for in the game. I reloaded the webpage and tried playing again. This time everything worked fine. Here's some other things I thought about if you all are going to keep working on this game. It was a little disorienting when moving underwater. There weren't a lot of visual cues that I was moving, especially if I was moving only side to side. Maybe some bubbles leaving the ship could give a clue as to which direction you're moving. I also agree with some earlier comments, a more zoomed out view would be nice. Overall though, the music worked well, the creatures were all very creative, and I only noticed one bug which went away after a reload.
May 3 01:01:21 6h 47m Rabbit Rappel ♥ 2 Really awesome game. I had a lot of fun with the swinging mechanic. The art and music paired nicely to create a great aesthetic. The limited light/visibility was pretty interesting. It did feel like there were particular moments that could have benefited from more light. For example, the gap that needs to be rocketjumped. I think more lighting could have revealed that there was a platform on the other side and that the gap was larger than what you can jump. This may have guided the player a little more into understanding that was the right direction and that they had to use this new mechanic. On the topic of swinging, it was a little jarring in the more precarious areas the fact that your momentum stays with you when you attach to the next hook. I wonder if you could add a mechanic for "braking" to slow down your swing. I like that the gun is used to control the swing and don't want to take away from that. But when your rope is very short, it just didn't feel great to have to slow yourself down with the gun. Lastly, the enemies were not very intimidating. They seemed pretty easy to defeat. Overall this is a great game. I am really excited to see where ya'll go with the Steam version. This was a lot of fun to play!
May 3 01:11:30 10m 09s Boombox ♥ 3 Wow! Great game! I got really sucked in! I beat it on hard. The music is so fun. The art was incredible. You even had a really awesome background. There was just so much polish. Amazing. My only request is if you could have the option to invert some of the WASD controls. I played a bunch and then came back a couple days later and played again. But I still would always rotate the wrong way. I just couldn't get myself to rotate the box the way I wanted.
May 3 01:42:13 30m 43s Pâquerette Down the Bunburrow ♥ 2 I loved this game! You did it all. Very polished. Great concept. Every part of the game was awesome. I got all 14 bunnies and 2 of the babies! I feel incredibly accomplished right now, so thank you for making me feel this way. paqueretteEndScreen.png
May 5 01:02:37 47h 20m Ocelot Safari ♥ 1 The more I played, the more I liked the innovative core movement and method of moving items. It remind me of when I wear pants with no pockets! The day/night cycle creates a sense of urgency that makes you want to move fast. But if you move too quickly, you run the risk of getting soft-locked. The sense of urgency and interesting movement mechanic, make it a constantly fun puzzle to avoid getting soft-locked. This is one of my favorite aspects of the game. My issue is that when I did get soft-locked, it pretty much felt like I should just restart. It is not very fun to have to wait for the ocelots to come save you, and they're not the most reliable bunch. Once or twice, I heard them off screen stealing my other items, but they did not feel like rescuing me! 😢 Did I not deserve it? I mean, I really thought we had bonded. We spent all those nights playing around the fire. What did it all mean? Anyways, we have discussed on a couple streams the "issue" of getting soft-locked. Now I wonder if removing the possibility of getting soft-locked is the right solution. Maybe the focus should be on reducing the punishment for getting soft-locked. Maybe the game could embrace the sense of urgency and lean into being a speed run kind of game. Maybe you keep track of the time spent in game. When you get soft-locked, it adds a time penalty, like in rally racing game when you crash your car and have to get reset. It could be done in a way where the player feels some amount of shame for messing up, but they get to quickly get back into playing. Along this same idea, my least favorite part of the game was waiting through the night. I wonder if you could speed up time if it is the night and you are within range of the fire. Or maybe there's some activity you can do at night that keeps it more interesting. Could there be a mechanic to allow you to push a fire around, allowing you to continue working? Now the player has the option to play through the night, but they have the added challenge of having to maneuver around the fire and ensure that the fire stays close enough to them. Overall, I found it very impressive you did this in 48 hours. The game runs really smoothly and I did not catch any bugs. There were also many fun and tense moments that happened in the streams that I saw your game played in. It always felt like the whole group would be fully invested in the outcome of the game.
May 6 00:15:26 23h 12m Dante's Refrigerator ♥ 0 I really liked the story. It was bizarre and funny. Right up my alley. The switching between characters felt pretty new. It was kind of like playing one player mode in Unravel 2, except the players are never in the same space. The mechanic is pretty cool, but it felt like you didn't get the time to really milk it. I found the gameplay to not be very challenging, and I think given more time you would have found a way to make more interesting puzzles or combat. Like some earlier comments, I would have liked some kind of audio or visual indicator of which character is active or at least when I switch. Also, the platforming mechanics could use some improvements. It felt like the pushing mechanic got in the way for example. Overall though I enjoyed the experience.
May 7 04:32:05 28h 16m The Shrinking ♥ 2 This game was very fun to play. You really set a somber tone with the whole soundscape and visual aesthetic. The whole game made me think of Limbo and Inside. The shrinking mechanic was totally new though! And offered some interesting new puzzles that those games can't do. I've only played through once so far and I didn't get all of the hidden items. For the first play through it felt like avoiding shrinking into oblivion was enough challenge. But now there is a good reason to play again and solve these other puzzles! I had a great time playing but I have a few notes. First off, it felt like the camera stayed a little too tight to the player. I think the camera movement could be dampened a little bit. My other note is that the player and blocks did some funny things on some edge cases sometimes. The blocks would sometimes sit on the edge of a cliff and not fall immediately. The player sometimes would do some funny behavior on collisions too. Seems like small things that can get tuned once you have more time. I didn't think any of these things really took away too much from the experience for me. Great game! I'm glad I played it
May 10 04:37:16 72h 05m Microchip ♥ 0 It's a really funny premise. I think it fits the theme well. I think the gameplay could've used something to make it more interesting. I found it hard to die. I played until I hit 1000 points. I figured that was enough and my fingers kinda hurt. Maybe adding a cooldown to the gun would force the player to be more precise and keep them from spamming the shoot button. That would make it more tense when there are more enemies on screen and also save the player's fingers from hurting. There's plenty of other mechanics that could get added, but they probably would take too long to implement within the game jam. Any kind of music would've helped too. Even just a drum beat or bass line. There's some solid YouTube videos about making some simple Pico8 music in a surprisingly short amount of time. Also, I just read the first comment and realized I could've been holding the shoot button the whole time 🤦 I was too inpatient and didn't hold shoot long enough to realize it starts shooting faster eventually.
May 13 01:48:05 69h 10m How to Swim! ♥ 2 I saw @chrisap playing this game on his stream and I knew I had to be the better Chris. It took me quite a while but eventually I figured out the rhythm of the game. It got harder the deeper and deeper I got. Eventually I got to 100m. But then I couldn't get myself in the center of the screen. Like 15 minutes later I finally hit the center. Nobody on the stream is believing I did it, so I gotta post this screenshot to save face. Thanks for the experience proof.png