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Eckkert

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TimestampSince previousGameEckkert's comment
Apr 27 02:56:08 Fry Hard ♥ 3 That's a cool background.
Apr 27 02:59:55 3m 47s Ari's Potion Shop ♥ 0 One strategy some people use for game balance is keeping track of the player's performance and adjusting the difficulty based on it. Maybe you could set it up to raise the speed with every success and lower the speed with each failure.
Apr 27 03:05:04 5m 09s Deeper & Deeper: Attorneys at Law ♥ 2 I was hoping someone would do the Two Brothers interpretation and I was not disappointed.
Apr 27 03:08:09 3m 05s Dr. Deeper ♥ 5 High five from the team that made another therapy game. :)
Apr 27 03:11:20 3m 11s Boombastic Fall ♥ 2 I like how it's head-to-head. Honestly every multiplayer game should work in split-screen. Shame how game companies don't want to do that, it cuts back on the social aspect.
May 2 03:03:27 119h 52m Pescuit Pe Plajă ♥ 1 Charming and simple, as always. We didn't realize that the game ended on the cloud level, so Zhohan got up to 3167 points before ragequitting!
May 5 03:10:37 72h 07m Sorry, That's Not My Deepartment ♥ 1 Cool game. A couple tricks I learned: - Building up a protective layer of iron ore on the floor so that uranium wouldn't be deleted. - Moving the uranium over to the core before rotating so that it would automatically snap in when the right angle had been reached.
May 6 03:25:41 24h 15m Endeavour ♥ 1 I see someone else liked Outer Wilds. ;)
May 6 04:55:19 1h 29m Child Of Atlantis ♥ 0 I liked the aesthetic. It was a bit confusing when the house disappeared after I filled up its resource requirements. No crashes for me, the technology worked just fine.
May 7 04:29:29 23h 34m Super Scran ♥ 1 This was a clever interpretation of the theme. I was able to figure out interaction, for some reason the first customer didn't want the food to be fried - but after I figured it out the game went smoothly.
May 7 04:42:58 13m 29s Time to grow down ♥ 1 It was a fun tech demo. I think it would be nice if the attraction to the mouse was stronger; I was able to tell it was going on, but it would be cool if it was longer-range.
May 8 00:56:49 20h 13m Hell Train ♥ 1 It might seem like a minor point, but I really liked that you put it in a folder inside the zip archive. It saved me some work organizing it amongst all of the other LD games.
May 8 16:48:03 15h 51m Deeper & Deeper Research Ltd. ♥ 1 I also got stuck on the three-body bug. Nonetheless, this is a very innovative mechanic and I like it a lot.
May 8 22:42:10 5h 54m Palette's Bottomless Backpack ♥ 2 I got 60%. This is a very charming idea.
May 8 23:42:16 1h 00m Dragonborn's Hoard - Mine! Mine! Mine! ♥ 1 Nice game! I got to $25524 and level 20. I liked the art style, and the animations were fluid (I appreciated the motion blur on the pickaxe.) I noticed some rendering trouble with the borders of the tiles. I would personally recommend making the tile geometry *slightly* bigger than the tile, so that the gaps are always filled. A lot of other 2D Unity games seem to have that problem too.
May 9 16:25:20 16h 43m SeaQuest DVD: the Quest for SeaQuest DSV ♥ 2 This is a really nice game, the humor works perfectly and the gameplay is challenging but fun.
May 9 17:02:12 36m 52s Frost Byte ♥ 0 This was a really nice game, I liked the art a lot. It's also nice that the player character was corona-safe, wearing that mask. ;) I couldn't figure out how to defeat the extra-tall enemy near the start so I went back, did a difficult jump to get up the wall behind it, and then jumped over. I'm not sure if I was supposed to defeat it normally. When I got to the boss, I was initially worried that it would have the same issue, but then I realized that I had to hit it multiple times to get it down one notch in health. If my guess about why I was confused about this is correct, I think it might help if every hit changed the color of the enemy, changing it in smaller steps if the enemy has a lot of health. The movement was very fluid, and I liked the walljumping mechanic. It's also worth mentioning that your game didn't have the tile seam bug that most other 2D unity games seem to be having - whether that was because you fixed it, or because of good luck, that counts in your favor.
May 9 17:08:28 6m 16s Mira's Therapy ♥ 1 High five from a team that also made a therapy-themed game!
May 9 17:20:11 11m 43s Badger Break-In ♥ 2 The animations were fluid and the game was quite enjoyable. The grub got me when I was trying to get those fruits in the upper right corner!
May 13 00:22:52 79h 02m Deep(er) Purple ♥ 1 This was pretty nice, and I was glad to see that it performed well. It's not easy to get browser games to run right, even 2D ones. Like some other people mentioned, the camera moved a bit more slowly than the player; but I think that is an easy improvement to make, just zoom out, or speed up camera following. (In our game, we spent a lot of time tuning camera speed. It's surprisingly hard to get right on the first try.) I wish there was a way to add "black" dye to reduce quantities of the other dyes. I think you have a really interesting concept here, where the objects in the game are either collectibles or things to avoid, depending on where you are on the color bar.
May 17 01:20:13 96h 57m Aggies Adventure ♥ 1 The art style was pretty cool. I kind of liked how jumping made your character pause, it was like they were winding up for a big jump. I noticed that the lighting wasn't the same in all of the player's walk frames; it might have been a good idea to look at the histogram under "levels" or "curves" to fix that in an image processor. Unlike some of your other reviewers, I don't think the game was too short. Ludumdare games are meant to be short introductions to novel artistic concepts and game mechanics.
May 17 05:08:22 3h 48m WordGeddon ♥ 0 It took me a little to figure out that it wouldn't take words shorter than four letters. Too bad, because I am really terrible at anagrams. ;)