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fiaKaiera

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TimestampSince previousGamefiaKaiera's comment
Apr 27 09:47:39 Deepest Sword ♥ 2 Hands down: **I would love this to be a full game!** Why? Easy. This can definitely be a rage game of some sort if this is pushed even further. In fact, this could be considered a speed game if done right! Usually I would hand out critiques on what could be done better but this is mostly done very well! Well, other than this, of course: pain.png This is the only point in the game where you can't really do anything but restart.
Apr 27 11:12:20 1h 24m Colors of the Universe ♥ 1 It's really nice to see some soundscapes going down and down! I was totally lost for a bit but found the end, but I think being lost is the point. I do wish the cursor is a bit larger though. There is one thing though that irks me, and sometimes sounds just cut off out of nowhere and breaks the feeling for a small bit before I go down into satisfactionland again.
Apr 27 11:44:34 32m 14s Infini-Digger ♥ 1 This is a game that I find fun to play, but sadly lacks in terms of communication. I think this is not a good first game, or genre to tackle solo unless you wrote down everything you need. Past that, this would definitely have potential to be expanded. Here's my two cents on what could be improved: * Definitely have to make clear on the current-gain-cost counter. SEPARATE THEM. * Put text on them to make it clear on what we have. * ...or icons but I don't think that's a strong suit of yours? * When holding Space, please put the keybinds on what you are placing. * The same can be said for cost, too. * I was naturally pressing the arrows first, thinking it will place down the items * In fact, this key binding can be exchanged for 1, 2, 3 and 4 instead of the space and arrow combo * More so, there's blank space on the sides, it can be used for that * An indicator for where you're placing... * ...and put the radial menu there * I was assuming it would be placed ON the character, not in front * People will forget the TAB key for the helpers * There must be a better way of conveying this * The whole square could be just 50% colored gold to show this instead of the X and O gold symbols * I feel the range indicators should be on by default... * A life of 00 sounds really useless and only works on the current floor... * In fact, the life mechanic could be improved in some ways other dictating the life beforehand * Like an engineer, a few whacks could be placed to *extend* life instead? * Oh, and the end of the tutorial doesn't remove the tutorial boxes... A lot of these can be solved through improving UI. Heck, even then some parts of the tutorial would be unnecessary for it. So next time, maybe think about readability on the way! The presentation of information is key. It'll help a lot in the experience! That said, the gameplay could be really fun, if it only were so accessible...
Apr 27 11:52:22 7m 48s deepfeater ♥ 2 It seems this entry has a lot broken... It such a shame because what I hear and see it's pretty nice. It also suffers from texture loading issues where everything is pixelated and slowly loads in, which is not what you want in a cutscene. Nothing happened whenever things happen in the "fight" and the instructions are pretty unclear. The left side of the Main Menu in the instructions is unclickable. (probably layering issues) ..and it is a bit shocking to see the large download size of the game itself, but that's just Unreal, no? **Do ping me later once you fix them.** **This is important to tackle too:** SteamVR activates when you run the game. Please deal with that, and it may also be the reason why your download size is large.
Apr 27 12:31:15 38m 53s Fallen Shovel ♥ 1 So far, this is one of the most fun I've had~! I could definitely see this being a speedrun game if pushed even further! Perfect execution in this regard~ The feel, the gameplay, the graphics, and even the themes for each level!! I wish I could play more of it if you push past this compo state and certainly impressive for a compo entry!
Apr 27 12:49:34 18m 19s Into the Forrest ♥ 2 Quite an ambitious take on making an RTS as an entry on a game jam. It can be done and it's definitely there! ..and you definitely did it! **Here's a tip or two:** * Please update your entry with instructions! * Please tell us about your units and what they do! Despite it being Kenney assets, I do find the trees actually pretty irritating on the eyes since there's so much of them... Please darken them if you can. It's pretty clear you ran out of time, but good work nonetheless!
Apr 27 13:53:41 1h 04m Substate ♥ 1 This is short and sweet, but very innovative! If pushed further, there's a lot of puzzles you can do with this! Quite a fun and small little concept you can definitely push further. Try to keep that in mind for the future, as this could be a nice little small puzzle you can place in other games too!
Apr 27 15:18:55 1h 25m My Innermost Criminal ♥ 1 Well, you certainly did what you wanted to do there! It's actually pretty unique to do those goals. You ended up making a surefire way to stand out! Plus, how you managed to make the stages feels like you could definitely go ham should you be given the time. I say make it a full game, or a mechanic you could use in another! The only gripe I have with this game really is really related to the time rewind mechanic: * Literally, double or triple rewind speed when you can. It really feels slow to rewind. * Because of this I was dreading for a restart button at that point. I'm not sure if part of your plan is to stack the characters to get up or allow them to hop out of characters mid-air, making it a bit easier than expected. Either way, I think you could use that info for more "expert-related" levels. Once again, well done! Especially for your first entry~
Apr 27 15:57:10 38m 15s Hamster Powered Drilling Machine ♥ 1 I-I-I'm not addicted... you are! The art style got me first because I thought "OH HECK SOMEONE MADE CLAYMATION ON LUDUM DARE"! Sadly that's not the case in gameplay... Anyway, it's a simple premise with a remarkable art style! I had to stop myself before my competitive attitude takes over and try over that #1 spot.. The upgrades are simple enough to keep anyone going, but not for the attention for a normal Ludum Dare rater, since they have to rate other things. seventh.png At this point of posting this comment, I would be at 7th place with a score of 1398. I'm not a fan of the flags because I would like to keep my nationality a secret to everyone... I wish I was warned about this. (If you can't change that, please remove my score!) O yeah, Space doesn't work for refueling. Nonetheless, great work!
Apr 27 16:16:18 19m 08s Deep Sleep ♥ 3 First of all: THANK GOODNESS ON TOGGLE RUN. Whoever thought of this, thank you! I'm really glad you guys didn't go around the route of absolute horror. I have a feeling you could actually push it further and I was kinda on edge the whole time. You did well on conveying the theme and giving the message at the same time. Thanks for reminding us that. There are two bugs I noticed! * I actually use multiple monitors, so I can actually see the mouse trail outside to another monitor, which can lead me to lose focus on the game window especially where I can suddenly decide to fidget around and accidentally click on my mouse * The cursor does, in fact, not show up after the credits! Nonetheless, I love the art style and what y'all are going for! Great job~
Apr 28 08:58:36 16h 42m Ludum Dare Dex / ArdyTek Collab ♥ 2 A microgame collection game is certainly fun! Plus, it's a rare kind of entry so it's pretty nice to see! If you are definitely doing for a fun micrograme collection a-la WarioWare, there are definitely stuff that makes this one not work as well, and thus, not as fun as you expected. So let me tell you about each one: * **Slam Dunk:** Dunk once, then continue. There's no point on making multiple dunks. You should also probably relocate the hoop every time the microgame starts. * **Crack Finder:** Once you find the cracker, you have to wait a very long time, which makes it painfully slow... If only you could add a way to detect it being found after 1 second of looking at it... * There's also a problem with movement in general. Going left is slow, but going right is fast? * **Keypad Entry:** *The outlier.* Like, on a game filled with keyboard inputs you're forcing to use the mouse all of a sudden. Though, this can be circumvented by allowing to move a highlight by arrow keys. (...and that's a lot of numbers!) * **Rocket Blocking:** Literally the only pure microgame and will work well. Well, it's not the microgames are a problem, the transition is as well... * Funnily enough, 4 seconds is too long? * As difficulty doesn't scale, it does get stale quick. Shortening the timer always helps instead the more you go through. * "A to start." Uh... yes in a Tic80 sense, but you meant Z, right? Nonetheless, you do have a makings of a microgame collection, it's just missing that fast paced panic microgames usually have. Good work though!
Apr 28 10:17:05 1h 18m Shark Attack! ♥ 2 For 14 hours it is certainly a feat you made a submission on time! It's quite a shame you have to throw out your original idea... it would have been great! Going up and down is pretty slow which diminishes from the gameplay and the sounds from the bombs explodes does get tiring for a while. Great work though!
Apr 28 10:31:18 14m 13s Can you dig it? ♥ 1 A simple concept that was pretty well executed! It looks very simple but quite enjoyable! Though that entry thumbnail does make me expect something better... On the third section though, you can actually skip a lot of it by hugging at the edge and going down very fast. I can't help but feel like you ran out of time, but you definitely did something effective and what could be a base for something bigger.
Apr 28 11:31:52 1h 00m Deeper ♥ 2 Did you... ran out of time? ... or did you forget to update? I was playing this and I found a lot of problems... in every section. I really don't want to be harsh but I do need to point out **and you need to fix them**. * Level D * It's impossible to complete. That's mainly because of the D coin * When you dash you literally just add position... to the right. * You dash to the right... when you move to the left... * Did you mean to add speed? * An indicator for how many D coins would be nice. * The long jumps are impossible to go through * Level P * Holy heck a stop time mechanic, nice! * The P key is so far from D and R it's not a good idea, especially if you want to mix up mechanics from both D and R * An indicator for the time stop would be nice. * Level R * Why can't you jump in run mode? Seriously. * So you just want them to run towards spikes immediately. * You cannot perish in Level R, because of actual programming bugs found below. * All levels * The wall collisions shouldn't work like that. Don't do precision collision based on sprite. It's supposed to be flat to get the best result, and not stop them mid-wall. Good job not allowing players to jump again though until they land. A lot of these could be found when you playtest. Actual programming bugs, both in Level R: ``` ERROR: emit_signal: Error calling method from signal 'death': 'Viewport::death': Method not found.. At: core/object.cpp:1260 ``` ``` ERROR: Node not found: Area2D. At: scene/main/node.cpp:1381 SCRIPT ERROR: _physics_process: Attempt to call function 'get_node' in base 'null instance' on a null instance. At: res://Assets/Enemies/0.gdc:20 ``` I clicked because the character designs are so cute and it could be definitely be an attraction to everyone but the game itself does the opposite. It's much more a shame since 3 people worked on this. I do hope you fix these bugs to make them more accessible to everyone. Nice witty play on D, P, and R though. Deeper... Heh!
Apr 28 11:49:14 17m 22s Ludum Postal ♥ 2 **Add a spawn limit, please I beg you!** I actually had to restart because it was that *bad*. Otherwise it's a really fun yet stressful game. I would give it a straight 5 stars but definitely you guys didn't know how powerful other's PC's could get. You only need to remind me so much how I need to upgrade anyways. (but chip shortage is a thing right now...) I think I was even dealt a bad hand. Yellow and green then purple and pink are such bad color combinations it's hard to even sort them on the shelf. Another bug, the clipboard did not update. Would love to play this more! ..if only I was not forced to restart my computer in the process. Digging through the packages was great for the theme, definitely!
Apr 28 12:08:03 18m 49s Chocolate Dip Cookie ♥ 2 Why are you not rated more? You should be rated more! A visual delight mixed into a batter and baked to a simple prestine game! It's honestly it was a delight! * I do wish the gameplay is a bit more varied and I don't think difficulty was present the more you dip. (Time constraints, more cookies to dip in a short amount of time, etc.) * The way you present how much you have to dip is good enough. * ..but you should probably tell NOT to over dip it! * You could also change how it's presented by having different colors of the bar instead of how fast you fill up. But if you're catering for the younger audience, you can keep it this way! * The music changing is a very nice touch to refer to health. Something to consider for next time though for the deaf just in case... * Congratulations, you actually made me buy chocolate chip cookies and it was good~ Other than those what I said, what you guys made here is really good and it's such a pleasing delight to play with at all! Definitely the passion is there and a very fun take on the theme~!
Apr 28 12:33:32 25m 29s To the Center of the World ♥ 1 When I played this I legitly thought this was only an experience and a brief scroll to the comments later I didn't even know there's actually collision involved. I legit thought my browser did a thing and sent me back up. If what I said was a kind of experience, you could definitely dig into some horrible mind trick of it being a horror thing where you go slowly down without any music needed, but you do have music, which kinda breaks that... unless you fade out the music along the way. Honestly, I'm not a fan of the audio if you kept this very short loop for long and it does get grating if I scroll down longer than what I expect. The immersion of the game kinda broke for me as soon as I saw there was a scroll bar on the side. Good job on breaking that expectation though, but it does make experiencing this game a lot more bland and slow... As for the full throttle condition, you could make it so that it checks instead the distance you did in like, 1 second than checking if they survived at the bottom. I'm not sure if I have the time to slowly scroll down the game as you intended though but it was a definitely nice and interesting way of doing gameplay like this!
Apr 28 12:45:40 12m 08s F-33L5 ♥ 2 I saw this from others but Flappy bird is not the best way to describe it... but okay? It is a nice object avoiding game for sure! Though the controls feels objectively betraying, it does feel somewhat satisfying when you move. Later on you do have to steer very early before the asteriods hit. Definitely some parallax scrolling would help on the effect you're going for. I do applaud you at the ending though it's very beautiful! ...the joke at the end too! Wonderful work!
Apr 28 13:07:30 21m 50s Hope ♥ 1 I finished the game. Man that is sooo good. I feel you could make a whole investigation game out of this alone! It's pretty clever how you handed out the documents too. I was not obvious at first but definitely the way to progress. All I can say is if you want to extend this more, do make people ease in the puzzles because I think I know some people won't easily find the solution. Great work! Definitely a recommendation for puzzle solvers.
Apr 28 13:23:51 16m 21s GoMining! ♥ 0 This is a simple game with a simple premise and something you could do better with... and I'm pretty impressed you used Go in a game jam. Though it's not definitely a perfect game * Collisions are janky. I'm pretty sure plo said that above this comment. * You should study on grid based detection. You don't want to detect the next block by X position + direction alone. You should consider the player's location in the grid and use that for calculation instead. * That way you don't end up in situations when the player dig themselves in the same block space. * It's not "Y" key, it's "Z" key. I am guessing you're not using a QWERTY keyboard. * Alternatively, you could use mouse buttons to do the same job since it's two buttons. * I would definitely love to see where the miner would be placing / breaking blocks! Anyway, it's a good simple idea, but definitely can be executed better. Even though it's simple in how it looks it does look surprisingly aesthetically pleasing to convey information with. Who knew diagonal lines could spin how it looks to a game jam than simple whole blocks?
Apr 28 15:15:53 1h 52m Decked Out Clone ♥ 1 I checked it out myself and I think I'm pretty sure I have the outdated build at this point since I downloaded earlier... You shot too far and can only implement things as far as your time crunch goes. What's amazing though it's that you still made it, and made it look at least more pleasing that what would be a lacking game. Sure it's lacking right now if you keep developing it, but it's definitely better than most of what would have been lacking in other time crunch games. You made a viable game out of it without any bad hitches. * The animation mix-up is actually related to image loading I hope? After a while it does correct itself. * E is not exactly a good button for run either. It's actually counter-intuitive if you use the WASD keys along with that where shift would be more natural for running. (or space for sprinting since that's what it was really) * I'm not sure if the loading is intentional or a fake one. If it's fake, then probably add a "click to continue" button somewhere. Anyway, if you do keep developing this one, I do hope it thrives, because what you're pitching sounds real good and gives a potential mixup than other games out there. Next time you do a game jam, do keep in mind KISS! (Keep it simple, silly!) Since it's your first time, it's actually quite okay!
Apr 28 15:52:33 36m 40s Mine Flower ♥ 1 It seems you don't even need my feedback since everyone else told you about them before it! So maybe a good refresher is in session? ... and maybe suggestions on them as well. * The art was pretty good! Execution on how those assets are used... not really good. * The main mechanic, which is the grabbing with the axe, is real nice! * Actually, it's honestly too slow to even use and react to. This kind of game wants you to be snappy to cling to the wall. Especially as a speed game, unless you reward skill and timing in a speed game. * There's actually a jump where there's spikes on top then the area you want to grab.. that's actually against design you're going for and it's honestly a really hard jump. * Speaking of, I thank you for giving hidden checkpoints! It does also contribute to anti-frustration and a definite time save as a speed game. * I do like the slow introduction of the mechanics in the level design. Really nice! * WASD + ZX is painful! Though it was my intuition that made me use arrow keys... maybe you should have told you could use the arrow keys too. * On the other hand, there is an alternate way of taking this with the WASD users, namely Space and the mouse buttons! * The story was lacking ... I was confused why we're even going underground, but if it was to heal the girl of her illness from a flower, definitely! * On a sidenote, I too got the flower! * Gems are useless. * Definitely aware you're supposed to use them for health and power. I consider that a bug, at least for the health. You can patch that in, at least. * You need the ability to show and register hits on enemies... at least some sort of feedback. * "Well, I didn't know they're already dead..." * Considering enemies, so many things you could do with the axe to definitely make it interesting! Like throwing, wide swinging arcs, sweeping, charging, slamming, etc. Do note I do keep in mind your time crunch. Sadly it does creep up and maybe you should be prepared next time. Do have yourself a game plan and it might be a good idea to keep you smooth sailing. Either way, it's definitely fun but definitely shows that this game is just a base that you can definitely build on and improve! Great work, you two!
Apr 29 03:54:58 12h 02m Awakening ♥ 1 It's definitely an interesting game and definitely a real good getting that ZX feel! I love the music and feeling of this and it's very nice~ I actually reached past 8! Sadly, the very long transitions makes it painfully slow to complete. I think most people will click off between 5 and 6 and think they completed it and think they're just falling forever as a win condition without seeing past 8. ...but y'know what? Props to the musician, because the music is so nice to listen to for a long time as this one and it's a pretty memorable one too! Great job! I just wish it's a bit more shorter... well, the falling at least.
Apr 29 04:18:47 23m 49s Eggsplosion ♥ 1 I would love this concept go into it's full extent! This could be easily be seen as a speed game and a visually fun one at that when all the skills you learn are in play. * Sadly the design of the stages are not very forgiving. It might also be seen as a rage game at this state if it weren't for the fun mechanic. * The stage design also doesn't really go well with the mechanic as well since you're suddenly thrown very tight bomb hopping and ends up pretty unforgiving. * It might look easy to you when you play-test, but that what would be top-notch play at this point. * The 3-life system is also very unforgiving due to the tight horizontal corridors. I was actively looking for extra health, really. * Slowly regen health rewarded for surviving for longer, perhaps? * If anything just making the narrow horizontal corridors wider will prevent a lot of frustrations. * Stage 2's trap hole is not nice. That's really rough for you to do after doing that long chain of corridor jumps. * Actually, give me instant kill floors. I don't want to do the damage drain of shame. * Checkpoints, please. * The idea of being not able to explode on a misfire is actually pretty punishing since suddenly you have to panic to place yourself near the bomb far away where you intend to go. * An automatic bomb explode could help with this if they take too long. * Instead of just a green thing that doesn't allow explosions, why not make it an area where they can't instead, that way it's much more forgiving to earlier players. * I wish purples won't hurt you either tbh. Much more forgiving to set up jumps that way. * With how the player controls, I think you need a bit bigger radius. People can't just immediately press left-click then right-click really quickly. * An extra jump would definitely prevent people from suddenly getting frustrated from suddenly not making a jump from placing a bomb a few frames too late. * Honestly doing all of this reminds me too much of those Minecraft guys trying to save themselves from fall damage by using a bucket of water when they almost hit near the ground. * I do want to get a bit more visual feedback when you get hit, though. I'm a stubborn guy and I do find it really fun, but despite this, these gripes I have does echo for those who want to play test your game. I bet most will not continue to the third stage. I actually stopped at the fourth because there's two areas that require you very split second reaction despite throwing the bomb early. I do want to see this game pushed further than the jam and I think that would be really fun to see!
Apr 29 05:50:44 1h 31m The Fall of Alice ♥ 2 It was definitely interesting... sadly the time spent on this was definitely not enough. Even though there was sound, after a while I just find myself avoiding all of the letters and just slowly reading through all of it. It was definitely unpleasant after a while. Also the slow sideways movement did hamper me from collecting them. In fact, I actually thought I was trying to avoid the shelves. The awkward spacing of the letters actually made it pretty hard to read in the end, though it was an interesting way to read. At least I can read them well based on how you designed the surroundings though. It's a good take on things though! Except on the readability end of things...
Apr 29 06:18:43 27m 59s You Are Now Breathing Manually ♥ 1 The breathing mechanic and the atmosphere is great! However, it's very clear and others have told you too: it's pretty frustrating to navigate. I would literally adjust the speed of the debris just to make this a lot easier to play and experience. Sometimes you also get hit twice, which adds in the frustration. Honestly I was expecting the fuel to recharge since I didn't get a game over when I ran out of fuel. It doesn't really help being hit with a loading screen every time you retry either... which helps in the frustration. (Is it literally trying to reload the voice lines all over again even after the tutorial?) I really love how you did the tutorial, but even that, the instructions about balancing the CO2 goes so fast you end up skipping it because you're manually breathing. Apparently going to fullscreen also breaks the game and makes it unresponsive. This is one of those use cases where you should have a desktop build, to be honest. Despite the game is pretty cool and the atmosphere helps, sadly the execution of how you move actually diminishes what would be a pretty nice game. (Oh and I definitely made it into the ship)
Apr 30 06:06:42 23h 47m Alek and the Dungeon of Paper ♥ 0 You definitely have the makings of a beautiful puzzle game here! * I'm not sure if it's me but if the low FPS of the game is set like that, it actually *diminishes* from the experience, if you ask me because everything feels clunky. * If it's not deliberate, I think there's too much going on or you're rendering everything at once, *including those that are outside the scene and you don't want that.* * There is definitely a bug about the camera, and it happens when you hug the walls, forcing a transition despite not going into the next area. It is nauseating. * The instructions of the boxes and the keys could definitely be better. * How the game controls definitely needs to be improved. You should find a way NOT to move the boxes accidentally. * Froggie! You guys definitely gave a lot in terms of how everything looks. If you keep up the momentum into a full game, I bet you guys can definitely can attract the crowd!
Apr 30 06:30:56 24m 14s Carpet Flea ♥ 2 Everyone points out the similarities of Celeste and Super Meat Boy at this point, but this game feels more like Celeste than the latter. This game definitely has some potential and definitely can thrive if done well. * You have to make sure your collisions and objects are obvious to the player, no matter what. * This reflects in situations where you hug a wall and suddenly died even though the spikes are way farther than where they were. * That said, the visual needs to be a lot more obvious, especially in the last few levels where the lava and spikes do blend in the background. * Improve your collision code. * I managed to take advantage of this by being stuck on a wall, avoiding to use a jump. * Almost all of the stages are fine in terms of stage design, except the last one. * You know: how to annoy and repeat the stage because that one platform keeps blocking you and actually make a player rage quit despite having fast respawn times. Which is more of an annoying move AFTER doing all the hustle to get to that point again, wasting even more seconds of your time. **It's actually unfair stage design.** You don't want that if you want people to finish your game. * Keep at with this room-by-room stage design if you want to make a full game at it. This is what you want for this kind of game. * It's not a surprise at this point that the movement is floaty. * As a contention to what others said: It could be a thing that you could go for. Since precision is definitely part of the stage design, having more gravity could be less forgiving for dashes that are situated between spikes. * Coyote time is a godsend if you do push this further. * I'm not a Unity guy, but of course I should remind you to not skip [the article that exofrenon linked](https://www.gamasutra.com/blogs/YoannPignole/20131010/202080/The_hobbyist_coder_1_2D_platformer_controller.php)! Though the idea is very sound and the stage design does support it, the execution of the mechanics could definitely be better and I sure hope you do a bit more research with collisions and all of that. Good work, all of you!
Apr 30 06:56:45 25m 49s Bunker Björn ♥ 1 Oh, the idea so good and the graphics set the tone to be so much something more! If only it was not hampered what could've made it so much more playable. All the things I'm gonna say are pretty much aspects that could help the gameplay by simple adjustments of the interface. * First, it's obvious: The camera is janky. I am aware that it's trying to snap to the player, not following it. This also causes the camera to glitch out in position trying to keep up with the player, which is inducing nausea. * The camera is zoomed in too near. Even though it does help the sense of being alone here, it does not contribute to what you want, a shooter. If this was some resident evil sort of thing with limited ammo, it might help. * Because it's too near the blur does not help with conveying of information here. * The perspective is definitely favoring north, but that can be easily solved with zoom. * Oh, a bug: The camera got stuck at Level 5 for me, which made the gameplay unplayable from that point onwards. * The lack of enemies does make it boring. * You're designing for two different things in terms of game design here... * The rapid fire favors being gung-ho... which you need a lot of enemies for. * However enemies are bulky and sparse, which encourages being careful. I'm not gonna lie if I said the gameplay is not satisfying, that is for sure. However, how the game is presented and how it's laid out kinda goes against that. It definitely lacks direction since you're aiming for two different things. If you want to continue with this, the flashlight could be a powerful tool in conveying information.
Apr 30 07:22:06 25m 21s Upset Crab ♥ 1 I saw this recommended my by itch. Which is such a shame because I would love to have seen it here in Ludum Dare. This is probably how you also got the ratings despite not giving as much, I bet. I don't know what magic you did, but that's how it is I guess? Either way, this is a really good game with clear intent. All it is that it's lacking time, I bet. * I don't know if charge works. Do you mean "prepare attack"? * Greatly slow down movement when you prepare an attack instead of stopping for a bit of fine tuning and player agency? * The potion drops are too common, which incite tanking and spanking through all of it. * Which is entirely against what you're going for... but I bet you did it for playability! * That said "H" is pretty far compared to the rest of the controls... * The rolling was not obvious about the spikes in the tutorial, actually. * Y'know, since you could just skip the whole spike bed.. * I thought you could roll back to also avoid incoming attacks, cancelling the charge. * Maybe you should actually let the person traverse through spike to make it clear you could actually traverse it? I dunno... * I don't know but I feel the hud should be at the bottom? Just to make sure the player is taking note of their health but that's just me. * I don't want to say repetition, but repetition. That's not new to you when you literally just read this a few comments ago, but I don't blame you with the time restriction of Ludum Dare.. I honestly would do that too with the enemies. I really wish there was more to this! You should really continue to improve it and maybe even let it be as a full game!!
Apr 30 07:40:51 18m 45s Oceanographer Cat ♥ 2 What a really pleasant and cute game! It's really nice to see such a unique one at that~ I can definitely see this as either an educational game or a fun whimsical one, if you put some fun mechanics to make snapping a picture a bit more challenging! * Since you use the mouse, it's actually more natural for you to use the mouse buttons rather than pressing F, which also makes the controls a bit awkward. * The way that you move is also awkward, since what people usually expect being in underwater is that your movement also slows down, giving some friction at least than just continuously going in one direction until you a wall. * The visuals are also a nice touch! * Though the ground itself is a bit flat, it does contribute to visibility and makes it clear what you need to take a picture of is still a silhouette. * That said, I do love the detail of you filling in other instances of the same thing, it's like coloring a world into place! * Though I thought the game would end after taking a picture, or something happening at least. Here's better instructions: > Hold and release "Space" to move the mercat towards the cursor. > Hold "F" and aim the camera pointing towards the cursor. At full range, release to take a picture! > Move the mercat and take a picture of the fish above to proceed. This will prevent players being confused at first. I do want to play more this game if you flesh it out and I would love to see the gradual growth of an environment the more you take pictures and be in awe what you could see with the full set! You already got the feel of a calm environment snapping pictures.. I wonder what else you could do!
Apr 30 07:56:57 16m 06s Diacombs ♥ 1 Diacombs are so fun to play with! It's very polished and really fun experience in general. In fact, I don't actually have much to say other than a small few things. However you did place a lot of frustrations in the end: * The long corridor puzzle with the whole corridor with all the diacombs. I think we both are aware that's too long to finish and will definitely confuse the player if not eased in, especially with the concept of taking out a diacomb out that whole set. * I can't help but feel there should be a 2-diacomb and 3-diacomb versions of the Diabos. It's like being given a head banger of a puzzle immediately to another head banger of a puzzle. * I am actually sad I can't properly place this in full screen since it just hugs the top-left corner without rescaling. * Oh and uh... hold rewind please. That would be great. I can't really tap rewind for like, 20 moves in a row. Either way, it's a really fun and visually appealing remix of Sokoban and I would definitely love to see this finished post jam!