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FireSlash

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TimestampSince previousGameFireSlash's comment
Apr 27 04:44:10 Cavity Tycoon ♥ 2 Interesting fusion of the usual miner style and a builder/idle game. For some reason I spent a lot of time trying to build with m1 instead of m2, and thought the game was broken. Might just be post-LD brain drain, but once I realized m2 places everything worked as expected. The threat mechanic isn't super well explained, I sorta felt it out but it's not super clear to me why it goes down. I would have liked to see the buildings expanded upon a bit more. For example, maybe making sugar more of a necessary resource, and buildings become more or less required to start scaling outward. In the current design I found by the time I built one of everything I just won. Graphics are cute. Overall pretty neat!
Apr 27 04:51:55 7m 45s A Dank Room ♥ 0 It's not clear to me how to get to the room on the left... I always end up back outside of the cave. uh3iHWI.png
Apr 27 05:45:31 53m 36s Minexile ♥ 1 Quite a lot to unpack here. I found a bunch of mechanics unexplained, and while I could figure some out, others ended up as showstoppers, like how to deal with enemies. Super interesting idea though, and quite complex for a jam game. I'd strongly recommend writing a bit of a guide somewhere!
Apr 27 05:52:50 7m 19s Snare ♥ 1 +1 for not loading. Tried both chrome and FF, which both SHOULD support brotli compression, but it seems neither want to read the .br file.
Apr 27 07:06:59 1h 14m Fleeting ♥ 4 I was not expecting this. For starters, the atmosphere was really spot on. The audio works well with the consistent visuals, and the cloud shader does a great job rounding things out. Gameplay wise, at first I thought the play area was quite small, as I'd go north, hit an invisible wall, then go south, hit another one, etc. On my second run I chose to go left and then it made a lot more sense. Once that was sorted out... things actually worked really well. The AI is dumb as bricks but this actually works amazingly well, since resources are limited it creates a ton of tension dragging tens of ships behind you trying to eek out as much distance as you can without burning a decoy or losing your shields. I was subconsciously tensing up while playing; it really does nail the mood! The ending felt a bit abrupt, but I'll give it a pass for the comfy CGs. I'd also like to see some tooltips over the ability icons, but now I'm just nitpicking. Really fantastic work!
Apr 27 19:54:30 12h 47m Erode ♥ 1 Neat idea! I got to around depth 185 before it seemed I was moving faster than I could dig, I'm guessing 200 is around the theoretical max without getting lucky with bombs. Could use a bit more variety, it might be neat to have powerups to deal with tricky rock formations, or other things to aim for instead of just optimizing for depth alone.
Apr 27 20:12:21 17m 51s Hungry Jungle ♥ 1 Neat little game. The insta-kill berries felt really bad; and generally just made me paranoid/hesitant to try new berry types as they appeared, or made me second guess whether one was lethal or not. I suppose that was probably the point, but it felt a bit too punishing. Controls also slowly drove me nuts, they just weren't very intuitive to me for some reason. Past that though, the game itself is pretty neat. A fascinating mixture of RTS and exploration that really works well. Impressive scope for jam game!
Apr 28 00:10:53 3h 58m Get to the choppa! ♥ 1 It wasn't clear to me where the pads even where. I thought they were the little buildings but nothing happened when I landed on one.
Apr 28 01:13:53 1h 03m Deep Sea ♥ 1 The lack of audio and visual cues for things like oxygen make it extremely confusing. The graphics are nice but I'd like to see a bit more clarity in things like oxygen providers, I couldn't find any on my first dive but maybe I just confused them with sellable pickups? Oxygen timer felt very short. The upgrade system seems cool but being limited to 3 runs removes the roguelike feeling from it.
Apr 28 01:24:35 10m 42s Jump & Run ♥ 1 Does what it says on the tin. in some sections, you can't see the next platform. These are "blind jumps" and generally not ideal, since there's no way for the player to predict what to do. In this case I think just zooming the camera out more would fix it. Played through to the end, didn't encounter any game breaking bugs.
Apr 28 03:38:29 2h 13m The Deep Sorrow ♥ 1 Quite the experience here. Lovely mood, and a simple concept that weaves a story without words. Well polished and rounded out with good audio and vfx. Nicely done!
Apr 28 03:53:11 14m 42s Sheppard ♥ 1 The slow attack and floaty physics turned me off at first, but I sort of got used to it at some point and it stopped bothering me. For some reason I couldn't buy the attack range powerups, despite having more than enough gold. Overall felt really strong, maybe that's intentional? Health was plentiful so I just charged at stuff and generally came out at or near full health. end boss musta had a zillion HP for the number of times it took to bring him down. His blue laser attack never seemed to be targeting me. Graphics are nice and consistent, and round things out nicely. Nice work!
Apr 28 05:14:39 1h 21m Seven ♥ 1 Agree with the above on reducing the amount of walking around you have to do in general. It'd also possibly be worth having an auto-note feature to reference so players don't need to memorize or take physical notes.
Apr 28 06:47:33 1h 32m Deep Freeze ♥ 2 Wasn't clear to me whether there's an actual win condition or nor given the number of enemies in the (last?) room. View distance was really short and I usually walked into bears before I had a chance to shoot them. Mechanics a bit unclear in a few spots but was able to feel them out on my second run. Otherwise had a good time. Liked setting and mood, added a good bit of tension.
Apr 28 07:26:44 39m 11s Deeper and Deeper ♥ 1 This is... quite hard. Maybe if it were a bit more forgiving it wouldn't be as frustrating? Perhaps lives, or a health bar. Might also be good to make the fireball launchers more visually obvious so you don't miss them, right now it's easy to get sniped.
Apr 28 21:15:20 13h 48m KATABASIS ♥ 1 Interesting idea to do storytelling through the inventory. Bullet patterns were a bit of a mixed bag. The little guys were probably the worst since you had to actively bait them, where most of the other patterns could be dodged. Last boss had some rough patterns. Hitbox was also ambiguous. That said, the health bar solves basically all of these complaints, since taking a hit isn't lethal like most shmups. Though I found it a bit easy as a result. For the boss's last pattern I just face tanked all the shots since it was more efficient than trying to dodge. Overall package seems solid. No major bugs, mostly just found myself wanting more enemies/levels/etc, which is always a good sign that you've got a solid idea. Nice work!
Apr 29 05:16:21 8h 01m The Rabbit Hole Herald ♥ 1 Cute take on the theme. Mechanically it feels a bit too easy, but for LD it's usually best to err on that side. No complaints at all really, game worked as expected, no issues cropped up, and I had a fun time assembling increasingly bizarre headlines. Nice work!
Apr 29 05:26:42 10m 21s Ludu Hare and the Magical Carrot ♥ 2 Cute rabbit. There were several places with blind jumps that lead to spike pits. This always feels kind of cheap... something to keep in mind when designing levels like these. I suppose the health bar and lives system compensates a bit, but in general it's best to avoid that since players usually feel cheated. Hit a bug(?) at the first gate where all the mole things were dead (and none were showing on the hud) but the gate wouldn't open. Not sure if I'm just doing it wrong, or if there's some edge case.
Apr 29 06:10:32 43m 50s One-Butt Alien Corridor ♥ 1 Neat idea. The aim speeds being as slow as they were really forces you to plan ahead and generally just works really well. Graphics are simple but convey the point well. upgrades were a nice touch. Everything felt solid and worked well. Nice work!
Apr 29 06:17:59 7m 27s Oumuamua - From Outer Space to Deeper and Deepr Down the Well ♥ 0 Neat little sandbox. Would be nice to have had some kind of goal, like maybe reaching enough escape velocity to delve deeper into the galaxy and reach other solar systems.
Apr 29 07:40:26 1h 22m Where's my dynoMITE? [LD48] ♥ 2 Simple little game. Seemed to mostly work as expected, though the section with the rocks on the slope almost got me stuck as they didn't want to slide at first. got to the end without incident. Not sure what kills the little dude since I abused him pretty badly and he seemed just fine. Pretty fun!
Apr 29 07:48:22 7m 56s Jean GADIN on the Prairie ♥ 1 Simple but well executed. I would have liked some kind of more clear health bar to know how many sheep before it's game over, the slanting mechanic is a cool concept but not really super visible. also sometimes you get cheap shotted coming out of the star straight into a sheep. otherwise solid and fun!
Apr 30 01:08:59 17h 20m Deep BO-12 ♥ 1 grappling hooks are always fun, though I found it a bit trick to navigate the world with it. Seems the only way to ever go up was to fall through the portal and take damage. The ammo clip being small forces you into a fairly specific playstyle, but the grappling hook makes it difficult to actually avoid combat with the crystal spawns. Graphics and mood were solid, and the audio worked well. Nice work!
Apr 30 01:54:33 45m 34s Riches Below! ♥ 1 Controls were a bit weird at first but otherwise worked as expected. Upgrade system was a nice touch. Audio would have helped a lot with the mood, but the graphics were lovely.
Apr 30 02:08:03 13m 30s Taupi Taupe ♥ 1 There's a lot of process here at the speed the game runs at. Part of me wants it to be more turn based, but that would take the difficulty out of it. Maybe just slowing it down would be fine. Or maybe making the difficulty curve a bit softer via a speed ramping mechanic, so people can feel it out and get used to it first. Overall a pretty neat idea.
May 1 04:50:01 26h 41m Forge Dig Forge ♥ 1 Lots of mechanics here, but the menus make things pretty rough. The random delay on mining felt mostly just really confusing. Not sure if you can just only craft one tool at a time, or if there's a bug with crafting multiple tools at once, but I crafted and axe and sword but only got the sword. Overall seems like there's a lot of potential here, just needs some polish work.
May 1 04:51:18 1m 17s Work In Progress ♥ 0 Just checked, it's still a 404 unfortunately.
May 1 07:01:53 2h 10m The Deeper The Deadlier ♥ 1 Looks like the web build is broken. Tried in chrome and firefox, both give syntax errors trying to load the .br file. I've seen this before with itch+brotli compression, maybe try gzip on the web export?
May 1 07:10:33 8m 40s Psychology of the Depths ♥ 1 Feels like there's a lot of depth here that just hasn't surfaced itself well to me. Maybe I'm just missing it? Like a bunch of cards have effects but they don't ever seem relevant or useful toward the end-goal. I suspect a lot of this is just a lack of vfx/treatment around them. A more obvious effect to show each card's effect when it plays would really highlight what they do; though even then I find myself strategizing mostly around card archetypes, not effects. Played a bit, seems fun! Nice work!
May 1 20:39:52 13h 29m Cavernicus ♥ 2 Simple concept with solid execution, and surprisingly fun. I wish it was a bit more clear how far you could fall before death; felt like there was a mechanic there I just wasn't seeing. I found it pretty fun trying to "chase" lightsticks down to get multiple uses out of each one. the audio also did a great job setting the mood. Graphics were simple but effective. Nice work!
May 1 21:00:12 20m 20s Cosp ♥ 1 Interesting concept. Feels like to be successful you have to rely on momentum and floating a lot, which makes the game a fairly slow paced casual affair. This can be good, but the lack of audio makes it feel a bit tedious. The mining mechanic wasn't clear at first, and I still sometimes find asteroids that just don't seem to be minable, and it's not clear why. Controls were also a bit awkward. Overall though, nice comfy little entry. Good work!