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Hilvon

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TimestampSince previousGameHilvon's comment
Apr 26 05:52:39 Where is Bob ♥ 1 Lelel 15. Thanks for asking. ) I really wanted to give 5 for humour, but then again this is mostly poop humour. So here - have 5 for mood instead. :)
Apr 26 05:59:42 7m 03s What's Under Base 69? ♥ 1 Very nice game. It really is on the shorter side, but it still gives you a decent experience. Would've been nice to hve a tad more agency on the way up, but was still entertaining. Sounds are really high-tier. 😄
Apr 26 06:10:03 10m 21s Damn, that's deep! ♥ 1 @the-neon-shark I guess "Have to go deeper" means you are actually supposed to go into the pit to advance the level. Levels to sometimes look simila though.
Apr 26 06:19:37 9m 34s Magic Forest ♥ 3 Nice game. A more niticable difficulty progression would've been nice, as after a wile game starts to feel same-y. Had to reduce the graphics rating because of the background not tiling properly. Maybe this is a problem on specific screen resolution, but still reduces the game enjoyment. The music is good, and sound effects are serviceable. Wish I had sound skill like that... Oh - and bonus point for humour, for making the "Point" token look like a reference to a certain website. Or maybe that's just dirty me...
Apr 26 06:36:27 16m 50s all the king's men ♥ 1 I think I found my pick for the Best Game of LD48. Not many games can evoke such strong emotions with such seample presentation.
Apr 26 08:09:44 1h 33m Deep Descent ♥ 2 A nice take on the "Lander" mechanics. Keyboard controls make steering a bit finniky - easy to over-rotate. the esplosion effect is a bit over the top. Mor my taste you could do with smaller size, but add more diversity to particle speed so the explosion looks less uniform.
Apr 26 08:30:39 20m 55s Speleo ♥ 1 Nice game. Few neat mechanics. Clear level goals and tutorials. The only problem I would like to point out are - all the builds in one archive. Seeing a 530mb download file is kind of a deterrent. Maybe if you split builds into their individual archives and give several download links, a game would be more accessible to people with slow internet connection (Yes, they still exist).
Apr 26 09:00:57 30m 18s So-so-phia ♥ 3 I am not sure if this is persistent problem, but when I first meet the "Purple" enemy it just hangs up there doing nothing, and ignores all the shots. As an unfortunate side effect of this is I can't finish the conbat encounter and progress into the game. But I really love your graphics - sprites are crisp and clean, and effects work really well.
Apr 26 09:34:43 33m 46s Eros and Psyche ♥ 2 Nice game. There are some rough edges here ant there. In the first game, towards the end I literally had to span up and hope to get more flowers that tears, because I just couldn't register the pictures as fast as they would zoom past the screen. With th last puzzle I for some reason had trouble getting used to the control scheme, but that is most likely not because this scheme is wrong, but because previous games with same mechanic used a different one. The art style is nice. Probably could do with a little less pixels. (The actual pixel-art games tend to use wide range of color variants adding the details to pixelated images. But here the colors were flat, and that IMO does not mesh well with the large pixels aesthetics.) Sound scape is nice. Especially the heart pounding in the firs minigame. Though it would probably be better if the heart rythm was in better sync with the icons spawn toward the end of the puzzle - in my playthrough the icons went too fast and the heart could not keep up.
Apr 26 09:50:47 16m 04s Paragon ♥ 0 Well... My fist impression of this game was: 90 ratings given and 0 received? (That was a couple hours back when I only woke up and started rating other games) This looks fishy... But then I noticed that comments and figured out that that the first uploads of the game were not playable, so probably this is the reason of low ratings received count. Still the high number of rating given looks hella sus. Anyway to the game merits on their own: - The gameplay loop is boring. Basically all you do is fall down. You have too little control over your descend to catch any score points or avoid obstactes intentionally, so its all mostly down to luck. On top of this, the obstacles you are supposed to avoid actually do nothing other than stop your fall. - As mentioned in the comment above - the fact that your character starts falling down and looking sidewise does little to help. - Graphics look nice, but the textures look kind of too high quality for something that was created during the compo. I have no qualms agains using pre-existing assets in the game, but then it should be jam category, not compo. - Sound is nice.
Apr 26 10:00:56 10m 09s Suluben ♥ 2 The game has potential, but it really needs more Depth (no pun intended). First of all - it appear there is a "correct" direction to traverse each level and trying to leave the level in the wrong direction results in a gameover - even though you don't hit any obstacle. The danger of going the wrong way needs to be telegraphed more clearly. Then the "disappearing plate" is also a bit confusing. A reasonable person would think that falling through a disappearing plate while it is gone is a good thing because it progresses you to the goal of getting deeper. But no - once again it causes a gameover. Maybe the danger mechanis for those plates should be changed from disappearing to spikes or flames indicating that it is not safe to travel over this one at this point.
Apr 26 10:33:17 32m 21s Bonfire: Darker and Darker ♥ 2 Nice game for the first few days. However by the Night 15 it gets a bit repetitive. Explored the whole forest (at least reachet borders on every side). Figured out that you need 2 or 3 logs to survive the night. Survived 2 nught without lighting a bonfire just by keeping on the move. The first one was not intentional - I was looking for other survivers, but the second one was just to see a ghost. Decided that ghosts are not real. I think the game would've benefited from either some win condition, or from gradual increase in difficulty, like nights getting longer, ghosts moving faster, survivers becoming more likely to attack the player, etc.
Apr 26 10:44:30 11m 13s Mind Depths LD 48 ♥ 2 Well that was trip... In more senses that one... Phew... You were not kidding when you mentioned that this game might be disturbing, and the background music amplifies that as well.
Apr 26 10:56:27 11m 57s Tropical Singer ♥ 3 I am not sure if the game just broke on me, or if it was the way it was intended, but the first music track was a... long one, with like a second passing between the notes, and only occasionally throwing a series of button press requirements at me, with no musing tone changing to accompaty the moments of button pressing. ((Isn't it the point of rythm games that the button presses should sync up with the music rythm?)) Anyway I suffered through the first level, got like 95% accuracy, and then the seconde level began... but forgot to bring any music or button presses with it.
Apr 26 11:14:53 18m 26s The Red Crystal ♥ 1 A nice little "Walkng simulator" game with horror elements. Really liked the finalle. A bit sad that you can't play a sensible person and GTFO, but the theme kind of obliges to go deeper. Graphics are nicely enhanced with post processing. Soundscape is fitting. The elevator ride is a bit too long for my taste, but that is not too much of problem. The biggest problem of this game is the genre. A Walking sim is not the most engaging genre to play, and the story is too short to engage by itself. Still a solid Compo entry.
Apr 26 11:58:33 43m 40s Pigs War ♥ 1 An interesting tactical puzzle game. A big difficulty spike on one level, plus the need to replay the whole game after failing, was a deterrent from actually completing all levels, but still was fun to play. The bullet speed could be increased a bit. Also if the bigs were aliens invading Moscow - why are they speaking russian? ((The voiceline when a pig is killed translates as "Why? That hurts!"))
Apr 26 12:18:38 20m 05s Sweet Dreams ♥ 3 Good artwork and animations. First had a little problem with WASD controls, and had to use arrow keys. The good news - arrow keys also work. The bad news - if you use them you can't really reach the Roll and shoot buttons comfortably. So I was relieved when I figured out why WASD were not working (wrong keyboard language selected). The boss was little underwhelming. Maybe some variety of attacks would've helped. Also love how the background changes as you go deeper into the nighmares.
Apr 26 12:26:28 7m 50s Eat Prey Live ♥ 1 Took me some time to realize that I can eat the bigger fish if I manage to headbutt them before they chomp my tail off. At the depth of about 200 one of the noise filter started looking like TV static. At the depth of 240 got insta-killed at spawn. Probably because the tail section maintains momentum from dashing on the previous level to progress.
Apr 26 12:39:12 12m 44s Finding Nemoth ♥ 1 A nice short game. The "Prayer" section does not appear to have hints on what the propper lines are, but there is no penalty for failing, and you get clear indication which answer you guessed right, so this is not a big deal. The hint to pass level 3 being hidden on level one is a nice touch. Graphic-wise, the slightly bent lines and greenish tint of the walls give an impression that you are moving underwater. Really a good effect. The sound effects are non intrusive, but accompany the atmosphere well. Thogh maybe some more effects while interacting with the creatures would help.
Apr 26 13:17:58 38m 46s Descend ♥ 2 The Windows build now appears to be working. The game is a pretty nice take on platformer. Inability to stop, and only changing direction when hitting an obstacle is a neat touch. King of like playing a Gumba on steroids. 😄 The stalactites however are probably not the best choice for an obstacle as inability to change direction or stop at will makes avoiding them hard and sometime outside of character control. The "Boss battle" at the last level is a MASSIVE difficulty spike. Also the timer is trollfuly set up in such a way that you hit the exit and start running back into the gauntlet seconds before the door would open, so you have to run the gauntlet one more time back and forth. This is frustrating. Also the random obstacle generation made it impossible to complete the gauntlet without getting damage no matter how well you play. But damn does it feel satisfying to finally beat it.
Apr 26 13:49:32 31m 34s Deep To Hell ♥ 1 Tha game has an interesting concept, but it gets too frantic too fast. I just can't take the situation in before I am dead already. The Lava effects are good looking. Though the rest of the game visuals are servicable at best.
Apr 26 14:07:07 17m 35s The Pit ♥ 1 The first time I beat the game was king of a cheese - I noticed the enemes tend to spawn more to the left, so if a character is positioned all the way to the right, there are no pumpcuns to crash into. Then I noticed that you can grab and throw eenmies and managed to beat the game a propper way. The art of the character and background looks nice. Also like the "High speed" effect during the fall. The game is a little confusing as to what is the win condition. Initially when I saw the timer I thought this is the win time - like you have to survive dodging the pumpcins this long. Then when I managet to pull this off I found out that this is an alternative lose condition. Still fun game to explore and play.
Apr 26 14:23:35 16m 28s Miner Rescue ♥ 1 The vehicle handling in the game is a bit odd. The vehicle tends to stick to walls when you try to move vertically past them. Sometimes this is good as you can easily kill your vertical speed if you are headed to spiked/gas cloud. In other case when you want to fit into a 1-tile hight cave it is not. The cave system all looks similar so unless you already know where to look for the miners, it is pretty hard to get them all in time as likely you have missed a couple in the opposite sides of the map.
Apr 26 14:45:18 21m 43s DeepTech Industries ♥ 1 The game starts fun. But the level 4 is pretty frustrating with the tight space between the entry to the next level and indestructible walls. But still I had tons of fun playing the game. The sound effects are olso not offensive.
Apr 26 14:50:50 5m 32s Click Miner ♥ 1 For a game made in Jam format with unfamiliar technology - this is amazing.
Apr 26 15:33:37 42m 47s Lost Light ♥ 3 Pretty nice concept for the game. The scenes start repeating themselves after a while, so around level 15 I decided to quit. But the game was pretty enjoyable for the fresh eye. The scenes when you first discover them look interecting and funny. Like the cat portaits, or a skeleton trying to dring lamp fuel. 😄 The soundtrack would get boring after a while, but like mentioned this is the problem of the whole game, and while the game is enjoyable, so is the background music.
Apr 26 15:45:25 11m 48s CAVE CRAVLER ♥ 1 An interesting game. At first the tactic of just kiting the enemies and shouting at their bunch works pretty well. Then the enemies start differing in speed so kiting them all at once becomes a harder task. And then I got overwhenmed by enemies spawning. Could not figure what most of those items I pick up do. Except for hearts - those obviously hela you. And one of the items increases your damage output - right? After some levels the starter enemies became one-shot kills, so it must've increased. The bombs and teleports are probably a nice feature, but I didnt use them that much. Especially the teleport. Either the enemies are everywhere and there is little point of using it. Or the enemies are bunched up, and just kiting and shooting works fine. Still enjoyed my playtime.
Apr 26 16:24:27 39m 02s DRILLER ♥ 1 Neat little game with easily understandable mechanics. However the "Limited visibility" played a cruel joke on me. No my first playthrough by the time I charged the Driller to 90% all the nodes I was avare of ran out of power boxes. I suppose there was another node that got all the respawns, but because of the poor visibility I could not find it. Though I though that maybe the respawn rate slowed down as you were powering the machine, so on my second playthrough I decided to collect 500 nodes before returning to the Digger, and as I managed to collect the required amount I had no idea where the damned machine was. Had to slowly back away from the node till the dust tarted obscuring it but it was still clearly in sigh. Then look around and if the Digger was not in sight - return to the node, pick another direction and repeat the process. The endin cutscene was cool. Though a bit of expected one.
Apr 26 16:30:48 6m 21s Metal Miner ♥ 1 Nice, little concept of the game. It shows that there some ideas that were not properly implemented, though the replicating something similar to minecraft voxel engine in GameJame time is impressive by itself. I could not figure out if there is a link between being able to shoot a box of mineral to space and actually having the minerals collected. It felt like the animation of sending mineral would play no matter what. Love the effect of drill head actually maving to the block that is being mined.
Apr 26 19:37:23 3h 06m Deep in the Graveyard ♥ 2 A nice game. Really interesting take on tactical combat. Took me a couple lives to figure out how Spectres work. ((Never got to any other enemy types past zombies and spectres)). The game rules are surprisingly fair, and every time I got killed I see the move I should've made to suvive a bit longer. Well done. The Music is... serviceable. The models are fine and fitting their function as basically chess pieces.
Apr 26 20:02:44 25m 21s Pipes All the Way Down ♥ 2 An interesting idea for the game. Kind of a Random heavy - a couple turn with only horizontal cards (left/right/split) can ruin youg run. Also at some point one of the slots got scrolled above the viewport. This resulted in game soft-locking. There were no slots wisible, but the game would still register that there is a slot up there somewhere, and waited for me to pu a card there, which I for obvious reasons could not do. But the game has nice replay potential and might work as a nise timekiller.
Apr 26 20:17:47 15m 03s Chimes ♥ 0 I am sorry. I really wanted to check out your game and rate it, but for some reason it wouldn't open on my laptop. It shows the Unity Logo. then the chimes start to play, but I get no picture only the grey screen, and then I click a mouse button I get the "Application not responding" error. 😢 Will try to check it out on the other computer when I get the chance...
Apr 27 05:56:37 9h 38m Deadlift ♥ 2 The gam is a solid Shooter. Need some polish in termes of visuals, especially some optimization for low-end machines. On my laptop the motion blur was killing me. Literally. The enemy designs appear to be cool, though with the way the lighting set up, you don't really see them. The "Game over" probably could use some more feedback that just a grunting sound effect, the screen going dark, and then game automatically restarting. EDIT: Just realized another problem I have with this game - the enemies are small. Basically to aim at them you have to aim way below the horizon, and lowering your camera kind of gets in the way of spacial awareness.
Apr 27 06:51:53 55m 16s Drill18^2 - This is Just a Drill ♥ 0 As usual - really good entry with an interesting card game. Took me a while to figure out how to complete a task. But once I got a hag of it, I managed to progress quite far into the game. The ballance needs some work though. Maybe it was just me being unlucky, but towars the ond of the game I was suddenly hit with needing all the scientists when I was hit with double Comet sighting. And with the hand being quite full at this time and absense of cards that would add more science I was locked out to hoping to draw double science from my quite sizable deck on one turn. Didn't happen. Anyway - pretty fun game.
Apr 27 09:17:30 2h 25m Substrate Mining Co. ♥ 2 That is an interesting little game. The story seems clear, though a little gruesome. I kind of like the hint of the strikers actually winning, but I kind of sad that after all they had to suffer through they decided to just abandon the mine rather than take it over. The gameplaywise the game is simple but solid. It would probably help if the text appearing letter by letter would not expand sidewise as it appeared. Kind of made it harder to read it as it appears. Also trobably could show "Press E" for the interaction you already made a different color, so in case there are several POIs nearby you can better recognise the one you didn't read yet. There appears to be some space petween the ladder and the platfor in some spaces, but since you fall very slowly and have mid-air control it is pretty easy to get back onto a ladder, so not a game breaking bug, but a bug none the less.
Apr 27 09:38:03 20m 33s Asteroid Showdown ♥ 1 Checked out the game. A fairly nice platformer with shooting. The combat took some time to get used to, but once I figured out how to cheese bullet self destruct (if you back away from the enemy their bullets will expire before reaching you, while the enemies have to move into your bullets and get hit) the combat became pretty trivial. I do like the mechanic of enemies dropping health frequently when your HP is low. -The art style however is all over the place. -The terrain is not pixellated at all. -The main character ix pixelated and has a black outline. -The weapon is pixellated with slightly larger pixels and no outlines. -The UI has the pixel size abount the same as weapons, but has outlines. -The enemies are pixellated with HUGE pixels and no outline. All those elements don't really mesh together. Not a critical problem but still probably should get some polish. However one problem I have with this game is unforgiveable! I know that deathpits are kind of a staple of platforming genre. But having deathpits in a game where you are supposed to go deeper is an unforgivably cruel joke. Thankfully you also implemented a generoud checkpint system so hittin one of those pits does not set you back by far, but still - bad design choice. Overall - a decent and playable jam entry. Well done!
Apr 27 09:58:35 20m 32s drillerROBOT ♥ 1 A decently polished game. The sprites are good looking, the animations make sense. The background music is non intrusive and sound effects are fitting. The cards mechanics probably could be expanded. The downsides - it is not very clear how to start the game. The opening screen shows you all kind of details and texts, and does not mention pressing R to start the game. Had to get into the comment section to figure it out. Also you probably could mention that lava tiles are dangerous not only for their tile but for adjacent tiles as well. It kind of makes sense, but I had to learn it the hard way. Also the game only runs in borderless non-fullscreen mode and wouldn't allow do adjust the size of the screen. A minor gripe but still somewhat soured the game experience.
Apr 27 10:12:18 13m 43s How to Swim! ♥ 2 This game is heally hard. Probably I could figure the swimming mechanic if I practice enough, but I would probably have to leave this plactice for later. Also the game kind of does a good job of showing there is a goal. Without the montage at the beginnign showing there is a treasure just 100 meters away really helps to aleviate the frustration of struggling with the controls. The sound effects are nice. Though I couldn't hear nay music despite there being a volume slider for it.
Apr 27 10:23:35 11m 17s Deeper deep ocean ♥ 2 The game is a standard but solid varuation of a maze with enemies. Maube some floating mechanics could add variety to the gameplay, but then again it would probably also hinder player mobility, and with the bullet avoidance mechanic the player mobility is important. The boss battle is cool. Unfortunatelly there is only one attack pattern and after figuring it our (and dealing with additional enemies) the battle became trivial. Maybe spawning more adds at 60/30% of boss HP would've made the combat more engaging. The game also appeart to have a problem with screen scaling. On default build player resolution the health bar was partially clipping past the screen edge. Turning fullscreen helped fix the healthbar, but the hint message was only half-visible. The right half of the message was offscreen, and so I didn't see what you need to press to change weapons and mostly just guessed it should be numbers 1-4.
Apr 27 10:50:21 26m 46s Fairy Snares ♥ 2 The game is really good looking. The sprites and animations are really well done and I see that you had some interesing ideas with there the story was going. I really wish there were ways to explore the whole game. The bugs I encountered: - The absense of bugs in the firefly catching quest. I mean literally - there were no fireflies or any other bugs present so I had to return to the Fairy girl empty handed. Still she reacted as if I did everything right. - A pit hidden at the left side of the level. You can fall into it and the game will get soft locked. - When you do fall into a pit the game does not end or restart. It just gets stuck. Apparently somewhere down there the character still exists and can walk left and right (as camera will pan the main level to follow). Отдельный плюс игре за русскоязычные тексты. Хотя в паре мест, в шрифте не нашлось кирилической буквы и в тексте показался квадратик. В общем, я представляю что такое делать локализуемую игру, и поздравляю с тем что вы смогли осилить механику локализации в рамках Джема.
Apr 27 11:56:20 1h 05m Power Station Beta ♥ 1 Used "Jam-fixed" version of the game. Managed to complete all levels (I guess). Got the "bad" ending - probably because I forgot to collect some yellow balls on earlier levels. An interesting mechanic with moving platforms. Definitely also got the "Portal" aesthetics vibe. The last level exit not being an elevator cabin and you having to jump directly down the shaft was confusing and TBH I only did this out of desperation.
Apr 28 09:21:52 21h 25m The Mystery of Stalore-9 ♥ 2 Played the game towards what I felt like completion. Though apparently the game did not inplement the win state. Puzzles in the game are fun and obvious enough. The only one I had problems with was to open the room with the lockdown-creating artefact. But then again - apparently you don't have to. Graphic assets are simplistic but witting for the game. Enemy AI is not the most sophisticated one, and often you can shoot the enemy dead before it starts reacting to you. So the game relies on hiding the enemies behind the corners to add tension. A little bit cheap, but works for a 48 hour game. :) The music is nice. I only started getting tired of it, when I was getting tired of the game as a whole. Which happened when I managed to beat the boss, shut down the lockdown artifact, and then nothing happened. I didn't get the notification that I need to go deeper, so I assumed I need to return to my ship to win the game... and so I did. This also didn't give me any "You win" notification, so I suppose the authors simply didn't bother to add sich a screen to the game, but while going up I got pretty annoyed at the game and particularly the "energy" mechanic. You hardly get enough energy to travel from ship to ship using a marker. But you are also expected to fight the fish, and collect datapads along the way? Anf you only replenish the energy at the generators that are deep inside the ship. So if you had to fall back and want to try swimming again - you have to firs nafigate the whole ship to rechgarge, and then navigate back to the exit. And on my fools errand of going up I had to do this with every ship. This effectively turned the game into a slog and smeared the overall impressions of it.
Apr 28 17:13:13 7h 51m Deeper In The Night ♥ 1 I managed to complete the game on the third run. I like the kind of hyprid between 3D and 2D you got going. Gived the game a bit of retro feel. The music is kind or repetative, but it is not intrusive and does not get annoying. Really love the ghost approaching indicator. Helps with survivability a lot. However the game has a large downside that is best depicted by how the theme is interpreted. You are supposed to get deeper into the wood, but there is no obvious "deeper" direction. There appears to be borders, but other that that there is no sense which way to go. And the same goes for the game objective - find the fragments... just somewhere on the map. With no visual hints where to look for them you are stuck with just wandering around hoping to stumble into some. And that doesn't feel that engaging. You don't feel like you beat the game. You feel like you lucked out. I understand that probably this is not in the least die to time constraints and developing the game engine from ground up, using C++ probably took a lot of time, but that still impacts the overall enjoyment of the game. The control scheme is unconventional, but serviceable. My only problem with it was the S key. In the manual it is described as "look behind you" so I assumed it would turn the camera facing, while the character direction stays the same. Insteat it just forces the character to make an instant 180. Was a bit of an oopsie when I was running away from the ghost and decided to look behind to check how far behand it was... PS: The ghosts are adorable!
Apr 29 05:54:21 12h 41m Hook, Line, Key ♥ 1 Really good relaxing game. Found a minor bug when 2 fishes spawned with depth that overlaps I decided to try being smart and sent the hook into the overlap zone, thinking that this will trigger the catch no matter if this was the right depth for these bubbles. But when I got the catch both fishes despawned. Not a big bug but still a bug. Also maybe I just got unlucky with RNG but I felt like the mechanic of having several debth options and having to guess which one corresponds to whic bubbles spot, was underused, as I mostly gor those fishing spots one by one. The ending dialogue was really sweet and touching. 😄 Love the music and sound effects.
Apr 29 10:52:11 4h 57m Dive to live ♥ 5 The game was a nice little experience. Not much to play with but the exploration of the world with its different layers was nice. The art and music were pretty delightful. And I especially like that despite the minimalistic mechanic the game managed to tell a story of character change.
Apr 29 14:27:34 3h 35m Deep Fall ♥ 0 A nice little game. Kind of reminds of an antique "racing" game from hendheld arcades. The end of the game came unexpectedly fast. Though this is in large part because one would not ever expect such a game to have an end. The colliders of the obstacles seem to be abi large, resulting in my first run to fail because I was crashing into them sidewise being too hasty to relurn to middle lane.
May 13 10:56:52 332h 29m Micronaut ♥ 1 I really love the mechnic where levels are connected via one way transitions and yet their succession is not linear. Platforming puzzles were pretty well done, with the exceptin when you need to land on the top of the transition block.