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Knowledge

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TimestampSince previousGameKnowledge's comment
Apr 28 18:02:17 Hellscape ♥ 0 I couldn't find a way to shoot. Is there any or it's not implemented?
Apr 29 22:03:26 28h 01m Deep Dreams ♥ 1 Nice take on theme. Levels were challenging enough to be fun. At first I ran it on weaker graphics card so it was hard to see what is happening in the last few levels because of low framerate (maybe optimisation material but don't take my word). When running on better specs it was still chaotic (level before one ball level) and random wandering tactics covers most easier levels. In some levels I could get to 80% before objects even start getting close to me. Some later levels had too little space I would say (screen seemed a bit unutilised). Also it can be confusing if I am going to previous or next level. I also couldn't always tell when I was struck multiple times what happened (maybe shorten indicator especially if it doesn't mean immunity and add death indicator). Finnaly, exiting your game from controls or when playing seems impossible except by force. All those remarks are actually very minor, I liked the graphics and the story is nice. Mucis was pleasant and fitting. Each level is different (it is really a shame that players don't see them much when they can rush most levels) and designed quite good.
May 4 18:12:17 116h 08m Bubbly ♥ 3 Game is very promising and has several very interesting ideas that work well together. Unfortunately it has several very annoying problems. There are 3 enemies each unique, each has a nice idea and each has a flaw which ruins it a bit. Spiders are very cool but thier string was often invisible until I was very close to them. I don't know if that was a glitch or intended behaviour but dying because of spawning spiders directly beneath you is very annoying. Mole monsters or whatever they don't have visible enough indicator when they are going out. I'm not sure that it is great idea to have them wake up only when you walk over them because it is quite hard to kill them that way. Possible solutions might be that they are visible always and get out soon after you step on them or have them always be outside or have them go outside in regular intervals. Also they spawn beneath crystals :( When we talk about inability to kill enemy ghosts are number one. You can't shoot through walls and they are often hiding in walls, especially when they are under you. Changing their pathfinding or making them use walls only when neccesary or having "ghost bullets" or some sort of mechanism for killing things in walls might fix things. Ghosts (which can go through walls) are either very hard enemy or hard to design well. I sometimes had problems with shooting close range. Weapons would maybe work somewhat better in more open spaces / bigger spaces. Killing monsters was kinda pointless too. Adding some effect like additional points or ball getting stronger or something would be cool. Music was great but I had to turn the volume down because ghosts sound like annoying fly (everything else sounds great). Ambient is great. Despite all the flaws game was enjoyable most of the time so it really is promising idea and execution wasn't that bad there is just room for improvement.