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kroltan

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TimestampSince previousGamekroltan's comment
Apr 26 18:59:22 A Well-built Castle ♥ 1 Very moody game. A bit on the easy side, but the chilling atmosphere fits it just nice. It's better to stray a bit on the easy side for LD anyways! Found a little bug/annoyance, where the well upgrade tooltip is layered behind the castle, cutting the top of the cloud off. It's still readable though. That music is very good! So simple, but very cosy and fits the bill perfectly.
Apr 26 19:09:23 10m 01s My Dentures! ♥ 1 Hey, this is brilliant! Very fun concept and super neat execution, I like how you can outmaneuvre enemies to kill them on the same layer as you. I agree with other commenters that the isometric movement is a bit unintuitive, maybe allow mouse cursor movement in a complete version?
Apr 26 19:35:38 26m 15s Search and Resque ♥ 3 That's some serious dedication, implementing marching cubes on a jam! And a great idea for a game. Some annoyances, though: - Digging is verry slow. I see you mentioned mesh rebuild frequency, maybe you could get away with using multiple disconnected volumes, and reducing the resolution a bit? That way frequent rebuilds would hurt less and the digging could be sped up. (also, hey, it's a jam game, don't beat yourself up for performance!) - Mouse sensitivity was wayyyy too high. - The door to the room with the broken floor got stuck half-open, leading me to go down first and try to dig verry far trying to find an alternate entrance, but that got me nowhere either. When I returned upstairs, the door was open. Also, a jump button would be greatly appreciated! It was a bit frustrating to trip and get stuck on the minor clumps of dirt resulting from two full blasts of the digger.
Apr 26 19:47:23 11m 45s SUPER RED ♥ 2 Even noticing the lyrics on this here LD page, I was not prepared! This is awesome, you should put it up somewhere! I didn't realize you could zoom so far away initially, but that can be filed under "replayability". 😄
Apr 26 19:53:54 6m 31s The little abnormality ♥ 1 I... am speechless. Very creative use of voice synthesis, though!
Apr 26 20:10:58 17m 04s Odd Jobs ♥ 1 That's very creative! I like the absurd situations you came up with! Also appreciate the character customization and settings on a compo game.
Apr 26 20:59:08 48m 10s ROOTS ♥ 3 That is awesome! One of the most well-rounded games I have seen across many compos.
Apr 26 21:21:30 22m 22s Nuclear blaze ♥ 2 The graphical polish here is amazing! I stopped at the room right of the first (assuming there are more) keycard door, as I couldn't figure out how to put out the fire on the platform up above without climbing onto it and getting burned.
Apr 27 01:28:06 4h 06m Inner Joe ♥ 3 First of all, I think this is the best soundtrack of any LD game I've ever played. I really liked the concept and the delivery of the message was very impactful. It seems some of the messages haven't been translated from Portuguese though, so it's a bit tricky for our international jammer friends. I would have liked if I could see a little bit further down, but I guess the current setup fits thematically. Reason being I had the instinct of never let my character trail offscreen above, so I would often jump before I could see where I would land, then have to wait for the camera to catch up. A suggestion for the artist is to watch out for scale when making pixel art. In-game, the background and walls are much higher resolution than the wooden beams. There also seems to be a different scale for the player and lantern's pixels. If you keep all sprites with the same pixel size, the art can become much more cohesive.
Apr 28 01:30:21 24h 02m Enemy Territory ♥ 2 Interesting game, it manages to set the mood very well! Would have been nice to expand a bit on what the final rating means, I'm not sure if collateral damage was meant to be related to how aware the enemy was, or non-military damage. The replayability mechanic was interesting. I second @maggardjosh's observation, 3 equipment points yields 2 equipment, but 4 yields all 3 and a final count of -2 equipment points, so a bit weird there. Also, if I have both the pipe gun and the cigarettes, I don't get both options regarding the soldier.
Apr 28 16:01:26 14h 31m Press Space To Jump The Gap ♥ 1 This game is **BRILLIANT**! Re-played it and the fastest I got was 1:16. I think you nailed the feel of tinkering with a broken project very well. I agree that the scrolling could be a bit more responsive, or at least on subsequent visits to a certain zoom level. It was certainly very moody when I zoomed out to the desktop. Also the pixel art of the game itself flickered a bit when zooming, especially the light lines on the bricks, which was a bit dazzling.
Apr 28 16:22:36 21m 10s plunge. ♥ 0 The song was beautiful and fitting! It feels like some sort of weird siren's song, which kind of fits well with what the ending implies, given we were running out of oxygen the whole game... The game itself was fun, maybe a bit more vertical maneuverability would be convenient, but it works fine as is. The upgrades are very nicely thought out, too. Impressive compo!
Apr 29 02:22:35 9h 59m GRAPPLE the Abyss! ♥ 2 Awesome game! - Mechanics are solid and clearly readable and understandable; - Visuals are hella smooth and fit very well together; - The controls screen is very smartly implemented; - The lore was completely unnecessary and totally appreciated. I don't see much of the theme here (though I'm not one to speak myself either 😅) I do agree that the grapple could be a bit more interesting, the lava area was nice for the restrictions but also maybe some physics would be interesting? I don't entirely know of course.
May 2 14:37:42 84h 15m Orange Diver: The Great Drown ♥ 2 Played your game on stream yesterday. I really like the atmosphere of the game, the scenery is very alive and the lighting is well-employed. I did mention some things could be improved on the stream, but I'll expand here: - The diver feels a bit floaty and difficult to control, maybe adding some more drag to the diver would make it more plausible for an underwater environment and make the controls more stable. It wasn't too bad, though; - The pickups are rather hard to see: pearls are a bit small and heart is very hard to see when it gets dark; - The background sea life is very fitting, but the larger ones seemed to be part of the playfield initially, an I was instinctively avoiding them. Consider using a visual hierarchy of color to separate foreground from background, such as using a fog color layered over non-interactive elements, or having them be less affected by light. In fact such hierarchy could also help ensure your pickups remain readable, too! - It would be interesting if the jellyfish were interactive hazards, right now they are very meek obstacles mostly for mood (with the light-emitting ones). If you just want them for mood, consider disabling collision with the player (and employ the visual hierarchy above). Or if you like the idea of making it interactive, they could damage the diver but only when touched from below.
May 2 14:57:40 19m 58s Lunar Laundry ♥ 1 Took me a while, but as promised, your game is now my desktop background! The ridiculous premise is just too good. Cover image for the game set on a Windows desktop Really liked the modeling, and the bubbles are very fitting atmospherically. Reminds me of those old on-rails space battle games. I want my Rare™️-brand golden sock! Some considerations: - The controls seem a bit suspicious, as they are not always relative to the camera's orientation, sometimes moving in a straight line moved me diagonally. The camera also appears to not follow the bends on the tube, which is mildly confusing to have to compensate for; - Agree with the visibility considerations the others mentioned, a couple times I got splatted without even noticing; - Maybe it would be cool to have some measure of progression, I think on stream I even asked if it was endless? Either a simple bar, or maybe progressive changes in the environment, would be interesting. Maybe it would have been interesting for the controls to be "move forward", and you turn with the mouse? I'm not sure, but at least then you wouldn't have to code the automatic camera turning.
May 2 15:05:46 8m 06s Boris with a crazy dream ♥ 1 As everyone has said before, the art is great, but watch out for the pixel resolution, it kind of breaks the façade when you mix different pixel sizes in the same game. That being said, the ambience holds up very well with the music, and that little delay after you jump into the bunker. I admire the voice acting, too, and the death sound cracked me up. But the game is a bit tiny and with all due respect seems a bit unfinished. Like, Boris has a weird dream, goes to his flooded bunker, then what? Was it just a dream? Is he stuck in his bunker that has no stairs for when he runs out of power for the elevator? Did the bunker work? Even a textual ending with a bit of closure would have been interesting.
May 2 15:15:55 10m 09s Escape The Employees ♥ 4 A fun game, and I can always appreciate making procedural levels in a jam! The art is really nice and fits very well together, and the little details like the numbers on the elevator are very neat. The music choice was really good, too, though it was preexisting. I did find that the hitboxes on some objects were a bit wonky, and the player and enemy have very unusual hitboxes for this kind of perspective. Usually in the games that use this tilted perspective, only about the lower 50% of the character sprite is actually physical, since the map is so compressed vertically due to "perspective". Maybe because of that, I found the game a bit unforgiving, I couldn't finish it nor get enough money to buy the upgrade. I think the item prices could really use some tweaking, since I would often go through enough rooms to lose 2 health points just to be able to afford buying one back.
May 2 15:32:57 17m 02s ScanR ♥ 1 > It’s intentional that the player’s imagination comes up with the type of enemy they are encountering. I imagined the enemies were a extendable version of the [Eater of Worlds](https://terraria.fandom.com/wiki/Eater_of_Worlds)! Eek. A picture of Terraria's Eater of Worlds boss, a giant brown segmented worm with pincers and an eye on every segment Frankly I think the scanning concept works much _better_ in low-res 2D than in Scanner Sombre, at least for the intent of suspense and fostering the unknown. In SS the point density is so high that it becomes just a fuzzy rendering, but in this game, since perimeters are way visually smaller than areas, most of the screen is totally obscured, which gives a much darker tone. The sound effects were awesome, and you tell me your mouth made all of them? Well, congratulations to your mouth! I don't usually tell people what I rated them as, but you get all 5s! The only things missing are polish things, which are understandably absent in a jam entry: - Why do you need crates for the lights? Also they kinda looked like vents or a control panel or something like that; - Would have been nice to not have to hold LMB all the time; - The jump grounding detection is a bit harsh, or possibly bugged? A couple times playing I attempted to jump off an edge but the jump failed. Most of the time it worked, so no big deal. If you ever continue this, consider looking into that, and adding a little bit "coyote time"!
May 2 18:16:29 2h 43m Where's my dynoMITE? [LD48] ♥ 2 THE SOUND EFFECTS, I WILL DIE THEY ARE TOO GOOD Played this game on the stream. Really liked the mechanics. The rope was a bit too break-y, but it has been fixed in the revised version. Super impressive entry for a first jam! Welcome to the fun! I found the secret stash of dynamite 😃, too. If anything, I would like to see a fail condition (right now nothing happens when you die), and maybe a less cheesable rope implementation? Even now you can do the "push rope" cheese to maneuver the dude around. Check with the guys from [Orange Diver](https://ldjam.com/events/ludum-dare/48/deep-dive-7) how they implemented their rope! It seems to work a bit more cleanly. --- Also, I mentioned the music was similar to something I had heard before: Sweet Dreams, by way too many people. For some reason the youtube embed is kinda broken so here is the video ID: qeMFqkcPYcg To be fair it doesn't sound much like it, but the dynamics of the vocals kind of sounds like your melody. (no idea if those are the correct music-y terms because I don't know much about that, hope you get the idea)