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Lovewerk

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TimestampSince previousGameLovewerk's comment
May 7 17:50:49 Deep Dish Delivery ♥ 1 Well done graphics and audio (I especially liked the roll animation, the spinning kick, and the painting in the background of the first area), and a surprisingly lengthy game with 3 (!) boss fights. The movement feels a little bit jerky, and that combined with the skeleton reach advantage made it difficult to get close enough to hit them before they took a swing. Airborne movement in particular caused me some troubles (I meant to step off a platform just before the first spike pit and instead zoomed straight into the pit). Stepping off of a platform, or jumping while already moving feels like it gives too much velocity on the x-axis and the airborne movement speed is not zippy enough to let me correct my trajectory. As others have mentioned, mid-air attacks would be cool. I was able to solve the book puzzle (after running around the library looking for hints to no avail), and I felt slightly clever for doing so, but I think that puzzle expects too much from us simple folk haha. For the second puzzle, I didn't even check the environment since it was easier to brute force it (worth noting that I first tried to re-use the logic from the previous puzzle, ie: snake has 1 "limb", bird has 2 wings... but then it fell apart) Anyway, great work!
May 7 18:13:13 22m 24s MION FOREVER ♥ 2 This game has an interesting idea, but I found it very frustrating to play (the highest score I got was only 6 before I gave up). The most frustrating thing was probably how close the camera is to the player. Such a small field of view made it more difficult to dodge the enemies, and it meant that it was very easy to shoot the ball out of line-of-sight. Speaking of the ball, it took me several minutes to realize that player position doesn't affect how the ball moves (I thought it had something to do with the light around the player). The animation that plays when you left click looks great, and dashing was nice and zippy (it was _too_ nice and zippy... I wanted to do it all the time just like Hyper Light Drifter). Overall, good work! Sorry I skipped out on at least 2/3rds of your game..
May 7 18:54:37 41m 24s His Darkness ♥ 3 The spooky atmosphere in this game was very well done. The disembodied footsteps were unsettling and the loud crack at the end of the chest-opening audio clip was enough to make me jump (more than once, too). I found the combination of the narrow field of view, speed of the camera rotation, and limited amount of light left me feeling a little nauseated, but maybe that's just me. It would be nice to have a button to toggle movement speed to something slower and more cautious. Maybe the lighting could be a gameplay mechanic to add a little bit of time-pressure. Perhaps the player could be holding a fast-burning candle which grows dimmer as it burns out, and new candles could be scattered throughout the levels. This is pretty nit-picky, but the character controller was very floaty when descending the stairs, and I got distracted from gameplay to test how far I could float. Seeing the photographs at the ending was actually pretty comforting. Anyway, good job!
May 8 21:07:10 26h 12m What Happened in Addison's Grotto ♥ 1 This game *oozes* style. The audiovisual aesthetic is worderful. I might just be dense, but I didn't understand at first that I needed to press the red button to submit my word selection. It was also unclear whether or not the voice over the speaker knew what word I was submitting (at first I thought yes, of course, but then when I selected Addison, she only asked him how he knew that word after he spoke it out loud, rather than when it appeared on screen. I'm assuming she wouldn't ask him how he knew the word if she had just given it to him. Maybe I'm overthinking this). Like others have mentioned, I got into a loop right at the beginning (between truth, false, and lies). There was another word available to break the loop, I just didn't like it and was still trying to figure out how things work, so I went back and forth for a bit. But overall the word association thing was excellent. Most of the words are mundane, their connections obvious, and consequently I let my guard down. So discovering the juicier associations was very satisfying (shiver-inducing on a couple occasions with a few bruh moments on the side). I don't think I finished the game as intended, but I kind of liked my non-ending. I kept clicking a certain word that rhymes with schmidle until the screen and history were both filled up. I think I clicked it around 40 times or so (because Undertale taught me to repeat the same thing until progress happens). Anyway, I checked for hints on the game page and tried to rewind the word associations, but it didn't work, so my adventure ended with a meditation on the nature of the schmidle (the flickery effect was very cool too). It would be nice to submit a word by double clicking it rather than having to mouse over to the little red button every time. Very cool game, I'm looking forward to seeing more of your work in future.
May 8 21:17:23 10m 13s Into the Painting ♥ 1 I had a great time with this game (well, at first it was frustrating, but by the end it was great). I thought the music in the Van Gogh area was particularly nice, but unfortunately the audio was crackling quite badly (I'm not sure why. It wasn't peaking at 0dB, and other audio on my system was working fine). The Van Gogh area was my favourite design. It felt really magical to explore a new representation of such a familiar place. I didn't understand the first hint so I searched the area fruitlessly for about 10 minutes (those cubes were super conspicuous). I kept falling off the world and spotting the underground shaft in the church, so I knew I was eventually going to have to go down, but I couldn't figure out how to get inside (protip: it's not by taking a running start at the light-barrier). Eventually I found the next clue by accident and was able to complete the rest of the game without further troubles. My favourite moment was jumping off the bridge in The Scream. The umm... naseloid... creature later on was certainly interesting. Overall it was a cool game, but there were a few things that I thought took away from the experience. The eye-adaptation effect was too strong for me and I would often end up turning the whole screen black while trying to explore. The camera momentarily clips through obstacles when you collide with them and the resultant flicker is a little bit jarring (also made the adaptation issue worse). I didn't really like the movement acceleration so I found myself moving around with short taps of the movement keys, which made things quite jerky. I'm still not sure if being able to fall out of the Van Gogh world was an intentional creative choice (since the world in the painting also ceases to exist beyond the canvas). Finally, the shader effect in the Van Gogh area was excellent. I especially liked the smaller texture on the church walls. Great work everybody!
May 8 21:48:32 31m 09s Tomb of the Old Gods ♥ 1 I feel like the world and narrative of this game has a lot of potential. The artwork was really evocative and I love the "messiness" of the crash site compared to the earlier area. The shattered doors and the character's speculation about them definitely piqued my curiosity. Here are my observations I jotted down as I was playing through: - the falling rocks seem to be on the wrong layer after landing (character walks "beneath" them) - the movement acceleration doesn't feel very good (but I thought the top speed was perfect. I love the contemplative feel that it brought to the game) -the art style and character animations are very stylish - the way the beetle creatures scurry away is pretty believable - would be nice if there was a delay before the text boxes disappear (I kept accidentally sliding out of the text box trigger before I could read the dialogue) - it's difficult to tell what is and isn't an obstacle in the crash site - I walked around a lot before I realized that the staircase was a staircase Anyway, thanks for sharing this game! It was cool to explore.
May 8 22:16:46 28m 14s Ziggurat ♥ 1 Great job on this game! The audio was very well done of course. Movement and jumping felt good, but I didn't like the way climbing/wall jumps worked. I kept releasing the left/right button and trying to climb just by pressing up. Similarly, there were times when I wanted to stay against the wall without climbing or falling, so I'd release the up key and just press the direction against the wall, and end up accidentally falling to my doom. It would be nice to have a sound or other effect to indicate that you've taken damage. And in the icy level, I wanted a checkpoint or something for when all the diamonds have been collected. I got hit by some ice on the way back and had to redo it 3 more times (each time I got more impatient/reckless since I had already gathered the cubes so many times). I only had one health left at the very end and was dreading my inevitable demise (mostly having to do the whole level again) when suddenly I died to a streaking white creature like myself. It took me a moment to realize I had actually just finished the game. Maybe player speed could be reduced in that section as others have mentioned, or change the tileset in that area to one that feels less "threatening". Anyway, very cool game. It's so amazing that you did it all in just a couple days!