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saoi-games

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TimestampSince previousGamesaoi-games's comment
Apr 28 01:37:47 Cool Dude Cave ♥ 1 This is a really nice game for a compo entry. There is a nice curve for teaching the controls. I liked the way you used the platform height to control exposures. Also preventing the player from walking in "straight" line really emphasizes that you should be exploring the space not just doing a speed run to the next flag.
May 1 04:56:00 75h 18m The Spectrum Soup ♥ 1 I really like the creativity you put into this experience. I loved the way it unfolded and educated the player about what it is like to have Autism. Thank you for creating this and sharing.
May 1 06:03:25 1h 07m Masseuse you Loose ♥ 3 I had a touch pad and had a very challenging time with the Swedish massage but I liked the mechanics for all of the others. The game goes at a fast pace so its hard to pay close attention to the bodies in front of you, but if you watch someone else play then you can really pick up on the humor. I like how you interpreted the theme 😃 💆🏾
May 1 06:28:28 25m 03s Mine Cards ♥ 0 Mind Cards.jpg I"m not sure if I'm playing the game "right" but I really like it. At first I was thinking it would be like Dominion but realized that you can just add a whole bunch of the free cards to get many resources in the early levels and once you get solid in the blue bars you can start focusing on upgrading cards. For being an idle game I was really engaged in watching the resource tick up and wanting to purchase new things for my deck. In that way it was more like cookie clicker, where the player stays on the page engaged and then has fun with the crazy upgrades you can do. This is really well done, especially for a weekend game. I also really appreciate how you control the pace of the game with the purchase of the "better" pickaxe when the player is in a new currency bracket. Thank you for making and sharing your game.
May 1 07:17:03 48m 35s Solar Subs ♥ 1 This is a very professional game. I like how you used the brightness to make each level feel like you were diving deeper and deeper into the dark. When I started to get in to the larger/deeper areas the sounds and visuals reinforced the idea that I was decending into the ocean. Your early levels were well balanced to teach the player how to engage with the game without being condecending or taking the player out of the experience. It reminds me more of the flow of Mario where the player naturally starts engaging and by playing you learn how to play. Its really impressive that it was created in a weekend. I know you developed this for Windows, but I think this would be such a fun table game or something on the Switch where you can turn the ship in a circle with your finger and feel more natural with exploring the deepth. There was something about using a mouse that took me out of the illusion that I was decending the ocean. I hope that you continue to work on this!
May 1 07:36:44 19m 41s Nuclear Arms 8: Navigate the Hate ♥ 1 I must apologize, but I've not played the other games in the serious previously. This one has a nice feel to it. It reminded me of the early 90s computer games, but with better graphics than would be available at the time. For a game made in a weekend there is surprisingly alot of content. The game feels whole even though its part of a larger "saga". I appreciated the way you interpreted the theme. Going into one's mind to find memories during a press conference was unique. I'm not quite sure what the skeletons represent. I wish there was a bit more explaination about what they represented. I wondered if it is something that would make more sense if I played the previous games. I downloaded the Windows version but I didn't hear any sounds. I'm not sure if that was intentional or a bug. Others commented on the sound so maybe there is just an issue with Windows ?.?
May 1 07:54:18 17m 34s Decay ♥ 1 I liked your little game. It is very sad and depressing. I made the mistake the first time of ratign how i actually felt at the begining, and thus the game was not playable. I tried again with a very happy player. I still struggled to keep everything balanced. Ihad to learn trial and error on why I would visit specfic shops. I was avoiding liqor but then later realized that is one of the only ways that you can decreased the distress. Thank you for sharing your game!
May 2 01:48:18 17h 54m A Taste of the Past ♥ 3 This story was so well written. Everything about it was top notch. Its so amazing that it was created in a weekend. I have so much empathy for Mei, trying to process the recent death of her mother. Each of the relatives had a distinctive personality that was conveyed with posture and dialogue. Everyone felt like a full person who was easily believable that they cared about Mei. I liked the interactions that were offered. You were given permission to remain in denial and anger about the mother's death, or to slowly move towards acceptance. Even if you selected options that seemed less about the mother, they still have a gentle way of relating. Most of the interactions were done with the keyboard, so requiring the use of the mouse in some minigames confused me. I would get stuck and not know what to do or what key to press. It didn't block me too much but in a future polished version, it might be useful to have more clear guidance on the first few minigames. Thank you for creating and sharing this experience.
May 2 02:06:05 17m 47s Taaanks! ♥ 2 This is extermely well done for a a game made in 10 hours. I like how the AI does have some autonomy to target other tanks and will move closer to other tanks if needed. In one iteration a tanke came to my side of the map, but in another there was a standoff between two that were firing and missing each other in a sad stalemate I was able to resolve by just destroying both 😸 At first I thought the map was part of the enviroment. It was positioned in a way that it seemed I was in a tunnel instead of on a hill. I have never made a Pico-8 game but I like the style. I'm not sure if the limitations made this game harder or easer to create. I am assuming that each time a level is randomly generated. The first few were very high and had room for me to "dig deeper" with craters from my cannon. On another though the game started out very low, so there wasn't much ground to dig into. I liked the dips and valleys, but for the one that seemed to start with only 3 - 5 levels tall It didn't make sense that the ground stayed connected and didn't create holes seperating the sections. I know the practicality makes would require you to add things like a tanks ability to jump to get over the holes or a way to prevent a player from winning by just cutting themselves off as a passifist. I wonder if there should be a minimum height of ground generated so it makes sense to have high peaks and valleys even if it starts off relatively flat.
May 2 02:25:20 19m 15s Deep Dig Pizza ♥ 2 When I first started a was a little lost on how to actually get the ingredients for the pizza. I pressed E expecting to see a guide that would tell me what kind of pizza that someone wanted. I didn't successfully make any pizzas the first day as a result. Once I figured out that I had to drill to get the ingredients I found it someone challenging to start rows to get to the ingredients I needed. Multiple times there would be a empty hole and right next to it would be the ingredients I wanted but I couldn't drill sideways from above easily. I could only drill from the floor. On the 4th day I also discovered certain ground that I couldn't drill into. I don't know if these always existed and I didn't notice or if Day 4 was made harder. I did like how the recipies would repeat. I would often find myself going down in search of ingredients for pizza and by the time I got what I needed that order had gone away but another customer would often order it so it all worked out. Thank you for sharing your game.
May 2 03:08:04 42m 44s Mental Abyss ♥ 3 At first I was trying to crouch with the right shift button but it wasn't working. It took me a few deaths to figure out that I needed to use the left shift button. When trying to swing the axe I had issues balancing using my touch pad and the keyboard. Overall I think it was an interesting submission. I liked the little easter eggs I found around the office. The mood was set when I discovered the Help Me sign on my coworkers desk. I also loved the Ludum Dare page that was up on another computer. I also enjoyed the voice acting. I brought the game to live and made it easy to understand how the main character should be feeling. It created the pace for the game, but I wish the audio didn't play everytime I died and respawned at the elevator. It took away from the adrenline of the experience. I would be tense from my death and ready to jump in and fight but would have to take a moment for the dialogue to play again. I"d find myself in my head going "Come on hurry up" which is not something I like feeling in a game. Thank you for sharing.
May 2 03:28:05 20m 01s Umbra ♥ 0 I really liked this game. It reminded me of a stealth game I played years ago. This one had a unique take on the movement since I was propeling myself forward in the direction and didn't have as much control on where I would end up. I could just suggest where I wanted to go. I didn't get the theme very much in the game. I did see a few sets of stairs, but mostly I was staying on the same level and going aroundt that floor. Great job on the save function for the game. When I make a mistake and get spotted I got to start at the begining of the room instead of having to start all over again. It made a great touch. When I got to the end of the game and a Victory Screen appeared I was confused on what came next. I had the option to retry or quit. I choose retry out of habit thinking that I had been seen. After that point I tried returning to the stairs but nothing triggered. I then tried to go backwards through everying the way someone would in the Ultimate Goose Game, but it didn't work very well. For a LD game this is really polished and well done. Congratulations!
May 2 03:44:24 16m 19s Keep moving and nobody falls ♥ 2 Keep moving and nobody falls.jpg So I found a bug the first time I played. I fell off the side of the tiles and just kept falling until there were not more tiles. I could still walk around which was a little strange. Once I reset the game I could play like normal and got a high score of 54. I kept walking around on my level after getting the star, which I'm not sure if was supposed to do. I liked the tutorial. The tiles were explained and I felt going in that I had information that was helpful. What confused me a little bit was whether I should be walking on the tiles I think are a bomb or not. In one instance I was trying to get my barings and the tiles I had arrived in just happened to be bombs. I wish I would have started on a neutral or safe spot so I could look around without having to immediately react. I didn't see a health bar while playing so I didn't quite know when I was injured until the end screen displayed saying I failed. I am not sure if I missed it or if it is a feature that should be added. (Its so hard to prioritize what makes the LD cut when creating a game on such a short time frame). I do hope you continue working on it. It has alot of potential to be a professionally released game. Thank you for sharing it with us!