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Shaolin Dave

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TimestampSince previousGameShaolin Dave's comment
Apr 27 03:35:57 Deep Dish Delivery ♥ 5 I like the graphics. The controls could use some work. I noticed that you can push O during the dialogue and still roll, even roll off the cliff, and hover in air. Also, the instructions don't tell you how to jump, I found it on accident.
Apr 27 03:40:45 4m 48s Deem ♥ 1 pressWhat.png The resolution is too low to read, couldn't start the game. Might just be an issue on web, it maintains the low resolution even when in fullscreen mode.
Apr 27 03:47:56 7m 11s Disaster Dig ♥ 2 Music is nice and calming, I like the graphical style. I was surprised when I pushed up and the little tank guy flew, there wasn't really any visual cue that he could float. I've played more than 10 times but run out of fuel every time, even after I figured out what I'm suppose to do (I think), I don't have quite enough fuel to get the resources and return, and sometimes the random generation seems to make it impossible to get resources at all. I suggest some easy tutorial tasks and more clear in-game instructions.
Apr 27 03:57:20 9m 24s Georgina and the End of the World ♥ 3 I think this is the first game I've played with any sort of narration, so that's pretty cool. I wasn't entirely sure if I was playing correctly, the page mentions it's "buggy" (btw was that a pun?), the last screen I played was the same as the first. I couldn't play a second time as it seems the game loses focus, and my inputs affect the page instead of the game.
Apr 27 04:09:14 11m 54s Afraid to Turn ♥ 2 I liked the interpretation of the theme. Haven't played a werewolf game in forever, so that was a nice unexpected surprise. I beat the game on my forth playthrough. On the second and third, it seemed that throwing the rocks only made the wolf come out quicker. Even in the last playthough, I threw a rock, it started chasing me, so I let it follow me all the way back to the wizard.
Apr 27 04:13:10 3m 56s I'm So Deep ♥ 1 I actually thought of the same interpretation for "deep" but couldn't think of any game mechanics to apply to it. I'm not sure how you pulled it off either (if I did know how, I might actually be able to beat this one).
Apr 27 04:22:57 9m 47s Stabalot ♥ 0 Good theme interpretation. Very interesting gameplay mechanics, I like it when a game comes along with an experience I've never seen before. I actually stopped mid-comment here to test something, and realized that the same minigame starts wether you hit the enemy or they hit you. I think it'd be cool to have both an offensive and defensive minigame, maybe a failure at one gives chance at the other, like a counter-attack?
Apr 27 04:28:13 5m 16s Jackhammer Joe ♥ 0 Sorry to say both the Mac zip and dmg are broken. I even tried to fix it using terminal but it's not the usual problems. I might install parallels this week so I'll come back and check out the windows version later. btw, you should park on this page what versions are on the itch page.
Apr 27 04:30:48 2m 35s Deep Voice ♥ 1 Well, that's definitely innovative! Didn't work for me, though. My flying pig dropped like a brick.
Apr 27 04:39:01 8m 13s Padrum Trudge ♥ 1 The pixel art is amazing. The gameplay was a bit confusing though, I noticed the game instructions don't tell you how to jump, I found that on accident. Its seems weird to have an action for right-click while left-click seems to go unused. I got stuck in the first area, restarted and reread the instructions and realized I'd forgotten about spell casting, but then I had to sit though the text intro again. I suggest always putting a skip option in. Still didn't get past the first area but I think I'll come back to this later.
Apr 27 05:38:20 59m 19s The Space Between Us ♥ 4 The graphics and sound were excellent. I'm really impressed that all this was accomplished during a jam, even by such a large team (though sometimes just cooperation with a team is a challenge in itself). Definitely got some "Among Us" vibes running around fixing a spaceship. One issue I had, probably not very common, was that the UI didn't scale to my display, because I'm playing on an ultra wide. I was able to see enough to play, but some stuff was larger than it was suppose to be and got cropped from the screen.
Apr 27 05:51:36 13m 16s The Forgotten Halls ♥ 0 I downloaded the Mac version, and while it didn't immediately work, I was aware of the issue and was able to fix it. I liked the graphics and mood, but I couldn't really figure out what to do. I found out how to click a space to build an alter, and then, nothing. It looks a little different on my ultra wide than on the screenshots, but I don't think I'm missing any UI elements. I'm thinking I'll bookmark this one and come back to it later. Mac users having issues, please read this: https://ldjam.com/events/ludum-dare/47/the-looper-encounter/an-important-notice-for-mac-players-repost-for-48
Apr 27 15:13:50 9h 22m Little Lost Sheep ♥ 2 Screen Shot 2021-04-27 at 9.12.30 AM.png Got this error when trying to play the web version. I might come back to check the downloadable version later.
Apr 27 15:51:40 37m 50s Journey for the Records of Remembrance ♥ 2 FYI the game also doesn't work on Safari, but I got it to work on Opera GX. Controls were intuitive, but getting out of the dialogue box took a moment to figure out. Only on my second playthrough did I realize I needed to hover close to other planets, but again it was pretty intuitive. The UI is pretty good except the edges of the screen are obscured, inlucing the ping icons. Maybe the UI should be separate from the play area, instead of underneath it. I love the premise, story, and humor. However, especially for a jam game, it's pretty wordy. Most jam players just want to get to the gameplay asap, but I was also afraid of missing improtant information if I skipped all that dialouge. Graphics and sound are great, and I love the theme interpretation.
Apr 27 16:40:37 48m 57s Dungeon Painter ♥ 1 Love the concept, the hidden level that you have to uncover is something I've toyed with by never sucessfully implemented, reminds me of a game I grew up with on the C64 called "Jumpman". The jumping controls were a little wierd. Space to just would be nice, or right-click since we're already using the mouse to paint anyway. I think there could be some more mechanics to balance risk/reward. Like maybe if the player had a limited amount of paint? or had to wait for recharging? That way they'd want to conserve paint or take their time, and wisely choose where/when to shoot. I also think it'd be cool if the paint was leftover from your last life. Like, a new character comes in and has to follow in the previous one's footsteps. So your goal would be to complete the levels in as few lives as possible, but each lost life leaves paint for the next one to make it easier? Just some suggestions, it's a very good game and I'm actually keeping a tab open to play again later today.
Apr 27 16:50:23 9m 46s Conspiracy Dive ♥ 0 It's not loading for me, I see the Unity loading bar but nothing happens. Did you update the build somehow? Which Unity version did you use? Anyway, I'm leaving this comment to remind myself to check back later.
Apr 27 16:55:20 4m 57s Groggy ♥ 1 For a stick figure, the main character was actually pretty detailed and cute. I liked that you even gave him a little useless jump, I don't know why but it just added some life to him. I'm not sure I really got the narrative of the game, I was just messing around and next thing I knew, I'd beaten it. Some sound, even if it's just ambient noise, would really help with the atmosphere. Maybe start with a calm breeze, then a barely audible monster breathing, a jiggle of the door handle.
Apr 27 17:06:30 11m 10s Beautiful blob ♥ 1 The follow-the-mouse controls were surprisingly intuitive, then a little frustrating as the hit detection was so sensitive and movment needed to be very percise. Still, I managed to win after I think 10 playthroughs. I suggest some work with colors and focus to separate important visual elements. At first I thought the bubbles were killing me because the mirrors seemed like part of the background. The player, ostacles, and background should all contrast each other. I was excepting some sort of metaphor, like he was sad about being ugly because he was "shallow" and when he was "deep", beauty wouldn't matter. I did have to chuckle at what I think is a spongebob reference? Is the face suppose to look like sexy squidward towards the end?
Apr 27 17:39:19 32m 49s Eva Power Plug Nap ♥ 2 I couldn't keep all three in the sweet spot for more than a second or so at a time, so I'm not sure if I was actually playing correctly. I didn't even notice the stuff on the right side at first, or how it was affecting the levels, and briefly wondered if I'd missed a rhythm aspect of the game. I feel I could get the hang of it after a few playthroughs.
Apr 27 17:50:32 11m 13s Into The Depths ♥ 1 Hey, I also made a scuba diving treasure hunter game! I like the graphics, they have that retro charm. The shooting controls were a little tough, sometimes harpoons didnt shoot and i thought i was out of ammo, but i didn't see ammo counters, and they'd start shooting again after a few moments. I'd also suggest different jumping/swiming controls. For a game that's mostly swimming, maybe holding space would be better, or holding right mouse button since we're already using the mouse anyway? occasionally a squid would take only a couple hits to kill, sometimes a lot, and I'm wondering if the enemies are pooled objects that retain their health?
Apr 27 17:57:11 6m 39s Find The Page! ♥ 1 Well, this definitely wins for innovation, never thought I'd see a game like this. I guess I sort of "cheated" by using my browsers "find" functionality, but I consider it a legitimate strategy.
Apr 27 18:01:46 4m 35s GodMode ♥ 1 I'll have to come back to this when I have time to setup a controller. In general, it's best to make jam games controllable with only mouse and keyboard. So far I must say I like the look of the graphics.
Apr 27 18:04:05 2m 19s Minedeeper ♥ 2 Love the graphics, the circular playing field is a nice innovation, controls are simple, intutive, and responsive. Yeah, seems like a winner.
Apr 27 18:09:00 4m 55s Into the Abyss (Deeper and Deeper) ♥ 3 I liked the graphics. The sound, while simple, did help with the atmosphere. I kept dieing because I ran out of fuel, even when there was no fuel to collect? It was hard to guage how far away the pickups were, I kept finding myself trying to grab stuff that already passed. A larger window of time to grab and some more visual feedback would be nice.
Apr 27 18:12:37 3m 37s Pokefish : Gotta flash em' all ! ♥ 2 I tried hitting return to take pictures but it seemed nothing happened? Other than that, controls seemed really nice. Graphics are good. Love the music.
Apr 27 18:18:18 5m 41s Earigator ♥ 1 Pretty fun. The graphics were good, the music is amazing.
Apr 27 18:25:24 7m 06s Sunken Dungeon ♥ 0 I'm playing on an ultrawide, so some of the UI elements were misplaced for me. Also, the mac App file is corrupted (common issue nowadays) and I had to fix it with a terminal command before I could play. I've found that rather than uploading the .app, putting it inside a .dmg first prevents most issues. Loved the graphics and sounds. The gameplay was a bit tough at first, but some of that might've been because of my onw UI issues. An in-game live tutorial would be more intuitive than a menu option.
Apr 27 19:55:33 1h 30m Can you Dig It? ♥ 1 Got to 109m on my second try, couldn't get close again. It was pretty fun but the sudden teleports were a little jarring. My recommendation would be that when the player hits the ostacles, freeze time, highlight the obstacle that was hit, let the player see it disappear (or not, if it isn't suppose to), lerp them higher up, and then restart the timer.
Apr 27 20:03:04 7m 31s River, Carry Me Away ♥ 6 Visuals and music were amazing, and I appreciate a simpler interface that needs almost no explaination, but the pacing is a bit slow. I thought the game was broken after waiting a few minutes and not noticing anything happening.
Apr 27 20:09:35 6m 31s Trapdoor in the Garden ♥ 1 I noticed sound settings, but didn't actually hear sounds? The menu interfaces were a bit wierd, I get "Back" starts with "B" and "Tutorial" starts with "T", but menu navigations should be based on keyboard location, not lettering. The game itself was nice. Controls were nice and responsive, objectives were clear, good difficult curve. I loved the pixel art, the little wizard dude is pretty cool.
Apr 27 20:13:03 3m 28s Bit Dungeon ♥ 2 The pixel art is very nice. Music is great, though it didn't start until my second play. The attack range was a bit too short, and pressing left arrow to attack was bit confusing.
Apr 27 21:28:14 1h 15m Quick Scrap ♥ 1 My favorite game on the jam so far, first that I'd actually pay for if it were commercial. Most intuitive controls, I've been playing a couple minutes and already developing stratgies to time my burst for maximum efficiency. Sprite work and sound are also outstanding. I'm not sure if I set a new record on the first level or if that time is just my personal best, but I think this game would be a perfect candidate for online leaderboards.
Apr 27 21:39:12 10m 58s Endeavour ♥ 1 Music was nice, graphics were good, I REALLY like the mechanice of landing on planets and transferring to a rover, and the circular gravity of the planet was a neat touch. I did get stuck inside the first planet I found, it looked like there was a square object I should push but it was wedged in and wouldn't budge. I think the into is a bit too wordy for a jam game, best to get to the action as quick as possible.
Apr 27 21:48:24 9m 12s Blue Cheese, Lunar Descent ♥ 2 Controls were pretty good, up-to-jump took a little getting used to but it was okay. I noticed a couple glitches. Sometimes when grabbing fuel it'd just shoot straight up, never to be seen again. Never broke the game, just looked odd. Also since I skipped instructions on the first play, I stopped to read them before my second... and wound up dying on the title screen before starting the game. But overall it was really good. Sound was nice, graphics especially were beautiful, and most importantly the controls were accurate and responsive.
Apr 27 22:06:42 18m 18s Rooting Deeper and Deeper LD48 ♥ 0 Deep roots was a thought I had as well, but I couldn't figure a way to implement it. Two main concerns. First is that once you get underground, that's all your going to see for the rest of the game. Such a bright colorful title screen, then the rest of the game is brown. Perhaps seeing the tree between certain rounds would be more satisfying then the "tree health" UI bar. Second, it seems easy and repetitive. I removed almost every rock, three health was at zero, yet I kept going and going. I eventually lost on purpose just to see if it were possible. The music is nice and relaxing. The root generation looked interesting.
Apr 27 22:49:23 42m 41s DigOut ♥ 1 At first I thought it was just a breakout clone, but the advancing line of bricks did add an interesting twist and somewhat incorporate the theme (though the gameplay could've worked the same, just flipped). It runs well. I usually like when a breakout clone has some sort of way to control the ball's trajectory, like the angle changes if you hit it towards the edge of the paddle instead of the center?
Apr 27 22:51:25 2m 02s Jelly fall ♥ 0 I was expecting some mechanic of the jar breaking if you fell too far, but either that's not there or I never fell far enough. You've opted out of graphics and auto so I guess you didn't create that. The controls were very well done, very easy to just pick up and play. The difficulty curve might've been a tab steep, but not too bad.
Apr 28 02:59:06 4h 07m Cavin' ♥ 2 First off, sprite work is excellent. Second, the first level tutorial text was good, allows the player to learn in-game, and the controls aren't too complicated. But the third screen got me. I only figured out that you could shoot a second worm while still moving from reading @ehtd 's comment above. Even then, I never sucessfully landed and walked to the rest of the area, I always end up so close to the spikes that the next step kills me. A tutorial level that taught that mechanice alone would have been nice.
Apr 28 03:07:12 8m 06s The Pit ♥ 1 First - just wanted to say good job getting a Mac version uploaded. Yours is the first I could download and play without having to fix using terminal first. Also, I appreciate you building in esc-to-quit. I liked the spider models, and the general atmosphere was good. Visual and audio feedback could work, when I was clicking I didn't see or hear anything that suggested I was shooting. The "gunshots" sounded like a failed UI event. Also, there was no feedback that anything was being hit until it just disappeared. Last, I'd say maybe have in-game instructions, I only now noticed the oage says that B is to turn on/off lights. This is a good start though.
Apr 28 03:16:46 9m 34s Swarm! ♥ 1 Interesting concept. I didn't read any instructions but it still only took me a couple moments to pick up the controls anyway, and I think I did alright. The most confusing things were the traps having different layouts then whats on the keyboard, and the recharging graphics being small and blending into the scenery. Maybe a more obvious visual cue and sound effect when a trap is ready to be used could help?
Apr 28 03:34:15 17m 29s Lava Runner ♥ 1 Beat it on my 3rd try with 3 extra crystals. Controls are good, didn't need any instruction to figure it out. Main issue was that on my first playthrough I though the stones weren't breakable and assumed I hit a dead end. Secondly, the lava doesn't flow realistically. I tried to strategically reroute it by diggin down, retracing my steps and going sideways. I also tried digging big rooms that I assumed would fill up before the lava professed. Neither strategy worked, but I think that would have allowed for some interesting gameplay. Sprite work is excellent. Sound is basic but does it's job well.
Apr 28 03:43:56 9m 41s Mermaid Deep ♥ 1 The controls were a bit weird, I'd think a mermaid underwater would have more freedom of movement. I didn't move with a moving platform on the first level, but did on the second? Also, I was killed by what I thought was a piece of trash that I should avoid, there wasn't really any visual cue on what you should touch and what you should avoid. The music is very nice. I love the pixel art and character design.
Apr 28 05:19:47 1h 35m Redeeppedeer ♥ 2 Definitely a unique take on the theme, and a unique game in general. I love the concept, but think I don't have the patience to spend too much time on it. I think I've about a week in and not sure if I'm even progressing or not.
Apr 28 06:03:28 43m 41s SPERMA ♥ 1 Congratulations on creating a challenge out of something that stupid teenagers do on accident all the time! (I know we were all thinking this when we heard the theme, didn't think anyone would actually make it) Music was very catchy. I think my main complaint would be the controls, I didn't even notice the instructions to use the spacebar, and just happened to hit spacebar on accident when playing and realized "oh hey, my tadpoles are cooperating now!", otherwise I never would have won.
Apr 28 16:43:09 10h 39m Deep Cover ♥ 2 I just last night thought "man I should have made a game about going deep undercover", glad to see someone else had the idea earlier and implemented it better than I could have. Character designs are gorgeous and very impressive for a weekend jam. Music was very fitting as well. I was wondering if the character Mr Trilby is a reference to the character from the Czho mythos, he's dressed simlar and iirk that character also had a cane. I definitely wasn't expecting to run into two different people I'd told contradicting lies to, that was an interesting twist. Managed to beat it on my second try, just barely, second mission was easier when I anticipated possibly having to fool two people at once.
Apr 28 19:47:27 3h 04m Deep Space Janitor ♥ 2 When I saw the title I was wondering if it'd be related to "Space Quest". Game is just the right length for a jam game. Graphics, while simple, did their job. The sound that was there was good, but a little more would help (even am ambient humming, noise coming from the ships machinery, to set the atmosphere). At least with my mouse, the sensitivity was way too high. I'd try to slightly turn and would do a 360. It'd be helpful to have an options menu for adjustments. I like that the enemies would chase you when you got close. It's a step above the most basic AI but more than you'll typically see in these. Last suggestion I'd have is something to emphasize the time/distance passed between levels. Like maybe a fake loading screen between levels that shows the ship on a map of space, and show how far it's gone during that time? Windows on the ship that show different anomalies outside could emphasize that you're no longer in the same place.
Apr 29 02:06:21 6h 18m D. Per & Dee Per: Treasure Hunters ♥ 1 I love the character design, and the animation technique was very effective. The voice acting was cute and music very relaxing as well. The controls were a bit too cumbersome for me, the weird procedure just to hold the shield up never became natural to me.
Apr 29 02:11:18 4m 57s How to Swim! ♥ 1 Good concept but I don't have the patience to figure it out, even when I got the pattern down the character always seemed to be rotating counterclockwise, and correction was pretty difficult.