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squimmy

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TimestampSince previousGamesquimmy's comment
Apr 26 09:38:46 Hook, Line, Key ♥ 1 Absolutely lovely. The visuals and audio come together wonderfully to create an amazing, relaxing atmosphere. If I was to make one suggestion, it would be to make the tutorial a bit more interactive. Letting me try out the controls as their explained would be easier and more intuitive than trying to remember it all at once and then only get to try it out once the tutorial has finished. I really love the music, by the way. And I liked that the main gameplay is done in near silence. It makes the whole experience more relaxing and makes reeling in the fish feel so much more tense thanks to the contrast.
Apr 26 09:39:53 1m 07s Lord Of The Flies ♥ 1 Quirky and fun with nice funky music. I didn't understand how the eggs work at first, but the game is quick and intuitive so after a couple of tries I soon worked it out.
Apr 26 09:43:55 4m 02s Nostril Navigator ♥ 2 Fun and simple, but I think it needs a score system of some kind. Unless I missed it, there's no way to tell how well you did, so it doesn't give much incentive to replay and try and beat your previous attempt. making the boogers worth points would be the obvious option, since they currently don't seem to do anything until you've already hit some hairs.
Apr 26 09:44:59 1m 04s Viper Mission One ♥ 2 I quite liked the presentation of this game in general and the sound effects in particular. It starts out quite fun -- the ship is responsive and the gun feels nice and powerful -- but unfortunately the game doesn't takes too long to add challenge and doesn't do much to add extra gameplay depth or complexity. Ideally there'd be an extra enemy type or something, but given the quality of the existing ship models, that might be asking too much given the time constraints. I also found it hard to judge the distance to the pickups, which in turn made it hard to line them up to collect them. adding some slight camera motion might have helped, allowing the player can use the parallax to better gauge distances.
Apr 26 09:47:24 2m 25s Todd the Caver ♥ 1 I really enjoyed this game! The sound and visuals were simple but atmospheric, and the controls were challenging, but not frustrating. I ran into a bug a couple of times where gravity seemed to go sideways, but resetting to the last checkpoint fixed it, so it didn't have too much impact on my enjoyment.
Apr 26 09:54:37 7m 13s Afraid to Turn ♥ 3 Lovely pixel art! I quite like the parallax effect of the trees. The sound is also quite nice and really helps set the mood. The gameplay is a bit simple, but if anything this works in the game's favour. My only complaint is that I couldn't work out how to start the game at first, but that's mostly my fault for not reading the instructions...
Apr 26 10:14:46 20m 09s Earigator ♥ 2 > WARNING: Do not insert swab into ear canal. I'm always amazed by the quality some people achieve with pico-8! This is a tight and focused game with great visuals, catchy music and intuitive gameplay. My only complaint is that the intro feels a little bit wordy, especially compared to the concise and streamlined feel of the rest of the game.
Apr 26 10:41:03 26m 17s Deeper than Beyond ♥ 2 This is a cool game, but the first time I played it I found it a bit frustrating. The gyro minigame seems to be so time-consuming that you're better off just ignoring it and fixing two or three other things in the same amount of time. In fact, that's exactly what I did to beat this game -- completely ignored the gyro. The other minigames are mostly fine, but I think the battery and oscilloscope puzzles could benefit from some kind of hint, since they're both quite unforgiving. even just a gauge showing how close you are to to success would help a lot, I think. The modelling work of the space craft interior is very good, but the grey textures were a bit boring. It would have been nice to see something to make it feel like a real space craft and not just a room full of minigames. Perhaps a metallic industrial look (with some yellow and black hazard stripes?) or maybe a sleek, white plastic look... But I'd consider it a low priority given the time constraints of the compo. Sound effects would also have been a big benefit to a game like this. Alarms and klaxons would help alert the player when systems need fixing (especially if each system had its own unique warning sound) and sound effects like venting air or creaking metal would go a long way to building tension and atmosphere as the AGFC stability gets lower and lower. It seems like looking at the main screen is the only way to tell how close you are to losing, but when things got frantic, I didn't have the time for that, so when I lost it felt a bit abrupt.
Apr 28 10:09:02 47h 27m Nice Fall ♥ 1 This is good! The visuals and audio are simple and effective, and the gameplay is intuitive and engaging. The most impressive thing is the way so many little systems in the game work together to ensure the losing player doesn't get left behind. But it always feels natural and intuitive, and -- most importantly -- fair. It never feels like you got hit by a "blue shell", so to speak. The only thing I think is missing is a sound effect for when you get stunned by the thorns. The first few times it happened to me, I didn't realise what had happened so I thought perhaps I had fallen too far or something... It didn't take long to work out what was happening, but compared to how obvious and intuitive the rest of the game felt, this moment of confusion stood out to me.
Apr 28 10:49:43 40m 41s Kill Yasuhiro ♥ 1 A simple idea that's well executed, given the time constraints. The time slowdown effect upon taking damage is a novel way of automatically scaling the difficulty as the player makes mistakes, but the way it's currently implemented makes the game feel a bit unresponsive, especially when you're near death. The visuals are generally pretty good, but I think some sort of walk animation, or at least a footsteps sound effect, would have helped to make the character feel less like he was floating. My main complaint with the game is the lack of a hitpoint bar for the boss, or at least some kind of feedback to make it clear that I'm making progress as I hit him. He has quite a lot of hitpoints and by the end I was starting to wonder if I was even hurting him. One little detail I liked was the ability to strike arrows out of the air, but I was disappointed at not being able to do the same to bullets.
Apr 28 11:05:07 15m 24s Crypto-mine Disaster ♥ 1 A fun and silly game with some interesting elements of emergent gameplay. I particularly liked the option of shoving doges onto the elevator to get more of them out in one trip. There were a few little bugs I encountered (such as being able to throw dogs through walls, rendering the level unbeatable), but that's to be expected with only 48 hours to work with. The main complaint I have about this game is the user interface. switching back and forth between keyboard and mouse got tedious pretty quickly! That being said, the art and music were both good, tying in in perfectly with the cute aesthetic and frantic pace of the game.
Apr 28 12:19:08 1h 14m Age of Dwarves ♥ 2 The music, art and overall gameplay is very impressive, but I think this kind of game needs a lot of quality-of-life UI features to make controlling more than half a dozen units bearable. That amount of UI polish probably isn't possible with the time available, so a better approach might have been to tweak things such that the player uses a smaller number of more powerful dwarves.
Apr 28 12:37:14 18m 06s Swarm! ♥ 0 The graphics and music are good, and the basic gameplay idea is fun and unique, but unfortunately it got boring before too long. Other people have suggested adding more types of enemies, and I think that might have helped, but making the difficulty increase more quickly would probably be an easier way of keeping the game more engaging.
Apr 28 12:57:28 20m 14s Elevator Ninja ♥ 1 For such a simple concept, this game is quite fun to play. The cute art, funny sounds and responsive controls are a big help in that regard. I like the way the difficulty gradually scales up at just the right rate but, like a few other people have mentioned, I would have very much appreciated not having to replay the entire game every time I died at the very last set of spikes... Also, the introduction seemed very slow paced, especially compared to the brisk feel of the rest of the game.
Apr 28 13:19:32 22m 04s Pimble! ♥ 1 This is an interesting idea for a game. It's intuitive and familiar, but still feels fresh and original. The sound effects and visuals are good, and I particularly like the little details like particle effects and screen shake. The only thing that bothers me is that it's not clear how to avoid losing. It seems to be almost entirely luck-based, with the ability to keep playing based on how many extra pimbles you find...
May 2 02:51:02 85h 31m Wormhole Adventurer ♥ 1 It seems like a few other people have mentioned the controls feeling a bit sluggish. That would be an ideal place to start if you were to continue working on this after Ludum Dare (an input-buffer would solve a lot of problems but probably not worth the time when you only have 48 hours). At first I thought the game was turn-based, until I realised I could mash the 'q' key to spam lasers! Sound effects would have obviously helped, but as it stands, the silence suits the lonely and eerie setting of the game. The other big problem is that it feels a bit empty. Obviously deep space is empty, but I think you still need something to keep it engaging and more than just navigating from one zone to the next. I don't mean to be entirely critical. I'm a big fan of hex-grids (my game used one, too) and (if your dev process was anything like mine) I'm guessing you spent half the time implementing and debugging the hexagons and ran out of time to properly play-test the pacing of the game. Such is the nature of making something in such a short time... I also like the graphics. The look and feel reminds me of similar games from the late nineties.