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the neon shark

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TimestampSince previousGamethe neon shark's comment
Apr 26 02:53:24 Space Dwarf Alchemist Go! ♥ 1 There should be a basic gold income that's comically slow. I feel like it's too easy to end up confused as to why you have no gold income :/
Apr 26 03:01:32 8m 08s Cave Golf ♥ 1 This is fun, but it's very hard to intuit the shooting angle (would be nice to have an arc preview or shadows). Also, when the mouse leaves the game area, the ball automatically fires -- this makes it quite difficult to get the desired power on the edge of the screen.
Apr 26 03:16:11 14m 39s Reach That Point ♥ 3 The concept here is excellent, but the execution is stopped me from giving it high marks. The joy of this game is that snappy sensation of "reaching" the target and then changing to use the other end of the rope -- that feeling is a good one. However, that fun is hindered a bit by some issues: (1) It's not particularly pleasant to drag the mouse cursor to the absolute extremities of the screen to accomplish all basic motion. Make that sense of tension less demanding so the reward of contact can be given more frequently. (2) The first level doesn't really guide you anywhere, it's just floating dots. The level design could use some love to make the player feel like they're on a journey with some clarity and that they're improving a particular skill on that journey. (3) Use momentum instead of inhibiting it. When releasing the moving rope, it sort of grinds to a halt -- I'd love to see a throwing mechanic here that really doubles down on momentum instead of the rigid stopping behavior. Overall, great bones here. Definitely consider making the addictive part easier to achieve (specifically, reaching the next node should be less annoying). I understand the point is to "reach", but having my mouse cursor exit the game area detracts from the fun.
Apr 26 03:26:11 10m 00s Sokodig ♥ 1 Simple and fun puzzle game.
Apr 26 03:29:25 3m 14s Shleep ♥ 2 The concept is interesting. I'd love to see this sort of psychedelic experience more polished though. The clunky platforming and stiff interactions detracted from what was otherwise an enticing and strange journey.
Apr 26 05:17:03 1h 47m Flat Pack Piles ♥ 1 Fun little open-ended puzzle game. I felt a bit frustrated with the feel of the grabbing mechanics, but I understand why you've set it up this way. Nice work.
Apr 26 05:23:15 6m 12s Deep Space Beat ♥ 2 The art style and controls are great. Two things on my mind here: (1) The enemies have a predictable pattern, but move so fast that it feels like "last moment" dodging isn't an option. That sort of snap judgement has the potential to make things more exciting imo (instead of just forecasting which side to hide in). (2) For the duration of my playing, I didn't experience any moments where I needed to just hold down an arrow key for 2-3 seconds straight and make a sharp turn. I think that sort of variety in the pathing could prove exciting in addition to the routine small nudging.
Apr 26 05:33:41 10m 26s Deep way down ♥ 4 This is an incredible piece of work. It is simple and compelling. It has a narrative that is nicely aligned with the mechanics. Huge bonus points for the emotion/facial expressions of the main character and associated text. My only feedback is that sometimes I'd be so fixated on completing the challenge that I'd have to ignore the text to pass!
Apr 26 05:39:49 6m 08s LightballAdvantage ♥ 0 I found it hard to get the ball rolling since in most circumstances the ball was on a totally flat surface. You could fix this by having more sloped regions in the levels to help player build moment. Also, some sort of "boost" on player command could help bootstrap motion.
Apr 26 05:51:23 11m 34s Treasure Hunter ♥ 2 Very fun concept. Some feedback: (1) The inventory system is cool, but kinda slow... would be nice to either see it in the HUD or have the animation be faster. (2) The enemy attack patterns aren't fun. I felt like I couldn't strategically dodge a few shots, then sneak up for an attack. The winning strategy was almost always to run for your life.
Apr 26 05:56:59 5m 36s Fall In Line ♥ 1 Once I understood what was going on (and reading the instructions), I grew to like it. I think that the UI and clarity of what's happening could be improved. For example, the buttons for swapping positions of characters aren't obviously buttons since they look baked in to the world. When the passives are engaged in a timely fashion, the player feels good. A nice extension of this would be to let players select their loadouts (changing abilities/passives).
Apr 26 05:59:53 2m 54s Damn, that's deep! ♥ 1 Seems like I can't make it past the "pit". Anytime I reach a pit in the map, it simply resets me (and puts me at the top of the screen). I can't tell if I'm winning or losing when this happens.
Apr 26 06:03:11 3m 18s Celestial Corruption ♥ 4 Would love to see some more juicy animations for hitting the enemy ships and blowing them up. Audio would be nice too :) Also, a progress meter for the levels would be good since it's tough to tell "how much more I need to muscle through" to see the next interesting thing.
Apr 26 06:09:56 6m 45s Dungeon Painter ♥ 4 Neat! One issue I had with the game is it feels "too zoomed in". You can't really get lots of context for the map, just what's immediately around you. The safest way to progress in the game seems to be to go very slowly to make sure you see all the terrain. I didn't get the sense that there was an alternative play style to "slow and safe". Since you can't SEE anything you pretty much have to move slowly or memorize the map...
Apr 26 06:27:50 17m 54s Dukes of Debt ♥ 0 Clever little game and play on the theme.
Apr 26 06:33:49 5m 59s What's Under Base 69? ♥ 1 The dancing in the helicopter was the absolute best part. I wanted to see more dancing or character postures of that caliber :) The spacebar interactions were nice, but didn't need to last for so long -- 2 or 3 seconds is plenty. 15 seconds of spacebar mashing is not particularly fun.
Apr 26 06:38:34 4m 45s Aqua Mine ♥ 1 The droplet sound effect on the main menu is hilariously wrong (but also very endearing for that reason).
Apr 26 06:40:49 2m 15s Deeper and Deeper ♥ 2 (1) Would benefit from some nice animations instead of stiff motion between the three locations. (2) Sometimes the hitboxes feel unfair (like dying after definitely passing something already).
Apr 26 06:46:22 5m 33s Deep Sausage Madness ♥ 1 The main menu could have been a bit clearer... but aside that, the game is simple and entertaining. The music is bordering on playful and obnoxious, but in an enjoyable way. The sound effects are excellent for the comedic style. When I reached level two and the music shifted... I was actually laughing aloud, well done!
Apr 26 06:49:38 3m 16s River Ravager ♥ 1 The impact of the shot overall felt great. (1) Would've liked to see some sort of bullet trail / visualization. (2) An ammo system and various weapons / firing rates could be an interesting addition.
Apr 26 06:52:48 3m 10s Deep Diver! ♥ 1 Could use some visual juice improvements, but overall very nice work. Also, those damn bullets seem to kill you rather abruptly and unfairly :/
Apr 26 07:46:21 53m 33s Who Designed This Ship?! ♥ 3 I enjoyed the concept, but as it stands there is no opportunity for the player to grow as they experience this game. Your options are rather limited and there typically isn't enough heads up of upcoming obstacles to be particularly responsive. Some considerations if you choose to extend this game: - Notify the player of upcoming fish sooner, or simply slow down the descending speed. - Give the player a means of healing if they earn it (go deep enough). - Give players some choices! If both left and right will cause the ship to get hurt, can you incentivize one path over the other in some other way? - Allow player to upgrade their running speed and/or the ship's move speed.
Apr 26 16:24:24 8h 38m The Witching Hour ♥ 2 Fun little narrative journey. The tone of the writing was enjoyable. The mechanics of options changing as you hover was an interesting addition to the narration style and player "choice".
Apr 26 16:35:43 11m 19s Strange Platinum ♥ 2 Simple concept and overall good execution. I could see this being a very successful game with the appropriate polish applied. - Visuals definitely need improvement. (the combat animations especially). - The path planning needs to be reworked; sometimes the units get stuck behind walls. - Better clarity on what each tile will provide when you place it. - Means of spending the currency would be nice (unit perks, new tile types, bonus effects, trade tile). Very clever concept that I'd love to see built out!
Apr 26 16:50:18 14m 35s There's a monster under the bed ♥ 3 The intro art was quite nice. The concept of going deeper in to the underbed fears (or realities) of a child is a cool thought for sure. Some feedback: - The camera lags a bit far behind the player - The beasts don't follow the player aggressively enough! I feel like I have to keep teasing them. - The hit boxes for the walls are too big and it makes walking around corners feel tedious.
Apr 26 16:59:12 8m 54s STARPOON ♥ 2 Love it! Should definitely be made to a full game! Feedback: - The decision of "move or attack" feels great! Nice self-balancing there. - Performance in browser was mediocre... not the end of the world though! - Definitely fix the bug where you can no longer fire :( Happened to me a couple times. - The hook mechanic needs a bit more punch/juice/satisfaction. - The enemies could be more interesting (not always go directly towards player, charging attacks toward player that whoosh past, enemies that shoot bullets, etc.) - Node type that have different effects when reached (damage player, teleport, obstacles, kill all enemies, etc.) - More curated level design.
Apr 26 17:05:42 6m 30s Gundemonium ♥ 1 Nice piece of work! The art style and fluidity overall feel great. One thing I didn't enjoy is that bullets would not kill an enemy that had just landed on my floor -- you have to wait a couple of frames before they can be hit. That behavior kept tripping me up :/ Otherwise amazing!
Apr 26 17:19:03 13m 21s DigAmillion ♥ 1 Graphically the game was ok, but the player interactions felt stiff and unrewarding :/ As @tombuston pointed out before, I felt like I was digging randomly so I couldn't be "better or worse" at the game... I could simply spend more time digging until some path was valid. Would love to see some sort of gold/gems that are collectible and a shop so I know I'm working towards something.
Apr 26 17:27:44 8m 41s Prospector Paranoia ♥ 2 Who doesn't love a mining game?? Solid first steps here and good overall concept surrounding "Insanity in the caves". There are a few things I'd like to tightened up in the game loop: - There's nothing preventing the player from running past all ore and simply going deeper. There should be some requirements (a key, a price, something) to allow progress. - The mining itself felt ok, could benefit from some better hitboxes and user control fluidity. - Player upgrades is a big must-have for this sort of game. Faster motion, faster recovery from mining swings, mine ore in fewer swings. - I was unclear what my "end goal" was. Some sort of mining deposit cart and a counter of my current $ value would be nice as a reminder of how well I'm doing before the game end. - Add a sanity meter on screen and give the player a means to reduce their sanity by mining -> buying sanity potions -> repeat.
Apr 26 17:36:38 8m 54s I'm gonna be the deepest! ♥ 0 I'm playing the game in Chrome. I can't do anything aside "GO" and "LEAVE". I tried just about every keyboard button and mouse click location. Am I missing something?
Apr 26 17:43:56 7m 18s Down There Somewhere! ♥ 1 Fun concept. Feeback: - The texturing was funky as the player mined deeper. Would be nice to maybe just use a simple block tileset instead. - When I dug a whole deeper in the water region, I couldn't jump back out :/ - Didn't know how to replenish oxygen without backtracking (air pockets somewhere maybe?)
Apr 26 20:57:12 3h 13m Bee Beesness ♥ 2 I felt a strong disconnect between pressing the buttons on the UI and seeing state change in the game. I know that you gave a tutorial about what the units are too, but having their names in the UI would go a long way since they look so similar. Cool concept and would like to see it with some more polish :)
Apr 26 21:29:05 31m 53s Asteroid Breaker ♥ 1 This game knows what it wants to do and does it well. Some feedback: - The mechanic is so simple and so good. You nailed it! - The upgrade system is simple and well done. - Visuals + Controls + Audio are spot on. - When breaching the upgrade barriers, I sometimes felt like I had no means of preparing for what's ahead. A small safety/blanking region would be nice there to make me feel less cheated after the upgrades. - Had an ending that I was willing to play the game 4 times to reach (and clear progress indicator!). Good testament to the addictiveness! - I would've loved to see some more variety in terrain and enemy types, but I understand the scope is limited intentionally. - Sometimes the enemy placements felt unfair... so goes the world of randomized level generation though.
Apr 26 21:43:24 14m 19s Detective Pier ♥ 1 Nice work making this little point-n-click mystery game. Visual Feedback: - The text felt quite small during conversations. - It was hard to tell what was interactive (no UI cues on hover / highlights / etc.) Narrative Feedback: - The personalities of the characters could be more over-the-top and exciting. - I had the option to go to the Pier, but I'm not sure why I would go there?! It would be better if the revealed evidence unlocked new travel locations (because then it makes sense to travel to them)
Apr 26 21:47:27 4m 03s Dive for fish! ♥ 1 I accidentally posted this review. Will come back shortly to review properly!
Apr 26 21:54:30 7m 03s Eat Fishies ♥ 0 It wasn't immediately obvious that you could eat fish that were the same size as you. Also, your move speed increases to a comical speed rather quickly in proportion to your fish scale.
Apr 26 22:04:51 10m 21s Don't Drown ♥ 2 Solid game! Made it down to 100 something depth before realizing I also had to come back up using the same path! Ooops. Overall, I really enjoyed the simplicity of this puzzle game. - I wish I knew I had to path my way back up before playing downward for so long. - Could benefit from more types of rewards (higher value O2 or gems) the deeper you go.
Apr 26 22:15:53 11m 02s Monster Tower ♥ 3 Nice work! Some feedback: - The beginning of the game felt slightly too slow. - Sometimes, the player would not jump when commanded :/ - You can jump once while in air, but the behavior just slows you down instead of performing a full jump as a player might expect. - It'd be nice to have a means of engaging with the enemies and not simply avoiding them indefinitely. - Upgrades would be a nice touch if you had a ideas where to put them.
Apr 26 22:22:14 6m 21s Deep Rescue ♥ 2 A simple and mysterious descent to the depths. The beginning was slow, but it was a pleasure to encounter new obstacles and dangers as I progressed to the depths. I feel I got ripped off by a hitbox on my way back up and I wasn't excited enough to try again since the first 70% of the game moves so slowly. It's be nice if the early parts of the game gave the player more agency (as you have nicely setup deeper down with the hazards).
Apr 26 23:07:00 44m 46s Can you dig it? ♥ 1 A simple and effective game about digging. The creatures are quite strange but enjoyable! The level design seems good. I was hoping to have some animations since right now things feel a bit stiff. Adding a tracker for current depth and max depth would be a nice and easy touch.
Apr 26 23:47:45 40m 45s Throneless ♥ 0 I was watching some of your streams as you made this, very very impressive work especially given the time constraints. Some notes from playing it: - The graphics are downright amazing. You sir are an excellent pixel artist. - Controls were definitely a rough point for my enjoyment. Hard to command granular orders. - Would highly benefit from visualization for your unit's action plans. - Camera panning felt awkward with mouse alone, keys were much better. Would've loved WASD controls. - Ability to dismiss notification overlays would be nice, they felt very "in my way. - I couldn't understand why some units could be recruited and some could not. - Holding space to move was nice, but the onset of the motion felt to slow (ease-in/ease-out felt wrong. A sharper attack that only has ease-out would feel better imo). - Having units show interactability on hover would be huge. - Seeing the remaining time before a unit can attack would be a nice-to-have. Overall, very well done given the constraints. I'd love to try the game out again when the playing experience feels more polished :)
Apr 27 00:03:21 15m 36s Deep & Deeper ♥ 2 Nice puzzle platforming game. Easy to understand and to play.
Apr 27 04:51:21 4h 48m Sinking Atlantis ♥ 3 Is there more to the game that I'm missing? I seem to be stuck in the first level. I reach the first doorway (using z/x to elevate the water first). When I reach the door, I'm instantly reset to the beginning. Very cool concept, but I want to play more of it than the first scene!
Apr 27 05:05:36 14m 15s Frost Byte ♥ 3 The upgrade system concept is great! Well, at least what I could understand and imagine of it. The UI seemed generally broken in the Rune/Inventory manager. Would love it if it was more intuitive what was happening in there O_O As for the rest: - I like the idea of collecting power ups by defeating foes - The controls were functional, but not fluid (good for a jam though!) - The player was very large and the camera wouldn't always show enough of the upcoming terrain to be useful. - The combat needs some spicing up. The only combat strategy right now seems to be: attack as fast as possible. Changing the enemy motion and attack patterns could make this more interesting.
Apr 27 05:08:26 2m 50s Egress ♥ 2 This game has some good bones. It feels like a hacker pokemon game or something. Some considerations: - The CRT screen effect was cool but too distorted for my taste / comfort - I felt that the combat was too slow sometimes (maybe a means to speed it up on demand / settings) Very interesting and innovative concept!
Apr 27 05:13:53 5m 27s The Deep Well ♥ 1 The hitbox for hitting/missing a target feels a bit off or unfair at times... The lack of obstacles on the playing arena makes the experience rather empty in my opinion. Walls, pits, enemies, traps, portals, springs, ice, sticky goop, lava, etc. are all good options to spice up the environment. Another consideration that could elevate this game is a mechanic in which you mine a type of crystal to regain some time on your timer. This would then let players make interesting realtime decisions of "continue mining" vs. "refill on time".
Apr 27 14:45:50 9h 31m OVERDRILLED ♥ 4 Damn near perfect! Some points of feedback: - All the mechanics were fun and exciting to switch between rapidly. - The graphical style and audio were <3 <3 <3 - The character was a bit too slippery for my liking / ease of control. - My watergun requires too much times to cool the engine :/ - Refilling oil needs a more tactile response (the audio cue is too subtle). - I had no idea I could repair the crumbling walls until reading carefully in this page. Maybe a note on that in the homescreen would help. - The time to retry playing is too long! Let players replay immediately (1 second turnaround) instead of going through the homescreen again and waiting ~8 seconds each time. - Game difficulty goes all-in hard mode immediately (too quickly). - I had a hard time knowing the "health" of my drill. There were so many meters, audio, and visual cues that I had a hard time understanding what to even try fixing! I suppose the chaos is part of the fun... but my hope was that the chaos should be the player frantically making decisions instead of spending brain cycles on deciphering the many UI meters. Great work by all you!!
Apr 27 17:14:32 2h 28m Spellunker ♥ 3 I'm definitely liking the concept here! The gameloop prototype is excellent! Here's some thoughts I have for improvements: - Jumping needs a grace period when falling off an edge. Right now, the player fails to jump if you jump off the ledge a frame too late and that's frustrating (compare this jump tolerance to other game in the genre). - The concept of the combat is great, but the execution feels poor. I never felt in control of my character during combat. The best bet for making progress was simply to avoid enemies. - Speaking of enemies, the snake/worm that shoots stars is the bane of my existence. It fires on a seemingly regular cadence (but lacks a tell animation). If you're falling on one from above to try and kill it, it will simply shoot and kill you. The only means of approaching them is from the side, but even then you can be killed by their bullets... Either make their attacks more telegraphed and less frequent OR allow the spear to deflect their bullets. - I didn't play long enough to get to the point of having magic of any sort. The name implied "Spell"unker making me excited to get some fireballs and ice bolts etc. Don't make me wait for the fun, just give it to me! - The game's focus of collecting resources is neat, but let the player make some decisions with those resources. Let me choose fire ball/ice bolt/spear/whatever. Maybe you've implemented such a mechanic and I haven't gone far enough in yet. But the policy in games defaults to "get to the fun already"; magic is fun, snakes that kill shoot unblockable stars are less fun :p Excited to see where you take this since it has a really solid start and big potential!
Apr 27 17:28:10 13m 38s Toxicity Run ♥ 0 The interchangeable minigames are nice idea for mixing up the run each time. There's one minigame where you need to "press spacebar when the dot is in the middle". I spent multiple runs trying to just nail spacebar in the middle and failed everytime -- it seems like the only correct way to play that minigame is to spam spacebar :/ I played the game about 10 times, so it's definitely got some good appeal and addiction! Some feedback on what I felt: - I'd like more minigame versatility! - Obviously, new maps are fun too :) - There's one shortcut I saw toward the end, that was a nice touch. - The left/right/jump controls didn't feel particularly "tight". Everything was a bit floaty which made it hard for me to want to speed run more times. (Obviously we're in spacesuit so floaty is part of your mood, but it just felt awkward to walk or jump sometimes!) - Jumping and bumping your head on ledges is not fun. If you can remove the hitbox on ledges, that'd feel nicer. Overall, great little proejct!
Apr 27 17:41:35 13m 25s Swing Shroom ♥ 3 Really really nice work! - The concept is excellent and the graphics are spot on. - Maybe it's just the browser version of the game, but the controls felt a touch unresponsive / delayed. - The grapple mechanic should ALWAYS shoot out imo. When you aim in to the abyss or too far from a target, the player should see something happen instead of silently failing to fire the grapple. - The enemies were cleverly designed and well-animated. - The level design / guiding the player the right direction could be better. Consider "lighting" or a consistent design language for leading the player the correct way. - Climbing a vertical wall felt too difficult. Maybe I have the wrong technique for it though :) - The mouse cursor icon is hidden behind the grass sprites. Nice work folks!
Apr 27 18:15:11 33m 36s Deepest Sword ♥ 0 Perfect. Self-contained game with nice progression curve. Has a fun narrative to accompany it too! I was playing on track pad so I had a tough time playing it through. Giving key controls (like K/L) for rotating the sword would've gone a long way for me. Stellar job!
Apr 27 18:31:29 16m 18s Into The Woods ♥ 2 There was lots of empty space between the obstacles. All of that extra downtime makes the player lose interest! I'd recommend removing the excess empty space (long runs of no obstacles) and introducing some new challenges.
Apr 27 18:35:47 4m 18s Impalevator ♥ 1 Simple and effective. Played it a couple of times. Took me a while to realize I was supposed to be touching the elevator and facing right to crank and descend. The gameplay gets a bit stale after a while, so giving a means to spice things up (with new enemies or upgrades) would be nice. I think the singing mechanic is charming and definitely something you could've used as part of the combat mechanics!
Apr 27 18:55:07 19m 20s 20.000 LIGHT YEARS deep in THE SKY ♥ 6 Really enjoy this piece. The art and voice acting are exceptional! The one issue I had with the game is the sensation of consequences. I felt as though I had lots and lots of choices, but I wasn't sure what they were amounting to! I ultimately could just drag and drop random squares to my log and seemingly continue all the way to Eden. Having a more clear set of player milestones and challenges along the journey would help resolve this (assuming that's something you think the gameplay should have).
Apr 27 19:01:24 6m 17s 1 in a billion ♥ 2 Nice game idea, thanks for checking out my version of... well... the same thing! Not sure I can give feedback without being biased by my own implementation :D The one definitely thing I'd recommend changing is the pacing of the game -- it overall feels a bit slow to progress. Great minds do think alike though <3
Apr 27 19:06:40 5m 16s Cave Rider ♥ 4 Definitely is a bit hard right out the gate. Style is amazing, but gameplay needs some polish. - Early enemies come in super fast and are very small. Make them slower and bigger early in the game so players can ramp up in their skill. - I would've loved the ability to jump. I felt so.... static. - Upgrades please!
Apr 28 06:05:49 10h 59m Bunny Bunny Dig Dig ♥ 0 Outstanding execution! Only two points of feedback: - The death/end-of-run screen should be skippable or faster. - When reaching a new level, the dig button seems to be disabled for (roughly) a quarter second. This may have been by design, but without an animation of the bunny recovering, it feels like the game is not responsive for that moment. Great great work!
Apr 28 06:17:00 11m 11s I'm So Deep ♥ 1 Funny concept -- was really hoping for some wise AI banter here... but I accept the "SO DEEP" thumbs up as well :)
Apr 28 16:41:42 10h 24m Untitled Simulator ♥ 1 The game felt sort of laggy and slow in the browser. I'm also not sure why the interaction was happening on a text messaging app which completely removed my immersion from the time period. The concept here is no doubt clever and humorous. For a game like this where the text is the focal point, it'd be nice to have that part actually polished. For me that means: - Choose the correct visual medium to convey the story (e.g. not a messenger app) - Allow skipping text or having it load faster. My experience was not enhanced by waiting.
Apr 28 17:16:52 35m 10s Ziggurat ♥ 2 Definitely getting some Disasterpiece/HLD vibes as @youthfulidealism has already called out. The graphics style and controls felt great. My criticisms are: - Entering the door after getting the key was oddly difficult. I tried smashing a bunch of buttons and at some point it let me in. I feel like that part should've been easier. - The level design wasn't always great at telegraphing where the player should try to progress. I'd find myself jumping to my death before realizing that I was going the wrong way. Small comments aside, this is a stellar job!
Apr 28 19:46:59 2h 30m Crash Lander ♥ 1 Great fun for a simple and pure concept! Some feelings I have - The hitbox for the top of the ship feels overly sensitive / unforgiving. - The base amount of fuel should be larger (change difficulty levels by granting more or less fuel maybe). - The death reset time should be about 0.5 seconds (instead of what feels like 2-3 seconds). I spent 25% of my gaming experience just waiting for the ship to reset and that's a huge turn-off for a game like this that rallies around rapid attempts. That's all I've got. Congrats on this piece!
Apr 29 03:13:04 7h 26m memories.io - A Living Painting ♥ 1 A strange yet emotional journey. I enjoyed the game much more after reading all of your additional supporting text. Quite abstract, but also beautiful :)
Apr 29 16:25:14 13h 12m River, Carry Me Away ♥ 7 This project is well made. The visuals, audio, and experience are cohesive and immersive. Some feedback: - This is closer to a visual novel than a game, there is no agency for the player and their actions. - The story-telling using images is a great choice, but also a risky one. Sometimes the narrative visuals felt too similar to the background or too static, so they were hard to identify as the focal point (especially with all the extra fog). - The pacing of this journey is too slow. There were a total of (I think) 5 narrative beats over the 3 minute experience. - When finally the prince was in combat, am I to assume he then died in combat because no frames followed? I feel like the story was missing something to make me feel for him. I was disconnected from the main character and had no emotional connection to his life events (being a kid and playing, then growing up and saying goodbye, then getting married, then having a kid and finding a map from a traveler, then going to war and dying). These are all just "things" that happened to this prince, but the player is left to use their imagination to craft a narrative of why they should care. - Finally, the end screen constellations were confusing. I clicked and dragged everything I could imagine, but the state of the game never changed so I assumed the experience was complete. What constellation was I looking for? What meaning should I be gleaning from this? Overall, the mood of the piece was excellent, but the actual story and game mechanics fell flat. This concept is good, but requires some edits to properly polish the experience. I do highly recommend adding some player agency or intermediary user activity to retain engagement though.
Apr 29 16:42:53 17m 39s Nuclear blaze ♥ 2 Stellar work! - Would've loooooved audio, but I understand the time constraints :( - Sometimes walking or shooting felt a bit clunky controls-wise. It seems like you have a rather long downtime for starting to shoot and starting to move after shooting. I suppose this is part of the game challenge and mechanics decisions, but I would've preferred a tighter response. Excellent work dude! See it through and make an arcade game :D
Apr 30 19:11:47 26h 28m Quick Scrap ♥ 1 Played to completion! Short and sweet. Some thoughts: - The responsive controls were a treat. Beautiful work. - I would've loved if the horizontal motion was 30% faster (because I'm impatient and the up/down felt so good). - The camera when going upward felt slow and debilitating. Ascending would have to be done slowly to make sure you're not walking in to an enemy offscreen. - The sound of going up/down was so damn good, but part of me wished it was about 50 hz lower so it would actually be melodically tuned to the music. It sounds like a synth kickdrum and I was having a blast synchronizing it to the music. - The scraps have no impact on the game aside "completionism". I didn't feel really incentivized to approach them... - There should be a visual tell when an enemy is about to wake up from a stun. - Needed at least one or two more types of environmental challenges to spice up the experience. Great work :D
Apr 30 23:43:27 4h 31m Dome Romantik ♥ 1 Excellent work! The only complaint I have is that purchasing upgrades is very jarring. Every time I purchased something, items would shift in size and location. This made it hard to track what actually happened. Otherwise, AMAZING!
May 1 20:47:56 21h 04m 6 Feet Under ♥ 3 Very cool game! The concept is absolutely awesome and reminds me of a game that I played 3 or so years ago, PepperGrinder (https://igf.com/pepper-grinder). My only issue with this game is that I felt "out of control". If the intention of the game was to feel that way, then I'll reinterpret my experience. As it stand now though, I did not feel empowered to execute on my platforming vision -- rather, I was battling the controls and momentum system to make progress (even when moving slowly). Here are some of my thoughts on this: - The little fires are small and hard to spot (and black-n-white) that they felt like a cheap death. The mines were awesome and fair because they were clearly visible. - The idea of having no momentum change in air is cool and no-doubt part of the core game design. Even a super small left/right control response would make it feel better (to me). As I mentioned, the feeling of being "out of control" was slightly off-putting. - Going out the top of the ground in to the bottom of ground above you felt a bit awkward, but wasn't terrible. Automating that process would've been smoother. - Zooming the camera out a bit would've made path planning easier. Right now, the only way to "go fast and play smoothly" would be to memorize the route. My desire to find a platforming flow was inhibited by not seeing what was ahead; especially since I couldn't change my momentum after shooting out of the ground! All that said, this is a strong piece of work. Congratulations on it!
May 2 16:48:09 20h 00m Manic Miner ♥ 0 Simple and highly effective. The highly responsive nature of the game and the cute audio kept me going! Well done! I was hoping to encounter new types of challenges as I went deeper (maybe 280 wasn't deep enough to find new content).
May 3 02:30:49 9h 42m Glyphs of Madness ♥ 2 I LOVE this concept. Spell casting is near and dear to my heart and I love the way it was presented here. There is much left to be desired from an animations and juicyness standpoint. That said, the bones of what you have here are awesome. Great work!
May 6 21:07:24 90h 36m PANEMUAN ♥ 3 Nicely done! I unfortunately missed the key moment of the game where I'm not supposed to keep falling in to the pit endlessly haha. The concept is pure and creative. The execution and story telling are solid. Some suggestions: (1) I would've been more inclined to find the "catch" of this game / play it to completion if the walk speed were higher. I understand that the pacing of the game matters and there are limitations in development for a jam. However, the fact that I looked like I'm walking quickly, but actually am moving very very slowly was unusual (not sure if intentional for the mood). If you wanted the player to actually move than slowly, the animation should've resembled a walk instead of a run :) (2) The twist of this game is clever! (although I didn't discover it on my own, I had to watch a playthrough). I would've loved if the game had 3 or 4 of these twists that the player could discover on their journey. Again, I understand there are time limits involved here... Great job!
May 16 23:06:30 241h 59m FALL GUY ♥ 1 Fun little piece - played it all the way through! Some notes: - I enjoyed the graphics style quite a lot! It was simple and pure. - The 2 or 3 sound snippets that existed in the game didn't complement the artwork in a constructive fashion. I think that something more springy for jumping and squishy for landing would've been nicer. - The jumping power felt inconsistent. I had a decent intuition for its behavior, but I had a tough time getting the jumps to be repeatable or predictable. Maybe the power meter could be more visible than the small particles under the player? - Sometimes the momentum wouldn't be reversed when hitting purple objects, but rather totally stopped. This felt like a bug, but may have been by design. - The green bouncy materials were the BEST! Great work :)
May 16 23:24:59 18m 29s LD48: Down the Rabbit Hole ♥ 1 I like this game and there's sooo much that I'd love to see added. I played for about 10 minutes before putting the game down. It reminds me a bit of a 2D top view version of Deep Rock Galactic. :D Feedback on the basic: - The combat system and mining system are too similar and could probably be merged. Upgrading damage and mining rate separately is still a good ideas. - The enemies need health bars <3 - The animations for hitting enemies need to be juicy so they feel rewarding. - Walking around could feel a bit blocky... this game could really benefit from not binding the player and enemies to the grid system. - I felt like I had so much oil that it was not a challenge. The oil mechanic therefore became uninteresting since I totally forgot about it. I was picking up oil at random and didn't feel like I had to choose between oil and ore. - There didn't seem to be a good reason to travel far from the home base (e.g. no bigger rewards further away). Feedback to go from good to GREAT: - Currently, the game doesn't present a goal for player excellence. My only option is to protect my mining rig, kill some bugs, and make sure I have a bit of ore to heal from time to time. The objective feels like a survival mission more than a quest for thriving. The player needs goals! The goal could be to discover cooler enemies, cooler loot, ancient relics, more powerful upgrades, etc. As it stands, the player's incentive to continue ends after 5 minutes since there is no goal to build to. - The upgrade screen is an absolute tease and there is SO much more you could add to it: Automated healing of the home base, Turrets to defend the home base, A minimap for when you get lost, cooling weapons, faster move speed, ability to end the mining mission early, teleport back to home base to defend or to leave. Overall, a great concept and a strong first pass at execution!