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thebmxeur

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TimestampSince previousGamethebmxeur's comment
Apr 26 12:27:55 INSIDE the BOX ♥ 1 Nice game. It was great that no tutorial was necessary and everything was clear.
Apr 26 12:39:54 11m 59s Deeper Trance ♥ 0 I can't see a thing. Maybe it would be nice to have a "training" where you have to put the bar vertical, than horizontal or something to see if you actually see it (sometimes I though I saw it, but not sure).
Apr 26 12:45:57 6m 03s Enter the Cubegeon ♥ 1 The game didn't work in 2 different browsers. The windows build seemed to soft lock after clicking on the first cube.
Apr 26 14:00:36 1h 14m Octopus Diver ♥ 2 Having to wait to loose all momentum before being to swim again made me feel like I wasn't in control, but being able to "steer" during the swimming did the oposite.
Apr 26 14:40:34 39m 58s Deadlift ♥ 3 The gun feeling isn't great. There is no feedback on whether or not I'm hitting the targets, or even if bullets are going out of the barrel. The crosshair is far to big/noticeable on the screen. It's seemed to be a crowd control shooter, where you often go backward while shooting, but the arena is filled with too much stuff making it easy to get stuck and die. The "light on the gun" only shine two meters ahead so it's hard to see enemies. And I would like an option to disable motion blur.
Apr 26 14:52:08 11m 34s Deep Blue ♥ 1 "Good" mood. I wish the dialogues didn't repeat my choice, as I already read it.
Apr 26 19:14:24 4h 22m Space Train ♥ 1 The controls are a bit weird: when you go out of the track, the train directly turns in the direction I moved of the track (I suppose you use an offset from the position where I clicked). I think a click + drag + release would have been easier to handle (and faster to get off the track). And then just a click to get back on the track ?
Apr 26 22:16:58 3h 02m The Rabbit Hole ♥ 0 It doesn't work for me either (I'm on Windows 7). I know the itch page says to install the vulkan SDK but there should be no reason for the end-user to need to install a development kit to run a game. AMD, Nvidia and intel graphics driver contains the necessary run time dependency needed to run a vulkan application (as far as I know, I never programmed using vulkan). I tried using the run-time package from the LunarG web site with no luck. The last two lines in the info window: Willo_Core: [info] [Vulkan] ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files. Willo_Core: [info] [Vulkan] loaderValidateLayers: Layer 0 does not exist in the list of available layers.
Apr 26 22:25:18 8m 20s Shoot Them Deeper ♥ 1 I had some difficulty matching ghost with enemies, I think it was because I don't have enough time to see the ghost before needing to shoot enemies (maybe the transparency throw me off a little bit too). And as already said, it wasn't clear if I needed to count how many enemies or how many I killed.
Apr 26 22:27:42 2m 24s We have to dig deeper ♥ 2 Could you make a zip file instead of an installer ? I'll test a lot of games, and I don't want to clutter my PC with a lot of installation left overs.
Apr 26 22:41:36 13m 54s Fallentine ♥ 0 Somehow, I enjoyed it.
Apr 27 11:09:37 12h 28m Deep in sh... ♥ 2 I wasn't sure (and still am) if the light gray things had collisions. At first I thought they didn't but I seem to collide with some. Wherever this poop comes from, they need to see a medic.
Apr 27 11:42:44 33m 07s Fairy Snares ♥ 2 Got to a place with a big enemy guarding an egg (I think). Couldn't figure out what to do next and the enemy didn't do any damage.
Apr 27 11:46:15 3m 31s Deep_demo ♥ 0 When I pick up an item and press space to pass the item description, it starts the search again which was annoying. Nice graphics and mood.
Apr 27 12:03:28 17m 13s Linguini's Adventure ♥ 3 The feeling of the weapons was terrible in my opinion. I couldn't figure out the range of the crossbow as the bolt didn't seem to come from where it's on the screen, don't seem to travel far and straight and it just didn't felt right. Similar for the plank and saber, I don't know how close I need to be to the enemies for them to reach, and there isn't good enough feedback to know if it hits or not. That said, the movements felt really good in comparison, and when I played it without trying to kill the enemies, and just tried to run through the levels it was nice to play. The jump height felt a bit low but it worked well enough for me not having problem traversing the levels. If the weapons had more kick (e.g. 1 hit kill on most enemies, fast load on the crossbow, better feedback...) it could have felt like the original doom as a pirate in a cave.
Apr 27 12:24:13 20m 45s depthscraper ♥ 2 I'm pretty sure the game ended my run while there was still possible moves. I had a full empty row at the bottom, a single block line available to place and single and double free space lines in the stack. Is there a fail condition other than not being able to place blocs anymore ?
Apr 27 12:35:33 11m 20s Deep Survivors Guilt ♥ 1 The space flowers looked nice, although not in the style of the rest of the game.
Apr 27 12:58:54 23m 21s Capsaiciner ♥ 2 The graphics reminds me a little bit of Gonner for some reason (probably the exits). In one level where there was a lot of fire the game slowed done to a crawl until I finished the level.
Apr 27 13:21:09 22m 15s The case of the door in the woods ♥ 1 Enjoyed that, thanks. I wish there was a windows build because there were some sound issues for me running it in the browser. Some small details: I wish the "small background" in the "big background" where better integrated together. And the text was a bit hard to read because it overlapped the moving sprites which I found a bit distracting and didn't feel at the right place.
Apr 27 13:41:07 19m 58s Proc Gen Toy ♥ 0 Every code written during ludum dare is ugly and hacky, but if it does what it's suppose to do in a reasonable amount of time, then it was the right code to write. Maybe you could add a comment at the top of the file with some compile instructions. I tried compiling with MSVC but it didn't work (it doesn't like the array subscript in function parameters), but using clang worked. Also providing a compiled binary would be nice.
Apr 27 14:41:14 1h 00m Oh no, I opened the door and there was a fish! ♥ 2 Completely forgot about the flares and wandered (and died) for 10 minutes. The used them by accident and found the 4 remaining nerves. Nice one.
Apr 27 19:12:08 4h 30m Yet Another Shmup ♥ 1 When you get some weapons it gets interesting. I wish the movement were faster following the mouse. And a different color for enemies bullets as it's sometimes hard to see them with upgraded weapons.
Apr 27 22:42:15 3h 30m Echoes of The Underworld ♥ 0 You should add a title card so that your game stands out in the game list. One issue I encountered was that it seems that if there are a lot of echoes, the game slows down and the echoes don't "grow" enough to be useful. Another issue is that the echoes are slower than you so you can't really see in front of you when you need to move fast.
Apr 28 11:35:38 12h 53m Deeper and Deeper P. I. Agency ♥ 1 My comment will be negative, but hopefully you'll see that as useful. There are some usability issues, for example why choose P to go in photo mode, when it's a key on the other side of the keyboard ? Why not just E ? The camera pan was very slow, to the point of not being usable for me. Why not just keep the camera centered (without any pan controls) on the character and go to photo mode with the right click ? Why do I need to keep the mouse pressed to look around in photo mode ? In addition it conflicts a bit with the fact that it changes the texture if you press it while looking at somebody ? Why do I have to exit photo mode to turn around and scan behind me ? Why do I have to scan with different textures to detect aliens (I get why, but it's not interesting) ? The first time I exited the game, it didn't exit properly (it was still running in the background), and now my Windows mouse cursor is big and I can't seem to make it back to the normal size. I guess I'll have to reboot or something.
Apr 28 11:49:36 13m 58s Where is Bob ♥ 1 I'm really bad at differentiating pitch, so I think having smaller interval between playing notes would help me notice the difference in pitch. Also just playing a chord like that doesn't sound good in my opinion, a melody playing continuously would be a lot better (and I'm sure a lot harder to make work right). I'm assuming the levels are randomly generated, by I had at least 5 levels where the objective was just at the start of the level. Making the objective smaller with a higher range of notes/chords may have made it more interesting to play and actually have to listen to the sound to find it.
Apr 28 12:14:08 24m 32s Deeper Into The Mind ♥ 2 I wish the rocks blocked enemies fire, otherwise they are just like a trap for the player.
Apr 28 12:30:52 16m 44s Deep Hunter ♥ 2 I got a bit confused to why I lost, I think the end screen should give the reason of the failure. Maybe I ran out of fuel ?
Apr 28 12:46:55 16m 03s Unpaid Serenade for Future Solution Group [2026 eCon Grief/Heartbreak Singalong] ♥ 2 Interesting.
Apr 28 13:00:57 14m 02s Deep down the asteroid ♥ 2 I think it would have felt better if it was tile based (moving on a grid). Falling from the blocks when you're half way across it felt off for me.
Apr 28 13:12:01 11m 04s Going Down ♥ 1 Agreed with Ydrenor. In the main menu I didn't figured out how to move to see the controls (I would expect to use the arrows in the menu, not wasd) so I started the game without knowing the controls. In addition, I played the game without reading the full description on this page and I didn't figured out that I could use the chips to upgrade my powers. Is there a reason not to directly boost me instead of having to open the inventory and use the item (I didn't relaunch the game so maybe it would be obvious if I did it in game) ?
Apr 28 13:17:44 5m 43s Stop Ruining my Desks ! ♥ 1 Very powerful cat, or very weak desk.
Apr 28 13:48:36 30m 52s Deep Paper ♥ 1 The Art style was nice. I would have liked to be able to invert the mouse Y axis. As mentioned above, having the ship in the middle of the screen really prevents from seeing anything. In the "tunnel" the only way I managed to get throw it is by not moving the mouse and clicking to hopefully kill the enemies. At the boss I ran into performance issues where the game slowed down to a crawl (1 of my CPU core was maxed out). The first time it solved itself after 10 seconds, the second time I had to kill the game as it didn't seem to resolve.
Apr 29 10:09:59 20h 21m Deeper In The Night ♥ 0 I for one think the controls suits the game (except maybe for the S key to turn around). It reminds me of playing Duke Nukem 3D years ago. Maybe allow the arrow keys in addition to J and L ? I don't think mouse look would improve the game, neither having the sun pieces visible from afar. Some way to help you find them would be nice though (e.g. a pulse of light or sound every 30 seconds or the pieces emitting a sound that got louder when you get near). But as you said, you didn't have the time. I only found one sun piece, and I felt that it wasn't worth it to wander aimlessly hoping to find the other pieces. So I wandered aimlessly without looking for pieces, got out of the forest and journeyed for a while. I got lost in those seemingly infinite plains, to finally reach what looked like an ocean. I was weighting the path I had walked, wondering if I got it in me to continue the voyage, or should I just enjoyed what I have in my heart right now ? Maybe I should go ba... There was nothing anymore. "DeeperInTheNight.exe has stopped working" (crashed in RenderBilboard). Thanks for the journey.
Apr 29 10:32:43 22m 44s Midniight ♥ 1 Nice game. One thing, I'm not sure about is how you managed to make the character style fit in the rest of the graphics. On paper I wouldn't think it works, but in practice after a few seconds I didn't pay attention to the difference in style.
Apr 29 10:54:55 22m 12s LostBrother ♥ 5 I don't know how experienced/old you are (I'm assuming you're young), but here is some feedback for the future. Hopefully it's not too harsh. - The jumps are too "floaty", when I reach the top of the jump, I kind of have to wait to "float" done. - A lot of the jumps are blind jumps, I can't see where I need to jump to. - The exit of each level looks like a fire pit. At first I tried to jump over it. - When I miss a jump, I'm falling with no way to get back except by launching the game again. - A pick axe that shoots rocks ? - If I'm to close to an obstacle, I shoot through it. - In the level where you need to flee the boss, if I wait to see what's happening (since the first time I don't know I have to flee), I can't beat the level as the boss is quicker than me. - In the credit menu, don't make stuff bouncing, it's hard to read. - The graphics and story are bad. But with work and practice, you can improve. I believe that in the credits their are several names (I may be wrong). If that's the case, the game should be in the JAM category, not the COMPO.
Apr 29 12:11:05 1h 16m My name ? ♥ 1 I didn't understood that I could move the TV antennas, maybe if there was static on the screen I would have tried, because to me the TV was turned off. I had trouble with the Morse code, I only got the 2 letters correct, but I always have difficulty when it comes to listening to specific sound (like recognizing pitch).
Apr 29 12:34:40 23m 35s Blackout ♥ 6 Apart from not being able to skip dialogues (because I often re-trigger a dialogue I just read) and not having a cursor change when you hover interactive things (which would make it less likely to re-trigger stuff) it was really well done.
Apr 29 15:36:55 3h 02m Fish'n'Ship ♥ 3 I think the bubble module only frighten fish when the ship is not moving. Once I noticed that I was able to reach the bottom.
Apr 30 19:50:26 28h 13m Perciflette ♥ 2 Je n'ai aucune expérience en narration ou mise en page, mais je voudrais suggérer quelques idées seulement basées de mon expérience générale. Je pense qu'il vaut mieux éviter les grands blocs de texte, d'autant plus si cela implique une petite police). Par exemple le texte du début de la partie. Il me semble préférable d'afficher une phrase ou deux à la fois, et d'afficher la suite dans un écran différent (ou faire défiler le texte, ce qui permet de revoir le texte qu'on à déjà lu). Un bon exemple récent est Disco Elysium: il y a des textes plus ou moins long, mais toujours distillés en petit blocs faciles à lire. Il serait peut être bon également de donner au joueur une action (même banale) après quelques écrans afin que ça ne paresse pas comme un seul gros bloc. Par exemple avoir un bouton "Partir de chez Mémé" entre deux phrases. Garder une taille de police constante tout au long du jeu est aussi selon moi une bonne idée. De plus que les polices pixelisées paressent floues si elles ne sont pas agrandies par un facteur entier. Un autre point est d'avoir une meilleur mise en page du texte. Le plus simple pour moi est d'éviter le texte centré (utiliser du texte justifié, ou même juste aligné sur la gauche me semble préférable), et éviter le texte qui se trouve sur toute la largeur de l'écran (lorsqu'on est en plein écran), je trouve ça plus désagréable à lire. Au moment de faire les choix, on pourrais aussi imaginer de devoir cliquer sur les images plutôt que sur les boutons en bas de l'écran. Du point de vue de la jouabilité, je ne trouve pas intéressant de devoir refaire tout le chemin lorsqu'on meurt. Dans l'idéal, il faudrait un moyen de pouvoir éviter les morts, ou de justifier le retour en arrière en gardant les objets ou d'avoir un intérêt ludique à retracer le chemin. Mais c'est probablement trop de chose à prendre en compte pour une game jam.