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VeniTheRich

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TimestampSince previousGameVeniTheRich's comment
Apr 27 14:23:07 Random Deep ♥ 3 The good --- * Nice choice of colors, easy to the eye * Nice effect on the pointers * Nice transitions between room view and room * Clear UI and interface; it is easy to know what is going on The bad --- * Lack of music / sound effects * Easy mode and hard mode do not affect gameplay / move choice. You get a pointer towards the direction of the collection rooms, and you move accordingly. Not seeing it in the rooms view does not make a difference. * Game requires no effort from the player. It feels like a random walking simulator which the player has to input the direction of travel. There is no effort / thinking in choosing the next room, since the path you take has no effect on the randomness of your next move. * It is very reliant on luck. Once you reach close to a room, all you do is move back and forth until you are lucky enough to get to the room. Ideas for improving --- * Some rooms could be easy to reach and other harder. * Picking up the items could give you buffs. Player could take the buffs from the easier rooms to aid him in reaching the harder ones faster and more deterministically. * Give the player more control. Maybe a power every N turns to deterministically move a number of moves they want. Summary --- I think the underlying idea of adding randomness to the travel distance is good, but cannot stand on its own in terms of interesting gameplay. The game feels a bit tedious and grindy and the player does not feel the accomplishment of doing things himself, since the game is very reliant on luck. Also, simple music clip could be a great addition to the mood. However, the movement and visuals of the game, although simple, are nice! Congrats on the game and keep up the good work!!
Apr 27 14:52:41 29m 34s Muggy Lake ♥ 4 Disclaimer: I hate scary games so my review may be skewed, because I found it scary. The good --- * Really nice music and sound effects the fit the mood * Nice colors (sky, water) that also fit the mood * Nice UI touch with highlighting objects with the orange outline * Really cool and scary vibes * Monsters are creepy (although they are a bit higher definition than the boat / hills so they stand out) The bad --- * The scream after losing, feels a bit out of place. There is no point scaring the player after they have lost. * The hills look ok from far, but the texture is really weird when up close. * You restart from the start every time you die, which especially for a jam game, can make the replaying process a bit boring, and missing out on the ending of the game. * (Minor issue) When reversing, turning feels a bit unintuitive. Usually, in steering vehicles, when you steer and reverse, you rotate in the opposite rotation that the one you steer. Suggestions --- * There could be a hint as to what is needed to open each passage. E.g. the player could think to himself *"I wish I had a sword to cut through this web"* or *"I need something to open this door"*. It may seem obvious, but may really prevent players from thinking they are doing something wrong, or using the wrong item. Summary --- Overall a really good submission, the mood is set perfectly and everything contributes to it. Did not make it to the end (too scared), but it definitely feels like a good base game that can be expanded upon. Could use a bit more polish here and there, though. Congrats on the game and keep up the good work!
Apr 28 17:48:01 26h 55m The Core ♥ 1 The good --- * Nice touch with the story at the beginning * Music really gives of the right vibe. It feel very lava like and reminds me of the lava city in zelda breath of the wild! * Platform placing / removing is nice * Lava really makes you feel the pressure once it reaches you in the lower levels * Platforms are not always connected, which forces you to use the matter you have gathered The bad --- * Music (although it has the right vibe as I mentioned) is a bit rough in the ears, and can get a bit annoying and repetitive (especially if you play the game a few times) * Clicking on the lava sometimes places a platform * Matter and life particles spawn in very awkward places. I am not sure whether this is a design decision, but sometimes it is not worth taking an matter particle because you spent more matter getting there! Especially with the limited view downwards, you don't know how far you will fall and if it is worth sacrificing your life points to make a jump. Could have the particles spawn a bit closer to the platforms (but not too close). Suggestions --- * The intro is quite long, so I think a scrolling text (either manual or star wars style) could make it better for faster readers or people who skip everything * Very subjective opinion, but I think that matter cost for stopping the antimatter could be cheaper * Could add high score and leaderboards! Summary --- A really simple game with a nice core idea and already makes for an interesting game. It does feel a bit unbalanced though and also unpolished in terms of graphics. I did play through it though a few times and I can saty I liked it. Congrats on the game and keep up the good work!!
Apr 28 18:46:42 58m 41s Deepest Sword ♥ 0 The good --- * There are lots of good things about this game as the 500 comments already suggest. I will try to avoid repeating them, so I won't put much emphasis on them. * One thing that I really liked is that how with each upgrade the same levels became easier / harder. It was interesting to see how you could take shortcuts with a longer sword, but at the same time some corridors became trickier * Really interesting sword mechanic. Reminds me of "Getting over it" * Cute character * Good music * Nice art * Good controls * Nice game flow * Nice polish The bad --- * Last level can be a bit frustrating, although this is not necessarily bad in case you want to pose the player with a challenge so that they can prove they have mastered the mechanic Summary --- This is an excellent game and I loved it. It also feels like a finished game. I am not sure if it could be expanded upon with more levels as the last one was already a bit frustrating to go through, and I think 30 mins for this type of game is excellent (maybe could go up to an hour ?). But this is just my opinion and I cannot think of ways to expand it. Congrats on the game and keep up the good work!!
Apr 29 12:39:21 17h 52m Delve ♥ 1 The good --- * Music is on point. Really enjoyable track that does not get boring * Graphics are nice, simple and consistent. Everything has the same feeling and nothing seems out of place * Really cool concept of having a time based shooter * Simple and easy to follow controls * Nice vibe, it feels action-packed and fast paced (even though it is pretty chill) * Nice warnings before enemies appear The bad --- * Some times enemies bug out below the platform * Spikes hidden before hitting you, and only visible for a small window of time before getting hidden by the platform. Not sure if this was a design choice, and I don't think it was actually this bad, since it could be intentional that they are hidden before they hit you and you have to remember where they were. However, some more space below the platform would be nice. * Restart sometimes bugs out, and the platform continues after player has died * Rythm-based shooter was a bit misleading. Initially I thought you had to click on the beat to shoot, however you can hold down fire and it fires on the beat. Could have a bit more clear instructions on that. * Also, no point in not shooting, since you have no ammo. You could either make it fire by default, or have a penalty for spamming (ammo / reload / weapon overheating and becoming unoperable for a period of time) Suggestions --- * Could add an easy mode with health pickups * Could add an easy mode with spawnpoints, so you don't restart all over Summary --- I really liked this game and especially it's music. I think it makes it so much better. The game itself feels fast paced and nice to move around and shoot stuff. The rythm-based idea is really good, but I think it was not used to its fullest potential. Could have the player click the mouse on the beat to fire, similar to what "Crypt of the Necrodancer" does with movement. It could also do with a bit more polish here and there. Congrats on the game and keep up the good work.
Apr 29 16:38:20 3h 58m 6 Feet Under ♥ 4 The good --- * Amazing core mechanic. Honestly, I cannot express how impressed I am with it. It is simple yet so versatile and it is used in so many different ways. * New mechanics each level!! This adds even more to the core drill mechanic. Each level requires you to learn how to face a new challenge, keeping the game constantly challenging. * Excellent music. Really fits the vibe * Graphics are simple but consistent and the animations clear and responsive * Color palette selection is a really nice feature, that allows picking the contrast that fits you * Excellent level design. I really like how the drill mechanic and the new things that are introduced in each level are combined into very interesting levels! * Movement feels really nice, especially once you gather momentum. Really well done, it does not end up feeling unfair and it is very responsive, while having cool animations. The bad --- * Closing the game and reopening it reset all your progress. Since it is not a game you can easily finish very fast (at least not for me) you either have to keep it open or finish it in one go, and that can be quite a lot of time. Having a saved progress that would restart you from the latest level would be great. Suggestions --- * Having a level select screen would be nice. * Allowing a bit of airtime movement (i.e. moving left / right while in the air) would also be nice. Although I understand this could be intentional when designing the game, I think it would add to the game without making it easier. Summary --- An excellent game, I really would not think this is a jam game. I loved it and I would play more if I didnt have to start all over :( Congrats on the game and keep up the good work!!