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automatonvx

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TimestampSince previousGameautomatonvx's comment
Oct 5 00:05:36 Unstable pathing ♥ 1 Made it through all the levels, pretty fun. Agree that there was probably scope for more you could do with this concept, I was expecting to get to some more crazy levels, with higher difficulty. With a couple of extra little mechanics e.g. one way steps or something you could probably get quite a ful game out of this. Felt the full top down 3d was a bit overkill and didn't really help the mechanics, would be easier to read whats going on in just straight 2d or a more clean 3d, but hey.
Oct 5 00:17:01 11m 25s Mr Plutonium ♥ 1 Made it to 6005, felt it would have been alot easier if i had better typing skills :/ Interesting concept, like the style, simple gameplay but balanced fairly well to be sort of compelling. Felt there was quite a few times where I had 2 obstacles on different levels at the same time and it was basically impossible not to hit something, but maybe i'm just too slow. Like the fun art style and the humour.
Oct 5 00:34:30 17m 29s Tama Town ♥ 2 Man, that is pretty cool. interesting step up on the classic thrust based gameplay of Jupiter Lander. Sort of frustrating of course but that is all part of the fun of this kind of gameplay. Had a feeling this theme would prompt alot of physics based games, which I am not usually a big fan of, but this one I enjoyed. Not sure if the camera spinning might be too dizziness inducing, especially on a full screen version. Anyway, a cool gameplay mechanic solidly executed. Art was minimal but tasteful and the Tama's to rescue add a nice bit of character to stop things being too sterile. Music is also appropriate and soothing to help combat the inevitable frustration. Overall, pretty great really.
Oct 5 09:20:58 8h 46m UNSTABLE DREAMS ♥ 1 Made it through all the bosses to be at peace. Not sure what to say for this one. I liked the interpretation of the theme, and it made for a pretty atmospheric experience. On the path sections I found i was just looking at the coloured dots and so not paying any attention to the environment or character which is a shame. I liked the pixel art in 3d style. Gameplay was compelling enough to keep me retrying to the end and the music helped a lot for the surreal vibe. A fun experience.
Oct 6 00:23:18 15h 02m The Ruins of Cuglatr 2 ♥ 1 I got the turned off ending, I survived being mauled by a bear so seemed like a pretty ok result to me. Reminds me of old text adventures but without the cryptic grammar gameplay (thankfully). Actually more like a choose your own adventure style book. Whatever genre of game you would call it, I certainly enjoyed the experience. I thought the writing was pretty good and had enough strange and unexpected encounters to keep me entertained. A good time was had, Thanks.
Oct 7 17:34:48 41h 11m Hammer Keep ♥ 1 Took a little while to understand the mechanics, its amazing how instictive it is to ignore any instructions, but once i got over that it was a lot of fun. Interesting mechanic executed well, the 2.5d pixel art visuals worked nicely to add some style and the music fit well too. smahing and dodging felt pretty good too. No complaints, great job.
Oct 7 17:41:23 6m 35s SEXY BOOBY 95 ♥ 1 ah the good ol' days. Top marks for humour
Oct 7 17:53:40 12m 17s Captain Dinohater ♥ 3 Played with gamepad, felt pretty good to me, amazingly the WebGL version seemed to work perfectly well. Great fun take on the retro shooter style. Overall felt very polished. Visuals all felt pretty coherent like a lost gem from the N64 era, music also fit the style nicely. Only critiscism I could think of is, I could have used some health packs, I never saw any.. and maybe some more sense of progression but for 72H I can't really complain. Great work
Oct 9 11:38:49 41h 45m SNOOZLE! ♥ 1 Really like the visual style and music, overall had a cool aesthetic, reminded me of those old cute stop frame claymation things. Was impressed that you managed to get the sort of IK for the model to control the hand working pretty nicely. Gameplay was ok, probably a lot more fun on a touch screen than using a trackball mouse. Made it through quite a few levels up to the ball to bed section before I had had enough. On the first moon level, it took me a little while to realise that I had to right click to cycle through the 3 modes and use the appropriate one, so maybe that could have been clearer. I was also sort of surprised there was no timer element to complete a level, In a way I was relieved there wasn't because I was pretty slow, but also it may have made the gameplay more compelling. Overall a Solid entry and interesting take on the theme. Thanks
Oct 9 12:31:17 52m 28s Stronkey Kong ♥ 2 Wow worst speed run ever, 37 min. Excellent entry, you had me at bunny donkey kong. The art was nicely done, music was also pretty great, keeping the 8 bit original feel but adding its own twist nicely done. as @trexxak the marriage of platforming and crafting works suprisingly well. Its a testament to the power of the crafting mechanic that in the early game I was thinking argh I'm going to have to grind so much to get the points to build its going to be annoying, but the more i built my own hideous structure the more i was invested and didn't mind the grinding. Couple of little bugs, barrels seemed to get stuck at the bottom of ladders sometimes and if you die on a ladder your animation gets stuck in the dead one until you move off it, nothing game breaking though. Overall best compo entry i played so far. Great work. Hats off to you sir/madam.
Oct 10 12:02:29 23h 31m MindScape ♥ 1 I stabilized the mind.. On my first try i failed because i was trying to dodge all the incoming bullets instead of focusing on just shooting the others, afterwards i realized that this doesn't seem to make any difference (which is weird), so my more succesful strategy was just running back and forth across the screen aiming in a pretty constant direction, that seemed to do the trick. My first thought is that the funness could be improved quite a lot quite easily by adding all the classic juiciness things, explosions when enemies die, more satisfying shooting etc. e.g. https://youtu.be/AJdEqssNZ-U . Using a randomized shot sound from a set of them instead of just one is also a classic easy to do sound design trick. I thought the basic mechanic of killing the enemies to decrease the spawn circles before your world is overwhelmed with them is a solid idea and works pretty well,also the bright neon colours dream world sort of aesthetic could work pretty well too. Would be nice to see less engine assets and more handcrafted ones too. Anyway congrats on your first LD jam, you managed to succesfully navigate Unreal and got up a playable game which is no mean feat. Look forward to see what you come up with in the next one.
Oct 10 12:37:35 35m 06s The Salatroitsk Incident ♥ 0 Took a couple of gos and re-reading the decription before i realised i had a gun and had a way to fight the monster. Once I did it was easy enough to get all the pieces and escape. Great job for 48H the PS graphics filter works really nicely and overall everything has a pretty polished feel and nicely atmospheric, only missed a bit of creepy ambience music to complete the effect. As at @loyance said might be better wth limited ammo as once you realize that it can be easily scared off its not much of a threat. The encroaching vignette to warn you he is behind you is helpful, but maybe a bit too helpful, i guess that would be 'easy mode' or something, i guess sound design could also be used for that warning slightly more subtley perhaps. Anyway very nitpicky for an LD game. I would say for whats possible in a compo game going for a retro horror style you really nailed it, congrats.
Oct 10 12:58:57 21m 22s Miner 70 ♥ 2 Ok, on the postive side the pixel art is really nicely done, the character and the slimes are cute and backgrounds tile nicely without being uncomfortably repetitive to look at. The music is also cute and fitting the cave atmosphere. On the downside the camera positioning gives you all of these leap of faith moments where you are trying to jump to a platform you can't see, which to me is a big no-no for a platformer. The jump also feels very floaty, again a big thing for a platformer. Also the fact that all the slimes don't move is a bit weird. Made it to the end to see a little win sign, but nothing happened. All in all feels a bit unfinished which is a shame because the art and music were good.
Oct 10 13:20:48 21m 51s SCOT & BOB Save the MECCA ♥ 0 Managed to get through the first level only, had to much of an issue getting the robot to drop the stuff where I wanted, sometimes it worked sometimes it dropped it somewhere completely different, seemed a bit bugged.. ok after reading the earlier comments I managed to get around that with only clicking on the guide, but still couldn't get past the second level. With the objects sometimes rolling off to the sides it was very difficult to get the structure I was aiming for.. anyway interesting concept and nice enough 3d models, just needs some tuning to get teh building part working reliably I think.
Oct 12 17:41:11 52h 20m Bomb Mania ♥ 2 Great work, The pixel art is cute and nicely done, soundtrack is fun and appropriate (EDIT thats weird you opt out of audio? maybe you didn't make the music just the SFX?) and the core mechanic is quite an interesting twist that I haven't seen before and nice take on the theme. Made it through all levels apart from 3 which seemed to be impossible, I start on fire and I think have no way to reach the extinguisher before the time is up, I was playing the 1.01 version. And you even squeezed in a boss fight, for 48H this is some pretty impressive work. Well done.
Oct 12 18:06:21 25m 10s Outstanding Acaipowered Spaceship ♥ 1 Made it as far as the boss on the second stage. Pixel art is pretty nice and I appreciated the amount of music tracks you made, they were also pretty good and reminded me classic schmup style soundtracks in their retro funkiness. The core mechanic is an interesting take, but for me is a bit problematic in that shooting stuff is kind of a key part of the fun in schmup style games, so discouraging it sort of detracts from the fun, also the unstability bar takes quite a while to go down. The result was that my most succesful main tactic was to mostly hide in corners and wait for it to go down and not engage with the game, which isn't super fun. I also felt things were a little slow paced. Also its kind of weird approach that the bosses get easier the less health they have, which is the opposite of most games and doesn't help to increase the tension. So overall nice work for 48H but feel like the fun factor could be improved with perhaps a bit more balancing.