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caiustsm

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TimestampSince previousGamecaiustsm's comment
Oct 4 01:13:42 Professor Unstable's Chemical Combustion ♥ 1 I was not able to get the 100 deg. yellow plus cyan reaction to happen, but got 6/9. Particle simulations are always fun.
Oct 4 01:22:57 9m 15s Tones of the World ♥ 1 This game has mood. I did not understand the mechanics very well.
Oct 4 01:37:49 14m 52s Pills ♥ 0 Lacking instructions. I don't know what the controls are.
Oct 4 01:47:57 10m 08s Going Home ♥ 2 Pretty neat idea, would have preferred camera control as I would often bump into things when my camera was locked on to an enemy, when running away from an enemy to get water.
Oct 4 01:56:40 8m 43s Breakaway ♥ 0 After playing for a long time i'm getting that visual thing where everything looks like it's moving up even after closing the game. Pretty good, but coins / objects being after to spawn on top of each other is a bit awkward.
Oct 4 06:29:19 4h 32m Displacement ♥ 1 The basis for a story driven puzzle game is there. Could use some sound effects when interacting with objects for feedback. And maybe some kind of indication that an object can be interacted with (e.g. a highlighting effect).
Oct 5 23:06:45 40h 37m Jenry Javelina ♥ 4 I enjoyed this game. Nice sounds effects and colors. A few notes: - Having manual camera control or placing it behind and higher up would help with depth perception / knowing how far away the next block is (can I make the jump?). The top-down view trades off being able to see further into the level ahead for more understanding of distance between blocks. Since being able to look ahead does not seem to play as an important role as being able to judge distances, I think the camera should be angled somewhat downward (above and behind the player). - Another solution to depth issues is to have better lighting with shadows cast from blocks and the player onto other blocks (not just directly below the player (but keep that too)). - The depth issue is not as big as in other platformers because in this one you can land on the side of a block and climb it, making it more forgiving. - Since the view is often filled with a block (when climbing it), any texturing on the blocks would have helped me understand how i'm moving up or down when climbing (height perception). Horizontal stripes (slightly darker shade of the color) would perhaps work, although i'm not sure it's the best (would have to test it to know). The particle effect did help though, since I could tell I was sliding down because of it. - Sometimes the camera would bug out and wiggle back and forth rapidly for a bit at the starting platform (not a big issue / rare). - Sometimes I would move through the cactus and it would not register the collision (also not a big issue). Well done.
Oct 6 05:15:08 6h 08m Unstable Core ♥ 1 I really enjoyed this game. I would have liked a bit more time in the beginning for some kind of investment phase. I spent most of my time chasing down fires and holes without any time to even collect money. Maybe I was just doing it wrong.
Oct 6 05:36:29 21m 21s Unstable ♥ 0 Very relaxing. I kept playing to see what the background was going to contain next.
Oct 6 22:47:26 17h 10m Hopper Unstable ♥ 1 This game has nice models and the foundation for a fun idea. I recommend trying some variations on the game. For example, having no timer, and instead difficulty can come from the blocks falling if you stay on them for too long plus the level design requiring quick thinking. Another would be to have no timer and the blocks don't fall until you leave them, turning the game into more of a puzzle game where you need to plan your movement ahead of time. Some sound effects (and/or visual cue) for the blocks falling would help the player know the timings of when they have to move or fall. Nice job.
Oct 7 04:27:02 5h 39m Astral Collapse ♥ 0 A space shooter with a good amount of enemy variety and a nice minimap. Good job.