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Chris Dirkis

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TimestampSince previousGameChris Dirkis's comment
Oct 4 02:01:32 Rise and Fall ♥ 0 Fun and innovative mechanic! I didn't know that I could let the blocks die at first, so I was trying to keep all 4 alive, when I maybe didn't need to. I think the novelty would wear off in the long term, so I'd love to see some shakeups: powerups, different types of blocks, different stages, not sure exactly what.
Oct 4 02:06:33 5m 01s ecosystem except there is no equilibrium and everyone dies probably ♥ 1 It was hard to tell what was going on in the simulation, so I didn't try very hard to make more bots to do things. It'd be neat to see the AI of the enemy bots written in the same psuedocode, or to be able to seed multiple bots and watch them play out against each other, I think.
Oct 4 02:12:13 5m 40s Totally Normal Pong! ♥ 1 Nice setup and art. I would have appreciated more notice for most of the effects, it did feel unfair sometimes. The opponent changing would also have been interesting, and you could build a progression upon that: the opponent gets more wacky as you get more points, or something.
Oct 4 02:17:59 5m 46s Bitrunner ♥ 0 The VFX are simple but effective, could have used some more juice but were clear nonetheless. One thing I felt lacking from this game was limitations. I could place as many blocks as I wanted and clear as many blocks as I wanted. This meant that there was very little decision making, mostly just "can I execute this fast enough?". I'd love to see cooldowns for both actions, would add some depth to the decision tree without adding more "content".
Oct 4 02:58:40 40m 41s Equilibrium ♥ 1 Concept is neat, but I felt like the controls were more awkward than they needed to be; most of the time my problem was more about "figuring out which buttons rotate the board the way I want to" rather than "figuring out what rotation gets the ball into the wall". The other part was that it didn't feel like it had much progression, the levels were changing but I had no idea what was changing about them, only that they were different. Definitely can go pretty far with this concept, though, and I think you could make it work on mobile pretty well too.
Oct 4 04:00:51 1h 02m Junta! Police State 1981 ♥ 2 Pretty neat, well executed little gta-like. The civilian physics were really nice. I felt like there wasn't much juice to squeese, at the end, though? You can deliver packages or disrupt protests, but I wasn't being told "hey, these guys are protesting because of X" or "these packages are doing Y". I think a little bit of story would go a long way here, and you could do it with little effort. Be specific about what the packages are, tell us what the people are protesting, and make it ambiguous as to whether the player is doing the right thing (in a very "Papers Please" way)
Oct 4 04:05:43 4m 52s Critters ♥ 1 A very pretty game, and well executed! I haven't gotten far yet, in large part due to the fullscreen requirement. If I could have it on the side and running (with Run in Background enabled in Unity), or have it in a browser tab, I'd be much more likely to keep it going while I do other stuff.
Oct 4 09:38:36 5h 32m Defend The Reactor ♥ 1 Not a bad start, but not much decision making in the game itself. It'd be nice if I had different enemies I could deal with in different ways, or a resource I could spend that was more mid-term than my reactor's health. I also was confused about the health bar, was that my health bar or the reactor's? If it was mine, I didn't see a need to not take damage except avoiding stuns, and if it was the reactor's, it still exploded when the bar was fairly full. The end of the game is kinda a stat check, "did you avoid enough reactor damage early", since you're not going to be able to clear all the mobs. Kinda felt bad to lose at the end for mistakes I didn't know I was making at the start, y'know? But I think with this architecture you can probably make a pretty fun game with few changes.
Oct 4 09:47:51 9m 15s Unstable Dimension ♥ 1 A fun game, would make a good mobile game too! Some thoughts: - I'd love a bit wider viewbox - Dark level was maybe a little too extreme? - Screen shake was maybe a bit much? - Wasn't sure what to do with the white bar at the end Was really satisfying to play through, though. Loved the colour shifting and chromatic aberration, and the splats on rune death. Would love to see _harder_ enemies over _more_ enemies later, maybe ones that split or dodge? Still a really good base
Oct 4 10:04:53 17m 02s Apocalypse horse ♥ 1 I don't really understand how much control I have over the simulation. I crack open a stable, there's horses of 3 colors... and I'm meant to beat the other horses? But I didn't really understand what a good way to do that would be. Take my horses to fight some other ones, then eat some trees, then repeat? I'm still not sure.
Oct 4 10:09:28 4m 35s Sable Untangle ♥ 0 Really nice examples of teaching in these puzzles, I agree. Definitely want more content, but what's there is clever and looks neat.
Oct 4 10:16:04 6m 36s Penguin Panic ♥ 2 Cute game! Really thematic, and lots of decision making points. I'd have loved to have time to see the penguins get launched when the iceberg flips, before the finish screen. Main negative was that it felt like a test of my clicking speed, at some points. I really do love the QOL features, including the "why you failed" iconography at the end. One usability thing: The buttons moving with the iceberg makes them harder targets to click, and I don't know if that's the sort of difficulty you want in your game.
Oct 4 10:54:46 38m 42s Meltdown ♥ 2 A fun simulator, but after I had 4 tricked out reactors and $8k or so I didn't really know what to do. Sure, I could keep making more reactors, but the manual management each reactor requires (refueling, remove rod and add more neutrons if it's out) would have risen, and there was no reason to make more money? Having an objective or automatic management upgrades or both would be rad.
Oct 5 22:47:09 35h 52m Treasure and Ice ♥ 1 A cool concept, though busted if someone walks in a circle twice. Maybe making the cracking probabilistic could help account for that?
Oct 9 10:12:28 83h 25m Train Tilt ♥ 1 The physics of the thing are a little wonky, but it's pretty endearing overall. I'd have liked to see the challenge more up front, as it is it's pretty hard to lose for a decent few levels.
Oct 9 10:18:20 5m 52s LiTransport ♥ 1 Fun concept! Definitely agree about the difficulty. With this game, it's easier to turn if you drive slower, but if you drive slower it takes you longer to get to the part where you're currently stuck, which is kinda frustrating. The opposite would be interesting: make it easier to do (some) turning when faster, which'll make players drive fast but give them less time to react and make decisions.
Oct 12 02:48:48 64h 30m Meltdown ♥ 1 Absolutely beautiful game, probably my favourite this jam so far :V Wonderful art, enemies and player looked great, and the music morphing through the sections really made the sense of progression concrete. Probably the only changes I'd want to make would be to cap the fall speed, and maybe figure out a code way to make it easier to jump around a single block. I'd love to see more interaction with the enemies, but that's hard to do in 48 hours, so wouldn't hold that against you.