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IamAcoconut

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TimestampSince previousGameIamAcoconut's comment
Oct 7 00:42:22 10 minutes to instability ♥ 1 This is the first time I played a bomb defusal game and it was quite the experience! There are a few bugs with lights flickering, audio stopping, footsteps continuing in the background. (chrome 94.0.4606.71 - mouse doesn't work at all in FF). If there was just a little more feedback for how/your success rate works when getting an email (it seems to be random? based on time?) This experience would be rock solid. I was stumbling around a bit at first but I think that's part of the experience. Perhaps putting a glow on the refresh or pulse to make it more attractive? After that the game was smooth sailing.
Oct 9 00:14:48 47h 32m Up! A physics based climbing adventure. ♥ 1 There was a surprising amount of depth here. Overall I had a good time so GJ. I liked the timed interactions of jumping from one object to another object while it's falling or as it's bouncing off a cloud. Sound/music could go a long way to give the objects personality as they impact or are spawned. I felt a little aimless other than climbing so some goals like a puzzle game might good. More constraints might make the game more rewarding. Time pressure for droppping the pieces might work like tetris (or it might be frustrating). Maybe limiting the number of pieces? Perhaps building first as a mode and then moving after you place your structure?
Oct 9 00:38:40 23m 52s QWOPcrate ♥ 0 I started to make some progress (maybe 3rd or fourth crate on the right) but the random? bfxr sound plays and bumps up the difficulty too much. Perhaps if I played another 30 min I could do it. Maybe starting you down a slope or removing the random? unstable upper body at first could ease new players into it. Making levels and having the crates slide less on the first levels would also be a way to ramp up the difficulty even if their properties stay the same. Alternatively make the pyramid smaller at first 1,3,5 etc Comparing it to the real qwop, it's missing a sense of progression since you have to manually track your distance. Since it's not a direct clone the movement does feel unique so good job there.
Oct 9 01:13:33 34m 53s A 6h rush to produce anything ♥ 2 Interesting gameplay that kept me around for a while even without any mood/audio or reward juiciness to reinforce anything positive. It sort of reminds me of the ffix card game. I kept trying this for a while even reading the strats posted here (strong defender, healers on bottom left and right) but sometimes the game freezes. I think I had it once. I liked experimenting with stacking cards. I think it's fine if you do any bugfixes to make the gameplay you already have stable. That's allowed in the rules. Typically they recommend putting a change/bugfix log so it's transparent.
Oct 9 01:30:15 16m 42s The Juggler ♥ 1 The time pressure instead of failure like a typical brick breaker was a refreshing change of pace. The artwork was consistent throughout so gj there. Audio/sfx would help the mood (happy feels during collection) and spike the tension near the end of the countdown. This could also be reinforced visually.
Oct 10 00:37:02 23h 06m A puzzle with a cube and lazers ♥ 0 I like the level transitions and movement animation. However, the movement itself wasn't fun to execute as is because of the delay/input rejection and you do that the majority of the time. The wow moment/surprise of turning off the lights was excellent. I wish the movement could go a bit faster, but I suppose this way does prevent some accidental deaths and causes a slowdown in pacing. Memorizing (well I wrote it down) wasn't too bad but I wish the design didn't rely on this nearly every level (maybe just a couple). The lasers and how they get blocked were neat - if the movement was more dynamic it could work as an action and puzzle game. It might be fun to put a set of lasers in a row with slightly offset timing ala thowmps etc. Love the polished look of everything.
Oct 10 00:48:06 11m 04s Equilibrium ♥ 1 Great scope on the game. I loved the success artwork/fx. Without the music setting the mood and the rewarding feeling you get I would have quit a lot sooner. I wanted to play more with how the board interacts with the ball but the playspace is really small. I'm not sure how you might handle that since you clearly wanted to keep everything on camera. As for level design - maybe have the initial starting spot motionless and you are the cause of the balls motion, at least for the starting levels? I got confused on the progression since every level is similar ? I thought I was going down one level but restarts. Minor nitpick - the buttons stood out as pixelated in an otherwise great art style Nice one, one of my favorites so far.
Oct 12 22:17:25 69h 29m Cave Supply ♥ 1 Music or sfx when the bars are low would add additional tension that is missing from the loss state. As other people said the difficulty should ramp up more. The triple jump left through the gold feels great but the timing for going back feels strange, but can be mastered by waiting for the next door to close. Overall platform movement feels great. I think it's missing the forgiveness of allowing a jump for a frame/time while in air after moving off of a platform (jumping slightly late). Moving left wasn't obvious to me because of the background pillar. A cheap way to fix that is with signs e.g. mario, or a glowing light, or doors e.g. metriod. I think you have the ability to make the buildings match the quality of the player. The particles are great. The camera choice of fixed rooms was perfect and I didn't notice any janky camera follow (because there was none :)
Oct 14 00:21:20 26h 03m Circle 7 ♥ 1 This game has huge mood with the audio and is the first I've played to have some stereo effect. The only thing it's missing is some relief from the tension (gameplay and music). I would have liked to experiment more with the reflect ability since it's neat, maybe through different enemy fire patterns? I couldn't detect any feedback for when you can't block anymore. The heavy attack is super satisfying even if it's a little clunky with the wind up. The enemies have great telegraphs with the sound and audio for their attacks. I tried to do some sword based type combat in a game jam before and totally failed so congrats on making something interesting to play with and moody. Good job on making the difficulty pretty forgiving. It's fairly easy to over tune during a jam (or.. any time)
Oct 14 00:42:22 21m 02s B.A. in Animal Psychology ♥ 1 Impressive amount of work and fairly polished overall. I only caught some uv stretching for the art but I still gave you 5 stars because darn that's a lot of good art :) Minimap (good job making it) was confusing to me on the first level but I got it on the 2nd. Perhaps a more obvious indicator for the player or a shape that points in the direction they are facing? I would have to reference other games but yeah. I love the artstyle of the 2nd level with the vast space carved out. I'm surprised you managed to do so much in a short time - but it does have some decent pacing in level design aesthetic. If the first level was just a bit shorter I think you're golden. The pacing/downtime with the conversations was interesting and I don't think I've ever been quizzed before after collecting stuff in an adventure game so... gj.
Oct 14 01:02:49 20m 27s Displaced ♥ 1 Hmm strange I also had the same issue as Samuel but I was sometimes able to create a house as you mentioned. Sadly the creation is too late after the other house flies off and a person is gone. Maybe the first level could have a longer boat or edges on the boat or something to increase the gameplay length if you do nothing? The play time is pretty short when you are just trying to figure stuff out. The waves could start a lot weaker and progress stronger too I guess. Or give you more wood? Possibly create a greyed out house at the too that fills up when you can spawn a boat? Players might only click on one spot though. I like the idea of the mechanics but they don't seem to be working as intended or I can't figure it out. I was even spawn camping wood (a first for me in gaming so gj there lol) by spamming left click near the edge of the screen. The music does create a mood but I also had to mute it.
Oct 14 01:25:57 23m 08s Ribbit Rapids ♥ 0 Enjoyable little game. The lilly pad control is dialed in even if the visual representation is jerky. I got some infinite runner vibes and uttered god of war camera on stream so there is that. I would love to see this arted up and with polished music/sfx for bumping into stuff or little frogs hopping on. I would totally play again :) Super fun and funny to go flying. I would personally might have more fun as a distance game where you yeet the lilly pad and if a frog falls off then it does the slide/vigneette and shows you the distance (the pacing there is pretty much perfect for that other than the distance popping up after). Intensifying the motion during the air or when picking up speed is a polish option too (air lines/trail/camera work), but obviously you ran out of time to art it up. Positional audio at the start is great. The design of letting the frogs be able to hop back on after they got knocked off is perfection. It's not over till it's over! Nice one.
Oct 16 00:09:06 46h 43m Re:Kotel ♥ 0 Music is great and I liked the visual excitement and colors that matched the mood. I wish the same attention was placed in the sfx. I get that the pilot is supposed to be unstable but it's not too fun to control. It kinda suffers from the same issue as https://ldjam.com/events/ludum-dare/49/b-a-in-animal-psychology this one, except the 2nd level in that one is fun to control.
Oct 16 00:20:57 11m 51s Babel ♥ 1 I like the art style and constraint. Some goal or constraints like time pressure could make the game more enjoyable for me. Exploring the mechanics doesn't last too long with the most interesting thing being careful while holding space as they land. Building faster using space to drop without this like tetris might be fun, but it's hard to say.
Oct 16 00:35:49 14m 52s Just a steelyard ♥ 1 Overall pretty chill with great mood and art style. Missing some goals/win/failure conditions or some sense of progress as you know or intended. I like the feedback/bounce/sfx on the objective complete. It might be cool to have some anticipation wiggle or vfx/sfx for that too.
Oct 16 00:58:44 22m 55s Earthquake City Builder ♥ 0 Amazing job! I can't believe you did all of this in such a short time. The scope is huge and it's so polished. I liked the management of resources and seemingly interesting choices. The research does have a big impact on your understanding of the game and mechanics and changes the way you play which is really cool. As you know it's a little bit on the easy side. It might give a sense of completion if there was a win condition like filling 90% of the land or a population target.
Oct 16 01:13:57 15m 13s Break Through ♥ 1 I like the contrast and art style although the obstacles and interactbles like the switches were hard to differentiate at first. The difficulty gets pretty insane although it does have the one more try effect. I liked figuring out that there is indeed a pattern to the movement itself so cool use of the theme. If it was actually random then the game would be near impossible.
Oct 16 01:31:47 17m 50s Harmono ♥ 1 Very interesting and innovative twist on a rhythm style game. The feedback is much less precise and rewarding than a ddr/hit the note on time, but this game has it's own mood and feel that is executed well. I love the music and flow of the menus and overall pacing.
Oct 16 01:41:36 9m 49s Eldritch Horse ♥ 3 Great job. loved the writing, music, and art - especially when the mutation gets high. The character gets a little too far to the right of the camera when going fast (which is the most fun).
Oct 16 01:55:06 13m 30s Mad Marbles ♥ 0 Calming moody music. I like the scrolling background and art style. My favorite feeling is when the camera pulls out when you add another shape. I think the feedback for the scoring should be instantaneous instead of at the end of the round timer so you can try to figure it out. I also read the description but my predictions are sometimes wrong. THe pacing is very slow at first and then very quickly ramps up. It's okay for the first time but subsequent tries are a little boring.
Oct 17 00:09:34 22h 14m Unstable orbit ♥ 0 I liked the art style and contrast with the pickups and character having the only color. Maybe some kind of feedback on when the repair is about to disappear or doing something when your health is low to increase the tension. Sfx/particles could be cool when you pickup or collide. It feels weird to continuously take damage when you're overlapping the asteroids but I got used to it. Looks like you know and just didn't have enough time. Maybe objects could spawn from the star to represent more intense bursts of radiation and support your theme.
Oct 17 01:20:29 1h 10m Steady Grounds ♥ 1 All the stuff I said on stream
Oct 21 00:27:18 95h 06m A Solar Disorder ♥ 1 Here is your highlight with lots of thoughts while playing and rating - enjoy :D https://www.twitch.tv/videos/1182474267
Oct 21 00:44:08 16m 50s reactor reaction ♥ 0 If you are wondering how to play here is my take: The two bars depleting in the middle are resources (water left, uranium right) that you cannot have too little or too much of. To increase the left/water bar push e while over the tank in the top left (blue bar above it) of the screen then push e again while you are over the reactor in the middle. Do the same with the right bar but push e while over the green sprite on the top right. I liked balancing the resources although it gets repetitive quickly. As you know it needs more feedback for interaction and pickup. When you get to a critical state it could create mood to have some lighting/sfx/ etc or even a blinking sprite for the reactor. Overall good use of the theme and not bad game design to start with although the pacing is a little too much the same. Maybe the reactor becomes stable for a period of time and then something else happens. Or maybe you might need one resource more than another for some reason so you don't take the same pattern over and over.
Oct 21 01:04:50 20m 42s That stable looks pretty unstable ♥ 1 I love the art and theme. I wrote some more but lost it. I played your game live here is the vod https://www.twitch.tv/videos/1182489154 :)
Oct 21 01:19:26 14m 36s Grim Tripper ♥ 1 Great work on the art. I love the mood with the music, fog, color choices, and the collection of souls that you start to amass. I think you mostly know the faults. I played/rated live and clipped a highlight for you here with more thoughts: https://www.twitch.tv/videos/1182503536
Oct 21 01:36:26 17m 00s Lucky's Table ♥ 1 Wow great job. It's so polished! The shaking of the machine is on theme and feels great. I love being able to rescue the ball from impending death even if I could only do it once. The only work to be done could be on The atmosphere is amazing, especially loving the shadows. Watch a highlight of me playing and commenting/rating here: https://www.twitch.tv/videos/1182521464
Oct 21 02:40:46 1h 04m How (Not) To Defuse Bombs ♥ 0 Nice job in teaching the player and giving information on the results of the 2nd level. I liked the speed up of the countdown when you are ready. As you know and others have stated - there needs to be more levels (I suffered from the same issue in my game :) I like the aesthetics overall with pixel consistency, color choices and the serial number. I like the stressed color keywords in text too. Good job in creating a world. It's just missing some sfx/vfx for interaction as you also know. Success, failure, changing panels, rotating, and starting the timer are places to start for sfx The music itself could having some change in tension. IMO, the least work and to start would probably be fading it out when you hit the speed up (ideally play some decrement time sound fx) and fade it in again on the next level. Funny writing too.
Oct 21 02:59:26 18m 40s Destabilize a Reactor ♥ 1 The mood and world you created is great and unusual for a jam game. The sfx like typing and narration from the countdown helps draw you in as well as the animations on the computers/reactor. The positional audio on the reactor is nice too. If there was some kind of energetic feeling during lose/win conditions it would really push it over the top. A positional, toggleable audio source for music like a radio would probably hit the spot too. I wish which it was more obvious which things are giving you the best income. To win I ended up just spamming the same object. Maybe cooldowns on them or/and a rng tasklist for replayability? I did like losing a few times before figuring it out so good job on that. I like that the reactor slowly heals so there is some strategy in spending your coins all at the end for the best results.
Oct 21 03:14:20 14m 54s Un Stable - Escape To Greener Pasture ♥ 1 I like the mood with the music,sfx and the gameplay has surprising depth. Mechanically the leash/stop ranges on the enemies are great. Their roping mechanic feels right and managing your stamina resource feels like it's your fault if you run out. The stealth mechanics and interplay between simply walking and avoiding other horses is great. I didn't expect that much depth at first but it does give you interesting choices with your speed. Walking is pretty dominate though since you can touch them as a nice animal. Cool system. I also like the menu with the full speed getting extra attention graphically/sfx. Having another npc charge a cowboy to teach you about that trample mechanic might be good or maybe a section that forces you/them into one? I might have not figured it out if it didn't happen on accident. The font choices/ui and menu art consistency needs some work. I think the gallop settings could be the example/template for the rest of it since you polished that off so nicely. I guess you just ran out of time there. Anyhow fun one. Good job :D
Oct 21 07:03:29 3h 49m Oopsie Potion ♥ 1 Very cute, excellent art. The game loop is finished nicely and it's fun to collect stuff for a couple plays. Great audio design. It feels nice to exit. The difficulty of collecting existing items changes a lot through multiple plays (I guess this is good?) although I realized late that you don't need everything to exit. As others said I think the slime should have a shadow of where it will land - however I didn't get caught so maybe it's ok just showing it late? I would put more interesting spawn patterns/obstacles/more levels over the shadows though :) Time is always tricky though so I feel you there. The jump is more fun than in new world :D, weee. I like the small touches like proximity exit sign and darkening the room from the menus.
Oct 21 07:27:39 24m 10s Zandaka ♥ 1 Interesting fun lighting. It's fun to shoot stuff and see the shadows. The colors of each altar are a little hard to determine and the oni also make it harder but you can just destroy them :D. Balancing resources doesn't seem to be inherently fun by itself (I've seen a few that try that so far), but it's hard to say exactly why. Perhaps the act of powering them up should be fun like shooting is? However since you are in control of the waves you seem to be able to just spawn a few waves and deposit the mana in the center to win and avoid the balance game. I would love to see this how you intended/finished !
Oct 21 08:03:00 35m 21s Bobby McStevie's Unstable Adventure ♥ 1 Cool idea. The gameover sound is nice, as is the title - all the music is a little short for looping tracks and doesn't loop quite seamlessly (to avoid popping like the win screen you can fade out/in with audacity). In addition to feedback for when the swap is happening and speeding it up greatly - I would like to see specific obstacles fit for the abilities you get instead of a range. This would make it so that you can seek out and take that path instead of waiting for the right thing as the game progresses. The ground changing as well of the character helps with the unstable theme but if moving at the wrong time then you can feel cheated. As a quick fix perhaps more static black paths you can rest on as refuge would solve that. Combine that with a visual timer for when the swapping happens and control/cause of death is in the players hands. I installed mmf2 to play with with it and speeding it up does help - about 15 sec seems fine. Because of the wait time, I think your score won't reflect the chaos/unstability that you have achieved in this project so don't be discouraged.
Oct 21 08:17:50 14m 50s Wobbly City At Sea ♥ 1 Nice music and mood. I liked to progress and experiment with building placement so good job there. The next piece is a little too slow. Placing/dragging of buildings is pretty clear. drag me!
Oct 21 08:38:07 20m 17s Elemental Storm ♥ 0 I love the swirling particles and I don't think I ever jailed elements before..lol. I made a vod with some feedback and showing my rating over here: https://www.twitch.tv/videos/1182721487 (Audio wasn't recorded properly because of twitch soundtrack, but I heard it during play)
Oct 21 08:56:23 18m 16s Clad In Plaid ♥ 1 I gave a bunch of feedback for this while I was playing. Really polished job. Still one of the best so far. https://www.twitch.tv/videos/1182727061 I could hear music but twitch has it silenced.
Oct 21 09:06:01 9m 38s Sable Untangle ♥ 0 I love artwork and the sables :D I gave a bunch of feedback and you can watch me play/rate in a vod here: https://www.twitch.tv/videos/1182731242
Oct 22 18:24:15 33h 18m Burning Ravager ♥ 1 The scope and polish of this game is incredible. Well deserved rank. I think it took me about an hour to complete which is about 3 times as long as the longest playthrough of any other game I played so far. The art is superb and you even nailed a variety of environments with little animated bits in the env here and there. Great enemies... Music on point too - what are you using to make that? How do you even do all of this in time?! I only have minor nitpicks like falling when I think there is ground, slow screen transitions (this one is probably to taste, not sure what the timing is on this compared to the usual), getting damaged/looping transitions right after a transition, and the lava area probably needing to get more obviously gated. It looks like you mentioned you would add saving if you were to expand so that could solve it too. For me it's also missing some sort of emotional feeling as you are making progress. I think other games typically inject bits of humor periodically to lift up the mood (silly character conversations would do it), but good lord how can I ask you do have done any more. Also, not every game needs humor so there must be other solutions. Big moments to shake up the pacing - bosses or other moments? Idk.