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cromo

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TimestampSince previousGamecromo's comment
Oct 5 00:59:22 Eudora ♥ 1 Very pretty and nice music and sound effects! I found the controls a bit clunky - having to hit up right after hitting down made it hard to be precise. I feel like the hecticness of this game should be from the weights getting placed on the ship, not from the controls. If I could offer one suggestion - make dropping down happen _as long_ as you hold down the down key. That makes it easier to be precise.
Oct 5 02:20:47 1h 21m Gravigator ♥ 2 It's quite pretty and challenging - I wish I could have been looking at the main screen most of the time instead of focusing on the dial at the bottom almost the entire time. If the jump gauge was overlaid on the main graphics with some special kind of particles or something I think I would enjoy myself more. Nice to see a fellow LÖVE game!
Oct 5 02:28:43 7m 56s Unstable Build in Cyber City ♥ 2 Beautiful art, great music. The gameplay was a little confusing at first - some kind of visual indicator that you don't have enough money when you click a new building would've been helpful. An alarm of buildings that are about to fall apart would be helpful too. Toward the end I had plenty of money and since buildings float in the air until they run down, I could stack whatever I had and reach the sky no problem.
Oct 5 03:12:00 43m 17s Operation Meteor Shower ♥ 2 Man, the sound effects had me laughing! If I were to tweak one thing, it would be to zoom out a little in the meteor view - I had no idea if I was anywhere near the planets most of the time, and by the time I saw them, they were gone! If I were to suggest another change - the controls felt kinda weird. Always starting off pointing into the sun cost me a couple meteors, and I constantly mixed up the controls for angling the meteors. That said, they all had some personality!
Oct 5 03:23:26 11m 26s Holdbreaker ♥ 2 The combat controls were pretty nice! I don't think I've ever played a sidescrolling, twin-stick ~~shooter~~ fighter. Being able to precisely place myself without having to turn around to face my enemy felt good. Platforms kept disappearing without seemingly anything happening to them. I think it would have been really cool to have the skeleton jump on to the platforms from time to time - that would give me a reason to do upward attacks. And throwing the ribs as a weapon? It took me a bit to realize what the animation was, but you got a chuckle out of me. Well done!
Oct 5 03:31:42 8m 16s Run Under Duress ♥ 2 Ah, everything contributed to a mood. The music, the art, the frantic mashing of the X button. If the jumps through one-wide tiles were a little more predictable, it would be perfect! As it is, an endless runner/dungeon exploration game is a fun combo - kudos to you for coming up with the concept!
Oct 5 03:50:12 18m 30s Gun Mantis Arrival ♥ 1 This was pretty fun overall - the guns don't have a lot of overlap with each other, so the variety is nice. I agree that the time before/between waves could have done with some kind of on screen counter so you could anticipate when they would start instead of hanging out and wondering if something broke. Mixing the 2D and 3D art was a good way to get some decent enemy variety in a short time. Nicely done!
Oct 5 04:50:34 1h 00m A Crowded Place ♥ 1 Hey, for a first game you got a lot done, _especially_ as a solo dev. Tilemaps, some game logic, collision detection, _and_ music? And you're absolutely right - a game jam usually isn't that great for making a game, _but_ it is great at making you get something far enough along to call it finished. Nice job on your first entry, and here's looking forward to the next jam!
Oct 5 04:57:31 6m 57s JennyBee ♥ 1 Nice little game! I was fumbling around a little bit at the beginning until I realized that I could squish them (even though I read the instructions!) I got into a good little groove and managed to save the hive by a couple of combs. The physics is pretty solid in this, so well done there. And hello from a fellow LÖVE-r! 👋
Oct 5 14:26:35 9h 29m Un Stabl ♥ 2 "Hello, friend!" That was a fun, silly game! In some of the later levels I resorted to mashing the action button to try to get through some areas. The music was light and fit the tone of the game. And the art gave me chuckle. Nicely done!
Oct 5 14:36:30 9m 55s A Spelling Error ♥ 1 That was a fun little demo. I could see this expanded such that you can create and cast all kinds of silly spells, which would be tons of fun. As it was, I enjoyed seeing what the spells wound up being. The VO was crisp and clear - I know it's not easy to do that, so well done!
Oct 5 15:13:45 37m 15s Meowsician Manager ♥ 0 The beginning of the story would've been an excellent place for a tutorial so you could get a feel for all the abilities before rebuilding your band. The art was very cute, and all the cat names got me laughing to myself. The special effects were pretty. I wish there was a little more info about the attacks available to the player so that you could be more strategic ahead of time. All in all, a little slow, but fun!
Oct 5 15:29:47 16m 02s Birdbird's Life Balancing Agency ♥ 2 A simple and fun game! The art is minimal and clean and represents the individuals well. The dialogue is fun and contextual. If there were one thing I could change, it would be that most of the time I want to put down the item I'm carrying, not swap it with the item in front of me. Some kind of indicator for how long the level is would be handy too. After all that chatting I'm convinced Birdbird's last name is Notabird 😆
Oct 5 23:01:06 7h 31m Wobbly Penguins ♥ 6 Wow those models are pretty. It's a shame you never get to see them up close 😉 . The music was great, and you had me intrigued. I couldn't focus on getting too many stars though!
Oct 5 23:22:24 21m 18s The World is Unstable ♥ 2 I found that the ground fell apart way too quickly to survive for a long time, and I noticed that my health barely went down from being hit by debris, so I took a different tactic - guarding a column of blocks with my body allowed me to stay alive a long time! Turning the game on its head like that was pretty fun.
Oct 5 23:34:20 11m 56s UnstaBall ♥ 2 Pretty fun. The audio isn't as bad as you make it out to be; it's nothing earth shattering but the ambience combined with the musical hits on contacting a block make for a nice ambience. If there were one thing I were to change, it would be to make the camera start in a stable location - on the later levels I was constantly restarting and the movement was making me cross-eyed. If the camera started in the position it tries to relax to at the beginning of each stage I think I wouldn't have that problem. Didn't have any performance problems on my downright ancient 660ti. It's kinda reminiscent of Electroplankton, which I really enjoyed too. Nicely done.
Oct 6 00:09:06 34m 46s LabEscape! ♥ 1 That was tough! For others that want to play this, the controls are WASD to move, right click and drag to control the camera, and left click and _hold_ to attack. After attacking a person or two you'll transform and can knock out soldiers in a single hit. You could help people try your game by putting these in the description! I feel you on the animation. It's still a little rough, but hey, animation is tough. Your pink blob is gorgeous though. I wish there was a little more direction given towards your objective; I was just wandering around and trying to stay alive until I stumbled across the exit. The main thing that would make this easier to play is if the game captured the mouse cursor and just moving the mouse aimed the camera. It's very impressive for a weekend of work, especially by a single person! (I also found a free-cam mode by pressing K.)
Oct 6 14:37:11 14h 28m Compo game "Flappy Crow"!! ♥ 1 I agree with the others that this ramped up in difficulty _incredibly_ fast. I encourage you write in the description somewhere (yes, I know it's in the video) that you can parry walls - from the little animation it looks like you can only parry bullets. Why would someone think to parry a wall? It's not attacking you. I think starting off with relatively easy patterns that match the rough movement of the player without needing to wobble back and forth and then slowly introducing the back and forth mechanic with enough space for errors while the player learns would've been a good intro to what you have here. Also many times on the very first checkpoint I would flap to start and immediately crash into the ceiling! You have to just barely feather the key to get out of there safely, which makes restarts more punishing than I think you might have intended. So I think the gameplay could be tweaked a little. But the graphics are quite pretty and very polished, and the music and sound effects are a pleasant addition and add to the game. Good job overall!
Oct 6 14:54:07 16m 56s Store Oasis ♥ 5 The premise is a little weird - if you're in a store, aren't you expected to be picking stuff up? It's not shoplifting until you actually _leave_ the store, right? Seems a little strange that robots would be bearing down on you for picking some toilet paper off the shelf. I do wish there was some kind of minimap or something so you'd have a better idea of when it's safe to grab something. At the very least, being able to _stop_ grabbing something and leave it there to make a break for it would make hearing the bots alerted to your actions be more of an "Oh crap, I gotta move!" instead of an "Oh crap, now I have to start over because I'm stuck in this pickup animation for another whole second and have no chance to get away..." The setting itself was pretty amusing, and I enjoy the 2038 reference. I just hope the stores aren't quite so hostile when we finally get to that year...
Oct 6 15:15:47 21m 40s Burning Down the House ♥ 2 Like the others have said, I think some feedback on when you hit the flames _and_ when you get hit would go a long way. I got hit once and I'm not sure at which point in the animation I actually got hit and never got a feel for it, which I think an audio cue could've solved. Other than that, it was fun! I could see this getting expanded to have multiple levels with different fire configurations and attack patterns. Nice job.
Oct 6 16:18:01 1h 02m From World 1, With Love ♥ 1 The art was very fun and whimsical, and the light music went with it very well. The backstory was fun too. The gameplay is a variation on a "ball fall" game, though it was fit in with the story pretty well. I stopped on the tower level because I couldn't figure out what to do after saving the princess. The gameplay is a lot of memorization and waiting with some tricky execution - I felt the desert level took a bit too much precision, and the controls are a little slippery, which made jumping on the rising notes pretty tough. I liked it! I wish the timings were a little more forgiving. An arrow pointing to offscreen people that need saving would be helpful too - I had no idea why it was resetting on the castle level for a while. The squishy shoe sound was also fun.
Oct 6 20:30:06 4h 12m Beam ♥ 1 I had a lot of fun with this! I got to the level with the angled boxes and had some trouble - I slowly raised it up, walked it over, and lowered the beam down on top of two boxes - and then I accidentally found out you can click and drag the goal! Then I went back and replayed the rest of the game to see if it worked on every level - and to my surprise, it does! Anywho, the graphics are beautiful, and the physics are too. That last stage is a big spike in difficulty. This clearly addresses the theme too. I would love to see more levels on a game like this. Well done!
Oct 6 20:46:15 16m 09s Temple Of Tozi ♥ 1 Very pretty! And the music lent a nice ambience to the game, even with such a short loop. The floating platforms seemed a bit buggy from time to time - you could jump through them from beneath, but sometimes I'd collide with the side of them, which was unexpected. You could also jump off the middle of the platforms sometimes. I feel like a sound effect of the stones colliding with walls (along with maybe a subtle screen shake) could really lend a feeling of weight to pushing blocks around, but man I just can't complain when the art is so nice...
Oct 6 21:06:57 20m 42s Un-stabled ♥ 4 It was fun but very floaty. I'm still not sure what the chickens do. I also managed to fly up from the bottom of the screen sometimes. The visuals were nice and I really felt like I was running off into the sunset. A little confusing, but fun overall!
Oct 6 21:22:28 15m 31s TetraTopple ♥ 1 This was pleasant and relaxing. The sound was good, the physics never felt unfair, and the checkpoints for solidifying the base tower was a good touch. I kinda wish I could move up and down within the current segment in case I can't see a good place to set the current block, and it could be a lot of fun to zoom out and see what you've managed to build! Do you compose music on the side? I'd like to listen to what you can write when you have more time! (And hi from another TypeScript coder!)
Oct 6 22:02:54 40m 26s Dream Dog Dilemma ♥ 1 Had fun with this! The music changing per layer and being able to see parts of the other layers was a really neat effect. I really enjoyed the stories of all the other people trapped in the dream, though it's a bit concerning that the scientist keeps trapping people. Someone ought to look into that. Very puzzle-y and not too challenging.
Oct 6 22:21:39 18m 45s Insecurobot ♥ 1 That was fun. The camera shake felt like a little much to me, but I won't complain about making things juicy. The graphics were nice, but it was a little disorienting in the beginning because I wasn't expecting parallax on the floor I was standing on. The runaway thermals as you reach 100C can make it hard to notice when you're getting too close - some kind of indicator on the player character - like tinting them red or something - would really help prevent accidental deaths. A fun little action game, but I could see it getting expanded into something of a puzzle game too, where you have to manage your heat while fighting off enemies to stay cool. Good job!
Oct 6 22:40:35 18m 56s (DE)BUGGER ♥ 1 That was a fun little game. The activation of enemies kinda gave it a puzzle-y feel without explicitly being a puzzle. The music was simple but not annoying. The controls felt pretty good. One of the programs shot me through a wall though a wall though - not sure that was intended. It made me want more levels!
Oct 6 22:51:10 10m 35s High-Rise Havoc ♥ 1 A straightforward little platformer. The music was bumping and intense, and I liked how Bob bobs (see what I did there?) to the music. Exploding when touching the spikes for the first time caught me a little off guard and made me laugh. Fun, with difficulty escalating well as you progress. Nicely done!
Oct 6 23:32:33 41m 23s ENTROPY ♥ 3 Beautiful visuals and audio. The controls were a little sluggish for me, and I kept on wanting to look farther "up" from my perspective but being unable to because of the kind of camera used. If I could change one thing, it would be that - making the camera easier to control while looking up. That said, it was a lot of fun, and I was tense the whole time trying to find my next target!
Oct 6 23:54:00 21m 27s The Nuclear Nightmare ♥ 1 I'll echo a lot of people here - this was a fun game! It felt like the flash games of yore, where you'd sit in the computer lab with your friends all trying to one-up each other. The graphics and the music were all good, though the shaking with the blur was a bit much sometimes. It's a great game by itself, but I could also see this turning into a bit of a precision platformer with some well designed levels, so the idea is versatile. Thanks for the fun!
Oct 7 00:07:11 13m 11s A Curious Case Of Lines ♥ 1 It seemed pretty simple at first, and then you turned my world upside down by walking in a circle. (That's a sentence I never thought I'd write!) It was very simple and very clever. I liked the music too - the way the bassline plodded along felt right for a game where you can't even jump. Good show!
Oct 8 16:31:05 40h 23m Hun's table ♥ 3 That was fun! I noticed that huns can prevent you from interacting with stuff, which can be annoying if they decide to congregate around the barrels. I guess the vomit and the bathrooms weren't that important because I made it all the way through the game the first time without even noticing the bathrooms. You nailed the feeling of a frantic bartender trying to pick mugs off the floor so they don't destroy your establishment! I wish there was some animation for flipping the table - I waited for it and it transitions to another screen with no payoff 😝 But I know time is tight during LD.
Oct 8 16:37:29 6m 24s Loose Dirt ♥ 1 A fun little sandbox (ha). I found the water really liked climbing up sand that's being dropped into it and it wouldn't really level out like IRL water would. Still, the graphics were nicer than "every material is a single color", which is a nice touch. There's also a way to make floating rock - draw it from the edges and then erase part of the path! I've been "meaning to" try out Bevy for a while myself...
Oct 9 01:34:06 8h 56m Jump Goat ♥ 0 I also ran into the problem of a platform being a little too high to get to, and then left stranded on a rock in the middle of the wall. I agree that adding some width would add some depth to the game, and the addition of a little animation before the platform actually breaks would be nice, and would let you have platforms that break immediately and some that last a second or two before falling. It was fun though!
Oct 9 01:41:12 7m 06s Catamaran Cats ♥ 1 Man, I wish I had someone to play this with. I wanted to see the boat tip over! I also tried to get onto the big island, but I couldn't get off the boat. Oh well. It's _very_ pretty, and it seems like it would be fun to sail around with friends.
Oct 9 01:53:41 12m 29s The Balancing of Hill House ♥ 1 A fun concept that I would like to see expanded. I managed to softlock myself a few times by pushing furniture into unrecoverable positions a few times. Actually tipping the house on its side was pretty hard, and the movers seem happy to continue pulling furniture out the door once that happens. A quick undo (as long as the game isn't over) would go a long way. But I could imagine the house on the right creaking as it leans on the side of the hill, and some visual indicator that the movers are coming back to pick up another piece of furniture would be awesome. I could maybe even see furniture sliding along the ground the more the room is tilted, and maybe little catches on the floor to prevent stuff sliding too much to one side. In short, this is a nice little game you have that has a lot of potential! Thanks for sharing it with everyone.
Oct 9 02:08:16 14m 35s Monocykl ♥ 1 It took a little getting used to (look at the little side and back/front views for balance, _don't_ try to guess it from looking at the main screen), but I was able to get all the way up to 250 by controlling the side-to-side movement with one hand and using the other to keep me from falling on my face while doing a mean lean (probably 15-25 degrees from horizontal) to get good speed. I also thought of unicycles when I saw the theme was "unstable" - and I'm glad you brought that to the community!
Oct 9 02:27:03 18m 47s The Alignment Problem ♥ 1 Oooooh man, that was spooky! Not a big fan of "everything looks the same" labyrinth, but you got me to play a few levels. The sounds and the fog really provided a sense of dread - very good job there!
Oct 9 02:34:28 7m 25s Rocket C h a o s ♥ 2 I wound up aiming like a turret, not moving at all and just setting myself up near the edge of the screen and spraying the whole screen with bullets in anticipation that stuff would run into them. (Bullets fire about as fast as you can press the spacebar, and the asteroid hit boxes are a bit larger than their images imply.) The music was awesome and very spacey! The noise and chromatic aberration looked really good too, and for some reason I _really_ liked the black hole animation. I had fun!
Oct 9 02:40:20 5m 52s KungFun BaLance ♥ 2 Ahh... the slow winds tumble down the side of the mountains across the plains at the base, where a monk trains in the way of the Tao. It is centered. It is forward. It is backward. Such is the way of the Tao. Really, the graphics and the music are both great mood setters. It is a bit tricky to make long transitions - some kind of indicator that change is coming before it happens would help a lot. I also think that making the balance indicator bigger or brighter would help a lot - I lost over half my life on the first try just because I couldn't see what the arrow keys were doing until it wandered out of the way outta town bit on the left. But I enjoyed it a lot!