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DDRKirbyISQ

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TimestampSince previousGameDDRKirbyISQ's comment
Oct 6 22:19:05 Lacalaca Ripstaurant ♥ 3 Nice. The controls and movement felt very clumsy, but I feel like that sort of added to the fun of trying to bumble around and serve the right dishes. I think one thing that I found distracting was the visual post-processing or camera style / lighting? It made it hard to read the different dishes visually sometimes. Everything just seemed kind of murky, if that makes sense. Fun anyways though!
Oct 6 22:28:40 9m 35s Weasel Words ♥ 1 I have no idea how to rate this, haha. On the one hand, the graphics are kind of jank and the blurry effect is weird. On the other hand, that style sort of works and evokes the right PS1/typing of the dead-era feel. Typing games always tend to really miss the mark on difficulty because typing speeds vary so often (110-120WPM here), so there was no real challenge, but on the other hand, it was still satisfying. The robotic text-to-speech sounds and computerized SFX didn't really fit the setting, but on the other hand made it ten times more enjoyable to actually complete each typing challenge. So....good job??
Oct 6 22:36:44 8m 04s Pub Tumble ♥ 2 Hold on, gotta hurl.... First-person platforming is always kinda....clunky. I found myself really wishing for a third-person camera to judge things better. But then again, I guess that sort of adds to the drunken challenge.
Oct 6 22:51:41 14m 57s GUNSTABLE MAYHEM ♥ 1 This feels like it has a very old-school design aesthetic, from a day and age where developers kind of just implemented whatever "kool" mechanics they thought of without being quite as concerned with a narrow cohesive vision. Not a good or a bad thing, just a vibe! That last boss sure was tanky, I honestly thought it was invincible at first. All the other ones were basically balloons full of blood, maybe that's why they took many less shots to kill xD
Oct 6 23:04:14 12m 33s Super Misfire or: One Gun To Shoot Them All ♥ 1 Great job! The game is fast-paced and feels fun and fresh. Not much to say that hasn't already been said. Besides the rare level-generation bugs, I think my main piece of feedback is that having the next shot indicator on the top-right corner of the screen is a bit awkward since that's really far away from where all the action is. Feels like it might have been better to just place that indicator above the player or something; it would maybe let you keep your attention focused on where the action is (?)
Oct 6 23:14:43 10m 29s Run Under Duress ♥ 2 Wasn't expecting to finish this! That last level was pretty brutal, haha. Feels like this would actually be pretty interesting with some slight tuning (probably just slowing things down a bit), but I understand if that perhaps isn't in the cards.
Oct 6 23:18:14 3m 31s Dishcrasher ♥ 2 Kind of one-note, and it feels like there wasn't actually that much in terms of gameplay, but it was still amusing ;P One other note, please consider those of us plebians who are still using 1440x900 or 1280x1024 desktop resolutions. Your game needed to be zoomed out to 50% size in order to fit on my screen!
Oct 6 23:32:58 14m 44s In Balance ♥ 3 Try to make a smaller game next time ;) Surprisingly, I managed to defeat all of the enemies after some trial and error and figuring out exactly what was going on in the combat system. I got a black screen after that; I'm assuming that was just the end of the content that you included.
Oct 6 23:38:18 5m 20s Psychogoat Collapse ♥ 1 Interesting idea, though there didn't really seem to actually be that much strategy involved. The tilesets looked great.
Oct 6 23:49:00 10m 42s Baserackcanball ♥ 1 1850 points, woo! This is a very strange sport. Some of the people complaining about the controls are apparently trying to use one hand to both move and hit, which is...bizarre. Having grown up playing 2p coop games on a single keyboard, I didn't see any problem with the control scheme at all, though I think the "B / R" letters on the rings were probably kind of confusing. Having the "F / G" key icons be on the lower left of the screen is probably a bit awkward for some players since it forces you to divert your attention from the ball -- it's not a place that people naturally look? I found it to be just fine, but something you may want to consider. Other than that, this is strangely fun. Maybe you should explain the rules of the game a bit more, though? Like it's really not obvious what the "crits", "rings", and "runs" are. Perhaps just a short blurb in your game description?
Oct 6 23:52:47 3m 47s The Headless Horseman ♥ 1 Pretty simple, but the colors are nice and those pumpkins look really great! Also, that smearing on the player's sword!
Oct 7 02:45:21 2h 52m Unstable Marbles ♥ 1 Simple, but really fun! Difficult but intuitive! The sounds were great, wish it had a little boppy soundtrack to go along with it, haha.
Oct 7 02:54:00 8m 39s Warp Core Engineer ♥ 2 Probably just like how it would actually feel like to be a warp core engineer -- seems really overwhelming at first, then over time you get used to it! Wish there was a little more to it or that there was an actual failure state, but what's here is promising!
Oct 7 11:16:22 8h 22m Clammy and the Seven Seas ♥ 0 Ducky~ Okay okay volcano I GET IT you're going to explode, you don't have to remind me every minute... This was short but cute. Some quality of life adjustments might be nice (mainly just having to sit through the volcano rumbling so often), but other than that it was enjoyable despite being simple! Kind of like a lite version of Minit.
Oct 7 22:17:48 11h 01m Isle Of Pizza ♥ 1 What a strange game. I'm not sure the texture and lighting of the world fits my personal taste, but all of the pizza-themed models and architecture are fantastic -- just look at those totally unnecessary red onion clusters in the sky! The game settings were all set to max by default which made my computer choke until I turned them down, and the motion blur was maxed out which made =me= feel like hurling until I turned it off, but things were okay after that. The platforming was really annoying until I realized that you can't climb while holding something in your hands (d'uh) and let go of the watermelon until I needed it later. ...what kind of monster puts watermelon on their pizza??? The second watermelon was a bit tucked away so I'm glad I managed to pick it out. I had a brief moment of "oh hell no" when the second door decided to close as I approached it but breathed a sigh of relief once it opened again. I did get stuck on the ingredient-collecting section though. Anyways, a last note, please consider us dinosaurs who are still running 4:3 or 5:4 aspect resolutions when you make your UI so that elements aren't cut off from the edges of the screen :) Untitled.png
Oct 7 22:27:47 9m 59s Un-Ren-Table ♥ 0 Pretty funny, haha. I wish there was a bit more balance between control vs chaos, but....at the same time, there is also a different sort of enjoyment in watching all of your hard work inevitably go up in flames due to some meddling mage out of your control.
Oct 7 22:36:49 9m 02s UTNU (Unstable Table Named Uns ) ♥ 2 Cute! This had way more replay value than I anticipated at first. After one or two tries I figured it would just be random button mashing and praying that the physics would work out, but after a few more runs, I started to sort of get the hang of exactly how I should be mashing the buttons... Anyways, here's my best: Untitled2.png
Oct 7 22:46:56 10m 07s Silly Skateboarding ♥ 1 Ah, if only crashing into walls was this harmless in real life... The random goal-point mechanic works well, though I really hated getting down to the bottom (only one path to take...) and then having to go all the way to the top again. It's interesting that the control gets more difficult as you approach the time limit. I like the tension that provides, since the frantic pace increases as the player's tension/anxiety also increases to match. The simple music pitching up also does wonders with that. The only downside is that for a player who is relatively skilled, they'll spend a lot of time at unstable level 0 or 1 for the majority of the game before things accelerate, which could feel a bit boring. Still fun though! How did you make / find the sfx for jumping and landing? They work really well!
Oct 7 23:17:58 31m 02s Atomic Rock Paper Scissors ♥ 3 This has got to be the most suspenseful rock-paper-scissors music ever made haha. Pretty fun! Feels like it might be fun with some little extra oomph to add that addictive gambling-like element of crazy chains (either by luck or by skill) a la bejeweled. As is the gameplay is more slow-paced and strategic, which definitely works, but maybe I'm just too lazy to bother thinking out every one of my moves as much as I should ;P Sometimes simpletons just want big stuff go boom, you know what I mean? Still, there's nothing wrong with what you have, it makes sense and I can see it being a pretty good time-killer. I almost wish I had an option for a smaller board so that I could progress to the end-game faster.
Oct 8 02:59:01 3h 41m I. Want. Cheese. ♥ 1 Haha, this was funny. Great timing on the final cut to credits too. The character sprites are pretty simple in concept but the animation works really well. My one complaint: The sounds for the doors opening/closing seem to have some high frequency hissing and/or pops that are really unpleasant to listen to. It's probably not audible on laptop speakers or whatever, but on headphones or monitor speakers it got a bit abrasive so I muted the volume for most of the game as a result. Hopefully that's easy to fix! The rest of the sounds were pretty enjoyable so I was a bit disappointed that I didn't get to hear them most of the time =(
Oct 8 03:40:33 41m 32s Radish Kid Ascension ♥ 1 I made it! I thought it was gonna be impossible at first, but it's actually a lot easier once you get a feel for the strategy, which felt nice! Dealing with the piece RNG was also sort of interesting, I liked having to adapt to the different situations. I was also pretty impressed with the workability of the character's auto-movement logic (though I imagine it's probably held together by threads and tape internally) For accessibility's sake I'd recommend trying to implement some alternative controls -- I'm just imagining people trying to play this on a macbook or something with no external mouse (so no middle mouse button and no easy scroll wheel for rotation). Is there a reason that the pan camera shortcut couldn't just be mapped to right-click instead of middle click? I actually ended up using the arrow keys / WASD instead to move the view around because middle-clicking caused the entire itch page to scroll as well (unless I entered fullscreen mode).
Oct 8 06:37:05 2h 56m Trenchrunner ♥ 4 An epic ending -- I vanquished the source of the gas, but my last shot left the bomb too unstable for me to survive... Pretty nice game with a good, clean art style. The lighting was a little TOO dark for my personal taste, I think I like the mood of the darkness, but I wish that the bright areas were a little more visible, simply because it felt like the good clean art was mostly being obscured instead of appreciated properly. I do think that the two different enemy types would have benefited from being different colors rather than distinguished solely through their faces/heads, I think that would make them easier to read. Right now their silhouette is almost exactly the same, so they read very similarly to each other visually and I don't think the added concentration needed to distinguish them really adds to the gameplay. But that's more of a quality-of-life improvement than anything. I think the boss attack could probably also have used some better visuals, but honestly it's more impressive that you even had a functioning boss fight to begin with, so good job! The level design maybe isn't perfect with regards to creating a ton of exciting moments (it's good enough) but I really appreciated the approach to splitting up the main path into two branches with differing obstacles to give the layout some basic nonlinearity and allow for player agency.
Oct 8 06:48:30 11m 25s Critters ♥ 0 Hmm, the paddle and the keep-em-up games both seemed a bit buggy. Keep-em-up seemed to warp the ball to random positions whenever I pressed 3 and then had a very long delay afterwards. For the paddle game, the ball only ever bounced on the right side, and never reached the paddle due to some sort of acceleration to the right direction??
Oct 8 06:55:17 6m 47s Unstable Ground ♥ 0 Is there a specific reason why you opted out of the audio category?
Oct 8 07:26:06 30m 49s Burning Ravager ♥ 2 I'd ask if you had slept much, but I've already read through your post-jam report ;) Pretty great stuff all around! I admit that I am a bit disappointed at the lack of actual NES-styled chiptunes (even faked), as I prefer that sound, but the PWM / chipdrum stuff you have going on isn't bad by any means! The tilesets here look beautiful, great use of the NES palette, especially with the darker background tiles, and the blue/green colors. Perhaps that's old hat for someone more familiar with the NES palette, but I don't really work with it at all so I'm always impressed when I see great results achieved with those colors. There's so many little things to appreciate here that are maybe taken for granted since the whole package just comes together. The debris particles everywhere give a lot of motion to the scene, the vines and lamps animate subtly to make the world feel alive, there's even conveyor belts, and hey, those laser beam animations look really good too! Anyways, I knew I shouldn't have tried as soon as I made the screen transition, but I've found another out of bounds bug here: Untitled.png I guess my metroid "explore every nook and cranny" instincts didn't serve me well here, oops!
Oct 9 02:54:49 19h 28m Rogue Planets ♥ 2 Greetings from the old dinosaur contingent of 4:3 / 5:4 aspect ratio users! Your game is unfortunately less-than-playable under these conditions: Untitled.png Switching my desktop resolution to 1280x720 (sigh...Unity, when will you learn to run games at aspect ratios that don't match the desktop resolution...) resolves this, though the mouse coordinate calculations seem to be slightly off as result. Anyways, this is pretty nice and the visual style is simple but clean. The simple chiptune music is just fine, but I wonder if something more ambient would have worked nicely (check out the Osmos OST?). I'd echo the other sentiments that the gameplay does feel a bit slow-paced at times. I played until the level with two orbiting planets on opposing sides -- that one is a toughie! One last minor critique, I'm not sure the screen transitions up and down always felt like it made the most sense. Particularly for resetting the level -- it works, but honestly it felt a bit jarring in terms of the vibe established by the rest of the aesthetic. Having both ">" and ">>" options on the main menu might not read clearly for some users. YMMV though, of course! Good job overall :)
Oct 9 03:08:23 13m 34s YuraYura! - Tidying up the tilting tower! ♥ 3 Nice job! That difficulty really ramps up quick! I enjoyed seeing the different mechanics in the later levels even though I clearly had no chance of clearing any of them. Also, great itch.io page theme! My only other critique is that some of the sound effects seem a little phoned in (the jump sound sounds like something straight out of sfxr) compared to the rest of the audio which is all fantastic.
Oct 9 03:41:42 33m 19s Karawan ♥ 2 Great job! Everything here is really nice, especially the artwork (it's always nice to see actual nice color palettes in LD entries) and UI polish (likewise something that tends to suffer a lot in jam games). Some quality of life improvements would be welcomed to ease some of the tedium (maybe have caravans automatically gather, but be manually changeable), if that hasn't already been implemented.
Oct 9 03:58:03 16m 21s HONK III ♥ 1 I give this 3 honks. Did y'all have one person solely working on the explosion effect all day or what?? (It was way more elaborate and resource-intensive than anything else) Unfortunately motion-sickness kicked in midway through level 2 and I had to stop playing, but this was a good trip down memory lane in the meantime.
Oct 11 22:20:48 66h 22m Unstable98.exe ♥ 1 wow at the above ^, hahaha
Oct 12 04:57:44 6h 36m Crazy Cauldron ♥ 1 Pretty cool! It feels like the gameplay is sort of pulling in two different directions -- the collecting phase challenges you to discretely recognize colors, but the mixing phase can sometimes involve fine-tuning colors to get their hue and saturation just right. There's a lot going on which is quite impressive for a jam game but I almost wonder if it would be more fun to focus on just one of the two aspects -- either making the colors very distinct and distinguishable and being more of a "quick gathering ingredients" game, or maybe doing away with the gathering ingredients minigame and focusing on mixing colors accurately (which seems more interesting to me). I think I enjoyed the challenge of mixing the less obvious color tones the most, but at the same time felt pressured to just quickly cobble together something because I knew the clock was ticking. Maybe without the time aspect it would allow for more enjoyment of planning out what to add to the cauldron? Although that would nix the "unstable" part of the theme... Eh, I'm just vomiting thoughts aloud, anyways the visuals are super fun to look at, especially all the animations (subpixel movement, wow!), and everything comes together pretty well! The bitcrushed drums weren't what I'd expect initially but it actually fits the vibe very nicely too.
Oct 13 01:32:08 20h 34m Nuclear Bulwark ♥ 2 Min-maxing ftwwwwww :D
Oct 13 22:05:10 20h 33m Space Truck ♥ 0 Darn, foiled by the failing plants!
Oct 13 22:15:53 10m 43s Oudo ♥ 1 Simple and enjoyable. The filter automation on the melody is really cute, haha. Might I suggest changing the "platform" label of your game to HTML5 (web) instead of "Windows"? You may have some jammers using other OSes that are passing up on your game without realizing that it's actually still playable for them.
Oct 13 22:25:15 9m 22s 1000 Shells ♥ 2 Past the third level there are a ton of moving parts in each level! My brain feels like it would explode trying to solve them...
Oct 13 22:54:03 28m 48s The Un's Stable ♥ 4 Great job!
Oct 13 23:09:04 15m 01s Crunda ♥ 0 Well done!
Oct 13 23:27:53 18m 49s Unstable Stick ♥ 1 Had way more fun than I ought to have with this thing, haha. Got tired of praying to RNGesus after about 150 deaths, but I applaud anyone who has the luck and patience to get through the rest of it!
Oct 13 23:46:13 18m 20s Teeter Hero ♥ 1 Nice! It felt like I had a lot more control over the balance of the bus than some of these other physics-based games, which was nice. The jumping/double jumping felt a little awkward at first, had to get used to that a bit. The dash was really satisfying though!
Oct 14 00:29:47 43m 34s Happy Hour ♥ 0 I may not have done a respectable job serving beers quickly, but I assure you they'll be telling stories for years to come of how I headbutted the poor bloke in the corner 200 times.
Oct 14 00:45:35 15m 48s Drilbert II Diggeredoo ♥ 0 Wow, this was great! A little weird at first blush, but then you quickly get the hang of it. The simple puzzles are a little trivial, but once it gets into the thick of it I enjoyed thinking through the later levels. Would have been disappointed at the "halfway end" point, but the rest of it really sealed the deal for me, without overstaying its welcome.
Oct 14 04:14:13 3h 28m The ApprenDice ♥ 1 Whoa. Takes a bit to read the rules and figure out how the game works, but I like the in-game tradeoffs once you do! It's probably not super hard if you min-max it but it's pretty enjoyable if you just sort of try to go with your intuition. I also admittedly brainfarted and clicked the wrong potion once or twice which almost spelled disaster; thankfully I was able to recover. I once had one die land on top of the other one which took quite a while to resolve, but it finally did fall off after a while.
Oct 14 04:23:14 9m 01s Lightning Ball Rampage ♥ 0 Feels a bit luck-based in the later levels, as the camera is too zoomed in to know where the goal is, so you just have to pick a direction and pray. The pumpin soundtrack with the filtered synth made it worth it though.
Oct 14 05:00:04 36m 50s Another Brick on a Brick ♥ 1 Whoa, interesting piece shadow effect. This is a pretty slow-paced game, but the instability can rack up pretty quickly after a certain point and that causes a fast game-over. I wonder if it would be more fun as a more fast-paced game that you can try again and again repeatedly?