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Doctor_Zeus

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TimestampSince previousGameDoctor_Zeus's comment
Oct 7 17:57:56 Unable to Be Unstable ♥ 1 Nice work! I like how the robots didn't follow my movements exactly - the wide sort of arc they took was fun to plan around when eyeballing my escape routes. I think it paired nicely with the tasks you set up - standing in place at the repair spots and delivering the items both made me strategize around the robots' movements in different ways. Other folks have already mentioned similar things, but I wouldn't mind having the way you fight off robots be different some way. The slight delay on dropping acid is fine by me, I think it's the sort of restriction that makes me consider my own movements and the robots' pathing more carefully. I'd just like the idea of having more variety in my options - maybe the player can sabotage some parts of the lab to cause some one-time effects with different sizes / durations / power level / etc? Something that gives me even more unique situations to consider when trying to plan my movement. I think the stuff you put together works well, though, and the ideas complement each other well while being reasonable to make on a strict schedule - perfect for the game jam! (Also the ending got me, good stuff :D)
Oct 7 18:22:57 25m 01s Wild Run ♥ 1 Nice work! I appreciate that the platforms are all distinctly colored from one another, there wasn't any kind of visual confusion for me on what I was aiming to do. Minimalism + functional graphics is a combo I like. Agree with other folks, distance counter and score would be really cool, would be fun to post high scores and compare with one another :) Definitely lives up to the unstable theme in a very direct way - those platforms are going to wiggle and groove in whatever direction they choose! On the movement stuff others have mentioned - I dunno if I really want to have more control in the game's current state. Right now I feel like I'm sometimes working with the platforms (when they become a ramp for me) and working against them (when they make the hop to the next spot inconvenient). Having a decent jump would probably make the times when I'm working against the platforms more noticeable while reducing the need for platforms to help me out (meaning less "nice, good work, platform!" moments). But it'd probably be easiest to tell during testing, I bet. Varied sorts of platforms and other obstacles might make more movement control feel really good, there's definitely a lot of directions it could go.
Oct 13 18:19:48 143h 56m Unstable Tables : Tales Of A Super Hero Waiter ♥ 1 Nice match-3 implementation! I really appreciate all the work you put into the details surrounding the core gameplay. The little story / tutorial-ish walk-through at the start was really nice (it's something I'm basically always bad about doing in my stuff, so it's always cool to see it done well), the graphics are bright and match the up-beat music, and the smoke coming out of the stabilizer as it heated up was a nice touch. Gameplay-wise, I would've liked to have some kind of pumped-up risk/reward with combos - maybe the points earned scale up with a multiplier or something, but the heat built by chilis grows in the same way? I always like trying to set up big combinations in these sorts of games, but it didn't feel like it had much of an impact on winning / losing. There's a little quality-of life things I like in these sorts of games that would be cool to see if you're looking to do more dev on this one: being able to lock in your next move while the current combo is still finishing is super nice when I'm just clearing out a couple of small sets, really helps keep the pace of the game moving fast. I did have an issue like some of the other folks mentioned - a crash pretty late in the game. We'll just say it's all part of the theme :D Anyway, nice work on this one. I think you did a good job taking a classic sort of concept and putting it together from scratch in a fun, bright package!