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doomshmuck

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TimestampSince previousGamedoomshmuck's comment
Oct 6 13:20:31 Grenade; Unstable ♥ 1 It seemed really hard to keep the shots on the platform, as they tended to roll off even if it was a good shot. It also wasn't clear at first (I didn't read the text at the start though) on what the goal was... I saw that there were waves, but it wasn't until I tried shooting it at the dude until I realized what was going on. Maybe some barriers on the enemy platform would have helped with the rolling off problem? It's especially punishing due to it reappearing on your platform after it unavoidably rolls off.
Oct 6 13:30:53 10m 22s Unstable Matter ♥ 2 This was fun! the stage right before the boss I think could have used one more checkpoint (that last section was pretty tricky and long), but I was able to get through it. And I feel ya on not getting everything done that you would want, I think we all feel that way... That being said, this felt pretty complete for a game jam game, so nice work!
Oct 6 14:45:33 1h 14m Unstable Chem Mystery ♥ 1 I made it to the box stage, and kind of gave up at that point... dealing with the physics and trying to get the boxes to light on fire was trying my patience too much. I definitely liked the concept, and what I played was a good time, but I think the physics kind of killed it for me at the end there. It's a great concept though, and the graphics were great.
Oct 6 16:01:57 1h 16m Mercurial ♥ 1 I loved the graphics, and the gameplay was pretty solid. I didn't really follow how to tell what attack I was going to do... I saw that the middle bar on the top was supposed to indicate that, but I couldn't really tell what it was trying to say. It also felt like I was taking unfair damage (I feel that way a lot with action games like this where you take contact damage). But it was a fun game, nice job!
Oct 6 16:26:32 24m 35s Unstable Prey ♥ 2 Overall it was a fun and well executed game! The shots could have been maybe a little larger (visually at least), as it was hard to tell where the shots were going. I purposely got killed by the c'thulu monster thing, and I noticed that the player health bar kind of got hidden by the monster, so it was hard to tell how much HP I had left. It also seemed like it was impossible to kill the monster as it changed forms and reset HP before I could kill it, even with every shot hitting. The other thing that felt off was that it claims to be a "fast paced" game, but the movement speed and shot speed felt really slow... so that should have probably been sped up to line up with the tag line a bit better.
Oct 6 17:08:20 41m 48s Karuno ♥ 1 I assume here that the physics part is to cover the unstable part of the theme, however it made the game really frustrating to play. I felt like I was fighting the physics more than anything. It also took a bit to figure out how the miner worked, but the info pop-ups helped. It maybe would have helped for some more feedback on the miner being disconnected though. Otherwise, it's a unique idea and I like where it was going.
Oct 6 20:18:51 3h 10m The Nuclear Nightmare ♥ 0 That was really fun, nice job! I think maybe the physics got a bit floaty at times (like I was sliding backwards like mad at one point and I'm not really sure why). I tried it a few times (got a score of like 125 or something). Nice job!
Oct 8 15:04:27 42h 45m DIE: Doomsday Intervention Enterprise ♥ 1 That got pretty frantic at the end there. Some of the controls were a little tricky to actually click, but that's a minor gripe. Nice job!
Oct 8 15:11:27 7m 00s Vulcanization ♥ 1 The graphics were good. The gameplay I think could have used some more attention... it wasn't clear what to do at first, although I was able to figure it out... but it definitely could have used more feedback, a tutorial, or something along those lines to explain what was happening. The UI elements were also very intrusive (they took up half the screen) and made it harder to see what was going on. I also noticed that the game world was still interactable when the mouse was over a UI element.
Oct 8 15:19:27 8m 00s Runaway Reactions ♥ 1 It wasn't immediately obvious to me what the goal was... I see it was in the description underneath, but that should have been highlighted in-game better. Maybe have the sections you need to fill be highlighted or something?
Oct 8 16:38:37 1h 19m Shipwreck! ♥ 1 It was a bit frustrating trying to move the platforms, it wasn't really all that obvious what the best way to move them was. It seemed like the way to do it was to stand on the edge and jump, but doing so made you fall in the water. Maybe have the player move with the platform so they don't fall off all the time? Other than that, it was a fun game. I really liked the graphics.
Oct 11 14:51:43 70h 13m Operation Un-Stable ♥ 1 Hah very clever, I like it :) I would have liked the stables to come a little more frequently, and maybe have a timer on the indicator so you know which one is closer? But yeah, fun little game. Nice job!
Oct 11 15:02:29 10m 46s Structure Rescue ♥ 2 Nice concept, easy to understand, visually looks great, nice and fast paced. As a game jam game, though, I didn't really have patience to play through all of those levels... I'd suggest making something a little shorter for this kind of context (I know, strange criticism). It also wasn't obvious that I needed to collect those things on the ground for the upgrades, so maybe that should have been made more apparent.
Oct 11 15:21:54 19m 25s PolitiGod ♥ 1 It seemed complicated at first, but I caught on pretty fast. It moved pretty slowly though, and I felt like I was sitting there not really being able to do much while I waited for the money to tick up. I think this could have used more interactions to keep things rolling.
Oct 11 16:25:07 1h 03m STABUFO ♥ 1 I couldn't really tell exactly what to do at first, I was clicking but nothing was happening... it should be made more obvious that you have to click the actual ball / object for the clicks to work... I think maybe even better would be to make it so that clicking anywhere causes you to do the action. The camera was also really sensitive. I liked the concept, but the controls made it really hard to play.
Oct 11 16:48:10 23m 03s Unstababel ♥ 1 I played it on PC, although it seems like it was really designed for mobile? The controls were really hard to get around, which perhaps is a side-effect of playing on PC (and for what its worth, that's going to be primarily what people are playing on). My biggest gripe I think is when attempting to adjust the positions of the blocks, it overlapped with the complete box, which caused me to end prematurely... it also looked like there was no real way to de-select a shape, which seems like an odd thing there. Oh, looking at the screenshots, I guess the black bars were borders? I was thinking that I was supposed to balance things on the bar. That probably needed better explaining as well.
Oct 14 13:54:07 69h 05m Jeff Origin Stories Jefferson Escape ♥ 1 The idea is super cool. It was pretty difficult to navigate around with the changing walls, and having the different mechanics based on the theme was cool too. However, on the fun factor, the fact that getting touched by an enemy makes you restart the entire level kind of killed it for me.
Oct 14 14:04:27 10m 20s free fall ♥ 0 That is super chill, I love it. Would make for a great interactive desktop background or something. There were some spots that I couldn't click on though, it seemed? I'm also not really sure how this ties into the theme, but there ya go.
Oct 14 14:15:54 11m 27s Kyle vs. The Universe ♥ 1 I couldn't really figure out how to get past the first level... I went all the way to the right and couldn't progress any further, and then tried going all the way to the left, and was able to go past the screen boundary and died... I loved the sprites, and the backgrounds were nice too. The mechanics themselves were OK, I just couldn't really tell how to progress.
Oct 14 14:22:03 6m 09s Polypharmacy ♥ 0 Interesting concept, although I think the mechanics could have been explained a bit better. I assumed the number above my head was a "you can make this many steps before you lose", but that's not the case... but once I figured that part out, it made sense.
Oct 14 15:00:01 37m 58s Bad Build ♥ 1 I like the idea, the level twists were an interesting take. While the PC OS thing was interesting, I am not sure it really added all that much to the game as a whole. I think the level themes should have been made more apparent than the small text e-mail like thing that shows up, as the text was pretty small (at least on my screen), and you had to get through a wall of text to see what the actual objectives were.