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Geojax

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TimestampSince previousGameGeojax's comment
Oct 5 00:40:31 Unstable "AI" ♥ 3 Cool game! Once I realized how to play I made it through a few days. Always fun to see numbers going up. If you were going to improve it, I'd recommend putting more player feedback than just changing numbers, so that it's more obvious when the player is doing the right thing. For example, you could change the color of the numbers to red when they are going down, or green when going up; or you could play a sound when the player clicks on the correct button, and another sound for the incorrect button. Well done!
Oct 5 03:17:38 2h 37m Reef Gobbler ♥ 3 Like others said, art was great. Sound made a really chill atmosphere as well, being mostly whispers and bubbles with a soft growl here and there. A panel explaining the relationships between all the bugs would be helpful, since it took me a while to figure out that the spiders eat the beetles, and I still don't know what the fish did. I can see that the flashlight makes the bugs run faster, but otherwise don't know what the point of it us -- you can just pick the bug up and put it near the spider. Also, the game is very long, especially when someone is just learning it. I think I spent about ten minutes in one round and then ended up with no beetles to feed the spiders and had to lost. Well done! It's a gorgeous and pleasant submission, and I'm happy I played it.
Oct 5 21:28:03 18h 10m BLOP ♥ 4 I like the physics and the unique take on Tetris. It is pretty difficult, actually! After a few tries, I just spammed the drop button and made it to level 5, but that stopped working because the tower became unstable. Maybe different block shapes would be easier to balance. Also, the blocks move back and forth too long when the player is waiting for them to get in position. This wouldn't be a problem except for the fact that there is a timer! That leads to me losing a lot to the timer. Well done on your submission!
Oct 5 21:42:08 14m 05s Ember's Climb ♥ 1 Nice lighting and aesthetic. Some way to make the game more challenging as it progresses would be nice. For example, having more point collectibles as you progress. Maybe they aren't all over platforms, so you have to curve your jump to hit them?
Oct 6 00:40:41 2h 58m A Spelling Error ♥ 2 That was really fun! Although it was slightly difficult to figure out, I managed to understand by the end. I think the difficulty of understanding comes from how many instructions there were -- this may have just been an issue with overscoping in the beginning, though, since you may have prepared for there to be more mechanics than you wound up with (for example, the number of mantra never mattered to me -- I only focused on picking the words up in the right order). Having fewer mechanics worked in your favor since the current mechanics are simpler to understand. The length was perfect for a game jam game, except that the only level that takes full advantage of your mechanics is the final one. It was very fun and I am happy to have played it. Great job!
Oct 6 00:55:44 15m 03s Unsteady ♥ 1 Well done! Very difficult but also enjoyable and funny. Varying the pitch on the injury sound would -- well, add variety, which could be nice. It was easy to learn the controls and fun to use them.
Oct 6 03:10:48 2h 15m Inner Demon ♥ 1 You executed the gravity flip really well! I also like the dialogue -- kind of meta when the character asks how long it will take and the shadow version says there will only be a couple more rooms. Music also sets a nice mood, so good choice. Well done!
Oct 7 03:54:01 24h 43m MANIC MELTDOWN! ♥ 3 Well done! The art and visuals seem really polished. Some of the collisions were a little wacky -- like in the electric room, I always got stuck for a second behind the lever after jumping on it. You did a good job with the theme, as the game play certainly feels unstable, jumping back and forth between all the areas. The physics is very slippery, which was a little punishing while I was getting used to it, and also made climbing ladders a bit of a pain since you maintained horizontal velocity. Maybe you could cancel horizontal velocity when the player starts climbing a ladder. Great submission!
Oct 7 20:09:10 16h 15m It's Super Slippery ♥ 1 I like the drawings on paper and aesthetic! The game play needs a lot more variety as it is. It's very predictable right now because you know exactly when you will be pressing what key and are just waiting for that time to roll around. If it was random keys popping up, this would involve a lot more skill and be much more fun.
Oct 8 20:34:32 24h 25m Cake on the run! ♥ 3 That was a really fun mechanic! I like the animation of the cake and the runner. Since it is always fun to go fast, maybe you could find a way that the player could speed up? If the cake was always falling backward, or fell backward more often than forward, maybe the player could have a chance to speed up, which would be fun. Great job!
Oct 9 05:15:38 8h 41m UNSTABLE OSCILLOSCOPE ♥ 0 Feels really nice to play! It is very satisfying to run and knock some blocks off and then get back into the middle. A longer music loop might help a lot in keeping the game engaging. Also differently weighted blocks, or blocks falling in different positions. Mostly just consider some ways you could add more variety and less predictability to the game. The mechanics and visuals and audio all work very well together and I really enjoyed playing it, it just feels right. Great job!
Oct 9 05:18:31 2m 53s Space Bees ♥ 1 Fun game! I really like jumping over gaps and dodging bees and whatnot. At one point I jumped on a bee and got carried out to the edge of the map, and then got stuck on the beehive and kept getting points. That was fun. I never understood exactly how I was getting points though. I love the movement and the tension of trying to remain on the blocks. Aesthetically it is well designed too.
Oct 9 16:03:41 10h 45m Haywire ♥ 3 Fantastic pixel art, and I really like the music as well. I don't think the sound effects for the bats quite click with the rest of the soundscape -- I get that they are robotic, but everything else is much more mechanical or organic sounding -- clanking metal or just a wooshing sound might fit in better. Or not. I'm really no expert. Feels good to play almost the whole time except for the instability of the gun. I understand that's the point of the game, but you really just have to stop playing and let the gun do its thing when it gets unstable, unless your in the air already in which case you hope for the best. As it is, the instability is a penalty to the player with no good reason. A small fix you could make is adding a bar or some other indicator that shows the player that the gun is close to becoming unstable. Maybe when you stop shooting, it cools down and doesn't become unstable? On the other side of the spectrum, you could balance the instability with a reward: A more powerful gun. In fact, combining both ideas: When there are enemies nearby, the player can cause the gun to become unstable, then while it's going off point it at enemies to kill them with the more powerful unstable shot. Just some ideas. Really great job, lots of polish and time have gone into this game. -geojax
Oct 10 06:24:33 14h 20m Escape From DIABOLACORP ♥ 1 Well done on the 3D! The camera movement is very natural and smooth. I didn't know at first that I couldn't walk in the z-direction, maybe you could communicate that by making the background darker, foggier, or changing the assets in some way.
Oct 10 21:20:11 14h 55m The Curse of the Un-stable ♥ 1 The art is really nice and smooth, and the aesthetic style of the game is pleasingly uniform. The moving background adds a fantastic feeling of motion while the action is happening despite the game being a slower strategy-type. Same goes for the sound of horses running -- makes the game feel much more active. And then same again for the percussion in the music. A longer music loop and a greater variety of instruments in the music would round off the game very nicely. You could literally repeat the same melody but with a different sound -- a guitar or flute or synth or whatever -- and that would go miles. Well done!
Oct 12 02:50:36 29h 30m Lucky Lefty Loves Landslides ♥ 2 Loved playing this game! Racking up speed feels great. Sometimes there's not much you can do but lose speed since you don't have too much control over landings -- some air control, even just a double jump, might make it more satisfying to play. That's also a major improvement since, without air control, it is hard to really hit any pickups and I just relied on randomness to complete the game. Solid and fun implementation, and a cool bit of story too.
Oct 15 01:22:57 70h 32m Unstable: Lilly's Revenge ♥ 2 Is there a reason you chose to make the jump linear? It feels weird for Lilly to suddenly change direction at the peak of the jump. I really like the main character's art. The instability mechanic is not very prominent as you can mostly run straight through without any problems, but when I realized it was there I deliberately went all the way unstable to see what happened. It was actually pretty cool and kind of meta for the character to become unstable and launch through the map. That was done really well, it's just not very prominent until you get really unstable. Also the map is designed very intuitively -- I didn't get lost or anything like that, and you give the player space to master the mechanics before getting into the more vertical area. Some more prominent sound effects could go a long way, and a few more sounds or melodies in the music for variety. Well done!
Oct 21 14:49:30 157h 26m Fire Orb ♥ 2 That was fun! Graphics are cool and it feels good to blow up baddies. I would recommend adding a little more challenge to the game, or more feedback when the player gets hit. I did not really notice when I lost hp, and it didn't affect the gameplay for me. Very fun and well done.
Oct 21 18:00:43 3h 11m Status (LD 49) ♥ 1 Pretty cool! I like how the different mini-games make the game-play itself feel "unstable". I would recommend adding some difficulty to the game by making longer levels or a shorter timer.