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GuitarBro

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TimestampSince previousGameGuitarBro's comment
Oct 5 03:47:11 Unstable Aviation ♥ 2 Really fun little game! The powerup variety was really nice and added some extra spice to and already interesting balancing act. Graphics are simple but get the job done (it's an aesthetic πŸ˜›) and even though you opted out of music, you've selected some funky beats there. Perhaps lower the volume slightly though?
Oct 10 01:20:29 117h 33m 00:00 (ZeroTime) ♥ 3 Really nice pixel art! Would have been nice if climbing the ladder played a climbing animation and more of the actions had contextual sounds, but not the end of the world. My biggest recommendation would be to offer more of an introduction as the gameplay isn't very obvious. Otherwise not bad.
Oct 10 01:30:56 10m 27s There'll Be Hell To Play ♥ 1 Now this is a really interesting concept! Charming art and the descriptions of the plush you get is a nice touch. You guys even managed to get a boss fight in. Audio could benefit from a bit more polish, but you're probably aware of that already. Overall, pretty solid entry.
Oct 10 01:40:22 9m 26s NEKONOVA'S NOT HOME ♥ 2 A simple, but well-executed concept! I like the hybrid 2d fx with the 3d geometry and the color coordination makes it obvious what's good and what's bad. The sound effects are fitting and the music is well done (though I feel like it's a bit more of a "song" than a "soundtrack" if that makes sense? Kinda hard to explain the difference, guess it's also somewhat a matter of opinion). Either way, everything generally felt fairly polished, so nice job on that.
Oct 10 02:02:49 22m 27s Fragments of Memory ♥ 3 Nice art and fitting music selection! The game played pretty well and wasn't overly difficult, though the it would be nice if you didn't have to rewatch the camera cutscene every time you died. Well done.
Oct 11 01:26:50 23h 24m WOLFGUN ♥ 1 Quite a technically impressive game. Polished enough to add some planar reflections in the (blood?) puddles. Audio was overall fitting; the music was solid and the sound effects were clear. However, I got to a point where I was shooting so fast the bullets were exceeding the max concurrent audio sources limit so they all got cut out (this was around round 12). That aside, the shooting sound was a little on the smooth side and could use a little more punch, but that's nitpicking. Graphics were simple geometry-wise, but everything looked aesthetically pleasing. Not sure what the relevance was, but I like the movie set motif. Just seemed kinda fun. Balance/power curve could obviously use a bit of tweaking, but it's a jam game so I can't fault you guys for that. More just mentioning for completion-sake. My only real suggestions would be to 1) do something about the zombie spawn points and 2) make those invisible walls more obvious. There were quite a few times I tried to walk down a hallway only to realize it wasn't a real path and was blocked by an invisible wall since it looked the same as the other hallways (only with a fade to black at the end). Regarding the spawn points, there were quite a few times a zombie would literally spawn on top of me, resulting in instant damage. Perhaps it would be be better to check if a spawner is too close to the player before picking it as a spawn point? That would also incentivize roaming around the map rather than camping a known spawn point. I know this sound like a lot of critique, but honestly the higher the potential a game has, the more detailed my feedback tends to be, so take that as a compliment. It just makes the areas a game falls short more obvious when everything else is held to such a high standard. πŸ˜› Overall, a really high quality submission though, so good job. πŸ‘
Oct 12 02:01:28 24h 34m A bad day to harvest ♥ 1 _Survived for 97 days and got a score of 454! πŸ˜ƒ_ This is a pretty unique interpretation of the theme. Mechanically interesting and thought provoking. Graphics were rather minimal, but aesthetically pleasing and fit the mood of the game. Similar story with the music. The different cards provided enough room for strategy without being too overwhelming, though the randomness of the crop spreading seemed a bit harsh given you're already fighting the randomness of the wind and cards. I think having that be predictable wouldn't hurt the gameplay and would eliminate one source of frustration for the player (but of course, that's just a suggestion). Overall, pretty solid entry!
Oct 12 02:35:20 33m 52s Unstable Reactor ♥ 1 This is a surprisingly complete experience (I know, that sounds weird lol). But I mean, you have voice lines for all the actions and the intro, a bunch of counter options to react to the enemy, unique models for the different ships... it all makes a very cohesive experience. Gameplay was pretty fun, though my biggest complaint was that a lot of actions didn't seem to have much response. Ex: the shield didn't make it very clear when it blocked something. On the other hand, the main cannon was _very_ clear when it worked (and the sound was very satisfying). On that note though, given the use of Kevin MacLeod's music, shouldn't audio have been opted-out of? It was a good selection and I know effort went into the voice lines, but doesn't seem fair to rate that category. Wish there was a better way than all-or-nothing. πŸ˜• Graphics-wise, the ship models/vfx were the strong point. Saw your post about using the Substance apps to make them (*surprise*, I used Substance too lol), they turned out well in my opinion. However, the UI could use a bit of work since, despite being plenty functional, the presentation just isn't quite as slick as the audio/ship models/vfx. Regardless, the fact that it had the voice lines and charging sounds to go along with it was definitely a nice touch. Overall, a pretty solid game!
Oct 12 03:01:24 26m 04s Prodosia ♥ 3 Now that's a unique entry! Very distinct art style and the fact that you got actual narration for all the voicelines is pretty great (even if I can't understand the Russian, at least there was English text). The music fit the mood perfectly and the story was very interesting to piece together. The only thing that really confused me was the actual gameplay. Was there a way to know which one was the right answer each time other than taking a random guess? I feel like there was and I just missed it. Either way, I managed to lose the first playthrough and then get to an ending on the second attempt (are there multiple endings and I got a bad one? Or does it always have a bad ending? I won't spoil it for anyone scrolling through. πŸ˜› ) Aside from that, my only real suggestion would be to make the text not require so much panning up and down as I didn't realize I had to move my mouse down to see some of the things the people were saying. All things considered, a really cool game! Well done.
Oct 13 02:45:20 23h 43m GUNSTABLE MAYHEM ♥ 1 _Got 12934. πŸ˜‰_ Where to begin with this? This game leaves me so conflicted. There's so many good things going for it: the graphics, while minimal, are still pretty slick with all the glitchy effects and particles, the audio fits great, the variety of mechanics is impressive for a game jam game, and you even got a boss fight in. Overall, it comes off as very polished (which is even more impressive given this is a 1-man submission). However (you knew there would be a "however", didn't you? πŸ˜›), this game has a bit of an identity crisis. A lot of the elements scream "intense action run-and-gun", such as the bullet ricochet, the deathswap, and the grapple. But a lot of the map design rewards stealth and strategic planning over reckless action. Often I was punished for charging ahead as I can barely see 10 feet to the right and shooting an enemy offscreen that is clearly shooting at me can sometimes be a fatal mistake (particularly during the car chase section) when you deathswap. This is probably easiest to resolve as you could simply zoom out further (when aiming the mouse close to the edge of the screen? Or just in general). On top of that, the wall jump is super hit-or-miss (I think some grace frames when you swap left/right arrow keys would help avoid missed inputs) resulting in the occasional failed recovery when I misjudged a jump distance (prior to unlocking grapple), thus requiring me to take things slower as failure equals immediate restart to the previous section. Not sure what the best approach at rectifying that issue is, perhaps either an _"oops you fell, here's 1hp left and we'll bounce you high enough to recover from the missed jump"_ or simply more frequent checkpoints (not sure I'm a fan of the 2nd option, that seems to be part of the appeal of the game). Ledge grab may be another solution. And compounding on all of that is the fact that a lot of the mechanics aren't really explored to their full potential. I know this is almost certainly due to time constraint, but I feel like I should mention it for completeness sake. I wish the grapple was one of the first things introduced since it's one of the mechanics that's both super practical _and_ really fun. On the other hand the core throwing ricochet makes for cool trick shots, but really can be disregarded aside from the fact that throwing the core regens HP. It would have also been a nice touch to have the core throwing have some callback in the boss fight (ex: a fight stage that has high walls so you have to ricochet from above) since it seems to be a _core_ (pun) part of the game. On a lesser note, but still worth mentioning, the background colors and moving patterns behind the boss made it really hard to see the bullets which caught me off guard completely the first time. Simply making them like, blue or something would help that. With all that being said, the game was fairly technically impressive with 2D reflections and the slick screen distortion transitions. As a fellow dev who's totally into that kinda thing, congrats, here's my official seal of "I like it πŸ‘". πŸ˜› If this was to be a full game, I definitely see potential with some of the rough edges polished out. One of the better entries I've played so far, despite all it's shortcomings, so well done, you got me to write a short essay lol.
Oct 13 02:58:30 13m 10s The Dark Void ♥ 1 Nice little game. The random generation is a nice touch. I like the concept but the controls are really difficult to use. I'd much prefer the mouse aim as well since firing in the direction of travel only is essentially suicide when things are firing straight back at you. The graphics were clear and straightforward, but could use a bit more visual flair to give the game some more identity. Overall, not a bad entry though.
Oct 13 03:11:03 12m 33s Apollo's Lab ♥ 0 What a surprisingly disturbing premise for such a lighthearted game lol. Echoing the above comments, the web version seems totally busted (first enemy never respawns you correctly) and I had a bug in the windows download where I got softlocked due to not respawning at either a glizzy or a dumpster. Perhaps related to shooting an enemy offscreen? That said... Really nice artwork, the intro animation is a nice touch and the sounds, while somewhat minimal, fit fairly well. Unfortunately I ended up not finishing due to the aforementioned softlock as it got me several times and combined with the unskippable intro I had to call it quits. However, I like where the game was going, so well done on that.
Oct 13 03:27:01 15m 58s 鬼心伝 - A Story of Heartful Oni ♥ 1 Unfortunately I can't read it, but I like the artwork and music! Not sure if I'm missing something, but I don't see a health bar on the right (using Chrome on Windows 10). Aside from the health bar, some feedback for taking damage would be nice, even just flashing the player's sprite or something would go a long way. Overall pretty fun though!
Oct 14 02:19:45 22h 52m DepressPnker! ♥ 1 Wow this is very unique! It definitely owns it's aesthetic which is kinda reminiscent of some animated cartoons. Also kinda reminds me of Viewtiful Joe's art style a bit. As others mentioned, the sounds are very crunchy and the controls (while a bit hard to master) are very responsive. The gameplay loop is simple but satisfying and it's very digestible, making it easy to replay quickly. I wasn't entirely sure what the dots were on the side of the screen, though. I got that they correspond to the different things you can shoot/hit but didn't pick up on the color significance. A little in-game explanation would help with that. Also not sure I get the significance of the power ranger being depressed, but ok sure, let's go with that lol. Overall a pretty solid entry.
Oct 14 02:37:08 17m 23s Solar Disturbance ♥ 1 Simple concept but clean execution. Movement felt pretty good and the laser was satisfying to use. I liked the glow around it. Would have been nice if there was a bit more replay incentive beyond just "get a better score" such as exploring more interesting formations, but it's not bad as-is. Overall a pretty solid entry.
Oct 14 02:44:40 7m 32s Fool's Paradise ♥ 2 Hah, what a bait-and-switch. Real shame the humor rating wasn't enabled. Voice acting was very nice and the intro music was solid.
Oct 14 02:49:22 4m 42s Shockwave Surfer ♥ 1 I like the idea, but _man_ swapping the controls permanently was pretty much insta-death for me lol. Really probably need it to be for a second or two before reverting to normal. Also the random platforms could use a bit stricter generation logic as there were a few times I got impossible jumps. Music was pretty solid though.
Oct 14 03:03:30 14m 08s Time Rift ♥ 1 Really nice presentation and slick glitch effect on the text. The models were a bit plain, but with the lighting things were fairly aesthetically pleasing. The music shifting with the time warp was a nice touch as well. The controls I found to be a bit on the "jank" side as the vault button felt sluggish and I was never sure if it actually grabbed or if I would fall. It also seemed like I'd catch the bottom of the collision on ledges when jumping over, so a bit of tuning the jumps would help polish that up (understandably, you guys probably didn't have a lot of time for that during the jam). Additionally, it was a bit awkward having the time pressure of the countdown clock and long straight sections to sprint full-speed down followed by precision platforming. Personally I think the fast-paced stuff outshines the platforming and I'd just nix it entirely to keep up the pace. Overall a pretty nice entry though!
Oct 14 03:13:52 10m 22s ENTROPY ♥ 3 Minimal, but very aesthetic. I like the shader you used on the blocks especially. The music increasing in tempo each time was also a nice touch. The grapple was fun to use and felt reasonably easy to control, though it felt real back when lining up a shot only to have the block move away at the last few frames (perhaps check if the player is aiming at a block before moving it?) Either way, this was a pretty fun, condensed experience. Good job!
Oct 16 03:34:00 48h 20m Toilet paper ! ♥ 1 lol well, I guess that's technically a game. Very funny even if it's short.
Oct 18 03:33:16 47h 59m Ziggy Bungus: Pizza Delivery Simulator ♥ 1 Lol, great sound selection. Definitely unstable on a unicycle. πŸ˜› The gradual introduction of mechanics was well done and the level design was rather solid (with those intentionally-placed acorns to hit you when you ricochet off a wall). The actual balance of the levels seemed a little iffy, but overall not to far off. Well done.