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kaytrill

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TimestampSince previousGamekaytrill's comment
Oct 8 19:45:52 Neon Saber ♥ 2 This is a definitely a game with great potential but just falls short a tiny bit in balance. The concept is great with dodging both the enemies and your own blade. Essentially playing squash with your own face. But to me the players feel far too reactive and very limited in making strategic and tactical choices. The sword moves a bit too fast and player has a lot of trouble trying to catch it and redirect in the proper direction. I feel like a slightly lower game speed for enemies, bullets, and the sword, whilst slightly improving player speed would improve this balance massively. I love the idea of playing squash with your own face, but the shield power takes a bit too long to active, is a bit too short in duration, limits the players control massively by making him stationary, and perhaps too powerfull by making it a full 360 degrees shield. Perhaps some small powerups would increase the games fun as well. For example making your shield temporarily better. Make it 360 degrees shield. Temporarily increase the gamespeed 5 fold. Make all object 3 times as big. Etc..
Oct 8 19:51:08 5m 16s The Legend of Error ♥ 1 For a game made in a jam I am astounded by the size of this world and the fact that it feels like a world. Every screen feels like a logical progression from the previous screen with its own character and routes in puzzles. Very much feels like the first legend of zelda. What I do think is that there is a missed opportunity with a glitched world. I would have loved to see a mechanic in which you travel between glitched and un-glitched realities. Perhaps certain glitched states allows you to circumnavigate walls, clip through walls, bug your sword for infinite damage, or more.
Oct 8 19:53:00 1m 52s TECHNUCLEAR ♥ 2 The polish on this game is top notch. Loved every second of playing. And in the future I would love to see more and interesting level concepts.
Oct 8 19:58:36 5m 36s Russian Connect ♥ 1 I always value games with unique concepts and I definitely love the way the censoring game mechanic. I very much feel like this mechanic might need a good overhaul, but the idea of quickly proofreading something and censoring is both very fun and fun to play. Personally the whole battery and recharge thing is something I don't really like. Perhaps find a different way to phrase it better, whilst achieving the same thing. OR intentionally try keep certain bits of a message to go through. Intentionally causing miscommunication. For example "The Soviets at the moment are not very strong!" to have it censored to "The Soviets at the moment are --- very strong!"
Oct 8 20:13:06 14m 30s Unsteady Bounce ♥ 1 I think this games strongest point is its unique shaded art style. The thing I do have some questions about is the current implementation of sliders. In all golf related games the direction is very precise, whilst the power slider is a timed one. In your game you have reversed this with a very precise power, but a timed direction slider. Furthermore I feel the added ability to increase/decrease the speed of the slider a bit wasteful. Generally speaking you want to set it on the speed you are most comfortable with and never touch it again. Maybe set yourself in a best position, or give players an incentive of making it harder and more chaotic, at the cost of being less precise.
Oct 8 21:40:52 1h 27m ALL PLANED ♥ 3 What I am amazed is the incredibly smooth scene transition from main menu with pure clouds to actual gameplay. Absolutely stunning. And for as much as I love the gameplay mechanics I have trouble suspending my disbelief with the plane/engine disaster. I do love the steering of the plane, but I do feel it is a bit too luck dependent and not enough control with how the plane decides to steer. Would love to see this slightly smoothed out. Furthermore I would love to see more crazy obstacles placed right in front of an airport.
Oct 8 21:43:55 3m 03s Apollo's Lab ♥ 0 I absolutely adore and love the art style and humour this game has. The nonchalant Happy Tree Friends style gameplay is an experience I would love to see more and see a full game made out of.
Oct 9 18:06:25 20h 22m Weasel Words ♥ 1 I think my favorite part of this game is its absolute ridiculous retro charm. This kind of feeling is something I would love to see more in games/short movies. Pair this with another jam called "Apollos lab" and you get a very weird, very humorous game.
Oct 9 18:12:32 6m 07s An oddly SATISFYING game ♥ 1 For me the game is best played when you have to play and think less. The more the ball just satisfyingly rolls with a gentle ease the better and I would to see this expended. For the people bashing the game about not following theme. The goal of a gamejam is to start creating a game, and the theme is but a mere excuse to get started. Personally I loved the choice to not continue the theme as this game clearly does better without it. Would love to see more of this kind of playstyle.
Oct 9 18:26:32 14m 00s Cytoplasm Madness ♥ 3 For the introduction the intro sequence was every so slightly a bit too wordy. Try to keep it to 5-6 words per sentence tops and 3 sentences. The simpler the better. On the introduction page the press Z+X to continue is slightly buggy. It took some effort to get the game realize they are being pressed. Perhaps the check is done in the wrong loop? There seems a slight issue when you start firing without having pressed a key, that it will immediately fire downwards. I would have expected after starting at the bottom to immediately fire upwards always. Furthermore I love the screen transitions and the delayed player intro. At last I find it very frustrating that dying enemies keep blocking my bullets. I would expected to shoot through them the moment they are no longer relevant. Or a different solution when a dying enemy absorbs my bullet and I want to hit the person behind him. There is also a slight issue when a melee enemy crawls in the middle of my 4 bullet spawners, it becomes impossible to hit him wihtout friendly fire.