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Kwiper

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TimestampSince previousGameKwiper's comment
Oct 4 21:12:13 Break Through ♥ 1 A really interesting and also really difficult platformer! It was really unpredictable initially and took a while to get used to, but that totally works for the theme. The black and white art style was somewhat to its detriment, though, in my opinion, since it made it a bit hard to tell which blocks did what. The learning curve could have also been a bit better since the first level takes a long time to get used to. A little finnicky to play with, but super difficult and a really neat concept. Good job!
Oct 4 21:21:27 9m 14s Centre of Lift ♥ 1 Really fun game, it gets hard to control really quickly and adds to the whole chaotic energy of the game. Would've been really nice to have graphics that weren't just cubes. It definitely would've made the game look and feel responsive a lot better. Having a clearer goal for the game also would have given me more incentive to play. Are we trying to build the ship/craft as much as we can? You start back on the platform when you fall off so it does feel like there are no stakes, which means there isn't much of an incentive to try to stay balanced as much as possible. Other than that, the gameplay matched the theme very well.
Oct 4 23:49:05 2h 27m Moss Moon ♥ 1 A deceptively difficult game! The graphics are simple but work really well for this kind of gameplay. It also requires quite a bit of strategic thinking and adaptability, which makes for a lot more engagement. The main issue is the audio. I might have set up the game incorrectly, since I did see a sound file in the folder, but no music was playing for me, and the lack of sound effects meant I felt like I wasn't getting enough feedback from the game to help me determine my next move.
Oct 4 23:59:22 10m 17s Portals From Fire ♥ 4 Overall, the game was really polished. The graphics on this are insane, as well as the sound design. It is a little confusing initially what each portal does, as there are quite a few and the tutorial kind of just mentions them. The main issue, that other people have brought up, is the controls. WASD simply do not work, at least W and A don't. Those keys were for some reason mapped to Q and Z which made it very awkward to play. Even using the arrow keys wasn't much better, because then my hand had to jump to the E button. The effects were really good, though a bit overbearing and distracting at times. Still, this is a really solid game and were those issues to be fixed, would be a much better experience.
Oct 5 00:13:41 14m 19s SheepWorm ♥ 3 It's a really trippy game, with the visuals and soundtrack, so that gets a bonus on the theming. Though, I had a hard time with the gameplay. It was very confusing, both in terms of what I was supposed to shoot at, and how to navigate the map. I'm still not really sure what boosting actually does, it didn't feel very responsive to me. It's really hard to react to the sheep around you. These things made it really hard to concentrate on what I was actually supposed to do. It works for the theme, but I'm not sure how much I like it in terms of the gameplay.
Oct 5 00:26:35 12m 54s Unstable Pinball ♥ 3 The way you incorporated the story into the pinball was pretty neat, and the art definitely helped set the tone of this story. I just wish the gameplay went by a lot quicker, there were a lot of moments where I was just waiting for the ball to land on the bumpers so I could do anything, so I got a bit bored during those moments of down time. The sound design is great, you captured the noises of old pinball machines really well.
Oct 5 00:46:00 19m 25s MechaShift ♥ 4 The controls take a while to get used to, and once you do get used to them, things get chaotic pretty quick, which for the theme works really well. I admire the amount of mechanics you tried to stuff into this in such a short amount of time, and the fact it came out as polished as it did is really incredible. In my opinion, it would have been better to lower the amount of movement options, and try to refine them as much as possible. I think the gameplay would flow a lot better with fewer movement options, so as to better encourage mastery of the traversal, as opposed to having to remember what each button does. The tricky part about having a lot of mechanics is knowing how to use them instinctively. I found myself having to stop and look at the side bar a lot just to figure out what I could do. For other aspects, graphics and audio work really well. I'd love to see a version of this game that's further refined, because it's a very interesting take on platforming.
Oct 5 01:00:39 14m 39s Interstellar Highway Robbery ♥ 1 This was a really fun time! I wish I had more time to play it, this is legitimately the kind of game I would expect to pay for on Steam! You've actually convinced me to donate on the itch page, the level of detail and polish you managed to achieve in such a short amount of time is insane. My only complaints are the lack of instructions at the beginning for what you're supposed to do, and naturally the lack of sound. Sound design would seriously elevate this game to even greater heights, and I would love to see where you take this game in the future. Seriously, amazing job.
Oct 5 01:19:28 18m 49s Eudora ♥ 1 This is a really fun game, once you understand how it actually works. I was initially confused as to what I was supposed to do, because sliding down was a bit hard to control so it felt imprecise. But, after failing a couple times, I was able to succeed, so the game was able to teach me through iteration. Other than that, the graphical style is really great, and the music choice is solid.
Oct 5 02:05:27 45m 59s Dank Brew of the High Mage ♥ 3 This is a really difficult game, tough to grasp but after a bit of practice I managed to get into it. The comedic timing of the deaths is on point, though it does get repetitive, so some variety would've definitely added to the humor. The graphics are top notch, that dragon looks incredible. What would make the game flow better is if instead of being sent straight back to the start menu, failure just restarted the level. Definitely saves a lot of time not having to move to my mouse to click start again. I also found the audio a bit grating, so some better sound mixing would definitely help.
Oct 5 03:16:54 1h 11m Cloudlands ♥ 3 The poor janitor.
Oct 5 03:22:46 5m 52s Castle of Chaos ♥ 1 The voice acting and comedy elevates this haha. I wish the controls were a lot tighter though, the platforming is a bit of a slog with these floaty controls.
Oct 5 03:29:43 6m 57s Virus->Run(); ♥ 5 You've got a nice endless runner here, with a good aesthetic and solid sound choices. I think the main thing holding this game back is the fact there's little to no indication of what you're supposed to do, and what all the platforms do. It took me a while to realize there was a double jump in this game, so I was stuck at Stage 0 for a while.
Oct 5 03:34:52 5m 09s SEXY BOOBY 95 ♥ 1 Short but sweet experience, this was hilarious to play through lol. Not an abomination at all!
Oct 5 03:37:39 2m 47s Beff Jezos: Time Shift Manager ♥ 1 The voiceover is the greatest part of this game. The time mechanic was inspired, and made for some pretty good puzzles. I do wish after the initial voice over, the game just switched to a music loop because I don't think I would enjoy my boss saying the same speech over and over again while I'm trying to package my boxes.
Oct 5 03:45:14 7m 35s The Imbalance ♥ 1 The gameboy vibe is captured very well. I think some kind of feedback when interacting with the engines without fuel would have been useful. The text sound at the start gets a bit grating, as it's a bit loud and has some reverb, so some better sound mixing would make that a bit better.
Oct 5 04:04:23 19m 09s SHORT FUSE ♥ 1 Pretty simple and enjoyable. Would have been interesting to see more levels, that increased in difficulty, since the game was pretty easy overall. Good job on the graphics, the player is kind of adorable.
Oct 5 04:09:19 4m 56s Un's Unstable Table ♥ 2 The controls are a bit finnicky, and takes a while to get used to, but the gameplay was definitely very unique! I love the idea of commanding your own little soldier like on those boards in the army. And the game is deceptively strategic too, that really surprised me given the overall theme of the game haha. The game could have definitely been a lot better if the controls were polished a lot more, as it made it really hard to execute the moves we wanted to sometimes. Still, a very funny game and definitely one of the highlights for me in this jam.
Oct 5 04:23:28 14m 09s Tesla Coil ♥ 1 This is really cool! The combat feels super tight and refined, which is fantastic! It's also a good level of difficulty. Having a tower to defend that can also hurt you adds to the unpredictability, which both makes for a very funny experience, but also a very frustrating one. It's also somewhat unclear what the umbrella does. I'm assuming it's some kind of a shield, but that's not communicated very well.
Oct 5 04:31:15 7m 47s The Dress Rehearsal ♥ 1 Short and sweet. I really liked the atmosphere of this game, as well as the humor, could definitely be expanded into a proper narrative experience. The gameplay, however, was confusing to get the hang of at first. It was hard to tell what the action button was actually doing, but once I figured that out, I managed to get through it pretty easily. I think the first section would be better if the interactions were a lot clearer.
Oct 5 04:53:42 22m 27s Go Hard! ♥ 1 Woahhh, this game's got some juice! Love the effects, music, feedback. Controls feel a little bit awkward, especially when turning, and using the enter key as a fire button feels a little bit cramped in my opinion, but these things are just small tweaks. The insanity mode feels so cathartic when you reach it. Great job on this game!
Oct 5 15:51:27 10h 57m loop ♥ 1 This is really clean! It takes a bit of time to figure out what you're actually supposed to do, I was fumbling with the controls a little bit, but once I got the hang of it, it was really cool! The graphics for this are simple, but feel really unique with the shader, and the audio definitely fits. Just needs a bit more direction to tell the player how to actually select the blocks and place them.
Oct 5 16:02:11 10m 44s Crossed Connections ♥ 1 This game gets really stressful really quick, almost like the difficulty curve is exponential or something. It's a simple mechanic but you have to have to pay a lot of attention, and I think that's executed really well. After a while I just kept getting calls from off-screen, so maybe a cap on the amount of calls you can get would've been better, but the speed at which you need to receive them increases slowly. I think that would still retain the chaotic energy of the game but make the player still feel like it's possible to get through all the calls. The atmosphere of the game felt really daunting, so that fit the game really well.
Oct 5 16:20:02 17m 51s Twin Tails Jetpack ♥ 1 Lol, the character sprite is amazing. The sheer amount of fear on her face was captured really well. As for gameplay, it's a really hard game to control but really funny as a result of how hard to control it is. Having a camera that follows the player instead of being an autoscroller would have probably worked a lot better in this game's favour, just as a way to make the game feel more responsive to my movement.
Oct 6 06:21:35 14h 01m Gecko's Chronicles: The Miserable Men ♥ 2 Definitely one of the most unique narrative experiences I've played, and photoscanning everything made the graphics very different. The shaders were a little bit overdone, in my opinion, a bit too much motion blur and bloom made the graphics a bit distracting from the gameplay and story. The platforming is mostly alright, but because of the unevenness of surfaces, sometimes that made me fall off the platforms when I thought I was able to jump. Maybe giving a little buffer after the player starts falling to let them jump would make it feel a lot more responsive (coyote jump, basically). I loved how the scenarios got more and more unhinged, this is a stand-out from the jam for me for sure!
Oct 6 06:26:03 4m 28s Pinfall ♥ 2 Wow, really cool presentation and polish on this game! As has been said, it captures the essence of pinball very well -- I just wish I was any good at pinball. The music is really charming. The one critique I would have is a better way to gauge where you're going, though maybe that ties into the whole instability. Pushing something this polished out in three days is amazing!
Oct 7 20:02:24 37h 36m Rocky Rhodes and the Cracked Case ♥ 3 Hahaha! This is incredible! Here I was expecting a cool film noir-style mystery, but it evolved into so much more! Funniest game I've played all jam, and to think you did all this in three days. This is amazing, the only part I really had trouble with was the car bit, though given the theme of the game it totally fits. Amazing work!
Oct 7 21:22:58 1h 20m Trembling Tomb ♥ 2 Cute little game. The movement, especially the jump, could use a bit more polish, climbing over the edges feels a bit too jarring compared to the relatively fluid walk. I do like the idea of getting in and out, grabbing as much treasure as you can before chickening out, makes for an interesting risk and reward dynamic. The music track is pretty moving, it's just such a shame it's turned off by default! Though, that said, I think the footstep noises could be turned down just a bit. The screen shaking could also be tuned down just a little bit. Overall though, these are just small tweaks and nitpicks in an otherwise interesting interpretation of the theme.
Oct 7 21:39:58 17m 00s Deathrail ♥ 1 Super clean game, the graphics are stylish, and could be even more with more time for polish. Speed feels a bit slow for this kind of game, maybe if the background moved faster it would sell it a lot more. As others have said, the only reason the game feels difficult is with the one-handed controls, but I think if this game sold the speed more, it would still retain the difficulty while being more intuitive to control with two hands. Very cool work!
Oct 8 01:02:49 3h 22m Dark Plunge ♥ 2 The graphics of this game stood out the most to me even before I booted up this game, and they didn't disappoint. The ambience and music go together really well to create this brooding atmosphere, the combat is responsive, and the movement is fluid. Incredibly well done on the presentation and polish. In terms of gameplay, though, I didn't feel like there was much incentive for me to try to hit enemies that often. My strategy was just to jump for a long time, and then use the double jump to break the fall, which ends up being a bit broken. Perhaps in the future if killing enemies gave you some kind of other bonus besides healing, or there was some reward for killing as many enemies as you can while falling. Maybe if the enemies get more aggressive as you get deeper, so you're forced to engage with them more. These are just a few things that I think would improve the replayability of your game drastically, to incentivize people to master the game. Overall, great work!
Oct 8 01:14:29 11m 40s Contrary ♥ 5 So to start with, the graphics of this game are simply incredible. I love the simplicity of them, yet they really stand out. The music too works pretty well. The environments are very moody, I love it. My main point of critique has to do with the gameplay. It doesn't feel very responsive to me, for a variety of reasons. The movement feels very slow and floaty, which could work, but the animations are a tiny bit faster than what the movement suggests, which creates a disconnect between what I perceive on screen, and what I'm doing with my controls. As someone else pointed out, the character tends to get stuck to the walls. This is an issue that tends to happen when using Unity's physics system for character movement, which I know because I've made a few platformers using it. It works well enough for some kinds of movement, but for platforming it tends to create a lot of issues. If you do want to stick to using physics for the player, I would recommend removing friction with walls, probably by using a slippery material and assigning it to all wall objects. Lastly, there's no feedback for when the player hits enemies. This combined with the desync between controls and animations means it's hard for me to tell if any of my attacks land on an enemy, or if an enemy has hit me. Simple things like changing the sprite colour, adding particles, sound effects, maybe even knockback, all go really well to create that kind of feedback that informs the player of these kinds of actions. Good job on finishing the jam, and with more polish this could be a really great game!
Oct 8 01:24:12 9m 43s Hungry Myshka ♥ 1 Fantastic artwork! I love the combination of hand drawn artwork in a 3D environment, and the lighting makes this feel so alive. Being a stealth action game is also neat, not something I've seen this jam, and the balancing act of feeing your dog while making sure it doesn't mutate is very interesting. I just wish there was more feedback in the game to tell you when the guards are about to catch you, because right now it just seems like they just follow you for a bit. A way in-game to tell you to pay attention to the dog's mutations would have also helped too, since I somewhat skimmed the game page a little bit, but that's just a small thing.
Oct 8 04:45:51 3h 21m Timmy's Very Bad School Day ♥ 3 Hot damn, this is incredible! Such a unique way to show turn-based combat that's also thematically sound. Art style and music are top notch. I can't believe you guys managed to get this in 72 hours, this is incredible work. All it really needs is a bit of polish here and there in terms of animations, hitboxes, etc. but the combat could totally be expanded to a full game if you guys wanted to.