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Michael Feldman

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TimestampSince previousGameMichael Feldman's comment
Oct 4 12:54:22 Unstable Magicks ♥ 1 This game's a keeper! Felt like a modern arcade shooter with lots of timing, strategy, and skill elements. It kind of just throws you in there. It's quite different from anything I've played with the spell rotations, the timings, and the soul collection - highly innovative. Very well balanced, though the challenge curve is a bit steep, and the runs are short. Great for the game jam audience, but maybe a little intense for the casual arcade audience.
Oct 4 13:19:26 25m 04s Going Home ♥ 2 At first I tried playing in browser and thought it was broken because my mouse wouldn't move the camera. I guess this is just an assumption I have come to learn with first person perspective games. I did not make it home, I wound up going off the map and viewing what I assume would have been the 'home' area through the back-faces of some geometry, however I couldn't get through because of invisible colliders. As others have said the footprints are a great mechanic, aesthetically and functionally. I think the theme is a little lost under the guise of a draining health pool. I did something similar one year when the theme was running out of power - just had a slowly draining health pool. To me the theme of this game felt more like being lost, and finding one's way, which is still a nice theme, just didn't give me 'unstable' vibes. Still the game makes me wonder what you'd get when you mixed an atmospheric adventure game like Journey with something like a rogue-like with stats, enemies, weapons, and health... Very innovative on that front.
Oct 5 13:40:53 24h 21m Home Renos Inc. ♥ 1 I got to the third level, but felt like the gameplay didn't change much between the levels. I think the countdown is a bit unnecessary. Please don't start the countdown until I've finished reading the intro text! This was clearly an ambitious project. I too thought about the stability of houses. I like that your game addresses a very real issue of housing, and helps raise awareness. From a big picture, this game hits on the theme, but from a gameplay level, stability doesn't really play that big of an effect. And the blocks wearing out over time is... well it speaks more to the quality of the materials than the stability of the house. The stability measurements for each level are just a number representing the number of blocks, and have nothing to do with gaps, ceiling support, foundation, etc. I would have liked there to be an element of physics in a game like this.
Oct 5 14:00:23 19m 30s We Are Typhoon ♥ 2 Showed this to my dad, who though the simulation aspect was quite cool. I think the real fun here is indeed to find the key to maximize casualties, although the game does beckon one to explore three different routes, min cas., max cas., storm reduction. The open-endedness reminds me of this [Raph talk](https://www.raphkoster.com/games/presentations/influences/) about his simulation about bird flight, and how the game was appreciated as a sandbox type of thing
Oct 5 14:22:39 22m 16s A Crumbly Planet ♥ 1 This is one of the better ones. At first I thought the hidden platforms were a bug, and somehow never quite got over that feeling. This sort of feels like one of those mega hard games like super meat boy (never played, but I think I get the idea, that you are expected to fail a lot). I felt quite accomplished when I finally made it to the rocket :) A little 'Press Z to start' at the beginning would be nice.
Oct 5 15:17:29 54m 50s Celestial Heights ♥ 1 This is a great little browser game. It has a 'Getting Over It' feel as I miss my grapple from space and descend towards earth desperately trying to land a saving hook. I'm going to come back to this to beat it on hard. I made it to the 520m mark on hard, but got too confident and overshot my lunch :( Also, hilarious premise...
Oct 6 12:36:23 21h 18m Unstable Einstein ♥ 1 To those that are asking for key-binds, I highly suggest playing on a smartphone or tablet, as I think that was the intended platform. Your scores will double ;) I didn't quite feel like the stability theme is present in the gameplay as much as it is in the game's premise. The game is unique, fun, and even educational as it brings up ideas about space, time, matter, and gravity and ties it to our beloved Einsten.
Oct 6 13:12:36 36m 13s Harry ♥ 0 This game made me feel things. The content itself doesn't carry as much to me as the overall atmosphere. Harry seems like a pretty stable dude. Maybe if he was fluctuating between states, I would be more interested in the story itself and get some more 'unstable' vibes
Oct 6 13:14:48 2m 12s Alien Disco ♥ 1 Very different, very out of the box. It feels a little like an overcooked style game where you have to hit all the stations in decent time... One suggestion I would have would be to randomize the key to dance, or somehow make dancing itself more involved than pressing a single button.
Oct 7 15:01:05 25h 46m F%$#IN BIRDS! ♥ 1 A mic-input sensitivity slider would be nice. The limiting factor in my high score was running out of breath and getting light headed.
Oct 8 13:31:52 22h 30m Interstellar Highway Robbery ♥ 1 The only only audio cue I needed was where I was being shot from, and maybe a heads-up as to where an enemy might be in the room. Shooting was fun nonetheless. Like someone else said, it's not so much an exploration game, as it is an adrenaline run. Once I decided to ignore SD and just go for max number of ships in a run, that's when the game got a little more interesting, and the theme became a little more present. My strategy became find the command module, killing everything in my path, and then go back and loot until say 30s left. I would have really liked for the blue crates to provide me with an extra 30s of oxygen. Even though the theme is unstable and all... would have been nice to have a rest area, a moment of stability, like as soon as you board a new ship, you are in a safe room, and once you open the door the oxygen starts depleting.
Oct 8 13:58:56 27m 04s The Salatroitsk Incident ♥ 0 Very gripping. Definitely made me feel some things at least once or twice. Controls were intuitive and gameplay was pretty straight-forward. The theme is touched on with the radioactivity / chemically unsable, and maybe the user's unstable state, but I didn't feel it so much in the gameplay. If you really wanted to play to the chemical instability, maybe have some of the rocks turn into little rock monsters when you get up close. And maybe have the gun jam. Maybe have the player walking on a frozen lake, where the ice starts to crack. As far as navigation goes, yes there were landmarks, but the entire terrain felt a little silly. The road markers at the beginning were great, but then the terrain turned into this giant bare bowl? A map would have been nice, maybe a car alarm so you can use audio to find your way back, or even the ability to climb the hills and get a better vantage point.
Oct 9 15:35:39 25h 36m 1THRUSTR.EXE ♥ 1 Feels like a spiritual successor of Atari's Lunar Lander. I found the best way to play was to keep the ship pointed mostly upwards, otherwise the combined gravity just makes the ship unstable, and with the nuc, forget about it. Difficulty level is very high. I'm cool with missiles one-hitting the nuc, but picking up the nuc the physics are frustrating. I would try using a flexible rope sim instead of a fixed-length linear tether, maybe something like in this [Sebastian Lague video](https://youtu.be/PGk0rnyTa1U?t=292) The nuc like bounces off the walls like a ping pong ball sometimes and other times not. You can kind of get away with that kind of thing since the theme is unstable, but in general I found the nuc's physics to be too unpredictable, but also I think a flexible tether like mentioned above might help with this. One little choice I thought was cool and unique is a playable credits screen. It would be cool if there was some level geometry so you could fly around or dodge missiles or something in that credit scene.
Oct 9 16:26:25 50m 46s Girl in a red car ♥ 1 It's good but the very last line could use some work. I think I got it, but either slight modification to the paintings or that last line would have made a big difference for me. There was no mention of **anyone** standing in the road until that last line. Great use of theme, great use of technology. I think some sound effects would have been a nice touch, maybe with an accompanying volume command
Oct 9 17:55:17 1h 28m Orbitris ♥ 2 Screen Shot 2021-10-09 at 1.26.43 PM.png Once you *get it* it becomes a fun sort of meditation, unlike the chaos of original tetris. For anyone confused at the basic strategy, one thing to note is your actions affect the opposite side of the orbit. If the orbit were a clock, what you do at 3 o'clock affects the orbit near 9 o'clock, and what you do at 12 affects the orbit near 6. This may be an over-simplification but it helped me. In other words: if you accelerate while on the top of the orbit (12 o'clock), the bottom (6 o'clock) of the orbit will enlarge. Or if you decelerate while on the right side of the orbit, the left side will shrink. For those still lost, the basic strategy is: Accelerate making your orbit radius really large, and you are moving so slowly that... You can quickly decelerate until your orbit changes from ellipse to a line seeking the center of the blocks. I think the unstable orbits are a great take on the theme! @strega @bootak you can reverse the orbit by accelerating to a huge orbit, then decelerating a bunch. Once you do reverse orbit, your controls reverse. Pressing S accelerates and W decelerates.
Oct 11 20:35:27 50h 40m BRIMSTONE ♥ 1 Very solid. These levels were very dense, in that some introduced multiple ideas simultaneously. I think if the levels were spaced out a bit more conceptually and simplified further, it may be easier for folks to progress.
Oct 11 20:51:20 15m 53s Dark Forest of Echoes ♥ 1 All hail the wise blob
Oct 11 21:15:31 24m 11s Hexworld ♥ 0 Maybe if the direction of the land-ship would have an effect on those falling soldiers, would be cool. Would like to see further developed the farm, windmill tile, etc.