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pauljohnprogramming

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TimestampSince previousGamepauljohnprogramming's comment
Oct 4 00:00:18 ShakyShaky ♥ 1 Hey, this is an awesome concept. It's especially appealing to me because I love card games where I can "conditionally overdraw" aka choose between playing a couple safe cards or playing a much more powerful combination with negative side effects. As feedback, I would probably tie the stability to the cards themselves instead of tying it to time. E.g. Each card has a "instability" value and stronger cards have higher instability. If you play too many cards at once the player will take damage. That encourages players to think if maybe it's still worth it. But in terms of a quick fix, I recommend increasing the "unstability's" drop rate, as I was able to play my full hand and never have to worry about it even getting close to zero. But seriously, good job. A card game is incredibly ambitious for a Compo, and you nailed the framework. Plus, your concept really has potential. Overall, awesome.
Oct 4 00:09:20 9m 02s The Worm ♥ 1 This game is dope, and incredibly hard to master! Hahaha. The graphics and simple but clean and appealing, and it's an incredibly original take on the theme. Nice.
Oct 4 00:23:30 14m 10s Mountain of Might ♥ 1 I love the intro and download description, lmao. The graphics are perfectly minimalist but the sprites read incredibly well and you picked a good choice for the aesthetic. Audio is punchy and crisp. And the idea is exactly as you say, but well executed. I do wish more rocks fell during the fight, just so I could see people get launched, but maybe they do after level 4. Nice job man.
Oct 4 01:19:28 55m 58s The Robotic Savior ♥ 2 Yoooo, this game is dope, initially, I was skeptical of all the controls, but the more I played the more I realized how **open** the game was. Like, there were several "Wow" moments: When you hit the second level and see how large the levels can be. When you bump something and realize the entire level is destructable. And when you start to understand the rhythm of the constantly changing ruleset. Absolutely, fantastic, great job! Also, I love levitating on a telekitically pulled block. It's a dope feature.
Oct 4 03:36:25 2h 16m Critters ♥ 1 Aww, this is incredibly cute. I played for about 15 minutes and fully decorated my critter's pad. He seems very happy. And the game is surprisingly fully featured, having everything I would expect from a Tamagotchi-esque idea. I agree with Myles that having the currently selected slot be darkened would help with navigation. For the first 5 minutes I thought the slot to select things was the bottom, hahaha. Regardless, it nails the aesthetic and if I wasn't paying attention, I could easily lose track of time with this game. Very, very nice.
Oct 4 03:51:43 15m 18s Midnight Maintenance ♥ 2 Lmao at the signs. This is a pretty fun game. Like it's a simple concept but the little things are dope. For example the ominous red lighting of the power plant in the distance, the scene with the signs, the gradual buildup in intensity and difficulty. And it's short and sweet. P.S. You're good at establishing a horror tone despite having comedic elements. That's pretty rare and a skill to cherish.
Oct 4 04:06:31 14m 48s SteamScale ♥ 4 From your screenshot, the game seems incredibly interesting, unfortunately, I've never used construct 3, so I don't know how to open the game.
Oct 6 04:07:58 48h 01m Shrodingor Unstablor Borgor ♥ 3 I have no idea what anyone is saying but it made me and others lol. 10/10
Oct 6 06:07:00 1h 59m From World 1, With Love ♥ 1 As everyone else mentioned, the art style is amazing. Plus I appreciate the hard work in making the scrolling text continuous despite the discontinuous shapes it has to map onto. That said, I do wish it was more obvious when something was unsavable, despite the fact that that's probably against the point of the game. The reason I mention this is because if you get it almost frame perfect, you can save the snake in an early level, yet you cannot save the bird in the very next level, even though it really looks like you can. That said, aside from the difficulty, the game is beautiful and quite effective at its message so it was worth powering through.
Oct 17 01:04:05 258h 57m Optimal Path ♥ 1 The concept is cool. Scouting out things on your way down, essentially taking note of the level's puzzle, so that you can optimally path back up to the surface is a neat idea. One thing you should absolutely do however, is reorder the planets so that the ice planet is the first. Not only is it much simpler and harder to screw up, but the first level is not possible to progress in unless you have the mining upgrade from completing a different level first. That probably explains some of the other comments. Also, I guessed that 'R' was to restart the level, but that's something everyone should know. That said, is there a way to get more robots? I have a hard time imagining that I can get 15 crystals in one trip to the surface without additional bots. In any case, good job and the concept of planning while descending to solve it while ascending does have a lot of promise.
Oct 17 01:41:30 37m 25s Strontium Submergence ♥ 1 Graphically, this game is easily one of the best, and the sounds work great too so that's a plus. Enemy bullets are hard to see, given that they are small, fast moving, and visually outshone by other things in the scene. I would highly recommend making enemy bullets the most saturated, flashy, and highest layer things on the screen. The coolant mechanic seems important but I'm not aware of what it does, or what happens if you deplete it, as even when trying to get hit quickly to rapidly drain it, the player's health depletes first. That said, your game is an otherwise very solid shoot-em-up experience. Good job.
Oct 17 02:10:33 29m 03s Sanity Is Reality ♥ 1 I agree with a lot of the comments here, the game has a lot of neat content under the surface. And it gets surprisingly scary. BUT, it takes way too long for any of that stuff to trigger. Players can comfortably get to 40+ score with their health maxed out, and it takes about 40 seconds of deliberately touching the basic ghosts for anything to start happening. Think about it like this, if you have a bait-and-switch esque game, you can't have 80% of the time be the "bait", especially when it is very basic and the "switch" has all the content. I recommend highly increasing the sanity drain over time, and making the thresh hold for when things start to happen at 70%. These two changes should ensure that players encounter the meat of the game, and engage with it for most of the play time. Very cool concept.
Oct 17 21:48:27 19h 37m Cliff swinger ♥ 2 This is a pretty dope game. And to the players, here are some tips so that you too can get a 79+ score with some practice: * Having trouble grappling? Click one boulder below where you're trying to hit. * Stuck under a rock? Rapidly click to the left of your character to slide left, and vice versa. * Launching off the sides? Generally you want to keep grapples mostly vertical, but you can also re-grapple when you're close to your boulder to get rid of momentum. If you can master those three things, you should be able to get 40+ pretty consistently, and then 80+ with some practice. Good Luck!
Oct 17 22:00:03 11m 36s Euro Drunk Simulator ♥ 3 It's a pretty dope game, aside from the optimization, it's a fun short little experience, and to be honest, that's everything I want in a Ludum Dare game. One thing that could be cool is if the seats break down after a while, so the kids can now yeet towards the camera for even more chaos. Nice job.