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the neon shark

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TimestampSince previousGamethe neon shark's comment
Oct 4 01:10:53 AIROBICS ♥ 2 This is a clever piece of work! Simple to understand and simple to play. I wanted something resembling upgrades, but that's clearly a me problem... The game difficulty ramps up nicely, but I never quite feel an amazing reward (aside not being fired :p)
Oct 4 01:15:27 4m 34s Un-Stabled ♥ 1 "Goonnn Giiiittt" -- Best audio ever. While I admired the responsiveness and the audio, I found it hard to be engaged with this one. I wasn't sure what made someone a better a worse player. Also, I sensed a lack of feedback on the UI for "how well am I doing?". Some small interface improvements (or upgrades) could go a long way with this.
Oct 4 01:20:59 5m 32s Shape Wars ♥ 1 Brilliantly simple. I liked the style and the controls (except right click on trackpad being not-so-fun). I didn't originally realize I was supposed to BUILD (until reviewing the instructions again). Nice work!
Oct 4 02:29:08 1h 08m ~☆~ Nekolibrium ~☆~ ♥ 1 I do enjoy this sort of simulation. I feel like the user interface could be more polished for this experience since it is the bulk of the game's focus. The graph view was spot on, but the other panels were very large and sparse for the data they actually contained. Clever idea!
Oct 4 02:32:58 3m 50s Happy Glasses ♥ 4 The game mechanic is conceptually sound. My brother exclaims "You have stolen the music of my people. 10/10. But also 0/10 because it's stolen." (Note this is a joke). The audio is annoying for the water droplets, but the music is so damn funny that I can't possibly be mad.
Oct 4 02:41:52 8m 54s Bitrunner ♥ 3 The visual style was enjoyable. Mechanically, I found it a bit tough to connect with though. Some feelings: Some easy changes: - The "START" button really doesn't need to be a button at all. Clicking anywhere should be sufficient. The mouse hovering the button doesn't imply it's a button so no reason to add confusion. I must have clicked it by accident the first time, because on my second run I had no clue how to start! - The SCORE at the end of my game was always 0, even if it was incrementing during the game. - After dying, I'd want the game to reset on button press / click instead of waiting 4 seconds. That 4 seconds is unplayable and unfun time! Give the player control :) Some harder changes: - Running "backward" felt very difficult and heavy. Consider making that feel more natural. I don't enjoy the feeling of not being in control of the player character. - The block placement mechanic did feel quite right. For it be useful as a platform, you'd pretty much have to click exactly on the player character which doesn't seem to be the fun part of the mechanic. I'd frequently wiff past the block even when it was positioned pretty well. Maybe a button to spawn the block underneath the player and stop momentum could solve that... it really depends what the goal of the block-building is. - I wasn't able to successfully interact with the red block due to frustration of the above issues. If I could reset the game faster, I'd probably give it a few more goes.
Oct 4 09:57:22 7h 15m Super Stable Charger Robot ♥ 1 I liked the concept of this remote control for various switches. The gameplay could feel a bit tighter. - I didn't understand that in the very first puzzle I had to "interact" with the disabled power source before my remote would start working. I was moment away from giving up before doing that by accident. - The zappy channels were a bit unforgiving and unexpected. I would have my character die before any audio or visual cue occurred on the electricity rails. - After dying a bit in to the game, my remote seemed to stop working. It was tough to tell if that was the case or if I was just pursuing the puzzle the wrong way. Those issues aside, I think this concept has good potential! Nice work :)
Oct 4 09:57:48 26s A Curious Case Of Lines ♥ 1 I enjoyed the purity of the graphics and the calm music. As for the gameplay, it was a bit too linear for my taste. I didn't feel like I was exercising any creativity, mostly just obeying what the game was asking for. Some feedback on the mechanics: - Add visual distinction between regular bridges and the world shifting lines. Right now, they always appear as the same UI element. While this doesn't matter given the game's linearity, it just felt inconsistent imo. - The camera could sometimes move quite a bit when starting to draw. I found this sort of jarring. It wasn't too bad though as the game was always playable :)
Oct 4 11:22:41 1h 24m Banana Jack ♥ 1 Fun little physics puzzler game. The first level was a bit confusing for me since I didn't understand I was supposed to drag the banana for a while (just assumed the monkey would grab when it could). After the first level, I was trained to dispose of boxes off screen. But on the second level, disposing of boxes was suddenly a condition for losing. While I enjoyed the added challenge of rebalancing displaced blocks, it was not taught well (although easy to learn). The graphics were excellent and the gameplay was smooth. Nice work on this!
Oct 5 14:20:37 26h 57m Changes ♥ 1 I do love this style of pure puzzle-ish platformer. The graphics and audio were simple and clean. I have two mechanical points of feedback that I can give: 1. The inability to jump right as you leave a block's edge is incredibly frustrating. Most games provide a "coyote time" jump that grants another 100ms grace period for jumping. I found myself just unable to jump at times I expected to have control. 2. The distances for jumps sometimes felt annoying or unfair (mostly as a result of the first point). This would likely not need to be changes if (1) were addressed. Overall, great piece of work! Thanks for making this.
Oct 5 15:36:32 1h 15m Pasta Run ♥ 2 A 2D parkour-light collect-a-thon. The directness of graphics and audio is great and definitely relays the message of the game. My primary criticism surrounds the wall-jump mechanic; I was never quite sure when I'd be allowed to jump. I generally tried to stick to walls and work my way up, but sometimes I feel like I was granted another wall jump without touching anything! Some thoughts: 1. Tighten up the wall jump mechanics to be more predictable. 2. Explain the difference between the blue and green terrain (if there is any) 3. Add some squash and stretch animations to the rectangular player to bring it more to life :) Good job!
Oct 5 15:43:16 6m 44s Equilibrium ♥ 1 Straightforward interpretation of the theme. This concept should definitely be expanded to make the game more broadly exciting beyond a single see-saw. Also, it has been mentioned before, but you can "cheat" by simply spawning objects above the pivot and clicking rapidly. Some thoughts for improvements: 1. Limit the location where blocks can be added. 2. Fix the 1-frame glitch which shows new blocks in the wrong place (they spawn for one frame above the pivot no matter where I click) 3. Give the player a goal per "level". Something like "Balance 10 shapes for 5 seconds without the seesaw falling." 4. Add challenge by giving weirdly shaped balancing toys and weirdly shaped objects to drop on those balancing toys.
Oct 5 15:48:35 5m 19s Home Tripper ♥ 1 The graphic style and story-telling here are no doubt excellent. I will say that sometimes the dialogue sequences felt a bit tooooo long for my taste. If I accidentally clicked the same item again, I'd have a long bit of dialogue to make it through again (smashing the LMB). Aside that, great work on this project.
Oct 5 15:56:09 7m 34s Tetformer ♥ 1 I really like the idea here! A mix of tetris and a platformer. I feel like there's much left to explore too! 1. The player moves very slowly and that makes me sad when I'm trying to advance to the next segment. 2. Would be nice to know how many blocks remain (and what type) for the block-placement mechanic. 3. I generally felt like I'd "do it live" for the tetris block placement. I never felt particularly clever... I'm curious if the mechanics can be adjusted to let the player feel more creative during that phase.
Oct 5 21:25:27 5h 29m Unstable Life ♥ 2 The graphics and ambiance were really excellent. That said, the UI elements for the inventory felt very cheap in comparison to the rest of the game's appealing pixel art style. I enjoyed the early bits but lost interest once I wasn't sure how to continue (I made a protein shake, drank it, watched some TV, then wasn't sure how to leave my apartment!). Overall, great project for a short game jam. I wish I were more of a point-n-click enthusiast to give you a deeper critique :)
Oct 5 21:33:29 8m 02s Morning After ♥ 1 The concept here is excellent and on-theme. The playability of the game was very rough for me personally (playing on a track pad though). The controls going in reverse and the screen shaking I could probably overcome with time, but the screen incessantly flashing white was very discomforting (understandable why you added it though). Fun little piece!