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ThePelranthean

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TimestampSince previousGameThePelranthean's comment
Oct 4 02:49:42 Circumgyration Destabilization ♥ 0 Nice simulator! The gravity interactions seem reasonable and it's fun to see what is possible using that mechanic in various ways. Sometimes, when spawning a new object, it jumps away from where I clicked for no apparent reason. That makes it a bit difficult to predict what a given action is going to do, though on the other hand, it has led to a number of "happy little accidents." I also appreciated the music; it really helped establish the mood of the game. Thanks for sharing your game. @devparty It looks like you just need pygame. I've pull requested a requirements.txt if you want to try again.
Oct 4 03:09:40 19m 58s Bad Buckets ♥ 1 Looks good. I appreciate the super realistic graphics. 😸 Actually, the graphics were consistent and established a good aesthetic - they aren't bad at all. I think the mechanics were fairly good too. Movement felt a little floaty, but it wasn't too bad. Because the buckets spawned pretty fast for me, I lost focus on protecting the customers and went into survival mode, just trying to catch any bucket that ran by. I would probably have benefited from a slower spawn rate, but I suspect that varies widely based on player skill (my skill is very low in this case). I enjoyed the way you integrated the theme into this game and I found the story of the game to be fun. The music helped establish a good mood and the frantic paint wrangling kept me engaged. Thanks for sharing!
Oct 4 03:23:21 13m 41s Ping to Mars ♥ 1 This is a really cool idea. It may have been nice to have a quick reset button so that you could recover from mistakes a bit more quickly than it takes for the battery to run out. Overall though, I enjoyed the puzzle of choosing a good trajectory and predicting where the signal would be weak. It would be cool to see additional extensions on this basic concept. For instance, maybe the robot could place its own repeaters. Or maybe there could be a mobile repeater. In any case, this is a good simple game. Thanks for sharing it.
Oct 4 03:44:42 21m 21s Unstabled ♥ 1 I enjoyed your walking animations, particularly for the player. Did you use a special program to create it? Or did you just freestyle it with a paint program? This game did a good job of keeping it simple. You laid out the level so that certain paths were blocked, requiring the player to figure out the best way to get each horse to the exit. While I'm sure it could be expanded/improved, you succeeded in making a full game. Well done!
Oct 4 04:11:00 26m 18s A bad day to harvest ♥ 1 Exploding crops? You have my whole-hearted approval. 👍 This was a solid implementation of a card driven strategy game. The choice between movement and net placement provided a good level of tension. In addition, the next card I needed was always absent from my current hand, bringing just the right level of frustration with fate. The overall scoring mechanism and resource counting wasn't obvious to me, so I don't really know what winning or losing the game looks like, but I enjoyed harvesting (i.e. exploding) my crops as I got the opportunity.
Oct 4 04:33:37 22m 37s I really want to sleep! ♥ 1 You did a good job crafting intuitive tutorial levels. I enjoyed being able to step right into the game an see how it works. Being able to quickly retry a level also helped because mistakes allowed me to learn. It may have been interesting to have the Mood Board change over time, though that may have been too complicated. The music reacted well to the different emotions which really helped sell the mood of the game. Overall though, this game felt very complete. It had a consistent level size, a reasonable difficulty curve, and an interesting mechanic that was played out well across the levels. Thanks for sharing the game!
Oct 5 00:36:38 20h 03m A Solar Disorder ♥ 2 Agreed with Alice_02, the game liked to crash a bit. Here's a stack trace if it's helpful. ``` Error main.lua:361: Box2D assertion failed: bd->position.IsValid() Traceback [C]: in function 'newBody' main.lua:361: in function 'init' main.lua:696: in function 'init' libraries/hump/class.lua:79: in function 'Fire' main.lua:561: in function 'update' main.lua:471: in function 'update' main.lua:205: in function 'update' [C]: in function 'xpcall' ``` On the other hand, I really liked the gravity you implemented. It took me a little while to figure out a good strategy, but once I did, it was quite fun. I'm glad to spend a bit of time participating in such a time honored profession as zooming around space, blowing up asteroids. Thanks for sharing the game!
Oct 5 00:45:45 9m 07s DIE: Doomsday Intervention Enterprise ♥ 1 Excellent use of screenshake. And as everyone else is saying, nice music; it really is quite good. Knob was a bit hard to turn, but otherwise worked very smoothly. It definitely ratcheted up at the end to a good bit of player panic. Well done!
Oct 5 00:53:52 8m 07s Snuker ♥ 1 I had far too much fun with this game. I wish there were more levels. You did a good job choosing an appropriate art style and the mechanics were both interesting and fun. It would have been fun to see different types of elements or maybe some molecular interaction (like binding valence shells or something like that), but that is clearly beyond the scope of a 72 hour game. Also, I would have liked some sound to drive home some of the impacts - maybe excited chalk scratching? 😄 Overall, I greatly enjoyed this game. It's simple but fun. Thanks for sharing!
Oct 5 01:07:57 14m 05s Kinetic Space Mining ♥ 1 The tractor beam really was fun to use. The game does a good job establishing its core mechanic and giving you a chance to figure it out. It would have been cool to have ship upgrades or to be able to switch out ships to increase speed or have a stronger tractor beam, but if you included those features, I didn't get to them. I think the concept stands well on its own and I enjoyed playing it. Thanks for sharing!
Oct 5 01:27:28 19m 31s Split ♥ 1 Agreed on the character art. Well done. Playing through it a few times helped clarify the game's story though. Simple game, but interesting concept. Good job making the game!
Oct 5 01:56:30 29m 02s Don Muchacho: Vigilante ♥ 4 So demure! Juxtaposing music, dialog, and visuals, this game is a pinnacle of cultural achievement. It challenges your prowess with finely tuned levels designed to evoke exquisite joy. It will leave you saying only one thing: "Gertude! My investments!" (I may have had too much fun with this game... 😄 Well done on this!)
Oct 5 02:22:25 25m 55s Cloudlands ♥ 3 This game clearly delivers on its promises. It is definitely not over-hyped and I'm sure it will be the game of the year. With multiple game modes and a variety of content, it has something for nearly any player. While it may be a little unpolished, I feel that DVD Project Blue® has clearly lived up to their reputation. I eagerly await the release of the main menu. (Well done; that was great!)
Oct 5 02:35:23 12m 58s Unstable Memories ♥ 2 Well done making a playable game. I was even able to reach my family, so I feel rather satisfied. 😄 I had to play a couple times to figure out how the various systems interacted, but since it was fairly easy to restart, that wasn't too bad. For whatever reason, I didn't understand how the lever interacted with the orb, so that part had me confused for a while. In the end though, the contextual messages gave me enough information to figure things out. Thanks for sharing the game (and for fixing the bugs... that's always nice).
Oct 5 03:09:09 33m 46s RoughTrain ♥ 3 It's unfortunate that the bugs caused the instruction text to malfunction. I greatly enjoy the environment you created and the interactions you made at each station seem to work well, at least the first time I visit them. What you have is pretty amazing; I'd love to see it polished up. Good job making this game!
Oct 5 03:25:25 16m 16s The Stone Giant ♥ 1 It took a few tries to realize that I had to click and drag the stones to fix the giant, but once I figured that out, the game was really intuitive. I enjoyed putting the giant together in all sorts of configurations and the occasional odd block added a lot of flavor to the game. The art, overall really held together well, so good job on that. It would have been fun to see different part give the golem different abilities (like an energy shield or an auto-heal), but that might have made him too powerful. As it was, I think you have a reasonable balance to the game. It kept me busy, didn't overstay its welcome, and was enjoyable to complete. Thanks for sharing your game!