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Voidsay

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TimestampSince previousGameVoidsay's comment
Oct 4 20:06:36 Hello Darkness. My old Friend. ♥ 1 You have created a fitting art style. The hugging stick men are cute. The music came close to very good. The speed change when the darkness approaches was a nice touch. There were a few issues that I have encountered: - The jump height felt inconsistent. This made level 3 rather difficult. It seems that you get a boost if you jump off of an angled platform that is mandatory for progression. - Sometimes when you jump there was nothing in the field of view, which made judging distance travelled difficult. - Double rotating spike platforms felt cheap the first time round. I got stuck on level 5 after I couldn't figure out how to get thru the breaking platforms in time. The skill test leading up to the puzzle discouraged experimentation.
Oct 5 19:21:21 23h 14m Ornztarbil ♥ 1 I appreciated the levels that doubled as tutorial levels for new mechanics. Level loading seemed a bit unorthodox, but I can't judge how much of it is engine related.
Oct 5 19:44:30 23m 09s I'm Real ♥ 1 Very stylish tech demo. Unfortunately I am unreal and therefore cannot prove the reverse (aka I am too dumb to verify my 10 minute mail). Instead my hacker brain tried to open the website in an iframe. This outcome made it very happy. If only I knew what exploit one can do with such power (other than a key logger)
Oct 5 20:26:41 42m 11s Unstable States ♥ 1 The graphics are competent and the idea with different forms that get switched at random is good. However it would be impossible to play if you were not immortal. The biggest issue that I see is the level design. There is little thought put into mobility. I was often stuck waiting for a particular form, because there was no other way to get to the enemies. Dodging bullets in the vulnerable form was working ok as long as there were 2 enemies max. Unfortunately there were usually many more.
Oct 9 19:45:49 95h 19m Nails, the great genius ♥ 1 Sure the graphics and audio screams programmer art, but I found the many mechanics that you implemented quite solid. I got stuck in the level where you have to use keys to open doors, for some reason I cannot pick up any of the keys to open the last door.
Oct 9 20:02:28 16m 39s I. Want. Cheese. ♥ 1 Very good! I noticed that you took measures so red doesn't get stuck in corners, however I found that it was rather hard getting em out of some corners.
Oct 10 15:04:13 19h 01m Haywire ♥ 1 I was winning so hard that the game had to pull a null reference exception. I count this as an absolute win.
Oct 10 20:00:30 4h 56m Formula Dare ♥ 2 The interface hit me like a sledge hammer, but I got to say, once I peeled back the layers of complexity and finally understood how it works it became an excellent game! You guys need to come up with a better way to convey the games rules. If I wasn't such a fan of racing, dice games and long texts, I wouldn't have bothered to invest the time necessary to understand. A couple of pictures between the rule texts would have been greatly appreciated.
Oct 11 18:22:30 22h 22m Rockunsteady ♥ 1 Making it time limited was a good move, else I would have sat there waiting for the perfect modifier. Simple game and my hand has almost recovered from the intensive gaming cramp. I would suggest that you make a restart key. I found it a little awkward having to use the mouse.
Oct 11 18:40:23 17m 53s Corovans ♥ 1 The name is funny indeed. Unfortunately the game feels the wrathful hand of rngesus. The prices of extortion are rather extortionate. A bit of scaling and a bit less of the insta death would be nice. Basically more agency for the player. Rolling dice and looking at funny products can only get you so far.
Oct 15 19:13:41 96h 33m Political misdirection ♥ 1 The premise was a bit of a mouth full, but the game play stood strong. A nice reflex testing time waster.
Oct 17 19:00:12 47h 46m Karawan ♥ 2 I have come with my caravan! Why is it just me? Well the wagons got lost on the way... but I got to eat at last! Lovely game as always. Had me procrastinating for half an hour. I found a spells description a bit confusing (switch flat ground, didn't understand what it meant until I tried it) I was barely using the spells, because I couldn't build up familiarity with them. They are pretty endgame and misuse sort of resulted in my doom. Which brings me to the last point. Sometimes I knew that I was screwed and had to do the 'ol suicide. A button would for that would be greatly appreciated!
Oct 18 18:06:30 23h 06m Unstable Landing ♥ 2 Joke's on you, I have been practicing in KSP. No one crashes rockets quite like me! My record stands at 84. !> I think 85 is possible with a lucky seed, as I don't see a better way to come to a full stop other than do a full suicide burn starting at 450m
Oct 20 11:14:51 41h 08m Vomit Up the World ♥ 1 Good news everyone, my insides are still inside me! Navigating was surprisingly ok. First I was confused how you move, then I remembered a bit of the cut scene where you zoom into a ball, so we must be rolling, right? Perhaps bringing a bit more attention to the fact that you play as a sphere could help. I liked the wall shattering box in a box idea, I am going to "borrow" it some time :^)
Oct 20 11:22:11 7m 20s Theory Of Chaos ♥ 2 @caerind @bklolo you have the classic compression bug in your web build. You need to set the compression method to disabled and rebuild (sometimes gzip works, but not for everyone) https://docs.unity3d.com/Manual/webgl-deploying.html anon also gave a tip two comments up
Oct 21 10:22:12 23h 00m Wobbly City At Sea ♥ 1 God only knows why they want to build 3 stadiums and just as many airports on a tiny off kilter island, but I gosh darn did it... before it all collapsed of course. Seems that your web build is a bit weird. Starting with the development build and ending with the odd screen cropping. Now since you provide a source code anyway the fact that it is a dev build is not too big of an issue, but keep in mind that people can read your code if it is a dev build. I assume you did that because the normal web build didn't work. If this is the case you should simply deactivate the compression then it will work just fine. Regarding the resolution, itch has a special option that auto adjusts the frame size to whatever unity wants (it is a small drop down)