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WilloXs

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TimestampSince previousGameWilloXs's comment
Oct 6 18:46:27 Meowgician ♥ 3 It was fun - got the four potions with my second try. I try to list some good and less good things: Good: The soundtrack was really well used. The speeding up really made you feel a sense of urgency with the brewing. I know you dropped out of audio because of not making it yourselves but knowing how to use it well is a good skill to have. The overall game idea and goofy style really fits the gameplay ( your a meowgician after all). And also the game has many cute details like the ravens and fishs animation and the cats walk cycle. Less Good: The theme could have a bigger impact on the gameplay. Like relying on the 'earthquakes' to craft something for example as right now they are only for visual flavor. And one thing that could really help the games overall visual quality is keeping to a consistent pixel size. All the sprites look good on their own but some bite each other because of the different resolution. Sticking to one for the whole game is usually the better approach (imo) for pixelart. TLDR: Good stuff - like the cuteness and details - could be even better with some minor improvements
Oct 6 19:24:17 37m 50s Heat Death ♥ 5 You make much out of a few simple mechanic i like that a lot. Here are some points i noted: Good: The level-design really carried here. Most rooms were pretty straight forward but they almost all had their own quirks and tricks. You had levels with precise jumps and others that were more puzzle heavy. All in all a good variety and not to much to get bored. The console is a charming way to add info to the player and also build a little narrative to follow. The sprites were very simple but you kept that consistent throughout the game and the glitches and little effects were a nice touch too. And after all the controls feel good and the game is fun. The dash is naturally the main mechanic and the standard-set keybinds should be comfortable to most players (good choice going with shift and not y/z or smt). Less Good: Many rooms felt a bit empty with the vast unfilled areas in them. That can be the cost of going with such a simple style but can be prevented with a bit of camerawork for example. Thats just a minor nitpick though. My only real critcism is the choice to have the 'dashpoints' generate over time. That leads to some longer waiting around and slows that otherwise fast paced gameplay. TLDR: fun jump'n'dash with good level design and clean (if a bit sterile) art and an enjoyable little narrative. Deserves the 4.5 in fun for sure.
Oct 6 19:49:08 24m 51s Understable ♥ 3 Ok so after struggeling to get what was happening this is a cool concept. To bad i just cant beat the 'flappy birds' level. I made some notes: Less Good: The pixel art is in itself really good but the overall style is to inconsistent. Many characters, background elements and ui pieces have different resolutions and that downgrades otherwise good art (imo). It is also really hard to read what is going on (i had to restart way to often in the beginning because i thought the thorns were background). I feel like some hitboxes are not aligned with the actual sprites or way bigger leading to seemingly unfair restarts. Good: The thematic concept is unique and the mechanics i saw until i couldnt progress further were interesting too. The heart shrinking (without love i guess) and flying away (with help of the lady) are nice metaphors. But my favourite levels were the ones with the switching gravity (i dont know what that stood for though). The idea of an assist mode is great and could even be expanded on for people like me (who lets just say 'didnt do so well' in the levels) TLDR: A game with a concept that is definetly worth playing - a bit held back by some problems in the execution
Oct 6 20:03:31 14m 23s Wobbly Cannonry ♥ 5 Yeah i have to agree with the other comments. The idea is great and so well executed. There is not much bad to say aside the obvious lack of audio which sadly hurts the overall score. Great consistency in the resolution. Even the rotating pieces respect the underlying pixel grid. I see a lot of pixel art games (my own included) go for the easy solution to do a 'fake' grid with smooth rotations overhead but you really can see the difference it makes here. I feel like the turret enemies could spawn more often but yeah - what even say xD great game - happy you commented under mine so i found it^^
Oct 7 13:12:31 17h 09m A Gift in Good Faith ♥ 2 i recommend a simpler control scheme. arrow keys are awkward to use if you are used to wasd and many people dont know this but many european keyboard use the qwertz system that means that z and y are switched. that is why x and z make for a bad pairing.
Oct 7 19:18:03 6h 05m Unstaball ♥ 3 Hey it's another unstaball! I made a game with the same title xD I was a bit surprised that you went for one big level with that gameconcept. I thought it was an endless mode until i eventually won. Maybe making smaller but some more levels would be a good way to continue developement. I really like how the game feels. The view can get a bit awkward but the jump handles good and the explosions have a nice impact. The graphics are good in many aspects like particle effects and lighting but i dont like how the turrets look (a bit to harmless imo). Btw. i just found another person who has the same game name as well: https://ldjam.com/events/ludum-dare/49/$270210 I will leave a comment there to your game as well so we bring the unstaball crew together xD
Oct 7 20:40:24 1h 22m Path of the Pogo ♥ 1 That was pretty unforgiving - it took me like ten minutes to beat the first moving platforms. Then i tried to jump over the saw and immediately fell back down... I think i am not made for the rage games xD
Oct 8 10:59:59 14h 19m Stack'N ♥ 1 Hey thats indeed very relaxing. Good music for that purpose. I think a level system would maybe a bit more engaging than the highscore one. Having to break a specific height each level to proceed and throwing in other things like wind or platform shake later would be a really cool expansion.
Oct 8 11:20:44 20m 45s Mint ♥ 2 That is a really good looking game. The light effects and the great background art were epecially noticable. I also like the dynamic camera that is looking ahead of your movement. Its cool you managed a story based game in so little time even if you are basically only walkinf/floating from a to b. The floating controls are really unique. Maybe there could have been a few puzzles about how you move around to give a bit more deoth to the gameplay. Oh and i got stuck in doors 3 times and had to restart (that was a bit annoying). But all in all its really the visuals and the mood that are top tier^^
Oct 8 13:49:19 2h 28m Rogue Planets ♥ 2 Looks beautiful and super calming to play. I hate to give a generic "i really like the game" kind of comment but i really dont have anything bad to say about it. The bloom and effects are super fitting and the ui is slick well integrated into the visual style. What a great job - i hope you get some more ratings as this is clearly a hidden gem right now.
Oct 9 11:26:10 21h 36m Moody Hero ♥ 2 It really takes a while to get behind the controls but the movement is pretty fun once it clicks. The different behaviours with the mood swings are a good concept but i feel like the level design holds it back. You are almost always back in 'angryland' and dont need to play strategically with the different moods (maybe i just hoped for more puzzles). The levels werent too hard for my taste just a bit confusing (why does the antidote open doors/make you ill). I have still no idea how the star system works though. Do i need to make them happy or something? I like the suggestions of ramps from above. Seems like a fitting addition to the movement. TLDR: Very nice movement and concept but maybe make the levels/goals a bit clearer.
Oct 11 18:41:37 55h 15m SCANLINE ♥ 2 I dont have to add anything new - just wanted to say that the game is really good imo. Btw cool idea with the "games that need love" posts.
Oct 11 19:03:23 21m 46s 2nd Law ♥ 2 I like the idea of the game but i think they could have been implemented better (always hard under the jam time pressure). The player will first do things if possible and in a random order and then in the next playthroughs slowly get thoughtful about his actions. I think it wouldnt even be necessary to show the entropy meter - just the impacts on the scenes like the sinkhole or the bunny could be enough. Its just a bit short right now but with a few more options and events this can be a nice open ended puzzle game. The collision detection is a bit annoying though. Anyway im a fan of something a little bit different and the mood is also quite nice
Oct 12 10:44:43 15h 41m Scrap Pilot ♥ 2 I love the kerbal like idea! Yes please go for a full game. The idea of assigning keys to the single engines is so good. With ui improvements and more things to build i can really see this as a full game
Oct 12 16:51:28 6h 06m Unscrambler ♥ 2 Wow that is really cool. "I did have the dictionary system ready as I’ve made other word games in the past. So I pretty much had it partially ready for checking if given string is a match or not." ^^Do you use like a dictionary api somewhere? Because im really courious how that is implemented. Im not a big fan of chromatic abboration but the game looks great never the less. Also i suck at it - never heard most words before (not native english though)
Oct 12 17:03:15 11m 47s The Markus Polo Hostage Situation ♥ 1 The text system is very well implemented and the story is fun. You also dont run into stuff and dont know how to get further as the game is fairly easy (even a bit too easy - the only real puzzle was to google the name from the picture). The visuals are super messy on purpose so it has a consistent style - that is nothing for everybody i guess but it works well for here. Audio is good too. I feel like the game is a bit to linear with the only path i found being the last choice with the endings. And i think you missed a big chance to make something super funny (which is hard to do but always very enjoiable).
Oct 12 17:54:42 51m 27s Floor Falls ♥ 1 The last level is indeed quite challanging (would have wished for some more honestly). I like the concept/main mechanic of dropping through the floors. But i have a few improvements for some minor other things: - i think the undo move needs a sound effect too - tying moves to push/release and not hold - a little bit of background music thats all^^
Oct 12 19:44:41 1h 49m Neon Tower ♥ 2 The gameplay is nice and i like the high friction between blocks. I played a few other takes on that mechanic already and some struggled with a to 'icey' feel. A nice touch i noticed is that the tower 'freezes' after you get to a new height, which makes further stacking easier and more fun. I really like the neon graphics (i used them myself) but have some improvements there: The glow/bloom effect can be toned down just a bit for my taste. And some colours are far brighter than others - maybe playing around with the hsv values (especially the value) can be an easy fix. Also there are destinct visual differences between hand drawn and some of the more geometric shapes (circle, rectangle etc.). Keeping it visually consistent is always important to me. And at last - maybe use a different font. The pixel font really doesnt suit the general aesthetics of the game. That sounds a bit too nitpicky but is just meant to help^^ Otherwise i really like it and the bounce sounds are nice too.
Oct 13 13:18:27 17h 33m Alchesaster ♥ 0 You came up with a really cool concept there. But it has some issues that hold it back. After like four levels you know all enemies and spells and there is nothing new afterwards. I was spamming 3+4+q all the time because the other ones were just gameplay wise to weak/unnecessary (give or take a few health potions). Having more spells is one way to fix this but i thought having some enmies be immune or resistent to fire may be cool idea to force the player to use other stuff like the poison too. Or having a limited supply of basic potions and they get dropped by enemies instead so if you are out of red ones you need to do something else. The crafting in itself works surprisingly well and is fun. I even wish some spells would need more than just two ingredients so it would be a bit harder - maybe more ingredients equals more powerful spell or something.
Oct 13 13:53:49 35m 22s when the earth falters ♥ 2 Agree with the comment above. I found all of the letters first and went on to the puzzles afterwards. For me it could have just been the puzzles and i wouldnt feel like i missed out on much. I dont know how you could have connected the two 'games' better myself maybe more clues in the world instead of the very on-the-nose pages. The puzzles itself were nice and not to hard with the novelty of having to literally write launch codes. On graphics i feel like there is a big discrepancy between overworld and puzzle screens. I really like the style of the puzzles and the fallout like device you came up with for them. And the journal pages were fine too. But the hub world felt very bland and empty with honestly not much to do or explore (the earth model is the one thing standing out here). So as you may have noticed im not a fan of the diconnected 'overworld' (sorry xD) but after all the puzzles were actually really fun to solve and had their own good visuals too.
Oct 13 18:20:25 4h 26m Crunda ♥ 0 Wow that is maybe the implementation wise best take on the theme so far. I got to read through the code how you made the unstable planets. Really well done!
Oct 14 13:04:11 18h 43m Ecotopia ♥ 0 Thats definitely a new take on the theme. But even though the idea is great it imo lacks satisfying gameplay. The map is a bit too big for my taste and it is not necessary to use the whole of it. I came pretty far by just focusing on a tiny corner and making sure everything there lives in balance. The graphics are obviously super cute which is another reason why zooming out to much hurts a bit. I wish there was more variety to the gameplay itself (but i dont know how to make it better). Anyway i like that you went in for the big concept.
Oct 15 15:20:11 26h 16m Seesaw King ♥ 3 Wow that may be the entry with the highest replayability. Loved the different upgrade routes to take. The visuals and sounds are great at first but become a bit of a clusterfuck towards the later levels. I think i actually managed to beat the game as there werent any new levels after i think 28 or so. My final 'winning' strat was the lightning with super high damage and radius: Seesaw King by LukeGLi, Figueroa - Google Chrome 14.10.2021 23_57_31.png All in all it was really great and the gameplay unique. Great job and good luck with the ratings - maybe you contest for the first places!
Oct 15 15:30:48 10m 37s Un-Ren-Table ♥ 0 Really cool and good looking game. The one year time limit is a good way to keep it from getting boring (even though i would even love to play it in sandbox). It has the casual fun vibe all over it and works really well for that matter. It would be cool if we could control were to place the new wizards as they are so chaotic on their own. And i thought the stone blocks were fireproof but werent - maybe in an update. But yes i can only repeat what others already said: Super fun topped with very nice graphics. Well done and keep going!