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Edmanbosch

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TimestampSince previousGameEdmanbosch's comment
Apr 10 16:50:18 Mama ♥ 1 Cool game, got a time of 3:29. I feel like the collision boxes on the vines are tad weird, as they are inconsistent in whether they hit me or not. It almost feels like the collision boxes activate too long after they've already emerged out of the grown and too early before they disappear. The purple goo and wisps that appear do make it a fairly decent challenge though.
Apr 10 18:04:32 1h 14m The Subtle Hourglass ♥ 2 Wow, I have a lot of thoughts about this game. The main mechanic is very interesting; each time you die you have a clone of yourself repeat your actions, which can interfere with your own goals. At first I was a tad frustrated, but it ended up growing on by me the end. The little hallways connecting rooms together did make this mechanic a bit too frustrating though, as the character cannot be seen under the hallway sprite. This can cause a lot of difficulty in mid-game runs before obtaining the speed boost, as often I have both attacked inside or near a hallway due to an enemy being close to it or I would wait inside the hallway for my clones to exit the room. This lead to me either running in to my own attacks that I couldn't see or struggling to break through a hallway that's packed with my own clones. The combat was surprisingly enjoyable, albeit extremely simple. I think the time limit and low hits made it a lot more engaging than otherwise, especially once the clones started getting more sizeable in quantity. The fact that your attacks and enemy attacks cancel each other out when they connect is rather interesting in a game like this, as it ended up being something I tried to actively avoid in order to save on time despite it technically making combat easier. The shield is also a really good feature, providing much-needed defense against both groups of monsters as well as your many clones. The fact that you can just hold down the shield button to block, though, feels a tad off, and also makes it way harder to defend . The little stagger animations and attack telegraphs are really nice details that make the combat more manageable. I do think that there wasn't enough incentive to fight enemies most of the time, though. The camera was a major source of frustration. For one, it is way to zoomed in, which not only sort of lowers the quality of the art but also makes it more difficult to see the enemies around you (especially in larger rooms). More objectionable, however, is that the camera takes WAAAY too long to actually center on your character. You have to slow down way too much to actually be able to have your camera stay centered, which made things way too frustrating once I had to start rushing through in order to avoid my clones and stay under the time limit. Overall, this game is very cool and unique with some frustrations. Good job.
Apr 10 19:39:24 1h 34m Granting Immortality ♥ 1 image_2022-04-10_123428240.png Very interesting and introspective game, although the music feels a bit too dramatic.
Apr 11 04:38:34 8h 59m Somnokid ♥ 2 Very polished game with a surprising (or I guess unsurprising, considering you had two dedicated level designers) amount of content and a bunch of polish. I do find the way aiming works to be rather annoying though, as the character doesn't instantly turn in the direction of movement even when not shooting.
Apr 13 02:41:05 46h 02m Untitled Lobster Game ♥ 2 I assume that colliding with objects is supposed to damage your car, right? Because the car seems to be completely unaffected by them. There also aren't a lot of objects that appear in your way (there's like 4). Humor and song are pretty good though, and the art is nice too.
Apr 13 03:33:28 52m 23s The Ultimate Martian Roulette ♥ 3 Great game, addictive and surprisingly strategic. I really like the powerup things you can use, they made things super interesting to play around. The lighting changing as the chance of death rises is a really cool detail. ultimatemartianroulette_pic.png
Apr 13 04:19:55 46m 27s Captain Beardy ♥ 1 Really cool game idea which is held back by its lack of challenge. Difficulty just doesn't really ramp up enough to match the player's ability to freeze time, and as another comment mentioned, it's super easy to freeze time forever by mining crystals while time is frozen, allowing you to freeze time even longer. One idea to fix this would be instead of just allowing the player to insert as many crystals as they want inside the machine, instead they are forced to put in a specific amount all at once. After the time freeze finishes, the player will have to wait a few moments to put in more. Difficulty should also ramp up while time is frozen. Maybe adding an important resource tied to killing enemies would add some more motivation for combat and so that people won't just freeze time for a while at the beginning when difficulty is low and stockpile on resources. Perhaps you could also consider adding some sort of hazard or enemy which threatens the ship. It would make the ship repair mechanic more useful (the ship rarely breaks as is, and it seems to do so at random) and would add a bit more tension to the combat. As far as everything else goes, the presentation of important locations and information is clear and concise, the sprites are simple yet visually appealing, and the ship music is a bit of a bop (although it seems a tad too upbeat considering the circumstances). I would be interested in an improved version of this game. (Btw, I got an error one time when trying to fire a cannonball right after boarding my ship while time was frozen. Might want to check that out if you continue working on the game from the current source code).
Apr 13 04:50:31 30m 36s OhNova ♥ 1 The gameplay loop here is fairly rock solid both in concept and execution. Managing the different parts and resources of the ship was fun, even if I usually didn't last very long. Figuring out what all the controls do was pretty neat, although I still don't which knobs are for the engine and which are for the fuel. There were also a couple of buttons, knobs, and sliders I didn't see any use for at all, which might just be because I didn't get far enough. Considering the kind of game this is, I think it could be tremendously improved with sound effects and ambience. It could really make things more intense, and could also help guide the player using audio cues. Plus it could make all the button pushing, slider sliding, and knob turning the gameplay is focused on way more satisfying. Some small improvements I would suggest for the game over screen is to tell the player their exact cause of death (hull damage, supernova, and whatever other threats you might add) and to tell the player how long they survived.
Apr 13 17:14:21 12h 23m I Am Coward ♥ 1 Interesting game. The aesthetic is rather surrealistic and strange (in a good way). The idea is pretty neat, but the way it works right now feels a tad janky. Right now it's incredibly unreliable to create a bridge where you want, since not only are drone spawns random but they also take 3 shots to actually kill. The fact that drones are the main source of score also feels a bit odd due to the important utility they have, which I suppose might be the point, but I think it might be a bit too much to deal with here. Perhaps you could consider allowing the player to be able to create a bridge at any time they want? The player will then be able to put a bit more focus on drone killing and getting a better score, and there are many ways to challenge the player based on this.
Apr 13 18:46:16 1h 31m This Is Sketchy ♥ 2 Really good game. The mechanics are fun, and the secret pathways were pretty neat. The narrator is also a cool addition, his dialogue reminded a lot of the Stanley Parable. He was super quiet, though. Even after turning my volume up I could barely hear him.
Apr 13 19:39:23 53m 07s Slime Zone ♥ 1 Very fun and unique game, feels like something I would buy and play on Steam. I think the character's handling feels a bit off though: when you latch onto a wall you can't move off of it, your only option is to perform a wall jump (although considering the character is a slime, this might've been intentional). When you collide with a wall on the side all your vertical momentum is zeroed out, which also feels very off-putting and can be hard to deal with at times.