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Remco

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TimestampSince previousGameRemco's comment
Apr 4 10:18:11 Singularity ♥ 2 Slick intro and outro. I like the art-style in general. Feels like something different. (Doing a lot with a little, like I tried in my current game as well, but maybe a bit less successful depending on how you look at it). The concept of capturing is nice. Would be a bit more strategic with more that the main character though. On the other hand, that might mess with the vibe you're going for maybe. Even though the game left me with positive feelings (despite the robot-heads best efforts), I mostly have a little list of bugs+ and other things I noticed beyond this (it's like that sometimes...) - The wabbits and other creechers can spawn inside ('on'?) the robot-head. I was able to 'get' it once the blocks grew to a full row in front of the head. See screenie. - The walk distance is 'as the bird flies', but the character needs to walk there, so sometimes you can walk over blocks you can't reach because you _can_ reach the destination. (Due to how abstract and surreal the surrounding is, this ... I'd maybe have thought it was on purpose if this wasn't a gamejam-game.) - Due to the way the animals evade you, and you need to trap them, and they spawn the grass on capture; nature will always spawn in the corners and edges of the map, rarely covering the center. - If you're 1 block away diagonal, and the animal is trapped in a corner, and you click that tile, you will swap places (as the movement is never diagonal, and there are techincally 2 paths, and the critter will always take the other one). (+: Pointing them out is not 'asking [you] to fix them', right? :-p -- I just assume that you'd still like to know if people ran into them.) singularity_screenie.png Anyway, good job. Felt nice and relaxing to play, which is what many of us probably need right now.
Apr 4 10:34:06 15m 55s Live Long And Prosper ♥ 1 Hi! I'm on Linux currently, so I thought I could try out the Linux build. If I DL that, I get the Windows build instead though. Thought you might like to know. (I don't currently have Wine or a VM set up properly, so I can't play at the moment. -- Don't worry I didn't rate yet, as you shouldn't rate games you can't play.)
Apr 4 11:24:38 50m 32s Parachute ♥ 3 I give up, I just can't find the 'F', nine letters. I go the rest though! Anyway, I love what you can do with a minimalist style like this. People often don't realize simplicity like this takes effort too. And attention to detail, like the understated sound-que and one actually falling _faster_ when you miss. On the other hand, there's not much more to it than that though. I really like the vibes, but well ... even 'hangman' is more involved in its way. (Are there any easter-eggs?) Make sure you clearly note it when the game updates, and what you have updated, as that is required (at the very least for Compo/48h), so people have a (sort of) chance to judge what was there initially. Speaking of uploading things: I was so annoyed that I couldn't find the one with 'F' that I wanted to look up the source-code, but there isn't any? AFAIK that is (still) required for Compo/48h.
Apr 4 12:13:45 49m 07s Final Warp ♥ 1 The frantic situation is good (though it could have done with some sort of difficulty curve that slowly ramps up ... I have to opposite problem in my own game). Music helps with that feeling. The ships look nice, but when controlling it, it feels weightless. There's not really much else to say... er .. maybe it would help if instead of a health bar, the opposing ships just flashed when hit? And then your own health/oxygen meters could be at the bottom. Reduces visual clutter.
Apr 4 12:39:35 25m 50s RogueTime ♥ 2 The jump feels a bit floaty, and the environments seem a bit empty, but otherwise, there is a bit more content here than you might see at first glance. Well done. Would have like some music (or some more sound effects, but who am I to talk this time...) I found that I could cheese most of those big knights ... which was necessary, as they absolutely decimate you whenever you do get caught. I had a decently easy time once I found (more) health regen, from that moment on I could just only take the good upgrades.
Apr 5 10:07:29 21h 27m Flamekeep ♥ 2 When I try to run, I get: ~~~ [remco@deck out]$ ./run.sh & [1] 66432 [remco@deck out]$ ./flamekeep: error while loading shared libraries: libSDL2_image-2.0.so.0: cannot open shared object file: No such file or directory [1]+ Exit 127 ./run.sh ~~~ Please pack your dependencies with the game! SDL2 is relatively common, but a lot of people won't have the right version installed. (Also the download says 'fixed' ... per the rules of the Compo, you'd have to document what game breaking bug you fixed in the description here.)
Apr 5 10:20:34 13m 05s Fox Driver ♥ 3 I'm on Manjaro. It won't start for me :-( There's a long stack-trace, but the gist of it is, it can't find a bunch of functions. Not only things like `gl_window_open`, but also more basic seeming things like `lisp_sqrt`. I'm not in the right headspace right now to figure this (error) out.
Apr 5 10:41:37 21m 03s AstroPhysical ♥ 1 That was a lot of fun :-) I like how you sell the franticness of the situation mostly through gameplay. (Though music and graphics help a lot too.) The solar beam is difficult to get, though sometimes it seemed easier. It's a bit of a shame that, when you smash the asteroids to smaller pieces, the smaller pieces _almost_ follow the same trajectory, so most actions actually don't delay the asteroid as much. I tried breaking stuff up into smaller pieces and then deploying the gravity thing, but that didn't seem to do much. The nuke was cool! Though the first time I could deploy it I lost the game while in nuke mode, so it sort of got stuck until I pressed escape, then I lost my mouse cursor. I thought it was a weird, buggy ending screen at first because of that :-p
Apr 5 17:41:58 7h 00m Oh No My Trophy ♥ 1 I understood the tutorial screen just fine. Glad I went through it, otherwise I'd have thought the blue ones just going through fire is a bug. (I did notice that the bike-pump does something weird to the blues, their sprite goes dark and it moves a bit over the map.) Also the keys on top showed as 1, 2, 4, 3 for me, but I still needed to press 4 for the 4th item. All in all decently fun, with some nice polish. EDIT: Oh and it wasn't clear to me at first I could just move the mouse instead of click.
Apr 5 17:52:03 10m 05s Kessler ♥ 1 The huge pixelated HUD and the actual smooth 3D game-window make an odd couple, but this game makes it work somehow. The controls felt smooth, it was easy to get into, which in turn helps make it fun to play. I don't really care for the music though. (Maybe try something ambient if you really don't have the time for it?)
Apr 5 18:12:49 20m 46s Last Look Up ♥ 2 I like the idea that the 'delay' part is for a reason, rather than just senseless. That hadn't occurred to me until now. (Though ... in the original concept for my game the pickups where going to be wandering people you saved as well.) There's a bit of cooldown on the shooting, which I understand is to discourage button-mashing, but I wonder if it couldn't have been handled in another way, perhaps with a finite energy, as it felt very limited.
Apr 5 18:30:10 17m 21s Sundae Driver ♥ 1 I feel the time limit is _very_ tight, even on the first day it feels you absolutely need to go over the sidewalks to get the ice-cream delivered. Though you _can_ drive through most obstacles, so that's fun. Otherwise a nice atmosphere though! It feels like the sun is just setting. Also the other cars tend to get stuck, but I was just wondering if that can be used somehow as a tactic.
Apr 6 07:17:36 12h 47m Last Stand ♥ 2 I like the art, and animation. The battle system seems solid as well, if just a little on the simple side (block, attack, block, attack). I still liked it, as 1. it felt reactive enough while, 2. the animation and SFX still gives a seeming weight to your 'tools of trade' which makes landing a hit or block feel satisfying, and 3. the addition of blocking makes it about twice as deep as most LDJam-games in this style anyway. (Well, other than the fact that if 2 goblins are attacking you, and their attack is out of sync, you have no chance to block one of them.) I also like the way you deal with potential out of bounds problems. I don't think I've seen a death timer that way before, and it fits the story well. One last thing: I'd really like a mouse-sensitivity setting. It was playable once used to it, but when playing Unity games I always have to turn that setting all the way down. (At least here its manageable enough, but I've had to stop rating games in the past as this made it just unplayable for me.)
Apr 6 07:34:07 16m 31s The VortExperience ♥ 2 I was a bit tired of referential humor, but the good voice-acting, and '... unstable ... I'm not really supposed to use that word' won me over. Also it seems to go for being it's own thing _just_ enough. Also you just went for it ... there are a lot of lines. At first aiming took some getting used to, but once you found a spot to park your mouse and your character, so that the goo drop-off isn't that far away then it becomes almost easy. I got about 90 and a half seconds that way. Lastly, I do appreciate the character selection-screen.
Apr 6 12:31:05 4h 56m Sapper Master ♥ 3 I got to about 88. I found it easier to slice the wires vertically in the end. Since it seems there is only one wire to cut each time, you can sometimes look for the only different color, which makes it a bit easier as well. In my first play-through, I got in a state where there where 2 sets of wires drawn over each other. The I died, since that was my third heart. All in all, it's a bit repetitive, but the art is slick, and I like the way the cuts actually erase the pixels. Was this inspired by 'Keep Talking and Nobody Explodes' by any chance?
Apr 6 12:52:38 21m 33s Inevitoffice ♥ 1 So the first minute or so you're supposed to stay in your office? As soon as I went out they yelled at me when talking. Later, the same prompt is used when they _do_ want to talk to you. Is that on purpose? It would fit the setting. After a while I got a string where I could just click on my desk and the points went up, because that's what they wanted me to do at that point. I only went out whenever the !!! didn't go away when clicking on the computer. By that point the demands where more about talking to other workers. The boss never seemed to want anything. I just went back to check, and clicked a few times, but they only scolded me for interrupting. Also very fitting for the setting I suppose...
Apr 6 13:37:03 44m 25s Aito Deliverance ♥ 3 I'll return to this later ... it seems to be a bit longer. For now, my running commentary up to this point: - slick! outdone yourself with the intro -- _very_ atmospheric - Text sometimes fades before I can read it (was looking at some other stuff on the screen). Ah, wait they are hovers. Right. - 'No I can't trust me?' -- Ah when seeing that ending, it may not have been a typo after all. - drove to Jason, before I got to work, but nothing happened ah I see, I have to drag a package to his 'in-box' - on a related note, the text for the 'Artisitic Ending' overlaps the title - hm the left/right thing is for the interface, as expected ... a nice touch, but does it matter much in a point-n-click? - somehow I didn't even get into the RedWood app until my second playthrough ... it's great to slowly figure things out this way :-) otoh, I hope people don't miss stuff because of that, you know how the rating always goes - shame I can't copy the hex-code Aito sends me, typing it in (not doing that manually -- I'm on holiday) to the translator was a bit of work I think the next one is a YT video? maybe? ... hm though. backwards?