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| Timestamp | Since previous | Game | sakura_magika's comment | |
|---|---|---|---|---|
| Apr 4 23:45:06 | Good Boy eats the treat. | ♥ 2 | your pixel art style reminds me of Curse of Monkey Island era computer games, when they were pixel-y, but really trying to look painterly, this lovely in-between time before games became HD, but after they left the confines of 8 bit. it was a cute and mildly disturbing experience to be a sentient meatball being chased by the dog. i made it 45 seconds. i'm guessing the doggy fun meter is intended to inevitably run out, no matter what? and if you slow down, it just drains it quicker? as i played, i found myself experimenting, trying to see if there was anything i could do to get the meter to go back up, and wondering if there was any benefit to going forward and backwards, instead of only forwards (especially since the controls menu states that going backwards is an option), but it seemed like the answer was no to both, you really only want to go forwards, and have the meter drain as slowly as possible. | |
| Apr 4 23:51:49 | 6m 43s | Delay Inevitable Death | ♥ 1 | having the game in an "always running" state was really confusing to me, i didn't understand why the controls didn't work and i phased through boulders, especially since, on my screen, the text on the bottom that says what the controls are is mostly cut off. i think the hit boxes on the boulders are too big, i felt like i was constantly dying out of nowhere even though it looked like i had dodged, which was really frustrating. since there are boulders that are low, i expected there to be some kind of way to jump over them, but it doesn't seem like there is. that could add some variety to the game play. i also think some kind of score timer would be nice, to track current and high score, otherwise it feels pointless to keep trying. congratulations on your first LD submission, hope this feedback is helpful! |
| Apr 5 21:15:17 | 21h 23m | Tsunami | ♥ 1 | I think you have some cool puzzle design, like needing to hop down to a previous level to get the key, then get back up before running out of breath. I got stuck behind a wall of boxes several times, and I didn't figure out any way to get unstuck in that situation, which was pretty frustrating. I guess it's an unfortunate gotcha of any physics based game. I think having some kind of way to recover from that is important for a game like this, maybe kicking or destroying the boxes? otherwise it seems too easy to accidentally / unexpectedly get into a game-over state, just because of the boxes, not the water, and have no choice but to wait until you drown. |
| Apr 5 21:35:02 | 19m 45s | Majellan | ♥ 1 | I think you have a really cool idea here, of becoming more capable as you get older, but also nearing death as you get older, and needing to balance the two. some puzzles require an older form, or some are much easier with an older form, but there's a risk of being older. it adds an element of suspense to exploration. I was able to explore pretty far in certain parts of the level by getting as far as I could, waiting to age up, then continuing, which was fun, but, in general I didn't feel rewarded for finally getting to the least accessible areas. there would just be like a couple fountains to age me back down, and I was like "well what was the point of waiting to age up to be able to get up here, if all I get is aging back down". I think at the very least a big treasure trove of diamonds would have been nice, but ideally some kind of unique item / encounter. of course, it's a game jam, so that might be asking for too much. also, at the very far left, upper area, I found a fountain that I couldn't activate by touching it, and a door with a key behind it, but no way of getting around to the side with the key. I think it was not very clear what the block colors meant. it seems like there are a variety of colors of normal blocks, with no difference between them, and then some other blocks that are damage / death blocks. it was confusing to have damage / death blocks in addition to the spikes and gears, especially because death blocks look so similar to normal blocks. I think it would be clearer what is damaging if you kept all blocks as "safe" and just used them for visual variety, and only had hazards be non-block shaped. overall, it was a pretty surreal experience, especially with the music. why all the spikes and gears? what's up with the fountains? it made me feel like I (the jelly) am some kind of lab experiment, trapped, eternally trying to not die by staying young. I looked up Magellan, he's a Portuguese-born navigator? Is he related to Ponce de León? he didn't seem to be mentioned in anything related to the Fountain of Youth. overall, nice work, I think you're on to something good here, if you refine the level design more! and of course, there's the built-in jankiness of unity physics. slippery on floors, sticky on walls, the opposite of good. |
| Apr 6 19:44:08 | 22h 09m | Deathline | ♥ 1 | i like the neon glow visual style! decent over all twin stick shooter gameplay, the physics and movement felt pretty good, and it's fun to use strategies around hiding behind rocks from enemies. the grab function didn't seem that useful to me, it seems to attract smaller pieces of debris, are you supposed to be able to launch them at enemy ships? or use them to block? with things as hectic as they are, i didn't feel like there was any space to figure out how to use grab. |
| Apr 6 19:52:13 | 8m 05s | Inevitable Dungeon | ♥ 1 | it's an interesting concept, but i think that manually using the death bag isn't very fun or intuitive, you're basically incentivizing the player to find an item, put it in the bag, and wait until they die so they can start the run off with it. i think that some kind of automatic "carry items forward through death" would be better, like perhaps a random item you found gets carried to the next run, so your actions from the previous run still effect the next one, but you don't need to spend valuable time tooling around the menu, or give up a precious item that you found. |
| Apr 6 19:57:22 | 5m 09s | Drop | ♥ 1 | having the spikes block the air puffs created an interesting challenge. it definitely made the game more of a puzzle that requires lots of trial and error for how to time the puffs to get past the spikes, but the fact that you reset every time was pretty disheartening. also, i don't see the point of having 3 lives if you reset either way. |
| Apr 6 20:04:10 | 6m 48s | Lokat's Revenge | ♥ 2 | i appreciate the derpy visuals and sfx. more than once i really felt like i had shot on target, but still got game over. i think having 3 lives or something would make it a bit more fun, game over right away feels kind of disruptive. |
| Apr 6 20:09:20 | 5m 10s | Dreadlife | ♥ 1 | i think you did an excellent job with the tutorial being delivered stage by stage, and the music set a great atmosphere, it all felt very immersive. i didn't expect to die instantly when the blue meter ran out, the heart symbol made me think it would drain just one life point, so that was pretty brutal. this is just a personal note, but i think "violence is the only answer" is pretty over done in games, and i was looking forward to more puzzles / dodging than just attacking enemies. |
| Apr 6 20:16:52 | 7m 32s | The Engineer | ♥ 2 | i like the HD 3D / pixel 2D blend of graphics. it seems like for a lot of the repairs, i needed to interact with the display board, instead of the actual machine next to it, which was pretty unintuitive to me. also, it seemed like i just had to mash spacebar until it went up a decent amount, but when i was doing that for oxygen, it went up to like 30%, then just stopped, and eventually went back down even though i was pressing space bar. i was hearing the little "interaction blip" sound, so i'm not sure what was happening there. i think more clear indication of where to interact, and the success of interacting would be good. the green light and soft "blip" sound are kind of underwhelming, since pressing interact is the core gameplay. and i think it would feel more interesting and realistic to interact with the machines, not the message boards. and this is just a nitpick, but having the closed doors seemed like a rather arbitrary impedance to moving about. |
| Apr 6 20:23:31 | 6m 39s | Life - Delaying Death | ♥ 1 | it's an interesting game for sure, i really liked the gameplay mirroring the experience of life throwing all kinds of things at you, and you can try to go towards the good and avoid the bad, but eventually hit the bad. i like the art and animation, so good job focusing on that. the sound effects were fittingly surreal. (although i didn't understand why puzzle pieces were bad) but as far as the game play, it felt much less like delay the inevitable, unless it's inevitably getting board by the game. i got to like 8000 and realized there was no difficulty curve, and no end condition other than deliberately going towards all the and things to kill yourself. one way to fix it would be to make the base level decrease get exponentially faster, since no matter how many good things you try to go towards to prolong your life, death is inevitable for all of us. then it would feel like i'm actually playing against a challenge. i think it would metaphorically fit as well. |
| Apr 6 20:28:03 | 4m 32s | Beavers Inc. | ♥ 1 | well, i did my best to place beavers to repair the damn and stem the water flooding, but i got a lot of game overs without really understanding what i did wrong or how i could have done better. is there something more to it than assigning beavers to the choke points? i liked the attitude / humor in the dialogue. the graphics reminded me of the old "dwarfs" game. |
| Apr 6 21:57:32 | 1h 29m | Kiwis Can't Fly | ♥ 2 | @peachtreeoath oh my god, i played the Orisinal bunny cloud jumping game! i got those vibes from this too!! i remember letting that game run in the background as i worked in college just to listen to the music. |
| Apr 7 01:01:24 | 3h 03m | STUDY LADY (cookie mix) | ♥ 3 | excellent work! i never expected to find myself so engaged by a cookie clicker game. i made it all the way through! i won't spoil the ending for everyone else here, but i love the W. S. Maugham quote, really ties it all together. though, honestly, it was pretty disappointing to be hit with a solid color background and some text as the reward for finishing the game, after spending so much time looking at all of the pretty art and animation. i was expecting like a snapshot or something of the girl with her cat and her finished homework, or something to bring the visual story around to a conclusion. i think you did well in tuning all the numbers. i felt like it was satisfying to figure out the "puzzle" of effective resource allocation. It was really serene listening to the future funk and watching all the different animation iterations. i felt satisfied with fine tuning this "machine", figuring out where's best to spend resources. it also would have been nice to display the total number of loops it took to reach the end, if anything to compare against other players, or different runs, to see what strategy is more efficient. i can't say it felt entirely on theme, i think i see what you're going for with the girl and the cat trying to prevent the milk from falling, but it definitely felt a lot more "LD46 - Stuck in a Loop" than delay the inevitable. but still, it was really fun and cute! especially seeing the evolution of the various world objects through each world. meow! |
| Apr 7 01:10:15 | 8m 51s | Cute Crumbling Corpse | ♥ 0 | i like the concept, but this game felt pretty punishing, when an organ is not doing well, ATP lowers, making it harder to heal the organ, a vicious cycle. maybe that's what you were going for, but ultimately it lead to rounds being over pretty quickly, and not much motivation to try again. i think the visual style and mood are nice. as for gameplay, a bit more feedback for performing actions would be good. even if its just a little sound, and maybe a visual pop (quick grow/shrink) animation on the relevant organ to make it feel like i'm really doing something when i heal / upgrade. |
| Apr 7 01:18:03 | 7m 48s | Monkey Seen, Monkey Screwed | ♥ 2 | i agree, CTRL is a pretty unintuitive button to press for an action, i think E makes the most sense for WASD, or Shift for arrow controls. but honestly, i think it's completely unnecessary for there to be any button press at all. i think it would play much more smoothly to automatically get the bananas. when i'm already concerned with keeping an eye on all the spotlights, i don't want to need to remember to press a button when i finally make it to the bananas. it felt pretty challenging over all, especial for getting caught to be an instant loss. i think a QOL would be to have three chances, or maybe a timer like 2 seconds to get away if you're under the light. |
| Apr 11 21:05:44 | 115h 47m | Dinosurvivor | ♥ 0 | i like the graphics and concept a lot! i didn't survive that long relative to other players, but that's partially because i realized after a minute that i can mostly just stand still and hold down space, and my engagement dropped a lot. for gameplay / fun factor, i feel like it only became interesting when the big boulders that split into smaller boulders started flying in. otherwise, i just kept my dinos bunched up to make a decently wide spread, and mostly stayed in one place holding down spacebar. so i was basically really bored for the first few minutes of play. also, for holding down space bar, it felt like a chore, since there's basically no downside to not holding it down. if there were some kind of energy meter or a bigger cool down, it would provide more incentive to be strategic about it. at once point i got a cute pink dino that fired laser beams. that was really nice and unexpected! but i think it happens to rarely, another big improvement would be a wider variety of dinos, and having different variations more frequently. but of course, only so much you can do in a game jam. Screen Shot 2022-04-11 at 2.00.16 PM.png |
| Apr 11 21:21:18 | 15m 34s | Terminal Hydrophilia | ♥ 0 | it's a cute game, i wanted to take down the "big gunship" type enemies at first, but i found their health too high and their homing bombs too powerful, so i learned to just run away from them. the world felt pretty sparse over all, and i felt like i needed to search for more enemies to kill. maybe that's what you're going for, with the idea of trying to survive, and not dry up, but i think it would be more fun to have more enemies. i think the spikes ones were my favorite since they're not difficult to avoid the shots and give lots of points/health. i saw a few power ups here and there, but i never felt like i needed them, or understood what they did. for this genre, i think that weapon modifications would be the most typical, or bombs (screen clear) or a shield. as for innovation, this felt like a twin stick shooter (ala geometry wars) played mostly straight, with the addition of your constantly decreasing health. when i think about water drops trying to avoid evaporating, and fighting with other water drops, i would have expected some kind of mechanic with merging and growing, looking for smaller drops, avoiding ones bigger than you, and some kind of interaction with contact, instead of firing missiles. currently, it doesn't feel like a water droplet game, it feels like a geometry wars game with a water droplet skin. good over all polish! i like the droplet font and colors, and subtle animation in the background. Screen Shot 2022-04-11 at 2.13.35 PM.png |
| Apr 11 22:11:34 | 50m 16s | The Assessment | ♥ 2 | this was a lot of fun, but i wasn't able to save the world after many tries : ( for being on theme, i guess it's impossible to save the earth, the games just keep on coming? and while i get that forcing humans to play warriowares for no good reason is the point, i think the premise of "being ungrateful" and "horrible sins" feels like its trying too hard to come up with a reason. i think it would be more believable if the aliens were more upfront about it, like "hello lowly humans, we're bored so we're gonna force you to play these games or we'll destroy your planet." wonderful job with the art, animation, and sound effects! i love the old school orchestral sci-fi feel! really impressive polish! feedbacks: * intro text should be 2x as fast, or have a button to skip individual dialogues instead of the whole thing. * i was never able to pass the safe. it's clockwise, counterclockwise past and then to, then clockwise again right? i found it incredibly difficult to move to the right number (playing in a track pad). most frustrated by this one. * minesweeper - difficult to see where to click, and difficult over all! * difficulty scaling on the egg scramble is rough, after the first one, i had eggs already falling as soon as the game began, and spawning so far apart it feels impossible to catch them both. |
| Apr 11 22:19:24 | 7m 50s | I Would Like to Thank the Academy | ♥ 2 | very innovative idea for a really uninspiring theme! does the way the player plays the game have any bearing on the MC patience, or is it just a straight time limit for your speech? my run's favorite quote was: Screen Shot 2022-04-11 at 3.15.52 PM.png |
| Apr 11 22:34:19 | 14m 55s | Doomed Drone Defence | ♥ 1 | feels a lot like hades. i never really understood what fuel was supposed to do, does it just slowly drain as you play, and you need to pick up fuel and bring it to the generator? Screen Shot 2022-04-11 at 3.32.19 PM.png |
| Apr 11 22:45:01 | 10m 42s | I Sink Not | ♥ 3 | i absolutely love this game, the visuals, music, and concept are just wonderful! how fun, to make my own Howl's Sailing Boat. i had a lot of fun building a monstrosity of a boat, though it didn't do nearly as well as some of the others posted here! absolutely excellent work! Screen Shot 2022-04-11 at 3.41.46 PM.png Screen Shot 2022-04-11 at 3.41.57 PM.png |
| Apr 11 23:51:49 | 1h 06m | Procrabstination | ♥ 2 | well, that was surreal. i think i put on all of the clothes / interacted with the crab things, but it still gave me the "you're forgetting something" when i went outside. i was kinda expecting the character to be wearing the crab clothing and accessories. it was pretty frustrating not being able to skip the crab starwars intro sequence, which i'm guessing was intentional, but still not a good experience, especially the second time. i ended up closing the tab after pressing many buttons. thanks for making my day a little weirder! |
| Apr 11 23:56:50 | 5m 01s | Orbles | ♥ 2 | wow! this is seriously impressive, its so fun to watch the warriors go out and attack. i love the music and art! |
| Apr 12 01:18:50 | 1h 22m | Fart Competitions | ♥ 1 | the gameplay really didn't feel connected to the action taking place in the game. reminds me of the "learn to touch type" games i played in elementary school. i strongly having some kind of feedback for pressing the buttons correctly and incorrectly, otherwise i have no idea if i'm doing well or not as i play. i don't know if this is a good score or not, but here it is... Screen Shot 2022-04-11 at 6.15.41 PM.png |
| Apr 13 05:48:39 | 28h 29m | The Pit | ♥ 1 | this is a most unique and fascinating entry! combining realtime movement with card playing / deck building is a really cool idea! i personally don't like using the mouse with the arrow keys at the same time for this game, i think having keyboard bindings for playing the cards would feel a lot better (kind of like using character abilities in action games), like maybe A/D to fall, and GHJKL for cards to keep it all on the home row. i honestly think trying to align to the theme is really holding your game down. i think its a really bad theme, very uninspiring, encourages making bland unoriginal arcade games. i think the concept/system you came up with would be much more interesting for a platformer, or something with a bit more action. |
| Apr 13 05:55:38 | 6m 59s | Delayarrhea | ♥ 1 | i made it! what a cheeky ending. a very cute little game! i think a really fun change would be to make the poo meter slowly fill up over time, to give a sense of urgency, and force the player to solve each puzzle on a time limit! and it would feel more grounded given the premise of the game (i was actually surprised the meter didn't fill up on its own), to add an additional challenge! i think the puzzle / level design was well done, it wasn't super intuitive at first that you could scooch through seats vertically but not horizontally, i just assumed they were also impassable objects, until i was forced to b the level design, so good job in teaching that mechanic through gameplay. Screen Shot 2022-04-12 at 10.51.36 PM.png |
| Apr 20 17:38:14 | 179h 42m | MY DREAM BACKROOM DATE | ♥ 0 | played through to the end, you definitely made an interesting piece. feedback for gameplay: have some kind of feedback for the player when the game detects either a YES or NO gesture. not knowing if i correctly gave the input, combined with the already psycho nature of the dialogue, made me unsure whether it was actually getting my YES or NO response. like, i thought i gave the "right" answer, but the AI just got mad at my anyways, so i wasn't sure if that's just the narrative, or if i didn't input correctly. feedback for narrative: the ending made the journey feel pointless, like, i might as well have just not done anything, the outcome would have been the same. maybe that's what you're going for to try to be on theme (and let me just say, the theme sucks, very uninspiring), but it's definitely a negative player experience for me, to essentially get a bad end even when making it all the way through by (presumably) answering correctly each time. |
| Apr 20 17:43:48 | 5m 34s | Comet | ♥ 0 | cute graphics, i was surprised the first time a monster came out of the astroid. after that though, it felt a bit too easy and boring, there was only ever one astroid at a time, and it was not at all challenging to pick them off, then pick the bugs off. i think having the astroid spawn rate increase over time would have felt more engaging, then just flat-ending the game with the big astroid. also, sometimes a glowing thing pops out of the astroids, but i couldn't interact with them. what are they for? i like the colors and character design and the movement dynamics felt solid. Screen Shot 2022-04-20 at 10.41.11 AM.png |
| Apr 20 18:08:41 | 24m 53s | Rising wind Island | ♥ 1 | this was really fun! i love the visuals and animation. in my first run i didn't even realize i could refill the balloons with apple gas and died quite quickly. in my second run i tried to run a bare minimum ship with just two apple peons, and made it like 4 minutes. in my final run, i believe i beat the game. i rushed the propeller with 3 peons, 1 miner, and 2 iron miners. after getting the propeller, i got a gunman, and spent the extra iron and stone i was accumulating on castle upgrade, although i don't think that was necessary, as it felt sustainable even with just the three peons. however, with the upgrades, i bought a couple more fighters, and filled the rest with peons, and at that point, i could sustain the balloons well over the drain rate. iron and stone continued to accumulate pointlessly. i think using an exponential curve for the balloon drain rate would have added a sense of urgency, and inevitability, since it would eventually become impossible to keep up with. but it felt satisfying to know that i reached the point where i could keep my adorable little islanders alive forever. Screen Shot 2022-04-20 at 11.02.44 AM.png |
| Apr 20 18:22:00 | 13m 19s | Shoal | ♥ 1 | this was really fun! like peaceful, wholesome version of badlands. i like the visuals and BGM, but the fisherman's voices were rather startling, a bit too dark and gruff for the rest of the atmosphere. i'm really impressed with how all the level pieces come together, it feels very organic. i think i hit the "boss fight" area you just mentioned, where the screen paused and there were several sharks, before it really sped up again. i think that's a cool mechanic to have, but it was really confusing to me when it happened. maybe having a countdown timer some sort of visual indicator that this area is special would help. also, the second level is crazy fast and difficult! i died so quickly, heheh. i think a slower curve up would be nice, it felt kind of jarring to the atmosphere of the game for it to suddenly become so much more difficult. i had one run where i was absolutely showered with new schools of fish, and then the following run was extremely sparse, so i think a good refinement would be to control the randomness a bit. also, i appreciate that sometimes there are bonus schools of fish in the outlet or sidepath streams, but i felt like, since most of them are just deadend deathtraps, it was never worth trying to go into one to get more fish. Screen Shot 2022-04-20 at 11.12.20 AM.png |
| Apr 20 18:51:31 | 29m 31s | Reversary | ♥ 0 | this is by far my favorite LD50 game. i think you took a very uninspiring theme and made something wonderful, playing as a dark souls boss! i love the visuals, character design, and game design. especially that the boss even has three phases! having the ranged attack become more powerful over time was such a cool touch. i found the melee attack to be very unreliable, rarely actually making contact. it seemed to me like it never hit all the way to the ground. also, it was a bit unintuitive at first that i couldn't turn around without jumping or attacking. i guess it makes sense, because i might want to backup without turning my back on paige, but i found myself several times wishing i could turn around right away, and paige was going back and forth so it was hard to stay facing her. but, i suppose that's pretty common behavior / strategy for a dark souls boss, so i guess its quite fitting! i made it to level 16. at that point, it seemed like there wasn't any more unique dialogue, so i just let paige kill me without doing anything. that was actually a pretty interesting experience. as i just sat there, so did paige, for like 30 seconds. then she attacked me a few times, and then just sat there again. in the end, it took her quite a while to defeat me, with a few pokes in between long periods of just standing there doing nothing. it was rather emotional experience, it felt like in the end, she didn't really want to kill me, and i didn't want to kill her. i don't know if this was intentional or not, but it was very moving. i found that my best strategy was backing myself into the right hand wall and use ranged attacks. paige didn't seem to do very well with that, it seemed like she was pretty confused about where to find and attack me: Screen Shot 2022-04-20 at 11.42.39 AM.png thank you so much for such a wonderful game! |
| Apr 20 23:46:47 | 4h 55m | The Inevitable Relay | ♥ 1 | an interesting experience, the practical sfx were a bit unsettling, yet a bit cute, and the background visuals were far too noisy, made it pretty tiring to look at. i liked cycling the racers to give them breaks, i think more could be done with having three racers, to add some puzzle elements to the platforming. the level design was interesting, i think the sloped surfaces were too ambiguous though, some of them looked pretty steep, but i could still slam my way up them, while others are too steep to climb. having a consistent visual language about what is and isn't climbable would make it more playable. Screen Shot 2022-04-20 at 4.42.16 PM.png |
| Apr 20 23:49:59 | 3m 12s | Color Entropy | ♥ 1 | it's visually pretty interesting, gaining or losing points felt totally random to me. i could keep clicking on two squares, and sometimes i would lose points, other times i would gain points. at no point did i feel like i had control or understanding of the points. i understand the theory of the game, to gain points my moving pixels to the other side, but in practice, it just felt random. |
| Apr 21 04:22:45 | 4h 32m | Baggy & Maggy | ♥ 2 | what a lovely and fascinating game! i love the art and character design. the rope / bag physics was so much fun. the movement dynamics felt good too. got the climber achievement! Screen Shot 2022-04-20 at 9.20.32 PM.png |
| Apr 21 04:31:17 | 8m 32s | Gone Out | ♥ 2 | i love these visuals! beautiful pixel and parallax art. it's nice to have a quiet and atmospheric game, after so many generic arcadey games for this terrible, generic theme. |
| Apr 21 04:37:53 | 6m 36s | Delaying the Waking World | ♥ 1 | combining arrow button dodging with mouse point and clicking, is an interesting idea, but it is pretty stressful to split attention and split control mechanics. innovative, but quite "fun". good job with the art, theme, and metaphor with gameplay! |
| Apr 21 04:47:36 | 9m 43s | AI: Raining Cats and Dogs | ♥ 1 | this was... a surreal experience, especially with the voice sound effects. you definitely captured a particular mood of a toilsome inane office job. i found myself feeling a lot of mental whiplash muxing "accept / reject" with "correct / incorrect". thanks for making my day stranger! |
| Apr 21 05:07:20 | 19m 44s | The Fire Will Die | ♥ 1 | i like how all the various parts come together! managing warmth, the fire, rocks, and gathering food feel varied. i think the narrative was cool, but involved a few too many concepts, like druids and highborns and whatnot, my favorite parts were the grounded, more present aspects, but i appreciate the world building through narrative! |
| Apr 21 16:40:18 | 11h 32m | Mr. Psychologist | ♥ 2 | i really like the atmosphere you created here, with the music and shifting portrait visuals, and the loneliness of this old man in his office, i just wish the gameplay felt less random. if you're going for true immersion into the role, then maybe the answers can be more obviously right or wrong, and more obviously connected to the narrative. or you could make it less about reading into the individual caller's stories, and more "gamey", like have one or two key words in the text that are colored red/blue/yellow/green and it's more about matching the colors, with some kind of time limit. |
| Apr 21 16:45:39 | 5m 21s | Deloop | ♥ 0 | some feedbacks: * i like the idea of slowly losing your vision, creates a good mood * please list the controls, i had to press a lot of random buttons to figure out attacking and movement * the movement dynamics could use some work, there's too much acceleration and deceleration, makes everything feel floaty and imprecise. * enemies walked inside/on top of me, and i move too slowly to get them out, so that was a really frustrating way to die. * could use some kind of visual / audio confirmation when i actually land a hit on the enemies |
| Apr 21 16:49:59 | 4m 20s | Delay the Destruction!! Danmaku Downfall | ♥ 0 | wow, you made touhou, nice! the controls felt too sensitive and jumpy for me. the "time halving" mechanic honestly felt unnecessary, like it didn't really add much or change how i played the game, i think a normal life system would have worked just fine. |
| Apr 21 16:57:05 | 7m 06s | Nyan Tower | ♥ 2 | i think the art was really cute! music had a good mix of cute and exciting. very interesting hybrid gameplay of typing and click and drag. definitely got overwhelming over time, and i button mashed to no avail. instead of gathering resources to build up time, i think it would have been cool if it built up the bomb meter, and when you filled it up you could clear screen, instead of right clicking to stun, which feels kind of arbitrary. Screen Shot 2022-04-21 at 9.55.13 AM.png |