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the3rdHunter

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Apr 5 00:28:31 Censor ♥ 1 Very cool. I like the visual style. Music set a good tone but was a bit repetitive after a while. The text window animating in with each new box as you talk to one person was a bit distracting. And the dialogue sound was overly harsh. The visual style and tone were my favorite parts. Well done!
Apr 5 00:36:50 8m 19s Kore o Kawasu ♥ 1 This was fun! I like the retro computer vibe to the graphics. The game is basic, but fun and interesting. True, you can stand outside the circle and just not get hit if your really want to delay the inevitable. But I like the dynamics of the game when played authentically. Turn this into a dodgeball game and I'd play the crap out of it! 😆
Apr 5 00:49:38 12m 48s Battery Low ♥ 2 Fun game. I love having all the past drones littering the landscape of the level as you progress. I like the sprites and the subtle but effective lighting effects help elevate it. I would have liked to be able to hold the move key and have the drone continue to move along, even the pace is slow so people can monitor their energy consumption. Awesome work.
Apr 5 01:03:51 14m 13s Delay the inevitable: College Addition ♥ 1 Congrats on your first game! I liked the basic game loop, and the idea of trying to max out your partying while keeping everything else balanced. Having all the card influence all the categories means I'm factoring a lot of things into my choices. It was a little overwhelming. I'd preferred it if each card had smaller set of tradeoffs to consider, but others may find that too simplistic, so to each their own. Great work on getting a completed game done! That's a great achievement!
Apr 5 03:11:27 2h 07m OhNova ♥ 1 Great job! The cockpit is fun to interact with. It took me a couple lives just to find everything I could interact with. The duration is really short and felt pretty set. Not sure if I never got the hang of it and couldn't survive longer, or it's just not possible. Having all the warning messages the same red style meant I had no idea what emergency I should be addressing first. It would be cool if the problems had different levels of panic associated to them, and then they can get worse if you ignore them. Awesome work! The cockpit interaction feels awesome. I would totally play a space trucker simulator with that interface!
Apr 5 03:21:53 10m 26s Can You Out Run It? ♥ 1 Great game! Love the Game Boy visual style, and the music fits it super well too. The game loop is fun and the level was well done and showed off a lot of different movement rhythms you can do with this mechanic. It felt good to beat. The jerry cans added an interesting mechanic. I'd like to see more items. And some moving obstacles could really spice things ups. Awesome work! Please make a bigger, longer version of this game so I can play it!!!
Apr 5 03:34:42 12m 49s Death Chasing ♥ 2 Great work! The art is awesome. I really enjoyed how the challenge escalated with each twist you added. It really elevated the game experience, and made me want to play a couple more times to improve my score and get better at it.
Apr 5 03:45:55 11m 13s Deny the Illegible ♥ 1 That music is so upbeat. It just makes me happy to be walking along and delivering a parcel. Even when I get attacked by a dog.
Apr 5 03:54:32 8m 37s PLOUF! ♥ 3 Amazing art style and tone. I think a lot of people will rightfully focus on how cool the art style looks (so amazing!), but the audio design is also really well done. I love the unending ominous drone in the background as you futilely try to bail out the boat. And the inevitable ending is great. Amazing game!!!
Apr 5 23:13:00 19h 18m phon-ey wars ♥ 0 Great job! I like how crazy it gets once you have stuff blowing up and tons of hands coming your way. Took me a while to figure out that I could build and upgrade stuff, and that added a nice little twist when I finally discovered it. I agree with the earlier comment about balance issues, but balance is always hard when you have so little time. The game is fun and chaotic. Way to go!
Apr 6 00:19:41 1h 06m Conveyor Belt Attack ♥ 2 Fun little puzzle game. It does a good job of giving you a small set of limited choices and then forcing you to make those decisions quickly. I liked the pop-up that explained how to combine the boxes that would show up when you clicked the box. I didn't fully understand how the combination system worked (like which numbers to pair as they got higher. The pop up really helps with that, but you feel like you don't even have time to look at it as boxes are flying by and your time is running down. Nice menus, all the graphics are really clean, and the overall presentation was great. Thank you for adding a toggle for the background music!! Great work!
Apr 6 00:31:15 11m 34s BallPit: Arena ♥ 0 Kudos on making a jam game in Bevy for the Compo! That's extra difficult! It's unfortunate that the audio is broken since you said it occupied much of your time. I also had the same issues with the missing fonts and empty text boxes as mentioned by others. The controls were unresponsive as well. I eventually determined that I was in control of moving the blue player, but the responsiveness of the player was very delayed. Button presses seemed to be pretty random on if they did anything. I'm guessing there's some issue with the way the game was packaged which is unfortunate. It sounded like you put a lot of effort into all the systems and I don't think I got to experience any of them. Good on you for such an ambitious attempt!!!
Apr 6 00:48:46 17m 31s Eleventh Hour ♥ 1 Wow! Great game! The art and music set an amazing tone. Really enjoyed that bg music. The game was simple, but challenging and I kept wanting to try 'one more run' after I would die. It's pretty punishing that you loose all your timestepper charge when you get hit. I would be running after a kunai at the edge of the screen and get popped by an enemy spawning onto the screen a frustratingly high amount of times! But since you warned me, it still always felt like it was my fault for not getting out of the way in time. Lol. Excellent work. One of my favorites I've played so far this jam.
Apr 6 00:59:57 11m 11s A Thousand Islands, and One ♥ 1 Love the minimalist artistic style, and procedural generation of islands. This is a super cute, chill, exploration game with a great retro vibe. I'm going to enjoy having this game around, popping it open, and relaxing while collecting some treasure every now and then. It's amazing for a jam game, let alone a Compo game. Really amazing work!!!!
Apr 6 02:19:27 1h 19m Behold ♥ 3 Oh man. This game is so much fun! I couldn't defeat the final boss. I had one good fight where I had him kind of trapped against a wall and spammed attack for what felt like a good while, but I couldn't get him. The low gravity and constant jumping at that point made the fight extra hard! lol What really made this game stand out for me was that it's a perfect mix of doom-esque art and tone, combined with the great feeling character controls. It's fun to traverse around the well designed level collecting skulls. I like and applaud the ambitious inclusion of the different abilities/skills you unlock, even though it created some issues that you mentioned you planned to address with rebalancing. I like the inclusion of depth increasing elements like that, especially in the confines of jam game. Awesome game!!!
Apr 6 02:42:22 22m 55s Last Look Up ♥ 2 Awesome procedural destruction system! I know the aim is to prevent it, but it's kinda awesome watching those meteors chew through those builds and send debris scattering down onto the people running for shelter. The audio is amazing! From the opening voice over, to the shouts from the people, and the poignant piano theme at the end, it all sounded really good. Maybe there could have been some beefier destruction sounds to go with that awesome building destruction. I really like the tone of this game. It kinda feels like an 80's VHS to me. With the text scroll of over-wrought drama overtop of a starry background. The synthy off tempo background music. The missle command style of the gameplay. So nostalgic! So good!!! Amazing work!
Apr 6 18:22:02 15h 39m Coolant! ♥ 1 Ooo this was fun! First off, I love the shooting sound effects! So funny! I really like the level design. It can be hard to design an interesting single screen map, and I think you did an excellent job of providing an interesting terrain to traverse in such a small space. Jumping and shooting felt really good, well done on the controls. I liked that the slimes were slow and easy to avoid, but that was offset by the large number that would spawn and the fact that one hit would kill you. It made it tense, but when I got killed I felt like it was my fault and not that I was getting cheesed by the game. The fact that the coolant bottles follow you, but aren't firmly attached to you, and you can loose them as you move around if you're not careful was a great idea. It adds an element of tension and stress to grabbing the bottles, avoiding the slimes, and getting them to the reactor. Overall a great entry I really enjoyed playing!!!
Apr 6 18:49:24 27m 22s Wait For It ! ♥ 1 Awesome compo entry! There's so much great stuff here! The graphical style is awesome and goes really well with the humor. The music and sfx are well done. They fit the tone nicely and are well mixed together. I also am a fan of the structure of the game, with all the mini-games within. There's a little bit of balancing issues, with some games feeling a little too easy (dodge the bottles) and some games feeling a little too hard (avoid bananas), but the overall balance is pretty good which is impressive with so much going on in this game. Super ambitious for a compo game and you executed it super well. Kudos!
Apr 7 02:35:56 7h 46m RogueTime ♥ 1 Not a bad game. There are some bugs in your gameplay code, as the character will occasionally and seemingly randomly loose all forward momentum and stop moving until I press the direction I want to move again. Fortunately there's no pits to fall into otherwise that could be very frustrating. Good job having a variety of enemies. It was a little easy to cheese the large knights, but as mentioned, without the ability to cheese them they would probably feel overpowered. I'm always a fan of systems that allow the user to select different abilities at a cost. It's a classic element of rouge-likes and I'm happy to see you use them here. Speaking of rouge-likes, I'm assuming you're using procedural generation for your levels, but despite that, the levels felt very similar. Maybe some more variety in your proc gen algorithm would help the levels feel like they have more variety, although just getting an algorithm that produces traversable levels without any major issues is impressive in the context of a jam! Kudos! The last thing I'll mention is that I didn't really understand what sort of theme you were going for. There's knights and blobs, and your character is holding a bow which feels all classical fantasy. But the character also has tank treads and fires some kind of laser weapon. It was an interesting mix, but it didn't feel cohesive throughout the whole game. For example, the enemies should have had some sort of futuristic element to them if you were purposely going for medieval/futuristic hybrid. As it is it feels a little random. But maybe I'm just not getting it. Overall great work, and as others on here have said, it's a great starting point that you could build something really interesting on top of. Congratulations!
Apr 7 02:52:31 16m 35s Ready, uNsTeAdY, FIRE! ♥ 4 Haha! The audio is awesome! Love the acapella theme and sound effects! There was a lot of text at the beginning of the game, maybe a little too much. I know there was a lot of tutorial information you were trying to cover to explain all the mechanics of your game, while also establishing the story. It might have been better to separate the two. Give me all the flavor text that sets up the world, then just go over the mechanics in a briefer, matter of fact way. That much text before anything has happened in your game is a tough ask for a player. For example, the first time I played I completely missed what it was that triggered the weapon to fire and was mashing buttons trying to find the shoot button. And speaking of mechanics, once I understood how the weapons and cooling system worked, I thought it was pretty interesting. I like how I don't have full control over when the ship will fire. It get's tense when you're waiting for that gauge to fill up as an enemy approaches you. It's a great player choice they have to make of when to let the ship fire. One thing I quickly realized was that the green gauge fills up based on button presses, not on distance traveled. So you can spam back and forth really quick, not move anywhere, but fill up your green gauge. I would like to see what the game would play like if it the gauge filling was tied to my on screen distance traveled. I feel like I'd be more likely to have to make dangerous moves near the enemies if I wanted to keep my gauge down, instead of being able to sit safely in the corner wiggling back and forth. I liked your art style, and I think your mechanics are interesting. With more time to develop the enemies, more variety of enemies, and some power ups, this could be a really interesting game! As it is, it's a great jam game. Excellent work!!!
Apr 8 17:38:53 38h 46m Oh No My Trophy ♥ 1 Awesome work! As others have mentioned, the tutorial screen was A LOT of information all at once, but I don't have any better suggestions of how you would convey all that information under the constraints of a compo game. And more than being overwhelmed at the tutorial, I really liked how much depth all the different interactions offer. Splitting the game up into different levels and slowly adding more and more abilities and thief types per level would help lower that steep learning curve. But again, that's not something that I'd expect for a compo game. You just have to play it a bunch to figure it all out. I really liked the intensity of the game. It starts to get wild as all those little guys are running everywhere stealing trophies and your attention is being pulled in so many directions. The music and sound effects were great. Not distracting over overly intense when the action started to ramp up. Overall an awesome game! Really enjoyed it! Congrats!
Apr 8 17:48:08 9m 15s Dinosaur Apocalypse ♥ 1 Cute game. The dinosaur and his blaster are adorable. The sound effects and catchy background music were great. The gameplay felt good and the difficulty slowly ramped up nicely. The tutorial screen at the beginning mentions not standing in one place too long or else the island will sink, but I stood in one place the whole time and it didn't seem to affect anything. Also, if you're going to iterate on this further, you could try adding some meteors that come down at an angle towards the island, instead of them all coming straight down. It could potentially make the shots and running around the island trickier. Overall a great jam game! Lots of fun to play!
Apr 8 17:58:37 10m 29s Stuck in hot rooms ♥ 0 Great work! Feels like a classic fps like Wolfenstein 3D or Hexen. The art is great. I'll kind of agree with some of the other comments that the game is a little dark, but I actually kind of like it that way. It makes it hard to see, but it feels a lot like those old fps where the draw distance was really limited. The text in your "How To Play" screen was very hard to read. The black text would blend in with the black cracks in the stone texture behind the text, making some of it unreadable. I'll also agree with the other comments that little bit of clearer feedback as to how hot it was would have been good too. I was never sure how close I was to dying. I know the walls get redder, but with the darkness in the level, I didn't always have a clear idea of how close to death I was and more often than not I would be surprised by the game over. But overall a really great compo game! I would definitely play more of it!
Apr 8 18:10:34 11m 57s MAGICAL JUGGLER EXTRAORDINAIRE ♥ 1 Great game! I'd agree with others that wind is a little OP. You can just kind of trap the ball in the top corner of the screen and keep it up there forever away from all the obstacles. I like the variety of abilities and the system to unlock them, as well as the achievements to encourage different types of play. Overall I'm really impressed with how complete this game is for a compo game! You could totally release this as a mobile game as it is and it would be more of a complete game then some I've seen. Amazing work!!!
Apr 9 00:04:38 5h 54m Dire Darkness ♥ 0 Wow. I had a blast playing this! First off kudos on doing a compo game in a new engine. I like how effective everything is even though it's so simple. The lighting is great. I liked the blood splatters on the zombies. I agree with other commenters that I felt like some sounds for the zombies were missing, but the audio that was there I really liked. The gunshot sounded good even after I had fired a ton of shots by the time I died. So much clicking! So many dead zombies! That was fun.
Apr 9 00:26:05 21m 27s Living the Dream ♥ 1 This is my favorite interpretation of the theme I've seen so far! This game is such a great metaphor for life. I thought I had it figured out early when I was young. I had so much money and so much energy! But that was only because I was young. It all went downhill quickly and I died at 41. Lol! Like others here I'd love to see this expanded more. NPC's to talk to. Maybe a vista to visit to lower some stress. I like the art style, and unlike some others here I actually like the footstep sound effect. It's reminiscent of Nintendo era stuff. To me its nostalgic and part of the game's charm. Awesome work!