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AdamCYounis

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TimestampSince previousGameAdamCYounis's comment
Oct 5 03:17:41 3 minutes in hell ♥ 1 Hey there! I liked the concept of having a dedicated zone you needed to be standing in at the phase change. I thought this was a good twist for the theme. Graphically I thought you did a good job with the indicators before the level switched. I appreciated the varied enemy designs, too. I would have liked a bit more feedback in-game telling me what happened when I got weapon / time upgrades (faster shooting weapon by 10%? more damage by 10%? Did I stand in correctly or not?). I also would have really enjoyed weapon swapping, even if they just varied in the size, speed and fire rate of the bullets. Sounds were good in-game, though the music got a bit repetitive. Overall, I had fun. I gave it 5 or so tries and got about half way in. Thanks for the game!
Oct 5 03:30:51 13m 10s SPACEMAN ♥ 1 Heya Arya! I thought this concept was wild. I liked the simplicity of it, and the atmosphere created by the music and sfx. I also liked the subtle animation notes here and there (squash and stretch, dust kicks). This said, I really struggled with the physics of the game, being pushed around by the ship felt a little unfair as it seemed inconsistent how far I'd be pushed. Maybe I'm getting old, but I didn't feel very good at it haha. Thanks for sharing!
Oct 5 03:51:06 20m 15s Blades of Doom ♥ 1 Wow! This was a really tight entry. I appreciated the subtlety of all the little touches that went into it, particularly that soft nudge downward when landing on a platform. The game itself is super simple, but does a lot with what's there to keep the experience from getting stale, ramping up over time. I thought the colours were a little too "opposite" sometimes between the neutral and "aggressive" blades, though maybe that was the intention. The sound is balanced just right, and the music is very well fitting. I also really appreciate leaderboards for this type of game. Great job!
Oct 5 04:01:08 10m 02s Acid Rain ♥ 1 Heya! This was a simple entry with an innovative concept. I actually really appreciated how the 10 second timer was not shown on screen. A great example of "maximum feedback" not always being the ideal. The scenario was pretty weird (how did you come up with that???) but very creative. I thought the level designs were actually sound and the difficulty curve was well executed. The graphics weren't stellar but did the job well enough. Sound was probably the weak point here, which got a little bit grating after a while. Overall, I had fun right up to the finish. Good stuff!
Oct 5 04:12:24 11m 16s Cosmic Crashers ♥ 3 Wow! what a great sounding entry. Music and SFX took this one to the next level for sure. I thought the concept and execution were both pretty good. I really liked the feel of the guns, especially the missiles. There was a little bit of graphical inconsistency in the way the assets came together but, overall, I think the quality was quite high. I would have loved for an option to trade shields for faster movement temporarily, as I felt like I was mostly being beaten by the clock rather than taking damage. Great entry, thanks for the game!
Oct 5 04:32:25 20m 01s > deploy helper bot ♥ 5 Good stuff! What a great take on the theme. I've never played a puzzle game that had this kind of constraint before. I thought the isometric perspective was great for the art, maybe not quite as suitable for the gameplay which was really intense at times, and diagonal hitboxes can be a little bit jarring. That said, I don't think it really detracted from the experience, which was overall very positive. Music was really nice too. Not a lot more to say about this one other than I enjoyed it and would have gladly played more. Thanks for sharing!
Oct 5 04:53:08 20m 43s Hell's Kitchen ♥ 1 Heya! Thanks for sharing this one. I liked the concept behind the game and thought the presentation values were pretty tight. Great pixel art and suitable sound. My biggest issues with the game came down to UX issues around communication and interaction design. I felt that the learning curve was quite steep because of how little explanation there was of the mechanics (maybe due to lack of familiarity with the genre?) and often stumbled trying to select one station or ingredient, accidentally selecting another. I thought the theme worked well with your game, and could definitely see the potential there. With a little bit more streamlining of the systems (fewer ingredients and stations, more straightforward UI), I think you would have had a bit more opportunity to polish the experience to be easier to pick up and engage with. Thanks for the game!
Oct 5 05:12:18 19m 10s Rush Hour ♥ 1 Heya! I loved the sound and visuals for this game. Really top-notch. The subs actually looked edible after they were done, which made me hungry haha. Overall I thought it was very well-made, with my biggest issues really coming down to the layout and UX. I feel like there were opportunities to present the orders in such a way that would have made it much easier to follow them. Particularly having to dart my eyes to the lower right hand corner of the screen and interpret the numbers (X0 is probably the least scannable way to show "nothing" as it's so close to X3, why not hide the text for these ingredients?) Apart from this, I was also a little confused as to the meaning of the sound and visual feedback. Because of the pacing of the game, I never was able to reflect on what it meant for the camera to zoom in, or whether the sound feedback meant I'd made the customer wait too long. More clarity here would have helped a lot. Still, I played this for quite a while on-stream because it was fun to try again and see if I could improve. Thanks for the game!
Oct 5 05:28:22 16m 04s Elos ♥ 1 Heya! Thanks for sharing this one. I appreciated the pretty tight platform controls and generous double jump and dash. Though there wasn't a lot of level design, the variety in what was there showed you were thinking about how to get creative with the mechanics and test the player. I thought the theme could have been a little more tightly integrated, and would have appreciated some music with the game. Thanks again!
Oct 5 05:34:51 6m 29s Whack-a-troll ♥ 1 Hey there! Definitely clear that it's your first jam, so I really appreciate the effort into the concept and in trying to hit all of the production values in the 48h (graphics, sounds, etc). Of course, It's really hard to get that all in, and I know you'll see improvements with later jam entries as long as you continue to learn and practice. Why not try and develop this a little further outside the jam to see if the concept would have come together? I think you'll enjoy developing the boss health, the classes / damage types and bosses. Keep at it!
Oct 5 05:40:56 6m 05s I'mma quilter, not a quitter ♥ 1 This was a really cool idea! I loved that you made a collaborative multiplayer game for the jam that actually works! I would definitely have appreciated a bit more visibility over what was happening between the quilt squares. Maybe a visual slide transition as I moved from one to the next could have preserved some of that context and allowed for the designs to be more cohesive. Still, I like the frenetic 10s rule and enjoyed seeing the results of what we made nonetheless. Thanks for sharing!