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Aristurtle

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TimestampSince previousGameAristurtle's comment
Oct 4 22:54:42 Winding Woods ♥ 2 I'm sorry to hear that the jam didn't go well. The game overall I thought was enjoyable. It took me a few runs to get a feel for it, but I was able to get going after that. The highest I was able to get was 23, not sure if that's decent or not lol. A couple of things I noticed; sometimes the placement square didn't seem to go up a full square? It's like it got stuck halfway to the next square and just snapped there. I wasn't sure as well how the critter decided to which direction to go. Generally it would walk in the direction I expected from the arrow cards or placing the grass. Sometimes it would just turn around though and walk back the other direction? Not sure if that's intended or not, but it did lead to some unwanted deaths. Good work though.
Oct 5 00:08:24 1h 13m The Night Owl Murder ♥ 4 This game has the noir atmosphere down, from the visual to the music an dialog. The voice acting was a nice addition. Did you do all of the voices yourself? I liked that I didn't have to go through all dialog options to get to the end; I was able to choose how I would have questioned and worked from there. The going back and forth between the neighbors felt like it would for a detective cutting through the bs. Nice job.
Oct 5 01:27:04 1h 18m Ev'ry's 10 Second Adventure! ♥ 2 This was a really enjoyable playthrough. The tutorials felt nicely paced to teach the mechanics of playing the game. The concept of the queuing commands on the timeline and doing micro adjustments when needed was great. Sortof reminds me of a board game I played with my kids when they were younger and I wanted to get them into programming call Robot Turtles. For only having 48-hours for development for the compo, a lot was put into this. One suggestion I have would be how the commands themselves are input. Using the scroll wheel works well, but having a command picker would be a nice touch. Maybe something like clicking on the timeline cell opens a palette to click the command you want to input. Overall, great work.
Oct 5 02:12:19 45m 15s ANIMAL HOLE ♥ 2 That was an experience. Thank you for that experience.
Oct 5 02:32:25 20m 06s RADARE ♥ 3 I think the game is a good concept. The controls were fun and sometimes I found my brain trying to watch the dark side which has opposite movement of the light side, so I would start moving incorrectly. Which is the challenge and me being a bad player. Visually the minimal graphics work really well for this game and look really crisp even if they are minimal. I wanted to mention the frustration though with the enemies but I see others have already and your response to it. It wasn't clear that they stay spawned in the same place. Knowing that definitely helps with bomb placement. Given the time it take for the bomb to detonate, it felt pointless to use without knowing where I should place it. Overall solid entry and enjoyed playing it.
Oct 5 16:23:12 13h 50m Peekaboo ♥ 3 The core idea is solid and the addition of voice acting coming through the radio to tell how to play is was a nice touch. There were a few times that I used the fusebox but I wasn't sure if I actually got them or not. After using it and turning back to the camera, they were no longer there. Not sure if there's an audio cue I'm missing or if there just wasn't one. If not, it would be a nice addition for player feedback..
Oct 5 17:49:14 1h 26m Witch Upon A Star ♥ 2 The visual/artistic style was done really well. The music enveloped the atmosphere nicely, helping to make it seem ethereal. Controlling the game was intuitive enough, with the only thing I wished for was to be able to rotate the camera? Though I'm sure non-rotation was intentional(?). There was just a couple of sections, like the area across from the second bridge, and the bridge going south from it, I wanted to rotate the camera some to give the view some more room. I see you mentioned in the comments above about the stars being the play on the 10 second theme. The dialog in game does hint that the stars are being removed, and I don't think it's necessary that the game blatantly just say "every 10 seconds". However, even after talking to all NPCs and wondering around for a little, I was still able to finish with what seemed plenty of stars remaining. So while the danger of losing all stars over time is there, in the end it didn't feel like I was in any rush for it. Solid entry over all, really enjoyed the atmosphere of it.
Oct 5 18:06:52 17m 38s SKLOP ♥ 2 I wasn't sure what to expect going into a interactive art board. It's exactly that. While not much in the way of a game or game play, it did feature interactive elements that allowed me to make my own game. Can I move the mouse fast enough to pulse both of the pink squares at the same time? Wait until both blue squares appear and press both as quick as possible and make bets on which one drains off the screen fastest. How many blocks can I prevent from turning correctly after I press the green one? Maybe the game was the one's we made along the way.
Oct 5 18:29:19 22m 27s Sasha Jump ♥ 2 The moment I saw the screenshots, I got those Chrono Trigger vibes. Then the opening dialog of wake up, and it was a flood of nostalgia. Just throw on some Wind Scene (A.D 600) music in the background and I was good to go. I enjoyed that it wasn't just random teleporting, but also teleporting though time periods. The pixel art is really well done and the color palettes used complement the game very well. I see everyone is already mentioning the collision bug, which I hit as well. I couldn't get the game to load here on the LDJAM page, so I used the version at the itch.io link, so not sure if that has the collision fix or not. I had to restart it a few times, not sure if it was caused by the collision bug or something else, but I wasn't able to pick up items. Another bug I noticed that I'm not sure others have mentioned is from the start. After you're told to press Q to use the teleporter, I didn't want to right away. I walked out of the room and wanted to explore some first. However, after exploring a little, pressing Q never started the dialog with the tech. Sasha's sprite would change like she was using it, but nothing else happened. Even still, a few restarts and I was able to get through it. Solid entry and I'm glad to see that you plan on continuing to develop this further. Good work.
Oct 5 20:41:44 2h 12m Farming Fatigue ♥ 2 This was a lot of fun to play. I started trying to get a strategy going with where I was placing things, but ultimately was not able to keep up. Carrot farming though is a thing, dropping them all together in a corner and moving close enough for the crystals to come to you. Also was not expecting the "Boo you suck" while I was trying to take the screenshot, which gave me a good laugh. Good work Screen Shot 2022-10-05 at 4.38.27 PM.png
Oct 5 21:22:53 41m 09s Jelly Jar ♥ 2 The treadmill mechanic is clever and there were a few times I was able to take advantage of it to push the imp to the opposite side from me. I was never able to actually survive to long though once the imp goes red. At that point it just starts to seem impossible; either he's going to catch you because you have to swipe for a jelly, or there's so many jellies that one of them will jump to the same tile as you. Would love to see this fully developed out. Good work. Edit: I completely forgot to add, I really liked the sprite work, they are well done. Graphically the game is great
Oct 5 21:56:25 33m 32s Pig Clicker ♥ 1 I like that the auto clicker was an early upgrade and not something 100s of clicks in. The different oinks had my dog concerned as he watched me play, but I found it humorous. The timer fells off a little once fully upgraded. Once it starts over, it's like it hangs at "10" for a full second before very quickly counting down. Also, I'm not sure if it was intentional or not, but I had wished the auto clicker, once fully upgraded, had clicked at the end of the countdown. It waits about a full second before auto clicking, and I found i could just spam click faster.
Oct 5 22:12:36 16m 11s Hotel Catastrophe ♥ 5 Fun game. Graphics and music are very cute and work well together. Loved the little meows when checking in. The collisions boxes felt a little wide when jumping up platforms. Not sure what the highest possible score is, but I managed to keep all cats happy and ended with and 80 Screen Shot 2022-10-05 at 6.08.52 PM.png
Oct 5 22:35:43 23m 07s Terminal Velocity ♥ 2 That was amazing fun. It brought me back to when I was a kid at the arcade playing S.T.U.N. Runner. That game was my jam, lost so many quarters there. I liked that the game let me get comfortable with dodging the traps and then switched it up on me and started rotating them. Visually impressive and audio choice, even if you didn't do the audio yourself, matched the game very well. Solid work.
Oct 5 23:51:09 1h 15m Rain Systems ♥ 2 This took a few attempt reading through the docs and figuring out what it was looking for, but was able to solve eventually. This was a fun challenge and nicely executed. Screen Shot 2022-10-05 at 7.49.14 PM.png
Oct 6 23:12:04 23h 20m Elos - a progressive third person fighter ♥ 2 I think the game has a solid foundation, but the difficulty could be scaled up a bit. Being able to purchase upgrades, including restoring health, is good. Maybe set it to where you can only purchase upgrades after a set number of waves though? This would give the player some more agency to play smarter and which upgrades to take since it can only happen at set times. Unfortunately the un-optimization of the graphics, as you've mentioned, hit hard. Even on Low graphic settings. Optimization is always tricky, especially for jam games that are going for higher end graphics. (also according to your profile, we're in the same state, what's up)
Oct 7 00:09:16 57m 12s Exorcist Patrol ♥ 3 This was a lot of fun to play. Trying out different combinations lead to some interesting moments The hardest card I found to use for me was the stalactites. Getting both hits in with all the combos was felt appropriately challenging Seeing my choices create a nice flow back and forth was rewarding. As the health of the ghosts went up, It gave me the urgency to built a nice flow so that the next extra card I received could fit in without disrupting it to much to maximize damage. I liked the art style used for the graphics, and the way the game is presented. Low key really liked how the game itself embedded on the itch page blended very well since the game's background and the itch page background are the same. Elevated the experience. Solid entry.
Oct 7 00:53:53 44m 37s In10sects ♥ 3 I think the idea is solid, but there were some evolution that I couldn't figure out if I was even attacking. The melee type attack animations are very subtle and and didn't trigger any type of cool down like the special or ranged attacks did, so at first I thought nothing was even happening. Maybe adding additional information on the attacks if you hover over the cooldown visuals on the hud? I liked the lore inclusion and the banter between rounds, adds more depth to the game. The artwork and visuals are nicely done.
Oct 7 01:19:27 25m 34s The Hardly Fair ♥ 3 Graphics nailed the carnival feel, the blinking bulbs around the edge were a nice touch. Putting the UI buttons in the clowns eyes was a little unsettling, but that fits the theme of the game nicely. The urgency of moving back and forth as fast as possible was fun, especially when the I just did the cannon and then have to get the balloon that spawned on the opposite side and run it back. The flag jump didn't show up very often, but it was probably just my luck of the random draw. Once I got into a nice groove though, it didn't seem like there was anything that I'd eventually lose too. Some type of increase in difficulty as it goes would be a great addition. The only thing I noticed like that was the one where you select all of an item from the board. The grave stones and the cats were easy enough, but I got a pumpkin one that had so many I couldn't click them all in time.
Oct 7 01:37:16 17m 49s Cheat or Lose ♥ 3 This was pretty fun to play. I liked that you chose to use a familiar card game instead of me having to also learn an entire new card game to play this. The different facial expressions on the other players was great. I liked that there were various ways to cheat other than just getting rid of cards on the stack or drawing extras. And the paper in the corner acting as a sort of achievement list and hint as to various ways to cheat was a good touch. One thing I would have liked would have to been able to play the cards by just clicking them instead of having to drag them out.
Oct 7 01:53:29 16m 13s Run hunt repeat ♥ 3 This was an interesting play. I liked that the layout of the room was different for each play session. The enemies scattering when it came time for me to hunt them was pretty funny. The gameplay is deep enough that I could start forming strats for luring the clusters to me before it changed so I could wipe a lot out in one go. One suggestion I would make would be to add something either visually or audibly to indicate the timer. Unless I was missing it I didn't see anything like a countdown or anything indicating one. It would be useful so I could gauge if I need to pull back instead of chasing down an enemy since the hit detection and movement still occurs during the transitions.
Oct 7 02:17:56 24m 27s 10 Second Plan ♥ 2 I enjoyed this take on programming the movements out gameplay. Even though the robot continually moved, only pausing every third movement, I still had to build a plan out and execute it. I know it was to fit within the theme of 10 seconds, but at times the 10 seconds felt generous and didn't make it too difficult. Kind of reminds me of a board game I played with my kids when they were younger called Robot Turtles. A couple of things I noticed on the second level were that the second coin in my route was not picked up since I placed a 90deg rotation on the same tile as the coin. It seemed my placement took priority over the coin pickup and the pickup just didn't happen. Additionally, on another play through, I built a different route so the coin would be picked up, which lead to me accidentally placing the incorrect 90deg rotation while I was at the top of the room. When this happened the bot turned north and moved through the wall and walked out of the screen. Didn't think that was intentional, but it did game over as soon as it got off screen. For the two 90deg turns, I think visually you might want to try making them different colors or more variance between them visually. Once you have a more than a couple of them placed down, they look so similar that it's hard to process the path your building visually. I think this could be developed out into a decent game post jam. Good entry overall.
Oct 7 02:51:43 33m 47s Game 0 ♥ 2 I think this is the first really unique experience I've played through in this jam. The way puzzles are introduced without explicitly telling me what to do was clever. Some I found accidentally just by trying different things, like pressing enter at the computer to enter that world. It wasn't until I escaped out of it that I noticed the enter key on the keyboard was lit up. Similarly, it took me a few minutes to realize I needed to turn the computer on. I didn't notice until I tried the light switch again and the computer was lit in the dark. I think I understand the story being told here and it definitely its some sad notes. Escapism into the game from the verbal abuse is something I'm familiar with. The different layers as you backed out of each one added to the depth, with the final reveal.
Oct 7 03:07:53 16m 10s GLUB? ♥ 2 This was quite humorous to play. Just when I'd slowly start inching toward the food, the controls would switch. I managed to get 4 once. The music fits well with the aesthetic of the game and at the same time can seem at odds with how much I'm panicking to figure the inputs again to get the food that right there. I don't think anyone's figured out the real secret to the game yet. Just swim around and relax a bit by never eating the first food 😉 haha
Oct 7 03:17:30 9m 37s RED RINK ♥ 4 This is a well polished game and it was done with LOVE2D. There so many tiny details in this that I kept notice that just add so much polish and depth. From the announcer, to the detail on the ice with the skate marks. The different UI pop-ins the sides as the puck is passed around. Just so many tiny things that really polishes this out. The game play itself was really run and chaotic. Visually the sprite work done is impressive as well as the animations done with them.
Oct 7 03:33:06 15m 36s Justin Time: Man of the Hour ♥ 3 This was a really fun idea. Good incorporation of the theme in that it wasn't just a 10 second timer; it actively worked against you by reducing your resource pool to play cards. The artwork was nicely done and the music really keeps it pumping. It has that same vibe as like Rocky running through Philly. The actual gameplay though was a little difficult at times. Visually the cards sometimes glitched when you hovered over them and they scaled up in size. It it seemed almost like a z-depth issue where the other cards were trying to draw over it? I also found myself accidentally using the card on an unintended space. I think this could be a really nice mechanic in a game if polished up a little. Solid entry.
Oct 7 16:35:11 13h 02m Blind Jump ♥ 2 This was a really fun play. The visual presentation is clean and small details like the outline around the player sprite are a nice touch. The music track was great. I'm not the best at platformers so my perspective on this feedback comes from there. It was hard for me to gauge sometimes where I was, which I know is kind of the point of the challenge. Some type of cue, even visually, could be nice to indicate where I land after jumping, like dust from the floor coming up or something. The mechanic of the game itself was interesting and a neat take on the theme. This has a lot of potential for a full game and I really hope to see it developed out more and become so.
Oct 7 17:02:02 26m 51s Every 10 Seconds I Find New And Exciting Ways To Hate Myself ♥ 2 This was an experience to play haha. The visual presentation definitely hits that old school Pokemon vibe, and it's all really nice and crisp, even with the garbled twitter name text 😉 lol The themes explored through the dialog are definitely heavy, as was warned. A lot of it was easy to internalize as its many topics I've struggled with myself in the past. Thankfully I'm in a better place now and playing through a game like this I can empathize better. The puzzles were fun but not very challenging, which is fine since they don't detract from the main presentation of the game. They serve their purpose as the vehicle in playing the game.
Oct 7 17:21:06 19m 04s Phase Snake ♥ 2 Hello fellow snake enthusiast. 🐍 This was a lot of fun to play. The controls for the snake being a rotation instead of a direction based movement are a neat way of doing it. It did allow me to cheese on some levels though, I could just hide behind in a corner behind the wall and rotate in place while waiting for the phase to change back. I think this leads to another point. During the phase where you are surviving, it wasn't until the last levels with the triangles that I felt any danger. The wall bounce was fun and a nice challenge to the controls when I would do it accidentally. Overall solid entry and a fantastic snake game.
Oct 7 17:41:31 20m 25s Flocker ♥ 2 I'll say real quick that the it's an enjoyable game to play, even if it's simplistic. Now that that's out of the way, let's talk about the technical aspect since I feel that's what you wanted to show off here. The use of shaders was a cool choice. Visually they look nice and the bloom effect added really elevates it once you get more into a play or in the sandbox. Shaders are one of those closed box forbidden magic things and it's always really cool to see someone intentionally use them. I only played the jam version, and saw in the changelog that you did add the option to remove bloom. This would have been my major feedback to give since it does get quite overwhelming.
Oct 7 18:08:57 27m 26s Slime Can Fly ♥ 1 This was a fun challenging platformer. The sprite work is very nicely done and looks nice against the backdrop. I love the sheer destruction if you grow big. I wanted to mention though that there are some platforms that visually look like I shouldn't be able to hit from the bottom to hit enemies above. Like in level 8 (think it was 8), there are 3 heavier looking grey blocks as platforms. I wouldn't think visually something like that could be hit form underneath to attack the enemy above. Just a small quirk. Overall this as a lovely game and well done.
Oct 7 18:27:12 18m 15s Jumprope ♥ 1 Years of playing the jump rope mini game in Final Fantasy IX have prepared me for moments like this. A couple of things I wanted to point out. * Initially the timer counts down , but the rope isn't moving, but you still lose score if you jump. The first time playing, I pressed the jump button to see it visually occur, but lost score. So I was starting at a negative balance just for learning the controls * As the speed increases, the amount of score you lose by just not jumping decreases. I'm guessing it's done by detection for when the rope is red, which is less time as the speed is increased. * The score goes negative, so there seems to be no actual lose condition.