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chris1919

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TimestampSince previousGamechris1919's comment
Oct 4 04:34:31 SENSATIONS ♥ 2 Great concept. Your shader was super cool. I thought it was really fun, but quite frustrating. It felt a little punishing that there were no checkpoints, but that's my only complaint. Great job!
Oct 4 05:26:42 52m 11s A Simple Job ♥ 1 Had a good time playing
Oct 4 06:05:04 38m 22s The Goose Bureau ♥ 2 Wow! That was a lot of content. This was super fun. I did get frustrated in level two. I died a couple times in the room with the floating platforms. The puzzles were satisfying enough though that I endured and eventually beat it. Overall, great game. I had a blast.
Oct 6 02:46:46 44h 41m Baja Blasters: The Toll Bells for Thee ♥ 1 Cool game. I liked that the game focused on dodging rather than shooting. It did feel weird though that you only get points when you shoot. It'd be neat to try adding some incentives for really committing to the pacifist route. The game played really well though. The controls were nice. The music didn't get old. And everything just worked the way you'd expect. Edit: I went back and played some more...I got a little hooked. I just had to get the high score2022-10-05 22_03_08-Baja Blasters_ The Toll Bells for Thee _ ldjam.com _ Ludum Dare game jam.png
Oct 7 01:35:46 22h 49m Game Name ♥ 3 I love Warioware so I really enjoyed myself with your game. Everything was on point and played well together. My only critique is that it would be nice to fade out the background music during the music mini game, like you did for the sleeping mini game. Other than that, the game was riddled with bugs, but I think I was able to help you out on that front 😜
Oct 7 02:30:23 54m 37s 10 Second Mixtape ♥ 3 I had a great time. I played enough times that I got to make a song with my previous track. It may or may not sound a bit like lean on me... The whole vibe was great. The art really set me up to be in a creative space. The game showed a lot of polish, but I feel like the volumes of the instruments could be tuned a bit better.
Oct 8 03:42:46 25h 12m 10-sec pause mania ♥ 1 Great game. The puzzles are really good. I got stuck a few times. It'd be nice to have a bit slower of a progression if you choose to continue working on this game
Oct 8 04:06:32 23m 46s Tick Tick Za! ♥ 2 It took a while to get comfortable with where all of the ingredients are. I had fun after a few runs of trying to figure out what everything was and what I was supposed to be doing. Let's see if we can get some highscores going for this game! 2022-10-07 23_04_15-Tick Tick Za! _ ldjam.com _ Ludum Dare game jam.png
Oct 9 18:02:04 37h 55m RED RINK ♥ 2 This was a cool idea. I had a lot of fun playing. I made it to the finals, but I lost. The game had a lot of style and it was really impressive how far you were able to take it in the 72 hours.
Oct 10 21:44:32 27h 42m Another LAST 10 seconds ♥ 1 Los sonidos realmente son genial. Tu orgullo es justificado. El juego se siente como el primer nivel de Keep Talking and Nobody Explodes. Fue simple pero buen hecho
Oct 11 01:32:43 3h 48m Dr. Word's Machine ♥ 2 This was pretty fun. The puzzles felt a bit tricky the first time through because of the timer, but they didn't feel too difficult to solve. I thought what you did with the stove was clever. It would've been fun to use that type of thinking more. Near the end, the timer started to get a bit frustrating though. It would be nice if the player could force a teleport instead of waiting until the timer runs out. Also, the sound design felt really good!
Oct 11 02:46:19 1h 13m The Method Equator ♥ 0 I think player feedback is the big thing missing in this game. It was very hard to tell if what I was doing was the right thing to do or if it had any effect at all. Although it goes against the 10 second system reset, signalling to the player that they killed an enemy would've been really helpful in this regard. I got to the end of the game, without understanding why I had to use firearms in rooms with bad cameras. I really don't know what purpose the cameras served either. The microphones, lures, and flamethrowers I think made sense though The art and sound design played well together. You really transported me back with the whole aesthetic.
Oct 12 00:24:23 21h 38m Peekaboo ♥ 1 I tried to play but my GPU just couldn't handle it! Wish I could've given it a try
Oct 16 15:46:11 111h 21m miam ♥ 1 My only complaint is that the letter "e" was difficult to read. I thought it was a "B" but eventually realized I was wrong. After that everything clicked. Sometimes it was tough to remember the key bindings for an ingredient, but that's also what makes it more satisfying when you do remember them and get into a flow. It was a little punishing that backspace clears the plate rather than removing the last ingredient. But that's up to you how difficult you want the game to feel. Overall this was really fun and a well scoped game jam game. After one playthrough I understood 90% of the game. After the second I had learned the rest. And then I got this sick high score! EDIT: I played madness mode. Let me know if someone beats my score otherwise I'm hanging up my apron for now. 2022-10-16 10_54_24-miam by yopox.png
Oct 16 16:25:41 39m 30s Poda Wants a Statue ♥ 2 I got 120 on my second try but they I really struggled to beat that! The game was super cute! The music didn't get repetitive at all. It felt like to be super optimized, I had to keep dragging the bunnies back to the workshops, forcing them to drop their resources. Then I had to drag the resources myself to the storage point. This was pretty tiring on a mouse. My other issue was that at the end of the game, it was really hard to pick up a specific object when there were many stacked near each other. Sometimes I'd grab a bunny that was doing a job instead of grabbing the resource. Maybe the resources could get moved off of the bunny path when they are dropped? These were just annoyances though, they weren't deal breakers. I really enjoyed the game!
Oct 18 00:11:23 31h 45m Howdie Pong ♥ 1 I was really surprised how well that worked! I did struggle to hit the ball sometimes though. It was usually near the edge of the screen. I think it was hard for me to anticipate the ball position there because of the perspective. I saw you did add a light to the ball which should help with the depth perception. The paddle movement itself though was pretty solid which I'm sure was the hardest part of the development.
Oct 20 23:57:13 71h 45m TeleSpy ♥ 2 The game ran well for me, but I did think it was pretty easy. It felt like you could beat all of the levels without even using the teleport mechanic. So the teleport mechanic felt more like an enemy rather than a tool. It would be cool to explore the level design in a way where teleporting goes back and forth between being a tool and a hazard. I think there's some small features you could add, that would help telegraph the objective to the player even stronger. For example, having outlines of keycards in the corner of the screen and filling them in when the player picks up a keycard. Also having expanding circles overtop of the keycards or a small particle effect would help convey the idea that the keycards are interactable. Its not a huge deal to not have these things, but little bits of polish like this can really add up.