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GuitarBro

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TimestampSince previousGameGuitarBro's comment
Oct 4 02:43:53 Beardadette and the Eternal Hiccup ♥ 2 Really dig the Paper Mario vibes here. The hiccup jump is a fun twist on your usual double jump mechanic, though by the end it really did get annoying (hey, just like real life! 😉). The good news is that it didn't overstay it's welcome and the game felt very well paced and not overly drawn out. The art is really well made (though there seemed to be a place towards the end with some slightly weird shadows) and I appreciate the cutout shader when you go behind the wall. Overall very well done.
Oct 4 04:05:28 1h 21m Curse of the Wereburger ♥ 1 Really dig the art style and the voice lines (er, if you can call them that?) They fit the ridiculous story quite well lol. The gameplay mechanic of occupying more space was pretty unique though it wasn't quite obvious at first that you always expand to the right and then top. Still, reasonably well made puzzles, especially given the time limit. The only thing I felt was a little lacking was the "seconds" part of the theme... the Moon Time™️ was kinda taking some creative liberties. 😉 At least it definitely nailed the "every 10" part though.
Oct 4 23:57:03 19h 51m Paper Spirits ♥ 3 Very nice aesthetic. Wish there was a little more to do, but perhaps that's part of the appeal. Only real issue I have with it is the "spirit leaving" sound's volume relative to the music... it's almost a jump scare lol.
Oct 5 00:37:50 40m 47s HAZCAT - Toxic Feline ♥ 1 I like the aesthetic and the attention to detail with the turning transition animations was a really nice touch. I do have a few suggestions regarding the controls though, the first being that the friction is way too low (in my opinion, of course). After you land it's really easy to slide off the platform you landed on which feels bad since you made the jump. The second suggestion would be to have a jump input grace period, aka give the player a few frames after they've left the ground or wall to still press jump and get a jump as if they were still on the floor or wall. It's an easy way to make precision platformers feel easier to control (even if you're technically lying to the player). Other than that, it would be nice to have some player SFX for footsteps and jumps, but you're probably aware of that. All things considered though, not bad!
Oct 5 02:45:50 2h 08m Neural Dodge ♥ 1 Very interesting idea. The music that's generated actually works surprisingly well and it's pretty intuitive to control. Two suggestions: 1) some indications as to whether or not there's an end. I made it to 121 seconds but other than things getting more chaotic, I wasn't sure if things were almost done or if it's just "get the highest score" and 2) I felt that the increased chaos from additional neurons was plenty and the screen zooming in/rotating so the whole board wasn't visible just felt more unfair (though the post process changing as it progressed was a nice touch). Overall very solid, especially since you did it in 24 hours.
Oct 5 03:05:12 19m 22s 10-Second Magic Artist ♥ 0 Wow, I'm impressed you managed to integrate AI image generation for a jam game. Really cool idea. It's simple, but effective. Even if there's no particular goal, it's pretty enjoyable.
Oct 6 00:51:20 21h 46m Timeslime ♥ 1 Really interesting idea, unfortunate that it's so hard in practice lol. I agree with the above comments that negative points for misses seemed a bit overly harsh considering it's so difficult to even stay alive past the first few rounds. Points for innovation though.
Oct 6 03:13:21 2h 22m Delta Shift ♥ 6 Really like the idea behind this game, it's simple, but effective. Completed both the tutorial and level 1 in probably not a very good time (level 1 was like 1:33 lol). A few suggestions/observations I had in no particular order: - Wall climbing was cool, but the lack of feedback for when you started/stopped climbing made it hard to tell if you had fallen off the wall. Additionally, the solid color of the training map walls meant that when your face was pressed against the wall you couldn't tell if you were moving. Simply texturing the surface slightly and adding some climbing sounds would go a long way here. - I liked the future/graffiti aesthetic, it was vaguely reminiscent of some of those old skating/rollerblading games. The pipes were a nice touch over just having blocks, though it would have been nice to have a little more variety in the environment assets. - The rolling camera shake when you moved was uncomfortable for me and felt very unnatural, especially how it snapped back to the center when your velocity hit 0. It's more common to sway the camera location left/right at twice the frequency of a vertical bob (usually making a "U" shape) and having something more similar to that would probably feel a lot more natural. - I have a feeling the friction was reduced to make things more fluid (which it did) but it had the side-effect of making stopping/tight turns really difficult, which is unfortunate since a lot of the level design was based around tight maneuvering. This could probably be solved in two way: either scaling the level along the axis that you're going to be going so you don't have to be so precise and/or increasing the friction when you let go of inputs to make tight movement easier. Maybe both? - The music was nice and fit well with the rest of the game. - Appreciate the setting menu, nice touch. Overall a pretty decent entry, even if it had some rough edges.
Oct 15 22:23:41 235h 10m Boss Wars ♥ 1 Interesting twist on bossfights. The random events were a nice touch to keep things more engaging and the powerups were great to make it feel like you were getting stronger, though the lack of feedback for when you killed a guy detracted from it. It seemed like health bars persisted after they were dead which was kinda confusing. It would also be nice to have some timer or meter that helps you know how well you're doing other than just going on endlessly. Regardless, a fun little game overall.