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niterich

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TimestampSince previousGameniterich's comment
Oct 15 00:21:33 Into the Color Dementia ♥ 0 I am also confused about the objective of the game. I think even just adding a one sentence description of the objectives of the game could help point people in the right direction. But I do enjoy the visual effects, and the jumping is tight and responsive. I think with a bit more time this could be a pretty fun game to play
Oct 15 00:41:45 20m 12s Mochi Gang ♥ 1 I love the graphics - the tutorial images are super cute! - but I'm not a huge fan of the gameplay. Like others have said, it can get annoying having to wait a full 10 seconds when that character isn't part of the puzzle. I also got frustrated a couple of times when time ran up while I was still moving and it sent the other character into the water
Oct 15 02:21:49 1h 40m Tiny Tiny Orbit ♥ 1 You have some very high production values here, from the amazing pixel art to the dynamic soundtrack to the comprehensive crafting system that seems like it would be quite a feat to program in 72 hours. However, I just could not wrap my head around the controls. I get that you're doing a single-button control scheme, but it just feels awkward for me to move with one hand and perform the primary input with the exact same hand. And while it does fit the 10 second theme well, I kept on accidentally picking up the light bulb and struggled through 2-3 lives trying to find which option let me install it again.
Oct 15 20:17:27 17h 55m My Robo Nanny ♥ 1 I think the artwork is beautiful and the premise is funny and promising, but the controls really kill the game for me. I don't know if it's intentional, but I had to move my hands all around the keyboard just to play, which is really frustrating for a first-time player. Move with arrow keys, but then I have to water the plants with WASD? And now I have to fold laundry with IJKL? E is to interact but Space is to confirm? And I can restart the game with Enter? C is to cut but nothing else? I could understand the crazy controls if you were stationary and had to remember which button did which action, but since you're always in a discrete minigame, I don't see why there couldn't be a single unified control scheme. And having to recharge every 10 seconds seems like an unnecessary step. Seems to me like "there's a new minigame every 10 seconds, do it or you're fired" would have been a satisfactory game loop.
Oct 15 20:45:57 28m 30s Tower Stack ♥ 1 This was really impressive for your first game jam! I've found physics can be a nightmare to handle, but you seem to pull it off with aplomb! I thought the minimalist visual style was clean and easily readable while complimenting the gameplay. And, what I think is most important, you made a fully complete game - not something half-baked or over-scoped like so many other first-time entries I've played. For some advice for a first-timer, I will always say this: Going forward, remember that you'll work on your game for 48-72 hours. Everyone else will be playing it for 2-5 minutes. Whatever negative qualities you feel about the game are going to be 10x worse for the players. If your game is "tough but fair", it's actually frustratingly hard - cut the difficulty in half. If the controls are "weighty but satisfying", it's actually clunky and unintuitive - make the controls more responsive. In your game's case, you might have felt the length of each level was "just right", but I found even the first level dragged on. I think it was just really hard to actually build up a tower, since once one stack fell over you couldn't really rebuild and just had to make as big of a pile as possible. Have you ever heard of Tricky Towers? It's a "Tetris but with physics" style game that you might want to check out. When you get to the end of a race, your tower has to hold the piece above the finish line for 3 seconds before you win. I think that could be used to combat that "click on the goal to win" problem you have. Also, I haven't used Game Maker in a while, but isn't there an option to export a plain .exe instead of an installer? It's always frustrating having to manually install a quick game jam game.
Oct 15 20:57:29 11m 32s You have 10 Seconds ♥ 0 Controls feel great, the music and sound effects are nice to add character to the game. I would also like to see an infinite lives mode, just so I could see all the levels without having to spend too much time gettin' gud. Maybe change the incentive from "don't run out of lives" to "who can speedrun this game the fastest"?
Oct 15 21:04:39 7m 10s Demon King Wizard's Hat Escape ♥ 1 This was really good for a first entry! I really like the variety in all the magic attacks. My only complaint is that there doesn't seem to be a restart button? It's kind of frustrating having to close and reopen the game each time.
Oct 15 21:37:45 33m 06s Boom64 ♥ 1 Fantastic game on all fronts (music, graphics, gameplay, etc.), just found the mouse to be waaaaayyy too sensitive - even on the lowest setting it was a little bit too fast for my tastes. Plus you have to go back to the main menu to change it... I've had some success with letting player control FPS sensitivity on the fly using the scroll wheel. Maybe that could be something to think of for any future updates?
Oct 18 21:34:08 71h 56m U.F.O.: Unconventional Farming Operation ♥ 1 I really enjoyed this game! I love the retraux art style and the music was catchy and weird in a good way. I think the core gameplay loop of walking and picking things up worked well, but I think it needs a bit more of a challenge to really engage in the mechanics. I found a winning strategy to be to just throw them right behind the blade and hoping they grow enough before the next rotation. Perhaps changing from a score-based game to one with a hunger meter might better incentivize growing all the way? Also, make the center a solid object. I kept running right through it and dying as soon as it turned on
Oct 19 17:29:41 19h 55m Kalamity Kitchen ♥ 0 Reminds me of those old 2000's Flash games. I love the flair in this game - all the animation and the great art really bring this game to life! That being said, I agree that it's kind of repetitive, and I would have liked to have seen a bit more involved gameplay - something like having to choose the correct ingredients for each order or something.
Oct 19 18:42:01 1h 12m Dungeon Rusher ♥ 1 While I think it's obvious the core gameplay is a bit lacking, you guys certainly did a lot of the little things really well. All the little set dressing with complete destructibility really help sell the scene and make it stand out from a lot of other static and plain jam games I've played. I'm also kind of impressed by how well the game runs, considering all the dynamic lighting going on in the HTML version.
Oct 20 15:41:54 20h 59m The Madness of Martha ♥ 0 "Together they shrieked out a banishing spell and waved their arms in a way I didn't want to animate" True art.
Oct 20 15:55:26 13m 32s Twilight Souls ♥ 1 This is the best game I've played so far at this jam! Everything is so well done and meshes together so well! I especially like how cute the protagonist is