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Rialgar

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TimestampSince previousGameRialgar's comment
Oct 8 17:53:00 Sacrifice Golf ♥ 1 Love the pacing and rythm of the gameplay. Was a bit confused initially on how it works (did not grok I can grab them, I just tried leading them into the target area), but that may be on me 😅
Oct 8 18:24:07 31m 07s Zombie Street ♥ 1 Solid foundation, next things I would do is make the changes more drastic. Change more things that are immediately obvious, e.g. bullet speed, firing cooldown, reload time, number of enemies. After a while, start changing multiple things at a time, and bias the selection towards making it harder. After that, add some screenshake and crank up the particles.
Oct 8 18:41:49 17m 42s Viam in tenebris ♥ 1 I absolutely love this. The only thing you could improve is add a reason for me not to stand still and wait on a nice path to show up. Maybe something chasing me.
Oct 8 19:47:38 1h 05m Manta Fighter ♥ 1 I finished it, and it was fun, despite the confusing controls. I ended up flying away from the planet and turning around so I can re-orient myself. If you don't want to have the ship to auto-orient so the planet is down, I would suggest adding Q and E to roll left and right respectively, so the player can do that themselves. Basically make A-D control Yaw, W-S control Pitch, and Q-E control Roll.
Oct 9 15:34:19 19h 46m Mini Dungeon Tactics ♥ 1 I love this, it is challenging, but since I can redo over and over without punishment, it is not frustrating. It was a shame that the same actions did not always lead to the same results, so I had to sometimes retry the same set a couple times until it worked. Unfortunately I could not finish the second level, since unity kept crashing after a while. I think it was related to the number of rewinds.
Oct 9 15:39:51 5m 32s The Bear's Drunken Adventure ♥ 1 "hm, controls kind of weirdly" "let's just say the bear is drunk and ship it" ;). It was fun. I would have liked a little "yay, you made it" at the end, though.
Oct 9 16:00:33 20m 42s Haunted Hollows ♥ 2 Really solid foundation! I love how the melee attack creates a dilemma of me wanting to be close to and far from the enemies at the same time. Here is how I think you could take it to the next level (tl:dr: add juice. I realize some of this is already in the post-jam) 0. Make sure players can not outlevel enemies, increasing enemy health exponentially should do it. 1. React on keydown, I guess you used keypress, which happens when I let go of the key, keydown makes it much more immediate. 2. I think the hit-box of the player is a tad large. It is fun if you get to barely squeeze by an enemy without getting hit, I did not experience this, though, rather it felt like they got me a bit to early. 3. Add some form of health indicator for the enemies, could be as simple as a health bar above their head, or you slowly change their sprite to a bloodied one. 4. Add hit-react animations. E.g. change to a different sprite for a frame or two, or just make the entire sprite white for a frame or two. This goes for player and enemy. 5. It was the most fun when I got to slice through a bunch of enemies at once and they all died, make that more common, increase numbers of enemies early on, but hold of on their health and speed longer. 6. Add particles when enemies are hit, and even more when they die. 7. Stain the ground where enemies died, maybe even leave a corpse, but find a way to let it fade into the background so it is clearly distinguishable from live enemies. 8. Screenshake, basically at every time you want to sell some form of impact. I would say a little bit when hitting an enemy, some when killing an enemy, and a LOT when being hit. 9. Make enemy hits happen when the swipe actually passes them, not all at the same time. 10. Sounds when enemies get hit. Make sure they sound nice when a lot go off in quick succession. 11. Sounds when enemies die. Same as above, make sure it sounds nice when a lot of them happen quickly. 12. player animation, start by mirroring the sprite based on movement direction, expand into separate sprites when moving up/down and maybe a separate set for when the player is swinging the weapon.
Oct 9 16:46:03 45m 30s Steam-Machine Survival ♥ 2 Hitting and defeating enemies feels so crunchy, I love it. The explosions are amazing, and every kill is tremendously satisfying. A bit of a challenge curve would have been great, maybe increase the number of enemies over time, or up their health.
Oct 14 22:42:59 125h 56m Cascading Clockwork ♥ 1 This was absolutely amazing. For that final level I had to zoom in AND turn down my mouse sensitivity XD. The music and the noise when the direction switches are especially brilliant.