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sergilazaro

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TimestampSince previousGamesergilazaro's comment
Oct 8 17:19:21 Time Loop Traffic ♥ 2 This is great! Very fun to play, very consistent (gameplay, aesthetic, music).
Oct 8 17:22:58 3m 37s 1000 Meters to Shade ♥ 1 I love the consistent pixel noise, it feels like the real world heat visual effect, plus something like radiation when it hits the camera sensors and generates grain-like noise. Helps the mood a lot.
Oct 8 17:29:34 6m 36s 10 Secs Snakes ♥ 1 I looked at the code to see how you coded the tail follow, and I love that it's such a simple way to do it and it works!
Oct 8 20:24:34 2h 55m Polyhedron ♥ 1 I loved this one! The sounds and music add to the tension, and the difficulty grows slowly but is pretty smart, switching between sets of keys, and then combining them. I thought it would not be a challenge but it was! Good job!
Oct 9 15:51:01 19h 26m Manta Fighter ♥ 1 I actually enjoyed the controls, combining moving forward with stopping while turning in order to kind of loop around enemies and be able to shoot them when they're chasing you. It's a simple control scheme but it leaves you with enough possibilities to figure out how you'd move. I assume that other people will move in different ways.
Oct 9 16:50:35 59m 34s Death stare ♥ 0 A bit confusing at first but I got it after a couple of tries. The sound, even if very simple, combined with the graphics, creeps me out a lot. So I don't know if it's intentional or accidental, but it reminds me of when I was a kid playing games in the early 90's where some games just scared the s--- out of me. Mood 5/5
Oct 10 18:53:10 26h 02m Run Kitty Run ♥ 1 This is one of my favorite games from this jam! I love precision platformers, especially when they're so quick to come back from death. There's a few tweaks that would make the game more polished, like better feedback/alert for when you die because of time (I kept thinking there was something hidden killing me), hitboxes that are slightly more forgiving, better jump control (horizontal speed seems a bit slow, and it would be nice to be able to jump higher/lower by holding jump or just tapping it). Also, sometimes you die right after respawning because you're still holding a button to move. All minor issues, understandable in a jam context, and they're debatable, others might disagree with me. All in all I loved playing it and getting 100% fishes :) Also, about the post-jam version: how am I supposed to play the game while I'm dancing to that song??? :)
Oct 11 09:36:03 14h 42m DIMENSION LOOP 2 ♥ 1 This was pretty fun, I like that the pace is pretty constant, in some games you just want to go from action to action without weird pacing. BTW, I also saw that you haven't rated any other games. The system won't keep showing your game to other people if you don't rate other people's games, and if you don't get enough ratings, you won't get a final rating. Which is fine if you don't care about that, but just in case you didn't know :)
Oct 11 09:39:13 3m 10s Sacrifice Golf ♥ 1 Like others said, a bit confusing at the beginning but pretty fun once you get it. Good job! Just out of curiosity, why ESDF? Is it because then you avoid problems with non-QWERTY keyboards like AZERTY?
Oct 11 10:21:36 42m 23s Watch Your Step ♥ 2 I like how everything fits, it's just juicy and it feels like a finished cohesive game. That's an achievement in a short jam like this one!
Oct 11 10:25:55 4m 19s Jekyll and Hide ♥ 1 This is one of the best I played this jam. You immediately get how to play it, it's a good combination of sneak + action + puzzles, with a good game progression. The audio really complements the gameplay too. I especially like the fact that you can't attack on your own, that the curse is your weapon too but can't control it, and yet you need it. It just makes for a good experience of the combination of gameplay plus narrative, that's not that common in jam games. Even a lot non-jam games aren't this cohesive!
Oct 11 10:27:33 1m 38s Tenjutsu ♥ 2 Do we even need to say anything? Just amazing work as always, we mere mortals don't even try to compete with this level of quality in a jam game :)
Oct 11 12:31:17 2h 03m Thwack ♥ 0 So fun to play! Every now and then between plays of other jam games I come back to this one for a round :) The camera rotation when you move is a nice touch. And of course the stepping around :)
Oct 11 12:35:10 3m 53s The Turgenev Study ♥ 0 The only thing I'd "criticize" about this game is that the blue color is simultaneously too dark and too... "bright"? Like I find it hard to read the text when it's blue on black, but at the same time is like those blue LED lights that burn your retinas. But as I said, that's the only thing. Everything about this game is awesome. Like, top notch for a jam game :)
Oct 11 14:19:22 1h 44m Pet the Damn Cat! ♥ 1 Audio 11/10 of course. Is there an achievement for having to deal with a cat IRL at the same time as the virtual cat in the game? Meta-play!
Oct 11 14:27:32 8m 10s Blades of Doom ♥ 1 I think this is one of the most fun games I've played so far, I've come back to play a bit more every now and then. Also the fact that it's polished and consistent makes it more of an actual game than a jam game (for most jam games you have to be fair and remind yourself that in a jam game not everything will be finished or perfect).
Oct 12 09:26:18 18h 58m Fall Girl ♥ 2 Cute game and fun to play! The platform being outside your control isn't necessarily a negative, it would be a different game and challenge if it was all under your control. Only thing I'd possibly change in hindsight, is that holding the "clean" button doesn't seem to add much because there's no reason for you not to clean while in front of a window, right? It could have been automated. But it's just a silly thing.
Oct 12 09:28:55 2m 37s Clockmachine Chaos ♥ 0 Great short game, polished and finished enough to be good in and of itself outside of a jam, those are great :) The timed platforms can be a bit confusing, but since the levels are very short and respawn is quick (my favorite kind of platformer games), you figure it out on your own just fine. In fact, having had a tutorial with text and stuff would have been worse even. So great choices on all of that! :)
Oct 12 09:32:22 3m 27s Speed Dating for Misfits ♥ 1 I usually don't like word-based or narrative-based games, but this was so good. Great mood and humor, great writing. And it has the extra replayability to try to get matches with everybody if you want, which is not that common in more text-based games :)
Oct 12 11:08:19 1h 35m Line Momentum ♥ 1 Amazing little gem of a game. I'm a drummer so I love rhythm games. I played the linux version. I had a problem with delay, I tried mouse and keyboard separately, ended up using keyboard but the delay seemed to be the same. Trying very low latency on different platforms, using Unity, would have been impossible, so I don't blame you, it's a hard problem. In my case the clicks "hit" when I released the spacebar. By this I mean, the game registered the key down, but the delay made it feel like it was the key up that made the hit register. Having played rhythm games before, and being a drummer, I adapted quickly to the delay, so after a couple of rounds of the same rhythm I just got the groove and could finish the rhythm without issues. As a programmer, the way I'd solve it is by having some kind of calibration step beforehand. I just happen to have thought about this for a while because I was thinking of developing some software that would have these same issues with delay. My idea was to have like a "sync" step where a metronome is beating, and you're supposed to hit the key at the same time as the metornome. You don't get any audio feedback from your hits, but the game tells you that it's registering them (so that you know that they're not lost), with like a progress bar or something. But you don't hear a sound when you hit, because that could throw you off. The first few beats are ignored (they probably aren't very accurate), and then you save a list of the delays between each beat timestamp and when the user key events are registered. If everything goes well, and you average them out (also removing some outliers), that gives you the offset that you should apply to the game detection. If you repeat this process with different metronome BPMs, I think you'd get very reliable delay correction without the user having to input random numeric values via trial and error. That's what I always had in mind which could work while being pretty user friendly. With good user experience tweaks the calibration step could be a mix of tutorial and calibration, making it seamless for the user. In any case, I loved the game, the way the music builds up as you nail the rhythm is very satisfying. I wish it was longer, but it's a jam game!