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ASilvers

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TimestampSince previousGameASilvers's comment
May 1 23:09:30 Box Rush ♥ 1 Nice job! Outside of what's already been said with mouse sensitivity, the timer, and that I wasn't sure how to ship the box once filled. It would be nice to have a run button to move a bit faster and if you're full screen in the web version at least, Escape pulls you out of full screen instead of pausing, so might be good to have a secondary pause button for that.
May 1 23:46:22 36m 52s Deliver Us From Evil ♥ 1 Nice work! I really liked the music. There didn't seem to be much of a challenge to it though, I just held spacebar near people then spammed the punch button at the things that came out of them, there didn't seem to be an sort of penalty for getting hit by them.
May 2 03:18:44 3h 32m COLD CHEDDAR ♥ 5 Great game! It was a ton of fun to drift around all over the place though I do wish backing up was a bit faster as running into building happened a lot. It did just seem infinite though, I didn't see any sort of end or win/lose condition which I think is important for games. Maybe it could have been that you need to deliver a certain number of pizza's every 30s or you get fired. Or maybe the car could only take so much damage and it ends when you destroy it.
May 2 05:43:01 2h 24m Special Delivery ♥ 1 That was a ton of fun! Loved the art style, the music, the gameplay, and collectables are a great bonus. Most rooms tended to be really straight forward with just a bit of timing to get the envelopes though, there wasn't much challenge to it but it was still fun. I did struggle in the first room when I wasn't sure what I was supposed to be doing though, just testing out the controls got the box stuck on the ground and I was really confused. I got the idea after realizing I could reset the room though. Might be a good idea to have some indicators showing what you're supposed to do in the first room or two and text that shows up telling you to press R if the box sits in an unreachable spot for too long.
May 2 06:15:45 32m 44s Crazy Post Office ♥ 3 Nice concept! I enjoyed trying to find better ways to get the packages in the buckets. I lost track of time on a couple of levels trying to optimize it the best I could. A couple of notes though: * I think an important thing for this kind of a game is that it's deterministic, that if you run one level three times without changing anything the same thing happens each time. * It was a bit confusing when I could move some things and couldn't move others, maybe making the objects that are locked have different colors or the ones you could move have an outline or something. * Starting with an inventory of pieces rather than having them already placed I think would have made it less hectic. A full inventory system for a game like this can been difficult to implement for a game jam but it could have just been something like a different colored box under the yellow area where all the pieces start. * It was also somewhat annoying that you had to hold the left mouse button and use the scroll wheel at the same time to rotate something. A click to grab then click again to release would have made that better.
May 2 17:31:19 11h 15m Guns and Toads: Battle for delivery ♥ 1 That was a fun game, great job! Art and music were great but I think the balancing could use a bit of work, which is something that can be really tricky for a game jam. I would either just run away without doing anything or enemies would swarm me really quickly regardless of the number of upgrades or levels I had gotten. Levels didn't seem to have any noticeable impact that I could see. And Delivery locations were really far away at times, I'd just be walking for what felt like minutes (though probably realistically like 30 seconds) without problem before arriving at the house. I did end up running into a lot of issues that left me confused but I can't reproduce them anymore though so it may have just been issues with my browser, after they stopped happening it was a much better experience playing. I had my controls reversing after deliveries, controls not working in general, one of the attacks going away randomly. I also didn't play in full screen at first (because of some of the initial issues) which cut off the gold amount I had so it looked like I was only getting like 14 gold per delivery when I was really getting like 140 for instance which prevented my from realizing I could buy upgrades.
May 3 00:11:26 6h 40m Beak and Bundle ♥ 2 Great job on this! I loved the art style, the music, and overall concept. It did end up getting a bit monotonous after not too long though. I didn't know how to use the stork blast at first, I don't remember seeing any instructions on it and just started hitting every key on my keyboard until it shot. Because of that the first stage to the second had a massive difficulty increase but after I figured out the stork blast it just ended up trivializing everything.
May 5 00:42:50 48h 31m Don't Stranding ♥ 0 Great Entry! It was fun and relaxing to sail around. The music was nice but it was really short so got repetitive pretty quickly. The volcano scared me the first time and sort of seemed to come out of nowhere, maybe make the screen shake every so often hint at it and it could eventually start to rain ash when it's getting really close close. I would also definitely suggest locking the mouse cursor to the center of the screen and hiding it when it isn't needed, once you reach the edge of the screen you can't move the camera that direction anymore.
May 5 01:34:42 51m 52s Space Delivery ♥ 1 Really well done! That was a lot of fun! Graphics, music, and mechanics were really great. It was really easy though and it didn't seem like you could fail levels which surprised me at first. To me, it looks to be set up to be a puzzle game but is instead a high score game, if that makes sense. I think it would have been better to lean more into one of those. For instance, if you were aiming to make a puzzle game maybe have obstacles in the way like moons or asteroids and make it so you could only deliver the correct gems to the correct planets. Failing to do so in the number of rockets would cause you to fail the level and have to restart. If you wanted to make a high score game you could have had the levels be more randomized and you only get like 10 rockets for the entire playthrough to score as high as you can with maybe bonuses to get more rockets or something.
May 6 17:39:47 40h 05m Don't read all about it! ♥ 1 Interesting idea though it is incredibly short. It didn't seem like it was possible to win with less than two deliveries made and was also a bit confusing at the start when I had no idea what I was chasing, having the delivery person start from the same side as you with a gap before the first house probably would have remedied both of those I think. Also, it would have been neat if there were multiple delivery people constantly trying to deliver stuff from both directions and maybe you have a certain number of lives or something while you're trying to stop them instead of just one go at it.
May 14 20:13:45 194h 33m Cassie's Truck ♥ 1 That was definitely one of the stranger games I've played, not bad though. I really liked the ability towards the end to be able to manipulate the position of the enemies to hit more of them.
May 14 20:38:05 24m 20s Satellite Delivery ♥ 1 Nice job for your first 3d game. Was definitely a bit confused at first but after a few tries I figured out what was going on. The text above the houses was a bit difficult to read, could have used like a hover box that popped up describing them and how they worked. It was also a bit strange that the new employees spawned in a different place than where they went when they weren't doing anything.
May 14 21:12:01 33m 56s Caterpillar Courier ♥ 0 Nice job, I really liked the concept but it did get really difficult after only a few levels. The movement was a bit slow for my taste though.
May 14 21:30:05 18m 04s 30-second Deliveries ♥ 1 Great concept, it started out fairly fun but I started to get motion sick with how sensitive the camera and aiming controls were as well as how the camera would shake all around when flying through the air. A few recommendations: You could use arrows that you click and hold to aim the cannon, with a few different speeds. Besides not having the fit all 360 degrees in the slider this would also allow you to continue spinning it the same direction, I ran into a situation where I wanted to rotate more the left but I was at the end of the slider so I had to move it all the way to the other side. And the pitch slider would have been good to be vertical. I would also generally caution against using words like yaw and pitch. For a game jam like this it's fine, most of us know what that means and they aren't super uncommon words to begin with but if you publish a full game using words like that a good chunk of your audience won't know what that means.