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Krzyhau

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TimestampSince previousGameKrzyhau's comment
May 2 09:54:15 EneRail ♥ 3 Cute little puzzle game! Aesthetics and art direction are quite decent and consistent. I like the audio where it's present, it's quite fitting, but some parts here and there are missing it completely (going through the notes or the main menu itself). In terms of level design, I can definitely see the potential! I guess I'm not a big fan of how solving the puzzle goes down to just finding a path in a fairly static maze, but one thing that would definitely change is is the very last mechanics you've presented - switches, since they'd allow you to dynamically change the purpose of the otherwise static parts of the level, making the challenge twice as interesting, so it's a shame you haven't messed with this idea a little bit more. Apart from that, you've done a nice job showcasing all of these mechanics and teaching them to the player. If you ever wish to build on this idea, you definitely have a strong foundation! Good job, y'all! EDIT: Forgot to mention, it would be nice if you manage to make a Web build - it would encourage other people to play it, as it's just easier to launch it in a browser. Also rate other games, so other people can find you (mentioning this since it seems to be your first jam)
May 2 10:31:48 37m 33s Newton Logistics ♥ 5 I'm only starting to play other games, and considering the theme, I was expecting a bunch of fast-paced "deliver ASAP" games, so I wasn't ready for how chill and peaceful this game is. Gameplay feels nice. Spaceship feels slippery but for good reasons, so that isn't a problem. I very much appreciate the camera with the radar (although the colors of the arrows could've been better - at one point I wasn't sure if an arrow is pointing to the delivery spot or another type of cargo). I'm very fascinated by the cargo locking mechanics, and I feel like it has lots of potential. Imagine some section where you're required to have all of the cargo locked at once, and then have it formed in a shape that allows you to navigate through some section, or need to assemble some structures from them. It's fun to play with, but as the fellow gamejamer above mentioned, can be buggy (something that wasn't mentioned yet is that if you have multiple cargo locked and then eject all of them, it won't go through the delivery spot thingy, and you have to press R so it disjoints). Visually it's simple and coherent, but occasionally I had trouble determining what's part of the background and what's something I can interact with. I like the music track - it complements the peaceful nature of this game I've already praised. Overall, good job!
May 2 14:15:09 3h 43m LittleOV ♥ 1 Grappling hook is my favorite video game genre lmao As much fun as I had, I have to mention a couple of issues that I've spotted. Firstly, some actions, like button pressing, extract zone delivery and, level transition happen too suddenly and with no indication - they would certainly use some animation and sound to better communicate the event in question with the player. Additionally, I'm not sure if it was luck or a clever design that allowed me to collect all of the items without having to go around the entire map again, so it's hard for me to say if having something like a directional HUD or some sort of a primitive map would be a good idea. Still, something worth considering. With that out of the way, movement was genuinely fun! I was afraid that dashing would completely render the grappling hook mechanics obsolete, but somehow I naturally found myself using them both simultaneously, and flying around obstacles was really enjoyable. I think the camera tilting you've done adds to the effect, so props for that. One problem I encountered is that I had to realize you can actually hold the mouse button and it will continuously attempt to grab a pole... I feel like that should be communicated somehow through the user interface, by some kind of a trace or something like that. In any case, I think it would be very cool to speed-run through carefully crafted obstacle course with this movement mechanics! You might wanna mess with this :) Graphics are pretty nice. I wanna say that fuel rods and crew pods aren't clear enough for what's basically your main goal, but I don't remember having problems noticing them, so maybe it's just my taste. The rest looks clear enough. SFX is basic, but it does the job. In summary, very fun concept. Congratulations on your first Ludum Dare!
May 3 16:03:44 25h 48m Pneumatic Postman ♥ 1 I was immediately dragged in by the aesthetics, so you definitely succeeded in that field! In terms of gameplay, I understand that the pacing was hacked in quickly - on my first playthrough I wasn't even able to deliver a single mail due to me overanalysing everything. I also do think that the pipe leakage isn't really indicated clearly - I wouldn't even know something is leaking in the first place if I hadn't read the note on failure note. I also have some mixed feelings for the control scheme. Have you considered using something else than a default first person camera? The fact that you're required to constantly use the zooming sounds weird. I was wondering if this formula would work better if it was more of a point-and-click perspective, with camera being static and transitioning to given sections of the level when they're clicked. It's more of an idea than anything, you'd have to mess with it and see what feels better. Other than that, interesting piece of a game. Love the visuals (the varying content of mail tubes was a nice touch) and gameplay has potential. If you add some new mechanics that are progressively introduced and also mix some story into it, then you have a pretty neat "Papers Please"-esque game. Not to mention that what you **delivered** right now feels like a finished product for something that was created in 3 days, so good job! (also, I appreciate that you made a web build!)
May 4 10:21:16 18h 17m The Box Baby ♥ 2 Well, what can I say, the humor in this one is off the charts. I also like how you tweak the gameplay in unconventional way to support this ridiculously hilarious mess of a story. I imagine because all of this you ran out of time, because the ending feels sudden and incomplete ("lmao f" vibes, and disappearing peds when you shoot them lol). Controls feel intuitive, hover highlight is probably a big factor in this. Overall, I enjoyed it. Stupidly fun interactive piece of satire!
May 7 17:31:56 79h 10m Neon Delivery ♥ 1 Nice little puzzle game. However, I have some issues with it. Occasionally, the ball would gain some unreasonable momentum while rolling up the slope, which I assume comes from the torque, but it's completely unclear since the graphical representation of the ball doesn't communicate its rotation. So you might wanna either change it (maybe a small notch in it or a cross? It's really up to you) or change the physics so the torque doesn't have so much impact on how the ball travels. Or maybe it's just my unreasonable need for precision... Either way, other than that and lacks in SFX (lack of time to properly prepare it I guess... which is expectable) a basic idea for a game well executed. The gameplay overall felt nice - I'm especially appreciating the slow down when you're drawing the lines. The last level also has an interesting twist to it and I wonder if you thought about taking it further - maybe you could make an infinite procedurally generated scroller out of it? Nice format for something like a mobile game. Overall, good job on your submission!