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TopperVideoGames

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TimestampSince previousGameTopperVideoGames's comment
May 2 07:04:24 The last way ♥ 1 Very good looking game, music was nice too. Figuring out what to do took a bit of time, but I did reach the boat and moved around. A few technical issues I would like to see fixed is audio feedback for hitting enemies and getting hit. I was killed by the fire land ghosts, though they were still tracking me at the house. I tried to listen to the pretty long ghost stories on the boat, but after only one gave positive karma I yeeted them as soon as I could to see what was next. After a point the wind led me to nothing, so I have to guess I saw everything. It would have been good to have something say a message based on whatever karma based system this game had, but the visuals were pretty to look at. The supposed speed the rowboat moves is pretty funny too. Good work!
May 2 20:42:47 13h 38m Paper Drone ♥ 1 A good game in a straightforward package. The controls are wonky enough to not make it boring. I was a bit confused at first on why I was not shooting, until I saw it had gun pickups. The birds and cats really die, it was surprising! I liked the paper trail effect. I wasn't sure how close I was to running out when I made it to the end, but the trail becoming longer was neat. Good job!
May 3 02:36:13 5h 53m Cooking is Relaxing ♥ 1 This game gives me some complicated feelings. I did initially try to play without seeing the instructions typed out, so I was very confused on what the pace of the game was supposed to be. After I did read the instructions, I realized many of the interactable tools were not able to be integrated into the game flow. What is currently present is rather interesting however! The two phases of restocking supplies into your storage room is equivalent to a mad dash, motivated by what you can see customers wanting. Without supplies to get, you have time to serve the food and organize the storage room in preparation for the next mad dash for supplies. I found this gameplay loop rather enjoyable and got my 500 dollars, and makes me think the game is the exact opposite of relaxing! If you could streamline the actual gathering of ingredients to be more than just walking back and forth, you may have a different kind of fun game here. I would also say only one ingredient per box, to make the organization aspect take more thought to optimize. Good work!
May 3 04:39:02 2h 02m AIRmazon Delivery ♥ 0 The movement on the ship is a bit jittery, as even standing still I can see the ship shuffling under me as it moves. Having to manually steer the ship and altitude was neat, but the controls could have been better. Three floors for the ship was too many, there is barely enough time to keep the ship fueled and throw a package on time. It does look nice, and the dialogue got a chuckle from me. Jumping off the ship gave a unique message, I do like seeing details like that. It would have been more interesting with some more oil on the controls. Good work still!
May 3 07:25:13 2h 46m Bloody Boxes ♥ 2 Good box type game! I didn't read the notes at first, but I was able to get up to 15 boxes just from guessing what the pictures meant. I did get pretty close to what the notes explained, though keeping vision is pretty tricky. Atmosphere is ripe for some scary tension, though really I am glad there was nothing actually scary here. Turning on the lights was neat, small reward for looking around. To encourage a higher score some more feedback would be nice, though not losing is a good indicator that you can keep going. Good work!
May 3 20:46:55 13h 21m Crates ♥ 2 This is a really well done game! Super simple controls and a laser focus on the main mechanic. Everything came together super! I do have a few thoughts that are more general suggestions. I much preferred the levels that could be seen in one screen, as the levels that needed to go down made me guess on where I needed to go. Those levels could have the mouse or a button press to scroll up and down the level, or start with a preview at the start that shows it all quickly to give an idea how it looks. The levels that needed multiple boxes did not add much more to the complexity as I would have expected. You could try levels with multiple entry pipes that require different box handling? The last level I may have skipped the checkpoint, as my box did not break one time falling on the right. The box breaking at all seemed circumstantial, would be better to have hazard floors in specific places than relying on physics to handle it. One last thing, the checkpoint mechanic was only used once, but it should be mapped to a key and not just a mouse button. Keep the controls as simple as possible! The idea of checkpoints is nice for those longer levels. Excellent work all around!
May 3 23:36:54 2h 49m Witch Brunnette ♥ 2 This is an enjoyable arcade style game. Getting the ingredients to bounce was tricky, but proved to be a good goal to aim for as the point bonus really is that high. I did like that landing on the cauldron damages the witch, good detail and hazard! Some music would have been nice to set some ambience, but the sounds gave good confirmation if something did manage to land in the pot. Good work!
May 4 02:23:44 2h 46m Solaris Express ♥ 4 This was enjoyable, this game gave me a fun feeling of traversing space similar to Outer Wilds. The exact landing on planets took a few tries but I did get the hang of it. I played it for a good while and made several special deliveries, but never could find an ending. I bought all upgrades and was just stockpiling money at a point. I did appreciate the thruster upgrades, I would move so fast any unexpected planets were an instant respawn! Playing the game was a very relaxing mood overall, great work!
May 4 07:12:14 4h 48m Blockade Runner ♥ 2 Good job on this! The highlight is the destructions of the ship. I noticed you could even destroy a small part of your own ship with your cannon! The balance between sailing and shooting could have been better, I would prefer to instantly switch to a cannon to get a few shots in as I needed to keep moving with all the towers shooting at once. The ship does get destroyed pretty quickly, maybe a way to repair to last longer would help? Keep up the work on the custom engine!
May 4 20:26:33 13h 14m Hemophilia ♥ 2 This was a good emulation of the style of games that expect you to die a lot! I really like trying to conquer such challenges in games, so I kept trying for a good long while. Eventually I managed to reach the boss and was satisfied. The only real nitpick in the controls is that it should not let you waste a dash if you are standing still, as it does nothing but set it on a recharge. Good job!
May 5 09:00:00 12h 33m Radish Delivery ♥ 1 This is a very well done game! I felt clever using the odd shapes of the packages to my advantage, getting longer matches more often. I managed to get to station 8 without realizing I could rotate the packages! May be a good idea to put a list of controls somewhere in the game, but everything is done practically perfectly! Got a final score of 288 at the end of my next playthrough. I also thought I was being clever by having to remember which packages were behind the front row, but even the mouse can be used to rotate the view. Excellent job with this game!
May 5 21:05:33 12h 05m Pizza Come: Deliverance ♥ 3 Good job on what you managed to get done! The controls are snappy and the pizza mechanic was clever. The actual movement seemed too fast in general, hopping in a quick second, though the level design was easy enough to go through. It may have been better to have two pizza that could be thrown. There was one ledge with a rat on it that I was sure I needed to hop around until my platform came back to hit it, but the rat did not actually walk the entire length of the ledge. It was good forgiving level design, but it felt limited in a way. I liked throwing a pizza at the end level guy, so I was able to make him say yay over and over. Good luck if you continue this with the full team! Good work!
May 11 04:14:44 127h 09m Aqua Mama Drama ♥ 1 DramamaHighScore.PNG I think you had a very clever mechanic in this game! It took a bit of time to get used to how the fish would die on the rocks and get stuck on the sides, though I learned the real trick was using the jump wisely to get the entire school of fish over every major obstacle. It looks really nice for just having one day to work on it, I would have liked to see what else could have been done with more time. Good work!
May 12 20:49:30 40h 34m Total TattleTale ♥ 2 Clever use of choice to impact the in game story events! I would have liked to see even more events integrated into each other, though saving the museum and arresting a crook was pretty fun. It rewards paying attention to details, which allows for a tiger to be set loose while saving a panda. Good job!
May 13 03:33:21 6h 43m You Are The End ♥ 0 Good emphasis on the presentation of the story. I had a few odd glitches. Whenever I had to restart from dying, the music was complete jumbled up noise, to the point I had to mute the game to keep playing. I would try to run away from some enemies if they spotted me, but they managed to kill me from their positions, even though it did not look like the infected could use ranged attacks. Some scenarios were interesting, like the infected patrolling the outside of a house. It would be better with some polish, nice work!
May 16 02:59:17 71h 25m The Packageboat ♥ 0 This game looks pretty nice, though it is very difficult to figure out what the game expects from you. Even with the narration telling you the controls, it still feels weird. I gave up when the box I was supposed to deliver to the house would not get delivered no matter how many times I throw it at the door or the light. Design wise it seems unintuitive to place the first box needed for delivery behind the starting direction of the boat, as it did not show up on the map as the place to go to. Switching between the boat and player was funny, as you can switch even while you are on an island, and the person just floats along side the boat out in the distance. This could do with some more fine tuning to teach the player what the game expects better.