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Decipator

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TimestampSince previousGameDecipator's comment
Oct 4 18:12:26 Compact Looter ♥ 2 It was quite interesting when my cart was so full that it all fell through the back and I had to organize everything very precisely haha! Its a great entry with a humble twist on the theme. I just wish things were less sound prone! But I guess that is good! haha
Oct 7 12:28:59 66h 16m Afraid ♥ 1 The narrative is very present, it really feels like the life of a lot of people nowadays. It caused me to reflect a bit. Anyway, being honest I wonder if the game would benefit from a 2D side scrolling perspective a bit more then 3D third person. I recall The End of the World, which is a good thing, and maybe a great reference. Since it is clear that the Journal is a big part of the narrative, wandering around too much felt a bit overwhelming. Maybe with a little bit less map to worry about the UX could have benefited from a review. Feels to me that not all information was necessary on every interaction. Also it was not clear what was indeed interactable or not, which can be a bit frustrating at times. I get that the relation with the theme is being limited by anxiety and fear of people, a good abstraction of the theme. Overall its a good idea that I can clearly see being fully developed into a product, so great job!
Oct 7 12:42:19 13m 20s The Labyrinth of Madness ♥ 5 It is clear there is an effort on the atmosphere and setting the mood of te game. Altho, as mentioned by other comments, it quite hard to understand what is supposed to be done. And "just find it out by trying" is good when there is a pattern to be executed or a trail to be followed, otherwise its just frustrating trying to use a key that respawns every time I get into the wrong room. And what makes it a bit more frustrating is that afterwards there is a inventory system for the first person "escape room" part that was not leveraged in the first part, which could have avoided some confusion. This is clearly the first of many games, and made me remember my first game 10+ years ago, so keep learning and getting as much feedback as possible! Each new game gets better and better.
Oct 7 12:52:32 10m 13s Construction Limitedâ„¢ ♥ 3 Altho the Tetris mechanic is nothing innovative, adding physics and making chaos when a single piece was slightly off was quite entertaining AND frustrating, hehe! Overall its clear the theme was used as an objective. I wish the grid was a bit bigger and the movement a bit more precise. Maybe rendering a half opacity grid inside the construction area would improve knowing if the piece was properly aligned or not. Because even then, mistakes would happen, just a little less, but way more catastrophic... Overall a simple, but well executed little game.
Oct 7 13:23:35 31m 03s Tiny Farm Island ♥ 1 Oof, this one was a addicting experience! I wonder how cool would it be to flesh it out to expanding into a farm and dealing wit animals and produce as well... Anyway, maybe a bit too much. I liked how simple and easy to get it going. Good entry. Please make more content/modes!
Oct 9 13:31:42 48h 08m Shelf Shift ♥ 0 I quite dig the shelf organizing proposal and how relaxing it can be. Altho, the first person perspective was the culprit of this project for me. Because of the chosen perspective a lot of inputs were necessary to get the books orientation just right and also, the perspective distortion did not played quite well and was a bit hard to know if the book was where I needed it to be. Maybe a different perspective would have me it more enjoyable overall, I recalled Unpacking, but definitely not the same, but might be worth having a look as reference for improvements on UX.
Oct 9 15:17:59 1h 46m Conveyor Chaos ♥ 2 Heyo! So, at first I thought my goal was to kill te character in the middle with the turrets in the conveyor belts... After a while I understood my goal was to actually destroy them. Altho simple, it felt a bit complex to grasp at first try, a little progression with levels might have helped to ease the learning curve a bit. Overall, everything worked and it challenging, but the fun turn into a systemic keyboard jamming quite fast. Good entry, well developed, lacks a bit of UX.
Oct 9 15:27:46 9m 47s Vampire Jump ♥ 0 So, I hope this do not sound too harsh, but lets do it: - The art style between assets was not properly defined, each asset had its own art, probably made by different artists without any sync. It would be rather better for a single artist to make all art assets and maintain a coherent art style than mixing, if both artist cant sync on how to make it. - The jump logic was not great, I found it confusing because it was not clear if I was actually affecting the character or if it was jumping on its own. - The UI was mixing with the other art elements and the chosen font was somewhat hard to read at times. - What was the main purpose of the bats? - Why the platform spawning was spawning them cluttered at times? - The chosen music was a bit off from the vampire theme. I see this is the first of many games this team might come to create, so dont take my comment to heart, these a little points that can definitely improve the overall experience and deliver a better game.
Oct 9 15:35:27 7m 41s Limited Delivery ♥ 1 Hey, the fact of it being your own game engine turns it into a great effort, and making a jam is definitely a good way to test it on a real production environment. Anyway, unfortunately it does not help the game is very crude and super sensible, which made me feel dizzy at time. I encourage you to keep working in the engine and trying it again on LD55, I bet it will be in a better and stronger state at it is now. Overall, good effort.
Oct 10 09:31:25 17h 55m Feast Work ♥ 1 It is definitely an different experience, I cant decide if I enjoyed it or not. I am not sure how does it fit with the theme, but that probably is my small brain lacking neurons to process it...