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Mathstr0fficial

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TimestampSince previousGameMathstr0fficial's comment
Oct 2 18:09:52 Mr.AdBar ♥ 2 You weren't lying, this sure was somewhere in between 1 and 2D! A really really creative interpretation of the theme, and a fun game to boot! I had an occasional issue with dashing to the left in the air? But it seemed to be ok if I wasn't holding the left button while dashing and just held the jump key. A minor issue, but definitely inconvenient on some of the trickier jumps. But overall, shockingly smooth, especially for the style of doing it. As someone who used Construct in the past, I'm fascinated to know how you made this work, especially with testing since you normally just get the localhost:5000 link! Again, a really great job and one of the coolest concepts I've ever seen in a jam game. You should be super happy with yourself.
Oct 2 18:36:52 27m 00s Ominos ♥ 1 A simple concept executed very well! I'm not generally amazing at puzzle games (it's my fatal flaw as a human being) so the slightly lower difficulty was much appreciated. I did notice a couple weird quirks in terms of which ominos would be spawned for a given level, since occasionally one of the criteria would ask for no more than X of a color, but none would be available to use anyway. Not a huge deal, but actually did contribute to the lower difficulty. It was a lot of fun though, and would love to see some more puzzles in this same mold! The polish is really impressive as well, and it feels good to just place blocks. Only main issue is I would love some background music, even if it was just something simple. But overall really well done and I had a lot of fun with this!
Oct 2 20:10:31 1h 33m Ribbon 2 ♥ 2 Obviously we were talking as you were working on this, so I have a better idea of the development process than I do for most games entered this jam. With that being said, I have a lot of thoughts on it. Let's get the negatives out of the way early (it's not that bad I promise!): - I wish the ribbon was used in more interesting ways than the first 2 "puzzles" and the bounce pad. I get it's a time constraint thing, but I feel like it's a missed opportunity to not ever force you back inside the ribbon at any point after the very start. - I have some issues with the ribbon segments in section 2. The one on the back wall is fine, it's an interesting use of the bounce pad and forces you to actually move it around to do it most efficiently. The one with the circle is fine, but it definitely took me a second to figure out what I was supposed to be doing. The one hidden behind the tree is just hard to find? Like, there's no puzzle, it's just hidden. And then there's the star, which isn't terrible in theory (it reminds me of the trace-walking moons in Mario Odyssey), but the fixed camera makes it really annoying to hit all of the dots. Doable, but definitely a little rough. - The ribbon being completely invisible when facing the camera makes sense, but can be a tad frustrating especially when doing the extra-high bouncy jump. - The camera sometimes does a weird jump when entering the ribbon, but it's not a huge deal in the grand scheme. But now the positives! - The graphics are immensely clean as always, and the starter ribbon especially really sets the tone of the whole game. I'm a sucker for 2D art in a 3D environment and you keep getting better at doing just that. - The music, from DOOM as it may be, is very very good and keeps the energy up as you play in a great way. Can't complain about the fit if it's that much of a banger. - Technically, this is a marvel. I don't know how you keep doing it. Continually astounding. - The polish, aside from the level design stuff I'm kind of iffy on is top-notch as I've come to expect. - It's just fun to control! The ribbon following you moves super naturally, and the platforming is super interesting especially once you have to utilize that bounce pad in some of the weirder scenarios. - That "twist" ending was great, in more ways than 1! Overall, I'm kind of mixed. It's really impressive and well-executed creatively and technically, but I have some pretty big issues with the fundamental game and level design. I think there's definitely a lot of potential here, but you were saying you spent a ton of time on just getting the ribbon working and figuring out what you wanted to do gameplay-wise, and it does show in the final product. I'd be very interested to see what it would have looked like with an extra day, because the core here really is special.
Oct 2 22:25:58 2h 15m Hope Falters ♥ 1 This is a really beautiful game for a lot of reasons. It's fantastic aesthetically, with the music, (admittedly limited) visuals, and all the special effects and theming working in harmony with those. Unfortunately I think the difficulty curve might have gone against the general theme of the game. Now I'll be the first to admit that I am very... subpar in terms of puzzle-solving, but I got stuck pretty early and didn't really have the energy to push my way past it. I felt I got enough of the experience to give a fair grade, and judging from the rest of the comments here I trust that the rest of the level design holds up. It's a good concept very well executed, and you should be very proud of what you managed to get done!
Oct 2 22:42:21 16m 23s Fill the crates ! ♥ 1 For a first jam, you should be really happy with what you accomplished here! It's simple, but that isn't necessarily a bad thing. I did have some issues with the boxes placing properly, but it seems like other people have mentioned it already and you're aware. Not a huge deal. My only big critique would be to maybe make the game harder as it goes on because otherwise I think I could probably go on forever as it currently is. But overall well done and I hope you stick with Ludum Dare!