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mhorth

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TimestampSince previousGamemhorth's comment
Oct 3 00:27:32 Abyssal Edge ♥ 2 Nice one! I had a lot of fun and played a few extra rounds after winning (happy to see that upgrades persist even after going back to the main menu). The aiming control felt great. I know sometimes it gets messy trying to have a 3D game with a view like this, and aiming is done by projecting the cursor onto the floor. I had no issues with it though, it felt very reliable. Really the main downside (from my opinion) was the game got too easy too fast. I forget the exact order I bought upgrades in, but the boss seemed to just roll over and die by run 3. Maybe there's a combination of your players get used to the game and skill improves, and at the same time the upgrades are making them more powerful. Perhaps the upgrades being weaker would have smoothed that out? Or, once Greg dies, your next round is fighting against Greg's older brother, who has significantly more health. Bullet sponges may not be the most fun mechanic, but programming-wise could come together really fast. That loop could go on forever, and then your players are discussing "I got to Greg #8, how far did you get?" Or maybe each time you win and click "play again" your next round starts with less and less tiles. Of course, the most fun probably comes with new boss attacks. I think a shockwave expanding out from the boss would have been a good one, that players have to jump over.
Oct 7 22:49:22 118h 21m Bill's Cave of Numbers ♥ 1 Really great job on this one. The music stands out here really well, I'm wondering if that was a big focus for you this jam. Your sounds effects have always been awesome, but this time the music was really top notch in my opinion.
Oct 7 22:54:59 5m 37s Dungeon Clash: Collapse ♥ 0 I agree with some of the above comments. The game seemed nice, was very responsive to the controls. But I don't feel like I got to really experience it since I don't have a player 2 to fight against. Something to keep in mind for future jams, how accessible the game will be.
Oct 7 23:11:01 16m 02s inertia in the dark ♥ 1 Oh those controls were too much for me haha. The concept of the game is fun, but after level 4 or so, I had to stop using boost and just strafe through the levels. Then I gave up on 10 after a few tries using boost to get through the gravity pits. The thing that confused me the most was when I started a boost, turned, and used strafe to "slow down". As soon as I released strafe, my ship took off in the original boost direction. And if I tried to do a new boost while holding strafe, I got really strange trajectories. Even with that, still a fun game concept, and the short levels + quick reset made me feel not to frustrated when I hit a wall. FYI, I played with a PS4 controller and it worked perfectly, so very nice job with the gamepad support.
Oct 7 23:21:45 10m 44s Shrink Up ♥ 0 That was trippy! I honestly didn't realize it was repeating geometry until I tabbed back to this page. Then I started looking for the path up, and eventually got there. Really really neat effect. I'm curious if you achieved that purely by moving positions of things, or some graphics rendering trick. I did catch one balcony get partially culled as I was jumping onto it. When the main mechanic of a game is a platformer, you'll probably want to put the coyote time feature in there. I got caught a few times trying to jump at the edge, and no jump happened, just fell down. Otherwise, it was great!
Oct 7 23:39:35 17m 50s Fac Spatium ♥ 1 I'd just echo what other people have already said. The concept is cool, and I think it was working as intended, but there was a high barrier of entry for me to get into the game and start having fun. Feedback, polish, and UI design will help a lot without having to change the game mechanics at all. Either way, nice job on your first LD jam!
Oct 7 23:46:27 6m 52s Bouncing Boxes ♥ 1 I was not expecting this game to be that much fun. My strategy had to evolve during it. At first, I realized if my bounding box never crossed paths with red squares, it was impossible for the black square to lose. That worked for about a minute, but then had to get more creative. I really enjoyed the extra layer of control, this one gets a high score from me. Nice job!
Oct 8 00:04:40 18m 13s Unbelievable Universe ♥ 1 I couldn't pass the level when one of the planets had 2 moons, and the outer one going really quick. Even so, a very neat idea and I enjoyed the time with it. The variety of sound effects was a nice touch, to prevent from getting repetitive.
Oct 8 00:24:21 19m 41s Before I Forget ♥ 1 Wow! That was such an impressive amount of content. I kept expecting the story to end quickly, but more and more kept coming. I'm really curious to know your technique for managing such a large story space, with different dialogue options. Really really well done.
Oct 8 18:21:06 17h 56m Desktop Madness ♥ 2 Ohhh that ramped up quick! And was way more fun that I expected, nice job!
Oct 8 18:37:02 15m 56s Ball size matters ♥ 0 Really really neat idea, I think tuning the physics to keep players a bit more in control would have made the game more enjoyable for me. I like the concept that small ball = more control less speed, and big ball = less control more speed. That should stay, but I would have liked if the control was overall higher across the spectrum. I have two other small suggestions. - Make sure every surface has a pattern on it, just something to make it not a flat color. There were times I had the camera pointed down, so my background was filled with the flat blue color of a platform, and I couldn't gauge my speed or direction. Having stripes or a grid pattern would solve that. - If I'm not pressing any movement input, I think it would feel better for the ball to slow down to zero speed. Tapping back and forth to stay still didn't feel great. Aside from those, I think the core concept that you have here seriously has potential! I hope you continue working on it, I truly see this concept becoming a hit mobile game.
Oct 8 18:50:20 13m 18s DE-LIMITED ♥ 4 Oh hell yes! This is fantastic, you guys crushed it, very well done. I'll leave you with two minor notes: - I had a controller plugged in (but not touching it), and every few seconds my WASD movement would just stop. Once I unplugged the controller, this conflict stopped. - This one is certainly personal preference, but I like the character movement to decelerate pretty quickly if I let go of all movement input. The drifting certainly adds some personality that you may be going for, but for me it felt out of control. Aside from those things, I can leave you with the greatest compliment I give to LD games: I'm gonna keep this one on my computer, it's not getting deleted. Screenshot 2023-10-08 153124.png