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Redoxeide

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TimestampSince previousGameRedoxeide's comment
Oct 3 02:27:03 HeadSpace Limited ♥ 1 This game is kind of addictive. Good work!
Oct 3 02:44:04 17m 01s Bullfrog Burnie ♥ 2 Nice job! this was such a fun game! I managed to finish it in 9:10. Actually getting the hang of the controls felt like an accomplishment. Feels like an easy to play, hard to master kind of control.
Oct 3 07:29:46 4h 45m Escape the Vents ♥ 1 Nice work! I really liked the atmosphere you created with the limited camera movement. There were moments were I felt as if I was being followed. The only thing I would like to point out is that, personally, it was a little bit disorienting to turn instantly when pressing A/D, at least while I got used to it. Maybe using some kind of interpolation between angles when turning could help? There also seems to be a bug after turning (A/D) with the mouse camera sometimes. It makes it seem as if the player is walking sideways while pressing W.
Oct 3 08:06:25 36m 39s Poste Limited Space Edition ♥ 2 This was a lot of fun to play, well done! I really like the graphics and how the gameplay fits with the theme. I think using the same yellow label that is on the parcels for the "parcel-to-be-sent" indicator on the top right of the screen, would make it clearer that the player is supposed to send that parcel. As it is, someone could at first understand it as if they need to send that amount of packages. I can see what you mean by wanting to add different types of parcels, this game has potential to be expanded on!
Oct 4 00:43:10 16h 36m ROLLiE and the Desert Drive ♥ 2 Good job! I had a lot of fun figuring out the best strategy for the combat. Some things I noticed: Some rounds that had many "actions" would not fit all of those actions inside of the console after the round. Could maybe add a scroll bar for the player. Damage over time and the enhancers seem to be very powerful, especially since DoTs can't be blocked by shields. It's not very clear how much damage each character is gonna take from bitrot every round. I also had a hard time knowing which of my programs were shredded by "shatter". I did three runs (trying different strategies each, it's that addictive...) and noticed that the inventory doesn't seem to reset between new games. Overall it's a very fun game. I Really like the puzzle element with the programs, I think it represents the theme very well and it adds to the decision-making aspect of the game. The art style and graphics are also very well done, congratulations.
Oct 5 01:24:30 24h 41m The Shrinking Screen ♥ 2 This is a very impressive first try at the engine, especially for the little time you had! I managed to get a score of 179. As feedback, I felt that some of the "hazards" would spawn out of nowhere without warning and hit me before I had time to react. This can sometimes feel unfair to the player, I would add some kind of warning that telegraphs to the player that something is about to spawn and in which direction it will move. I feel like the player's character should get some visual feedback when hit, maybe a white flash on the sprite. Also, personally, I would maybe test with the player starting 1 "stage" smaller in size. Other than that, the gameplay is very fun and addictive, well done!
Oct 5 23:19:58 21h 55m Dante's Reinterpretation ♥ 1 Well done! I really like the concept of taking/dealing damage affecting the playable space. Some feedback: It is hard to tell how much time you get to be in the darkness before you lose. There are many ways to solve this but maybe a simple progress bar could do it. Same for time left before hardmode, maybe a countdown on screen would help.
Oct 5 23:57:01 37m 03s Suck it to Them! ♥ 2 This is such a fun and polished game! Nice job! Keeping the powerups inside the vacuum to get the benefits is such a good idea that ties so well with the theme. One suggestion I would give is that you could have it so some objects have effects towards the enemies and/or the player. Like maybe the toaster/fire pit applies fire damage over time to enemies hit, but also starts to damage the player or starts burning objects inside the vacuum if it stays inside the vacuum for too long.
Oct 6 01:51:16 1h 54m The Big Crunch ♥ 4 Amazing job! I love the art, the music, sound effects and the microgrames! Everything feels so polished. Only one thing that I would like to point out is that it was hard for me to read some of the instructions during the intermission. I think it was mainly because of the way the font is displayed. It's hard to discern between words at a glance. I don't know if it's a problem on my end only, so I'm posting a capture of what I'm seeing. Capture.PNG I also believe that I got the prompt for a different microgame when starting a new run. Other than that, this game is so well made for the amount of time given! **edit**: I downloaded directly from the submission, everything I pointed out was already fixed on itch. My bad.
Oct 6 04:55:47 3h 04m Burden Dungeon ♥ 1 I loved the atmosphere. I noticed the monster didn't move until I lit my lantern, so I thought I would collect treasure in the dark, lighting the way here and there. I got lost, so I got more aggressive with my lantern. At some point I turn back to see how far away the monster is from me, and I notice there's three of them and I am cornered. That was so good! I noticed that some collisions with the doors in town caused stuttering. I suggest to tell the player in some way that there is monster that follows the lantern. Maybe a drawing on the wall inside the cabin where you get the lantern? Also, I don't know if it's intended, but the monster groans after I put the light away. I lost out of nowhere in my first playthrough and I couldn't tell why because of that. The hit sound effect also plays after I press "return to menu". I'm playing on windows downloaded from itch. Overall, I got some good frights out of this game and I always appreciate that from a horror game. Nice job!
Oct 6 07:19:50 2h 24m Obelisk ♥ 2 Nice job! I had a lot of fun trying to figure out the best way to arrange all the tiles to automate farming crystals for the obelisk and the turrets. I can see a lot of potential in adding different types of machines and terrain. As is, I spent more than an hour playing. Got to tier 6 with ~350 crystals for next tier.
Oct 7 01:41:33 18h 21m Roots, for LD 54 ♥ 2 Nice job! I really like the idea of the puzzle with the roots and the seed placement. The graphics and the music are great too! One very minor opinion: I think allowing the player to undo changes to the root before committing them would add a lot to the feel of the game. It was a little frustrating to miss-press a direction and not be able to undo it. Other than that, it's a very interesting concept that has a lot of potential to be expanded on. Well done!
Oct 7 21:59:45 20h 18m Rover Under ♥ 3 Nice job! I love the art and really enjoyed the map painting. So satisfying! Only thing I would like to see is a live(ish) tracker of how all teams are going during gameplay if possible.
Oct 7 23:36:11 1h 36m Squeeze & Wiggle ♥ 2 Amazing job! Very addictive gameplay with gorgeous graphics and audio.
Oct 8 00:11:14 35m 03s Fowl Play ♥ 3 Excellent job! Everything is so well executed. The graphics and the music are fantastic. I would agree with other commenters saying they would like a dialog skip, but maybe have it only available on dialog that was already read. That way players can skip to any line they missed without having to wait for every other line before. Overall, a very polished game!
Oct 9 02:41:14 26h 30m Spinstack ♥ 1 Great game! I had a lot of fun trying beat my own score! Capture.PNG The only bug (I think) I was able to find was that at some point I somehow placed one of the blocks not flat to the ground (I think it was on top of another block) and any other block I placed on top of that one would also be skewed. It looked weird. Happened on the web version if that helps. Very addictive gameplay. Nice job!
Oct 11 23:32:53 68h 51m Angler ♥ 2 Nice job on the atmosphere! Good jumpscare with the thing in the dark. I feel the controls were intuitive, but I wish there was a tutorial or a sign explaining the controls for people that are not used to them. It was also not very obvious that I could interact with stuff at first. Maybe a highlight on the object or a sign with the interact key when the player approaches it would help. I would suggest making the sprite for the box where the key is different from every other box. There could also be a sound effect and a pause to the text box when the player takes the key so they can tell that what is happening if they are spamming the interact key. @adamsmccall @cronch I was able to find (an/the?) ending to the game by waiting under the last light to the right in that last map. I don't know if @robean can confirm if that is the only ending to the game?
Oct 12 00:55:02 1h 22m Unsprung ♥ 2 Good work! Very interesting concept! I enjoyed the puzzles. On the first level with the keys, if you are walking against the door while it is opening, fall down and release movement in the air, the player character gets stuck on the ice. Trying to move does nothing and the only way to get out is by wasting a jump. This also happens in the post-ludum version. I wish there was a way to look at what the powerups did during gameplay, maybe a reminder in a pause menu or maybe the powerup icons could be more descriptive, like a sprite of a character dashing for the red one or a character t-posing for the yellow one.
Oct 12 01:17:51 22m 49s MY LIL WIZARD ♥ 1 Great job! The graphics and visual effects are great and very polished!
Oct 12 01:44:42 26m 51s Apocalypse Express ♥ 0 Very fun concept! The truck steering feels so good, you got the feeling of inertia right on spot!
Oct 12 02:00:57 16m 15s Blowfish Baybies ♥ 1 Good work on the graphics! I do think having the instructions somewhere visible on first play would help the player better understand the objective of the game. Having some good sound effects together with the mechanic would make some very satisfying gameplay. Nice job!
Oct 14 07:49:23 53h 48m First Home ♥ 0 Nice job! Really nice and polished graphics and audio! Maybe not necessary, but a reset button could be useful to some players.
Oct 16 10:51:19 51h 01m The incredible adventure of Bonaventure the Hero ♥ 1 Nice job! I enjoyed the way you presented the story! Just as a note, I sometimes picked up weapons dropped by enemies by accident because spacebar is bound to both attack and pick up. It was kind of frustrating to have that happen since the weapon that I was using was being deleted. I would suggest setting a different key dedicated to picking up weapons. Other than that, I really like the concept!
Oct 18 01:38:19 38h 47m Purrimeter ♥ 1 You are right, we kind of did similar concepts 😄! I really love the graphics and animations. The cat scratching the box when it can't move is such a great detail. The polish in this game is great. The particles, the effects on player death, it's all great! If anything, I would maybe add a checkpoint to some of the longer levels. On the post-jam version: - Being able to drag the boxes is very good, but it felt a little intruding when trying to quickly draw a new box on top of the old one. Maybe have a dedicated mouse button for each function, or allow to resize boxes by dragging corners? - It's a little hard to see the switches that are inside the walls on lvl 4. - I got stuck on lvl 4 standing on one of the "doors" and deactivating the button, and I couldn't find a way to reset the level. Capture.PNG - Other than that, I love the new art and effects! Overall, great job! Keep it up!
Oct 19 17:58:38 40h 20m Oh no my spacebar has been cursed by an evil wizard if I press it too much I ded ♥ 1 Hard game and a very fun take on the theme! Nice job! If anything, I would suggest making it so the level resets when the player falls off the screen. You could also try to add a quick death animation when the player touches spikes or enemies. I think it would add to the feel of the game. It would have to be a very quick death animation because of the direction you are taking with the difficulty of the game, but it could work. Overall, had fun with the puzzles and platforming! Nice job!
Oct 20 07:09:31 13h 10m re🟡cycle ♥ 1 Love the graphics, the game is very clean! Gameplay wise, really enjoyed it. Even being pretty bad at word games. As a suggestion, if you want to keep the fast pacing of the game all throughout the game: maybe give the player limited time to choose a card on level up, otherwise, players can abuse the pause to think about current quests they may have. Overall, great game with a nice take on the theme! Great job!
Oct 20 07:42:59 33m 28s Voodoo Jump ♥ 1 Really enjoyable art and music! I think, destroying a totem piece to save another would incentivize the player to just stand on top of a single totem trying to protect it until time runs out. Maybe try to look for some way to promote jumping and regenerating totem pieces. The controls also need some polish, but with some work this could become a pretty fun game! Keep it up!
Oct 20 07:55:18 12m 19s SINISTER ELEVATOR ♥ 1 Nice job! Really enjoyed the atmosphere and the tension it created! I was kind of tense half expecting a jump-scare by floor 19 haha. I have to agree with others on the difficulty tho. I feel the spiders could move faster the closer to the end the player is. Their movement patterns could be a little more varied too. Keep it up!