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ryusui

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TimestampSince previousGameryusui's comment
Oct 7 19:50:41 Subwhell in RushHour ♥ 2 There's a learning curve here, t'be sure! My one gripe is that it's hard to spot the (intended) gaps sometimes - more than once I ended up aiming for something other than the target silhouette. Love the character artwork and the concept! Gamepad controls would make it even better. D-pad to move, face buttons to pose. (As a fellow Godot dev, I know this is easy to do for a game like this! ;) )
Oct 7 20:19:14 28m 33s SpaceRaft ♥ 3 I never knew how much I needed to play a game that would basically give me a giant flying baseball bat to stock full of weapons and swat tiny popcorn fighters out of the universe with until now. My only issue is that the shield generators feel very awkward to use. Also, having played Sunless Skies, I'll admit I kept wanting to hit Q and E to use the "sidestep" jets. XD
Oct 7 20:29:43 10m 29s Blob Island ♥ 1 BLOBBA IS YOU Fun little puzzler. I'll admit, I didn't finish; the Blob really moves too slowly for the larger puzzles. There's also a glitch where if the last move you make is onto a food tile, you'll see the particle effect for eating the food after the level transitions. (Speaking of: I think the "eating" animation would look better if it starts when he moves onto the title, not after!)
Oct 7 20:38:15 8m 32s EVENT HORIZON ♥ 2 First off, congratulations to any and all Unity expatriates. May John Riccitiello drown in flames for his hubris. This is a *very* beautiful-looking - dare I say "trippy" - game. Unfortunately, I feel like the actual gameplay itself is somewhat lacking. I don't appreciate how it's possible to die almost instantly on spawning, and the actual flight mechanics are unforgiving enough it feels almost random whether I can maintain my orbit or end up decaying into the black hole. Again - *very* pretty, but a more accessible game would earn higher marks from me. (I will admit I was confused that you called it a twist on Asteroids only for me to discover that I can't actually shoot the incoming space rocks!)
Oct 7 20:57:39 19m 24s Quantumine Capture ♥ 3 Cute game. I'm always down for some Minesweeper. I'll admit it feels like the game obfuscates its basic rules more than necessary, which is to say, "it's exactly like basic Minesweeper, but you're only allowed to keep a certain number of tiles uncovered at the same time - the rest is up to logic and memory." With this in mind, and the fact that the solutions appear to be randomized, it's a bit frustrating that the game ends after only three levels, right when I'm starting to get into the groove of things.
Oct 7 22:03:04 1h 05m Control Your Luck ♥ 1 I'm glad I'm not the only one who thought the controls were needlessly complicated. Left click to attract, right click to repel would have made much more sense. Also, some kind of visual indicator as to the area of effect would have been much appreciated. I also experienced the issue others had where sometimes things would just fly around at random after I thought they were parked safely in the "safe" zone and I don't know if that's a glitch or if I was accidentally hitting them with "repel" when trying to kick out the skull icons.
Oct 7 22:14:12 11m 08s How to Po ♥ 2 I love the graphics, the music, and the overall gameplay concept. The one thing I don't like is the controls. Why on Earth do you have jumping and grabbing mapped to the mouse when the game does not actually use mouse-based controls? I keep instinctively hitting the space bar to jump - the sensible place to put it when you have WASD controls; it's right under my thumb, easy to reach - and dying because, again, the jump button is in about the least intuitive place you could put it for a game like this. Grab on LMB is more forgivable, it's almost intuitive, but jump has no business being on RMB at all, and it arguably breaks the controls entirely in what should be a fun, smooth gameplay experience. To be clear: I absolutely love everything else about this game, and I'm looking forward to trying a version with a more sensible control scheme, but the wrongly placed jump button makes the game needlessly frustrating.
Oct 7 22:22:00 7m 48s Conways Crowded Farm ♥ 1 Howdy there, fellow Godot dev! I think you have the seed (heh heh) of a really interesting project here! That said, the game feels a bit too abstract right now. It's not clear at all how the different objects interact or function, and I think some of the descriptions are wonky (the rain clouds are supposed to travel east but I don't think I ever saw them move in any direction except up/north). Also wondering why I'd want to buy and place foxes when they're supposed to eat sheep (which are *expensive!*)
Oct 7 22:30:08 8m 08s Less Space ♥ 0 Big fan of this one! Gamepad controls don't seem to work in HTML5 but fortunately keyboard controls worked just fine. XD I have only two issues: the little coins/score bubbles should really have an animation for dropping into the abyss, and the game gets a bit repetitive once you're down to two platforms. There's really nothing stopping you from playing indefinitely other than consciously choosing to slip up and die - maybe the time limit for the platforms dropping could start decreasing after a point?
Oct 8 00:19:27 1h 49m Limited (in) Space ♥ 1 Whoop. Fell to my death. It's neat how we can customize the ship, though I'm not sure what the point in having multiple steering stations or cannons is, especially when you can only aim one cannon at a time. That said, I love the angry faces on the UFOs. I feel like the game could benefit from more explicit wave indicators - like, some kind of sign when you should expect to be focused on dodging asteroids and when you should be focused on shooting down UFOs. (Am I correct that you can't actually shoot down asteroids? Because it seemed that way to me.)
Oct 8 00:27:47 8m 20s Buttons ♥ 0 The wall jump mechanic is neat, but I'll admit I couldn't figure out what to do past the second blue diamond. I also think the boost jump (or whatever it was supposed to be) could be mapped to a better button than J, and the tutorial hint more explicit about what it actually does. BTW, one Godot dev to another - it is REALLY easy to implement gamepad controls in Godot (a must for a platformer like this), as well as export to HTML5. Definitely consider taking advantage of both features for your next Godot-based Jam entry!
Oct 8 00:43:23 15m 36s Trash.exe ♥ 2 Why isn't it mentioned in *any* of the instructions that you have to *right-click* to make the "Delete" menu appear? I know you were aiming for verisimilitude with the "toy" OS interface, but this is just obnoxious. It took me three tries booting up the game, finding the files, and thinking I couldn't actually do anything with them for whatever reason before I realized just *how* badly it wanted me to play pretend with its fake version of Windows. Also: what exactly is Enter supposed to do again? I survived the Discord fight until the "Delete?" prompt appeared but nothing happened when I pressed it. While I was trying to figure out what to do with the prompt, I took a hit and lost the fight anyway, and that was when I chucked this one in the bin. This game would've won me over a lot more if it'd focused on its actual gameplay instead of the clumsy fake Windows interface. Just cut all that out and make it all about the fights. I love the rhythm-action gameplay and the Undertale-inspired aesthetics, but literally *everything else* about the game gets in the way of me actually enjoying them.
Oct 8 01:11:37 28m 14s Congestion Crusaders ♥ 1 Really stylish and well-made game! (Might be a bit biased because I'm a fellow Godot dev. ;) ) My one and only issue with the interface is that the game does not allow you to select a tower type you don't have the DNA for - i.e. you can't choose a type, then wait to hit the trigger to build it once you have enough DNA.
Oct 8 01:21:42 10m 05s STARCHILD ♥ 1 Short but beautiful. I got three different endings. I wish nothing but the best for these two, whichever outcome they reach~ <3
Oct 8 01:36:15 14m 33s Quetzals & Ladders ♥ 3 Positively brain-bending. I didn't finish, but I enjoyed what I played. I love the combination of snake mechanics with the little Aztec guy's auto-platforming, though it did sometimes feel frustrating finding myself logjammed trying to maneuver around only for him to end up blocking my path. ^_^;
Oct 8 01:55:22 19m 07s Escape Room LD54 ♥ 0 Very small, very short, but not bad. Was impressed by the movement animations, though I think they're a bit too slow. Also was a bit buggy: it seems like the game will sometimes "take back" the yellow box if you play with the drawer, and transitioning from under the desk will sometimes get "stuck" and play multiple times. I also will admit I'm not sure whether I solved the colored buttons puzzle properly; the lack of sound effects or any other kind of cue made it hard to tell if I was pushing them in the correct order. (Also note that the lack of numbers on the exit keypad could potentially be confusing; a computer keypad has 789 on the top and 123 on the bottom!)
Oct 8 03:12:57 1h 17m GOD DOES NOT PLAY DICE ♥ 2 My best score was Year 653. Love the overall concept, but I have to admit the lack of info as to what some cards do was a little frustrating at times. Some card effects seem a lot rarer than others; it seems a lot easier to maintain plants than animals, for one. It's also frustrating (perhaps deliberately so) when I end up with a hand full of effects I don't want, so I have to wait until the population can handle me throwing down a Plague or a Dictator or a Tree Monster attack so I can draw something else. Maybe there should be a discard feature, with a cost of some kind attached? Also, some actual timers for the various effects in play would be helpful.
Oct 8 03:29:46 16m 49s Executive Assistant Simulator ♥ 1 I love this! I got my President of the Galaxy re-elected (though I also had the option to join the Xeno Empire by the end XD) My only gripe about the interface is I think viable slots should highlight while you're dragging and dropping, not just hovering - i.e., if you pick up an event, the slots where that event can fit should highlight *before* you drag it over a viable slot in the timeline. There are also some bits of information I think could be clearer, like the icons indicating the rewards for attended events vs. penalties for missed events, and also the fact that faction alignment icons of the same color as an event blend in a bit with the background (maybe add a white border around the icons to make them stand out more?)
Oct 8 03:32:14 2m 28s 300 Hryvni ♥ 0 It crashes after the intro screen on my end. Running Windows 10 here.
Oct 8 03:39:24 7m 10s Mini Architect ♥ 1 I love the concept here, but it's frustrating how a lot of the requests you're given seem to be flat-out impossible (like being asked to put in 6 of a room type on a floor plan that has only five tiles). Building walls also feels just a little finicky - maybe the hotspots for drawing rooms should be larger, or highlight on hover? (Or both?)
Oct 8 04:29:16 49m 52s Purple Pop ♥ 1 Love it! My only gripe is that the Repellent seems pretty much useless. Once your bacteria start reproducing and Predators start spawning, there's not a lot you can do to keep the two apart. ^_^; Also, I'm glad to know I'm not the only one who noticed that bacteria have a habit of spilling outside the petri dish. Put the cursor close enough to the edge and you can feed them, too! I also noticed there seem to be some issues with how the predators seek their prey. I would sometimes see them run off to the bottom-right corner of the map as if chasing a "phantom" bacteria that somehow hit the top of their priority list. (It didn't help that there was, in fact, a dead bacteria right outside the petri dish there!) At any rate, their pathing seems a bit buggy at present - which, honestly, is hard to notice when there's a bloodbath (cytoplasm-bath?) going on in the middle of your petri dish ^_^;
Oct 10 05:18:45 48h 49m Limited Ssssspace ♥ 1 Really good stuff! "Snake but you're a roving gun-train of death" is such a fun idea. XD I tried twice but I didn't hit the 10-minute mark, for the same reason both times: the game wouldn't react to my inputs for a critical moment and I crashed into a wall. Overall my only big issue is the controls feel really unresponsive at times; like, even accounting for the fact that the snake moves one tile at a time. Smoother controls would be a big help - maybe some kind of visual indicator that an input has been received, too?
Oct 15 17:01:41 131h 42m Magical Trial: Kiki's Service ♥ 1 You've got a very pretty game here with some *lovely* music (is it *supposed* to cut to complete silence for a minute before looping, though?), but I have to agree with all the other comments here: the game's just too buggy to be fun. It could've definitely withstood some sacrifices in the graphics department if that would've meant more time for developing the basic gameplay and ironing out all the physics issues. Also, normally an in-game manual would be a welcome bonus, but the font's too hard to read on that background, the arrow buttons for the navigation are too small, and I'm not sure whether any of the information in it is really useful? The horizontal tiles are self-explanatory, the vanishing tiles don't actually blink before vanishing, the different terrain types don't actually affect my movement speed, and if there's any difference between how different objects handle, I didn't notice it. The camera is also *way* too close, and I don't think it's a smart idea to have the goal visually block off part of the playing field. By the way, the web embed is still broken. I don't know if it's a Chrome issue or not, but it still displays only a small window. I have to run it in fullscreen or use the download version to see the entire gameplay screen.
Oct 15 17:09:09 7m 28s Rainbow Trader ♥ 0 I'm actually disappointed to see you weren't able to go further than this concept. Right now, it's just a tedious loop of building up resources and trading up to the next, but I think it could be something impressive with more work and some actual content put into it. The music is also surprisingly good given the fairly basic graphics.
Oct 15 17:19:12 10m 03s Running out of space ♥ 1 I'm a sucker for a good Asteroids-type game, but also I love how you implemented the theme. Are my ears on the fritz, or does the music get more intense as time goes on? My one gripe is that the gameplay is a real workout on my fingers - an autofire feature would've been nice! (I've also been playing enough Dome Keeper to think that an aiming indicator would be a nice touch, but that might make things too easy XD) (Couldn't beat your high score, but I liked your game enough to make an attempt at it!)
Oct 15 18:53:07 1h 33m Cosmic Collapse ♥ 5 Okay, what kind of black magic did you have to commit to get a game looking and sounding this good within 72 hours? The intro alone could've come out of a full retail title! I love the concept, I love the aesthetic, I love the gameplay - the only thing I'm not so huge on is its commitment to the bit. Restricting the player to two slots makes a lot of sense at the get-go, I'm absolutely sold on the idea that you have to switch back and forth between your modules as the situation demands, but I really would've liked it if you could upgrade to three slots at some point; there is simply *too much going on* in the lategame for me to both survive *and* get the wormhole open. I tried three times and each time I was overwhelmed by enemies at the end. I also think it'd be useful if the Shield had a visible cooldown indicator. (There's also an OCD part of me that wishes you could upgrade the Research Module as well - and perhaps there should be *some* secret utility to upgrading the Historian XD)
Oct 18 01:57:09 55h 04m Meowpheus ♥ 0 The bubble mechanic and how it interplays with your fire rate is really neat; I'm reminded a bit of the Laser Dome in Dome Keeper, where your penalty for continuous fire is restricted movement. That said, while I'm a fan of shmups, I hate to say it but this was *way* too hard for me. I didn't make it past a third of the first boss's life bar - and there's supposed to be *multiple?* I can't imagine actually managing to beat this game. ^_^;
Oct 18 02:07:03 9m 54s Profound Tribulations Arise from the Pursuit of a Decadent Fool ♥ 3 Platforming is very simplistic and slippery but I love the overall idea of trying to *dodge* pickups. Amazing job working in an entire song (and timing it to the game's length, or vice versa). I should point out: dying to the clown is feels like it's actually to your advantage to an extent, as your chubbiness gets reset on respawn! I know you have limited lives, but it does feel to an extent like you can "brute force" swathes of the game by allowing the clown to eat you on purpose at strategic intervals.
Oct 18 02:14:23 7m 20s Unbelievable Universe ♥ 1 A simple but very fun idea. I love the twist in the final level, where you have no choice but to put your smaller planets within the large one's gravity well, but outside the eccentric "flight path" of the orbiting moon. XD My only disappointment is that the game ends right when it introduces such a clever puzzle; I'd have loved to have seen "overlap" solutions like that develop further.
Oct 18 02:32:56 18m 33s A Better Place ♥ 2 First of all: salutations, fellow Godot developer! I love the graphics and the overall concept, but I really don't like the controls/interface. There's no visual indicator whether you're right-click dragging the crane to the right target - I thought I was dumping the garbage piles into the right bins, but apparently the game registered me releasing the right mouse button in the wrong place and dumped the piles into the wrong bins. And not just once, but consistently. I could drop garbage one piece at a time into the right bins without issue, but moving and dumping piles basically didn't work for me.
Oct 18 22:29:54 19h 56m Speedy Deliveries ♥ 1 I love the concept of this game; I just wish the interface was a little friendlier. Highlights would go a long way, like brightening packages you can select/darkening ones you can't, as well as some kind of mouseover response. When you have a package selected, also, the trolleys should light up to indicate that's where you need to click. I understood the basic gameplay loop with some practice but the lack of interface feedback meant I kept instinctively clicking in the wrong places. (Relatedly: when you have a package selected, maybe clicking anywhere in the stack should transfer it?)
Oct 20 19:52:39 45h 22m FIT_OR_DIE ♥ 1 Love the concept and aesthetics! (I refreshed a couple times before I started, though, because I thought the evil anime face at the start was supposed to be speaking and I assumed I had the volume turned down too far. XD) My favorite puzzle was "Timing is Everything", where you had to wait a couple cycles for the three files to line up with the drives(?). My only gripe is that it feels like there's a slight input delay - like I have to hit the button multiple times to make absolutely sure I've captured everything that's lit up green. (Relatedly: I love how you made this work with a single-button control scheme!)