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StealthOrc

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Oct 3 09:41:12 Diableotes ♥ 1 I really like your game. I feel though, the balance is off. the fecal bombs and Avalance Dash seem a bit too strong and fiery breath a bit to weak. The avalance Dash covers very much space, whilst something like the fiery breath covers almost no space, the fiery breath does good damage, but the projectiles dont hit enough to make up for the risk you take. Id probably would like for fiery breath to shoot more projectiles so whats in front of you dies, while the risk lies in stuff that comes from behind you or the sides! The way you already implemented differeny playstiles is really nice to me! I love just playing on one half of the map whilst I have avalanche dash, its soo good. Spirit Stampede also seems really good to me, I like the animation and it also feels slick, though it also lacks damage for the small space it occupies, especially if you compare it to avalance Dash or fecal bomb! Also: An indicator for how many times I can still jump would be great, Im always right in the zone and be like "Im gonna jump to trigger my spears and kill this!" whilst I then realize oh no I don't have anymore jumps. But I like your take on limited space, hehe!
Oct 3 10:20:15 39m 03s MadCap (Alan the Archeologist) ♥ 1 I really love the art! The gameplay has a few problems though: First of all it isn't clearly visible where the player can stand on, which makes navigating the platforming parts harder than they needed to be. Second, it is unclear to the player what he is able to do, can the player swim? I felt like I could once I jumped down, but then the game went back to the main statue scene. Third, the statues aligining minigame seems like a cool idea to me, but its even harder, if the parts are so small that I have to squint at it to see what it actually is, is it an arm? a leg? a torso? I dunno! I dunno about how you implemented the theme, I somehow feel that it doesnt really fit the game here. I like the transitions between scenes! They feel really nice and the music is also good. Oh and your web/html5 build does not seem to work!
Oct 3 10:31:04 10m 49s Ace of Space ♥ 1 Whoah you blew me away with this one! I love the Idea, it immediatly gives me Desktop Goose (https://samperson.itch.io/desktop-goose) vibes, in the way you interact with the desktop! The game simple, but feels so super polished! I legit can't give any critique on this as this seems just too good to me. Chapeau! Well done, I love this game. I'd love to see an expanded iteration on this one.. I'd immediatly think about additional "desktop widgets" flying around at certain spots on the desktop to display things like stats or something.. man. I love this game, good job!
Oct 3 10:52:14 21m 10s windowkill ♥ 2 Im so overwhelmed. This game blew me away like no other game in this game jam. I love the idea so much! It feels soooo smooth even the overlapping with other window, which really surprised me really good! The only thing is with the overlaping windows sometimes it felt like it was lagging/stuttering a bit and the projectiles were not clearly visible (the were visually duplicated). But other than that this might be the best game of this jam tbh! Its so innovative and nailed the theme, I love it!
Oct 3 11:08:14 16m 00s X-13 VIRTUOUS MISSION ♥ 2 I think overall, its a solid game, but the theme for this jam wasn't really hit. The movement is fluid, not all the upgrades seem useful, as the more hp and hud seem unecessary to me once you know the layout and for me personally even from the first start. About the movement though: the sprint toggle also works mid-air which feels weird, a dash would be more appropriate here I feel. I wish there was music, but other than that the atmosphere is moody and consisten I feel!
Oct 3 11:18:49 10m 35s Minecart Madness ♥ 1 The graphics are nice, they work well together! Its a bit rough at first, but irons out once you get the hang of it. I feel as though the rocks sitting on the rail are a bit too hard to discern, maybe they need to be bigger to be more visible and better indicate, that they are blocking the way! The Music and sfx are really good as well. A solid endless runner!
Oct 3 11:46:44 27m 55s Cubic ♥ 1 I was really caught by your game, it really soaked me in and I only found myself just at the after half an hour basically. The music does a great job here, and I think the puzzles are on a good difficulty level either! Good job!
Oct 3 12:14:11 27m 27s SPICE LIMITED ♥ 3 It really gives me those zen vibes, with the aesthetics, the music, the voicing, I love it. And the achievements even made me play a few more rounds to just get some more of those achievements! Even those little comments are so funny! Haha!
Oct 3 12:28:18 14m 07s Though I Walk ♥ 1 I like the concept as well as the implementation, though how easy you can kill yourself with that mechanic makes it somewhat frustrating to use at times, a bit of easing or more leeway would help here, then it would feel really polished. Great game though, from art, sfx to implementation of the theme, good job!
Oct 3 12:59:22 31m 04s LD54 A Space Station Odysee ♥ 0 The pickup is a bit clunky, that you have to click 2 times, one for getting there and one to pick it up. Also the pathfinding: If I click multiple times the character bounces in a weird way. I sadly couldnt finish it since I was missing 1 Duct Tape and one box was spawned on the wall. :c The game overall dragged on for a bit too long, I didnt need to build any generators as even Oxygen Sealers I had to use sparcely. The micromanagement did not find a good place in the game yet, as I didnt find the need to do anything simultaneously and then also manage all the oxygen levels. maybe some kind of parallel mechanics, like switches/levers that need to be pulled by multiple units at the same time would be fitting here? Maybe a mechanic, that you power on whole quadrants or connected rooms would make more sense I feel and would encourage to gradually explore more of the space station, to maybe then upgrade something in the part you already powered on? Anyway good game, the music stopped at some point, and didnt loop, but I think it was fitting, eventhough it was quite loud!
Oct 3 13:07:25 8m 03s Tiny Bites, Big Delights: A Culinary Adventure in a Pocket Sized Kitchen ♥ 1 I can see the concept here, but more levels would've done quite a lot to tighten the focus of the game, as with one level its quite hard to grasp where the would go. I like the cover/title art for it though!
Oct 3 13:17:22 9m 57s Lightbringer ♥ 2 I like the graphics, the animations and all feel so polished. The music is also really fitting! I would've loved some more enemy diversity, with their attacks, maybe some zones they claim, which would damage the player aditionally or something. Also some kind of upgrades for the player would've been nice! But this is a solid game and fits the theme well! Well done, I like it!
Oct 3 13:48:42 31m 20s Jurassic escape ♥ 2 As a first this is solid! I like the animations and sprites you got there! What I found quite cool is the way the speed up mechanic is introduced with the paired sound effect which is quite fitting! Its also fun once you get to the later stages of the game, haha! Good job and keep it up!
Oct 3 14:16:03 27m 21s Auto Crabler ♥ 1 At first I was quite confused at the layout and controls, but it works out. It is quite clunky though. The Item bag is too big, the spacing between each item slot should be lowered to cover less space so the whole bag can be shrinked. Maybe even consider shrink the slots. Also Items that got picked up should also be equipeed if the slots are not already in use. Also I found a bug: You can just stand inside the boss, since once you get hit you wont get hit any more as long as you dont leave the boss' area/hitbox. The red sword is quite thin and hard to discern. Either a outline or a background shadow or something to highlight it would be better. The projectile shot by the red sword is also quite small. Overall cool game, I like the bullet patterns the boss shoots!
Oct 3 14:42:14 26m 11s Metagirls ♥ 1 Theres so much going on! In a good way and a bad way. 1. I like how theres a lot going but, I think its quite muddy and a lot of clarity would from removing the enemy reticles that are at the target destination and replacing that with an animation to the targeting reticles, that move slowly to the target destination, so that a cicle more and more closes in into an inner circle and once they overlap, thats where the projecticle will land. Especially when playing the second character, where searching for those reticles is crucial, clarity is prefered! Maybe something like this? Target_reticle.png 2. I like the music it fits the vibe. The implementation for the 2 characters is also cool and the first where you have to move inside the rectangle is cool and I could see that expand on a per level basis to dynamically change into other shapes or cover other parts of the screen! Controls work, audio is good and the mechanic is also cool. keep it up.
Oct 3 14:52:30 10m 16s Healthbound: Survive ♥ 1 The game is quite nice, even though I feel the limit on the ammo makes it quite hard and with many enemies too hard to consider whilst in the midst of a battle. I like the bat, with the sound it makes when you press it, its quite nice! The small arena makes it quite intense but just overwhelming with too many enemies.. I think an option to somehow expand the arena or to kick/push enemies out of the screen, into their death maybe wouldve been a good option to emphasize the small spice while still having options to fight larger waves of enemies. Good job, keep it up!
Oct 3 15:20:19 27m 49s LIGHTDANCER ♥ 1 I love the aesthetic and the core mechanic of shoot, create space, move, pickup, shoot is quite nice and gives the game a ceratain foundation, which I like. The roll mechanic and the enemies also work quite well. One thing on the death part tho: Once you move out of the light it fades into the death screen even though I assumed I still made it out in time and even got back to litten up place. Maybe some animation/vignette creeping in more and more would be great to ease into the game over. I was pleasantly surprised there was even a checkpoint system and once that I quite liked with those waves you have to defeat. sooo: great Graphics, great core mechanic, nice atmospheric sound. Overall a really well crafted package, I like it!
Oct 3 15:28:06 7m 47s Harold the Hoarder (Linux only) ♥ 1 @eliyud Yes because theres only a linux build included!
Oct 3 15:38:49 10m 43s lungage ♥ 2 I quite like your game. The whole theme is kind of gory-dark-ish, which I like and is not so common to find. As for the game mechanics, the shooting mechanic would maybe benefit from the player being able to shoot 360 degrees towards where the mouse is, since the enemies walk in sich diagonal non cardinal directions, that its often hard to hit them properly, even more so with their speed! They are so fast! Quite nice what you spun up there. Also a more visual approach to how many rocks you carry and still can carry would be nice, I often had to glance over to the right, which was distracting to the core gameplay.
Oct 3 16:08:31 29m 42s Cranedemonium ♥ 1 The game is really fun and juggling with all the stuff on this small place makes it so much fun. The only deterring factor for me is the timer system. The timers way too short for me I only could the first Level (non tutorial) fully and the last at about 60% I think. A medal system gold, silver, bronze with infinite timer would be better here. Or at least only the unlimited timer, to have your players let them have the fun with the wonky system is what sparked the joy for me. Focus on that more and you got a banger title, imo! Keep it up, I hope you revise this a bit and go at it even further!
Oct 3 16:25:49 17m 18s Homeonaut ♥ 3 Wow! The art is really cool, I like the color choice and the music is also fitting! The how to play art is so wholesome and cute, I had to giggle multiple times, hehe! For the gameplay, I love the concept of the floating window. Good Job!
Oct 3 16:50:18 24m 29s Super Earth Spacer ♥ 1 Woah! From sound, to graphics, to building system to the feel of the gun is super polished! The core loop though is lacking imo, the enemies aren't really a challenge and it felt like it got increasingly easier since you had so many dirt tiles you have to place. With a more limited amount of (non dangerous) tiles it would be more challenging. I only died since the game was lagging/stuttering at some point, maybe due to too many enemies. Getting a more limited amount of tiles and more tiles to interact with enemies or the player and then this game is so polished. All other aspects feel so polished though! Really well done!
Oct 4 14:11:38 21h 21m BULLETERO - - -🔫😐 ♥ 2 Wow the concept and implementation are superb. I love the way it zooms in and out and you can even see that some things are 3D. That feels soo nice! I only think more consistent graphics between the surroundings and the player, enemies seem a bit off, but it still works out!
Oct 5 19:14:53 29h 03m Fowl Play ♥ 4 Waaaahhhh I love the whole theme you guys went for! The aesthetics, the sound, the humor. I LOVE IT! I have nothing else to say, straight up 5/5. Keep the great work up!
Oct 5 21:40:20 2h 25m Rachel ♥ 1 Wow the games really nice! I like the theme you went for! Ive played one session with full damage and reload. It was really easy and a no brainer. going for hp with only ammo felt too harsh. I feel the HP nodes take too much space and maybe the other might take another revision, but other than that the arrangement went flawless and was really forgiving for letting me change around and stuff, a bit of polish which I like! Good job!