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| Timestamp | Since previous | Game | mvasko2's comment | |
|---|---|---|---|---|
| Apr 16 21:31:01 | Jim Brimstone: Devil Advocate | ♥ 0 | I laughed at the ending where you successfully defend all defendants π Great art and sounds, though the tapping of the keyboard started to get slightly annoying after a while. Very nice bit of writing, I liked the references and the dialogues overall. I had two minor issues (nitpicks) with it - first, sometimes the successful responses were just a tiny bit too "clichΓ©" (spoiler): !> Like Tripping and falling onto a knife. Second, even when paying attention to the dialogue, some of the responses were too much of a guesswork (spoiler): !> I had no way of knowing (I think) that the correct bullet was #2. I have no doubt that both could be solved with a bit more time to come up with something else. Also, apart from Jim Brimstone being a devil, I don't see much connection to the theme. All in all, those are all really minor things. I actually spent a lot more time playing than I thought I would, it was really fun. Great job! | |
| Apr 18 16:57:52 | 43h 26m | Sandtown | ♥ 1 | I agree that it would be nice to have an indicator of where you're actually putting the object (it was mentioned before). Unlike some other commenters, I enjoyed the randomness - I think it helps boost creativity by giving you a limited set of options to choose from. That way, you can "go with the flow" more easily. That said, I do think you should add a "creative" game mode where you can choose whatever you want in case you are planning to develop this further. The graphics are lovely and the sounds relaxing, exactly as they should be π I mean, except for the "explosion" sound of the bomb, that felt a bit out of place (too digitally-sounding, I guess?). Also, just thinking out loud, maybe the bomb object could be replaced by a less violent option, like a hammer? It would be more fitting for the relaxing mood you're aiming to establish. Overall, great work, I enjoyed playing! It reminds me of Townscaper (maybe that's where some of the inspiration came from? π). |
| Apr 18 17:18:32 | 20m 40s | Morth Obscurum | ♥ 1 | Very visually impressive, although I do think some of the effects were a bit over the top, like the little white dots of light that appeared everywhere, I would have liked to see them smoothed out a bit. The sounds were also very nice. Nothing much to rate gameplay-wise, unfortunately, though of course I understand why π |
| Apr 21 21:01:59 | 75h 43m | We Blessed Few | ♥ 0 | Very well done. I liked basically everything - the visuals, the audio, the music, the concept and the writing. One nitpick that I have is that it was a little hard for me to understand which aspects of an angel affected the outcome of the summoning the most. I ended up assigning based on the description of the angel and its stress level, which seemed to work OK, but not all the time - so I guess I haven't quite cracked it yet. Very nice entry overall. |
| Apr 23 20:02:08 | 47h 00m | Realm of Elementals | ♥ 3 | I like the visuals very much, and the sounds too. The gameplay feels a bit wonky though, I'll attempt to list a few suggestions on what to improve (just my own opinion of course π): - The attacks don't feel satisfying enough. I can't pinpoint exactly why, but I'd maybe try adding more particle effects or more brutal sounds or playing hurt animation on the enemy (or a combination of these things). - Perhaps the enemies have a little too much health? - The secondary attack (right mouse button) is, in my opinion, almost useless. First, I couldn't aim with it - the beam always went slightly below where I wanted it to, and the collision boxes are not very forgiving. Second, there are too many enemies for it to be practical. Third, I never knew when the beam would actually strike. Rather than holding and waiting for the game to automatically fire for me, try letting the player hold the button for as long as he wants and then release to fire it (the longer he holds, the higher the damage would be). - The summoning menu slows things down too much and is too clunky. I would expect F to show a spawn indicator immediately, rather than open a form that I have to click and submit. Instead, let the player select the type of minion ahead of time with a single button while playing (like 1-9) and then have F show a spawn indicator directly. I think this would make the summoning feature far more useful. Don't get me wrong, I enjoyed playing the game, but I think I would enjoy it a lot more with these tweaks. There is a solid base for a nice fantasy RPG in here π Good job! |