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mhorth

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TimestampSince previousGamemhorth's comment
Oct 8 20:51:31 Swarmfall Protocol ♥ 1 I also experienced some of the enemies getting stuck in walls. I don't think it was really a game-breaking issue, unless something extra happens by truly killing every last one? I really liked how the shots bounced off walls, that let me feel very safe staying around a corner and still being able to wipe out the nearby creatures. The tank-style controls worked perfectly, but I'm curious if it would have felt even better if the camera rotated with the tank. Since the camera stays fixed, thank you for putting a light on the front so I know which way I was oriented. Great job!
Oct 8 21:15:46 24m 15s Sting Operation ♥ 2 Oooh I had a good time with this one. A lot of small details that really help: a mouse sensitivity slider, darts pierce so I could kill multiple wasps at once, no limitation on fire rate (I killed the queen by just saving up enough darts then rapid clicking to burn her down), the wavy animation on the honey ammo. It all helps the game just feel more enjoyable. The level design was awesome as a whole. Especially the first level, it had enough ramps and platforms and just *stuff* packed into the rooms that it really felt like I could use some FPS tactics. The middle level was a little bit lacking in my opinion, and then the queen's room was excellent. I'm jealous of how well the team did in this aspect, since level design felt like one of my biggest challenges. Graphics were top notch, I literally have no constructive feedback here. It was very clear what everything was, and it all felt like it belonged together. Music may have helped the immersion a bit, and I also would have liked a notification (either audio or something else) when the exit to a level opened up. Sometimes I had trouble finding it. But one level I happened to be looking at the exit when it opened, and it was really nice that it animates rather than just disappearing! Overall really great job, thanks for making it, I had a lot of fun!
Oct 8 21:39:22 23m 36s Goo Patrol ♥ 3 Fantastic job you guys! Really knocked it out of the park with this one. Animations in the menu, cutscene leading into the game, vacuum physics, goo soft-bodies, the shader work to make sure you can see the player and goos behind objects; all so good! The audio stands out to me as the best part, especially the goo chatter sounds! The music gave off a relaxing vibe, which made me choose to believe that I wasn't sucking up goos to dispose of them. I was just relocating them to new spot where they could live out their happy little lives. The only constructive advice I can offer is about UI scaling. I played on a 21:9 aspect ratio monitor and the UI buttons were in odd places. I recommend using the dropdown on the Game view in Unity to try each scene in different aspect ratios to make sure your anchoring does what you want. That didn't mess with the gameplay at all though, so not a serious issue. Screenshot 2024-10-08 173700.png Other than that, I enjoyed this very much!
Oct 8 22:31:17 51m 55s Roly Poly Derby ♥ 0 Oh this was tons of fun! The progression feels really impactful, nice balancing on that. I'm curious what logic you put in there to get the roly polys out of an avoidance pattern, because I definitely felt some subtle nudges bringing us towards each other. The parry mechanic was a really engaging part, really well done! I have no constructive criticism on the gameplay, just adding audio as you know would have taken this up from fun to amazing.
Oct 8 22:39:04 7m 47s Finders, Creatures ♥ 1 You've got a good eye for level design, the layout of the map and placement of assets felt really good. For any game that has mouse control of the camera, a sensitivity slider will help a lot. The default sensitivity may be great for some, but it was high in my opinion.
Oct 8 22:57:12 18m 08s Foxy Forage ♥ 2 My first playthrough I think I soft-locked myself by leading a bear back to home and then not having enough bushes to hide in to let him retreat. On the next playthrough I was a bit more strategic about using bushes to make sure bears reset (the shockwave effect on the ground when they stomp is really neat!). I'm curious what the map was like farther away, but felt like I couldn't ever explore that far due to how many moves I was allowed and how much food I needed to bring back. When I got to 8 required I lost. I had 4 plants in the farm but couldn't figure out how to get 4 more food back. Maybe there's more strategy to this than I thought, but even the amount I found was very engaging. Nice job!
Oct 8 23:11:38 14m 26s Dollhouse Blaze ♥ 1 Wow, going through the tutorial alone I kept saying: "oh wow that's an impressive amount of interactions. OH there's *more*?!" Very ambitious, especially for a compo, and you pulled it off. Very well done! Really played on my stress levels with the time pressure gameplay lol.
Oct 10 20:45:53 45h 34m STONEMOTH ♥ 2 Great job here! You followed my favorite rule of puzzle game design: > The difficulty should be "how do I solve *this* puzzle", not "how do I play this game?" The rules were disclosed progressively over the first two levels, just learning about moving and then learning about changing colors. This makes the new player experience so much better than starting with a level about playing with two colors. I think an interesting puzzle idea if you want to make more would be a level *after* color changing is introduced, where players must keep some of the creatures un-colored. That, and requiring multiple color changes to progress through a level, especially if that includes partial backtracking. The art was minimal but that did not detract from the gameplay at all, at least for me. I was very engaged the whole time.
Oct 10 21:08:18 22m 25s Nootopia ♥ 1 I got side tracked with some exploring so it took a little longer than it probably should have, but I got them all safe! The gameplay seems simple, but I'm sure the development was far from easy. This game seems like it could have plenty of weird edge cases that you have to handle carefully, or else it could be impossible to complete. For example: - When a zone only needs 1 more duck, if 2 ducks walk into it on the same frame, what would happen? - If a duck goes back to idle state within the scare distance of a scarecrow, could I collect that duck and bring it out? I didn't have any problems like this, the game played perfectly for me. I'm sure that was no accident, and that you guys were careful to make sure these edge cases were handled well. And I really liked that the ducks used smart pathfinding rather than trying to move straight towards me, a great quality-of-life feature! Thanks for making this!
Oct 11 21:32:56 24h 24m Gettin' Squirrely! ♥ 1 I think all that's missing here is some polish. Your core idea works and is something I haven't seen before, so it feels very innovative. A charge meter for the jump strength and a line that shows the path I'll take/where I'll land would go a long way. I did get some super jumps that were a lot of fun! For your first Ludum Dare game and working solo, this is really good!
Oct 11 21:57:54 24m 58s First summer - a bee story ♥ 1 I totally botched my first run lol, but the rules made sense by the end of it so my 2nd run was pretty fun. I was a little frustrated that the UI panel at the top of the screen was covering some flowers, but I don't think that every actually hurt the gameplay. Overall I truly had a good time with this, nice job!
Oct 11 22:11:16 13m 22s Tiny Creature Blaster ♥ 2 I got down to 6 creatures remaining, did a couple of laps, and couldn't find any more. The FPS mechanics that you made here worked perfectly, and the water shader looked really good! A mouse sensitivity slider will go a long way if you want to continue this game, or any other future project where the mouse has direct control of the camera.
Oct 11 22:54:32 43m 16s Minibot Super Championship ♥ 4 Oooh awesome job to the team! As others have mentioned the art style and graphics as a whole really takes the cake here, super well done. And I agree with the other comments about pacing, just speeding some things up would help the feel a lot. Such as the camera pan to the winner of the battle, I think that could be less than a second.
Oct 11 23:04:35 10m 03s The Seal Cave ♥ 1 You did an incredible job with the graphics! Nice work. And the music creates quite a nice relaxing mood.
Oct 11 23:18:35 14m 00s Green Shell ♥ 3 Congrats to the team on completing your first Ludum Dare, hope you had a blast! Taking on a puzzle platformer like this with so many interactions with the world is quite ambitious! Great job on completing it. I only had one bug, which was the animation for legs getting pulled into the shell being opposite the slam attack. It didn't affect gameplay, just looked a little silly.