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quasilyte

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TimestampSince previousGamequasilyte's comment
Oct 7 13:07:49 Apple Snake ♥ 1 The game has an interesting mechanic (sticking to an apple with your body). When I saw a purple worm, I thought that some new game elements are about to be introduced, but you probably ran out of time so we couldn't get more. I think there are some things that could be added to the game, if we ignore the compo constraints. Another good part is that this game has a working flow. You can restart the game and actually finish it. It's something that some of the compo games can miss. :D completed.png
Oct 7 22:23:17 9h 15m Maginot ♥ 1 https://www.youtube.com/watch?v=W8q73TLLQJQ The only issues I had is diggers trying to dig the same block, no matter how many digging facilities I build. Sometimes they would dig a couple of blocks from one side of the map, leave a couple of blocks undigged and move to another side to do the same; since there is no urgency in the game, it never was critical, I just had to wait for them to do their thing a little more. :D I really like that this game, although quite complex for a compo jam standards, can be easily played and figured out without a tutorial. I don't remember game telling me what to do, but it was straightforward to figure out. Note that I'm not a city builder player. I noticed the similarities with Gnorp game even before reading your game description. :D The wave destruction part was the thing that caught my eye here. Overall, this is a very strong compo entry. I played it for a good 40-45 minutes, which is a very good score for a jam game. One thing I would like to have is an ability to have some control over the number of workers (diggers) doing something. E.g. I wanted to send 1 digger into the deep depths, but what ended up happening is all of them falling in there; so I had to cancel this mad operation shortly after (it wasn't the late game, so I needed my diggers elsewhere). I'm not sure how to achieve that without giving a direct control over units (which is against the indirect control nature of the game I guess)... But perhaps you have some ideas for it?
Oct 7 23:12:03 48m 46s Tiny Escape ♥ 1 Screenshot_2024-10-08_03-08-44.png One thing I would like to have is a restart level button, because sometimes you want to experiment with a level more before commiting. :) The voice lines (and the sound effects in general) are very cure. :D I'll also check out Strudel as I failed to create any music for my game using my own methods (e.g. MilkyTracker). Btw, I also used Ebitengine for my game. :D
Oct 8 00:17:33 1h 05m Critter Slayer ♥ 1 Creating a first game for a Ludum Dare compo is quite a challenge. This is a place where both experienced and beginners submit their games, which can be quite discouraging for some people. I don't remember ever making it pass top 10% of the games or so, I usually suck here. :D If you can take the pride hit while not getting the best scores, it's cool. Otherwise, don't let it ruin your interest in the game development. I noticed that the game doesn't have any sounds. Check out sfxr and its clones - it's really a good find for jam games. It allows you to generate dozens of sounds in a matter of 10 minutes. A few pew-pews here and there improve the overall feel of the game. There are web versions for sjxr too (jsfxr or something like that). :)
Oct 8 07:36:44 7h 19m Attack on The Piper ♥ 1 I unlocked both endings and even saw a shocking rat showing pussy content! I got like 1/4 of the steps left during a winning run, so it was a very close call. Damn it Maria, how many times I have to repeat the same phrase to you? Like some of your other jam games, this one has distinguishable humor component to it. I couldn't provide any good feedback as this game feels like a finished mini story. It even has the markers telling you which rats were mentioned in the previous dialogue. I don't see how this can be turned into a full-fledged game (unlike your King game), but perhaps it can be a part of another game (a mini-game)? Or maybe rats can be varied more (or even randomized), so every run is like a "Slay The Princess" kind of adventure, where some choices lead to an unexpected branching. Screenshot_2024-10-08_11-32-05.png Screenshot_2024-10-08_11-33-38.png
Oct 8 08:07:02 30m 18s Cheeese Watch ♥ 1 I think it's extra hard to play this game on a laptop without the top-notch touchpad. If the hit area would be bigger (as someone already mentioned above), it would be easier. I enjoyed the gameplay during the first speed stage, but I believe it gets increased afterwards. I'm always kinda bad at time attack games when time is basically against you. :D I don't have enough time to plan for the hits and combos, and eventually you will lose anyway. Even without increased speed, I think this game could spawn more enemies and the player will lose eventually all the same, but the feel of controlling the situation will be prolonged. To give a comparison, the first speed level plays like a billiard of sorts, but the balls are moving. The next levels turn it into a shooter, when you can't really do much planning. :D Imagine if we could even slow time for a short while to plan for a great strike, and if bounce from the target would be displayed as well, doing longer combos would be easier. Perhaps it would be a completely different game, but it's something that crossed my mind after playing yours. All in all, it's quite a polished experience for a compo game. Screenshot_2024-10-08_11-58-33.png
Oct 8 12:03:42 3h 56m Slime Party! ♥ 1 I'm so impressed this game runs so smoothly in the browser, well done. I usually expect some frame drops from a 3D Unity game when exported to a browser. At first, I was thinking: "Hmm, why do I even need to split?" and the game quickly answered that question. I like the fact that the game also rewards some exploration (although I died in the process and lost all of the bonuses, lol). It leaves me wondering how to make such a cool game in a compo. :D Do you have any advice? Your game has it all: graphics, clever mechanics, music (!), level designs. It's way above the average polishing one can hope to do in a couple of days. I want to get that good too. :D Also, the game page is cool, I borrowed the GIF idea a bit.
Oct 8 12:29:43 26m 01s FLY HARD ♥ 3 This is probably what comes to mind when people say "a crazy Japanese TV show". :D I'm not sure how accurate it is, but I've definitely seen some shit. :D It wasn't very intuitive what exactly I need to do to "win". I guess it's about balancing the efficiency and the drama so the audience likes it more?
Oct 8 12:43:43 14m 00s Charge Carriers ♥ 2 Playing this game feels like you're breaking it, cheesing it. :D I finished most of the levels in this zerg storm kind of way: Screenshot_2024-10-08_16-36-26.png Screenshot_2024-10-08_16-40-21.png Which makes me curious what the intended solutions are. After beating the level, revealing the optimal/planned solution would be a good touch in my opinion. This way, the player can learn even if they managed to beat the level (on accident). P.S. - looking at the GIF in the description, I can clearly see that my solution is incorrect, but it did manage to complete the level. It didn't ruin the fun for me (in fact, I may enjoy that in a puzzle-ish game), but it might now be what you intended the game to be. I like that there is no punishment for doing bad moves. It's probably the reason why I had a chance to figure how to play it. :D The game wouldn't run on Firefox, but it was running well on Chrome. If someone else has issues running it on Firefox, try other browser (e.g. Chrome).
Oct 8 13:06:32 22m 49s Head'quarters ♥ 5 Your team delivers a good game once again. I remember being stunned by the wiggley-wormy game before, but this game is probably on par with it. The fact that the music kicks in after the first mission is completed is a nice touch. The units ack's are so cute. It makes ordering them to run around much more pleasant. At first, I couldn't understand what's the challenge after you decipher what the game expects you to do. But then I failed the timings and it became apparent. :D Although I must say, the time bar works in a weird way, like the less time you have, the slower it runs out. Is there a "good ending" when you were doing really well or it's an infinite game until you quit or lose? Since I'm not sure I made it to the proper ending, I'll share some thoughts that may be invalidated in the parts of the game I couldn't (?) reach. I would like to see some extra dimension in the puzzles at some point. Like some glyphs requiring not just any worker, but the one of the right color. These tasks could provide some extra time as they're harder. Another layer could be synonyms. If we would expand the game into something that has its own alphabet, then it could be logical that there are multiple terms for the same thing. If we could introduce "words" or other combinations, then the player would have an extra phase of decoding the task (e.g. it says "foo", but in reality you need to use "bar", because those are the buttons available to you). Basically, it means that this game may have some potential to become a full-fledged game if you really want to. Please tell me the game says that I was doing great: Screenshot_2024-10-08_16-59-06.png Upd - it seems like there is even a leaderboard. I'll come back to this game a bit later.
Oct 8 13:51:34 45m 02s Stick Racing ♥ 1 I tried the SPEEED car. It wasn't lying when saying it has no handling stat. :D I guess it needs a controller so you can have a press sensitivity instead of just having 100% speed all the time? The graphics are cool, the sound design also complements it. I imagined someone making the engine's sound with their mouth, lol. :D I couldn't go back to the menu after the race, or maybe I was missing some keys (I tried enter, escape, random buttons and clicks). The normal car is my favorite so far, at least on a keyboard. :D The physics feel good for a jam game, I'm not sure why do you call them weird. :D The only weird part about them is when you hit the wall hard, but that's because the wall is 100% solid, it would fell weird either way. If the walls would deform/destroy, then even with the current physics I think it would be better, but making breakable walls is an unpopular choice in racing games. :) Have you done these graphics on an actual paper? If yes, maybe you could add these photos of the work-in-progress to the game description?
Oct 8 14:27:42 36m 08s Bump League ♥ 4 It took me a while to understand the mechanics. One thing I can suggest (if you could go back in time, etc.) is to add a simpler first track. The one with only 1 opponent and your single driver (only one, not a whole team of 4). And make it in a way that winning would require some reconfiguration. This way, the player will learn some of the mechanics in a less hectic way, in a more controllable environment. In fact, this first "easy" level would be a great sandbox material where you can focus on just your single car (sans the single opponent, but it should be easy to distinguish your driver vs that AI-controlled one). With this single change, the game would be much easier to grasp in my opinion. Other than that, it was an interesting experience. The icons used for the items are so hot, I like this artstyle. I guess it was already mentioned before, but the race can stuck until the final countdown even if all moving cars finished the final lap if some random car broke along the way a long time ago. So I had to use the speedup x3 and wait for the timer to run out. It's not as annoying as it could be, but it feels janky.
Oct 8 20:45:56 6h 18m GO BLO ♥ 1 I saw this game on a stream (They got the game's link from the Twitter) I was really amazed by the game, and maybe a little bit saddened by how short it is. It looks like there is some potential in there. Since I already know all the solutions, it makes no sense for me to play the game, but I need to rate this gem. We couldn't find the LD link as itch io makes its job at hiding it (you wouldn't find it, unless you already know where it is), but @deniskazantsev kindly provided the link in Twitter. :D Anyway, it's a good compo entry, I'm glad that I learned about it. As a random comment, it was very hilarious when little guys dropped to their death right after being spawned at level 2. xD
Oct 8 21:10:50 24m 54s Ducks on the Road ♥ 2 I managed to get all the ducks on the road. Well, most of them. I got the most important ones anyway. Sometimes the duck mom will go berserk and lead her kids to swim, I guess not every duck is treated the same way in this family. But jokes aside, I almost felt that the game became repetitive, but at that moment, the game ended, so I guess it's not a big issue. I noticed that there were golden bag that could be picked up, but there was no score in the end, so I'm not sure if I'm missing something. Maybe a single new mechanic in the middle of the game would make it feel less repetitive? Like having two duck mothers of different color, each willing to take only her kids for a walk. And maybe they would need to go to different directions and use different road lanes? E.g. the family 1 goes to the right using the lane 2 (this is how it works right now) and family 2 goes to the left and uses lane 1. I'm not sure how hard would it be to code that behavior inside the LD time constraints, maybe the code is not ready for this change as it's usually quite messy during the game jams. :D As it is right now, it feels like maybe you had some more ideas, but you ran out of time. I remember your previous game btw, the one with a virtual device; it was really good (especially on the visual part). Don't get me wrong, I'm trying to think hard what could make this game a tad better without adding too much stuff as it's probably why some of us are here, to share their thoughts. P.S. - I tried wine to run the game on my Linux, but it didn't go well. Steam's Proton did the job though! So it's possible to run this Windows game on Linux, if anyone is interested.
Oct 8 22:22:17 1h 11m Personality test ♥ 2 I thought it would be a straightforward text questions, but you made it a bit more interesting by adding some actual gameplay elements. The visual parts of the game are good too, considering it was created by you. My game doesn't even have any music to begin with, so it's another plus points for managing to add some tunes to your game. I think more "test" should be like this. Put the person into situations and consider their actions instead of just taking their responses as a source of truth. In the very end, it looks like there is no subtitles for the final speech. All other parts of the game had the subtitles so I was caught off-guard. :D Upd. I've read the comments and it's insane that those insects were humans. Makes me kinda sad. We've done nothing wrong. :'( Screenshot_2024-10-09_02-18-42.png
Oct 8 22:42:43 20m 26s Shrine ♥ 1 I managed to finish the game. :) At first, I was a bit bored as there was not much things to do in the game. I could only click for a bit, build a new candle, click some more. It was not until the ~10th candle when I realized that I can send the followers to find some extra essence. I can't say that the game became much more exciting at that point, but at least I had something more meaningful to do. The visuals are probably the strongest part of the game. I'm not an expert on clickers, so I couldn't really suggest anything. This game looked good, it just lacked some extra mechanics to be more interesting. The game as it is right now can win itself at the moment I build a couple of candles and go AFK (it'll just take a lot of time). But anyway, congrats on finishing the game for the jam. Screenshot_2024-10-09_02-36-44.png
Oct 9 07:16:58 8h 34m Beetle Era ♥ 1 I didn't know that bonuses other than agility affect the workers before beating the game. :D I guess I should have read the description first, but sometimes it contains spoliers. :) As @yogurtthehorse mentioned, the pathing system is interesting. It also allows you to skip the pathfinding programming in a creative way. :D Also, as @kiberptah said, adding "click to continue" to the "Victory" text would make the level transition a bit better. But since I've read as far as "this game has 3 levels" I was expecting more. Also, "press tab if many factories" kinda gives away that you might get to that point, eventually. At first, I thought different slots affected different body parts, but it seems that it's more about stats. E.g. having more agility leads to more legs, etc.? It's probably a quite creative way of handling it. Although it would make combinations like A-A-P and P-A-A look identical (and maybe they should, as their stats are identical anyway). A somewhat simple addition that I would have is ranged weapons, even if they're pathetic. Because it would make tanky frontliners more worthwhile, since you can only have 3-4 effective melee attackers anyway (there is usually no space for more). If you could have a composition of 3-4 frontliners with HP+HP+HP, covered by ~4 ranged units and a couple of "pushers" (all into power and maybe 1 agility) to destroy the enemy base fast, it sounds like a more balanced group than 10 average buts (e.g. a bunch of power and health upgrades). I tried making some agility-heavy combat units to flank the enemy base after their initial attack, but it failed. :D But either way, it's always nice to see an RTS-like game on a jam. https://youtu.be/vI-I_CPE4Gs
Oct 9 09:07:00 1h 50m A Fish Based Game ♥ 4 It's sad to see this ratings given to ratings received ratio. I would assume the game's size have something to do with it. HTML/web games usually get the best ratio, then it's small native games (<40mb?), and larger ones require much more efforts (unless you're an influencer that can force their game through the media). So let me try to fix it. This is the least I could do for you in return as you played my own game. First off, I would also recomment using zip format instead of 7z, as it's far more cross-platform; but at least it's not rar. xD I had to use wine as there is only Windows executable available for the download (this is another benefit of web version - no struggles for Mac/Linux users). My first attempt: Untitled.png (it hang for a minute, no progress, so I killed the process) This could be the case that I have a potato computer. Steam Proton Experimental also couldn't handle this game. I played a couple of Unreal Engine games this jam, many Windows executables made with Unity, some Godot games bundled for Windows, but this game doesn't want to run. This is probably where I give up. If you'll upload a Linux binary, I may try running it again. There is also another way: upload a full walkthrough of your game so people can rate it based on the footage if they don't have an ability to run the game (as it's big and may not run on the target PC). Please consider everything above as a friendly piece of advice.
Oct 9 11:58:47 2h 51m SMOL BIZNASS ♥ 1 Holy crapola, this is so funny. :D One aspect of a game that I especially enjoy is that you can either help the little guy by throwing your stuff into the door or to slow them down (although I'm not sure how effective it is in the long run) by taking the stuff back. These little distractions make the core gameplay less repetitive. Otherwise, it would be a quite boring experience. But as a whole, it works alright. I think your gameplay video was intentionally more funny than many playthroughs would be, but it shows that this game can be enjoyed in some other ways (if you try to create a funny scene out of it). The graphics are cool, but UE is such a heavy artillery for a jam, it really puts my laptop under a pressure.
Oct 9 13:33:45 1h 34m Kaiju Bash ♥ 1 The strongest parts of this game are graphics and audio (you even have some good music). The impact feeling could be even stronger if some camera shaking would be involved upon impact. I would like the little people to be a bit slower, they're so annoying to catch. xD Some special ability like shooting a forward laser with ~10s cooldown could add to the gameplay too. Something that could help the player to sweep the small fellas. I think the game replaced my highscore of 3300 with 3150 for whatever reason. Screenshot_2024-10-09_17-29-45.png
Oct 9 19:31:33 5h 57m Bug Bounty ♥ 2 "Turns out, you only need your trusty mines to survive in a post-apoc world" "You know, I'm something of a miner myself" Man, you did it again. You'll make me remember yet another one of your LD games! :D I enjoyed the variety of units and it looks like most of them have a good use case. I'm not a big fan of Sheriff units as they seem to be just an inferior version of a cat that attacks with penetration; although the attack speed might be good against 1 target, it's very rare to focus on a single target. The sword guy was too risky for me as I tend to lose crew members while trying to utilize them. I guess they're sort of a last defense line, not an offensive option? I would prefer them to get hit first then, like they're actually protecting the crowd. :D Everyone else seem to be cool (to me). I especially like the big circle AoE monsters. They would be even more usable with an indication of how charged they are. Something as visual as mine "cooking" process, lol. The mine layers are very good, so effective. A top unit for a running chicken tactic (tm) for sure (and I like that tactic). The mine design is good too, very biotechnological. The bomb and magnet items were so small and not very well highlighted, so I ended up almost ignoring them during my first run. They're OP. xD Here is something for you to watch: https://www.youtube.com/watch?v=GdrTdPlm10k
Oct 9 19:45:30 13m 57s Tiny Adventure ♥ 1 The only thing that somewhat decreased the level of fun for me is the lack of attack cooldown. The moment I realized I can just stand and spam clicks I stopped trying to avoid enemy attacks as they would not have a chance anyway. I have a feeling this game is not that centered about the combat as it looks more like a performance than a mechanical game, but nonetheless, the combat is one of the most used mechanic here. A simple 0.5s or so cooldown would make the player motivated to run away from the mob or even roll/dodge (especially since you already implemented it, it's well animated!) I was feeling like a man from a meme "too small, can't read" xD Screenshot_2024-10-09_23-42-09.png
Oct 10 00:32:34 4h 47m Tiny Baking Simulator ♥ 0 My fairies were quite lazy. xD By the end I think only 25% of them were doing something while everyone else were too busy pretending they're not in an idle state. One of the fairies struggled with this so-called "unhealthy attactchement syndrome". I miss the lime. It never reached the cake, what a terrible way to go. The cakes (the foundation of it?) were the bottleneck of my production line. Is there a way to boost its production? The good part about this game is attention to details. Like cakes actually getting into the oven, the workers being lazy, those kinds of things. I wouldn't call this game hard or having a bad UX, it's alright. But the player must read some text during the start. My game also relies on the player reading some text to understand what they're expected to do, but ~25% of people struggled anyway. :D I can clearly see the effort to make the early game less frustrating to the player: you start with less fairies (may I call them units, please? ok, I won't :D). It's a good step, although they started to appear while I haven't finished reading the text. xD One of the fixes for that could be trigger, e.g. when the player does something explained in a tutorial (they create a complete cake), we start the fairy spawner; otherwise it can be turned off during the starting sequence. This way, even a slow reader can have more time to kick in. I liked the notifications system which tells you what you're missing! It's useful and it's a level of polish you rarely get in the jam games. I was frustrated a couple of times when I couldn't get out of the bowl. :D It just wants me to commit and doesn't let me go without making a cake. I think I wanted to re-check which kinds of cake foundations do I have/cook right now. I don't know whether any of the cake parts affect the prices or not. But at any rate, I have a feeling this game is more about looking at different cakes than doing actual economy (because look at these cakes, they're cool). Although my headcanon is that if you sell the same cake multiple times, the demand goes down and you get less $ for that exact cake for a while. Perhaps something like this was already implemented, but it was hard to test without repeated cake design production. I would do that, but my fairies seem to have stucked and the cake foundation speed production dropped so much I had to cease the operattion. I recorded a video of myself playing the game, perhaps it could be useful to see how a random player would interact with the game. Also, I wish you more ratings. I came here from the post you created, but you don't have to play my game in return. You can spend this time playing the games you find more interesting for you personally; besides, I already got my 20 ratings while some other games may need these ratings more. Upd. - why can't I rate graphics? :D It's one of the better looking games so far. xD Alright, I'm including this score into the "mood" zone (nobody knows what it's for anyway). https://www.youtube.com/watch?v=H-B-9_4c7FE
Oct 11 14:13:54 37h 41m Summony Flute ♥ 1 I like the idea, but the implementation is currently very bare bones. A single thing that should be quite easy to implement is a more gradual enemy. Make the player face a single enemy so they need to do a small scale 1-on-1 battle. Also, I would like to either see damage numbers or health bars just to know how good or bad some units is doing. This is not the only way to do it of course, but these methods are the simplest ones for the game jam format. This way, the player can recognize facts like "our 1 melee unit worth 1.5 enemy melee units", etc. Maybe lock most of the units for summoning before a trigger happens (a group of enemies are defeated). Then it will be easier for the player to learn every monster type in a more controller environment. With a slightly improved game flow described above, this game would be a very solid game jam entry (all games are flawed here in their own way). So far, this game excels in graphics and artistic choices (sound design is included in this definition). I'm going to look forward to your post-jam versions of the game. The comments below are my opinion how could a ~60 minutes (theoretically) could have been spent to make a single subjectively most important change.
Oct 11 22:04:54 7h 51m Twilight of the Forest ♥ 1 Everything looks like it was handcrafted by you and the quality and cohesion is there. I wonder why it's not a compo entry? I've seen you commented on my game, so I thought I can rate your game in return, but I can't. :D So the least I can do is to describe my experience in a comment. I would like to rate this game for audio, graphics, and mood really high. The atmosphere reminds me of Inscryption a bit, although maybe I'm just lacking a better "leshy" vibe games in my vocabulary. You're also using a very hard style of 1-bit graphics. I tried to make my game 2-bit (4 colors), but I kinda failed and resorted to more colors. The combat was a bit confusing at first as it's neither full real-time nor turn-based. I think it's close to earlier final fantasy approach of action turn based combat (with timings), but I wasn't expecting that. :D I found out that this game has random encounters and the first wolf nearly killed me. :D The only real issue I can report is an overflowing text for some dialogue lines. It's not a big deal, but it affects one of the main parts of the game.
Oct 13 23:17:54 49h 13m Laverino ♥ 11 @mymdz the're still doing it, since the numbers from your screenshots are clearly outdated now: `Karma from Feedback given: 423` is the current counter. Even though they claimed they stopped doing that above. CC @pov