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Leophyte

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TimestampSince previousGameLeophyte's comment
Apr 8 01:34:28 Deep Pursuit ♥ 3 Great game! Reminds me of that wii play minigame with the bubbles, but way more chaotic. Love the detail with the phone's animation in the game over screen lol
Apr 8 01:41:04 6m 36s Dronefall ♥ 1 It definitely looks awesome! I didn't get very far tho, I couldn't get past any of the fishes, it felt like they came at me super fast and I couldn't really do much about it? It could be me misunderstanding a game mechanic
Apr 8 01:47:04 6m 00s Sub-Silence ♥ 4 I love the minimalist UX, and the whole submarine theme. I think the game is a bit frustrating because of how difficult it is to aim at the enemies though, it feels like I always oversteer somewhat and miss them (might be a skill issue lol)
Apr 8 01:58:57 11m 53s Thallas ♥ 3 Visually gorgeous, it reminds me a lot of Barotrauma's art style and animation. But as cool as the concept is, the game has issues: it seems like you can't die, and the enemies turning around from their head makes you get stuck in their collisions sometimes, not to mention that it looks a bit jarring. Also, I didn't feel a sense of progression, the decor, enemies and items feel like they never change, is the whole game a loop?
Apr 8 07:17:03 5h 18m K1937 ♥ 2 I really like the pixelart visuals :) I couldn't figure out what to do in the game though, it feels like I interacted with everything and I only got descriptions with no other action possible, so I kept dying. The game could use - an on-screen way of telling how much time is left (or at least an indicator when you're running out) - pushing on E again skips the text box - some kind of minimap or floor indicator Also the quit button in the main menu seems to be broken. Sorry that I couldn't finish it!
Apr 8 07:40:39 23m 36s Depth.exe ♥ 2 Ok so comparing my gameplay to the video here, it looks like you sacrifice health to attack enemies? And the only way to get back to the upgrading screen is by dying? I like the visuals but I feel the gameplay is a bit counter-intuitive (I spent 5 minutes avoiding the squares only to realise that I only gain data when I get hurt). Maybe to make the player understand, replace the health with something like ammo, and you gain data from attacking the squares by going in them? That would be more logical, and there would be a new way of dying somehow that actually penalises the player. Also, since dying is a necessary step every time and it looks like you don't loose anything, the gameplay doesn't really feel impacting since there aren't really any stakes or threats. Visually like I said, it's really nice and polished, but it might even be a bit too much: the upgrade windows should be easier to read, and look somewhat different, else they tend to blend in and lose impact (not to mention that it'd be nice to have them close when you open another one, it's really easy to cover your whole screen if you're too lazy to close them like me)(not that important, just small QOL stuff :)) Maybe less text around the important parts overall would improve readability. Again, very polished visuals, and a lot of potential for what could be a great game :) PS: I didn't get the connection with the theme, apart from the name of the game
Apr 8 07:59:47 19m 08s Fire Exit ♥ 3 I was expecting a game like Exit 8 from the sign at the beginning, but this is really cool! A few things that could improve it: - More floor events, I know its a gamejam and there isn't much time but it definitely felt like there were long-ish empty moments where the only thing happening is the falling guys - Less random weird noises, more ambient noises. The weirdness should be confined to when stuff is actually happening, and the ambience could use some sounds like wind, or faraway screaming and such :) Otherwise it's a simple game that does what it does really well! I didn't think i'd actually walk all 70-something floors lol
Apr 8 08:19:20 19m 33s Focal Depth ♥ 6 Really cool game! I got softlocked near the end because I took the hose out from the farthest beacon and couldn't get it off, so I couldn't continue on another path ^^' A few things that could improve it: - Changing the font is quick and easy, and can really make a game feel that much more polished - The focus doesn't seem to work that "whale" when the fish is far away, and I couldn't understand how far my reach was exactly to take the pictures. It works perfectly for the closeups tho like the crab - The popup text at the bottom should take the place of the previous one when spawned, otherwise you have to wait between each popup to know if you're successfuly taken the picture or not. It might sound small but it definitely adds up and ends up taking quite a chunk of the play time. Great visuals and idea though :) the oxygen beacons and how you have to wait a little bit before continuing works really well with the fish-watching gameplay I really liked it
Apr 8 08:36:00 16m 40s Cheese is the Reason ♥ 1 I can't believe how pretty and detailed the environments are, its really incredible. The humor is obviously a 5/5, with some really good writing and jokes that balance out the gritty noir ambience perfectly. The duration is also perfect. I did have 3D model issues with the rats from the bar scene, the punk rat in the club and Linda, but it wasn't that much of an issue since they're more silhouettes than models anyway in the scenes (apart from Linda), and the textboxes are how you see them. One small thing I thought could be better is that there should be more dialogue for the little champ rat that asks you cheese rice, just to let you know its the next progression step. Something like clearly stating "Give me that and i'll let you pass". Otherwise, again, absolutely fantastic stuff :) tbh im biased, noir parodies are my favorite
Apr 8 09:17:50 41m 50s Fear of Sea ♥ 1 The game looks very fun, but the controls aren't adapted for ZQSD keyboards so it was a pain to pilot the submarine ^^' Definitely impressive for 3 days tho
Apr 8 09:36:40 18m 50s The OPERATOR ♥ 9 Damn im conflicted, on one hand this might be my favorite game of the jam yet, on the other it's really slow and tedious to move each squad one coordinate at a time, especially when you've already lost a few squads and the grid is stretched out... it seems like being able to go from any two coordinates was intended since the character says the voiceline, but the squad just doesn't move unless the destination is directly next to their current coordinates. Everything else is awesome tho, the habitation with the window to the outside world and all the stickers, the controls feel good and intuitive, the voicelines and banter are funny and a great way to give a good pacing to what would otherwise be a pretty slow game, and it fits the theme perfectly :)
Apr 8 09:44:39 7m 59s Endless Depth ♥ 2 Really cute, feels like something you'd play on your mobile phone, in the sense that it's not too challenging and it's very replayable :) One thing that could help the game feel is to reduce the cooldown between each movement, so that it's closer to the speed of the player's natural button pressing (if that makes sense?). It felt like I died a few times because I pressed it too early and got punished for it, which is fine but it can be a little bit frustrating to be slowed down like that Neat game otherwise!
Apr 8 10:06:32 21m 53s Resurface ♥ 2 One of my favorite games yet :) it's really relaxing thanks to the sound design and slow-paced gameplay. If I had one complain, it's that it kind of drags out at some point, and the values for crafting could use some lowerin' so you're always somewhat able to upgrade something when you come back to your submarine. Really good stuff otherwise!
Apr 8 20:54:55 10h 48m This Blasted Mine ♥ 1 Cool concept, the difficulty rise is linear and natural which isn't easy for a puzzle game, so kudos. Definitely agree with @sicosiber though, a speed slider would be a really nice QOL addition
Apr 8 21:08:04 13m 09s Midnight Amplifier ♥ 1 This is okay, the distortion getting slowly worse is pretty effective and the backrooms-esque decor makes you scared to turn back. The sound got me the first time, then quickly became really repetitive, and I tried to follow the sound of the music (I think that's what I was supposed to do?) but I didn't find any way to progress, even with the master key and the notes. Good atmosphere and idea, but it lacks a bit of variety and level design overall
Apr 8 21:14:42 6m 38s Doodley Descent ♥ 1 Cute game, it could be a cool mobile game from the gameplay and verticality. I didn't like how you lost charges when hit at first but it's actually a pretty good idea that forces you to be smart about using the dash. There might have been a bug when I played though, when I hit around 120 points I got hit by a huge wall of lines that I couldn't go through even with all my charges
Apr 8 21:24:15 9m 33s Riches From Below ♥ 0 I killed 3/4 divers in the first minute... I swear it was an accident Best looking game so far for me! I didn't quite get how to know precisely where the treasures are in the white areas (unless that's just part of the game to search randomly in them?), but the divers come back pretty fast so it's not that big of an issue
Apr 8 21:35:39 11m 24s Eraser ♥ 1 Great art style/visuals, simple but effective story-driven gameplay, complete story... yeah good stuff :D Maybe try to check your text the next time for missing punctuation and mistakes, I wouldn't care about it usually but it took me out of the game a few times. There is especially one or two dialogues that have glaring mistakes. This is my only complaint though, everything else is top notch :)
Apr 8 21:57:38 21m 59s Dantes Descendants ♥ 1 IN 3 DAYS??? Incredible stuff, everything is so polished, not to mention the online interaction aspect... Im bad at it though. My guy is going to get killed for all eternity because of how much my 3 different builds sucked lol
Apr 9 07:32:00 9h 34m Descend ♥ 1 Aw cute, the sound design might be my favorite part
Apr 9 07:42:13 10m 13s Poor Julio... ♥ 1 Fun game with a nice message, I do wish it would scale to my screen size though, its either crushed or I can see the default unity skybox around it 😅
Apr 9 07:50:42 8m 29s Skellevator ♥ 2 Cool little game, the animations are super fluid and nice to look at. I wish you could scale the window to you screen easily, that would be a nice QOL addition in the future. Didn't know you could throw the sword until looking at the comments lol
Apr 9 08:46:00 55m 18s Undercity ♥ 1 Soo I played it, had fun walking around and understanding the mechanics, and I ran into a few issues: - Glitch with footsteps that accumulate (maybe when changing level?) - you can somehow talk to someone else when in dialog, which freezes the first dialog box and it can't close - Give the option to make the sprint a toggle instead of a hold - Walljumping shouldn't require the sprint to gain height on the same wall, it just makes it slightly but needlessly harder (take mario's walljump for exemple) - You can get softlocked if you talk to an NPC while in the air after jumping (specifically the one that drops on you) - Enemies don't stop shooting immediatly when they die, they just rotate and float around - Running when carrying the shotguns breaks the animation - You can't unequip items from your inventory as equiping one moves it out and you can't select it anymore, which means you're stuck unable to go back to melee (unless I misunderstood how the unequip works but I don't think so) - Not being able to aim your gun forces you to be in front of the enemy all the time, which makes fighting some of them (like that robot that shoots directly at you) annoying. And judging by the message on one of the weapons, which states that not being able to aim is specific to it, I am guessing you could aim before and it got broken ? - The enemies don't have weapons but still shoot you, so you get surprised - The shooting robots dont lose track of you when you change levels, so they keep shooting and you can always hear them non stop - Enemies should have 3 times less health easily, it will make the game simpler but more importantly smoother There might be more but I had already restarted the game 4 times and the robot sound was drilling my ears so I decided to stop before the red keycard's door 😅 Some aspects of the game are great! - the animations look fantastic - the world is interesting - the level design is good - theres a lot of content, which is a double edged sword but still pretty impressive for a 3 day jam but it feels like you went waaay too big in scale and ran out of time to truly debug and test the game, which would explain all the issues I mentionned. It's okay, the game is cool and has potential, but it could be great :)