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MoonDweller

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TimestampSince previousGameMoonDweller's comment
Apr 16 19:48:03 Ribux - Spelunker delux ♥ 1 I find the artstyle really great! The gif you placed in your post showing the solution with vanishing tiles got my attention :) Yep, I have held the browser tab with your post opened for several days until got some time to play :D Btw, it took me some time to finish all the levels. The last two appeared really difficult for me. I tried to come up with some strategy of using some shovels and only two glowsticks for the level, but that was never enough. So I fell back to memorising the level (what is not a strong side of mine :D) and by tryharding I somehow managed to finish the game. Ah, yes, I really adore the smooth reload of the level! So, overall, I wonder if there is a proper strategy that keeps you away from jumping into the void?
Apr 16 20:30:34 42m 31s Explodicaves ♥ 3 Hehe, rocket jump :) I got stuck right at the begining of the tutorial, because couldn't jump over the obstacle. And then the thought appeared: *What if I use the bomb?* And what a pleasure it was when it worked! Great one! It took me around 20 minutes to complete the game since I died several times on the 2nd level. And, yeah, the boss is very tough! I tried several things to beat him up. But I managed to do so only when I stuck to the corner. So, is there any other strategy to do so? Or is it just my *skill issue*? :D
Apr 18 18:37:56 46h 07m In Focus ♥ 1 As for a render programmer, the Depth of Field idea comes to mind one of the first :D And I'm really glad that someone did implement this non-obvious on-paper idea into a real game! A very good job! This entry really reminds me of Baba is You. At least the last level got me to a very close vibe. I hope to see this game being grown into a bigger one!
Apr 18 19:31:42 53m 46s The Well ♥ 2 Ah, yes, an asmr game 🎧 ❤️ Audio-only games are really rare and, of course, are very challenging to design. Surprisingly, this one works really well! I nearly always knew what to do and what was happening in the game. A great entry! Since this time we did some experiments with web audio too, I'm very interested if you tried something to vary the spacing of the audio source? For example, on my first playthrough, I died because I didn't understand whether a monster was in front of me or just behind. The voice hint to run helped me on the second attempt anyway. So, if the monster sound was positioned more to the left I guess I'd start running even without the hints 🏃 But I'm not sure if unity allows to do so in WebGL builds.
Apr 18 20:50:03 1h 18m DOWNMOUSE ♥ 1 This game definitely has nicely polished visuals! I like the job done on shaders and VFX's: outlines and recoloring of sprites look very pretty! Did you use custom RenderFeature for URP or rendered the mask with the second camera? Also, I'd like the birds to absorb fewer hits before being killed, so I could continue without stopping. I guess that making running continious would make the flow of the game a lot smoother.
Apr 18 21:49:47 59m 44s Bubbles ♥ 3 Wow, this game even supports a gamepad! Hahah, this entry is just like ours but reversed :D There you play as a fish, and in ours you are the one who catches the fish. spear_bird_and_bubbles.png
Apr 19 00:11:34 2h 21m Hellevator ♥ 1 Probably my favorite entry this far! I love the job done on tuning post effects. Spatial audio adds significantly to the immersion! I died several times trying to reach floor **-100**, but each time I was killed by the monster somewhere around -66. Until I accidentally misclicked and turned on the *Retire* button :D **P.S.** That's a pity that you don't have a Web build. So here are some GIFs for you guys: elevator_1.gif elevator_2.gif
Apr 19 00:56:45 45m 11s The Depths of Winter: Survive Until Spring ♥ 2 Still chilling and listening to the voiceover :) chill_and_listen_to_voiceover.jpg That's undoubtedly the strangest entry I've seen this far.
Apr 19 13:44:49 12h 48m The House in the Dark Forest ♥ 1 That's one I'd call a hidden gem!!! I was so surprised to see that it's an actual story-based game! DepthDarkForest_win.jpg Exploring **the labyrinth** reminds me a lot of early **Shin Megami Tensei** and **Persona** games. The level design is excellent, and the **audio hits the mood**! I want more people to try this entry. It's a pity that you don't have a Web build. I hope this GIF will help show the vibes of your game: DepthDarkForest (2).gif
Apr 19 14:31:52 47m 03s Quantum Inferno Run ♥ 1 The concept of switching between 3 different levels is up-and-coming. I'd like to see how this idea can be grown with some more specific tricks bound to each layer. By the way, the controls already feel quite responsive. And yes, since it's a very dynamic game, I thought that GIF should present the game a little bit better. But when I tried to record one, it appeared to be a little glitchy due to the effects on the character :D InfernoRun.gif
Apr 19 16:20:36 1h 48m DEEPLINE ♥ 1 An incredible job done for a COMPO! DeepLine_win.jpg The main menu and intro are so good that I've got a feeling that I'm playing a game published on Steam. Scanning VFX is visually pleasing, and the audio adds a lot to that experience. I was surprised when I realized that by scanning objects, I could interact with them. And here are some of my thoughts on further improvements I'd like to see: 1 - Sometimes I find the fall damage distance a little too punishing. I died several times thinking that I could land somewhere safely. Just like there: DeepLine.gif 2 - Also, if I'm not mistaken, movement control in the air is totally absent. That sometimes scared me when I was trying to get off the edge of the platform carefully, and suddenly got a huge horizontal speed up (what I guess is caused by the nature of capsule collider), which I couldn't compensate in the air. 3 - It's a pity that the scanner falls back to a kind of torchlight with a noticeable cooldown when you are doing exploration. I suppose if the scanner had more than a single battery segment, I could progress through the level a lot smoother. By the way, it's a very interesting entry! I hope to see a bigger version of it :)
Apr 19 20:48:13 4h 27m Oasis Dawn ♥ 1 An incredible amount of work done for a single dev!!! As a DMC/Souls enjoyer, I couldn't miss an opportunity to play this game :D Surprisingly, many things already work. For example, I successfully parried on the first attempt. The timing appeared to be very close to the same in souls :) Nevertheless it's a very good attempt of implementing a 3D action game for the JAM there are a couple of things that distance it from a solid experience: 1 - is the overall lack of clarity. In most cases, it's quite hard to tell in what exact state the game is: Did I get damage? Did I damage an enemy? Is an enemy in stun lock still, or is he ready to fight back? 2 - Instability of mechanics. The parry sometimes works really great and is very conservative for the player. However, sometimes it doesn't work, even if the player is properly facing an enemy. I tried to find out why this happens, but I didn't succeed in identifying any pattern. 3 - Whirlwind Riposte is less reliable and useful than a regular parry. I've been damaged several times during the execution of this move. So I stopped using it completely, what is upsetting since the visuals is great! P.S. Hahah, parry and attack moves are still working after your death! It reminds me of a Jojo episode :D Oasis.gif Overall, a very nice entry, I hope to see your further games!