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mrchip

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TimestampSince previousGamemrchip's comment
Apr 21 10:06:49 Router Wilds ♥ 5 the outer wilds clickbait worked. Anyways, here's a wall of text of first thoughts and micro nitpicks: - Great music - Good visual polish (give a raise to whoever made that level transition) - Level design feels varied - main mechanic is interesting - level 2 felt harder than level 3 - the rotating levels are a bit awkward to control (100% skill issue, i just would have waited until later to avoid early frustration) Maybe both the player and the mouse should rotate together with the floor, in the spinning part of the level? Main issue is it made it awkward to position objects accurately, or to stay in the narrow beam of a signal to prepare for shooting. - the lock icon on the signal source appearing before explaining that there can be unlocked signal sources gave me 2.5 seconds of confusion that i then moved past. no big deal who cares - thanks for the self destruct button, preventing softlocks - when strong signals overlap, the colors invert, which i assume was intended to be destructive interference cancelling out the signals? but signal strength appears to just add up. maybe i'm too much of a nerrrd - putting a mirror right behind a signal source, to receive both the source signal and the reflection, doesnt seem to increase the maximum range of the signal, but it greatly improves signal strength. so it doesn't help with puzzle solving, but it lets you have faster than full firing speed in a large area far from the signal source. This feels fine to me, i can't tell if it was intended or not. Mirrors repeating a signal amplified like this also repeat the effect, which in the right context, can flood a level with large areas of high signal strength. If this was intentional, i would have made a level that teaches you this, and then levels that exploit it on purpose. - some of the saws move/stop based on a receiver being powered. a way to visualize what they are connected to, or, just highlighting that they are starting and stopping with visuals would be nice. i found myself noticing very late "oh, those react", since it happens away from what i am currently doing. but this wasn't a big deal, your decisions dont change based on if the saw is moving or not, you're still just trying to avoid it. - wow the enemies charge you at mach 10 - you can get noclipped out of the uwu level - solving a puzzle and then getting oneshot by the enemies in the central room is a very *Fun* feeling i am very impressed you managed to make a totally playable and quite polished game with no communication. if you didn't tell me, i would have assumed this is a "regular" jam entry. Good job
Apr 21 10:39:44 32m 55s WEB DIVER ♥ 4 Holy shit you cooked Side note: i have an old laptop with a touchscreen, and that was quite a good fit! unfortunately, the camera stick would move away because under the hood it thinks that me pressing somewhere else on the screen is the mouse teleporting. multitouch also didnt work, but that might be my computer's fault. what i'm saying is, fix those two and release this on mobile!
Apr 21 11:38:21 58m 37s I Had No Signal! ♥ 1 I'm on linux, so i had to play the web version. The camera constantly pulls to the right. like 80% of the time. i wonder if it's comparing the mouse's current position (center of the webpage) to the game image's center? (slightly to the left because it's not centered on Ludum Dare) Just a guess. The touchpad is fine btw, it works exactly the same. Unfortunate that i didn't get to play
Apr 21 12:30:44 52m 23s The Hunt for Red April ♥ 1 I want this in fullscreen :( Years ago, i tried making a platformer with a similar concept of echolocation/blindness/alerting enemies. It was terrible and half assed, literally the worst game i have ever made. So, seeing you execute that concept well is weirdly therapeutic. I found myself retrying an absurd amount of times, despite being miserably obliterated. Every death has a reason and feels fair. Navigating blindly is high risk and high reward. Game gud.
Apr 21 12:42:06 11m 22s Love Caps ♥ 2 nice, i could figure out the game mechanics fast enough despite there being no explanation. i think you made the right choice, even if in most games, this would have been an issue. The visuals for the "fungus sense" are also interesting, and conveyed what they meant effectively.
Apr 21 12:49:03 6m 57s Making Megahertz ♥ 0 the google drives for the builds are empty, not sure what happened
Apr 21 13:17:06 28m 03s GIMME TV ♥ 3 10/10 intro. and also the entire rest of the game i guess. everything has audio, with variations too. also the deathscreen is hilarious. and the entire rest of the game i guess.