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StealthOrc

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Apr 21 22:12:42 OVERDRIVE SIGNAL ♥ 1 I really liked the artstyle of the hands, the weapon and the monster detector/shield deactivator thingy! I think a game with your art all around this style would be so nice! I hadn't read the description as was a bit unsure what the meter had to do until I figured out that I had to keep inside of it instead of just one time going into it to diesable the shield! Maybe a lightning or something that connects from the device towards the enemy (which must be on screen) and some lightning sounds during that would emphasize which monsters shield gets down and encourages you to seek that one out and having a bit of thrill? Oh and I did quite figure out that I can shoot multiple times since I had to click again after I shot to reload? Unsure on this one though Had fun playing your game! Keep it up!
Apr 21 22:34:57 22m 15s SIG[null] ♥ 2 I was quite confused with the dash ability, because at first I thought it was a bug that I was speeding up sometimes but after a while I realized that the bar on the top left reacted to me pressing shift or having it kept pressed. I knew it was there but I didn know what it was for and the display on the top left is also unclear to me till now. As for visuals and level design: The fog is way too close I feel like its on my nose and kind of distracting at this close and the light source of the player itself is too harsh, so harsh that sometimes I stood infront of a wall and my eyes started hurting because it was so bright. As for the level flow I played 0.1 and couldnt figure out what this was about as I explored only found the one jump and run section with the endless pit and I ran around in a circle once and couldnt figure out where to go.As for the visuals overall I liked the dark asthetic you went for! The textures are nice and with a bit of lighting and fog fixes the atmosphere would already be there! I coulndn't quite understand what the actual goal of the game was as I think its to beat the jump and run, but I couldnt find any clear goal point in any of the 1.x chapters, but maybe its just me! I hope you keep at it, especially the atmosphere and the textures could make up for quite a nice and horror/dark-ish game!
Apr 21 23:01:59 27m 02s Almost Empty ♥ 5 I dont know what I'm delivering, why I'm delivering or to whom I'm delivering. All I know is: WWAAAAAWEUMWEUUUMMM! Really well done, I playe for quite a bit just delivering it was easy to get in and pick up, I got kinda (soft) stuck on the first time my fuel ran out because I thought it was some signal strenght or something and drove full throttle through space then had no fuel and was still going super fast and the fuel bot couldnt reach me only after like half a minute of me looking at him menacingly but slowly creeping up to me (I almost thought he wanted to eat me alive or something) until I realized: Oh Gas! Yeah thats what I need, come closer buddy! I really liked the visuals and the sounds were also fitting! A really nice game! :3
Apr 21 23:21:16 19m 17s MAYDAY ♥ 3 At first I was like: HOW THE HELL DID YOU GET SOMETHING THIS POLISHED OUT SO FAST? Then I realized you guys were working on this as a 5 man team.. but thats even more impressive that you got this all managed in such a short time! Like I really like the art, the logo, the sounds. I like the vibe and the controls. I wasnt quite sure that I could shoot with the shot gun using lmb at first (I mean my brain shouldve gone: Woah shotgun. Pew pew! but it didnt so for my first run I didnt shoot a single bullet but still managed to get the engine upgrade somehow..) But really nice work guys! Especially the logo looks really nice imo! Keep up the good work! Oh and what I found, but this might just be me personally: Having to shoot the sharks twice felt kind of too hard and felt like the focous of me driving fast was kind of limited too much by me having to wait till I can shoot again at the shark(s) that is/are in my way! But nevertheless really nice! :3
Apr 22 11:38:55 12h 17m NetHacking ♥ 6 A cool concept, I found it a bit harsh with the limit to only one shot and either you hit or you fail entirely! But once I got the hang of it I could go quite fast, but sometimes I knew where some nodes were but when I changed to a new router I wasnt able to see any anymore and had to guess so a badge or something that sticks to the players screen in the direction of signals just out of sight might be helpful or a way to move the camera to look there and be able to estimate when to shoot due to the firewall thingies. Solid game!
Apr 22 13:27:06 1h 48m Sequence Drift ♥ 0 I quite struggled with the game and I only managed to get to the green square once sadly. Slashing through the enemies and the lightning pickup felt nice, the sprites felt nice and the visuals were coherent and looked nice together! :3
Apr 22 13:44:52 17m 46s Bee Bee Revolution ♥ 3 I had quite an issue to figure out what to do because I didnt encounter the big right click prompt when near a bee at the hive becasue I immediately zoomed out to a flower and thought I had to rmb + input the inputs at the very flower not fly to the flower and then back to a bee.the small explanatory text on the side also did not help me here, a proper tutorial with the mechanics gradually introduced would have helped a lot here! Once I had figured it out it was really fun with the loop of scouting and then going back and assigning the bees to the flowers, I even had one flower be collected by two bees but I wasnt really sure what my purpose was/how the mechanics worked: Should I assign one bee per flower? Do Flowers have a capacity of energy to extract? What do I exactly get from me assigning the bees to the flowers? I figured some of these out after a completed run but was really unsure during the run! But quite anice game and I like the face of the bee! bzzz! hehe!
Apr 22 14:34:40 49m 48s Cleared To Land ♥ 2 I love your Idea here! But I found it quite hard to grip at first but I've got some Ideas on how you could straighten things up so its easier to get in, less clutter and easier to control as a whole! Because the mechanics itself seem already really good its just that bit of structure/polish in it and it could shine really well imo! Heres my list: 1. The tutorial is way out there on the top right and once I clicked on OK the timings on when I see the next message is not graspable and I was hanging there for a few seconds at times wondering, oh and now? is this the whole tutorial? only to then after a while the next window show up! Having things in the menu highlight and have the tutorial box move to where these things are in on the screen (while being highlighted) would make things easier to understand and having the tutorial immediately go to the next window without any delay would make it way more clear that we're still in the tutorial. 2. The camera controls are waaaay to slow I felt, I felt like I was a snail 3. The controls on the top left are all over the place with hotkeys, I think standardizing them to a 4-5 key kind of grid system would make it way easier and fix some of the "depth" issues that one encounters: for example I struggled knowing whether me pressing C already is a valid signal to send and I didnt know I had to select a runway with 1 and then south or north with Z and N These hotkeys are not well highlighted to the player and all over the keyboard! I think having the first commands like circle, land, taxi, altitude. speed, pattern could alll be bound on like q,w,e,r,t,y then you would be in the mode "circle" and in that mode me pressing A would then select the first runway S the second etc and then the second row with ASDFG would change and A would select south and S north. This coupled with these actions being displaye prominently in a bar at the bottom that would properly update with highlights would make this so much clearer! 4. The controls of the signal direction with Q and E felt quite tedious and slower than they should imo! I would prefer to be able to shoot my signal at the locatgion of where my cursor is. and if we were to combine this mouse control with the qwerty focused control i mentioned in 3. this would make thins so smooth i think! But I dont want to just get stuck on all the Ideas I had come up immediately wehen I played it, I also wanted to talk about the things I found relly cool! - The planes showing their current action with an icon above them made things really clear what they were about to do! - I had so much fun playing it and getting to organize the planes to get them to land (and not crash - but oh boy so many crashed into each other xD) - I found all commands/signals to be really clear only taxi had me a bit stuck as I didnt get what it actually does from just the tutorial. But I hope you keep at it and improve upon it just a bit because I think the idea behind it is really cool and could lend itself for quite a nice roguelike system with upgrades or a long running simulator like game where you gradually expand your airport and get more and more towers, more lanes etc! really cool!
Apr 22 14:46:00 11m 20s White Silence ♥ 0 I know exactly what you wanted to go for here and I like the vibe and asthetics but I was quite stuck at first because the book tells you how to use the radio but I used it and heard nothing and I was like: "is this bugged?" I tried a couple of times checked the book again looked at the bright and dimming wall but didnt see anything and it wasnt really clear at all that there was this other room and that I had to sleep. But I loved the vibe! :3
Apr 22 15:03:14 17m 14s Drum`n`Ice ♥ 3 I tried the web build but its broken and doesnt load for me and I went ahead and tried the windows build. I really liked the low poly aesthetic and the funny kind of not so serious setup of it all and the combination could also really land really well imo! The big issue for me was: I only had to look at the spell list and couldnt look at the metronome/beat preview thingy in the nmiddle and it wasnt even synced for me, I had to click whenever I was in between these blue parts to get it working but it felt quite off and it was really frustrating to get a mistake in the beginning because there was no indicator apart from the one red key and no indicator that I was not allowed to still try and get the rest of the spell done. Due to that I often sat there missing things and not knowing when the beat was actually on sync and I got one run where I even got past the first right turn where it goes up a bit but I died there then. I liked the Idea of buying other spells but maybe one should only start with one easy spell and small damage to begin with and get bigger more damage spells with more inputs later on because right now it was a no brainer to just buy the 12 damage spell from what I could figure out because I just had to input other keys but not more ore anything which made that spell just as easy to input as a 6 damage spell and by that made the other spells useless (except for if the elements did anything like more damage to certain enemy types, but I didnt figure out that there was such a system!) Cool idea and a nice humorous take I think! A bit more polish and this could already be really goo imo! :3
Apr 22 15:28:44 25m 30s Bons Baisers de Roquebrise ♥ 7 What a breath of fresh air! Like.. literally! This was such a chill experience (even though the one level where I had to balance two of the boats not crashing into another one was a bit of a close call but really nice! I personally did only quickly rad the dialog of it all at a glance but I think this could with some more polish and a few more boat types/mechanics be easily its own quite chill game! I really enjoyed routing them, eventhough I at first though I must guide them all the way to their exit and not just out of the way of one boat.. but once I figured out they find their way on their own it was all good, but that would be a little hick up to clarify a bit more I think, should you choose to continue developing on this game! I really enjoyed the visuals, the chill vibes with the music and all! Really nice! :3
Apr 22 15:39:40 10m 56s Walkietalkie Runnie ♥ 1 I tried downloading Runnie.zip but I couldnt, as it was 404 not found and when I downloaded runnie (with the small r) I only got what seems to be not the full game? its only a blue background no other cars just me driving sadly! Wouldve loved to try your game out! :c
Apr 22 16:13:46 34m 06s FOREIGN FREQUENCY ♥ 2 such a solid game! theres nothing to complain asbout, no major thing i got stuck on. just boot it up and decrypt it alll! was a fun experince! thank tou!
Apr 22 16:52:08 38m 22s Destructive Interference ♥ 2 Woah that was so cool! I like the artstyle I like the songs! ..and you even got multiple difficulties in? (I really struggled with very hard! I could only do hard, quite easily to be fair, but very hard really was so much harder!) But the concept is so cool, but I had struiggles with reading the notes properly, them having different waveforms is a nice idea, but I think the short notes should just be colored squares and the slides, where you have to keep pressing need some lengthy "bar" with the color on the grid so its easier to read (and in these bars you could still animate these wave lengths to keep the theme easily imo!) Also when there were multiple colors the icons/colors were somehow hard to read properly for me on a whim, them being multi colored full on squares might help but I'm unsure, made it somewhat hard for me to play the last very hard level at least I thought! Oh and also the jump did not feel intuitive to me, I basically never used it except I really, really had to. I also noticed there were quite some bars/sliders that started before those thorny branch things and then even went further underneath them, but there's no waty for me to jump and hold a note so I didnt know if I did something wrong here and missed something or if this was a genuine bug 🤔 But really cool game I'm impressed you guys pulled this off in just 72 hours! Wow!