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William Corrin

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TimestampSince previousGameWilliam Corrin's comment
Apr 20 04:22:00 Cheeky Cherry Choo Choo ♥ 1 You had some very funny sound effects, I enjoyed the layered audio of what I presume is you talking - having a settings menu for sound was great too! I was a bit confused by the gameplay in general, I got the gist of it though.
Apr 20 04:25:55 3m 55s The Descent Of Johnny Baseball ♥ 0 I absolutely love the concept of this, and the humor in it is really great. I'm struggling a bit with the gameplay, but I immediately clicked on the game because of the ridiculous concept and the fact you named someone Johnny Baseball, lol.
Apr 20 04:34:15 8m 20s Signal-flag Shuffle ♥ 3 The fact that you made the pirate have his face change animations to laughing and being scared depending on what your last action was icing on the cake. This is my favorite one so far, nice job!
Apr 20 04:43:01 8m 46s Signal Back! ♥ 1 I really love the atmosphere with the scientist and the chalkboard you have going on. I figure this is kind of a take on an idler game combined with a bit of a puzzle game? It was fun! Really solid entry all around, there weren't any shortcomings. Also - your Steam game looks wild...enslaving Gnomes? You monster πŸ˜†
Apr 20 04:53:48 10m 47s Footsypool ♥ 1 You have made a really addicting little game, and its so cute too! Love the music and the little characters. Lots of juice. Great job
Apr 20 04:59:24 5m 36s Peter's divine intervention ♥ 1 It took me a little bit to understand that every character only responded to a knock if they were within the confines of the sphere, but once I figured it out it was a cute little game! The interaction with the father was very heartwarming.
Apr 20 06:14:10 1h 14m Cardboard Delivery Service ♥ 3 Its such a cute concept, I love the cardboard theming thats so ubiquitous and I can tell you had fun recording some of the sound effects. The camera controls really well for such a short time, as does the car. I'm a bit bummed you felt the need to use AI just for the cover photo/logo. You did so much by yourself! I would have loved to see what you made for the soundtrack as well. You seem like you have a knack for sound design.
Apr 20 06:18:57 4m 47s Hidden Signals ♥ 2 This is such an awesome concept, the second level took me a bit to isolate all the signals as I found myself moving back and forth between the different shapes trying to figure out which one was the problem. I will say - this game in particular was in pretty desperate need of a SFX slider - I know the dissonance is part of the game but it was super rough on my ears that I had to turn down my computer volume by about 50% haha.
Apr 20 07:00:06 41m 09s i love you, too ♥ 3 Got it! ss_a.png As an enjoyer of audio engineering this was a really awesome concept. My only piece of constructive criticism would probably just be that it feels like its lacking a bit of content - the person speaking to you after syncing the wave was really cool, I would definitely have liked to explore a bit more of that!
Apr 20 07:06:44 6m 38s Tipsy Tower ♥ 2 As far as the game goes - its barebones (as you already said) and its definitely more of a tech demo to show off your physics engine - but, which by the ways, is incredibly cool!
Apr 20 07:29:55 23m 11s Signal King ♥ 1 Graphics are really nice, and the implementation of progression and unlocking new towers upon dying is impressive in such a short time! It does get repetitive for me kind of fast. But so do most entries in this genre!
Apr 20 07:34:52 4m 57s RETURN//NULL ♥ 1 The graphics are absolutely gorgeous. How did you make the black hole? It looks seriously stunning. Unfortunately, I get kind of sick with roll-based rotation so i had to stop after not very long of playing. But the presentation and graphics are just fantastic, well done!
Apr 20 07:42:34 7m 42s TURN SIGNALS ♥ 1 I don't want to re-beat a dead horse, but I agree that the gameplay is just a tad shallow and the turn signals are hard to pick up on. The concept itself is great though! Other types of obstacles or cars, or events and stuff I think would really help a lot. The graphics are really nice, and the soundtrack is killer. Reminds me of old Sega games. Still an amazing job for such a short time!
Apr 20 07:54:15 11m 41s Relay Runner ♥ 1 The use of physics in this game is really cool. I love the fact that when you hook an astronaut or a box and it starts to sway that your ship becomes impacted by the force of the object as well. The signal loss and noise affecting ship control was also a great touch. And the atmosphere is really cool and spacey. This was a really good entry!
Apr 20 08:04:06 9m 51s Dr. Cool Whale Against The Electronicles ♥ 2 Its genius. Having the signal frequencies change visually and having the enemies _be_ electronics that operate at bigger or smaller frequencies is just genius. On top of that, the art is insanely polished. I'm genuinely amazed. There is even an upgrade system! My only constructive criticism would be that the bottom part of the map shouldn't have walls on it (or shadows), as you can get obstructed by the camera down there and the enemies will hit you without you being able to see them. Really great entry, props to you, you should be super proud!
Apr 20 08:18:59 14m 53s Connect the Universe ♥ 1 The graphics are really cute! And the concept for the game is definitely interesting. I think the execution could have been better, as just moving the mouse around (and having to be insanely fast at that) isn't really the most engaging gameplay. Good job!
Apr 20 08:24:28 5m 29s A Signal in the Woods ♥ 1 The graphics are really, really nice. And the animations for the player and enemy are as well! Even the bushes flowing in the wind was a great touch. The world really felt alive. I think I would have preferred something other than deck-building for this kind of game though, although I can absolutely appreciate the genre mishmash and see what you were going for. It just didn't quite stick with me. Great job!
Apr 20 08:28:30 4m 02s Dignal ♥ 1 Just wanted to let you know, on your itch.io page you have "Entry for Ludum Dare 60 - "Signal"" But its Ludum Dare 59 :) I even see in your game you have the boat that says LD 59 lol. Aside from that, the sound effects are absolutely hilarious and easily my favorite part. The first time I got a low signal and heard the "mmhmm" and then a 2 bar signal up to a 3 I laughed.
Apr 20 08:34:39 6m 09s Avalanche ♥ 1 ss_b.png I _KNEW_ someone was gonna be up here, lol! The concept is really neat, and you executed it well. The atmosphere, graphics, and sound effects really go good together as well. An extra juice would be some flowing snow particles in the wind! I do think one thing is that it gets a bit repetitive after a while. I'm not sure what else you could add gameplay-wise, but it does feel like its missing a bit on the progression front. Really great job overall on this.
Apr 20 08:40:25 5m 46s Input: SIGNAL ♥ 2 Its a clever idea. And the soundtrack goes surprisingly hard! I have two small issues with the execution: the buttons eventually describe the opposite way that the player is facing, so when the player is headed towards the screen downwards, the buttons then actually flip him the opposite direction from what they show on the image since the character is flipped around. Also, some of the levels have you just guess at the end to use your last flip before you even know where the ladder is going to end up. Maybe a marking on the floor of some kind to show you "lead the character this way" so that you don't have to reset at the very end if you dont hit that ladder that you couldn't see. Cool concept!
Apr 20 22:51:23 14h 10m Inside a Sun ♥ 1 Took me a bit to figure it out, but once I did I had a lot of fun! I'm super interested in whatever technique you used to construct the mesh of the sun. Marching cubes? I'm very impressed by that system, nice work. ss_c.png Some kind of ambient soundtrack would have been killer to listen to while exploring the odd Sun-Mesh though, and a few of the SFX I would have liked to be more pleasing to the ears. Programming/design/theme wise I think you nailed the mark though its such a fun concept! Great job.
Apr 20 22:59:02 7m 39s Flirting 101 ♥ 5 Ah I tried this yesterday and was confused, but it looks like you fixed the bug on the Itch page - nice! Its a cute little puzzle game. The graphics are simple but polished and its pretty appealing on the eyes. The levels themselves seem simple at a glance but as you play through them, the mechanics start to show depth (in a good way). For instance, the target "love interest" (man? lol) being placed away from a corner at the start but having him move into a corner later makes for different shooting decisions. However, there isn't really any "pressure" or driving force to prevent me from just spamming arrows, and also after the first few levels I was really wishing there was some kind of fast-forward mechanic as it got tedious to wait for everything to arrive at destinations. And I do wish there was a different kind of shooting sound on the bow, and some kind of hypercasual soundtrack would have done wonders! Such a solid entry all around. Great work!
Apr 20 23:15:19 16m 17s Licence to Fine ♥ 3 First off - this is a really cool concept, I've played a few other wave matching games but none also have a city that you drive around as part of the gameplay. Its impressive how much you got done. I will say - and god I hope I'm not making a fool of myself here lol - I'm pretty sure the Phase of a wave isn't supposed to affect the scroll speed. The phase of a wave is like an offset, that describes where the wave is in its cycle, but changing an offset shouldn't be affecting scroll speed in theory, only the starting location of the wave, which confused me a bit and made it difficult to match things sometimes. I also felt the matching could have been slightlyyy more lenient to the end-user. I found myself getting a tad frustrated when I thought I was "close enough" but had to tinker past what I felt was neccesary. I'm still mad impressed by all the different things you have going on in the game, including little text boxes and SFX and everything. Great work overall!
Apr 21 00:08:59 53m 40s Post Modem ♥ 0 Tried to play on PC 2560x1440 and i think your canvas scaling is broken. Could only see the very bottom of a button in the top left corner
Apr 21 00:29:04 20m 05s πŸ’₯Boom RailπŸš‚ ♥ 1 Ok, first off, this is a really impressive entry and has just about everything going for it - enemies, tons of tracks, a minimap, shooting, etc... Just a soundtrack is whats missing really! I had fun stacking my train length and thought it was really unique to gear up by simply stopping at towns. I really only have 2 pieces of criticism: the enemies need some feedback when you hit them, the bullet kind of just disappears and its a bit awkward. More importantly though, when the train is travelling at an angle more towards the screen, the Signal UI no longer accurately reflects which direction is left and which is right since the train's forward axis is now flipped. This makes decision making really tough after looking at the minimap because everything is flipped around. Maybe having a physical flashing light on the train point left or right itself, or a different mechanism other than arrow keys would be better. Great job all around its really nice!
Apr 21 00:49:06 20m 02s WORK FASTER ♥ 2 I really like the idea of the game, and having the voice say its going to crush you gives me this really odd callback to a video game on the N64 called DK 64, where there are these rooms that will say "GET OUT" that freaked me out as a kid. So thanks for that. LOL! I ran into a couple issues, i was holding a box when i think the mission ended and it killed the box from my hands making it impossible for me to look around anymore. Also, the F key was a really awkward key choice i think for rotating and stuff. It got some getting used to. Would have preferred Mouse buttons! The fact your VPN/other logos had a QR code on it leading to your itch website was hilarious.
Apr 21 10:30:31 9h 41m Signal Blast: Alien Shooter ♥ 2 The graphics are really appealing and it drew me in to want to play. The canvas scaling looks like its broken (at least for my 2560x1440 monitor): ss_d.png The jump was a bit too high, sensitivity too low (for me) and the shooting was kind of awkward. But it was a very cute little entry!
Apr 21 19:00:38 8h 30m FINDER-1 ♥ 2 The concept is just awesome, no other way to put it. I see in the comments you are a musician first and foremost and that makes sense because the atmosphere that the music provides is second to none. The simple vector graphics and black/white color palette also work incredibly well together. The gameplay idea is really cool, don't get me wrong, but you have to get used to it. I think the concept-side of the gameplay is almost a 100/100, and is very unique - but the execution is more like 3/4 of the way there. Without clear directions its difficult to understand what you're actually doing at first and what narrowing the width of the beam does. I eventually (think?) I figured out that it makes it so that you can survey the geometry at a more fine-tune resolution. And, although the odd distortion of geometry when moving looks cool, it kind of throws you off in a gameplay sense and makes it difficult to get an initial idea of where something could be - some kind of sound distortion, or maybe a slight change in pitch to the music that's noticeable to the ears when getting within 45deg of the target could have helped with this. The fact you have a compelling story in here as well is just the icing on the cake. Hopefully you don't take my comments the wrong way, I tend to leave serious feedback and you've made such an awesome game which is part of why it got me thinking about ways to improve it so much. Seriously an awesome entry. I loved being in your world, it gave me that rare feeling in a LD game that I was actually immersed in what i was playing. Super awesome stuff!
Apr 21 19:15:01 14m 23s Defend The Radar ♥ 1 My favorite thing about this game is that its fun - I think during Compo (me included) people tend to focus on the theming too much and forget that a game is supposed to be fun, which yours is! It even has powerups which is great. A few issues I had with the game: - The camera is so zoomed in at the beginning just to zoom out to the preferred angle after seeing the first big guy (i think thats what triggers it). I would prefer to just always have it zoomed out like that - The UI being way off to the side, and no current health on your tower, and no enemy defeated count - The player ship collision is awkward, i would have loved to get to ram into other ships, and although its not a huge problem since youre firing so fast that your bullets usually kill them, i did have a few weird instances where i was sitting on top of an enemy ship and just colliding with it and nothing was happening πŸ˜† The ship shooting SFX was also not annoying which is really important for a game where you're shooting stuff 10x a second lol. Nice job overall!
Apr 22 10:57:54 15h 42m Sky signal ♥ 1 Its a very ambitious game! Cons: - The background music was a bit repetitive - Gameplay is kind of repetitive. Some kid of upgrade for Sky like a shooter that lets you blast stuff open would be killer - Shadows/lighting are too harsh - Flashlight is too soft - Terrain fidelity is too low (character got stuck a lot) Pros: - The story actually made me care for the little robots. Poor Jade :( lol - The title screen having an intro animation was really cool. - The graphics meshed well together - The controls have no glaring issues or bugs - Having a return to checkpoint button was very smart in a game like this where you can get stuck and lose progress - SFX on the engine motor is good Overall you did a great job!
Apr 23 23:32:45 36h 34m Signal Strength ♥ 0 The concept of the game is cool, and the graphics are quite appealing. i love the 2D Billboarded grass you have going on The towers look great too. The sound effect once you light a tower is also great. The SFX of walking around is kind of a lot though, same with the high pitched bird noises The character controls well at times, and pretty poor at other times - the animation for falling and bouncing is really slow, and its incredibly slippery. Also as others have said, the unlocking of the mouse button is quite tedious and kind of detracts from the experience. The world you made is pleasing to be in though which is a huge accomplishment!
Apr 25 01:31:23 25h 58m Numbus Crossing ♥ 1 This is such a cute game. I really love almost all aspects of it, the game has a surprising level of polish with animations on text, background sprites, good music and SFX, its really a great entry. The one thing is the gameplay controls are a bit awkward, I feel like the pointing kind of works in the opposite way i would expect, or maybe there needs to be some more visual indicators on what arrows are allowing which streets to cross and which ones are blocked. Great stuff ovearll!
Apr 25 10:29:55 8h 58m Salvager ♥ 0 Its really cute. Very replayable, and super polished for the time frame. The audio all around is great. You added dynamic music I see, which is awesome. I love that the tracks fade in and out as you complete a level and rise back up The graphics are also really charming, and the game works flawlessly with no bugs (as far as I encountered) The gameplay is a bit shallow (no pun intended) but the shop helps with that. My only main issue is that I do think that the fish clambering onto the lantern and disrupting motion, although a cool idea in theory, is executed not the best - I found a coin off to the sides with 5 fish on my lantern, and i just sat there holding the right arrow key for literally 30 seconds as my character slowly moved to the right at like 0.001mph lol. Its an awesome entry overall, great work!
Apr 26 09:30:16 23h 00m While You Were Here ♥ 2 It is really cute. I'm very impressed by the quality of the art, sound, and animations - along with the cohesive look of the levels and backgrounds. It meshes together super well! The puzzle gameplay is fine, I like what you were going for but I think its just a little too slow...it gets tedious having to wait for the golem for so long, and the player doesn't particularly control well and feels too slow. That being said, the whistling effects (and differing ones at that) are great, and the audio for gameplay-related events is also spot-on. Nice job all around its very impressive! Last thing though - I noticed when going to your itch page that you don't have your source code linked. You need to upload your source code and link it here to your submission. Its part of the community aspect of the game jam for Compo games πŸ˜ƒ
Apr 26 09:38:39 8m 23s Canopy ♥ 1 I love these kinds of games. Really awesome environment and atmosphere you have going on here. For the most part the game plays smoothly too, there is some kind of weird hiccuping going on for me with the end of grappling (and in general grappling feels a bit odd) The levels themselves have this mysterious atmosphere to them which is very enjoyable to be in. The level-design aspect of the levels could use a bit of work though, but I think you did such a great job at creating a place thats fun to be in (using textures, art, SFX, fx, etc.) that its not that big of a deal imo. Great job!
Apr 28 21:57:33 60h 18m Deep Fall ♥ 0 I have mixed feelings about this entry - the concept is really cool, and parts of the execution are neat as well. Whatever shader you made to outline the peripheral geometry works well, but I think it needs to stay lit up for just a little while longer. The pinging being automatic I'm torn about, on one hand, it contributes to the overall atmosphere of the game nicely and creates some tension - but on the gameplay side, its a bit frustrating more than anything to have to wait and not have control over what you're surveying. And just to echo @winbion's comment - I had no idea I was even moving for the first while either. A more polished fix could be adding UI buttons to show you're moving, or having something other than just solid dark as the background - but even a super simple fix such as making sure you spawn near geometry to see the ping move could also have worked. Hope I'm not too harsh. I really enjoyed the concept and I think you were pretty close to hitting a mind-blowing entry, but its missing a few things here and there. Great job for your first jam!
Apr 28 22:06:18 8m 45s Green Screen ♥ 1 I get it, but its really not hitting for me. I think if you're going to make the player physically look down at buttons every single time they do anything, just to look back up at a screen to see where the cursor went, you either need to be in VR (still not fun tbh), or need to be doing something _really_ compelling alongside it, like a Stanley's Parable-esk story or something...which is probably beyond the scope of the Jam, let alone the Compo. I found myself just being frustrated and audibly saying "really?" after starting the node minigame and still being locked to the keyboard, lol. Your cover art, page, and even audio and graphics in-game are very intriguing, one of the more curious entries I've played so far, so it was a bit of a let down to be met with this kind of gameplay. Its just not for me. I can still appreciate what you've tried to make though, and others may like it. I'd love to see you create something very different next LD!
Apr 28 22:15:18 9m 00s Signal Hunter ♥ 1 The gameplay is really good. The control schema is a bit odd to me, I would have preferreda full-directional 360 controller with mouse and click to shoot, but maybe thats just me! Others have said, no audio is a bit of a bummer, but thats mostly because everything else feels...really good. I have a few minor nitpicks here and there, like lack of taking damage detection on the player (it kind of feels like you just die suddenly) and the muzzle flash on the gun is a bit much (for me at least) but yeah its really great all around. Plus its made in cpp, so you get bonus points for that πŸ˜›
Apr 28 22:24:49 9m 31s Awaiting Response ♥ 1 This is a really cool entry. I was slightly confused after pressing the first button on where to go, but I figured it out haha. The audio is well done, the backrooms-esk vibes are an easy win for mood, and the graphics are simplistic but i think they work really well. I will say, every time I died, I really had no idea why I died or even where the monster was or anything like that. Plus, that one room does kind of turn into computer-restart-simulator. The button was a unique interaction, and i think having like, max 5 computers to turn off would have been plenty, but I want to say there was probably...14? haha...gameplay is a tad shallow in that regard, but these kinds of games rarely have intricate gameplay, so for what its worth it fits the genre just fine. Super impressive to get all this done in 48 hours...nice work!
May 8 20:16:47 237h 51m Pandemic Purifier ♥ 1 I love the variety of AI behaviors you ended up getting in such a short amount of time. I will echo what others have said, that the signal thing is a clever idea, but choosing color as the visual indicator for slimes and weapon types matched behind a hidden signal value was really confusing for the most part and didn't hit the mark I think in terms of gameplay and causing confusion. Some sound would have been nice, and also I managed to (purposefully) lag your game a bit by firing a crap ton of bullets without leaving levels haha, so a pooling system of some kind could have prevented that. Anyways, the entry itself is really solid though! Lots of levels and content, and the graphics are cutesy enough to do the job i think :) And I think I'm rating #20 so I'm glad you're going to get ratings, well deserved, this is a nice and complete game with real effort put into it. You should be proud!