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mikeware

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TimestampSince previousGamemikeware's comment
Oct 18 22:46:30 The Telegraphist ♥ 2 Cool to see someone else make a Morse Code game!
Oct 19 06:17:48 7h 31m Stonepunked ♥ 2 Great game. Scored 74. Think found a way to cheese it a bit by attacking from behind, but it ramps pretty quick. Think you probably need a penalty for bugs going off the left of the screen. The character animations are great! So cool to see the club motion, gave things weight to the bug bash.
Oct 19 06:40:46 22m 58s REWIND RAMPAGE ♥ 1 Definitely needed some incentive to use the rewind mechanic and attack the enemies, as I could just dodge them for a long time. Was unclear on the differences between some of the enemies. It probably would help to focus on one mode with your core mechanic than trying to cram more in. It'd be nice to see the AI Disclosure here in your write-up. I think I'd like to see what you could do on your own though, so keep at it, build confidence, and learn.
Oct 19 07:04:02 23m 16s The Last Chance ♥ 1 Graphics are really polished for a jam, loved the intro story ones! I haven't completely learned all morse yet, only got to implementing teaching 8 letters in my game... 😅 Found the walkie talkie a bit fiddly, think I needed to be able to input a bit slower (i.e. have some sort of heuristic or slider for the unit length). It could also be useful for the walkie to only accept the symbols needed for the game. I also needed a redo the symbol button. I didn't realize that I could move them all at once either, so I was trying to just get them all to move north at first. But they got stuck on each other too. I could not react quick enough for the drones. Are they avoidable? How do I get my people to shoot the drones? It also took me a while to realize I could scroll the map. So, a few more instructions could be handy there! Going to brush up on my morse and come back to this one, it'll be good practice. Awesome job!
Oct 19 07:59:48 55m 46s Ancient Tech ♥ 2 I'd suggest the game start on the construction screen as you have to build the house first before you can do anything else. Took me a second to poke around and realize. A few more words in the tooltip about what some of the things are, what they enable, and where they can be placed and such would be handy. This does throw me back, these types of research sim games are always fun. Good job! My village perished...
Oct 19 08:22:20 22m 32s Lady DeBugger ♥ 2 Woah, this is well polished! Great job! Amazing art and effects! I did need to know about the restart key before you prompted it, as I missed the jump on the bug. The timing took a bit to get used to, I wanted another split second when landing on a bug to do the high jump. It'd also be great if bugs just reformed after a bit so I didn't have to restart a whole level in some cases if I missed the jump or didn't do the high jump off one.
Oct 20 06:48:59 22h 26m ZERO_DAY ♥ 0 It'd be great to repeat the controls in the game description on itch. I added the health box on top, then the gun, and got stuck in the corner with an enemy on each side I couldn't shoot. But love this concept and the aesthetic. So cool! Caught your game on TigerJ's stream. Great chatting with everyone there!
Oct 20 06:58:27 9m 28s Forgotten Tech ♥ 0 Really cool idea! Saw this on TigerJ's stream, great connecting with folks! (Don't forget to put a link back here on your itch page to make it easier for folks to vote if they find you on itch first!)
Oct 21 06:34:32 23h 36m Ultimate future: spaceship laser adventure, the new-age shooter ♥ 1 Great game, this was a lot of fun! It did seem like similar inputs across all the modes resulted in the same outcome, it could have been neat to see twists on the level each time too. I don't think I ever got impaled by the horizontal spike at the end. Also, you forgot to put WASD for the controls with the others ;). But really the twist was great, I didn't expect it!
Oct 21 06:51:45 17m 13s Fliptober: Retro Edition ♥ 1 Nice cozy memory game. Seems like there's a known bug, I think I could sometimes click too quickly thinking it was my turn before Trumpet was done too? I was a bit confused when I'd get to remember something vs. it remaining unknown. But the aesthetic was great for a memory game with a cute little jingle! Thanks!
Oct 21 07:07:50 16m 05s Stardust ♥ 1 Not sure how I feel about this. It was a bit confusing to understand when your fuel was exhausting. If that's what the numbers represented, then it didn't come across. Some sort of more visual indicator like a bar or dimming of the star would be better. But then, I didn't feel like I had much agency in the outcome of what happened.
Oct 21 07:13:19 5m 29s PHOBOS 101 ♥ 1 I have a memory like a goldfish; it'd be nice to refer back to the initial notes in the game while getting started. (Ah, I missed it somehow in the upper-right, it didn't look like a button.)
Oct 21 15:30:07 8h 16m Bumper Cars Guy ♥ 1 What a blast! I never would have thought I'd play a game as the bumper guy operator! So well put together too! Really well done for the pico8 and low-res too! I just felt like everyone smooshed together at the end though, I hopped in the middle cart and couldn't push anyone: bumpercarsguy.png It could be interesting to see each individual kids happiness than the aggregate too, I was trying to get around to each of them. It was a bit tricky sometimes to get in the cart I wanted to. I wonder if I needed a second objective, like to go stop/start the ride power between waves too or something? I can see myself coming back to try and beat my high score of 240.
Oct 22 08:50:05 17h 19m Tiny Technician ♥ 0 > You probably know about 8 bit registers. Not before bed... took me a bit to understand what to do, then was fine, it's just been a long day. I think just a simple tutorial level at the start or a few more instructions in your write-up would have helped. Just even a "press one button to flip its state to bring the current value within the green highlighted range. If the button is already on the value will be subtracted, if it's off it'll be added". That was a big bit I struggled with initially too is that I could only flip one register, I kept trying to do multiple (though that could be interesting later on as another difficulty stage, but would need to be prompted). I got tripped up by the negative numbers too, will have to play again to try and get to the end with more brain power.
Oct 22 09:07:30 17m 25s Carbineball ♥ 1 The game looks gorgeous! Curious to go see and learn how you made the sun's arms work, as I haven't tried something like that before. I also hadn't thought of manually putting a little full-screen button in there, nice touch! The game itself was hard, I had a bit more success if I just sat back a bit and let the ball do its thing. I found if I tried to bump it sometimes it's just instantly go careening off a wall and into the pit... I definitely want to try again later. Thanks!
Oct 22 09:24:40 17m 10s Semaphore ♥ 0 I too was not originally onboard with the theme, but ended up digging into old communication tech. Cool idea, really like the feel of winching the signal works with the chains. Agree that it took a second to realize the pull ropes were also "levers", but managed to figure it out (also saw the issue with the swarm speed not resetting). And "strength" is misspelled/typoed. LD60-Semaphore.png I made it to 26 my first and second try, the difficulty seemed to spike there and a swarm of monsters were suddenly at the gates. Early on, there's just a lot of waiting, you have the queuing system, so it'd be nice to just have the preview of the next monster before they appear on screen so I can practice the next signal. Then just tone down a bit of the sudden increase in monsters appearing. (I don't think I ever saw a butterfly/fairy.) I also think keyboard controls would help a ton too. As much as I enjoyed the tactile bits with the mouse of controlling the signal it was just too tedious to be moving the cursor back and forth when the speed picked up. Like just left/right keys for rotating the beam, space to flip the end, and enter to send could still have a bit of that movement/process but just give you a bit more precision.
Oct 22 17:01:55 7h 37m Tape On! ♥ 1 Really well put together for 48 hours! The art was adorable. You forgot to say that "Enter" was the start key in the instructions, so that took me a few seconds to figure out how to get going. The timed bonus levels took a bit to realize what was going on, realized after re-reading the instructions. So, a bit of clarity in-game would be handy there like with a count-down and prompt to beat the timer. Also, it was confusing I could still complete it after the timer expired, it should just end the level. I too got stuck on like level six or something with the escalators coming down on each side and two boss spawners. Four shadows just overwhelmed me. It was confusing that they would teleport, and they wouldn't go down the escalators so it looked like it was glitched. I wanted the tiniest bit more jump height as some of the jumps to certain platforms were pretty precise, but love how well put together the art and levels were! Thanks!
Oct 22 17:16:39 14m 44s Heaps of Hops ♥ 0 Wow there's some depth here! I was a bit confused by the flour tutorial, as it just kind of continued day after day. Also, I had placed the mill right next to the receiver tile though, so maybe I missed something? (I think it was getting instantly delivered vs. the frog having to grab it, so maybe preventing the mill from being placed directly next to it would be useful to force path usage?) It'd be nice, at least for the tutorial for the flour processing to be quicker, as I was just waiting there forever otherwise with nothing to do. A few more tutorials would help too (some basic ones around pathing and other buildings/chains, etc...), or incrementally unlocking things and some tooltips, as I felt overwhelmed trying to go from tutorial to the easy world map and knowing where I should start and how to get to the objective/going about that. But this is really neat to see such complexity for a weekend game jam! Great job!
Oct 23 04:45:07 11h 28m Medieval Hotline ♥ 1 Love the take on the theme, wish I could read more of the cards, but then I'd jam up the board! Stopped after 44 problems though, needed the difficulty to ramp a bit more or have another element maybe? I don't think I got any chaos until 30. Gold seemed a bit over abundant? Wouldn't have thought of a switchboard, so was really interesting to see. Great job on the art too! I wish I could interact more with it on the top map of the kingdom. Oh, I also noticed little Red and Green invalid unicode type symbols popping up on the web version on the top-right of the progress bars, on Win 10 + Edge.
Oct 23 04:57:41 12m 34s Like Clockwork ♥ 0 I always like seeing gears, it's a fun idea. I felt snapping them into place was a bit fiddly, could have used a bit more wiggle room there, especially when trying to get them on the existing axels/knobs. I was also confused by the stacking level and wasn't sure what I was supposed to do (like I see kind of something in your screenshot, but couldn't get the gears to align in any way). I only managed to get the medium gear overlaid the big gear, but I couldn't do much with that. I also wanted the teeth to be offset a bit to better mesh for the spinning... 😅 Definitely a lot of possibilities! Oh, what did you use to create the music? Always interested in what tools folks are using.
Oct 23 05:10:36 12m 55s Punched to Go ♥ 1 Great idea for the theme, programming games are great! It'd be nice if once you discovered a piece of paper if 1) that you had a directory in the game to reference (yes, pen and paper work too), but also 2) if I could see the map again after stopping there. 😅 I really wanted to just edit cards directly without having to stop the machine again and fiddle with the switches. I wonder if it'd be easier if you just had the punchcard strip on the left, and showed the execution in line with each line of the punch, then allow the player to just move the reader back to the top to start again, kind of simplify the loop. It'd be great to see how easy it'd be for students to pick this up. Really interesting, thanks!
Oct 23 07:12:13 2h 01m Rail Switcher ♥ 0 20/20, success! Also, you're at 20 ratings, woot! ;) Almost missed a sneaky train at the bottom, that lower junction could be a problem. Agree with others the red/pink were a bit too close in color, always was second guessing myself. You could maybe have the trains be patterned with stripes too to make them more color-blind friendly too. Main thing I was just missing was a button I could hold to speed time up, or maybe if I clicked a train it could speed up. I found myself just waiting for trains a lot of the time. I had a lot of fun though, it was a great idea for the theme, and just enough puzzle. I could see it speeding up a bit and going through a few different levels if you do more post-jam.
Oct 23 07:17:34 5m 21s Full Steam Ahead! ♥ 1 Ok, that was unexpected and awesome, great job! Haha, I can see myself getting stuck playing this for a while. 😅 My rating should push you over 20! Toot toot! (I forgot to mention, I was expecting the boiler to explode if you pushed it too hard...)
Oct 23 07:34:14 16m 40s Quiet Carriage ♥ 1 Very cozy, liked the logic puzzle bits of the passengers, but yeah an option to turn that part off for a desktop companion could be useful. It could be fun if they just had some dialogue that'd popup now and then as you watched them or they moved around on their own. For the cargo train, it'd be cool if there were more stops and you could load/unload the cargo (again with an option to turn that part off and just have it kind of be automated). Neat idea!
Oct 26 03:50:31 68h 16m Steam Dasher ♥ 1 Fun game, it took a bit to get oriented, bit tricky at times. The penalty for crashing the ship seems a bit insurmountable, so need to be careful!
Oct 28 06:13:03 50h 22m Pinball "Repair" SIMULATOR ♥ 1 I kept trying to see if I could cradle the ball in the flipper while activated but its momentum just kept carrying it over... 😅 Would be great to see this mashup explored a bit further! It could be interesting if repairs get you money which allows you to add more bumpers and such to the pinball machine to help you juggle the ball.
Oct 28 06:25:21 12m 18s Teteria ♥ 0 I love how well put together this is with the hand drawn art, story, and voice over. I did not pick up on the translation hints, so wasn't sure if I was missing something for the flower picking. Glad to know they're different endings. I was hoping for a bit more agency in the selection/outcome from that regard or some level of success, but that's the arcade gamer in me coming out 😅. It's important to slow down and chill, which is what tea is all about. Thanks for helping me take a beat and enjoy a small window into this world.