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BrandonCimino

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202251Every 10 seconds👥Captain Mulligan's Hookshank Redemption '22jam3.002.003.503.002.502.002.00
202047Stuck in a loop👥Babysitting Astronautsjam15092.852.323.223.953.722.622.57

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by BrandonCimino

LD47 — Stuck in a loop

Loop Something Something by mbrezu 2020-10-07T17:09:20Z

Pros:

- I like the concept a _lot_, and it made sense immediately. - Please take my criticisms to be evidence that I liked the game and wanted to provide feedback, because I do really, _really_ like the idea! - Technically speaking, the movement around the blocks is very well done and I imagine was not very easy to build.

Cons:

Once I started playing, I thought maybe I didn't understand the concept. Turns out I was right, but I realized my confusion was because of a few things: - The blocks being placed _behind_ the crosshair confused me. Because the crosshair moves but the ghost doesn't, the crosshair is what my brain naturally focuses on. Once I "shut off" my brain thinking about the crosshair at all, it become much clearer. - I couldn't figure out if the explosion & screen shake when you clear blocks meant I was doing the "right" or "wrong" thing.

Minor cons/potential improvements:

- All of the arrows around the blocks are visually very busy.

I imagine that this is because they are implemented as distinct sprites aligned next to each block, rather than one continuous "line" - which makes perfect sense.

In essence, you are communicating 2 things: The path, and the direction.

You could communicate the path with a simple line, or maybe a "glow" effect rotated to line up against each tile.

As for direction, is it necessary to actively communicate it? Since the crosshair always travels counter-clockwise, maybe it's enough to just show the path?

You could also use something like colorizing the path parts in order to communicate direction, assuming they are stored in order, so that way you still avoid the need to draw the path continuously.

- Different tiles are hard to distinguish, visually - maybe increase the contrast? - Game takes quite a while to lose even when pressing space non-stop - After you get "stuck", you have to wait until time runs out before you can "lose" (Figuring out when a player is "stuck" might be hard - maybe just creating a "suicide" button would help?)

Overall, a great idea, and great work!

Sagittarius 240 by microgravitydan 2020-10-07T17:31:14Z

I believe I understand the goal: to get the speeds of each ring to be the same and to get the blocks on each ring to line up.

I have absolutely no idea how to do this. Left/Right (or A/D? I tried both) to modify the velocity of a ring doesn't appear to do anything.

"Locking" a ring with spacebar turns it green, but because they all travel at different speeds, they immediately turn back to yellow.

Pressing the space bar on the first ring makes the block turn red. I don't know what that means.

Co-Routine by MatchaFlavor 2020-10-07T16:42:36Z

Pro: - BMOs are very cute - Voxelized Aperture Inc. works well - Core concept is straight forward

Con: - Gradual lerping on the camera made me motion sick VERY fast. Sticking to a traditional 1:1 mouse:camera movement would probably help. - Being unable to "re-use" a node isn't very clear - colorizing a "used" node, or a popup message when you tried to use one that was "used", could be easy ways to communicate that idea - There's no indication that, when you press a button, it affected a different platform. The most "elegant" way to resolve this would be to place platforms that move as close to their triggers as possible; or at least within their line of sight.