FoonLudum Dare ExplorerUsers → CraneStyle

CraneStyle

Games

YearLDThemeGameDivisionRankOvFuInThHuMo
201842Running out of space👥WASH UR BALLZjam10122.982.932.883.332.242.41

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Humor vs Overall

Mood vs Overall

Comments by CraneStyle

LD42 — Running out of space

The Last Guardian by Avon 2018-08-21T00:55:45Z

- The movement needs cleaning up by a LARGE margin. It's too slow in comparison to your enemies. While having faster enemies later is fine in a game like this. With the frequency of their shooting and appearance, they move WAY to fast in conjuction to the player.

- The player's avatar should face where the projectile shoots. It is a HUGE feedback mechnisim to make sure that they see that. Otherwise it is huge disorienting.

- The health bar needed to be like 5x the size or moved to be more easily viewable and some minimal feedback for when I take damage. Right now there is no feedback of which I don't even know when I took damage.

- The balance mechanic between the light beams and the fire balls, you should allow a LOT more shooting of fire balls and if you are worried about balance you could always increase the health of enemies, but the see saw flow you want for using fire balls and light and such is falling flat.

Overall the concept is sound, the game premis is sound, but the executation failed on the main point of the gameplay itself. While you have a fair amount of pieces together, it's not entertaining to experience at all at present. Even just making the movement feel less constrained would improve it by a LARGE margin.

The 3 Idols by daviderosa 2018-08-24T03:31:14Z

-> STrong concept here are some basic game play design elements to follow -> REMEMBER that when you train the player to use the pedistal you should continue to use the pedistal as a way to communicate to the player to move the idols too. This way they do n ot have to fail to learn that they need to get the idle out or are somehow needed in the next area or hallway.

-> Because once you train me for that, I am looking for that.

-> Puzzles that are things like the weight and such, should technically be solveable IF I hold it htere, there is no indication of where you want the weight to be to solve it. Even a image on the wall of the trap going up if it was even would be a good response.

Slime Sumo by bloodyaugust 2018-08-13T19:19:26Z

Yes, no button shooting is nice. I would say, focusing on movement, translating hit responses could have used some focus. Good seperation and clear color scheme, but clear messages of when I hit and where I hit from, and then someitmes i feel like im dragging in my movement response. Otherwise nice!

Super Responsible Parent by dietzribi 2018-08-15T00:31:05Z

- Need to work on level pacing here is the golden rule ( Introduce -> application -> Challenge -> Application) Then as feel have more applications in between challenges. Only introduce 1 mechanic at a time. -Need to make that dash mechanic feel good - game challenged to much too quickly - Mind your time requirements too early

-> Solid concept, has a lot of potential, Goals were clear, feedback was clear

-> you did kind of shit the bed on that whole like thing that deflaits being hte same color as the level, cmon CMON!!!!!! not to mention me never seeing it before and it looking like part of the level.

Honorable mentions:

I liked the voice acting.

GRANDMA KNIGHT by manusaiz 2018-08-13T19:24:08Z

I seem to run into some basic interaction bugs pretty frequently, I get the concept like the general feel, but think a more focus on ensuring the kinds of things I am doing a lot of feel and work tightly.

Memory by Gnarly Narwhal 2018-08-13T19:30:16Z

Haha, I am split on my feels, one part horrified, one part having a fun time. The only thing I would recommend that would be a huge improvement is making the text even larger, and maybe slightly modified colors of the text blocks. To make it more easily parcable it starts to all kind of be a blob at some points and harder for me to intuitivily seperate the information.

No More Spacers by xero560 2018-08-14T01:55:23Z

Some suggestions:

- I have no idea what I should be doing in this game, there is nothing to indicate exactly what my goal is.

- Need good feedback on when I am taking damage for a game that is all about combat this is VITAL

- You shoe horned the theme, and nothing in your game really meets it, and I am just gonna be honest I DID TRY I REALLY DID, but I just can't say that it fit.

- Enemies health needs to be lower

- Move the health and stamina bar behind the character or add something opaque behind it, can get lost in all the bloom and red behind especially when im swinging my sword like a.... ummm something I am not allowed to say in public.

- You may as well remove dash, since basically it's the kill yourself off the ledge button

- Otherwise you do have a neat mechanic that i think you should trim down onto which was the spheres and being about to hit those away. I think if you trimmed your mechanics down and focused on that, you could make something really good!

Ending note: Srsly man, theme alright have a good one, i know i may sound harsh but in reality, I am just trying to help you. And I am not trying to be overtly toxic, I think it is great that you did ludum dare, now learn from your mistakes.

Skipping Cats by Lovro Kalinovčić 2018-08-14T04:00:18Z

- Follow the puzzle Therum (Introduction, application, application, challenge, intro) Whenever a new mechanic in introduced, it remains. - Some more feedback and visual focus on moving squares - Move instructonal information to be in the local space of where I am interacting - Anticipation of block drop( shakes then drops ) - BIG almost over the top feedback for when I successful get a cat in. - Challenge yourself to think about how to make me feel skillful at the choices I made. Once I do an application of a concept, need to create a condition where I can apply it in a way that makes me feel awesome and does not feel super obvious

ItsRainingVirus by Enver Arco 2018-08-14T05:58:04Z

-> Need to add a skill check that allows me to make decisions that make me feel successful when I perform them right

-> Add dust bellowing out and create more impact on hitting the ground -> Have impact effects and or sounds when pushing stuff. -> Add force to your pushes and wind up to help general movement feel good

-> Not alot of feedback -> feel completely out of control on if I can be successful I don't feel like I actually have an impact on my success -> Maybe have other family members represent lives and switch to them so it's not an instant loss condition

CENTIFEED 2042 by jchaplin 2018-08-13T19:36:46Z

Ok, so i think the concept is solid, and it's good to reference an old game an expand on the concept. My biggest beef here is that moving around does not feel good. It's very counter intuitive, and not in that fun way. Instead my intent seems to not be reflected in how I am trying to achive my objective. I understand what the movement was going for, BUT I feel like the challenge should not have been focused on the movement controls. But instead focused on mushroom placement and managing your size as you got bigger.

CENTIFEED 2042 by jchaplin 2018-08-13T19:48:05Z

@tinynerd @galan it's not that it's a "once you get used to it, then it feels good" This kind of implementation and design thought process is flawed. It implys your user will have the patients to remap how their brain feels something should act. The issue is more that, if you want controls like this, you need to figure out how you can best translate it to the player so that the controls are what the brain expects them to be.

The reason I feel they fit less here, is because the goal is to control your size, and to eat as many good mushrooms while avoiding bad. It's already a very touch decision making and reaction process.

Some other small ways this may have been fixed is instead of using keyboard, use a mouse, and you click, and it auto moves to that location accounting for all the turning and such on it's own. So then you have to get good and predicting it. But the mouse click to response interaction would be clean and would feel good. PLus you could even kind of show the path your going at the last clicked area so you could change it if you need too.

Out of Graves by Diego Goncalves 2018-08-13T20:24:09Z

I see a lot of good things here and some small stuff that would improve them game big time.

1. Make movement fun, I know this is a strange concept but adding some acceleration while moving without impeeded when I am not pulling a body makes menuvering interesting. The character should be inharently faster also. You can counter balance that by having the implication and showing of being slower when dragging a body.

2. Show a key, even small when i approach a body so that I know what to interact with. If possible, when you have contextual interactions always show this. If you want to get fancy, do it until the player has performed the actions X number of times that game session as you can assume they know what they are doing at that point. Also when you get close enough to interact with it, highting it in some way helps me know exactly what I will interact with.

3. Just for funny, I think how you get them into the grave should be shove smacking them into it, but that's just personal prefernce. You may get a lot by needing to throw them or something wwhere you need to move wind up. I feel like there are a lot of mechanics here, which are deployed solidly, and the standard feedback you need for them in place. But I suggest trying to think how to take the most common and minimal actions and making htem as fun and interesting as possible. Everything else builds on that foundation.

Bloody Hooligans by Natwomb 2018-08-21T01:29:05Z

- The core movement of the car feels really good

- The game does not tell me or indicate to me kind of the ways I should move the car around in order to maximize my carnage

- You take damage in situations that do not clearly indicate what I have done to get that damage, in some cases it's like I think I hit people hard enough but I really didn't. So that's confusing.

- ( personal opinion) the flame should have given the car a bit of a boost would have been a nice extra resource to manage in that regard

- Probably should have moved your health and fuel bar to bottom middle instead of upper right. As that is really far away from the action, and takes a considerable amount of eye/ mental power to check. In a high "octain" game you want to make sure to minimize that kind of information gathering

- Again I want to reiterate, that the base movement was solid, I think that by figuring out ways to get the player to do fun things with the car, that would execute better kills and reinforcing that in the game would have been better than the flame thrower

Overflow by antoined73 2018-08-14T02:55:32Z

- Great theme - Great compisition - I need to feel like i have more choices, I don't feel like I have alot of impact or say on my decisions and I don't feel like my personal skill and awareness is being applied. - There are issues with spatial awareness and objectives - Inconsistent teach methods that should be applied - The biggest weakness is that I don't feel that there is like skillful choice. I get that this is more of puzzle, but if you are going the puzzle rout then you may want to change the water rising in real time. Idea, is have water rise when you move. - Clean up learn by failing, I believe you can be the better designer, win by failing is for newbs.

Space Billiards by mshopf 2018-08-13T20:12:34Z

It's a good concept, perhaps maybe scaling hte player from easy interactions to more complex ones. I don't really get the "running out of space" vibe from it. But it is in space at least.

AEKI Wares by grizeldi 2018-08-13T19:42:41Z

struggling to see how this links with the running out of space core theme. I like what's going on, and I like a all the general mechanics in place. I think a bit more focus on repetative interactions feeling impactful and more feedback could use a touch. I am impressed with the overall implementation though. My biggest advice, and it's something you may hear from me a lot is. Make sure that the interaction the user is doing 90% feels amazing. It can be littlee things like how they run around and giving them like momentum or something so that moving around itself like a minigame of optimization while your moving stuff.

KARAS - Pushit VR by JerryLetehen 2018-08-24T02:42:10Z

-> So the concept is strong, so I want to say that before I say anything else. -> Need feedback for when I am gripping the wire, need a better way to infer to the user how you want them to interact with the world -> haptic feedback for when i am gripping -> (bonus points) would have been neat to have sparks if my hands in in the beams while im going -> Need to orrent the sphere to the center of the play space as you pass them or move otherwise you can get in hard situations at the edge of your playspace.

Cryptographer by Firebelley 2018-08-13T20:17:33Z

Solid entery, i feel there may could be some better feedback in a few interactions but the core is good.

Sharing is caring. Apparently adding a link is bad form on my part. Sorry everyone this is a new experience to me.

Inventory Wars by saoi-games 2018-08-14T08:13:01Z

-> Feedback work on translating what you want the player to do -> Need to figure out the "skill check" how to convey that to the player, as well as make me feel clever and awesome for doing it right -> Have a bunch more effects and responses for picking up and drpping items to make that action fun by itself. -> Total Value of the bag needs to be shown and update dynamically somewhere -> Either add a locking icon once you place items, or make it to where you can move items after they have been put in the inventory.

Count your Steps (or you will run out of space) by Akros 2018-08-14T03:31:54Z

- Strong concept - Make walking entertaining more interactive, some ideas are like if I am going to be slow, make me lumbering guy armor. - Fail by design, I know you can do better. Easy way to fix, Do an early light jump between all the points in order you want me to do them. So I can then be tactical in my planning.

Full of Thoughts by Pedro M Marangon 2018-08-13T19:21:42Z

Yea, the hit box stuff really grated on me, but it is solid!

Space Adyssey by Engyne 2018-08-13T19:27:42Z

I am struggling to really get the "running out of space" core feel of it. It's like a simplier version of "Space team" which is not bad, but outside of whack a mole response interaction. It feels less centered on the core mechanic and removing the windows themsleves does not "feel awesome." As a quick clicker sure, I like that part. But maybe removing controls from the ship and putting them on the windows and having multiple windows pop up and figuring out whcih you need may have made it more compelling. Instead of ( get rid of the annoying ) type of mechanic. Otherwise well put together, and solid implementation.

Bomber Brigade by Nexusviper 2018-08-14T06:30:38Z

-> Work on making movement fun, trick to this NARROW YOUR FOCUS BLOT OUT ALL OTHER MECHANICS AND JUST IMAGINE THEY ARE WALKING AROUND, and how you can that feel good.

-> Change bomb effect to a material effect and animate material

-> Add some sort decision that is very clear that I can make, that will impact my success or failure beyond just the i rub on it and nock it out. ( juggernaught momentum i talked about it)

-> Make the blocks like SUPER shoot down once they are falling not slow

-> controls, make them FEEL GOOD just as important and linked into making movement fun

Youber Driver by Firepit games 2018-08-16T18:29:31Z

-> Need to work on the driving mechanic a lot more. It's almost there but it's just lacking enough to be hyper frusterating. There is not a break that I could figure out, it felt drifty in the wrong ways, and just did not feel fun to drive. --- Would have been interesting to take the approach of as you add passengers you make the response go down on turning and break response could have been interesting.

-> HUGE FOUL, red is the dot on my minimap but GREEN is the objective indication in world ( Don't mess with the user)

-> Suggestion, cut the minimap there is to much functionally crammed into it and in a way forces the user to stare at the map more than drive the car. Focus on driving feeling good and then look at how you could use maybe even just a general direction indication.

On a good note: You did have all the pieces together, sadly there is no "skill check" so I don't feel pressure or an overall goal. I would suggest have a GLOBAL time like 2 minutes and a minimum money you need to make. And then progressively increase time but increase money exponentially to push driving skills and decision making skills.

Claustrochlophoby by cepeka 2018-08-15T01:06:05Z

-> Punching felt amazing

-> Movement..... yea this was BAD did not feel good. Need to fix that. It needs to not feel like I am walking through rock, soft rock

-> Get rid of shift, just make one movement feel good or you make pinky hurt -> Need to make stress more compelling of a mechanic, atm punching people, and avoiding cops is really the central mechanic which is fine! But the stress mechanic feels tacted on and irrelevent. So either remove it, and focus on being economical with my punches so i dont get caught, or figure out a way to make that stress balance factor impact my decisions.

-> I need a clearer goal that is then supported by all other mechanics. AKA finding trash did not feel good, and my other actions really did not impact my ability to get trash. I suggest perhaps trying to get as far down in the street with the mob, or just an area that continues to build up over time and becomes harder and harder to keep people off of you.

-> good things, again punching felt amazing, ( mixed bag, you had a lot of mechanics, but they were disjointed and not necessarily paired together very strongly)

Breathing Room by Barondev 2018-08-13T19:32:49Z

Very well done for the time, =) and a solid concept. I think working on some of the base interactions a bit more and really getting movement and shooting feeling more impactful. But the information translation is good.

Breathing Room by Barondev 2018-08-13T20:03:26Z

@mobiusdisco

-> your turret logic for firing at where the mouse redical is not accurate. I suggest removing that aim end and instead having a modeled or effect "laser beam" to show where the muzzle is facing in real world. Otherwise VERY frusterating to miss

-> enemies, especially early on, need to be easier to kill

-> Force the player to interact with the oxygen plant right out the gate. ( also anything that you can interact with F, you should have it appear over it when the player is even somewhat close to it just to reinforce it)

-> My first goal was to try to open chests using F but then realized shooting is what opened. This is a classic example of expectation vs what I interacted with. I am not primed or shown how I should interact with it, and the only other selection or interact from the menu is F. So I was slamming. I would suggest changing them from chest to maybe an enemy with it on their back, or maybe have an enemy next to it and it can drop once you kill that enemy. So really being clear on translating hwo you interact in your world.

-> Movement, when moveing around, in my experience as a game designer, in top down, to give the feeling of momentum or speed, I suggest genetly pushing the camera foward in the direction you are moving. And the faster you go the more you lean it. This is subtle but gives a much more... speed feeling to movement. PLus the most important direction of movement is in the direction i am going.

-> Shooting, I could go on for HOURS and HOURS about how to make a gun feel good. So instead I will be quick and say, one the sound effect cut off is weird. It is a bit disorrenting. You need an impact effect, sound, just something to reinforce I hit. If you are going to making CLICKING and shooting be required and controled you should let the user shoot as fast as they can click. If you want to limit this, do it through clip reloading. Otherwise you can do a firing rate, but then allow me to hold the button down and shoot. Make the bullets smaller from a model wise, but you can keep there hit rate bigger and make them brite and stand out in comparison to the world.

-> Finally, give me some ability to sprint that burns more oxygen kind of trade off. Also MOve the top left corner oxygen. You don't have a lot of interface so you don't need to fight with a lot of it, but you need to choose top or bottom and then group it. In this case, I recommend having health be lower middle. And put maybe information below the players feet for oxygen. Maybe even just move the top left meter down to the bottom center as it's far away from where my attention is and takes a lot for me to check. And then also have a value of oxygen pass over my head at like lower than 50% maybe to reinforce checking it.

Breathing Room by Barondev 2018-08-13T20:07:00Z

I apologize, I wrote that quickly I realize there will be grammatical errors.

Dogs on the Bed by Sharky3188 2018-08-14T07:18:14Z

-> work on feedback focus ( Key is like fixing making it more clear about dog ice stuff) -> think about how to make moving the dogs be more fun -> Pace the early game more through just large dogs aka ( just laying them down ) and then increase the difficulty.

Bat-Chan! by Alex Foyt 2018-08-14T02:25:57Z

I am the guy who stream went over your game.

Key points:

- I need to feel like I can do something about the projectiles the enemies throw at me, i feel powerless to stop them other than just waiting. A better indication of winding up before a projectile for timing.

- I think the key interaction of dropping the bombs is pretty good, but I think that could be focused on making it more interdating and skillful to do to be more fun.

- You followed the theme pretty well, I think that was clever, I think your art is cute and fits which is nice and a step above. I think if you had paired down your enemies, and really focused on your bomb killing interaction and feedback of dmg, as well as considered what might be things the player WANTS to do that it would have made it a lot more entertaining.

- Adjust the health bar or use some sort of method on the enemies to indicate health, looks to much like something that would block in the environment

Phase Shift by mitjmcc 2018-08-21T01:16:11Z

- Movement feels ok, but need to fix that jitter with the fighting of idle and directional firing input.

- This game would be about x10 better if you removed the shooting mechanic and just focused on the phase mechanic, it's solid, translates well, and you did a fair job of visually communicating it.

- The shooting on the other hand, the math for shooting is off, you don't shoot where your mouse is, and you use the 9 lock positions for firing but you can fire at another angle ontop of that, instead of freeze controling it. So it makes it feel really bad.

- Better communication about wall sticking or wall jumping, feels strange that is not communicated

- The jump feels pretty good, the land, if you had access to an animator, a bit more impact and follow through with the top body on land would give it more umf

- I think if you guys had just refined this into 1 mechanic, you could have really made something awesome. It was so close

- Also projectiles, of phase and the other one felt flat no impact to them.

Space Invasion by Nam Nguyen 2018-08-15T01:33:42Z

-> adding the "mario jump" ( by which when i give the up command if i release it i can short stop my jump and if i hold it I get like a frame or 2 more jump out of it)

-> Be careful about teaching through death

-> Momentum in movement

-> Feedback for when I am in a state that allows me to wall jump

-> In a training zone, do not remove text that is teaching me until, if you decide to remove it, I have performed the act properly.

-> Watch your difficulty level, I would tone it back already by about 30% remember that any time you add a time limit or create pressure on the player, it increases the difficaulty of any task 10 fold

Beyond Space by Allan Kong 2018-08-15T02:01:52Z

-> Close the loop and motivation for the player, link fuel directly with killing

-> Work on adding a "skill driven mechanic"

-> I just think the game lacks innovative application and is not really compelling, I think a few small changes could make that better.

-> The theme was not really connected to the game in a meaningful way

-> Solid implementation of a standard space shooter in a short time, is impressive.

WASH UR BALLZ by SteamPunkProgrammer 2018-08-13T19:15:39Z

thank you so much, my partner got sick during the dare, so we didn't get to focus on all the cool feedback stuff we had planned. So I just focused REALLY hard on making the movement feel as good as possible. I am just imaging if there was good sound and vFX how much it could have added lol.

WASH UR BALLZ by SteamPunkProgrammer 2018-08-13T19:44:17Z

Thank you SO much hellspoodles, so you felt like you were flying through a death STAR!!!!! Also, cmon share some high scores here!!!! =P

I have not been able to get over my last one, I keep attempting to do a mega clear and stunning myself out on an enemy on accedent.

WASH UR BALLZ by SteamPunkProgrammer 2018-08-13T20:38:07Z

Yea, that can happen, I needed to work on a bunch of optimization, but instead I worked on making jumping off their heads more reliable.... lol priorities!!!! hahaha though getting like a triple jump off enemies to land and clear half the field, is amazing!

@marcel Egle also geeez 597 seconds, you are PRO sauce!!!

WASH UR BALLZ by SteamPunkProgrammer 2018-08-14T01:25:01Z

@firebelley THANK YOU SO much!!! How long did you last???

WASH UR BALLZ by SteamPunkProgrammer 2018-08-14T01:29:02Z

PRO tip, so don't jump too much and just wizza round and flow through, but tactically when your getting hearded jump over try to land right on ther eheads before you touch ground, every time you do it,. increases the ground clean splash radius, if you do it like 5 times it clears the whole arena

WASH UR BALLZ by SteamPunkProgrammer 2018-08-14T02:56:43Z

Thank you wow that's still long, it gets tough at that part. I have been doing games for awhile, I just don't necessarily do the technical implementations. lol

WASH UR BALLZ by SteamPunkProgrammer 2018-08-14T03:33:03Z

Oh yea,m with more time I think I was at the point now to start thinking of how to expand and create a more compelling experience after.

WASH UR BALLZ by SteamPunkProgrammer 2018-08-14T04:37:01Z

Hmm, I should check, i didn't think i locked the camera, but maybe I just thought that it was another way to reinforce when your are stunned, and once your not stunned your immune for like 10 seconds. So you won't get restunned and can reset yourself. Generally speaking you only enter into stun bounces in a situation where you are getting hit by things where moving your mouse wouldn't matter, but it's not a bad point.

WASH UR BALLZ by SteamPunkProgrammer 2018-08-15T14:45:32Z

@bloodyaugust yea, sorry for that. I am not a master at the building configurations quite yet with unreal. I generally focus on the other aspects of the development.

@nam-nguyen Good strong feedback, and a good supporting arguments.

-> Momentum, if I had more time my next step was to slightly change the shape of the ball and have it lean slightly as you change force to give it that more ( speeder bike feel ) to it and to better imply the movement and direction of force. I think the biggest flaw there is not enough intuitive feedback on understanding how force effects your movement. [ this could have also been further inforced through some camera work, but I can see where you are coming from, in this case I was intentionally aiming for that kind of feel, but can understand the frusteration when there is no real way to know that's what's happening]

-> Camera, yea the core camera is REALLY good and it's not using a standard camera, my partner got that all working and I think he did a really good job at it. That being said, due to his sickness that happened he really didnd't get a chance for us to clean up the camera and look for ways to avoid that. I couldn't touch it, haha I dare not touch such dark magic!!! BUT, I see where you are coming from. In this case, especially with the camera already pretty close, the next adjustment would have been to remove balls from colliding with the camera and having the camera go through them, but we would need to figure out a way to imply that you are inside or when you do start weaving through them, you could run into a ball unintentionally.

-> Shadow, HAHAH Wow that's a GREAT catch. I never even thought about it or looked. Yea, def should have changed the ground to not be the same color as a shadow and better outline the paint. MY BAD

WASH UR BALLZ by SteamPunkProgrammer 2018-08-15T14:48:33Z

@allan-kong @danielpancake

Thank you for playing, and I agree with you. I wanted to add more, but as you saw at the top the situation that lead to that. I would say, if we had reached the point that it is now, earlier, we would have been able to work on creating a more compelling and expansive experience. As you know from my stream though, I am a strong believer that the 90% of what you do, without goals, objectives, or any other mechanics in play, needs to be solid and feel enjoyable to perform. Creates the solid foundation for everything else to grow and expand.

WASH UR BALLZ by SteamPunkProgrammer 2018-08-15T14:49:20Z

@awix you heard music!!!!! When did music get added....did unreal do something when I was not looking... SKYNET!!!

WASH UR BALLZ by SteamPunkProgrammer 2018-08-15T17:06:58Z

@nam-nguyen yea camera is super important hahaha. And people don't even know how important it is. It's one of those areas though where design and technical stuff clash in an epic way. By that I just mean, there is a ton of technical work behind making a good camera, and function and feel don't always aggree with eachother. But games are a unified artform FORGED in passion. That's why I say games are "FORGED." lol

WASH UR BALLZ by SteamPunkProgrammer 2018-11-29T18:20:59Z

Yea, I hear you! I will be doing a dare this weekend but all on my lonesome. So I will be figuring out how to best apply the things I teach on my stream and really push hard on others. I will have to find the QUANTUM of fun that is something I can reasonably achieve on my own as well.

Petri Panic! by Zeaga 2018-08-13T20:47:30Z

This is a solid concept, and decently executed. There are 2 main points to address.

1. Because of the linearity of the movement it becomes very clear that there is not a lot of "decision" making with grabbing slime. There are a few ways you could fix this. Have objects appearing and disappearing that you need to avoid. Having boosters that you can grab along the way to help you. Have different areas to drop off the goo btu they fill up so you have to figure out where to go that is best. ATm my agency feels very minimal, and it's so close to feeling great. I would increase the movement speed a tad so that when you have no slime your faster and as your bucket fills up you get a tad slower.

2. When you are full it should flash to you, and better clearer indication of the drop off point.

other than that, this has a good solid start.

Monkey Beat by Zangold 2018-08-14T05:19:57Z

- Need to follow the theme ( I know but still NO EXCUSES!!!! JUST DO IT, IT WILL MAKE YOU BETTER) - Increase feedback of when i am successful - Consider removing the need to be on beat in order to HEAR the words, intead the user needs to hit the valid area passing in order to get points, increase points the more accurate it is to beat. - If you wanted to fix something to be more to theme, have the valid zone to hit be larger and over time or as levels get harder decrease their size. -- Maybe the area on the field shrinks as I fail hits, and remove your health bar.