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    813 Game Reviews w/ Response

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    Pretty neat little game! Impressive in terms of graphics and also the assortment of fancy wands that you have to play with. It doesn't quite have enough meat on its bones to make me stick with it for long (more interesting escalations as the score gets higher would be neat) but I still had a good time with it. Nice work!

    RunicPixels responds:

    Thank you!!~!

    Wow, this was a pretty cool game! Absolutely love the intro in how it lets you subvert the premise, and the sense of escalation and momentum that the game has by use of excellent musical cues, evolving enemy types, challenging level layouts and so on feels fantastic and you just can't tear yourself away once you start playing! The slow-mo effect when you munch someone is just so satisfying. The movement controls are pretty tricky to master and it can be a bit annoying bumping into walls and such, but you just gotta love that heroic monster!

    I will admit, though, that I rage quit once I got to the shield enemies! I think they are a good escalation in terms of enemy design, but man, something about bumping off of them just really gets under my skin. Once I cool off, though, I'm coming back to eat them: just you wait! Wish I had a continue option so I could get right back, but I don't mind getting a bit of practice in by going through it again.

    EDIT: Hah, I did it! Munched those shield guys once I figured out the tech and munched that final boss down: what a great short and sweet adventure this was!

    DavidMarchand responds:

    That was a wild ride of a comment! Thank you so much for the thought and time you put into it. I apologize in the name of shielded law enforcers everywhere.

    Hah, this was an amusing little trip! Like a toybox, it was fun to poke and prod at everything I could find in the fake OS interface, watching what happens, catching all of the references and seeing how deep it goes. Sometimes it wasn't as interactive as I'd like (a recycle bin with no empty button?) but then other times I'd be surprised at how interactive it was (clicking on that file within the recycle bin). Heck of a nostalgia trip to go through the various Flash files as well: reminds me so much of the little sketches I used to do back in the day. So yeah, it was nice and all, but c'mon, why you gotta remind me that we're never getting Half Life 3?

    Kolumbo responds:

    thank you for the review!

    i really wanted it to have more to the windows aspect of it, but i started way too late to be able to pull it off in time for the deadline. maybe if i actually knew how to code or something, but even this took some effort.
    there is a substantially expanded version coming soon, in order to remedy that, though!

    hahaha sorry about half life! if its any better, it hurts me too.
    but hey, a half life 3 joke is peak 2012

    Wow, this is a solid art collab! Hits a lot of the right spots that I desire from these and avoids the typical, dull slideshow presentation. The corkboard gallery is a very cute way to present the art and is such a display of variety at once that you can't help but get enticed to click em all. Love how convenient it is that you can easily get to the artist's page by clicking on their piece (though this is absent for the side poetry for some reason) and it's awesome that you can pop the image into another window so you can zoom in for higher detail, which is crucial to be able to read the comics. This also has a nice bit of polish to it, like the cool way the picture swooshes in when you click on it. Well done! Could always aspire to be even fancier, but as said, I'd consider this to be a great ideal baseline example for an art collab.

    JYGame responds:

    Thanks bro

    Tyhond responds:

    Happy Belated Earth Day! :D

    Cool little metroid adventure you got here! Got quite addicted to finding all the various tools and weaving my way through nuns by climbing around on cupboards: really captured that 'Home Alone' vibe of being a little kid avoiding scary adults!

    Really shocked me with the amount of depth the game has in terms of endings: I beat it the first time with the bad ending but couldn't see how the game could be anything but that, but then ended up getting the good ending after realizing how many other tools and routes there were to find! Also thought it was great that the routes all led to big moments, like terrorizing the nuns or having a huge boss fight. Really cool stuff and I can't believe there's even more potential endings I could get beyond those two!

    It had a few rough spots here and there but nothing too major: if you stop crawling through a gap it should keep you in crawl mode instead of standing you up and glitching into the geometry, and speaking of crawling, I would've loved the ability to peek downwards if I crawl as there were a few times I jumped and ended up getting hit by something I couldn't see below. Also the game could be a bit plain when it comes to special effects: having the same death animation for everything, certain actions not having any sounds or particles, that kind of stuff.

    Veinom responds:

    Crawling is underused. It only occurs in the basement for gameplay variety. It would be easier to just remove it!

    I do agree about the special effects. I wanted to add some visual and sound effects for the Mirrors, but I kept failing, so I left it as it is.

    Thank you for your input and I'm glad you enjoyed this little adventure!

    Edit: Thank you for playing the game! Your video was very well made :)
    https://youtu.be/of8wxqPhZpw?t=17852

    Hah, this certainly gave me a few laughs and a lot of nostalgia, though for the latter, not exactly in a good way, as it was reminding me of the many terrible Flash-based 2D fighters I've played back in the day, and this unfortunately was just as an awkward mashfest as those were, lacking any sort of coherent feedback or sense of strategy despite my best attempts. Would've loved to have something simple yet deep like Divekick or Footsies, but this ain't it.

    Looking past it as a fighting game, however, it was still an amusing experience: the raps were very cool, I loved the goofy animations (those speed lines for walking back and forth, omg), the menus and presentation were neat, and so on. The concept of having more power when it's your turn to rap is neat too. Could definitely be neat, but in its current state, probably better as an audio portal entry instead.

    Cyberdevil responds:

    Tough critique man, though I do appreciate the honesty. After testing battle mechanics again and again you probably do go a bit blind as to the optimal experience...

    The difficulty curve seemed pretty balanced to me in how you wouldn't win all too easily as either one or the other character here, though victory does probably require more so finding and abusing shortcomings in AI response than actually combining moves in as thought-out and rewarding a way as possible, and with limited moves the tactics required are bound to seem a bit repetitive. Valid point on the need for more coherent visual feedback too.

    I do think the strategy basis is here, but probably not ideally presented, or balanced, or timed, whatever most impedes the sense of intentional progress... the difference between attacks and block responses could definitely be clearer. Maybe you need more visible openings and lapses in enemy attacks for which you'd best time your own to give a clearer sense of strategy, or more visible forewarning with attacks, so you can dodge or counter accordingly... though personally I do enjoy that more aimless classic button masher battle variety too. :)

    Ah well, glad you had some fun with this anyhow, and that the speed lines at least delivered! If there do be more fighting Flashes for the future: good points to consider here.

    Kwing responds:

    I found myself agreeing with a lot of your points and a lot of Cyberdevil's as well. There definitely isn't as much strategy for blocking and dodging as I would like and I think a big part of this is that in a PvP fighting game, having someone run toward you *is itself* part of what telegraphs an attack whereas the AI here will impartially attack any time you're in range and doesn't have a bias toward charging at you specifically to do so. As a result, the telegraphing for the attack animation is typical as fighting games go but the movement itself doesn't serve as an effective tell. As Cyberdevil says, the strategy comes less from fighting mechanics themselves and more from how the AI can be exploited.

    I saw footage of you playing the game and I think the biggest thing you missed was paying attention to range and distance. Staying outside of the opponent's reach until you're ready to attack and attacking at the maximum distance you can reach are some of the most effective strategies you can use.

    I do wish I had made blocking and dodging a bit more useful. It might have been cool if you could have reduced your opponent's offense by successfully blocking or dodging, for instance, so you had more incentive to use defensive moves during the opponent's turn.

    Lack of attacks was mostly a product of what can be accomplished in a Game Jam scope. More attacks would require more animations, and even if I were to flesh this out further I suspect better mechanics would be glossed over by a majority of people speeding through all of the games in quick succession. In retrospect it might have been cool to reuse animations (such as the punch) but animate additional things like a hadouken coming *out* of a punch.

    Hah, this was quite a cute and challenging job sim you got here! Love the stylish presentation you got here with cute touches like the brochure tutorial and such (though the colors can be a bit too loud and hide elements at times), and the gameplay was quite addictive and fun to puzzle out! It certainly was a bit confusing and intimidating at first to figure out where to start with the client and how to figure out where they went wrong when it could be anything, but surprisingly I was able to make it through somehow!

    It's nice and I probably shouldn't expect more considering its a game jam game, but I had such fun that I couldn't help but be a bit letdown at the low amount of dialogue variations and the lack of any sort of concrete end goal or sense of progression and escalation, as it did make it quite repetitive and made me eventually leave bored. There were also some clunky aspects like how there was no way to fast-forward text. But hey, for a game jam game, I think it did what it had to do: provided a nice concept that I'd love to see a more fleshed-out version of!

    OblivionCreator responds:

    Thanks for the feedback! To be honest, a lot of the issues with it getting boring over time were kind of known by our team shortly before release, but there wasn't much time to fix things, especially as I was working alone (on the coding side) on the final day trying to piece everything together.

    Honestly the reception has been incredible so far and everyone on the team is definitely considering a full release with actually fleshed out dialogue/characters - (Though I'll make no promises on anything!) - At the very least I'd like to get a version released that matches the original vision we had for the game.

    Hah, amusing little joke game! Doesn't have much to it so I struggle to call it a game, but it nevertheless did gave me a nice little chuckle from how 'epic' it tries to make calculations be and from all the various secrets and references it has. I had no idea what that 9 plus 10 gag was: I guess I'm getting old. Would've loved to see more calculator or number related achievos: can't believe you don't have one for 69, or 80085?

    Deaen responds:

    its a project i made in like 2 hours even i wouldnt call it a game i have 0 idea why its this popular lmao

    Hmm, this is a pretty decent and fun little job simulator! The presentation is a bit lackluster and inelegant, but I found myself getting quite addicted to the loop of making sales and upgrading the business, and I liked the complexity of having to find time to stop tending the front and go mine up some resources. Not too shabby!

    While it was ok, I did think the game was rather rough:

    *As said, initial impression from the rather lackluster graphics was pretty bad, but it goes deeper than that: the initial load time was so damn long too, and in my opinion, I wouldn't blame a lot of people for not even getting the game a shot because of that.

    *The game has a distinct lack of pizazz, particularly in that pulling off actions like completing an order for a customer doesn't feel satisfying, and when that's the main driving force of the game, well...that's bad.

    *Starting out the first day without any initial resources caught me off guard and led to me failing the first few customers as I scrambled to get my bearings. I know there was a tutorial and everything but still, throw me a bone here and slow down the pace when just you've just started!

    *While I got used to it eventually and even enjoyed it, the way the movement mechanics for mining works is very odd. I don't know why you can't just use a more intuitive setup of allowing the user to move directly how they want to.

    *I had an ok time but I started to get bored pretty easily as the game seems to lack depth (pardon the pun). All it was doing was adding more and more gems, but the core process of the game remained the same: would've enjoyed more complexities being added, like maybe different forges. It didn't help either that going up and down the stairs felt more like an annoyance than a challenge.

    *I found it absolutely bizarre that you can get orders and collect ores that are beyond your storage capabilities. I started to get some orders that wanted the bright green ore, and I felt so bad that despite collecting them, I couldn't actually construct the gem because I didn't have the chest for sorting that ore yet. All I could do was let the clock run down and watch the customer leave in a huff!

    pabten responds:

    Hi! thank you for your feedback, we fixed the loading screen

    Still working at it, bit-by-bit.

    Lucas Gonzalez-Fernandez @FutureCopLGF

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