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Azirin

14
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A member registered Oct 29, 2017 · View creator page →

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I attempted to play the game but wanted to let you know that on Windows 10, the game would not load past the story blurb at the beginning, either skipping or not skipping. 

Most excellent! My best time was 5:18 for an A+! Great job!

ShotWave is a fun little quick challenge game with a simple concept but can be deceptively hard. I enjoyed my 20+ attempts, though half might have ended before scoring 25. XD

If I were to offer some constructive criticism, it would be on how quickly the difficulty ramps up when you start. It might be nice to see a little less objects immediately and make the gaps you need to thread larger at first. Then after a few of those gaps, start tightening those gaps and spawning more stuff.  Players could naturally become accustomed to the controls over that little bit of time.

I found the variety of objects around the game to be interesting visually and the ball mechanic was nice to have, if a tad hard to aim due to the speed you are flying at. 

All together, this is a fantastic showing! Great job!

(Also, I managed to get my score up to 94)

This is an awesome idea for a tower defense and breeding mechanic translates over very well. Fantastic job on this! I found that I was trying out different monster combos more frequently but I was unsure if combining breeded monsters would result in a stronger overall monster. Still, seeing the fantastic art and the monsters combined sprites made these mechanics really pop. 

Some quality of life settings could help make this game stand out a little more. Perhaps an audio adjuster, an automatic wave starter toggle and the ability to drag the camera after breeding a monster & it is in placement mode. Also having a stat readout on a monster could go a long way to helping a player on where a monster should be placed. 

The difficulty could be scaled up a bit more or there could be less barriers for the miners to take apart. It never felt too easy but several waves getting through almost untouched should probably have a more dire impact for the player. 

This is an inspired idea and I would love to see this team's take on a full release with some expanded monster breeding mechanics. This really could be a hit!

This is a great little game with a single control. I did have an issue at first with understanding that I had no button control of the facing but once I came to terms with that, I found I was able to manipulate the bird semi-accurately.

If I had to change anything about what you have here, I would say that the landing/time to recharge might take a second or so too long. It makes sense that the bird might need a rest but as a player I want to get right back into the action as soon as possible.

I applaud you for the quality of the assets and your mechanical consistency of the birds movement. Also, I made it to the top in 279 time segments (I'm assuming seconds?) on what I am pretty sure was the easy mode. Loads of fun and could be a pretty interesting project to expand out. Cheers!

This is a fantastic game and for a game jam nonetheless. The art style looks great and everything is very readable, even if you skip the tutorial. XD

My only issue is with the isometric view and the character facing, which messed with me when attempting to grab a potato or something in a corner. Not sure how to fix that issue besides setting the gatherable objects further apart in the corners. 

This, to me, is a masterclass in creating a fun and visually distinctive game and I applaud the team for their work! Cheers!

First of all, I adore these vector-glow styled graphics and it automatically endures me to the game, even before playing. 

During gameplay, I found the controls responsive and snappy and I only felt like I had issues when I had something happening (enemies attacking or enemies draining) in one of my non-cardinal directions. I found I would need to jimmy my ship down slightly to line up my shots, wasting precious time while my nodes were being drained. I was playing on keyboard FYI, in case there is controller support. 

I found the soundscape of the game to be excellent and was able to tell when I needed to check my minimap for a node under attack. Enemy hits on me were noticeable and I felt like the feedback for the player was good. Enemies exploding felt satisfying and juking them into the moving electrical grids made me feel clever, even if it usually happened when I was fleeing. 

This is something that I feel like gets looked over too often in jams (My submission included) but your ingame "How to Play" was concise and informative. 

This was a great showing! Cheers!

Managed the last level in 00:25.34 and a combined 1:14 overall. This is a fun little racer and I could see this going further as a project. My only critique would be making the boost not stop the player (even though the stopping and going is clearly the pulse from the jam). Might be interesting to instead have the player use consecutive inputs be the driving forward mechanic? Would still keep the pulsing but not stop the gameplay.

This is an excellent showing for a 48hr jam! Fantastic work!

The atmosphere in Pulsetergeist is fantastic. The heartbeat mechanic is so eerie and perfect for the poltergeist chasing you. The flashlight being so limited is also a great idea, with the (brand accurate?) batteries being very recognizable. This project was so well done, and it was cool working near you guy in person! Cheers!

This was a very interesting take on a rhythm game and the creatures are cool looking. I'm also a fan of the parallax background, which really sold the illusion of movement. I did find the game to be pretty difficult, but I also have next to no rhythm. Fantastic work everyone!

I enjoyed playing Ruins of Obel and the idea of having multiple objectives that also benefit the enemies is a great way to keep the pressure on the player.  Good job!

This was a fantastic play! The scaling mechanic was fun to mess around with and made me think about bringing specific items around with me. Great work guys!

If this project would be pushed further along, I would love to see more puzzles and perhaps a change to the holding height of the items. Enlarging or carrying items tends to shove all other items around, usually into the water. I got used to this and carried the items higher by shoving my camera into the ground. 

To be honest, it is amazing that this was the only critique I could find with this frankly amazing game mechanic that was rapidly developed. My hat off to you guys.

-Azirin

This project is looking great Mini_Fox!

The inclusion of a interesting "Glitch" in the tutorial is nice and made me aware of that. With some polish I really think you make that into a feature. 

Your sound effects are great and sounding off at the right time. 

If I were to offer any advice, I'd suggest making the ball/puck speed up more when the paddle hits it. It will make your matches faster and more hectic. I used your glitch to increase the speed and found that to be fun.

You're doing fantastic! Keep going with this forsure!

-Azirin

Great showing Quellus. Character movement feels good and the attack timing seems like it is in a good place. Also your tile mapping (regardless of most things being stand in visuals) looks great. I never had a moment where I felt lost when moving around the map. Duke McDukerson is also fantastic.


 So far my only critique would be the visual (perhaps mechanically as well) placement of the attack. It seems like it is offset towards the characters feet and has a longer reach in the downward direction while the upward direction seems to result in me getting hit more frequently.

 
All in all, I enjoyed what I saw here and I'm looking forward to future updates.


-Azirin