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Pretender8

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A member registered Jan 22, 2018

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One of my favorite games that I have had the pleasure of enjoying in person is Tempest. Much like your game, it involves a shoot-em-up style game that involves the player rotating around a predetermined path that enemies also appear in.

I think LoopPProtect shares some of that DNA, inherently, as a result. There are a couple of ways you could potentially go with this concept. 

I think I get what you're going for with the limited ammo. Most space shooters go for infinite because of the sense of urgency, but I think I can see the appeal with limited. Trying to line up a perfect shot is fun and rewarding if done right. I definitely think there's work to be done in terms of player urgency and player agency here.

For one, the enemies sticking to the outer spheres feels... wrong. I like the damage over time thing, but it feels like there's an incentive to just give up after the first one sticks. The majority of the time that they're on-screen they're stuck to the outer rings, and I feel like it would be more beneficial for them to spend more time actually approaching. That would heighten the sense of urgency when one actually *does* stick to the ring. 

As for player agency... 

As previous commenters said, the movement of the game is pretty... slow. There's a couple of ways you could fix this. One would be just a straight increase of the player's speed, which is totally valid, or a toggle by holding down a key for a run/walk mode. One thing I've noticed is that either the player goes the same speed while in the inner rings, or goes slower. I think it would be good design to make it so that the player goes faster in the inner rings, as if they're already that far down, they certainly need the boost.

I would like for there to be a better, intuitive way of seeing how many hits it takes left to take down an enemy. I often don't know where to ration my bullets and when since the enemies don't have anything like a health bar or a relation (that I can see) to size. If you wanted to forego the healthbar on every enemy, perhaps make the bigger enemies get smaller as they're shot. 

The bullets seem random. I'm often stuck not because I missed a shot, but because I'm straight up out of ammo and the game doesn't give me enough. An easy fix would just be increasing the ammo drops, but I'd honestly recommend some way of refilling the player's ammo for playing well. Maybe something like skill shots or combo attacks. I'd pick your favorite. 

For random things I've noticed,
I'm not a big fan of the audio. I do wish there was an option to turn it off. There's a adage in film where you have to prioritize audio, content, video in that order. I definitely would see some people turned off by the audio and not see the game itself. I do wish there was some variation in the music rather than a single loop (most flip between an A section and a B section in music).

The replay button doesn't work. I've attached the error, but I'm not a programmer, so I'm sorry I can't help more.


The tutorial is... confusing. The eye doesn't lead very well to what it's saying, and it's overall very busy. I legitimately didn't know you could move with arrow keys until I accidentally pressed it. Separating the instructions into discrete boxes and not stretching out the text to the window size might help. The text is also flipped: A says move clockwise, but it goes counterclockwise, D says move counterclockwise, but it moves clockwise. 

There are numerous directions you can go with this, but I legitimately believe that this game at its core (ha) is pretty good, especially for a jam time limit. As much as I'm pointing out nitpicks, I can see the roots of a good game in here which is why I have a lot to say about it. I have to stop myself at this point because this review has gone on for much too long. I look forward to your work in the future and good luck with the game jam. 

As the artist of my group, and an ardent bird enthusiast, the art in this game was really cute and done well. Have some more confidence! While there's technically not a failure state, the main core of the game is fun. 

I would advise against putting the whole hitbox to include the flower, and to make the hitbox itself a little smaller than the player so that they can have an edge in weaving through smaller birds, especially towards the end. 

Additionally, having a dedicated "drop down" button would make the game more playable as often I flew too high and had no way of dodging other than gravity. 

I definitely think, given more time, this game could be completely polished. Keep up the good work, and good luck!

Fun game. A good first showing especially since this is your first time developing a game. I think that having multiple exits to a level is a novel idea and could be expanded upon.

Minor nitpick, but some people might not know what an "obby" is. That's a pretty insular term in a community, and a shortening of a word at that. I think a different title would get more eyes on your game. The 1/7 chance to lose progress in the level feels harsh too.

Additionally, some of the assets (like the player, the text on the title screen, etc.) go off the screen in the web version. I'm sure with a little tweaking that can be solved though. We had this issue before when we were developing in Unity, although I'm not sure if I remember how to fix it. 

If I was to expand upon this game, I'd say working on the player controller to make the base movement feel good might be the play here. It would make some of the detrimental effects even more fun to play, like "challenge runs". Leaning more into the fun effects and less into instant failure or forced game reset would be really good.

This is a good showing for so little time and for this being your first foray into programming as a whole. Looking forward to seeing your work in the future and good luck!

My teammate showed me this game a while ago, and I beat it despite my terrible sense of direction. Making subpar temporary code for the jam reminded me how terrible my typing was when typing anything other than words. It's really clever how someone used a similar feeling as a catalyst for a whole game. 

I will say that death is a bit harsh. I had to go back all the way to the start every time I messed up (mostly because of getting lost in the maze). The game seems to also break once sent back to the title screen, and I had to restart the whole window to get another shot at the game. 
I also had a bit of trouble closing the computer screen; the one time I tried to do it, I held Ctrl for far too long, and accidentally did Ctrl-W which closed the window, but this is mitigated by playing the executable. 

Overall, my teammate was right; This game is extremely underrated. We've passed this game to several of our friends and colleagues to try it. Seriously, more love to this game. I would honestly say submit this with a bit of polish as a full game after the jam. The story is excellent and so is the gameplay loop. 

Oh, yeah, whoops. It closes the game, but since it's on web...

Glad you enjoyed the game! Thank you for playing it!

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Haha, yep, that was definitely on the brain when pitching this game. Non-stop warioware playlists on youtube. Glad you enjoyed the game! 

Glad you enjoyed the game!
We did think of adding an oil spill, but ended up having to cut it for time. Glad to see someone else was thinking similarly!
We definitely could have done better with conveying the controls (opening the computers with space, typing to complete it). I'll keep that in mind for the future.
Thanks for the suggestions and advice, I really appreciate it!

The graphics are really cute! I like the pastel colors of this one.
That being said, the double jump seems a bit inconsistent and I'm not sure what the objective is. Get all the doors on-screen at once?

I did finish all 3 of the levels, though. As the artist of my team I see a lot of good stuff in your pixel art skills. Looking forward to any future work, and good luck!

Hey, as a fellow godot-pixel-art-game-set-on-a-spaceship-prominently-featuring-a-fire-extinguisher person, I had to check this out! I actually completed this all the way through the end, and it's a really good loop!

I definitely had some issues where I went to press a button that was swinging, but it ended up "fixing" the panel and not registering the input, so I had to go back and press it again. 

I also had some issues with the sliders: I assumed 0 would be all the way down, when in reality 0 was the first tick to the left in most cases.

I'd also prefer if the text erased the last task done instead of having to scroll up using the scroll bar and if the panels had color coding or symbols to better differentiate them, but I'm not sure if that's an intended gameplay loop or not.

Either way, this is really fantastic. I got pretty invested in the fate of this spaceship. It was really fun juggling everything! Looking forward to seeing any work in the future and good luck!

Saw my friend play this, and I had to immediately go and show another friend. Love the mechanic of dodging and I wish it was used more. Well done. Got a hearty laugh out of me and the creatures are cute. 

First off, MAJOR props to the aesthetic in this game. The music and the style of everything really fit into a kid-pix style atmosphere. The design was completely adhered to without any design sacrifices; I appreciate the texture that denotes interact-able terrain. (I don't know how you made the background feel like one of those screen-tone things that comic book artists use, but it's so perfect.)

Also, I may be biased (haha), but treating "scale" as not always linear, and depending on axis/rotation is DEFINITELY the play here, and I appreciate someone doing that completely right.  This is really impressive especially in real-time, when the player is moving simultaneously.

I did get stuck on "Ride the L train". Trying to flick the L fast enough for the cat to get on it did hurt a bit while holding the mouse, and I do wish it was just a *smidge* lower. Additionally, even though intuitively I know what side to scale, and it clearly doesn't work the same in most drawing programs, I found myself using the wrong axis when scaling/widening. (That might be a skill issue on my part though.)  

It would also be nice to get an undo/deselect button, but that's probably something that would be difficult to implement while maintaining tricks like moving the selected platform while the player is on it. (Especially in the short timeframe of a jam!) Oftentimes I select the wrong thing like a small portion rather than the whole platform, and that causes me to have to restart the whole level.

Oftentimes with open-ended games like this there is a question on how to restrain the player while offering freedom to design a creative solution. With such freedom such as this to draw your own design I think y'all nailed it perfectly on the head. I honestly think that this would probably work as a full fledged game once the jam is over. 

tl;dr, this game is really cute and inventive, love the little creature, amazing job

Perhaps different types of attacks, or bonuses for certain types of attacks. Or perhaps things that affect future turns. Honestly, there's a lot you could go through, especially if you decide to expand the scope of the game. The world's your oyster.

The enemy sprites were enjoyable for my friends. I feel like there is little to no interactivity other than attack or defend, so the game was kinda a slog to get through. I feel that more choices other than take damage or not take damage might be worth exploring.

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The tutorial is too wordy for a simple game. I would suggest integrating it more. The sprites seemed weirdly stretched. Also, the text in the credits are too small to read.

Pretty simple and neat. Not particularly random, but it's definitely a good game on its own regardless of the jam theme. I had a fun time with it. I was able to go through a couple of the levels no issue. I do wish the walking was a bit faster, but that's a minor nitpick in an otherwise really good game.

This reminds me of a minecraft minigame. The mechanics are fine, I just wish there was more to it since it felt repetitive and the different stage hazards didn't change much. Also, I would probably change something about the music since it's a pretty short loop with not much variation. Overall, it's fine. A good start.

Got up to 13900. I love playing Tetris, but this is definitely more like Puyo Puyo/Mean Bean Machine. Luckily, I also love that game. This is just... fun! I loved stacking dice to try and make combos. This had my attention the entire time I was playing. A really solid game, I'd come back to this one!

The pixel art is pretty good. I had a fine time with the game. There were some guns that I just didn't see a use for, but I love the one where you fired two at once and the starter gun. I would love to see this expanded.

It was fun. Not particularly super innovative to the theme, but I had a pleasant time with it. I got farther than I would have expected. Pretty solid.

Yeah, this is one of the more fun games of the jam. I'm a sucker for these types of games. The "Woo, new dice!" was infectious. I wasn't able to get very far, but this was awesome. I would play this again. I don't know why, but this game is just... fun!

This is my bad, sorry! I'm not a coder in this team and this slipped through as I was writing the scene. Thank you for telling us about this; this was extremely useful. There was definitely bound to be one more webGL error again, and we'll try and fix this next time.

This explains it so much better, I was going off the top face versus the one on the bottom. Thanks for listening to feedback!

Yeah, I did. I was able to forward the cutscene by pressing random numbers, but quickly realized any button would do. Some text prompts would be lovely, though!

A visual novel is, pun unintended, novel for the prompt. However, I don't think there's really... much here in terms of interactions. Just rolling a die over and over. Overall, it serves as a decent tech demo for a possibility.

I kind of get the mechanics by the end. But this was really confusing without any instructions whatsoever. I feel you could have done a better job of writing instructions on the itch.io page instead of just "get to 0." I stumbled through the first few levels just rolling randomly before I actually got the mechanics, and by the end I was just frustrated.

The presentation is really good. I like the style and the story for this game a lot. I think the tech behind the game is really impressive, however I think the time limit is too harsh. It kind of feels like "rocks fall, everyone dies" especially when you have to wait for cycles of hazards. Otherwise, this feels like it might be a good exploration game. Additionally, it was hard to figure out where you were supposed to go; the floor was a bit too dark to see the bridges.

This is an okay game. I don't see the point of picking less than 3 dice, or having 5 dice to pick from (they're all random, anyways, so increase the amount of chances you have?). Additionally, I don't see any reason to pick any of the debuffs (why would you willingly poison yourself?) so it just devolved into always picking the attack options. The gameplay felt a bit repetitive as a result as there wasn't any feedback from enemies or the stage. I do appreciate the theming and the art direction, however. The chess piece thing was a nice touch. The fundamentals of a game are definitely there and it would be interesting to see what could be improved upon.

One of the more creative games I've seen during the jam. I would like to see this expanded upon. I love the character sprites, they're fantastic. The main mechanic was also pretty fun to play with. It would be nice to see at a glance what health the enemy has so you can time your shots a bit better, though, and the hitbox felt a bit weird. But this is something that I would love killing time with for a weekend.

I can definitely see the potential in this. However, I think y'all already know the issue with this being that there's basically no player interactivity other than pressing space.  I think this game could be interesting if there was more terrain to interact with and more control over where the car goes (perhaps choosing the direction?).  The racing direction is probably not the way you want to go though since this is singleplayer.

Also, minor nitpick, but it took a hot second to realize the controls: might be better to put that up front on the menu screen.

The graphics look nice and consistent, apart from the background graphic. This was more plinko-like than I expected.  The game might have been a bit *too* random, though. I feel like I wasn't really able to really learn how to use the movement properly.
But this one was a solid game, I don't really think much could break it. The fundamentals seem solid.

Incredibly creative mechanics, loved the rotating puzzles. The movement felt a bit janky, but I kinda get the gist of the game. I wish I was able to look before I went through a room, though.

I had a nice little time with it. Pretty good for the timeframe of a jam.

Some of the combinations in level 2 were a bit uncomfortable to press; I have a laptop with up and down being the size of one key total, so this may be a contributing factor. This is a relatively minor issue.

Also, the notes aren't really following the song so much so as they're following the tempo, but this is understandable.

The judgement text (perfect/early/good/etc) is white text on the white arrow. If this were to be improved, I'd suggest different colors or offsetting the text.

Maybe some small sound effects/a soundtest in the menu; I thought my sound wasn't working until I started a song.

Overall though, it was a nice little game. I had some fun with it, and it's clear that effort went into this.

Surprisingly interesting. Also, love the little gamepad easter egg.