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Colin EUMP

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A member registered Feb 04, 2014 · View creator page →

Creator of

Recent community posts

Great job getting this much in. Looking at Antimuffin's comment, I'm curious if starting the actual challenges requires reading the note on the seat. If not, that'd be almost a softlock. Similarly, I didn't see any indication that the game require audio to finish, nor did I see any in-game visual matching what the audio was doing. I'm not sure how someone who's not in a good position to listen to the audio would be able to finish the game.

Besides that, I noticed that I was able to go below the bottom of the screen, but doing so caused the driver to be unable to get back up.

On the subject of getting better at coming up with gameplay, I would recommend considering, once you know who and what the player is going to be playing as, trying to consider how that person or thing would view its own movement. Just given how they move, I don't think actual flies feel the physics of their own bodies much. As such, I would've recommended much higher acceleration with a straight cap on movement speed, so that the feeling of inertia is nearly non-existent.

Good work. It's more on the casual side for my personal tastes, but that's just cause I play way too many of these sort of games. The levels have a nice sense of flow, and I liked the secret path.

That said, I noticed the pixel platformer pack is CC0, meaning it is allowed to edit the contents when using them in your own games. The reason I mention that is the cactus didn't look dangerous to me, so I thought it was part of the background at first. I think making the border some shade of red would've helped.

All the gui styles are showing just text with no background. As a result, I can't read half the text.

I think this is a fairly good tower defense prototype. My biggest complaint would be the lack of narrative flavor. That said, I'm not really sure what half the towers are actually doing. More pressingly, the base kept lose hp for no discernible reason during my run. I still got to 12 storms, but I couldn't figure out what was damaging the base. The creatures never got close.

Other than that, I think the choice of red on blue for the text to upgrade towers was a poor choice. I get that the red is indicate loss of gold while the green is to indicate an increase, but really it just made the cost hard to read.

The options menu is a curious addition. The key config is completely indecipherable, while the listing of a "windowed" mode is something I wouldn't expect from a game I can't download.

Thanks for playing. It sounds like you encountered the first optional boss. The sign beforehand warns about that, but judging from the comments it seems like I didn't make it clear enough that signs can be read.

Regarding the enemies, my plan was to have the slimes be hard at first then stop being hard once the player got some more die faces with higher damage. That's part of why the chest early on has a really good die face in it. Unfortunately I had to keep reusing the same enemies with more health because of running out of time before I could finish coding the other ones.

I am currently working on a windows port for people who aren't comfortable using emulators. Other than that I'll wait to see how many people actually play the game before deciding on whether to make more versions. 

Oh, and thanks for playing.

To clarify, the part that I have trouble believing is that a hearing device would be needed to hear that sound. If you think it's worth the trouble to change, I would recommend just changing which sound the main character needs to listen for. The use of a glass is fine, as that is actually something that spies used to do in real life.

Thanks for playing. To be honest, I'm not sure if other Hololive fans would necessarily get my humor either.

I entered the solution to the access panel puzzle as shown in the walkthrough and nothing happened.

Besides that, I don't get why the fire alarm in the room would need amplifying to hear it. Those tend to be pretty loud, and if the doors and walls are thick enough to block the sound, then they'd be thick enough to prevent the glass method from working.

I don't think it's a good idea to have players control 36 starting units unless there's a way to command large group all at once. Otherwise it's just too tedious. Also having them move one at a time at the end of turn takes a really long time.

Two things stand out to me: 1. without a way to look down, there's no way to tell when a drop is safe or not. 2. the visuals have a lot of places where something is in front of something else but shares the exact same colors, making it hard to distinguish.

I'm left with 2 questions.

1. Did you actually test to make sure the cpu is possible to beat?

2. Why did you record yourself?

The levels in this game are too long. I get that's it's a frustration game, but the time between attempting each challenge just emphasizes how tedious the movement is.

I tried it on mGBA and I noticed a bit of tearing in the center of the screen whenever building a bridge.

Your aiming controls seem overly complicated. More importantly, having roll and free aim on the same button seems like a really bad idea. Other than that, I think you need a separate roll animation for going up.

Not being warned about the green arrows really hurts the skill aspect of this game. Also, I didn't see any in-game shop.

I'm a little confused by your usage of the word "container", but I'm even more confused why a toolchain for homebrew would need 10 GB of space. The latest version of the relevant ARM toolchain for GCC is only 2 GB, so what's the other 8 for?

I think the in-game numbers are too hard to read. I had to look at the score number to figure out if the green bits were giving points or taking them away.

There's a lot of cases where it seems arbitrary which tiles get combined. Is there a rule for priority?

If you feel like improving this at all, the first thing I would suggest is to have the obstacles disappear at a negative x position equal to the width of the image. The second thing I would suggest is to not use purely random positioning for the obstacles. As things are at the moment, the game is more luck than skill, specifically luck in how vertical or horizontal the arrangements of obstacles end up being.

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This part has inconsistent visuals that feel like bugs. I've already finished the game, so I know what the correct path is, but I thought this would be worth pointing out.

Other than that, I get the Fez influence, but I'm not sure where the Bennet Foddy influence is, beside the pun-based title.

I tried mashing buttons to follow the intended usage as described on the game page. The engine ran out of sprites, resulting in an error screen. Specifically, it says "output_sprites vector is full. can't hold more sprites." Specifically that seems to happen whenever mashing buttons while holding the 7th chord button.

On the concept itself, I think this might be down to differing musical tastes or different expectations on who would use such a device. However, I think the idea of giving musical inspiration and the idea of restricting to only what will basically sound good are conflicting ideas.  I've seen it elsewhere too, though, so your tastes might be more popular in the hobbyist game dev sphere. (also my liking of the locrian mode and modes in general may be an indication of what sort of musician I am)

There's not much to say about the game itself. It's competently made. However, I think it'd be a nice feature to include a pause button.

That's nice, but if it's not obvious from playing the game, then the description on the game page would be a better spot to clarify that. I'm not aware of many players that would want to watch a video to learn how to play a video game.

The idea isn't bad, but I think the use of disparate timing mechanisms hurts this game. The timed blocks, and movement platforms have a lot of interactions where I can figure out what the result will be, but I'm left confused as to why. Adding in that gravity has its own time variable then just makes the whole endeavor feel arbitrary. I also think the puzzle design is sometimes a little too reliant on making the player travel to find an offset, especially in places where screwing up the first time means backtracking around the whole puzzle area.

Is there anything else after getting sucked in?

Just to clarify, the reason I would expect pegging the player to set locations to help is because it would allow all movement to use the same transition you currently have for turning. It actually don't think it would help with navigation. I always had an easier time with Doom back in the day, even just using arrow keys, than trying to navigate some of the more same-y areas in Myst (eg. the forest world).

The english option doesn't seem to work.

The tutorial says to jump at the next beat if there's a ground obstacle, but in practice that doesn't seem to be the correct timing most of the time. Worse, trying to jump over ground obstacles is throwing me off the beat.

Also, what's the point of telling the player to not use keyboard? I don't see why that would matter, and also if the player is using an emulator on PC, then there's no guarantee they own a gamepad.

I think this game would be better if the hp bars had more contrast. It's hard to scan the 4 hp bars and get quick sense of what state they're in.

This game could use a bit of quality of life work. For example, if an ability deal damage, it'd not bad to allow using it on the player's characters since some players might want to. However, it's be more player-friendly to have the default option be an enemy.

It would be nicer to the player to not start the game as soon as it loads. Also typically eggs are not allowed to spawn in a space already occupied by the snake.

I get that if you're using a keyboard it might feel better, but for a GBA game, the start button is not a good choice for continuing the story.

"Please bear in mind that the target for this game is the Game Boy Advance and 386 DOS machines, so please judge the graphics and UI/UX accordingly (my custom engine is not up to spec to a Unity or Unreal, of course!). "

This statement has me wondering why you chose those platforms. I get that some of the chips that used the 80386 instruction set had a comparable speed to the GBA, but in all other respects I'm aware of, they're not even close. That even includes what type of processor is being used, since 80386 is x86 while the GBA's processor is ARM. It's hard to even compare the video capabilities, since I'm pretty sure the use of 386 processors wasn't aligned with the use of any particular video standard. Just looking, I can't tell if this is using CGA, EGA, VGA, or one of the lesser known ones.

Also, in case you're not aware, both Doom and Duke Nukem 3d got GBA-ports, so that's what the graphics and UI/UX standards for comparison would be.

Having tried both versions, I'm unsure why you allow free movement rather than something more like Myst or 7th Guest.

It doesn't feel like combo-ing is the optimal strat for this.

The "observe" option seems really useless.

This game feels grindy. I don't see any available tactics other than run up and keep punching, so it just comes down to whether the player gets lucky enough to find easier enemies and level up more. Even if not, then it's just a matter of respawning and then more running up and punching.

I'm confused. Most of the cards seem to require being next to an enemy, but going next to an enemy seems to result in taking damage. Further, the second battle contains an enemy that just instantly teleports next to the player character.