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Everything posted by Nappi
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Presentation and the interface design* was top notch as usual with your games! The gameplay is quite challenging but super fun (again, as usual). I also found it a bit difficult to adjust to moving the stick in opposite direction to where I wanted to go when I was in the lower part of the play area, especially if I had not moved for a while. Did you experiment with having gamepad controls where in order to complete a full rotation, you have to rotate the left stick 360 degrees? Obviously not the best solution for keyboard, but might feel more natural when played with a controller.
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Loved the art! And the reward for completing it was indeed brilliant. The puzzle took some figuring but I got there eventually. I was thinking of way more complicated solutions for the ordering the numbers at first...
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The contrast between ultra-low res levels and those beautiful panels is very interesting! The sound design fitted very well with the style.
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While I'm not very good at this, flying through space feels quite relaxing. I was going to mention that the trajectory line in the mini map acts a bit weird from time to time, but you seem to have noted that already.
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I think the steps of making sausage are well thought out. Some animations or additional assets (like sausages hanging in the last step) would help, but I got the hang of it eventually without those as well. Damn those Yule Lads.
- 18 replies
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I like the randomly generated faces, except for the one neck configuration which I hate. The text generator is hilarious as well! Is it too early to call Best Original Soundtrack of 2018?
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I didn't have a chance to play this with someone else, but I watched you play it and it looked super fun. The aesthetic produced by the art gallery setting, the space photograph, and the low detail ships is really interesting.
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Your starting location location being on a ridiculously steep slope gives this game a quirky feeling. Depending on what you are looking for, you could even lean into that more. I found the shooting a bit weird as well but luckily I had like 1000% of health (take that Wolfenstein!) so it didn't matter. I found a glowing anomaly that looked great. Does it do something?
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I find these kinds of games fun and this is not an exception! Recovering is quite difficult once the blocks get close to you (as you move too slowly to catch the ball after it bounces), and I wished there was some single use items that I could use to clear some rows instantly. I liked the idea of special tiles, and hope that you will add more of those (maybe you already have, and I just didn't get far enough to see them).
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This game feels really slick, and the concept is really interesting, though I feel like I need to read a strategy guide (or a book on finance) to become good at it. Somehow reminds me of dice wars, but I'm not at all sure if the comparison holds up at all when I dig deeper into this game.
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I like the simple art style, especially the movement "trail", and the music is awesome! I didn't quite figure out how to win against the AI, but I got some good self-hoistings.
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I like the concept a lot! I think the difficulty could be ramped up a bit faster, because it seems to me at least that in the first levels you could just keep the button pressed all the time (unless I lucked out of random events or missed some key concept). Also, some of the button labels are a bit difficult to read. I suspect the one on the screenshot might be tilde, but that is a bit problematic key in Finnish keyboard layout (it is Alt Gr + button, which didn't seem to work). Fortunately, I was fine just holding ctrl.
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A very fun game! Using repetitive sort texts (as opposed to random words) is a nice variant in typing games. The music made me smile a lot! Some of the texts don't quite fit the screen on my setup (16:9, 2560x1440 if that helps), but it didn't affect the gameplay.
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I found the gameplay super fun! The difficulty ramps up very nicely, and the music is good fit for the gameplay and the art style.
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I agree, the game can be tricky but the concept is very nice and satisfying. I'm not sure if this even counts as a spoiler, but
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Having MS Paint-esque characters be animated is such a good look! As for the gameplay, I liked the concept of affecting mood by speaking to NPCs. I wasn't always quite sure why the moods changed they way they did, though. I would probably have understood it better if I had played some more, but maybe there is a way to visualize the interaction/transaction more clearly.
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I didn't get to test this properly because of the two-player thing, but I like the basic gameplay concept and art style quite a bit. Again congrats on the baby!
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[released] Cavorting Amongst the Corpses
Nappi replied to Comrade Werewolf's topic in Wizard Jam 6 Archive
I liked the block and counter attack cycle of the gameplay, and having two different blocks was a good way to make things more interesting. I found some of the archer placements quite rough especially because the timing window was so small. The character animations worked really well in my opinion. -
[Released] (A Wish Upon) Some Kind of Star Drifter
Nappi replied to Nappi's topic in Wizard Jam 6 Archive
Thank you both for playing! Mythalore: The way solar winds are set up at the moment is that, when sweeping by, they accelerate to the ship along the wind direction which is defined as the vector between the ship and the origin of the wind source (i.e. the tip of the cone that sweeps by, located outside the bottom left corner of the screen). It is easiest to see when the ship is moving relatively slowly and not in an extreme orbit. It can definitely fuck up close orbits. I will try to figure out to visualize this better and move it further back in the modifier introduction order. (Also, sorry that the constellations are not actually saved at the moment.) -
[Released] (A Wish Upon) Some Kind of Star Drifter
Nappi replied to Nappi's topic in Wizard Jam 6 Archive
Thank you for playing and for the feedback! All of the suggestions are very good. - The modifier thing I need to fix as soon as possible. It is a result of me getting way too familiar with the controls due to all of the testing and implementing the modifiers at a very late stage, so that I didn't have time to think about how to introduce them properly. I think I will gradually increase the number of checkpoints (e.g. from 2 to 5) in the first few levels before introducing any modifiers. - The mass increase can be quite confusing (especially if you want to decrease the size of the star). I considered setting it to one axis only, but thought that it might be confusing too if people try to drag in a different direction. I will try to come up with a visual cue or some other solution to resolve the issue. - The counter system is a good idea, and easy to implement, as the game already keeps track of completed levels. -
Yup, this is fascinating stuff!
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I saw it. It was fun. The story was occasionally a bit poor, and I would have preferred a shorter film, but I was still entertained. The worst part of the film for me was how Laura Dern's character was treated in the first half of the film. The best part was some of the visuals. I really liked some of the shots of the bomber ship slowly creeping over the whatever big ship that was (despite the bomber itself not making much sense), and the light speed ramming maneuver was visually very interesting. I have never cared about action sequences inside exploding ships and this movie was no exception. Yes! It was a great admission that their vehicle and droid designs are super stupid.
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[Released] (A Wish Upon) Some Kind of Star Drifter
Nappi replied to Nappi's topic in Wizard Jam 6 Archive
Uhh... It is released (more information in the first post). Thank you all for your support and encouragements! I'm super tired now. https://ktomi.itch.io/some-kind-of-star-drifter (Fuck, there is a typo in the video.) -
[Dev Log] The First Great Brand War
Nappi replied to infamous space turtle's topic in Wizard Jam 6 Archive
Oh my god, that in-your-face bot is amazing!