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bytegrove

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TimestampSince previousGamebytegrove's comment
Aug 27 12:01:00 Evolution VS 1000 kittens I think the game starts out a little too slow, but rapidly becomes overwhelming. It's not as much fun when it takes so much dna to upgrade your dino, it feels like you're progressing much slower than the kittens. Maybe add intermediate upgrade stages, and make the current ones more powerful? I also didn't get what implications the reproduce/generations functionality had? It felt more like a way to just escape a hairy situation. It was also a little hard to reach the P-button while playing. <br/>I liked the upgrade menu, nice with tech trees. The tune was pretty catchy, nice work!
Aug 27 12:21:00 20m 00s Cubevo I like that there actually are ways to deduce which blocks will yield more EvoGems, at first I thought it was just guesswork. You could probably make a pretty strategic-heavy game out of this if you're going to keep working on it. Clicking on numbered blocks actually reminded me a little of minesweeper. My only complaints really are the abundance of tight spaces, I tended to get stuck quite a lot, some music would've been nice as well. Other than that; great work! :)
Aug 27 12:52:00 31m 00s Tiny Evolution Adventure Extremely impressive! You've gotten a lot of work done, added plenty of details, and everything flows smoothly. The characters and tiles are beautifully drawn and the animations are simple but effective. And separate sound tracks for each stage? O.o *Thumbs up* <br/> <br/>I've got some small annoyances though: ;) <br/>-Having to start all over on a stage is pretty annoying in a collecting-game, adding some checkpoints or just losing some, and not all, of your collected food might be an idea. <br/>-The first stage is a lot harder than the others, imo. Maybe consider reducing the amount of enemies there? <br/>-The collision detection for the eating is a little finicky, it feels like the collision box is too small. <br/>-The parallax effect on the 3rd stage is a little overdone, it makes me dizzy. :P <br/>-As others have mentioned; a progress bar on how far you have left until you evolve would be super! <br/> <br/>Awesome game! :D
Aug 27 13:20:00 28m 00s Badass Your games tend to brighten the day. xD <br/>Awesome characters, cut-scenes and music. <br/>I haven't really gotten the hang of a solid strategy yet though, it often feels like there is no resistance at all from the hipsters, but sometimes they surround me and I get stuck in an eternally looping hurt-animation(can't even jump). I'll just have to practice on how to be more of a badass I guess. :P
Aug 27 13:24:00 4m 00s History of the black pixels Yeah an installer or instructions on how to get the game running would be great! As far as I can tell from the screenshots it has a great art style. :)
Aug 27 19:38:00 6h 14m Evoland What a clever interpretation! :) Nice work!
Aug 30 10:24:00 62h 46m Advancer Nice work, I love your interpretation of the theme! The sprites in the final evolution stage are really well done. I like that you're able to explore new areas as the stage evolve, really neat! The music got a little repetitive though. One thing that confused me in the beginning was that the checkpoints weren't visible in the first stage, so when I died in the second stage I didn't know where I had ended up. Not really a big deal since the world is so small though.
Aug 30 10:35:00 11m 00s MiniEvolution Cellular simulations like these are always fun! Nice work! Great that there are a lot of different actions as well. However, one time when I had managed to fill the entire screen with little green cells, the enemy cell count never dropped below 224, even though I could not see a single one, and after a while the actions moved so fast that they wouldn't register mouse clicks.
Aug 30 10:49:00 14m 00s Oculus Battalion Heh, nice! It reminds me a little of a game I made for the 7dfps. <br/> <br/>I liked the billboard art style and the green/orange colour scheme, simple but stylish and effective. The laser gun felt pretty useless compared to the capturing net, and having to use the number keys for monster summoning felt a little weird as well. <br/> <br/>As the game is pretty fast-paced and you probably want to summon all the monsters more or less at the same time(right?), maybe it would suffice to just make the spawning queue-based and having just one key that dequeues a monster?
Aug 30 11:04:00 15m 00s Boxy the Boxcat in Evolution Escapades Cute little game, nice music and pretty good humour as well! An early speed upgrade for my cat would've been nice as he was a little sluggish. Caterpillar tracks followed by a rocket engine perhaps? ;)