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Draknek

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TimestampSince previousGameDraknek's comment
Aug 25 10:59:00 Unfinished Piece I didn't find it completely intuitive that walking next to a monster would turn me into a monster. Initially I assumed that there was a monster suit I was walking onto to transform. <br/> <br/>Otherwise, nice job! Good that you got to submit something :)
Aug 25 11:09:00 10m 00s Delicious Ships! Really nice job of teaching the mechanics!
Aug 25 12:40:00 1h 31m Too Late, Too Bitter I found the interface a bit awkward: maybe would have preferred a single interact key that would sometimes give a choice about what to do? <br/> <br/>I didn't realise enter was a used key until I read the description below.
Aug 26 00:45:00 12h 05m Sick Sick Solitaire Initially I found it really awkward that I have to click the red/black decks twice to get access to the next card. After playing a little I realised why but I feel like the UI could be improved somehow to make it less weird when there's nothing in the available part of the deck. <br/> <br/>Would be nice if I could see an entire stack. <br/> <br/>Got to 6/2/1/3 before I got into what I think was a state where I couldn't do anything, but wasn't 100% sure.
Aug 27 11:05:00 34h 20m Gravity Snake Incredibly similar to Snakebird! But not as hard. <br/> <br/>If you've played Snakebird then I do think you should credit it as an inspiration. If not then you should check it out to see an example of parallel invention in action. <br/> <br/>Unrelated to that: I would have liked undo/reset buttons.
Aug 27 12:56:00 1h 51m Death of a Lich Feels awkward that if I kill an enemy, they'll still hit back that turn. <br/> <br/>The sound effects weren't that clear: sometimes I'd hear a sound and know that something happened, but I wouldn't be sure if I'd been hit or not. <br/> <br/>I didn't get very good: melee enemies feel very punishing when I only start with three health initially.
Aug 27 13:39:00 43m 00s Cel The tutorial is really misleading as to the kind of game it actually is! <br/> <br/>Would have played more hand-designed puzzles but I'm not interested in being presented with a giant grid of tiles where there's too many possibilities and that will take ages to play.
Aug 28 14:19:00 24h 40m Orange Squares...Beware! It's very frustrating that on the first bounce, I have to fire the ball before it comes back to the starting location. Might be valid gameplay reasons for this, but it feels like the game is interrupting me mid-action - I've got the mouse held down and I'm aiming and then bam you have to restart because you waited just a little too long.
Sep 1 15:00:00 96h 41m inktvis Nice graphics, nice water physics! <br/> <br/>The "each tentacle can deal with a specific threat" thing is kinda arbitrary, which detracts from it a bit for me. Not sure what the alternative would be though. <br/> <br/>A score for how many things you've destroyed would probably make it a bit more engaging. <br/> <br/>A few bugs that you're probably already aware of: had a plane crash but keep firing underwater. Had some torpedoes explode before getting to me.
Sep 1 16:27:00 1h 27m Melas UI needs better feedback: clicking frequently gives either very minimal feedback or no feedback at all. Ending your turn has no feedback if the enemies choose not to move. No visual indicator of whether a robot has moved and/or pushed this turn. <br/> <br/>Mechanics were slightly more interesting than I was expecting, but when I got to a level I couldn't figure out, the enemy movement made it not very fun to keep trying at it. They seem to have very simple movement rules, but then sometimes they wouldn't move even if they had a path to me? <br/> <br/>To put it another way, I think most good puzzle games allow you to look at a level and think everything through in your head. You can't do that so much here. <br/> <br/>The level I got up to had two of my robots and three enemies, separated by a crate.
Sep 1 16:43:00 16m 00s Necromorph Could do with more checkpoints. If there was a checkpoint midway through each level I think I would have persisted and got further, but as it is, it feels like it's asking me to repeat parts of each level for no good reason. <br/> <br/>Bit weird that the knight doesn't attack you.
Sep 5 23:34:00 102h 51m The adventures of the Squire and the Liar Could do with more consistent button usage! My first attempt to play: <br/>* click new game, doesn't do anything, okay so it's a keyboard game <br/>* press space, doesn't do anything <br/>* press enter, go to world map <br/>* use arrows to move the camera <br/>* press space/enter, doesn't do anything <br/>* click on starting town, doesn't do anything <br/>* click on other towns, but on the image of buildings and the hitbox isn't big enough to detect it so it doesn't do anything <br/>* Eventually hover over the right part of a town so it becomes obvious that yes it is mouse-based even if it doesn't seem that way <br/>* on town info screen, press enter, doesn't do anything <br/>* in fight, try to press arrows/space/enter/anything. Nothing does anything. <br/>* go back to this page, see that you have to use WASD in the fight, not arrows. <br/> <br/>And then the fighting isn't convincing enough even though the village is 96% gullible and I don't even know what triggers the fight to end. <br/> <br/>Hopefully that's helpful!
Sep 8 11:38:00 60h 04m Melody Muncher My only annoyance is that when you hit the button late, graphically it looks weird that the enemy isn't hit when you're reaching over/through them to hit that specific spot on the ground: the visuals clash with the gameplay. <br/> <br/>Other than that though, good job!