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BMacIntosh

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TimestampSince previousGameBMacIntosh's comment
Dec 14 17:06:00 Slash to Victory I played this for like an hour...the scaling is ridiculous. I wanted to play until I could one-shot the boss, only got it down to 5 shots though :P.
Dec 15 07:00:00 13h 54m Don't Stop Drilling Really excellent use of two-button controls.
Dec 15 16:57:00 9h 57m Astro Cat Saga This is really innovative. A minor complaint is that the combination of the negative-ish sound and the red flash made it seem like bouncing on the walls was a bad thing initially.
Dec 16 07:22:00 14h 25m Pixel Nations Love the idea. Unfortunately it crashed when I tried to build a mine.
Dec 16 08:01:00 39m 00s The Drunken Executioner really liked getting to shoot the king at the end :D
Dec 30 05:19:00 333h 18m Empyreal Roving Actually very clever. Got to level 3. It's hard to get used to the controls, I think it would be easier if the rotation was more responsive (less acceleration).
Dec 30 05:55:00 36m 00s Beyond the Final Frontier The controls were interesting. I never figured out how to fire the missiles, I always just got the shield. Fortunately it was easy enough to get the pirates to run into things and die. Impressive world-building and exploration mechanics for such a short time!
Dec 30 06:02:00 7m 00s Crazy John's Mushroom Hunt Excellent sprite animation :)
Dec 30 06:18:00 16m 00s Cheese Mountain I didn't understand how the physics were working at all here, and I had trouble getting more than 4 stacked. It seemed like when I moved one direction the mice would start falling off *more* in that direction, which isn't how I'd expect momentum to work at all. Nice idea though!
Jan 3 21:35:00 111h 17m Opcode-Powered Shuttle (working title) Nice UI.
Jan 3 22:01:00 26m 00s Level Grow Op Oh, two buttons. Haha! Good tutorialization. The jumping is pretty floaty. You should experiment with allowing the player to control the height of the jump based on holding the key down.
Jan 3 22:36:00 35m 00s retrovirus Cool design. A bit frustrating - since it takes so long to do a level, if you slip up near the end there's a lot to repeat. I would have liked to have had a better idea of when the enemies were going to spawn (it seemed to be around 82%, but I have no idea what other factors contribute to that). The enemies might be too powerful - on the earlier levels there's usually nowhere to escape from them, and on the later levels they waste so much time as to make the level very hard to finish.