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kyyninen

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TimestampSince previousGamekyyninen's comment
Aug 30 10:38:00 Captain Yods I beat it! Nothing happened. <br/> <br/>Fun little romp. Couple of issues, nothing gamebreaking. Exiting potion shop from second stage teleports you back to the village, and either enemy health bars are seriously bugged or I have no idea how armored enemies work. You can hit armored enemies for ages before it shows in the health bar, hit location doesn't seem to matter. <br/> <br/>Audio feedback would've been appreciated, especially hit and death sounds for different enemies and player itself. <br/> <br/>Crossbow is OP.
Aug 30 10:43:00 5m 00s ShroomMan Looks and sounds good. Variable jump height would have been nice. I also think there should be some kind of enemies or hazards.
Aug 30 10:57:00 14m 00s Monocular Rift This was good! Definitely original puzzle mechanic. Only thing I felt was missing is sounds. Especially when you do the thing it was sometimes hard to instantly know if it happened or not.
Aug 30 11:06:00 9m 00s The Ruins of Proxima Centauri B Props for having sound effects and atmosphere track! Otherwise this was pretty frustrating. I had no idea how large player character's hitbox was and kept hitting brambles and spikes even when making a simple jump. Checkpoints would have helped.
Aug 30 12:15:00 1h 09m Light the Beacons Definitely the best Hell on Earth-simulator: http://kyy.ninja/ld36/ltb.gif
Aug 30 12:56:00 41m 00s Raptor Ball Slick spritework! Good, basic gameplay with enough variation. Although the last level has lots of lag and that one raptor in the grass was pretty cheap.
Aug 30 14:26:00 1h 30m Nineveh It's interesting simulation. Not much to do, but watching ruling elites rise and fall is stimulating enough.
Aug 30 14:54:00 28m 00s Free Afternoon I do have a free afternoon. Menu music was indeed way too loud compared to the rest of the game. I had a good time as long as it lasted, but minor gripe: I'm almost certain that this kind of attendant system doesn't work with rotary phones.
Aug 30 15:12:00 18m 00s Super Paddle Ball This game on touch screen would destroy my life.
Aug 30 15:20:00 8m 00s Borg's Quest Vest diagram is wrong: on the bottom it reads <br/> <br/>H_H <br/>HSH <br/>HHH <br/> <br/>but in the game this is the right answer: <br/> <br/>___ <br/>HSH <br/>HHH <br/> <br/>Never much cared for sliding puzzles, but this was alright.
Aug 30 15:26:00 6m 00s Forest Walk I'm always up for a walk in forest. Mood was spot on and I loved the music.
Aug 30 16:41:00 1h 15m The Ancient Cave I liked the art style, although the character's momentum was really odd. Kind of weightless feel to it, don't know if that was intentional. Also I have no idea how I solved the last level. Good effort, overall.
Aug 30 22:19:00 5h 38m Pyramid Kudos for controller support! Web version worked perfectly. Gameplay was fun and fast, music was brilliant, especially the jingle for level completion. Personally not a huge fan of 2.5D style-sprite characters in 3D-world-presentation, but at least here it was not too obnoxious :P
Aug 31 11:28:00 13h 09m Search for the Bygone Got lost in green maze with loud mini-sun, otherwise had great time. Is starting location randomized or does the game save some data between playthroughs? I've started this game few times, and sometimes I'm somewhere else...
Aug 31 11:49:00 21m 00s Why Am I In The Past? Who Cares! Shoot The Romans Haven't circlestrafed like this for a while! I liked it. Got to the wave XI before getting swamped by romans and lag. Some variation in the gameplay would have been nice, maybe a slow hitting but deadly melee weapon or consumables of some sort?
Aug 31 12:22:00 33m 00s Desert Strife Thumbs up! Personally would have loved to see the damage calculations on screen, I had no idea how and why some fights would completely decimate one side with little casualties on the other or even destroy both units. Also, are tanks independent units or vehicles to infantry?
Aug 31 12:43:00 21m 00s Gregos Journey Synth-voice acting was a nice touch. To be completely honest I solved most puzzles by reading the comments here and brute-forcing, only in the middle ages I had tiny inkling of what I should be doing. That's mostly about me being bad at puzzles so don't worry about it :) <br/> <br/>One thing of note: I first played this game with quality set to Fastest, which made textures so blurry that reading them was impossible. You should probably set texture resolution to full on all quality settings or have fewer of them to begin with.
Aug 31 12:59:00 16m 00s The Eating Machine I want to like it, but the feeding arm keeps getting stuck between the plate and bottom of the screen. <br/> <br/>EDIT: seems to have something to do with quality settings. When set to Fastest, the feeding arm feels almost weightless and flops around at the speed of light until it gets stuck. Good seems to be the most optimal setting, anything higher and controlling becomes too heavy. <br/> <br/>Anyway, who keeps putting ROCKS with confectionery? :D
Aug 31 13:18:00 19m 00s Topkek Windows-download is missing the Data folder, Web-version seems to work OK with Firefox. <br/> <br/>I liked to graphical style and all the cartoon-like details in the ground, skeletons etc. However, difficulty is all over the place and physics are pretty buggy - after constantly dying in the bit of cavern just after you get the sidekick, I managed to finish the level by just holding right at the start and mashing jump-button. Character just floats through walls and ceilings...
Aug 31 13:39:00 21m 00s Fallen into time Yeeesss, grappling was great! Jumping and handling boxes was not. As noted before, player controller felt slippery, which was made first precision platforming section a major pain. Also, grapple seems to have some kind of ammo or cooldown? It would be great if it was visible to player in some form or other.
Aug 31 14:07:00 28m 00s The Fixer Music is good, and I liked the story told by broad strokes. However, running up and down those samey hallways got old quick. On the whole, it fas fun while it lasted!
Aug 31 14:20:00 13m 00s Alchimancer Great style, lovely music! I liked the interchanges you had with the robot-AI-partner-thingy, even if the technology crafting itself was somewhat superfluous. Since you really can't control what resources you get, you can't make meaningful choices towards any specific outcome (I tried to go for archery as soon as possible, but, well, you need to get previous upgrades anyway).
Aug 31 15:31:00 1h 11m Ig-Knight Victory with 17400! I liked the visual style and special effects. Was bit too easy, you can camp near the blue torch and almost never have to change your position.
Aug 31 16:04:00 33m 00s Raptor Rocket Physics stuff was fun at first, but frustrating very soon. Keeping the dino in balance and hauling stuff around the map from varying heights is difficult in a way it wasn't meant to be (or so I suspect). Personally I would have made the laser hat available everywhere. <br/> <br/>Visuals work and music is fine. I especially liked the simple villager AI!
Aug 31 16:50:00 46m 00s Something is Wrong with this Museum Loved the cheeky writing. More than decent platforming and suprisingly smart checkpointing, except in those last two levels. Those last two god damn levels. <br/> <br/>Also I think there's something seriously wrong with your options menu - I don't see any FOV-sliders.
Aug 31 17:11:00 21m 00s Pharaoh's Awakening WebGL-version lags a lot. I liked the cohesive art style and immersive audio. Otherwise, the game felt slow and it wasn't just because of the lag: you walk slowly from one place to other, interact slowly with switches and beam pyramid thingies, and slowly comb the level to find the one place that has changed when you pressed the switch in the other side of the level. <br/> <br/>EDIT: I played the post-jam version, and now moving feels way too fast :D Should've been more careful in what I wish for. Maybe a sprint button or slower acceleration to full speed would have felt better? One thing I think could work here is something similar to "Mark" and "Recall" spells in Elder Scrolls - use one button to mark your current location and other to teleport there instantly.
Aug 31 17:25:00 14m 00s Tribal Termination This was pretty hardcore. Had almost Track'n'Field-feel to it, more you mashed your buttons the faster the guy moved. Deer's running on adjacent row doing damage to you and the homing nighttime enemies felt pretty unfair...
Aug 31 17:46:00 21m 00s Why Ducks Never Got Wheels Visually impressive, to say the least! Unbelievably detailed environment given the time-limit. Great job with that and audio! <br/> <br/>I get that the wheel section was supposed to be nearly impossible to complete, but spinning by mashing felt very finicky. Almost like it didn't work half the time. Might be that I just suck at button mash.
Aug 31 20:38:00 2h 52m Agent 3310 Nice! One thing I didn't like was using some menus with arrow keys and some with keypad, I'm certain that you did everything with arrows and menu button on the original device. Also, I did the third step but there was no music, so I had to look next step from the walkthrough. Although I played the snake game immediately after starting the game, maybe I broke some script triggers or something?
Aug 31 21:13:00 35m 00s The Big Sweep This was brilliant. Original, cohesive art style, reminiscent of early DOS platformers - reminded me of first few Commander Keens, for instance. Brutally difficult, too - personally I wouldn't have used instantly killing spikes, but because levels are short it's not as big deal as it first felt. You start to get a feel of your character's weight and momentum after dozen or so deaths and it feels tight. Second stage is absolutely amazing - the way you see your goal and the hazards near there almost as soon as level begins, but you have to snake around the entire level to get there... Definitely would love to see this game expanded, if level design stays at same quality! <br/> <br/>Any chance of getting mp3's of the background music? Pretty damn good chiptune you got going there, if you don't mind me saying!
Aug 31 21:41:00 28m 00s Antiquis Apparatus I've played several rigidbody-manipulation games during this LD but this was the first one which wasn't just blindly mashing directions and hoping for the best - I could actually plan what I was doing and react to any unseen consequences. This was the perfect game to top off my day of playing through the endless entries. <br/> <br/>There was something funny going on with the friction of stacked slabs, if they weren't aligned well enough they seemed to slide off to different directions?
Sep 1 07:13:00 9h 32m VÄlnad I really enjoyed this! Steering was somewhat bothersome, some tiny inclination of the sphere's current heading could help a lot. All the time I felt that pressing the boost should propel the character forward even without any steering input. <br/> <br/>Aesthetics were superb as was the sound design, and the little bit of story was incredibly evoking. It's a real shame there isn't more of this game...
Sep 1 08:23:00 1h 10m Ancient Temple Escape Man, that first drop was cheap. I think you succeeded in capturing the feel of hectic booby trap escaping well!
Sep 1 08:43:00 20m 00s Hair Technology Got to say: I Like the Hair. I loved that enemies had several different variations. <br/> <br/>Aiming was bit hard, some kind of crosshair would have helped.
Sep 1 09:27:00 44m 00s Plague Doctor I'm not sure this is how medieval medicine worked... <br/> <br/>I liked the upgrades. Bottle felt kind of wonky, sometimes it hits the ground and sometimes it falls of the screen? <br/> <br/>One thing that was kind of awkward - music hits the epic finale just when I'm running around the level looking for the last few stragglers. <br/> <br/>I had a good time with this. Good job!
Sep 1 09:41:00 14m 00s Tech Raid I liked it! Pretty impressive that you coded this during the jam, prior engine work or not. <br/> <br/>Player movement was really weird, there was this bounce coupled with FOV kick when starting to move that was almost nauseating. Also enemies kept sneaking up to me, most of the time I noticed them only when I started to take damage. <br/> <br/>Aesthetically, sharp pixel graphics and claustrophobic geometry reminded me of Descent, which is always a plus.
Sep 1 09:46:00 5m 00s Clumsiana Jones I think that you are onto something here. Puzzleplatformer without jumping feels pretty original idea, hope that you have chance to expand this concept a bit further! Sprites looked alright and climbing animation was surprisingly slick.
Sep 1 19:08:00 9h 22m Baby Daycare Simulator 2020 This is surprisingly addictive management sim with interesting mechanics and theme. One thing I didn't like was manually assigning food to feeding spots, some automation here would've been better IMO. Maybe just connecting the crops and wells to specific feeding spots? Also maybe some idle-behaviour for babies, they just seem to stand on spot until some need takes them over and off they go. <br/> <br/>Graphical presentation could also use some sprucing up :D Letters get mixed up easily and I found myself several times making the heart of radioactive vampire dance party my sleeping central...
Sep 2 16:08:00 21h 00m Theovexus This was pretty fun! Couple of things I missed while playing: crosshairs and changing weapons with mouse wheel. Definitely looking forward for expanded version! <br/> <br/>Did you do sprite billboarding with shaders? I had major problems to get billboards looking right in my entry, in the end I had to resort using Unity's particle system.
Sep 2 17:51:00 1h 43m doomed Well, it was unfinished but I thought it was pretty intriguing regardless. Message log was somewhat hilarious. <br/> <br/>Also, you can open the door with just one key if you just spam the mouse button enough...
Sep 2 18:09:00 18m 00s Rogue-like Good entry. I especially liked how you eased new hazards in slowly - every time something dangerous was introduced, player has time to observe them from afar for at least few turns.
Sep 2 18:35:00 26m 00s Laserface Pretty good! Had this Robotron-feel to it, might have been the psychedelic colors and distorted sounds. Props for having many levels! <br/> <br/>One thing I felt was missing is the sense of player progression. There's not much variation to enemies and environments are a bit samey too. Maybe some powerups to momentarily upgrade the eyebeam or some extra-tenacious and aggressive boss-enemies?
Sep 2 19:05:00 30m 00s Garbage World BC It's little bare (heh), but I had okay time with it. Rollerskating dinos were definitely hilarious. <br/> <br/>One thing this sorely needs is some feedback to player. I had no idea if I did damage to enemies with my swings or when dinosaurs did damage to me. Is attack direction dependent on the camera or the facing of the character? Is damage to player caused when colliding with enemy?
Sep 3 12:46:00 17h 41m CAVEMAN HARRY Wonderful effort! Loads of content given the timeframe. I adored the aesthetics, but controls felt a bit imprecise - especially jumping while moving and vertical movement on ladders would hitch more than occasionally and cause my death. Character's hitbox also is very unforgiving, the window to jump over barrels in those one block spaces must be two frames at max? <br/> <br/>I feel that respawning should also work with space bar. Taking my precision claw grip off direction buttons broke my flow several times...
Sep 5 19:28:00 54h 42m Egad! A Perilous Escape! Oh god, I spent almost an hour playing this game?? <br/> <br/>It's pretty addictive, I'll give you that. Visuals are excellent too! Though I never managed to finish ._. Controls seemed to always work against me in the worst possible way. Amorphous mass of limbs sounds like a wonderful idea, but in actuality I ended up using always two or three limbs at max. One button per limb also felt limiting: I'd rather have fewer limbs and two buttons per appendage, more QWOP-like in a way. Especially rotating limbs would have been immensely more useful if they'd rotate in both directions. <br/> <br/>Also, having more than two wheels seems to cause physics to majorly freak out... <br/> <br/>I don't know if it was intended that unlocked limbs would be available between different playthroughs, but I would have quit after few tries if that weren't the case. <br/> <br/>Overall judgement: I liked it!
Sep 5 19:50:00 22m 00s Ancient Chaos This was really fun for couple of minutes! Only thing this needs is some variation in gameplay (powerups of some sort, perhaps? Mines, timed explosives of some kind could work...), sounds, music and endless mode and it's a full game. Good job with art, cell-shadish style worked really well and ragdolling dudes are always entertaining. <br/> <br/>Only real criticism I have is that enemies that spawn right in front of you felt extremely unfair. Maybe they should spawn a bit further ahead to give player some time to react?
Sep 7 08:31:00 36h 41m Gladius: The Destroyer I liked the graphics too, don't have much more criticism to offer. Although controls were really weird (what's wrong with arrow keys??) and you can actually beat the level just by pressing D and spamming jump. Afterwards you have enough health to just beat Caesar to death without bothering to block. Speedstrats!
Sep 7 08:37:00 6m 00s Of Asteroids and Emus I really liked the story. Characters were well written and memorable (Alejandra must be the WORST engineer in science fiction :D) <br/> <br/>There's one thing in pacing I would change - the purple room should always be the last to be explored. Characters quipping feels really weird after the immense events that transpired just few moments before...
Sep 11 14:18:00 101h 41m Fly, balloon! What a lovely puzzle game for Sunday afternoon! Music and audio was brilliant, pixel graphics were wonderful and I loved the incidental details; the little villages, rivers... I think this would work very well on mobile, too. <br/> <br/>One thing I would have liked to see is undo-button. Sometimes, especially in the longer levels, I would forget how I managed to get to a certain configuration, almost win but run out of turns and spend next several tries trying to retrace my steps and redo that one misspent move to achieve victory.