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Palmish

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TimestampSince previousGamePalmish's comment
Aug 28 23:15:00 Tribe Cool! <br/> <br/>I like the idea. It's sort of like an incremental game, but with balancing instead of clicking. It's similar, but more challenging. <br/> <br/>Improvement ideas: <br/> Add option to run at 2, 3, 5 times speed <br/> The population should die less quickly when food hits zero. <br/> The efficiency mechanic is a bit unclear. Not sure it's working
Aug 29 21:35:00 22h 20m The Cursed Farmer I think you touched on the most important issues yourself. Cleaning up the interface and balancing the game. But here are some of my thoughts: <br/> <br/>Quite difficult. Only got to 16 years in two tries. <br/> <br/>Not sure I understood everything entirely. The yield ratios start at 1 in the winter (not spring?), and typically go down. But what do they mean? Is 0.5 half a harvest? It looks like I *lose* food when I harvest. Maybe it should also be clearer how much food is being consumed vs gained. <br/> <br/>It seems more logical that the food supply should be at a max in fall and then slowly deplete until next harvest. Cattle and pigs can be used for food as well. That way you get tension into the game as well. Will the food last? Banished is a great example of a game that does this right. <br/> <br/>In this game, I found myself surviving mostly by selling tools I was given and buying food.
Aug 30 18:38:00 21h 03m Linear A Cool idea and well executed. <br/> <br/>Appreciated the extra polish, and the music. <br/> <br/>I was reluctant to use the help button, thinking it would just give away the answer, but it's was quite a cool way to give a hint. <br/> <br/>I thought it was pretty hard to get all words, even with the help system. One example is on the last sentence on the very first tablet. There were also some that I couldn't figure out at all.
Aug 30 20:57:00 2h 19m The Machine Sooo cool. Great entry. <br/> <br/>Almost perfectly executed! It's so well polished. I liked the story, although because you are trying to be cryptic/mysterious it also becomes a bit hard to follow. Shame you weren't able to finish it in time. <br/> <br/>I really how well the timing of the text is tuned. Such a small detail to get right in 72 hours. <br/> <br/>Adding a puzzle to break up the storytelling was a great idea, but the puzzles are far too simple to be interesting. Obviously, understandable with the time constraint.
Sep 2 22:48:00 73h 51m Pain in the Cave I tended to focus on controlling the hunter and only using the others passively when there were no wolves or bisons nearby. That seemed like a good tactic, but perhaps not what you intended. Died by walking into a bison rather than shooting it. I think it's difficult to tell if the hunter will walk or shoot. I once accidentally shot another guy when I meant to just walk past him. I also think I saw wolves spawning in at the fire a couple times. <br/> <br/>I quite liked the cave painting style art. <br/> <br/>I like games were you control several characters with different abilities, like Lost Vikings! I think you could develop this into something cool. Perhaps the gameplay would have to be a lot slower, though. One problem is what happens when a character dies. If they are all essential, the game is pretty much over, and that is pretty difficult to prevent. <br/> <br/>My best score was 143s
Sep 2 23:00:00 12m 00s Tech Tree (the game) I've played this a few times and I just don't think I get it. <br/> <br/>It's too hard to tell if a choice is a good choice or a bad choice. The first time playing I didn't understand what the challenge of the game was. The number of turns should be much more clearly shown. I don't understand what the People, People Queue etc are supposed to tell me. <br/> <br/>That said, it's a good looking tech tree, and with a lot of work perhaps it could be a cool game as well.
Sep 2 23:08:00 8m 00s nat Nice dreamy/psychedelic style