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UncleChris

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TimestampSince previousGameUncleChris's comment
Apr 28 17:43:35 For Eternity ♥ 3 I attempted all builds, and while I was able to get a year or so, things didn't quite work. It got laggy fast, and locked up within 10 minutes of starting for all versions. I really wanted to play - since Egypt and building games are my favorites, this hit my sweet spot. My playing may not be what your testing was like, since I wasn't sure what to place where - so dropped some houses, farms, saw mill, quarry and needed a warehouse and probably didn't have the manpower to support it all and things just got all confused. A bit more help in game would help. Memory errors message came up on the WebGL version, so maybe there is some issues with Object clean up routines? I really liked the graphics, and loved the idea, and actually think it was very visually polished for a 48 hr game. Sadly didn't get far into the game to see how it all worked. But REALLY good potential here. Never saw if the Nile flooded yearly, and my farms would be flooded or not, was hoping to experience that in the game. If you got Nile, you got the Inundation to deal with.
May 1 15:51:53 70h 08m SmallWorld ♥ 0 Echoing others, it was good for a jam entry, was difficult to figure out what was going on at first - hard to get into. Then played for a few minutes and it didn't seem to have end goal. I think it was and ok game. It would be cool to see this more fleshed out.
May 8 18:07:29 170h 15m The Morix Colony ♥ 1 I enjoyed the game, but got bored around a 1000 days, not sure how close to winning I was. I too feel the pirates were just too random. I think they would have been easier to deal. I think more a formula like defense rating (higher difference between my defense and their offense ) + colony size (bigger colony more difficult for them - or more tempting target) + influence (the more influence, the less likely) + treasury (more coin, more likely attack) + stock amounts (the more stocks they want, the greater chance they hit) + propensity to pay bribe (the more likely to pay a bribe, the more likely they may hit) + Ratio of failed attacks to successful attacks (the more failed attacks, why bother unless something else just screams to the pirate) + random or AI influenced fudge factor and maybe AI weights for different pirate bands (one likes more a small colony size to stock ratio and maybe The pirate known only as RockMuncher loves him a ton of minerals) Those added together would equal the chance they would show up would have made it easier to deal with. Fight them or pay wasn't always clear, and once I had defenses, I had NO clue if I would win or not. I didn't feel that I could directly align the flavor text to the chances I had to survive. And if I had no choice, giving me the illusion of choice was a bit of a pain - I would say we were just attacked and they weren't open to bribes that we could afford. Same with no options, option pages - skip them to me. There was a time I felt like I had a bug, because I was producing exactly the amount of biomass I needed for the colony - should be 100 -2 + 2 = 100 would made more clear it was being eatten. :) If I knew what my Brother's influence was or what I needed to get near, it would help, so I could figure out if I wanted to trade with those slavers or keep my nose clean a few more days. ;) I liked it and see a lot of potential in this game.
May 8 18:37:08 29m 39s Little Eco Planet ♥ 1 Very good job, I really liked it - especially good having the tutorial, but felt it was very front loaded. The tutorial levels could have been interspersed with the levels as you built up tools to make the different small ecosystems. For example, a tutorial for giraffe, then level for one giraffe, then two giraffes then maybe three giraffes, then tutorial for monkey, then level for monkey, level for two monkeys, and a level for monkey + giraffe, tutorial for leopard, then level with leopard and monkey, leopard and giraffe, leopard, monkey and giraffe. Adding the new animals as the difficulty increased in the levels. I think it would have helped - your on screen clues were very helpful to remind me of the tutorial lesson I had a while back. The mouse clicking didn't always work for selecting an animal, but couldn't figure out why to give you insight if it were a bug, or just how I used my mouse. :)
May 9 19:18:31 24h 41m Dispyria ♥ 0 I really enjoyed your game, reminded me of my old Commodore days. Sounds, music and feel of the game was right on - it felt like an old game. I did stumble on the water, freaked out a bit that I fell into the water and thought I would die only to find another level, awesome. (And I didn't see the screen shots of the water level to know it was one! :D) The controller had some issues, felt there were times I couldn't get lined up right to get a jump in and had to fiddle about to get the right spot to jump up to ledge from. Also, some variance in the mobs would be fun, but overall REALLY great work.
May 9 19:28:54 10m 23s Throw ♥ 0 Amazing game, I really enjoyed it - having the mechanic as main menu is rather cool. It seemed quite polished, because it was simple. Also enjoyed the parts that were added in easy progression. Thanks for a fun game!
May 10 15:00:26 19h 31m Space Colonist's Tiny World ♥ 0 I liked it - it was difficult to control him, but worked really well. You did a great job with the physics. I had trouble figuring out which was the battery, but after felt it was just me and overabundance of blood in my caffeine system. LOL Very good!
May 10 15:35:49 35m 23s Feather Fighter ♥ 1 I enjoyed it and felt the same as RobotSoulGames. Background blocks were confusing, and getting stuck. It was fun, and I enjoyed it, but didn't play long due to difficulty getting out of holes at times. Uncle Chris
May 10 17:04:30 1h 28m Contamination ♥ 0 I really like this game, it was quite fun. I had trouble remembering how to activate the super cell, but when I did and everything was awesome. :D Such a fun game. Maybe the coughing needed a bit of variation. Uncle Chris
May 11 16:38:57 23h 34m Small World Transport ♥ 1 Really fun game, a bit hard for me. I did deliver one package, but only wrecked four ships to do it. LOL I also got stuck in some places. I really enjoyed it.
May 11 18:36:22 1h 57m Paper traveller ♥ 1 I enjoyed the game, the concept was REALLY good. And reading the logs was quite interesting, since the dates on the logs didn't always match up to the dates in the descriptions. A log entry on Wed saying we travel one day and will be there, meant we will be there Thursday, but the Friday date on the log entry meant two days travel, which the help for the first map gave. So it was very interesting. Not sure the second one has the right map directions, and translating can be a difficulty. I REALLY liked this concept, and felt very immersed. Please continue to work on this game, I have a friend who is an actual cartographer and know he would love playing this game! A little procedural generation would make for endless play.
May 16 21:09:58 122h 33m Little Sprout Garden ♥ 0 This was a cute sandbox, the graphics amazing. Being able to put items down, and "build" it really was fun.
May 16 21:12:31 2m 33s Stable Orbit ♥ 0 Awesome game, difficult and enjoyable for the challenge of it. Thanks!
May 16 21:27:09 14m 38s Alone ♥ 1 Very nice job, and very intricate in your puzzle craft. THANKS for the reminder to right click to close dialog boxes - maybe close if I clicked on one of the buttons or such, but good.
May 16 21:30:26 3m 17s A small world ♥ 1 Very cool experience, not a real game. But, I enjoyed your music, seemed better than mine! LOL
May 16 21:45:50 15m 24s Hops and Fever Dreams ♥ 1 I agree with many above, it took a bit to understand the physics involved and timing jumps and direction to take advantage was a bit. Plus, a few times I jumped out of the game space without realizing I could - only when my bunny of level 2 the game orbiting around did I realize what was happening. Overall a fun little game.