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fmdkdd

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TimestampSince previousGamefmdkdd's comment
Aug 2 17:57:50 Baguette Hour ♥ 0 Visuals are nice and coherent. The gameplay needs to be fleshed out more. I like that the character was responding fast enough, and the idea of satiation is interesting, but the combat was lacking feedback. I would have loved to hear some accordion music to fit the French cliché ;)
Aug 2 18:25:18 27m 28s Temple of Illumination ♥ 2 The level tiles graphics are well done and the lighting effects are nice; I like that lighting also serve as an indication for the portal direction. The character responds well to control. I found that not being able to cling to the same wall after you begin to fall a bit unfair. But not as unfair as spikes hitting you when your to the side of the block that holds them! Spikeys Up was where I gave up. The "running out of power" mechanism was a good idea, but I never felt challenged by it, even in "Don't collect them all at once". Also, it may just be me, but I never let go of the Run button the whole time. For the levels I played, the level design was fresh enough to keep me interested. And most importantly, the music was fantastic. Good job overall!
Aug 2 18:39:41 14m 23s Torch Boy ♥ 3 Really liked the tradeoff mechanism of charging versus shooting, creating a sense of urgency that fits the theme quite well. The slow down is a nice touch (and allowed me to get to grab the key). Graphics are minimal, but coherent and very readable. My only complaint is that it's way too short!
Aug 2 20:09:36 1h 29m Supernode ♥ 0 There's a definite Mini Metro vibe here, not only the minimalist visuals, but in the ever increasing demand that you need to meet. It has the same pitfall too, in that I sometimes feel a bit helpless when I draw bad outlets and lose, and then I wonder if I could have done things differently that would have saved the situation. But since the draws are random, I can never know! Regardless, great use of the theme, and very good presentation.
Aug 4 19:27:30 47h 17m Despot 3900 ♥ 1 I really liked the art style, the UI and the medieval despot setting. Quite fresh and a very good fit for the theme. (Also, the fact that it's a 440Kb binary and made from scratch, but alas, there's no rating for that!) However, I found myself executing a simple loop of taxing the peasants -> imprison peasants, with the odd Rest to stave off death for a while. I was surprised the game let me do this without any bad consequences; I was expecting the events to fail at some point, making at least this strategy a bit risky. Maybe some diminishing returns on the chance of success of repeated actions would have kept things interesting a little longer. I'm sure that more choices / more elements would make this game shine. It still is a very impressive entry. Looking forward for more!
Aug 4 19:58:17 30m 47s PowrConnectr ♥ 1 Yeah for puzzle games! I liked it. You kept the puzzles fresh by adding twist to the rules, and I'm sure you can stretch that further. With additional polish it could make a good game. As @remzo stated, the level progression seems strange, as we got to play with pairs of colored tiles that are locked together before the "tutorial" level with 2 green tiles that serve to introduce this new twist. I understand that the draining red cores may have been put there to better fit the theme, but I'm not entirely sold on them. I like that they make you think twice before rotating tiles around them, but I don't like that they make you restart the whole level. Maybe a middle ground would be better for larger levels. But then again, it's only a minor annoyance. It seems that we can also get stuck on a level without any way to restart, or fail: I got stuck by powering a level core instead of a colored core, and had no more batteries to connect to. Reloading the page could be a solution if progress was saved, but it doesn't seem to be the case right now. Still a very solid entry, congratulations on your work!
Aug 4 20:39:52 41m 35s Discipline and Punish ♥ 2 Interesting twist on the theme. I love it when developers build a game as a pretext to talk about something else entirely. You wanted to have fun? To be entertained? Here, have some philosophy. I like the overall aesthetic. The delivery of quotes from the deadpan Foucault watching you makes for a compelling effect; as if every time I tried to interact with the game or take a decision, he was coming up with a new koan apt for the situation. Too bad he quickly revealed his limited set of canned sentences. The sliders, and the power/population numbers, seemed totally arbitrary and didn't make much sense to me. But I may have missed the point.
Aug 4 20:56:48 16m 56s ChargeBot ♥ 2 There's hardly a better fit for the theme. I had my doubt about the puzzle mechanism at first, since the first levels are really just "go there, then here". Unless you take a mistep, you cannot lose. Level 11 is the first one that starts to be interesting, and level 12 is the first level I really liked, because it actually made me thing twice before moving. Presentation (graphics/sound/UI) is really solid; I just wish you had gotten the time to make more levels. I would have loved to see what you would have came up with!
Aug 5 19:03:44 22h 06m VoltRush ♥ 1 Sweet graphics there (the main character is adorable), and the game plays quite well. I found myself nodding to the music trying to climb the tower. Good job! A suggestion: I would color the checkpoints differently, to not confuse them with a power up in a hurry. I found a couple of issues: you can get stuck in mid-air by jumping into a platform that is moving away; jumping again unstucks you. Near the top of the tower, there are three lightning bolts: the middle one kills you and you start at the last checkpoint. Lastly, the sound effects are a bit too loud compared to the music, and the music plays on top of the existing music when you restart (I was playing the HTML version, so you might already know of these). In any case, thank you for a very nice entry.