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ArmchairArmada

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TimestampSince previousGameArmchairArmada's comment
Aug 5 00:40:59 Away Team ♥ 0 Cool game. Liked the consistent graphics and the effort put into world building. That said, I personally wished there were more directions in the game. I often felt like I didn't know what I was doing.
Aug 11 19:07:42 162h 26m The Will to Live (a game about willpower) ♥ 0 First time I played, I ended up giving in due to the lack of sleep. Second time, I was prepared and manage to survive the entire ordeal. I really liked how the odds feels stacked against you, but with careful observation of how the game economy works, one can find an easy solution around most problems the game throws at you. How the stats changed felt a bit verbose, though. I liked it!
Aug 11 19:27:53 20m 11s Shekateka ♥ 2 While I thought the game was pretty fun, I really didn't see how the plug-to-shoot mechanic added much to the game. At its core, the plug-to-shoot prevents the player from shooting at certain parts of the room. The player is naturally forced to evaluate how the enemy AI operates, and attempt to manipulate it so that killing them becomes easier. This is something most players do with games like *Binding of Isaac*, though, so putting extra emphasis into AI manipulation doesn't feel like a significant shift from the genre. Instead, it just felt like it slightly emphasized a core aspect of that genre, while leaving the rest of it mostly intact.
Aug 11 20:03:48 35m 55s Automated Explorer ♥ 1 I confess I'm a bit mixed on this game. On one hand, the repetitive nature of trying something over and over again demands mastery from the player. The dead-ends providing more geographical information to the player so that they can save more time to collect power-ups is a really nice touch that emphasizes this aspect of the game. Combined with the power-ups themselves helping player proceed further into the game, there's a compelling experience in here that asks for exploration and self-improvement. On the other hand, running out of power frequently, as well as making the wrong choices or turns often requires the player to return back to the starting point and trying the same task over and over again. This gets repetitive fast, especially during the beginning of the game where one doesn't have enough power-ups to elongate their playthrough, giving enough leeway to fix their mistakes. From that perspective, the game gets boring fast. Ultimately, I'm not sure. I guess I like the simple puzzles, and the feeling of becoming more powerful is really rewarding. But for some parts, especially unlocking new vehicles, I would have liked an easier experience.
Aug 11 20:11:13 7m 25s Breathless Parks - Running, out of Power ♥ 3 I give you all props for the absurdity and a unique take on the theme. Buuuuuuuuut...a little too simple for my taste 😉
Aug 11 20:20:03 8m 50s When the world goes to hell, I'll be here playing Video Games. ♥ 2 Welp, when the world is dying, I guess rampant Capitalism is there to help us. I actually did find the game quite entertaining, along with its self-deprecating awareness of how meaningless it all is. Was a bit disappointed that collecting coins while hiding under the bed didn't make the monsters notice my character. Those coin-collect sound effects should be loud enough for me to be eaten!
Aug 11 20:39:20 19m 17s The Color of Days To Come. ♥ 0 Cool stuff, although I think it might be a little too close to *Forever Someday*. I like the use of repetition, especially the daily life sequence, to bring attention to what's different. The fitness sequence was really special, too, requiring multiple clicks to proceed the story. Generally speaking, I find these interactive parts that attempts to match the player's action with what's going on the screen to be the most effective parts of the game (e.g. clicking really, really fast is like exercise to your fingers). At the same time, some timings and cues could have used a little work. For example, I had a hard time figuring out what I was supposed to do with the toothbrush, since there's no visual feedback when waving at the mirror. I also thought the space sequence was too long as well.
Aug 11 20:55:35 16m 15s Neuropower ♥ 1 An interesting experience. I really like the tutorial is based off of achievements-like checklist system. It would have been nice to see a timer on how long one survives, although this probably ruins the point of the game being a metaphor. The abstractness of the game makes it rather difficult to figure out what the intended message was. Does the game require multiple playthroughs, with different strategies to discern the ideal, optimal path for survival? The game claims that neurons working together helps it last longer, but it looks to me like a larger body leads to faster power draining, so would splitting up to smaller parts been a better strategy? There's just too many questions to ask, and I suspect for me, discovering the solution to each question won't get me any closer to the intended metaphor.
Aug 21 23:27:03 242h 31m Tiny Explorer ♥ 0 Played it to the end even though it's clear from other people's playthroughs that somehow, I got the very short end of the stick and ended up with a super-slow rover (we're talking like, 5 decimeters per minute speed). Think I ended up playing a full hour to get to the end, with only one problem in the way. Honestly, I was rather surprised. The slow speed in the game makes certain things that would be boring in other games a triumph. Just going from one power station to the other on a flat plane felt like a journey. And being able to overcome slipping into deep pits was like a victory in improvising. This game succeeds in making the small parts feel significant, even if at its core, the game plays like a walking simulator. I liked it!
Aug 21 23:56:36 29m 33s PARODIANUS II : 致命的な外国人ロバのリターン ♥ 1 I see a lot of potential in the game, but the small bits of annoyances adds up to a rather unpleasant experience. For starts, I'm not entirely a fan of the game starting suddenly, especially when there's a 3 second countdown and enemies are filling the screen anyways. The sound effects are pretty repetitive, and could use variations. For example, it would have been nice to cycle through 4 different shooting sound effects instead of just 1 all the time. Taking hits doesn't quite have impact, and there's no death animation, so it felt weird to jump directly into the life count screen with seemingly no warning, and no way to tell what you did wrong.
Aug 22 00:14:13 17m 37s HOME IS DEAD ♥ 0 For a first-time solo game, it's a pretty good start. I liked the difference between melee and gun, but it would have been nice to have a way to recover the gun ammo. The controls felt pretty snappy, but I found myself walking off the edge a bit too easily. I'm curious the number of features in this game are..."happy accidents." For example, the infinite jump seems like an accident when you have a message on top saying, "You're not supposed to see this message!" The enemies not hurting you is a little weird, especially when their falling and landing on top of your character. And sometimes holding the melee button doesn't cause rapid fire, while other times, it does. Of course, being able to kill more enemies while dead is clearly a bug. I guess I'm easily peeved by bugs.
Aug 22 00:23:24 9m 11s Running Out Of Power supplies ♥ 0 For a game about dodging, a lot of the obstacles are really hard to see. It would have been nice to have the electricity polls always activated, because it's difficult to tell from a distance where it's happening. I would have also liked a more tipped camera angle that prioritized on showing what's up-coming, rather than how close you are to the goal. The rolling ball's path was hard to predict as well, largely from the large amount of particle effects, and the game's general visual noise making it hard to focus on said element. A lot of polishing would have helped the experience.
Aug 22 00:37:23 13m 59s Power Outcold ♥ 0 It took me a while to figure out you can push blocks while jumping. It would have been nice to have puzzles earlier that would teach that rather than putting really long row of spikes, making the task look impossible. I think the game mechanic has potential, but with the lack of levels, the game appears a bit too simplistic and not really that fleshed out.
Aug 22 01:41:07 1h 03m AEOS ♥ 1 I really don't know what I was doing. It felt like a game where all you do is flick a switch, then hope the right door opens. Which I don't think is especially fun...