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slovnoslomo

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TimestampSince previousGameslovnoslomo's comment
Aug 3 21:53:47 Once Upon a Spaceship ♥ 2 Got 55 points on the first run — dead because no more energy supply appeared (I think I collected all of them) and 590 on the second run. I don't know if two game modes are connected somehow but I think it would be cool if they were. Also I'd add more challenge to the wheel spinning part. For examle — you have only 10 seconds and amount you made comes to your score (or else) and misclicks (errors) turns to some energy/health penalties. Funny patterns and typography rythm by the way :)
Aug 4 08:28:58 10h 35m Discipline and Punish ♥ 2 I like different view on theme and how the game narrates ideas through mechanics. As I get the underlying meaning — it is not possible to build a balanced system with a tyranny (is it?) and it will fall sooner or later. Or are there more than two endings? Speaking of technical issues — sometimes it's easy to miss a gameover message because of random cursor hover. I'd make it as a separate popup or a page. Music and art are consistent.
Aug 5 18:26:01 33h 57m Eat pray live ♥ 1 Artstyle, sound and overall concept is just AWESOME! Only one thing I'd change about controls — it would be better not to force player to switch between input types (keyboard/mouse) so the game flow will be more smooth.
Aug 5 19:00:20 34m 19s Galvanica ♥ 1 The texts made me smile — it's the first 5 stars for humor from me :) And it's so great how gameplay choices is close-connected to game narrative! As a result it's very fun to make choices (cause they feel impactful) and explore game possibilities. Очень круто :)
Aug 7 10:58:22 39h 58m Thermal Power Plant K-13 ♥ 2 I really enjoyed the game! Also I am a huge fan of your artstyle :) And the setting is so atmospheric. A word about balance — even I liked it is hardcore, the game was too random for me in the begining (around 10 runs till some progression) and too easy after mid game. Also there are a couple interface problems. To be more specific: 1. It's hard to get where excactly encounters happens and what impact do they have. Both for fights and for resource changes. 2. Resourses and buttons are ungrouped and their meaning is not clear. Easy solution is just to rearrange and group them up. Also you can add tips on hover. I made a quick mockup with solution option to explain the idea: ui.png There are 3 semantic groups of resourses here — people, expedition and building. Also a «warm-up» action is moved closer to what it's change and icon changed to resource that is consumed. Despite all this the game is awesome! Good luck if you are going to finish it.
Aug 8 08:16:23 21h 18m Corrupted ♥ 2 One of the best games from the gameplay point I have played so far! Beat it like twice. On the first run I missed all the narrative writing because was too focused on tutorial, but on the next I got the atmosphere. Catchy ending by the way :) I really like your approach to do mechanics. Every new element adds depth and every decision feels impactful. It would be awesome to add visual feedback on the shots/destroys and explain weapon mechanics with some fades/highlights, cause sometimes it's not obvious what just did happend or how exactly weapons works. By the way why you hide enemy energy level? Oh, and one more thing — for me this pause clicking to catch the right moment feels a little bit odd. Maybe it makes sense to add an auto-pause on key events or something like that. Great job and good luck with the post jam version!