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Aviland

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TimestampSince previousGameAviland's comment
Dec 7 03:20:47 Necrothrone ♥ 1 Allow me to share my inner monologue while playing this game, **ahem** *"Hey, either I'm suddenly good at tower defense games or this is too easy (several minutes later...) okay now I'm dying... wait! now I have ALL the grain! :D oh shit you know what that means :O welp game over and my score is 4294967295! pfft yeah this game was way too easy lol"* All in all despite the "bugs" I'd say you have a good game on your hands, throw in some sfx a little music and don't forget to sprinkle in more visual feedback and you'll be on another level 😄
Dec 7 03:28:48 8m 01s Enjoy the Flowers ♥ 1 Loved the bee music! Fell upside down at one point and thought I'd have to start over, but it turns out that I can drift upside down 😁
Dec 8 00:39:57 21h 11m NeonTropics ♥ 1 Got to level 6~ before quitting to save my keyboard from my wrath. The disappearing fruit is what did me in 😁 Why move left though? Moving right seems like it'd be more intuitive...
Dec 8 00:54:22 14m 25s Fungus Among Us ♥ 1 Shame about the controls (be sure to give whomever was responsible for them a hard time 😈 ), I do however love the mechanics of combining mushrooms and splitting mushrooms. gg
Dec 8 01:05:56 11m 34s CalligraTree ♥ 1 A "slow mo" effect when you're plotting your next branch angle would be a nice way to give players control over the pace of their creation process.
Dec 9 00:47:07 23h 41m Pajuu - Always With You ♥ 1 Consider having the fox's flipping point be at the body's midpoint instead of at the head. While I'm complaining, some leeway with the jumping would be nice. I've got 4 pairs of legs yet I fall to my death if the front two are close to a ledge (and/or glitch out). !Which makes sense for low velocity scenarios, but not while I'm running. Other than that, **cute** and **impressive** in many ways. *TLDR: I'm picky about platformers having played so many...*
Dec 9 01:42:45 55m 38s Burn Bunny (in space) ♥ 1 Was/Is there a timeScaling issue when it was balanced? When I gave it a fang, it was impossible to survive for any reasonable length of time...
Dec 9 02:10:43 27m 58s Tourist Chaos ♥ 2 Some "training wheels" to guide a new player into discovering different strategies would be great for crossing that gap of random chance and deep strategy. gg
Dec 10 01:22:50 23h 12m Piña ♥ 1 An all around great submission! With some "Lord of the Flies" vibes from those kids D: I understand why you made the pinata movement clunky. But by giving just a tad bit more control to the player you'll balance the scale between player/game responsibility for failure. *Side Note: I am looking to make my first public leader board if you have any tips to throw my way that'd be grand.*
Dec 10 01:55:55 33m 05s Magus O-Minus ♥ 1 Loved it! However I got stuck at what I can only assume was the end, I simply couldn't descend the stairs to the next area. I think I may of had 5 villagers + the one I got at that zone so maybe that possibility wasn't accounted for?
Dec 25 12:16:00 370h 20m Crimsonite ♥ 0 Noticed a little bug, the player's diagonal movement is faster than it's straight. By normalizing your Input Vector when its magnitude is greater than 1 you will solve your problem :D Reference: https://answers.unity.com/answers/1183106/view.html
Dec 25 12:49:28 33m 28s The Swordest Sword ♥ 1 Allow me to throw some ideas and opinions into the ring :D -To solve the spin to win mechanic abuse, use two "stamina" bars that represent your left or right swing. When one goes down the other goes up, a simple balancing act that encourages creative play. (when not swinging they'll gradually return to equilibrium) -Remove the delay of enemy death and/or add some knock-back. **You have game with some great potential,** I'd love to play and/or work on it :p