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BryceLTaylor

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TimestampSince previousGameBryceLTaylor's comment
Dec 6 00:23:38 Beer O' Clock ♥ 1 I loved the sound changing and getting all wibbly as you drank. Nice touch. I like the cartoony art style.
Dec 6 00:47:25 23m 47s The Incredible Car Salesman ♥ 1 It's clever, but I wish it was clever a little faster and that I had more to do.
Dec 6 00:57:43 10m 18s I didn't know we still had that ♥ 1 Memory games are hard. I felt like I was fighting with the controls, but I'm not exactly sure what would have worked better. Eventually I got it, though. I like the art style. Nice job.
Dec 6 02:15:59 1h 18m Piggle Puzzle ♥ 1 I played way more of this game than I set out to. The first puzzle is figuring out the rules of pig spawning and movement. There are some important aspects that are not mentioned in the instructions and aren't intuitive. They are discoverable though. I had to turn the sound off, because it took me a long time and was a little repetitive. The puzzles were good and kept me wanting to play more.
Dec 6 02:30:42 14m 43s Snaketris ♥ 0 @yngvarr only 2.5 times harder? It was ridiculously fun, but basically impossible with one person. I played with a second player later and it was still fun. I wish the snake spawned at a random position at the top. It's possible for the snake to die and become unplayable and then just be in an unwinnable game of Tetris for a while. Really fun, though.
Dec 6 02:37:49 7m 07s All the Spiders ♥ 2 It's a little buggy...
Dec 6 04:17:40 1h 39m Lovely Kana ♥ 1 Nice! In my first game I thought that the first choice at work was what to do on the train, so I napped for the first few days. Strangely that was my only play through where I won. Also, it was much more interesting and varied in responses when I was doing poorly. Overall I liked it and did multiple play throughs.
Dec 6 05:38:58 1h 21m Factory Panic ♥ 2 I like it. There are a lot of nice built in conflicts that make you have to re-evaluate what is more important at any given time. Nothing is obviously the right thing to be doing at any given time. I like that. I like the art style as well. Nice job.
Dec 6 06:03:54 24m 56s Guardians and Gems ♥ 1 I really like how you ratchet up tension. The music you picked fits perfectly for that, though I see you opted out of audio. The guardians are placed well to give you a good head start and then overwhelm you. Nice job. I only wish that you didn't stick to walls so easily. Overall, I really liked it.
Dec 7 05:51:20 23h 47m Komainu ♥ 1 I really liked this game. It was fun and polished and I love the art. The cherry blossoms falling are a really nice piece of atmosphere. I really wished I had a reason to use the sword, which I found out I could swing after I had killed all the enemies. Being close to them to use it mostly just seems really not worth it and easily avoidable. There was also a shiny thing that I don't know what it was or how I was supposed to interact with it. Also when I killed the last enemy I really wanted something to happen, preferably more game! A You Win screen would also work. I felt accomplished for beating it all the same. Also the music added a nice atmosphere of tension and adventure. Well done all around.
Dec 7 06:13:03 21m 43s riskREWARD ♥ 0 It's a good start. Since it's all about putting yourself in harms way to gain points I really wanted you to have more movement options. A dash, climbing over walls, or something like that. Then I think it would be more satisfying to get in and get out for some points. As it is you just sort of run away slowly. I really like that the thing that helps you also makes you lose. I love that dichotomy. Good job.
Dec 7 17:04:02 10h 50m Rescue_Mission ♥ 1 Nice. I liked that what you had was polished, but I think it needs some tuning. I couldn't think of any reason to keep anyone in the warehouse since I would pretty much immediately be below capacity. Maybe it makes sense if you play for longer. I also wanted there to be a bit more of a goal to keep me playing other than to just keep playing. Or a time pressure of some kind. I wanted to feel more pressure or tension. On flight 15 most of my people died and it didn't say why. I wish that it would have a description of an event whenever someone went critical. I also felt like I was keeping an eye on their stress and was surprised when everyone died. Maybe it's that I couldn't watch the days pass to see the condition that was going to kill everyone build up. A small thing, I wish you had picked a different fruit to grow on your ship. The word Orange and the word Oxygen, while quickly scanning text look enough alike to make me need to look twice. A Peachery or a Kumquatery would be easier to pick up quickly. I really like the art and I love games about space crews. I enjoyed it overall.
Dec 7 23:26:09 6h 22m Super Mailman ♥ 1 I like the art style, I'm super into cartoony art, and I enjoy that the character is a actually flat and flips around. The animations are nice. I love his face changing. I'm not into the physics, though. Desperately hoping that the angle it hits makes the boxes fly in the right direction when trying to make them go up is frustrating. I really appreciated the walls that were walls for boxes but not the player. I wish they were on all of the levels because sometimes I got stuck because a box had flown to far. The presentation is nice. Keep it up.
Dec 7 23:53:27 27m 18s Voxel Mob Arena ♥ 1 It was really fun! Once I got the hang of it, though I started wanting something more out of it, like a goal or a ramping of difficulty, something to keep the tension up. I did enjoyed exploring the space you made and discovering new areas. I didn't realize you could run out of bullets until I read some of the other comments. There is something up with the web player not being in full screen where it cuts off most of the outside including all of the HUD elements. On top of that, once I put it in full screen I just never came close to running out with some casual pickups.I think with a bullet cap and maybe a slower respawn of the bullet drops you could force some more diverse play. I just parked myself in one spot and with the machine gun no one could come near me. I couldn't see any reason to use any gun other than the machine gun, but I appreciate that there are other gun types. Over all I liked it, though. Good work!
Dec 8 00:26:40 33m 13s Prinsen Gulden ♥ 1 I really like the art style and the use of the theme, and I really like the 2d 3d combo. I found the controls very unresponsive, though. It was often super hard to get lateral motion enough to jump out from under something, which I was asked to do a lot. I also kept dying on spikes because they blended into the grass. I would just suddenly be dead and I would be surprised. I did like the super meat boy style-like short puzzle levels. I'm not sure if the levels were randomly generated or just randomly assigned, but I think I would rather have had a sequence of levels where I had to beat each one in order than an endless game randomly given. It might just be me, but when I fail at something that I think I could have done I like to get another go at it. I also really like how you handled the tutorial. Including the text in the world to run past is nice. They were occasionally hard to read, but I was in a safe space so that wasn't really a problem. Overall good work!
Dec 8 01:11:31 44m 51s Spacelitch ♥ 3 This was great! My biggest complaint is having to go through the tutorial every time I died... which was a lot... because I kept playing... because it was fun. I love that you're a dog. You didn't have to be a dog, but you went there. Awesome. I found that I could get to the boss easier (at all) if I just didn't get any power ups. Also, I found that crashing into things was overly punishing, killing you all the way rather than just giving you one hit, especially since it meant you had to start over and redo the tutorial. I loved the art and the music. I love the little portraits and the story they tell. Really great job.
Dec 8 06:03:33 4h 52m Open the Moon Gate ♥ 1 This was great! At first I thought it was super easy. The green things are super easy to shoot, a little tricky to get the crystals but manageable. Then I got a moon. Then it got hit. Then I went: ooooooh! It's a nice hook and nice use of the theme. I love when there is a built in conflict to doing well. I liked that you use all of your crystals when you make a moon. I tried getting 16 of them and then make 4 moons at once, but you got me on that one. I liked the music a lot and the sound effects were nice too.
Dec 15 00:18:19 162h 14m The Will of the Wisps ♥ 2 Wow, this is beautiful. I love the art style and and the music. The atmosphere is fantastic and your slow pace really helps to build tension. I love the alternative art for the commonplace objects when you get far enough along. I also liked the way you used the theme. It's not harder for the player but worse for the character. Great job!
Dec 15 00:32:37 14m 18s Loot & Looter ♥ 1 Hey, I'm having trouble getting the mac version to play. It looks like it flashes open and closes again immediately. I'm running version OSX v. 10.11.6.
Dec 15 00:47:10 14m 33s On Call ♥ 1 There are two ways to interact: clicking things on the left or typing things on the right. I'm not sure if the output in the bottom is something I'm supposed to care about. It might be part of the game... Typing something and hitting enter causes you to be unable to type anything else, which is the main way to interact. I don't get it.
Dec 15 01:09:17 22m 07s Travel Light ♥ 1 Shooting the zombies felt nice with them falling back a little. It made them seem sort of unstoppable at first. But then it just became way too easy. I didn't really have to worry about getting caught, which made the meat feel useless. Also, was I supposed to be eating human? The first time I ran out of bullets and then couldn't do anything but run away. But you move so much faster than the zombies that that wasn't a problem. Really I just wished that I had somewhere to go. That was true in general. I mostly just wanted a reason to do anything, or for it to be much harder. There could be more zombies appearing, or if they had better path finding I might have had more problems on my hands. As it was I just had to line them up so most of them got caught on a corner and shoot the few that made it around. Lastly, the mac version crashed on me several times, though I appreciate that you built one. I think that with a few more features it could be really fun.
Dec 15 01:25:07 15m 50s The Curse of Mangara ♥ 0 I liked the gameplay when I actually got to control the character and get coins. I thought it was nice that the enemies all speed up, making it harder and making the choice of which coins to get first relevant. The story ended up being way longer than it took for me to beat a level, which was sort of frustrating. Not that I don't like story, but I wish there was more time playing the game. It also seemed mostly irrelevant to the gameplay. And the fact that the story resolves without the players input seemed a little strange. I think I would have liked it more if the magic items you collected affected the gameplay. The music was nice, though. Overall I think you did a good job.
Dec 15 02:42:33 1h 17m Wonder Tsum ♥ 0 This game is super cute. The art and the music give it a super whimsical feel which is really fun. The puzzles are fun and I enjoyed playing it. I'm not really sure how it fits the theme at all, though. Good job!
Dec 15 04:39:25 1h 56m Hesperidian Trees ♥ 0 This launches on a mac but it is just a white box with no game.
Dec 15 04:52:35 13m 10s Fireball Dungeon ♥ 1 That was fun! It was tricky without being impossible. Nice balance there. There was something strange going on with the collisions of the fireballs that I shot when firing alongside a wall. Sometimes it would just go through it and other times it would slide along the wall. Especially in the level with the square in the middle. It wasn't really a problem, though. Nice job!
Dec 15 06:05:52 1h 13m Tabletop Farm Simulator 20,000 ♥ 0 I love the idea of different game modes, but it seems that none of them quite worked. It seems maybe overambitious. Killing varmints seemed to have no purpose and when I ran out of bullets I couldn't do anything else. Not even go back to the farm. I have no idea why my land caught fire or what I could do about it... wait... clicking fire puts it out... huh. I'm still not sure what causes it. One of the biggest problems is that it's impossible to tell where to place things so they'll interact with the other things. If it was on a grid, or it drew a circle of influence I would be able to tell, but I didn't seem to be able to get things to interact easily. Things have to be sooo close to each other to interact, such as placing irrigation near the river. And you can't place them if they're too close. The range of places you can put them are too narrow and hard to find. I often thought that things didn't work, such as irrigation and power lines. In one try I did manage to harvest some fields. I like the idea. With a little more polish I think it could be pretty fun.
Dec 15 06:35:44 29m 52s Just Ask Her Out ♥ 1 Nice! I love the ending and the art is really nice. I like both art styles, the detailed polished drawings and the more cartoony ones. But I sort of wish they were used a little more deliberately. Like the detailed realistic one for representations of characters in the actual situation and cartoony ones for what is in the character's heads. It sort of played out that way, but some things seemed they should be the other one if that were so. I like that the sketchy style on yellow background reminds me of sketches on paper in school. That was really nice. You drew a lot of pictures in a short period of time and I like them a lot. I'm super impressed.
Dec 15 07:04:40 28m 56s Rescue Mission ♥ 1 Fun! I love punishing side scrolling platformers. I found myself fighting the controls a little, like when jumping off the end of a block I like a little more forgiveness for jumping after hanging over the edge, but I got used to it. The music was fun and I liked how it kept changing. That last level is really frustrating. The whole game spikes in difficulty a little too quickly, I think, but I understand you had a deadline. The falling blocks fall in such a short period of time after you touch them that it makes having to jump on them from below and then off of them again immediately feel damn near impossible, which is what a lot of the later levels have you do. Especially when you knock them down when you hit them from the bottom. I also really wish that you could use the A and D keys to move as well as the arrows. I am much more comfortable playing that way and eventually crossed my hands over my keyboard so I could move with my left hand and jump with my right. It's just a preference thing, but it's how my hands are trained. The levels feel like they're the right length, and are challenging but beatable (eventually.) Good job! p.s. Love! I haven't used that in a while, but it's nice to see it.
Dec 15 20:54:28 13h 49m Potion Commotion ♥ 2 I really like the art style of this game, but I spent the whole time battling the controls more than the game. First, the camera controls are soooooo sensitive, which really negatively impacted how you moved because your direction depends a lot on which way your facing. I fell off a lot of things because I looked around too fast before I decided to just point the camera in the direction I wanted to go and then not touch them while moving. That is a real problem because it removes your depth perception in the 3d world. Especially since the edges of the platforms don't draw as lines when you're above them. I really wish that you drew edges of platforms. It made it hard to know where you could land. I couldn't play with a controller. Mine, I think, registers with a slight permanent push down, which is fine in a lot of games, but because of the sensitivity, I basically just pointed at the ground and couldn't do anything. I unplugged it and then could play with the keyboard. I appreciated that you included it as a way to play. I really like that it's non violent, since it seems like that is just a gimme in most games. However, the little grey guys are super frustrating. The fact that they make it so the player can't jump properly when they touch you is really frustrating, especially on the little tiny platforms you have to land on, you can't help it. You just sort of hope that they randomly walk away from you on that run. Speaking of which, the second gem was almost impossible. It was so hard to land on the platforms with the little creatures. It would look like a good time to jump and they would just turn around and walk right up to the edge so I couldn't land a large percentage of the time. Or if I did land they would hit me afterwards and I couldn't jump. The second creature didn't seem to be quite as much of a problem, but I only got to it some of the time. I think its platform is a little wider and so it didn't essentially always knock me off. If I could have used the camera properly I would have had an easier time of it, I think. Also, if the creatures had a more understandable pattern, or stood still until you landed and ran at you after, I don't know, half a second. Something to make it so that when you could feel good about landing and then worry about the creature. Or maybe just making the platform wider. The third creature felt kind of like a slap in the face. Getting up that high and being so close to the gem and then getting knocked off felt awful. I really liked that you could see the whole world from the start and that it opened up as you played. I saw the bridge at the beginning and thought it was need and hoped that I could go there. And then I could! It made my little bit of exploring at the beginning feel rewarded. The checkpoints were handled well, too. One at each gem and, importantly, one at the start of each section. Nice. Overall, I think that with a few tweaks it wouldn't be so frustrating and would be even more fun than it already is!
Dec 15 21:44:33 50m 05s The weighty island ♥ 0 This feels like a nice start to a bigger game. I played it once and felt like I couldn't do anything. I didn't realize that the axe and pickaxe were different things, they look so similar in the shop and in your inventory. I went back and played all the way through, though. Though making it so your inventory weighed you down fit the theme, I think going slower in this case made it slightly less enjoyable. There wasn't a choice to be made about how much you had to carry, you just needed to carry what you needed and that just made it take longer. If there was a reason that you might NOT want to carry everything in one load, I think it would have worked better. Like a rickety bridge that you would fall off of, or monsters that would get you if you moved too slowly, or something. I'm not saying that either of those things is the right thing, but something to make you think about what you should be carrying. Good job over all!
Dec 17 18:19:44 44h 35m Remembag ♥ 1 Pretty nice. I felt like I was moving way too slowly. Since I could see exactly where I wanted to go, it was mostly just frustrating to take forever to get there. Most of the symbols (trophies?) were the Gueardian guy, I think all of the ones on the second floor, so I never saw another symbol on the door. Since the door wasn't labeled I just grabbed a random one and it often worked. The instructions were a little unclear. I've never played the packing a bag game you mention so that is unhelpful for me as a player. Are you supposed to always put them in in the same order ending on the newest one? That was my best guess, but there were only ever two lights on the collection bin, so It didn't give me feedback that was useful. I just realized that it accepted any symbol I threw in no matter what. It didn't have to match anything. I found the game confusing, but I think I get what you were doing. It looks nice. Keep it up!
Dec 17 19:00:35 40m 51s Haunted House on 43rd Street ♥ 1 That was fun. I liked the creepy music in the background and that the sound effects seem to have been performed by someone's mouth. I love the animations. I wish there was some more gameplay or some more properly diverging paths. Possibly multiple endings. I want more! I understand why there isn't, though. Also, I LOVE that there is an android version! That's what I played. Nice job.
Dec 17 19:25:35 25m 00s 人気があるよ!(~Be popular!) ♥ 0 I thought it was a neet idea. I like the idea of having to actually sign something, but there was no real reason to actually do it. I did most of the time. My experience was slightly hampered by the fact that after you sign an autograph sometimes the fans just sit there in the path and you can't move past. If they ran away from you clearing the field, or you could move through satisfied autographees it wouldn't be quite so bad. I had to restart the game several times. I never actually made it to the end because of this. Nice job overall, though!
Dec 17 19:57:55 32m 20s Brick Racer ♥ 2 Great! I love that you have to actually make a decision about whether or not to try to hit blocks AND health and that the answer to that decision isn't always the same. That's really nice. I really like the curved track; it does a good job of showing you what's coming in a reasonable way. It felt like I was playing on an Atari again in a good way. It was just fun. Good job.
Dec 17 20:27:41 29m 46s Minimalista ♥ 0 There are some good things you did here. I really like that the upgraded weapons really feel better than the weaker ones in a really nice way. However there is so much visual noise in this game. It seems that every object you can get is identical underneath, but look different for some reason, but also some of the objects that you come upon kill you. It took a few play throughs to figure out which was which. It makes sense, but ultimately it does not feel good to try to crash into a rock. Also, the objects don't make a lot of sense. Why does picking up a soccer ball make my gun better? Or grapes? I wish they were just one generic powerup. It would have made it easier to read. The best strategy seemed to be to just avoid things and get rid of any "upgrades" immediately. By doing that I went as fast as possible and still go caught by the police, but I did get a score of 275453. I wish the items were placed more intentionally. The first time you run into them they are just a wall of things that look bad, but are actually upgrades. After that you are just in a wall of things. I wish there were more parts where you could see individual things and decide whether or not to get them. Oh and on the mac version, at least, the UI covers the playing area making those parts of the screen not particularly useful. Good job on such a short time frame, though. I'd like to see a post-jam version.
Dec 17 20:58:27 30m 46s Fungus Among Us ♥ 1 Okay that was fun. I really like that they multiply when you kill them. I wish it got harder as you went on rather than easier. At first I died a few times near the beginning, but once I started upgrading, especially the attack scale, it became much easier to get more powerful. Soon I just became death incarnate. I had to actively try to get killed. I wish the different types of mushrooms had some variation in their attacks. The same strategy kills all of them, which got a bit repetitive. I also wish there was some sort of end goal. I sort of got all the way big and then just kept killing things for a bit before letting myself die. I understand that it's already a pretty polished game that you made in a really short period of time, so that is a fairly minor critique. Overall, really good.
Dec 18 14:53:02 17h 54m Tangram Technologies ♥ 0 Nice implementation of Tangrams! It's cool that you could make shapes that were impossible in a physical form. That was neat. Also the tutorial was well handled, showing each mechanic and then ramping up the complexity. I do find it strange that the tutorial doesn't show all of the little triangles in the shape you're trying to make, but it isn't a problem. The rotation method didn't feel intuitive and needing to hold down the mouse button while pressing the rotate button felt awkward. If it just remembered whichever one you clicked last and could rotate that one it would be nice. I also wish that while holding it and rotating it didn't leave the old one behind. It made it hard to quickly see the shape in the new orientation because it would combine with the old orientation. That was easily work-around-able, so it wasn't actually a major problem. Also, I think the pieces and the shape you are trying to create could be a little more differentiated. A slight tint of a color in one, making one lighter or darker, a texture... something. Occasionally I found it hard to tell where a piece was or wasn't. This last one is kind of funny. My cat sat on my mouse while I was holding a piece and it flew off the screen and I let go of the mouse button accidentally. The piece was just gone. I couldn't beat the level after that, so I had to quit. I can find Tangrams kind of frustrating sometimes and I was far enough along that I really didn't want to go back and replay the other levels again, so I didn't finish. I liked the sound at first, but I had to mute it after a while since it was a little repetitive. Possibly a longer track could help. Overall really good job.
Dec 18 15:08:49 15m 47s Mesus VS The Broman Empire ♥ 1 Nice! I love the cartoony style. It would be nice to see some animation, but I'll take what I can get. I didn't get how it used the theme until I saved someone and couldn't get past them and the others and I went, "ooooooooh, I see." Nice. I also didn't realize why you could throw fish until then either. The commandment on that one didn't really explain it. Over all it was good!
Dec 22 16:52:55 97h 44m Reroute Reboot ♥ 1 This was really cool! I really wish it had any sort of tutorial at all, though, even if it was just a few screenshots with sections highlighted and some text. I had no idea what I should click, or how to do anything. I stuck with it and eventually figured it out and I'm glad I did. It was really well done. The visuals were good, but some of the text was hard to read, especially the dark text on the light blue background. The packet information was really clearly shown, so you could tell when you were going back and forth on a city. I don't think it really fits the theme at all. It was definitely better the more cities I controlled. At least more mainframes. I wish there was some sort of factor that made it harder later. Once I had 3 mainframes of packets at my disposal I basically didn't have to do anything. It put all of the interesting gameplay at the beginning. But ultimately it was great!
Dec 26 02:11:11 81h 18m Bee Rush ♥ 0 Yep, that's what I see on a mac as well.
Dec 26 02:33:36 22m 25s Infection ♥ 1 Cool! I also had a crash after the 7th brain, once in sight of the 8th brain, which was frustrating. The music kept going and I could move the mouse, but nothing moved and I couldn't shoot. The mood was nice, helped along by the music and by being greyscale. I did find that going diagonally the whole time meant that I could move faster and escape pretty easily, which made it easier. I basically only had to shoot a few of them, which might have been by design. Overall, nice job.
Dec 26 15:31:48 12h 58m Cat Lady ♥ 0 Nice! I really liked the tutorial and how you made player clean up a mess to proceed. Also the music was nice. At first I liked the sound effects, but after hearing them for a really long time they started to wear on me. Also, the game was really easy. I wish there was more vomit from the beginning so it could ramp up faster. I never felt overwhelmed, which I think was the feeling you were going for. At the end it just started getting a little harder when I won. I think it just needed a little tweaking of how often each cat threw up. Or another task that I had to balance with cleaning, like feeding the cats or something... Over all, nice job!
Dec 26 16:52:17 1h 20m Wumbo No 5 ♥ 0 Nice! It was hard in a way that kept pulling me back in. My high score was 9154 having gotten 10 coins, and when the coin spawned on the other side of the screen I just knew it wasn't going to happen. I wish there was a little more juice, especially when it came to being hit by things. Screen shake, sound effects, something. I really like the horizontally moving bar that you have to duck between. It came at the right time to not feel too hard or too easy and made the whole experience feel nice. I also really like that the enemies fade in and are only lethal after a few seconds. It gives the player a chance to acknowledge them and not get killed right away. It feels fair. Great job!
Dec 26 17:02:38 10m 21s A Clearly Uninspired Title ♥ 0 I love that you used Scratch for a Ludum Dare entry. I also really like that you changed the scale of the button when you moused over it. That is a nice little bit of juice you have going on there. I would have appreciated more of a game in there, but it was kind of funny.
Dec 28 03:54:00 34h 51m Jade ♥ 0 I think I see what's going on here. I think the real problem is a lack of tutorial. One easy puzzle that didn't rotate the screen and then introduce that mechanic on another puzzle. I just wasn't sure what I should be doing the whole time or how I had to interact with things. Also the controls felt unresponsive, so if I tried to do anything nothing would happen sometimes. Or maybe there was just a delay..? I'm not sure. Sometimes I could rotate the world and sometimes I couldn't. I'm also not sure what being able to move around achieved. Since I didn't know what I should be doing, needing to go to the surface every few seconds mostly felt like a chore. The music and atmosphere were nice, though.
Dec 28 04:10:45 16m 45s Super Huber ♥ 1 This was fun. I couldn't figure out why sometimes stuff would bounce off my vacuum and others it would get sucked in (usually when I didn't want it to.) I didn't like that turning around would cause me to run into things sometimes. It would put me in impossible situations. Sometimes it would look like I could eak my way out of a situation if I was careful, but that really wasn't possible. Also because of the shift in perspective it looked like there were places that I could go, but I would hit an invisible wall. A visible barrier would have been nice. The sound effects became a bit grating over time, but the music was quite nice. Over all I enjoyed playing it! Good job!
Dec 28 15:02:43 10h 51m Attack of the Killer Zombie Veggies from Outer Space ♥ 0 I love the walking broccoli guys. They are great. I got confused because there was no differentiation between the guns on the ground and there were too many types that it was hard to know which ones had bullets and which ones didn't. It would have been nice if there was some differentiation in shooting with them too, but for a jam game that is really more of a nitpick. Also it would have been nice if there was a consequence for them getting past me. Basically as it was I could play forever as long as I didn't touch a mutant vegetable. Good job over all, though.
Dec 28 15:46:51 44m 08s Electrical Overload ♥ 1 This is a cool idea. It was frustrating that your initial setup involved building 4 different things, especially since it was possible to not know which ones to build and end up screwing yourself over. If your power generator acted as a warehouse and the first beacon it would have been much easier to get started. It could even be a bad warehouse and/or beacon at first, just enough to get you so you can't deplete the resources you need to go forward. You could easily build yourself into a corner, literally. I got stuck behind the warehouse, which is huge, and so I had to restart the game. I tried to unbulid it so I could move around, but then I didn't have enough resources to build another one and couldn't get any. I like the particle effects and the light source flashing, especially if you walk away from your generator and look down a dimly lit corridor towards a flashing thing. That was a neat effect, but the relentless sound of it zapping was too much. If you only had to be around it for a little while it would be fine, but there was nothing else to do but be near a zapping thing. Also, the drones harvest really slowly. Even when I kept building them they just took forever. I had to stop because I was doing nothing but adding a drone every few seconds, which wasn't fun. I really like the models. I would say that the quad-copter style for the drones made it hard to know how many there were, it always looked like more than there actually were, especially amid all the (really nice) particle effects they were in. That is just a nitpick. I really like the look of all of them. I think that this is the core of something super cool. A first person, rts style resource gathering game is really cool. I think it just needs some more work. Good job!
Dec 28 16:00:57 14m 06s Fat and Furry-ous ♥ 2 Fun! I love that it is secretly an object avoidance game, especially when you get that speed boost for eating a cheese ball, it makes you think you should get them at first. Tricky. I really like the art style, both in the 2d menu and in the actual game. My only complaint is that the wheel is a trap and you can't get out of it. The broom just will get you. Also, I love that you're running from a broom. Great job!
Dec 28 16:18:55 17m 58s Blobville ♥ 1 This was great! It felt really polished, the art was adorable. I really liked the sense of progression through the game. I always had things to do and something to work towards. Really nice.
Dec 28 16:31:02 12m 07s Abstraction Blaster ♥ 1 I liked it a lot! The different enemy types were really nice and provided a lot of variety of play. I didn't have an opponent, which I don't think broke the experience, but for solo play I wish it had a fail state that was a little... I don't know... more consequential, I guess. I see that dying is part of it for the 2 player game, which is nice, but it would probably need to be tuned a lot more for difficulty if death was more consequential. It would also be nice to make the hits feel more impactful. Some sound effects, or explosions, or screen shake would be nice. I actually really like the music a lot, don't sell yourself short. Great job!
Dec 28 17:06:36 35m 34s One Final Task ♥ 1 Awesome! I really liked the puzzles. That last one was super hard, too. I liked all of the elements, the box types and special spaces. I liked the dialogue. I do wish there was an instant restart button all the time, but that's a tiny thing. Great work!
Dec 28 17:25:21 18m 45s Brilliance ♥ 1 Nice! It was pretty hard, but I think in a good way. There is something about the keys that you chose for the color switching that felt strange and took getting used to. Other than that, great work!