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monika

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TimestampSince previousGamemonika's comment
Dec 5 07:36:49 The Sun Revolves Around ME! ♥ 2 Fun! Got up to like 15 before I started accidentally killing some of them flying past them to reach the ones on the other side. I found it a little confusing that the colors went orange - green - red, since that made it a little hard to tell at a glance if the planet needed more sun (orange) or less (red). A different color for the orange might make this bit easier - perhaps a greenish yellow? Good work!
Dec 5 08:05:03 28m 14s Stealy ♥ 1 Really enjoyed that, especially early on when I didn't know what things were worth and the end would be a race between my very slow walk and the cops. (And to be fair, real life lava lamps are also surprisingly heavy.) I should have figured out what happens if I get caught before I got almost all the upgrades. Sitting here waiting for the cops just to see the bad ending.
Dec 5 08:32:04 27m 01s Untouched ♥ 1 Very pretty! I had the additional awkwardness of playing on a laptop touchpad which wouldn't let me rotate. Scroll to zoom in and out seemed very sensitive but that might also be the touchpad. The hit boxes on the building seems small, and possibly also had a distance component? Not sure. It was hard to knock them over. The need for precision was the thing that went most against the feeling of calm. Looks great and I enjoyed it.
Dec 5 08:46:29 14m 25s Skulls n' Ladders ♥ 0 The coin noise mechanic is really cute - love it. The art feels really polished (and as a result, the whole game does) and deliberate. You knew the look you were going for and it shows.
Dec 27 18:40:21 537h 53m garbage sort ♥ 2 Nice! The suck window seemed kind of small (especially given that you only had one shot per box) which gave it the feel of a rhythm game without a beat, and now I'm wondering if adding music timed to the suck windows would help. (Not intended as a suggestion, more just as an experiment to see what it would do to scores.) The belts being non-rectilinear to the screen also added to the difficulty in a way that was unexpected but not bad.
Dec 27 18:54:03 13m 42s Taser Loser ♥ 1 Interesting. I enjoyed it. For the controls, I get historically why jump is often a separate button from the d-pad, but I find it weird and awkward on modern keyboards when up isn't jump, especially in this case where the non-arrow buttons are, in order, (move modifier) (attack) (move action). The platforms near the bottom where I ended up were also pretty small and I appeared to be hitting my head on their undersides when trying to jump between them. I would probably make the platforming elements a little less awkward if you want to focus on the collection elements, but if you're looking to make the platforming hard, that's also a valid choice.
Dec 27 19:14:23 20m 20s Rebel Call ♥ 1 Oh wow, I really loved this one. Graphics were simple but effective (and I loved the little details like the parallax buildings). Audio was amazing. I'd say the difficulty was about right, but I'd recommend switching it up a bit by having the influence last longer and balancing it in other ways, like having the guards move in ways that affect what paths you have to take. (There was some of this on the second level, so I know it's already on your radar.) Weirdest thing for me, and the only thing to actually rise to the status of a complaint, is the circular, unforgiving hitboxes for moving around other characters. I'd often find myself blocked from moving in a direction because I was just barely touching an npc. The trio standing in a small triangle with just enough room to move in and get them all was especially annoying, and I ended up just taking to them individually from outside so I wouldn't get stuck if I accidentally hit up or down on the way out.
Dec 27 19:21:32 7m 09s Sheperdy! ♥ 0 That was great! I felt so inadequate every time a sheep drowned. Come back, sheep! Don't drown!
Dec 27 23:36:25 4h 14m Super Huber ♥ 1 Very cute, love the low poly graphics.
Dec 28 02:13:44 2h 37m The Shadow From Below ♥ 1 I liked it, but a tutorial and ui improvements would help a lot. I spent a few seconds staring at a "7" before I realized you could add more than one die to a spot, and I'm still not 100% sure why a character disappeared on me. Did she die? I'm not sure. Probably.
Dec 28 04:57:21 2h 43m Get Rid of It! ♥ 1 Fun, but I agree that it's hard with a touch pad :) I wish I had more feedback about how well (... poorly) I was doing. I feel like I only missed one or two things the first time before it was telling me to cry. And if you are going to work on it more, I agree with the earlier comment about the stroke length being the same no matter the actual click, but I do feel varying it is the way to go, not removing it. Good work, and cute story.
Dec 28 05:47:58 50m 37s Ingredients of Insanity ♥ 1 Cute! Of all things, the thing that came to mind when I was playing it were the powerups that messed up your opponent's controls in Yoshi's Cookie, so bonus points for bringing back good memories :) And just like that game, if I were going to play this game more, I'd probably be training myself to play better with the curses active :D Balance felt right and you came up with a good variety of curses.
Dec 28 06:29:20 41m 22s SCRAMBLED ♥ 1 Nice, and very accurate to real bird behavior. Think I'm going to have eggs for breakfast. :)
Dec 28 08:07:09 1h 37m Rude Bear Rabble ♥ 2 This game is gorgeous! Got a few people to show up by posting to the main feed :) Controls fairly well, but being on a falling thing and not getting a good jump off of it feels a bit too heavily punished. Perhaps it could use a double jump mechanic or maybe limited-use checkpoints (where the uses are pooled so it gets harder with multiple people?). Maybe some recovery platforms in the holes. Or even just having the character fall faster than the block so I could get another try? (Not 100% sure this one wasn't in there already.) Capped out at (as of now), three people playing at the same time, with no communication. I *liked* the no-communication angle, but it feels like it would need a critical mass of players to work. I might try it with voice communication later with friends. The biggest issue with the no-communication thing was knowing if someone was coming back or not, or on the flip-side, knowing if the person you were with is waiting for you farther down the course. Little arrows and distance markers for player locations could help with this, and serve as a mid-point between no communication at all and voice chat. Thumbs up.
Dec 28 09:02:43 55m 34s IN-FAMOUS ♥ 1 No joke, this is my favorite take on the theme so far. I might have to go back to all the other games I've rated and knock them down on theme to make room for your score.
Dec 28 09:52:33 49m 50s BOXKILL ♥ 1 Nice! I second the complaint that balls could too easily surprise you with how small the camera view was compared to the size of the balls. The ball physics also seemed unpredictable, almost but not quite as if the floor wasn't actually flat. Still not sure what was going on there. Lots of fun though.
Dec 28 16:59:52 7h 07m Pub Crawl ♥ 1 When I started, I was like "I sure hope that dot gets worse at walking as the night goes on!" and sure enough, it did!
Dec 28 17:23:43 23m 51s Spearfisher: Blood in the Water ♥ 1 The water looked pretty nice, especially at a distance. I was about to say "Right up next to me, the rigid grid pattern was a bit much. Varying the position in addition to the height would help with that, but it's a good start." but on a second run-through, I realized the grid pattern is just on the underlying ground, so the solution would be a bit different :) (Maybe some opacity changes in the water? Or smoothing out the land.) I had the same issue with moving in a straight nine that other people had, and then tried it on a lower graphics setting. Movement was much easier that way, and it didn't make the game noticeably uglier, so there's probably room for optimization there.
Dec 28 18:38:32 1h 14m Growing Polytheism ♥ 1 :) My feedback has mostly been covered already (and some of it already fixed in the post-jam version) so I'll just say that it took a moment to wrap my head around negative faith (a deficit of faith!) caused by gods showing up, and I'm still working on what negative potatoes means.