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kyyninen

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TimestampSince previousGamekyyninen's comment
Apr 24 06:55:20 unBLOCK the exit! ♥ 0 Played WebGL release without audio. Loved the art style, not a fan of the physics. Gravity feels floaty and character movement has this really thick momentum that makes accurate movement almost impossible. I think I would have preferred a controller with more discrete movement. Also you can fly around the level by spamming jump on certain situations, seems to be related to collision code? Good stuff!
Apr 25 06:49:23 23h 54m Putt Putt Boom ♥ 1 Really liked it! Neat little concept, if you ever decide to expand on this I'd love to play it. Biggest flaw I see is the level itself. The long runway doesn't really lend itself to TD-style gameplay. IRL mini golf courses can get really complicated, lots of corners turning into itself, narrower and wider areas etc. Even something relatively simple like [this](http://www.tastulanlomakyla.fi/wp-content/uploads/2015/12/tastula-minigolf-kaustinen-300x195.jpg) would be more interesting to play and offer more tactical choices for tower placement. In this current board I see no reason to put anything on the first few slots since missiles won't be much of a use there and grenades seem to generally be a sub-optimal choice. The scoring system is pretty obtuse, even after reading the instructions. Would it be more straightforward if balls just broke down after certain amount of hits from weapons/golfers? Maybe not as flavourful, but more readable. Add hp bars to really nail down that tower defense look 👾👾👾 Good effort! Currently on the 8 wave and those tiny guys seem to get really desperate.
Apr 25 07:19:01 29m 38s Horror Minigolf ♥ 1 Well, first off: I managed to crash the game in one of the later levels when hitting a lava pool. ``` An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: uncaught exception: abort(119) at jsStackTrace (Build2.asm.framework.unityweb:2:27460) stackTrace (Build2.asm.framework.unityweb:2:27631) abort (Build2.asm.framework.unityweb:4:32073) brn (Build2.asm.code.unityweb:28:1) X6i (Build2.asm.code.unityweb:8:1) J0g (Build2.asm.code.unityweb:4:1) ejn (Build2.asm.code.unityweb:28:1) invoke_iiiii (Build2.asm.framework.unityweb:2:335192) Bum (Build2.asm.code.unityweb:21:1) MFm (Build2.asm.code.unityweb:21:1) zba (Build2.asm.code.unityweb:9:1) Ygc (Build2.asm.code.unityweb:7:1) Sjc (Build2.asm.code.unityweb:7:1) T8 (Build2.asm.code.unityweb:9:1) Q8 (Build2.asm.code.unityweb:9:1) $re (Build2.asm.code.unityweb:23:1) Wre (Build2.asm.code.unityweb:23:1) Tre (Build2.asm.code.unityweb:23:1) Dre (Build2.asm.code.unityweb:23:1) JWb (Build2.asm.code.unityweb:14:1) xWb (Build2.asm.code.unityweb:14:1) wkn (Build2.asm.code.unityweb:28:1) browserIterationFunc (Build2.asm.framework.unityweb:2:213848) runIter (Build2.asm.framework.unityweb:2:195909) Browser_mainLoop_runner (Build2.asm.framework.unityweb:2:215385) If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information. ``` Also speaking of uninteded glitches, it's pretty easy to go backwards with your eyeball, drop on the background plane and to the infinity below from there. Wheeee! Difficulty curve seems to be backwards. First level seemed painfully hard to complete, but everything afterwards is just a breeze. Monster movement feels frustrating, I think I'd prefer if it moved in small bursts, similarly to how player operates. Small pauses to give player even a tiniest sliver of time to plan ahead. Player movement could also be tweaked. I'd rather do fewer, but longer hits than series of tiny putts to move forward. Also since you can't change your heading when you're already moving, most of the time playing is spent just staring at the screen and spamming click because you have no idea when you can make the next move. Game needs to give at least some sort of visual signal to communicate when player can hit the ball again. Easiest would be to change the tint of the ball - red when you can't hit, bluish when ready to go or something like that. Also also one last thing. Restarting is a hassle, and I almost stopped playing on the first level because of it. Instant respawn pls
Apr 25 11:27:36 4h 08m 'Meme'bumps ♥ 2 >The problem is so bad that the memes now haunt her all the time ##### me irl Pretty funny! I always like when jam entries do something different with audio, or heck, even DO something with audio! Many seem to regard soundscapes something that you do if you have spare time at the end. I appreciate that you took the audio experience as front and center of you game. Played the android version, analog stick analogue was somewhat inconvenient on my device at least. Bit too cramped in the corner, going southwest was awkwardish.
Apr 25 12:12:20 44m 44s Dungeon Slider ♥ 1 Aesthetics were pretty great and theme was well thought out! However, I'm sad to say that sliding box puzzles have been the bane of my existence since a very young and tender age... Mechanically speaking, game works fine and everything feels chunky and solid, it's just that personally I didn't find this kind of gameplay very appealing. One very concrete thing that felt extra frustrating: I don't get why you need to spend mana to see the sacred tiles. Seems like a punishment for not taking notes while playing, though I guess that applies to lots of puzzle games 😛 It's a good game! Just not exactly my cup of tea.
Apr 25 12:50:23 38m 03s Bearly Fishing ♥ 1 Works great on tablet! Every element works together brilliantly, you guys managed to create a very focused experience without anything unnecessary. I especially loved the final fish domination so much I couldn't _bear_ to look away!
Apr 25 18:27:17 5h 36m Alchemix ♥ 1 Played the android build on [this](https://www.gsmarena.com/lenovo_tab_4_10_plus-8605.php), worked fine enough! Would have preferred portrait layout though, but implementing that is probably not the best use of valuable dev time 🤔 I think this combination of genres is anything but incompatible. Which is good! I've never really liked these recipe hunting games, but mixing in a physical grid structures the experience nicely. Especially reactions that change the board spice things up neatly! One thing I direly missed is a list of all the combinations that player has found. Trying out new recipes seems to take ages, and anything that speeds up the process would be most welcome.
Apr 25 18:57:55 30m 38s The Mad Tea Party - A Card and Run Game ♥ 3 Fully voice acted tutorial in a Ludum Dare entry? Might be a first. I don't have much feedback to add, I think you did a great job and would love to see what you have planned for future releases!
May 2 15:04:07 164h 06m Empty Space ♥ 0 Shooting is good! I really liked the graphics, sounds, overall old school DOS-shareware feel. But... sliding puzzles, man. It truly is the most incompatible of genres.
May 2 15:26:04 21m 57s Just Relax ♥ 1 I didn't relax at all! Surprisingly tense, however that might be just me anticipating the coming beat too intently. Couple of suggestions: I'd really love some graphical representation on the rhythm. Kinda like Crypt of the ~~Necromancer~~ NecroDancer has that rolling meter on the ~~top~~ bottom of the screen. _(Edit: WHICH WAY IS UP AGAIN)_ Another piece of UI I would find helpful is an indicator on how high your next jump will be, drawn above the character. Maybe these elements could be combined somehow? Also, I never used glide and boost separately. I think you could combine those inputs without changing the flow of gameplay. I liked the trick levels best. You could add some variation by adding a couple of tracks (though that must have crossed your mind) and cycling through the different palettes every 5 or so levels. Maybe different color schemes could signal that rhythm has changed? Summa summarum; Good effort, I'd love to play this on my smartphone, with headphones on, before going to bed or when waiting for public transport.
May 2 15:43:39 17m 35s TBFTWorLD41 ♥ 1 I... really have no idea what is going on here, and thus can't comment on anything gameplay-wise. However! Audiovisual presentation was stunning, mood was incredible, and I can't say I didn't have fun running around, devouring everything that moved and pooping. I might have to try this again, later at night, with some refreshments at hand.
May 4 20:21:32 52h 37m ClickerDefense ♥ 0 It's a solid little game! However, I found the clicker-side of the genre-blending a little lacking. The one major meter for progression in any idle game is the autoclickers. There should be some sort of buildings that generate money, very slowly in the beginning but increasingly fast the more you upgrade them. Especially combined with limited building room this could give some interesting balancing decisions for the player - do I spend the money to get couple of bucks more in the long run or use the space for damaging towers? Also tower targeting priorities seem a bit wonky, I think they should target the enemies that are nearest to the castle, instead of just the nearest. In some tower defense games you can manually set which enemies the towers will prioritize, though I understand that this might be too much asked for a jam game 🤓 I played several rounds, so obviously you did a good job. Congrats on your first LD game and keep on jamming!
May 6 18:29:44 46h 08m Woodsy ♥ 1 Yeah! I like it when LD entries have explorable environments, and although there's not too much to see here, swampy surroundings had lovely atmosphere. Sprite art was spectacular, but I think I would have preferred if at least characters were billboarded all the time? Also: ambient lights. Some will'o'wisps or creepy candles scattered about could have added a lot to the (already pretty immersing) mood.
May 7 16:32:45 22h 03m Tactical Hydra ♥ 1 Pretty dope! It's an interesting concept, despite me getting extremely confused on how the turning works and constantly losing. I noticed that the ship's sprite changes based on how much it will turn next turn, but I would have preferred some sort of UI gauge for angular momentum, similar to how thrust is represented currently. Also thrust is applied before rotation, which threw me off every time. Even when I knew it was going to happen. I never won but managed to thin the herd to one couple of times, and appreciated the variety of attacks they make (based on how many there are remaining?). I think these mechanics could translate pretty well to longer, scrolling levels like in Gradius, Life Force et al.
May 7 16:50:11 17m 26s WITCHSΔVER ♥ 1 This is great! Art is cute as 😽, animations were wonderful and ditto with audio! I enjoyed the fictional wrapper of the game being an actual screensaver, this kind of desktop meta-elements always bring joy to my cold, barren heart. However, I was saddened and left brokenhearted by the broom freeze - I keep hearing sounds after first couple of brushes, but nothing happens on screen until it eventually closes. You have definitely left me wanting for more!
May 10 14:40:06 69h 49m FEED ♥ 1 Definitely one of my favorites, if not THE favorite from this jam. Making every interaction between two entities either feeding or eating was very smart design and great way to communicate mood through gameplay mechanics! Media is the message, after all. Visuals were great homage/parody to Harvest Moons and Stardew Valleys of the world, music loops were a bit on the short side but not distractingly so. I think only major criticisms I are the somewhat buggy picking up/feeding and growing mechanics. Sometimes it's kinda hard to feed one particular object you want if you are not in precisely right spot and there is nothing else around, picking up farmed plants happens usually only by chance and spamming space. Also what's going on with the empty gauges? Do the plants shrivel if you don't collect them quick enough? Can you stack multiple plants in the spot by watering many times? Still, I think this game is awesome and those kinds of bugs are pretty understandable given the compo time limits. Good work! _EDIT: Also! Checkpoints ☑️ are generally something I'd love to see more in Ludum Dare entries_
May 10 17:40:55 3h 00m Ways of Being ♥ 0 Nice game! I liked the mellow mood provided by the sparse but well utilized audio. One major complaint: it took me (embarrassingly) long time to realize that the character can actually climb a single block just by walking at it. Also, one thing I'd love to see in this game is mouse look, rotating the view with keyboard felt pretty awkward and imprecise. Otherwise I think you communicated the mechanics clearly and had interesting puzzle design, definitely would play more levels!
May 10 19:20:19 1h 39m GAZBUSTER ♥ 0 Okay! I liked the aesthetics, the diorama art style reminded me of Gunpoint _(or Skool Daze, if I really want to show my age)_. However, the presentation itself was somewhat misleading at some points. Especially the people on stretchers seem to meld into background at upper levels, slightly different colour scheme could have helped there. Other thing that threw me off was that if you hit moving enemies they just kind of teleport you to another location? Can't tell you how many times that ended my run. Generally giving a few invisibility frames after getting hit would have encouraged a faster pace and also made the game feel a bit more forgiving. Also also would have loved some checkpoints every other floor or so. I saw that lucky seventh a few times, but there is no way I'm going to beat that level if I have to run through the rest of the game to get there every time I die. Music track is well chosen and nice. I would have appreciated some audio clues on ingame actions (especially on hits, maybe gas bottle pickups and jumps). Overall, I rate this game cool and good.
May 10 20:09:27 49m 08s Idle Escape Room ♥ 1 12:21. Yeah, that typing door stumped me too. Fixing case sensitivity might be a good call, I tried the correct entry several times but only got through it after I returned to take a look at these comments. Mellow feels, serviceable art, nifty puzzles. It's a good game!
May 10 22:12:22 2h 02m Get Out Of My Dungeon ♥ 0 Agree with previous commenters re: rounder characters and shooting direction, would like to add my own suggestion: It's helpful that the pockets are larger than expected, however they should be graphically represented as such. It was kinda confusing at first when enemies disappeared from the board by just rolling nearby the holes. Fun on mobile!
May 11 10:40:54 12h 28m The Farm ♥ 1 This was impressive. Loved just about everything about it, world doesn't have enough turnbased small scale tactical games. Do I detect a hint of Overland in aesthetics? I sincerely hope you plan on expanding this. Not too much, though. Maybe a recruitable character, some sort of end game, in the tune of clearing a path for the car or some such. Keep the minuscule scale and low power curve, but... you know, make more of it! One bug: if you go to sleep the same turn that day ends, the night time music plays constantly during rest of the game. This happened to me on the seventh night. Or if it's intended, I'd beg you to reconsider. EDIT: 6 days seems to be fastest I can go. Harder difficulty would be appreciated, but of course that's coming from an armchair general that loves when permadeath runs of XCOM2 break down in a glorious cascade of failure and bad luck.
May 15 16:11:15 101h 30m SURVABY ♥ 2 Interesting take on the plate spinning genre! Other commenters seem to have already provided the positive feedback I was going to give, so I'll just jump right into nitpicks: There was something weird going on with the audio. When zombo-attacks started, the zombie groan played constantly, even if there weren't any enemies around. I don't know if that's a bug originating from my browser (Waterfox 56.1.0) or feature, but it didn't feel right. Also this kind of game could have really used positional audio - I get that you were going for intentionally creating stress for the player, but having cries and moans coming from respective directions would have enhanced mood and given player some very useful information. And I managed to despawn the milk bottle at some point. These minor ramblings aside, I really liked the game!
May 15 16:52:24 41m 09s Super Slime Slasher Ultra ♥ 1 As others have already said, voice acting is great and game is polished as heck! Ship it! Also found same issues as many other players. You can get pinballed from full health to empty gauge in seconds - and speaking of that gauge! First I was wondering why my character was running around without any health, but then I noticed that the face in corner got increasingly beat up after running out of HP. Instead of having two different meters, I think you should stick to one method of tracking health. Other QoL-improvements I can think of: Consider giving the player a couple of invincibility frames after getting hit to combat the issue of death by Astrojump. Game should inform the player in some way when the dash is ready to be used again (be it UI, sound effect, anything). I found myself either spamming the space bar constantly or completely forgetting that dash even existed. Both my controllers are currently recharging, so can't comment on those controls yet. Mouse aiming was pretty unwieldy at times, especially since in this game you really have to be precise to build those combos. Nitpicks aside, game is good, and you are clearly a group of talented individuals. Keep at it!
May 15 20:00:25 3h 08m Need for a Lack of Speed ♥ 1 Igotaminutetorateandcommentohshit I think this was well executed. Played two player mode by myself, but I can see how this could work against multiple AI opponents. I especially like how the time keeps moving slooooooowwwwly while you ponder your next move. Art style is clear and readable!