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AVAVT

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TimestampSince previousGameAVAVT's comment
Aug 13 08:25:34 Ice Interstice ♥ 1 Wow this game is really cool! The settings and character is very cute, remind me of NES games I've played. The puzzle mechanic is really fun! It's stimulating and "free", unlike most puzzle games where you feel restricted instead of empowered. And the level design is pretty good as well. Love it!
Aug 13 09:00:27 34m 53s Falling Ecosystem ♥ 3 Cool game, has an additive feel to it. It took me a while to figure out how the game works. In my first game I mined a spot at the center of the island, and every went down quickly. Although the game is cool and I played it to the end, I don't like how the game "progress" or "unfold" to the player. Things like "how to win" or particularly "should I spam mine, or should I wait until the exclamation mark appear?" are not quite clear to the player (I still don't know). The score need some explaining as well. Maybe instead of score you could just have a "Wonder" building that require loads of resource and player wins by building that? It would be a more "visible" target to aim for.
Aug 13 09:33:49 33m 22s Don't give up, Earth! ♥ 1 So cute~~ I think the gameplay could get a little optimization. Right now I don't need to "fight" and just keep on dodging. After some time when the universe is small enough it stopped shrinking altogether (because other planets keep colliding with the sun?) and it's become an endless game. Also, the explanation text is too fast and misleading. At the beginning after reading it I thought my role is to knock other planets away from the sun (similar to other "protect Earth/Sun" games). Took me a while and many re-read to understand how to play,
Aug 14 11:41:40 26h 07m Comfort Zone ♥ 1 Hey there, I'm the guy who made a post about making 2-players game :) I find the game quite fun. Achievements as a guide for sandbox-y game is something I wanted to try for a while and haven't got the chance. And it's used well here. This game touches me personally because I'm a party hater. The experience of avoiding people in the mist of loud techno sounds while looking for friends is something I can totally relate to. For the game itself, what I like: - Ambience/background sound. It adds a lot of depth to the atmosphere. - Interesting "development"/"unfolding" of the story and gameplay, and also how well they go together. The whole experience in general is very good. What I don't like: - Inconsistent art style. It's better to have consistent bad art than mixed arts. - The techno song. Oh but maybe it's intended to be unlikable. - The single door that connect 2 large area that always get jammed. I think it's cheap/uncreative. - The time speed. Waiting till 23h takes forever, and the number of people increasing is also too slow. Maybe it could be hastened a tiny bit?
Aug 14 20:06:48 8h 25m Quicksort ♥ 2 Hey there, I think the idea could be greatly improved with some humor. It will destroy the reasoning sense ("why am I doing this?") and make the work of the robot more relatable. I also agree that the control is hard to get used to. Have you considered a more traditional approach? (face box and press Z to pick up, press Z again to put down). If you dont' have the arts to visualize "facing", you can use an overlay box (similar to harvest moon-types tool hit overlay)
Aug 14 20:41:18 34m 30s Terraform ♥ 0 Hey, nice game there. What I like: - The mechanics were pretty fun to toy with. - I really like the aesthetic. It's not the best but it has a certain sense of harmony among the elements. - It was a pleasant surprise to see the 2nd island (is there a 3rd?) What I don't: - I think the biggest issue of the game is the camera. It's too hard to see anything after some kill, and you always end up in the south corner of the island defending. - The death block thingies is cool aesthetically but not cool when visualizing exactly *where* the death zone is. One slight mistep and you're death T_T
Aug 14 20:56:35 15m 17s Encroaching ♥ 1 Hey there The game is quite moody and the theme and introduction of the game got me curious. But the execution need some improvement imo. - The control is... very bad. It just feel unnatural. Every time I see a hunter and in my mind I was like "SHIT A HUNTER! RUN!!" and I press back, but the deer just stand there stupidly, and I got pulled back to reality "Oh right it's just a game" and it felt really bad. - There's nothing telling me what to do in the game. I know I'm supposed to dodge hunters, but what else other than that? What should I do instead of just standing still?
Aug 14 21:10:01 13m 26s Sink or Swim ♥ 2 Hey there, the game is fun, but: - Reading the introduction, I thought I *am* the cat. - I don't know what the worm are for. I just keep eating them but what are they? - I honestly don't know why I keep dying. I always die after the 2nd cat appearance. I have dodged every thing red on the screen but I just die, so I gave up.
Aug 14 22:21:07 1h 11m CRAMMM: Totally Accurate Studying Simulator ♥ 1 Hey there! Quite an impressive game, especially the aesthetic. What I like: - Beautiful art and sound combination - Cute, funny, light-hearted game. - Fresh idea with potential But I don't like how the gameplay is balanced right now. At the moment (and as a non-US?) I find the game easier when I just play randomly. The process of "dealing" with word is "Read the word" -> "Determine if it's related to the topic" -> "Keep or discard". All 3 steps are hard. In fact it's so hard that throwing blocks out randomly waiting for rng god to magically solve the problem is easier. So maybe 1 of the 3 steps can be simplified? Maybe have a visual cue to show if the word is "on topic"? I honest have no idea which word belong to the "Trumpology", even if I see the word. Or maybe you can have a dictionary so player can check to see if a word belong to the corresponding category or not? Categorizing is a largely subjective matter so you can't expect people to have the same categorization as yourself.
Aug 15 11:30:22 13h 09m Hydrogenic ♥ 3 Hey there! The game is cool. I like how I was able to jump into the action immediately with minimal instruction. On the other hand, I feel the control is a bit frustrating because of the constant direction flip. Because the jumps usually involve positions close to a spike, I always mispress and die. This part is not cool. I strongly believe that control should empower player to express themselves, not hinder them. For this game, I think instead of controlling the electron, maybe you should change the control to rotate the game world instead? Because the orbit doesn't jump, control won't be flipped and would feel consistent. Also, I would love to have a point of reference at the center of the circle. Currently, it's very hard to determine exactly where the electron would jump to on the other side :D
Aug 15 12:02:51 32m 29s Overflow ♥ 0 What I like: - Wonderful art and audio. - Cute, lighthearted theme. - Easy to grasp gameplay. I like how I was able to jump right into the action. What I don't like: - Questionable control: you have to keep pressing against the wall to wall jump, which is quite different from most platformers. - Collision box is off, leading to frustrating fall/mistep. - The game is hard enough without the water filling mechanic. It didn't feel like a part of the game.
Aug 16 18:13:24 30h 10m S.P.A.C.E. Module Collectors ♥ 0 Hey there, I'm the guy who asked for local multiplayer tester :) What I like: - Procedural generated level, which is pretty impressive imo. - The compass at the top as the only navigation aid is also very cool. I like it. - Voice over. It adds a lot of seriousness to the game. What I didn't like that much: - Only 1 type of enemy (or was it just my luck?). You could use more variety here even if just a slight difference. - The general difficulty is a bit too easy now.
Aug 16 18:53:05 39m 41s A New Kingdom ♥ 1 Hey there, I'm the guy who asked for multiplayer tester before the jam :) About your game, what I liked: - Simple, light-hearted theme: the story is easy to sympathy with, and very "pure". I can see my son playing games like this when he's a bit older. - Catchy tune. idk about other people but I find it funny, which is what you truly really need when you die for the 123617826948124 time. - Hand-crafted levels. For games like this it's easy to see randomized level (because it's quicker), but random spawn platforms feel cold and machinery. What I didn't like: - The control: I see other player already mentioned it, but some times the character doesn't jump while expected, leading to frustrating death. - After the first level, it looks like I've finished the game (the first dialog looks like a "the end" screen). Only when I came back to this page did I realize there's more. - I think the 2nd and 3rd level is easier than 1st level? I think there should be something new here, since player have grown a lot after finishing level 1.
Aug 23 11:09:06 160h 16m Trattoria ♥ 1 My browser keeps running out of memory space! Screenshot 2018-08-23 17.55.19.png Jokes aside, I love management sims so I was looking forward to playing your game since you started uploading to itch. But it was crashing at the time, so I couldn't try it out until now. To be honest with you, the current implementation didn't have any thing "new" comparing with other management sims. The feeling/sense of the genre is there, and it's greatly done, and without the performance issue I can see myself playing until the end (the game froze halfway through day 3). But it's lacking an identity for me to remember it by. Sorry if I sound harsh, I consider myself a fan of your previous games, so when this game that I looked forward to doesn't have the same originality/fun as it predecessors I feel sad 😢