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Evan Minto

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TimestampSince previousGameEvan Minto's comment
Dec 14 08:12:53 hiJack ♥ 1 Great concept and well executed. I agree with others who said the map is too small and the objects are too big. It gets really hard to dodge after a certain point. I also really wish there were some invincibility frames when you hijack another ship, since I kept getting damaged whenever I did it. I also wasn't clear about what the bonus does (it seems like it's just keeping score?) so I was hijacking willy-nilly.
Dec 14 08:24:49 11m 56s Bunnycula ♥ 1 Took me a bit to figure out that the same button that places the carrots also picks up the animals (and that bit me later when I sometimes placed carrots intending to pick up animals). But I like this! It could probably use an extra challenge or something to make it less repetitive, but the core gameplay of trying to trick the AI while keeping track of what Bunnicula is asking for works well. Also you did a surprisingly great job on the art considering all the caveats you listed. The lighting in particular works well for the theme, and honestly the blocky models, while simple, actually have a bit of charm in how consistent they are.
Dec 14 08:35:22 10m 33s At least it's not death... ♥ 1 This game is probably in need of some balancing, but even so I absolutely love what you’re going for. The sacrifices made me laugh out loud, especially when they combined for things like shifting colors and random zooming. Would love to see this fleshed out post-jam!
Dec 27 11:05:52 314h 30m Space Inhalers ♥ 0 I like this! The concept of sacrificing the civilians to stop the aliens, who are... also killing the civilians has a lot of potential. The movement feels really nice too, I like the feeling of inertia and the animations of the civilians milling around and falling after they're shot. This could use some more progression, as others mentioned. I played a few times but didn’t really feel like I had much of a goal to aim for, especially since sacrificing civilians never really had any negative consequences for me and the enemies didn’t seem to level up or develop at all.
Dec 27 11:26:52 21m 00s Hope springs eternal. ♥ 1 Never quite got the hang of the fighters, which wasn't helped by the fact that the Unity player didn't properly intercept middle clicks so I got the 2-D scroller in Firefox when I clicked. Still, the idea of trading volleys of missiles while maneuvering your ship and your fighters is a good one. The barrages of missiles remind me a lot of old sci-fi anime where ships would shoot out these long rows of parallel missiles with long vapor trails. Definitely would be a good idea, as others mentioned, to establish earlier that ramming is a legitimate mechanic. I wouldn't have tried it in the final level if I hadn't read the comments. Like another commenter, I tried it early on but failed so I didn't do it again.