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Finn Truman

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TimestampSince previousGameFinn Truman's comment
Dec 4 11:52:13 Golden ticket to heaven ♥ 2 I like this and had fun with it, but wow, it's hard! I couldn't make it past the first level! I think it would be better if holding space added force to the balloon and something Ctrl took force away from it. I think that would make the "weight" mechanic very daunting, as it would get to a point where the balloon can't rise even if you hold space, and pressing Ctrl would be a risk vs reward thing as you might sink too quickly. I like the use of the theme. Having to make a quick decision because you misjudged the physics and thinking "oh god, I need to get rid of something quick! Argh! What do I get rid of?!" but because of that I thought it was more tense than relaxing!
Dec 4 17:37:00 5h 44m Disassembly Line ♥ 2 The presentation is absolutely stellar, I think more effort was put into the main menu than was necesarry 😛
Dec 4 18:43:20 1h 06m REQUIESCAT IN PACE (RIP) ♥ 3 I'll be honest: I didn't finish the game. I couldn't make it very far. I'm not a fan of these kinds of puzzles where the "logic" is a bit open-ended. But I liked the art. You said you wanted to be inspired from older games and I think you nailed it. I got some "Real Myst" vibes from it. The music, while nice, loops so often that it becomes annoying. And the click detection on the key is a little broken. I thought I had to do something to cut it out of the page (the grass drawing makes it look like it is sewn into the book). I do really like the idea of a series of puzzles being solves in a book. That's really nice.
Dec 4 20:03:18 1h 19m Feed those monsters! ♥ 1 He who feeds monsters should look to it that he himself does not become fed
Dec 4 20:42:41 39m 23s Suicidal Knight ♥ 2 I like the use of the theme. We were thinking of something similar for ours, originally. However, a lot of the sacrifices boil down to "lose 1 heart". And if you sacrifice speed, you're screwed when the projectiles come in. But the loss of sight was a really cool one. More like that would be awesome. I'm a little bit disappointed with the combat. The AI's strategy is just to approach you. If you can get them all on one side, wait for them to come to you and spam click, they'll walk into your sword and die. Arrows don't do enough damage, and they're more of a hindrance against the projectile enemies because of how far back they push them. I love the Flash art style. It reminds me of classic Binding of Isaac.
Dec 4 20:58:39 15m 58s More Sacrifices! ♥ 0 For the record: I beat the game. The game was a functional and nice looking platformer. I was having fun up until the last two levels. The jumping feels a little unresponsive, and that really made the penultimate level hard and in a frustrating way, because of the twitch movements and sudden jumps you need to make. The final level was too RNG. A boss fight in a platformer is cool, but the tentacles were too random. The level is tricky enough with the pre-placed obstacles. Throwing in RNG obstacles literally means you can't be sure if a level can be won without a good seed. But goddamn, is it pretty! I'm also not rating audio as highly as I would like because I know the knife sound effect is from somewhere else. I've heard it in Poacher.
Dec 4 21:23:26 24m 47s Your God Demands... ♥ 1 This is the best game I've played this LD so far. It deserves nothing less than a 5 star Fun rating from me. I know this, because I physically said out loud "this is fun" with a smile on my face while I was playing it, rather than needing to think about it when I got to the ratings. It works so goddamn well, it invokes that "just one more go" feeling that I think will take this far. I have not a list of issues, but a list of improvement suggestions, for there are no real issues with this game: When you are holding a mob, I think it should draw an arc to show the path it will take when thrown. I think you should be able to catch mobs when you are falling/jumping. If you can already, I couldn't get it to happen, so I think the grab range should be increased only when in the air. Catching a mob mid-air as it's about to fall into the pit would have a real cathartic fun vibe to it, much the same way as seeing somebody's head explode meatily when you get a headshot is cathartic.
Dec 4 21:48:28 25m 02s Humanity Hero ♥ 4 I see somebody has played Papers, Please! This was a lot of fun. I failed on the first level 3 times in a row because I was trying to figure out what the meta pattern was. Once I beat it, I then didn't fail at all except once. I was kind of disappointed there wasn't one super final level where you had to get 50 of every stat, plus 3 of every gender, plus 3 of every profession. The attention to detail was brilliant. The little people (though there seems to be a graphical glitch where it looks like there are 2 people left when the level ends), the bios, the vault doors, the gorgeous icons for the stats and the professions. All really good! One complaint: I would have it so that two clipboards will NOT take away from the same stat. If I'm struggling for one stat and I get two clipboards come through that both subtract from it and I've only got a few more people to go, I'm screwed. There's nothing I can do about it because the RNG wasn't kind to me.
Dec 4 22:11:13 22m 45s haeresis ♥ 2 I'm not a fan of games where it's not clear what you're meant to do. On top of not knowing what to do, I have to do it really slowly. I'm a fan of a slow buildup, but there's too much walking in empty rooms. I'm not even saying you should walk faster, I'm saying the rooms should be a little smaller. But I do like the idea of trying to find all the sins. The background art is also very nice. As is the model of the nun. But I don't think they look nice together. It's a bit too obvious one is 3D and the other is 2D
Dec 4 22:18:20 7m 07s They're 'armless ♥ 1 This is rather enjoyable, though I think it's a bit too frustrating to play for too long. It's not clear if a limb is still enough to not to damage to you when you try to pick it up. Maybe limbs should turn orange when they're pick-up-able?
Dec 4 22:26:46 8m 26s HELL ♥ 1 Have you played Enter the Gungeon? Because that's how you get people to recommend you Enter the Gungeon. In all seriousness, this is so polished and so crisp, it gets so many high ratings from me.
Dec 5 11:31:55 13h 05m Cult Village ♥ 1 I had fun with this! It's biggest strength is that you "get" it in about two minutes. There's very little figuring out. One quick trip around the village and you know how everything works. I think there are some balancing issues though. Mills and mines should produce more than just +10% of their resource. I think they should either give +5 or +25%. And the god shouldn't ask for a sacrifice you can't possibly provide. "Give me a woman". "But there are no women in the village!". "Well, I guess you're screwed, then!" But maybe that's just part of the humour of the god. If that was the intention, then it is funny, but from a balancing perspective, it's not quite right.
Dec 5 20:11:14 8h 39m EVIL Ship ♥ 1 The presentation is absolutely amazing. But I feel the game falls short in the actual gameplay. There isn't much player feedback and it's very un-intuitive. I don't know what I'm doing wrong. The exclamation marks pop up to tell me... what exactly? I then look at my resources in the top left and I have... too much of a resource? I wanted to like it because you've clearly put a lot of effort into the presentation. Like, the graphics are gorgeous!
Dec 5 20:25:54 14m 40s Domino Sanctus Spiritus ♥ 1 I liked it, but I can see how others would not. It's a little un-intuitive, but after playing through it a few times, I figured it out. Playing a card with an element on it will move that element out of the way and leave the other one open for another, so you can play a different card later to hopefully complete the circle. Even though that's not well portrayed, you can figure it out and that's very cool. But, that strategy goes out the window with the AI also being a factor. He messes up your plan so any setup you could make is up to a coin flip if he destroys it, so it's a lot of luck.
Dec 5 20:36:10 10m 16s Death Metal Crowd Pusher ♥ 3 I got 15,000 points by spamming left click. The game looks nice, the music is good and it's well made made, but the game isn't very well designed
Dec 5 21:28:24 52m 14s My Little Cultist - Sacrifice is Magic - Babby's First Eldritch Ritual edition ♥ 1 *clicks channel* *percentage skyrockets* They built that fuckin' doom portal real quick. None of that waiting for the stars to align bullshit! Here we go lads, doomsday's upon us!
Dec 7 11:07:42 37h 39m Feed Your Demon! ♥ 0 The screen goes black when I click on a song to play, except for the score. The music keeps playing and nothing else seems to be happening.
Dec 8 18:34:17 31h 26m The Cave God ♥ 1 This was a solid little game, I enjoyed my time with it. One thing I would change though: I think you die a little bit too early when the light circle is closing in. I think it would be cool if you died maybe a third of a second after you were in complete darkness, so if you manage to make it back to the altar in that tiny window of time, you will be even more relieved because you know how close to death you were.
Dec 13 21:48:18 123h 14m Var'alith ♥ 1 I wish I got more feedback than a generic "this didn't work message". If I try to murder the pathetic person who has nothing and I get "this isn't what they wanted" I'm left confused. The impression I got was that murder was a "wild card win any encounter". And I swear I tried everything on that couple and didn't get anything. I feel as though the game could've benefitted from some random generation (if the deck were also larger). I don't think it works when seeded, but if it were to work with randomness you would also need more encounter cards so the same businessman doesn't appear three times in one playthrough. I do like the idea of the game. Choosing which resource to sacrifice in every encounter certainly has some intrigue to it. But I'm just not a fan with how simple it gets once you've memorised the sequence. Because as it stands, once I die, there's nothing to stop me from getting back to where I died save for a couple of minutes of time and a few clicks because I know what to do already.
Dec 13 22:11:09 22m 51s Sacrifices Must Be Made ♥ 1 Absolutely astounding. Shame about the warren bug. I will tell you why I love this: I want to like Magic the Gathering, but can't. I cannot stand that in MtG your mana (a resource that you NEED in order to play the game at all) is tied to random chance whether you draw it or not. Here, I adore that every card you play is theoretically a resource to use to summon more cards. Fucking genius! Where I can see it going wrong though is in the random chance of drawing many cards that do 0 attack, that could get annoying quickly. But you seem to have included enough type of each card in the deck that that doesn't happen, and I commend you for that.
Dec 13 22:25:41 14m 32s Abortion Boy ♥ 6 Potential employer: So what are some games you've worked on in the past?
Dec 15 21:49:14 47h 23m Hyperspace Sacrifice ♥ 1 The game is cool until you realise there is next to no skill involved. I lost the game because my last relic room was destroyed even though I had a 97% chance to save it. Kinda tilted. I like that the base chance for saving a room goes up the more people are already in the room, but I think the increase in chance should itself increase the more people you put towards the crisis. What I mean by that is the first person you choose to sacrifice adds 10%, the second person adds a further 11%, the third person adds a further 12%, etc. etc.
Dec 15 22:11:34 22m 20s Berrytales - Fracture Flight ♥ 2 I played and rated the original version first. The updated version is certainly a lot better. There's more feedback, movement is much better both for the blimp and the character on it, and the slowing down music when you near death is much better. But even the updated version has problems. The later game (around the 95% onwards point) has the screen so full of eyeballs, it's impossible not to get hit. This is made extra frustrating by the fact that enemies can collide with the blimp body to hurt the dragon, which I don't like. The game is giving me feedback that the *dragon* is being hurt, so it doesn't seem right when the dragon takes damage even though nothing's touched him. I think the game should *either* have fewer of eyeballs in the late game OR have a smaller collision box on the blimp, not both. Moving between stations is really slow. There's a lot of twitch gameplay in effect here, since you want to quickly swap between feeding the dragon because he's taken damage, then poking him because you're falling, and now you need to grab that person for food later, but oh no we're nearing the bottom the dragon needs to be poked, oh dear he's thin because of damage so run over and feed him and now we need to attack this eyeball! There's a LOT going on in a short space of time, so for the character to have such a slow movement between the stations makes me feel cheated when I couldn't do something in time, because I had all the intention to do the thing, but I couldn't because the character is too slow!
Dec 15 22:24:20 12m 46s Doctor's Diary ♥ 0 It's a functional game, but there's not much feedback for what you're supposed to do. I think different drugs combined with other drugs produce different levels of effectiveness, but I can't figure out makes something temporary and something else permament. Also, rate some games dude! The more games you rate, the more people will see yours!