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GoogleFrog

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TimestampSince previousGameGoogleFrog's comment
Dec 4 03:50:28 Ranch of the Gods ♥ 2 If I get too friendly with Zeus a cloud appears and steals my breeding pairs! It would be nice to have the controls visible in a corner of the UI. On my first run I went in, picked up some animals and moved them around. I couldn't sacrifice an animal (it was the wrong type) but I thought there might be another button to sacrifice. With the controls visible I wouldn't have had to exit out to check. Sometimes the RNG depopulates a species. Otherwise, great.
Dec 4 04:15:34 25m 06s Shooty Shapes ♥ 2 It takes a while to get going as the firing feels bad without the first fire rate upgrade. After that it is pretty smooth. I'd like to be able to move with the mouse instead of WSAD.
Dec 4 04:45:30 29m 56s BoomRobot ♥ 1 I like it. All of the interlocking timers in the game (spawn time, reload time, wave time etc...) are balanced such that game is possible but you are never able to sit back and repeat the same action. Neat and well balanced.
Dec 4 04:47:42 2m 12s SamuraiDo ♥ 1 It is not clear how the link leads to anything executable.
Dec 4 04:59:30 11m 48s Well-Hidden Genie ♥ 1 Nice grab physics. I cannot handle the camera movement though. Whenever I picked a 'surprise package' it disappeared so I thought I had reached the end.
Dec 4 05:36:23 36m 53s Vegefrice ♥ 0 I like the idea and the gardening is well implemented. Placing and replacing the blocks on the altar can get a bit frustrating. The blocks rotate when I move, making them hard to place. Once I placed a block too high and was unable to jump high enough to pick it up. I passed the first two levels. Very polished. On my first attempt I planted the shovel under the altar, dooming me.
Dec 4 06:08:20 31m 57s Berrytales - Fracture Flight ♥ 3 Nice theme and polished graphics. I think it would be improved with more sluggish vertical movement. As it is, your position changes too rapidly to react.
Dec 4 06:40:15 31m 55s The Reincarnation ♥ 0 I can't reach the platform under the clock, it's quite early in the game.
Dec 4 07:10:09 29m 54s Domino Dash ♥ 1 Great idea. The exploding crown is a nice touch to make the game just complex enough. I like how the relatively coarse placement grid saves the player from obsessing over precise placement. Bugs: My camera became mostly stuck once and the cursor was a cancel sign when I tried to move it. Level 9 seems to be a duplicate of level 8. I have no sound.
Dec 5 00:19:29 17h 09m Our Shared Agony ♥ 1 There are some nice elements, good music and sprites. Unfortunately there are too many bugs and it is unclear what to do. About 20% of the time the exit to a room does not work (I just walk through it offscreen). Some of the combat works but often it lacks feedback. I have not been able to kill a red transforming person.
Dec 5 00:33:43 14m 14s Quantic Paouf IV ♥ 0 I like the core gameplay. The ship movement feels fluid and controllable. Picking up the particles feels good. Not competing on graphics or sound seemed like a good choice. It's cool that you can sacrifice some health to dive through the walls. Apart from that I don't see why I would sacrifice anything. It's not clear what the timer that counts up does. Space and Right Control are not two keys I want to have to press with the same hand.
Dec 5 02:13:05 1h 39m Jesus Take the Wheel ♥ 4 Excellent game. The prayer system doesn't feel retrofitted and does more than just prevent 1-car. Running over pedestrians creates a "soft loss" condition which scales up faster than the hard loss condition of crashing all your cars. Without the loss of control I worry that the number of obstacles would need to be increased dramatically or the game would go for far too long. The car movement, swerving, and crashing physics is spot on. I never felt like cars were crashing due to minor impacts, and they tended to crash when they should. This allows for some fun stuff such as making rafts of busses that keep each other aligned when one falls asleep. My biggest piece of negative feedback is that, apart from not losing, it does not matter what you do in the early stages of the game. Put another way, the difficulty of the game scales with your score. This means that a player seeking a high score has nothing to do in the low difficulty parts of the game. I like the solution suggested by @wilhelm - a score multiplier based on the number of cars (although he was not solving quite the same problem). Other than that I just have quibbles. Selecting cars can be finicky at times. It takes a while to notice the effect of running over pedestrians.
Dec 20 12:19:59 370h 06m DIORTEM ♥ 0 I like it. The sequencing is not strict and there are some red herrings so it is a well done reverse metroid. The puzzle at the end was surprisingly fun given its simplicity. Giving up your powers is really on-theme. I know it is hard in a LD, but a little more polish would help, especially for informative feedback. The worst offender is rocket as it appears to do nothing for the first few seconds. This could be fixed by shaking the player sprite during the charge-up.