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gredgie

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TimestampSince previousGamegredgie's comment
Dec 10 21:03:02 No Arms ♥ 1 I must admit, I did feel like an idiot until I worked out how to get out of the idiot room. I had the answer all along! But it was a nice chill game, the minimalist aesthetic worked really nicely.
Dec 10 21:20:18 17m 16s Noroi ♥ 2 I did like the fact you could dodge enemy attacks, despite its simplicity it had a nice hack n' slash feel to it.
Dec 10 21:39:53 19m 35s Rift Core ♥ 1 This does make me want to dust off Front Mission 3. I'm gonna echo what others have said, I do like the idea of cooldowns on abilities and different mechs having different abilities, I think some icons by the mechs themselves would allow you to quickly scope out which mech has which ability and when it's due off cooldown. The difficulty curve after you acquire the rift is pretty steep, given 6 or 7 enemies are firing at 3 units. Mitigating damage by keeping units (or trying to keep them) out of harm's way eventually feels like spinning too many plates. But I enjoyed it nevertheless!
Dec 10 21:58:19 18m 26s The Village Sacrifice ♥ 2 Whilst writing relatively sophisticated line of sight detection would be a tall order for a jam, the golem does seem to go for you within a certain range, which makes things sometimes tricky. I'd open the levels up a little more to improve the fact you can out run the golem if you know where you're going/heading for.
Dec 10 22:10:22 12m 03s Gunning out of Energy ♥ 0 A nice, simple, retro feeling game. My only critique would be that energy is so plentiful that the gimmick of sacrificing it to power doors and such (which is nice!) becomes redundant. Ultimately, you almost want a survival horror level of energy/ammo sparsity but you don't want to let the player get so low on energy that they can't progress.