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Pennycook

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TimestampSince previousGamePennycook's comment
Dec 3 03:28:07 Alain's Sacrifice ♥ 2 Great first entry! Initially I found it very hard to distinguish which parts of the level were traps -- the (very impressive) fire graphics look dangerous, which threw me off. Changing the opening text to say "spike traps" instead of "traps" might help.
Dec 3 03:35:33 7m 26s Eskate Death ♥ 2 Great pixel art and a really funny take on the theme. I found it hard to tell how far ahead of the whale I was when I was doing really well, and it's a little quiet (although I enjoyed the "wenk" sound effect). Adding some Jaws-style music that gets faster as the whale closes in might help on both points.
Dec 3 03:41:44 6m 11s A Guide To Self Improvement ♥ 1 Sorry for piling on, but I also found the font pretty difficult to read. I appreciate what you were going for, though, and you did very well considering the self-imposed limit. The "STUDY" puzzle was my favorite. The ending was bizarre and I'm not 100% sure I understand what happened, but it made me laugh!
Dec 3 03:55:19 13m 35s Typeless ♥ 1 This is *really* good, and very innovative -- great job! I'm glad that you included the ability to recover previously sacrificed keys (I wouldn't have finished without it), but it might make things a little too easy.
Dec 3 04:09:48 14m 29s King's Last Stand ♥ 3 They're so cute! 😆 It's a shame that there isn't any audio -- it feels like the only thing missing, and even a simple explosion sound effect could make a lot of difference. I highly recommend [sfxr](http://www.drpetter.se/project_sfxr.html) and [musagi](http://www.drpetter.se/project_musagi.html).
Dec 3 04:26:17 16m 29s Hunger Sings ♥ 1 Really impressive graphics for a compo game. It's probably the best example I've seen of how to set a consistent mood. I liked the idea of the internal dialogue, but at times my eyes didn't register that something had appeared in that corner until I'd already clicked past it. Putting another dialogue box behind it would really help it to pop (unless you're deliberately trying to hide it). I'm not sure if I reached the end or if I encountered a bug. There was an engine sound and then the screen turned black.
Dec 4 00:53:36 20h 27m Don't Panic ♥ 0 My feedback is similar to @imer's; if you're going to keep the firing rate as it is, the player shouldn't have to click to fire. It might be worth exploring a different firing rate, or sacrifices tied to ammo? Also, being a sperm whale is awesome -- are you sure it's a sacrifice? 😄
Dec 4 00:57:49 4m 13s Cultist Clicker ♥ 0 At first I thought the sacrifice count climbing automatically was a bug, because I didn't appreciate that the second purchase added a number of sacrifices per second. Adding a display like the "1 Sacrifices per Click" showing your current rate of "Sacrifices/Second" might be a good idea.
Dec 4 01:14:39 16m 50s Lumpy ♥ 1 I won! But at such a cost. 😢 Really good idea, and well done for having so many levels.
Dec 4 01:19:50 5m 11s For Brain ! ♥ 1 I'm a GOOD ZOMBIE. This is really fun and really polished. Great job! I think the only thing that would have improved it for me is if there was some sort of reward for completing a level using fewer than the allotted number of zombies. That would add an extra challenge and some replayability.
Dec 4 01:28:17 8m 27s Worsheep ♥ 2 It took a very long time to load, but I'm glad I gave it the chance -- very funny. Is the mouse banned & sinful because of what it does to the sheep? 😆
Dec 4 01:44:13 15m 56s 0.99c ♥ 2 Great graphics and audio! I didn't make it to the end, but got very close. There seemed to be quite a long delay between clicking on a node and it triggering the next event -- you can still mouse over other nodes during the delay. It might be a good idea to play some sort of animation showing the ship moving between the nodes if the delay is deliberate.
Dec 4 01:55:36 11m 23s Lambastard ♥ 1 The name works on so many levels. I love it. The game is great, and pretty challenging. It wasn't obvious to me initially that floating skull would hurt me, and then I couldn't figure out how to kill it (even when I had bullets). I'll be coming back to try this one again later, I'm sure.
Dec 5 01:21:51 23h 26m ISHI - Eternal Companion ♥ 1 I think you're being hard on yourself -- I thought your writing was very good. There's a lot about this that I like, but it wasn't obvious to me how it connects to the sacrifice theme. Did I miss something?
Dec 5 01:32:02 10m 11s The Greater Evil ♥ 0 This is really polished and fun to play -- great job! I really struggled with the first jump between the cross and the bible on the third screen. I tried a few times, but eventually had to give up. I agree with @glimaleite that it would have been less frustrating to start over from the beginning of each screen instead of from the level; I probably would have given it a few more attempts.
Dec 5 01:35:54 3m 52s remembertonamethis ♥ 0 Funny stuff! I agree with @hamsters-actually that more mechanics would be good. My first playthrough I just clicked "code" every time, and there weren't really any consequences. Having multiple routes to a game over instead of just not finishing the game would improve things a lot, I think.
Dec 5 01:48:48 12m 54s Triumph Tribute ♥ 3 I'm a big fan of the battle system; giving each character a unique minigame is an good twist on the turn-based battle formula. But I agree with previous comments about killing off characters at random. I'd have much preferred having a choice of which character to sacrifice.
Dec 5 01:58:02 9m 14s Yes, Grandma ♥ 2 My biggest problem with this game is simply that I'm not very good at it. 😆 I feel like the police are a little too eager to shoot, which makes things very difficult. Even if I managed to stash the body before they showed up, they'd open fire.
Dec 5 03:33:03 1h 35m Well-Hidden Genie ♥ 1 10/10. I goobered that genie like I've never goobered before. I also had fun running around with my arms outstretched like a plane. Truly brilliant.
Dec 6 01:00:26 21h 27m Checkpoint ♥ 1 Short but sweet. Good job! I think i might have encountered a bug, but I'm not sure... When I chose "intelligence" I had to talk to the guy twice to convince him. It wasn't obvious to me that this would be necessary.
Dec 6 01:11:23 10m 57s Sons of Vanity ♥ 1 As others have said, sound effects and music would really make this feel more complete. I highly recommend something like [sfxr](http://www.drpetter.se/project_sfxr.html) -- it literally takes a few seconds to generate good sound effects, so doesn't take much time away from the rest of development. I made it 219 generations in the end, although the last 20 or so of those were just me randomly clicking in an attempt to lose on purpose. Does the game get more forgiving as the generations go on?
Dec 9 02:10:45 72h 59m LLAMAGEDDDON! ♥ 0 I agree with what others have said about the hit boxes being too big; the player should be able to predict fairly reliably whether or not the llama can fit through a particular gap. It wasn't clear to me why some levels had multiple priests. Is their location randomized? A couple of times I seemed to be able to lead the llama straight up to a priest, and bypass the challenge completely.
Dec 9 02:15:49 5m 04s HSMC Arena ♥ 2 You've done a great job with the graphics, and well done for implementing multiple powers! It may just have been me/my browser, but I had some trouble telling whether or not my arrows were connecting with the Minotaurs -- having them flash red or some other feedback could really help players when learning to aim the crossbow.
Dec 9 02:23:13 7m 24s Ranch of the Gods ♥ 2 Great job! The sacrifice system was very intuitive, and I felt that the difficulty curve was just right. My only suggestion is to make it more obvious in the UI when a divide boon is active and what it's doing. The first time I saw Zeus' cloud delivering cows to Poseidon I got very confused about what was going on! 😆
Dec 9 03:21:52 58m 39s God's Thirst ♥ 1 This is really good, and a lot of fun -- great job! The only suggestion I have is to combine the Q and E keys into one key (or bind both actions to both keys). It feels quite unnatural (to me) that you have one button to pick up and another to put down, especially because there's only ever one body to interact with at a time.
Dec 16 05:03:23 169h 41m Santacrifice ♥ 1 I wondered whether anybody would have made a Christmas game. Very funny take on the theme, and great pixel art. Solid stealth mechanics, too -- it can be difficult to hide a character while also showing them to the player, but you nailed it. I don't know if the problem is my machine, or the WebGL build, but I couldn't hear any music or sound effects. Based on the other comments, it sounds like I'm missing out!
Dec 16 05:11:54 8m 31s Amulet of Qayin ♥ 2 Great job! Everything about this is really polished, and the smooth transition between rooms is a particularly nice touch. My only suggestion is to give the player more ways to recover health. I made some mistakes early on during my playthrough that left me with very little health, and I died shortly after getting the key.
Dec 16 05:21:01 9m 07s Reactor Overdrive ♥ 1 As others have noted, the tile mechanic is very difficult to discover and understand. It might be worth considering providing the player with some more visual feedback in addition to a tutorial -- if a crosshair appeared on the tile that was currently being targeted, it would be immediately much more obvious that the guns are firing at fixed tiles rather than the mouse position. I think it might also be nice to have the player's three guns shoot different colored lasers... It might just be me, but I found the three overlapping trajectories really confusing initially.