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SecretPocketCat

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TimestampSince previousGameSecretPocketCat's comment
Dec 4 14:01:16 Inked warrior ♥ 0 You really nailed the aesthetic and mood on this one. Gotta say, though, the sword is OP and the laser seems like complete trash (though it fits the rest really well, but I haven't actually noticed I can use in my first run as I just tried to click the cooldown icon). I'm not really a fan of forcing the player to give up smt. without actually giving smt. back as it just makes it more tedious to play. BTW. I think you should be able to select *Auto-detect size* on the Itch setup page. (I played in fullscreen, but still).
Dec 4 14:22:19 21m 03s Revolver Curse ♥ 1 Awesome idea executed well. I love the look and the music and the central mechanic. My only gripe would be the controls are rather slow. It would be nice to have a way to directly dodge the projectiles or at least be able to fall faster. Mind you the game game never gets hard enough so that it's needed, but it would be nice. As for bugs, it seems if you fire all the projectiles without collecting them and then merrily continue into the next room, the character just gets stuck and the player has to restart. BTW. From the first gif, this greatly reminded me of heavy heavy bullets.
Dec 4 19:58:52 5h 36m People/Power ♥ 5 To me this feels more like The Incredible Machine than Lemmings, just with 'running marbles'. I was thinking about a Lemmings-inspired game myself, but scrapped it as I didn't enought ideas about possible mechanics, but you made it work (lemmings or not). In any case, the visuals, music and overall mood is amazing. I had fun trying to beat the levels, but the indeterministic physics undermined it a bit. Also, I'd have preferred no collisions between the little buggers as this seemed to happen to me way to often: 2018-12-04 20_50_03-People_Power by Second Dimension Games.png
Dec 4 20:49:48 50m 56s Alpaca's Redemption ♥ 1 I mentioned in some comment that I'm not particularly fond of removing or limiting player abilities/powers. Oh boy, is this game proving that it can work amazingly well! The artwork is cute as heck, the ambient sound goes with it really nicely a the core gameplay loop is really appealing. 2018-12-04 21_17_38-Alpaca's Redemption.png I have minor quibbles about it, though. The main would be the hook, which just feels iffy. I did another run just to focus on it and it mostly felt like cheesing the game with collision artifacts. 2018-12-04 21_30_52-Alpaca's Redemption.png My only other gripes are the collisions and the inability to restart and/or quit the game (after finishing it) and better yet, resetting levels. The 2 are slightly linked as in my first run I got screwed over by a collision (got pushed down by the rightmost red platform in the screenshot) and I had to restart. 2018-12-04 21_07_34-Alpaca's Redemption by Oceanosaurus.png Also, on one of the levels I clipped through a platform, but that was just funny more than anything else and maybe even a secret ability of the protagonist πŸ˜‰ 2018-12-04 21_16_09-Alpaca's Redemption.png I really hope someone speedruns it. I'd love to see the optimal strats... Simply put, this's my favourite entry so far. πŸ’•
Dec 4 22:25:43 1h 35m The Resistance ♥ 0 At first I thought it was a nod to Red Dwarf (both bettery heaven and Ohm) and then it clicked and I felt rather silly... In any case, the puzzles were nice, but the highlight for me were the puns. Closer the opposite pole was the platforming. When the batteries were charging forward, they would not just slot in with a satisfying click and key shortcuts for rewind and next battery wouldn't go amiss. A bit more juice would be nice. I hope I don't sound too negative though it currently seem like it. (Obviously I'm just trying force in more puns and failing miserably. Sorry...)
Dec 6 00:01:09 25h 35m Save the little ones ♥ 1 Is the player supposed to be able to go throught the spike (or as I like to call it - the corridor of fuckery) without taking damage? I always took 1.5 hearts of DMG and I couldn't bait the spikes to fall without actually being hit. Also, I fell down to the long moving platform section and as far as I could tell, I couldn't get back up, but also couldn't cross to the left without taking damage. I was also missing a grace jump period/coyote jump. Other than that, a solid platformer.
Dec 6 11:21:54 11h 20m Mayan Headache ♥ 0 Great idea executed extremely well. The visuals are great, the music super fitting and the theme is linked mechanically. Do I event have to mention the llama? My only complaint would be that easy is still too hard or I just might be super bad at this...
Dec 6 17:25:28 6h 03m Raining Blood ♥ 1 The game is super polished and the RTS bit is pretty nice, though I'd like if there were more to the sacrifises other than fill up a bar. Also, I thought that something would follow after the 2nd exclamation line on the timeline. Anyway, the camera movement is really sweet, the animations are lovely as are the visuals and the sheep are too adorable (couldn't the workers eat something else?) I wanted to complain about the lack of a fast-forward feature and then I noticed the picture at the top, so good on you. It could be mentioned in the game, though and I wouldn't mind if it were a toggle and 4x speed or smt. along those lines. A few nitpicks - when starving, the counter always said 0 (people are starving). On my second playthough, I wanted to see what if happen if I sacrifised a human (just more devotion I think?) and if the game would continue if I ignored the sacrifises. And then the deaths came and the game ended immediately 'cause I hit 0 faith πŸ˜† I started the game for the third time just to try out the fast forward and I couldn't move the map, just zoom (I wasusing the fixed version).
Dec 7 23:41:22 30h 15m Machine Godz ♥ 3 I saw this on Dan's stream and I had to try it! The game looks really amazing (the models!, especially the statues are gorgeous), the music and SFX are fitting nicely. Chaining the dashes and dodging through bullets is satisfying as is the shooting and slashing with one caveat (see below). The bullet patterns are creative and overall it's just an incredible package for a jam game. I have some minor gripes, though. These are really just design-related things, so it's upto debate. The main thing is the slash direction. I'd expect it to be in the aim direction, not movement. This made the sword for me almost useless as I was mostly backing away from enemies while shooting them, which meant I just dicing air. I'm not a fan of removing/decreasing player powers. Unless it's a sidegrade or the player gets something in return (upgrade this but downgrade that), it just makes it more tedious. The player HP is too low. Either don't so stingy with the HP pickups or make the explosions do less dmg (I'd probably go for more pickups from enemies). I got to room 5 BTW. When a room is finished, the bullets could stop spawning to signal the player they can carry on. A few times I was actually still waiting around for enemies to appear. Enemies (2 big bugs) in level 4 (or 5?) attack before the player gets out of the room which actually lets the player cheese them by not entering the room and just shooting them from the sacrificial room. I hope this was at least a bit helpful and let me reiterate that the game is great and when I saw it, I actually felt pretty bad about my entry. (I mean, it's 4 devs against 1 but still πŸ˜† )
Dec 8 20:25:11 20h 43m Mount 'n' Glory: A Glorious Grail Quest ♥ 0 I saw the game on Dan's stream, which peaked my interest and I wasn't disappointed. The take on the theme is pretty funny as are the voice bits. Props for the full menu, level select and most of all, grace jumps. The movement could use a bit of easing, though I didn't have that much trouble with the controls, except for the last lvl, which took a few tries. Also the lava pit on the last level seems to be missing a collider. But it's quite funny when all the followers jump after the player into the void. The only other minor nitpick would be the follower collisions - placing/impaling 2 followers but falling off made it almost impossible to get back up using the same 2 followers as the player can't jump thru the followers even when it seems the gap is wide enough. BTW. I sacrifised 73 followers (unless that is reset when using the lvl select, which I accidentally entered a few times when trying to restart a level).
Dec 8 21:29:50 1h 04m Morbid adventurer ♥ 1 This's lovely and an excellent take on the theme, probably the best one I've seen so far. I especially like the death message system and the humour that brings in. I'd have loved to see more in the map, unlocked doors to be more precise. I quite like the dash-based attack, but not so much the enemies. I'd have preferred if there were more of them, but they'd move in a predictable path. Obivously, a greater enemy variaty would be nice, but I assume that's due to time constraints. Last and pretty much least, empty death messages could be removed.
Dec 9 13:38:19 16h 08m Crush/Burn/Sacrifice ♥ 1 The look and music are amazing. The coregameplay loop feels nice, but same as @peachtreeoath I felt no need to use the jump and stomp. I'd love to see what your original inteions were. Also, and maybe that's just me, I found the intro text ridiculously hard to read, mostly due to character spacing and the postprocessing doesn't really help. It looks cool though, I'll give you that.
Dec 9 14:58:25 1h 20m Merciless gods ♥ 1 The visuals and music are great, though the cahracters could have a bit more details. (The little girl portrait looks a bit too much like Darth Vader πŸ˜†. The mechanics are simple, yet suprisingly deep, at least for a couple minutes (well, at least 20 in my case). At first I had no idea what I was doing, but after reading the deccription on Itch it went down a lot easier. That description should be in the game as far as I'm concerned, but maybe a bit more cryptic. The whole thing feels very sinister and I felt really badding planning all the cheating, so good on you. If I had to nitpick I would mention, that the slashing/sacrifising feels slightly wonky with a mouse (but would definitely feel great/abominable on a touchscreen). Also, clicking restart usually directly sacrifises one of the characters. It's just the complete package. I'll now have to live with this final score... 2018-12-09 15_45_16-MercilessGods.png
Dec 9 16:08:39 1h 10m Vincent's Sacrifice ♥ 1 Most stuff I'd say has been mentioned. The music and the pixel art are great, though I'm not a fan of the mixing the 2 artstyle (The cutscenes and the pixelart). I've finished the mouse-aim version and tried the KB-only one aftwerwards and the controls seemed fine. I've encountered 2 small bugs in ver .3: When pushing the barrels without pressing space, the barrel will just keep on moving. This visuals/sprite order issue with the charcter, barrel and the laser-thingy: 2018-12-09 16_30_49-Vincent's Sacrifice.png Oh, and I hate the slimes. I'd gladly sacrifice those bastards...
Dec 9 17:09:05 1h 00m Platformer.txt ♥ 1 Wow, this's definitely some thinking outside the box - such a lovely idea. I'd have preferred if the file managment took place withing the game. Win 10 doesn't sometimes refresh, so the player/win user still sees the files that aren't there. (I actually restarted the game thinking I hit a bug, but it was just this...) Also, quickly moving files from from folder and back seemingly isn't what explorer had been really made for πŸ˜† So you could provide a mock OS/GUI (think Kingsway), but that's definitely something outside the scope of a jam game. In any case, this a great entry.
Dec 9 19:45:02 2h 35m Sacrificio Inc. ♥ 1 The level of polish is incredible as is the sountrack and the visuals are lovely. Some other mechanics would be great and/or bigger grids. I'd also appreciate if the game didn't restart the state on reset (rushed to finish the level only to notice I flipped 2 tiles and had to redo the whole thing, which is a bit tedious) and if there were a seperate reset button. The stars score could also be based on the number of tilemoves as opposed to time.
Dec 9 20:32:41 47m 39s Unnecessary Evil ♥ 2 Awesome game. I did not expect I'd have to replay it, which plays with the theme-based assumption of the player nicely. The only thing that was a bit weird sometimes was stacking the characters on top of each other. It seemed the jumping one couldn't be touching a wall, otherwise the jump would be cut short.
Dec 9 21:26:46 54m 05s Not-So-Nicer-Dicer ♥ 1 Really nice entry - I'm getting an obvious Saw vibe from it. I think I even heard the narrator/captor mention Saw, but I, for the life of me, couldn't undestand most of he was saying unfortunately. (I actually skipped the humour rating because I assume the narration played into that). The trampolines are a bit finicky, to much force I'd say and I got a 'raising corpses' bug wherein I tried to sacrifice as many of them I could (goin' for a possible ending) and suddenly the stacked corpses started to realign. 2018-12-09 22_08_41-Not-So-Nicer-Dicer by SadSmileGames.png In any case, it's a great game and the length felt pretty nice. πŸ‘ *SPOILERS* > I got ending 2, so I replayed the game trying to sacrifise as few of them as possible (though I restarted and I assume there's a no kills path) and still got ending 2. Though I have no idea how to do lvl 4 properly. I just aligned the guys one after one till I created a morbid set of stairs... > I did notice the upper path in the final room and I know about a key at the very start, so I assume that plays a part, but I got other games to play, so 2 playthroughs shall suffice πŸ˜† *SPOILERS*
Dec 9 22:31:10 1h 04m Deadline of the Dead ♥ 2 From just a peek at the screenshot I expected a Hotline Miami kinda thing. Boy was I surprised! I laughed quite a bit and I definitely did not expect that. I probably don't have to mention that it's a looker and the choice of music just ties it all together so nicely. I wonder if the protagonist is just a white collar zombie as well... I wish there were other weapons to find and that the game was more challenging. That being said, I actually died (and I'm glad I got see the joke that followed that) and that'd just go against the humorous part of the game. I'm entirely sold on the theme, but other than that, what a wonderful entry.
Dec 9 23:12:51 41m 41s Pyrrhic Victory ♥ 1 Took me a while, but I got an offensive win. I also tried the updated version and just 1 upgraded defense turret just decimates the attacking units. I won (on normal) by destroying just 1 enemy shield πŸ˜† My final try was agains a hard defensive AI and an aggresive strat just demolished it. Also, a defensive turret, range of whcich is upgraded enough, will attack the shield blocks. This shows a lot of promise. I'd like to be able to select an area of units and a starting grace period would be nice. Building it all in advance and then just watching it play out could be interesting. But I digress. The visuals are lovely as is the music. The balancing could use a bit more work, but hey - it's a jam - that's to be expected. Also, the rotation of the turrets is a bit wonky (it rotates around the wrong axis when aiming at a horizontally passing unit). Other than that, it's a great entry.
Dec 10 17:52:40 18h 39m ETA: Estimated Time Of Arrival ♥ 0 What a nice blend of HotlineMiami and Superhot! The respawn mechanism seems to be a bit buggy. When I try to respawn for the second time right after being obstructed, the second spawned character just gets killed. Unfortunately I couldn't beat the bosshouse and I tried qutie a few times including throwing weapons and whatnot. I must have missed smt... BTW. Why haven't you opted out of audio? Though it's true the saving feature of the site seems kinda broken...
Dec 10 18:29:36 36m 56s Shadow Lands ♥ 1 Great music and the walk animation is the best thing ever. Shame there's no jump animation πŸ˜† As mentioned, mood is pretty strong with this one. I did not expect a boss fight, though once you figure it out, the doggy is bit of a pushover.
Dec 10 18:52:11 22m 35s Demon Rising ♥ 1 Ooh, this's so juicy. The players starts so weak and by the second upgrade just demolishes everything. Honestly, I'd tone it down a bit πŸ˜† Anyway, the combat feels really awesome. The need to balance between shuffling corpses and fighting enemies is a pretty cool dynamic and the above mentioned disappearing corpses could enhance that nicely. I also do like the proposed teleporting portal, especially if there was some cover/walls. You could also use the corpses as meat shields, but for that to make any sense, there'd have to be more long-range enemies. Anyway, what a cool game. My only knock against it is how short it is. I wish there was more, especially enemies.
Dec 10 19:21:35 29m 24s Stjarna HΓΆfuΓ° ♥ 1 I tried and tried, but I gave up at after 1500. That being sad I hate ice levels in platformers, so a game where you not much in control might not be for me πŸ˜† Nice trippy aesthetic though and I do appreciate a game written in JS. I was toying with the idea of learning Phaser and coupling it with ES6/7 and HMR to dev directly in the browser. Though the elitist part of me raises their eyebrow at jquery πŸ˜…
Dec 11 21:17:25 25h 55m Lastcrifices ♥ 0 Nice visuals, except some of the guns have a certain... *phalic quality* to them, but that might be as inteded. How Am I the first to mention that? Anyway, gameplay is nice, though a lot could be sped up IMO (the ship, the textboxem and enemies). The enemy clear on death is a cool touch.
Dec 11 22:47:05 1h 29m Diaball ♥ 1 What an amazing game and a compo entry as well. The visuals are top-notch as is the music. The only downsize in that regard is the mixing as the SFX volume is way too high for my liking. The flow of the levels is great, I'd only switch levels 6 and 7 (at least I think - 2 hearts in 2 rooms is the one I'm talking about) as the later level tells the player they can move the spawn position thru the terrain, which I got stumped on for a little bit in the previous level. The only other thing is the difficulty - it could be a bit more lenient. Unfortunately, I encountered a bug when I switched to a different window and new guys are not spawning for me (I got to 3 hearts with a double and a triple guy). I tried to repro it again, but I couldn't (WebGL build in Chrome). In short - a great entry that could work really well as a mobile title.
Dec 12 13:40:31 14h 53m An Fhicheall MhΓ³r (Grand Chess) ♥ 0 Cool idea, though I'm missing the above mentioned restart option. (I'd prefer adding that before putting in Irish, but maybe that's just me πŸ˜†). There are a lot of ways you could take this. I'd like to see whether putting player on a the same timestep (longer than now, possibly based on the number of pieces) and they'd plan the movement of all their pieces and then wait or just hit a "GO" button. I enjoyed my time with this, though the captiuring mechanic is slightly iffy - I captured a piece (a horsie), which then still killed my king. Also, the capturing for pawns seems weird, unless that was *en passant*, which I never really got...
Dec 12 16:32:51 2h 52m Consilium - A history of life and choices ♥ 1 Very pleasant and chill experience, I usually prefer chaos though, so more tiles to manage with something like workers could lead to something more cut-throat. That would, however, go against the great visuals and sound, so really, just ignore that idea altogether πŸ˜… BTW. I got 5.3K.
Dec 13 22:37:13 30h 04m Jesus Take the Wheel ♥ 4 You've just nailed the theme on this one. Too many times I've just thought to myself 'Well, that car's screwed, might as well let them go and focus on the rest' and don't get me started on those bloody pedastrians... The wacky artstyle matches the hectic nature of the game really well and the choice of music is on point. There were a few tiny things that bothered me a bit. Namely, a car can intially drive/spawn where it should't. At least one car spawned in a wall for me and exploded immediatelly. Jesus sometimes gets in the way (mostly he becomes transparent, but a few times, he covered a car and I couldn't tell what was its state). I'd love to be able to just chuck the mouse and switch between the cars using something like Q and E. Too many times I've noticed a sleepy driver and I'd click them too late. Then again, maybe it'd make the game too easy. Other than that, it's a complete package of fun, good looks and polish. 2018-12-13 22_58_35-Jesus Take the Wheel by PeachTreeOath.png
Dec 14 07:18:19 8h 41m Mystic Shepherd ♥ 1 Cool idea with nice ambience. I'd love to see a third temple coupled with faster movement so the player has to balance more variables. The second half of my top run (31) consisted of just me standing there, waiting for my remaining sheep to die. 2018-12-14 08_08_50-Mystic Shepherd by Sergio Longoni.png
Dec 14 07:36:48 18m 29s You Get Two ♥ 1 Love the idea, though it took at least 10 runs to see a Red+ (so at least 10 times of dying after the first 5 years).The music is great and the UI is really nice and I love the death screen stats. Adding the above mentioned stalling/discard after N uses mechanic with more cards and it would be even better. BTW. if the player switches the cards too fast and then stops, the resource animations can take a while to catch up.
Dec 14 09:34:35 1h 57m Altar ♥ 1 A lovely entry with great atmosphere. Reading the credits on the Itch page, you should have probably opted ot of graphics, though. The core gameplay is let down a bit by the melee combat - just standing there and holding the mouse button doesn't feel particularly exhilarating. Also, the player can just walk away, wait for the HP regen to do its thing and then return. The spells, however, are cool and the skull one is downright badass (though OP and abundant). I'd love to see either a slash + dodge mechanics and something purely focused on spells. There're a few other things. Namely, the input doesn't seem to be normalized meaning diagonal movement is faster. Carrying multiple spiders looks a bit funky (you could add an inventory or allow the player to carry just one). Lastly, a minimap or a some kind of pointers would work wonders as I was running around quite a bit.
Dec 14 10:14:07 39m 32s The Cave God ♥ 1 The art is great, the music is even better and the writing is top notch. I'd have loved to see more items (well, more dialogue, really). Deeper gameplay would be nice, but it's such a wonderful entry as it is anyway. I got all 3 endings and I was indeed sad to leave the God behind.
Dec 14 14:12:56 3h 58m Astronaut's Journey ♥ 1 Playing this a recalling Flappy Blocks I'm wondering what kind of a sadist are you? πŸ˜† In any case, the game great, shame about the lack of audio, but the scope is impressive for the compo as is. The visuals are clean and the UI is great and the tabloid-ish snippets are wonderful. Unfortunately the final stage is too hard fro me, so I haven't been able to land the ship. Is the 'Science' resource needed at all? Seems a bit superfluous except for the spacerace theme. (It seemed that without it the progression would be pretty much the same).
Dec 14 15:26:16 1h 13m The Next One ♥ 0 The idea is sound, but boy, does the lantern part feel dickish. I get the point and how it ties into the theme, but it kills the fun part of the game for me. That being said, it represents the theme really well. I guess I'm just a bit too mechanics-focused and trial 'n' error kinda approach isn't really my jam.
Dec 14 20:30:03 5h 03m Final Flight of STS Recovery ♥ 0 Good mood and I'd enjoy the driving, but the camera gives me a headache. I assume it's attached directly to the player. A reset button would also be helpful as it's not that hard to flip the vehicle and the only thing I can do at that point is restart the game.
Dec 16 21:18:53 48h 48m Welcome to the North Pole! ♥ 1 What a delightfully charming experience - the visuals are just so cute, the music is amazing as well and the platforming feels nice. I'd have liked to be able to switch between the snowballs I control as opposed to controlling all of them (and then having to corner one of them and work from there).
Dec 17 21:41:51 24h 22m BlΓ³t ♥ 1 The visuals are lovely and the main track is great, though I'm not sure it fits the gameplay due to the following point. I have issues with the game - the game rushes you, but you have to stop and wait for the choppinch animation to finish, which gets tedious pretty quick. If there was the the ability to mash a button to chop faster, then there would be some player agency, but right now it's just waiting for the nice chopping animation to finish and it feels like the game would be better off without it. The other thing is the platforming - some of the jumps are kinda wonky (e.g. the bug mentioned by yourself in the post above) and the trap colliders feel unfair. That all being said, the entry is impressive, especially for a compo entry. Sorry for being so nitpicky...
Dec 18 07:53:26 10h 11m Sacrifices must be made - Ludum Dare 43 ♥ 1 I played the jam and the R4 versions. First of the jam one - most of the stuff was fixed in later versions. Mainly the crazy timers and the clunky UI. I gotta say though, that I kinda liked the pace picking up, just at a slower pace. I can't tell from my R4 (medium) run if that is still in, just too slow or that was removed entirely. You could also make the sacrifies just slow down the event progress (not revert it entirely) to make the events still pop-up from time to time (that would mean a change of the win condition though). If you wanted to lean more towards the sacrifises and the morbid, you could have the player raise the workers, so that at first they would be useless except for sacrifises. They could age as well and the same would apply for old workers. (I told you the idea was morbid). Nitpicky time: * UI should show the requirements at all times (it's great too see I can't make more of something, but I'd like too see at a first glance that making babies requires wood. (And while we are on the subject - why do babies require wood? Is that a dirty joke?) * the notification sound could be more abtract and/varied - the crying baby sound started to get on my nerves pretty quick (maybe I'm just not paternal enough?) * the music is followed by super a long delay * the buildings could be placed on a grid Overall, a nice entry and if you added some extra depth and polished the visuals and player-feedback I could easily imagine playing it on mobile.
Dec 18 15:43:38 7h 50m The Time Gnelf and the Quest for the Missing Golden Cogs ♥ 0 The mood is pretty great - the poem takes it up a notch. The only thing missing in that regard is music a possibly a voiceover for the poem. The visuals are nice, though not very cohesive. The gameplay is kinda missing. It feels like a character-controller demo with the slowdown thrown on top. If the controller was tweaked and there'd be some hazzards (especially moving ones to take advantage of the slowmo) it could be a solid platformer. BTW. the WebGL build doesn't run for me (Chrome). 2018-12-18 16_42_19-NVIDIA GeForce Overlay.png
Dec 18 19:07:24 3h 23m At least it's not death... ♥ 0 Cool idea, though some of the effects just make it pretty much impossible (I'm talking random rotation here). Also, the movement easing is a bit too much and the low gravity/high jump make the jumping feel very floaty. Other than that, it's really fun. I'd love to play more levels.
Dec 18 20:17:21 1h 09m Garden of Frogs ♥ 1 As mentioned above, the game is super cute - the visuals are nice and the music is even better. The core gameplay loop is a cool idea, it just needs a tad more depth. Add more depth (frog and fruit variants etc), balance the growth rate and I could see myself playing for a lot longer. In any case, it's a cool, nicely polished entry, especially for a compo. BTW. my max count was 50.
Dec 21 06:23:37 58h 06m Colors of Your World ♥ 0 The inpiration taken from Celeste is pretty obvious, which is a good thing for me as I loved Celeste and I'm loving this as well. The visuals and animations are nice and clear, the music the amazing and the platforming is super fun with the difficulty curve feeling pretty great. If I had to nitpick, I'd say the jump grace period is too short. I can't easily tell the direction of movement from the waterfall platforms (that might be just me). Also, the game doesn't very much tie into the theme except for the story. At first I though losing colours would have some gameplay consequences, which might have been cool. Just to be clear, I played and rated the jam (compo) version, though I'm gonna play the updated version later πŸ˜‰ *Edit: I played the updated version and I'd still bump up the grace period a bit. The extra screens were great meaning I loved the game even more*
Dec 21 11:31:18 5h 07m Redshirt Air-Patrol ♥ 1 Really cool concept, though the UI could use some work along with the core loop to make it really shine. I think might be better as purely topdown and clicking on a plane would select it for sacrifise. The paths are cool, but I'd love if they played more of an integral role and the player could actually affect where a plane is on the path (more of a 'plan your defense paths' kinda thing).
Dec 24 09:15:12 69h 43m ShamanProtector ♥ 1 I really like the concept. I would like to see the stealth to be more integral, that could be interesting. The UI could use some work. It took me ages to realise how to actually build towers and having to grab the mouse is kinda akward. The game is also zoomed out too much IMO. Also, the villagers could respawn to make lategame possible.
Dec 24 12:04:09 2h 48m Hell Well ♥ 0 Really, really fun entry. I would have loved some music and SFX and more balancing (sometimes, the lvlgen just screwed me over as I couldn't make certain jumps). The ability could recharge on gem collection and the player could be given a bit of a breather at the start. 2018-12-24 13_00_47-Hell Well by Incredible Ape.png
Dec 24 12:40:57 36m 48s NoooooMan ♥ 2 What a great take on the theme and I love how the gorilla buffed innocents immediatelly changed into sissies once the shots are fired. Suprisingly neough, lvl 8 took me the longest, I even restarted the game to see if I had missed some info in the previous levels.
Dec 30 23:35:16 154h 54m Octli 2 Step ♥ 1 The game shows a lot of promise, shame about the lack of direction. I had no idea wheter I was supposed to reach something and whether I could beat the timer. Also, it feels like in some rooms the player has no chance of surviving the initial on slaught. The visuals (mainly the color pallete) immediatelly reminded me of downwell. The main music track is really nice, shame it's rather short.