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Carraka

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TimestampSince previousGameCarraka's comment
Oct 8 11:51:37 Liberation by Light ♥ 1 Loved the Easter Egg! I got as far as the part where the monk can pick up the pile of stones, and then I didn't know what to do after that. Moving around obstacles was a bit finicky with the monk. I got stuck several times because I wasn't able to jump over my own stones and had to pick them up first. It was difficult at first getting the wisp into the lanterns, but I love flying, so it was overall enjoyable. I wish there had been a little more story, rather than just puzzle rooms. Good job!
Oct 8 11:59:00 7m 23s A Hundred Years of a Tree ♥ 1 Speeding up the process was a savior! I agree that more interaction for the player would make the game more fun. Also, the rain health bonus was high enough that I never had to worry about the evil humans. I just kept boosting the tree's growth, and then the game was over. Adding more decision points could also help. Maybe there could be random events where you have to choose whether to sacrifice your followers for something else? Those events could also be an opportunity to build the story so we can understand why the tree has followers in the first place, even though the followers only get the reward of death.
Oct 8 12:17:30 18m 30s Dr & Dr ♥ 0 The game also crashed for me when delivering the potatoes, and then tried to shut down my computer. I hope this is fixed! This looks interesting to play!
Oct 8 12:54:52 37m 22s Village Simulation Game ♥ 1 The first time I got the message that I unlocked the tool shed, the game paused, but I thought it had frozen, so I refreshed and started over. The same thing happened when I built the tool shed for the first time, but this time I figured out the game was paused and so I sped it up, then slowed it down, and kept playing until the end. The progression was a lot of fun. I've always enjoyed these kinds of games. Some things that could help: - no delay between when you mouse over someone and when you see their stats - whenever you select a villager, you automatically see their stats as well - a message whenever you're out of storage space and try to get something more. When a villager refused to pick up wood, I thought that was because they were tired and sleepy, not realizing that I needed to build more storage. The easiest way to do this would actually just be to display the total at the top of the bar. 24/24 Then it would be pretty clear you need more storage space. - display percentage chances on what might happen if you send a villager out somewhere. Increase the percentage that something good will happen if they're happy/full/awake, etc. Right now it just feels random and punishing - the worst that should happen if you send someone out is that they come back with nothing. It doesn't make sense that they would come back and also destroy the supplies you already worked so hard to create - as the game grows, being able to select multiple villagers at once to do the same thing becomes absolutely necessary. As it was, the game was hovering just on the edge of too much micromanaging by the end, but I think the UI fixes above would help. Anyway, good job and good luck!
Oct 8 13:02:12 7m 20s Merge Dungeon ♥ 1 I really enjoyed the art! Killing the enemies was really unsatisfying. The health bar never went down, so I didn't feel like I was making any progress and had no idea how large of a monster I had to merge to fight it. Then, when I finally succeeded, the health bar still didn't go down, and the graphic of the enemy didn't even change, so I didn't notice I had succeeded at anything unless I happened to see the number in the bottom right increase. Since I didn't feel like I was getting anywhere or know how to get anywhere, I stopped playing. But I think all you have to do is fix the feedback to the player, and then you'll have a really satisfying loop. Plus, the graphics are awesome.
Oct 8 15:11:34 2h 09m The Adventurous King ♥ 2 This game was a lot of fun to play. I kept dying in the Medium section, and it was frustrating to have to start over again completely. I think I died three times before I decided to stop playing. I think it might have been better to just send the player back to camp with all their items and areas still unlocked. The permadeath is just too punishing otherwise, and since it's not a roguelike, it's not like the experience after permadeath is any different or better.
Oct 8 16:38:04 1h 26m A Merchant's Adventure ♥ 1 I really enjoyed the rhythm of the game. It looks like due to randomization it was really luck rather than good decision-making that would help me get further, so I wish there was more way to bring more decisions into it to increase your chance to win and progress. Still, good job!
Oct 8 16:39:07 1m 03s Trash Dragon ♥ 1 I tried to play, but got this error: Error: Could not load game data at path '.'. Is the .pck file missing?
Oct 8 16:59:49 20m 42s Totally Tiny Towny ♥ 1 This game was fun, but is there some sort of end goal? After building smithies, I didn't see what else I could do. I agree that being able to build bridges and demolish buildings will be fantastic, but the most important thing seems to be to have some sort of end goal in mind. Good luck!
Oct 8 17:29:45 29m 56s Bob ♥ 2 An excellent, polished game! The only thing this game is missing is an ending.
Oct 8 17:34:37 4m 52s Seedlings ♥ 0 This was a very calming game, and super cute graphics! I wish there had been more of a goal, or more of a difficulty or threat. The leaves frowned at me, but they didn't do much else, and after I had seen all the flower designs, I wasn't sure what else I should stay to experience.
Oct 8 17:49:03 14m 26s Yƶso ♥ 2 This game has an excellent rhythm to it that makes me keep wanting to explore the next room and get better at switching between elements. Once I understood I had "health" but I could reabsorb elements, the game became much easier. I wish there had been some sort of final boss or ending, but I think it was just randomized rooms after a while. Let me know if I'm wrong.
Oct 9 12:30:55 18h 41m Chronicles of the Mattock ♥ 2 I really was unable to figure out combat, despite my extensive use of timed dodging, so I died pretty quickly. Since I had to start over from the beginning each time, and there's a long walk to get back to where you were, I decided to stop. But the humor of this game was definitely top-notch, and I liked how smooth the gameplay felt as long as I wasn't fighting. Some small tweaks might be to allow 'E' to advance dialogue in addition to clicking, since that just feels like a normal UI behavior. Also, if there's a way to see from afar whether someone will talk to you or whether a door has a talking option, that would be great. I wanted to see all the jokes in this game, so I walked to all the doors and everyone, but was disappointed when they looked the same but didn't have a talk option.