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IamAcoconut

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TimestampSince previousGameIamAcoconut's comment
Oct 14 01:32:46 Minigod ♥ 1 Very neat and ambitious. I totally got into it; way too into it. I like how you have so much control through programming what happens like a minigod :). When I saw the ai stuff I was like whhhhatt no way... Putting the help key and controls on screen is a+. The achievements ??? is also a great move to show there is a lot more to the game. I got into a state that prevented me from moving. I think I was in the menus and then the object I was in the menu for died or something. I could only press tab to enter/exit the spaceship. After debugging it looks like plantToTeach existed so it wasn't doing the player movement code. I set plantToTeach = null in console to regain movement. A long while after that...~8 humans I called it quits. If you want CAN fix the movement bug if you leave a note (bugfixes are allowed). What's missing that is critical imo - setting conditions to evolve from bunny, moving away from nothing to food sources. (explore doesn't seem to do anything?) The spread on humans is very low so needing to babysit them and not being able to evolve from AI caused me to give up. I did have bunny/human auto feeding themselves and auto spreading though. Plant ai spread worked great. I love the idle character animation and how the bunny jumps to the food. Very cute. If you made the character anims.. very good. You have it in you to rank nicely on art if you art up an entire entry next time.
Oct 21 11:48:18 178h 15m Sand&Sea ♥ 0 Interesting concept but it wasn't fun for me overall. Trying to plan a combination of towers is fun but the collection is too tedious. Maybe increasing the collection rate drastically, having deeper sand, and more frequent short waves would help? Or change the collection method, but that seems like a lot of work. RTS style workers or something? IDK Nice art. Nice music, but check levels.
Oct 21 12:18:53 30m 35s Little Something ♥ 1 Cute and nice style. It's cool that everything is placed by players.
Oct 21 12:58:09 39m 16s Slinger ♥ 1 I like the wall to wall jump section the best, but the slings are a bit awkward. It gets a bit hard pretty fast and could use some more relaxed pacing. The initial movement is actually kinda fun, so great job there. It wouldn't be bad to have a tiny bit more of that!
Oct 21 14:01:34 1h 03m Nothing is Everything ♥ 1 Fun game overall. I got stuck a bit before I realized how far the range of your weapon is. There was something nice about replaying the first level without powers. The grapple solutions weren't what I thought initially, but it was fun to figure out.
Oct 22 06:39:15 16h 37m War For Nothing ♥ 1 Nice game overall. It could use a sense of progression (x/x enemies) or level design that requires getting to the end of the stage instead of defeat all enemies. I thought that they would infinitely spawn my first attempt. Typical arena style games might be on one screen so it is more obvious what is going on. I'm not saying scrolling is wrong, just trying to figure out what led to that aimless initial feeling. The enemies can get stuck in on the rocks in the first area (not bad in itself, but contributed to that seemingly infinite feel). I read the itch page again and saw that there was a boss. The shop exit wasn't obvious to me or maybe I'm just oblivious. I played up to the tank stage and died a few times there until I gave up (running out of ammo and circle kiting the horde while trying to punch them a few times). Everyone already mentioned having more feedback, and I agree. When you are hit, the sound is very low and blends into the bg music, and could use a visual effect even a flash, blood, or something. A low health sound could work too if you added a health drop chance. Your attack range also isn't clear. The enemies also always hit you if they are in range, but adding more ai is a bit of work. The shop music is great and fitting. The stage music is also well done, but doesn't quite fit the aggression imo. Obviously I can't rate music but the choices do contribute to the experience.
Oct 25 08:46:56 74h 07m why am i a werewolf ♥ 0 Got addicted to collecting the pieces until I finished. Gj. Nice art and funny bits here and there.
Oct 25 12:02:52 3h 15m KOLENdor ♥ 3 Nice art. I like that you can play it quickly. Some sfx had popping.
Oct 27 10:50:28 46h 47m Chill Island ♥ 0 I think it's cool that everyone creates their own little survival story when they play your game. I froze to death once but was determined to catch the plane the next time and did. The victory is a bit sudden and I never saw any plane visual. I really like how you have the dynamic help - it works. It is a bit heavy handed, but I personally prefer that assistance since it's missing the cues/visuals that might exist in a game with more development time. It might be good to make the final goal stand out somehow. "Destroy Ganon" Agree with previous poster on a crosshair or other visual that indicates when you can collect something. The sfx/levels need to be balanced. Anyway my post is mostly nitpicky.. great job!
Oct 27 11:12:19 21m 51s LooPatHero ♥ 0 I know you're not trying to pull anything fishy but the post jam game could be clearer on the link to your game. Just put post jam in the link text. Having said that, the game in the post jam state is excellent overall. It is one of the more fun games I've played so far. I enjoy the strategy of placing the buildings. It's just too slow paced at first. The little polish elements like the animation and sound for swapping between inventory/walk mode are excellent. The game speed does pick up after placing buildings/towers. The tower doesn't let you know range as you place it, which is important to know if you can't move it after. I strangely like that it reminded me of passing go in monopoly. Continuing after losing the game blocks you from restarting.
Oct 27 12:15:43 1h 03m Game Master ♥ 1 I liked experimenting by clicking on stuff in the level editor. Creating a level is fun and theme fitting, but the enemies don't really stand a chance. The enemy death sound is perfection.
Oct 28 09:28:03 21h 12m Serene Sculpture ♥ 1 I got into this and it is refreshing gameplay, but it sure is hard. I wish it was a little more predictable because you sometimes have to chisel in the same place multiple times even just to connect a couple pixels. The web version is kinda unplayable because when you remove pieces the image blurs making it even harder and uglier (FF v70.0). The the win version worked nicely. You would probably get a much improved score by removing the web build, or maybe it was just ff and chrome is fine. I enjoyed the music but for some reason my right ear started pulsing uncomfortably so I'm not sure if you have some unusual frequencies going on or it's just me. I think it was also when I removed a piece in web build (same as anion-z?) It's probably just me. I would play this more (even buy?) if there was some pacing, a par score, and the algorithms were refined a bit. It does seem like it tries to connect two holes together if you chisel at least. Maybe you could even reinforce that aspect with some positive feedback beyond the holes connecting. (Whoops.. just went back and read the directions a little late.. haha. It was fun to discover that myself I guess?) Is it difficult to make the removed pixels transparent or does it blend too much into the background or something? I got excited to remove the initial wood block but was anticipating it to be cleaner. Anyhow amazing job... I'm glad I got to play this. sculpture.png
Oct 28 09:41:46 13m 43s Deadrun II ♥ 0 I love the art and the vines. The fireball is a good relief from the difficulty of the sword. I'm usually not into maze level design, but this wasn't too frustrating so good job there.
Oct 28 10:00:26 18m 40s ZERO COAST ♥ 1 The ui design is extremely polished. The art in the game is also very good but it's missing the cleanness/freshness of the ui..for lack of better words. I like the blending effects with the water. Music and sfx are nice. I can't tell if there is a strategy or not other than collecting pieces as quickly as possible before it sinks. Trying not to get trapped just seems kind of random. Maybe if when you collect a piece the row or column it is on raises? Or all the pieces have colors and different colors raise different pieces? IDK but it would be cool if there was a more obvious strategy. Anyhow good experimenting with unique gameplay elements. We don't need another platformer but this is one game I wish I could jump in.