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LuckyFeathers

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TimestampSince previousGameLuckyFeathers's comment
Oct 8 13:41:33 You Lose. Good Day, Sir. ♥ 1 Hey, that was pretty cool! I bet you guys spent a lot of time with a dictionary this weeekend! :P It was a bit annoying because I got stuck on some levels. Some levels I won instantly and others I spent around 5 minutes on. Was he looking for a specific word each time? Or did you need a certain score? If the latter, the points needed should be displayed. In fact, the score isn't displayed at all and feels kinda pointless? Anyway, the game was really cool. The graphics are simple but effective, sound is on point, and there's a good focus on small details such as clicking to instantly fill out the speech bubble. Great job!
Oct 8 15:51:51 2h 10m The Adventurous King ♥ 2 Great graphics! I really like the premise of being a king with 1 HP and your minions do the work. I encountered a few weird things though. If you pay for people and go back to the camp from a level, you have to pay for them again? Which means if I buy people and go to the wrong level and go back, I've lost all the resources I just spent. Also wish there were sound effects, but either way, cool game! Good luck next Ludum Dare :)
Oct 8 17:15:41 1h 23m Poppy ♥ 1 Cool game! Great art. It felt quite difficult, but the difficulty slider on the death screen is a great feature that many more Ludum Dare games should have. I encountered a bug where I managed to go through the wall on the 2nd level, by the way. I was outside the map and had to restart the game.
Oct 8 20:39:01 3h 23m A Developer's Adventure ♥ 1 Cool idea! Clicker games work very well for game jams. Wish there was more feedback though. More sounds, animations and colors when you unlock stuff. It is especially important for a clicker game where the only gameplay is pressing a button. Either way, good job and good luck next game jam :)
Oct 9 21:50:35 25h 11m Confined Space ♥ 1 I completed it! Really cool idea. One thing that annoyed me a little was how it felt a bit... inconsistent? Like, considering that I'm in space and there's no air drag, if I put a thruster to the left for 2 ticks followed by a right thruster for 2 ticks, I should end up stationary a certain distance to the left. In Unity there's a field on the rigidbody component (I think that's where it is) for air drag. I think if you had set that to 0 it would do what I mean. I also wish there was more flexibility in the thrust duration. But hey, really good entry for a compo game! Good job, and good luck next Ludum Dare.