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a333

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TimestampSince previousGamea333's comment
Apr 21 13:37:25 Botanico ♥ 1 Great piece. I loved the shooting effects and smooth controls. It required a bit of mastering to keep more than 5 flowers, so difficulty might be a little bit hard, but squishing stacks of insects towards the end of game was really satisfying.
Apr 21 14:08:00 30m 35s Reckless Brave ♥ 1 Awesome idea =) some level designs were really clever. Others (like the first one with the star) felt more like bruteforcing the correct position due to the quirky jumping. Quite smart and nice-looking, sounds were top-notch as well.
Apr 21 14:49:40 41m 40s Until We Freeze ♥ 1 Really liked what you did here with the atmosphere - and while using only standard assets too! This game feels and plays as a finished piece. Great job.
Apr 21 14:52:33 2m 53s Abandoned ♥ 1 What can I say, the mood is superb. And Even though you think your sprites are simple, they have unique style and aesthetic, which holds the mood even tighter. Levels were clever, some required quite unusual thinking, but nothing too hard that my tired brain couldn't handle - which is perfect. Except for the ending =) I wasn't able to find the multiple endings by myself because I'm stupid =)
Apr 21 19:01:29 4h 08m Desktop Garden ♥ 1 Always wanted to make a desktop platformer, but kind of put away that idea due to render complications, and winapi makes me itch in general. I never thought I could pull that off in LD, but here's the second entry I know of that managed to do that perfectly. Everything works smoothly, the mood is nice and meditative, the landing feedback on the windows, the graphics, oohhh, those pickup and explosion effects are sexy af. I love you and your game. One change, if I'd be able to make, will be to increase the jump height slightly, to increase the playable area available without moving windows too much.
Apr 21 19:43:10 41m 41s RatJar ♥ 2 Excellent entry =) I was captivated by rolling and smashing for a good 20 minutes. And just when I thought the level was small, turned out it was just a first checkpoint. Also, you did a great job with the camera. The difficulty was quite high however. Some glancing light tappings would sometimes smash the vase. Also, despite the great camera work, sometimes the angle made the things unnecessarily difficult (like a diagonal red tent in the beginning of the 3rd section. But it was a really satisfying and pleasurable experience otherwise! Great job.
Apr 21 20:17:25 34m 15s HOME ♥ 1 Jesus christ that suspense when the ship gets damaged.. the music is absolutely fantastic. It's really something you need to master to be able to win, and it's not always clear how to avoid damage, but oh boy, that action is really intense.
Apr 22 16:06:41 19h 49m Save the Fish ♥ 1 Annotation 2020-04-22 190349.png Fish Says uncaught exception: abort(168)! Fish saved! didn't really bother me though. I had great fun playing =)
Apr 22 19:42:41 3h 36m The Flamethrower ♥ 3 That was unexpectedly impressive lengthwise platformer with some clever level design. I must admit it took me some time to figure some of the puzzles out. Graphics are quite clear and neat, everything was super intuitive to play, great job!
Apr 22 20:26:31 43m 50s The Planetarian ♥ 1 When I finally found the antenna while having all materials I needed. With 3 hp remaining. and I was told that 2 power modules are required. The feelings I got... Let's just say.. it was the most speedy crafting that planet has ever seen. But I managed to pull that off! Thank you for the game!
Apr 25 15:46:56 67h 20m Mycelium ♥ 1 иии.png Now that was absolutely fun and addictive. Great setting as well =) Great choice of palette and absolutely beautiful sprites. Sometimes it felt like the game was impending me (namely, when I tried to aim to that one sweet spot and spore flew somewhere else), but the amount of spores and ease of their deployment helped alleviate that. I also liked the fact that deploying towers was costless.
Apr 27 21:25:22 53h 38m The Storm ♥ 1 As many others said, you have a really great taste in art style, and all in all - this is a complete game, with challenges, enemies, controllable hero and lose condition. And it's also beautiful and unique. Congratulations on completing the jam!
Apr 28 20:58:15 23h 32m apples ♥ 1 First of all, nice job! I also got into a trap of "I can get a playable prototype in a first day", and ended up with more than twice that time, haha. But you've managed to complete the game, that's really great. Mechanics wise, I struggled a bit with a lack of visual feedback between holding rock / holding apple states, but the game was simple enough to figure everything out. The level design was quite clever, you've nailed some "aha" moments and tension for reaching that apple in the last possible second in several areas was good. And I liked the clarity of sprite design - while it was simple, I'd never mistake enemy for friend, and vice versa. I felt like apples should be also thrown like rocks, but for some reason you've made a shortcut for that. As for music, well.. it's irritating. Some people would say that it's better to go without any music than including something written badly, but I'll disagree. Making complete game includes audio, so it's a good thing you've allocated time to do that. As for the quality - there's always room for improvement. I'd recommend some pre-harmonized samplers and loopers like https://www.incredibox.com/ to get something simple and fast.
Apr 28 21:13:45 15m 30s Sun up ♥ 1 Congrats on your first jam! Don't worry, it's okay to post incomplete games - it's even encouraged. After all, the most important things are to have fun, make something, and let people see it. As for the game, you've had a good idea, and you've managed to get the most important part working - the car is moving and stops when in shadow. Initially I thought I need to keep the sun right over the car, but it didn't move, so then I moved the sun around and realized it reacts to actual shadows - so cool! Now, for the actual gameplay, the level was quite small, and there was not much necessity to move the sun at all - especially since you can move it over the road vertically so shadows dissappear. The distance also didn't matter as I expected - but that was probably due to the lack of time. I'd recommend trying to allow only left/right movement, and maybe put the sun behind the buildings, which will make positioning matter more. If you play with the camera angles, maybe it might look just like the sunset ride. Oh, and I liked the car model, too! Nice voxeling.
Apr 28 21:19:13 5m 28s DIABLOW: Savior of the Damped ♥ 1 Congrats on the completion! Great choice of music, mad props if you also did it during the jam. I liked the spritework as well, and both controls and difficulty were just right. As people said, sounds are a bit jarring. It's usually a good idea to allocate time and give game for playtesting during the jam - that feedback really helps to identify the main problems.
Apr 28 21:31:36 12m 23s Pug Panic ♥ 1 That's going to be my first solid 5 for theme on this LD. Great job. Now about that shattered monitor and broken mouse you owe me..
Apr 28 21:38:37 7m 01s Sly as a fox ♥ 1 Good game for the first entry! You even managed to get menu done, that's something even veterans sometimes slack on =) The game itself looks pretty good - I liked the hero sprite, and animations were a nice touch. Controls felt a bit strange, especially jump, which sometimes didn't work properly. Platformers are deceptively hard genre to pull off, specifically because every little control bug can impact how the whole game feels. But apart from that, everything worked well. Great job!
Apr 28 21:51:16 12m 39s RoboJump ♥ 1 Not many people can pull of the level editor during the compo. It's a great feat! I really liked the graphic design of protagonist, with those cute little animations. And sound was hilarious as well =) I did figured out the starting level, but couldn't pass through the level 1 because I didn't realize you can actually remove blocks! Should've go through that tutorial first =)
Apr 29 17:48:07 19h 56m For Ducks' Sake ♥ 2 Absolutely great entry! I liked the gameplay dynamics, and your pixel art was really nice. You even managed to do a crying animation - that made me real sad in the end. Details wise, controls and shooting were solid, and I wasn't upset much by 8-way shooting at first. Duckling herd behaviour was a nice chaotic touch too - although sometimes irrritating, as for me they seem to heavily prefer drifting towards a top left corner, where I couldn't defend them. There's good difficulty and bad difficulty; limiting player controls is usually perceived as bad. Even more so when it is combined with game behaviours like aforementioned one: I need to move around -> sometimes to left and top -> that causes ducklings to go more and more upward and to the left -> I need to move more -> they end up in the corner -> I lose -> I feel cheated / punished. This could be learned and compensated, of course, but this exact feature didn't feel much fun to learn - good sign of a bad difficulty. I'd recommend you to enable 360 aim, and then try and make your game hard without limiting the player, or with doing that in such a way that the limit is perceived as a consequence of his/her own actions. This is hard to pull off, but is much more rewarding. If you insist on keeping the retro feel, though (and I understand why you'd want to do that), you might need some kind of solution for herd control. Sorry for the rant (but you signed for it, no refunds). If that wasn't obvious, I really liked your game =)
Apr 29 18:19:37 31m 30s Coldman ♥ 1 Cool survival game =) You've managed to do several production chains and balance them together quite nicely. I figured it out relatively quickly, although the watering part took some time. As I said, the item/time/movement balance was pretty tight, and since you have no inventory, you have to constantly manage items in various states - so at times it felt a bit like Alaska juggling simulator =) It's a good thing for a core loop, it makes player constantly busy. The only thing is that this high-agitation state couldn't be mantained for too long, so if you'd want a longer playtimes, you might need to add some breather rest periods and maybe some kind of higher-level progression, like unlocking new tools / seeds / inventory logs / ground patches.
Apr 29 18:45:00 25m 23s PlayBack ♥ 1 That was really beautiful experience. I almost felt being there, watching that TV. I'm really happy on how it ends, too. Was it a child fantasy? Real thing? Day dream? Doesn't matter, it's just one of the childhood summer mysteries. Kind of envy that you was able to capture that feel. Mad respect. Gameplay wise, your mechanics felt really smart and fresh. I thought about mouse controls, but keyboard fits better with the theme. Levels were nicely designed, too. My only complaint is that the whole game level sequence felt like a good tutorial and just one level after - which was a bit harder than expected. But give the complexity of mechanics, I'm surprised you've managed to make and test that much in the.. `*checks*` ..compo!? Damn, that's respectable. Oh well, I guess I've many things to learn and improve.
Apr 29 18:56:19 11m 19s Come to Mama ♥ 1 Hmm. I swear I left some feedback 5-6 days ago, when the blocks were still picked up automatically. Just to recap, I really liked the sound theme, together with sounds it was a bit irritating, but in a good way? I don't know how to explain it, but the whole game felt like some weird mix of pain and pleasure, good stuff and bad features, cute and bloody. Gameplay itself, I never seen anything like that in real time, so it broke my brain a bit, but I did finished the game, and was quite happy about it afterwards. Now, this version feels more polished, and there's less of that weird mix, which is sad since a) I liked it and b) I'm personally against this kind of polishments made after the jam, since, as you can see, even such "harmless" changes can change how the game feels drastically. Correct me if I'm wrong and you did no changes after the jam, but I definitely played this one before.
Apr 29 19:05:42 9m 23s The Keep! It's Alive! ♥ 2 Yea, I think it fits the theme perfectly. No problems here at all. Cool execution of a simple yet catchy (ha!) concept. It was indeed a bit hard to get all of those pesky foodventurers running around, but it felt great to learn how to be better at it. Nice job!