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mcovert

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TimestampSince previousGamemcovert's comment
Oct 10 17:43:24 Loop-E-Mart ♥ 1 Felt like the three actions quickly became too limiting for what the game wanted me to do. If I restock both milk and snacks, then perform a cashier action, half the time the people who are trying to buy chips don't get a chance to pay me. If I don't restock milk, I end up with a bunch of angry customers wanting milk, though I make better profit at the beginning of the day. If stock was big enough that it could persist between days it'd solve the problem, but I'm earning a total of like ~45$ over 4 days, which just feels frustrating given I needed to spend 10 on unlocking snacks and another 10 on unlocking cleaning - which, speaking of, I have no idea how I'm supposed to fit in the schedule. Honestly if using the cash register actually let me get money from the 4+ dudes standing by it waiting, it'd have relieved a lot of the frustration, or if the starting stock values were high enough I could concieveably go a day without stocking them and creating a large customer backup.
Oct 10 17:57:50 14m 26s Liftman ♥ 1 Man these have to be the worst elevator customers ever; won't even tell you where they want to go? Pretty interesting concept, but definitely got to a point where I'd clicked through all of the npc's dialog and had no idea where they were supposed to go.
Oct 10 18:13:18 15m 28s Confined ♥ 0 Interesting story; my math-brain would've liked the available power to matter a little more, but I recognize not everyone's as much of a math nerd.
Oct 10 18:20:32 7m 14s Cycloop ♥ 3 Very nice! Loved the graphics, liked the logic-gate feel of the puzzles. Would have liked a little less 'dead space' between the puzzle sections.
Oct 10 18:34:44 14m 12s Death Day ♥ 2 Loved the art style! Ran into some collision issues; felt like I died to my own electrified pool a few times despite not feeling like I got that close to it. Otherwise, would have beaten it on the first day.
Oct 10 18:42:57 8m 13s Quit the Cycle ♥ 1 The IDE was a little confusing; as a programmer I understand what it's supposed to represent but clicking it didn't feel like it was doing anything - the buttons flash, but otherwise don't indicate they've been 'completed'. Would have expected, both from an IDE and a game standpoint, them to become disabled once pressed. Beyond that, played through 3 days with no apparent changes; ended up quitting because the transition times are sort of painful to sit through.
Oct 10 18:50:56 7m 59s Jerry.IsDead ♥ 0 Was super frustrating trying to operate on a moving timeline - would have really liked the game to pause or something between rounds, or let me manually pause. Took like 5 tries to get it set up to dodge the first laser gate... and then it didn't successfully dodge it on later attempts, so I'm even more confused now.
Oct 10 19:02:28 11m 32s Loop Frogs ♥ 1 Got stuck in one of the levels because several times in a row, the green frog wasn't matching the pattern I gave him like, at all. Not sure what # it was, but it was the level with three 'permanent' buttons (the second of which, you have to reset to get out of the room with it). I couldn't get the brown frog out of the first room because whenever I wasn't controlling green, green would fail to make the jump out of the room. I was also slightly confused by the banner at first; I thought it was an extension of the gameplay window because they're so close. Maybe some slight space or a border would help separate them? Really liked the theme/idea though, and it's very visually appealing.
Oct 10 20:38:20 1h 35m Re:Live ♥ 2 Really strange difficulty curve; most of the levels felt like 'just sit on all the buttons and press spacebar', then suddenly over a period of ~3 levels it jumped to me needing precise timing across multiple lives in order to manage it. Quit on 'uhhh....' after accidentally sitting on the button that would block my path at the wrong point in time several attempts in a row, requiring me to restart the level. Wish I could 'erase' a ghost, or at least not save a ghost for a particular life. Liked the idea though, and generally pretty well put together.
Oct 10 20:44:44 6m 24s Hiccup Time ♥ 3 I liked the idea, but really was frustrated by the uncontrollable hiccup timer - felt like a lot of time just standing around waiting for the timer to sync up with what I wanted to do. Some (minor) control might have been more interesting - for example, holding a button to delay the start of the timer (with a maximum delay window so the mechanic's not totally ignorable), or perhaps pressing a button to start it right away
Oct 10 20:52:57 8m 13s A Duck in Time ♥ 1 Recoil was pretty interesting. First room where I found out the door was locked I had like 4 monsters almost on top of me when I found out, so that was kind of an annoying surprise - letting me know in earlier rooms would have helped - eg, have a loud 'unlock' sound when the last monster dies in each room, or have the last monster drop a key, with a key-in-lock sound for when I open the door. Parallax was also pretty noisy - I feel like if it had scrolled a lot less it'd have been way less distracting.
Oct 10 20:59:13 6m 16s Please Just Leave ♥ 1 I seem to be zoomed in really close to the character. I can walk off the right side but nothing seems to happen. Not sure what I should be doing here?
Oct 11 18:27:33 21h 28m a Damsel a Day ♥ 0 Really cute! Did wish there was a little bit more going on, got 'boring' after a few repetitive days, but the art was amazing enough to stick around a little longer.
Oct 11 18:33:05 5m 32s Stuck in a Soup Loop ♥ 3 That dude's excitement every time I serve soup - really helps me feel like a job well done. Really clean entry!