Foon → Ludum Dare Explorer → LD48 → Feedback comment stats → DDRKirbyISQ
Feedback comments for LD48
DDRKirbyISQ's games and stats for all events →
| Timestamp | Since previous | Game | DDRKirbyISQ's comment | |
|---|---|---|---|---|
| May 1 21:08:13 | Bunny Bunny Dig Dig | ♥ 0 | Short and sweet! Wish there was a little something at the end, or some more interesting upgrades, and the combat was pretty tedious and skippable, but nice job on a good compo game! | |
| May 1 21:15:01 | 6m 48s | Mermaid Deep | ♥ 1 | Nice job on a first game! FYI: Seems like the game assumes a certain resolution and some of the graphical elements are thus cut off depending on the screen size. Something to look out for next time! |
| May 1 21:28:59 | 13m 58s | Impalevator | ♥ 1 | Haha, nice. Made it to 10,000m without losing a life before I decided to quit. arst.png The little squeaky crank sound is great. I'm not a huge fan of the inertia on the movement, though I admit it did make the gameplay more interesting at least. I guess maybe the pole just needs to be well-lubricated in order for the elevator to travel downwards so smoothly?? Haha ;P In terms of gameplay, I think right now it's a bit boring because it's more or less just a reaction-based game. I think if you added more enemies, but have them take a bit longer to travel, and travel in more interesting patterns (move up and down, to make them harder to shoot), it would make the gameplay less one-note. Maybe! |
| May 1 21:54:16 | 25m 17s | A Taste of the Past | ♥ 3 | Wow, you've got quite the ensemble working together on this thing! (maybe the most names I've ever seen on a jam entry) Always nice seeing people attempt more of this stuff (I enjoyed "What Comes After" earlier this year). Some of the little details here are nice, especially the little particle effects and small animations help to bring an otherwise-static scene to life. The "minigames" are a bit silly at times (funny how you can wash your hands "too much"), but I kinda get what you were going for. The music really fits the mood. I'm always impressed by this style of more contemplative and meditative music. I'm no good at it myself, probably because most of my music tends to be more assertive and present. It's something I'll have to experiment more with. The title/main menu screen, as mentioned, is really pretty but doesn't read well as a UI. I think it's because the entire screen is saturated and vivid, so the viewer's focus isn't drawn anywhere. Maybe try toning down the saturation and/or value on the non-interactable elements a bit, or a drop shadow on the buttons. Family and moving on from the past are both.......complicated. As such I know everyone brings a different perspective to the table. I think the story you're telling seems to resonate with others, which I think is great. But I can't really comment on it the same way because I think I come from a different point of view. Edit: WAIT y'all are the team who made "Anything For You" omg that makes complete sense why did I not think of that, hahahaha xD Good work! |
| May 1 22:00:45 | 6m 29s | How Deep is Your Love | ♥ 7 | Finally, a Unity game that doesn't assume that I have a widescreen display resolution...you'd be shocked how rare that is nowadays. What a great opening cutscene! Amazing job putting everything together despite your aforementioned setback, which I'm sure must have been disheartening. |
| May 1 22:10:31 | 9m 46s | Sporelunk | ♥ 1 | Made it to level 129, woooo. Untitled.png The idea of a slowly approaching wall of limbs and flesh inexorably coming towards you at the very edge of your vision radius is brilliant. |
| May 2 02:25:39 | 4h 15m | The Tourist | ♥ 1 | Glad I missed the jumpscare, haha, wasn't in the mood for one of those, especially a loud one (though "loud" is all relative....except the rest of the game has no audio?). The tension build-up was great, though. Having visited the arashiyama bamboo forest myself I can say that it was definitely much more calming than this game xD |
| May 2 11:49:13 | 9h 23m | Eldritch Depths | ♥ 0 | Pretty nice! As mentioned above, the bullet cost upgrade didn't seem to do anything, which was a shame. The idea of having to collect your mana "orbs" was an interesting one, but having said mana orbs despawn often led to penalizing low accuracy by having your mana reserves depleted. I get that you can never get "stuck" because you can absorb mana from enemy bullets, but that's a tedious process at best. Some sort of slow auto-mana-regen, or just no expiry time on mana orbs, or =something= to alleviate this would have been appreciated. Still, I made it through the whole 5 levels and it was enjoyable despite that. Ah, another thing -- the first time I killed a boss, I happened to be in the middle of the room, so the powerups spawned on top of me, meaning I couldn't select what I got. Then the stairs also spawned on top of me, so I didn't end up collecting any of the leftover mana orbs. That was a sad run-ender =( |
| May 3 05:17:17 | 17h 28m | Chthonic Brilliance | ♥ 1 | Nice. That was short and sweet, and none of the puzzles overstayed their welcome. Not all of them were perfect, but there were some elegant ones. The last one in particular, I liked, as it was a nice bit of complexity using only a few pieces. Those are the most impressively-designed type of puzzles, I think. |
| May 3 07:31:50 | 2h 14m | Deeper and Deepar (Now on Itch.io !) | ♥ 2 | No joke, these are some of the entries I look forward to the most during LD :D |
| May 3 09:50:48 | 2h 18m | birb | ♥ 1 | The ending was all worth it. Would you mind crediting your audio/music sources? (if you didn't create it yourself) Unless you used some CC0-licensed tracks, perhaps? |
| May 3 22:46:39 | 12h 55m | Dongeons & Potions | ♥ 2 | Got to level 15, nice! Wish the potions healed you a tiny bit too, so small mistakes are a little less punishing. Also, a heads up -- your WebGL export seems to be sized at an extremely large resolution and thus does not fit on common desktop screen sizes. 1366x768 is the most common desktop resolution nowadays, and I myself am running 1280x1024 -- not everyone has a giant 1920x1080 display! |
| May 3 23:04:28 | 17m 49s | Masseuse you Loose | ♥ 3 | The only thing this game is missing is a Trauma Center-style plot and cutscenes to match. "I'm preparing to massage the client! [eyes flash]" "No! Don't get sore on me now..." The visual language of the icons was almost perfect. I think once you learned what each one represented (via a minute or so of trying), it was extremely easy to see how they were intuitive. However, I don't think it was immediately obvious on first blush. So for a more polished version, maybe some ideas: a) Introduce each technique level-by-level instead of all-at-once b) For the first stage, have popups that remind you which technique to use as you hover over the corresponding part c) Redo the icons to add a little more detail -- e.g. "1234" numbers on the four rectangles. Though this sort of loses the charm of the minimalist visual icons. But take that with a grain of salt as you will. Also, Wii port when? XD |
| May 4 07:02:29 | 7h 58m | Boombox | ♥ 5 | Nice! This is a good concept, executed well. Like another poster mentioned, I too found myself wishing for an invert-rotation button, but to be honest, I actually think having a hold-right-click-and-drag rotation scheme would actually be even better, as that is a bit more intuitive and keeps the game mouse-only. Feels a bit cleaner all around, so maybe you can experiment with that. I know y'all designed the game with discrete rotation states but it feels like it might be more interesting if you let the player rotate the box freely in this way, as tracking the rotation would be more of a skill. Ran into the same bug that MrPiedPiper reported at one point, but other than that it felt pretty smooth! Great work :) |
| May 4 20:36:24 | 13h 33m | Autumn Hike | ♥ 3 | Short and sweet! I appreciated each scene having a different music theme :) |
| May 4 20:40:09 | 3m 45s | Super Driller Bros | ♥ 1 | Hey there! Just letting you know that the WebGL version on itch.io will fail to load on the latest versions of Firefox and Chrome because you've used a threaded WebGL export from Godot, which requires SharedArrayBuffer to be available. The latest versions of Firefox and Chrome do have this functionality, but it is only available when the page in question provides the appropriate COOP/COEP http headers, which itch.io currently does not support. For WebGL builds hosted on itch.io, make sure to use regular (non-threaded) builds for now until this functionality is available. (Also note that IE and Safari lack support for this entirely!) |
| May 4 20:56:19 | 16m 10s | Deepest Dwarf Dungeon | ♥ 2 | Neat! Mage laser is OP :D Wish the movement speed was a bit higher. The level 2 boss's attacks really need to be telegraphed more, as it was hard to predict where the laser would spawn, leading to some feel-bad-moments. Cool stuff though! |
| May 4 22:01:24 | 1h 05m | Palette's Bottomless Backpack | ♥ 2 | Hahaha, this is great. Must have been really fun to create, too. Thank you for making this! |
| May 5 00:03:00 | 2h 01m | TREE | ♥ 1 | Interesting idea! Wish there were more tradeoffs as other people said, and the random level generation seems to make the game a bit luck-based, but I still managed to win anyways. Yay! |
| May 5 00:17:52 | 14m 52s | Root Deeper | ♥ 1 | Strangely addictive despite being largely RNG-based for the beginning of the game and the UI being a bit unintuitive at first and allowing you to "shoot yourself in the foot" very easily. Finally made it to day 100 and beyond on a good run. :D |
| May 5 03:07:49 | 2h 49m | Fathomless | ♥ 1 | Cool idea! There's a bit too much inertia in the movement for my taste, but that's somewhat of a personal bias of mine (I'm a megaman / celeste person, not a super meat boy person). Some of the level designs also felt a little frustrating at times in the wrong ways, there were a few too many "gotchas" that seemed unnecessary to the main design goals of the level. Still a cool game though! I can see it being a lot more fun once y'all clean it up and polish it a bit. PS: Your WebGL embed size is quite large! I'm still an old dinosaur running at 1280x1024 screen resolution so I had to zoom out to make the game fit on my screen. A significant portion of desktop users are running 1366x768 and a non-trivial amount are running 1280x720 so please keep those in mind when designing for web :) |
| May 5 03:41:39 | 33m 50s | 6 Feet Under | ♥ 4 | Naice. Clean concept and nice execution, reminds me quite a bit of Sun and Moon from Ludum Dare 29, which I guess ended up going on to be its own commercial game. Played the Jam version. A few of the levels could be polished up just a tad bit -- the 3rd to last level, for example has an obnoxious death pit on the far right which doesn't really serve a good functional purpose other than to be a "gotcha!". Other than that, the variety on display with the levels was quite enjoyable. The last level with all the keys was more of a formality than anything, so that was perhaps a bit anticlimactic, but also sort of a relief after the previous ones. I'd encourage you to build smaller levels whenever possible as they will let you express your design more concisely while providing more frequent checkpoints and reducing player frustration/tedium. Of course, that's easier said than done ;) Great job all! |
| May 5 06:32:24 | 2h 50m | Deeper and Dungeon | ♥ 2 | Pro strat is to jump and dash off the side at the very beginning to skip the entire level ;) The jumping sections with the big yellow up arrows were quite annoying, but I managed to make it through anyways... |
| May 5 06:39:35 | 7m 11s | 7 DEEPS | ♥ 1 | What in the world did I just read? |
| May 5 06:43:52 | 4m 17s | David The Diver | ♥ 0 | I'm not sure if I really did anything, but I sort of wandered around and waved my tentacles about in the water, so I guess that's cool? The loading time really brought me back to the PS1 era, lol |
| May 5 06:53:42 | 9m 50s | Deep dreams | ♥ 2 | Damn. Thought I had a good run going and reached the vaccine fish, but those 5-damage attacks were just too strong. Feel like the game would be a little more strategic if you knew ahead of time what cards the enemy was going to cycle through. Or...something else. |
| May 5 08:34:50 | 1h 41m | Sploosh: A Guinea Pig Saga | ♥ 1 | Nice, the parallax-esque scrolling speeds really gave the world a sense of depth as opposed to just being a flat sprawling image. Wish that the view could have been ever so slightly zoomed out more, but it was still fun to explore around anyways. |
| May 5 08:39:37 | 4m 47s | Dwarf Dig Deep | ♥ 1 | This.....is a hard game, haha. The dynamite was pretty satisfying though, especially managing to toss it into a pit full of enemies. |
| May 6 01:31:33 | 16h 51m | LuckySwimmer | ♥ 2 | Oh....oh dear. That's...ehm...yeah. Is there a "dignity" category I can rate this a 1-star in? ;P |
| May 6 01:49:37 | 18m 04s | GLUB | ♥ 0 | Nice. I admit that I (for better or worse) am not currently in an environment where I can yell at my computer a bunch, so I instead rapped on the keys / laptop body to make noises, basically making it a touch sensitive instead of audio sensitive game. Still fun either way ;P |
| May 6 02:12:40 | 23m 03s | Blackout | ♥ 6 | Nice job! Some of the interaction points could be signposted visually a bit better; would probably reduce the amount of frustration that people are having with some of the points. Really enjoyed the use of subpixel animation and the palette work. The screen with the jackolantern especially, great colors. |
| May 6 02:34:06 | 21m 26s | Hope | ♥ 0 | Nice. My only complaint would be that I wish I could advance the dialogue by clicking; I am a rather quick reader and found the pace of the conversations to drag along a bit. Still fun though :) |
| May 6 02:39:28 | 5m 22s | Hell Diver | ♥ 0 | Holy framerate drops, batman! Check your export settings on the WebGL build, it runs at a chunky 30, maybe even 15fps whereas the downloadable version is perfectly smooth in comparison. In terms of gameplay it seems like it would be fun if not for the fact that it seems to boil down to "fall and pray". I have to say the gun is pretty satisfying to shoot, regardless, though. :D |
| May 6 02:49:41 | 10m 13s | Corresponding | ♥ 1 | Nice! I actually also made an Epistolary game a while back -- you can check it out at https://ddrkirby.com/games/dear-toki/dear-toki.html if it gives you some ideas to play around with. The background chimes and noises provided a mysterious/strange vibe. Not what I was expecting but maybe that's sort of what you were going for to go along with the story. (PS: "receive" is spelled with the 'e' before the 'i', not the other way around) |
| May 6 06:19:18 | 3h 29m | Awfully Good Pizza | ♥ 2 | Amazing. |
| May 6 17:57:44 | 11h 38m | Onigiri Mining Corporation | ♥ 0 | This game best game This is honest review I not paid to write review Yes very good |
| May 6 17:59:12 | 1m 28s | I GOTTA SH!T | ♥ 1 | That's some.....deep shit Really wish there was a little better control on jump bounce height, feels like getting the 3/4 bird combo would have been awesome |
| May 6 18:02:39 | 3m 27s | NO DIGGING | ♥ 1 | I JUST WANTED TO DIG |
| May 6 18:30:54 | 28m 15s | Below the Ocean | ♥ 1 | Very nice. I could learn a thing or two from the sfx and level design here. I'm not great at sound effect design but you've made some really satisfying yet simple ones! |
| May 6 18:55:13 | 24m 19s | Nuclear blaze | ♥ 2 | Nice as always, deepnight. Good to see you still at it! Funny enough, the impressive particle effects and fire spreading mechanisms are going to steal the show here, leaving tons of important minor details underappreciated. A visibility + unexplored fog system? Multiple types of doors? Ladders?? Auto ledge hop??? Any of these things alone would stifle inexperienced devs to implement cleanly, but here they're just taken for granted because of COURSE everything works properly, lol. I do wonder like some others, what this sort of game would feel like as a more fast-paced "run and gun" sort of game, with mouse to aim+shoot and keyboard to move. But that's altogether a different game which would feature different mechanics I'm sure. Hope your kid enjoys the game :) |
| May 6 19:23:32 | 28m 19s | Dome Romantik | ♥ 3 | Nice palette! I always love myself a game with incremental upgrades, haha |
| May 7 17:49:32 | 22h 26m | Deep Dive Drive 2000 | ♥ 1 | "And once again...breathe in through the nose...and out through the lips..." Uncle: "ehhhh......I've heard this one a thousand times before..." What a surreal experience... One small piece of feedback I have is that the laserbeam sound effect is a little sharp and jarring. I know y'all can make good audio since you created some nice tunes -- I wish the sound effect was a little more pleasing to match. FYI: "Parallel" is spelled with a double 'L' :) |
| May 7 18:04:34 | 15m 02s | The Elevator | ♥ 0 | Nice. A good amount of, ahem, food for thought here. Do keep in mind that not everybody has taller monitors -- I do, but the most common desktop resolution is 1366x768 for example. Is it weird that in my headcanon the girl keeps rocking side to side because she really needs to pee? ..... |
| May 7 20:21:24 | 2h 16m | ROOTS | ♥ 2 | Very fun! Might be good to detail what exactly the upgrades do in your game description, especially since the "upwards momentum" one is unintuitive (and also balanced oddly to be a downwards momentum upgrade, as you mentioned). |
| May 8 20:05:52 | 23h 44m | Cave Golf | ♥ 1 | Simple and fun! The main mechanic is fine, but I do think some quality of life improvements would make it even more enjoyable. A larger screen area (or I guess perhaps I should have zoomed in my browser?) would help make the shot measurement a little less precise. And then some sort of visual ruler or color change guide for the line that is drawn would help make it easier to "remember" the proper shot power. Right now it's just a plain white line, but it would help a lot to have reference points, for example a 50% mark, so for a specific tricky shot you know "oh, I need to use a little more than 50% power". Right now you can estimate it by eye, but it's a bit tricky to remember. Nice job! |
| May 8 20:37:01 | 31m 09s | Deeper and deeper | ♥ 2 | Is it just me or does the guy love to just shuffle sideways instead of facing the direction in which he walks? :P Ah, adding alcohol to coffee gives you extra energy. I'll have to remember that! xP Got to the third "phase" but couldn't find enough interaction points to proceed any further than that. I wonder if one of them was hidden off-screen (I have a 5:4 aspect ratio resolution). |
| May 8 20:44:22 | 7m 21s | Neural Shooter | ♥ 0 | Pretty cool. As others mentioned, the gameplay is a bit unintuitive -- perhaps you should explain a bit further in your game description? The red obstacles come quite quickly, even on the very first few levels, which is part of the confusion -- it looks like a UI effect, not something that is actually part of gameplay. I get that this game is about fast-paced reactions, but I think there should be more time to react, especially in the first few levels, and then perhaps ramp up the speed. |
| May 9 04:16:34 | 7h 32m | Goose Root | ♥ 2 | As the owner of two big white pekin ducks, I've got a soft spot for fat white birds! Glad to see that it was a happy ending. |
| May 9 05:04:59 | 48m 25s | dyppan | ♥ 1 | Pretty cool base for a game! Feels a bit unfinished but what's here is kinda cool. I did notice that the larger maps seem to slow down performance a bit, so I imagine something about your line of sight implementation (or something else) is being relatively inefficient in terms of computation. |
| May 9 05:23:01 | 18m 02s | Jung Guns | ♥ 0 | Therapy is....hard. |
| May 9 08:47:42 | 3h 24m | Deep Dive | ♥ 0 | Finally reached the end. There's some very clever level design here, which unfortunately is buried in a lot of unnecessary execution challenges. I honestly feel like this game would feel better as a puzzle game and not a platformer game. I don't feel like anything is really gained from having the green and yellow barriers kill you, for example, instead of just acting as one-way barriers that block movement. The spike obstacles seem to be placed in "annoying" locations that don't actually add to the puzzle or level design but just serve as what I'm going to call an "execution test". The top-most spike in the final level is a great example of this -- from what I remember it doesn't actually impede your path (if it really needs to, it could simply be replaced by a block), and simply serves as a "gotcha" to make maneuvering through the level more punishing. Imagine the feel-bad moment when the player does everything correctly in your level, but mistimes that particular jump slightly, and thus gets the very corner of their sprite caught on the spike. I will add that the "trick" for level 5 was also pretty unintuitive! I wouldn't be surprised if I was the only commenter who actually finished the entire game! |
| May 9 09:31:28 | 43m 46s | Vertabyss | ♥ 1 | Woo, third place! Was quite interesting to get used to the skill and flow of the game. I do sort of wish you could take more than one hit before dying, or have 3 "lives" or something, to provide a little more of a feeling of gradation in terms of skill. One complaint I have is that although the red enemy ships show up very clearly, their bullets are not always as readily visible against the black background. Particularly because they are colored similarly to the player bullets, but also simply because they are rather dark. I frequently found myself "guessing" where bullets were based on enemy locations, rather than reacting to their actual visual positions, because of this. |
| May 10 02:45:35 | 17h 14m | Fallen Shovel | ♥ 1 | Awesome job. Camera / level design issues could be polished up a little bit as mentioned above, but that's more of a minor quip than anything else. |
| May 10 20:22:13 | 17h 36m | Deeper-Geddon | ♥ 1 | A little confusing at first, but worked out in the end and was fun to set up all the pipelines and such. It's a little intimidating that the timer counts down even in the middle of the opening tutorial; I restarted the game to have extra time to read it. |
| May 12 06:41:35 | 34h 19m | Descending | ♥ 3 | Pretty "cool" visuals, but not very readable. Please consider gameplay first when you are thinking about your visual design! Your game should be easily playable even with a grayscale filter applied. Glad I tried the downloadable version, it performs way better and nicer than the html5 version! |
| May 13 04:04:15 | 21h 22m | Deep Finger | ♥ 2 | Why oh why did I play this game...... well, the puzzles were fun, at least. xD |
| May 13 04:46:44 | 42m 29s | Brinebeard's Folly | ♥ 0 | Nice! The hexagonal minesweeper mechanics were intuitive yet foreign enough to provide a nice learning curve throughout. The powerups were fun to use as well. The "card" system of selecting them was a bit of an odd choice, though. It didn't seem diagetic, and it honestly made it feel a bit clunky to select the abilities, as you had to deal with the animation of "holding up the cards". This also made it difficult to keep track of how many uses of each ability you had remaining. I honestly wonder if a plain system of icons and numbers would have worked better? Just my 2cents, please take with a grain of salt. I would request that y'all please look at the sound effects and tone them down a bit, though. The one for the "line clear" bomb is very piercing in the higher-end frequencies, and some of the other ones are particularly harsh-sounding (sounds like they may have some audio clipping). I understand that these sfx may have been made using some sort of sfxr or bfxr or labchirp-like tool but all the same, please try not to kill our ears, particularly those of us with high fidelity sound systems ;P |
| May 13 20:15:15 | 15h 28m | Deep down the Abyss | ♥ 1 | Hi there! 5:4 aspect ratio squad reporting here, just letting you know that the left and right sides of your UI are completely cut off on 1280x1024 and similar resolutions. Game is still playable, but just a heads up for next time! |
| May 14 05:58:57 | 9h 43m | Infinite Descent | ♥ 0 | played v1.0.2. Nothing like a good ol platformer for LD. Pretty solid gameplay, though the quirk of auto-sticking to walls when you're hugging them is a bit unintuitive. Not a huge deal though, as that doesn't really come up too much. Gameplay was pretty solid, with some nice mechanics that were very intuitive yet satisfying and the level designs were enjoyable, especially seeing how they progressed each time. I found it curious how there is a "crouch" animation when pressing down, which seems pretty much useless. ;P Ah, I guess it is to give some sort of visual feedback, since down + jump is for dropping through platforms. That makes sense. Reloading the level when dying seems...unnecessarily laggy, even on the downloadable version (though it is admittedly better there). I understand that's the framework and not you at fault, but it seems like you should be able to code a "reset" of sorts manually rather than relying on reloading the entire level. There are only so many elements that need to be reset per screen (the player position, the stompable enemies, the breakable floors), so in theory it shouldn't be that bad??? But I'll not make further assumptions here. A bit of a letdown that there wasn't an "end" after completing the final iteration and reaching 100%, but thanks for an enjoyable experience anyways! FYI: when a gamepad is plugged in, it didn't seem possible to activate the menu to switch the gamepad off, so I had to resort to unplugging the gamepad entirely. |
| May 16 19:47:49 | 61h 48m | Black Magic, White Cat | ♥ 2 | Wow, I really liked this! I would love to see the expanded version of this, with the "follow the cat" option, as well as more of Inora's story. Great job doing all that writing during LD, I know coming up with a story on short notice is always hard. The overall story is a bit simple, but still enjoyable regardless. If I had to give a critique I think it might be how things seem to resolve themselves kind of out of nowhere, almost as if by chance. I think that might make the story a bit less relatable and/or realistic. But I think the journey was still fun to read all the way through, and never felt like I could figure out exactly what was going to happen. And it's hard to fault a story for something like that when it is so short. Great job and please keep us posted on updates! Also I JUST realized the main character's name is....Fur-ronin....omg......wow |
| May 17 08:52:58 | 13h 05m | Far Fetched | ♥ 2 | Oh hey there! Finally an entry well-deserving of the blessed 5-star audio rating, in good hands, haha. This was fun! The sword-swinging was enjoyable even despite it not actually being necessary for most of the game. The gameplay was simplistic but the graphics and sound made everything enjoyable despite that -- one of those instances where the whole better than the sum of the parts (to put it more negatively, the good parts cover up the mediocre ones?) The slight jankiness of the text boxes and the blurry font rendering were a weird contrast with the rest of the game which looked and felt great. Something that could easily be improved, I'm sure. The upbeat feel of the music and the nature of the gameplay (as well as the "spirits" theme) actually really made me wish that the gameplay here had a more energetic feel, something akin to Pocky and Rocky I feel like would have worked really nicely, but well, obviously that's not really a fair comparison given that you only had 72 hours after all. |
| May 17 19:32:09 | 10h 39m | Plumber Ants | ♥ 1 | Simple, yet strangely compelling. Maybe this is just my bias but I'm craving some upgrades or the ability to spawn new ants haha. But maybe I'm just impatient; I know that the further you get the more massive your army gets, anyways. Neat job! |
| May 17 23:51:16 | 4h 19m | The Bothnia Trench | ♥ 1 | Nooo I was so sad that it ended! There is so much potential for an interesting adventure here, good luck with this project if you hope to expand it! |