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Local Minimum

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TimestampSince previousGameLocal Minimum's comment
Apr 26 19:04:35 GA GAME ME ♥ 1 Really cool inception game idea. I can't say I got to the end, but at least a few games deep. It seems like you really got a lot of content in, but I had some issues with the controls. A bit too easy to fall off without jumping and a few times having to jump out into the void hoping not to collide with bats. The holding on to various games to gain power ups was brilliant. As a side note. The game would not load in Firefox for me, but that might have been me having restrictive settings. The console said that google analytics and your game js failed to load.
Apr 27 16:43:08 21h 38m Deeper Understanding ♥ 3 Most of all I really enjoyed meeting the supervisor and the neighbour/friend. Good work with face-parts! Really good. The mood and style of the game was really great too. I liked how I got annoyed by the banging on the door and the insistant phone ringing and that the protagonist had the dialogue option to express the same sentiment. It's a pity you didn't have time for more progression and a more complete narrative arc. Very well made entry.
Apr 27 16:55:19 12m 11s DRLLVINATION πŸ‘ ♥ 1 Well made game. I got my divination on the first try, basically focusing on going fast downwards and only picking up the enemies that were easy and close by. So it felt like I cheesed it a bit, and perhaps it would have benifitted if there was a counter balance like making the game substantially tricker further down. It also felt like transporting oneself laterally was quite challenging. Nice game though and very coherent style.
Apr 27 17:01:04 5m 45s Deep Sea Settler ♥ 0 I feel like there's something, I'm missing, like how does my turn end and how to get new resources. I just manage to place one or two tiles and then nothing happens.
Apr 27 17:28:54 27m 50s Boots & Booty ♥ 1 I enjoyed sailing around collection boots to start my own store of unmatching pairs πŸ˜† The game was really pleasing and the feeling of the ocean with how it rocked the boat was great for the immersion. If there was one thing that I didn't really like it was that I couldn't set the throttle and just control the rudder and changes to the throttle. My hands are weak and prolonged pressing hurts and while it sometimes may be warrented by the game mechanics or setting, it would be more fitting here to set an engine power and let the boat run at that. I got to the end and enjoyed all parts of it, though. For a while I got a bit unlucky with the boots but then at the right time I got the next treasure. Well made! Always a pleasure to see what you come up with.
Apr 27 17:41:02 12m 08s One-Butt Alien Corridor ♥ 1 I managed to get to level 3, but honestly it sort of was overwhelming keeping track of enemies and being strategic about it all. I guess, I'm not good at all at this sort of game. The mechanics was new and interesting though!
Apr 27 17:47:07 6m 05s Isurium ♥ 1 As always very interesting and very pleasing to the eye. The trees were fantastic, well the hands entering the postcard and doing things were magnificant. I wish there was more and that there was some sort of narrative to it. Perhaps that the postcard gets written a bit with every interaciton performed?
Apr 27 17:58:15 11m 08s Out of Gas ♥ 1 very nice looking game and generally well made. I got about halfways before I ran into some unreasonably rough hooligans that shot me to pieces in no time. I was struggling from early on, but that felt in line with the story. I don't know if the encounters were fully randomized but I happened to get several of the same type in a row and I guess it would improve the feeling if the layout of the map strongly discouraged accedental repeats of scenarios. Good work though!
Apr 28 16:42:10 22h 43m Deep in the Well ♥ 1 I'm not sure what happened when I was playing it, but the controls kind of didn't respond at times and then worked like normal controls, so the different modes that were dispayed didn't seem to have any effect. And each time the new effect came up, all obstacles were cleared. This might have been on purpose but it always happend before the character would reach even the first obstacle, so it really didn't matter where it was falling, nothing ever touched the character. I let it fall to about the score 500, but I suppose there was something wrong with my experience? Running in Firefox on Windows, not fullscreen.
Apr 28 17:11:10 29m 00s Call of the Abyss ♥ 1 I really liked the audio and the feeling the audio conveyed in this game. I really didn't quite understand the controls though. I could hook things but after hooking them all I could do was let them go again. The sonar, the lights and the ink were permenantly off and didn't respond to button presses so it got quite dark without being able to do much about it except if I just stayed at the surface. So looking at your gifs, either something was broken for me (web-build in Firefox on Windows), or I simply didn't understand how to play the game.
Apr 28 17:28:07 16m 57s For Whom The Diving Bell Tolls ♥ 1 I really liked the mood in this one. But I had to play it twice before I understood it. First time I just used left and right and totally missed the notes since there really wasn't anything telling me in game that I should interact with the bottle. I tried shooting it but nothing happend. So I got to the V shaped place with a bottle at the bottom and that was when I realized I should have hunted for them. Similarly, I totally missed that I could jump for a good part of the first dive (the text on the page would be helped with some bold or similar emphasis on what the keys are). The second dive was much more fun when I had understood how the game works though!
Apr 28 17:39:24 11m 17s Watcher Patrol 4 ♥ 4 I really liked the audio in this game. It kind of reminded me a bit about Lovers in a Dangerous Spacetime. I found the cheezy strat for the upper part of the decent to roll the craft on the side, activate downwards facing shield and cannon and just let it fall. The controls feels like they really would have needed a controller to be intuitive. Well made game though.
Apr 28 18:01:00 21m 36s Adventure in Socksland ♥ 3 I really wanted to get to the end of this game. It took me about 10minutes. Very nice that the game allowed you to retry levels freely and reset your battery. Even a bit unexpectedly kind that I didn't have to get the battery a second time if I died on a battery level. So very well made and planned out game. It took me the longest time though to discover that I could see the pods bouncing πŸ˜† but once I got that, it made them quite manageable too. I had fun playing.
Apr 29 16:37:41 22h 36m Just Thinking ♥ 1 Nice game. The Interactions were very clear and intuitive and the metaphorical falling animation added to the experience. I also enjoyed the narration, but it kind of felt like it ended a bit to abrupt. I know from having tried to have text in my entries some years that it can be really hard to produce it though. But even if the phone call were mostly some "..." back and forth interspersed with some generic phrases. I think, that for me it would have been a bit more well paced and perhaps end with hanging up and getting a final closing remark option.
Apr 29 17:14:24 36m 43s They Know We Know ♥ 6 WOW 😍 That was a fantastic trip. So many great components. Tardigrades! Fantastic mood, incredible work done even for such a large team. If I'd critique something, it'd be that my brain likes to believe it understands french, which it doesn't. And so I missed quite a bit of the podcasts. In part due to my confusion about what languages I understand, but also that the subtitles could have been a bit more prominent and perhaps also use up roughly 60-70% of the screen width. It would have been interesting if the tasks, at least after things got strange, were conveyed not with text instructions but in the world with various visual and auditory hints. As an example, the CCTV cameras could have been looking towards the next task when you stared at them, or perhaps looked at the task when you weren't looking directly at the cameras and at the player if the player looked at the cameras. It was also a bit confusing that the marker changed color right at the start when I hovered the computer screen, but there seemed to be no interaction. It happened in a few places. Overall though, it was a fantastic experience and I'm really glad that I downloaded it and played it even if I'm lazy and generally avoid games that aren't web-games or playable through the itch-app.
Apr 29 17:26:28 12m 04s HELLEVATORS ♥ 1 I also was confused the first round why the characters didn't move until I made the complete path, but on second playthrough, I knew what to do. It might also have been nice if the target location was a bit clearer, perhaps by each of them having a different shape and a bit larger display on the characters. Good game though!
Apr 29 17:47:52 21m 24s Murder on 34th Street ♥ 1 First things first: Why don't you have a nice screenshot from the game here to attract players to try it out? And if you don't have a cover image, you really should fix that too. Now about the game. I really liked the arty style and high contrast, but I found many things confusing. I could not accuse anyone, enter wasn't responding. Also a visual dot/circle/crosshair to be able to locate things. Now it was quite annoying trying to get the hover text. Then picking things up, I'm pretty sure the game said to click, but it was right-clicking for me. I would suggest either would do and if one needs to bring the object to the table (?) then perhaps better to have a click pick up and a click drop rather than needing to hold button down to carry. I liked that the game was basically black, white and yellow, but the text really needs a border or shadow because it was near impossible to read when over white surfaces. The style was great, and it might be a really nice detective story, but I really couldn't progress more than to have a look around the apartment.
May 1 07:53:23 38h 05m Oh no, I opened the door and there was a fish! ♥ 2 Love the visuals and the sounds making it into a very comlete experience. I played the angry scientist version, but I found it kind of cute with the molecule mixup. πŸ˜‰ I had some issues with the controls. I felt like I should be able to get up easier swimming, but all I could do was some sort of semi-controlled falling down deeper and deeper pits. Great entry though.
May 1 08:18:20 24m 57s Bunker BjΓΆrn ♥ 1 Very nice looking game, though a bit too dark, I think. The protagonist could have had some lighting on it so it became more visible. I also felt like I got a bit stuck on pillars and the like a bit too easy, so if corners had been a bit rounded or friction less, it might have felt more fluid. I only got to level three, but that's more a testament to my skills than anythin else. Overall though, it was fun trying it out.
May 1 08:32:14 13m 54s Deeper and Deeper a Self Care Journey ♥ 1 I must admit that I didn't really partake in the exercises, but the audio was really soothing. I really enjoyed the ambient noises in the audio track. They lend a great feeling of authenticity. On my resolution the camera started with the text half out of view and it was a bit odd that looking up/down manipulated the volume controls. But since the game wasn't really about such things, it didn't matter to much. Very good use of the theme too!
May 1 08:48:55 16m 41s Wander through the caves in search of a new nest ♥ 2 I guess I didn't really understand what to do. I got a bunch of creatures to follow me around, I found the pink flower looking thing but there was a wall blocking the passage in the cave and there seemed no to happen anything when pressing the keys. I also fell off the world on several occasions. The art style was very cute though.
May 2 09:15:01 24h 26m Paperload - Deep Bass Edition ♥ 3 I really enjoy playing games with graphics the deviate from the more common forms! The first part of the game seemed to have had some intended parts cut out of scope. The trader seemed to be out of office for example. The mining economy was also very kind (a gas station that doesn't care how much fuel you want!). I didn't mind that too much as it allowed focusing on depth and just buying/upgrading all sorts of equipment. And well not to spoil: !> This all felt like a very good build up to the end crashing through the floor of the world. I think it actually makes more sense having the game part like that to sort of point out that the big reward of the game is the drastic and funny turn with the hellish end credits.
May 2 09:32:08 17m 07s The Fault ♥ 1 Interesting idea of having the two types of interactable objects, sort of allowing the player to decide how much of the narrative to explore as each depth. But with the slowness of movement, I would not go hunt for more white backgrounds if I found the red one early. So I think the charcter controls were problematic for that reason. Also the sprite had very little direction visually and since one can move equally fast in any direction it didn't feel much like a human walking to me. I associate the control scheme with games wher you have to navigate around while shooting in all directions at the same time, but your game really didn't need that so perhaps controls where the character walked in the direction of the mouse would have been enough.
May 2 10:10:38 38m 30s Psycho Stellar ♥ 3 A very well made game! Cool effects and graphics and the music/audio also added a lot to the mood. The hyperspeed effects and the hover effects were really nice. If I was to complain about some things, then parts of the universe was a bit on the dark side. It kind of makes sense that they'd be dark but perhaps a bit more ambient light could have been useful or some help in finding the objects. I had to hunt a quite some time to spot my first smiling planet. And while that was within my limit of frustration, I'm sad I couldn't complete the game. The teaspoon seems to be the needle in the cosmic haystack. I think I took various photos of the clocks from the side and they sort of looked like spoons, but no. I had to give up on the spoon after several minutes of searching. So some sort of ping from interesting objects or simply spawning them in in higher frequencies if the player seems to have problem finding them. I feel like I saw clocks and pawns and other tea parts hundreds of times. Also a bit annoying was the use of `P`. Everything else about the controls were neatly packed for one hand use but `P` is on the other side of the keyboard. In all a great entry though. Very well made. Sort of looks like a VR-game (though I haven't ever tried modern VR at all).
May 2 10:32:23 21m 45s Hell Train ♥ 1 It took me a cart or two before I even noticed that there was a clock ticking, and that was about the time when I also developed the strategy for spamming F. My main reason for doing that was also that some of the smaller things were a bit too hard to spot really and the learning part of what things opened interactions with other things were either not intuitive enough or too fast (too much complexity added in each cart). Good entry though.
May 2 10:54:40 22m 17s Soaring Under ♥ 1 Really nice looking game with smooth controls and I really wish I was better at flying. Don't know how many times I tried, but couldn't make it past the forrest part before the cave. I lost too much lift the few times I made it that far. I found it a bit hard to know how large I was/my colliison box was. The same for the pickup of the checkpoints. Some sort of viusal feedback and/or music effect would have been really nice. I also would have loved if there was an easier mode for those of us that really aren't that skilled that allowed a few collisions (though that would really not have helped with the lack of lift in the forrest). It felt like crossing that part sort or required having had a perfect flight prior to that, or I missed some aspect of how to regain lift. After watching the clip, I realized I never got one before and well that sort of speaks to my confusion about my own size. I guess I felt a lot larger than I was. I tried gain, now in the web player to also keep W pressed in most of the time, but it felt like I had to look above were I was going to maintain altitude then and the A/D movement felt off so I couldn't really make it past the first gate.
May 3 17:20:56 30h 26m Unpaid Serenade for Future Solution Group [2026 eCon Grief/Heartbreak Singalong] ♥ 2 I think this is my favourite so far. What a game! I really dig the visuals, how it interacts with the audio and the feelings of the protagonist. I love how awkward it made me feel in such a short time. The song... it was fantastic. I got some lines right, but most wrong. And that felt exactly like it should be. The visuales for the typing was perhaps a little bit too unclear, especially over some backgrounds that it was near impossible to see the progression and the time-bar. But, I really felt like the true experience of the game involves failing and so it didn't matter much.
May 3 17:52:53 31m 57s Deep Potato ♥ 0 I managed to get to the second planet, and it was quite fun getting there, but at the same time quite a few things seemed a bit broken or missing when I played it. Most annoying was that the digging only sometimes registered what tile I was hovering and the character was often refusing to pick up the loot though I had space left in the inventory. Back in the upgrade menu, the level of each item didn't at all align with the buttons and I would really have liked to be able to see how much the next upgrade cost. And I needed 1000 before I could upgrade the rocket to go to another system even though I had most of it left after the upgrade (which left me very confused). On the new planet I somehow managed to get down to where the stuff was and got the character to pick up two items, but back in the ship they didn't count for anything, so I gave up. I ran the game in Firefox on Windows.