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piscythe

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TimestampSince previousGamepiscythe's comment
May 13 14:15:11 Seven Sleepy Nights ♥ 1 I really like the concept here, and the execution certainly sells the premise. However, I found it too annoying to be fun. In particular, I hate that bloody alarm clock. It feels awful to control. The game is certainly memorable and effective, but I'm going to let Chuck solve his own problems next time. My ranks were, in order, Bronze Bronze Silver Gold Gold Silver Silver, which I think reflects my acclimation process and then the difficulty curve kicking in.
May 13 14:35:44 20m 33s Minexile ♥ 1 I like the interlocking balance of systems, but I really wish I had tighter control over what my miners actually do. Mine kept mining the wrong rocks or getting killed or wandering off in random directions because I couldn't micro them properly.
May 14 02:42:37 12h 06m Tunnel hunters ♥ 2 Interesting. It's really rng-heavy, but there's a skill to mitigating the risk. Definitely feels bad to just lose gear though. Combat feels smooth, but I'm not at all convinced that the heavy attack is worth it.
May 14 03:03:50 21m 13s Down the Machine World ♥ 2 None of the individual elements of this game particularly blew me away, but the variety of content offered balances the lack of polish on individual mechanics. I really appreciated the use of optional secret upgrades to encourage exploration. Shooting enemies normally did not feel worth it, but maybe that's just because I missed the shot upgrade. Having dash go toward mouse instead of in the current movement direction felt unituitive to me.
May 14 03:16:04 12m 14s Dungeon Blast ♥ 2 Absolutely sublime. The energy meter that slowly drains shaped my entire approach to the game, and I think that made it a lot more fun than it otherwise would have been.
May 14 03:47:28 31m 24s Swoop - Save the Princess from falling rubble! ♥ 1 Man, anime characters make this look so much easier.
May 14 03:53:46 6m 18s Buried Deep ♥ 0 I found 4/7 miners and then just had absolutely no idea where the rest of them were. Some kind of indicator would have been helpful. Lifting off the ground didn't feel good - I would have liked more acceleration or some kind of initial boost.
May 15 02:25:50 22h 32m Hell Diver ♥ 0 This game has hells of aesthetic, but I wish I could see what was below me.
May 15 02:38:38 12m 48s The Pit ♥ 1 If you were aiming for horror than you missed. The bright music, non-threatening enemies, and unlimited ammo give it much more of an arcade feel. The only thing I worried about was getting blindsided by enemies, which happened 7 times. The threat level didn't really escalate, so I thought I was just going to die to attrition, but then the game just kind of decided that I had killed enough and handed me a victory screen. The graphics are solid and the gunfire effect, though minimal, felt good.
May 15 03:12:26 33m 48s Into the Storm ♥ 1 I bounced pretty hard on this one. The inverted controls were in no way intuitive to me, and I ended up spending far more time watching the unskippable opening than playing the game. I think I'm just going to consider the secret ending my canon run.
May 15 03:36:43 24m 17s Depths of Hope ♥ 1 I think having a normal camera here would have been better than making it an autoscroller. I'm rather fond of the spinny sharks though.
May 15 03:58:24 21m 41s Loach Dive ♥ 1 This was really cool. I love how it forces you to adopt an actual hunting technique instead of just blindly chasing things. After a large number of attempts, I did beat the boss. The trick is that it is hurt by jellyfish, but only while dashing and it doesn't stop the dash. So you have to use your boost to keep the jellyfish ball between you and the boss and make sure not to get hit when it rushes you. It's not really intuitive that jellyfish only damage the boss while dashing, which certainly increased the length of time it took me to figure all that out. Beating this one felt good.
May 15 05:11:46 1h 13m You Better save the Internet! ♥ 1 I'm glad to see another inkscape artist. I don't think the levels needed to contain as much space as they did - I felt that I spent a lot of time waiting for my sub to transit from one place to another. In particular, returning from the cable to the start point seemed purposeless to me, since by that point I had already killed the enemies, so I was just killing time. Fighting when I can only shoot forward is awkward, but I think it's a reasonable way to reward people for using stealth or tactical retreat instead of taking fights. Health pickups were so generous that I never felt I was in danger, though. Good work!
May 15 05:22:04 10m 18s Touchdown ♥ 3 This is art.
May 15 05:42:35 20m 31s Goldsweeper ♥ 1 I really like how limiting the player's movement changes the basic dynamic of Minesweeper. I played at late'o'clock my time, which probably influenced my decision to play this as a risk-management game instead of a logical deduction game. It feels like it could go on for a really long time if you stop to think everything through. Fortunately, unlike Minesweeper, there is room for error, so it's okay to take a few risks.
May 15 05:47:51 5m 16s Fuel Run ♥ 1 The art is, as basically everyone else has noted, very good. I really like the spring jump - I never thought pressing down to jump would feel so natural. I'm less happy with the super-jump, which feels way too fast. There isn't very much to do, but mad points for aesthetic.
May 15 05:54:05 6m 14s BugDive ♥ 2 🐛 /5 would 🐛 again.
May 15 06:15:39 21m 34s Into the Dark ♥ 1 Excellent use of lighting. I like how the bodies of my slain enemies just float in the water. The ending felt a bit sudden. I think The Sharks deserved more screen time.
May 15 06:43:17 27m 38s Fore! ♥ 1 I'm happy to finally see something linux-native today. This was really fun and it was satisfying to see the meditating graphic pop up. Since you declined the music category, does that mean the music is from somewhere else? I was a little confused by the requirement of "use all 7s". It took me a couple minutes to realize that it meant that all 3 7s must be featured in my equation, not that I somehow had to make every number into a 7. There are certainly ways to run up the score, but it feels satisfying to notice that you're in a position to do so. But why do we want a high score in a game that's golf-themed? That's exactly the opposite of how golf works! My immersion!
May 15 22:51:20 16h 08m Last Star Legionnaire ♥ 2 Definitely a fan of the aesthetic here. Fighting on foot seems really hard, and it's easy to just get wrecked in space and not have a good ship to jump to. I wish there were some sense of progression, but otherwise the idea and execution are really cool.
May 15 23:20:37 29m 17s AMIAPS DD: A Man In A Potato Sack Digs Deep ♥ 1 Not gonna lie I cheated to get all of the upgrades. The teleport is absurdly expensive and without it the travel times are agonizing. This game really would have benefited from a faster and sharper upgrade progression. Everything you get should change the way you approach the game.
May 15 23:48:18 27m 41s Vain Vullet ♥ 1 Really atmospheric. The tank controls are awful, though. I felt like I was fighting my control scheme more than I was fighting the enemies. I played about 8 times and didn't manage to bring down a single enemy. Also some doors seemed to open to blackness and if I went in I'd get softlocked. Dunno what was up with that.
May 15 23:54:41 6m 23s Lost Mind ♥ 2 You certainly nailed the feeling of being scared in a dark forest. I had a lot of fun trying to balance my fear level, forward progress, and not dying, and was able to clear in my first try with ~79% fear. Fighting fear really felt like a losing battle, which forced me to move forward.
May 16 04:05:09 4h 10m The Adventurer Guild ♥ 2 I bounced on this one. I really like the idea and some of the mechanics, but I have two main issues with it. First: all the waiting time is completely unnecessary and just made me bored. Second, the game gave me absolutely no indication for what any of the numbers actually meant. With no knowledge of the combat mechanics, I had no idea how to optimize anything or judge risks. I was just flying blind and praying the dice fell in my favor. I could click buttons to make my numbers go up, but I had no indication of why any of them mattered. I'd at least like to have more detailed combat results than "your characters took x damage".
May 16 04:44:06 38m 57s Boring in the deep ♥ 2 I really liked the voice acting and sound design here. I got a bit frustrated with the gameplay, since I didn't always feel that I had time to react to the rock formations. I lost a bunch of runs to the second section, and then nailed the third on my first try. The ending is really well done.