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Poorwill

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TimestampSince previousGamePoorwill's comment
Apr 26 16:08:08 The deepest curse ♥ 2 A solid mechanics based game. New items kept changing the gameplay in a brisk and fun pace. After a while though, the controls started to cramp up my left hand. This is a rather minor grievance though, because customizable keyboard bindings or gamepad support would completely remove this issue if you carry on developing this game.
Apr 26 16:28:52 20m 44s Stabalot ♥ 1 Novel idea indeed! Nicely excecuted. It would be really great if the initial part where you actually slash (or run into) the enemy was a little more complex or exciting as well.
Apr 26 18:05:10 1h 36m Workplace Sleep Syndrome ♥ 2 Lovely idea and very nice art. The aesthetics and the feel of it actually remind me of some good older era platformers. Even though the effect of the opacity increasing and decreasing is cool, I feel like having the platformer translucent most of the time even kind of takes away from the overall look of things. I imagine maybe having a visible circle around the character that expands as you get sleepier and contracts the more awake you are would work interestingly as well. So the faster you go, the less you see the world around you.
Apr 26 18:14:58 9m 48s The Final Frontier ♥ 1 Good job! A very theme fitting entry. The hitboxes felt at time maybe too punishing, as it feels good to nearly miss something, but I felt like I got hit in all these situations. I also feel like maybe having slowing down also work with a slight cooldown would be an interesting mechanic as well.
Apr 26 18:37:43 22m 45s Sub-Uber-Marine ♥ 1 Oh my what a nice idea and great excecution. Just a great all around entry. One small thing I felt was that it was sometimes hard to determine the exact spot where you are supposed to be to drop them off.
Apr 26 18:46:26 8m 43s Vinewell ♥ 1 Sharpening the sword and bouncing off the wall with a hit are both very inspired mechanic ideas. I also got a lot of the unpassable situations and I didn't really get a good feel for the hitboxes, but a it's fun game nevertheless.
Apr 26 18:57:54 11m 28s Tunnel48 ♥ 1 It's very fun. The inside/outside pipe jumping is nice also. No critics to give, just a good job experimenting with procedural generation.
Apr 26 19:17:53 19m 59s Falling sun ♥ 1 I was able to melt down the first ice block and then for the life of me I couldn't figure out what to do next. Because I couldn't jump high enough to get on top of the block. That had me totally stumped. The pictures look very cool though, and I'm sad that I couldn't reach any of it.
Apr 26 19:52:35 34m 42s Afraid to Turn ♥ 4 A very well polished concept. I also very much enjoy when pixel art pixels are mostly consistantly the same size.
Apr 26 20:13:24 20m 49s Deep into the mine ♥ 1 Lovely! Always keep working on your programming, art, sound. See what other games are doing that you like and try to dissect them. Why are they so great? Whatever feeling you got that made you create the in world volume slider - trust it, cherish it, listen to it.
Apr 26 20:24:17 10m 53s The Shadowy Temple ♥ 1 The idea of seeing certain things to open a door is nice. Immediately turns the players attention towards exploration. Got hopelessly stuck here though: Untitled.png
Apr 26 21:44:46 1h 20m Derelict Dive ♥ 1 The concept reminded me of the beginning of "The Stars My Destination". Initially I didn't recognize the second level of 02 tanks from the rest of the rubble. They do have a white outline, but they are identical to the rest of the floating stuff otherwise. Anyway. The graphics are very well drawn and the gameplay is very solid. Good job.
Apr 26 21:49:34 4m 48s Need more deep: Donut cover ♥ 1 Good idea, but the controls felt slightly unresponsive. That being said, I think if I saw a game similar to Downwell that had this kind of level structure, I'd be well into it.
Apr 26 22:01:29 11m 55s Bunny Bunny Dig Dig ♥ 1 I wanna be you when I grow up.
Apr 26 22:05:11 3m 42s Find The Page! ♥ 1 This is ingenious. Amazing execution.
Apr 26 22:20:19 15m 08s Surface ♥ 0 Oh frick yeah. You did something very clever with the music and I'm not sure what it was exactly. The game just felt nice. Good job.
Apr 26 22:29:42 9m 23s DEEPORB ♥ 0 The potential is definitely there. There might be a gem hidden in this. I do think that "cancel" shouldn't reset you to the beginning though.
Apr 27 18:21:10 19h 51m Whatever It takes ♥ 1 This mechanic feels very fresh! Good job.
Apr 27 18:30:32 9m 22s Not Really Righting Reflex ♥ 2 Hey! Well done on your first attempt. I don't know if this is intentional, but the music didn't loop for me. It was just silent at some point.
Apr 27 18:40:24 9m 52s Dongeons & Potions ♥ 2 A very fun game! Good execution as well. Hitting the enemies from far away with the bow felt really cool, when enemy archers shot the books by accident was cool as well. The curse mechanic is also a clever way to increase the difficulty progressively.
Apr 27 20:22:57 1h 42m Drill goes brrrr! ♥ 1 Very nice gameloop and a strong entry. I also already like how it looks (even though it was supposed to be temporary).
Apr 28 12:09:10 15h 46m Down Whale ♥ 4 The gameplay loop and aesthetic have a lot of promise. I feel like maybe with a little bit of fine tuning (enemy placement, fighting, initially maybe a slower drill speed, a way to lob the fuel at a distance, minor tweaks and polish all around) people would happily be willing to pay for this game.
Apr 28 13:16:14 1h 07m N.E.R.D.S ♥ 1 Very nifty idea and good execution! Even though I believe that it's possible to make it to the 21th planet, by the 5th planet I felt kind of hopeless. I chose the most fuel rich planet and got a good fuel roll I think, but flying there took a huge chunk of said fuel away as well. So even though I think I was doing everything correctly, I didn't *feel* like I was doing everything correctly, didn't get the dopamine hit I was expecting so to speak :D
Apr 28 13:29:34 13m 20s Deeper Inside LD48 ♥ 1 It worked for me and I think it's a good minimalistic entry. I think it would be better to have numbers as the dialogue choice buttons instead of A, B and C. And it would be great if the button immediately then forwarded the dialogue, instead of having to press space as well.
Apr 28 14:06:18 36m 44s Dreadnought Parlance & the Magic Pearl ♥ 1 Nice entry! During playing it I wished there were at least some oxygen pick ups in the sea. But I guess it would be real hassle to balance with the incremental system and the rest of the gameplay.
Apr 28 20:32:05 6h 25m Diving Sea Code ♥ 2 Hello! I'm afraid the exploration feel of it didn't work for me since the character was just a little bit too slow when I had to backtrack. The flashlight eluded me as well, when I did several loops from different directions (I see from the map where I missed it). I also think that different sizes of pixels never look good in a game. With all that harsh critique out of the way. I think that you have done a really good job completing a game in such a short amount of time. I think the idea of the game is great and I really want to see what you make next.
May 3 18:05:37 117h 33m Doug: A Miner Drilling Incident ♥ 1 This game has great tutorialization through gameplay. Every new level keeps expanding with various different rules of the world and it does so with no text at all. I'm very impressed.
May 15 20:03:22 289h 57m Devil Diver ♥ 3 I mostly agree with all the previous commentators: too much empty space, clunky combat etc. I do however think the single resource bar for attacks, sprint, health is an interesting idea. It would need a *lot* of balancing but it might work as an actual hook for your game.
May 15 20:18:14 14m 52s Lost Mind ♥ 2 You did get a good atmosphere going but I feel that the gameplay loop was a bit clunky. Moving forward while there is no monster chasing you and while you don't need to eat pills. The pills could maybe give like a satisfying amount of sanity back all at once, right now the slowly trickling sanity didn't feel as good gameplay wise.
May 15 20:42:13 23m 59s Deeper in color ♥ 0 I also started instantly spamming the attack in a corner. The slowdown kind of felt laggy at times as well. But there is something in the way the enemies attack and in the colors selection, that is very cool. The idea for the boss is neat as well.
May 15 22:08:22 1h 26m Blackout ♥ 4 Well it's an amazing effort. A very well built and polished game. The only things that I felt were missing, were some minor quality of life elements. For example a changing mouse cursor to note interactable items when hovering or make clicking on an object more satisfying; a double click to move faster; clicking to skip text roll. That being said, these things are definitely not something that anyone could expect to be in a jam game and these kinds of game feel touches would blow the scope too big. So they are rather ideas for an actual future version that people would probably happily pay money for. Good job!
May 15 22:24:10 15m 48s Dome Romantik ♥ 1 Amazing entry. Looks nice, sounds nice, gameplay loop is great. I think it's great that you decided to keep working on it. I guess currently the least impactful part of it is combat, which I'm sure you already have future plans for as well. Good luck!
May 15 22:56:06 31m 56s Crushing Blocks Till You Drop ♥ 1 Good job! Gameplay is interesting. It works well as a prototype, but you'd probably need to use some other logic for the movement of blocks, other than Unity physics. Currently it feels kind of loose as a result. Other than that, good clear tutorial, nice visualization. The shift/ctrl + space combination kind of confuses the fingers, as space is usually the jump button :D Well done on the post jam version as well!