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Scowling Pastry

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TimestampSince previousGameScowling Pastry's comment
Apr 27 16:41:44 DeepHouse ♥ 1 I had a tough time figuring out what to do until reading the comments since it wasn't made immediately obvious. The game might also benefit from a bit more feedback from the actions you can perform in game to guide the player in the right direction. As it is, I couldn't figure out what to do or if I was making any progress to leaving the room. But perhaps I am just bad at escape rooms.
Apr 27 16:50:08 8m 24s Ant Town ♥ 2 I got stuck after building the second house. The ant said I needed to dig deeper (even though the depth was already at 500), but to dig deeper I needed to build an office, and to build an office I needed to build a house for which I needed to dig deeper. Seems like an interesting concept if I could have progressed further
Apr 27 17:01:27 11m 19s Driller ♥ 2 The rules of the game weren't immediately obvious to me (Took me a bit to realize I could drop on the enemies to kill them). A bit unclear on which enemies I could or couldn't kill though, some would hurt me while others would die. Still a fun game though and a neat concept. Would love to see it taken further
Apr 27 17:12:50 11m 23s Who runs the world? ♥ 0 Interesting interpretation of the theme. I like the direction you guys chose. It took me a while to realize how to win, and after I did I realized I could win without upgrades by just pooling viruses in the beginning (and it was faster to win this way too). Some clearer instruction and perhaps a virus spreading mechanic would have benefited the game.
Apr 27 17:21:03 8m 13s 1 in a billion ♥ 1 Funny interpretation of the theme. My friend and I joked about something like this but it's funny to see someone actually made it. The movement felt painfully slow and it never really felt as if I was in control of my character but perhaps that's the point. 1/10 on the message, I won a 100m sprint in grade 8 so I have won at least 2 races in my lifetime.
Apr 27 17:30:31 9m 28s Deep way down ♥ 1 An incredible story game and a cool interpretation of the theme. I love how each of the stages aligned with the stages of grief. Avoid everyhing in denial, Destroy everything in anger, seek them out in bargaining, they become a weight in depression, and the upwards turn/acceptance at the end. Beautifully done. Short game, but a great experience. Good job
Apr 27 17:37:52 7m 21s Clear Your Mind ♥ 1 Nice quick casual game, I am very bad at reading the bounce directions but I found out that you could cheese it by squeezing the emotions to the side and sending them sliding around the boundary. Overall a fun quick game
Apr 27 17:43:07 5m 15s Deeper&Deeper LLC ♥ 1 Nice art style and interesting take on the theme. When I read the description that it was a lawyer game and then saw fighting controls I was intrigued. It was a little difficult to fight the enemies when they would cluster up on top of eachother, and it was hard to tell if my hits were doing anything since there was no obvious feedback when an enemy was hit.
Apr 28 03:20:59 9h 37m A Deep Frame of Mind ♥ 2 Very calming and unique game. A great change of pace. Art was lovely too. The scraping was a bit slow but I think the point of the game is to be slow and calming so it fits well. Nicely Done
Apr 28 19:44:20 16h 23m Cave Jumper ♥ 1 Great game, loved the feel of the movement and the dashing. The music really helped me get into the feel of the parkour flow and the art style was very nice. I noticed that I could spam the dash whenever I was on the ground and I could jump out of the dash (but not the other way around). I'm not sure if this is a bug or not but it really adds a lot of speed to the game which I found was the most fun, however the levels didn't really lend themselves to this. I think making the level design more linear (I.e less unnecessary platforms), and allowing the player to jump->dash would encourage the speedy play style which I found to be the most engaging. Overall a great game. Good job
Apr 28 20:05:00 20m 40s Gardner Lake ♥ 3 This game had me really engaged for how simple it was. The bubble popping mechanic was a bit annoying because the bubbles didn't always seem to highlight in the best way. Perhaps if two bubbles are on top of each other it would be best to prioritize the one furthest to the left? Also it would be good to communicate that the bubbles should be popped left to right. However the above advice might not apply if you were going for a horror game of sorts which it kind of felt like. The awkward bubble popping mechanic really added to the stress of the final encounter with the man at the bottom of the lake, so good job if that's what you were going for. Overall a very engaging and enjoyable story game. Great work
Apr 28 20:42:36 37m 36s ONI ♥ 0
Apr 28 20:56:24 13m 48s DoWnStAiR ♥ 2 I liked the intro art and the 3d models on the mushrooms. The controls felt very awkward (especially the bit about rotating the camera) but slicing through the mushrooms was quite satisfying. I think the game could benefit from a bit more diversity as the gameplay felt mostly reliant on large amounts of mushrooms and as a result felt quite repetitive.
Apr 30 03:29:27 30h 33m You Are The Helmet! ♥ 1 Funny concept and a great take on the theme. Played through a few times because there's something satisfying about the mechanic of just making as many clanking sounds as possible. One thing is that it might be a good idea to tie the score somehow to the speed of the helmet collisions. As it is I quickly figured out I could wedge the helmet inbetween the wall and a spike to get a really high score with little difficulty. Great concept though and good execution! highscore.png
May 3 15:45:56 84h 16m Date Night ♥ 2 The gameplay loop in this game was great even with it's simplicity, and I loved the blocky art style and the calming music. Highlighting the text on the coffee tasks was a good design choice since it made reading the tasks a lot quicker and thus less frustrating than it could have been. I'm not sure if this was done already but I might weight the score a little bit differently depending on the tasks, or increase the walking speed of the character. I found it a lot easier to blast through the email tasks since I didn't have to wait for any animations, which made the score seem a little more RNG based than anything else. I would also recommend keeping the size of the typed and untyped letters the same for the email task. I found that the changing alignment of the text was somewhat distracting when trying to type out the emails. Overall unique take on the theme and fun casual game. Good job.