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Hawkin

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Oct 5 22:56:37 Shaky hex stax ♥ 3 Tetris with physics! The controls are pretty classic-Tetris, so no complaints there. The artwork on the individual blocks was so creative! Very appropriate for the month of October. Did you make the music yourself? It was a fun theme! I do appreciate that you also included a mute option (something I didn't have time to add).
Oct 5 23:15:03 18m 26s Captain Peggles ♥ 2 The artwork is so charming! Fantastic job with that, I can tell you had a lot of fun. And the captain's animations are pretty cute. I almost want to miss the keys just to see it. I appreciate the effort that went into the title page! Sometimes that's overlooked, but it checks all the boxes: sets the mood, provides a little creator info. Great stuff! Love the character interactions, too! Loved the fourth-wall-breaking. But I think the captain needs to upgrade his crew ;) Adding some sort of in-game banner to interact with all 4 characters "to set sail" would have been helpful. Anyway, that start was a great "tutorial" before starting the hard part. Great idea! Onto the game, the difficulty scale was really well polished. The spread of the 4 characters provided just enough challenge normally, and was decently challenging when the storms came! The little touches in those moments (animations and music uptempo) really helped sell it. I think I would have appreciated some sort of progress bar somewhere to indicate how close I was to the end, even after you told me it was going to be 5 min. I nearly tanked on a rock the very last moment of the game, but I finally did succeed :)
Oct 5 23:54:30 39m 27s Mysterious Mine ♥ 1 Nice spooky environment. The floating head really got me haha. Nice touch. I always like entering a game jam with a personal objective of what I want to achieve (or improve on). Did you have a personal goal? 😃 So in my opinion, the level design was a little too large (or a little complex) for the time limit, especially without any additional aids. Some ways to change that could be: * Breaking the puzzle off from the main room in 4 separate paths, that way it's easier to mentally "check off" an area (maybe you did that, and I couldn't tell because I kept losing track of which direction I started facing) * Maybe giving the player a way to mark where they've been, like a spray paint can or something. You could even limit the amount of paint, for challenge! Anyway, those are just some ideas that came to mind. Overall, the mood was well done! Something to think about for the future: maybe you could think of a way to integrate the timer more into the game, like it's the timer on the elevator returning to the surface, so you need to make it back. Some screen shakes when the timer ticked down and the sound played would have sold the effect! By the way, if you sit on the main menu enough, the ambience track stops. Maybe not playing on a loop?
Oct 6 01:03:18 1h 08m Precarious Powers ♥ 3 This is a fun play! I loved all the environment assets. The game overall felt decently polished (didn't encounter any bugs), and was enjoyable. Hats off to the music as well. There was a lot of content here (which is good), and I like to give a lot of feedback! The level design was nice. Fairly intuitive where to move on, and I like that I had a use for the ice attack to bridge the areas! That also forced you to acquire the new "spell" before moving on, same with the fire and vines. The firing mechanic was pretty fun, but could have used more juice. Hitting the characters wasn't too satisfying. And you might have done something as simple as reducing their size on every hit, as an indication of their "health". Also, most of the game I was focusing on what I was shooting at or what was near my player--it was hard to keep an eye on the health jar! So without any effect on the player when I got hurt, I only realized I was low by chance. The punishment for gaining too much power is an interesting concept. I think I would have liked something else to use the "bursts" for ... like the fire could have been an attack. That might have been more interesting imho than "you slow down" or "reset the level", but still fit your original idea? Otherwise, I feel like I'm just firing off spells to avoid the punishment, rather than using that "burst" strategically. Still, I think you had a concept and executed it well! It did take me a while to figure out the crystal pylons--were they hurting me, or helping me? I eventually realized I could destroy them ... but was that the objective? Or was it the boss? overall objective could have been a little better communicated. The game ended once I killed the boss, but since I couldn't freeze a path to it, I felt like I didn't get a chance to really interact with it. The ending felt a little rushed overall, with just the sudden "you win" text. But hey, it's a jam game! It's gotta be rushed haha. Overall, this was a really solid play. Kudos to the entire team!! Like I said, I like to give a lot of feedback (good and constructive), so I hope it's helpful. Thanks for the game!
Oct 6 01:47:36 44m 18s A Crowded Place ♥ 1 Your revelation about grand plans is very similar to mine! Funny how much we think we can get done in 3 days, until all the little things start to pile up. Anyway. Great job for your first jam! "A finished product" is generally the sign of success, even if you have to change what "finished" means ;) My biggest feedback is that the movement/aiming mechanic wasn't so easy for me. I would have preferred left/right to aim and up arrow to move forward. I feel like that would have been a little easier to control. Some interesting choices on the tools that you used! Definitely ambitious jumping into a gam jam while also learning the tools. By the way, I uploaded a Windows build of my game if you'd like to try again. Sorry Firefox didn't work!
Oct 6 23:23:05 21h 35m SheepWorm ♥ 2 What a crazy, zany game XD I don't think I really understood what was going on the entire time, but heck I had a lot of fun! I couldn't really figure out the movement, but the overall graphics and shooting was so fun that I still had a good time. I think I would have chosen a different song to match the craziness of the whole thing, rather than something soothing, but that's just me!
Oct 7 03:01:12 3h 38m Roscharch ♥ 1 This little game has a good foreboding feel to it, impressing emotion on me. I think you crafted the mood really well. Not sure if there were certain outcomes to try for. I did go through it a few times, seeing if I could pick up a pattern or get shapes to match. I never really did, but I could have tried a little longer. If it was a puzzle, a little quicker reward indicating I was on the right path would have been enough motivation. Lots of settings, too! That's pretty great for a jam game. I appreciated that.
Oct 7 03:04:07 2m 55s Horse Pile ♥ 1 This is quite the acid bath haha. The zoom-in on horse death was so funny. And all the sound effects just added to the craziness. And the music going from sunday-morning cartoon to techno house, I just don't know what XD Thanks for the fun little game.
Oct 8 02:21:48 23h 17m Citride ♥ 4 Buena idea! Sweet and short. I just barely beat the last level in time! It was definitely a challenge to start over from the beginning, rather than from that level. I liked that the characters had different personalities and functions. That really added some dimension to the puzzle solving. My only complaint is that I wanted to move faster!
Oct 8 02:38:51 17m 03s The Builders ♥ 1 What a ride! That was a great narrative for a jam. I think you chose your assets and terrain generation wisely to be able to focus on the story and scripting. The dialogue system was a little basic and could have fit better with the theme, but that's easy to accept. The twist halfway through, and the sudden FPS took me by surprise. Definitely well done!
Oct 8 02:52:45 13m 54s Uranium-236 ♥ 1 Nicely implemented! Simple, but effective. And it gets pretty unstable very quickly, which is the perfect challenge. I thought about fission in my brainstorming, but I stopped at "the chain reactions would just balloon ... where's the game?" Well congratulations, you found it! I really enjoyed this. I like to think of all the neutrinos and anti-neutrinos as kids arguing at a daycare. "Hey hey, you. Quiet down! Stop fighting ARRGH." By the way, nice effect on the start button. Really draws attention to it! I would seriously play this on mobile.
Oct 8 03:04:48 12m 03s Fractured Edge ♥ 1 This was unexpectedly awesome! Thanks for posting a video of it working on an actual scope. I'm pressed. And surprisingly, the graphics were pretty easy to intuit. Loved zooming around and spiraling with the turbo. I admittedly got a bit stuck after picking up the tractor beam. Three doors and a bunch of floating blocks, but I couldn't find the way to trigger the exit. Up until that point, I like how you guided me around by placing enemies in the nice path--that was good signaling. Really, awesome game!! #1 innovative for sure.
Oct 8 03:15:26 10m 38s Funstable ♥ 0 This was absolutely charming. I had a lot of fun relaxing, finding animals, and talking to people. The dialogue felt very natural and human. I agree with others that a little more tutorial on using the tools would have helped, but it was intuitive enough from other games to understand--although I did try a few times to figure out how to place ladders! And then I eventually got stuck climbing into the bottom of a floating island to rescue a sheep :( But the game seems pretty long, so I can imagine it would be hard to test all the areas! Great job :) Screenshot 2021-10-07 221323.png By the way, I don't see Godot as often! Nice!
Oct 8 03:23:18 7m 52s Scootles ♥ 2 Hahah I love the intro. Took me by surprise. Why don't these people just get out of my way?? This was so much fun. Hat's off! I actually took it slow on my second run, and managed only $7.16 of damage :) Gotta admit, though, it's a whole lot more fun to just careen around and smash people haha.
Oct 8 12:57:00 9h 33m Spirit Soother ♥ 1 I really enjoyed the look of the main character. It was so cute! I probably would have chosen a different song, but some music is usually better than no music ;) I have similar comments to other posters about feedback. One example is some visual progression to know you are soothing them more and more, and if you move away or slow down the progress goes back up. The collision on the head of the dragon felt a little unforgiving, too, as the spirits bounced away a lot. But that did just make them more unstable! You should be proud! Thanks for the game!
Oct 8 13:06:24 9m 24s Speedboat Alchemy ♥ 1 "Use your alchemy-boat to blast your way through frog town and win the potion prize!" That is a sentence I'd never thought I'd read! Nor did I ever expect to play a zippy axolotl as a main character! This game has style to boot. The mini-game to reload was also unexpected! Definitely something new. I enjoyed the whole experience. The movement was a lot of fun, even though I got trace bits of lag in the browser. That felt really polished. A little more enemy AI might have made the combat even a little easier. As it was, them sitting and firing did not feel compatible with me having to zoom around, face them briefly, only to face a barrage of bullets XD Thanks for the game!
Oct 9 01:08:56 12h 02m LCD DREAM ESCALATOR ♥ 1 This game is utterly imaginative. I took one pass through, saw 4 of the areas, and that alone would have been enough for a jam. But seeing how few of the crystal nodules I lit up, and the map you posted--I'm definitely going to have to come back and play more. Hats off to you fellows. You made one heck of an experience! I do also like how you slowly introduce the idea of searching for "exits" or gateways by illuminating the rat like the crystal. Smart design there.
Oct 9 01:28:16 19m 20s Lightning Ball Rampage ♥ 0 What a cool arcade style! It also made me think-what if pinball?? From reading other comments, I learned that we would trade score for completing the level in time. I guess this didn't come through to me so easily, as I missed the point of hitting the electronics (even if it was fun). It would make sense if they gave you more charge (life), but then I wouldn't run out of time! It's a nice idea, and I had fun playing it! The graphics and audio were definitely in the right style for arcade. Thanks!
Oct 9 01:34:34 6m 18s How (Not) To Defuse Bombs ♥ 0 I loved the idea and the design! I'm always excited when someone uses Love. The puzzle design was definitely unique. I do wish there was a slower progression of levels and a few more, but that's only because I was having so much fun! One thing: the tutorial said X and A to rotate, but that did not seem to work. Instead, A/D worked like left and right. I figured it out, though :)
Oct 9 01:51:33 16m 59s Angry Ape ♥ 1 The style of the game is really unique and inviting. I had a blast playing it. For "speed run" kind of games, I would prefer not to have to press "continue" every time. But that's just me! I agree that you used the theme really well to add challenge.
Oct 9 02:05:01 13m 28s Drillbit Junker ♥ 1 I loved this! I'm going to have to come back to this when I have a better internet connection, because reloading each time to restart is not working for me at the moment. But you managed to release a really tightly designed game for the jam! The art style and tasks were perfect together (even if my dumb butt thought I was supposed to be clicking the symbols, not the buttons hah). Adding some sounds and music would have made it 100%. Please make an update!!
Oct 9 02:21:30 16m 29s UnstaBall ♥ 2 I loved this! One of the few if only puzzle game I've actually wanted to struggle through so far in the jam! I especially liked the difference in the blocks. Everything about the puzzle was satisfying (I would have picked a different base track for the level, like a solid note, but you already mentioned that). I agree that overall it felt really polished!
Oct 9 02:49:03 27m 33s RTFM - LD49 ♥ 0 The game definitely had charm and jokes. I liked the manual concept. The fact that the tutorial was more than a wall of text but fit inside your theme made it enjoyable. Beyond that, I'm sorry but I really couldn't figure it out. For example, I had the pattern red (blink), green (blink), and blue (off). According to the manual, that should have been a, a, d - right? But when I set the lever to a, the set it to neutral, and then to a again ... I lost :( I really wanted to play this more because it looked really fun, but I couldn't figure it out from the instructions. Update: I read your new instructions to follow the order of the lights in the manual (shouldn't be different than the game imo), but even then it would seem to reset the pattern after the first lever, and I wasn't sure whether I had to continue or start over. I'm really sorry I couldn't figure it out :(
Oct 9 03:03:22 14m 19s Ice Pop! ♥ 1 This was super cute! It took me way too long to realize that I was trying to shepherd the penguins into the blue square. I guess the signal wasn't strong enough for me? I entirely forgot what the LD page told me when I loaded in :p After that I had fun though! All the little enemies and penguins were funny.
Oct 9 22:22:08 19h 18m A Healthy Dose of Dungeon ♥ 2 The controls were really smooth. Was the roll also a dodge? Having the walls block the bullets would have been nice, too, but I can imagine that would have been another thing to add. The visuals and effects were really nice. The end was definitely a challenge! Thanks for the game! Update: just read that the charging enemies were a late addition. I definitely liked that added challenge!
Oct 10 21:01:17 22h 39m the Bar ♥ 1 I liked the idea! Searching for randomly hidden objects would make it feel fresh on new plays. The movement mechanic (how to slide the screen, or move objects) wasn't immediately intuitive, but after I figured it out it was fine. I think what was the least fun for me was waiting at the end for the environment to switch back. Including an indication (like a timer bar) on when the environment would switch might have helped the player feel a little more in control? Great job! I think you used the free and available assets well :)
Oct 10 21:13:52 12m 35s Sakana-san's Ungrateful Job ♥ 2 This game is FANTASTIC. For a big team, I can see why it feels so polished and complete ... but still, I am super impressed. Everything about from the mechanics to the art to the menus and flow feels super polished and ready for release. You deserve SO many more ratings. My only complaint would be that the 3rd restaurant seemed harder than the last, and that there was no final win screen when I completed all restaurants or got 3 stars on all of them! But I was still satisfied :)
Oct 10 21:19:33 5m 41s Critical Night ♥ 1 This was super silly lol. The sensitivity setting is off the charts somehow, because max was unplayable and even 2 was a little too much. I was able to play on the lowest and that felt okay. I would suggest polishing the movement mechanic a little more, as it wasn't my to my taste. But it was smart to include a settings menu! I eventually tried to shoot the aliens in the air like skeet shooting, but I never could get one haha. That would have been fun.
Oct 10 21:26:39 7m 06s Stien ♥ 1 This was well done! I really loved everything about it -- the artwork, the music, the pacing. Even the rage mechanic hehe. Honestly, no critiques.
Oct 10 21:37:17 10m 38s Pop Shove-It ♥ 3 Lol this is exactly the kind of thing I've come to expect out of you lot. Just the right mixture of awesome and "tf?" This hit a sweet spot of nostalgia. Would love to see this on a mobile version, too! The controls definitely were a challenge to master. My only wish was for a way to intentionally flip over (or flip back). Your tip in the game page was apparently a little too hard for me :P I kept getting stuck on the table side, limiting my ability to pull off sweet tricks and flips :o Honestly guys, hats off! The whole artistry of it all was a complete package. Putting it on a virtual console with a background packed with naughts doodles was perfect.
Oct 11 23:34:00 25h 56m The Yellow Wallpaper ♥ 1 I really enjoyed the surreal art style, as it captured the theme of the short story you referenced. I do agree with others about the text style not really fitting in. For future builds, some audio would really help to pull me into the story that you are bringing to life!
Oct 11 23:43:25 9m 25s Crybaby-sitter ♥ 2 This was pretty good! The main character animation was adorable haha. I will say that all the randomly flying objects was a HARD challenge to avoid XD I think you've got the basics down, now you can think about the messaging! For example: I didn't realize I could double-jump until there was a jump that I couldn't possibly make (i.e., you shouldn't rely on my knowledge of other games). This could be explained in the game page, but in-game explanations are usually preferred! Getting into the player's head and knowing what they do or don't know is definitely the tough part about game design. Keep creating! Go Bruins!
Oct 12 00:03:01 19m 36s Final Slumber ♥ 2 This was an awesome narrative game! I even pulled out my controller to get the full experience. I think you nailed the style, down to the floating/spinning props that you find. I appreciated all the thought in the level design. The moving, living walls were a nice touch. And the way the heart slowed down .. very effective. I did feel emotionally connected to the "cave". I do wish that after the first locked door (once you "taught" me how a locked door responded) that I didn't have to keep reading "the door won't open" -- but that's a small preference. I do think the collisions were a little clunky in some corridors. I really wanted to see a "second act" where the cave got angry and wouldn't let me leave! This was great, thank you!
Oct 12 00:06:54 3m 53s Seesaw King ♥ 3 I have no idea how you came up with this idea, but it was sick! Flinging the projectiles just right to hit the incoming block was pretty satisfying when you succeeded. The overall visual polish and synthwave backing track put me in just the right headspace to enjoy this. And being able to upgrade different skills really kept it from getting boring! Where did the music track come from? Loved it!
Oct 12 00:17:08 10m 14s MENDEL'S DRAGONS ♥ 1 This was really polished! Love a good egg hatchin' game. This would be really fun on mobile! I better stop playing before I can't stop :P
Oct 12 21:33:28 21h 16m CATACLYSM ♥ 0 The title screen and music instantly impressed. Good design and polish there with the animations! I had high hopes for the focus on game feel, but after I got stuck in the first deep hole with no (obvious) way to get out .. I just reloaded. I'd echo comments from others like Alexofp and Peace of Cake. I struggled to get very far before the rocks started falling, and then I was toast :( I've never really focused on controls in a jam, so I have to imagine that it is really tough to polish. I'd be really excited to play another version, because the over style was very tight! The camera movement especially had good thought put into it.
Oct 12 21:47:41 14m 13s Pest Control ♥ 1 Thank you for spending the time on the tutorial before the game, as it helped immerse me right away. Tutorials with lots of info sometimes are better when they are delivered progressively as I interact with objects, but that's definitely more work. You also did a great job with the visuals and level design. Some music or sound effects would have definitely perfected it. The implementation of the theme wasn't for me, as losing control of the character made it less fun (rather than just a challenge). For example, when there were a lot of enemies and I wanted to be precise, it quickly became impossible. Nonetheless, I think you packed quite a lot into a 3-day game, and I'm impressed! Great job!
Oct 13 03:09:01 5h 21m HotHead ♥ 1 The visual design of this was magnificent. I loved every little effect! You also did a lot of clever things with the "rage building" mechanic, using it to burn obstacles but also dampening it with water spouts. This has great potential with a little bit of sound and music to back it. Once I watched your video explained that the objective, the concept of controlling my rage (so I didn't blow up the TnT prematurely) was abundantly clear--but it wasn't obvious to me without some sort of explanation in-game!
Oct 13 12:15:27 9h 06m Friday Ride ♥ 2 I loved the voxel style! This was a perfect little game for a jam. Everything felt appropriately polished and complete. The controls were pretty nice, and I liked how the player leaned. Great job everyone! I enjoyed the cover of Blitzkrieg Bop :) The only thing I could think to add was a story up front for why the man was out riding his bike on such a windy day where there was so much debris on the road. Maybe his Nan in the next town needed some supplies because the storm cut her power? I guess it wouldn't have been an endless runner anymore, though :P
Oct 13 12:24:00 8m 33s Unstable Patrol ♥ 1 _"The game should be quite self explanatory, but it is far from perfect, so I tried to focus on some nice pixels and pleasing sounds."_ -- How funny, that's exactly what I ended up focusing on in my game! XD As others have said, the artwork was top notch. All the details were amazing, down to the man's bouncing eyebrows. The music fit right with it, too. I know as well that focus in one area detracts from others. In this case, the RNG was pretty harsh! You've already mentioned other known issues, so I won't repeat. Maybe you could always make the first bomb at the first house, as an easy tutorial? Obviously, a 10 second timer to get from any house back to the stationary drop zone is quite impossible. What if he had a little bomb disposal bot that followed him? Again, beautiful game. I'm going to follow you to see what you come up with next!
Oct 13 12:34:05 10m 05s Chaos Theory ♥ 1 The progression of the tutorial was the perfect pace. I appreciated the thought you put into that! The visual and sonic scape were perfect to sit back and relax to. By the way, this has a very similar look and feel to an orbital sim I made for LD47! Clearly I'm a fan of sims, so this game was right up my alley :) It's interesting how non-deterministic the system is, but that's pendulums for you! The difficulty curve scaled pretty quickly, so I admittedly cheesed one of the levels. The physics went way out of whack with so many levers >:) Untitled.png
Oct 15 02:23:04 37h 48m They need attention ♥ 5 Opening menu already has me spooked. I think you all did an amazing job crafting the mood here. Even when the puzzles got tough to solve, I was happy to try again and again because the environment was pleasant (in that creepy sort of way). On the puzzle design, I'm going back and forth in my head about how appropriate the challenges were. You definitely encouraged the player to test out theories rather than handing them the exact script--a true, hardcore puzzle! I do wish the right-click / left-click operation was tutorialized, but I figured it out eventually :) You really dialed in the amount of slack the player has to look away, such as with the ghost I felt like I barely had enough time to even sit through the crank animation. That felt unfair at first, but once I planned which knobs took the longest ... I got through it. In another comment you said that I "received" more time the longer I paid attention to the attraction--I didn't test that out. The last puzzle was definitely the hardest, and to be honest I am not sure I actually figured it out. I tested out a lot of different theories (order of switches, timeout, something like binary switches). Sometimes it seemed a little non-deterministic, as I repeated the order of switches, but got different ones flipping back at different times. (**SPOILER**) What ultimately worked was flipping the switches and waiting them out. If they flipped back, I flipped them again ... and I did this until they were all on. Overall, each level design was simple but sufficient, and the assets were well done and definitely spooky! The puzzles were a challenge, _but I actually tried until I solved them_, which I think is a testament to the quality of your final product! Most jam puzzle games I don't really want the satisfaction of solving. I think you definitely ought to be commended for a JOB WELL DONE.
Oct 15 13:44:14 11h 21m Farscope ♥ 0 Wow, this game is stellar! Puns aside, I'm absolutely impressed with the scope you got in. I'm worried that a lot of your technical achievement here would go unnoticed--"when you do things right, people may think you've done nothing at all." I say that because I imagine there has to be a lot of complexity to the systems behind this, but maybe you chose super simple and direct solutions. However you did it, hats off! It also seemed to me like you made a lot of smart time saving "hacks" to add variety, such as using the same ground environment with different skins. The assets in the ship were a thoughtful touch (especially the grand sitting area with chandelier). I think I personally would have implemented a control panel that showed health and status of all systems (because that would make sense in reality), but I can understand why you wanted to challenge the player to wander the ship! It did force me to wander, which was worthwhile!! Great entry, and thanks for all the community engagement!!
Oct 16 00:11:21 10h 27m AFTER SUN ♥ 1 Final casualties: 108. But I blame you guys for forcing a first-time pilot to take off with a minimum of 100 passengers on his first flight :P But in all honesty, great submission. You implemented a lot of smart artistry and layering to make the whole environment feel very active and vibrant.
Oct 17 01:22:04 25h 10m Mosquito got my Brain ♥ 1 I really enjoyed the narrative of this piece--it is definitely art! I wasn't entirely sure if there was anything after the song and pharaoh art, so hopefully I didn't miss anything :) You've definitely stretched the bounds of what can be considered for a "Game Jam" (I read your latest blog posting, and I think I caught some philosophical questions of what makes a "game"). Your entry is at least interactive, but my definition of a game might be more strict (I wrote about it in a blog of my own). Of course, we can both be right. If we accept only the strict definitions, we close ourselves to new opportunities! Thanks for sharing this :) It was definitely unique and worthwhile!
Oct 17 01:32:04 10m 00s Stoned! ♥ 1 This was a fantastic concept!! I think you implemented the crucial parts really well. A lot of games (mine included) might have potential but haven't nailed a solid, fun mechanic. Even without flashier art, sounds, or music, your game is solid fun. One thing I would have added is a death counter. Something like that is relatively easy, but it gives the player a stronger sense of how they are doing (or a reason to play again!). By the way, I have seen a few entries use less standard archiving formats (.7z, .rar) -- my recommendation would be to use something more standard to the OS to ensure that more people have the capability to play your game without installing additional software (like 7-zip or WinRar). Looking forward to seeing more from you!
Oct 17 01:42:30 10m 26s NAMU ♥ 1 This was a simple but absolutely fun game loop! From a few entries I've played, I've learned that starting with a solid loop (rather than an interesting idea) can yield a much more playable and fun result than trying to wedge that loop in later. Smart to limit the range of the starting block, or I would have bumped up against the side ;) One trick I did end up using was leveling a pencil against the screen, to let me know when to drop the next block. I got a pretty nice trunk from that, but ended up underestimating a larger block that toppled off :) Screenshot 2021-10-16 203957.png Great job with the music, too! Pleasant and lovely. Enjoyed listening to it the entire time. And even though the graphics were simple, I liked the way you used the leaves to add a bit of variety and life to it.
Oct 17 02:01:01 18m 31s Servers VS Hackers ♥ 0 This was a fun take on a "tower defense" game! I liked the style, and the artwork was very cool. Great job with the assets! I think some indication of enemy health would have helped me prepare better in some cases (for example, knowing how much more health the green guys had). Or knowing what the maximum number of servers I could lose was for each level (I only found out once the level was over, but maybe it could be an auto-lose?). Overall very excellent entry! Thank you! P.S. - I enjoyed the voice acting :)
Oct 17 19:06:14 17h 05m Elusive Glow ♥ 1 The title page art was really great! It instantly got me excited to play. The music on the title page was fine, but once in the game it repeated too quickly and the Geiger noise was a little rough on the ears. It took me a few plays to understand what I was trying to collect and trying to avoid. Once I saw the decay chain, I got excited for the game to progress more. It disappeared pretty quickly though, and I didn't get a chance to study it until after I was RA. This was a pretty cool entry! Thanks!
Oct 18 22:34:52 27h 28m Swerve ♥ 1 This really awesome! The mood was perfect, and I was vibing to the music the whole way. I did seem to lose attractors, even though my distance to the goal was still decreasing. Seemed like there was a "course" or "track" that I should have stayed on? Maybe there's a way to better indicate that. Also, some sort of global arrow pointing to the finish line is something to consider. Otherwise I'm gauging my heading by the "velocity" of the distance to goal, much like watching the axis position in Minecraft XD Otherwise, this is a fantastic sim! Right up my alley. I could sit in this all day!
Oct 20 23:14:52 48h 40m Spherry ♥ 1 This was just super fun and adorable. I had a blast watching them roll around! Had me laughing and aww-ing. I think the way you implemented the score (keep going, or submit) is really smart, too! It was a good challenge.
Oct 20 23:23:47 8m 55s Volcano soother ♥ 1 I had fun driving around at the beginning! From your screenshot, I expected this to be a top-down driving game, which I thought could be fun also. At least having that map accessible in the game would help with navigation (could be accomplished with a 2nd camera!) I had a hard time getting up the first dirt road to the volcano. Maybe you intended it to be not traversable? I was also disappointed that hitting the Unstuck key also deleted my ice :(
Oct 26 21:56:32 142h 32m The Butterfly effect ♥ 0 Found your game after the rating period. I thought it was cool that we got inspiration from the same phrase! Cheers.