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ixchow

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TimestampSince previousGameixchow's comment
Oct 3 23:35:24 Competitive Skyscraper Construction Simulator 2021 ♥ 1 The opposite-colors-repel really adds something to the "make a stack" formula. I definitely felt the theme when my tower started to popcorn apart in a cascade of color collisions. Multiple levels also adds a nice structure and prevents things from getting stale. I expect that I won't be on the leaderboards for very long.
Oct 3 23:39:53 4m 29s Un's Table ♥ 0 Love the creative theme [mis]interpretation; always one of the fun parts of LD.
Oct 3 23:46:10 6m 17s Dominion ♥ 1 Very nice polish overall -- consistent graphics; AI to play against; sound effects, etc. Took a bit of experimentation to understand the ability buttons (I didn't scroll down on the itch page until after playing.. oops).
Oct 3 23:48:40 2m 30s Sagittarius A* Defence ♥ 1 I got a similar javascript error to the above. For a space game, I'm surprised how much fiction/viscosity the ship physics have -- it feels like there should have been more momentum.
Oct 4 04:17:35 4h 28m UNSTABLI ♥ 1 Also stuck at 90% loaded -- looking in the console I see "Syntax Error: Invalid or unexpected token" at "LUDUM_DARE_49.framework.js.br:1" which suggests that perhaps my browser is trying to execute a Brotli-compressed file directly as javascript. This unity forum post seems relevant: https://forum.unity.com/threads/unity-2020-1-invalid-or-unexpected-token-error-from-compressed-framework-js-file.839587/ Perhaps the answer is to turn off any "compression" options in the HTML5 export.
Oct 4 04:19:54 2m 19s Bitrunner ♥ 0 Agreed, the itch.io page isn't working -- the URL also has "/edit/" in it. Perhaps there is a "publish" or "make public" button that needs pressing on itch?
Oct 4 04:25:29 5m 35s SIRTET ♥ 2 An old but fun formula (I'm reminded of Cryptic Sea's Blast Miner, which at its core is "squishy block tetris"). This is also nicely polished in its presentation.
Oct 4 04:41:33 16m 04s ecosystem except there is no equilibrium and everyone dies probably ♥ 3 Working well for me in-browser (had to press the "play" button in the lower right). Was helpful to open up the source code in the other window so I could look at the grammar while trying to make little bots. Speaking of, the example code was *very* useful. Is it the case that every new bot gets added and then re-run from tick zero? Would be nice to have things work on their own timelines so they aren't (e.g.) constantly resetting to (0,0). `move find dead -> eat` was a useful scavenger to have around, maybe without the `dup random` though (okay, `dup random` does seem to slow down the web version a fair bit). Would be useful to have some way to introspect on the agents in the field -- who is actually succeeding? Might be nice to have some sort of speed limit on the agents, since they sort of just warp around. Fun next step: generating random programs and playing them in a tournament against each-other, mutating the winners, and repeating to "evolve" good agents.
Oct 8 20:02:31 111h 20m Unpredictable Processes ♥ 3 Interesting concept. Controls feel awkward; perhaps because landing on the bottom edges of the capsule can result in getting stuck. Also, grounded acceleration feels a bit slow. Seems like the default strategy on green platforms is to constantly jump to avoid decay. Would be interesting to see if other types of decay (touch once; decays over time but returns; linked platforms where as one decays the other appears) would lead to more varied level designs.
Oct 8 20:18:51 16m 20s Stacks ♥ 1 I appreciated the eclectic object types in the stack. I, initially, wasn't sure what the small count-down timer was after objects dropped off the central platform.
Oct 11 22:25:58 74h 07m Unstable pathing ♥ 1 Reasonable puzzle system -- felt like it could use "one more thing" to really get a variety of levels going. Maybe some sort of moving platforms? Two notes on controls: - it feels like there is a short lag between when you start a move and when the move completes, during which pressing a key again doesn't trigger another move. This can feel like the game "eating" inputs and is especially annoying in a situation where I'm focused on entering a string of keypresses quickly. - in discrete-steps puzzle games, I prefer "Increpare Standard" controls (have both "undo" and "reset" and undo can undo resets). There's a debate to be had about whether having "undo" stands counter to the performance aspect of this puzzle (needing to make a choice within a few seconds of stepping on a red block); on the other hand, I found the performance aspect of the puzzles to perhaps be the most frustrating. (Also, much like a poster above, I definitely got tripped up by the "Play" non-button on the start screen.) Overall, fun enough that I did complete it, so that's saying something.