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nanobuilder

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TimestampSince previousGamenanobuilder's comment
Oct 4 23:01:04 Super Snow Ball ♥ 1 Good level design, stage 3 had me scratching my head as my snowball kept falling, until I figured it out.
Oct 5 01:51:28 2h 50m Quantum Qitty ♥ 2 Love the parallax effect on the cat, interesting take on the "unstable" nature of quantum mechanics with the harmful projectile on dashing. Loved it!
Oct 5 02:54:12 1h 02m Particle Pulse ♥ 1 I like the sort of neon-tech style going on here, especially when walking out on the bridge to the next area. I also like how it teaches its mechanics visually instead of needing a written tutorial. I just wish it was longer!
Oct 5 03:02:06 7m 54s Tetrawave ♥ 3 Devilish, devilish mechanic. Forces me to change how I think about tetris, since the standard "stack all on one side and clear lines on the other side" is rendered useless here. Especially a fan of how the board never reaches equilibrium once you start clearing lines. Very nice job with this one!
Oct 5 19:02:34 16h 00m Shaky Shapes ♥ 1 A very simple and effective concept! The tension felt while watching the block slowly lean over and reset the timer in stage 3 was a lot.
Oct 6 00:14:15 5h 11m Drillte ♥ 2 I agree with the above, I spent a lot of time floating in space looking for asteroids. I also had a run end abruptly because a stray asteroid loaded with red chunks flew into the star and drained the time. I think it would be a neat balance mechanic if the red chunks also gave points, so you could score big but only if you could offset it by collecting green time-raising chunks too. Kinda like a risk-reward thing. But the drilling mechanic is so fun to use, and flinging a big hunk of green/blue asteroid into it is immensely satisfying. I especially appreciate the camera rotating with the asteroid once you start drilling into it. I played this a bunch and got a high score of around 12. I think this might be my favorite so far! Also that background is simple yet gorgeous...
Oct 6 00:27:32 13m 17s Cytoplasm Madness ♥ 3 I didn't know what the little blue dudes were about, I just knew I had to protect them. Using the timer bar as a health bar was a neat touch. Enamored by the art+music combination, really full of personality with so little fidelity!
Oct 6 00:46:53 19m 21s Meltdown ♥ 1 I like the cute little blob chilling in the bottom left platform. Maybe have it move to other platforms randomly to obstruct your path and up the challenge a little bit?
Oct 6 00:58:51 11m 58s Helico Pter ♥ 1 You weren't kidding about "Lunar Lander with level design". I loved every moment of it, from my suspiciously slow crash landings to the progressively sillier situations (the raining fire stage got a laugh out of me, that caught me off guard). Controls were solid and the graphics, while minimal, got me feeling cozy. Overall great game!
Oct 7 16:29:31 39h 30m Rock ♥ 1 Very hard to click on the volcanoes, it seems to only react when the camera is almost looking directly into it. A little frustrating when a volcano about to burst is in view but unclickable and erupts without you being able to defuse it. The art is cute and the idea is definitely there, though, so keep at it!
Oct 7 17:14:11 44m 40s Expression Compression ♥ 1 Oh, this was a good one. It's just basic algebra, but doing it outside of a numerical context and with nonstandard notation got me thinking hard. The abstract graphics and surreal tone of the tutorials made me feel like I was interfacing with a math tutor from another realm. Having a little corner space to work out and assemble some of the more complex expressions is such a great feature, too. I also appreciate the added complexity in that not every stage will give you the same operations (adding, multiplying etc.) to work with, so you're required to learn and utilize the inverse/reciprocal tool. Also a healthy amount of content in here for a jam game, way more levels than I expected. If I were to change anything, I would perhaps add animations as mentioned in the other comments, and an undo tool for quick error correction. All in all, I think this was an excellent jam game!
Oct 7 17:51:26 37m 15s Topplecrown ♥ 1 Interesting spin on sokoban puzzlers. I thought my experience with other sokoban games like Stephens Sausage Roll or Baba Is You would help, but this is the first sokoban game I've played that pits you against an AI opponent. And what an opponent it is! I thought the chess theme would be just for aesthetics, but no, you actually have to think and strategize like a chess player in order to capture the lone king; sokoban skills alone can't save you. In this way, it's a perfect merger of the two games. Thankfully there's plenty of crossover between puzzle nerds and chess nerds, so if you build on this and flesh it out you might have a winner on your hands.
Oct 7 21:17:25 3h 25m velho ♥ 1 Having recently played Noita obsessively, I was immediately aware of the influence it had on this game 😄 I was floundering about for a while teleporting into goblins randomly when I noticed the UI displaying the currently primed spell. It would benefit from being centered so it's more in focus, or just bigger in general. Once I figured out the UI, it was fun to know when I should be running and when I should be firing my spells. If you plan to keep developing this game, it would work well as a deck-building sort of game where you put 3 spells from your spellbook onto the wand and they are shuffled around. Just some ideas, loved the game!
Oct 7 21:46:55 29m 30s Island Merchant ♥ 1 I wish the physics weren't so janky, often times I would lose points because a box just decided to clip down through the boat. I really like this concept of making a dash for resources, weighing (no pun intended) which ones are safer or worth risking for points, then maneuvering carefully so you don't lose it all. One thing I would also change is the camera angles, it was a little awkward controlling the crane and it was hard to tell where you were dropping a box. The graphical style is very pleasing to look at, though, and I love the little bean character you play as.