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Reispfannenfresser

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TimestampSince previousGameReispfannenfresser's comment
Oct 4 17:12:09 Unstables ♥ 4 Fun game! The art and music fit well (would have been nice if the music loop was a little longer. It seems very repetitive.) The scoring system adds a lot of pressure to the movement which in itself is already quite challenging.
Oct 4 17:27:59 15m 50s Ball of Chaos ♥ 1 This is awesome! It's amazing how many levels you managed to make and the main mechanic is surprisingly manageable. Good Job!
Oct 4 19:52:48 2h 24m Crossed Connections ♥ 1 The idea is well executed. Gameplay, graphics and audio fit well together. The difficulty curve seems a bit too steep. The start is easily manageable, but after some time it just feels unfair.
Oct 4 19:59:48 7m 00s Unstable Rocket ♥ 1 I like how the twist is optional. Just focusing on the pipes is a valid strategy, but the twist adds an optional extra challenge as a distraction.
Oct 4 20:21:46 21m 58s Kei26 - Union Game Engine ♥ 2 This game is a great experience! It all sounds a little overexaggerated, but I know some people who seriously write stuff like that. (I doubt they would put it into a failed game project though) ~~Death of the author!!!~~ ~~As you play you take on the role of the dev and the text is the current thoughts of the dev that's playing their games one final time.~~ Regarding the difficulty: I feel like the difficulty differences made it more immersive. Story-wise these levels are just prototypes by a person who just started out with game development.
Oct 4 20:49:18 27m 32s BATTERY ACID ♥ 1 Very fun game! The theme feels artificially inserted, but everything else is perfect. The visual effects are satisfying, the mechanics are easy to understand. There are multiple different bosses with different attack patterns and phases. Good job! 👍
Oct 4 21:04:28 15m 10s Shaky Shack ♥ 4 This is so stressful. Presentation is perfect and the idea is fun. Would be nice to be able to put ingredients back when you misclicked. Good entry! 👍
Oct 5 15:22:52 18h 18m Radiohamtive ♥ 1 I'm a little confused. At first I pulled all levers just to see what they did and lost, then I found the description on itch.io and decided to play again. (Making the description more visible by copying and pasting it here may be a good idea.) On my second try I decided to only interfere when the levels look critical, but I never needed to interfere at all and won. I guess you didn't have time for balancing which then only allows seeing the game as what it could have been. I like autonomous stuff (with limited interaction possibilities) and seeing the objects interact with each other is a nice concept which I'd like to see explored further. I feel like theres a lot of potential behind the core concept, but the execution lacks a bit. (Even though the setting fits very nicely.) There also isn't much point in having a leaderboard when people can only win or lose. Maybe changing the countdown to a stopwatch that stops when you fail could allow the leaderboard to rank people by the time they managed to keep everything stable. (It would also prevent the case that the game is won automatically without interfering.)
Oct 5 15:32:36 9m 44s Escape from planet Shaduk ♥ 2 This is very promising. The core mechanic can easily be expanded on. It's a bit short at the moment, but I hope you decide to make some more levels.
Oct 5 15:39:05 6m 29s Critical Error ♥ 1 This works really well as a platformer where you can't jump. It's a bit short, but overall very enjoyable.
Oct 5 20:01:13 4h 22m Hack N' Shoot ♥ 2 Fun concept for choosing your own challenge. Too many hacks isn't fun, but that's the point. There's a lot of variety in the simple looking game. Each hack combination kind of has it's own playstyle. Would be helpful to see where enemies are spawning (or having them not spawn that close to the player). Most of my attempts ended with an enemy spawning inside me and I don't want to turn invincibility on 😄 Good Job!
Oct 5 20:37:48 36m 35s Cleaner of the Crumbling Keep ♥ 0 This is probably my favorite game of this jam so far. It's stressful, fun, and most importantly manageable. The difficulty is just right. I stumbled upon a few minor inconveniences: 1. The minimap colors for gold and the tasks are pretty similar which almost killed me once 😅 Maybe making them a bit more different could be beneficial. 2. Restarting is impossible? Maybe there is a way, but I couldn't find it. I ended up reloading the page which kind of has the same effect. But both of these are just nitpicks and probably easily adjustable. You did an amazing job!
Oct 6 18:52:45 22h 14m Seesaw King ♥ 2 This was great fun! It looks great, it sounds great, it plays great. And most importantly: The difficulty curve works! It's a constant challenge, but always seems manageable. Well done!
Oct 6 19:28:12 35m 27s Box, Arm, Bomb ♥ 1 This was a very unique and interesting game! The bomb mechanic is very punishing and kind of annoying tbh. The general difficulty was great though! I suggest for a future (post ld) version to remove the bomb timer and just turn it into some other thing that has to be transported. (Like a key or some platform that later has to be jumped on). This way the player can focus on the moving more and isn't always stressed to reach the bomb. The Playercontroller is very versatile a lot of fun to just move with. I'd be interested to seeing speedruns of this game. 😄
Oct 8 17:33:36 46h 05m Meltdown Monday ♥ 2 This game confused me a lot, but that was the point and it was great. I did manage to get both keys and shut down everything in the end. I didn't even expect that to be an option. Good job! 👍
Oct 11 23:14:29 77h 40m Corruption TD ♥ 2 I started by placing one of the more expensive towers directly next to the crystal and won without much effort. Defending against natural growth sounded like a very interesting concept though which led me to start again and try to defend against the growth without removing the source. These runs were very fun and difficult! Screenshot from 2021-10-12 00-50-05.png (I eventually made it!) Now for some weird ideas on how to extend the concept: 1. Towers must be placed near other towers. (This would prevent the strategy of placing a tower next to the crystal at the start) 2. Cities are towers that can be placed (These can become the only sources of income so they have to be held secure) 3. The corruption favors growing towards cities. 4. Towers can be deleted 5. You only lose when no city is left. 6. When a city is overrun by corruption it creates a crystal 7. Towers can be destroyed by the corruption 8. Some more unique towers! (One that blocks the spread to adjacent tiles, but is still vulnerable. One that heals other towers. One that explodes once destroyed to take out a large amount of corruption in the area.) 9. Maybe the corruption can build it's own towers (one that attacks at a longer range, the crystal itself) It amazes me how much potential there is in the core game idea and I'd love to check out a more polished future version when you decide to create one.