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Geojax

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TimestampSince previousGameGeojax's comment
Apr 4 20:22:37 Flooded Caves ♥ 2 Great game! The playful music was a little weird with the context of saving people from drowning. Mechanic felt great and responsive, and the water and bubbles both looked really nice.
Apr 4 20:31:37 9m 00s Warming up! ♥ 2 Well done! The flames and snow looked very good. A little bit of music would have gone a long way toward developing a theme or vibe. Mechanics were satisfying to use and I enjoy your take on the theme!
Apr 5 03:37:45 7h 06m Newton's Law ♥ 2 Very fun! I played this on mobile which was very smooth. High score 193! The main synth sound got a bit annoying after a while — varying it up or adding other instruments would help. I also think there should be a sound when you hit the apple. Really liked the mechanic. I think a mode with unlimited time slow would be nice since it runs out very fast. Also it is hard to get your finger on the rock when you are flinging it especially if it has ended up near the top of the screen, so it was actually a bit difficult to use the time slow. In any case I had a lot of fun. Great entry!
Apr 12 04:08:12 168h 30m Breakfast Time in Dream Land ♥ 2 Cute game! I liked the art and concept of cats invading your dreams. For me, the lead synth in the music got a bit tedious, and the percussion and harmony did not feel dreamy. I think getting rid of the drums might be a good step in that direction, as well as going for a more ambient feel. Having a melody made the music seem a bit invasive as I focused on getting the cats to quiet down. Nice entry!
Apr 12 16:53:49 12h 45m Penguin Snoir ♥ 1 I don't quite understand the controls. I like the look of the game, especially the snow is a nice touch. This would be very playable if it were just WASD move, click to shoot in the direction of the cursor, but the character seems to just fire at regular intervals. At one point I just stopped even touching the game and the player just kept gaining XP and HP from enemies that were piling up near it. That got me to Level 11 in 148 seconds, and then I died pretty soon after I started moving again. If you fix the input and shooting, you will have a really fun and addicting how-long-can-you-last game. This is a very nice entry, congrats on completing it! Haven't seen much in Construct 3 yet.
Apr 12 17:08:05 14m 16s Extinguished ♥ 2 I agree with the comment above that a quicker pace would add a lot to this game. There is not much variation within a level, and levels generally require some backtracking across the map since you spawn pretty close to the portal. The problem is that if you go off to the left and collect all the gems, you still have to wander back to the portal along an empty path where all the gems are collected. If you spawned the player on one side of the map and the portal on the other you would fix that issue, I think. Also, since the ground is shades of gray, the walls should be red or something instead of black. I love the animation of the character's eyes, it adds a LOT to the game. The solid color tiles do an alright job communicating but a few sprites would give a lot of character to the world: a spiral for the portal, some trees here and there, some dots in the moss -- these are all pretty small additions that would go a long way, I think. I played this for a good while, until the tiles didn't spawn and I died by accidentally wandering onto some goo! It is really good, and just a few small changes would make it a lot better. This is a fun entry!
Apr 12 20:10:46 3h 02m World Birth ♥ 1 I really liked the thoughtful atmosphere. The glassy ground materials and low-gravity jumping felt so nice in first-person. Adding some sort of ethereal or synthesizer effect to the voice acting would have helped capitalize on that feeling. Levels were a bit long -- you definitely need a shortcut for restarting and maybe some faster movement. Great job!
Apr 13 00:33:03 4h 22m Digital Pet ♥ 1 A few small adjustments would make this much more enjoyable -- having the pet evolve a bit faster, or at least giving some idea of when it will evolve, would be nice so that you know you are making progress. A bit of music would go a long way in reducing the feeling of tedium that arises from clicking and clicking. I like the art for the pet and the outdoors background. An indoor background, like music, would give the player something else to think about while spam clicking. This is a nice little game and I don't think it is far from a very fun and addictive pet sim. Well done!
Apr 14 00:32:37 23h 59m Happy Piggy Farm ♥ 1 I have never thought about balance like this in a game before. Pretty cool how a strategy emerges of finding a pig with low weight and just trying to stay slightly above it so you don't get too big. Only in the very last round did I feel like there was a chance I would lose, since there were only two other pigs. Adding a little more pressure earlier on in the game would make it more engaging. Maybe it's more difficult to avoid apples? Or maybe there are some different foods that give more mass? Maybe a sprint that burns mass faster? I think just adding a few more decisions to make would create a more dynamic minute-to-minute. I appreciate the amount of art and animation. Having different types of pigs is really nice, and I like the alien creature. I few more sounds could create a bit more engagement -- some oinking and footsteps, perhaps. Very good entry!
Apr 14 12:18:26 11h 45m Inevitable Greenery ♥ 2 I love this! The music and aesthetics mesh together perfectly for a relaxing playthrough. Watering plants is such a soothing mechanic. A footstep sound effect would have emphasized the simplicity of the tasks and gameplay, making an even more relaxing experience, I think. The 3D models and particle effects are all fantastic. Well done animating the panda. The gameplay does get tedious, going back and forth between water and flowers. The game is obviously divided up into areas, so what if, after finding the well in an area, you immediately have enough water for all the plants in that area? It might be slightly difficult to communicate that mechanic, but would make the gameplay so much more enjoyable. Another option might be to add a river so that a water supply is always close by, or increase the amount of water you can hold in the watering can every time you water a flower. As far as theme goes, "Delay the inevitable" (or, as it appears in game, "don't delay the inevitable") is not very central to the game. You see the message on a few walls, but the urgency in the warnings clashes with the otherwise serene gameplay, and I think it falls flat due to that conflict. You might have leaned into the serenity, and then you'd be making me, who doesn't want to leave the beautiful panda garden, delay the inevitable of returning back to reality!