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johanhelsing

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TimestampSince previousGamejohanhelsing's comment
Apr 5 01:06:13 Time Well ♥ 0 The cover looks awesome, but I'm unable to launch the game. I think you probably need to disable compression in Unity's WebGL publishing settings (itch.io does it's own gzip compression anyway, so download size should be roughly the same).
Apr 5 01:44:43 38m 30s Need for Sleep ♥ 1 Fun spin on the typing game genre. The effects and the mood is really well executed. Love the blurry closing eye effect. Well done :)
Apr 5 14:40:38 12h 55m Orbles ♥ 5 This is an incredibly deep, well-balanced and innovative game for a game jam! It was a bit hard to get into, felt a bit frontloaded with info. Perhaps consider locking away some of the options somehow? (like what you did in dome romantik, which was really clever) Once I understood I had to click the buildings for info (and read all the hover tooltips), it went from confusing to incredibly engaging. I played this for over an hour before I beat it, which almost never happens for me with jam games. The town center said something about upgrades when you get orbs, which I still don't understand (unfinished feature?). I love the art-style, and the music is really fitting and easy to listen to. My favorite game so farm. Great job!
Apr 8 16:16:33 73h 35m Rising Tide ♥ 1 I've played this for waaay longer than I thought I would. Things I really like: - Fading in multiple tracks as the level rises, that's a really clever way to bring attention and also tention into the game - The music in itself is very cool, and fits the game well - Tetris-style palette changes are cool really help bring some variety in otherwise very similar levels. - The gameplay itself is a great idea. It's fun to explore the patterns and see how few digs you can get away with and still get it right. One of the things I discovered pretty late was that you had way more flags than there were jellies, so you didn't could mark non-jellies without much penalty except maybe missing a drain powerup. Maybe it could have been communicated better somehow that it's fine to mark tiles that are not jellies? Having the drain powerups carry over to the next level helps keeping the game fun from the start as you want to save up for the later harder levels, but it also means that you don't really get a feel for the ramping up in difficulty until it's really hits you and you're out of drains. Also, the sound effects feel really nice. Submitting a level feels great. It's kind of weird to put this as a feedback on a jam game, but I really missed being able to save the game and return to it later. Overall a great game. Definitely on of my top three this jam. Oh, and section Q was just ridiculously hard. 186.png