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JovialKnoll

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TimestampSince previousGameJovialKnoll's comment
Apr 6 03:04:11 Elite Disaster Response Team - Volcano! ♥ 1 I think the basic concept was solid but the game didn't click well. Choices didn't feel very interesting to me, though maybe if the game was faster paced that could have worked better. Sound effects would probably have gone a long way to making the interactions feel nicer, even a simple "clicking into place" noise. Worked and is a complete game in theme though!
Apr 6 03:16:50 12m 39s ...Rise of the Toasty Tomato ♥ 1 Visuals were solid, basic gameplay loop makes sense and is a nice direction, would have liked to see more interesting choices or secondary effects on cards.
Apr 6 03:26:56 10m 06s 50 Second Apocalypse ♥ 1 I liked a lot about this one: * seemed to really buy into it's own arcade-y loop, was focused. * simple evocative art and sound effects * nice feeling movement (I kind of wanted it a little faster paced / more frantic feeling, but that's a nitpick) * visual indicators for the crystals appearing that are visible from most locations, clearly readable game in general * I liked how the gameplay naturally shifts to more running and avoidance as you run low on ammo and rely more heavily on finding the next crystal
Apr 7 02:14:02 22h 47m RogueTime ♥ 2 Always cool to see some proc gen, though the environments felt slightly rough they didn't involve anything untraversable so that's great. I liked that you had distinct enemies with different behaviors. They also had different interactions with your attack which was a nice touch (try to line up shots to hit multiples but don't bother with the shield-holders). Controls were a little confused, not sure there was a reason for mouse, would have preferred all keyboard. Maybe you intended to have aiming but didn't have time to implement? Though only attacking straight forward felt interesting given all the jumping. Here's a real nitpick: I like the option of avoiding enemies in roguelikes, it would have been cool to not need to defeat all of them for a level, maybe pick your poison? Bottom line: I think this has a lot of potential for future development, especially if you want to develop more content, loot, maybe ways to increase the time left. Really solid base.
Apr 7 02:23:30 9m 28s Sunset ♥ 3 Very amusing juxtaposition. Short, simple, and to the point. Visuals were lovely but at times I wanted a little more contrast. I really wanted the top set of paddles to have a longer arc, or at least be tilted a little more to start with; they felt relatively useless. Felt like I didn't want to play more than twice but mostly that's because the game does everything it wants to pretty quickly: nice job.
Apr 7 02:53:48 30m 18s Mission Androma6 ♥ 1 Strangely compelling game loop. Reminded me a little of the early bits of A Dark Room. I think I liked it? Was good to take advantage of efficiency of making sure to harvest 10 potatoes at a time, things like that. Some of the resource juggling got a little tedious but was fun to feel out the system and figure out when I can start being sustainable. Graphics mostly aren't, but the game is completely readable and clearly presented, would only have liked the space for it on itch to be a little longer to eliminate (at least on larger monitors) the need to scroll up and down sometimes. Nice job.
Apr 7 03:09:42 15m 54s Musshi's Heart ♥ 0 Well you get high marks for innovation and humor from me! Instant classics like "your musshi is having a stroke" and "how sad to die so young". Yeah I just played again this is amusing. I think you made a SSH-text-pet-sim-learn-BPM game about as good as that mishmash of words could be.
Apr 7 03:19:43 10m 01s Keep the Lights On ♥ 1 I think having to bring up visibility isn't a bad idea, but it needs to be in service to something. There wasn't much here, felt like a demo project.
Apr 7 03:28:19 8m 36s Annihilation ♥ 0 Good concept and easy to understand controls. I would have liked for my decisions of where to strike with one or the other attack to feel more impactful. I might have been wrong, but it seemed like people spawned based on buildings, so the lightning attack only hitting people didn't seem to do much. Like the controls, clean and straightforward graphics. I liked the sound effects.
Apr 7 03:34:20 6m 01s Staying Alive ♥ 0 Nice audio crunchy-ness and camera shake. You spent time on the juiciness of the central thing that is happening here: I like that. Short and sweet. Only limited possibilities for strategy but the increasing pace keeps my attention despite that. Clear and readable visuals with a little polish. Felt like a nice first level: would be really cool to see this lead into levels with additional mechanics, things to dodge or temporarily untouchable tiles or what have you.
Apr 7 03:39:44 5m 24s Orb Sort ♥ 0 Ah, to be a child sorting M&Ms. Anyway: increasing complexity over time is good, but still pretty simple. The mechanics are there, but the details of scoring and risk don't really change the flavor of how the player interacts with the game.
Apr 7 03:56:00 16m 16s Eleventh Hour ♥ 1 I'm blown away, visual and gamefeel polish on everything. The sunset visuals, the simple yet effective music, the particle effects and the chunky blast feel of the kunai throw. Bravo.
Apr 7 04:19:28 23m 28s Summer Vacation ♥ 1 Lovely art style, I like the restrictions you imposed. Sound effects felt fitting. Gameplay felt a bit sparse, but the main components are there.
Apr 9 00:00:11 43h 40m M O R E ♥ 2 Movement was much too fast and linear (in terms of the speed, it just hit full speed instead of having any accel to feel more natural). Game bugged out for me as well, froze. Moving around to pick up objects to place is a very reasonable concept though.
Apr 9 00:04:34 4m 23s EggMaster3000 ♥ 1 I liked what was there of the art: main character animation was solid, liked what the engulfing wall turned out to be. The looping around of falling off the bottom to appear on the top was surprising, not necessarily bad but I think added up to the game being too easy. Serviceable idea though.
Apr 9 00:09:18 4m 44s 死 Giant ♥ 0 graphics were good, liked the idea, controls were too slippery, audio indicators or other juiciness would have helped a lot.
Apr 9 00:52:45 43m 27s Fruitloose ♥ 1 Clean and clear graphics, cutesy and smooth work well for puzzle games. Good sound effects. Not my personal favorite mechanic, but I liked how there was room to plan ahead a bit.
Apr 9 00:58:07 5m 22s last summit ♥ 0 I liked the almost textless intro quite a bit, art was good in general beyond that. Sound effects could have been toned down a smidge but were also nice. It took me a few tries to realize what the power ups were (mostly they increased the heart size by only a little so it was hard to notice). You found time to craft level that hit a few different feelings.
Apr 9 01:04:51 6m 44s The Pit ♥ 2 I really liked the core idea here! I kind of wanted individual sections to last a little longer, it felt like it took me too many falls to get a better feel for the game; probably you could still preserve a desired feeling of franticness even with somewhat longer levels or slower base speed. Graphics and audio were good.
Apr 9 01:10:31 5m 40s Into The Light ♥ 1 Fun artstyle, nice cutscene! I'm really glad I stuck with this a little bit more; at first the gameplay felt much too simplistic but additional complications come in over time, which is really nice. A moving hand or maybe multiple people could have been helpful? As is I mostly wanted to hang out on the left side (minus mantis dodging).
Apr 9 01:22:28 11m 57s Chase ♥ 1 Variety between moving and immobile obstacles is good, but I think the barriers were too large, it limited what you could do much too much. Maybe with those a bit smaller, and police cars at different speeds, there could be some more variety.
Apr 9 01:33:53 11m 25s Caring Hero ♥ 1 I liked the core concept of having to maintain and burn resources continually while traversing. I liked the art a lot, except that seeing low-res pixel art squashing and stretching, and not all aligned, makes me twitch... Sound effects were good, I think if you had the time to make them a bit louder so they stood out against the music they could be very good. Room transitions looked good.
Apr 9 01:40:14 6m 21s Keep It Warm ♥ 1 Art style was just what it needed to be without getting in the way, fit the gameplay well. I wonder if it would have worked to have some sort of dash with a cooldown or similar to manage.
Apr 9 01:55:34 15m 20s teleBOTation ♥ 0 Your art was very charming, somehow the style reminded me of (a much better, and higher res version of) old edutainment classics like math blaster. Mechanics started to feel too simple, but then I realized I would be expected to use teleportation to move boxes, which made the puzzles interesting enough.
Apr 9 02:07:34 12m 00s FUSE ♥ 1 simple and effective art + layout, and the particle effect -type bits are a nice touch. Agreed with above comment about mobile game, probably more fun with fingers than mouse. Music was good and fit well.
Apr 9 02:30:45 23m 11s Large Number Collider ♥ 1 Being able to push around already placed numbers is clutch and gives the game enough depth. Visuals are pretty clean but I'd like font for numbers to really fill up the balls, to make it more quickly readable. It should probably also have a higher contrast when the balls are darkened due to not being able to shoot.
Apr 9 02:44:47 14m 02s Serious Royal Business ♥ 1 Pretty funny that some people respond well to rude greetings. I like the idea a lot, unfortunately it seems the sort of gameplay loop that would live or die on quantity of content, which is more difficult for a short jam. Interface was good.
Apr 11 21:55:44 67h 10m Everything's Fine ♥ 0 Good for having some expressivity to the jumping, but was very demanding without movement having a great feel to it. Separately, I think there were some performance issues, or some slight staggering to the game drawing.
Apr 11 22:01:36 5m 52s Escape from Lluna ♥ 1 I enjoyed the audio (music and sfx), and the enemy sprites, though simple, had a neon flair to them. Controlled well, too. Would probably have benefited from more variety in gameplay, and it felt a little unsatisfying that dodging was useless.
Apr 11 22:09:26 7m 50s Delivery Danmaku ♥ 0 I really wish you had mentioned that shift let you move more slowly (it's pretty necessary), but I did find that button eventually! Had a good feel to the movement for that sort of game, I liked that I had objectives other than just "protect myself".
Apr 12 03:08:02 4h 58m Breakfast Time in Dream Land ♥ 3 Love to see that someone else also did a shmup. :) I was very impressed with the art and sound effects. Gameplay was pretty full-featured for what you were trying to do, and I though enemy movement looked very good. For the keyboard controls, it would be nicer to be able to shoot etc with Z and X, so I could have one hand on movement with arrow keys and another handling other actions. For the movement itself, I think it was a little too fast. I couldn't tell if it was a high accel up to your top speed or just linear movement, but in either case a bit more noticeable accel when starting movement would make it feel a lot more natural / nicer.
Apr 12 18:41:39 15h 33m LD_50_Lost Soul ♥ 0 I liked the mood that you were going for. Also, glad that movement wasn't linear, but probably having more deceleration when you stop pressing buttons would make it a lot easier to control. Also, for platformers, I'd usually suggest having a bit more expressiveness to the jumping; making the jump go higher or lower depending on how long you hold the jump button.
Apr 12 18:50:16 8m 37s Censor ♥ 1 I love the audio, it fits well with the strange feeling of the art and layout. As was said above an undo on grabbing people would be good, but other than that the gameplay felt good. Movement wasn't too fast nor too slow. An interesting look into a strange little world, thank you.
Apr 12 18:56:36 6m 20s Doomsday Cult ♥ 1 Gorgeous art, lots of juice in the card movements and details, full marks for that. I liked what you did with the theme and where this is going. I think if you had time to make some more content (types of cards and variations) and implement another mechanic or two (more options for how to approach cards), this would be really very good.
Apr 12 19:43:06 46m 30s If you try hard enough, you can win. ♥ 1 Really solid core game loop, good controls but I feel like being able to play with controller, as a dual stick shooter, would have been perfect. Pretty much all the content you needed but one or two more weapon types and 1-3 more enemy types would have taken this over the top.
Apr 12 19:48:23 5m 17s Rocket Lawnchair ♥ 1 huh, I think you made qwop with rockets.
Apr 12 19:55:33 7m 10s Block or Bust ♥ 1 I'm extremely impressed with the sheer amount of *stuff* you packed into this. Gorgeous animations, multiple types of movement that all feel great, great music, jokes, seamless transitions between different entire gameplay loops. Kudos!
Apr 12 20:51:43 56m 10s Virus Bash ♥ 1 A simple but compelling upgrade loop, very glad you're giving three random options per level up, prevents me from being overwhelmed with options. Excellent visuals! I really liked how the enemies had animations as they moved, the numbers and bars were clearly readable, menus looked nice as well. Sound effects were also great, would have loved a little music with it
Apr 13 00:24:19 3h 32m Volcano ♥ 1 I loved the art (especially the cute hand sprites in front, was very encouraging to keep pushin' it in), though I wish the camera zoomed out a bit when I started pushing objects so I could see around them better (this was only an issue with the larger objects).