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pkenney

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Apr 5 02:13:16 Different Strokes ♥ 4 Wow, this is just wonderful. The art of the community is really impressive. So many were elegant complete pieces that I couldn't imagine changing. And all accomplished without ctrl-Z, just amazing. The game itself does an outstanding job of not getting in the way of the art. It is itself artistically very compelling, with the white rooms and sketch-style display. I spent moments here and there enjoying the game's graphics, but it left all the room needed for me to shift my focus and enjoy the art. The way the rooms slide into place was another nice touch. I read it as an indication that the game was loading new content, and it helped me to understand the space was infinite and not to bother searching in any systematic way. The music was another important aspect that did a lot to create a calm, contemplative mood, and I enjoyed it a lot. Overall this is a killer entry: great concept, wonderful execution. Congratulations!
Apr 6 01:23:47 23h 10m Live For Later Or Live For Now ♥ 2 Such good use of the assets. The drawings themselves were simple but very evocative, and given the consistency of style throughout, I was really able to buy into the world depicted. The layers multi-layered pulsing background was also a really nice touch. The sound was equally evocative. The preview from mouseover was a cool feeling of standing before the decision knowing what both meant and then choosing. I must be getting old... coming home from the club at 11pm but then staying up wasting time on the internet until 3am. What do the kids say these days? "I feel attacked?" ;) You use a lot of synths in your games - are they soft synths, or do you have a hardware vice? Very cool experience. I cheated and didn't hit the snooze button when I knew it was getting toward the end, and went for a walk in the forest instead. May the real end be so politely forecasted.
Apr 6 01:52:38 28m 51s Oort's Escape ♥ 1 Audio was really strong here, nice sound effects and great music! I also liked how you were able to tell a bit of a story even with such simple elements, like that first strike coming. Gameplay-wise it was cool to watch my placements take effect and I definitely was eagerly watching the funding go up. It's a cool little package you have here, so if you don't mind here are a few points of critique: There were long stretches where I didn't really have anything to do. Especially as a new player, the very long stretch between satellite 1 and 2 confused me. I assumed there was something I was supposed to be doing, but had not figured out. So I was spamming buttons and clicking around trying to figure out what I'd missed (nothing - I just had to wait). I'm also not sure I needed the "wave" button to interrupt the action, as the wave-break didn't really mean anything to me as the player. You already know about the disappearing-satellite bug. This one got my first placement the first time I played, so that REALLY confused me! But after a restart I figured it out quickly enough. I wonder if some cheaper smaller less-powerful satellites would help bootstrap the early game and give me more decision points? Very nice job with the audio, and the graphics also captured the mood well. I think with a few extra decisions to play around with I could have spent even more time. Nice work.
Apr 6 02:06:59 14m 21s Gaia ♥ 1 Mother's entrance, with the tweened bubbles forming the cloud for her to sit on was awesome. The music serves as a great example of how it doesn't take very much at all to fill the void and provide some nice background, that's a lesson I need to learn! I got a bit confused at the start, because I though I had to WASD the planet itself. I was watching to see if I controlled a certain monkey or had to push the direction on the planet... then I realized to watch mother instead and it was gravy from there. I probably could have used some audio reinforcement of the state changes (fire start / fire out, powerup gone / restored) but that's totally minor. Nice job, especially since you controlled scope to avoid burning yourself out (further)! One can certainly go too far all-in on compos.
Apr 6 03:07:04 1h 00m Terrible Brakes ♥ 3 NOT AGAIN -- LET'S GO! A lot comes together here to make this work so well. The cheerful metal backing track might be the secret workhorse here, along with the sound effects, that "unnnnghUH" reflects so well how I sometimes feel. Because let's be honest - the game warns you about the lack of brakes but we all know it's really the lack of the gas pedal that gets you the worst! A great mix here of having to streamline your driving, you are tested both to preserve speed and to safely shed it. I can't tell whether I love or HATE that hill at around 10 seconds. I failed so many times on it, but it also taught me so much. If you made a deliberate design decision to place that nasty "don't skid or else" hill so early to allow the learning to avoid repetitious easy driving, then it was a stroke of genius. Because as much as I HATED that hill, it would have been a lot, LOT worse if each harsh lesson involved 40 seconds of repeated driving rather than 10. I was into this enough that I pulled out my controller and upgraded from the browser to a proper download, and that's not something I can remember doing before in LD. And I've done 21 of these. This game hits a really strong "one more try" feel, as everyone above mentioned already. I did eventually get disheartened by the brutal feeling of going up a hill and stalling out. Legit challenge, but so ... well son, I'm not mad I'm just disappointed. So the math tells me that my best was 1:15 at Zone 5. But my heart tells me this was my best run here: BackwardsRacing.png Such a great entry, well done.
Apr 6 04:00:04 53m 00s Battery Low ♥ 2 Science can continue! I really liked how you used the theme. The theme generally resulted in hopeless game-stories, where the bad result is inevitable and you just have to try to delay it for a while. But in this story, you captured the theme with a more optimistic take, where the ultimate result can be a positive outcome, even if each minor player ultimately will not make it. Graphics were nice, the story fit into the gameplay well, and the game was the perfect length where it let me experience a good amount but ended before it wore out its welcome. It's funny because normally I don't care for the RPG style of "fetch quest" or "lock and key" styles of objective, but for some reason in this game I didn't mind them at all. Maybe it was the turn-based movement and the way I had to be efficient, which meant that even routine walking around has some optimization and thought required. If I could add one thing it would be a bit of basic sound, just to give the world you created a bit more life. Nice entry!
Apr 6 04:34:50 34m 46s Timeflight Alpha ♥ 1 Wow! Superb polish to the audio for a compo, both the sound effects and the music that fits the mood of the gameplay so well! Graphics were also nice, and also very clear. The gameplay itself felt pretty smooth. The controls were a bit tricky, as I found myself trying to time my motion into a stop-and-turn that would align my shot with a target, and I never got fluid at it. OK I just went back to play again and try to understand my issue better. My problem was rolling through the diagonal.. I'll try to explain: as I approached alignment with a target, I would snap the ship over 90 degrees a tad early so that I could drift past through alignment while firing and strafe them for a hit. This worked great if I released one movement key, and then pressed the second one, producing a direct 90-degree turn. But more often I would roll my fingers through the diagonal, having both keys pressed for a moment. This would round out my corner and cause me to be at a 45 as I passed the target, which felt like I'd overshoot the target before completed my turn to line up the shot. I guess that's just user error and something I would get better at with practice! Anyway this was conceptually interesting, fun, and had a jammin' feel. Nice entry!
Apr 7 00:59:36 20h 24m Jupiter Station - v0.5 ♥ 1 I was really excited to try this as I love roguelike deckbuilers, traditional roguelikes, and first-time LD entries. But my screen is not big enough to play. Sorry! (I didn't rate since I couldn't play)
Apr 7 01:20:14 20m 38s We All Die ♥ 2 Sweeping the laser effectively was a very cool moment, and the cooldown combined with the relatively short vision distance (thus planning horizon) made it satisfyingly risky to pull the trigger. Your design really delivered on the "pick your moment and make it count" feeling very well. Critique-wise I would say two things: first I wished there was fullscreen. I played on windows and alt-enter didn't fullscreen. I lost control of about five runs when I swept my laser outside the window and clicked on another program that then popped in front, or accidentally moved/resized the game. Second, I did not find the arrangement of satellites vs buttons on the keyboard to be intuitive. Nothing about "3" says "down-left" to me. This was a constant source of minor brain-friction while playing and I selected the incorrect satellite many, many, many times. If that was your intended player experience - slight frictiony confusion - then it worked! That's a valid thing if you meant to do it. But I would have felt more powerful with a square, for example WESD maybe. Or better yet, have WASD and the satellites are up/down/left/right of the planet, and then you instantly tap into my existing muscle memory, if that layout works for the design. Another idea would be that right-click would select the nearest sat, so I could gesture to switch, and play only with the mouse. I don't mean that to sound overly negative! I definitely enjoyed playing. The music was great, and the crunchy sound effects were nice. The graphics were good-looking and more importantly very clear about state, I certainly appreciated the glow and turning of the currently-selected satellite, and the nice clear red color when they were disabled. The randomly-generated planets were also a nice touch. Good entry!
Apr 7 01:56:07 35m 53s Heat Flow ♥ 1 Really polished look! I loved the concept of designing a board with solid defense yet efficient cooling. I didn't feel like I was able to fully engage with the strategy because when I open the drawer to read what the components do the game starts pumping really fast and saying "NO DONT READ ANYTHING JUST GO!" and I'm craning my neck stressed out trying to read the text at an angle and enemies run around and shoot me, and I lose. It also takes quite a lot of time to kill an enemy, relative to the value of doing so, so avoiding the enemies entirely also felt right. My best time (3:15) was the run where I just slapped every single thing I picked up onto a random spot on the board with speedclicking, and never killed a single enemy. So this is a strong entry in terms of the art, and models, and controls, and sounds, but as far as the gameplay systems go, it incentivized me to avoid interacting with them. Which was a shame because I really felt like I wanted to understand more! I don't mean that to sound overly negative -- there was a ton of cool stuff going on, and with a few tweaks I think this could be something I would sink a lot more time into.
Apr 7 02:21:50 25m 43s SUPER CAR EXTREME ♥ 3 First LD? Nice work! Welcome! I had fun driving and dodging, and making some desperate lunges for the gas. The music had me bopping along and definitely helped set the mood. If I could change one thing I would make it go even faster! And if I could add a feature it would be some "juice" to when I hit the cop car, like sound effects and a special impact sprite that is shown for a moment. Controls were pretty tight, which was important in this game. I appreciated the little tilt of the car to show it turning, instead of it just teleporting to the next lane. That was a nice touch. I did notice there is no double-tap allowed to move over two lanes quickly which would have been cool. Some games buffer inputs like that, but not all. So overall nice gameplay, nice art, nice sound! Congrats on completing LD.
Apr 7 03:12:00 50m 10s RogueTime ♥ 1 Highlight here is the enemies each with a varied unique form of attack. Loved the art on the knight, that guy is a terror. But the blob had that great attribute that he was easy in the right position, tough in many positions, and straight-up go-another-way tough in terrible positions. Unfortunately, Godot opened the game in a very strangely-sized borderless window on my PC, and cut off all of the HUD info I see in the screenshots in itch. I could not see my time or health. I cleared the level, but then there seemed to be nothing left to do. Sorry if I misunderstood the object. Was I supposed to do something to light each lamp to proceed? I wandered and waited, and restarted and retried a few times. But I couldn't figure out how to progress, or if I was even supposed to, sorry! Critique-wise, if I could add one thing to the game it would be coyote time for the character's jump. Some cool stuff going on in this game, I worry that I missed a bunch more, too!
Apr 7 03:36:30 24m 30s Don't Let Them Sit There ♥ 1 Love the art! And of course the sounds, too. Really captured the variety of humans I [used to] see taking the train. I was there with my mask off, bare feet, eating a whole giant pizza and lying down grinning demonically at some guy whose torso had become dislocated from his legs, and STILL some dude was like "hey can I get your number?" My best run was when I managed to take up the whole row with my bag. I offended humanity for sure, and made it to time 350ish if I recall. When I saw cops outside the door, I picked my bag up and then when they left hoped for a chance to put it back down... eventually got the bug from dudes sitting down in the gap my bag left, but I made it far enough that the train was packed. Really cool, unique experience. Well done!
Apr 8 01:40:58 22h 04m Dog Days of Summer ♥ 1 Love how you tackle more narrative aspects of the theme. I still remember enjoying a past game of yours about a stowaway and some distressing mathematics. This one was a cool exploration of juggling varied preferences, and how much effort it can take to plan to suit exactly everyone all the time. This is a fairly complex setup with a great many icons that have critical meanings. It would have been easy to lose me, but your interface design was very strong and made everything very clear. The tooltips were super helpful, but all of the info was well laid out on the screen. A lot of thought and analysis went into just one click of action! An interesting potency. If I could grant the player a single boon, it would be to highlight the humans involved in the current day's activity that I am choosing. I feel this, but I also doubt it. I feel it because it was a chore to repeatedly and constantly cross-index the icons. I don't even remember my boyfriend's nam- oh wait it was Evan, but really to me he was just HEART_ICON. So highlighting the portraits could have saved me a LOT of work. The reason I doubt this suggest is that I am not sure how much of the effort you want to automate away. The game should not play itself completely, right? And the effort was the experience. The music and shifting hue of the selection zone were important because they kept the game feeling alive while I did so much of the cross-indexing work. I never got everyone to 100% but I did have most of them there or extremely close for a lot of the game. I believe everyone was doing well when I threw my party. Interesting well-done entry! Congrats!
Apr 8 01:53:24 12m 26s Dino Savior ♥ 1 Me at the beginning: I'm not sure this is actually inevitable, I'm on top of this situation Me at the end: AAAAAAAAAAAAAHHHHHHH (runs nonstop in one direction hammering jump until it ends) I did get some asteroids to cross-collide which was very satisfying. A few basic sounds effects really would have taken that feeling to another level. (EDIT OMG There were sounds! I just had to click to activate them. Suggest you default them to ON in the future! People do not read text in LD games, from my experience. Went back and played again when I realized my mistake, the sounds are good and add a lot) I liked the way you did the camera, where the world rotates around the player. I have experimented with cameras in that style before and it can be tricky to prevent it from becoming motion-sickness-land. I think it was wise to keep the background starfield still while rotating the world, even if that technically doesn't make sense. It would have been pretty distracting if you did that the realistic way. Is this your first LD entry? Either way, nice work!
Apr 8 03:09:24 1h 16m Drawn Out ♥ 2 Very, very cool presentation! I was feeling some nice inscryption and hearthstone vibes, and those are gold-standard presentation. I played three decks and enjoyed myself a bunch. The overall package is so excellent that I'm just going to focus on the strategy stuff, but I hope this doesn't seem negative since the game is great: I think there might be a bit of an issue to work out with falling behind hopelessly. If there were more comebacks and the tension about who would win lasted longer, it would be more exciting to watch the autoplay. (The well is one example that kind of does this already a bit) Fortunately you gave us the space bar, but I wish I didn't need it. I also wanted a little post-run report. I slew a bunch of decks with my best run, would have loved to see a number, but even though we wager coins on the table I didn't see where the ones I won went. Synergy seemed lower-value than great cards. The 1/2 that grows each time something dies will run away with the whole game! Probably my high point was when I was going to lose to a huge one but welled it. This is a very cool core, with great polish. The design is getting there and you have a lot of cool cards, but maybe some things still to iron out to REALLY nail the whole package. Incredible accomplishment for a jam - you should be proud of this one!
Apr 9 04:10:15 25h 00m BDriver ♥ 1 Wow!! Very cool idea. It's too intense for me, I just can't handle it, but I respect what the game is. I think for me, it would take a few things getting easier: Car less inclined to flip over (such a frustrating way to lose), gas cans a little more generous on hitbox, etc. But most most most of all, what I needed was a faster restart. Game is HAAAAARD, and I'm disappointed when I lose. But game kicks me while I am down: wait several long seconds staring at your failed car, then click through one screen, then move mouse to the other side of screen to click through another screen, then take a reload delay, and then move your mouse back to the original location to click through a tutorial screen. :~( But the game is kind of awesome in a super-painful way. I loved the music, and the tangled wires, and the dark atmosphere. And did I mention the music?? Love how it made the beeping of the bomb into an instrument! So there was a lot to like here, and if this game had near-instant restart I would have played 10x longer. My best run I made it just to sand, where my car immediately flipped and I ragequit. Very potent entry, I lovehated it! That's good work.
Apr 10 00:41:51 20h 31m Battle of the Alamo ♥ 2 WOW, this is a really good entry. It's a great high-level thematic choice, and it's executed so well. I assume these are stock sounds but they are well-chosen and well-used, with a special nod to the snare drum as the enemies fill up as a great touch. The graphics are pleasant and really clear. Is there a bug with the victory condition? My first game, I swear the game did me dirty: My weakest wall was the south where I had one guy left, plus my Crockett. I did not activate Crockett because I got the enemy down to four. They didn't shoot. Then they reinforced, the game said DEFEAT and my guy was gone. Then in my second game, the opposite thing happened. I was like "well this is it" and they killed my last north-wall defender. But the game did not end, the enemy reinforced and I got a whole next turn. Only after that subsequent turn did the game end. Here is the situation after the enemy killed my last north-wall defender, then reinforced, and the game has reset my cards and is inviting me to play: Alamo.png From that position I fired the cannon north, it failed to clear them below five, and then I lost after this turn. Possible bug aside, if I could grant the player one boon in this game, it would be to make Bowie more convenient to move. It's tedious to click him around in a circle and have to dismiss the tutorial popup each time, and it's something you do frequently. Bowie was an EXCELLENT idea though: it's a fantastic part of the game that makes me feel a lot more agency, and blunts the RNG feeling. He also powered up the rifle cards as compared to the cannons nicely. All of the special icons were nice, but Bowie really shined. In fact I liked Bowie so much that I wished he had his own slightly different rifle sound so that I could say "THAT is the bonus shot right there!" Sounds dumb but I would have found that satisfying. I only played the two runs, and I'm not quite sure why I didn't play more, because I feel like I could win this game if I tried more. I think it takes too long. Maybe it's the pace, or maybe the length? I don't know. The pace feels very nice in the moment, but something squashed that ONE MORE TIME feeling. Another choice you made that I REALLY liked was to not make death inevitable. It's clear your idea flowed well from the theme. But you made the call to make it winnable anyway, and I think that wasn't an obvious decision, but it significantly improved the game. It would not be nearly as fun to play if it was "see how many turns you can live" which is how many games in LD50 ended up. Dang, I think I mentioned more critique elements than praise elements, but that is not how I feel. I really enjoyed this game, it's impressively fully-realized for a solo jam entry, and you should be really proud of it. Great work!
Apr 10 00:58:43 16m 52s The Heist ♥ 1 Success!! I made it out with 2221. I liked the feel of this game. The car was responsive but didn't fly out of control if I got heavy-handed on the controls, and it felt like you were nudging me back onto track a lot, in a helpful way that still left me feeling in control and not on rails or babysat. When I collided into others, I also liked it! It's not realistic that I get away so easily while they go flying, but it worked really well within the game. The cops caused tension, but the failure states were easy-going enough that I felt comfortable taking huge risks, which was enjoyable freedom. It felt a bit bare without sounds and could have used a little more development, but you did well designing the scope that you did tackle, and I enjoyed giving it a quick play. Great job!
Apr 10 03:24:53 2h 26m Nuclear Arms 8.5er: Skeleton Survivor ♥ 6 I guess every Unity download I've played in the last several LDs has had a sub-folder called "BleedingEdge" in it. Curious that I never noticed it until playing a Nuclear Arms game... I appreciate that the title was a half. Some will assume you did that to rhyme and [STORY SPOILER REDACTED], but I know it's so that Brodie can say he "didn't miss one." Poor guy. Tell him I got set up for go time on this one with his friend: NuclearArms-GoTime.jpg I had a blast with this one! I got off to a most interesting start when I ran immediately away from the first skeleton, which happens to be also away from the first xp orbs, without realizing the consequences. "Gee Craig seems rather pacifistic this time out..." Oddly that run was also the one where I got my Spine Crushed. I went early and often into barrels and cooldowns, with minors in health and speed, which is an indirect but potent strategy. After my spine was crushed I had to go back and try a few other approaches. I loved how the different abilities rewarded me for interacting with the mass of mobs in a different way. Punching is pretty sweet for a while, and it was cool to be dancing right at the edge of danger all the time. Nuclear Fists (or whatever the one that makes the fists huge) was a key upgrade, so sweet. It felt like pure-punching eventually got out classed, but before they took me down I got decent at flipping directions exactly in between the punches so that I could double-punch in the same direction. Only late in the run did I figure out that the general overcharge upgrade also gave me an extra punch?? That could get out of hand. I also enjoyed the shotgun build, which appropriately asks me to turn and rush right at the mob-blob to be effective. Yeah, just gimme a sec, that should be no problem.... right? NuclearArms-Turnaround.png Actually that was the only thing I felt myself wishing for this time out: a reload sound on the shotgun just enough before it gets placed that I can use it as an audio cue to turn around. I missed the window a lot, turning early and then having to bail, or dropping the shotgun just when I meant to turn. I've never played a game quite like this before. I liked it! I was a little confused why I'd want to NOT be the one doing the action at first. But it didn't take me long to dial into why this is great. Another really nice entry into the series, gang! Great work. OK wait maybe I'll go play one more time now that I know the overcharge adds additional punches, to see how ridiculous it can get... . . . EDIT: I would like to apologize to fists everywhere. HOLY SMOKES. All-in fists build was NUTS. Instead of running and picking off strays I was able to turn straight into a fully-dense mob-blob and cut through it like a hot knife through butter. I honestly thought I might beat the doombot.
Apr 10 04:49:35 1h 24m STUDY LADY (cookie mix) ♥ 3 What a unique design! The way the scene changes and shifts the source of income .. how do I explain it? It created pockets of waiting, pockets of rushing, and where those pockets were would shift throughout the game. It would test my memory, since I would plan to buy specific investments and not want to overspend, but also not leave idle capital and miss opportunities. Early game I wanted to plan my investments mostly around diversification so that I would have a steady stream of income. I don't know if that was even efficient, but it was somehow intolerable to not have the number going up during each scene and I was compelled to fix that! Later, the game introduced multiple currencies, and different investments (why do I keep calling them that, everyone else calls them upgrades) would allow you to switch between currencies in different directions. At this point the planning got more complex and the loop was so long that I really felt like I didn't want to miss the plan and have to wait for it to come around again, and yet still I would sometimes find myself short for having made an impulse purchase! The game veered into frustration, which was fine. It certainly never went too far. Interestingly, it was sometimes frustrating to have to sit around and wait, and other times frustrating to have something fly past, and where those were changed over time. One thing that could have destroyed this game entirely was the fact that it looped one song over and over. Fortunately, you chose very well and this was not a problem at all. Song was a total banger. The art was great. Super-charming. Loved the absurdity of getting bonked on the head by the milk, and then it's spinning wildly and bounces off the floor, all without spilling. And the cat has a gall to look all shocked when we darn well saw his paw start it all. It was awesome that in addition to the usual monetary rewards, each upgrade started as ???? and when you first bought it, it added new art to the music video. Such a great touch that tied the whole thing together. Very well done! Tons of uniqueness and charm about this one.
Apr 10 13:00:54 8h 11m Eternal Crisis ♥ 2 Got to 36,800 round 10. First, thank you for being the only Godot game I played that supported fullscreen... and straight from the browser, too! Every other Godot game was a download that opened in a janky unresizable window, in some cases even an unmoveable borderless windows that cut off parts of the display! Whatever you did, it worked really well with my setup and was a much nicer experience in that regard. (Edit: Wow just noticed you also have ESC go back to the main screen, another nice detail!) In fact the whole game was really well put together. Very nice background music. I'm not sure it totally nailed the mood, it was a little relaxed for a frantic death battle, but it was pleasant and added a lot of life to the experience. And it never wore out its welcome. Graphics were really nice. The star backdrop and slightly-shifting camera were import for selling the space theme, given that the controls had no floating drift that's sometimes used to sell "you're a spaceship." But for the dodge-based gameplay, the non-drift was definitely the right call! It did seem like the ship should have its thrusters better aligned with movement though - it was always thrusting in the one direction it never went. The procedural enemy was nicely done. Visually interesting and relevant to gameplay. I appreciated that the weapons were visibly distinct so that I could choose what type to target. The different weapons themselves were very nice. The red warning mode on the laser was a key design touch, so thank you for that. Game was a little easy and slow at the start, which was fine for learning the ropes but that stood as a barrier to a "one more try" feeling at the end. Then I hit a difficulty spike around level 9 and started getting boxed in in more interesting ways. I found myself juggling dodging shots, turning to fire at missiles, and trying to make sure I got out ahead of the sweeping lasers and didn't get trapped. It was nice that the game asked me to plan into the future and multi-task like that. So maybe there was a more ideal pacing. The objective is also a bit bland, but that's the theme's fault, and you would have had to buck the theme to avoid that I think. Really good all-around entry here. You hit every element from art to sound to features, and there were zero annoying splinters in the experience, which says a lot about your jamming chops! Well done.
Apr 14 01:03:15 84h 02m Stanley's Last Stand ♥ 0 This was nuts! Very unique experience, but in the end it was a bit too chaotic for me. At first, and I was messing around, having fun, enjoying experimenting. It was slow going for a few reasons, though. The way the shotgun interacted with the floor made it tricky to blast off at the angles the game asked for. The best time to get the shotgun at a certain angle was mid-air, but the refire delay was too long to shoot in those moments. The early section of the game asks you to go up stairs, so it's very hard to make progress and brutally easy to lose it all. None of that was a big deal in the early game where the punishment for plans going wrong was low, but once I got to the lasers, they shredded me. The barrels before them also were a problem. Then if you do die, you have to re-watch a really long unskippable cutscene. So while I really enjoyed the zany physics for a bit, I guess it was too hardcore for me, sorry! Really interesting game with a cool style, and the music really fit well. So it's a nice entry, but I couldn't hack it.
Apr 14 01:52:10 48m 55s Re-Re-Robot ♥ 1 Wow, this is a nice fully-realized puzzle game! It's a cool concept with just the right amount of levels exploring it. Controls are solid, art is nice, and the sound and especially music fit really well. I definitely hit that sweet spot of planning, sometimes not seeing the real heart of the problem until I smashed into it (hello ceiling-crushes) and then by the time I got to the final level, seeing it all a mile away, and feeling really clever. Re-Re-Robot.png The hardest level for me was I think the 3rd-to-last, where you had to clear a high wall and then hit a switch on a solo-block above a pit of shockers. The easy route of riding on top crushed you, so you had to stagger, and it was tricky to even get over that first shocker. I'm convinced something is wrong in the case of riding a diagonally-jumping replay and then jumping off of them early in their jump... or maybe I fumbled the execution repeatedly. I really enjoyed this entry and dug into it. Felt a bit slow getting off the ground and I wasn't anticipating how fun/interesting it was going to become. I certainly appreciated the do-not-tell tutorial style, but the early/tutorial pacing lowered my expectations for the overall game in a way that turned out to be false. If I could grant the player two boons, they would be these: In the first, if I hold down space while mid-life I would like to accelerate to the end of time and not have to sit and watch the clock when I don't want more from this replay. In the second, I didn't care for having to hit spacebar after a retry while using WASD. I wanted to have the game start as soon as I hit any movement key. But, maybe that doesn't work for 2nd and 3rd lives, so this might be a bad idea. It was doing something to my brain to have to hit space bar just before complex WASDing and I ended up switching to using the arrow keys so that it was a separate hand. Controls were really good but maybe not quite perfect. The horizontal movement is very severe. I think that may be needed in some cases, but it felt very jerky even with a tiny tap of input, I wonder if some *VERY* fast but not quite so fast ramp-up from zero to full horizontal speed might take the twichy edge off. Otherwise, the character did what I wanted and mistakes felt my own fault, with the previously-mentioned exception of jumping diagonally and early off a diagonally-moving midair replay, where I felt I was dropped. (Yeah I just tested again and it totally drops you: set a replay to jump at a 45, then climb on and also jump at a 45 from him, you will drop down instead of jumping... I guess you collide into his forward path and are instantly knocked down? Felt wrong and had no feedback about why it happened.) Anyway that's too much detail: In summary this is a very strong well-rounded entry, great concept with great execution, and the nice art and sound/music to go along with it. Very well done!