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Reispfannenfresser

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TimestampSince previousGameReispfannenfresser's comment
Apr 5 17:07:15 Very Long Spell ♥ 0 This game is super fun to play! The weapon variety is great, even though I don't see much use in the fireball. It's like a slow laser that doesn't go through walls. (Might have been interesting to see it bounce around the room or something) The laser at first seemed op, but, since the cooldown increases with every upgrade, it gets very difficult to use on higher levels. The magic balls are very fun in later stages. Close range combat initially seems like the worst option, but it's faster and thereby strikes before anything else can hit. It really added to the quick nature of this game. Even though it's probably not intentional it was very cool to charge up spells while rolling towards enemies. I hope it's a feature because it felt risky and satisfying. Overall this game is pretty polished. The only issue I encountered was that the upgraded fireball immediately breaks when standing next to a wall. Great job!
Apr 5 18:20:58 1h 13m Sacrificium (Sacrifice) ♥ 0 I like the overall concept and randomly generated puzzles sound like a cool idea. However it looks like the idea may have been too ambitious for the tight timeframe. There were a bunch of glitches when I played that didn't influence gameplay, but still felt a bit weird to encounter. (placed items not appearing until you re-enter the room, cultist AI moving into the wrong direction, Text not showing up properly for interactions that aren't part of the chain, but were generated anyways) Once I failed a couple of times I got used to the puzzles and somewhen realised that it's one big chain which I only need to find the start of to finish it. Finishing after that realisation was fairly easy and fun. With all the different mechanics it's impressive how you still got the game to be playable in the end. Good job!
Apr 5 19:01:28 40m 30s Sakura Shrine ♥ 3 This was such a lovely experience. The art and music was beautiful and the story fit the theme very well. It took me a while to realise how to play. I missed the demon at the start and walked around aimlessly trying to understand how I'd get petals 😄 Once I figured it out it was very fun to beat and discover the different endings. The prayers added a lot of personality and variation to the game. I don't know if this word makes much sense in the context of a game, but this game is well composited. Everything fits the overarching story. Even the tutorial, end screen and restart button.
Apr 5 19:20:04 18m 36s Reaplechase ♥ 1 I love the artstyle and the gameplay fits the theme perfectly. I managed to protect my protege for 92 years! (had some lucky rng with only two free tiles at one point and kept spamming wood 😄 ) They got pretty slow at that age so I guess the difficulty over score grows exponentially which is interesting and makes it fit the theme even better. It took me a while to understand how to gather materials and place stuff. The keyboard controls are nicely layed out though, so the playing itself went very smoothly once I knew what I was doing. It's a nice game!
Apr 5 23:44:13 4h 24m Defending Hope ♥ 1 At first I placed stuff randomly which led to everyone dying. I didn't think it would be possible to win until I won by chance with some very weird placements. Once I knew it was possible to win I started trying to understand the parameters of the troups and challenged myself to create a strategy that worked every time. I didn't manage to find one, but this one worked quite well. Screenshot from 2022-04-06 01-20-35.png It feels like most is still up to randomness, but the gameplay is surprisingly immersive as you sit back and watch all your troups die one after the other because of you. (Randomness fits the story, but strips the player of control) The playing field seems like it represents the information that is reported to you rather than your view on the scene, which is an interesting change of perspective and fits the story quite well. It only displays the necessary information and is thereby perfect imo. It would have been nice to be able to distinguish the different groups from one another after the zombies have arrived. (I kept forgetting which troups I placed where since red and gray look the same once started.) Overall this is a pretty nice entry. I didn't expect to be playing it for as long as I did, but I really enjoyed my time with it.
Apr 6 00:27:33 43m 20s The Root of All Evil ♥ 2 Trying to contain an ever growing plant is a very cool concept and adding fire that's ever growing as well to the mix only makes things better. It creates an entire microecosystem which the player has little control over, but has to survive in nontheless. I can't help but feel like this game is lacking some kind of overarching objective though. What's the point in trying to fight the plant when the plant is always going to win? (This is kind of getting philosophical 🤔)
Apr 7 10:43:47 34h 16m Abandon Ship ♥ 1 Good game! Reminds me a lot of We Need to Go Deeper. I'd imagine this could be very fun in multiplayer as well. I like how you could easily expand this game with more alien types, more weapons, more jobs to do. (eg.: mop up the acidic alien blood which causes hull breaches when left on the floor) It's a solid base and thereby perfect for a jam game. I would love to see a post ld version of this.
Apr 8 20:30:00 33h 46m Say Something ♥ 1 This is one of the most positive takes on the theme I've seen so far! The only thing I'd criticise is the length of gameplay. It took me about a minute to see both endings. (I assume there's no more than two, since I did some more ambitious tries later and kept getting the same win ending) BUT: I guess you could easily expand it with more (maybe even random) dialogue or reply options for different amounts of collected thoughts. Seeing the story progress could be an interesting hook for such a simple platforming game. It overall felt very polished and the "joke" saturation felt good, albeit the game's shortness.
Apr 8 20:45:04 15m 04s Don't Let Me Down ♥ 2 This is a fun take on the theme! The game is not that innovative, but makes up for it with polish. Controls were super nice, graphics, animations and audio were very fun. The small timer to indicate that a new ball will drop is super helpful. The hud is not cluttered, yet informative. It's looks well designed overall. Great job!
Apr 8 21:16:26 31m 22s Impending chemical catastrophe ♥ 0 This is a neat concept. The speedups came a bit aprupt and felt kind of unfair in the later parts, but it works well aside from that. I got a score of 4000 twice and felt completely out of control with that high dropping speeds. (which is the point, I guess) While playing I tried coming up with a bunch of strategies, but all of these ultimately failed which is exactly what I want from a game like this. I can imagine this to work well as a mobile game. Here's some random thoughts on that: - I'd love to see a leaderboard - Maybe you can add some white or black balls that dissolve anything - Colorblind mode where there's symbols instead of colors (maybe just thirds of a circle) - More gradual speed changes to more clearly see the differences in speeds the players can operate at. (I'd be very interested in seeing a graph of the high score distribution and some ranking within that once the game ends)
Apr 17 18:06:38 212h 50m Sweet Dreams TD ♥ 3 You people did an amazing job at balancing this game. I was first critical of the large cost increases, but, once I found out that there are limits, it felt great. I was never really sure if a wave would make it through and it took some careful planning to get to a point where I felt ahead. The mechanic, where nightmares that make it through destroy tiles, is cool. It does however make the game harder and harder as you struggle more and more, which is unforgiving and makes the early game depend on some good rng. (I haven't yet managed to reach the lategame without some nightmares going through. Every attempt I had to hope for none of my towers to get destroyed.) Some way to upgrade corrupted tiles back into their regular ones could be interesting. Maybe even allow people to invest a small amount to restore towers that were corrupted. Some more data on the towers would also be greatly appreciated. It would make the crucial early game decision making a bit easier. It took me a ton of tries to even get to a point where I felt like I knew what I was doing. I really like everything that I haven't criticised. The fun art, chill music, theme interpretation and their fantastic combination all set a perfect mood and make this game overall feel very consistent. I'm stunned by the sfx. I imagined them to layer into hell, but somehow you managed to make them sound nice for any stack size. Please explain how that magic works!