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anchorlight

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TimestampSince previousGameanchorlight's comment
Oct 3 02:18:37 10 seconds or less ♥ 2 Now this one was a surprise. It feels like the complete opposite of your last entries, forgoing anything story related for pure gameplay and replay factor. And yet... you pulled it off seamlessly. The music, modeling, and everything gets the job done perfectly and parkour is simple but effective. All the little touches like developer par times and quick restart shortcuts go a long way towards making this entry feel polished and I was surprised by the sheer number of levels you managed to cram in there, especially for Compo time. Awesome work as always!
Oct 4 02:58:17 24h 39m SENSATIONS ♥ 2 Well, "Thomas Was Drunk and Alone" wasn't really anything I expected this jam. It's on the short side, but given how aggressive the effects are this was probably for the better as the game did not overstay its welcome. The platforming felt very snappy, which is near-essential with visuals so impaired. It was a fun novelty executed very well and while frustrating, I never found it unfair. The visuals and audio are both executed perfectly, though I would have included an audio slider... and the level design of course manages to turn what seems like just a silly gimmick into a genuine challenge without going overboard on the difficulty. This one ended up being a near-perfect five star entry. Great work on this entry!
Oct 4 03:18:59 20m 42s Panopticon ♥ 3 This was a really interesting take on the theme, and the design choices in general scream experimental. Just like LD 50, I love the more musical approach to gameplay indicators and the Evil Eye mechanic manages to balance frustration with predictability in a way that will have you trying to stay in "safe" areas you know until the next reload, even if that "safe" area is still barely known to you. I was surprised by the lack of indicators for the key and door, but thanks to the level design the lack of these QoL features felt more like a way to keep players out of their comfort zone than a glaring omission. All in all, the execution of this idea does exactly what it needs to do the whole way through. My biggest issue with the game is a bug where music stopped after the first level, leaving the game entirely silent save for the death tune. This undermined the feedback of the game significantly and hurt the otherwise great atmosphere. Beyond that, no complaints here. This was a great entry.
Oct 4 04:00:04 41m 05s Swappy Bot ♥ 0 I'm not normally one for puzzle games, but this one worked pretty well for me. Only one real bug report. When moving crates, the tile furthest from the camera will almost always be blocked by the crate, stopping you from clicking on the space until you rotate the camera; it's a minor annoyance at worst. I think with more levels and a different camera backdrop you're well on your way to a commercially viable platformer here, as all of the mechanics work well and the artwork has a certain charm to it. You really did play with a whole lot of different mechanics here, and surprisingly *none* of them felt like they were extraneous or poorly implemented. If you got around to implementing the escalator/elevator tiles and/or color switchers as originally intended, I think you could easily stretch this into a thirty-some level puzzle game with room for more content. From a design perspective my biggest nitpick (and I say this with no idea how to fix this issue) is that when you play as a colored robot, you now have a ten second delay between inputs. Sometimes this can be interesting when you're on conveyor belts headed towards either certain doom or a nifty solution; other times, you're just waiting out ten seconds of your time, which is just unsatisfying. The best QoL feature I can think of to solve this would be the ability to skip a turn if nothing (boxes and players alike) are actively moving this turn... but I fear this might open up a whole can of worms design wise and might not be worth implementing. All in all, great work on this entry!
Oct 5 23:19:07 43h 19m Dead End Job ♥ 3 We sure did love our minimum wage simulators this jam, huh? Loved the art, presentation, and general QoL to this one. The monster theme was unexpected, but well executed with some great designs. Atmosphere, ambience, and artstyle alike just kind of works, and the layout of the store never feels frustrating to get around. Visibility is a non-issue, while you can't always see items directly off the shelves being able to see customers' intentions without the clouds cluttering the screen gives you a good idea of your store at all times and you can always tell when customers are rushing to a single location. Sometimes these games tend to be a little too frantic, but this game feels like you can really maintain your store as long as you keep paying attention. Having a score ranking also helps push things towards a fun game loop. All in all, this was a pretty great entry in both intention and execution. Great work!
Oct 6 02:57:58 3h 38m Ludum Date ♥ 0 I like the concept, unfortunately I got about two dialogue options in before I abruptly hit the credits trying to check the phone. After that, I got "Test | Test" cutting to a developer logo and "0 | 0" with no ability to advance dialogue. I know you're still working on this, and it's already a lot further along than my Extra; I'll hold off on rating and check back next week to see how things are coming along. Good luck!