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Antti Haavikko

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TimestampSince previousGameAntti Haavikko's comment
Oct 4 16:03:49 Gladiatorius ♥ 2 So is it endless? Tried few times and didn't really count how far I got but I think the enemy had around 10 hp where I failed on my better run. I think you might have an issue with the canvas resizing as the button hitboxes get very much misplaced when going fullscreen. There is sadly very little strategy for you to do. Enemy going always after you really just makes it a guessing game. Having the combatants take turns seeing who'd go first would be more interesting. And maybe even seeing each other's cards. I guess at that point it would need some actual AI work though, I think they were now only just throwing random cards. One way that might also be interesting was if both participants had the same cards. πŸ€” Quite often when you managed to have them over extend with a big card you'd actually have some strategizing to do but sadly way too often you didn't have the appropriate cards to answer either. The very limited hand size also makes the ends of rounds quite a bore with both just skipping at least a turn or two. Not needing to fit the whole card before the end might make it better. Or the skip could pretty much be automatic too, at least if you had nothing you could play. I did skip my whole turn once which wasn't fun and there is only a very small chance of stumbling on a scenario where you could play a card but should just skip. Nice to see some pretty elaborate 2d animations. Is it rigged and using IK or animating everything by hand? There is some annoying looking blurring going on on some piece rotations where the sprite is crisp for only fraction of the time. Didn't seem to happen (that much) on full screen but the misaligned hitboxes made it not play great like that. I really played too slow to my liking. The cards moved mega slow and needing to wait for the slow and repetitive animations where nothing really happens (like mirror triple parries or defends) was a pain. At first I kept confusing which action bar was for which person. Might have been a nice addition to mark them somehow. Wasn't huge fan of the color choices. Very umm, mspaintish to see pure bright colors. Well some of the card icons captured that same feel. πŸ˜… So it was like three different art directions clashing with each other. Screenshot 2022-10-04 at 18.54.43.png The cards aren't balanced too well. Like for example the healing is absolutely worthless. Only for the player though as for enemy it's just annoying. Would have been nice to see more variation too but of course in its current state, having more would increase the guess work even more as now you would at least know about what the options were. Good job! πŸ‘ Really neat idea but kinda stumbles on lack of allowing for real strategy.
Oct 4 16:22:54 19m 05s MinerLoop ♥ 2 Well that was probably the weirdest way to distribute a web game I've seen. πŸ˜… Screenshot 2022-10-04 at 19.09.45.png Very fun and original (probably been done but I've at least never seen it) idea to disallow loops. Makes it harder to do level design though. You even had a chance for a full on lock up... Screenshot 2022-10-04 at 19.21.50.png Pretty harmonious looking color choices! Except for the red kinda pops out too much. But it was indeed effective in its warning function. And what a banger of a music that was too! Sad to see it be that short. Could have easily been couple of screens longer without anything additional without getting repetitive. It pretty much ended right after getting the hang of it. I have a sneaky suspicion that this Minit-like "reset" every 10 seconds is going to be quite a common take on the theme this time around. Good job! πŸ‘
Oct 4 17:07:38 44m 44s Maudits FantΓ΄mes / Cursed Ghosts ♥ 3 I actually played the web version but after seeing the first comment, I had to try if it runs on mac. And yeah it does but does need execution rights first... Screenshot 2022-10-04 at 19.50.03.png I stopped playing at level 14. It really doesn't get any harder and gets quite repetitive fast. The huge wait times don't really help either. You always have enough lives to just do two at a time and that is very easy to do. Sometimes you can even push for three or four if lucky. And the wait time gets even more annoying as you really can't practically do anything but wait until the last second where you make up your mind what to target as due the ghosts moving around. The theme take here kinda fights against the actual game design, it would play much better if there was no night phase really and it changed when you first pick something up. Pretty much hated the control scheme how the vertical movements moved diagonally too. It really screwed with my head. The grid isn't really isometric looking enough for that to make sense. The ghosts looked nice and dynamic enough with their quirky eye animations. I don't think this was the best possible way to display the lives though... Screenshot 2022-10-04 at 20.06.08.png Good job, neat take on a classic! πŸ‘
Oct 7 14:10:59 69h 03m DRILL BILL ♥ 2 Nice! Claimed a high enough spot in both the leaderboards for now. πŸŽ‰ drillbill.png At first I thought that it wouldn't really work as a score game but after few runs, it did trick my lizard brain to getting addicted on claiming a higher and higher spot on there. Still don't really fully understand how the scoring really works. The combo doesn't really seem to play a big role in how much you score but it might be speed instead. Dunno really. Well, don't die at least, that much I got. The controls leave a bit more to be desired. The character just felt kinda stiff and too jerky on those platforming sections. Especially so if you had to shoot the at the same time like on the second to last level. Those two lava jumping levels were also quite big run killers for this exact reason. Very nice to see multiple different schemes supported though. Loved all the little flourishes! Very nice attention to detail. Like the bounce of the clock and the fail crusher or something like animating the background based on player movement which made it feel a lot more interesting and dynamic. Even the score UI had a nice "glowing" animation which didn't go unnoticed. The pixel art was nice as well, weirdly the player character was the graphical element in the game given the least love. Even though all the other nice details were indeed nice, the player character should really be given at least the same treatment. That's where the player is mainly focusing anyway. Very nice touch as well to represent the "current" color on the background pipes. Even though basically you really had to memorize the whole pattern before starting even. The music was great and fitting, the sound effects served their purpose well enough too, didn't get repetitive or annoying at all even with how many times I did play it. Other big run ender for me at least was the shooting "accuracy". It just didn't feel fair to pretty much see the sight connect when you're shooting just to realize that you're barely scraping the wall. Especially didn't feel great when you had to do those lava shots and only noticed way later on that you missed when you weren't even looking at it. Just kinda feels unfair. Even though it isn't really. πŸ€·β€β™€οΈ Some of the levels were annoyingly tight and had practically no room for error. I'm mainly looking at you level 29. It also felt bad when time was up and you just froze in place waiting for the crusher. Having been able to still move and sometimes making it barely before the thing hit you would have felt amazing. Wouldn't have changed the gameplay or balancing at all, just how the player would feel near the end of the timer. As it was a score based game where you need to replay loads, would have made sense to have a restart button. When fully score chasing and messing up even once, it meant a full restart. And it was super demoralizing when I restarted via full page refresh, started a new run and only after getting over half way done flawlessly to realize that I was on casual. Good job! πŸ‘