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caeonosphere

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TimestampSince previousGamecaeonosphere's comment
Oct 6 02:19:32 Alarm Clock Arcade ♥ 2 This is the kind of idea that would never occur to me, and it's very clever! It took me an embarrassing amount of time to figure out why I was dying out of nowhere, and then... ah. Of course. A fun aha moment!
Oct 6 02:27:05 7m 33s Silver Platter ♥ 1 I got 25 and felt pretty good about that! Neat art and a fun entry into the underserved "multitasking game" genre. I could tell when to use the brush since the platter would start turning red: was there supposed to be a similar tell for the wrench?
Oct 6 02:51:31 24m 26s Watch Out ♥ 2 We seem to both love jumpin' on disappearing floating cubes! Cool idea for that last level. I would have loved to see a level where you jump between analog and digital clocks, but I know how little time there is for level design in the compo. The voice acting definitely livened the whole thing up; you're making me wanna try that too... although I think I'll leave the acapella to the professionals.
Oct 6 03:16:18 24m 47s Anxiety ♥ 1 I think I got to the end? It didn't seem to be accepting any more input, but I did enjoy both music tracks and of course the wonderful art.
Oct 6 03:24:46 8m 28s minigames! ♥ 1 It's not even that short! I loved the dream about winning LD. And gimme more of those giant boulders in my brick breaker games!
Oct 6 03:44:23 19m 37s HighRise Rampage ♥ 1 All that blood and big talk made me think I was gonna be blowing some heads off — the slow realization that it was a game about throwing grenades at furniture was very funny! Not that I minded too much. A bit more level variety, maybe more elaborate physics, and this could be an interesting take on Hotline Miami.
Oct 6 03:58:25 14m 02s CONJR Rapid Text-to-Image ♥ 1 So this is how those AIs work... simple idea, fun execution. Cute!
Oct 6 04:18:00 19m 35s ROAD TXTR ♥ 3 ss.png Ah c'mon, a duck is a *pedestrian* now?! I swerved to avoid a human! This trolley problem has a right answer! Now this is a fun idea! Having the phone pop up on the right side is a smart move, the texts are funny. Simple and well executed. And that BGM is groovin'.
Oct 6 04:34:00 16m 00s STORQ3000 ♥ 2 Cool lookin' environment and multitrack BGM. I got 4 million points! I was getting a little bit of lag whenever something happened for the first time: shooting, getting shot at at, switching planes. It stopped after the first seconds and wasn't that big a deal. Wonder if that's a Godot thing?
Oct 6 04:52:10 18m 10s Decrypt ♥ 3 Is the bottom row being empty intentional? It happened kinda suddenly. Cool idea, agree with others that the dragging could use some work. Moving the letters away from the target spot would help a lot. I thought I was better at word games than this... ss.png
Oct 6 05:00:44 8m 34s LaborSwap ♥ 0 I also tried to play alone, and it sure was tough! A clutch beer pickup kept me in the game for a little while longer. I was having trouble steering — well, in general, but especially when the tunnel was curving. It seemed to want to take me straight even when the tunnel wasn't going straight. Anyway. I like the animation of the dudes clambering over the truck to their spots! Fun idea.
Oct 6 05:11:25 10m 41s BARRAGE ♥ 3 Obligatory first victory screenshot: Untitled.png Great feel, super hectic, like an economic RTS action game. The visuals and sound were both executed well and added a lot. Well done!
Oct 7 02:59:47 21h 48m Robot ♥ 1 Cool idea, kind of a mix between a programming puzzle game and an action game. You should keep exploring this! Making decisions under time pressure like this can be fun.
Oct 7 03:09:19 9m 32s Oton ♥ 1 Hey, very cool concept here! Love the unique feeling of the movement. Would love to see this expanded with more enemy types, combos and multikills, that kinda thing. Maybe slightly refined controls as well: I sometimes felt like it was inconsistent whether I would kill an enemy at the peak of a jump, or a jumping guy with a stomp, or multiple enemies with a horizontal slash or whether the first one would stop me too soon. This is a great base for elaboration!
Oct 7 04:00:27 51m 08s Cybermachine ♥ 1 Fun idea! Agree with others that the combo of fork/finger pistol/energy drink/medkit can lead to taking some long breaks in between fights. Would love to see more unique guns that require different tactics.
Oct 7 04:37:06 36m 39s Game Name ♥ 3 So accurate, right down to begging for votes on the feed! Impressed with how many minigames y'all managed to pack in, and they all look great! I didn't realize I was so bad at sleeping...
Oct 7 04:48:43 11m 37s autoball ♥ 1 What a fun idea, and I love the look and sound of it. Almost feels like it could be a new genre: Peggle tower defense... would love to see it elaborated upon!
Oct 7 06:32:26 1h 43m Impact-Effect ♥ 1 Can I make it to Level 10? You bet I can! Nice and intense, always ping-ponging between full health and the brink of death. It seemed like the best strategy was to just circle around the perimeter, would be cool to see an enemy that punishes that kind of behavior.
Oct 8 04:31:35 21h 59m Lights Out ♥ 1 Ah, so we did have the same kind of idea, huh? :D Like another commenter, I couldn't get past the part with the overhead pillars guiding where to go. Couldn't quite find a camera angle that would give me the depth perception I needed to make it happen. It's a good idea (of course I would think so) and definitely the best-animated character one is likely to find in the compo. How much of the time did you spend on that?
Oct 8 04:53:39 22m 04s Hostile Climate ♥ 1 Oof, that's hard! You can get pretty lucky with the spawns, got up to 7 that way, but eventually my luck ran out. I fear double digits will be forever beyond my reach...
Oct 9 04:09:57 23h 16m Twilight Souls ♥ 1 Wow, looks great! Impressive style for one person in 72 hours, looking at your other stuff I suppose I shouldn't be surprised. Liked the BotW-inspired physics portions too, seems like there's a lot that could be done with that mechanic in 2D, mixing puzzles with action.
Oct 9 06:04:24 1h 54m Tenjutsu ♥ 1 How has no one posted a victory screenshot? That kind of thing is obligatory around here: ss.png Yep, it's pretty rad. Hurt my hand to play on keyboard, was worth it. Might be better served by some condition other than time triggering enemy death, but it suited the theme quite nicely.
Oct 9 06:12:42 8m 18s 10-Second Magic Artist ♥ 0 A tip for those who haven't given it a try yet: the model seems to do a lot better with solid areas of color than with outlines.
Oct 9 07:27:06 1h 14m Find Ten Seconds ♥ 1 Haha! This worked for me, both the gameplay and the fun interpretation of the theme. It could benefit from some way for the player to get a peek inside the criteria that are used to determine similarity between items. I was surprised by how few points I got when matching, for instance, a 79 and an 80 of the same color. To me, that's worth 40 points! But hey, fair's fair. Here's a score challenge for future folks: ss.png
Oct 10 00:02:55 16h 35m MAZE 51 ♥ 1 Not what I was expecting in terms of level design, kinda breaking the norms with a more branching, "open world" approach to mazes. Interesting... certainly liked the look!
Oct 10 01:31:50 1h 28m The Therapy ♥ 2 Obligatory victory screenshot: ss.jpg I really liked the transitions between mazes and the speedy movement on the player character. Look at that grandma go! I agree with other commenters that the automatic pathfinding did make it rather easy — the hardest part of each maze was finding the heart hidden by the camera angle. A lot to like here either way.
Oct 10 02:34:30 1h 02m Reload ♥ 1 ss.png Super simple, super neat! Once you get into the rhythm of how enemies behave, you can take them out pretty effectively. Satisfying. Would love to see more enemy types.
Oct 10 02:49:43 15m 13s Panopticon ♥ 2 Obligatory victory screen: ss.png Neat idea, fun and hectic. Enjoyed how the music acted as a timer, that enhanced the mood quite a bit. To an extent, it felt pretty trial-and-error heavy: with enough movement speed, having located the key on a previous attempt, you could zoom there and back in about 15 seconds and barely interact with the eye at all. Would be interested in future elaborations.
Oct 11 04:54:23 26h 04m Clockwork ♥ 2 I liked the idea behind the upgrading mechanic. At first it seemed like it added a layer of hand management, but units also upgrade when they're on the board? I got to ~10 enemies left, but they were so strong at that point that I didn't have much of a chance. It seemed like their levels were roughly keeping pace with mine, but my strong dudes would eventually run out of HP and then I'd be back at square one. I liked the sequencing decisions that came from stuff like card draw and upgrading everything in hand: I think you could add a lot if you lean in that direction!
Oct 15 04:57:00 96h 02m Blink ♥ 1 Yeah, this is rad. In the top 3 LD entries I've played across my 10 participations. Congrats on the mention from Terry! That's a huge nod. A few notes: * As commented above, would love some walking SFX * From the same commenter, I also thought that I had to go into the castle, jump over the gaps, and then hold my eyes at the last second and keep walking. What's over there, anyway? * It could be cool if the pool of random locations diminished over the course of the game. You could probably afford to ditch some once nearby pieces are collected. * Does the game end when I sit on the throne with the forged crown and close my eyes? The web version seems to just crash at this point. I don't get a end screen with a time. ss.png