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Cogent.Invalid

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TimestampSince previousGameCogent.Invalid's comment
Oct 3 20:42:24 ETERNARC ♥ 2 Really fun game, I liked the time management and having to balance between collecting the different types of resources.
Oct 4 02:23:13 5h 40m Finding Time ♥ 1 I got it in 202.1357 seconds. Nice job, it was cool figuring out the way through the maze as the level rotates. The controls were a little slippery, though. It helps if the player quickly accelerates to their top speed and then stays there, rather than continuing to accelerate as you hold down the button. Having a double jump with a slower max speed might've made mobility a little easier.
Oct 4 20:52:11 18h 28m Sonar ♥ 5 Really nice atmosphere and presentation! The first time I played I completely forgot there was an upgrade system, oops. It wasn't hard to beat the game like that when putting all of your materials into the submarine instead of spending them on upgrades. Even with upgrades, it seemed like the 10-second radar ping wasn't too helpful as opposed to just looking at the silhouettes of nearby objects. The delay before firing a torpedo was a little difficult to work with, too. But the controls were all really smooth in general.
Oct 5 01:58:37 5h 06m Neon Speed Gauntlet ♥ 1 Nice movement mechanics and level design! I appreciated the dynamic music, too. I think I would've preferred if I were able to retry stages over and over until I got them right instead of losing lives - maybe at the end of the stage you could choose to instantly retry it or lose a life. There were some times I tried to dash diagonally into a wall but didn't quite make it because of how the dash slows down at the end. I also kept expecting to be able to dash upwards next to a wall and wall-jump out of it. Other than that I thought controlling the character was a lot of fun.
Oct 5 19:53:23 17h 54m Last 5 Minutes ♥ 1 I beat it with 0:47 to spare. Very frantic, and the time management aspect of things was fun. It took me a bit to figure out the specifics of where to refill the food and where to sleep while under time pressure, but it didn't take long to get the hang of it.
Oct 5 20:44:53 51m 30s Trainz ♥ 2 Nice concept, it's fun to try to find a way to navigate everything where it's supposed to go simultaneously. I found it super hard at first and lost almost immediately, not knowing where the correct stations were or how to navigate the trains there. It got easier when I realized it was only sending yellow and red trains at first. That said, once it started throwing different colors at me it got super hard again. I think having to scroll across the screen to see everything makes things a lot harder than they otherwise would be. Also, I think the art for the intersections could've been a bit clearer about which direction they're pointing (maybe by fading out the other directions more).
Oct 6 04:19:23 7h 34m Echo ♥ 1 Great mood and audio, and the wallrunning was a lot of fun. I especially liked the visual effect for the echolocation pulse. Sadly it was part of the theme, but on some levels I kept finding myself doing nothing but jump once and wait around for the next 10-second pulse. I did appreciate how if you went fast enough you could travel along with the pulse, though, so it seemed like the levels where you had to move quickly were more fun than the ones where you had to look around and make precise jumps. (I wrote this before looking at the comments and saw that you came to the same conclusion, lol.)
Oct 6 20:13:54 15h 54m Chromachron ♥ 1 screen.png Here's what I saw, unfortunately.
Oct 6 20:24:23 10m 29s Two beers and a glass of wine ♥ 2 The game moved insanely quickly for me, so I guess you didn't account for different frame rates? I got one order every 2 seconds on my 90hz monitor and every 3 seconds on my 60hz one. I was only ever able to fulfill a couple orders before losing the game. It also took me a bit to realize that picking up drinks was working, since the only feedback was the numbers at the top. Still, it seems like it would have been a fun game at the intended speed.
Oct 6 20:47:46 23m 23s SQUAARE ♥ 1 I felt some pretty serious input lag, I guess because all movement happens on the server and there's no client-side prediction? Considering how complicated multiplayer is, I can forgive it. In any case, I liked the music, and I thought the level rearranging itself was cool, although maybe it would've worked better with a smaller level so you could get acquainted with the layout before it changes. Didn't get the chance to play with anyone online.
Oct 7 02:18:19 5h 30m Taking over the world ♥ 0 I wasn't expecting to play it for as long as I did, the resource-gathering was pretty fun. It was rough having such a low movement speed as the player character, but it was satisfying being able to eventually upgrade that. At a certain point I ran out of trees, got bottlenecked on wood, and couldn't do much from that point on. Couldn't begin to figure out how to attack the other teams - didn't seem like the troop generation buildings spawned any troops later in the game. I didn't try that thing you mentioned where you can destroy a fortress and build a new one further away - that might have helped.
Oct 7 22:14:42 19h 56m Stranded in Mars ♥ 1 First time I played I died without accomplishing anything, second time I figured out what to do and died while waiting for methane, and the third time I beat the game. It was satisfying to gradually figure out what to do, and I think the game did just enough to hint at what you had to do to win. I'd say the biggest negative is the lack of feedback, making it hard to tell whether anything you're doing is working. Sometimes things wouldn't respond to interaction, sometimes they would only respond after a slight delay, and sometimes it would be like a thirty second delay, where you have to anxiously wonder whether anything is actually happening or you screwed up somehow. But despite that, I was still able to beat the game, and I enjoyed it. Good job.
Oct 7 22:32:29 17m 47s DeepDive ♥ 2 Super atmospheric and mysterious, pretty scary as well. I liked the dialogue and how it prevented the slow-paced exploration from getting boring. Controls were a little difficult and not being able to look up or down was rough, but at least the game didn't require too much skilled movement. A few times I lost control of the submarine and fell to the floor and didn't know why. I found "I AM EVERYTHING", don't know if there's more endings or a use for harpoons.
Oct 7 22:54:48 22m 19s Arena Run ♥ 1 Really fun shooting game with good feedback and juice. I was able to kill 76 enemies in 287 seconds. The guns all felt fun to use and distinct from each other, although the assault rifle felt like the best one by far because close range is too dangerous. It would've been nice to have something to do when your weapon gets taken away other than just dodge enemy attacks - maybe if there were health kits around the level you could run around and collect those.
Oct 7 23:08:18 13m 30s 10seconds ♥ 1 Fun and well-designed puzzles. The automatic movement was a nice twist that you don't usually see in these kinds of puzzle games, and with the movement mechanics it became sort of like a puzzle & action game hybrid. I'm pretty bad at puzzle games so I pretty much brute-forced everything, but I was still able to beat the game. It would have been nice to have some kind of feedback to show which direction you're going to move in the next step, just to show that your inputs are having an effect. Other than that everything was pretty clear.
Oct 8 18:50:23 19h 42m Bots, Bots, Bots ♥ 3 Nice cute art, pretty fun gameplay, even if it isn't too deep. It would be nice if there was some reason to place your buildings in specific locations instead of just dumping them everywhere. Also, towards the end I ran into a bug where the required resources for the ultimate robot kept changing names - it told me I needed tens of thousands of MK2 repair stations to build it.
Oct 8 19:11:23 21m 00s Haunted Hollows ♥ 2 I really liked the concept of collecting upgrades to try to keep pace with the enemies, and it was fun to get stronger over time. The biggest thing the game needs is more feedback - right now it's hard to tell when you're dealing damage to the enemies, and there's no response when you get hit. The player's hitbox seems big, too; I often felt like I was getting hit when I shouldn't have been. It seemed like your performance in the game depended mostly on how lucky you got with your initial upgrades - if you didn't get anything good at first, you were doomed. With low stats I often found that I couldn't collect the upgrades that dropped because they were blocked by enemies that I couldn't kill quickly enough. When you did get lucky, though, you got better than the enemies at an exponential rate and completely outclassed them in a short time, which was very satisfying when it happened.
Oct 8 19:28:27 17m 04s 10 Seconds To Avoid Death ♥ 1 I walked away with $4150. Even though the gameplay was simple, the game show framing and risk/reward of choosing whether to keep playing was fun. Mouse sensitivity options would have been good, and it might have been nice to start adding multiple buttons per round as the game went on.
Oct 8 19:53:08 24m 41s Nua ♥ 1 Nice innovative concept, having to plan which items to collect was very fun. I didn't realize at first that you had to defeat all the enemies in each level or else you lose. After I prioritized picking up blue powerups at the start, it seemed like tile speed no longer mattered since I had the minimum time on all tiles. It seems like tile speed is the most important thing to prioritize, since it determines how far you can go and therefore how many powerups you can get, creating a positive feedback loop. Maybe there's some way to push back on that feedback loop - although having to also maintain your ability to kill enemies helped with that. It also would have been nice to be able to see the time cost for all tiles (though I see now you added that in an update). Overall though, I thought the game design and level design was really good, and the art and sound design was good too.
Oct 10 03:07:22 31h 14m Don't be afraid of the dark ♥ 1 The sound design was really good, the stark visuals worked well, and the tension of losing your sight every ten seconds was compelling - though I think for it to really work you would need to see glimpses of something moving through the level, or something else that gives you something specific to worry about when the lights are off. Or have things change in a scary way when the lights come back on. The VO was nice, but probably too dense. I didn't hear the first four or so lines because I accidentally triggered them to play on top of each other. The horror side of things also works better when you're in silence.
Oct 10 03:34:36 27m 14s Saving the World While Promoting Good Morals ♥ 0 Thanks for making this game. I used to be a drug-dealing at-risk youth on the streets of Minneapolis, but after playing this game I now run a nonprofit that gives free investment advice to starving children in the Middle East. The concept of having to interrupt your platforming to give speeches to the camera is pretty funny, and it led to some good moments throughout the game. The punching attack was also satisfying to do because of the wind-up time and sound effects. As a platformer I think it could be improved - platformers really benefit from having a versatile moveset and varied enemies and hazards. When everything is too simple it ends up becoming a purely timing-based challenge where you have to memorize the path through the level and do the same thing over and over again. I think something as simple as being able to control your jump height and not fall while you're punching would help open up your mobility and create more options for level design. Also the final boss should respond when you hit it, so you know you're damaging it.
Oct 10 03:52:43 18m 07s The Internship ♥ 1 Incredible art, fun concept, and the character was smooth to control. Being able to push chairs around was weirdly fun. I had trouble at first figuring out where the coffee machine and the boss were, and I didn't realize you would drop the coffee if you pressed E while not standing next to the boss, so I dropped a few cups without realizing it at first. I appreciated how certain paths would get randomly blocked off, forcing you to find another way through, and would have appreciated a lot more stuff like that in the game. Right now the game is pretty trivial to beat if you just get coffee as fast as you can.