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| Timestamp | Since previous | Game | torcado's comment | |
|---|---|---|---|---|
| Oct 3 18:31:25 | Near Death Sentence | ♥ 2 | incredible stuff. the game's flowing with that classic jevfel juiciness, really great animations and visual style. game is fun, very hectic. the enemy behavior is really well done, really feels like you arent necessarily everyone's target, while also not being so easy that you can just stand back and wait. really nice music and sounds too, everything is so satisfying! very very nice | |
| Oct 3 22:36:59 | 4h 05m | 10 Second Wordle | ♥ 1 | awesome! super hectic, the timer adds a ton of difficulty making it super satisfying when you get the right word. great work for how little time you had, too! congrats! |
| Oct 5 04:45:28 | 30h 08m | 110% | ♥ 1 | oh man this is awesome! the animations are incredible, really nice sense of timing and anticipation. you really did a lot with the individual elements, makes everything feel super satisfying. gameplay wise, it's pretty good! pretty easy and pretty short, but enjoyable the whole way through |
| Oct 5 22:26:30 | 17h 41m | Relay PeaJay | ♥ 2 | Oh man, this is lovely! gorgeous pixel art and animations, as always. sounds are super satisfying as well. The movement is very involved! I like a lot of the ideas here, I bet if i put a lot of time into it i could see myself really enjoying the movement. At my current practice level, it feels pretty cumbersome, but not in an annoying way, more of a motivating way to find out how to improve, haha. I was able to beat the relay on my second time around c.png Really enjoyed my time with this, great work! |
| Oct 6 04:26:00 | 5h 59m | The Turgenev Study | ♥ 2 | this is incredible, as always with your games. the game is just absolutely gorgeous, I can't stop gushing over it. very very very visually pleasing. all the clean lines and circles, the beautiful fluid movement of the particles, the movements of the enemies, the dashed lines and flashing icons, everything looks so good. The audio is also incredible, it's immensely satisfying the way the sounds and music line up with the seconds on the timer, pentadrangle did an incredible job there. Gameplay wise, it's super interesting. I've never played anything like this. the dynamic between running from enemies most of the time to then trying to get as close to as many as possible is really interesting, it has a very cool intrinsic risk reward system. discovering what all the creatures did was very fun, I could totally see this expanded basically infinitely, with any number of new enemies and abilities. The set you've ended up with here fits really well. I think it's just barely on the threshold of needing another mechanic, the blasting is neat and i like the current gameplay dynamics (moving to dodge, blasting when you're in a pickle) but it feels lacking, at least compared to how many different elements were given just for the enemies. The lure mechanic feels largely useless to me, but I may just be misusing it. After about 4 runs of dying in a few rounds while i was learning the mechanics and enemies, I ended up with a run that became basically invincible, as how @amolker mentioned is possible. because of the damage invincibility time, once you get 5 medibots and refillers, it's impossible to get hit enough in a round to lose more health than you gain. I'm not sure what the best solution to that would be, other than just limiting the max number of medibots. Regardless, it was fun to play around in effectively a sandbox mode after that moment. I wrapped the circle with catalysts and medibots and stopped once I realized they circle forever: ccc.png fantastic work guys. |
| Oct 16 03:14:03 | 238h 48m | Sneak Guy | ♥ 1 | This was really charming! Visuals are super stylish, as usual from you. Sounds were really good, too! very clean. Also, very lengthy for a jam game! (and with good pacing, too, in my opinion). I found myself getting frustrated at the gameplay sometimes, getting bad results from seemingly random happenings (whether a guard turned at the wrong time, or if they even happen to see me during the light seemed random at times) but retrying was very quick so after a while I didn't mind it. I think the on/off timer felt largely irrelevant for most of the game, at the very least it would've been cute to tie that into the story! especially with the ending (funny twist :) but maybe the king couldve been the one flipping the lights on and off, i dunno!). Eventually each level became just sprinting paste everything, using club the cloud as backup. but i didn't find anything displeasing about that. All in all, this is really good! |