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acdimalev

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TimestampSince previousGameacdimalev's comment
Jan 10 03:54:14 Nesting ♥ 1 Nice concept! The soft-lock and end screen are a little rough. I do see how the soft-lock might be difficult to fix depending on how you structured the game code. End screen could use some background text like "final score" to hint what's going on there. 2023-01-09-185144_584x228_scrot.png I do like your use of the flapping mechanic, but the button mashing is a bit much for the gameplay involved. If I'm not mistaken, the "burden" penalty to flapping is gradually increased with each stick... this makes it somewhat hard to pick up on until you hit ten sticks and you also get a visual cue. I think either increasing the hover time (time between upward and downward momentum) or changing the burden penalty to only increase every say... three sticks (to make the change more dramatic), could help out a lot here. The graphics work for the game. With this art style, I think it's actually a good thing that you didn't include a background. No visual confusion about what's going on as it is.
Jan 10 04:27:18 33m 04s Yamsylvania ♥ 0 Glad to see the lore screen included in the game. : ) I can see that you're using drift to smooth out the controller inputs. Maybe dial this back and get diagonal inputs working? Random variation on enemy speed helps spread out the monsters some. Having some of the monsters (maybe just the bats) more around randomly rather than following the player may be an easy way to add more variety to this kind of gameflow. I'm also noticing that sometimes the monsters spawn very close to the player.
Jan 11 02:13:02 21h 45m Veggie Tamer ♥ 1 Wow... I haven't seen someone work on a hobbyist PC since I was a kid. Awesome to see you building games for the system during LD, and congrats on finishing this entry!
Jan 11 22:44:17 20h 31m Fairy Feeder ♥ 3 Nice game flow. Had to stop after excellent to give my wrists a break. Quick thought for early-game balance. You might want to try adding a delay before the rifts eat the fairies. I'm pretty sure it won't negatively affect mid-to-late gameplay at all. But with the pace that the game starts at, the rifts feel a bit like a random game-over.
Jan 12 01:59:09 3h 14m The Cursed Vest of Soul Harvesting ♥ 1 The audio in this game is great. Interesting puzzle mechanics. It may be too hard to pull off during a game jam, but I think this game would benefit a lot from a rewind mechanic. It takes a lot of time to replay a level, so I found myself spending more time memorizing the sequence of moves to win than actually thinking about the puzzles. Smaller nit-picks... . The sides of the cubes aren't particularly visible, so it would help to have the vest be either a front texture, or a slightly larger cube that wraps around the monster. And unless you memorize all of the stats, it's very easy to miss the hearts and souls decreasing; even something as simple as flashing the numbers a different color when they drop could help a lot here.
Jan 12 16:56:40 14h 57m Mow Rider Deluxe ♥ 1 Nice, fun, and simple game! 2023-01-12-084011_1368x768_scrot.png It took me a while to figure out what I was supposed to be doing. The drop-off mechanic is obvious enough once you see it, but seems pretty unlikely that anyone will accidentally make it back to the beginning corner without intentionally doing so. Post-compo, I think a demo play running on the title menu would be great here. Or maybe flash "drop off at the start" the first time the tractor is half full each play.
Jan 18 23:36:24 150h 39m Wheat World ♥ 1 Would love to see this polished. Any post-jam plans for this? The game mechanics seem interesting, but there doesn't seem to be any real space to learn them. Others have commented on the first jump and the difficulty curve. The few levels I did manage to get past were pretty fun after I figured out some of the basics, and I did enjoy the challenge. Aside from that... walking left from the starting screen seems to soft-lock the game. : )