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TimestampSince previousGamealmost's comment
Jan 27 02:07:09 Disorder ♥ 1 Smashing things is pretty fun :) I got frustrated on some levels though where it was around 95% messy and I didn't know how to make it messier. I ended up failing level 11 where I literally knocked every block offscreen but it was only 85% messy and I don't know how to make it messier. I like the way the unmoveable blocks adds some challenge where you have to think a bit more about which direction to smash from. Also, the magnet didn't seem to do anything, but maybe I just don't know how to use it. I was playing the web version if that helps.
Jan 27 02:17:29 10m 20s Dreamcatcher ♥ 1 It might be nice to mention that you can double jump in the description - that helps a lot with some of the jumps. I liked the mouse controls to catch dreams and attack nightmares. It was a good kind of hectic when I had to run away from several nightmares at once and try to attack them while running. It seems that there are a few specific places that spawn nightmares so after I had been exploring the right side for a while and returned to the start there were around 15 nightmares that all attacked me at once. I took out several of them but eventually missed a jump and fell. My top score was 28
Jan 27 02:26:44 9m 15s Look Closely! ♥ 0 I like the concept, it's very unique! On the 5th level several characters walked on and off the edge of the screen while I was looking at them, and that felt pretty unfair. I tried again but failed the fifth level both times. It would also be nice if there was some audio feedback to congratulate me when I correctly guess the number of each color, but I understand the lack of game over means I must have been correct. Congrats on finishing a game :)
Jan 27 02:44:43 17m 59s TEN²² ♥ 1 I saved the city! 50k joules. I was confused on my first try because I didn't realize that I had to hold E to get energy and that I also have to hold E on purple to spend that energy. But I just ran as fast as I could through the first few houses and picked up all of the misc electronic devices and that was good enough. I also thought at first that I had to run back to the hideout before time ran out but when I ran out of time and the game continued I realized that I should just keep looting. As you suggested, drone sentries would be great to add a lot of tension while out looting instead of it just being about how fast you can walk. By the way you should be able to opt out of the audio rating category if it didn't make it into the game.
Jan 27 03:05:15 20m 32s Let there be Light ♥ 0 I think I kind of get it, but I was confused for a while at first. I have determined that the trees surrounding me give different rewards and that I have to give them energy in order to get the reward. I see one gives a projectile and one heals. I eventually learned that one gives seeds. I see a couple of energy trees in the darkness and tried running up to them but this hurt me much more than the healing that I received when I used that energy on the healing tree, so I don't know if it is worth it. I thought the projectile was for enemies but I eventually realized that it collects things, which is pretty convenient. So I can see now how things are supposed to work, but it is difficult initially to figure out what I am supposed to be prioritizing and what to spend my energy on. I like the music and I think the gameplay has potential after you figure out what is going on. Is it possible to win if you get enough energy, or is the goal just to survive?
Jan 27 03:09:54 4m 39s Sandwich Runner ♥ 1 I found the ingredients falling from the sky to land on the sandwich hilarious. I appreciate that there is a button to mark the sandwich as completed and put that bread on top once it looks sufficiently tasty. I wish that I could move faster when going downwards. It feels much slower than moving upwards.
Jan 27 03:17:34 7m 40s Harry the Hare's Harvest Fest ♥ 0 Nice and simple game idea. I managed to get 251 carrots, though I had a bit of a slow start before I realized other hares were eating them too. I like some of the ambient noise like the running water. It would be nice if there was some indicator for the general direction of the nearest offscreen carrots to help when there are just a few carrots left.
Jan 27 03:31:57 14m 23s The Cave Mushroom ♥ 1 Whoa, very nice mood. The calm music, soft lighting, and happy little robot worked well together. I made it to the end. I understand time constraints can be tough, but the levels were just starting to get good so I was curious to see what would come next. The sunlight mechanic sounded nice in theory but in practice it often meant that I had to sit and do nothing while waiting for batteries to charge, which was a minor nuisance. Nice work on explaining all of the controls and mechanics within the game. It was very quick to learn how to play.
Jan 27 06:32:05 3h 00m Mycotic Uprising ♥ 1 Nice, a simple concept but fun. It was a bit annoying that enemies can shoot me when I am trying to harvest them but I found that I can click both left mouse and right mouse at the same time so that I am still attacking while I am harvesting. This is physically kind of difficult with a mouse but pretty effective as a strategy. I made it to level 25 with 229 harvested and think I could keep going longer too. The window was a bit small on my screen, I would have liked if it was double the size.
Jan 27 06:45:45 13m 40s Soul Harvest ♥ 0 Nice double interpretation of the theme. It might be nice if the player walked a bit faster and if the player's collider was just your feet and the fence collider just the base of the fence.
Jan 27 07:01:40 15m 55s The Gleaning Samurai ♥ 2 Wow very well done! Nice take on the theme, very fun. I played for a long time and got at least one of each upgrade. I like that you ramped up the number of enemies as well as introducing several new powerful enemies. Each of the upgrades felt useful in its own way and it was satisfying to reach the 5k gold value for the big upgrade. I like that the enemies could fill the screen with weeds really quickly so it actually mattered that you are efficient at clearing weeds. The animations for planting and harvesting tiles were pretty slick. One minor complaint is that the player and projectile are similar size with similar glow color so it can be easy to lose track of yourself.
Jan 27 07:09:11 7m 31s MegaDeth ♥ 2 How to leave the van was confusing me. Turns out F at the bottom leaves. Kind of fun gameplay though with the people running away I feel like a monster lol
Jan 27 07:15:01 5m 50s Graveyard Shift ♥ 1 Simple and quick but fun. Nicely done for a solo project, it felt pretty well rounded. I like how fast I can move. It would be nice if there was some more visual feedback when you hit an enemy, like a particle effect or them fading away.
Jan 27 16:39:52 9h 24m Oxygen Harvest ♥ 1 Very unique, though the first attempt of many levels feels pretty luck based given the limited undos. I like the reveal effect, that helped me plan ahead. Replaying a level for a second time is also a good memory challenge.
Jan 27 16:45:57 6m 05s No Harvest ♥ 0 I think I get it. At first I made the mistake of playing a bunch of cards before revealing the first enemy. But now I get that I am supposed to show an enemy to know how many stats to obtain. It feels kind of nice to combine cards though it seemed some of the uncombined cards were pretty strong anyways and I can play multiple cards. Thanks for having a tutorial ingame too, that always helps.
Jan 27 16:56:33 10m 36s Lovecraftian Famring ♥ 1 I like that I can visually guess the crafting recipes. Going to sleep repeatedly to wait for things to grow was kind of slow though, I wish that it was a bit faster to go from day to day or more to do each day.
Jan 27 17:01:56 5m 23s Fruit Harvest ♥ 1 Simple idea but it works. Different velocities and angles of fruit is nice. One issue is that fruit sometimes landed offscreen and sometimes two fruit reached the catch height at the same time. A possible fix would be to have fruit bounce off of the edge of the screen and to allow the player to move up and down a bit to catch a fruit early if needed to catch another one right after.
Jan 27 17:05:54 3m 58s Corn Clicker ♥ 0 Quick but satisfying I like that there are multiple sets of synergies. I got to a few thousand corn in a few minutes and have a lot of stuff onscreen at once now :)
Jan 27 17:17:21 11m 27s Harvest : Mars ♥ 1 Needs a bit more explanation I think. I dragged all of the people to buildings that light up and hit end turn, and I was immediately told that I was defeated. I assume that some building consumed critical resources. I figured out that H shows the consume and production for each building, but I still don't know which building is which. maybe there could be an arrow pointing at the building or a picture of the building. My guess is field view are the farms. Ah, looking more closely at the postgame it looks like I ran out of water, so probably I put some people on the geothermal plant which consumes water. I think you have a fine resource management game, it just needs an explanation of which building is which and what the defeat conditions are. Worker placement as a turn based video game seems like it can have potential.
Jan 27 17:25:35 8m 14s Gene Graph Garden ♥ 1 You have an interesting game, but the first level difficulty is much too high. It has obstacles and requires me to fill the board when I don't yet fully understand the basic mechanics. Give me some more straight lines or open fields. I was surprised at one point to realize that the plant can branch when it loops back on itself but I'm still not really understanding my own plants. I eventually got the first level with this spinny fruit but I don't really understand it. spinny fruit.png I guess the idea is that it branches after every grow action and in my tree I tell it to restart after every branch. I can kind of reason about that but it would definitely be nice to have some more easy levels to figure things out. Some examples of possible simple levels would be a plant with 4 fruit, and a plant that branches once and then grows in two straight lines. The UI for placing and connecting nodes was pretty intuitive, so that is nice.
Jan 27 17:35:16 9m 41s Once a Year ♥ 1 Pretty unique to have a game about the motion of harvesting. It felt good to make progress on the field though I sometimes had a hard time telling whether I was too close or too far from a piece of grass. I harvested it all and got the music :)
Jan 27 17:39:55 4m 39s Delivery Boy ♥ 1 I really wish there was an indicator for where the truck is. Also maybe some fences around the edge of the map as I walked into the grass a ways and realized that there was nothing more in that direction but then I was lost. I like the aesthetic and the mood with music is nice too.
Jan 27 17:48:43 8m 48s Harvest Goddess ♥ 2 On my first play after chasing off a single bird it said that foxes would ravage the field but I saw no foxes. I lost to this invisible fox so I restarted and next time there were 4 birds and a fox which seemed about right. I couldn't seem to chase off the fox but I could keep clicking on the birds and lasted longer. Do I want the birds to starve to death, or do I want to give them just a little bit of food each?