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| Timestamp | Since previous | Game | avareii's comment | |
|---|---|---|---|---|
| Jan 10 08:50:56 | Editor Gregoritz | ♥ 1 | Very clever concept and clean implementation! I enjoyed the oppressive visuals, the totalitarian overreach and the apartment with the unbroken windows :) Pity about the lack of audio - it would have added a lot to the mood. I found an issue where if a typo appeared too close to the left edge of a document, I wasn't able to stamp it: img01.png | |
| Jan 10 09:13:42 | 22m 46s | Living as a _ in a Small Town | ♥ 1 | Interesting concept. As mentioned above, it does suffer a little from a lack of visuals, as you're trying to represent an environment rather than tell a mostly linear story. Text-based games aren't really designed for that without supplementary information like a map, node list or inventory. I did notice that all the people I ran into were in a variety of moods, which didn't really seem to affect their behaviour - whether I got fed or not seemed wired directly to RNG without confounding variables like mood or location. Same thing for e.g. 'Escape' - if it didn't work, I could just try it again repeatedly and eventually it would take (maybe chance of success increased with each attempt?). There was one case where I tried to escape repeatedly and it didn't work out, so I stayed of my own free will instead, and the person got distracted and let me wander off. Some of the events also have odd triggers - I can rock up at someone's house and they'll ignore me, and I can wander off, but if I specifically 'flee' then I get caught? I get the impression that 'flee' and 'hide' are the main interaction commands, and characters don't really take action unless prompted by my actively trying to look more suspicious than usual. Once I got past these design choices, though, it was good fun exploring the setting and finding all the interactions. The 'Awareness' meter helped a lot with keeping track of what was going on, though at about 40% I started having trouble remembering who I'd encountered and who I had yet to meet. Again, in text form, schedules are hard to parse and keep track of, and I resorted to waiting around in locations until people appeared. Overall, a solid stab with a pretty complex system that kept me engaged for a good while. Thanks for putting this together! |
| Jan 10 09:27:04 | 13m 22s | Bop To The Chop | ♥ 2 | Looks to me like this is supposed to be hosted online, and doesn't want to run off my PC directly. I got the following error: img02.png Please @ me in a response if you remedy this, and I'll happily give it a shot :) |
| Jan 10 13:08:23 | 3h 41m | Bill, The ATMan | ♥ 2 | Neat game! It took me a moment to figure out that the way to get lower denominations was to get money right after it spawns; at first I thought the money on the trees randomly cycled through denominations over time, rather than 'maturing' into higher values. I feel like there's mechanical depth in the double jump + dash mechanics that I didn't manage to get my head around. I'd love to poke at this later and get a higher score - I managed 525 once I figured out the monetary lifecycle. |
| Jan 10 13:52:27 | 44m 04s | Betty Raba - Don't Be Harvested | ♥ 2 | I liked this one a lot. Well done! My team and I have a bit of an appetite for difficult games, and the difficulty here ramps up quite solidly. I managed 9 points before (I think?) I got spawn-killed by a spinning blade, though there was so much going on at that point I couldn't tell for sure. The controls are a bit slippery, as mentioned above, but I think that adds to the experience - it made me pay much more attention to my surroundings and forced me to be much more careful when planning routes. I wish there had been levels and level goals, but that's a personal preference, not something the game strictly needs. |
| Jan 10 14:21:08 | 28m 41s | Fruit Fall | ♥ 1 | This was really hard, but a lot of fun! I very much enjoyed the cohesive art and audio presentation. I don't know exactly what the technical limitations of the TIC-80 are, having never worked with it before, but you've certainly done a good job within those constraints. At first, I thought you had to get the fruit _into_ the basket, though soon enough I realised that just tossing the fruit _at_ the basket would do. Even then, I never quite managed to master the bounce angles and ended up only making it to level 5. I'll take another stab, and see how I do. I'd be interested in hearing if anyone developed a better strategy than mine, which ended up mostly just being 'flail and pray'. EDIT: OH THE SPOT WHERE IT BOUNCES DETERMINES THE DIRECTION. Middle goes up, the further left or right you go the sharper the angle. Once I figured this out, I got to level 9 :) |
| Jan 10 14:54:12 | 33m 04s | Automatoes | ♥ 0 | I enjoyed this a lot :) very chill. I can definitely confirm there are side-effects on non-standard resolutions though XD img03.png |
| Jan 10 15:15:40 | 21m 28s | gatherAI | ♥ 1 | Still can't download. Please @ me when this is remedied, I'd love to play this! |
| Jan 10 15:30:21 | 14m 41s | Intake Outake | ♥ 1 | Can confirm that it would have been great to see the key labels in the game, as my touch-typing ability apparently doesn't respond to keyboard-shaped objects. However, in that case, it would also have been awesome to have a DVORAK layout available, which I take it is not very common. The game itself was great - the pixel art looks great, the music matches well, and there's quite a bit of skill involved in not just locating the keys, but also timing keypresses to not interfere with each other. I did extremely poorly the first two or three times, until I realised I had to allow plants to ripen prior to harvest. After I figured that out, things went a lot better :) img04.png (yes, I know plants ripening is described on the game page, I just can't read lol) |
| Jan 10 17:35:36 | 2h 05m | CowMower 2000 | ♥ 1 | - Pros: could mow cows with any part of my cow mower, not just the front. - Cons: cow mower has a massive turning circle and handles like a cow. - Cows: 33 - Verdict: there's not a lot there, but it's engaging, and I'd play it again. |
| Jan 10 17:46:27 | 10m 51s | 2024: a spacing game | ♥ 2 | Most satisfying thing I've peeled this year. Fun little game, does exactly what it's designed to do. |
| Jan 10 17:57:57 | 11m 30s | Kobold Fishing | ♥ 2 | yip yip eyh yap blub blub seriously though this was so good, i guess you could build on it if you wanted but it already has kobolds and kobold noises so i don't really see what you'd add |
| Jan 10 19:02:20 | 1h 04m | I Have Read The Agreement | ♥ 0 | After I click 'Next' on the initial screen, the screen goes blank and nothing happens. Please @ me if you remedy this, I'd love to give this a proper shot! |
| Jan 10 20:11:03 | 1h 08m | Abduction | ♥ 1 | Neat game! You've pitched (at least for me) the difficulty perfectly that I got it on my second try, yet it still felt challenging and rewarding. Obviously, I don't know what happened during development and whether this would have been feasible, but a few more 'levels' with more or less tanks or aircraft positioned differently would have been cool. The art is cute and well-implemented, and the 'fire what you abduct' mechanic was fun. Well done! |
| Jan 10 21:00:17 | 49m 14s | Harvey D. Bones | ♥ 1 | Neat game, liked the music, and the graphics worked well. Cthulhu is kind of hard to dodge, but the fact that you only lose 1 (?) soul per hit makes it manageable. One thing I'd love is an indicator showing you where the closest cat is, even if only toward the end of a level - especially once you're a few levels in and have a massive maze to search for a handful of cats. Fortunately they mostly tended to accrete in the corners of the maze over time, but there were still one or two right up in the middle that were a pain to find. Overall, enjoyable and holds together well. Well done! |