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Cameron Paxton

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TimestampSince previousGameCameron Paxton's comment
Jan 11 14:50:50 Plant Harvester ♥ 2 Just the concept of using a combine harvester like an assault vehicle is pretty hilarious. I loved the variety of enemies and the artwork. I was genuinely surprised when the cotton boss showed up! The difficultly obviously comes primarily from the steering mechanic, which works really well, trying to remember whether left is left or right in the heat of the moment makes for some tense and fun situations. The little level up perks were a nice touch too. Nice work Zimny, you improve every time!
Jan 11 15:01:16 10m 26s Aggro-Culture ♥ 3 Fun concept, and a lot of modularity for adding new things in the post jam version! For some reason tomatoes weren't available to me in the 2nd world (did I deactivate them somehow?) so I had no way to defend my wheat. But yeah, good tower defense idea that has a lot of potential for growth! I liked the audio variety between the menu, gameplay, and upgrade screens. Well done!
Jan 11 15:15:58 14m 42s Soiled - A hectic 2D plant-selling game ♥ 1 Fun concept! I like the idea of tight time management mixed with farming. Controls were a little fiddly, especially when it comes to planting seeds, but throwing flowers out of the window was a lot of fun. There were too many planting beds I think, and the 3rd floor didn't get used at all (I'm guessing that is something that would come into play if the game were expanded). Nice work! (also, when replying to people you may want to tag them, I'm not sure they see your responses otherwise)
Jan 11 15:39:13 23m 15s The Orchid's Edge ♥ 2 Really well done! There is a lot to like here. The character models and designs are adorable and pique player interest. I definitely want to know where they came from and what they're up to! Music is beautiful, and the adaptive battle music is a nice touch as well. Controls are really tight running around, but can feel a little floaty when jumping, and a little too rigid when battling. I felt I was getting hit a lot (particularly by airborn enemies) during the attack combo because I felt I didn't have full control of my character. The gameplay is pretty boilerplate collect-a-thon, which isn't a negative thing. That genre is popular for a reason :) But if I were to strip the beautiful visuals out, I wouldn't see much compelling about the gameplay itself (beyond just the normal dopamine hits of collecting things and watching numbers go up). All-in-all a super impressive entry. Nice work!!
Jan 12 15:15:45 23h 36m Wheat Master ♥ 1 It's it strange how we're hard-wired to be so fascinated by "number go up"? I loved this. About as simple a game as it could be, but still super engaging and well-balanced. Slowly watching the automation take over was very satisfying. One thing I'd like to see would be audio similar to Mini Motorways/Metro, where planting/harvesting has little musical notes. It would be very hectic by the end but I think would also add to the satisfaction of watching the score go up. Really well done!
Jan 20 22:30:45 199h 15m It was all for the Tuna ♥ 2 Always enjoy the games your team makes :) This one is super cute, and the controls are super intuitive and feel great! I appreciated that the godfin tuna took a little more strategy to reel in even with a maxed out boat. In a longer form game, it'd be great to see more planning and challenge built into the fishing like that. The art direction is spot on, and the music is lovely! I loved the subtle adaptiveness of it. I just wish the loop were a bit longer. I think a "B" section would go a long way towards keeping it interesting and easy to listen to for a long play session. Overall another really solid entry from you guys. I'm looking forward to more in the future. Well done!