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jcg

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TimestampSince previousGamejcg's comment
Jan 9 13:59:38 No Farm, No Fowl ♥ 2 Congratulations on your first compo! Focused, short, and sweet; was fun to organize the chickens into one spot to make it easier to defend your seeds. It was also nice to be able to line up chickens to shoot through a couple of them at once, made me feel like I was really making decisions about the experience.
Jan 9 22:37:28 8h 37m Death In Time ♥ 2 Aesthetics are really, really great! I appreciate you took the time to add in the "squeeze" when jumping. Chasing down someone who was on the verge of dying was something else. A couple times I was able to nab em, a few other times they keeled over before my very eyes. I'd like to think reaper's boss wouldn't be too pleased at that. Would love to see a scythe you can use to "pull in" victims for those cases!
Jan 9 22:47:31 10m 03s Drillydown ♥ 2 A couple of the levels caused me pause- I liked it! The subtle use of lights was pretty cool, and the color scheme felt both unintrusive and direct. I'm not entirely sure this was intended, but some of the bombs you can just quickly back away from to avoid damaging your drill. I used that tactic where possible. Many, many snails were harmed in the making of this comment.
Jan 9 22:56:36 9m 05s Bogged ♥ 3 Music is pretty great! It starts off deceptively simple but then lays on unexpectedly- feels unique. I thought the water ripple effect was a nice touch. These "attached rope" games are pretty fun, really had to think hard about balancing my desire to min-max the number of cranberries vs being able to _actually_ get them in the basket. I only wish with the the rope physics, that increasing and decreasing the length was smooth rather than stepped. Often I was shooting out cranberries all over the place when pulling the rope in when it snapped it's "reel in" distance. Spiders everywhere thank you for this entry.
Jan 9 23:03:18 6m 42s Apples of Agony ♥ 2 The hidden theme was certainly unexpected! I'm going to think differently about apple picking from now on.
Jan 12 00:45:25 49h 42m The Cactilogue ♥ 1 For the longest time, I've wanted to make a plant-growing game. I've been stuck on the math for generating new parts of the plant however. This was fun, I really appreciate the aesthetics, the "seasons window" is really cool.
Jan 12 00:58:07 12m 42s Harvest of the Gods ♥ 1 A fever dream the likes of which can only be generated, cool experiment! With at least Stable Diffusion, I often find myself fighting against it. To really coax it into something presentable, you do need to spend some not-insignificant time mucking with parameters and tricking it through the prompt. I feel it should be rated, but not amongst more traditionally built content. The final generated result makes it look easy, but there's still the time taken to make that happen.
Jan 14 15:54:48 62h 56m Wheat ♥ 2 There was a lot more detail to this beyond what I assumed just by looking at the cover photo; I really liked the little animations and polish given. The flight had a small learning curve, but was fun! My first play through was beyond optimistic; little bird went straight for collecting 100 wheat and perhaps to nobody's surprise, fat doesn't fly. I think if you give this a background, with similar attention you gave the wheat swaying and frogs, it'd pull in more views.
Jan 14 16:08:56 14m 08s celestial garden ♥ 1 So many small hidden details in this game, I love it! Feels like a great foundation to expand upon beyond this jam. I'm a sucker for space simulations, and felt having these planets movement simulated would add to some of the incremental "chaos". If you're clicking away asteroids, why not also "click to correct" the planet simulation as well? They inherently achieve drift over time; it might be a fun added mechanic.