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PoshDan

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TimestampSince previousGamePoshDan's comment
Jan 11 15:26:55 An Apple a Day ♥ 0 Admittedly, the unpredictability of handling the apples had me give up a bit too soon. My cursor disappeared which confused me about the direction of blowing air. The idea is kind of neat though. I can only repeat the frustrations with the controls but i figured I'd give some hints in case they help. The project settings -> input manager has gravity and sensitivity values for each control that you can adjust to the extremes to make it less gradual. Also if you're not already using a character controller component for the player, i recommend checking it out because it's a lot more agreeable for simple controls as opposed to applying force on a regular rigid body. I liked the aesthetic.
Jan 14 18:03:57 74h 37m Verdant ♥ 1 I'm not very good at this type of game so I resorted to a bit of trial and error, but overall I had some fun with this! The intro dragged on a little bit, though I admit I'm not the right audience for it. This feels like a very complete experience, which is fairly exceptional for a jam! Well done!
Jan 14 18:29:43 25m 46s The Eversoul ♥ 2 Cool idea, i felt like it was missing a bit of extra depth as I found myself just farming up souls in a slog to prepare for the actual assault. It didn't seem worth to summon until i would have overwhelming forces ready to deploy, and even then I figured out it's best to summon them at the gate and just distract the enemy knights myself, seeing that I can endlessly outrun them. With that knowledge, the second time around i won in about 2 minutes. Good effort, though!
Jan 15 16:11:39 21h 41m The Night Harvest ♥ 1 This time/energy mechanic isn't my cup of tea so I gave up a bit early but I got the overall idea, it's cute. The scope of the game seemed very appropriate for the jam, and everything fit well together.
Jan 15 16:32:24 20m 45s Fields of Fire ♥ 1 Tower Defense games are tricky to do for a game jam because the meat of the game comes from a delicate balance of mechanics, which takes time to get right. I'm pretty lazy when it comes to TD so I just placed the first kind of turret and upgraded them fully - never lost a life, which is great for me, but perhaps leaves something to be desired for fans of the genre. Ideally, the different types of turrets should synergize with eachother. Sounds can become noisy in a TD so it's a fair thing to skip, but some music (even if not hand-made) would've really lifted this game up in my opinion. I liked the aesthetic!
Jan 18 18:29:14 73h 56m ORGAN GRINDER ♥ 3 I'd have preferred the harvested body parts to act as ammo directly, that way there's no tedium in getting a refill. Though I understand that spending upgrade points just to get by is maybe counter intuitive to feeling rewarded. Perhaps having drops both give ammo and dedicated upgrade points might've been one way to address that. I gave this game a few runs, i wish there was a short sprint that would let me get out of tight situations, as it stands it felt a bit inevitable that I'd lose health all the time from enemies cornering me. Having to jump over tight obstacles was a bit frustrating, especially when I'm trying to kite a group. Obstacles aren't bad per se, but when the level looks uniform and randomly generated, it's harder to build a spatial sense for it. A sound or extra visual indicator would've been great to help me notice that I'm being hurt from somewhere out of view. The real fun of these oldschool shooters comes from being able to manage overwhelming odds through skill. Outside of the weapon choices (for which the ammo felt a bit too precious to spend), I felt my options were a bit limited. Ideally the ability to thrive should come mostly from the user's experience, rather than upgrades. With some tweaks, this could hit some high marks with me, as I really like this type of game. The aesthetics and especially the guns were very stylish, i liked that!
Jan 22 06:07:12 83h 37m Glorious Pancakes ♥ 1 These animals are the stuff of nightmares. Very creative! I would have loved the controls to not be momentum-based, but I guess losing a few ants to inertia is part of the intent. Not bad!
Jan 22 06:26:03 18m 51s They Hide in the Fields ♥ 2 Everyone's scared of the snatchers, but Timmy's model ain't for the faint of heart, either, I've got to say. I had a real easy time crouching my way to him, didn't even have to call out. The way back wasn't so fruitful, if only I could stuff a sock in his mouth! Spiking the difficulty naturally like that, is well designed. Fantastic mood, well done!
Jan 22 06:47:30 21m 27s Ethereal Fruits ♥ 1 I really like the combination of no lose condition and a mechanic based on timing! Despite how simplistic it was, I had fun just pumping those numbers up. The fruits are taken straight out of a fever dream, but in a good way, it gave things a bit of flavor. I was particularly impressed with the shape of the trees, they seemed physically believable (they're randomly generated, right?)
Jan 22 07:00:27 12m 57s Farmtown Mowdown ♥ 1 Absolutely loved the voice lines, the music, the aesthetics and the overall mood of it. I felt like the difficulty spike on wave 2 was a bit too much. I couldn't say for sure, but I think the money drops would disappear if I didn't pick them up immediately, which is a bit frustrating. It's baddie blasting time, ain't got no time for collecting money!
Jan 22 07:11:47 11m 20s H.I.V.E - Highly Involuntary Vain Effort ♥ 2 I had trouble getting started in this game. I bought the farm, got a couple plots of land, couldn't figure out how to plant the seeds. It would've been worthwhile having a guided introduction to the mechanics, because I was a bit lost. It's a shame too because, I could tell there was supposed to be a lot underneath the surface.
Jan 25 05:06:34 69h 54m Harvey Harvest ♥ 1 This was surprisingly stressful to play, but fairly fun! I too, found some difficulty in harvesting based on the player's location as opposed to the mouse cursor, but once I figured out how it worked it felt better. At first I was a bit confused about the "+" unlock i kept getting, thought I'd unlocked new seeds already, but turns out it's additional farm land. I didn't get past the first day of sunflowers, I would've preferred having some other tasks to fill time with (like collecting eggs). I was frequently caught out with the limited harvesting space, if you've guessed the demands wrong ahead of time and you have no room left, your day is shot. Pretty good effort overall!
Jan 25 05:27:16 20m 42s The Last Outpost ♥ 1 I will refrain from giving a rating due to a technical issue that made it difficult for me to play, but I wanted to leave some feedback nevertheless. The interface is absolutely tiny on my 4k screen, I have to lean in to read things and it's very uncomfortable, I couldn't stick with it, sorry. I could tell there was a lot to the game based on how much the tutorial tried to cover, though for the sake of good pacing, it's better to explain one thing, have the player perform the action, then explain the next thing etc, otherwise it can be overwhelming for the player. (I realise that's much harder to fit into one weekend of development) I really liked the aesthetics and overall mood, it felt very inspired and yet, familiar.
Jan 25 05:44:40 17m 24s Cookie Typer! ♥ 1 I played this longer than I thought I would. I like cookie clicker, so this was a natural hook for me. Would've been cool if you could claim the upgrades by typing instead of clicking!
Jan 25 08:26:53 2h 42m Body Harvest! ♥ 1 Funny thing, our games have a similar concept! The one I made with my team is more action-oriented, but yours really nails the mood! There's not much to say about the gameplay here but I feel like with enough practice (and time), you could create some very compelling experiences in the future. Well done!