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Rongo Matane

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TimestampSince previousGameRongo Matane's comment
Jan 10 19:05:42 Shroomer Caves ♥ 3 I found the magic crystal, and enjoyed it! I didn't read anything upfront and disabled tips, and still understood it all. That's a feat for a game jam game, or any game really. I liked the graphics effects very much, especially the growing roots and the crystal particles. That had the nice side effect that i could follow the roots to find my way back. Disclaimer, dev of Dome Keeper here :D I implemented a fuel mechanic there too some time ago, for a peaceful mode without monsters. I really like your take on this - the carrots for refueling a meter work very well, as the meter stays consisten in terms of how long it will last, and you get a good feel for how long it will last with the extra carrots. Great game!
Jan 15 22:25:43 123h 20m The Harvester ♥ 1 Love the game! The pixel art is excellent, really nice and constrained but striking. Music and sound are also very pleasant. In the end what matters most though is the gameplay, and i that was lovely. I really liked needing to replace one of my existing abilities, as this brought in all the depth. The enemies announcing their move first allowed strategic gameplay, especially after i learned that they can damage each other. I only see two or three clear improvements, and i assume it has been as usual a time constraint. 1. it would be nice to see the cooldown on my abilities 2. it's not very clear that a round is over and whose turn it is. Looks like there is a small delay between movement and changing the numbers, and no sound. Maybe the UI could move back a little or "grey out", or the field could change in color to indicate whose turn it is. 3. sometimes i expected the enemy to strike me when moving next to them as they had no cooldown - only for them to do nothing. I assume this is because you have to move first for them to make a movement decision, but then you don't want them to strike you without ever indicating it first and giving you a chance to make a move first. Tricky, not sure if and how this can be improved. Great job :)
Jan 21 16:41:28 138h 15m Island Survivor ♥ 1 That was fun! Felt nicely balanced and had an intersting variety in monsters. Music was a bit annoying, but luckily there was a volume slider :) I really liked the concept which i understood as a mix of Vampire Survivors and Contra, where you fundamentally change the way your weapon works. Together with a secondary mode, that was really interesting. I wish i'd have had the chance more often to upgrade my existing shot. It wasn't clear if i kept the level if i switch weapons, so i didn't do it. I had slight trouble of figuring out the movement via space. Dash seemed to have a cooldown. Sppeedup i wasn't sure if it worked. But i totally understand that for 48 hours, you can't have great feedback on such a variety of skills, usually. Great effort and fun result :)
Jan 21 16:51:30 10m 02s It was all for the Tuna ♥ 2 Super cute entry and very elegant controls! I really like the innovation on the fishing mechanic, away from the thing we all have sen 100 times. It took me quite long to figure out that the angle means left/right of the boat, and not near/far behind, so i had a bit of frustration where i couldn't understand why the fish was escaping. It was a good sign that my catch rate went up over time, feeling that i did not fully think through the catching, but feel what's right - so that felt way less mechanical but more real, like you'd actually feel when fishing. That's a feat in itself. Of cours graphics and audio are top notch, very pleasant. Great job with the game :)
Jan 21 17:14:58 23m 28s Monkey Oolong Harvest Bop ♥ 2 That was loooovely! From the gif alrady i loved the little monkeys, they are so well animated and lively. Coming into the game i was so pleasantly surprised by the music. A lot of jam games can't find a great spot with the music, but yours is top notch even on the 20th loop. Fits so well and simply a great listen. The setting itself is great too, and it's amazing that this is rooted in real life - super interesting. Now this great setup is multiplied by having a great game mechanic. Plays very easily and is super fun, with a mix of strategy and skill. Of course i try to plan my monkeys around being able to catch each other, and it working out is very satisfying. The only irritation i had was that monkeys are launched differently when held by a monkey vs. when jumping on their own. I learned it quickly enough and can also see that a) this is the only way it makes sense and b) it is actually much more fun to have a more difficult launch when held by a monkey. I noticed being caught by a second monkey very much speeds up your rotation. I'd either tone this down or omit it completely - as a player it is the best feeling when you can do a combo, so i think it doesn't need to be "balanced away" but encouraged. Top game i easily see in top 10 in more than one category! I don't remember when i gave the last 5 star rating, a very rare occurence - this is one :)
Jan 21 21:29:51 4h 14m Plant Harvester ♥ 1 That was really cool! I was impressed with the graphics, especially with the consistent and good looking colors and the vegetable sprite and animations. Having different crops is great and getting upgrades was cool. In contrast to some other feedback, i think choosing the upgrades myself ould have felt good, as it gives me agency and room to address what i think i need (like turn radius!). With the high turn radius, i think the player needs to be able to see far ahead or not have unavoidable problemsa ahead (like the wall mid-field). I also think it would feel good to have anything you harvest only have good consequences, so no damage (but asparagus is really cool, as you can learn and see ahead of time if you can go for it or not). I do wonder how it would play without the gun mechanic, or with that being an optional upgrade. I feel like it could also be fun to have a bit more agency for driving (better turn rate) and only rely on that, at least until some point. The music wasn't bad at all, i was humming the tune later while in the kitchen :D Overall, really good entry, i enjoyed it a lot!
Jan 22 07:59:35 10h 29m A Day in the Life of Death ♥ 0 The presentation is next level, just feels so polished, crisp and pleasant. I really appreciate the smaller things thta make have such a high impact though, like a nice font and a background that has a bit of a structure. Music and sounds i also enjoyed a lot. It's a personal preference, but i'm not a big fan of dialogue heavy games, my focus is on the gameplay. The challenge of the harvesting was greatly balanced. The hit could connect a bit nicer, because sometimes the scythe very cleanly went through the soul, but didn't cut it. I know it has to be tight to be challenging, but ideally the visuals match closely with the function (so maybe faster swing, or less wide). I didn't see a reason for the coins, and if it mattered in any way if i was good or bad at the minigames. So for someone who is more focussed on gameplay, it couldn't keep up with the amazing presentation. But it's a very impressive and complete game, one of the best entries for sure!