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WilloXs

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TimestampSince previousGameWilloXs's comment
Jan 11 14:38:10 It is not time to harvest ♥ 3 Some critizism on the feeling of the controls: They are very floaty so its hard to control the player. For a platformer its generally easier to go with very tight and responsive inputs. It didnt help that you got stuck on the walls all the time. it would also be nice to have a way to better control the jump. Maybe have "s" double as a "get faster back down" option. The art was nice and i really like the limited colour palette - gives it an otherworldly vibe. It was just a little bit hard to spot the soul shards. I completed it after some trial and error and finding a good cycle in which all the obstacles lined up well - that was well designed.
Jan 11 15:20:26 42m 16s URSA MAIOR ♥ 2 Oh i love the ryhming! Otherwise the game was quick and fun. No real critique from my part - maybe to be really nitpicky the world looked very weird once the assets got devoured but im like 70% sure that was kinda intended.
Jan 11 16:44:55 1h 24m Verdant ♥ 1 thats a very inoovative take on the build up / tower defense genre. I really like the depth to which combinations are possible. I expected one layer at first but the combinations of combinations are a great surprise. I dont think the game is particularely challenging though - i managed to beat it without understanding half the mechanics for the first minutes.
Jan 13 16:01:40 47h 16m Haymaker ♥ 1 I really think there should be a "design" category. Because things like the nice tutorial and good control scheme are really hard to add to any other category than "overall" which is a shame. The graphics especially the tractor/hayball-hybrid look good yet its pretty empty aside of those. Maybe add a texture to the ground? Music was really calming which is nice as it suits the gameplay. On that end i have to say - i guess its fun. But my attention span for puzzle games is embarrassingly short, so i didnt actually manage to "beat" it.
Jan 14 20:53:15 28h 51m Scarecrow's Dangerous Job ♥ 2 Yes I agree with the other comments - wasd+eq is an unfamiliar control scheme, especially when you already use the mouse. There is no need not to put fire/plant on lmb/rmb. Another thing - maybe use a default setting of audio at 50% or something on those lines. I played my first round completely muted because i thought somehow it was at 100% before. Your pixel art looks individually good. You even have animations for both player and enemies - BUT many sprites are scaled to different sizes. That results in an unclean appearance and can be pretty easily prevented by using one scale throughout the whole project. Those are the simple fixes i can give. Overall id say its not bad but does get boring very quickly. The ai isnt particularely smart and there is no new stuff to discover quite fast. This probably stems from the usual time shortage so the game feels unfinished (we had the same problem). Probably the best things to learn from a jam is how to correctly scale a project and manage your time doing so. (I hope that doesnt come off as rude - i just want to give honest and hopefully helpful feedback) Now to end on the good stuff: I really like the music and the idea behind the theme implementation is good. The sprites as said are individually nice looking especially the player. Hopefully we see you around for the next jam and good luck!
Jan 14 21:06:13 12m 58s Rapid Produce Dating Simulator ♥ 2 My only suggestions: Allow A/D as a secondary control scheme. And i was sometimes confused about what error I made exactly because it switches so fast (but i wouldnt really know how to improve this). That was really good. Lovely Pixel Art. Super clean and polished game overall. Great job especially for such a noval idea.
Jan 15 19:35:52 22h 29m The Domino Surgery ♥ 1 My biggest crutch is with the background noise. I get that you were going for alien hospital vibes but the constant cracking sounds are rather unpleasant. Asides I like the puzzle design - its not too hard so we stay engaged in the game. The easthetics are neat. It really shows that a coherent art direction is far more important than the look of individual sprites. I also really like how well integrated the ui elements were especially the connections with their fade-in-and-out appearance.
Jan 16 12:54:45 17h 18m Cardwork Cycle ♥ 1 Thats so good! I loved pretty much the whole experience. I guess it was a bit easy - but i now have to play it again on hard mode. I thought the mystery plants would give some kind of crazy bonus - I was actually a bit shocked after i just won xD The music is nice and calming. The cards are well designed (there are balance issues with attack cards though) and even though there arent really any combos it felt like i slowly built a competetive deck. This is (one of) the best cardgames i played in all my LDs on par with that one game where you play with/against animals (i sadly forgot its name). Really great job! Make some advertisement/rate some games - it would be a shame to get so few ratings!
Jan 16 16:20:35 3h 25m Apollo 111 ♥ 1 Great job at polishing everything! There are so many small details that i want to highlight: - Every interactable object (ui and game) has a visual notifier like changing brightness on hover - The scrolling background in ALL of the screens - The subtle use of colour to indicate effects (the hunger bar blinks red the energy one green) Its overall just a great game. Love the pixel art and colour choice!