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xfinktion

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TimestampSince previousGamexfinktion's comment
Jan 10 06:29:04 Catchy ♥ 1 Lovely game! Map aesthetic is really nicely done. Wasn't sure how I felt about controls at first, but then I caught a few hundred fish and I was hooked. Only thing that I would want different is a way to view the fish to give a better idea of what shapes to look out for. I saw you suggest you didn't like at full speed you couldn't reel in fast enough in a different comment. I did think that was a pretty fun (if unintended) feature. Zooming around looking for the goldfish with a bunch of fish on the line was really entertaining for me :D Maybe limit it to a certain range from the ship if you do decide to change it?
Jan 10 09:37:18 3h 08m Whap Harvest ♥ 0 Interesting twist on the fishing mechanics as others have said. Was super fun to launch some fish with a red hit. The eye expressions for the bear and the "Splash, Splash" fx were cute touches. Feels good and plays well, would like to see where you take it :D
Jan 10 10:42:49 1h 05m Heartvest ♥ 1 Nice job! Audibly was saying "Nooooo" when I got the "We goin faster"s. Music does it's job and makes me anxious as it speeds up. very fun to whack hearts around. The art style is beautiful! Exactly the kind of look I imagine when someone mentions pixel art. Impressive first game. As @pennycook mentioned, the collision problem is likely due to how fast the hearts are moving. Here's a more detailed explanation based on my memory, if you're interested: In Unity (and maybe Godot has this option too), this can be mitigated by using a more costly collision detection (Continuous) vs the one that Godot is likely using (Discrete). I'm not sure if these are Unity specific terms but the gist of it is: Discrete collision detection is only run after a physics frame has done is calculations. This means if an object moves past the collision area of another before the frame finishes its calc, it will not collide with the other object. Continuous and other types of collision detection algorithms can mitigate this issue, but they can be less performant. I don't exactly remember how they work, though. Just know that, with a lot of objects, you may see some performance degradation because of them. EDIT: Found the youtube video that I was remembering this from https://youtu.be/6h5FoPi3SY0 But I will be honest and say that the "tunneling" was actually kinda nice when I was buried in hearts :D
Jan 11 00:20:28 13h 37m CropsnTowers ♥ 1 Interesting take on a tower defense! Just would have liked more with regards to the multitasking; felt like I was more waiting for the wheat to spawn, than managing my time. If the wheat rotted away after some time, along with a planting mechanic like @scilly-guy mentioned, may make for a very hectic experience! The assets that you did make turned out pretty okay. The road, bin, and wheat were pretty decent, actually. Music was repetitive, but was a fine little diddy. Also I played this in a sandbox (as I do with all downloaded games, just in case), and I noticed the win screen lettering is a little wonky on different resolutions. Here are some screenshots. At large resolution: large_ss.PNG At a small resolution: small_res.PNG Maybe this was just a result of how I was running he game, but if not, I think this may be something Canvas Scaler's UI Scale Mode could fix. I usually use "Scale With Screen Size" and "Expand" for the Screen match mode. But this could very well just be user error on my part due to how I ran the game and you were already using a scaler mode other than the default constant size scalers. All in all, pretty nice. Fun idea with a good gameplay core. If you decide to continue developing, I would be interested to see where you take it. Might make for an fun little mobile game too!
Jan 11 00:53:45 33m 17s The little reaper who could(n't)! ♥ 1 Decent little entry! I must say that your styling of the reaper has been my favorite of the games I've seen so far, the soul pickups are also very clean. Was a big fan of the stitching to close up the holes, nice touch! I can definitely tell that you put a lot of focus on the art :) My only real complaint is that when you die, the little "bewooo" slide sound effect is played/stacked over and over before the game is reset. It can get quite loud if the game doesn't reset fast enough. It was a decent jumpscare but I'm not sure that was intentional :) Definitely has potential! What you were able to finish was nice. Really would like to see more in this style :D
Jan 12 01:28:04 24h 34m Soullector ♥ 1 Enemies could have used some variety in terms of their behavior to make combat more engaging; maybe some enemies that shot back at you would be cool. The maze was pretty fun. Broke out a notepad to find the 2 enemies I had missed. Music was very well suited to the darker aesthetic of the graphics. Loved the design of the main character too! Nice work :)
Jan 12 02:46:59 1h 18m Pitchforks & Produce ♥ 1 Well, that gets the gamer juices flowing! Great execution on the mechanic, sound, and gfx :) A tad difficult but thoroughly enjoyable. Only quibble (a very minor one) is that after dashing into the boss, you can't quite walk out before the the boss can collide with the player again, depending on where you dash into it. Definitely enough chance to dash out again, just needed to remember to do that. Very well done :D
Jan 12 03:56:50 1h 09m Cake Sweeper ♥ 1 Adorable :) Graphics and music were fantastic. Was confused by the sfx when I pushed something off the table. Thought I might have been doing something incorrect, so I tried to push the cake at a spot where the cat wasn't but got the same sound. Saw the points went up though, so I figured it out :) Managed to get all but one that stayed floating in the air. It looks like be the sixth cake from the cat and closest to camera that is off grid, which I'm guessing is causing it not to fall. (In the Grid Fix game btw). I think it would be interesting to see something on the table to force the player to balance getting cakes to their friend and agitating the cat. Perhaps the holes like @shimmerscale mentioned or another mouse that the player can chase off? Was a fun entry :D
Jan 12 04:34:13 37m 23s Dang Crows! ♥ 1 Very solid entry! Loved the enemy graphics. Reminded me of those old LCD handheld games. The "boing" sfx for the movement got a laugh out of me :) Not exactly sure what the sprinkler does, but the fx were cool for it! I had a lot of xp that I couldn't reach around the sides and the bottom of the screen, but that was a very minor issue. Also, as it gets later, I think you could ramp up the enemy spawn rate even higher. Because while I was saying "Dang Crows!" at the beginning, the enemies were definitely saying "Dang scarecrow!" by the end. Great work :D
Jan 13 05:48:03 25h 13m EarthWorm Bob ♥ 1 Solid job! Art style was fun, unique mechanic and great sounds :D I had missed the red dots for the top part alerts initially, so I thought there was another carrot on the side of the screen that was being attacked. The wincing carrot (which is a cute touch btw) helped me figure out that wasn't the case. Maybe larger red dots for the top part or centering the alert on the attacked carrot would be helpful? Honestly, might be reaching for a suggestion but it's the best I could think of. I really enjoyed this :D`
Jan 15 05:15:38 47h 27m Grim Harvest ♥ 1 Nice entry! Music does a nice job of setting the ambiance and art style fits that mood nicely. Really only criticisms I have is in regards to the weapon. I ran into some things that felt a little odd. The enemies having a kill on collide when not detected was one. Was sneaking up on one and guess I got too close and got killed without the guy turning around. And the other (happened twice) was that I would konk an enemy, they would go to the downed sort of in between state, get up, and kill me. Not sure if they just had more than 1 health on those levels or if it was a bug. If it was a bug, it seemed to happen when the enemy turned around during the swinging animation. I think it might also be nice if the weapon could be used as a "ah crap" button if you get sheparded into a dead end. As far as I could tell, you couldn't use it effectively once you were detected by/facing the enemy. These minor quibbles aside, nice work! :D
Jan 21 01:42:10 140h 26m Strange Garden ♥ 1 Very nice! SFX were really satisfying and the intro music was a bop. Played this longer than I thought I would and managed to "break" the visuals. Got too many columns added and had the grid off the screen :) The auto feed for the footsies and the apples was a really nice touch; really allowed the possibility for multitasking and clever planning. Plant variety was very good for a compo game, and I would be interested to see where you would take this going further! :D strange_garden.PNG
Jan 25 06:04:03 100h 21m Harvest Farmer ♥ 1 Liked the graphics and the menus rotating towards the camera was pretty slick! The tips and the speed up were definitely nice additions. I think it would be interesting if had to shoo away things in the downtime; maybe things like birds, raccoons or deer? But as it is, this is a nice little relaxing game. Good work :D
Jan 26 04:50:02 22h 45m Watermelon Rush! ♥ 1 Good stuff! I don't play many tower defenses, so this is my first time seeing/playing one where you can build your own path. Very cool :D Liked the chopper, was a god send late game. With the number of big melons I found myself using them to replace some of the sprinklers when I could afford it. Perhaps it could be cheaper, though it is pretty powerful if you find a good spot for it (on the corner of your path, for example) Only two suggestions: 1.) Zoomed out the tile highlight for where you're building is kinda faint and can be a bit hard to see zoomed out. I think it could be a touch brighter. 2.) I'm assuming this is an exploit. But if you have a one tile wide path to the exit, you can place a turret in front of a melon. Doing so, the melon will be knocked to the previous tile and sit there and take free damage while it (I assume) recalcs the path the exit. I wonder if you could maintain a list of tiles that block the exit and prevent any placement in those spots to fix the exploit? Haven't worked with navmesh much so you probably have a better idea than I do. Was fun trying to build an optimized path and pop some melons! Once again, nice work! :D
Jan 27 04:39:49 23h 49m Foraging Frenzy: Too Many Plants ♥ 1 Love this idea! Actually seeing the plants being carried by the bear is nice touch. I appreciated that the spiders got whipped around when hit with a knockback seed, got a big laugh from me. My favorite seed was a homing and a dandetiger mix Good work! :D