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Batisdark

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TimestampSince previousGameBatisdark's comment
May 2 06:00:24 Pack 'Em Up ♥ 1 Love the idea of tetris-like gameplay + constantly refreshing 'level'. Very impressive for one day - physics are satisfying, sounds are simple, but really nice with none being 'out of place' or 'too sharp', and art with anumations are on-point. Would love "overflow" scenario or high-score based on volume transported vs trucks used in the end, but its really too much to ask for such a little time spend.
May 2 20:21:18 14h 20m Hermes ♥ 4 I had a bit of meldown at fist - character moved right sometimes for no reason and I was thinking it was some kind of 'sudden wind' mechanics that were never mentioned... and then I looked at my gamepad and it was it. Game movements were so NICE on gamepad, shame there were no interaction buttons binded, so only movement worked. For some reason it was often that I would spawn somewhere unsafe (right on the top) after getting hit somewhere at the bottom and as a result - instant death even with 2 hearts. Plus Bats in underground seemed to hit me twice for some reason too (maybe also wrong spawn). Would love some immunity timer for such occasion. Couple of seconds would do so you can escape whatever it is actually about to hit you while you spawned and still disoriented. Overall liked the concept a lot. Quite nice difficulty raise, though checkpoint or couple (thinking about after you reach goddess) would be great!
May 2 20:40:49 19m 31s Wicked Deliveries ♥ 1 Loved the "find me" puzzle most! Nice little town with some good features there and there. Game was too short though! Had a bit of difficulty sometimes with race event - it felt like I go right in, but would slip past the ring... my aiming is bad apparently :) And there was one texture on one part of the town that was a giant tree! Other than that - game was running smoothly and with no glitches. Really relaxing game and music. Would love more of it even...
May 2 21:30:58 50m 09s HMS Deliverance ♥ 1 I was worried for a little harvester a lot... apparently it is invisible to enemy and was mining even under enemy base. It also sometimes would fly like two screens away while chasing those asteroids, even though there were a lot of them right next to the Mothership! Just like a little kid it was! No one told me there is supper cannon. I updated all my guns and harvested a ton of credits for repairs in a battle with defence system just to nuke it from the safe distance hahaha Where is my beautiful explosion? :< was so anticlimatic.... :((( For tutorial would love arrows showing where the enemy base is. At first I was confused that its from where enemies arrived from and that was a bad choice! Also would love stats for ship itself and updates at the bottom... I was discouraged to switch power, since it costed so much, until very end, since I had no idea how any of them actually worked. Of course I also wasn't aware about nuke cannon ;p But loved chill vibe of the game overal. Music and autmosphere plus that mothership gave me vibes from a game long-long forgotten - I think, maybe, it was Homeworld.. Not sure. But I enjoyed it for sure! Thank you :)
May 2 22:11:08 40m 10s Ship It! ♥ 1 It needs sounds of objects hitting stuff louder, I think. Part of the fun are those sounds, but they are bit lower on volume than music is. Orchestra level had me rolling though. Those cheap musicians... poor instruments hehehe Would love some feedback on where I grabbed the item. Like hand "stuck" on that spot so I see force applied, while moving the mouse. But even without it - its quite fun to drag things around and smash them against eachother. Quite a good puzzle game too! I didn't manage to trick last box in third level in though. Felt too dangerous with all those marks on boxes ;p
May 2 23:02:53 51m 45s Corgi Cargo Combat ♥ 3 How much piss can a little corgi even have?! One thing - wasn't actually clear to me from one go that pissing OVER the box still hits the box... Changed everything! Best part for me though were their funny 'screams'. They were quite on point of how SCARY real corgi trully is!
May 2 23:29:34 26m 41s Demon Lord's Catboy Pizza Delivery Service ♥ 1 Idea is quite nice. I like that you have deliver packages through the dungeon and totally adore those monster designs! Grapling-dashing mechanics reminds me of terraria movement, though in here you kind of jump-dash instead. I didn't quite get what was with that selection of levels popup (?) when you press F on a cook - nothing would 'select' it and I just ended up with attempting to grab things. It may be something to do with web version being funky though. As soon as I would leave area - the marker would pop, so the rest were fine. There are moments where after jumps/dashes/falls all controls would kind of refuse to be registred until you release move button and press it again. Felt a bit clunky... Levels felt random-ish to me a bit. Sometimes really difficult to navigate, though it probably because of this 'stuck movements' issue to be fair. Can't try it on Linux to compare if the movement bug was due to web version acting up... so that is all I can say :< But solid entry overal!
May 2 23:39:00 9m 26s Demonic Delivery ♥ 2 So sad you didn't manage to put any music and sounds. Game is well polished - encountered no issues with controls - all felt crisp, no glitches in graphics either. I reached a point where 3 doors were opening at the same time and that how I lost! Great idea with that border and background moving. Made it feel so alive and a bit unsetling. It simple, but really nice whack-a-demon game :)
May 3 00:04:14 25m 14s PACkageMAN ♥ 2 Real pac-man vibe indeed. Though, unlike ghosts, those doggies weren't so scary - didn't seem to be chasing me at all, when they were red... or maybe there was too much parsels around and they only went red at the end. But old-school nostalgia did trigger with this one :D
May 3 00:27:28 23m 14s Build-A-Delivery ♥ 1 Absolutely love "my summer car delivery service"! Wanted to instal some weapons on the side racks for a moment there. That thing can be HUUUGE for sure. Fiddling with cargo-hold and car parts + planning routes is satisfying. Jumping is hillarious. Really nice game :)
May 3 00:50:49 23m 21s Bloody Boxes ♥ 2 No exit button :( Kind of creepy. Hello? They pop up everywhere and need Hello? Something from me... Did I order Hello? those crates or are they just coming to visit? Hello? Would love just tiny bit more ambience light around though. Kept hitting walls and never seen appartment illumination like that even for night-lights! It just score, I gather? And at some point we can get 3-themed boxes too? Never actually reached that - sometimes combos just wreak me. Maybe more than one 'bad' box to make you lose would do the trick so it would make everything a little bit longer? One unlucky combo is all it takes and you actually never manage to run out of space so to speak - it always just combo on one box for me :( Or maybe make it longer until double combo appears, so space actually would mater. Definatelly needs some gamey element about postioning those boxes (that matters) to feel really awesome.
May 3 01:22:31 31m 42s Haul and Pray ♥ 2 Great art and music! Interesting concept of inventory use with prompts. Too many of the same events repeated for one playthrough, but that is a time limit for ya :( played several times through just to see if anything else I can see :) Would love to see more of his story tbh...
May 3 02:10:14 47m 43s Delivery Rock ♥ 1 Couple of things I want to mention right ahead: those timers above dwellings, I only got what they are at like 5-th mission, I think? I wasn't actually counting. They really need a bit of explanation. I was wondering what was going on with me making only one delivery on third or so mission. Another one is that if you are too close to any building when you unload goods from the stone - it won't register, unless you move out a bit and move back in. Would be much better if any movement in 'delivery' radius with goods would proc delivery, of course. And then I fell through the ground... under the GROUND.png Oh and I think I know what causing animation being stuck (and actually it kills the ability to interact for me completely too) - it happened to me multiple times when I was mashing E repeatedly trying to gather resource. Had no issues as soon as I started to just hold E for it. Other than those issues (and NextLevel being without space ;p), game was really smooth! Stone, maybe, a bit too light and was knocked a bit too far by me, but its okay. Idea is neat too. Music was great and artstyle was impressive. I also really apreciated those tutorial messages at start. They were neat and on-point (need dwelling timers first time you see them though!). Game is fun overal :)
May 4 00:00:47 21h 50m Caretaker of the Scrap-Valley ♥ 1 Crafted all but blaster... run through whole map several times (glad for fast speed of everything that already crafted), trying to find last 2 lamps, but no luck :( maybe something with generation and I got some unconnected island or something. Game is supper fun though. Would love a bit more 'plants' on those lines, since sometimes they are a bit too long and I had no idea if I am moving or not (mostly issue at the start where you don't understand difference between red and white vertical line paths). Also a bit more 'color' for the ground items would be neat - lamps do have yellow color, but would love to also have something like 'nature', 'electronics' colors as well, so it won't be as constant struggle to read all the test on the top left. Maybe also make a list bit longer, so it fits screen without having to spam tab on places with loads of items... Great entry! Thanks :)
May 4 00:19:53 19m 06s Lame Duck Delivery Service! ♥ 1 Game looks nice and mechanics mostly on point, BUUUUT... You can load your cargo on the first station, pass it there right away... get 300 double dollars. Repeat for how many times you want. Basically without any issue :( Things to improve other than that are showing that you actually need to load some cargo at the start and showing ingame how much updates cost. And maybe distance to bases (optional?) so we can pick furthest ones by knowing where to fly. Maybe some color coding for distance would do. Really nice implementation of thrust mechanic by the way. A bit hard to learn at first, but good once you get hang of it. (btw, not sure you did it on purpose - can't rate your game!)
May 4 00:37:37 17m 44s Deep Delivery ♥ 1 Sometimes hitbox felt like its a bit off... so many hits were taken when it looked like its fine by me, but overal nice audio, cute aestetics. HIDDEN WALL WITH HEARTS?! That one was unexpected one for sure! Good positions of checkpoints too. Apreciated those :)
May 4 01:16:29 38m 52s Towers N' Treasure ♥ 1 Would definatelly want minimap (with where enemies spawn) + skip waiting for wave button (at start its too long, it starts to be better later with panic-relocations though). Different paths lenghts were strange. Basically south path felt 'just right', while NE and NW were way too long to the point of feeling that wave is not coming at all. Moving all the traps long distance is quite clunky and not really fun (especially that you need to move both them and the loot at the same time) and it just ended up with long waiting times around the middle-ish. RNG also can screw you over. Got 2 frost and 3 spike traps at the start and it was trully annoying to try and lure enemies into spikes. My suggestion is to make corridors less wide or make trap-cluster spots more potent, so trap combos would work better and spike trap would trigger without kiting involved too... maybe ability to select traps too? though that one MIGHT be OP. Also make map itself more balanced in a way how long it takes for mobs to arrive. Minimap would help, but with less area to navigate it won't be as crucial. Oh and more snoring sounds to dragon please! :)
May 4 16:24:21 15h 07m Reincarnation Express ♥ 0 I felt like I skipped dialogues, because when I pressed space there was something flikering on background, but story felt fine, so maybe it was just same dialog popping (too fast to see). Would love option to speed/skip them though, hunting for another ending while knowing most of the dialogues was stunted with unability to skip stuff. Story is nice, interesting characters. And a bit insight of the world too. Neat game for sure!
May 4 16:49:05 24m 44s Fragile: Handle With Care ♥ 2 Not sure why, but sometimes I was unable to pick crates again after throwing even though they looked like they already stopped moving. Enemies could use some more 'danger factor' I think. Something like smallest are able to outrun you and a big one takes more than one hit. There is no pressure from them currently. I think timer works in negative way here right now, in a way that you can kite aliens and just throw boxes into area. And there is no real way of being bad at it either. No 'minimal score' so to speak. But otherwise really nice throw/kick mechanics, satisfying audio, nice little levels :)
May 4 20:34:01 3h 44m SWAN SONG ♥ 3 Well that was sad choice at the end, love it. The two only things I would like to mention - when in Navs you may be attacked while calibrating and since its can take a while - maybe even die in it while trying to understand mechanics. I didn't die, though lost third of my hp on second Nav run... The other is maybe it would be better to make doors that are at the bottom a tiny-bit more visible. I guessed their positions from the computer, but upon first run around I didn't even see them. Nice game all around. Difficulty may go up, though for Jam that it probably not a good idea :)) Loved voiceovers and sounds. Spooky ambience and flashlight being annoying. Very well polished game.
May 4 20:55:04 21m 03s Caveman Express Delivery Inc. ♥ 1 That box dodging level is brutal... so many times need to dodge into tiny space... Took me a while to understand that "fill holes with packages" was just to throw one in each of them. I though there should be some indication, but spend some time figuring it out, before realised that i can punch a door now. Splash screen is funny, though guy was wellspoken for a caveman :] Music and sounds were good!
May 4 21:59:44 1h 04m Time to Deliver the Mail to Robots by Shooting Them With a Letter, Somehow! ♥ 1 Found all 4! Boss fight was epic and that last phase took me by surprise ;) Really good responsiveness on controlls (except for jump, but you really need it only in one place and not as vital), perfect sounds. Totally enjoyed this game and would love more :] BTW... That name length... combinded with "do not ship" folder... hehehe
May 5 18:26:49 20h 27m Tight Five: Still Alive ♥ 2 Discard tutorial did come a bit late, yes... and I think nowhere it was told that fliping uses a turn, so you kind of guess it while playing. Its a bit difficult to understand how to play though, especially with hecklers completely wiping your score while you setting it up. Probably because I never played in games similar though. Sometimes it would give me 5 actions, sometimes only one I don't know why any of it happens and how to manage those. And sometimes it happens so there is nothing I can drag to a heckler and only way is to reset? Was kind of confused whole way through and didn't manage beat game on "easy" haha. But sounds and ambience were really cool and idea is fun as well :)
May 5 18:46:01 19m 12s K9 Express ♥ 2 Camera was a little bit too sensitive and it would jump through the landscape - made it difficult to control at times. And speed boosts were more as a curse than buffs to me... made controling doggie even harder. It was especially obvious on those ramping roads where it would bolt down because of the speed buffs! Score was in the middle of the screen (which was obstructing view a lot) and camera was much closer to the dog for me, so I had to push it up and down to see where arrow is pointing... if there controls to control zoom - I missed it... The idea of a delivery dog is nice, but I think there were too many parcels to handle (as I understand we need to deliver them all?) and gameplay was repeatative - so it became boring after like 15k... probably smaller amount of parcels would make it feel better.
May 5 19:12:17 26m 16s Bundles of Joy ♥ 3 My biggest grip is that everyone moving too chaotic to predict where to drop a child... I would drop right where girl is heading and she would just randomly turn oposite direction. Or she is standing and would move as soon as I drop a baby onto her. Also sometimes I was knocking people out with a baby? Not sure when and how it happens hahah! Poor stork had no chance vs police with those people just being chaotic unpredictible runners :( Idea is cool though. Liked how different kidnappers are from people who are good. Clear visual always nice.
May 5 19:37:49 25m 32s TipsQuick ♥ 1 Good concept. Would love more 'pickup' positions, at least I got only two with same redlight connecting them so far and loads of drop points. Also quite sad to play with no sounds at all :< at least clicky-sounds for pickups and drops would do. Somehow my first pickup didn't trigger for me at the start, so I got confused at the first go and went to drop zone instead.. Would enjoy some updates! Why we need those tips for? ;p
May 5 19:47:22 9m 33s Pizza Cat ♥ 1 Intersting idea, game seems to be endless though? Sometimes controlls felt like a bit sticky. Kited whole army of cats around the place... they were literally taking half of my screen >_< but got no issues just to gather them all up, take pizza and run to next building. Only rarelly i would throw piece at a cat that is spawning somewhere I need to go. Would love more feedback (sound?) for picking and delivering pizza. And maybe 'total score' as well, since timer seemed to be endless if you deliver everything. Oh and Herding Cats would fit the gameplay more hahaha! Its best way of pizza delievery here anyhow!
May 5 20:09:25 22m 03s Abyssal Transit ♥ 1 Something strange with press recongnition. It sometimes work fine, sometimes one single tap seem like register wrong for some reason (though sound was like for single tap too). Quite a few times it would just register one tap on letter with several sounds and jump to a next one... Appart from this bug - quite interesting and enjoyable concept. Totally expected something else at the end, so were prepared to jump :p Made sounds lower for that too... nothing happened with screen/sound though QQ
May 5 20:54:49 45m 24s Dough on the go ♥ 1 The camera and physics are too jumpy and random - I would hit a car/building and nothing would happen or would scratch something I am not even sure what and go flying with camera rotating like crazy... and I am not sure how many times I need to hit a target, but with so many cars flying around it was nearly impossible! I would hit it twice maybe, but it was speeding up in trafic that was so dense - it was nearly impossible to catch it. Needs way less cars on roads for sure... or not to make it so you fly with camera spining for like 10 seconds and then send flying again! Would also love control hints ingame... had to tab and look and it would be better without tabbing. But liked the overal chaos. The only thing that was frustraiting is constant loss of controls for me. Also didn't get where updates are at. I am clearly missing something o.O
May 5 21:29:49 35m 00s Package Sorter ♥ 1 There is a bug that make it harder (i would even say - impossible) to play - quite often push wouldn't actually push the package. Even though hit comes to the middle. Very solid idea, a bit of work and it would be a very satisfying experience. Things may imporve this game are - first of all making conveyor like two times slower. Need to test to check how it feels, but feels about right for the first jump of testing. It should fix the issue of your robot moving with about same speed and player being unable to react to parcels of different color when they are coming together. It also would make sorting 'trash' more fluid, since you need specific position for it so it won't hit anything. Though, personally, I would also make wider 'side lanes' and wider 'trash disposal area'(or shorter parcels) so it won't feel so restrictive to push parcel 'just right'. Slight alowance for a push is a good idea here, since you always will be pressured on time/position even with slower speed of the conveyor. There are times when I could push parcel slightly off the lane, but most of the time it would just disappear (as I understand - 'trashing' mechanic in place). Also would be a nice, of course, to have 'health' for mistakes so player would see how many they left. Its really crutial to sort the bug with parcels not being pushed, of course. Sounds and particles would be nice, but they are not as important to make game feel good. Also would love to have spacebar for pushing and esc->restart for restart instead of space being restart button. But that is prefference issue and also not as important. Keep it up, though. Working on good ideas is satisfying :)
May 5 22:06:15 36m 26s Blockhead Bill ♥ 2 Nice gameplay loop:) Damn customers can't describe what they want! Would love a bit better aiming at the customers and them stoping saying 'not my box' so it would be visible what they want when there are loads of them already. Difficulty goes up with not being able to see their needs because you clicked wrong one by accident at some point. Good fun though! Neat screaming pictures :D
May 15 22:26:09 240h 19m ▲●■♚ ♥ 1 Great sound design and amazing gameplay loop! Enjoyed it for the whole duration and looks like behind simplicity there was a lot to discover after all! Great take on theme too and love that its so easy to understand what you have to do to progress (though I was searching for second crown 'exit' for some time before just connecting everything back again - lost some time for sure!)