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Feedback comments for LD54
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| Timestamp | Since previous | Game | Hawkin's comment | |
|---|---|---|---|---|
| Oct 5 03:07:16 | Plungebot's Playroom | ♥ 2 | I enjoyed the puzzles! You all made a great pace of teaching new mechanics. The puzzles were challenging enough, but not too frustrating. It would have been interesting to count the number of hops (as a sort of score). The models were very cute, like children's toys! A few suggestions: I would prefer toggle space to change perspective, as holding the button wasn't comfortable. Also, I would suggest making losing an automatic restart, and leaving the menu button in the pause menu. I got to the last level, but it stumped me! Great job! Screenshot 2023-10-04 220537.png | |
| Oct 6 02:00:13 | 22h 52m | DARQY | ♥ 1 | I really like the idea behind your game. Avoiding monsters you cannot see by using sound was a fun challenge. I would suggest two improvements. 1) Make the monsters audible from farther away This would increase the speed of the gameplay. Walking step by step, especially when you have to search the entire room for the key, is not as fun as it could be. 2) Indicate where the key is. Avoiding monsters in the dark is already a good challenge. If the key was always visible, the player would know where to go, just not how to get there. That would prevent them from having to search every square, which is not very fun. |
| Oct 6 02:17:12 | 16m 59s | Arcane Echoes | ♥ 1 | I like that the "upgrades" also had a downside. That is a neat twist on a familiar system. I played with the gamepad, and I did feel like I had better control; however, I think the shooting direction should not have been tied to the movement input. This means that you really have to be walking toward the enemies to shoot them, and since they are also moving toward you, you end up shooting once or twice and then running away to gain distance. Eventually, I feel like I'm just kiting enemies around! The controls could be improved with the mouse pointer or with the right joystick. Great job for a solo dev! |
| Oct 6 02:32:28 | 15m 16s | Memory | ♥ 1 | The pacing and the teaching was very good. I really loved the simple style and particle effects. I'm super curious about the procedural music too, as it was surprisingly pleasant and very calming. I guess I didn't have a very good outlook on life. I think that might have been due to the number of negative versus positive experiences? Overall, I really enjoyed that this game did not have win/lose stakes. It was all about the experience. Thank you for sharing that. Screenshot 2023-10-05 212745.png |
| Oct 6 02:46:22 | 13m 54s | Hardcore Overload | ♥ 2 | This was strangely addictive! I really enjoyed pushing things around, and the physics were satisfying. Sometimes the car seemed to accelerate more than I meant it to (for example, after only pushing reverse for a moment), but it's hard to be sure. The fact that platforms regained integrity after I cleared objects was very forgiving. I think that is smart for a jam! I'm sure you ran out of time, but some sound effects would have added a lot of juice to the interactions! Screenshot 2023-10-05 214401.png |
| Oct 6 02:57:25 | 11m 03s | AnathemA | ♥ 1 | What an awesome, grungy jam game! It totally gave me Killing Floor 2 vibes, and I love the Gunslinger. The whole environment and mood was really well done, and the interludes added a lot to it. Really well done! If I had to give one point of feedback, it would be that the enemies didn't always stand apart from the background well enough. Maybe you intended this to be part of the challenge (woods creatures blending into the woods). The final score didn't stay long enough for me to grab a screen shot :) _Note, I played version 1.01_ |
| Oct 6 03:13:13 | 15m 48s | Turtle Tower | ♥ 3 | This was fun! The art was absolutely aadorable, and there was a good variety of items. I have no idea what a tortoise with a helicopter was doing on a tiny island, but who am I to question it? :) I thought the controls played well, too. The acceleration felt just right for a little helicopter. Sometimes items would be at the edge of the screen (where I couldn't fly), but sometimes I could swing the hook there to get them :D Great fun! |
| Oct 6 03:25:33 | 12m 20s | Dino Island 🦖🌊 | ♥ 1 | This really gave me classic N64 vibes! Well done. I enjoyed the aesthetic. The level design was also well thought out. Making the dodos not only an enemy to avoid but a tool needed to get the eggs was smart design! Like others have said, the camera goofiness prevented me from enjoying the gameplay as much as I could. I'd love to play an update! |
| Oct 6 03:40:33 | 15m 00s | Bucket Buffet | ♥ 2 | The game loop was really satisfying, trying to cobble items onto your plate, and then switching to a clicker. I tried real hard and finally got a positive savings :) I call that a win! Screenshot 2023-10-05 223700.png We brainstormed an idea about building an unstable tower on a tiny platform, but I never imagined it could be about filling your plate at a buffet! That's hilariously creative. Also, you've hit the theme two ways: limited space on your plate, and limited space in your stomach (well, actually, it seemed to be _unlimited_!) I found the physics to be a little too bouncy, but that was certainly part of the challenge. Also, hats off to the UI design. That was *chef's kiss*. |
| Oct 6 03:49:00 | 8m 27s | The ECRU Experience | ♥ 1 | Fun experiment! I definitely dig the surprising, self aware puzzles (like Stanley Parable). Very courageous trying a new engine! |
| Oct 8 03:04:15 | 47h 15m | MemGuard Tower Defence | ♥ 0 | This is an innovative kind of tower defense. Others have already mentioned the "death spiral" where letting enemies through will deplete your memory, which reduces your defenses further. Perhaps if you had two resources, one for firepower and the other for integrity. I think if you spent some more time balancing the numbers and waves, this would be very fun. Currently, it seemed like every turret "cost" about 1000 TiB to operate. Because every enemy will not drop memory, it takes time to build up enough to even operate more than one turret. It's a pretty cool idea to allow the player to switch turrets. I'm not sure if you intended the player to do that during a wave, though. As it plays currently, it is a bit hard to progress! |
| Oct 8 03:12:34 | 8m 19s | Jar World | ♥ 2 | Cute! I enjoyed that the environment seemed to have some underlying rules, like moss spreading to dirt and bugs "naturally" dying. That would be an interesting ecosystem to expand on! It is pretty unique for a jam game :) Now that you have a mechanic (moving around and eating bugs, while avoiding getting eaten yourself), there should be an overall objective. "Eat as much as you can" isn't really a clear objective, because it only lasts as long as the player's interest. Instead, maybe building a nest or getting to the bottom of the terrarium. Just a few quick ideas on an "objective"! Screenshot 2023-10-07 224936.png |
| Oct 8 03:32:20 | 19m 46s | Whiskers in the Dark | ♥ 3 | What a fantastic entry! You've elevated the platformer with style and charm. I enjoyed the little details, such as a cat's fixation with boxes and knocking things off of high places! And the shifting lights were a novel challenge. Well done! I appreciated not being limited to 9 lives XD And the last level was definitely a tough one, but very rewarding! And what a beautiful credits theme song :) |
| Oct 8 03:51:37 | 19m 17s | MoveMasters Limited | ♥ 1 | You never fail to impress with your game design! This one looks simple, but the increasingly specific requests really made this challenging! It was fun to finally get to the end and decide what I could get rid of -- wow, maybe that's a life lesson :D That was great fun! No spoilers in my screenshot :) Screenshot 2023-10-07 225029.png |
| Oct 8 03:57:29 | 5m 52s | The Big Crunch | ♥ 3 | Disclaimer: hyperactive context switching games aren't usually my thing. That said, this had a lot of charm! I loved the minimal art style, and the color palette was really effective. The music was an excellent pairing, too. And I got a good chuckle out of the "do nothing" stage! All in all, this was well made! |
| Oct 8 14:16:51 | 10h 19m | Voyd | ♥ 1 | This is serious fun!! It's fairly simple, but pretty satisfying. And I liked how you tied the area size to penalties for getting hit or missing. That really puts a lot of agency in the player's hands. And you made it challenging enough that standing still to maximize your accuracy wasn't really an option. Screenshot 2023-10-08 093008.png Overall, really well done! One thing you could add next is a way to push the void back some, as a reward! And for a _compo_ game, this feels really well polished! |
| Oct 8 14:29:17 | 12m 26s | The Aqua-Eyed Banana | ♥ 1 | Lovely story! Once I accepted that it was a tale I was being told and not something that I could determine the outcome of, I was able to sit back and receive it. You also applied music very well to reinforce emotions. There were some screens that were white (no images or text) that I just clicked through. Did you mean for those to be an interlude between sections? Maybe some indication (like "Proceed" or "Continue") would have made that clearer to me, or maybe that would have spoiled the formlessness :) Thank you for sharing something unexpected! |
| Oct 8 14:34:52 | 5m 35s | watsinnafridge? | ♥ 0 | LOL thank you for sharing this silly thing. It was just a fun time all around. Did I imagine things, or did I put a _pinecone_ in the freezer?? All of the unexpected items, and the stretchy arm, were just silly fun. Thank you! Some explanation of the controls, even on the LD page below the game, would help! I figured it out through experimentation, which was a little fun too, but it couldn't hurt :D |
| Oct 8 14:54:59 | 20m 07s | Donut Park Here! | ♥ 2 | This was a pleasure to play! It was really interesting seeing a different implementation of the same initial idea as our team had, and our products turned out pretty different. You all did so many things well. The whole art style was very charming and peaceful, the music was a perfect complement, and I liked the whole fantasy aspect. The car controls felt very smooth too. I really appreciated the auto-pathing system for the computer drivers, too. That was really interesting to see them find their way out of a tight spot! It wasn't immediately clear where I should deliver cars, but it seemed like the most reliable activation point was up on the sidewalk. And if I put the car in front of the line, then the customer was able to get out easily. I had my best day after really getting that system down! Screenshot 2023-10-08 095003.png We embraced a lot more of the chaos in our version, because we just had too much fun crashing cars. The result was much more frenetic gameplay, versus the calming and methodical game you've gifted us :D |
| Oct 9 21:52:12 | 30h 57m | Rover Under | ♥ 3 | I can only imagine the technical machinations behind the screen to get this sort of massive shared state up to date. Well done! And the world that the Rudds created simply through art really gave some soul to technical foundation. I want to know more about these factions!! Maybe time for some faction fan fiction? At first, I yearned for some form of automation, sending out a personal bot army to cover the landscape. Then I realized that _I_ was part of that bot army ... I approached a meditative state as I painted the board blue and roamed in search of new spawn zones to recapture for the falcons. It would be interesting to see how the game could expand with some type of risk. Definitely a cool experience, and surprisingly not-weird!! Let's go BLUE! Screenshot 2023-10-09 165245.png |
| Oct 9 22:04:22 | 12m 10s | H.amazon E.mployee L.earning L.ab | ♥ 3 | I always look forward to trying Vaguely Damp's entry. For real, always something unexpected and captivating! This time is no different, and it's obvious that so much creativity went into this. I loved how much I hated working at Hamazon. The feedback you worked into the systems, all the sounds and other indicators, was really appreciated. That's something that's hard to spend a lot of time on. And as the room filled with boxes and the floor disappeared, I really felt the application of the theme. I played for a good bit until I hit the bug where you can't pick up more boxes after you die holding one. I did play version 1.01. |
| Oct 10 12:01:27 | 13h 57m | Though I Walk | ♥ 0 | Using parallax as a way to traverse the level is such a brilliant mechanic. The art is effective as always, and you use a simple palette well. Well done! |
| Oct 10 12:07:06 | 5m 39s | Burn Beetle | ♥ 3 | I appreciate that you focused on polish and feedback -- it really shows! The game is very visually pleasing. As you said, the core of the game is fairly simple, but it was still fun. With more time, you could have added even more risk (some variation to the bramble or nasty bugs that come out). I say that with some self-awareness, because for LD51 our team made a similar core game and could not add anything that came out of the vines XD Well done! I enjoyed playing this a lot! Screenshot 2023-10-10 070508.png |
| Oct 10 12:14:37 | 7m 31s | Perse Auki Aavikolla | ♥ 2 | Super crunchy and retro! I loved the "Mad Max" vibes it gave me. The sound effects you recorded were hilarious. I imagine you put them in as placeholders, which is smart to have something rather than nothing, and never got around to replacing them. Or maybe that was the vibe you were going for! Either way, they were great. It was a lot of fun driving around the barren landscape, punting enemies, collecting parts and gas, and then finally getting a gun and pummeling them. Something that could have helped the great gameplay was an indication of your current stats: how much fuel remaining, at least. I had to guess by the audio cues, but it made it harder to be prepared (and hunt for gas versus enemies, for example). Thanks for a great submission! |
| Oct 10 23:27:28 | 11h 12m | Spotlight | ♥ 1 | Playing with render distance and object permanence is such a cool puzzle concept. Hats off to you for that. Despite not having more levels, the tutorials were enough to whet my appetite. I would love to see you do more with this. The retro style was a great decision, too. So much nostalgia! I appreciated the subtle details like sound effects when the block bumped objects. Was there a point to the stationary blocks that I missed? Or were they a mechanic that you didn't get to yet? |
| Oct 10 23:40:24 | 12m 56s | Tableflip | ♥ 3 | Wonderful! The little plop of the furniture was so satisfying. One thing I like about this theme is the creativity with limited space. I think you really did a great job creating a challenging puzzle that was fun and not frustrating. The 3D assets were so pleasing too! Everything felt very polished and consistent. Well done! |
| Oct 11 12:06:22 | 12h 25m | World Weaver | ♥ 1 | I loved this! The concept was explained well throughout the progression, and it made for some neat puzzle design. Figuring out how to get past the line of rocks in the final area took some thinking, but it was really rewarding. Excellent storytelling as always! |
| Oct 11 12:28:05 | 21m 43s | Less is Moore | ♥ 2 | This was so polished! The UI had so much pizazz and clearly communicated everything. I especially appreciated the emphasis you were able to put on certain parts of dialogue, like wiggling the important words. And the tutorial speaker was too funny! It got pretty hard when I had to consider heatsinks ... fortunately, your site remembers the state, so I can return to try more later! All this in a compo entry, I can see how sounds were the last thing. Still impressive! Also, great pun in the title! |
| Oct 12 01:10:39 | 12h 42m | Cubicular Discerner | ♥ 1 | Wow, what a great little experience! It was a good length, and the music was fantastic! It took me a couple of tries, and even though I saw the "blip" (hint), I had to watch your playthrough to understand how to get to it. Thanks :) It was a really great puzzle, too, and a neat story that went with it. After I escaped the room, I walked off the platform, and as I slowly fell to the earth below, not knowing whether life or silence awaited me, the piano soothed all fears. haha :D On my first playthrough, I was able to get the large cube to appear. On the second time, I never did ... so I'm not sure if I missed some specific combination (after receiving the omni size code), or if there's some glitch maybe? Anyway, thanks for an awesome entry! Screenshot 2023-10-11 201028.png |
| Oct 12 01:21:26 | 10m 47s | Introvertigo | ♥ 4 | Incredible as always! The art and the music and the whole vibe just worked well together. Well done! The fact that you give the user free form input, with only a few constraints to keep it on track, is wild! I love how alive the system feels, even if it might be pretty simple. (Edit: I read now about the language model running on a server .. that's awesome!!) I had a heck of a time, and I don't think I did too poorly! Speed run? score.png Except I couldn't help but tease gramma XD oopsie Untitled.png |
| Oct 12 01:34:12 | 12m 46s | Greedy Joey | ♥ 3 | This was surprisingly fun! It didn't look like much to start, but I want to point out a few design points that I think were really smart. The cost of the upgrades seemed like a lot to start, but you started increasing the value of the barrels, which makes you feel like you can get there sooner. The two types of weapon allowed for variation in strategy, and I always felt like I was finding ways to improve. I think the time on the ship might be a little long, but I'm not too sure. At first, I thought that you could decrease the time and then increase the rate of everything else (enemy spawns and attacking). That would make it higher intensity for shorter periods of time. It would be something to try! But then, it started getting a bit harder, so maybe higher intensity would be too hard :P Really, I could play this game a long time!! The art style was really cool, too. |
| Oct 12 01:41:43 | 7m 31s | Adelie - Someone Like You | ♥ 1 | This is addictively tricky! It's like a "missing tile" puzzle, but fast paced! I definitely need a lot of practice to get that quick, so I appreciate the "timeless" mode. A great pico title as always. |
| Oct 12 02:04:18 | 22m 35s | Wizard n' Slims | ♥ 1 | WOW. I seriously could have kept going forever. score.png This was so snappy and the systems were really smooth. I did eventually feel a bit overpowered, blasting magic missiles and obliterating the field without doing much movement. I didn't care, though, because I was having so much fun. This even had elements of chess sometimes, trying to figure out how to get the enemy close enough to hit. You did a really great job making a genuinely fun game! |
| Oct 12 12:25:47 | 10h 21m | Kofferpacker | ♥ 1 | Hey there! First of all, congratulations on a complete game! I had fun with the silliness of adding whatever I wanted to the suitcase (potted plants? sure! furniture? you bet!). The mouse sensitivity was a bit high for me, so consider adding a simple slider to scale that in the future, even on the start screen! The suitcase blowing up confused me at first, because it seemed to be random. Then I understood that it showed signs of bursting as I added more items -- that was smart feedback! I think you could take this idea even further. By adding some sort of scoring, and rewarding more points for the kinds of objects, I would be motivated to find the "right" things to pack. But anyway, for a jam game, this had the right mix of game and silly for it to be pretty fun! :D Screenshot 2023-10-12 072020.png |
| Oct 12 12:35:33 | 9m 46s | Beach Brawl | ♥ 2 | This was funny! I enjoyed the character voices that you recorded. Others have mentioned the difficulty curve. You might consider a wave system so that the player has time to relax (mentally or physically). I quickly realized the best strategy was to quickly spam the mouse button. There was really no need to move at all. If that's not the gameplay you intended, you can shape the player strategy in other ways, such as requiring the player to collect shells (so that they have limited ammunition and must walk around). To me, game design is about understanding the motivation and the mechanics and controls you provide, and making sure all those are in agreement, so that you curate the exact kind of experience you want. As long as you are happy with the experience you made, then you should be proud! I got this far before my arm just tired out XD Thanks for the game! Screenshot 2023-10-12 072936.png |
| Oct 15 15:27:44 | 74h 52m | TombStone | ♥ 1 | Great work! This was a challenge and I had to keep trying. I am a big fan of the Prince of Persia games. The difficulty of these games was always a big part, trying and trying again until you make it to the end. You definitely nailed that! Unfortunately, I could not make it past the third button. Most times I died because of a poorly timed jump :( One thing I recommend for a game jam is making it easier for people to see all the content you added. For example, if you added some checkpoints (spawn the player at the last button they pressed), it would be easier for me to make it to the end. Again, I know that the challenge is part of the game, so you could even add a "hard mode" for players that want that experience. But personally, I'm sad that I ran out of time to see your whole game :D One thing I noticed is that the run speed seems to be dependent on the camera angle. He runs a lot slower when the camera is pointed downward. Maybe you need to use just the 2D vector of the camera's look? Edit: by the way, if you downloaded the assets (and did not make them yourself), you should opt out of the Graphics category. Let me know if I got it wrong, if you made them yourself, and I'll rate you! |
| Oct 15 17:01:25 | 1h 33m | Space, Ltd. | ♥ 0 | This game looks like a lot of fun to play. Unfortunately, I seem to get stuck pretty quickly and I'm not sure what I'm doing wrong. I've got one shelf on the ground, but I can't drag anything on top of it. The bottom-left crate has another shelf in it, but I can't even drag it out of the crate. If there is a reason that I can't stack things on the shelf, or can't drag the new shelf out, then it could be better explained. Screenshot 2023-10-15 120014.png If you can give me some suggestions of what I'm missing, I'd love to come back and try again! |
| Oct 15 17:40:03 | 38m 38s | Corporate Courier Deluxe | ♥ 2 | Great mood! I appreciated the effort you put into making the task interesting. The variety in packaging, and that some of them were marked with the destination. The corporate voice overs were funny and effective at setting the mood. At one point I found a box with two destinations (one in a note on the back), and that was very intriguing. Unfortunately, I ended up losing it among the mess on the floor! I'd love to see this go further! :D On a personal note: using AI for art is a smart way to get your game going fast, and with unique assets, but I'm not sure how I feel about rating the graphics of the game in that case! |
| Oct 15 17:57:19 | 17m 16s | Under of Nowhere | ♥ 3 | I love the atmosphere of this! There were a lot of systems in place (cold, hunger, and resources) that made this game very engaging. There were even icy areas that made cold go down quicker. I think the level design you accomplished was very smart! It was definitely a challenge, especially given the limited sticks and the scarcity of flint to make rope. I made it a good way through all the available tunnels that didn't require rope, but I only found one flint. Then I die of cold in a particularly long stretch of ice. I can think of a few simple tweaks that you can consider. * It felt punishing to have to pick food from a bush before harvesting the sticks, especially when my food wasn't very low, and sticks were such a precious resource. Maybe allowing the player to stash food (berries and mushrooms) to consume as they need it? * to I suggest a little more light without a torch, otherwise it's virtually impossible and just leads to a long, slow death :) * Make flint a little more common, at least to allow the players to progress further. After all, it's a game jam, and you worked so hard to make much more content than I was able to see! |
| Oct 15 18:49:27 | 52m 08s | Island Hustle | ♥ 1 | This was super adorable. All the little dancing and noises were just too funny. I noticed that the audio only really seemed to play when I was near the center, and so the music would cut out as I moved around. I really liked the idea of guiding them around the map using the light. I would recommend another way to rotate the camera (maybe Q and E?), because rotating the camera with right click and drag also changed where I was directing them. I think the auto-pathing of the people would need to be polished a bit more to avoid making this feel unfair. Because any single person hitting the water is an instant-lose, but I don't have perfect control over how they get to the light, I have to be extra careful to not get anywhere near edges. Something to consider? I was able to collect just about all of the fruit (except the ones that flung off the map!), and I watched the ramp build upwards into the sky. It was pretty clear what I needed to do: avoid the flood by climbing my people upwards. Unfortunately, one of the pieces just points off the map, rather than continuing the spiral. Was that intentional? Screenshot 2023-10-15 134824.png |
| Oct 15 19:07:40 | 18m 13s | Pack-It! | ♥ 0 | This was pretty engaging! The artwork was really appealing! Everything was colorful and silly, and that added a lot to the experience. I expected the items to "auto fit" into the box, but allowing me to drag it anywhere gave me a lot of control (and probably made the game more interesting -- but I won't know for sure without trying the other way). Some sound effects, especially for user interactions (picking up and placing an item) would have really completed the experience. One suggestion for improvement: I expected to be able to replace items on the conveyor belt after picking them up, especially where the first item going off the screen causes a loss. This means that I learned that a pillow could not fit in the box I currently had, and the only way to not lose would have been to send a pretty empty box. I suggest you give the players more opportunity, at least by allowing them to miss more items (maybe 3?), or by allowing them to keep putting items back on the conveyor belt at any point. |
| Oct 15 19:15:05 | 7m 25s | Limited in Space | ♥ 0 | This is super impressive, especially for being done from scratch in C! Hard-core!! Mad props! Independent of the technical achievement, this game is fun! This is a really compelling twist on classic Asteroids. The limited space from the walls and the different asteroid types really add a lot of variety. I think it changes the gameplay a little bit, as I wasn't as motivated to move around as I would be in the original game, but I did have to make sure to keep moving ahead so I didn't get swallowed up by the creeping edge of the screen :D It was nonobvious how much integrity my ship had, as it seemed like I could sustain a few bumps without dying. That was generous, but I would also appreciate knowing how much risk I could take! Really, this is a lot of fun!! The auto-save feature was especially generous. Eventually (Level 10), the amount of non-white and non-red asteroids really got to be a progress barrier. This might require tuning some individual parameters, but I can definitely see there being a necessary cap to the chance for each type. I also wonder how the game would be with procedural noise, so that every play would be the same. That might require more work to ensure non-winnable situations, though, unlike "true" random, which can be resolved with a reload. Untitled.png |
| Oct 15 23:08:03 | 3h 52m | You Wouldn't Download A Car... | ♥ 2 | Super funny, I don't know how on earth you came up with all the ideas. The first minigame caught me by surprise, and even took me a minute to realize what it even was haha! After the bluescreen, I'm not sure if there was an alternate path that I could have taken to "win", or if that is the intended ending. Still a lot of fun! Just missing some nice OS sounds :P |
| Oct 17 01:28:08 | 26h 20m | HEADSPACE | ♥ 1 | LOL this was really unexpected. I love the style of the modeling. So unique. And the idea of shoving thoughts into the ears and shoving out other thoughts is really interesting. Some of those thought bubbles were hilarious. Others were sweet. Very good job! At first, I didn't realize what to do with the "Start" bubble. You could add an in-game tutorial to introduce the player to the concept. But the "ah-ha" moment was also cool. It seemed like I was able to stuff all the thoughts into the head with about half the time left, so I ended up sitting there with nothing to do until the next round, except for this ... lol eyes.gif |
| Oct 18 22:21:16 | 44h 53m | Shrinking Space | ♥ 1 | A very good entry! This was fun to play, and it had a lot of interesting mechanics: the different types of obstacles, two types of moving barriers (the enemy and the closing wall), and a score objective. My only critique is that after I collected the attainable bits within the area, there was nothing to do but sit and wait. Maybe you could continue to spawn them at a faster rate? I should be rewarded for making it to the end :) scoring.png |