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TimestampSince previousGamehopem's comment
Oct 3 08:39:06 Paul Klee, Rich Harbour ♥ 2 This is a nice game. The instant transition after hitting a wall made it so I just kept playing the game again. Since you're making the walls it becomes a matter of planning ahead when there's a lot more walls, so you don't make an impossible level. I was trying to see if the balls spawn on same-colored walls, which would mean they would activatee those walls and end in failure. But, it looks like that doesn't happen (or too rarely for the time I spent), and there is usually a second ball you can go for, so that's a good thing. The game also has the option of going over old walls to replace them with a different color, which gives more options for how to approach the game. Also its cool that you highlight slightly the walls that correspond to the balls on the screen, so you know which walls can get activated. Also the music was fitting for this game, and it didn't get boring for the number of attempts I made.
Oct 3 09:44:10 1h 05m Sprinttech ♥ 6 I had fun with the game, and some levels did get me in a "flow" state to jump in the right place. However, it doesn't really use some of the abilities the player has, like the "time slow" didn't seem to have a reason to be used. Another thing is that there is never really a reason not to sprint, so it would be nice if either you sprint the entire time, or hold Shift to slow down instead. The controls were responsive enough and had good air control, which is necessary to make precise jumps. The shot that creates platforms should maybe be timed so the platforms don't last forever, so the player has to shoot at the right time. But, I did like that later some of the platforms would block the player if they were activated, so that's a nice touch to the level design there.
Oct 3 10:26:12 42m 02s Astromino ♥ 0 This is a good use of the theme. I liked how you can defend and attack at the same time. The dominoes sometimes didn't place where I wanted them to go, which made me not get the maximum out of them. Liked how planning ahead and placing dominoes in specific places to set up combos later worked. Really feels like it could be made into a more complete game.
Oct 3 11:32:35 1h 06m X-13 VIRTUOUS MISSION ♥ 2 Could use more polish, but the game works. Restarting removes all upgrades but doesn't give points back, so I end up with no upgrades possible.
Oct 3 11:49:46 17m 11s SPACE GARDEN ♥ 4 Good game. It was fun finding out how the plants interact.
Oct 3 12:42:04 52m 18s Setting the Stage ♥ 4 I really liked this game. It was fun reading the performer's bios and making different combinations to see what works. Also its funny when you get everything wrong.
Oct 4 08:45:40 20h 03m Eye See You ♥ 4 The game is super fun and satisfying to play. It's missing audio cues for when there are enemies behind me. The floor mechanic is fun and unique, switching quickly to the terraform to build a platform underneath myself was really cool. Right now the game gets stale a few minutes in, so adding a few different enemy types aside from the basic player-seeking eye, like maybe one enemy type could start tearing up the floor, would help a lot to make the game more varied. I like that the game starts with a different wave each time. It helps make the game less tiresome to restart (Which happens a lot). Some more things I would like to see in this game: 1. A secondary attack for your primary weapon would help when there are large swrams of enemies, like when you can tap the fire button to do a shotgun attack in Devil Daggers (which you're probably aware of), for example. 2. Maybe a limit to how much terraforming power you can obtain, or it could be depleting slowly even when unused, so the player has to use it instead of just hoarding a lot of it at the start. 3. The floor could break faster the longer you survive to add difficulty later in the game, if it doesn't already. Overall its very fun and would make a great finished game imo
Oct 4 09:32:50 47m 10s Bit Golf ♥ 1 Couldn't get to the end, but it was a cool take on the theme. Really had to try hard to see what can be compressed. It does seem the dificulty of the levels is all over the place tho.
Oct 4 09:56:46 23m 56s Warehouse Tycoon ♥ 1 The game feels too fast, but I got used to the speed. A way to slow down/speed up the game would be good. But at that point, it got boring to me. It didn't feel like money was really important and I didn't understand what the two different money counts were for. Maybe if it was something like, you have to pay rent or something it would make more sense. Mostly I was just picking the shortest length contracts because then the space isn't taken up as long and I can take more contracts sooner. Giving a clearer goal would be good, because it didn't matter if I had negative money to me. Also I didn't realise there is more space if you scroll until I read the other comments.
Oct 4 10:40:40 43m 54s Gacha Fever ♥ 2 The game is satisfying to play and the limited space adds some strategy to where you want the enemies that explode to go. It wasn't clear when the wave is supposed to end tho. Also sometimes the "Start next wave" button would appear before I select an upgrade, which made it impossible to pick an upgrade. Its a pretty good game overall.
Oct 4 11:30:29 49m 49s MadCap (Alan the Archeologist) ♥ 1 The game had a lot of problems, but I still kept trying to get the statue pieces. So you have a fun game loop, but it needs some technical tweaking. The collisions on platforms were not very intuitive and sometimes I get stuck in the statue placing part and can't leave it. Some parts of levels don't seem possible (the statue parts over water in particular). It was amusing to build statues with random parts tho.
Oct 4 12:02:49 32m 20s Fit ♥ 1 Fun but the controls did not feel intuitive to me. I would have prefered if the controls could be reversed. When I did get used to them, making a mistake made me forget how to play. It was difficult to change the number of pins and rotate on keyboard. I couldn't see the upper part of the circles, so that also made it harder. If I could see them better, I could plan ahead more. Getting the number of pins right and rotating at the same time was exciting.
Oct 4 13:37:59 1h 35m Fridge Frenzy ♥ 2 Its not bad for your first try at UE. I didn't notice the nutriscore at the start. There were problems with the camera and sometimes I couldn't move the food where I wanted to. It does feel too easy and I didn't feel there was a point to put more food in the fridge when there was some already in it. Also, the music doesn't loop.
Oct 4 16:06:37 2h 28m The Heap ♥ 2 The game is fun, but getting the inputs to the right place in time is pretty hard. Sometimes the time an input has is too short to do anything with. The memory only takes 1 input at a time. So if I just put something into memory while processing something else and a short time input appears I can't really do anything. I don't know if the time freezes when its being added to memory. The fades should be faster and the game over screen should be skippable, that made me not want to play for long. But the game is still good.
Oct 4 16:35:14 28m 37s Plungebot's Playroom ♥ 2 It had some interesting mechanics. I could complete most levels by trial and error, but I did try thinking about a few of them. The default perspective wasn't really good for this kind of game.
Oct 4 17:14:28 39m 14s Questris ♥ 0 Nice game. I played for a few rounds even despite losing a few times. Its cool that you added a cost for each round. Though, I didn't really see an incentive to use the bigger blocks, or get more than 1 line. Also, it was unclear what the colors of the blocks did. Its interesting that you added different effects to the blocks, although the negative blocks were something I wanted to throw away if I had the gold for it. Also, throwing away a block doesn't take away a round, at least it doesn't show it on the UI, like it says in the description. But what's here is solid.