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OlenIkimid

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TimestampSince previousGameOlenIkimid's comment
Oct 3 07:19:17 ASAP ♥ 2 Just as the challenge starts to ramp up, it ends! 😭 Nicely done πŸ˜†
Oct 3 07:34:42 15m 25s Going Up ♥ 2 Absolutely nailed the elevator music, sfx, and voice acting. Sometimes the placement is a little wonky (using HTML5, Vivaldi browser) - it took some finicking to get the tall guy in place on Level 3, and then on Level 4 I was able to put the construction worker in a spot that I think is "illegal", and then it allowed me to put others in spots that also felt "illegal": level4.png At any rate, nicely done and fun little puzzler!
Oct 3 07:58:10 23m 28s Hellevator ♥ 3 I really like the funky soundtrack and pixel art! The combat could have a little more variety to it I wasn't sure if the enemies are supposed to do any damage to the player or not, so it's pretty easy to just keep slaughtering everything πŸ˜… Also, I got stuck at Level 4 and no enemies would spawn (it also looked like the elevator was stuck between floors) level4.JPG
Oct 3 08:22:53 24m 43s Whammer ♥ 2 Love me some menacing drone ambience! I second the comments regarding the difficulty and hole shrinking problem - too many times did I die because I hit the edges of the hole I just made. A quick hack would be to give the player temporary invincibility to dying from the wall (maybe 1 second) when they break a hole through it. For the other objects that can kill you like the spinning blade in the middle, the iframes/invincibility wouldn't apply. Alternatively, make the walls individual entities but ID their orientation (North, East, South, West) and the player only dies to walls if they are touching two opposite walls at the same time. Because at the moment, touching the walls kills you too before they can even squish you πŸ˜‰
Oct 3 08:59:21 36m 28s SkaryMonsters ♥ 2 @magnanix >the guitar riffs on the menu kept reminding me of something...maybe THPS? Same! This was a fun little game that would be really nice with friends in local multiplayer and a couple of controllers! I really like the art style and perfectly kicks off October/Fall season. Strange bug, after playing it once, they closing the game, then trying to a second time, the game throws two errors and crashes. Deleting everything and unzipping again doesn't fix it (I haven't tried restarting yet). nohernando2.JPG nohernando.JPG Also, the round didn't end after I pushed all the enemies off the platform.
Oct 3 09:06:57 7m 36s The Last Capitalist ♥ 0 seconding @hangovergames - I like the mixture of tower defense and top-down shooting, but the camera currently makes the game quite tricky to play - fixing that would make the game so much smoother. Also, a sound effect/audio cue just to know the monsters are attacking my factory would be nice, crabs ate my factory and I had no idea πŸ˜†
Oct 3 09:18:10 11m 13s Conways Crowded Farm ♥ 1 The PC version throws this error for me: bugged.JPG However the Itch version works fine! I like the idea a lot, I think it would be really nice to have better explanations of what's going on - for example the rain clouds go every direction EXCEPT east (which is what the tooltip says) πŸ˜†
Oct 3 09:40:58 22m 48s Sunfarers ♥ 2 Pluses: * Relaxing and nice take on the theme. * Just feels pleasant to put things down on the planet * I left the game running so I could keep listening to the music because I enjoyed it so much. Fits nicely with the scifi/colonization theme with some pleasant synths and sits in the background without feeling like it's just background music (I really struggle with making distinct but unobtrusive background music when I produce, so it's nice to hear some good examples to learn from πŸ˜„). Minuses: * There are only 3 tracks to listen to and they don't loop, so the game goes silent once there's no more music 😒 * Colliders for the objects make placing things a bit tricky Additional recommendations: * Adding some resource production/subtraction feedback each time a building is placed would be a very helpful UI/UX touch - that information is available in the bottom right but I didn't really notice until mid-game πŸ˜…
Oct 3 11:12:10 1h 31m Space Promenade ♥ 1 I'm a sucker for space and synths so as soon as I saw that it's in space and has music I had to check it out. Wasn't disappointed. For some reason it reminds me just a bit of [Nathan Lamont's Ares](https://en.wikipedia.org/wiki/Ares_%28video_game%29), which was one of my favorite games. Simple concept but it's really satisfying. If this were PVP I think would be a really fun game to sink some time into with friends. Obviously this is a Compo AND you only have 48 hours - so *maybe* getting netcode to work properly isn't how you want to spend your precious time πŸ™ƒ Nicely done! ✌️
Oct 3 12:08:21 56m 11s Hoverspace ♥ 3 Good and simple game loop that is fun to keep playing. Pluses: * 3 enemy types, each with different and unique behavior that all contribute to influencing how the player reacts, was a solid decision * High fire rate make gun go brrrrrr Some possible improvements: * It's not obvious what "armor" actually does - my first playthrough I tried to max that but no matter what the enemies did 1 damage to me per hit. Reducing my armor below zero didn't result in taking any more damage, so I just min-maxed fire rate and damage πŸ˜„ * It felt like boosting health is a bad perk to take because it only increases max health, rather than current health. Since repairs are so costly, I found myself happy with only 4-5 hp at a time and focusing on damage and crit chance. Perhaps the health boosts should come with "free" health, and also reduce repair cost, or something to that effect. Still I played for far longer than I care to admit - nicely done! ehka.JPG
Oct 3 12:33:28 25m 07s AnathemA ♥ 2 The enemy SFX are so creepy! All of the art choices make a very cohesive mood + aesthetic. The difficulty is quite punishing, especially because there's no dodge mechanic and some of the enemies are simply so fast that you can't really avoid them. I think if you could regain a single heart of life each round that would also help with the difficulty curve. Take this with a grain of salt - I have potato aim πŸ˜‰
Oct 3 16:39:35 4h 06m hypno-room ♥ 1 seconding @kiberptah - I like the concept and it's a executed nicely EXCEPT that I wish the room were visible, because it's a bit confusing to solve a puzzle where you can't see everything. I wouldn't do away with it entirely - some levels could be "dark" as a mechanic, but then others could be completely visible and the mechanic of only being able to move blocks within a certain distance of the player could be kept. The music is a quite...aggressive πŸ˜… - I would have also preferred SFX.
Oct 4 11:28:46 18h 49m Limi### Space (2 players) ♥ 2 Pros: * It's a nice surprise that different things seem to happen on different playthroughs (or at least there's different scenes). I have no idea if whatever I am doing is actually affecting the outcome - so far I have gotten the same ending...however perhaps that's part of the mystery πŸ˜… * Sound design. Minimalist but I found it pretty distinctive and works well. Cons: * This made me visit ItΓ€keskus without my consent
Oct 4 13:02:47 1h 34m Fishy Business ♥ 3 I really like the idea and the ambience. Everything sounds correct and I feel like I am indeed on a fishing boat - so overall the theming is very nice. Unfortunately, the pacing is extremely slow and it can feel a bit tedious. With a couple of small tweaks, I think the game play loop could be a lot more fun and engaging: * The net could be a hoop with a limited collision radius. You still hold E to lower it and release E to raise it. * Fish that touch the net would be caught instantly. (the fishing magnet could then increase the radius of the net a little bit) * Spawn way more normal fish and far fewer fish that require licenses or are illegal. I shouldn't have to catch a bitcoin wallet in a bottle or several locked safes to upgrade my engines πŸ˜† - I should be able to do it the fair and honest way - catching fish! πŸ˜‰ * The fish should spawn in a greater range (up and down) * fish move slowly to the left or right, and sometimes change directions, adding a bit of skill/effort on the player's part. With these few changes, the player has something to do other than run from the throttle to the net and back (and occasionally sprinting to the cargo hold to dump contraband as the police approach) Some other things: * Color the icons so that backgrounds for illegal fish are red (not just named "Red Herring", although I appreciate the humor πŸ˜„) and ones that require permits are orange. Treasure could be purple or blue. * Fining and confiscating "permit only" fish works well, but going to jail and it being "game over" could be replaced with the police simply taking all of your money and cargo for "illegal" fish (something like "we have to do a full inspection of your cargo to make sure there aren't more of these") * I like that the game has "secrets" but I don't really know what the goldfish does - perhaps I could pay a small fee to the fish buyer and the tooltip will change to be something more helpful. * Perhaps I should have to stop the boat to talk to the police and the traders. I realized later I didn't need to actually stop, I could just walk over to the radio. However, being able to do a drive-by fish sale might keep the pacing nice and quick though πŸ™‚ Some polish ideas (if only we all had more time πŸ˜‰) * It'd be nice to see the outside of the ocean passing by. Would combine very nicely with the rocking of the ship interior (I appreciated the bottle rolling back and forth) * balancing of the fish values and upgrades. * Maybe the fisherman can upgrade his peg leg so he can walk faster too All in all, I spent a decent amount of time playing this and did enjoy it - I just wish the pacing was improved. Nicely done!
Oct 7 10:40:25 69h 37m DoomsdayTruck ♥ 0 I like the idea and it's easy to see how the core loop could be significantly expanded upon.