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JoshAnthony1990

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TimestampSince previousGameJoshAnthony1990's comment
Apr 16 13:59:00 Voir Dire ♥ 1 Really enjoyed this game. A jury take on "summoning" is very clever, and I like the packing and selling mechanic. The art style looked good, the noir storyline was fun. Great work!
Apr 18 13:57:33 47h 58m Lil Lads Hit the Notes (Or fall into lava and they don't want that) ♥ 1 This was fun for a few rounds. I think I'd have preferred a keyboard input instead of the mouse, and it would've been nice to have a way to recover health so it reduced pressure to be perfect. Overall presentation was nice, good job!
Apr 18 14:18:59 21m 26s Eye for Mischief ♥ 2 Cute game! Gameplay was fun, enjoyed learning the game and strategizing around the powerups.
Apr 18 14:43:56 24m 57s Purrfect Portal ♥ 2 This was a wild idea. It took me awhile to start figuring out what I was supposed to do, and even then I never really felt like I was controlling the game. Eventually, the number of units got to the point where I just dragged what I could onto the portal and hoped for the best. I also couldn't tell if there was a goal to work toward or if I was just endlessly feeding the portal. That said, a strategy game of complexity is tough to pull off, so kudos on the attempt! I enjoyed it before it got overwhelming.
Apr 18 15:02:28 18m 32s Camp of Childhood Fears ♥ 2 Interesting idea. I couldn't figure out a working strategy to get out of the starting room without getting killed.
Apr 18 16:50:21 1h 47m Crystal Defence ♥ 2 I liked the concept. I think the balancing of the numbers felt rough, there's a point where no matter what I do I feel like there's just not enough money to upgrade my defense. Not sure if this was intended, but when you restart a game you keep the existing towers. That actually made the game more fun for me, because I could build on my existing infrastructure with the early wave money. Let me last longer. I had fun playing. Thanks for the game!
Apr 18 17:23:05 32m 44s Hat vs Evil ♥ 1 This was a game that felt a bit bipolar to me. One the one hand, the swarms of enemies felt overwhelming, and I eventually reached a point where I stopped caring about whether I stopped them from reaching me and just focused on placing towers. On the other hand, the consequence for this was only resetting my current progression, so that afforded me the time to get away with this. On the one hand, it was impossible to read the tower stats, and the placement interface didn't let me cancel out of unintended decisions; if I triggered a tower summon, I had to summon something, and if I placed the wrong resources, I couldn't take them back. On the other hand, once I got to a point where I lucked into enough towers to stop enemies consistently, I was able to just spam more towers and build on top of that. In summary, I think you had a really cool concept. The resource collection influencing what kind of towers to create was awesome. For me, I think I would've preferred a slower-pace beginning, to give me time to strategize, instead of placing things ad-hoc and hoping for the best. Overall, I enjoyed playing!
Apr 19 16:26:20 23h 03m Necrunmancer ♥ 2 I like the premise. I enjoy deck builders, and I enjoy created creature combat. For a jam effort to attempt deep strategy, I think it was a fair effort, and I had fun with it. At its core, this combat mechanic of this game is Magic the Gathering, but creatures only, and no control over who attacks what. That lack of control was my biggest frustration, because it didn't let me prevent losing scenarios (like targeting archers first so I can reduce player damage). Even something like having a creature that forces blocks (e.g. Hearthstone's Taunt keyword) would give me some amount of control over attack targets, and that would've been more enjoyable to me. Again, though, for a jam effort, what you got in there was fun. With some refinement, I could see this being a game I'd pick up.
Apr 19 16:38:38 12m 18s Sum Monsters ♥ 2 Sudoku with summoned monsters. I like it! I like the simple presentation, and the interface is pretty intuitive. One improvement would be to pause longer once the player solves the puzzle. Since I solved a lot of the puzzles from intuition, the quick fade to black didn't let me linger on enjoying my success. Not a big thing, but I think it would help with presentation. Good job!
Apr 19 16:51:57 13m 19s Summon Get It! ♥ 0 Copying the forms of fallen enemies is an intriguing concept. For me, I had trouble avoiding taking damage, so I couldn't get past the second level. Good job!
Apr 23 23:52:13 103h 00m SacriSquare ♥ 1 I found myself enjoying this game more than I'd expected to, for how simple it looked. Having trailing squares be able to capture was a brilliant idea. There's potential in this concept, with more polish.
Apr 24 00:16:40 24m 27s Master Of The Pit ♥ 1 I enjoyed the concept, and playing it was fun overall. I did feel like my spawns died a bit too quickly, but not outrageously so; I could blame my poor skill as well. Liked the sound effects. Good game!
Apr 24 00:35:10 18m 30s Cubomancer ♥ 1 Cool idea! I liked the camera shake on dropping the stone cube, but there definitely needed to be a squish sound when crushing the red blobs. :P Good job, thanks for making the game!
Apr 24 00:44:37 9m 27s HellKiller ♥ 1 The art and the sound were good. I found myself not able to pay attention to what the upgrades were because I was too busy staying alive; either time needs to slow/pause or the upgrades need to be much easier to read quickly. Since I had no idea what the perks were (or even if I was acquiring them), I didn't progress far into the game's strategy. Thanks for making the game!
Apr 24 00:56:25 11m 48s The Birth*Day of Cthulhu ♥ 2 The art and sound were awesome! Presented a cool atmosphere. I couldn't figure out what the goal of this game was. I brought people to the pier. Sometimes, I was told "he needs more", sometimes I saw him wear a party hat. Was the latter the goal? Was there something more? (Also, were people supposed to disappear at the pier? If so, that never happened for me.) It felt frustrating to gather a crowd. If I have a crowd, I can't get individuals, and calling a crowd would lose any individuals I'd already gathered. Maybe there's some way to monkey around with the calls and releases to get larger crowds, but I wasn't able to intuit it. Overall, though, good job!
Apr 24 01:08:24 11m 59s Abyssal Ascent ♥ 0 Reached the edge of the map, but nothing indicated victory. (I also got there by tunneling straight for the edge instead of doing the intended gameplay.) I think the digging mechanic is interesting, but there wasn't much done with it to feel like it was anything more than an annoyance. The movement also felt weird in the tunnels; sometimes, I'd stop moving forward without reason, only able to move if I shot my weapon at the same time. Good effort, thanks for making the game!
Apr 24 02:50:05 1h 41m Nexus Conquest ♥ 5 This was a massively ambitious game to pull off for a jam! Polish-wise, this is top notch! Art, SFX, and music are fantastic. This falls short on the theme, for me. There's not any difference between "summons" and "hire for cash", and I feel the theme could easily be absent and the game wouldn't be any different for it. Mission 1 felt way too long; it took 10+ minutes before I got to the fleet action part of it, and with so many enemies I went down to 1 badly-wounded unit, which ensured my demise on the next mission. Overall, great job!