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suvi

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TimestampSince previousGamesuvi's comment
Apr 21 23:04:33 Euclid's Elementals ♥ 3 Geometry is magic, and you too can cast spells by making platonic solids with a ruler and compass – I love this idea! I’ve had a great time tilting triangles, squares, and hexes. My top score so far is 380, and I haven’t been able to get an octagon to register yet (and not for a lack of trying). I’ll definitely be back to check out the post jam version, and would love to see a more polished and fleshed out version. From a technical side, I’m impressed that you managed to get this working as tracking all these circles/lines/intersection points looks like a very cursed problem (detecting intersection points, detecting shapes, floating point rounding errors, etc.). I’ve definitely gotten into situations where I’m constructing triangles and squares, but they don’t register as shapes. I wonder if this is a detection bug, or if the game simply does not allow you to re-make the same shapes after they’re used up. In terms of game design, I like what you’ve done, and could see how this could be extended with attaching more mechanics (walls/turrets/traps) to shapes/symmetries. However, I feel that the game is a little too cognitively taxing to keep up with running away while drawing and attempting to make new shapes. I like the music and how it captures the clashing element idea, it reminds me of the Rite of Spring. However I did end up turning it off after my first few runs as I found the game to be a little less stressful without it.
Apr 21 23:11:55 7m 22s Necrodancer ♥ 1 All things considered, this is as pretty interesting prototype for 6 hours of work. I'd love to see a see a more complete post-jam version!
Apr 21 23:51:52 39m 57s Containment55.bin ♥ 1 Interesting premise -- as a programmer I'm fond of terminals and love the monochrome green esthetic. I agree with what others have said above about a programmer's expectations from a linux terminal. I suspect one way to get around this is to make the terminal less linux-like, which would probably curb some of those expectations. I also got stuck after pushing the 3 exes I found in /locations and /history (soul/eerie/supremeaten) – I was unable to open other directories and ussr.txt (even sudo and su didn’t help). Did I miss something? Attaching the lore to real history was very cool and compelling, and made me feel like I was exploring an old computer with evidence of a supernatural creature. I’d love to play a post-jam version of this.
Apr 22 00:07:46 15m 54s Devotion - A fairytale ♥ 1 The game practically oozes atmosphere and is a great example of a very limited and high polish. I'd love to see this extended into a larger puzzle game.
Apr 22 00:37:16 29m 30s Fiend-Zone ♥ 1 Nice twist on the Vampire Survivor-like games. I love that you mapped the seven deadly sins to the different fiends in terms of mechanics. I was able to beat the game, and I generally enjoyed the mayhem of avoiding the fiends! I found the early game relatively easy as I breezed through the first half of the run, however I felt that the difficulty ramped up really quickly during the latter half. I especially found that the introduction of fiend #6 to be a sharp uptick in difficulty, as running away from it made picking up the few gems (that weren’t eaten yet) especially difficult.
Apr 22 06:48:15 6h 10m Capture the King ♥ 2 Interesting idea -- I like the premise of having a limited cost and needing to figure out which pieces are needed in which position (ideally while minimizing cost). However, since the game doesn’t indicate an execution order, it takes away from the player’s ability to plan piece choice/position.
Apr 23 04:06:20 21h 18m LD55 - Hell Binder ♥ 1 I had a good time playing the game and liked the core idea. The upgrade/door/dog/bad guy combination is a good set of starting mechanics for designing, larger levels and puzzles. I noticed that it was possible to stand on the dog, after you get it to run into a wall, and thought that this interaction could also be used for puzzles. I'd love to see an expanded post-jam version.
Apr 23 04:41:10 34m 50s No Tea Time for Slimes ♥ 0 I enjoyed the mechanics and the puzzle design -- I experienced a few nice ah-ha moments when I figured out how to get past a few hidden traps, and when I figured out the rock-spike blocking. In general, I think you did a great job of designing the levels that teach the mechanics (jump height, spike blocking). The game is polished and I particularly enjoyed the eye movement animation of the slime. I unfortunately bounced off at the statue/rock/timing level as I got too frustrated -- I intend to come back and complete the game.
Apr 23 06:39:21 1h 58m Kalòmancer ♥ 0 It's impressive that you were able to pull this off in 3 days. I appreciate the procedural animations during the autobattle – they do a great job of showing what's going on. I also like the art style and I found it to be super consistent and interesting. Generally I had a good time playing through challenges, and experimenting with card modifications/deckbuilding. That being said, because the game obviously borrows heavily from Hearthstone, I found myself expecting things like the mulligan mechanic and more control over the unit order. The card editor was interesting, however I feel that the mana cost increase from changing a single stat was a little too steep.