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atmospherium

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TimestampSince previousGameatmospherium's comment
Oct 14 00:57:19 Onion Mayhem ♥ 2 Nice spooky-yet-cheerful vibes. I loved how the music kept slowing down and lowering as you got bigger. Everything felt more and more ominous the bigger that I got. Not sure if there's an ending, but I got far enough for things to start to get difficult to collect candies on my own level. So I got a fair amount of enjoyment out of this.
Oct 14 01:35:46 38m 27s Ant war! ♥ 2 I love seeing entries like this in Ludum Dare where there's a ton of ambition that wasn't able to be fully realized. There's a lot of complexity in getting these systems to work right, so I'm thoroughly impressed in how complete you DID make the game. I beat each of the individual levels (I think I used an unintended strat for the last one, but I'm fine with it). Great work.
Oct 14 01:47:44 11m 58s Light Cave ♥ 1 Great job here. Definitely hit a skill blocker for me, but enjoyed the parts I was about to get to. The mechanics are nice and simple in concept, but you've built some great variations that let complexity (and difficulty) feel organic and easy to understand (even if I couldn't quite execute). The art is clean and clear, definitely focused on making the puzzle solving clear, but with great lighting and particle flourishes along the way to make it feel polished.
Oct 15 16:06:09 38h 18m Shrink ♥ 2 Interesting idea, my first time through I didn't understand the growing mechanic and got to the end without much difficulty. My second time through I let the clock countdown and saw how the growth mechanic would prevent you from proceeding if you didn't escape in time. I think that's a great idea, but I feel like most people will get through each screen without realizing the puzzle aspect. If you continue working on this, I think finding a way to start the player off at the large size so they HAVE to collect a potion before they can squeeze through a gap would go a long way. But those are minor complaints - it's Ludum Dare and we all realize how time constraints get in the way. The art was nice and clean. Simple and effective animations (even the extra frames for the poison/water). The music was minimal but fit the tone well.
Oct 15 16:28:56 22m 47s Ludum Dare 56 ♥ 2 I like this take on the theme and you did a great job of making things feel chaotic and unpredictable. And that failure screen caught me off-guard in a very enjoyable way. Art and music really fit the tone. I never succeeded, but I guess that's why I'm not a kindergarten teacher.
Oct 21 21:27:51 148h 58m Summony Flute ♥ 1 I feel like this control setup and premise could work really well as a mobile game. I struggled some with drawing the right shapes with my mouse, but I think touch controls would go a long way. As far as the gameplay itself, I liked letting my troupe of creatures all do their own thing while pointing them in the direction I wanted. The art and overall aesthetics were nice and I really liked the interactive musical elements. I THINK I killed/mined everything on the map and got to the exit gate, so it did a good job of keeping my attention.