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| Timestamp | Since previous | Game | Jeremy Ryan's comment | |
|---|---|---|---|---|
| Oct 22 02:51:09 | Prince Charmony | ♥ 1 | Finally getting around to rating games, so naturally had to start with yours! As always, you've delivered an impressively scoped, polished game bursting with personality. Puzzle games are super difficult on LD timelines but to me the pacing and difficulty felt just about right, which is no small feat! Graphics and UI are high-quality and legible. Once again I'm super impressed with how good the trees in the background look! I do think the background and foreground elements clash a little bit, since the background has so much depth of color (especially with the light rays/shaders) while the character and creatures are comparatively simple and flat. Audio is great as always, and glad to hear you're continuing your a capella streak. Fan art is quick and dirty this time around because I'm doing all my play and rate in the last couple days. Here's the guy (I gave him arms so you don't have to): charmony.png Thanks for continuing to make awesome games! | |
| Oct 22 03:32:28 | 41m 19s | Bug Bash | ♥ 1 | Nice entry! As others have said, the magnifying glass and mirrors are a novel neat spin on an otherwise fairly straightforward tower defense game. I really liked how you could get really good coverage with the magnifying glasses at the cost of consistency, since you had to add or remove mirrors to make sure they continued to work across rounds. I had to restart the first level a couple times because there were ways to spend your money that just made you lose (like buying a flyswatter, which can't quite take the first wave on its own), but after a couple false starts I was able to make it through all the levels without any more problems. Part of the issue is also that bugs just continue to eat your picnic until you're dead, unlike most traditional tower defense games where leaking one or two units just costs you part of your health. The music and graphics were really cute. I enjoyed the creativity of some of the enemy designs, especially how they got more and more intense over time. I liked the chainsaw bee in particular so I drew a little doodle of him: bugbash.png Thanks for making this, and good luck during the rest of play and rate! |
| Oct 22 04:01:17 | 28m 49s | Tiny Turf Tussle | ♥ 3 | Had a lot of fun with this one! I'm impressed at the number of towers and units you guys were able to make, and how balanced it felt. Everything felt like it had strengths and weaknesses and there were a lot of ways you could conceivably win. The tiny pixel dudes were really charming and the game as a whole had a great vibe. The strategy I ended up going with was discounting goblin village as much as possible and making tons of them --- it was weak to the electric towers, but given enough time they were able to get past them. Here's a "screenshot": tinyturftussle.png Thanks for making this and good luck during the rest of play and rate! |
| Oct 25 03:33:05 | 71h 31m | Oddball Assembly | ♥ 1 | A lovely game with absolutely nothing sinister, unnerving, or otherwise deeply unsettling in an aesthetic way at all! **I̶̮̓ ̷̖̚c̸͚̔a̷̙̿ñ̸͈ ̵̰̈́f̴̮͊e̵̩̾é̶͜l̷̛͓ ̸̙́ṭ̵̈́h̴̟͘ẹ̴̋i̴͓̒r̷͉̈ ̷͇̓e̸͖͋y̵̮̔ē̶̡s̵̗͝** Gameplay-wise, this was a fun twist on the typical automation game, because it also had 3D physics --- this led to some fun contraptions and interactions that let you solve the puzzles in unintended ways. I liked the variety of little creatures you could build and the fact that everything in the game seemed vaguely sentient. The only hitch I ran into was that the vertical shooters would sometimes clog if you tried to route too many eggs through them, but that's probably my fault for making the biggest mess of a rube-goldberg monstrosity possible. I drew the little springy guy: oddball.png |
| Oct 25 04:30:41 | 57m 36s | Long Live The Hive | ♥ 1 | Had a lot of fun with this! I like the silly honey physics and the overall game loop of exploring the dungeon, fighting baddies, and recruiting your friendly bees to form a little Galaga swarm as you go deeper. I think the only issue I ran into is that you often spawn directly in the middle of the action and lose most of your swarm right off the bat when going into a new level. Having a somewhat space area to start off in would probably help a little bit! I drew some bees spitting honey: long_live_the_hive.png |
| Oct 25 05:19:42 | 49m 01s | Mini Beasts | ♥ 1 | Nice work as always! I continue to be impressed at how you manage to make a novel puzzle game every event and this one is a worthy addition to the collection. I really like the premise of this one; take a bunch of simple creatures, give them unique movement mechanics, and try to position them into the right spots. If I had one piece of criticism, it would be that the early levels felt a little too straightforward. You could usually figure out which pieces needed to end up in which goals because of the movement restrictions, and get pretty close to the answer by just moving the units closer without a specific plan. **However,** this changed with the stag beetle! That helped introduce some fun contradictions ("wait, it's impossible for the frog to move there!") and realizations ("but if it was one square higher...") that shine through in a good puzzle game. In my opinion, if the game had cut a few levels and introduced the stag beetle earlier, it would still have been a satisfying length but would have gotten to the meaty levels earlier. Graphics are as cute and clean as ever, and I appreciate you bringing back the live sax for the soundtrack. I drew some of the little critters (less polished than usual since I'm rushing to get some last-minute ratings in). mini_beasts.png Thanks for making this, and good luck for the results! |
| Oct 25 05:39:00 | 19m 18s | MiteBlaster | ♥ 3 | Really funny entry! I appreciate the premise of fighting little bugs that you can only see through the magnifying glass, and as others have said the voice clips and music are great. Made a quick mite drawing for you! miteblaster.png |