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Lisek Gagatek

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TimestampSince previousGameLisek Gagatek's comment
Oct 10 00:34:42 Goober Goblins: A Nose Picking Simulator ♥ 2 It's so silly, I love it. Music is simple but effective, the game is short so the repetitiveness is not a problem. I managed to kill big goblin when I had around 1-2s left on the timer, but after killing him the game was still running for a while and I lost anyway :c Also, the aiming seems kinda weird, the finger moves so slowly that there's really no point in trying to aim, because the small goblins can just jump in any moment.
Oct 10 21:34:21 20h 59m Small Sands ♥ 1 Cool concept, fits the theme very well. Simple but very effective gameplay, intuitive enough to not need an explanation - I like it. I'm however not really sold on the idea of limited resources. In theory it's pretty cool, because it'd force you to rearrange your units accordingly and e.g. send only 2/3 of your units to collect grains from the closest points and 3/3 from the furthest, etc. But in the early game it doesn't really matter that much, as it takes time for resources to deplete from the starting values and you don't have that many workers to drain it quickly. Later on you kinda have too many workers and you can harvest everything at max capacity anyway. This way, you just put an artificial limit on the theoretical speed you can gather resources, which really only makes a game longer, because you can't give better job for those workers and there is no "better play". It's a subtle thing that doesn't really matter all that much, because the game is not long enough for it to really be felt. Anyway, really cool game, gj!
Oct 10 21:50:42 16m 21s Living ♥ 3 Hey, good job finishing working game for a jam. I'm not gonna lie, it definitely is a very basic bare-bones platformer, but it's the process and actually finishing something that matters. My biggest suggestion is that the controls feel really "floaty". Try pressing left or right button super quickly and see when the character stops moving, it kinda keeps moving for like 0.5 - 1 second. It's not so ideal in my opinion for precision platformer. For horizontal movement you have two possible solutions: tweaking friction parameter for velocity-based movement, or changing to non-velocity-based movement (character keeps no momentum between frames). Imho the second approach is easier and usually better if you're not trying to apply external forces to the character and that's what I'd recommend.
Oct 10 22:18:28 27m 46s Space Station Pet Rescue Force ♥ 1 Cute puzzler. I very much agree with @voodinator - I would love increased walking speed. To add to the list of suggestions, I also think that using A, S and D (or 1, 2 and 3, etc.) to choose characters would work better, because right now you need to remember the switching order and it's a bit frustrating if you click through the character you just wanted to move.
Oct 10 22:45:25 26m 57s It Ant possible ♥ 1 I love this game genre and I love the pun in you game's title xd I agree that it feels a bit unpolished, but it wasn't that big of a problem for me and I managed to complete all 8 levels. I think it would be useful to list how many ants I'm supposed to save in each level, e.g. my solution in level 8 left me with only 1 ant reaching the exit and I'm not sure if there is a better way I'm supposed to solve this. The wait command is kind of weird, because the ant's walking direction is the same when you remove the command and thus if you use it to block other ants from falling off the cliff, you can't really save it. I think the direction should be reversed on removing this command. Also, there is a mute button and a shortcut, but there is no audio, right? Or did I miss something?
Oct 10 23:40:01 54m 36s Meatheads ♥ 2 Okay, I finally managed to win, took me like ~6 tries i think. This game reminds me a lot about Tooth and Tale, which I love (as you can guess from the avatar xd). My first approach to the fight was to buy only yellow critters and just kite the frog by attacking once, immediately retreat, reposition and repeat with the idea that their attack cooldown would run out when repositioning. It kinda worked, but I noticed that I can't switch my commands quickly enough. When I pressed E to retreat, I would need to wait ~2s to be able to attack again. I'm not sure if it's intentional, but it made playing with this strategy quite frustrating, because sometimes I'd think I commanded the units to do one thing, but they didn't do it. In the end I won by just spamming red ones, they are really OP. The biggest factor is that frog's melee attacks are way weaker than distance ones, so it's better to keep units close and heal them, rather than trying to dodge and navigate around the map. The frog's AoE is fricking off the charts, it can wipe your whole army in one attack if you time things badly and it was the top #1 reason when I was losing. Making projectiles go through no more than, say, 3 units would really help. I really liked that boss telegraphed attacks in a very clear way, it's such an important detail and props to you for implementing all of the necessary indicators (marking where goo projectiles fall, etc.). I wish the boss had some kind of repositioning attack, e.g. when jumping it could land on the opposite side of the map for example, would make the fight more dynamic. Also, the very simple thing that would imho improve the game is to make the fight harder with time by adjusting frog's time between attacks based on it's hp. Generally speaking it's a really good jam game. Allows for enough depth to develop strategies, looks and plays good, gj.
Oct 11 15:35:06 15h 55m Shikigami ♥ 1 Fun game. I find the movement a bit weird, that if you leave your mouse close to the character, it's not moving in the direction you are pointing to. It looks like you are scaling the movespeed with mouse distance from the character, which is nice, but perhaps the scaling is too small when it's close?
Oct 11 15:59:30 24m 24s Fish Fighter ♥ 2 I really like the idea and the fishing mechanic in an overworld (genius use of scrollwheel there). Very cool graphics and quite a lot of content. What sadly made me not enjoy the game that much was that text and animations were unskippable. I don't think it's really necessary to show the text like "Starting Rod used Crank" slowly appearing each time player attacks etc.
Oct 11 18:23:17 2h 23m Hero must die ♥ 1 I'm not really sure where the difficulty would come from, I just kept making spawners and it seems the hero was no threat at all? I just stayed outside of the range and auto-won. The game looks visually very pleasing, i like the hero jumping around, projectiles graphics and slimes' cuteness c: