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TheSmellofOxygen

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TimestampSince previousGameTheSmellofOxygen's comment
Oct 8 00:03:24 Head'quarters ♥ 3 This is adorable. The sound design is amazing, and the visuals blew me away. Really really charming. I loved piloting my inept machine "person."
Oct 8 00:34:09 30m 45s Blob, To the Top! ♥ 3 Very cute. I love their noises. Intuitive controls, though the "attract" function is a bit weak. I half expected the mass of flesh to get stronger with more guys, but they get much harder to move instead. Impressive amount of levels and an even difficulty scaling. Very fun.
Oct 9 16:19:59 39h 45m Tiny meat boys ♥ 1 Cute. Small scope, but the amount of levels don't overstay their welcome. I like my pile of meatboys. An extra twist would have been nice in the late game, like buttons/door or areas where they couldn't be frozen.
Oct 9 16:59:35 39m 36s Code Bunny ♥ 2 This is an amazing and juicy entry with super slick combat! Wow. I can see myself coming back to this regularly if another enemy or level variation was added. My only problem is that, at least on Firefox, performance slows to a crawl the longer your play. I got to level 15 and tried enjoyed my "bullet time" slow mo action, but it simply became too sluggish to continue playing. Strangely, it remained slow even when no enemies were on screen, so I suspect it's not fully removing slain enemies or something. I hope an optimization pass is made on this entry because I really want to bookmark this one for later play sessions! I wonder if a rebalance for the upgrades might be in order as well, making rank 3s rarer or something. The armored bugs were a great idea and the energy management was smooth and flowed well. Perhaps an area denial enemy might fit later stages? Glitches had three health segments and seemed to get invulnerability briefly when one was depleted. I wonder if having later glitches cycle down through the "power intensity" colors as you remove segments might be fun, with them spawning more/harder enemies when they're closer to full health.
Oct 9 19:48:58 2h 49m Space Ants X ♥ 1 Relaxing. Smooth visuals and nice soundscape and music, but perhaps a little too relaxed for my taste. I wanted more fail states. There was very little pressure.
Oct 9 20:08:49 19m 51s Wet Worm Works ♥ 1 Relaxing and surprisingly complex ecosystem management. I definitely undervalued leeches in my first attempt and let the flat worm population hunt the rag worms to extinction. At first I thought the tube worms were broken because the first six I made didn't generate any crystals, but eventually they did and things started to snowball.
Oct 9 20:24:41 15m 52s theSWARM_ ♥ 0 Very wild visual style, like you're looking into a little bubble world with a terrible scope to pilot a nano machine. We must purge this specific raindrop of alien bacteria! The smearing colors were a little too strong and the player felt very sluggish, even boosting, but the presentation is just so, so slick here. I got to stage 9 on normal on my longest run, but the hack objectives forcing me to stop shooting were very difficult since you can't effectively outrun the swarm and you can't shoot them.
Oct 10 01:02:04 4h 37m Bacterial ♥ 1 This is a delightful entry. Has the addictive nature of a good rogue-like. I died a few times before I learned that the virus needs to be very opportunistic in the beginning! then I had a great run. Things got a little stale when I could just mindlessly ram into everything and regen past it. The perk scaling was very interesting, with a balance between flat changes that are more valuable very early, then shifting hard to "bonus/level" perks to get crazy values. I wish the level-up progress had a visible meter to watch go up as I gobble everything in sight! Screenshot 2024-10-09 195505.png I have to shout out Pakeika's sound track with this. It's amazing. A real hype-up vibe that kept my energy and anticipation high even when the action was slow. I kept exploring levels just to listen to all the tracks. Excellent work.
Oct 10 01:51:39 49m 35s Ant Samurai. Polergus ♥ 1 Very fun to play. High energy, high demand. I played the one life mode and it hit that Hotline Miami flow just right. The pumping music, tense combat, and the weird mindgame the sparse story plays on the player... Very good. I can't believe I only have one command and two upgrades, yet it still felt like enough. The slow down and effects on the dash were perfect.
Oct 10 03:12:43 1h 21m Tiny nomads ♥ 1 It's polished and has a pleasant atmosphere!
Oct 10 21:37:04 18h 24m Creepy Crypt Critters ♥ 2 Pretty fun. Ramped up from trivial to challenging with a good curve. Nothing terribly new here, but the antagonism of the npc and the nice spooky vibes were good.
Oct 10 21:43:08 6m 04s Space Station Pet Rescue Force ♥ 1 Cute! Managed a few interesting puzzle levels in there, especially the last two.
Oct 10 21:53:49 10m 41s Sworm Game ♥ 1 Difficult! I like the visuals. I think it was a little rough on the strategy side. I'm not sure what the benefit to getting additional bases really was since they were just vulnerabilities and wouldn't automate anything. Seemed better to just spam units at one base until you have a huge pile then crush enemy bases one by one.
Oct 10 21:59:30 5m 41s Critters, Conjure, Cannonade! ♥ 1 Wacky concept that reminds me of the old Potion Mixing flash game with the catapult! I liked the satisfying glass breaking of the bottles, and the spill and swarm effects. I wasn't entirely sure what most of the varieties did beyond the flame one obviously burning wood.
Oct 11 12:47:27 14h 47m Very! Tiny Creatures ♥ 4 Superb visuals and clean execution. The "om nom nom" sounds started getting a little much by the end, but they added a level of cuteness.
Oct 11 12:58:42 11m 15s Pill Sub ♥ 2 I really enjoyed this. Nice atmosphere with the calm music and cannons, but still the tense rush to fix things. I wish there was a little warning right before a station would break down, like some light smoke/sparks,a least some of the time. I could see the game being expanded a bit by adding some more proactive player choices, like setting a course or having players choose different ailments they're sent in to cure and having a slightly different kit for it. The progress bar at the bottom could have been announced at the beginning, since it's clear some other commenters didn't notice it, and I certainly only paid attention after I was 90% done, after thinking to myself "Why do I fix the engines, do they make me go faster?-- OOOHhhh"
Oct 11 13:20:42 22m 00s Chanterune ♥ 5 Very nice atmosphere and mechanic. Took me a little bit to find out which keys play the notes, but a delight after that. I really like the soundscape, and for some reason I especially liked the sound the ladder-bugs made as they descended. The boss fight at the end was well made and a good difficulty, but I felt that it was a strange pace change and almost wish the "boss" was more of some sort of "orchestra" of the forest that you had to properly synchronize or something to progress. Loved the light motes behind the chanterelle, the music notes, and the colors.
Oct 11 19:57:52 6h 37m Celling Out ♥ 0 Fabulous entry! Left me wanting more. I would certainly come back to play an expanded post-jam version of this if you @ me here. Screenshot 2024-10-11 150320.png The mellow music, the perfect sound effects for all the interactions, the slow growth. I just wanted it to keep going. The only trouble I had was in the late game, the endoplasmic reticuli open such a cool design loop, but they're fiddly to interact with much. The handles might need to be slightly farther back from the end so you can grab one from a nexus of many with precision. Likewise, the vacuoles and other organelles were fun to drag around, but might have benefitted from a highlight surrounding them and a slightly larger clickable area, as I had a lot of trouble moving a vacuole with more than one reticulum attached to it. The other issue was a graphical bug I had where a vacuole would not update the image of the contained resource if it was depleted without me emptying it manually. Empty vacuoles would also scoop up resources passing near them in endoplasmic reticuli, breaking some supply chains periodically. There was a lot of nice quality of life/intuitive features, like smacking vacuoles into clusters of resources to scoop them all up and helpful UI pop ups and indicators. I crave more late-game goals/scaling, but that's the limits of a jam! Perhaps a "hibernation" or "freeze" period that must be survived with enough stockpiled resources. Really hope you get more plays on this entry!
Oct 11 20:15:53 18m 01s Mutation Machinations ♥ 1 Neat concept. I definitely had a couple "Aha" moments which felt good. I think new mutations should definitely overwrite old ones on cards, meaning the shift from building up your infection payload to doing damage can happen more easily in the late game. It wasn't entirely obvious to me at first that I needed to click the rat to target it with cards. Very cool idea though. I could see a more fleshed-out version of this being quite fun.
Oct 11 20:22:19 6m 26s Tiny Boids ♥ 0 Very neat toy. I think a little popping sound as the boidlings enter the exit would have been quite satisfying.
Oct 11 20:30:31 8m 12s Turn of Taurtarus ♥ 2 A generous amount of levels! Simple concept, but allowed to really get fleshed out. I couldn't get past the Drawbridge level despite my best efforts. I liked the squish effects and a lot of the writing, though some of it was a bit too lengthy.
Oct 11 20:36:48 6m 17s TerrariumSim ♥ 0 Great art!
Oct 11 20:47:44 10m 56s Proto Deus ♥ 2 Very, very cool visuals, especially the old-school monitor and font rendering. The drones felt a little out of place, and were the weakest part of the entry for me. The biggest trouble with the drones was the difficulty controlling them. It seemed like most of the time my right-click-drag to select them simply would not select them. If I had one selected, I was unable to deselect it or select others. I like the concept of your main offensive platform being supported by many little units, but I just could not get them to work beyond the first couple objectives.
Oct 11 21:16:21 28m 37s Ant save the Queen ♥ 1 You managed to add a lot in here in the jam's timeframe. A little rts, a little tower defense, a little mining game. Pretty good entry. It suffers in a couple respects. The difficulty is trivial, except the time it takes to do anything is pretty long. The ants are quite expensive and the turrets are cheap, so surround your queen in turrets and then forget about her. I think it may have benefitted from some way to "keep the plates spinning" or help automate things, like a digging queue you can set your ants to work on for a while, or much denser "nuggets" of resources that they can mine for a continuous supply until they run out, so you can leave one ant busy and use another.
Oct 11 21:30:39 14m 18s You are What You Beat ♥ 3 Hilarious boss rush! It took me a lot of deaths to realize I had a dash and then later to realize I needed to deflect the squirrel's acorns to beat it. That squirrel is HARD after the trivial fire-fly beetle thing. I only wished the bosses had a health bar and that the player's (admittedly juicy) health bar was a little smaller. The parasite takeover animation was nice.
Oct 11 21:36:22 5m 43s Creature Crusher ♥ 1 Simple but good. The crush effect screen shake and sound, and the loss effects were very well done and impactful. I cackled the first time I squished one and the little blood splatter appeared. I only wish there was a little music, perhaps a strike-forgiveness per level, and a slow animation for the critters. Cool entry. I want to squish more creatures. Am I a bad person?
Oct 11 22:02:22 26m 00s Karma Keepers ♥ 1 Insanity! Very unique and fun concept. It gets a little stale when you've unlocked everything and are just watching the percentage marker go up while holding left click though.
Oct 11 23:31:27 1h 29m Red Planet Reclaimers ♥ 1 There's so much polish crammed into this in so little time! We have lighting, tilemaps, multiple enemies, upgrades, multiple attacks, full audio... I'm very impressed. I had fun playing. I wish there were some goals, whether they were random "high value" ore locations or "tiny creature nests" or something to fight toward. Tried normal and hardcore. Did very well in my first life on normal, and hardcore kicked my butt fairly quickly.
Oct 13 01:10:50 25h 39m Cell Hell ♥ 1 Pretty fun. I did have a bug where I would never lose the last heart so I could just run infinitely, invincible somehow. Tense game.
Oct 13 01:35:53 25m 03s OCCHIO ♥ 1 The atmosphere, the audio, and the amazing visuals and rich UI all hit like a game lovingly crafted over months, not days. Really gloomy and unnerving. The gameplay lacked much strategy and seemed entirely based on chance though. I *think* I understood how to play, but it's very possible I was missing something fundamental. I wanted the hex map to play a larger part in the game-- it seemed like it only affected the flavor text in the "advance" narrative sections. Briefly I assumed maybe each area had some loot and you were incentivized to scour them or move faster to get to a goal, but I couldn't find any indication that one direction was better than another. And for challenges, it seemed like it was always best to roll with every explorer, as they had no stats individually. A little more time adding player decisions in on the encounters, and in the strategy of utilizing their explorers, and this could be a full game. Very impressive. I did fail to see how this fits the theme at all though. I guess the explorers look kinda tiny, but that's a bit of a stretch.
Oct 14 03:15:02 25h 39m Woodland Pixies ♥ 2 Very chill and pleasant. Interesting strategy to consider, but pretty easy once you've figured it out. Liked having multiple levels. Played both multiple times through.
Oct 14 22:57:47 19h 42m Light Cave ♥ 1 Neat, clean yet pretty, and simple yet difficult. I hit a skill wall on the second "stasis light motes" that slow your fall, but that's a me problem with platformers. Kept introducing cool new twists. A little atmospheric music would have really been the cherry on top.
Oct 14 23:13:20 15m 33s NebuLeet Troopers ♥ 0 Pretty good showing and a nice aesthetic. I have to admit to stumbling through the tactics card section more than planning though.
Oct 15 18:57:37 19h 44m Escape from the Eco-bottle ♥ 1 Visual and audio sfx were great. Not totally sure you managed to convey the theme.
Oct 16 20:17:49 25h 20m Nature Tiny Creatures ♥ 1 Very nice art and sound design. Not too much going on with the gameplay side of things.
Oct 16 20:31:17 13m 28s Tiny revolution ♥ 1 Neat concept identifying friend from foe. Currently efficient play encourages never scanning any until you get hurt, then only scanning to find health until you're full. Never need energy. Scaling the difficulty by adding more enemies, not just faster ones might have been a good move.
Oct 16 20:43:22 12m 05s Autopsy Center Simulator ♥ 1 Fantastic visuals and eerie audio.
Oct 16 21:44:47 1h 01m HAIRDIVERS ♥ 2 Quite funny. For some reason the hair effect stood out to me as particularly nice looking. Wish there were some indicator arrows or something to the care packages. CARE PACKAGE INCOMING!
Oct 16 21:51:25 6m 38s Don't Wake me Up ♥ 2 Very creepy. The unified oxygen resource was well done, although some cannisters or fill methods in the depths would have been a nice way to round it out. Really liked the visuals. Claustrophobic.
Oct 18 03:08:24 29h 16m Immune Defense Force ♥ 1 Amazing ui, menu, screen distortion, and other effects packed in here. Very tidy little game. I wish there was another twist to the gameplay. Maybe if you only had so much energy/antiseptic or something the zap, so bigger/riskier circles had more of an exchange. As it was, I was just spamming to quickly use the smallest circle and zap them.
Oct 18 20:31:36 17h 23m Minions' Discovery ♥ 1 Strange visuals on this one. A lot of mixels and blurry effects. Did you use generative AI to create the art?
Oct 18 20:38:50 7m 14s Pigatomic ♥ 2 This is an experience. What the heck? Bizarre, but engaging. Took me a moment to realize what the controls were and then I was performing subatmoic alchemy with my propeller pig. Smooth controls, spacey audio and calm vibes made this a pleasure to play around with.
Oct 21 20:24:26 71h 45m M.E.S - Mini Ecosystem Simulator ♥ 1 Entrancing. Nice glow effects and minimal, but effective overall visuals. Lots of values to play with. Wish you could inject your custom cretures in a specific location somehow.
Oct 21 20:28:26 4m 00s Succession ♥ 1 Interesting entry. Pensive and effective mood, but pretty minimal gameplay.
Oct 21 21:05:07 36m 41s Petri Dish RogueLite ♥ 1 Neat toy. Right now the player doesn't have enough control to really think of it like a game so much as a sim. I had a similar experience of the poster above me, getting locked into a run with thousands of research points because my little guy was running between three nearby nutrient producers quickly enough. I did enjoy the slow development of the cell and the customization of the sliders. I wasn't quite sure what most of the stats did besides the obvious ones like speed. I assumed metabolism determined how fast you lost nutrients and strength determined how much your cell resisted other cells slow effects.
Oct 21 21:10:45 5m 38s Ants! ♥ 2 Small, but tightly designed. I really enjoyed this one. The zoom-out mechanic as you add ants was genius, the rewarding sound as they enter the nest one by one was pure dopamine, and the ant-eaters felt appropriately punishing without being unfair. The audio was nice.