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Antti Haavikko

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TimestampSince previousGameAntti Haavikko's comment
Apr 7 14:13:28 Ruby Hole ♥ 2 Pretty fun! Fun carcassonne vibes. Took me three tries but managed to do it. Screenshot 2025-04-07 at 17.02.00.png The onboarding could be a bit smoother besides being a wall of text. I did succumb to it after my first horrible try but didn't even find that much good information there. Like it wasn't mentioned anywhere that you can actually rotate the tiles. Or that the mushroom farms give you more tiles to play with. Both of which are pretty essential to succeeding. Some small pop/pulse animation on the tile amount when completing a farm section would have been a nice touch to drive that point home. Would make more sense to penalize skip somehow as you might just as well now skip all curves when you don't need to turn and also 99% of the empty tiles. Didn't really figure out what the small ruby tiles do. I'm guessing they give you more "score" but didn't figure out how to trigger them. Seemed very rare too and on my final and obviously longest run didn't even see any. Would probably make more sense to have like "a deck" of tiles so you wouldn't be bitten by possible bad luck. Also would help estimating/counting whether it's the time to close a mush farm to keep growing it for a few more tiles (seemed like the plus you gain is exponential). Also two of my three runs started off giving me a mushroom block that was completely impossible to place at the start. The invisible biome change border also was kinda mean as it can easily mess up your mushroom farm. But yeah, fun stuff. Good job! 👍
Apr 7 16:40:27 2h 26m Home is where hell is ♥ 3 Dang, that was short. At least that means there are no more "pick a pipe" or blind drops. Awesome looking pixel art and lovely color palette. Solid platforming controls too (even though I'd usually want a separate jump button but I could use arrows and W as a pseudo jump). Couldn't even break out of the last wrong hole dead end by glitching/clipping to a wall no matter how I tried. 😅 Cool music too! Sound effects would have also been nice but I guess the biggest thing missing here was at least a bit more content. Oh well, I guess game is a good one if it leaves you wanting some more content. Kinda funny that the preview gif on the page is like 50% of the whole game. Good job! 👍
Apr 7 16:59:07 18m 40s Poor Julio... ♥ 1 Pretty cool! Even managed to fail my first try because I was trying to time the presses. After that I just mashed space constantly which kinda lessened the stories a bit somehow. But still cool though. The only thing that really annoyed me was how the text appearing kept jumping at the ends of the lines. I usually "fix" this by having all text actually be there but have the "invisible" part just be transparent. That way it's considered in text wrapping already and words don't jump from end of the line to the next one when they don't fit anymore. Also same color text as the bar beneath is a pretty weird choice... Anyways, good job! A "fun" experience... 👍
Apr 7 18:43:12 1h 44m Airman57 ♥ 4 Took me few failures to get there but I did it in ~7 minutes on Airman 62. Going fast seems just like a bad idea as you have really low amount of control of the pod. And going too slow gets kinda boring. And in the end bit where it gets kinda dense and hard, I just lucked out and found out you can pretty much go around everything and travel in the void. Made the ending a bit anticlimactic. A bit more structure/content would have been nice. Like shorter mission but having multiple of em. Going a different direction too! Dunno why but that bottom right angle just seemed unintuitive to me. Also kinda annoying that you were mainly going down and have less visibility due to game being landscape. So yeah, it controlled pretty well and flying around was quite nice. Except in the most dense bits getting bumped around from asteroid to asteroid because a small nick wasn't too fun. It feels to me like the bounce amount is a bit too much due to how little control you have to recover. Shorter missions and more variety/things to do would have made it stay its welcome better and not get that boring. The music was nice, moody and a good fit (though I guess it wasn't made by you or for the jam). The acceleration sound effect sounded a bit harsh on startup. It was especially noticeable when trying to do small adjustments which was pretty much how I always played. A bit of a fade on it would probably have been better as it just was too harsh too fast from nothing. Anyways, that's all I've got, good job! 👍
Apr 8 12:53:31 18h 10m DEPTHS - FLOOR 404 ♥ 2 Cool! Can't figure out whether the choice in the end has any impact and what's up with the locked door. Couldn't seem to do anything differently on a second try and it's kinda too slow of an experience to keep doing repeatedly. Had some major camera/mouse locking issues. The cursor kept sometimes escaping the lock and I ended up clicking outside the game and thereby halting it. And the look speed was horribly slow for my liking at least. Also felt like the controls for crouch, jump and sprint were kinda unnecessary. There was do downside to always sprinting, it was superior to slow walk in all ways, except for it kinda lessened the mood of the game. Crouch felt useless now too, especially so if you'd increase the interaction range by a tiny bit. Now it felt a bit too short. The start is kinda awkward as the fuse is VERY hard to notice unless you know what you're looking for and dragging it didn't first come to mind. The game itself doesn't explain it so had to read the page for the instructions to proceed. The elevator buttons not having any impact and the number going all bonkers was confusing at first, then cool but finally an annoying delay while trying to replay again. But yeah, great moody atmosphere some great groundwork for an interesting puzzler experience. Good job! 👍
Apr 8 13:21:39 28m 08s OnlyDown ♥ 2 Almost broke 1k, it starts becoming very laggy at that point. Might be something wrong how you're doing the drawing/updates for enemies. Screenshot 2025-04-08 at 16.07.49.png Well I did reach the "bottom" too I think... Screenshot 2025-04-08 at 15.59.45.png It's kinda lacking in the gameplay side. There doesn't seem to be that much difference on what you do strategy wise. The health regen system was also a bit confusing and controls had some minor issues like Moving diagonally stops jumping off ledges for some reason. The art looks nice and cute with some pleasant color choices. There is some sprite tearing which is a common issue with tile maps. Should be a super easy fix just a single google search away. Can't remember it from the top of my head as I don't often work with tile maps. Audio would of course also been welcome addition but understandable that you couldn't add it due to other issues. But hey, good job! 👍 Solid entry for a first time solo dev. It only gets easier and more fun from here! 😎 And remember that every time you face problems and solve them, you're more ready for them the next time...
Apr 9 16:57:10 27h 35m Binary Bomber ♥ 2 Neat! Screenshot 2025-04-09 at 19.42.10.png Liked the style and the pixel art itself but it was almost nauseating to look at really. It was way too busy. So many bright colors made it hard to distinguish stuff. Especially in the last level. The background parallax was going the wrong (further things should move slower, not faster) way too which looked very trippy and confusing. The camera movement was also a bit awkward cause it let you go forward without being able to keep up which resulted in it only showing you like 20% of the space forward. The enemies weren't really a threat as their shots just whizz by the player character. I guess unless you manage to jump to them. Even though I constantly kept messing up x/space keys (which would have made a lot more sense to me the other way around), they still didn't manage to hurt me. Other than that, it controlled pretty well. The climb was a bit sticky and slow but it didn't matter that much really. The full square collider shape for the player sometimes caused weirdness as there is lot of empty space behind the sprite that still collides with the ground. Something a bit smaller usually works a lot better. But the biggest issue really was the lack of on screen counter for the coins. It was very frustrating to wander all the way to the end to check whether there still might be some sneaky coin hiding in some corner. Anyways, good job! 👍
Apr 9 17:29:03 31m 53s SATURATION ♥ 1 Nice! Took me three tried to do it, every time reading a bit more of the description to get some kind of an idea what I was supposed to be doing and how to do so. Would have been nice to have some of that information in game. Only thing that was there was the very final button press needed to fix the leak at which point one has to assume you've already read all the other instructions. The distance meter wasn't the most intuitive thing the guess what it was trying to say. Didn't help that I had no idea what I was looking for either. Obviously I thought more bar was better. Nope, obviously not! After trial and erroring with it in all the wrong ways, it was kinda easy in the end. How is the target spot generation? I think every time it was pretty much on the starting level for me so the whole up/down indication thing was kinda moot too. The dual control system also felt awkward but I guess it makes sense as the sub needs to be slower in its movements and wouldn't really work with mouse controls that well. I guess you'd get used to it if the game was longer. But the controls both themselves were great. No issues there at all. The game looked and sounded suberb! I have nothing bad to really say about it. Nice and moody. Very good UI work too with some nice color choices. And of course, thanks for making a mac version too! It's sadly not too common, especially on compo side of things. Did have to do the usual chmod +x and right click to open shenanigans but the game worked flawlessly after that. The game was easily good enough to stretch it on a little longer. The first fix is only like the tutorial and it was already over. Could have easily made it be like three fixes in a row with maybe the oxygen filled after each. Anyways, good job! 👍
Apr 9 18:09:08 40m 05s SquidVenture ♥ 1 Haha, knew after my first try that there was a "second ending" and had to go for another run. Actually maybe few because I got sucked into doing a bit of a speed run... Screenshot 2025-04-09 at 20.54.37.png Don't think that is even beatable without the skip I found (or any possible other ones). A full restart options would have been nice too for speed running purposes. Doing a full page reload was kinda awkward. Especially because (even on itch) it was sometimes not just straight up accepting focus in the game area itself so restarting was fiddly. I think it also ate the R key press event (even though it only worked on end I think) and thereby blocked ctrl+r refresh completely. It controlled great. The pixel art was simple yet clean and good looking. Sounds overall worked brilliantly and the music fit the mood of the game. Nice and generous to have checkpoints on all levels. Could have easily been longer with no real new mechanics without losing my interest. Having nice and fun movement and combat alone goes a long way. One easy way to give it a bit more depth would be to have the shooting slow the player down a bit. Would make it so that you'd need to shoot a bit more carefully, especially if going for a speed run. I'm pretty much of the design school that if you have a function like shooting/running, there should be something in it that makes the player to do it 100% of the time. Ammo counts, stamina systems, recoil/knockback etc. Otherwise it might just as well be automatically doing it all the time. Anyways, good job! 👍
Apr 10 17:18:36 23h 09m Dark Pit ♥ 1 Softlock the game. I really like the idea of the mechanic but there is quite a lot of things that make it rather frustrating. Screenshot 2025-04-10 at 19.45.54.png There is so much waiting for a potential block to appear and when you try to make a leap for it it's almost always just noping out and refusing to jump because I guess the platform was a degree too steep or while midair a bunch of other unwanted platforms rain on me and trap me forcing a total game restart. Screenshot 2025-04-10 at 19.57.03.png I guess having the light cone be more the thing that affects blocks stopping and not just being close to you being enough would help with the traps at least a bit as you could kinda untangle yourself with it. But at least having a restart option other than hard quitting the game would be nice. Also was very though to estimate whether the angle of a platform was enough to walk on or if it would consume the wall jump. I think like 99% of my deaths were not really my fault due to these. And I think having the wall jump be once per platform instead of once per jump would feel so much better. It looked pretty nice. The soundscape was a bit barren. Some more sounds and overall more variety would have been a welcome addition. Of course music too. So yeah, with few kinda minor changes/fixes it would be a very fun score chasing game. Main thing being make the ground detection more reliable for jumping and somehow stop the softlock traps of falling platforms. Couldn't manage to get higher than this... Screenshot 2025-04-10 at 20.02.01.png Anyways, good job! 👍
Apr 10 17:49:22 30m 46s Rooted Deep ♥ 1 Cool! Nice take on the cookie clicker formula. The upgrades weren't really worth it as the final price was so low but it was so quickly achieved that I decided to buy them all anyways. And you only need a handful of plants to do so. Having more like 5-10 seemed like just waste as you couldn't harvest them fast enough. Usually you'd want your "win target" to be much higher and then have the upgrades be a gateway to making more easier like automation etc. I guess you know the formula... The game looked and sounded great! Sweet cohesive art style and nice and moody sound scape, even without any music. Didn't even really miss any music, even though it obviously wouldn't have hurt either. Controls were very good as well. There is a bit of an issue with the web version where if you're full screen and hit escape, the mouse lock is lost and you're stuck with not being able to look around fully. And I'm dumb enough to have done it twice and needed to do a full refresh to restart. The whole swimming up and down was kinda pointless. Would have needed some reason to go up and down really. The obvious thing that comes to mind would be to have maybe the best selling plant have it's berries be high up so you couldn't reach them from the ground level. I also would have reused the same click behaviour for accessing the computer instead of adding a separate button for it. Also having all those separate sell buttons and even the max buy buttons were very much pointless. I don't think there was any reason to ever not just sell all so one button would serve the same purpose. Unless of course you're going for the more manual labor aspect of clickers on it. Could of course be the product of planning more around it and having scrapped those out... 😉🤷‍♀️ Actually, now I read the full description and I guess there was some automation upgrades there indeed. But again, the target was so low that there was no need for it really. Even if you over scoped a bit, you pulled it off nicely. Nothing really screams out unfinished. And of course learning is a big part of jamming experience. And of course bonus points for using the correct "couldn't care less"! 😎 Good job! 👍