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Antti Haavikko

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TimestampSince previousGameAntti Haavikko's comment
Oct 6 15:07:38 Fire & Ice ♥ 0 I don't really get it. I managed to get to 5 cards once but usually I can't get past the first two. The first ones seem to take 3 hits to kill but the ones after that seem to require more hits than you yourself hand handle. You could theoretically pre damage before some enemy before using a card to heal you but even killing an enemy without getting the card is way too tough. The slowly moving AI makes all the enemies clump up in a single cluster pretty soon making it impossible to target single enemies. And the lack of any indication of health left on self or enemies makes it even harder. I keep going for more tries even while writing this but it seems weird. I just managed to kill one of the first two enemies without grabbing the card. Made two bumps on the third enemy, grabbed the card to fully heal and even by doing so I couldn't beat the third enemy. It just doesn't seem constant how much damage you do and how much damage the enemies do and how fast. Makes it rather frustrating to play. There are also rare scenarios where an enemy bumps you and you go flying to the other direction losing all control for a bit.
Oct 6 15:28:12 20m 34s The Gem Hoarder ♥ 1 Neat! Made it a week before losing. Seems like an exploit to let the player prepare between days. Kinda tedious to just stockpile huge amount of everything in preparation for the day and there at least should be some downside to doing so. The whole allowing preparation kinda messed up the whole point of the game for me really. 🤷‍♀️ The audio side was nice. Neat relaxing music fit the mood well. Some of the sounds got rather repetitive and harsh, some more variety would have helped. Visually it looked pretty good too. Sometimes (especially on the amulet), distinguishing between red and orange was a bit tough. And the whole game is probably a nightmare for any color blind or even red/green challenged players. 😱 Grabbing stuff seemed sometimes not to stick. I think you used the sprite shape for the detection but it felt a bit too strict and sometimes even a bit off. I'd even go as far as just grabbing the closest item next to the cursor when you click to be extra forgiving. I don't think the game should be about clicking accuracy but the franticly clicking around to try fill up the orders. Now seeing the other comments, I'm on Mac Chrome too and it worked flawlessly! Anyways, good job! 👍
Oct 6 15:45:58 17m 46s Word Collector ♥ 0 Nice! Stopped playing on level 50. It didn't seem to get any tougher and I just kept being around the same 140 seconds of time. Screenshot 2025-10-06 at 18.39.20.png Very solid stuff for only two hours! Funnily enough, I made a quite similar typing game few LDs back and it took me the whole weekend. 😅 Of course I did do graphics and audio on it too. The biggest annoyance was doing a typo on a word that already went off screen and typing the next word without realizing and then needing to go back to fix the first word. Of course audio cues could help in this situation too. But yeah, not much else to say. Seriously wonderful stuff for only two hours. Works flawlessly for what it is and obviously could be improved on if you had more time! Good job! 👍🎉
Oct 7 14:46:29 23h 00m Benny's Quest ♥ 1 Nice! Was this all or is there still more hidden ones to find? Screenshot 2025-10-07 at 17.34.05.png It looks so much more player friendly on your screenshots, why is the released version this zoomed in? It makes it kinda tough to platform with all the blind jumps and the camera lacking behind too. Screenshot 2025-10-07 at 17.35.05.png Makes more sense to have a bit of a lookahead on 2d platformers cameras because you like 99% of the time want to see more on whats in front and not behind you. Also a nice feature to have is ability to pan camera up/down to help with those blind drops. Liked the cute pixel art. It had so much charm and style even with very minimalistic art and simple animations. The style carries a ton of weight here. And the color palette was super pleasant to look at too. Music was nice and chill. Helped keep me cool with all those rage inducing blind jumps and missed falls resulting in tons of repeat play. Sound effects were sooo barren. Only the flower collecting had a sound effect? Basically everything that happens should have a sound too. Jumping, landing, maybe even walking steps and the elevators could also produce a constant humm or something to help with those spots where you need to tell the player to wait a bit for one. Oh yeah, speaking of the elevators, they were kinda annoyingly off sync all the time resulting just waiting around which is never really fun. One super nice thing could be to cheat with them so that they only activate once player is almost close enough to see them so that they'd pretty much automatically be there when needed. Controls could really also use some "coyote time" ie. allowing to jump even a bit after running off an edge to help with those long jumps and slow reaction time. Another thing that'd make it feel nice to jump around is buffering a premature jump for a bit if tried to jump right before landing. These two are very common on platformers and when done right (of course too much is too much), they help it feel better and more fair even if you're stacking the cards in the favour of the player. Anyways, that's all I've got. Good job! 👍
Oct 7 17:25:08 2h 38m Currency Collection Corvid ♥ 1 Love me some PICO games. Short and sweet! Not much to say, so I drew a picture instead... Untitled_Artwork 9.png Good job! 👍
Oct 8 14:51:50 21h 26m Meta Jammer ♥ 0 Damn, pretty cool! Sadly there really isn't anything to play here as it's basically just a different type of listing of the games. Also crashed at some point and panning around stopped working due to it but could still click on the games that were visible. Screenshot 2025-10-08 at 17.47.30.png
Oct 8 15:58:58 1h 07m Relic Hunter ♥ 1 Nice. Obviously it's short and there isn't that much to do but a solid start for a game where dig down for resources and come back up every now and then to deposit, refuel, maybe do upgrades or even some base building. It was kinda weird and pointless that there were two different gauges that kinda conflicted with each other and served the same purpose. I mean fuel and cargo space. Never actually ran out of fuel but the cargo space kept doing the same thing that I couldn't drill anymore and had to return. The music was banging but guess that was a ready made thing. But it's kinda confusing. The page you're linking to doesn't have that piece of music anywhere though. Is it just to link the artist? And it was from another Ludum Dare game? The sound effects were a bit harsh and would have needed more different sounds to be less barren and obviously a bit of variation in them. Drilling those uranium bits and the relics could have used some feedback that it's doing something since they took longer than the normal ground. Not a big issue to not have them but would have made it clearer and maybe even more importantly, more satisfying to drill them. I'm a big proponent of making basic gameplay "goals" like gathering stuff and scoring look and feel so good and juicy so that they by themselves serve as an reward for doing it. Anyways, good job! 👍 And I've been trying to do more drawing so I decided to draw the hunter (with quite a lot of creative liberties). Untitled_Artwork 10.png
Oct 9 16:29:36 24h 30m Tamago Bill ♥ 1 Nice, super solid stuff! Nicely done for a second jam entry ever. I guess it's wasn't your first times completely making games looking at the end result. Screenshot 2025-10-09 at 19.19.03.png Really brings me back to my childhood too, basically any of those NES zapper games, especially that one western themed one which I can't remember the name of. Also thematically something like Sunset Riders. Dang that game was awesome (and a quarter eater). There's a bit of a exploit/mistake that you can just wait around and shoot carefully only when you can be sure you can catch the egg too. There would probably need to be a penalty or lose condition for also letting too many bandits get away or just have a time limit. The coin rate upgrade also reset after losing once and still didn't allow upgrading it again which meant that I couldn't really keep up with the increasing prices but didn't have a need for them anyway since it was that short. Also a bit annoying that your last shot doesn't allow you to get the egg meaning if you have the exact same number of shots left as you need eggs, you'll still lose even if you shoot everything perfectly from that point on. But yeah, fun game. With a bit more shooting gameplay variety (and getting rid of the "exploit" and more (and more interesting) upgrades to spend your eggs on, this could easily be fun for way longer than the current length of it. Good job! 👍 **edit:** Oh yeah, forgot! Needs more sound effects for sure. Everything that was there was good and didn't get annoying or too repetitive but would need an egg catch sound for sure. You aren't (at least for me) constantly paying that much full attention to the basket but just seeing it in your peripheral so an sound for when the egg was actually caught and you'd be free to move to the next one would have made it so much better.
Oct 13 15:08:58 94h 39m Pelmeni's Magic Lab ♥ 1 Nice! After a few tries, for some reason here, I managed to win... Screenshot 2025-10-13 at 17.42.07.png Something is a bit off here. I only had artificer and dining sets and placing the warlock dupe tile as green somehow allowed me to win. It's quite unclear what a set is... It front loads waaaay too much information on the player at the beginning without knowing anything and even requires you to make a choice for your deck. That's just way too much and for several runs I pretty much just chose randomly at the start. Having like a random or "starter friendly" deck on your first run might be better. Like the influence here, Blue Prince, does it very slowly introducing more and more cards making you ease in to the complexity. Not just throwing everything at you at once. And here the interactions are actually even deeper than in BP. I kinda played without using redraws at all. I pretty much just used when I was getting stuck otherwise which on hindsight wasn't that smart. I guess you could really plan out your deck and fish for some efficient building orders for an easy win but doubt anyone has that sort of deep knowledge of all the cards besides you as the dev. Still quite not sure why sometimes I was discarding my hand and sometimes not. Don't think I placed any tiles that triggered such effect either. But quite a lot of time I couldn't be sure if I'd be able to play more than one card from my hand. It's kinda weird and restricting that you can't place doorways towards the outer walls but can still point towards another tile without a door. Would have been super nice to see the tile cost manipulations shown a bit. And even have the manipulated costs (the ones that come from other places than selected ranks) show up before picking the card up too. Also lasting effects like that one warlock card making the next 3 tiles free and being able to see how many freebies are still left. Very nice pixel art with awesome color palette! The font wasn't the easiest of things ever to read but I guess that wasn't that much of an issue. And of course music and some sweet sound effects would have really made the experience much better. And finally, I think that it would have played much nicer with mouse controls instead of keys. Oh and I guess it wasn't the final thing. The game kinda breaks if you run out of tiles in your deck. Nothing major though as I guess the game is over there anyway and it doesn't like fully break and stop you from restarting. And why do I have 12 mana there? Can the crystal ritual thing put you above the max? Screenshot 2025-10-13 at 18.05.45.png Anyways, good job! 👍
Oct 15 16:17:51 49h 08m The Collection of Me - 自我图鉴 ♥ 0 Nice and moody! Managed to snag two "real" endings and the mismatch one few times even though I thought all three items I had were colored. Screenshot 2025-10-15 at 19.01.17.pngScreenshot 2025-10-15 at 19.04.12.png I'm having a hard time picking up on the overarching story (if there is one) as a whole. The small snippets seem a bit too abstract to me and the gameplay isn't quite deep enough to carry that many playthroughs. It basically just becomes: pick and item and then try clicking every other item to see if they match. Only a few of the items seemed to have a distinct link that could reasonably be figured out by themselves but then others like cat and the tuna can didn't 🤷‍♀️ Nice art and the music was beautiful too and really painted a nice atmosphere. At least some of the images scale to fit the whole screen so they look kinda bad on any aspect ratio that isn't what you've intended. And the non fullscreen one doesn't show anything either as it's too big for the container and it shows scrollbars. Went for a few more endings. Still as confused as ever though. I guess there isn't any deep thread between the micro stories. Screenshot 2025-10-15 at 19.15.20.pngScreenshot 2025-10-15 at 19.16.17.png And not a big deal at all but the trophy room doesn't work in English. Anyways, good job! 👍
Oct 15 16:39:46 21m 55s Circus Puppet Theater ♥ 1 Nice and easy! Screenshot 2025-10-15 at 19.23.27.png The gameplay was nice and intuitive enough to pick up and play (and complete) without reading any directions so kudos on that. The in game controls and the slight "sparkle" when you threw a thing to a spotlight (and dupes being rejected) were more than enough guidance to help me to victory. Very cool art style and smooth animations too. A bit glitchy and confusing when "combat" is going on though. The different color clowns seemed a bit lazy. The kinda break and stand out the whole other art style as clear color tints on the main sprite. And even with just pure colors (which I usually loathe seeing unless in an art style fully leaning to mspaint look). Wouldn't have been such a huge job to color swap them on where ever you drew them, the end result would have been loads nicer! And of course some audio would have been a welcome addition. The controls were pretty solid. The combat could kinda confusing when the clowns became unstunned and you couldn't quite tell which was an enemy and which was your "weapon". The friendly bullets looking the same as enemy bullets was also a bit of a annoyance. Nothing major of course as the game is so short and even the punishment of losing is so very minor. The UI list of the things you had gathered seemed kinda unnecessary. And only now going back to play a second round I realized that the thing on the left hand corner was a full screen button. Even though that's the same symbol I always use for it too. 😅 I kept thinking first that it also was some sort of "inventory slot". But yeah, that's all I've got. Good job! 👍