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iovorobiev

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TimestampSince previousGameiovorobiev's comment
Oct 6 13:24:13 Ashveil ♥ 1 I love the game and a fresh take on minesweeper mechanic (I love minesweeper as is, but with guns it's even cooler). The artstyle looks nice and thanks for the ambience on the background - even though it's cheap to add it brings a great deal of atmosphere to the game. It felt there is a decent amount of content in the game as well - multiple enemies, multiple weapons and even multiple types of items, it was engaging to explore the map to fish for new items. I assume the day/night mechanic was supposed to reveal / hide empty tiles, right? Not sure how it would impact the gameplay, but tbh the game feels nice as is (although the tweak might've worked if there were multiple levels to give variety). I guess the only thing that was a bit annoying is the controls: I once accidentally dropped powerful weapon when I wanted to shoot and TBH three clicks per shot (weapon -> shoot button -> enemy) is a bit too much, especially when you need to do it e.g. 10 times. It is very well done entry for compo, I had great fun playing it!
Oct 6 13:51:56 27m 43s Claw & Collect ♥ 0 The game is beautiful, really love the artstyle! It is nice to have balls indicating overall progression towards the goal and at the same time serving as difficulty curve (e.g. the fewer balls the more difficult it is to capture one). Upgrades add a bit of variety which I like, however I didn't understand whether it is bound to the ball color or it is completely random? It seems it is random, however it feels that if it was bound to the ball color it could've generate a certain level of strategy in the game (e.g. leaving the ones that increase speed to the end, so that the claw moves faster towards the farther corners). One last thing I wish the game had is the shadow of the claw inside the cage, not outside it, as at the moment it is difficult to understand which point on the floor it will capture. Screenshot 2025-10-06 144708.png
Oct 6 14:21:22 29m 26s The Collected ♥ 2 Very well done, the art, sounds, narrative, animations all looks very well polished and works together. The game has a decent length and is easy enough to beat, also gives a sane amount of options to think a bit. I appreciate the fact the game is not hardcore as hell and allows enough space for mistakes (which is extremely difficult to arrange in 48 hours, so great job on that!). It is also immediately obvious how to play without complex tutorial. Now, I see the great deal of work, and I am 100% sure there were tons of mechanics left behind the scene, so take my recommendations here with a grain of salt. Here are some suggestions on how to improve the actual deck building mechanics: It seems the humans of the same professions work well within the profession, so if I collect builders I ignore doctors completely. Different professions are different only in name (or at least I didn't encounter unique members of the profession). So it would've been nice: - If there was a cross-prof cards (e.g. doctor that improves efficiency of all workaholics or "teacher" that converts a card to a certain profession). - If there was a unique playstyle for each profession (e.g. office workers allow you to change/swap cards, doctors improve efficiency of other cards, builders produce "constructions" giving additional value etc.) Having unique strategy for each type of cards could also provide a synergy between types.
Oct 6 14:28:12 6m 50s Go Be Collector Somewhere Else ♥ 1 First I was thinking "poor wizard has to go and put things back on the shelves" but towards the middle I started hating him!
Oct 6 16:16:31 1h 48m Dog Treats Collector ♥ 1 I am sad there are 3 treats left that the doggo couldn't find :( Screenshot 2025-10-06 171449.png I also had a weird feeling that I want the doggo to become bigger when it eats treats, I guess the sound hinted towards it :)
Oct 8 19:40:57 51h 24m Quit Stalin ♥ 2 That was definitely an experience! I think the surrealism of the situation together with the level of graphic for mostly text-based gameplay created the atmosphere that makes the game. I also appreciate writing in the game, the level of psychological depth is 10/10. A small note on the gameplay: the different approaches work when player has control over them. E.g. if I could've done something to improve my chances in certain dialog options, I'd prefer a certain strategy and started to use a certain approach. In this game this was mostly a game of numbers for me: choose whatever has higher chance of success (which is not much of a challenge). In most cases I had only one option to choose, I guess in such cases it might be better to just continue dialog, without requiring the user's input. However I understand that this might've been the idea as well: you can't really control anything when you are dealing with a dictator. Now I am super curious what were your intentions with the game :)
Oct 10 20:10:43 48h 29m The A?! game ♥ 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Oct 10 21:36:08 1h 25m Genius Gallery ♥ 1 I played it on stream, but due to a timelimit I had to stop at season 1. I played it offstream now and finished it and I think the more I played the more I enjoyed. I want a different difficulty level now to put a bit more effort into my strategy, make thematic rooms (I only realised I can do this in season 3 or 4) and see how many points I can get. Want to start a new game + :) The game is incredibly smooth and pleasant to play, everything from sound to graphics - well done. I wish I had this game on my mobile or switch so I can chill with it in my bed :)
Oct 10 21:59:20 23m 12s Ryoshi No Shima ♥ 2 I played this one on stream, but due to a time limit couldn't finish it. I finished it now, and it was awesome experience, especially while tired after the stream. I mentioned on the stream I'm afraid the game will become boring once you wait for enough fish for the next upgrade, I think the game is very well tuned to avoid that. At first it is just fun to explore and talk with NPCs while the fish counter is incrementing, and then the speed of fish production is so quick you don't need to wait much. One thing I wish is to be able to fish from any place close to water to just do something while I am waiting. Other then that the level of polishing in this game is superb: everything is good, graphics, audio and balance. Thanks for the experience!
Oct 10 22:10:52 11m 32s Relic Seekers ♥ 3 Played the game on stream, but due to time limit didn't complete it. I played it off stream now, and completed it. I really liked the atmosphere, it reminded me of the first Amnesia games, or even penumbra before that. I had to die multiple times, until I just decided to find all the pieces, bring it towards the desk and put it together all at the same time. This worked :) Really enjoyed this one! Screenshot 2025-10-10 230853.png
Oct 10 22:25:32 14m 40s Flight Terminal Assistant ♥ 2 Hey! I played your game on the stream, and now I am back to rate it. I just noticed the game is written in C which for me would be a huge challenge in itself, so kudos for that! When I replayed it off stream I didn't have bugs (as usual right, live demos never work) and was able to end shifts. I saw there are stats in the end that show you how many people are happy, etc. I think it would've been awesome if the game shown whether the person is happy with the rebooked ticket or not (even just a text above their head would work). Other than that, as I mentioned on the stream: the main part of this game is to bring the power to the person sitting at the screen to decide the destiny of people, and this game gives it, so great job with focusing on the right thing and finishing the game in time. I hope to play more of your games in future, and now I am super curious about what else could be built in 48 hours using C language!