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kaliuresis

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TimestampSince previousGamekaliuresis's comment
Oct 20 21:13:50 Gen0 ♥ 1 Nice take on the theme! I considered doing something with garbage collection but couldn't come up with a good gameplay idea for it. I found the cycle mechanic slightly frustrating, since they switched quickly enough that it just felt like there were arbitrary times where you're not allowed to interact. I think the big thing that contributes to that feeling is that there's no action that you can only do outside the garbage collection cycle. Either slowing things down and making the two phases feel much more distinct or making everything real-time in a single mode would have felt better, but as it is it's in a weird middle ground. A part of me wants to nitpick that you're playing more as an operating system than a garbage collector, but I get that it's probably artistic license so you can have the funny program names :)
Oct 20 22:35:55 1h 22m Goblin' Coins ♥ 1 Very nice game! My main complaint would be that it feels too zoomed in, where most of the time you can't see the effect of pushing buttons, especially the first time you encounter one. That level also feels like an anti-tutorial for the dwarf where it incorrectly teaches you that the dwarf ignores coins, since the first thing you see is that he walks straight through the coin that spawns along his path. Wonky hitboxes aside, I actually like the speed of the original version more than the post-jam version. It feels smoother and more responsive without the delay between your movements. Maybe one way to make it feel more responsive without it being too fast would be if you cancel the current move when you release the button within some distance, so that you stay inside the square you were in when you released even if you already started walking to the next. Another option would be to make it so you only move when you press a button and not while you hold it, although that would more drastically change the feel of the game. Aside from those issues I had a great time with it :)
Oct 21 06:25:30 7h 49m Mines of Enceladus ♥ 0 Cool game! It would have been nice to have a visual representation of your orientation, since going down seemed to be important. As it is it seems you need to just get your pitch close to -90. I liked the reveal of the creatures. At one point I thought the game was doing some space warping to trap you when you get below 9000m, but it turns out I was just disorientated XD
Oct 21 07:28:42 1h 03m Witches ♥ 1 Nice platformer. I liked figuring out how to escape from a corner, it reminds me of running away from the ghost in spelunky. The movement could use a bit of horizontal momentum.
Oct 21 07:57:14 28m 32s The Mysterious UNIT-Y ♥ 2 Cool concept. Watching the value of everything get added up was satisfying. I liked the unit-y joke. It could use some more difficulty ramping. Past a certain point it seemed like there were enough items spawning and the profit margins were large enough that it felt impossible to lose just buying every unit.
Oct 21 09:26:05 1h 28m WIN WIN WIN ♥ 2 Fun game. I made the pickup radius large enough that the game breaks and instantly goes to the shop after pressing play, so I'll consider that a win :). Then I kept upgrading magnet until I was getting $7498 every time I click play, which I think is the full map since it stopped increasing. The wall jump felt useless since a double jump feels like the same height without the wall restriction. It also seemed bugged where it would use up a double jump and wall jump at the same time. I appreciated all the snake puns.