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Antti Haavikko

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TimestampSince previousGameAntti Haavikko's comment
Apr 20 12:33:12 Highest in the world ♥ 2 Funny stuff! Screenshot 2026-04-20 at 15.10.59.png Would have been nice to have the second half of the intro speeches written down too. Pretty much to just better keep track and know when to proceed really. I really liked the art direction, especially in some pieces like the newspaper but it wasn't all that consistent. Too bad the story sequence pictures didn't get the same amount of polish. The actual in-game pixel art wasn't quite up to that bar either. The characters looked pretty nice (though I would have loved to see a bit more animation) but the environment looked a bit rushed and very repetitive. Gameplay wise it was a bit clunky and stiff to control (variable jump height would have helped a ton). But nothing that bad since there wasn't that much pixel precision required anyway. Except that one mandatory between spike landing spot. That was a run killer when going for a speedy run. The ammo limitation felt unnecessary too. The knocked down enemies getting up and shooting so fast that you can't really react to it wasn't great. Would have been nice if there was some sort of warning and/or delay between them getting up and shooting. By the way, you can die and win at the same time... Screenshot 2026-04-20 at 15.09.08.png Had to go for another faster run too since you're tracking time... 😎 It's pretty interesting mechanic where you have to risk vs reward on going higher or staying near the middle for safer and slower approach. But level design wise you usually had to still climb to the top anyway to reach the goal. And you could often max out the signal by just jumping in the middle. Screenshot 2026-04-20 at 15.16.06.png Anyways, good job! 👍
Apr 20 16:54:23 4h 21m Snowstorm ♥ 1 Is there anything to really find after the broken tower? I've tried several times, wandered to all possible directions really without a single blip on the radar. It's kinda disheartening to be there as just a guesswork with no clues at all. And even if there is anything for you to find. Pretty nice pixel art though the animation was a bit stiff. But hey, at least there was some animations at least. And usually pixel art looks better if you keep the pixel size consistent between the sprites. Here at least the UI elements and the spiders had way bigger pixels than the rest of the art. The spiders, though looking good, had another classic "mistake" of rotated pixels which makes it look less cohesive. Weirdly enough, my favourite art piece here was the ground texture! A perfectly repeating yet doesn't look repetitive texture, not the easiest of things to do right. The snow effect was nice too. Painted a nice mood with the sound scape without being too busy looking or sight restricting. The font too was a tad boring and stood out from the art style. There are a ton of free pixelated fonts out there which would mesh more nicely with the rest of the art here. I pretty much instantly have to change the font on every game I make the second I add some text to the game. 😅 It was the same with Unity default font and now with Godot too. But hey at least Godot doesn't have a default background color like that ugly Unity greyish blue. If you could be allergic to colors, that'd be mine. And all too often I see that still left in on jam games and causing me an aneurysm. The gun eats a bit too much energy in my opinion. It's not really worth it shooting the spiders at all since you can quite easily outrun them instead and even if you occasionally get hit, you take less damage what you save up by not doing a couple of shots. The health meter seemed a bit pointless. It was just a less useful extension of the energy meter and I think the effort of adding that could have easily been spent elsewhere. But yeah, that's all I've got. A bit more content and some reason to actually do combat with the spiders and it'd be great. Good job! 👍
Apr 20 17:26:31 32m 08s Pulse Escape ♥ 1 Pretty nice! I've played enough Terraria to ace this! Didn't even have to build a bridge... Screenshot 2026-04-20 at 19.59.08.png There is a weird split on what you're supposed to do, kill it or run away. The score is based on the distance only. Yet killing it is the obvious choice. Easier and less boring too. But god damn it's annoying to have to keep mashing to shoot. The charge shot really didn't seem worth it either. And for just outrunning the wall, it seems like there is a limit how far you can actually do it since it speeds up probably to a point where you can't do anything to it anymore. I don't think this was all that far from it. Screenshot 2026-04-20 at 20.03.39.png It's a bit on the easy side in my opinion. The triple jump really made it trivial to keep navigating forward as long as you can still outrun the wall. The darkness wasn't really that challenging either, especially how much you were able to spam the light. And there didn't seem to be any downside to spamming it either. At least for shooting there was a bit of a recoil that made it tougher to move at the same time. The recoil by the way was a bit weird. If you were moving forward at full speed and shot backwards, it first kills your speed and then pushes you forward. Made it feel very awkward and unnatural to shoot while in motion. Other than that it controlled very well! The wall had a gap on top which made me think maybe I could jump over it. Sadly didn't seem to be the case. The kill box on the bottom was also way too low and weird due to being invisible danger. With all those extra jumps you could easily still recover from that height back to the top. The music was nice and fit the game mood pretty well. The sounds were a bit lacking. What was there wasn't bad by any means and they even didn't seem to get all that repetitive so kudos on that but there was so much actions that were still completely silent. Jumping and landing on a platforms (other than the first time) were completely silent for example. Shooting platforms or the wall should also make distinguished sounds to help realize whether you're landing your shots. Pretty much every action that happens in the game should have some sound tied to it. It really makes the game world feel more alive. The wall could maybe do some weird demonic gargling sounds too when you get too close to it to fill up the void with some more ambient stuff. Anyways, good job! 👍
Apr 21 14:11:45 20h 45m Phase Signal ♥ 2 Dang, that was short. Felt like only a tutorial, could have easily taken these mechanics to a more mind bending puzzles. Screenshot 2026-04-21 at 16.41.55.png I accidentally played with my computer muted and thought there was no sound at all. After finishing I saw the mute button in game and realized my mistake. That was a good enough excuse to go for speedier runs and collecting all those shards. Screenshot 2026-04-21 at 16.52.31.png The look of the game was absolutely fabulous. Pleasant harmonious colors with a clean and cohesive art style. But of course that also comes with the downside of kinda awkward camera angle somewhat obstructing visibility and more importantly suffers from a horrendous control scheme. Could be just my personal problem but I've always been extremely confused about these isometric rotated views where you press down and don't know whether the object moves SW or SE. Of course with lengthier play time one could probably get more used to it. And one way to fix this could maybe be to rotate the view a bit more towards either side so it wouldn't be exactly 45 degree angle and one way would seem closer to orthogonal directions. And another way too would be to not lock the movement to diagonals only so the movement would still be perpendicular to camera. Sounded great too! Nice and various sound effects on at least all the things that I've noticed and the ambient sound scape was awesome to fill up the void without the need for music. Nicely done. As I mentioned, it was only kinda scratching the surface with these mechanics. It pretty much only introduced the mechanics and didn't ever build on any real puzzles around them. And even less so a combination of them. On my first go I kinda breezed through even not fully understanding all the mechanics. But even finding the shards afterwards posed no big issue. Except for that one shard that was surrounded by those red pressure plates and needed the green mode to gather. For some reason it took me way too long to realize that you can just swap manually to green in that level too. Maybe I only tried when I was standing on the plates and it was locking my manual change. Other than that the shards were a joke really, just tab through all the colors to find them. But a nice addition nonetheless as a means of offering a bit more replayability to otherwise short experience. Anyways, that's all I've got. The game left me wanting for more, some devious more complex puzzles. Good job! 👍
Apr 21 17:29:10 3h 17m Celestial Bodies ♥ 3 Pretty funny stuff! It was kinda weird that I had bought everything, put some dudes on the last planet too but the game just didn't trigger the end before I slapped some more dudes on the second to last planet too. Don't think there was any indication on what was missing. Screenshot 2026-04-21 at 19.57.32.png This made me think that the goal was to get three on every planet but I guess some of them required more... 🤔 Screenshot 2026-04-21 at 20.06.07.png Looked pretty good. There is this classic "mistake" with pixel art where you scale the sprites and end up with different pixel sizes. Makes it look less cohesive as an art piece as a whole. The same goes for rotating the sprites but that isn't that easily solved though as it'll require a lot more than just keeping the sprites the correct ratio (ie. drawing them in the wanted size). This color choice on the shop wasn't very great for readability. Screenshot 2026-04-21 at 19.45.03.png The audio side was good too. The music was nothing ground breaking but carried through the whole experience without getting annoying. The sound design was up there too, didn't notice any actions standing out by being soundless. Then the actual gameplay. It was pretty nice. Kinda classic incremental game structure. But it was kinda on the easy side. You just launch and wait for a bit until you reach the next planet. Dodging was never a real issue. Once I missed the actual planet orbiting and then there was loads of things to dodge and losing the control made it kinda difficult. But no point doing it like that since you need to fill up all the planets anyway. The shop didn't really count for that much either. If the amount of junk I faced on that one missed throw was normal, then maybe the less equipment upgrade will make it a lot easier but the rest felt kinda inconsequential. You can get pretty much all the "necessary" ones that the latter half of the game becomes just repetition and waiting game. So out of interest I tried another run without buying any upgrades. Starting off, of course it's very easy still. Three launches on the first planet without even having to move. Three dudes to the second planet too, this time I had to actually touch the keyboard just a bit to reach it. Probably could still reach it completely idle too with just some luck and eating those two allowed hits. But then the third gets a bit trickier. Dodging isn't really the touch part but the loss of control is annoying. And having to wait the first braindead easy planets to reach that part to try again made me give up after a few tries. So seems like the less junk is easily the upgrade that makes the game super easy and the rest are pretty much just time saves. Anyways, good job! Fun game and pretty well executed. With some tweaks to make the actual gameplay more interesting and the upgrade system more worth it, it'd be great! 👍 **edit:** Oh yeah one more thing I forgot to mention. Kudos on getting the colliders right! So often on jams people use the exact sprite shape for hitboxes which feels super unfair when you lose by just grazing another object and don't even really see it. Feels so much better to actually know for sure it was your fault when you get hit. And here it's very much the correct choice. Doesn't feel too lenient or strict, just right.
Apr 22 17:28:11 23h 59m Destructive Interference ♥ 2 Nice! Beat all the levels on all difficulties without too much difficulties after getting the hang of things. I'm a big fan of rhythm games. Played a huge bunch of different ones after finding DDR in the switch of the millenia. I've kinda gone full circle with them and are mainly just playing ITGMania anymore. Felt kinda weird to have the lane picking and colors just being fixed to keys. I constantly had the check the key/color map while playing to make sure which was which while changing colors. Would probably be a lot easier on PS controller where the shapes seem to match. On xbox controller though, the colors are the same as the buttons but they do not match. Would probably make more sense to have the shapes map to PS controller shapes and the colors to xbox button colors to have more of a support for both. Would probably need some sort of scoring to prevent cheesing and playing all too safe by taking the lanes one at a time. Another small annoyance I had was that there was quite a lot of just waiting all too often. Especially on the ends of songs where you had to just wait for some specific color note to appear. Probably the only use for the jump button though as the noise lanes left behind could sometimes not be dodged any other way like normally they like 100% can. Screenshot 2026-04-22 at 19.50.11.png Lovely art style. Though very bright and busy, it didn't feel too distracting. Sometimes the speech bubbles were covering the side lanes which was a bit annoying. And of course I would like to see more animations on the character portraits instead of just stiff single frames but of course jam schedules can be tough to squeeze such niceties in. I would have really preferred for the songs to fully play instead of you "playing" the instruments. It makes it so much harder to get into the groove of the song you don't know, can't fully hear all the time and are constantly switching between different instruments. Anyways, good job! 👍