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Honey Pony

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TimestampSince previousGameHoney Pony's comment
Oct 21 03:14:37 Grandpa's Grid Too: Detention ♥ 1 Very fun aesthetic! I remember playing around with these kinds of physical games when I was younger, including e.g. making paper pieces to move around, and it's fun to see that concept realized in this way. I think it would be cool to have a little plastic frame around the pieces as they move, as I seem to remember you could usually see the edges of the plastic sheet. For jam purposes, I appreciated the somewhat low difficult of the game. 😄 I did realize after doing a second playthrough that I may have been somewhat lucky with my first one. Either way, it is nice for a roguelike to not be too punishing specifically in a game jam context. That said, I think thematically the low difficulty of the game clashed with the story where apparently Jessica has been beating us handily for years. I think the weapon system is a bit awkward. My first game, I did not see a single weapon other than a sword, but did see multiple "spear breaks." My second game, I saw a single axe (still no spears), and I saw probably 6-8 weapon breaks, including an axe break that broke my axe. So, it seems like using any weapon other than the sword is asking for trouble, and it's difficult to find one in the first place. And I couldn't find any meaningful reason to use the axe... even after getting a damage upgrade, it was still just barely short of killing enemies in one shot. So it was actually worse than the sword for taking out normal enemies, but could maybe be more efficient in a boss fight. So, I think if the weapon system is going to be so punishing towards ever picking up an axe or spear, they should have some benefit to go with it, but I'm also not sure there is any reason for the system to be so punishing. From strictly a variety of gameplay perspective it's kind of awkward how hard it is to find and keep a spear. But speaking of variety of gameplay, I really enjoyed the different variations of rooms in the game. Having both the enemy combat room plus the bullet hell room was a really nice set of options for keeping the gameplay more interesting, and having the darkness modifier that would go on top was also nice. I found the boss pattern I got in my second run (basically a huge circular set of bullets with thin gaps in between) was very difficult to dodge, and I ended up just tanking it and spamming attack. Maybe this is where the axe would excel (it had broken before then). Not sure what to say about that, I just thought it was interesting that the boss I got in my first playthrough was quite manageable but this pattern was very very difficult to dodge. (Update: I played this boss again on a third run and found a way through the pattern, so maybe it's not actually that hard). I love the little circle icons / bottle caps for the upgrades, they look very cool.
Oct 23 03:27:56 48h 13m Like Clockwork ♥ 0 Nice game. Took me quite a few tries to pass the first stackable level. The game kept deleting my gears and as far as I could tell the only way to recover was to restart the game from the beginning. (For jam games especially I highly recommend having easy ways to restart the level in case of glitches). I felt a bunch of times that the gear ratio math seemed off, but after double-checking it when writing this comment I think I was just wrong. I guess the gear ratios can be quite unintuitive sometimes. Level 4 was definitely a real puzzle even after I realized you could stack the gears (yes, I somehow ignored the prompt when I first saw it...), I got stuck on this idea of stacking the gears on the top axle and chaining them down to the bottom axle, but that was wrong. So, that was cool. I like the sound effects and the way the gears click into place, it is very satisfying. My final score: 28 total components used.