Foon → Ludum Dare Explorer → Users → Cosine
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2011 | 21 | Escape | Extreme Beatboxing Bird Jailbreak | compo | Audio | 4.69 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Stealth Soup | compo | 2.00 | 1.50 | 1.50 | 1.50 | 3.50 | 2.50 | 3.00 | ||||||||
| 2017 | 38 | A Small World | Pale White Dot | compo | 371 | 3.08 | 2.69 | 2.91 | 2.90 | 3.13 | 1.00 | 1.68 | 2.90 | ||||||
| 2014 | 31 | Entire Game on One Screen | TONKS | compo | 240 | 3.53 | 3.80 | 3.73 | 20 | ||||||||||
| 2013 | 26 | Minimalism | Escape From _____ Mansion | compo | |||||||||||||||
| 2012 | 25 | You are the Villain | Treasure Defender | compo | 318 | 3.07 | 3.47 | 2.60 | 2.07 | 2.67 | 3.00 | 2.23 | 28 | ||||||
| 2012 | 23 | Tiny World | SUPER SPACE MINER | compo | 193 | 3.39 | 3.28 | 3.53 | 3.26 | 2.95 | 2.58 | 2.18 | 2.24 | 30 | |||||
| 2011 | 21 | Escape | Extreme Beatboxing Bird Jailbreak | compo | 35 | 3.69 | 3.63 | 4.06 | 2.69 | 3.19 | 4.69 | 2.69 | 1.38 | 1 | |||||
| 2010 | 19 | Discovery | Run | compo | 89 | 3.00 | 3.00 | 2.20 | 2.40 | 3.20 | 4.20 | 5 | |||||||
| 2010 | 18 | Enemies as Weapons | Constatine Sucks | compo | 63 | 3.05 | 3.18 | 3.41 | 3.45 | 2.32 | 1.69 | 2.53 | 3.07 | ||||||
| 2010 | 17 | Islands | Atollery | compo | 58 | 3.24 | 3.16 | 3.72 | 2.76 | 2.32 | 3.26 | 1.92 | 3.13 | 6 | |||||
| 2009 | 16 | Exploration | S.A.R.T.S. | compo | 65 | 2.87 | 3.00 | 3.13 | 2.60 | 2.93 | 3.09 | 3.54 | |||||||
| 2009 | 14 | Advancing Wall of Doom | Uber Unmanned Wheelchair Deluxe | compo | 59 | 3.22 | 3.24 | 2.41 | 4.00 | 2.76 | 2.70 | 2.93 | 3.19 | 2.56 | 3.30 |
Making me play the entire game over for missing a question is pretty dumb.
That was really, really fun.
Innovation: This genre is done quite a bit, and I didn't see anything new.
Theme: The theme wasn't really explained in-game. The theme explanation felt like an excuse to fit the game after making what you wanted to.
Graphics: Things resembled what they were meant to be, which is good. I'm not sure if I quite liked the cursor sprite or the wall sprite, which didn't fit in with the rest of the art style.
Audio: The music was 8 looping measures, which could definitely be expanded into something worthwhile. The sounds themselves were okay, but a little uninteresting.
Fun: I was a bit irritated by the level design, mostly because the rooms just seemed to cut off right at the borders, which looked a little odd. The level design also did some weird things that ended in awkward maneuvers to shoot at enemies. The boss' hitbox is, well, a box, and you can get hurt while walljumping on the above platforms. Also, you never explained that you can walljump.
Overall: I don't want to be rude, but this game needs work in all departments before I consider it worthwhile. I can see the effort, but I don't know just how well it turned out in the end. Maybe use this advice to make a better game next Ludum Dare, or practice on your own time! You can only improve from here.
Innovation: New idea, and it worked pretty well.
Theme: It fits the theme perfectly, although it isn't exactly the most imaginative interpretation.
Graphics: Beautiful. I wish I could make stuff like this for my long projects.
Fun: I felt like I had accomplished something at the end of every level, but the levels were all simple linear puzzles. Explore this concept more! I'm sure you can come up with greater things.
Overall: I would just improve the level design and you have a solid, fun game you would find a flash portal.
Innovation: This is unlike anything I've ever played! This is mostly attributed to the fact that I don't play this sort of game, so I just won't be rating this on innovation due to lack of knowing what's on the market already.
Theme: It fits the theme well; I could tell that there was a definite focus on getting out at one spot. The interpretation of the theme was the bland "you are escaping from x," so I'm not giving you full score here.
Graphics: They work well, and are consistent. My only complaints are that they can be a little confusing to look at, and that the power glove looks oddly straight in the extended position.
Audio: The sounds worked and supplemented the game. It lacked any sort of consistent sound throughout, meaning that the game could be silent during down periods in the game.
Fun: This was the most lacking department. Again, I could just be missing the point here, but I felt this constant lack of knowing that I was, in fact, doing well/doing what I should be doing. I was also majorly frustrated by the game-length-to-save-point ratio (since there were NO checkpoints), and there were too few health potions. As a result, I ended up with 1 health left to tackle the ghost dungeon, no potions, and no bullets. Attacking enemies was a bit awkward feeling, and it was a delicate balance of edging really close and mashing the spacebar. Also, I ended up with a lot more golden keys than I used (I don't know if these were used in The Temple or at the end). On a more positive note, I did feel a good sense of exploration and danger wandering through the caves, and I liked using different items to traverse the mazes. In the end though, I felt like I was wandering through a maze, fisting enemies into submission, and getting hurt. A lot.
Overall: It was lacking in some departments, but it also did other things well. It was decent, but flawed. Work at this a bit, make something better. Also, add checkpoints.
Innovation: I've never seen anything like this before, which certainly gives you a good score in this category.
Theme: The theme relevance wasn't fully explained, but it was present.
Graphics: Simple, but they work. Things resemble what they were and work solidly.
Audio: Grating on the ears. This is what could use the most work of anything in this game. Solving puzzles to doot doot doot doot doot doot is a little tedious. :P
Fun: This game certainly has a great charm and personality to it. I felt happy whenever I solved a puzzle, because I thought I did well even though I was pressing buttons until I could win. There was no time-limit or pressure to solve the puzzle, meaning the game is open to all audiences and the player can solve at their own pace, which is good. The puzzles themselves were a little "Let's try this and see if it works," but they were puzzles at their core. I certinaly enjoyed it.
Overall: Fun, silly, and mentally stimulating. Just fix those sounds, make more levels with a smoother learning curve, and you've got a pretty solid game there.
Innovation: Your basic run-and jump. I liked the addition of the ability to block bullets.
Theme: While it fits the theme, there are so many games in this contest exactly like this one, and you may as well be entering for the Advancing Wall of Doom LD.
Graphics: Basic, but they work. I commend you for not using a square character.
Audio: Same as above: It works, but could be better.
Fun: Pretty frustrating to play. There were little things like disappearing platforms disappearing too quickly to actually run across, and disappearing platforms not disappearing when on a ladder, which usually ended in a swift, unfair death. I'm sure these would probably be sorted out if you had another 24 hours, or a play-testing group before release, but I'm here to judge the game you submitted.
Overall: Kinda-imaginative, kinda working, but definitely flawed. It's good as is, but tinker with different elements and I'm sure you can make a better game.
I'm re-posting this to get proper spacing, so sorry for the double post. Won't happen again!
Innovation: Your basic run-and jump. I liked the addition of the ability to block bullets.
Theme: While it fits the theme, there are so many games in this contest exactly like this one, and you may as well be entering for the Advancing Wall of Doom LD.
Graphics: Basic, but they work. I commend you for not using a square character.
Audio: Same as above: It works, but could be better.
Fun: Pretty frustrating to play. There were little things like disappearing platforms disappearing too quickly to actually run across, and disappearing platforms not disappearing when on a ladder, which usually ended in a swift, unfair death. I'm sure these would probably be sorted out if you had another 24 hours, or a play-testing group before release, but I'm here to judge the game you submitted.
Overall: Kinda-imaginative, kinda working, but definitely flawed. It's good as is, but tinker with different elements and I'm sure you can make a better game.
Innovation: New ideas. I've seen similar things, but nothing quite like this.
Theme: It fits the theme, that is all.
Graphics: Everything looked like what it represented, and the UI had a nice clean look. My only suggestion is to maybe texture the web a bit and reduce the shaking effect.
Fun: Unfortunately, due to the nature of this game, it felt like a chore. Maybe adding some sort of way to move faster, or things to dodge, you could make this more interesting. Also, I didn't seem to be able to repair my web.
Overall: The gameplay needs some more work in the fun department, but everything else was pretty much spot-on. Good work!
Innovation: Nothing new here, but the genre hasn't been overdone to death (like match-3 has).
Theme: What am I escaping from? Nothing here is really explained, and I'm spending most of my time in the game going downwards. I don't see the correlation at all.
Graphics: Everything looked like what it was supposed to be, and the lighting effect gave a nice eerie glow.
Audio: Very rudimentary audio. The walking sound was far too loud.
Fun: One thing that bugged me a lot was the walljumping. I spent most of my time fondling my keyboard into submission in hopes that what I wanted to do might actually happen, mostly to no avail. The rest of the controls worked fine, although I would recommend enabling WASD controls. Also, you are required to use the controls to find out what the controls are, which is a little backwards.
Overall: Kinda fun, kinda meh. Needs work, yet definitely not a negative experience.
I re-spaced this for easier reading, I apologize in advance if this makes another comment with nothing new to say.
Innovation: Nothing new here, but the genre hasn't been overdone to death (like match-3 has).
Theme: What am I escaping from? Nothing here is really explained, and I'm spending most of my time in the game going downwards. I don't see the correlation at all.
Graphics: Everything looked like what it was supposed to be, and the lighting effect gave a nice eerie glow.
Audio: Very rudimentary audio. The walking sound was far too loud.
Fun: One thing that bugged me a lot was the walljumping. I spent most of my time fondling my keyboard into submission in hopes that what I wanted to do might actually happen, mostly to no avail. The rest of the controls worked fine, although I would recommend enabling WASD controls. Also, you are required to use the controls to find out what the controls are, which is a little backwards.
Overall: Kinda fun, kinda meh. Needs work, yet definitely not a negative experience.
Innovation: Definitely interesting. Kinda like Karoshi in the whole "die-to-win" concept, but it has its own special mechanics.
Theme: It fits the theme. Not much else to say.
Graphics: They work, and don't hurt the eyes. Pleasing to look at. I don't have any advice on how to improve them, maybe a little more variation in the walls (more than one sprite) could make things more interesting.
Audio: The audio worked very well. I also liked the music very much.
Fun: The player moved a little fast, and the movement seemed pretty hectic. The vertically moving platforms glitched lots, I would teleport below them, and I once got one to teleport through the platform above me. I never got to the push boxes (I quit on the level shown in the last screenshot), so I can't offer any advice on that. On the other hand, movement was very smooth, and the engine was glitch free other than the vertically moving platforms.
Overall: Pretty fun, and polished for a game made this quickly. Just fix your engine and maybe offer more in the way of direction (giving the player an idea of what to do) and you have yourself a respectable game.
Community: You are hilarious. That is all.
@Pekuja: I agree: I wanted to add a feature that showed which tracks were wrong if you didn't succeed, but that would require rewriting the success/failure-checking system. That isn't something you want to do with 2 hours left. :P
You should be able to hold down the mouse button to shoot, I probably hurt my hand a bit trying to kill all the blue enemies.
I've killed every enemy and collected every star, and cannot for the life of me figure out how to kill the final enemy. Any help?
Nevermind.
@Pacifist Games: Showing the solution doesn't restock your number of tools.
Overall a good game, although not a "stand-out." Fun to play, a new idea, fits the theme, and has simple yet effective graphics. More could have been done with the music, and having multiple lines cleared at a time would make the life-lost noise really loud.
Wow, this was really cool! Reminded me a bit of RaRa Racer by increpare. While it certainly wasn't an in-depth game, I thought it did what it did well, and I don't know what you should change, if anything.
Grabbing butts has never been so cute. Good stress reliever, and, to a degree, even has some strategy (smallest part of body = most flingage). The audio was well placed, although I would've liked some stretching/popping sounds when I grabbed the Weebums. Graphics were good individually, but seemed a bit disjointed. Overall a solid effort.
Wow, this is tons of fun to screw around in! Fits the theme in a way I didn't quite expect. Only complaint from me is that the graphics, even though intentionally simple, were just too simple. Also, becoming small and crashing into a car could send you through the ground of the world (http://puu.sh/1Csox). Otherwise, an excellent entry.
Actually, collisions are just buggy with large/small cars in general (http://puu.sh/1CsEq).
Not 100% what I was doing while playing. Gameplay was very simple (buy 3 goons, take over city, repeat) and fairly boring, there was no way to "lose." Game fit the theme. Graphics were simple, yet effective (UI could've used some touch-ups). Music was a good effort, although the dun dun-dun-dun-dun of the piano began to get annoying after a while. I found the best part of the game to be the humor and mood, because I really did feel a bit like a deranged maniac trying to take over the world.
Oh, forgot to add: Found a bug where city names would draw inside the planet. http://puu.sh/1BPom
I'll be sure to implement a hint system into a later version of the game. I'll also put up the solutions for every level once I finish studying for finals.
Good news, everyone! Here's the solution to every level in the game.
https://dl.dropbox.com/u/37624951/LD25/solutions.html
If you hover your mouse over a hero in the upper left corner, you can see their paths.
This game has a certain charm to it. While it's very simple in scope, and not particularly polished to any degree, it actually feels like a game you could find in an arcade. The combination of simplistic graphics and cheerful music really helps sell the mood.
The gameplay needs the most refining of anything. Upgrades had no visible effect, I would recommend making the initial stats of the monster very weak. I would also recommend either removing humans/goats from the other lane of the road, or let the player move from lane to lane.
Your graphics were pretty grating to look at. Humans were small, dark figures that blended pretty easily into the road, meaning I had to strain my eyes to see them at high speeds. I would also recommend making more than one kind of building, although I realize this was probably not a priority in the 48 hours you had.
Overall a very rough game, yet also quite a bit of fun.
For some reason the game started on the third level the first time I played it, but it started on the first level the second time I played it (I had gotten to about level 7 previously).
One thing in particular that bugged me was how often the randomness would be flat out unfair. Sometimes, every sloped piece I got would face the same direction. Other times, placement of the gravity switchers would just be flat out impossible to deal with.
The bare concept is a cool idea, but I would ditch the random generation and put pre-defined levels in their place. Overall not that fun, but there's a lot you can do with the concept.
It could be that I just got done playing Cave Story, but I had a hard time adjusting to the controls, and I wasn't really able to get into the game. Cool idea though! I just wish I was better at it.
Clever take on the theme. I'd like to see more done with the concept, with more than just doors and keys (possibly boxes that you can push around?)
Clever idea! I really had no idea what I was doing though to be honest... and yet I could still make everything work by just connecting every dot. It'd be nice if there were a *bit* of explanation along with it, unless you just want it to be for those more familiar (which would be fine).
The collisions seemed wonky - the enemies' hitboxes were too big. When the game kills you even though you shouldn't have died - the satisfaction of knowing you'll do better next time that keeps us playing is gone. It's replaced with frustration and anger. So that's the most critical problem in my opinion.
I played the web version so I don't know if this worked in the download, but: have you considered scaling nearest-neighbor? It seems your graphics are mostly supposed to be pixel art (though not quite committed - some seem to be much larger assets). I know it's a mess on web - I don't know how you exported to web but I just think it'd look better.
This is a really clever combat system! I really enjoyed it! I initially thought "weak attack" was better than nothing but I caught on you attack anyway and "weak attack" just weakens it. I wasn't sure what was happening with the stamina. Perhaps include it in the tutorial?
I hope my wife is beautiful and I didn't do anything too embarrassing :)
That was... that was something. Lol.
Voice acting in an LD game!
I liked your idea of an infinite scrolling image masked by a circle to display the spinning Earth. It looks surprisingly good!
Amazing music! The mood was fantastic! I really enjoyed this game, it felt like it had emotion and character. I played it twice so I could get the good end (I was so close the first time!)
I liked the puzzles, they *actually made sense to me* for the most part, unlike many point-and-clicks.
I know you've heard it a thousand times, but this game could really work with better controls. You need to be able to skip, and either a) don't center the character or b) use keyboard controls. You can't have a centered character with mouse(*/e) controls.
Hey @boltkey thanks for the tip! Should be fixed now.
@rubyleehs Odd, it works for me. And my website is on Google Cloud Platform so it's not like my server is overloaded. If anyone else has this problem, please (!) tell me, so I can fix it if other people are having it.
@boltkey @camilo @sneakydeagle @pandakipu @madjackmcmad @patrick @tddawson @boorik @mrerdalural @wati888 Thank you!!
@impbox Thanks for the advice. I suck at pixel art, so we'll see when I get around to drawing ships :)
@mrnyarlathotep @lone-spelunker @merrak Thank you very much for your advice, I incorporated your advice into my ongoing [post-compo version](https://cosinegaming.com/static/pwd-post/index.html).
@tuteupaituamae How about instead, you rate games, and then you'll get ratings. -_-
@stuntddude Thank you for your honest advice, I really appreciate it. I was worried about exactly that. Because I wrote this with DOM instead of `
@stuntddude (edit): Ok, interesting. Thanks for playing, and no hard feelings o.o you have no obligation to play the post-compo version before commenting :)
@ragnta Thanks for your feedback. I'm really curious about what you mean by "overview view," it sounds like a good idea! I was thinking about having a page where it shows all your planets and their resource accumulation. Is this sort of what you mean?
This is trippy fucking shit! It's super cool! And pretty fun! As it went on, I got super into not dying because shit was going DOWN. I got a 76! Ignore the people who are saying "too much." No way. No such thing.
I'm on Windows. I saw you could play with a friend (yay!) and got my brother to play. However, when I did Space and Enter, we became invincible.
5 Stars in Fun, Graphics, and Mood!
This was really fun! I especially liked the idea of having a leaderboard, it made it more exciting to keep playing. I'm OG Simpson, #32.... eh. Could be better. You can tell the controls are designed for controller but it works fine. It was soooo satisfying to kill things with my lasers!!!! Also all the stuff happening on the flat planet was super cute!
I won!! This was reeally well put together! I felt like there were no significant bugs and the graphics were **amazing**! It was fun going around and putting together. A couple things I'd suggest: - Shift-tab to go back in inventory? It was a pain tab-tab-tabbing to get to what I wanted - It seemed a little easy to me. Some more complicated combinations of actions / visiting the same thing twice could make it more puzzley - I got that the shovel was to avoid the monster-gremlins things but I kept thinking there was going to be something under the ground there. And I never found anything.
Great mood! For some reason, the sun graphic just gave me unlimited joy. I loved how everything faced you / 3d parallax sort of thing. I also love neon orange :) I loved all the graphics! Except the ship, I don't know, it seemed like a whole different artist for the ship. I really felt the feeling of being lost in huge space, which was nice. However, it was a bit /too/ big, and made it feel boring at times. It would help if you could accelerate more (which would be more realistic for space) cause then you could go faster too.
It was pretty fun! The controls were super feel-good, I felt very agile. In fact so much so, that I didn't teleport very much. There's a certain point, when there's so many enemies and bullets, that there's just nowhere I can go. It was quite hard.
I liked it! It took me a reeeally long time to figure out what constituted an infected cell.
This was funny! I've been meaning to watch avatar.... It would be nice if building I didn't have to switch. Without seeing the battles progress, I didn't get an intimate understanding of what units did what. So I was sort of picking randomly. Also, it was really sad that if I lost one battle I lost the war! :(
Hey, I'm on Windows. The graphics (especially the skybox) are super cool! But, it won't stop moving backwards, and it makes it completely unplayable. Also, the sounds sounded really bad.
The graphics are really pretty! The ground looks nice, even for being a small and complex tile (I can never get that to work). I'll be honest, it felt really boring feeling like all I could do is *remain* alive, rather than move on to bigger and better goals. Maybe a way to build a spaceship home?
Holy shit this was hilarious! I was really enjoying the "game" part, and then I couldn't stop laughing and shaking my head, not believing you did this. I like syringes almost as much as anime girls so it was worth it.
The "game" (game...y part of the game?) was also super fun. Bless white squares!
5 Stars out of 5 in 6 categories!!
"Not that one!" Hahahaha. I won! It was pretty easy, but it was reeeally satisfying!! I loved how my bullets got crazier and crazier as time went on, it was very juicy!!
I won!! HOLY CRAP this was your first game???! It was amazing!! I loved loved loved how every planet had it's own personality / puzzle / way to get it!! It was really fun all the way through. The music was nice, but it got a little repetitive. However I loved how it changed around red! The graphics are super pretty too! I love it!
This is so hard! It'd be nice if I could walk on a diagonal.
This is much closer to what I wanted to make for my game, than what I did. I liked it! My main gripe would be a balance thing, and it differs depending on what you want to do.
It feels like an incremental game, but it's half-way. If it's supposed to be an incremental game, I would solidify that by: - Continuing simulation when focus is lost. Kinda a necessity. - Making *accumulation* of goods *slower* and accumulation of *caps / maximums* *faster*. This makes it feel more like I'm slowly accumulating goods, as is the ethos of incremental game. I can tab away and wait while I build enough food to upgrade that farm / etc. - Chance to make a bigger fort and harder levels - it feels like I don't get to realize my whole potential as of now.
If, instead, you're *not* trying to make it incremental, it feels a bit too slow to me, *especially the building of rooms*. I enjoyed it because I considered it an incremental game, but otherwise there could be more interaction.
You got the music stuck in my head :)
I won!! This was a very cool puzzle, and an interesting mechanic. I found it quite fun! The last level, I thought, most exemplified what a fun level can be with this mechanic. However, some levels felt like there was a lot of counting, and I didn't like counting 30 tiles. I liked how this mechanic allowed for many solutions, but sometimes I felt like I was "cheating" with a solution that was obviously not what you had in mind. A couple things that would make it better if you develop it further: 1. "Fullscreen" mode on Windows shows up *under* the taskbar 2. I can place below zero, so I could pause and place additional tiles and then play again. 4. I didn't know what "sometimes pausing can be helpful" was supposed to mean. I never used it. 3. Levels like the last, with less counting and more "clever" solutions are more fun IMO.
Here's a screenshot illustrating bugs 1 & 2: Screenshot (9).png
Also, thanks for building for Linux :) I generally switch to my Windows boot to play LD games because rarely anyone builds for Linux, but I'm glad you're making it possible for those that can't / don't want to do that.
Trippy!! Really cool looking, actually, in a disturbing way. I wasn't sure what (-) did but I guess it let me bounce the balls?? It was hard! (I'm on 900p)
Haha, loved the Fiesty Phallus...es(?) It was hard! But I won.
This was super clever! I liked the idea and I looved the pixel Earth! The graphics were nice, and the AI was fairly smart. It was completely bug free afaik.
But I'm going to be brutally honest, I found it incredibly boring. I started in the Americas and the game was completely just moving my squares around to unclaimed area. Sometimes, I moved them onto enemy territory. Still not particularly interesting. In my opinion, this game, unless a major new mechanic is included, is unsalvageable. But, if I would recommend one thing, it would be that you can select "Next turn" with the keyboard because going down there with the mouse when I was taking 10 turns/second was really annoying.
I won! I enjoyed it, it was fun (although at times frustrating - in a good way) to try to dodge left and right to climb the more complicated structures. While I liked the mechanic of sometimes needing to dive into the water, needing to guess whether to go left or right was rather frustrating. From the starting point, it was often impossible to determine which way it is. Some hints at that, perhaps, would make it feel less random.
Be honest... did his limbs come about as a bug? :) They're hilarious.
This is a m a z i n g! It's not often that I see a fully polished game with interesting and complete mechanics and features! I looove the graphics, it really showed me (I also made an incremental game) another direction I could have gone in, as far as being fully graphical. The UI looked very futuristic. :)
Some things I would improve: - Please add a fullscreen button somewhere. I was constantly scrolling up to see the "status line" up top and down to see my resources. - It'd be nice if it told you that you couldn't build when you clicked the build menu, rather than when you click on where you want to build. Just so I didn't waste time trying to build things I can't build.
EDIT: I can't stop playing. But now I have to, unless you can let me build a nuclear reactor. Screenshot 2017-05-04 at 9.30.23 AM.png
@merrak I actually like that you have to build new solar panels, because otherwise you'd only have 5 panels and upgrade everything (so your station wouldn't look as cool). There just needs to be a reactor for when you're me :) (I'm screenshot girl up there ^) Similarly, I like that you have to wait the same amount of time for population no matter what, it kind of puts a limit on your exponential growth. On the other hand, it's really frustrating :)
Super juicy! Loved the flat color art style.