Since it is not game-breaking, I wouldn't worry about fixing it while the voting is still ongoing.
Teljoor
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Even as a prototype, this is kind of fun. It feels quite difficult, since the searchlights move so quickly (almost as fast as the player themselves, I think, so it is hard to outrun them). My best score was 9. It seems the blue gem can spawn inside a green wall, but you can still get it by moving past it diagonally.
This is indeed a relaxing game. The mechanics are easy to grasp, and all the downtime while waiting for the flowers to grow gives you a lot of time to appreciate the graphics, music, sounds and weather effects.
The flower drawings are great. I'd say that the main thing driving me to continue playing was seeing all the different flowers fully grown. It's almost a shame to cut them as soon as they bloom to buy new seeds. I did stop playing once I'd seen them all, without unlocking all the pots.
This is a cute game. I like the sprites for the moth and the other small characters. The weightlifting pupa is funny. The cocoon/shooting mechanic works pretty well I think. The music is good too.
I also found it a bit difficult to make progress. My main suggestion would be to perhaps add checkpoints at some screens so that you don't have to start over from the beginning each time, although maybe that would make it too easy? Also, it seems the 'Wake again' button at the end doesn't work for me (playing on the windows version), but I expect that would just restart the game, so it doesn't really matter.
Thank you. The 'tunnel' effect was achieved by constantly creating instances of the 'tunnel object' some distance away and having them move continuously towards the camera. Each of these objects also contains a script that makes it appear darker the further away it is. About 40 such objects exist at one time.
From the title and visuals, I am assuming the game represents a descent into the depths of the ocean. I am a bit unclear on the controls, though. It seemed like I could only move side to side and there was no way to actually go down. Anyway, I liked the visual aspects, especially the jellyfish and the 'swim-like' distortion effect (not really sure how to describe it).
Curling is actually pretty difficult, isn't it? This seems like a fairly accurate simulation of the curling physics (thankfully without having to also controls your skates to keep up with the rock). It's good that there is a clear explanation of the controls onscreen, especially to explain the effects of the sweeping. Also a good move to allow restarting at any point, instead of having to wait for the throw to 'finish'.
Thank you for playing and making a video on the game. It is great feedback for me to directly get another person's perspective and see how the game comes across and if there are parts that are unclear and such. I apologize for the imbalance between the music and voice volumes. I'll pay more attention to it in my future games :).
Thanks, I was able to play it. I could only test it playing by myself, so I can't comment that much. I think the pre-game screen communicates the concept pretty clearly and the controls work well enough. The hitboxes on the food seemed a little small to me, but since that goes for both players it shouldn't cause an imbalance.
This takes a bit of work to get into, but once I got used to the controls and the way different enemies and elements interact it worked well. I did get stuck at the third level, but luckily I was able to watch the rest on jonbjohns's stream (https://www.twitch.tv/jonbjohns). I like the way the red aliens(?) jump and walk around. The level transitions are also a treat!
I really like the in-game tutorial, which explains the concept of the danger layer very well in iterations with increasing difficulty. The music also really underscores the different moods between the normal and danger sides.
I also never had any problems with moving to the danger layer and immediately being close to a danger. I assume that's by design, so good job with that!
This looks charming and plays pretty intuitively. The graphics for the various obstacles in the levels clearly communicate your options. Unfortunately I ran into a bug in the third level where the robot kept jumping continuously and I couldn't interact any further. It might be good to have a way to reset the level in case something like that happens.
I like the idea of a reverse breakout, but I found it a bit difficult to test just playing by myself. The controls work fine after getting used to it. I think it could be a little clearer what the goal of the game is. I wasn't really able to tell the difference between digesting yourself and being digested by the opponent.
I played a round against the computer and lost miserably after they captured the center. Even with the extensive how-to-play guide the game is pretty tough to understand at first. The UI is very well done, particularly the timing of the messages and sound effects when moving through the various stages.
This is kind of intriguing. I like the feeling it gives of "here's a bunch of weird stuff, figure out how it works". I'm not sure if it's actually possible to finish the level. All I've managed so far is pushing the civilian into the gap. The particle effects on the orb look cool. It may be handy to mention in the description that you can rotate objects using the right mouse button, that tripped me up at first.
I couldn't get past step 3, since I couldn't get them to start building the gym. Everyone mainly keeps hanging around the tents. Not sure what I'm doing wrong. Maybe it's a hardware bug. That being said, it's a great thing that you added the guide and a 'winning' description, since the game has a lot of systems that can't really be explained in-game. I also like the idea of indirectly controlling the whole population by adjusting the virtue 'priorities'.