Has the potential to be a little tedious, but as a short standalone thing it doesn't overstay its welcome. It would have been interesting had the doors been in a different order, but I suspect that would also have been tiring.
StarFahx
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When I started playing this game, I was thoroughly impressed. A very simple premise that allowed you to expand in a lot of different ways. Over time, though, my enjoyment dipped a little, as a few of the later goals felt arbitrary and didn't add too much (just the pink flowers, in particular, felt like it added very little). That combined with a fiendishly tricky bit of precision platforming in the top right of the map, where I must have spent almost 10 minutes of my 57 minute run (yikes!), made the game feel a little like it was wasting my time. But for a game jam game, these are mild complaints: honestly, this was fantastic, and that I felt compelled to play it for almost an hour straight in order to beat it says a lot about it!
Really fun, super nostalgic, just a delightful time all around. The tricky part with this is navigating to find all the things you need - once you find the canister, it unlocks so much, but it can be quite tricky to find when it takes so long to explore all the paths available and you're going so fast it's hard to see what you might miss. I still had an absolute blast playing this, and when it clicked it clicked.
Plays a little slow, but it's a nicely put together auto-clicker. The wait for rockets to return and grant any technical points makes the gameplay loop very slow - this is the kind of game I think you'd want to leave running on a spare monitor and look at every now and then while doing something else, which would be fine if the music weren't so compelling. I do like being able to tab over and see the rockets coming and going, though, and the screen with the planets is very pretty. Took me a solid minute to realise that the Earn button was the clicker button and not, say, a screen title!
I like the idea here: the events in particular give me a lot of nostalgia for older flash browser games. But unfortunately the game feels very unstable. Jumping is awkward and hard to control, and frequently respawning when the timer runs out causes the player character to vanish entirely and all the obstacles/walls to turn white.
It feels like cheating to give this such a high score for audio but... well, you certainly got me! The rhythm game was intense and fun, and I couldn't stop laughing the first time the music started playing. Pleased to say I recognised which version of the track it was, which added to the enjoyment. A bit silly, but clearly a lot of fun was had making this, and it comes across in the gameplay.
Surprised this is the first rage game style entry I've seen so far. Unfortunately, I think this doesn't hit the right notes: it is quite easy to cheese the loop mechanic by running along one edge underwater on the left side, and there simply isn't enough content for it to feel like a full experience. I like the idea of a looping rage game, though, and the absurd take on a daily commute is something I'd love to see developed into something bigger than this.
There's something here: it's atmospheric and certainly has the makings of something quite creepy. But I found I didn't really feel like anything I was doing was having any impact in the tower defense section. Trying to engage with the meta-narrative and shutting the terminal down seemed to change things, but not in a way that made much sense, and repeating it made the game quite unplayably laggy. I think I would have liked it a lot more if I understood what I was doing?
A lovely little game. Steep-ish learning curve mostly complicated by the fact that the tilling action induces movement. Surprisingly easy to move off the farmland and plant seeds in the void. With a little polish though I think this could be a really fun, and a great way to spend an hour or two on a lazy afteroon!
I liked the idea of this game a lot more than the execution: playing it without any tutorial made me feel a little lost. It wasn't clear why I would gain or lose money. Almost all of the contracts looked like they would be bad in some way, which didn't make me feel very confident I had understood the point of the game. But they made me smile!
What a fun and cozy little game! Some of the levels felt a little trial-and-error for my tastes, and there were a few cases where results were non-deterministic due to physics engine chaos, but I had a lot of fun with it: there's something very satisfying about double-cog interactions, and I'd love to see this fleshed out to play with that idea some more :D

