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| Timestamp | Since previous | Game | Hamumu's comment |
|---|---|---|---|
| Strong AI | Really cool... it has inspired my next LD entry - I will strive to create a narrative experience next time instead of a bunch of random levels to play! <br/> <br/>Three disappointments: <br/>1 - Respect the lefty. WASD is extremely awkward for me! I had a really hard time moving, ended up sort of crawling along carefully blasting each guy (no, I can't really explain why my left hand is the one that is no good at manipulating arrow keys... maybe decades of practice with the right hand?) <br/> <br/>2 - The way the story was set up and proceeded (and hyped in the journal!), I was expecting a big revelation at the end, and other than the pictures, it was sorely lacking. It kinda went nowhere. <br/> <br/>3 - On a related note, as Surrealix said, I wish you had done something original with the speech stuff. Borrow the style of, and make references to, Portal, sure. That's cool, but it was almost like this was a (very) alternate version of that game rather than another story. <br/> <br/>It was hilarious and game-breaking how your firepower expanded to epic proportions. The last gun appeared not to do anything though, it should've upgraded to 3-way death beam for ultimate ridiculousness. <br/> <br/>I felt bad killing my brothers, there should've been some penalty for that. Or bonus for killing them all (which I did!). It was fun to push them around, though. When I got to the first enemy, I tried shoving a robot out in front of him to see if he'd attack that instead of me. Didn't work, but would've been cool if it did! | ||
| Mondrian | That is awesome... a completely original puzzle concept (as far as I know), that totally works, and perfectly models Mondrian paintings. And the sounds are just totally ideal. And the way you need no directions and discover it as you go is just more of the awesome. <br/> <br/>I only wish they'd expand a lot faster, because it got tiring waiting for them to get where they were going. Of course, I was probably supposed to be soothed by the gentle chimes and slow movement while I waited. <br/> <br/>On the other hand, I got to a level where I think the only solution is to click two beams super fast in succession. Only I can NOT do that. If there is a 'true' solution, I sure can't find it. <br/> <br/>Other entries have been more fun to actually play, but this comes out as my favorite entry so far just for being *RIGHT*. | ||
| Trivial Escape from Minimalist Island | Yeah, what they said. This contest theme has resulted in no lasting hits for the future, but more than one bit of ephemeral art to inspire and enjoy. Besides this bit of scratchboard myst, Pansapien's Mondrian game really stands out, and Mrfun's Mini-Portal, and a bunch of others I'm not thinking of right now. I think the theme was a triumph of style over substance, and while I wouldn't go for that regularly, it is kind of fun that we did it this once. | ||
| Things on Top of Other Things | I like it! Smooshing the monsters was very satisfying. The style and sound were great. I did not like the last level... movement wasn't quick and responsive enough to demand that kind of timing. Lots of restarts there. The two levels that were mostly just hauling lots of boxes were pretty annoying too, but I at least sort of had to figure them out, so that was alright. On the first one, I tried building it one spot short to see if I could just grab the prize on the way down. Doesn't work, apparently you constantly teleport right to the ground rather than actually falling. <br/> <br/>But I got the bow! Good ending too. | ||
| Of Robots & Groglots | Tons of very positive things to say here, and one huge negative: made me physically ill. I'm still reeling right now, and had to quit playing just because I didn't want to die. The combination of the spinning and the constant bobbing up and down is nauseating. And I am totally immune to motion sickness! <br/> <br/>Polish is awesome, amazing to do all that in 48 hours, and the round world system is super cool. One of the most impressive entries I've tried so far. I did feel like it shouldn't have gotten so slow when you got in close. I know it would be a lot harder, but I got tired of waiting so long to go around. I'd rather have the challenge of zooming through. | ||
| Pixelman 3 | This is crazy fast! Yet somehow, I only rarely missed what i intended to do. Not sure how that's possible, but it seems to be. Still, I wish it ran about half the speed, because the main challenge in this game was my nerves and stress from expecting to fail (I'm assuming I'm playing it as intended, and it's not just running super fast on my computer). I did manage to win eventually, but level 4 was rough. <br/> <br/>Anyway, it's a good job of being minimal, but it is just the basic platformer, so no innovation there. The graphics, black monsters on a grey screen, totally reminded me of the original Game Boy. <br/> <br/>Just overall, a nice solid tiny game. | ||
| Minimaze | Wow, that sure was short! Very original and nifty. I wish it would move slower, and of course that there were more levels. I see I am not alone on either count. | ||
| Block Picker 1.0 – final, timelapse | I don't know what game Tirpen was reviewing... <br/> <br/>Anyway, this really was a bad theme, wasn't it? Ahh... <br/> <br/>I like the log built into your timelapse, very helpful. <br/> <br/>As for the game, minimal indeed. Fairly entertaining, and I liked seeing the new patterns showing up, I totally expected it to always be the same. SFXR is the best. | ||
| warrior | Awesome minimalist graphics, great sound. As for the game, one huge flaw kills it for me: in every rail shooter I've EVER played, you aim at where the cursor is, you don't use the cursor as some weird analog to rotation along the ground. That was totally confusing and really hard to get used to. Hated that. But it made for something very cool overall despite that. | ||
| Sailor | Definite bonus technical points whenever I can't figure out how something was made! I've done stuff with lots of interacting particles before, but sure couldn't do anywhere near these numbers at this speed. <br/> <br/>Really awesome game, though I don't feel so much like I'm sailing as trying to make the most airtight submarine as possible. I wish it floated better initially, rather than always being half submerged, so that it really felt more like the cannonballs were punching holes in the bottom. As it is, holes in the top are almost as bad! <br/> <br/>One of my favorites, wish it had more polish in terms of being a complete product - you know, the retry thing everyone else is saying. | ||
| redgate | 20 points for me! Have I mentioned how bad this theme was? Why am I having to reward people for making lame crap? It was kind of a wasted weekend in a way. No offense, this is good... a little addictive, like one of those reflex tests where you catch the ruler falling. It's just that the theme forced you to make something, well, minimal. <br/> <br/>I'm still gonna play it one more time though. Bah, only 19 and I maximized it. | ||
| Tiny Hawk final release | In the timelapse, it looks like you are playing the song on your keyboard. Speaking of the timelapse, your original detailed skater was cool! But it was right to make it minimal. <br/> <br/>I'm a fan of this, I've made a ninja game very similar, right down to the wall-jumping. And it's minimal, and the name, and skateboarding is cool! <br/> <br/>I had a problem with grinds failing, but not right when I hit the rail - sometimes they'd fail way towards the end. Probably after trying to throw in a kickflip, but I'm somewhat sure I recovered the button in time. <br/> <br/>I would've liked sound and a bigger animation on the kickflip. The other thing that bothered me, that is very tricky to deal with, is that there are parts in the level where you have no choice but to lose your combo. It would be awesome if there were a way to always keep it going, but the easy path didn't keep it, you'd have to do some outlandish ninja skills to pull it off. Then, with that the case, change the max combo to 99x, and you've got a game with a serious high score challenge! The experts would be racking up 70x before getting their first gem, the normals would be unlikely to ever even reach 10x in the first place. | ||
| minimalist entry | I guess I need an exe... I didn't know which .py file to run (mini was my guess), but none of the 3 did anything more than briefly flash a window on my screen, so no luck. I probably don't have pyOpenGL since I can't recall explicitly getting it. | ||
| Typoworm | That was very interesting... the first typing game I've ever played that punishes you for typing fast. You really have to develop the right tempo. I don't know... it's pretty nifty, really weird, and not much of a worm. | ||
| Exxon – The decontaminator | Wait, N is for nitro? How do I nitro? I thought those might be bits of net. Where are you people getting more information? <br/> <br/>I didn't understand level mode at all, especially when I finally got all the Ns and it sent me to a blank blue screen with no boat. <br/> <br/>But in the number modes, it worked great! I love those kind of pushy physics, and wrapping stuff up is always fun too. It was super easy (I guess it couldn't not be, what with no lose condition), but fun to control. I liked how to motor swung too. | ||
| GBGames presents Minimalist – the | Wow, seizure-inducing indeed. It definitely needed a time limit, although the desire to escape the noise and lights was something of a time pressure itself. But it was interesting how that noise and sound made you feel really anxious. <br/> <br/>Alternatively, it should've been way harder, given the lack of time limit. There was always a pretty wide path to the goal for me. | ||
| dots | Man, your pizza looks awesome, and I love Indian food, and we haven't had it in forever... ah, anyway. <br/> <br/>59763, suckers. I thought the controls were really good, so I wonder if it's not running right on some computers. The power up really does make the difference - just when you think all is lost, you get revenge (but catching those formerly grey guys is insane). <br/> <br/>Eventually it seemed like the game reset - the grey balls were a lot slower again, and the blue balls were worth hardly any points. Did I roll the machine? <br/> <br/>It's one of the most fun entries I've played so far. Others have been interesting or amusing in one way or another, but for just real simple fun factor, this is doing it. | ||
| entry – Minim Madness | I don't think it's much for the theme, more like dodging the theme, but I liked it, with one big big caveat - I was almost totally incapable of drawing the minims. Without fail, it took me 3-8 tries each time to make one. Something about how the circles are(n't) recognized. And it always came out a little different than what I was trying, so after the first 2 levels, I just couldn't succeed at all. I'm a lefty, with shaky hands, and I failed the "draw a straight line" skill in elementary school, but I still stand ready to blame the recognition! <br/> <br/>The most amazingly impressive thing with this game is the fully animated tutorial. The whole thing is really really complete and solid. | ||
| The Butler Did It | Serious problems... crashing constantly, and when it did work, the font was virtually unreadable (scaled, without antialiasing, it seems), and then it crashed when I clicked the rolling pin. And Vista gave me a warning I've never seen about data protection, so I'm gonna protect my data and stop now. It looked really interesting, and I wanted to see how it went, but I just can't even judge this. | ||
| Simple maze | I really can't rate this one high... nothing more annoying than the combination of controlling with UDLR instead of arrow keys, and having to hit enter after each letter! I didn't even stick with it long enough to see what would happen if I reached the exit. I'm sorry, I just couldn't! It is minimal, though. | ||
| Too minimal for a name… | This is really fun and solid as a game. Reminds me a lot of The Flame Game, for both obvious and non-obvious reasons. I finished all the levels, though the second to last one was a killer. The last one took some doing too. <br/> <br/>The one thing about these physics games that always bothers me is that the author really didn't create much of a game. Ignoring the fancy physics, this game is an utterly stupid journey to grab gems, kind of like Lode Runner with no enemies. Of course, that isn't fair, because WITH the physics, it is very fun and appealing. But you know what I mean? But it gets to me, like I could have the exact same fun in any game with a robust physics simulation, because the fun comes from the simulation, not really from the game at all. This was more of an exercise in coding (and not so much coding physics as learning how a certain library's interface works) and level design than it is a work of game design. I guess. That might be too extensive and serious a comment for this comment space, so I'll just say it was a lot of fun. | ||
| Mininode | Wow, that's certainly over already. It's not so much that there were few levels, many LD entries have very few, sometimes just one. But man, it took me at least 20x as long to download the game as it did to finish playing it (there was something very wrong with the download, took like 5 minutes). <br/> <br/>I liked the visuals a lot, and wanted there to be something interesting to do, given that you had the elements all set up. Really the only thing missing is level design. But it sure is missing. | ||
| Title Unknown | I won... did not expect that (or know what made it a win? Was it the end of the song?). I enjoyed it a lot when in super mode (and moreso in super-duper mode at the end), but really disliked it during normal mode. The controls are obnoxious, so grabbing guys in a combo of more than 2 or 3 is extremely unlikely. Until of course, super mode, when the screen covers with tons of them. I got an 88 combo there in super duper mode. <br/> <br/>It did seem nearly impossible to lose with even a token effort. And once you had gotten through your first super mode, losing would be a virtual impossibility, I suspect. In fact, I think I will try to lose now, just to see what happens. Now I have seen it! <br/> <br/>I liked the parallax! | ||
| The white gazelle laughs maniacally | I don't know what tech I'm lacking for this, but crash on startup... I know have XNA stuff from previous compos, and .net, so I probably just don't have the latest. | ||
| WORLDMAKER | This is a Grow game in text, as everybody else also noticed, but what disappoints me, especially given that there are only 4 items, is that there are a lot of ways to win! I kept looking for the 'really good' ending, since I had gotten the 'good' ending so many different ways. I figured it couldn't be the best possible. But alas, it is if my scanning of the code is correct. <br/> <br/>Certainly poetic, though. | ||
| Castle Adventure | I'm glad I found comments talking about a bow, or I would've given up. Pretty flawed in that you are doomed at first and then invincible once you have the bow! But it was still fun anyway. Reminded me so much of the old IBM games, back before they had numbers like 286 and 386. If only there had been PC speaker sounds (sfxr could do it!). <br/> <br/>My favorite thing was "The monster curses its stubby little legs." Good game all around, despite the huge balance issue. Obviously could do with a few hundred more treasures and interactions, but you minimally covered them during this minimal compo. | ||
| The Pushers | I definitely wished I got to actually do normal racing, but that wouldn't have been as unique. Really good polish having all those menus and 2 player mode, and even a nice selection of "cars". Of course, that makes only the control scheme minimalist, but you'll do well on polish and less well on theme (I gave you high theme anyway). Kind of an obnoxious theme in that respect. | ||
| win32.dll The Game | Man, I only got 80,000 and I thought I had done really well! <br/> <br/>I give you low theme points, not sure how this fits the theme at all... now, if you had made it a game of clicking the minimize button on various windows, you'd have my vote! Of course, you'd also be aiming for a mighty small target, and your taskbar would get pretty darn full. Maybe the windows keep expanding on their own (they're games, see, and you are distracting yourself with them), and you have to minimize them to get to work on your essay. The essay gradually types itself and you have to get it done before class starts. <br/> <br/>Sorry, wrote you a new game there. Anyway, and people say my game causes RSI! I nearly died getting my lousy 80k score. | ||
| Framed! v1.1 Released | It took me forever to realize that the supposedly advantageous action of removing same-size frames was actually DISadvantageous... you can only win by removing different sized frames! Otherwise the rogue ones never appear and you lose. Also, once all the rogue ones have popped up, there's no longer any risk - every pair is a 'match' at that point. That's in easy mode, I don't know how hard mode works. But it means that easy mode is simply a game of avoiding clicking matching pairs (and you only have to succeed at that occasionally to win it). Well, I guess you also have to avoid clicking pairs of rogues, but that's not exactly tricky. <br/> <br/>In hard mode, it seems to be the same, only you can't see how many rogues there are. I really just don't understand this game... why am I trying to do a bad job at making matches? Yep, I was able to win Hard the exact same way - by making sure that I never made a match (until I ran out of rogues), and never clicked 2 rogues together. But even if I did that, it's easy to fix by just doing it again. <br/> <br/>So really the only threat I faced in this game was getting past the instructions! Which I suspect I still haven't managed to do. I just don't get this game at all. I can win it, absolutely trivially... but I don't know why I should be doing that. This game is a mystery of minimalist art. | ||
| Final Submission | Nice PIP on the timelapse! <br/> <br/>My big complaint with this game was the lack of autofire. My arm hurts right now (I realized after a while that I had 2 fire buttons, so I was pounding them alternately with two fingers... your max fire rate in this game is insane if you don't mind losing the use of your arm). <br/> <br/>It was fun to have it dawn on me that the more sides a shape had, the more powerful it was. Ultimately felt pretty pointless though, especially when I managed to max out and knew I was never going to die at that point (playing on easy). I tried hard and just never landed a hit, so that was about that. <br/> <br/>The handy tips during play were nice, and lots of stats is always good! | ||
| Brainwave | I grabbed the power pill and tried ramming into walls to get myself back to Pac-Man in time, but I guess it ran out right before I got him, because I died (either that or that's not what it's for!). <br/> <br/>It's a very unique game, that's for sure... I'm not sure it actually works, but you really stepped into left field to pull out the concepts! | ||
| MinMo LD11 | The random raising and lowering is dumb, because it makes your progress completely random. I also got killed by randomness - 2 S's were on me, I mo'd out on them, and they walked past, but when I changed back automatically, they were on me again since they had bounced off a wall. <br/> <br/>The whole randomness thing totally ruins it. There really is no game because of that. If it weren't that way, it could really be something interesting. I liked the sounds the background made, and the changing back and forth (and using the changing to squish guys), although I really should've been able to stay Mo as long as I wanted... that would solve the unfair kills part. | ||
| Yeah, ThingGo is a go go! | Am I the only one for whom "Press Spacebar to Start" meant press enter? I was stuck for the longest time. <br/> <br/>No innovation points for blatant clones (REALLY blatant when you even say so in the title!). <br/> <br/>Works well, and I like the dice. No way I was ever going to get those diamonds together, I didn't even try. I agree with others that it starts off too slow. I quit before I got to these purported exciting levels. | ||
| miniPals | I like 2:50 in your timelapse - "brb ice cream truck" and the music suddenly gets really ominous... it's okay, you can tell us what the ice cream man made you do for a Klondike bar. The whole timelapse was great, especially getting to see the other stuff you did, including WoW and TV (The Office?). <br/> <br/>But you also made a game! I agree that the super slippery movement was unpleasant. It made sense for the ball and I wouldn't change that, but for the ... ball with legs it was just crazy. I liked the whole concept and it worked well, but really the very last level only just began to show the potential, by actually having you use all your abilities (and I had been waiting for the need to stand on the ball!). So I guess the other guys are right about needing more levels. Or just make the ones you have more 'serious' like the last one. All the ones before that were trivial. <br/> | ||
| Simple Dungeon | I think everybody reporting a crash just died... I think I died fighting the Undead Queen (final boss?). I was just rushing because I saw how little my O dropped, and she was probably dropping my D a lot more than I expected. I put up with it a lot longer than I should have... the healing was absolutely murder. I figured out that the ? were good for that, and I'd rumble on them for hours recovering full O and D before each fight, but dealing with Engulfers (and to a lesser extent those incredibly vicious gargoyles) was just a massive strain on my fingers and my boredom. <br/> <br/>Two things would've saved this and made it really fun for me: autorepeat keys, and (if that was in) holding down spacebar to stay on the space you're on (healing up rapidly without finger twiddling). There wasn't really any danger once you knew how doors and ?s worked, but the threat to your fingers could not be ignored. Definitely, monsters with a lot less life would've been nice. | ||
| (T+48:48) Final Entry: BlockOut v0.LD48_11 | All good comments preceding mine, and I will add that the bounce effect is very broken... I lost when I had a really thick wall, because the ball decided to instakill about 4 double-blocks, bouncing onto the other side of them as it went. <br/> <br/>Looks like you were more interested in the backwards and defense themes than minimalist! <br/> <br/>It's a cool idea, but it will take a major change to reach "fun" status. A first step might be to triple the ball and paddle speed, quadruple the rate you make money, fix the collision, and give it mouse control! Right now, as others said, it's very boring. Even though I made a big every time the computer dropped the ball, I didn't like it anyway, since it meant more waiting. | ||
| Title Unknown | I appreciate being entertained, and your entry succeeded at that more than most of the ones that interpreted "minimalism" to mean "half-finished crap". <br/> <br/>No, it's not lasting joy, but for an LD game, that is a lot to expect. I doubt i will replay any of the others either, even the ones that were really fun to play! <br/> <br/>I confess to not having downloaded it by the way. My programming skills are so vast that I can clearly visualize what playing it would be like just from reading the source. I'm like Neo. | ||
| Spacbattle is done-ish | "Hooray" for Rapidshare. Holy crap, I have never seen a captcha that annoying. I already hate your game and it hasn't even finished downloading yet! <br/> <br/>The windows version didn't include the readme, that I could find. And I'm not going back to rapidshare to get the other one! <br/> <br/>Anyway, on to the actual game! I guess what I think is that I like it a lot, except I really hate how it actually plays. Steering the ships is crazy (and when they're heading down, it's very confusing). I got to the second battle (he had a cruiser, I didn't... sad), and it devolved into a whole lot of both of us going offscreen and popping back on for a moment before going away again, until he finally cruisered me away. <br/> <br/>So I like the ships and having them battle it out. I wish there was a better way to make them do so. | ||
| CGA Quest | I can't freakin believe I won! The second-to-last level was far and away the worst... seriously unforgiving timing! Mrfun missed out, because once you figure out what to do, level 5 is totally trivial! Although at first, I did discover that it's possible to move diagonally in trying to solve it. Probably not intended, since you don't need that to do so. <br/> <br/>That was good... I don't know what else to say. I would've liked auto-repeat on the movement, and the timing was way too evil on the timing level. Other than that, I think I have nothing constructive or destructive to say. | ||
| Battle Magic Done! | I too had no idea of any use for Piety or Luck. Maybe they were just there to waste some of your move slots. They are!!! I just peeked at the code and they do nothing! Crime solved. <br/> <br/>I managed to beat the first 2 opponents, eventually, but the third killed me on the first turn. It was fun and strategerish, though very simple, of course. And yeah, no need for a next button. | ||
| Game | I didn't have lag issues, and I didn't really have a problem with the trails... go me! Of course, I got smashed relentlessly, so it's not like I was actually dodging things well. For how hard it is to hit a block with a yellow block, it seems like they ought to stop bouncing off walls if hit, and just go flying away never to bother you. <br/> <br/>I got to a point where the blocks suddenly came raining down at intense speed, and that was about the end. Wish I had gotten a score for that! I saw a number during play, but I couldn't pay attention to it, and would've liked to see a "Last Score" on the title screen (if that was in fact a score). <br/> <br/>This is an entry where I can actually see you using the theme clearly as opposed to just not finishing stuff. Thank you! | ||
| Kill ALL Life!!! | Unfortunately, I don't really KNOW the rules of Life (in any sense of that sentence). So I pretty much had to place my spots randomly. The game ran at 10000x light speed when I wasn't freezing it, hope that was intentional. Probably not, since I think my end time was 14 minutes, and I played for less than a minute. <br/> <br/>Anyway, the screenshot was very misleading, I thought I was actually going to get to see KILL KILL KILL on my screen. Big disappointment. | ||
| Cowbell Hero | Have you seen Cowbell Hero before? I saw the youtube video of it months back ( http://youtube.com/watch?v=QlqLLZQLNiA - but wow, there are lots of other ones there too!). I can't decide if you lose innovation points for that, I guess it would depend on if you conceived this individually or not! <br/> <br/>Anyway, it's basically something that could be awesome if it did what it was supposed to... that would've been quite a technical achievement too! Scoring and proper syncing and patterns that make sense would've made it a winner you could sell to a world of cowbell-starved patrons. <br/> <br/>There was one point in a Green Day song where it suddenly was just perfect, adding little counterpoint cowbells to each measure... but then it went way off track again. Still, a sublime moment. | ||
| Divine Asteroid Showdown | I didn't like the gameplay... I did truly horrific on the last few levels, yet I still got credit. I was literally just pounding on the WASD keys and swinging the mouse in circles and clicking, without any regard for what was on the screen. The real failing is that that seems to be the only workable strategy. Everything moves far too fast and planets far too close to the sides for any sort of thought to be put into anything. <br/> <br/>But while I didn't actually like the gameplay at all, I really enjoyed the stuff around it. The instructions page was my favorite, both the format of it and the lovely scenery. | ||
| “Desktop Rox” | Timelapse: best one! Video of you actually doing it is way more interesting than just a screen capture. Especially with the food piles. If only you had shaped them into messages before eating them. Watching your can zoom around the desk was fun too. And the status screen was very nice, as everybody said. I don't know how all you guys leave your monitors on all night... I shut everything down at bedtime, and my monitor shuts off if I leave it alone for 5 minutes. Poor thing needs rest. <br/> <br/>The looks of the game are great, I was especially intrigued by the slight swaying of the title screen for no reason. And there's something really nifty about playing it over my desktop. But uh, asteroids is asteroids. Doesn't even get a capital letter, that's how much asteroids is asteroids. | ||
| The Minimizing knight | Waiting on that EXE... | ||
| Leap , at least it’s something… | I love the art, but uh, not so much the gameplay or lack thereof. It's very interesting to read where it was supposed to go, like a whole art thing. The first screen certainly suggests that. <br/> <br/>I thought I was scoring points by making jumps, as I watched the numbers go by in the console window... then I got to the right edge and started heading back only to discover that was just my X coordinate. <br/> <br/>Anyway, I'm glad you discovered the wonders of 48-hour developing. It'll teach you really quickly what matters and how to actually produce something instead of futzing around with things (incidentally, I am judging games right now to avoid working on my actual game project, so the lessons aren't particularly permanent). | ||
| Omnihunter | Doesn't seem to run for me. I know nothing of python, but I've downloaded it before, and I think pygame, and double clicking this just makes a console window pop up briefly. Py2exe please, for us non-snakey folks! | ||
| MiniMall | Two issues I have: First, there's no way to win or lose (well, you can waste all your money without having built a valid shop, but that doesn't end the game), no reason to want to make money, and second, there's not a lot of progress in money making. I think that's because there are a fixed number of shoppers (shouldn't a better mall attract more shoppers?), so adding more shops barely makes any difference in income. Once you have ten or so shops, it never gets notably faster. That was sad, because I was having fun expanding my mall, but expanding was really slow, only adding one block every 2 or 3 seconds (I also think it lets you put floor on floor, so holding the button down wastes lots of money - not sure, though). <br/> <br/>But it was fun, I kept cranking along until I had about doubled the mall size, and watched the mini-mallists do their thing and watched my money click up. I enjoyed it. Don't think you really did much with the theme other than mock it, though. | ||
| Space Stuff Trader | I just have to agree with everybody... the controls utterly ruin this game. I would've played this for hours if it just had nice clean asteroids control. It was cool enough that if I knew python, I'd probably hack it to do just that. But as it is, I couldn't stand it. I landed at Dumbville by tapping X really quickly as I rocketed over, then tried to get to Slinky to absolutely no avail. <br/> <br/>I think simulation is not exactly a fair/realistic goal when your ship is 3 pixels. All you really did with the simulation was kill all of the fun of an otherwise really nifty game. And it doesn't make it remotely realistic anyway... I mean, I'm flying in 2 dimensions! And I can dock at 8000km/s, and when I undock I'm still flying at that speed. I just think there are better ways to add realism (not that I think you should, honestly) than to make it impossible to play. <br/> <br/>Real spaceships are flown by experts with years of training. How about simulating that by making the controls simple for us normal humans? You could say you're the commander, giving directions to the pilot. <br/> <br/>Anyway, I just rant because this game is ALL there and a total winner, except the totally horrible control. | ||
| Circle conquest | Like everyone else, I had big problems selecting and ordering guys. One of my soldiers ended up stuck inside the enemy castle for the entire game. <br/> <br/>It was very very easy to win, once I started out the game by taking land instead of flailing around figuring out the game (so... once I read the journal!). But the king was so mind blowingly slow, it pretty much guaranteed that the computer would build a soldier right on top of him while he was gradually waddling over the area where the computer makes soldiers. So I just keep making new soldiers after I sent him, ostensibly to be his guard, but sent them all into the enemy castle (best path to protect the king!), and they destroyed it long before he got there. Awe inspiring ending sequence! | ||
| Dot2doT | Ha, I too got my highest score by holding an arrow down. But it was 860, so I am way better at holding down arrow keys than dgriff (also, I used the right arrow). <br/> <br/>At first I thought it was completely random because of the limited view, but I started paying attention to the fields I was passing, and I'd find that in scooping up some oranges, I'd have learned of a giant purple field (and seen which way I could move in that field to not go over myself). So there's an interesting strategy there and probably some specific brain area it's good for, since you have to memorize what you're seeing and build a map in your head. <br/> <br/>Still, I did better holding down the arrow than trying to find combos. I suspect it would seem much more strategic if you had 5x5 view instead of 3x3. But maybe I just have bad cartographic skills. <br/> <br/>Good job being minimalist, though I would've liked to see pixel-land more than a color grabbing game! | ||
| As good as it is going to get | It's totally weird how you get "you hit rat for 2 damage" messages, but no indication of actually KILLING the thing! And they don't seem to hit back, except I now have less HP, so apparently they do. There's a serious serious shortage of messages here, and it completely eradicates the game for me. <br/> <br/>It's pretty nifty how it's realtime (not to mention, I think it's the first MMO ever in an LD48!), but it's totally insane what it doesn't tell you. I can only assume that's a bug, or messages not getting to me. But since I get all the hit messages and none of the got-hit or killed it messages, I doubt it's a connection issue. <br/> <br/>Also, on a more real-game note (as opposed to 48-hour type issues), it would sure be extremely nice to see your stats on the same page you play on! Even if it was a command to view them, though it'd be nicer if they were in a side pane as you played. <br/> <br/>Of all the entries, this one probably has the most potential to really turn into something for real (or is Facebook full of MUDs?) that could make you a millionaire as Facebook apps do. But right now, it's really really hard to play. | ||
| Color eater | I almost thought the game didn't work, because the readme forgot to mention you have to CLICK to move! Strangest control scheme I have ever seen. I was able to fly, though. <br/> <br/>I guess this is minimalist, but only in the sense that LD48 entries usually are. I don't see a whole lot of the theme going on here. | ||
| Title Unknown | Yep, it's Qix. No innovation points for blatantly cloning! And Pekuja, you do make arbitrary boxes in Qix - it's Jezzball where you make lines. I love Qix! I was frustrated with how slow you moved in this one... it's not that it was too slow relative to the ball, I wish both were about 3x as fast (well, maybe 2x for the ball, I did die a LOT). That could be technical, I don't know how fast it was supposed to run. I missed the old speed button in Qix. | ||
| Marginal Ungolf Spectacle | I won! A hockey stick, eh? I call that a golf club. <br/> <br/>You really got good platforming feel, which is the most important to me. Too often people have really clunky moving and jumping and it kills the game completely. Other than that... well, that's really all you had! <br/> <br/>Nice job getting a moving platform in there to add to the excitement, though. | ||
| Micro Macro | I got 730,008, so I'm in second place! It does seem that the closest thing to a strategy is to hold the gravity on the edge of a circle as it expands. Those purple shots make them grow fast! Other than using gravitate that way, there really wasn't any way TO use it, since you have to put it at the same place you are aiming... can't really twist your shots, since the aiming cursor is the same as the gravitate cursor. <br/> <br/>Anyway, it's rather satisfying and cool, despite being sort of nothing at all. If you see what I mean. | ||
| Col-4 | Well, I'm afraid I must agree with the boring comments... it's really just very boring. I bet if you just made it about 5x faster, it would be a very intense challenge. But what you got here is insanely easy Columns, and the swapping doesn't come into play unless you are doing horribly, which isn't gonna happen with how easy it is (I too had to drop columns randomly to see it). And once it does, it just makes the game even easier, by giving you 4 top halves to work in. <br/> <br/>Sometimes I lament the theme. It sure did make for a lot of weird variety though. | ||
| final version of my game | I totally didn't get it at all until I spent some time reading comments, then some more time reading comments, and finally realized that those circles with letters in them weren't teleporting me, they were killing me. <br/> <br/>The fact that this is all about gravity and such, but for some reason the ships are immune to it, is really weird, and a large part of the confusion. I only had one time where I was actually able to use the gravity properly, thanks to the computer staying still on the other side of a green well. It was a little too strong in general to really use. Any shot I tried to line up would just be sucked into a G, or blown offscreen by an A. | ||
| Title Unknown | I don't think this worked right at all. If it did, it really was impossible to understand what was happening. It started out with paper showing on the computer's side, so I figured scissors would be good (how nice of him to go first!), but that was "Winner is No One". So I figured okay, that was just a starting image, and then it shows what the computer picks right when I click. Only, it doesn't work that way either. I tried clicking Paper every single time, and it seemed right at first, but then it showed Scissors in his window, and yet still said (sometimes) "No One" won. I just don't get it. <br/> <br/>Also, clicking on the buttons made it beep like it was an error. I don't know if that was audio or a problem. | ||
| The Hunt for Pepsi Blue | I think I got to Louisville. I guess I'd have to say the gameplay is more obnoxious and frustrating than fun. But boy, was that a creepy level win noise. | ||
| RPG Battle Simulation | Seeing the numbers underneath Magic and Heal, I thought they might level up at some point... so first I played just bashing things to death (like others, once I finally got past the "dead in 2 hits" stage, I wailed on the buttons using level-ups to heal me, until the numbers covered half the screen. Fun for all the same reasons RPGs always are!), then I started over and tried it with only magic attacks. Total failure. They don't get any stronger. That was very sad. <br/> <br/>Anyway, minimizing an RPG down is a fun idea for this minimalist contest. | ||
| There Is No Screwdriver | Well... disappointing to be left hanging, to be sure. And considering the title of the game, I am quite curious. <br/> <br/>WHY WHY WHY do you make me capitalize every word? And not accept any shortcuts ("L" or even allow "get" instead of "take"??). This adventure has one of the worst cases of "guess the author's intent" ever, presumably because it was thrown together in 48 hours. Case in point: There's a lit cell to the North West. What do you do? Go NW? No. Go North? No. Go West! Then go North! Insane! <br/> <br/>That combined with the ... not quite buggy, but glitchy perhaps, nature of it makes it really hard to actually play (and having to type those huge long commands with (im!)proper capitalization). Things like constantly being told I bridged the copper contacts each time I try to guess how to move on to the next room (turns out the door that was to the west is also to the east, and once you are 'in' the door lock, it's to the north!) are really weird and make it hard to follow. <br/> <br/>So it seems quite interesting, but needs a lot of implementation help. | ||
| http://blahwebstorage.googlepages.com/Game.html | A tip to all the people above me - this game is in a MASSIVE window, and there are actually directions below it! I had no idea the first time I played, but I got very curious when I saw other people talking about buying things and not knowing how much they cost. <br/> <br/>Man, I run 1280x1024, and I still can't get the entire game window onscreen (since it's in my browser), so I never saw the text at the bottom of it until I scrolled. <br/> <br/>So, once I was able to play... well, not much success. It doesn't really work. The enemies have too much life and are too relentless, even the frigate barely put a dent in them (and they were whittling it down pretty quickly). And I didn't want to shoot at them anyway, knowing that doing so ate up my resources. <br/> <br/>I don't know, more unfinished than minimal to be sure. | ||
| Title Unknown | I second consistency issues - if it's a mouse game, make a mouse menu! <br/> <br/>It's SO hard to judge theme in this compo. This game, like almost every other, is only minimal in the sense that most LD48 games are. You only had 48 hours! So you get a middle score there. <br/> <br/>There are some real issues with the movement/collision. I fell through the first level floor a few times, and one time that caused me to win (I presume because I got to the right side before I got to the bottom of the screen), and as someone else said, sometimes you can't jump. <br/> | ||
| Title Unknown | Wow, lots and lots and loooots of waiting around. And then when you do catch a piece, you get 1 pixel of house. Looks like you need to catch 200 pieces to win. Given an average wait time of about 5 seconds, that's 1000 seconds or 16:40. Are you trying to claim you've actually played your own game to completion? I don't buy it. 16 minutes of waiting for those pieces! And very occasionally, two pieces fall at the same time, too far apart to catch both, so guaranteed death. Does it happen enough that you won't ever be able to finish? Quite possibly! <br/> <br/>Speed the game up a few hundredfold, and we're talking! | ||
| minimalist rts | Well, good try... don't think you got a game there, though. I'm intrigued by what it was going to be, I like to make workers go to factories. I don't know how you were going for the theme, other than just that you didn't finish, though. | ||
| Origami Wars | Not rating it, invalid entry (no offense, just commenting to get it marked in my rating list). | ||
| Steroids | No mac for me! | ||
| Casey is ready to rock (kind of) | Waiting on somebody to magically Windowsize it... (just commenting to get it Xed on my list) |