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0rel

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tombed ha! that was fun. <br/>nice variation of the basic mechanics along the way. didn't get repeditive/boring at all. it has just the right length, and all fits well together... sweet little game!
Harbinger nice ideas. i didn't came too far, but it seems to have potential... first i didn't get that you loose energy by picking the rope. ok, that should be obvious, but it wasn't on first play... then i played around with the blue boxes, but couldn't figure out how to use them (to refill my energy?)... so had to give up there. - if there's a way to use them somehow, it would be a good idea to describe it shortly on the titlescreen... <br/>nice graphics though, and interesting gamplay elements... but it would need a bit more refinement. would be worth it, i guess.
The Triumph of Time very interesting game! difficult, and engaging in a positive way. genre: abstract realtime strategy puzzle? innovative... high entry level: it's difficult to get into the game on first try, despite the simplicity of the interface. but the rewards are real, once one solved a level, and sort of meaningful! universal patterns? deep gameplay. not shallow easy fun at all. a very impressive achievement for 48h! technically, as well as design wise. the presentation and the background story make sense too. this is great, really. <br/>hmm, but first i didn't know what to write... cause i gave up several times, i couldn't get something out beside the nice space grids and music. - it needs really some dedication, like playing chess somehow. or any other good game. that's probably also the main problem. the difficutly curve is steep and starts already quite high. but i got into the last level right before, and it was a good experience... didn't felt like "wasted time", like playing many many other games does. (hmm, i accidently pressed esc twice there! ahh!). -- what could help to make playing easier would be maybe a 2-phase gameplay, i thought. taking the realtime aspect out, and construct the fences in save mode, but that wouldn't be as much fun... the last level is quite hard in that respect, the first couple of seconds really decide how it turns out, that's probably the biggest "gamplay bottleneck" i've spotted. but you have to replay the level anyway, so it's not really bad. - i like the idea to search for dynamic patterns, playing has it's own aesthetics, and the insights on structure/strategy can really make playing games a good thing! but it took a while to think like that about the game... what's not a bad sign, though. impressive!, i'll come back to it... will be interesting to see how long it will take till my neurons will break the first grids again :)
Standard Waiver looks fairly intriguing! i would really like to try your game... too bad i'm getting always the following errors: <br/>"failed to load plugin C:...Tempcap6B.tmp4.csx (126)", when i start the game. <br/>and <br/>"failed to load plugin XAudio2.csx" when i try to run the game out of Construct. <br/>:/
superflat’s Balls Of Legend [Mac / PC] believe me, this was really special! first time after playing a game i got visual distortions =) (for a couple of seconds...). it is dazzlingly hypnotic and steadily demanding. having that much effect by that little input got my brain a little out of balance i guess... i like it, it's the kind of game i'm interested in. looks and sounds good, and i like the already visible music game touch. 2 points though: finer, less nervous control would make it probably more fun (and a bit easier), and more connections between the strong beat and the movement would make it even better... - i can't wait to play your rez like creation! :)
ethergrind nice game. impressive efforts here! feels almost complete... <br/>here some remarks after playing the first 2 levels: <br/>* solid oldschool feel! nice enemy sprites. <br/>* lowres background graphics would have fit better. <br/>* higher contrast between background and level/enemies. all's a bit too dark. <br/>* easier levels! just good, one doesn't have to restart from first level all the time... <br/>* controls on title screen? <br/>* collision detection is not forgiving at all... <br/>* a wall behind the boss or infinite scrolling once the player arrives there? first i just missed that it was a boss. <br/>* powerups should have a "friendlier" color. i thought they are mines or something first. <br/>* saver checkpoints? wakeing up under a moving wall of doom was cruel. <br/>* transparent powerup hud? <br/>* powerup activation via enter key was not all too practical. ctrl, shift?
Advance 2 – Aftermath great graphics, indeed! i love how it really feels like a painting... on the compo weekend i first thought the screenshot would be "only" a concept image. so, i was quite surprised to play exactly IN that painting afterwards... feels really like one piece, not like a patchwork of sprites... really nice technique! still, the limited color palette and the title screen makes it not feel too "artsy" at all, but gamey, what i really enjoyed... special mix of things. <br/>like already said, the gameplay is a bit wierd, but that seems to be intended, though... exciting thing!, would be interested to play more in that direction... <br/> <br/>(oh, and btw, as an ActionScript newbie, i've tried to run it in IE... in fact it didn't work here too, but "out.swf" -&gt; "advance2.swf" in the html file seems to fix things...)
Tsunami Warrior needs more speed, indeed. otherwise nice! <br/>...and what Hamumu said about the music.
Hungry Derivatives Advancing Collapse the dinosaur head is fun :). nice try in a new direction... first, i didn't see you in the compo, the graphics were kind of too happy... ;) nice, imo. - some more engaging gameplay could emerge by adding a simple time limit, or some other restriction like that, and there would be immediately more fun in the game, i thought... cause, playing gets quite boring once you can handle it, because it's not challenging enough anymore. but i like the soft jumping mechanics and the collapsing wall idea. - a happier major scale for the sounds would have fit better too, i'd say. and, a short delay on the beginning, before the ground starts to collapsing, could help the player to get used to the controls (that's where i got frustrated first (but i made the same mistake in my game. ...the first 10-30 seconds seem to be crucial)). - overall it's a nice proof again of your growing z game editor powers... keep it rolling!
SuperShred surprisingly satisfying. my english is quite poor... would make a great learning game... learn to type, expand your vocabulary + correct spelling... for the animals for example, showing pictures while playing sounds would help a lot to memorize things. also playing back the correct pronunciation. it would be even fun to learn that way!.. nice thing. (probably there exist already many such games, but i never played them...). - only problem: special characters didn't work here... ('+', '!', ...)
Stickman’s Escape that you have to double click was not obvious first... single click, and maybe no keyboard controls at all would have been better, imho.
Falling Wall of Doom nice idea! quitting after you've lost is a bit cruel though, and it's a bit too hard, the random hills are simply too high sometimes for the amount of given fuel. bouncier physics, triangular player shape, and maybe fuel powerups would make this more fun i thought...