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| Timestamp | Since previous | Game | dessgeega's comment |
|---|---|---|---|
| Mind Wall | i defeated the mind wall. <br/> <br/>i like this game, but the random levels mean that sometimes it's really really easy and sometimes really really hard. i think this game would benefit a lot from having designed puzzles, and they'd be pretty easy to implement since the game is a grid. | ||
| Standard Waiver | this is really good. it becomes really stressful towards the end - speeding up the player's breathing sounds is really effective. high resolution textures on blocky landscapes always produce a very alien-feeling environment. it reminds me of marathon, which might explain why i was so prepared to like it. <br/> <br/>is the face at the end yours? if so, that's a pretty appropriate way for the player to die - you're the architect of the player's death, after all. i liked signing the waiver, and seeing what had become of it when i opened the construct file. <br/> | ||
| The Attack of the Evil Unicycles of Doom LD14 | this is the kind of game that looks totally haphazard and then turns out to be surprisingly playable, which is a kind of game i like. getting the unicycles to the crusher and then lacking the blocks to get myself to the switch is really disheartening, though, and more often makes me reach for the quit key than the restart. i wonder if positioning the blocks is enough of a challenge that the block limit is unnecessary? | ||
| The Final Solution | this game was pretty effective for me: the first time i played, the story was about a character with my name, looking for her daughter. she found her, and they died together. i got the impression these characters and stories are put together randomly; i can't bring myself to play again, though. | ||
| Heart | i like that the advancing wall in this game is psychological: that it's an advancing wall of despair. that the player has the ability to look back but never to retreat is very effective. i think the text could stand to repeat itself less, though it was smart to use those text cards to mask the protagonist's transformations. | ||
| Closing My Eyes | i like that this is about an internal wall of doom - cancer - rather than an external one. i think it might be presented in a way that keeps it from being as effective as it might be, though. if it played for longer, i think it would give players more time to get a sense of what was going on by flailing, and would be more suggestive of the slow creep of this particular kind of wall of doom. | ||
| Wally the Wall | i like what ringing targets adds to the traditional snake game, but it's frustrating when enemies are up against the wall and you have to wait for them to meander back to the center. plus it draws attention to the fact that if the enemies were smart, they'd just stick to the walls, and then the game would be unwinnable. <br/> <br/>my solution would be to allow wally to form closed rings with the outer wall. <br/> <br/>i do like the way the game logs keypresses between turns, using wally's eyes to indicate where he's going to move. | ||
| Hackworth’s Last Kick | i like this a lot. the walls of doom here are actually walls of doom, as certain and inescapable as death. and yet, while waiting for what's inevitable, the player is allowed to play with a surprisingly satisfying hackeysack simulation. <br/> <br/>so the player gets to interact with a really neat and pleasing game system, but nothing she can do will prevent the walls from closing in. i like how keeping the hackeysack off the floor gets easier the tighter the walls get, until finally the ball doesn't come down at all. i'm not sure if having a score weakens the idea, but i do like how the score goes away at the moment of death (and the player probably hasn't been keeping a good enough eye on it anyway). | ||
| The Wall of (mildly irritating) Sunburn | i like all the complex economic interactions that result from just swinging a sword and pushing peasants around. it's a bit unwieldy, but not unbelievably so - the player is a giant with a giant sword who walks among tiny mortals, after all. the challenge doesn't come in planning but in executing those plans effectively, speedily, or at all. | ||
| Short Fuse 2: The Escape | the rocks tumbling into a grid looks great, but i outpace it within seconds and then it's gone. the real threat is the bats, who are a pretty compelling enemy. steering them into spikes is satisfying. | ||
| Hungry Derivatives Advancing Collapse | i like that although the advancing wall here isn't a physical object, there's nevertheless the sense of a solid entity chasing my character. and the perspective is fantastic: facing towards the whiteness of the pursuing collapse, with the ahead behind the camera. <br/> <br/>because of the perspective, though, it's hard to tell where the hovering collectables are. shadows on the ground straight below them would help a lot, i think. <br/> <br/>bouncing up from falling blocks onto higher ground feels very good. |