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| Timestamp | Since previous | Game | FourEyes's comment |
|---|---|---|---|
| Mind Wall | Wow. Very well done. It certainly was brain twisting. Great concept, great use of theme. <br/> <br/>The wavy motion, pulsing colors and ominous sound might induce nightmares if I play this too long. It also gives it a strange towlr-ish sort of feel. <br/> <br/>The jitteryness of the edges of the cubes was a bit distracting. Also, it was frustrating not being able to examine the wall after you lost to try to see how you could have made it through. <br/> <br/>Thanks for the OS X build. | ||
| tombed | Excellent job. Really nice level design. | ||
| Sky Upon Us | I really liked the visual style. <br/> <br/>I found I wasn't sure when I had won or lost. <br/> <br/>I also felt like winning or losing was a little bit out of my control. <br/> <br/>Pretty cool though. | ||
| Bunny Press | Really great job in all areas. <br/> <br/>Loved the art, loved the torn up grass, loved the splatters. I think the game play concept was great and you used the theme well. <br/> <br/>I'm surprised you didn't use the ice more than once. Also, level 10 was hard. I almost gave up on that one. | ||
| Sir Henry Placeholder and the Badly Timed Parade | was a bit of wtf am I supposed to do at the first boss (since I didnt read the journal) but after that was awsomness. Only thing was the stickman which worked, but could have been better | ||
| We Control the Purple Creature | Most of the feedback that I have has already been addressed. Nice job. I plan on checking out the post-compo version. | ||
| Die, you Stupid Hurdlers! | It took me a while to even be able to catch a single runner. I must be missing something. Also, if you accidentally drag traps areas off the map, where they are wasted. | ||
| The Great Wave off Kanagawa | Good concept with some nice visuals. I found the gameplay hard to figure out. If at any point I lost my forward momentum, I could never seem to get going again. Too bad the music wasn't original. | ||
| Extinguish | The simple and stylish graphics look nice. <br/> <br/>I like the concept of fighting to keep the wall advancing. <br/> <br/>It's needs more game play elements to make it challenging and more engaging though. | ||
| StarFerret | It's a trap! Awesome. <br/> <br/>Really nice job with the puppets and the starfox references. <br/> <br/>As others say, all you were really missing was some sound and more levels. <br/> <br/>I'm impressed. | ||
| The House That Eats People! | It's a neat idea, but there isn't quite enough here to really explore the concept. | ||
| Title Unknown | It's a very impressive technical achievement. I found it a bit too difficult though. <br/> <br/>I think if you had gone with less difficult portal puzzles and more squishing walls instead, you would have had something with a closer fit to the theme. <br/> <br/>Nice job overall. | ||
| Stormwall | Gameplay didn't really grab me, but I really liked the gas cloud effect you made for the storm. | ||
| Too Heavy For Re-Entry | Neat concept. I found it hard to tell how close I was to the obstacles. | ||
| superflat’s Balls Of Legend [Mac / PC] | I initially found the controls a bit frustrating, but after getting used to them, they became interesting. I was starting to wonder what level 2 was going to look like if level 1 was so long. | ||
| Fleedom Flies | It was completely broken for my with firefox under OS X. Worked in Safari though. The broken version lets you rack up score without any work, so it's tempting to cheat the high score table, but I didn't. Otherwise, neat game, fun idea, well executed. I liked it. | ||
| A thing! | Yay! I won <br/> <br/>This is a very solid game. Very challenging. <br/> <br/>It would be better if the ship movement was more responsive. Dogging through tight spaces would become easier and more fun. <br/> <br/>To win you really need to get lucky with the ring spawns. Which is frustrating. <br/> <br/>Also, I want weapons upgrades. Or at least for the shield disabling shot to take out some of the little guys as well. <br/> <br/>Lots of fun. Nice job. | ||
| The Final Solution | Very ambitious for a 48 hour project. I'm impressed with what you pulled off. <br/> <br/>Direct control over the character (arrow keys instead of mouse), and the ability to push the NPCs out of your way would have given the gameplay a less frustrating feel. <br/> <br/>I read your postmortem before I played the game, so I'm certain it influence my view. I think it's interesting that you put a lot of time and thought into the emotional impact of the experience you created. It gave it a bit of an 'art game' feel. However, unlike most 'art games' you developed an interesting and potentially very fun play mechanic. I see the value in what you did with the setting and story. But on some level I wish that you had went with a lighter theme, and attempted to create fun gameplay with levels that present interesting challenges. <br/> <br/>The gas simulation is neat. I'll have to look into the paper that you linked to. | ||
| Put the Ball in the Basket | The physics seems way to high energy for the level design. Perhaps it's a bug as robot_guy says? I'm on 10.4. <br/> <br/>Neat idea, nicely polished, but the physics were too crazy for me to feel like I was solving any sort of puzzle. | ||
| Heart | Very neat, and quite stylish. I really like what you did with the camera. The whole experience reminds me of passage, but darker. <br/> <br/>It seems that tigs people tend to do more "art-games" than the usual LD48 crowd. It makes for an interesting experience, but I suspect that your fun rating is going to suffer. :-) | ||
| Defend your castle | It took me a little while to figure out what was going on. I enjoyed it once I got going. | ||
| Closing My Eyes | I like the interpretation of the theme. Had trouble figuring out the gameplay though. | ||
| empire the wall | It's interesting and kind of weird. <br/> <br/>Perhaps it would be more fun/strategic if it was slower? Or perhaps if there were more gameplay elements with levels to work through. | ||
| doomdoom | I really like the jumping mechanic, and the physics of the character. Non-random levels would have helped, but I still had fun with this. | ||
| Peak | 2489. I thought I was doing pretty well until I looked at your score. <br/> <br/>Neat game. It's funny how it turned out to be two parts. First fight the yellow species, then balance your population to see how long you can live for. | ||
| Robo-Jimmy and the Bouncy Adventure of Doom | Oh man. You built everything you need to really make something great here. You've got the gameplay, level transitions and a way to communicate with the player. Win conditions, lose conditions. It's a full game and quite polished, it just doesn't have any content. You really should do a post-compo release with some levels. | ||
| Short Fuse 2: The Escape | Ouch, that's difficult. It kept me playing until I finished it though. <br/> <br/>The collision box feels unfair. <br/> <br/>Bats flying out from under the floor are annoying, but I'm not sure how you could better deal with that. <br/> <br/>I liked the rocks. It's interesting that you could hide under the platforms and let the cave-in pass you by. <br/> <br/>Not up to your usual very polished standards, but still fun. | ||
| Advance 2 – Aftermath | It's very stylish. As always, your art is great. | ||
| extreMine | Pretty good game. The twist with the walls was really fun, but as I have never been any good at the mine games, the added preassure from the walls didnt make it easier to make good decisions. | ||
| Soverign Wars | It's too bad you made so improbable for the ai to ever attack. <br/> <br/>I can only imagine how much better it would have been if I hadn't donated your crayons to small children in Honduras. | ||
| Humpty Doompty! | Interesting idea, and quite well executed. I think games that are intentionally difficult to control are a tough sell though. <br/> <br/>I got frustrated by the difficulty before I was able to win it. | ||
| Wall of Cats | It didn't want to finish loading in firefox under os X, but safari worked fine. <br/> <br/>It's a neat idea, but the gameplay needs some refinement. If the cats get big enough, there is nothing you can do. | ||
| Squeeze Maze | Neat concept. Collision detection and response made it frustrating to play though. After level 1 I kept getting stuck in walls. <br/> <br/>Written in Smalltalk? That's neat. | ||
| Walla Zombies! | Very polished and reasonably fun to play. I wish there was more content. | ||
| Run Moron | I really liked your character animations. They made the game for me. | ||
| Escape From Hell | It's quite difficult. I couldn't reach the exit. <br/> <br/>I'd like it if the random platform spawn was a little more forgiving. Sometimes it seemed like it was impossible not to die. <br/> <br/>I also think the gameplay would have a better feel if the character had a little bit of momentum. <br/> <br/>I think you choice of the red palette made your graphics look really great. Some of your animations were nice as well, though they were almost unnoticeably subtle. |