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Hamumu

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TimestampSince previousGameHamumu's comment
Mind Wall It is awesome, the voters are right! If you don't port this to iPhone immediately (a place it would have a FAR better control scheme, and feel a lot more natural, and make you only slightly less rich than Mr. iFart), you are out of the club. <br/> <br/>That said, it is indeed the keyboard control scheme that is a bad thing. Mouse would be way better, and I bet the challenge of implementing proper poly picking (potentially perhaps, pal) in 48 hours is why it uses this keyboard scheme. It was especially painful on the snake levels.
tombed Cool game with some absurd difficulty. The parts near the end where you had to hit 3 1-tile tall bits in a row just before being crushed (while standing on grey stairs) seemed like pure luck. I'm not sure what governs the 'reload' on your shovel, but sometimes she just doesn't dig that fast.
Evacuation That's an amazingly dooming wall of doom. Very good representation. And cool game all around. You know, I think I really like little talk bubbles with icons in them. I have to do that next time. <br/> <br/>As someone else said, more shorter levels would be better. This kinda felt like a slog sometimes, even though the basic functionality was fun. I would've liked to get powerups a lot more often (feel free to ramp up the difficulty to compensate). <br/> <br/>And that was a horrifying screech when I won.
Bunny Press I love what the wall does to the floor (or guts). Very cute looks in general. The lack of a restart button is bad... horrifying on level 10. Really good all around, though.
DoomCake Those teeth are indeed creepy. Pretty cool all around, just giving out an extra dose of what everybody else said on every topic.
Die, you Stupid Hurdlers! Certainly an advancing wall of doom! I don't really know why one trap is better than another, or what is good to pick. Except for Biffo (which is about the highest one I got), they all just make the guy stop for a little while, just like moving a hurdle, but longer. Seems like it needed something different. And I'm not quite sure what Biffo does... makes them trip over every hurdle after? Two ideas for example: The ghost should've made the guy run backwards a little ways (scared) - same end result, but more interesting, and there could be something that makes a guy switch into his neighboring lane, making a great way to kill two guys instead of one. <br/> <br/>Really hard to place things right!
Happy Blob is Unhappy! Not much by way of theme (I get it, but... you know). Really hard! And rather frustrating. The first level with the yellow barriers was really overwhelming and took a lot of tries. It was 1 or 2 rooms past that where I had to give up. <br/> <br/>The instructions lie, by the way! They say it's "click and you go shooting off in that direction", when holding is how it really works. Click, like a game of pool, could be quite interesting, and fits the idea of the pent-up kinetic energy better.
The Great Wave off Kanagawa I am not smart enough for this game... why isn't there a readme!? I can't figure much of anything out. I guess up is some kind of turbo boost with limited gas... but once I figured out how to actually get moving somewhere, I never could find a way to stop on the platform, which I assume is the goal. It's really cool conceptually, I just don't know how it works. <br/> <br/>Anyway, I am expressing my absolute shock and disappointment at the venerable Allefant coming down with stolen art and sound! I don't know what LMMS is, but "the melody is from some .mid" sounds like stolen to me. Judging by the rest of the game, it would've been better anyway with your own art, more cohesive and still nice looking. Picking the colors is a great strategy.
Extinguish Real easy, but I wish the camera was way further forward - I don't need to look behind me, so why is 3/4 of the screen behind me? I barely got to see the stuff I was killing. I think this could be heading to something really cool with some real challenge and polish added. Like DrP says, you need to be stuck in the light a lot and take brief refuge in the darkness.
Snap To Grid Wow, I watched your video and I am so glad I didn't keep trying to solve it! That's insane! <br/> <br/>Nice concept... a good feature would've been the inability to drop an item when you're standing on another item. If you had multiple levels, and it started off with one that didn't require perfection, you'd really be rockin.
Title Unknown That's an amazing achievement! I had real problems with the gameplay, mainly the issue of your facing not changing to where it should on travel. The flinging-out effect would probably be just fine if the facing thing was correct. <br/> <br/>Not much on the theme, and the biggest minus is that you really didn't create anything your own design-wise. It's not just a portal clone, it's like the same levels basically (since Portal was pretty much a series of tutorials on how to use the portal gun, you were kinda stuck doing the same, I suppose. Of course you started at level 10 or so...). As something to pull off in 48 hours, it's awesome though.
Cat Protector! The devil is after my kitties! This is very original and interesting use of physics. There's no real way to guess how much juice a given troll will take, a display would help there. It also seems like I always live the same number of stomps... I imagine there's a good strategy, but I don't know. There's not enough juice to make a pyramid of any kind, so it's just vertical stacks. <br/> <br/>I never got a positive review at the end, what am I lacking!? This is hard. It could be more interesting with power growing faster, so you are more constantly trying to throw out new trolls.
The Haunting Needs some dumb d3d DLL, sorry!
Stormwall That is SO hard. I got around 28 seconds. It feels really smooth, but indeed is lacking sounds (somehow that seems more significant here, maybe because everybody loves an orbital laser). You know what else it could've used? Being a side-scroller, so that you could see much further ahead! There were about 1.2 nanoseconds between a mine showing up onscreen and it being on me. I needed more room! It would've also helped to have the storm further back, but that would've hurt the visuals, I'm sure.
Fleedom Flies Really addictive, definitely one of those 'just one more try' things as you try to catch up to Skalle. Which I can't. Great game! Good aliens too. I wish I had thrown those mochi scores into my game, sounds simple.
A thing! The slippery ship was just much too slippery... actually dodging through stuff just isn't an option with so much inertia, so the only hope was to hang back and keep the area very clear. It didn't stay clear long. I did get to fire missiles once, but that's my record! In another game, I got one ring and then none showed up until the screen was completely covered in blobs! Major slowdown as it built up, unfortunately. <br/> <br/>Seems like a good idea that needed to be polished up (nothing like my rock-solid AAA release!).
The Attack of the Evil Unicycles of Doom LD14 I got to something like the 5th level (where the unicycles go along the bottom and you have to give them stairs up to the yellow zone above them) and that I couldn't figure out. The controls were meh, but the concept worked well, and reminds me of Krusty's Funhouse (to throw in a reference that hasn't been named!). Nice music, and very little Wall Of Doom.
arcticum I really liked it except that there was some tech problem with the ice breaking - a lot of fireballs would just have no effect at all, and I'd have to find a different place to shoot that would have an effect. The fireballs going up in the air and then lighting was a nice effect too. I didn't fire more than one of the big fireballs because the cursor was too annoying!
Solar Lift The way the blob works is really cool. I thought the point was that you had to eventually carve yourself a path through it somehow. I am disappointed to learn otherwise. But then again, there would only be one strategy in that case: fire at the same spot every time! <br/> <br/>The need to go backwards is very confusing. It's fine in the gameplay, but since you don't see any planets initially, it's very unintuitive that you have to back up. Turns out there's a lot back to up, I discovered! Pretty cool once I understood it all.
Mines of DOOM There didn't seem to be a real difference between Grandpa and Plain Insane - I know the fire's right on you on Insane, but either way you don't have enough time to take any wrong turns, so the only real difference is that on Insane, you can't accidently bump the wall more than a couple of times. That's my issue all around, since you can't make any mistakes, it's almost not a maze, more just a test of how cleanly you can take corners (and even on insane, you don't have to take them that well, I bumped a few). Of course, the maze could get confusing enough where you'd also have to look ahead and make smart choices, but then it'd simply be impossible! Sounds like that happened to Lonestranger by chance. <br/> <br/>So in a nutshell, I think much more complex mazes and much slower fire, so that you could make some wrong choices (and how about some multiple paths, not just dead ends?), would make for much more of a game, not as boring and repetitive feeling. There'd be more thinking to it. Something else interesting might be if the fire took every available path at once instead of just the right one. That combined with multiple paths would lead to some interesting situations! <br/> <br/>P.S. in the torrent, the start.bat doesn't work, it needs quotes around the filename.
Uber Unmanned Wheelchair Deluxe One wonders why the wheelchair is going on this adventure, and why the black lightning wants to be its undoing. <br/> <br/>Insane hardness that makes my game look like cake. I gave up on the level that opens with a string of saws. Everything in this game is just way sensitive. You can't jump if you're anywhere near an edge, tapping any direction sends you zooming, your hit box is huge, the wall moves incredibly fast and you are always a split-second from death (when you're not closer than that)... all just very touchy! My suggestion on this game is that it would be cool if the 'threats' in the level weren't actually harmful, they just held you up so the wall could catch you. <br/> <br/>I liked the first level a lot better than the later ones - besides being way easier (merely super hard), it was like an actual journey with the beam on your tail (but oh, how I hated the jump sensitivity trying to get up that vertical bit), while the later ones were real short, just sort of specific tests, like levels in Portal.
Wall of Locust The hex picking was _painful_. There was one hex in the first level I just could NOT click on. A visible cursor would've been a big help. <br/> <br/>The second level, I just couldn't figure out at all! But just now I see someone mentioning moving a windmill... you can move them!?
ethergrind Interesting two-way version of a side scrolling shooter. I definitely wanted more lookahead - in Defender and its ilk (was it Aquatron on the Apple II? That game was AWESOME), it does basically the opposite of what you've done. It puts you at the back of the screen, so there's always most of the screen in front of the direction you're looking. Would be very nice! <br/> <br/>Total theme failure here, but a lot of good polish. Everybody loves a sine scroller and a... whatchamacallit... 3D box made of sprites. I remember there was a term for that kind of '3D'. Vector balls? Don't ask me.
AWOD I got defeated and I don't know why... weird game! Pretty cool, but the ability to zoom on the mousewheel is just really weird in comparison with playing it all on keyboard (and of course max zoom-out is always the only choice!). Maybe you're not supposed to be able to, and level 2 is just supposed to be really zoomed in!
Crush As a game, it seems pretty boring. As a product, it's really well polished, lots of options and stuff. I was glad when I finally discovered the space-to-skip feature. That made it feel a lot more exciting, but I think the rules themselves make it pretty dull too, just not a lot of smart choices to consider. I wonder how it would be if you could set as many moves as you wanted (as many as you could enter in the given time)... a lot more frantic! Probably not real thinky.
Title Unknown The #1 rule in LD, in fact the entire REASON for the contest, is that you create everything in the game yourself (during the weekend)! I'm giving you a 1 for sound, out of fear that the powers that be will forget to DQ you from that category, and others will give you high scores for the nice music you didn't make. <br/> <br/>So, back to the actual game, it looks like you made the same game I did! Yours is a lot more polished of course... the hugely tall jumps are pretty obnoxious, but it all works pretty well, even if I have no idea what the ending means.
[Wall Girl] No function.
Wallcraft I exceeded my bandwidth limit and this seems to need another 80meg download! No can.
Tsunami Warrior Wayyyyy too slow feeling! I noticed in the readme that the items are based on the music, which is what I was going to comment - this is Rockbandish, you should really be making the music by collecting the dots. Hearing notes come from getting them would've been more satisfying than blurps that ended up being kind of contrary to the music, and out of time.
Hello Huh... so there's really just two locations, and two objects? That was not a tough puzzle for me (once I found the words it understood)! I guess you didn't have a lot of time to spend!
In Another Realm Seems unfair that the lava is in realtime and I'm turnbased... but that's okay because it's even more unfair that my success or failure is at least 98% chance! It seems like the game needs a smarter level generator to make the levels more fair. <br/> <br/>Five in polish for having an extras menu with concept art!
Shifter Hmm... I like the music. I wonder if there's a framerate issue going on, because it was unbelievably fast, like a complete blur. There was zero strategy, just sit in one of the corners as your score racks up. The Qix moved so fast that it'd sometimes come into your corner and kill you, but it really didn't matter, since you couldn't move in time to avoid it anyway! <br/> <br/>No advancing wall or doom here (I am sure you'd say the Qix is the wall, but it's not one, and it's not so much advancing as wiggling all over).
Escape From Hell I'm not python-capable on this computer right now. <br/>(commenting to get you X'd off!)
rollbak_LD14_BlackHoleComing.zip Hey, it's that one indie game I can't remember the name of! Same exact concept, but started from being small and worked up to the space stuff (in itself, a clone of Katamari, just with this top-down view). Or it's also a lot like Fishy. I don't know how I feel about the click-to-move thing. It's kinda good and kinda bad. You can sure move fast, though. <br/> <br/>One thing you could really use is a more clear way of knowing how big you are. The size at which you could eat larger asteroids was really unclear, it didn't feel like "when you are bigger than them", but more just some arbitrary size (I pretty much knew I was ready once I had eaten all of the ones I could find at the size I was on). <br/> <br/>Not so much with the theme, in my opinion. In fact, no walls at all.