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PsySal

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TimestampSince previousGamePsySal's comment
Aah Little Atlantis Would not run due to not having DX9 capable graphics! Sorry =) I won't put any ratings in so that it doesn't affect your score.
Traffic Island Wasn't able to run the game as it required DX9 for me! Doh! I'll refrain from voting so it won't affect your score... Good luck!
Isolated This is a true gem. Here is what I like about it so much: <br/> <br/>- I really empathize, and did right from the beginning. <br/>- Your interactions feel obscure at first; but in fact it's very intuitive (I think) what you need to do, and if you just engage a bit with the game you do understand what's going on. That's amazing, and was really rewarding. <br/> <br/>Great job, this is one of my faves so far. Love it when somebody does something new (though maybe this is a bit like the sims? I haven't played the sims, incredibly, but I know they have a similar talk-bubble system...) <br/> <br/>Only suggestion would be some sense of progression or if not progression in a linear "goal oriented" sense then maybe at least change. <br/> <br/>Thanks for such a well thought-out game.
Island Repair Man Gameplay wise it's a neat concept. I enjoyed trying to aim my trajectory so that it wouldn't hit a red sphere, and it was easy to understand what I was supposed to do. Pros: <br/> <br/>- nice graphics, I have to say I quite like how the lines are drawn with the little energy pulse. <br/>- good use of interpreting the theme as mechanics <br/> <br/>Ideas: <br/>- could use a bit more variety or interest in graphics; a game like this could really benefit from psychadaelia. <br/>- the story felt a little bit out of place. I think your interpretation of theme as pure gameplay was a strong point, so a pretentious art game story might really compliment this =) That's my bias though! It sounds from your journal like you had that idea and in the end you just had to throw on the title screen and I think everybody knows what that's like... <br/> <br/>Great job!
Hungry for Island Nicely done. I made it to level 4 I think. <br/> <br/>Pros: <br/>- nice graphics, sound; doesn't really feel like anything is missing or wildly out-of-place. <br/>- forks change colors <br/>- forks actually have bits of island on them. <br/>- somehow strangely satisfying <br/> <br/>Cons: <br/>- mouse controls feels awkward. I like the rotating screen I think it just might work better with keyboards...! =)
Tiny Armada Really awesome game, this is fun to play. Needs some balancing of course but yeah, you should definitely polish this up and release it. Very satisfying!
Roller-Derby 20XX: Mega Islands of Awesome Aha, awesome. Excellent music and sound effects, great concept.
Nuclear Test Got to say, this is amazing. There's not really much I can add other than this one got me. Kudos for doing something interesting with "islands", too. I appreciate you post on themes, as well.
Nieuwe Aarde Great strategy game! Here's what I liked the most: <br/>- I could pick up and play fairly easily; tooltips worked great for learning how to play. <br/>- The basic premise where everything is a structure (including ships, etc.) sits great with me and is a smart simplification for the competition. <br/>- Strategy is pretty great for a 48 hour compo. <br/>- Writing is also great, I really understood what was going on. <br/> <br/>The only thing I had trouble with is is balance: <br/>- The monsters! They seem to get really powerful really fast, not leaving me much chance to amass enough for leaving the island. <br/>- Strategy wise, it's not clear to me that food/wood ever matter very much; this might be something I'm missing out on? <br/>- It's not totally obvious the relationship between metal+magic=power, other than it's not really linear. <br/> <br/>Basically in order to have a hope of beating the monsters I had to build as many cities on mountains as I could manage, and as many forges as I could without overdepleting my metal supply. Then just work for the rest of the turn. <br/> <br/>Here is a suggestion, (surely the wrong one but it might give you some ideas) for balancing the game: <br/> <br/>- Make it so the monsters ramp up a bit slower <br/>- The game could tell you what kind of monster is coming up <br/>- The monsters require some number each of food, wood, metal, magic to defeat; this way you are encouraged to always increase. <br/>- Maybe the battle could happen more on a sliding scale, where you see the effects of your resources; different types of monsters may have different effect on the resources so that you get a feel for what you need to have <br/>- The worse you do in battle, the more magic you lose <br/> <br/>This would let you: <br/>- Know what effect your resources had on each monster type. <br/>- Be encouraged to learn what each monster is like ("oh no, it's a fire gryphon, better stockpile wood this turn...") <br/>- Make it so that if you manage your resources properly, you can save up your magic thereby giving you a better chance to escape. <br/> <br/>Anyhow this is way too much information! Great job, I had fun with this game.
Islands: Through the Sweep of Stars Love it! I got stuck on the island of peril. Beautiful artwork, great execution. I think maybe there should be a hint somewhere that you can look at the source code for a hint. I played this a couple times before and couldn't get past the first screen, so I didn't want to rate it. But the hints you have structured are really just that, hints. My fave was the Island of Fear.
ChickenPost! I like it. The graphics in this are super cute. Of course it's really hard to tell where you are in 3D but that's just part of it. Awesome cute game. Made it to lvl 5, its a lot easier when you just hold spacebar...
Mauritius Couldn't run due to no GL 2.0-capable hardware. I will abstain from rating so it won't affect your score.
Pirate Panic Great little concept. I'd like to see a bit slower progression in the way of levels; turn-based movement is for sure great in this context, made for really interesting. I confess I couldn't figure out how to get past level 3. Is it possible?
Attack of the Canvey Island Monster Oh, dear... I love the use of theme for this, and that fish with legs freaks the heck out of me. I think this would be really interesting as a "where in the world is the canvey island monster?" type game! Crazy =)
Isolated Empire Alas, it crashed on startup for me. Screenshots look awesome, though. I'll abstain from voting so that it doesn't affect your score.
Every Man Is An Island I like the pixel art style, and the water is really nicely rendered in particular. Good job!
Island Balance Cool but... Yearrrgh! The spacebar often fails to jump for me! Other than that I like it. Might be more fun if the ball was bouncier/lighter/faster...
Floatation Something very strange is going on here with my mouse, the input lags badly. I'll not vote on it so that it doesn't affect your score. I did like what I could see, it was just impossible to control! Sorry! =)
Waves It's a great start! I think the shark AI is excellent, actually maybe too good (or else it needs a bit more versatile swimming controls, like maybe dash left-right or something?) I found it really hard to hit the collectables, which was probably the most frustrating part. Cool game, I love the core idea though of a swimming/bouyancy-based platformer...
Island Warz Hmn! I had some trouble understanding what was going on (now I know what it feels like; everybody is saying the same thing about my game :-) However it seems like I can move ships to an island from my home island, but the island I move to doesn't really become mine? Kudos for random map generation! =)
AlienIslands Cute! I really like the alien design and it's fun to explore something in 3D. Excellent model for the ship as well. Good job!
Ilopocalypse I am looking forward to trying the post-compo version (haven't yet). Here is what I like the most about this: <br/> <br/>- Terrain-deforming meteors. <br/> <br/>Awesome, awesome idea! I love that they change the terrain as you are playing, and also represent danger. <br/> <br/>What was a bit frustrating for me: <br/> <br/>- Jump height :-( <br/>- No ability to climb walls, so I could get stuck and just end up having to wait for meteors to fall fall fall and let me out. <br/>- Enemy circles actually feel a bit unnecessary. <br/> <br/>I think if you feel inspired you should definitely continue to flesh this out. I can imagine a really cool run-n-jump where you are trying to get to the end of the level and the meteors crashing down create awesome amounts of excitement and chaos, something like (hate to say it) canabalt. Great job!
Islands in the Sky Super cute, smart little game. I beat it. I really like the music, it somehow makes me feel like it's a little bit RPG-ish, if that even makes sense. I guess the music is RPG-ish and it makes me feel good to play a platformer to it. Great job!
Bouncecrab, Starfish Island I like the art style, but wish it were a little more animated. The little dialog boxes are cute, and I like the core idea. Starfish moves a bit too fast, and it's hard to tell when you're being pulled into a whirlpool, but I figured it out. Good job!
Zombie Grinder Looks awesome, but it seems to run rather slowly on my computer. I won't rate it because it's hard to get a handle. Love the RCR style graphics, and the music/sfx is great too!
Ascention Alas, I couldn't get onto the first platform. I'm guessing that maybe the physics is running a bit differently than mine. I will abstain from rating this but here are some thoughts: <br/>- I really like the simple one click mechanic. Some really interesting jumping puzzles could be built on this. <br/>- I guess that's all my thoughts are for now!
Arcipelago I WON! =) <br/>Likes: <br/>- The gong. The gong is awesome. I love that, combined with the roman numeral level numbering system. <br/>- The approach to floating platforms. I particularly like what you did in VI, combining platforming and shooting. Hehehe! <br/>Frustrated by: <br/>- The failed jumps! I swear that many times I hit space to jump, the guy didn't jump. One way you can fix this is to have a timer threshold, so that the player has a few frames *after* they actually fall off the platform where they can jump.