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TellusE

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TimestampSince previousGameTellusE's comment
Apr 30 19:50:00 Dangerous II Teary-eyed, still chuckling... I didn't even see the punchline coming. <br/> <br/>Beautiful!
May 2 02:43:00 30h 53m Tri I agree. 48 hours? Nice!
May 2 02:47:00 4m 00s A fine day in the parking lot Love the graphical style. How the environment shifts with movement and the old Lucas-style character fits great into it.
May 2 03:30:00 43m 00s Bottoms Up! Hey Adam, I can't start the game. Barring my distrust (hate is such a strong word) for ClickOnce installers it just dies on me before ever starting :-/ <br/> <br/>Can get you a crash report if need be.
May 2 03:35:00 5m 00s The Last Survivor I loved the minimalist graphical style. A really nice combination of retro Atari and neo physics.
May 2 03:39:00 4m 00s Breathing Room I'm so easily swayed by retro graphics, but I like the way this played out. Unfortunate the game is so short, but the mechanics were solid enough to warrant high grades. Well done :)
May 2 03:45:00 6m 00s The Legend of Danger Kitten I'll be mentioning this pretty often, I think, but retro = win to me. Screw the shortness of the game, it was a wholesome, decent ordeal. <br/>Nice piece of work.
May 2 03:55:00 10m 00s Diamond Hollow I was looking forward to this one :) <br/>RPG elements, achievements and retro style graphics - I couldn't ask for more. And this in 48 hours? Nice!
May 2 04:20:00 25m 00s A boy and his monstertruck annhilation Fair warning, my anti-virus bugs out on this one :-/
May 2 04:49:00 29m 00s Save The Cats Hey epaik <br/> <br/>Doesn't... really... start :-/ <br/> <br/>I get a console window that just sits there. And continues sitting there. No errors or anything. Any ideas?
May 2 05:19:00 30m 00s Choppa', Run to thee! Crashes with invalid operation exception. A short debugging attempt (without sources, good luck, Tellus :P) insinuated the music files were a problem.
May 2 05:38:00 19m 00s A Colorful Man Took two runs of install-bat to go through (intentional?), but ran fine otherwise. Liked the humour and every new game screen had my mind screaming "oh what fresh new hell is this?" to my great amusement. Thank you.
May 2 06:17:00 39m 00s Rainy Day I think I misunderstood the mechanics... or maybe not... it called it "win" and I had no idea what I was doing :P
May 2 14:46:00 8h 29m Take This Phenomenal idea! The one thing that bugs me really just hands on my own inadequacies - trying to remember combinations :P <br/>A clear top 20 (if not better) in my book. Great job.
May 2 15:31:00 45m 00s Nitro Racer Excellent use of the theme and an impressive game considering the platform :)
May 2 15:34:00 3m 00s Penguins vs Aliens I'm afraid I can't rate the entry for the compo. The use of an external icon set not made by you (or within the compo timeframe) is against the rules :-/
May 2 19:13:00 3h 39m The Dimension I like how the use of the theme had a subtle way of materializing. Nice :) <br/>The falling rock/god laugh sound, though, had me getting up to see if my drain was clogged every time X-) Sounded just like my kitchen sink backfiring.
May 2 19:33:00 20m 00s The Adventures of Adam We "No one messes with Adam We" - classic :P
May 2 20:00:00 27m 00s the Child Holy carp, man :P <br/>I was taken completely aback by the graphical style of this thing, and the first time I used the object I nearly fell off my chair - had the perfect timing of a horror twist :)
May 2 20:18:00 18m 00s The Extinct Fireplace I might be playing this wrong... am I supposed to be able to get out of the room? :)
May 2 20:24:00 6m 00s Wizards of the Brew I like the graphical touch - despite the lack of animations there was a nice completeness to it.
May 3 20:53:00 24h 29m Tanks a Lot, Old Man I loved the control scheme. I may have experienced it a few times before, but having two separate "axis" controls for turret and tank is so intuitive and it works really well. Nice work :) <br/> <br/>I agree with the others too, the intro was awesome :P And my game *also* crashes on that one tree. Occlusion/transparency code for the water, perhaps? Doesn't detract from the overall experience at all, though.
May 3 20:59:00 6m 00s "Alone" Seems I can't PM, so here's a massive post :P <br/> <br/>From the VS2010 debugger I get the following: <br/>System.InvalidOperationException was unhandled <br/> Message=Song playback failed. Please verify that the song is not DRM protected. DRM protected songs are not supported for creator games. <br/> Source=Microsoft.Xna.Framework <br/> StackTrace: <br/> at Microsoft.Xna.Framework.Media.MediaQueue.Play(Song song) <br/> at Microsoft.Xna.Framework.Media.MediaPlayer.Play(Song song) <br/> at LudumDare20.Game1.Update(GameTime gameTime) <br/> at Microsoft.Xna.Framework.Game.Run() <br/> at LudumDare20.Program.Main(String[] args) <br/> InnerException: System.InvalidOperationException <br/> Message=An unexpected error has occurred. <br/> InnerException: <br/> <br/>From Windows 7 itself the following: <br/>Description: <br/> Stopped working <br/> <br/>Problem signature: <br/> Problem Event Name: CLR20r3 <br/> Problem Signature 01: ludumdare20.exe <br/> Problem Signature 02: 1.0.0.0 <br/> Problem Signature 03: 4dbdb4c8 <br/> Problem Signature 04: Microsoft.Xna.Framework <br/> Problem Signature 05: 3.1.0.0 <br/> Problem Signature 06: 4a1e2d16 <br/> Problem Signature 07: b89 <br/> Problem Signature 08: 51 <br/> Problem Signature 09: System.InvalidOperationException <br/> OS Version: 6.1.7601.2.1.0.256.1 <br/> Locale ID: 1030 <br/> <br/>I would've tried to replace the song files as a short fix, but my straight-up hatred for ClickOnce application installers has me hissing every time I get near it :P
May 3 21:09:00 10m 00s Appy 1000mg The controls seemed a little jumpy. Most likely a result of the rendering technique you mentioned. <br/> <br/>The story was magnificent in its almost mute presentation. <br/> <br/>Oh yeah - "Me like bloobies". New internet même? :P
May 3 21:17:00 8m 00s Squaretackular! Likewise I'm afraid. Here's the output from running the application: <br/> <br/>Resetting <br/>Wins: 0 <br/>Traceback (most recent call last): <br/> File "run.py", line 138, in &lt;module&gt; <br/> File "main.pyc", line 449, in Update <br/> File "main.pyc", line 72, in reset_game <br/> File "shader.pyc", line 135, in use <br/> File "shader.pyc", line 72, in compile <br/>CompileError: Fragment shader failed to compile with the following errors: <br/>ERROR: 0:8: error(#164) l-value required assign "color" (can't modify a varying) <br/> <br/>ERROR: 0:10: error(#164) l-value required assign "color" (can't modify a varying) <br/>ERROR: error(#273) 2 compilation errors. No code generated <br/> <br/>Fragment shader failed to compile with the following errors: <br/>ERROR: 0:8: error(#164) l-value required assign "color" (can't modify a varying) <br/> <br/>ERROR: 0:10: error(#164) l-value required assign "color" (can't modify a varying) <br/>ERROR: error(#273) 2 compilation errors. No code generated <br/> <br/>Can you hint at the generation of video cards that support the gl extension?
May 3 21:18:00 1m 00s Crazy Ball Hate to ask, Armetis, but isn't the player sprite a copy of Megaman X?
May 3 21:21:00 3m 00s City Collision III Ditto, not loading in Chrome, does load in Firefox. And... pretty as it is (I get what's going on - city's collide! Muaha! I recognized Manhatten, right?).
May 3 21:24:00 3m 00s Ted, the singleminded adventurer I'll ditto this one. Well, actually I tried installing pyglet and it keeps claiming that I don't have Python installed (I do) :-/
May 3 21:46:00 22m 00s OUT OF HERE Ugh, installers. I really, really dislike Windows installers :) <br/> <br/>The game has a nice "Mirror's Edge" kind of hectic game style. I like it, although the randomly generated obstacles do present impossible scenarios every now and then. <br/> <br/>@thristhart: One could argue that the them is represented in the visual representation of the game and the loss element. You are in a dark cityscape - usually this implies both loneliness and danger. But that might be stretching the thematic strength juuust a bit ;-)
May 3 22:17:00 31m 00s Take It Take It Take This Loved it. Just. Loved it. <br/> <br/>The real chink to me was that it was very difficult to figure out what the characters actually needed. Even then I kept on giving them whatever came to mind and had a great giggle over the changing shop name :)
May 4 10:10:00 11h 53m Crawl Alone The controls seemed a bit unresponsive and the utter lack of any HUD or in-gamge description made it hard to figure out exactly what to do, but given the few hours you actually had to pull this off, it's *very* impressive :)
May 4 10:40:00 30m 00s Bloboy's journey The 32/64-bit conundrum is also on the Windows version. A 64-bit Python 2.7.1 could not run the game, however a 32-bit had no issues. <br/> <br/>I really liked the mechanics with the bottles - having a large array of combinations could offer a very deep puzzle concept (varying colour combinations as solutions for the same problem). <br/>Maybe the jump mechanics were just off (not a problem), but I got the feeling that you were trying something interesting with how the jumps worked as well. I did get "stuck" mid-jump at times, though, so I'd only start dropping down instead of moving left or right. Minor details. <br/> <br/>The real two issues was the lack of a recent checkpoint or restart function. I messed up the purple colour combination and was forced to restart the game :-/ The other point was the control scheme. Space for activating items, enter for activating bottle (to the left of the control keys) and numpad 1/2 on the right makes it exceedingly difficult to get intuitively into the game. I'd suggest you put all functional keys to one side of the directional keys for best effect :) <br/> <br/>All-in-all, however, I'd love to see this concept move forwards. There's definitely some sort of precious mineral hidden in this thing.
May 4 10:46:00 6m 00s Chronos The theme of the compo seemed to be omitted completely, but that aside I think you made an extremely solid piece of work for a mere 48 hours. The control scheme worked very well, the character was responsive and the flashing of hitting enemies was a nice visual feedback touch. <br/> <br/>Put in some story, perhaps flex the gameplay to a bit more variation (combos, different powers, I don't know), maybe flesh out the enemies just a tag (to fit the story) and this is actually very solid. Basically, "the rest is just content" :D
May 4 10:55:00 9m 00s Doctor Whoops and the Running Fellow You've got a good thing going both in style and gameplay. I like the combination of pre-determined hard obstacle patterns with a relatively forgiving checkpoint system. Kept me on that "just one... more... try" edge. <br/> <br/>The graphical style hit a really nice spot. I felt it needed perhaps a bit of tweaking/cleaning up, but it was very unique and inviting. <br/> <br/>Overall a job very well done.
May 4 10:59:00 4m 00s Tornado The black/white graphical style worked out pretty nicely. <br/> <br/>But - uhm - am I doing something completely wrong or is it "just" running to the basement and surviving or plain old dying?
May 4 11:06:00 7m 00s Boomerang ! I agree with Cosr on both points, especially since the movement speed of the character meant me sweating hard every time I had to jump a chasm of three blocks :P I like tight jumps, but it seemed just a tad too much. <br/> <br/>On the plus side, however, I kind of liked the blocky graphical style. If you made the colour choice a bit grubbier or simplified the complete impression (think "Atari simple") it could stand well on its own. <br/>There was obviously also the makings of a proper platformer. Tweaking movement and jumping a bit, add perhaps a few more items, and then the rest of the story - this could become a nice little gem.
May 4 11:13:00 7m 00s Bunker 69 Phenomenal concept. Reminded me of all the good things about the old Ghost Master game. I disagree with your "completion" statement. Slightly tighter graphics and a bit of gameplay tweaking is all you'd need for a very solid base. I guess my only real issue was that you needed to isolate single people, not just very small groups. Very, very difficult to achieve, I thought :P <br/> <br/>Expanding with various monster types (perhaps a sort of resource to limit usage) would be the obvious choice to give options for varying scenarios.
May 4 11:17:00 4m 00s Take This Penguin I agree with ladron on the quality. Well-executed, and the theme had a decent tie-in.
May 4 11:29:00 12m 00s Hero, Monster, Boss I liked how the theme played into the game. "buy this" versus "take this" isn't really an issue to me. The spirit is maintained, imo :) <br/> <br/>I very quickly just hit a single pattern of selling (sword, bottle, heart) - would I earn more by varying the sold items instead of just persistently keeping the clients alive? <br/> <br/>I think your game is a very solid LD entry at any rate - if you wanted to expand the concept, however, I'd suggest a variation of items, perhaps forcing you to keep stock of items (follow the trend, introduce new or higher-level items to maintain profitability, have enough variety to satisfy player NPC's that "level-up" how they choose).
May 4 11:39:00 10m 00s Hagerbot As the others mentioned the controls a very slippery. Slow acceleration and slow deceleration had me sweating ever other jump :p <br/> <br/>But I thought the platform mechanics themselves were nice and creative and tight. Very nice.
May 4 11:46:00 7m 00s B.Y.O.B You have the basis for a solid cooperative puzzler. I figure the time constraints were the real reason the puzzles were very simple - rather get the thing working than spend half the time coming up with brain-busters, right? <br/> <br/>I wonder if there's any value to try and make these quasi-cooperative games with a single user in mind. Are our brains even capable of that level of multi-tasking simultaneously between characters? Interesting notion, there.
May 4 11:53:00 7m 00s LD #20 - Never Let Go, Sam! My Chrome browser freezes on the loading screen. Firefox, however, has no issue. Strange, as the plugins ought to be the same. <br/> <br/>It was a nice interpretation of the theme, but the jumping had me growling at the screen. Once I started jumping in one direction there was no way to change it :P
May 4 23:20:00 11h 27m Better You Than ME! Excellent piece of work. <br/> <br/>From the graphics - which to me almost embody the spirit of the styles flixel was built for - to the smooth and hectic gameplay, a very polished piece of work. The theme tie-in was perhaps somewhat freely interpreted, but I could see where you were going with it and it seemed to fall together nicely. <br/> <br/>Both thumbs up. Make sure to finish it, I need something to spend thousands of hours simply trying to score in :)
May 4 23:30:00 10m 00s Urguff It seems to me that you're walking a very thin line when using the sort of backdrop graphics you've applied. The upshot is that they are inherently organic, vibrant in their appearance and reminded me heavily of claymation-based video games like Clay Fighter or The Neverhood. The style brings a surreal sort of realism and believability to a game that simply cannot be attained through high-def graphics or live-action cutscenes. This is a definite strength I think you should play on if you want to delve further with the game. <br/> <br/>However, the same graphical style becomes a burden on the actual animated sprites, in particular the player character. His very stiff animations hurt the overall impression, but given the LD time frame I cannot see how anyone would be able to achieve more than you have accomplished. <br/> <br/>What I'm *trying* to say (looking back it does seem pretty critical) is that the graphical style you've set, especially in the backdrops an platforms, are f'in awesome, missing only a lively set of frontal sprites. <br/> <br/>Given the humorous back story you proposed in your notes, maybe you could consider going for the comical "clay" style of graphics, giving you an open avenue for animated antics during the game proper? <br/> <br/>In spite of all (and in case you get to the bottom of this wall of text): despite the lack of any (notable) gameplay, an excellent piece of work and a good basis for further work.
May 4 23:41:00 11m 00s Entity So far (about halfway through all the games) this is the best interpretation of the theme I'm seen. The haunting necessity to stay in the limbo between isolation and conformity combined with graphics and music that instantly took me back to the desolate dystopias of Future Wars and the less humorous parts of Space Quest. To tell you the truth the hairs were standing up on my nape. Incredible. <br/> <br/>I gotta try this a couple more rounds before moving on. An absolutely excellent piece of LeafThief.
May 4 23:48:00 7m 00s Void Runner Ah, finally got to try the finished product :) <br/> <br/>It plays well, overall - the controls are responsive the action is clear and the graphics serve a nice purpose. I can't determine if I like the style or it seems simplified for the purpose, but I know that the visual feedback is quite clear between colours and their directions, so that won't become any sort of negative criticism. <br/> <br/>The super still struck me as a tad overpowered, though. I found myself playing red colour all the way through, absorbing all red and discharging all the supers it would let me. <br/> <br/>Oh, and on the upshot, this is the fourth XNA entry labelled "ld20.exe" and the first XNA entry that *DID NOT* cause my anti-virus program to spas out. Whatever you did, thank you :P
May 5 13:03:00 13h 15m Elders Items Once again my AV scanner deems XNA or Gamemaker games to be bug-ridden. I have to agree, pesky pieces of software ;P <br/> <br/>Anyway, I actually liked the wall jump mechanics, given the design of the puzzles. To my mind you can approach wall jumping in two principle ways: either with an outgoing velocity on dismount or not, and it should really fit the rest of the gameplay. In this case it suits the game fine - given the alternative I'm happy that wall jumping wouldn't automatically send me flying into the boss :P <br/> <br/>The puzzles/rooms fit well and gave a stepwise introduction to how the physics of the game world worked. I would suggest, though, that you swap the first room with floating platforms with the platform floating over water. On my first runthrough I automatically assumed that anything moving would kill me and so I jumped all the way up via the yellow bricks. Forcing the player to step on one over water would symbolise its friendly stance implicitly. <br/> <br/>Finally, the music. You've got some nice instruments going and they have a neat harmony to them overall. Unfortunately you seem to leave a gap after each riff between each measure (I think that's the terminology) giving it an unfortunate clunky feel. If you could remove the gaps and have a single flowing movement I think it would be quite soothing to listen to. <br/> <br/>A decent entry, overall. Well done.
May 5 13:15:00 12m 00s Questling Excellent entry. I agree with the sentiment that the music might need a small lift, but the medieval theme of it is spot on. <br/> <br/>I hardly think I can say anything constructive about the gameplay - it dwells perfectly within itself and you've already got a great start on some smart brain puzzles. <br/> <br/>I don't know if it was purposeful, but the graphics reminded me of a kind of puppet, and I couldn't resist thinking that the game would get a brilliant graphical style if all the characters were marionettes or two-dimensional paper cut-outs on sticks :P
May 5 13:25:00 10m 00s It's dangerous to take this, go alone. Impressive tech use, dude. <br/> <br/>The acceleration in space bugged me bit, but I think it was mostly a question of getting used to it. <br/> <br/>Really I think the only real issue was the lack of time to make better sounds, models an testing - I've nothing really specific to suggest :)
May 5 13:28:00 3m 00s Duple! Oh what fresh hell is this. <br/> <br/>The twisted approach to the clones is a really nice touch. Been banging my head into the table trying to get this into my head, the asynchronous movement a torment to my eyes. <br/> <br/>Well done.
May 5 15:24:00 1h 56m Everything is Sand As has been said I liked the mechanics. The theme did seem very forced, but the characters' comments and facial expressions had me grinning all the way through. <br/> <br/>With the sand mechanic you could probably create some very interesting puzzles - sand of varying weight, effect, colours.... there are some flexible options if you would want to pursue it further, definitely.
May 5 15:42:00 18m 00s Bonifaco's Bazaar Loved it. From the graphics, an almost medieval variant of cannon fodder, to the bargaining mechanics this is an extraordinary product for a mere 48 hours. Give it another 72 hours and you'll have an internet bug on your hands :) <br/> <br/>The few drawbacks would be - as have been mentioned - the inventory, and perhaps a few more hotkeys to improve the speed of both crafting and selling. It was a bit awkward to move the mouse cursor to the right half of the screen to craft and back to the left only to accept or refuse an offer. I know we're talking pixels of movement (literally :P), but this movement is constant almost throughout the game and becomes a bit tedious if you're just hectically crafting from a small combination to constantly sell. <br/>Another option would be introducing a view of all (or all recent) purchase interests, so you can plan just a few crafts ahead. <br/> <br/>But barring those few, unremarkable notes, this is a good concept, with an excellent execution.
May 5 15:51:00 9m 00s Danger! Take. The implemented mechanics obviously show promise for a number of clone-based puzzles. As an alternative to the other suggestions for control, retain the fact that you cannot control a specific individual. Perhaps, instead, let all new copies do the *exact* movements the first clone does, so each room becomes question of finding the right "choreography" to attain the necessary items and perform the necessary objectives with them.
May 5 19:30:00 3h 39m Courier of the Crypts Darkness is a powerful tool in storytelling and it has a decent effect here. The framework is definitely set for an effective mechanic. I'm sad to say that the game crashed on me several times in a row when picking up coal close to an enemy, so I never came to any level beyond the third, so my comments may be partially futile. :/ <br/> <br/>The base sound in the background really starting bugging me about three seconds in - I'm not sure what source you were recording, but it sounded like my room when the computer is turned on and all fans are blowing on full :P <br/> <br/>On the graphical side you had a beautiful base, although I felt it missed a bit of life. I'm not sure if the amount of colour was just a shade too low for the resolution of the game or whether the minimal animations made the creatures a bit static, but I'm sure that with a little more time that would have smoothed itself out. <br/> <br/>Essentially I'm just poking holes trying to suggest places to expand upon :) . Given the time frame this is a rock solid entry. Well done.
May 5 19:54:00 24m 00s Hangman I liked the basis of the game, and you obviously made more headway with experimental sidesteps than I did :P <br/>The "laggy" jump and roping aside this is a nice little gem you've put together. <br/> <br/>Although the theme seemed a bit stitched on in the intro, the visual side especially was pretty interesting to me. the creature from the intro as well as the beasties hinted at an imagination quite unlike what I usually see. It kind of reminded me of the surreal and utterly twisted and unreal aspects of Xeno Clash, utilising anthropomorphic constructs that aren't necessarily out of the ordinary to create entities that strike us as utterly out of this world. <br/>I know it sounds manic coming from such a small selection of sprites, but it had a powerful effect, I thought. :) <br/> <br/>The sound was technically well conducted, but it struck me as just a tad misplaced in the setting. This coming from a guy who thought that music sounding like a ToeJam knockoff fit well with zombies, but still... :) <br/> <br/>Still, these are small details in a really nice compo entry. I'll strive to reach your level of experimental succes in the next compo :)
May 5 20:21:00 27m 00s Egglins Attack Well, first of, the audio. Actually I'm not that biased on it. When it first turned on I tossed off the headset like a horse throws off its rider, even yelping a little. But that was mostly due to the insane volume on the music, not its particulars. Now, the music has merits determined entirely by your intent with. Although somewhat monotonous in its proceedings it had the characteristics of either alien worlds in the style of the Twilight Zone (or The Outer Limits - whichever series you like better :P) or the sort of musical style you'd associate with psychedelic mental illnesses. Given the backstory I guess neither was the intention, but disregarding the mismatch I wouldn't discount it *entirely*. But I am glad that people won't risk going deaf when playtesting your game with the fix :P <br/> <br/>On the gameplay mechanics I agree with Dan on the variation and possibilities, but I wouldn't really call it a problem if you didn't manage to put up some well-thought puzzles. In my experience puzzles require some degree of inspiration and if you're sweating just trying to get the work done in the allotted time frame I wouldn't worry too much about their immediate genius :) <br/>However, the teleporters did move far too slowly, I think that too. You mentioned that you didn't have proper ways of doing its speed. Have you considered a reverse logarithmic movement scale, starting the teleporter at a high base speed that slows down as it comes farther away from the player? Hm... might cause problems if you rely on using the minimap to hit a target far away (more often than just in this copy), the problem would be no less than it is now. <br/>It may sound like a bad patch, but I did actually like the player character's movements. They felt less strained than the teleporters, smooth and pleasant. It worked nice. <br/> <br/>A final note on the graphics. I have a feeling they were rushed a bit. In particular it seems you used a lot of generating methods in your editor of choice. The smoke effects on the ground, the colour variations in poison pools and the HUD icons, they rarely work as well as intended. Personally I feel that a simple two-colour image made by hand has a far better effect than something calculated by the system :) <br/> <br/>Regardless of the criticisms, you actually managed to make a complete game experience, something not all the entries can claim. Well done.
May 5 20:31:00 10m 00s The Last of the Nyoms (Prologue) As has been said by others so far, great job! <br/> <br/>The graphics and audio fall together in a beautiful symbiosis and the gameplay in general was functional and polished. I missed an option to release the rope with the jump key instead of the mouse button, but that's a minor detail in the larger scale. <br/> <br/>I guess the real problem is the theme itself. I guess it could be argued that the Nyoms (love the name) are quite helpless and would be in danger if they went out (even in numbers), and you did throw the punchline when activating the rope, but they both seemed very strained :-/ <br/> <br/>Still, that's "just" the theme - the remainder of the game was excellent, top notch.
May 5 20:42:00 11m 00s Condom Corps I think the visual style works regardless of the atmosphere. Dreary or comical the silhouettes seem almost style-neutral. <br/> <br/>The mouse sensitivity was a bit on the high side, but not much (and a mouse on-the-fly sensitivity helps). I guess to improve upon the concept you could challenge players to shoot it into the hand they have the best dexterity with (interpret as you wish...) or add subtle body language and animations in order to send it to the "giving" party. Also, add more failure notices - they're humorous :) <br/> <br/> <br/>Honestly, I was on the verge of calling it too vulgar for anything, but you actually pulled it off very nicely. Maybe you could get a licensing deal with sexual health associations? :)
May 5 20:46:00 4m 00s Pludum Dary I tried running the game three times, once with the Max/Linux version instead. It crashed my system every time. :-/
May 6 01:19:00 4h 33m Throwbots Just a sec, need to pick up my jaw from the floor. <br/> <br/>The few glitches aside this is an amazing achievement over the weekend. From a solid graphical style, rife with life, animation and pretty physics to the actual gameplay that is simple yet challenging. A potent combination. <br/> <br/>I've nothing to say. Get your ass in gear and get this fleshed out and finished up :D
May 6 13:38:00 12h 19m Resurgon Futuron Very impressive product. Small file size, large gameplay value. <br/> <br/>I agree with the general notion that it's very difficult to place yourself within the sphere. Notably I think it's because of a lack of actual depth in the game view. Adding something akin to a minimap to show how deep you're into the sphere would suffice, I think. <br/> <br/>Excellent :)
May 6 14:07:00 29m 00s Misunderstood Throughout, the animations were the clear highpoint. Smooth and beautiful, they were really nicely done. <br/> <br/>The gameplay itself though seemed to miss something. I don't know if it was lack of information or if you just didn't have the time to put it in, but as has been mentioned I don't know how (if at all) I'm supposed to deal with skeletons. I saw that they would slow down (to eat?) when grabbing a clone - maybe the intention was to keep the player constantly on his toes, able only to delay the enemy, not destroy them. <br/> <br/>Likewise I didn't know how to deal with flames or solid gold blocks (gooold! Must have!) - especially the female NPC trapped behind flames was intriguing and I had no idea how to get there :-/ <br/> <br/>Still, graphics were top notch and it did seem like you were headed somewhere interesting with the game itself.
May 6 14:26:00 19m 00s Lonely Pods Good entry. <br/> <br/>I agree that the music becomes tedious very quickly, simply because of the brevity of the loop :P <br/> <br/>The mechanics have a great thing going, having the thought process of puzzles with the care and precision of action games. A bit of tweaking on the controls, especially the ball, but otherwise few things need to be altered for this to stand nicely on its own.
May 6 15:51:00 1h 25m Innocence Bullet hell, and quite well tweaked at that. I found that on the second boss and the circular firing patterns with a single hole was impossible to dodge from the left side of the screen when it reset back to the right - the player simply doesn't move quick enough, methinks :-X <br/> <br/>The music had an excellent way of amplifying the hectic action on-screen, keeping up the adrenaline. Likewise, the graphics were smooth and pretty, perfectly accentuating what they were and how they could be hit. <br/> <br/>However, I couldn't help but feel that the game was completely devoid of anything related to the theme :-/
May 6 16:59:00 1h 08m Syrup I haven't the slightest idea what's going on in this game. :P <br/> <br/>The engine implementation is impressive (barring the rendering speed and responsiveness), but it really need something - anything - going on besides picking up keys :P
May 6 17:39:00 40m 00s Curse Of The Golden Pearl Not bad, not bad at all. <br/> <br/>Kept me going constantly, think I've been playing half an hour straight so far :P <br/> <br/>great animations, really nice effects with the darkness and bubbles. Excellent detail with the drift on the clam feed in the water. <br/> <br/>Tack on a select few features (more upgrades, more locales, achievement or score systems) and get this thing out :)
May 6 17:50:00 11m 00s Never Go Alone As has been said, an excellent idea, especially such a brilliant tie-in with the theme. It's really unfortunate, because of the low chance of meeting someone coincidentally. <br/> <br/>I also launched two processes to give it a try myself and I loved what I saw. <br/> <br/>Consider adding a local coop mode (two usb mouse inputs?) particularly for these events so it may be easier to try the fullness :) <br/> <br/>In reality I've got nothing bad to say, it's merely the circumstances of the compo that detracts from the hilarious experience. <br/> <br/>I can imagine the conversations even now, sitting with VoIP gaming with a buddy. "Go left, go left - no, your OTHER-OTHER left!!11". Classic. <br/> <br/>Excellent entry, dude :)
May 6 17:57:00 7m 00s Dangerous Dan Hilarious, dude, and actually the game manages to show exactly the mêmes that the theme is based on. <br/> <br/>Excellent entry in its minimalism :)
May 6 18:08:00 11m 00s Shotgun The damage was perhaps on the low side (4 shots for robots that were basically sitting ducks is just a bit tedious). The rest, however, was excellent. <br/> <br/>Solid platforming, interesting risk-benefit elements when working with the boxes. <br/> <br/>But why, oh, why didn't you put in more music? The ending music is actually pretty good :)
May 6 18:25:00 17m 00s A Tiny Sin The graphics were beautiful. If the enemies were also somewhat mobile (the bullets perhaps a bit larger) then I think this could really be a semi-psychotropic experience to remember. I felt the screen space was a bit too small for the gameplay, though, giving me very little reaction time when just meeting enemies.
May 6 18:36:00 11m 00s Don't Go Alone Indeed, I'd suggest a py2exe version to ease the strain on people :) Especially seeing as pygame isn't officially built for python 2.7 yet it's a bit of work to get it in place. <br/> <br/>Anyway, that aside you've got a solid basis. I would've loved to see how companion powers worked out. <br/> <br/>A small suggestion on the colour choices, though. A slightly darker green or grey on the sword. It wasn't until I hit the game border on the right that I saw the character was actually tossing a sword around in his sprite animation :) <br/> <br/>Finish it up, could be a nice little game with another few days of work.
May 6 19:17:00 41m 00s Thank You Hobo Had a blast playing his one :D <br/> <br/>The sudden change of weapon fits perfectly into the story frame of the crazed hobo. The bomb launcher fit perfectly in that regard, too, I though. The weapons should vary from overpowered to conventional to downright pointless. <br/> <br/>Dig it :D Excellent execution only missing a graveyard musical theme of sorts, perhaps in up-beat reggae style?
May 6 19:32:00 15m 00s SkyFall I don't think anyone's ever attempted a "free-fall combat" genre before :P It's got some innovative potential in combat mechanics throughout. The idea's in place, needing mostly content and options of action.
May 6 19:39:00 7m 00s Spider Babies Still sorta kind mega broken :-/
May 6 19:48:00 9m 00s PuddiPuddiPlatform It's a shame you didn't have the time to implement more than you did. The platforms in the first level had an entertaining likeness to the platformed world of The Dragon Hunters (the CGI movie). I wanted to suggest you followed that style but feared it might just bring it towards another type of Super Mario Galaxy. Still, the notion of a world, fragmented by an ancient cataclysm, its pieces still floating in the atmosphere... intriguing. <br/> <br/>I'd definitely suggest you should push it further.
May 6 20:02:00 14m 00s Auto-Army I'm beginning to see that many entries have a great potential without the time to complete it. <br/> <br/>I dig the backstory and units, using the worst and most obscure of medieval society to help the valiant (and small...) knight on his way. Never will their songs even be written and only he will stand as the conqueror of dragons :P Nice. <br/> <br/>The graphics were a bit bland (too few colours, methinks), but they were functional and fully sufficient for the purpose :)
May 6 20:11:00 9m 00s Zom-key-bot-calypse "It's dangerous to go alone. Ride this!" <br/> <br/>There's very little gameplay to show in the entry, but it's obvious that you had some amusing mechanics in mind. I'm not sure, however, how well it would work relying exclusively on moving from creature to creature without any risk to the player. Still, if you keep developing the web version I get we'll see where it takes you :)
May 6 20:25:00 14m 00s A Portrait of my Curious World I disagree a bit with mintman on the visuals (with all due respect :P) - I thought the scratchy, pseudo "drawing come alive" style fit the surreal world backdrop pretty well. The shocking background image might've been a bit over the top from time to time but the general direction was very good. <br/> <br/>Indeed, you've managed to take the theme merely to apply it to more valid and interesting contexts. Whether its gun control in general, the meaningless violence in the world or simply jabbing at the constant stepping-up of guns in develping games it works well. <br/> <br/>I particularly liked the contrast between a world in peace, a utopia in its innocence, ruined by the enigmatic stranger constantly proffering you weapons for no good reasons, and how otherwise benevolent (or at least passive) creatures became a threat to you once you set out to "end the violence". Thought-provoking at every turn... <br/> <br/>If I wanted an improvement I'd mention two things in particular: mouse aiming and coop mode :) It's close to offering the same levels of addictive gameplay that Bubble Bobble was able to provide.
May 6 20:33:00 8m 00s Lone Tank mwest - first of, don't knock yourself for any lacking details, real or otherwise. <br/> <br/>I liked the graphics, actually. Had a nice feel, like I was viewing a wargame simulation on old-style ASCII terminals. Just claim you did it on purpose and I'll deem it a nice touch :P <br/> <br/>I'll have to agree with the others on the theme, though. It was hardly, if at all, present :-/
May 6 20:45:00 12m 00s Space Genocide In you wanna make it alien, add an "X" to the name :P <br/> <br/>The music was really good, but the rest of the game felt a bit lacking. There didn't seem to be any way to actually lose the game and the theme was pretty whammed on the end. <br/> <br/>You seem to have a knack for atmosphere, and it did work quite fine in the intro sequences. Try and give that to the gameplay sections as well and I think you'll really lift it up.
May 6 20:56:00 11m 00s Waterfall Rescue The blocked style of the player ... block ... and the other ... blocks ... fell together beautifully with the waterfall. I almost wish you'd reduced the falling boulders and the chopper to the same style to give it a complete feel. <br/> <br/>In regards to the theme it wasn't as much absent as I'd consider it unspoken. While the mechanics of the game didn't give a powerful incentive to join together with the other climbers (aside from being an actual objective), it definitely could have strengthened the theme's impression. However, I did think it did signify the warning values of going alone, lest you get stuck at an unlikely spot beneath a platform floating in mid-air at a waterfall :P I'm definitely stretching the theme itself, but to me it could be "take this" could be justified in the conversation between the climbers. "Take this rope!", "take this hand", "don't take this plunge into death!!!". Perhaps adding som small dialogue texts when rescuing people could add to that feel. <br/> <br/>However we interpret the existence of theme or not I enjoyed the experience. Thank you.
May 6 21:19:00 23m 00s Priority Cats All the singular pieces are really well done. The animations of the cats with small details like their eyes following the dot when preparing for a jump, sometimes not, it quite elegant. The music (realz, whoa!) - delish. <br/> <br/>The control scheme is a different matter. I commend you, sir, for trying something as difficult as this :) For better and for worse, controlling two cats with a laser pointer is as difficult as it is in real life. <br/> <br/>The theme didn't really seem to come into play as more than a nuisance when trying to get two cats up on a platform from a screen below, but really the game quite good none the less.
May 6 21:34:00 15m 00s p.i.g Excellent piece of work, sir! <br/> <br/>You twisted and extended the portal mechanics to the point that my face started to hurt. Excellent puzzles for such a short timeframe.
May 6 22:08:00 34m 00s Finely Tuned Corridormabob Despite the bland graphics you managed to introduce some interesting elements in the runner genre, in particular how NOT using skills gives point bonuses, tasking the player to time their usage well and not just mash them. Nice. <br/> <br/>I also liked how you changed the normal introductional flow to game actions. It's such a minimal change, but it did make the game feel much less strained than when you're playing through a tutorial level just bashing the space key trying to get to the next image. <br/> <br/>On those points, good work.
May 6 22:15:00 7m 00s Escape from Hazmat Cave I read on your dev posts than you spent about 10 hours on the end product. That's a lot less than most people are able to squeeze out of the weekend and given the timeframe you've done pretty decently, I think. <br/> <br/>Improving anything would really require more time, so I figure that was your greatest enemy :)
May 6 22:26:00 11m 00s Too Many Pixies in Pixel Town Couldn't help but feel I was trying to push drugs to the kids on the block (or the blocks on the... eh... well). <br/> <br/>Pretty graphics, but like the others I fail to understand how I could lose the game by plastering the land with delicious 'shrooms. <br/> <br/>Pretty, none the less, and I applaud any work with HTML5.
May 6 23:07:00 41m 00s Quaintbrush The mechanics are the brilliant high point. I do like how you plan your movements ahead, carefully laying out the tracks before attempting a run. <br/> <br/>I'm having a hard time rating the graphics properly. On the one hand it perfectly follows the style you'd find from someone drawing in paint.exe down to the spray brush used when drawing. On the other I had a feeling it might be an even more beautiful impression if targetted more towards water painting. Anyway, such an art direction would require far more than 48 hours :P <br/> <br/>I'm really impressed with the mechanisms connected to the drawing, dynamically applying changes in the world based on the quite unpredictable nature of players. Well done :)
May 6 23:32:00 25m 00s >Start >Fight >Run First entry throughout this compo that managed to touch me :) <br/> <br/>You've hit a style of story-telling that utilizes a minimalistic colouring, forcing the reader to apply themselves to filling out the holes. It strengthens the interactive story-telling as I'm forced to attempt to place myself as the protagonist and not a named character in a defined universe. <br/> <br/>A very emotional game. Thank you.
May 6 23:44:00 12m 00s Space Bombers The window insisted on rezising to my main monitor's resolution and it simply cut off the lower part of the window. I had no idea what was going on :-/ <br/> <br/>Judging from the code it's attempting to go fullscreen but fails to do so, possibly because I run two monitors (different resolutions, at that). <br/> <br/>Any ideas?
May 6 23:50:00 6m 00s Diagnosis Dear god, what the hell is this?! There are fish bones in my brains?! And crabs? How can I have crabs up THERE?! Why. Wha... faa-screw it, I'll just blow them up and snort some more drugs. Wooo! <br/> <br/>Very well done on the graphical style. It's got the frame numbers that most sprites don't get close to in this compo. <br/> <br/>Bugged me that when starting the game I had a really powerful gun and suddenly someone wants to "help" me, gives me a pill, and I'm no longer all-powerful :( <br/> <br/>I can't get past the crab army during level 1, so I can't competently say anything about how the theme was placed into all of this, sorry.
May 7 00:13:00 23m 00s Codename: Taken Your use of the theme in this way is quite marvellous. This is one of the few entries where I'd say that the theme was put spot on in the center of the action. Indeed, it is dangerous to go alone. <br/> <br/>The execution was actually quite good most of the way. I worried a bit that my robot was just a tad too straying for my tastes, but worked fine otherwise. <br/> <br/>Put in moar content and release!
May 7 00:38:00 25m 00s SINGLEHANDEDLY &lt;jawdrop /&gt; <br/> <br/>Magnificent enry, although the theme itself was perhaps not entirely at the core. <br/> <br/>Everything from blog activity to game content is beyond expectations, I'd say. Your "metroidvania" hybrid is full on. <br/> <br/>I'm - well - I'm just full of nice words. Let it remain at that.
May 19 23:02:00 310h 24m Bad Hotel You, sir, have a twisted frickin' mind! A simple three-button game has never had me sulking, let alone weeping in the corner of my bedroom in nothing but my underwear, muttering "Think of a happy place, think of a happy place" to myself while carelessly sifting fingers through my beard. <br/> <br/>The mellow music betrays the insanity beneath.
May 19 23:50:00 48m 00s Grab a Jetpack or You Will Die Seems fixed at this point. <br/> <br/>The basics of the gameplay has a great touch to it, slingshotting upwards whilst conserving fuel the best way possible. Apart from the somewhat bland graphics I guess I really only missed a little slower gameplay. I rarely got more than 3 jumps through because the game simply started speeding up faster than I could follow it :D
May 20 01:36:00 1h 46m Have You Considered the Benefits of Life Insurance Insidious twist on the theme. I like it. <br/> <br/>Nifty graphics, got a wonderful simplicity that fits perfectly with the scheme of things - a somewhat bland expression that speaks to the very life of the insurance salesman. Are we, perhaps, seeing the world through his eyes, filled with cattle ripe for the milking with simple pitfalls that to avoid? <br/> <br/>And you're getting a third thumbs up for the ludicrous dev notes... "they were going to say funny things". Lol :P I guess that's what Valve had written up for Freeman in Half-Life, too X-)
May 20 01:56:00 20m 00s Don't Go Alone Magnificent screen-drawing as has been remarked. <br/> <br/>I guess somehow I was hoping for the creepy stranger to either BE grandma or to become som Shyamalan...ian twist; the grandmother and stranger representing the ultimate within the domains of light and darkness, the daughter called hitherto to receive responsibility for the future of the balance of the whole of existence (count the of's; lots of them) and the stranger the dark presence of the world intending to stop it... and so on. <br/> <br/>Regardless of my expectations, this went far and beyond anything I'd expect of a 48 hour deal. Very nice.
May 20 19:06:00 17h 10m Here, have a spaceship! Likewise, I still haven't quite managed Mac OSX to run on my PC :-)
May 20 21:49:00 2h 43m Danger at US Robotics Tried running the game both with game.exe (complains of a missing 2.6 dll, I run 2.7) as well as through the command line where it complains about bad magic numbers (both in your pygame source and my own). <br/> <br/>Any last-minute suggestions?
May 21 13:06:00 15h 17m The Dark I'm afraid I keep getting 404's on all of the links :-/
May 21 13:11:00 5m 00s Acid Same as eli, I'm afraid. The game starts up and does absolutely nothing besides loitering in the process list.
May 21 13:51:00 40m 00s S-Raid Excellent piece of work for a mere 48 hours, dude. <br/> <br/>Beautiful art assets, perfectly hitting a SNES vibe. <br/> <br/>The music was pretty good but I found the sounds just a tad too annoying (I think a combination of pitch and volume - tweaks, really). <br/> <br/>Very solid piece of work. Nice :)
May 21 14:55:00 1h 04m Let Me Save You! Your Faithful Companion A plethora of highly detailed hand-drawn art, several tracks of fitting music, a humorous adventure with a tongue-in-cheek approach to the classic RPG story. And boobs! <br/> <br/>Albeit not thought-provoking I hate to admit I was drawn into the story; if only for the boobs. <br/> <br/>And boobs. <br/> <br/> <br/>... nevermind. Excellent entry! Looking forward to the next one :)