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| Timestamp | Since previous | Game | Winterblood's comment |
|---|---|---|---|
| May 2 04:28:00 | Dangerous Dan | Enjoyed the theme, and it did make me laugh. Can you actually GET a swamp key pass? I'm guessing no, but I only played it through once. | |
| May 2 05:00:00 | 32m 00s | Against the Wall | Like the concept (similar idea to my entry - first-person platforming) and the art, but I found it really fiddly trying to jump onto even the first few ledges. Felt like the jump height was too small, or I may have been catching on things due to struggling with the controls (I invert Y :) |
| May 2 05:31:00 | 31m 00s | A fine day in the parking lot | Great graphical style, and simple responsive control scheme. Like the silhouetted zombies, really hard to see! I kept ending up in pitch darkness though (sometimes flickering on/off). Felt like a bug because i certainly wasn't able to escape or accomplish anything once it went dark. So I never quite found the last food. |
| May 2 16:04:00 | 10h 33m | Robber Attack | Actually really fun once it got going! Could do with the difficulty ramping up faster though, or the gaps between waves being shorter. The hectic waves were great fun but the easy ones and the walking segments felt like a chore - if condensed into 10 waves for faster play it could be really addictive. Also liked the retro SFX, except for the incessant tick/footstep one... and kudos for having a leaderboard :) |
| May 2 22:03:00 | 5h 59m | Appy 1000mg | This is a work of art. I didn't mind the flick-screen scrolling, except for the player and sometimes particle effects lagging the cut by a frame. And movement was a bit slow, but it contributed to the dreamlike effect. The aesthetic is the obvious highlight but I think the interpretation of the theme is the cleverest element. Absolutely top notch! |
| May 2 22:29:00 | 26m 00s | "Alone" | Really good puzzle design, and simple but crystal clear art. Slightly clunky jump mechanic though, needs inertia to feel natural. I like the mechanic of passing the same tool back and forth continuously. |
| May 2 22:41:00 | 12m 00s | A Spawn Named Bob | Nice dash mechanic! Desperately needs respawn points though. I think I was near the end after two or three restarts, but couldn't face replaying the same stuff a fourth time. |
| May 2 23:44:00 | 1h 03m | Innocence | It's pretty hardcore from the off, I could barely get past the first wave. Very polished gameplay though, and elegant art style! |
| May 3 12:02:00 | 12h 18m | A Steampunk Axebot Supply Run | Novel idea! I felt it was a bit clunky though, as the mouse control was undersensitive and the rocket speed a bit slow for my taste. Maybe the speed could increase over time? Also felt toon-shading didn't gel well with the textured terrain. Nice robots though :) |
| May 3 20:00:00 | 7h 58m | Air Pirates | Enjoyable shooter with an interesting loadout mechanic, but I found it a bit clunky switching from keys to mouse to buy new weapons while under attack. Would have preferred a keyboard-controlled menu so I didn't have to keep switching input devices. |
| May 3 20:23:00 | 23m 00s | Grave Robbers | Nice concept, well executed. Could use a couple more traps by the treasure, as once the raiders get down the bottom they're almost impossible to stop. A couple of simpler levels as trainers would be nice, this one's pretty hardcore :) |
| May 3 20:32:00 | 9m 00s | Ant General | Nice visual treatment, but the soldier ants didn't seem all that helpful - they all got killed halfway through the first level and I sprinted the rest, then on level 2 I didn't see any sugar so just sprinted with a sunflower. |
| May 3 21:53:00 | 1h 21m | Armageddon Moochery | Simple but nicely polished! |
| May 3 21:58:00 | 5m 00s | Atomic Pinball | I like the idea of pinball chemistry...but I'm rubbish at pinball and haven't studied chemistry since school, so I was a bit lost. Nice graphics though! :) |
| May 3 22:07:00 | 9m 00s | Auto-Army | Potentially interesting tactical puzzler, but I found my grunts were disappearing on level 3 before they reached the red switch, and my archer wouldn't fire at it at all. Might be nice if your troops waited until you hit GO and all acted at once, so there was more of a timing element. |
| May 3 22:26:00 | 19m 00s | Bad Hotel | Nice concept, but I found it REALLY hard because the droppers were rarely in the right place at the right time. I felt I was losing because the game created unwinnable situations rather than because I made mistakes. Perhaps a few seconds grace to build some defences at the start would give the player more of a chance. |
| May 3 22:35:00 | 9m 00s | Better You Than ME! | Awesome pace, and novel twist on the genre...but SO fast I didn't feel I was making informed decisions about cloning - just mashing the clone button whenever an obstacle appeared. Maybe that's why my score sucked though :) |
| May 3 22:45:00 | 10m 00s | Block Push Championship | Thought it would be a straight Sokoban clone, but the magnetism is an EVIL, EVIL twist. Good job! |
| May 3 22:55:00 | 10m 00s | Bonifaco's Bazaar | Really elegant concept. I did find it hard to tell how the crafting worked, sometimes I had the right items in the wrong quantities. It would be nice to see an icon of what the soldiers and merchants want to buy/sell over their heads so you can plan ahead a little. |
| May 3 23:06:00 | 11m 00s | Brass Monkey | Weird. Gameplay works, but it takes so long to ramp up to anything approaching a challenge I had to give up. <br/> <br/>And not to nitpick, but I suspect you didn't strictly paint all the art yourself. Collage is a legitimate art style but I dunno if it fits with the LD48 rules. Maybe I'm just sore 'cos someone marked me down for using a stock skydome :) |
| May 3 23:15:00 | 9m 00s | Breathing Room | Very slick, like the frequent checkpoints! My only niggle is that EVERY obstacle REQUIRES you to stop and inhale. It would be more fun to just play the whole thing in slowmo without having to pause. But if the challenges were (just barely) doable without the inhaler, then you could time it and reward the player for not having to stop and inhale... |
| May 3 23:34:00 | 19m 00s | LD20: Alone | I went alone, and didn't suffer much danger providing I stayed on hillsides so the bombs rolled away. Couldn't find the lake though, and it kept stalling which meant I lost track of which way the path was going. Could have used some sort of direction indicator. |
| May 4 00:01:00 | 27m 00s | The ADD RPG | I lost count of all the comedy references :) |
| May 4 00:08:00 | 7m 00s | Wild Forest | Beautiful, but not much going on... |
| May 4 12:20:00 | 12h 12m | Legend of Parasite | Clever, well-executed. Love it! |
| May 4 12:29:00 | 9m 00s | CAT in the city | Framerate too poor to play it (~3fps). Great ambient music though, and nice stylised characters. |
| May 4 12:36:00 | 7m 00s | CaveBot | Physics needs tweaking, and it'd be nice if the baddies reacted to taking a hit. A little polish and you've got a solid little platformer! |
| May 4 12:52:00 | 16m 00s | Change of Heart | I like the concept, but there's just not enough player agency - I had 5 minutes of backstory, made ONE choice (which was a bizarre one outside the control of the character), and got a 5 minute death scene. If I could skip the bits I'd already heard I'd have given it several plays to explore more of the story. You could easily give the player a few choices early on about what their favourite flowers or dinner is which wouldn't branch the plot, but make the player feel more invested in the character. |
| May 4 12:59:00 | 7m 00s | Chronos | Really polished execution, but I kept dying for no obvious reason - presumably the white pills keep you alive longer? Could have used a warning when you're low on health, and a longer respawn delay on the enemies, who often popped back in to hurt me seconds after I killed them. Fix those niggles and it's really solid! |
| May 4 13:12:00 | 13m 00s | Clone Wolf | Cute idea, great implementation. Shame the controls are a bit awkward and combat is a bit simplistic - best strategy seems to be to wait for them to fall on your sword with a few clones as backup. I still enjoyed and finished it though :) |
| May 4 13:19:00 | 7m 00s | Codename: Taken | Slick character movement, lots going on, but it felt a bit chaotic. Then my green robot went missing and I ran off a cliff and couldn't restart :/ |
| May 4 13:28:00 | 9m 00s | Condom Corps | Mouse and wheel both rather twitchy. Could use some time pressure, maybe a 2 minute limit to get the highest score? |
| May 4 13:37:00 | 9m 00s | Curse Of The Golden Pearl | Very slick! Impressed. |
| May 4 13:43:00 | 6m 00s | Danger! Take. | I'd like to have parked a blob with a shield in position while another blob went for the sword. Nice puzzle mechanic though, felt very polished. |
| May 4 13:48:00 | 5m 00s | Dangerous II | Nice. Very nice. |
| May 4 13:53:00 | 5m 00s | Das Sad | Nice idea, bit hard to start with. Could do with a longer window to dodge which gets progressively shorter. |
| May 4 13:59:00 | 6m 00s | Deathbot Love | Well implemented, looks great, plays well, but a bit short. I didn't find the cat much help though and just sprinted past the bots after dying a few times. |
| May 4 14:04:00 | 5m 00s | Diamond Hollow | Bit hardcore from the start, but SO polished! |
| May 4 14:14:00 | 10m 00s | Drum Hammer Dig | Clever idea, delightfully cute. I'd have played a lot more of this if it had more levels! |
| May 4 14:31:00 | 17m 00s | Dungeon Runners | Really needs the corridor run to be faster (at least once the fog of war is gone). Apart from that, it's a beautifully polished little game. Excellent! |
| May 4 14:47:00 | 16m 00s | Duple! | Clever. Fun. Good job! |
| May 4 14:54:00 | 7m 00s | Dwarvenly | Technically impressive...but could have easily made a labyrinth that was a bit more interesting to explore, some stuff to collect, and maybe some doors that could only be opened by two players standing on pressure pads so a third could go in for the treasure... |
| May 4 15:12:00 | 18m 00s | Elidia | Collision is on a hair trigger, but some fun powerups. |
| May 4 15:19:00 | 7m 00s | Entity | Haunting atmosphere. Beautifully animated sprites, too. The suits with masks on are creepy. Could use more cues to indicate how the mechanics work, as even after finishing I still don't really know what I was doing. I'd play more of this... |
| May 4 15:33:00 | 14m 00s | Eunaborb | Great fun - just needs to be a little easier to click on the ball when it's moving. |
| May 4 15:40:00 | 7m 00s | Everything is Sand | Nice mechanic, just needs a little development - just stacking sand gets tedious pretty quickly. |
| May 4 15:44:00 | 4m 00s | Fear of the Dark | Concept would work well multiplayer, but it's a bit of a nightmare for one player... |
| May 4 20:58:00 | 5h 14m | Fiat Lux | Great idea, very slick. Just a few logic issues where you can get stuck. |
| May 4 21:15:00 | 17m 00s | Furious Fighting Felines | Solid groundwork, but it's pretty ambitious - this genre needs a lot of tweaking and refining to make it really fun. I could get the combos by mashing the space bar continuously - needs to be a bit faster paced with a narrow time window to trigger the combo - and if you miss it, you fail. Character anim system looks cool, with more time you could produce some really slick anims. Definitely worth taking this forward! |
| May 4 21:25:00 | 10m 00s | Ghast | Short, but what's there is pretty slick - well worth fleshing out after LD48... |
| May 4 21:35:00 | 10m 00s | Hangman | Really nicely done, but the keys were a bit tricky. Not sure that aiming with the mouse is really necessary, I think a fixed angle on a keypress would work fine and be much more tactile. Good job though! |
| May 4 21:55:00 | 20m 00s | I'm in a Tub!! | Tough, but quite slick. It's a bit frustrating that you can only fire one harpoon at a time though. |
| May 4 22:02:00 | 7m 00s | It is Dangerous to Go Alone in the Dark | The concept is cool, might work better with a smaller grid per room so when you get up to 4 or 5 monsters you HAVE to use precious flares to take them out. |
| May 4 22:07:00 | 5m 00s | It's dangerous to "go" alone! Take this. | Cute idea, slick execution. Can get yourself stuck though if you fail to pick up the gold thing before you reach the toilet. |
| May 4 22:10:00 | 3m 00s | It's dangerous to take this ... go alone! | Awfully sensible... |
| May 4 22:16:00 | 6m 00s | It's Not Easy Being Muammar | Ooh, topical. Felt slightly dirty for winning. |
| May 4 22:19:00 | 3m 00s | Item Quest | Simple but very polished! |
| May 4 22:27:00 | 8m 00s | Jump Climb Die | Mouse-jump mechanic worked surprisingly well. |
| May 4 22:31:00 | 4m 00s | L-Porter | Wow, that was weird. But cool... |
| May 4 22:36:00 | 5m 00s | Laser cats VS Zombie rats | Novel idea, felt a bit clunky in practice though. |
| May 4 22:44:00 | 8m 00s | Lasers Are Dangerous | Loved the way the grid rebuilds itself into the next level configuration. Nice detail. Early puzzles a bit easy, later ones really hard! |
| May 4 22:55:00 | 11m 00s | Liquid Choices | Really wanted to play with the fluid mechanics, but the interface makes it so HARD to build simple shapes. Only one in three clicks on the Builder guy actually registered, and sometimes he build stuff I didn't ask him to. Potentially cool, but needs an interface rethink IMHO. |
| May 4 23:07:00 | 12m 00s | Lonely Pods | Sound mechanic, but slightly clunky feel to the physics (although I was using keyboard). Otherwise very slick though! |
| May 4 23:11:00 | 4m 00s | Ludum - the Magic bird of AWESOME | Really unforgiving, doesn't feel like there's a lot of skill to it. I lacked the patience to get past the first screen :( |
| May 4 23:22:00 | 11m 00s | Many Small Hands | Great idea, slightly clunky interface. I'd have preferred something more RTS-like. Ingenious setting though. Who doesn't love cute urchins? Awww. |
| May 5 20:17:00 | 20h 55m | Misplaced | Really quite fun, despite the soldiers frequently getting stuck (at least the imps did too though!). Nice idea, shame you didn't have time to put some spells in. |
| May 5 20:25:00 | 8m 00s | Mittens | Great fun, polished, clever use of theme, funny, cute... brilliant job! |
| May 5 20:42:00 | 17m 00s | Monophobia | Wow, social grinding! Clever, and lovely aesthetic. Will definitely come back to this after rating has finished...or maybe before... |
| May 5 20:44:00 | 2m 00s | Multiplayer Zombie Garden Adventure | Server down for me too... |
| May 5 21:04:00 | 20m 00s | My little selling shop on Earth | Impressive content for 48 hours! Didn't deliver on the theme twist IMHO, as you still end up collecting stuff for yourself, but...polished gameplay, great art, well balanced with interesting level designs. Top notch! |
| May 5 21:15:00 | 11m 00s | Nano Seed | Like the nano swarm, just needs some enemies or hazards to use the nanites on. Also a larger window on the world would have been nice. |
| May 5 21:36:00 | 21m 00s | Ngurvilar in the Temple Of Bastet | Physics good, but ball control very frustrating. Did like the writing though! |
| May 5 21:56:00 | 20m 00s | Nitro Racer | Pretty slick for HTML5! Bit buggy though - I spun off, lines turned red, and the car just span indefinitely without blowing up. |
| May 5 22:57:00 | 1h 01m | Officer Alfred | Incredibly inventive puzzles AND elegant art AND extensive level building for 48h! I take my hat off to you...but also brandish a fist for the INSANE DEVIOUSNESS of your puzzles. My D key may never recover. |
| May 6 12:04:00 | 13h 07m | Overcoming danger with trees | Really fun mechanics - SFX a little grating, but graphics nice and bright! Good job. |
| May 6 21:10:00 | 9h 06m | the Child | Very, very polished! Got a little repetitive towards the end and the sawbots didn't seem to hurt me, but damn fine work overall. |
| May 7 22:44:00 | 25h 34m | Tri | Really, really good. Mouse slightly twitchy for precise aiming, but I think that's the standard Unity character controller. This is *great* work for an LD48! |