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Cosine

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TimestampSince previousGameCosine's comment
Aug 22 22:13:00 Not Without my Zombie Innovation: Nothing new here, but the genre hasn't been overdone to death (like match-3 has). <br/>Theme: What am I escaping from? Nothing here is really explained, and I'm spending most of my time in the game going downwards. I don't see the correlation at all. <br/>Graphics: Everything looked like what it was supposed to be, and the lighting effect gave a nice eerie glow. <br/>Audio: Very rudimentary audio. The walking sound was far too loud. <br/>Fun: One thing that bugged me a lot was the walljumping. I spent most of my time fondling my keyboard into submission in hopes that what I wanted to do might actually happen, mostly to no avail. The rest of the controls worked fine, although I would recommend enabling WASD controls. Also, you are required to use the controls to find out what the controls are, which is a little backwards. <br/> <br/>Overall: Kinda fun, kinda meh. Needs work, yet definitely not a negative experience.
Aug 22 22:25:00 12m 00s Dude Running From an Explosion Innovation: Your basic run-and jump. I liked the addition of the ability to block bullets. <br/>Theme: While it fits the theme, there are so many games in this contest exactly like this one, and you may as well be entering for the Advancing Wall of Doom LD. <br/>Graphics: Basic, but they work. I commend you for not using a square character. <br/>Audio: Same as above: It works, but could be better. <br/>Fun: Pretty frustrating to play. There were little things like disappearing platforms disappearing too quickly to actually run across, and disappearing platforms not disappearing when on a ladder, which usually ended in a swift, unfair death. I'm sure these would probably be sorted out if you had another 24 hours, or a play-testing group before release, but I'm here to judge the game you submitted. <br/> <br/>Overall: Kinda-imaginative, kinda working, but definitely flawed. It's good as is, but tinker with different elements and I'm sure you can make a better game.
Aug 22 22:44:00 19m 00s Dot Matrix Innovation: I've never seen anything like this before, which certainly gives you a good score in this category. <br/> <br/>Theme: The theme relevance wasn't fully explained, but it was present. <br/> <br/>Graphics: Simple, but they work. Things resemble what they were and work solidly. <br/> <br/>Audio: Grating on the ears. This is what could use the most work of anything in this game. Solving puzzles to doot doot doot doot doot doot is a little tedious. :P <br/> <br/>Fun: This game certainly has a great charm and personality to it. I felt happy whenever I solved a puzzle, because I thought I did well even though I was pressing buttons until I could win. There was no time-limit or pressure to solve the puzzle, meaning the game is open to all audiences and the player can solve at their own pace, which is good. The puzzles themselves were a little "Let's try this and see if it works," but they were puzzles at their core. I certinaly enjoyed it. <br/> <br/>Overall: Fun, silly, and mentally stimulating. Just fix those sounds, make more levels with a smoother learning curve, and you've got a pretty solid game there.
Aug 23 20:30:00 21h 46m Escape the Fate Innovation: Definitely interesting. Kinda like Karoshi in the whole "die-to-win" concept, but it has its own special mechanics. <br/> <br/>Theme: It fits the theme. Not much else to say. <br/> <br/>Graphics: They work, and don't hurt the eyes. Pleasing to look at. I don't have any advice on how to improve them, maybe a little more variation in the walls (more than one sprite) could make things more interesting. <br/> <br/>Audio: The audio worked very well. I also liked the music very much. <br/> <br/>Fun: The player moved a little fast, and the movement seemed pretty hectic. The vertically moving platforms glitched lots, I would teleport below them, and I once got one to teleport through the platform above me. I never got to the push boxes (I quit on the level shown in the last screenshot), so I can't offer any advice on that. On the other hand, movement was very smooth, and the engine was glitch free other than the vertically moving platforms. <br/> <br/>Overall: Pretty fun, and polished for a game made this quickly. Just fix your engine and maybe offer more in the way of direction (giving the player an idea of what to do) and you have yourself a respectable game. <br/> <br/>Community: You are hilarious. That is all.
Aug 23 21:00:00 30m 00s The Legend of Shoe Innovation: This genre is done quite a bit, and I didn't see anything new. <br/> <br/>Theme: The theme wasn't really explained in-game. The theme explanation felt like an excuse to fit the game after making what you wanted to. <br/> <br/>Graphics: Things resembled what they were meant to be, which is good. I'm not sure if I quite liked the cursor sprite or the wall sprite, which didn't fit in with the rest of the art style. <br/> <br/>Audio: The music was 8 looping measures, which could definitely be expanded into something worthwhile. The sounds themselves were okay, but a little uninteresting. <br/> <br/>Fun: I was a bit irritated by the level design, mostly because the rooms just seemed to cut off right at the borders, which looked a little odd. The level design also did some weird things that ended in awkward maneuvers to shoot at enemies. The boss' hitbox is, well, a box, and you can get hurt while walljumping on the above platforms. Also, you never explained that you can walljump. <br/> <br/>Overall: I don't want to be rude, but this game needs work in all departments before I consider it worthwhile. I can see the effort, but I don't know just how well it turned out in the end. Maybe use this advice to make a better game next Ludum Dare, or practice on your own time! You can only improve from here.
Aug 23 21:06:00 6m 00s Web of Flies Innovation: New ideas. I've seen similar things, but nothing quite like this. <br/> <br/>Theme: It fits the theme, that is all. <br/> <br/>Graphics: Everything looked like what it represented, and the UI had a nice clean look. My only suggestion is to maybe texture the web a bit and reduce the shaking effect. <br/> <br/>Fun: Unfortunately, due to the nature of this game, it felt like a chore. Maybe adding some sort of way to move faster, or things to dodge, you could make this more interesting. Also, I didn't seem to be able to repair my web. <br/> <br/>Overall: The gameplay needs some more work in the fun department, but everything else was pretty much spot-on. Good work!
Aug 23 21:17:00 11m 00s Cells Innovation: New idea, and it worked pretty well. <br/> <br/>Theme: It fits the theme perfectly, although it isn't exactly the most imaginative interpretation. <br/> <br/>Graphics: Beautiful. I wish I could make stuff like this for my long projects. <br/> <br/>Fun: I felt like I had accomplished something at the end of every level, but the levels were all simple linear puzzles. Explore this concept more! I'm sure you can come up with greater things. <br/> <br/>Overall: I would just improve the level design and you have a solid, fun game you would find a flash portal.
Aug 23 21:57:00 40m 00s Prelude of the Chambered Innovation: This is unlike anything I've ever played! This is mostly attributed to the fact that I don't play this sort of game, so I just won't be rating this on innovation due to lack of knowing what's on the market already. <br/> <br/>Theme: It fits the theme well; I could tell that there was a definite focus on getting out at one spot. The interpretation of the theme was the bland "you are escaping from x," so I'm not giving you full score here. <br/> <br/>Graphics: They work well, and are consistent. My only complaints are that they can be a little confusing to look at, and that the power glove looks oddly straight in the extended position. <br/> <br/>Audio: The sounds worked and supplemented the game. It lacked any sort of consistent sound throughout, meaning that the game could be silent during down periods in the game. <br/> <br/>Fun: This was the most lacking department. Again, I could just be missing the point here, but I felt this constant lack of knowing that I was, in fact, doing well/doing what I should be doing. I was also majorly frustrated by the game-length-to-save-point ratio (since there were NO checkpoints), and there were too few health potions. As a result, I ended up with 1 health left to tackle the ghost dungeon, no potions, and no bullets. Attacking enemies was a bit awkward feeling, and it was a delicate balance of edging really close and mashing the spacebar. Also, I ended up with a lot more golden keys than I used (I don't know if these were used in The Temple or at the end). On a more positive note, I did feel a good sense of exploration and danger wandering through the caves, and I liked using different items to traverse the mazes. In the end though, I felt like I was wandering through a maze, fisting enemies into submission, and getting hurt. A lot. <br/> <br/>Overall: It was lacking in some departments, but it also did other things well. It was decent, but flawed. Work at this a bit, make something better. Also, add checkpoints.