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Cosmologicon

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TimestampSince previousGameCosmologicon's comment
Aug 22 22:50:00 Escape in 60 seconds It had a good challenge level despite the simple mechanics. The controls worked well and it was easy to tell what was going on. I would have liked slightly more variety of gameplay. Maybe let you collect clocks to increase your time as well as health. Overall good job!
Aug 22 23:16:00 26m 00s Heartbreaker! Cool game! The asymmetrical multiplayer aspect is pretty interesting. But it seems really imbalanced when there's only one Mage. It's way too easy for the Ice Queen to keep up. I think the Ice Queen's powers should depend on the number of Mages. Or something.
Aug 22 23:32:00 16m 00s City Runner Great! Nothing I haven't seen before, but it was still pretty fun. The graphics and sound (apart from the missing sprites) are quite well done! As is common with procedural map generation, the challenge level can be inconsistent. Sometimes I made it through the first level easily, and sometimes not.
Aug 22 23:40:00 8m 00s Escaparazzi Nice. It took me an embarrassingly long time to realize that this was basically Snake. I kept trying to get the paparazzi hit by cars until that point. I like the music! Flight of the Bumblebee makes everything better!
Aug 24 06:40:00 31h 00m Escape Artist Really creative mechanic, well done on the stage design!
Aug 24 07:14:00 34m 00s Where's the Bathroom? I'm actually really liking the level names here (I think I'm up to level 5), but the game is just too monotonous for me to keep at it.
Aug 24 22:50:00 15h 36m Mouse Trap A pretty simple idea, but quite well done, especially for your first time! The graphics and text worked quite well. I like that you could use either the mouse or the keyboard, that was a nice touch. I just would have liked a little more depth to the gameplay. I also like that you used HTML5+JS. I'd really like to see that emerge as a serious competitor to Flash. <br/> <br/>I feel like the "freedoom" you get at the end could have a double meaning, although I realize it was probably just a typo. :)
Aug 25 04:07:00 5h 17m Urth Really brilliant game mechanic! It's very simple and yet there are lots of different goals that you give in the different levels. The story was also quite nice. I liked how you tied Urth's existential struggle into the goal for each level. The various modifiers on the planets felt a bit superfluous: I didn't use them very much, and I feel like the gameplay would have been about the same without them. <br/> <br/>My record in escape mode is 3047!
Aug 27 15:28:00 59h 21m Ruin Runner I also found the part with the water you have to go through impossible. I'm not sure what I'm missing. I thought the mechanics were not a bad idea, but maybe you could have eased into it by just having 1 or 2 kinds of shields on the first few levels. Actually I use a Dvorak keyboard and the keyboard switcher didn't work when I ran your game, so the shields were almost impossible for me to activate in time. Why not let us use 1/2/3/4 as well? Fortunately you can beat the levels I beat with almost no shields, only by jumping!
Aug 27 15:41:00 13m 00s The daring escape of ES CAPE; the FABULOUSLY FRESH Luchador I agree you should have spent less time on room design and graphics and more time on gameplay. If it was half as long and only had one type of enemy, but that enemy pursued you or at least moved, or you had to collect keys or something, I could have rated you higher. I think the graphics and room design are really quite good, they just don't stand on their own. Congratulations on your first "real" game! :)
Aug 27 16:01:00 20m 00s Evasion I think the game is pretty well balanced. I had trouble on the last two levels, but I finished them after I stuck with it. It runs great even on my slow machine.
Aug 27 16:43:00 42m 00s Terminal escape I have to say, I hate the controls. The game would have been about 10 times funner (and shorter) if I could have just clicked on a door to unlock it rather than typing "connect D0317", "unlock", "disconnect". Other than that I like the idea and the dialogue. :)
Aug 27 16:48:00 5m 00s Cosmic Heist I just get the following with the Linux version. Any ideas? <br/> <br/>bash: ./Cosmic Heist: cannot execute binary file
Aug 27 17:09:00 21m 00s Bubba's Escape Good job! Sliding block puzzles are nothing new, but the dynamite added some new layers to the classic formula. I'm kind of big on puzzle design, and I would have liked to see puzzles with fewer blocks. 6 blocks is plenty to make a very challenging sliding block puzzle requiring 30-40 moves, and the number of blocks are small enough for the player to wrap their head around, so they come away with a better appreciation of the solution. With 15 or 20 blocks, there's no way, there are so many billions of possible permutations of those blocks. But like I said, good job!
Aug 27 17:26:00 17m 00s Escape from the Frame Not bad. I like "the frames are cramping your style, bro". It was also pretty funny the way you explained the missing levels. I have to say that minigames with different mechanics are always ambitious. Even if they're not hard to write, they take so much time. You might be better served just sticking with a single mechanic. It would have given you more time for polish, anyway. Agreed that the solar system level was obviously the best.
Aug 27 17:51:00 25m 00s CRS Escape! Wow, great job getting all those graphics together! I think I liked your timelapse best of all, because of the heavy graphical content. I would have liked fewer clicks. I think there was very little reason for the hallways to be there, unless I missed something. <br/> <br/>PS: sorry I made a semi-3D platforming game! :)
Aug 27 23:33:00 5h 42m Harvest Hey not bad. The controls did take some getting used to, but once I did I thought they were fine. I think it would work well on a touch screen. Contrary to another rater, I found that the game encouraged me to go as slow as possible; this could be changed by having the planets or humans move. Once I figured out to click repeatedly rather than hold down the mouse, the game became fairly easy and tedious. I would have liked more progression of difficulty. I quit after finishing like 6 levels in a row without dying. <br/> <br/>Oh, one thing I like is that sometimes the best way from point A to point B is off the edge of the screen.
Aug 27 23:43:00 10m 00s Maze++ I thought the switches really made this game pretty playable. Without being told what anything does, it really felt like I was exploring (more than actually going through the maze did).
Aug 28 06:12:00 6h 29m Tall Butt I know you didn't make these rules up, but it feels really unbalanced in favor of the Defender. I guess I'm just not familiar with the strategy, but I don't see how to box that King in effectively.
Aug 28 06:20:00 8m 00s Escape from the elemental maze Sorry, this is unplayably slow for me. It looks like around 1 fps, and the collision detection completely fails, so it jumps between inside and outside of the maze. <br/> <br/>Based on the appearance of the graphics, there's no reason it should be anywhere near that choppy. I haven't looked at your source, but I don't think you should have separate threads for moving and drawing. I think pyOpenGL might be overkill for this. Maybe a regular old pygame game would be good for next time, if you decide to use pygame again. <br/> <br/>Anyway, I'm not frustrated. This is Ludum Dare after all. :)
Aug 30 03:45:00 45h 25m Slip Away Great job! I think the challenge level and level design were pretty good. I also had some trouble with the tight spaces, but it wasn't *that* bad. The checkpoints are probably about right for a regular Flash game, but it doesn't surprise me that some people wanted more. Not sure what I would suggest. Maybe have an easy mode for people like that? <br/> <br/>I didn't mind that the items were an optional challenge. Once I realized that I wasn't going to keep them after I died, I decided not to worry about them. That gives it replay value, which I appreciate. <br/> <br/>There was one weird, inconsistent bug that randomly teleported me back twice, but fortunately it wasn't *too* far back.
Aug 30 03:53:00 8m 00s Escape of the Psychic Trash Robot Where's that makefile you promised?
Aug 30 04:13:00 20m 00s Make a run for It Yeah, I have to say, unfortunately, the hard part of this game is not figuring out the strategy, it's figuring out what the heck is going on. I knew that I was supposed to be using the mousewheel to assign workers and I still had lots of trouble with that. It's not clear that the suggestions coming from the bridge crew are not meant for me. I didn't know that clicking on Overdrive toggled it rather than activated it each time I clicked, especially since I couldn't see what was happening since my sensors were shot. <br/> <br/>Having said that, I like the idea of balancing the workers between the various ship departments. Maybe ease into things with a couple levels with fewer departments or something.
Aug 30 04:35:00 22m 00s Upset Good and interesting but sooooo slooooow. Fortunately I can play other games while waiting for the next event to happen in this game and not miss anything. :)
Aug 30 04:51:00 16m 00s pblob Good job on the puzzle design.
Aug 30 13:24:00 8h 33m displaced I like a lot of the choices you made, like the implementation of the "health bar". The enemies looking just like the walls was a very cool choice. I felt like the mazes went on for too long with not enough variety to make it interesting. I wish I had gotten to jump on more heads.
Aug 30 23:04:00 9h 40m Flee your Fate That's a heck of a lot of monologue there, Raymond Chandler. It was cool that it was different, but maybe a little too much. <br/> <br/>I didn't beat any of the games. They seem extremely hard, although I feel like I came close on the second one. I played through the game three times and the first and third games always lasted a couple seconds for me.
Aug 31 22:15:00 23h 11m Hamster Escape! I had no clue what was going on most of the time, but I liked the idea enough that I played through it twice to see if I could figure out what was happening. I still had no clue what was going on, though. :(
Sep 1 03:56:00 5h 41m .SHADOWS. I think you did a good job implementing it, but I feel like this mechanic is overdone in LD. I feel like I've played this game before. Sorry, that's just how I feel! <br/> <br/>I got to level 8. There were a couple of tense times where I made it out of the level with less than 2 seconds to spare. That was kind of cool. I think the challenge level was just about right, though I imagine the replay isn't so great once you've seen all the mazes.
Sep 2 04:54:00 24h 58m Scratchy Get Out! Hey it's definitely difficult. Still, I didn't think the difficulty was *too* bad, though I did run into another bug. A few times when I came off the rope I would randomly not stop going up, so I just floated off the top of the screen and there was nothing I could do except reload the game. That was unfortunate, especially when it happened after I was close to winning. If it weren't for this bugs I would consider it playable.
Sep 3 01:55:00 21h 01m 26 Prisoners Great! I didn't understand why my guy got spotted sometimes when he was clearly outside the guard's radius, but I feel like the mechanics for the most part were intuitive. I ran into an issue on Level 6 when I saved 1 prisoner and the other three got hauled back to the beginning. I wanted to make another run for it, but the window never scrolled back to the left, so I couldn't see my guys anymore. If there was a way to control the scrolling, I missed it. <br/> <br/>I gave you bonus Community points for supporting so many keyboard layouts!