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| Timestamp | Since previous | Game | foobaz's comment |
|---|---|---|---|
| Aug 22 21:39:00 | "EscapeBot" | Good polish. Nice sound/music/gfx. <br/> <br/>I think the levels are too easy (it is possible to win with just advance and turn) except maybe 16. <br/> <br/>My final score was 36725. <br/> <br/>Some bugs I've found: <br/>Bugged on first load (control panel was in the middle of the screen!). Reload and was ok. <br/>Seem to precaculate when "play" is pressed resulting in a long delay for long sequences (even the music "freezes"). <br/>A mine did not explode on level 16 after the first one was destroyed by a laser. | |
| Aug 22 21:43:00 | 4m 00s | "It's A Bunny Story, Actually..." | Good level design. <br/>I really liked the funny voiced sound/music. <br/>Good controls. <br/>No bugs (as far as I can tell). <br/>Well done. <br/> <br/>What is the evil scientists TRUE POWER?? |
| Aug 22 21:44:00 | 1m 00s | [ESC]'s Escape | Good fit for the theme but unfortunately not much gameplay. |
| Aug 22 21:46:00 | 2m 00s | .: The Escapist :. | The anti-mashing mechanics is interesting but there's still too much mashing (and not enough varied gameplay). <br/> <br/>The crowd's reaction was funny. |
| Aug 22 21:48:00 | 2m 00s | 26 Prisoners | Interesting gameplay. <br/>Good intuitive (to me, at least) interface. <br/>Good production. <br/>Won with 11. Will try for more later. |
| Aug 22 21:50:00 | 2m 00s | MoveOut | I'm not sure if it was just me but I couldn't drag pieces more than one square which made the game a bit tedious to play. Looks like it could be fun otherwise. |
| Aug 22 21:53:00 | 3m 00s | NO ESCAPE | Great graphics. But as others (and yourself) said, more gameplay would be nice. |
| Aug 22 21:54:00 | 1m 00s | No Escape | It was too hard for me as well. Nice concept though. |
| Aug 22 21:57:00 | 3m 00s | NO ONE CAN STOP THE HARDWARE HERO | Nice game, especially if it was done in less than two hours. Not too interesting, but fun. |
| Aug 22 21:59:00 | 2m 00s | Not the Sharpest Sword in the Box | Interesting avoidance physics game with funny audio game over. |
| Aug 22 22:17:00 | 18m 00s | Flee your Fate | Great voice over and nice graphical representation on the last level. |
| Aug 23 00:11:00 | 1h 54m | Ascape | Pretty funny although too short (with everything except one path leading to death). And you've taught me that running a command-line application in wine actually runs it in the terminal. And now for some things I feel the need to reply to (spoilers ahead). <br/> <br/>"*You'd have to recompile me to add a giving functionality, you fool!*" <br/>modprobe giving <br/> <br/>"KILLALL -KILL YOU" <br/>bash: KILLALL: command not found <br/>How could you be so case-insensitive! <br/>Oh, wait, shouldn't that be -u? <br/> <br/>"<Insert Ascii art here>" <br/>banner -w 80 ascape <br/>(or `banner -w 80 ascape`) |
| Aug 23 01:17:00 | 1h 06m | AWAYGET | Restarting level 1 is a bit annoying. Its also not clear when a goon will spawn from a building. <br/> <br/>But overall, it was an enjoyable game. |
| Aug 23 01:36:00 | 19m 00s | TREASURES | It feels like the camera follows your character a bit too closely. Nice graphics though. I didn't quite understand the ending (is the bell a treasure too?). |
| Aug 23 01:47:00 | 11m 00s | Robot Run | Interesting reverse TD. It would be nice if you could hold down the mouse button to draw the path rather than clicking many times. |
| Aug 23 02:54:00 | 1h 07m | Jailed by the Ministry of Project Management | It works fine on Linux. Nicely done, although it could use keyboard shortcuts for movement. <br/> <br/>Insane is perfectly winnable (done 3 times now) but seems to be much more based on luck. I think you should get more information (of some sort) on higher levels. |
| Aug 23 17:26:00 | 14h 32m | Escape Lines | Nice idea. As others have said, a bit too slow. Also, it seems that there is no disadvantage to launching everything at the same time right now. |
| Aug 23 17:35:00 | 9m 00s | Escape Adventure | I liked the last two levels, especially the ending. The others could have been shortened a bit. The PSTW influence was nice. |
| Aug 23 22:18:00 | 4h 43m | MageRunner | A bit too much clicking for me. It should have some keyboard shortcuts. Interesting technical achievement as others have mentioned. <br/> <br/>@gigitrix: I think you should create a bunch of accounts and post them here so we can try the game more easily. I don't think uninitialized empty accounts would affect the game much. <br/> <br/>Mine is <br/>username:bogus <br/>password:bogus <br/>if anyone wants to try. (there doesn't seem to be much difference the (random) starting square and my currently (random) location. |
| Aug 23 22:27:00 | 9m 00s | Roman Rush | Seems to freeze when anything is dragged. Clicking close to Spartacus moves Spartacus. But then it freezes when a solder escapes. <br/> <br/>I'm using Firefox 3. <br/> <br/>I'm marking overall and fun as N/A for now. |
| Aug 23 23:01:00 | 34m 00s | Planet of Plants | Its an interesting concept (harvesting your enemies) and a nice game. <br/> <br/>I think it needs a speed up button though. Plot aside, except for the water level, I'm not sure why you can't just surround yourself with flamethrowers and harvesters (and ignore the rest of the level). |
| Aug 24 01:29:00 | 2h 28m | Escape... | Congratulations on your first entry. (It works on Linux by the way.) I'm glad you didn't pick the platformer (there seems to be too many around). <br/> <br/>I think you need to at least double the speed and give more feedback to the player. Then I think this would make an interesting game. <br/> <br/>After "losing" 3 times, I ended up changing some of the code and made it print some (hidden) value. But I was still not able to win. I wasn't even able to take the pills. I think the player could use some more feedback with respect to those values. <br/> <br/>**WARNING SPOILERS AHEAD** <br/>**WARNING SPOILERS AHEAD** <br/>**WARNING SPOILERS AHEAD** <br/> <br/>Especially the game over sequence when you lose, so I know when to stop pressing 'e' since I already lost. <br/> <br/>I had to double the initial monster_counter to get anywhere (I don't think increasing this number would hurt the player's experience of your game by the way). <br/> <br/>I'm not sure if this is a bug, but even after the sky changes, the monsters are still there. I still haven't won yet (or at least I don't think I have). <br/> <br/>You code also refers to some kind of computer object (although it seems to be only a negative effect object) which I haven't found anywhere. |
| Aug 24 02:11:00 | 42m 00s | Aaah! Run! | Nice graphics. For some reason, the filenames your binary links to are different than mine (build from the latest version of SGML2 on linux). <br/> <br/>All your libraries had an extra "-d" in them, such as libsfml-audio-d.so.2 instead of libsfml-audio.so.2 <br/> <br/>I'm not sure why (I'm not familliar with SGML). It worked after I added some symlinks. <br/> <br/>In the current version of the game, it feel more like a multitasking game than a platformer with switching though. |
| Aug 24 02:17:00 | 6m 00s | Still Dreaming | I had to download the source as well and run the jar from stilldreaming-desktop so it could get assets. But I still couldn't get it to work on Linux. Here's the error in case it helps you debug. <br/> <br/>Exception in thread "main" java.lang.reflect.InvocationTargetException <br/> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) <br/> at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) <br/> at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) <br/> at java.lang.reflect.Method.invoke(Method.java:597) <br/> at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58) <br/>Caused by: java.lang.UnsatisfiedLinkError: /tmp/libgdx/733885368/liblwjgl.so: /usr/lib/jvm/java-6-sun-1.6.0.17/jre/lib/i386/libjawt.so: symbol awt_FreeDrawingSurface, version SUNWprivate_1.1 not defined in file libmawt.so with link time reference <br/> at java.lang.ClassLoader$NativeLibrary.load(Native Method) <br/> at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1758) <br/> at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1654) <br/> at java.lang.Runtime.load0(Runtime.java:770) <br/> at java.lang.System.load(System.java:1003) <br/> at org.lwjgl.Sys$1.run(Sys.java:70) <br/> at java.security.AccessController.doPrivileged(Native Method) <br/> at org.lwjgl.Sys.doLoadLibrary(Sys.java:66) <br/> at org.lwjgl.Sys.loadLibrary(Sys.java:82) <br/> at org.lwjgl.Sys.<clinit>(Sys.java:99) <br/> at org.lwjgl.openal.AL.<clinit>(AL.java:59) <br/> at com.badlogic.gdx.backends.openal.OpenALAudio.<init>(OpenALAudio.java:59) <br/> at com.badlogic.gdx.backends.openal.OpenALAudio.<init>(OpenALAudio.java:47) <br/> at com.badlogic.gdx.backends.lwjgl.LwjglApplication.<init>(LwjglApplication.java:56) <br/> at com.thegreystudios.stilldreaming.StillDreamingDesktop.main(StillDreamingDesktop.java:20) |
| Aug 24 02:28:00 | 11m 00s | The Escape of the White Square | Still doesn't work on firefox (at least for me), even the fixed version. (I'm just getting a black screen. The html source shows the javascript source just fine). |
| Aug 24 20:45:00 | 18h 17m | Cyperspace... | Still crashed. Something about "0,3" not being a float. |
| Aug 25 00:01:00 | 3h 16m | Abigail's Descent | Very well done. I wish I read the readme earlier (it was running a bit slow which made it difficult and the warning about level 3 would have helped). <br/> <br/>I was going to put a comment that I now withdraw after finding the second power-up. Although for some reason my cliffhanger disappeared and I had to get it twice. It also crashed for me at the end of level 3 (which I promptly reloaded without problem). <br/> <br/>The text was a bit fast for me (but I think this also relates to the framerate problem I had since it was much better after I restarted with --fast). <br/> <br/>All in all, I'm glad the spirit of teetering towers lives on, although in a very different form. |
| Aug 25 00:34:00 | 33m 00s | Press Space! | A bit difficult. Or maybe I'm just "not very good at it." :D <br/> <br/>Falling down felt a bit strange and I fell through the stairs above the ice once (diagonally). I like one button games though. |
| Aug 25 01:41:00 | 1h 07m | The Wave | Hi. I'm trying to compile your game from source under Linux. I have the source for SFML 2.0 that I got yesterday (and it has worked with another entry). I'm getting the following error with <br/> <br/>g++ -c main.cpp -I/path/to/sfml/include <br/> <br/>main.cpp: In function ‘int main()’: <br/>main.cpp:36: error: ‘class sf::RenderWindow’ has no member named ‘GetEvent’ <br/>main.cpp:42: error: ‘sf::Key’ has not been declared <br/>main.cpp:62: error: expected initializer before ‘&’ token <br/>main.cpp:73: error: ‘in’ was not declared in this scope <br/>main.cpp:75: error: ‘in’ was not declared in this scope <br/> <br/>Could you tell me which version of SFML you used? Thanks. |
| Aug 25 22:16:00 | 20h 35m | Self Destruct: Activated | Nice graphics, good controls and interesting use of the pistol. The second to last level could have use an extra checkpoint though. |
| Aug 26 01:14:00 | 2h 58m | I was a teenage Hipster! | Seems to almost work on linux if I just download both source and windows asset (I already have pygame). I had to comment out <br/>import pygame._view <br/>but then soon after the level begins, I get this error <br/> <br/>Traceback (most recent call last): <br/> File "escape.py", line 733, in <module> <br/> zombie.update(diff) <br/> File "escape.py", line 56, in update <br/> possibleTiles = self.getAvailableDirections() <br/> File "escape.py", line 136, in getAvailableDirections <br/> if getEntityAt(self.xTile, yCheck) != "#" and getEntityAt(self.xTile, yCheck) != "!" and getEntityAt(self.xTile, yCheck) != "*" and getEntityAt(self.xTile, yCheck) != "@" and getEntityAt(self.xTile, yCheck) != "X": <br/> File "escape.py", line 367, in getEntityAt <br/> return level[tileY][tileX] <br/>IndexError: list index out of range <br/> <br/>(which doesn't seem to be pygame related to me.) <br/> <br/>Hope this helps you port. |
| Aug 26 01:54:00 | 40m 00s | Red Rover | Great concept! I found both good endings but didn't manage to get the bad one. (The non-linear score also makes it hard to keep track). <br/> <br/>There are lots of nice details in this game (sand tracks, monologue,etc). |
| Aug 26 02:39:00 | 45m 00s | Robot Pit Escape | Nice puzzle game. Very fun and interesting level design. The font was a bit small though. <br/> <br/>I found a bug (although not game breaking). You can push a block and shoot a laser at the same time (putting the block in an intermediate location). |
| Aug 26 21:04:00 | 18h 25m | Abscond | Interesting variation on Wasabi. Although it could use a bit more variation. I didn't plant anything but carrots either. <br/> <br/>Good sound, music and graphics. |
| Aug 26 21:08:00 | 4m 00s | Ballin' Basement | I couldn't really get used to the physics. It felt like everything was rotating around the center of the screen (rather than just gravity changing directions). <br/> <br/>A pretty well made game otherwise. I wish there were no restrictions on the rotating angle throughout the game (like on the winning screen). |
| Aug 26 21:11:00 | 3m 00s | Escaparazzi | Interesting take on snake. It was quite enjoyable. I think there should always be money on screen (with possibly higher requirement) so the player doesn't have to wait. |
| Aug 26 22:57:00 | 1h 46m | Urth | Great game, great mechanic. Much too addictive. I also wish the high score window wouldn't pop up every time (or maybe if it only submitted when I beat my previous best score). |
| Aug 27 02:59:00 | 4h 02m | Beyond the Fourth Wall | Despite what you said about sound and graphics, I quite like this one. Nice puzzles and some interesting story. |
| Aug 27 03:44:00 | 45m 00s | CRS Escape! | Great game. Good graphic and audio cues too. Like everyone else, I also had to die many times before winning since effects were only clear once it was too late. I didn't find navigating too annoying though. |
| Aug 27 11:36:00 | 7h 52m | The Hooks, the Lava and Me | Quite a fun game. Rather addictive. I also got stuck in the corner of a rectangle (and couldn't do anything anymore). |
| Aug 28 02:46:00 | 15h 10m | Escape Cod | Great idea and great game. Although, I also felt like I didn't have enough control and had to hope and wait. Unless there was some way to influence the fish's direction by bumping in to the walls in some specific way that I haven't found (I finished it twice). <br/> <br/>Still overall very enjoyable. |
| Sep 12 16:50:00 | 374h 04m | pblob | Nice puzzle design. Too bad there was a mishap with the rules. |
| Sep 12 21:40:00 | 4h 50m | Astral Artifice | I found the controls to be pretty good after I got used to them. As others have already said, its a bit too big of a maze, even with the colours. |
| Sep 12 22:19:00 | 39m 00s | Rescue Support | I like the ingame instructions and it is a nice twist and should be expanded on. |