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dansludumdare

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TimestampSince previousGamedansludumdare's comment
Apr 24 03:02:00 AquaWars I got 52342.
Apr 24 03:15:00 13m 00s Poiesis Windows 7, 32 bit <br/> <br/>""" <br/>Failed to find a pixel format supporting antialiasing ; antialiasing will be disabled <br/>1.6 1.6 <br/>1680 1050 <br/>Failed to create image, its internal size is too high (4508x668) <br/>"""
Apr 24 03:27:00 12m 00s TinyBot Did no one else get Sticky Keys acting up? I've never bothered disabling it. <br/> <br/>I agree about the no shoot while jumping thing feeling wrong. I ended up in a place where a yellow dude was blocking my path (upward) and there was nothing to do to get rid of him.
Apr 24 03:46:00 19m 00s Through the Blue Sea "You need the August 2008 DirectX update in order to run this application...." <br/> <br/>I didn't bother updating, so it's possible this is my fault. But I purchased my computer after 2008. Window 7, 32 bit.
Apr 24 03:50:00 4m 00s Home is where the robots are. Just wanted to specifically say that I enjoyed the exact awkward timing between falling and the gave over screen.
Apr 24 04:05:00 15m 00s Bright Worlds I put a light source in a hole (locks underneath) and couldn't get it out or go anywhere without going insane. <br/> <br/>Sluggish on 2 year old laptop; Win 7, 32 bit, 1.3 GHz dual core, 3GB RAM. Interestingly, the character responded quickly, but the camera, world, and text were the slow things. Something to do with Pygame threading I guess.
Apr 24 05:32:00 1h 27m Tiny Defenders I'm not sure if I'm addicted to tower defense (I've only played such games a few times, but enjoyed them) or this particular take on it. I'm also not sure if I want to see it fixed up or not (the graphics are endearing and figuring out that ants exist in a square is cool, even though it "should" be intuitive). (Although I'd like to see the price check fixed -- you can't spend down to 0 AP when upgrading). <br/> <br/>Did anyone find a strategy that worked that depended on anything other than fast ants? <br/> <br/>My strategy: fast and near hole, fast ant near entrance. Upgrade and near hole so you can survive, then upgrade ant near entrance, to take dudes out faster. Anyone find something that works faster on the completely big ant wave? The front guy isn't upgraded enough in time for it.
Apr 24 05:49:00 17m 00s Baby Farm I don't know why I didn't think of this. <br/> <br/>Is the voice yours? I would've been too shy. Awesome. <br/> <br/>baby -&gt; man -- yeah <br/>crib -&gt; bed -- OK <br/>trough -&gt; toilet -- I... thought you eat out of troughs <br/>food -&gt; refrigerator -- why do you have to naked to operate the refrigerator? <br/>pond -&gt; desk -- what <br/>duck -&gt; woman -- I get it, like a chick <br/>pig -&gt; pig <br/> <br/>I saw a duck ride the pig, and then I think I rode the pig!
Apr 24 06:03:00 14m 00s Combat Cubes I don't know much about XML, but I noticed you used it to, I think, define some interface stuff. What's the reason for using it instead of just hardcoding? Is it the output of some other tool?
Apr 24 07:31:00 1h 28m Battle For 35 Leukothea I didn't realize I was supposed to protect the red p as well until I started losing life. Actually, I wasn't sure that I was supposed to protect the blue p either. And I thought there were 4 red ps -- didn't realize the world wrapped. <br/> <br/>At one point I held down the arrow keys and ended up having to wait for a bit for the thing to finish handling all the arrow key events. I don't know what freedom PyGame gives you, but something like turning off key repeat or flushing events after refreshing the screen would suffice. <br/> <br/>If it weren't a Ludum Dare game I'd say the enemies should be more varied -- 30 waves of the same dudes (as far as I could tell) gets repetitive. I ended up using basic towers the whole time. (I played on easy -- don't know if that makes a difference). <br/> <br/>Love the ASCII.
Apr 24 22:18:00 14h 47m Survive, my little pixel! When I got game over, the "bang" sound effect kept playing. Hahaha! <br/> <br/>I find it bothersome that the robots can see farther than the magnifying glass. Cool concept though. <br/> <br/>Bang bang bang bang bang....
Apr 24 22:40:00 22m 00s The Lump World So you hold q/w and left click on a planet to select dudes right? I sent my miners to a planet on the 3rd level (where your opponent is introduced) and then they stayed there and I couldn't select them to make them come back with their gold.
Apr 26 01:19:00 26h 39m Tiny World Not on a Mac. I feel lame saying that, but I'm encouraged to. On the topic of lame things, I'm also avoiding unfinished entries... maybe put being able to finish higher on the priority list next time. Or finish the game early and then add stuff later, and never let on that you didn't finish.
Apr 26 02:50:00 1h 31m Tiny's World I didn't even know I had PyGame. I'm at 7 fps. Don't use PyGame! Well, do what you like, but there doesn't seem to be a PyGame game out there that's not ultra slow on my computer.
Apr 26 03:36:00 46m 00s Everlasting Holy SHIT how did I not know about SFML? ...I'll wait for version 2 before I adopt it though. Shaders! Everything else is fine (and I've already coded it) with SDL and OpenGL. Did you move from SDL to SFML? If so, any comments? <br/> <br/>I also love randomly generated stuff. <br/> <br/>The music was pleasantly wonky. Love and marriage, love and marriage....
Apr 26 21:09:00 17h 33m Cells I feel like if you added one single rule to this (simple enough to be able to rush in when time is running out), like only so many mutations per kill or something, you'd have a "real" game. As it stands, you just select things and give them poison and then aggression. <br/> <br/>Otherwise really cool. I've created similar things myself (not in 48 hours).
Apr 26 21:25:00 16m 00s Lady Bug!!! Also too slow on Firefox, Windows 7, mediocre video card, 2-year old laptop. <br/> <br/>Seems cool otherwise. I think it fits the theme fine.
Apr 26 22:05:00 40m 00s Panopticon Real nice game. My suggestion would be that text at the end (the one I got) was a bit too dramatic/Matrix Reloaded. Oh, and love the slinky sounds.
Apr 26 22:10:00 5m 00s TINY LIZARD SWELL WORLD Missing OpenAL32.dll on Windows distributable.
Apr 26 22:17:00 7m 00s Killer the Ant That bee! <br/> <br/>I'd suggest making the graphics consistently big-pixelly. The leg, blood, and nail break the esthetic. I think the bee does as well. <br/> <br/>The galloping leg animation is adorable.
Apr 28 18:35:00 44h 18m Pixels World Ground could use some texture -- gets weird when you see only a solid line below you and are between two purple guys. <br/> <br/>Maybe picky about this, or it was a time thing, but I would've liked if all rotations stayed true to the pixely nature of the game (like the green squares do). I don't like seeing rotated pixels... they don't actually do that! In particular, the star at the end of levels. <br/> <br/>The enemies looked hilarious. I like when they stacked too. <br/> <br/>I liked the frequency of save points.
Apr 28 18:45:00 10m 00s ToastBiome I had trouble with the lag in the controls as well. Did you play this on a fast computer? It's possible you're below the event horizon where processing events happens faster than keyboard events are created when a key is held down, and I'm beyond it.
Apr 29 05:54:00 11h 09m NanoTanks - A tiny programming game for a tiny world I'm not sure if it's that the language is too complicated so much as it isn't self documenting (what's mytsl?) and doesn't have comments. <br/> <br/>I've been thinking of making a programming game myself. Didn't even occur to me to have the code and simulation displayed at the same time. Duh. <br/> <br/>Anyway, kudos for doing a programming game. I'll probably spend more time on it some day in the future -- perhaps perusing the source as well -- interested to see a homegrown compiler.
May 1 04:32:00 46h 38m Shorted Out Way to learn Unity in 48 hours! <br/> <br/>My main complaint is the ball physics. I'm not sure if I just didn't understand it or what, but it seemed more complicated than I could be expected to understand (given lack of tutorial and whatnot). I got that there was momentum, but I also felt like I was slipping for a little bit when accelerating 90 degrees away from where I was currently moving.
May 1 04:34:00 2m 00s The Lost Isles Getting dropbox 404 on Windows link.
May 1 04:37:00 3m 00s Anthill Didn't play because I don't like installing things -- not just Ludum Dare entries, but anything (I use portable programs). I don't trust programs to uninstall themselves completely, or not screw around with my boot sequence. Don't know what tools you were using, but can you compile to a simple executable?
May 1 05:42:00 1h 05m It's a tiny world Very compelling gameplay -- went through it twice. Too hard and luck-based though, especially at the beginning -- there should always be a majority of purple blobs and a healing chest. The trap chests are no fun. Maybe some way to cautiously open a chest. It's also hard to tell when you're ready to face an enemy or not. I'd be killing blue dudes and the next enemy that appeared was a bear, so I tried to kill it and got one-shotted. When I fought the boss, I one-shotted him.
May 1 05:50:00 8m 00s World Saver! The mouse sensitivity was incredibly high. Not used to inverted Y-mouse either.
May 1 05:56:00 6m 00s Microbe jump 6 fps. Doesn't seem like it needs such a computation intensive way of doing graphics.
May 2 06:33:00 24h 37m Conquest of the Cyber-Ovine Excellent game. Kudos for randomly-generated world. <br/> <br/>Here are some things I found annoying, that I think are easily tweakable: <br/> <br/>1) Sword being limited to NESW. I imagine that if I used a sword in real life, I wouldn't have to line myself up with my target before attacking, I'd just turn toward it and slash (not stab). So there's no such thing as a "blind spot" when using a sword, but it appears in this game because a) you limit the sword to NESW b) enemies can approach diagonally. These are both understandable as they are simplest to program. However: a simple slash animation (the sword going from left to right while facing N, say) together with a big enough hit box that there are no "blind spots" would mean a much more playable game while still keeping it simple. <br/> <br/>2) Enemies invincible after being hit. &lt;rant&gt;Come on! Nerf the weapon, not the ... what is it? What is going on when enemies are invincible after getting hit? I don't get it! I hate it! Who invented it and why does everyone keep doing it?! It's particularly annoying when I shoot a sheep, and he then manages to charge me while invincible. It's like... you know, Karate 101: back away from your enemy after you shoot him in the face because he's invincible. &lt;/rant&gt; <br/> <br/>3) Enemies don't slide. I figure you made the player accelerate instead of moving exactly how they input for esthetic reasons. Fair. But the fact that the enemies don't do that, especially in the ice level, and because the enemies have the simple job or running into you whereas you actually have to hit them with something, and because both you and your enemies are sheep (instead of the enemies being, say, robots with all-season tires and constantly rotating saw-arms) it just feels like cheating. <br/> <br/>Seriously though, it was a sweet game. When something new and nice happens I don't have lots of words for it, but when something I see in video games a lot happens, I have lots of ammo for it. So don't take the disproportionate amount of words the wrong way.
May 4 06:09:00 47h 36m Rediculosis I found the levels played the same. Maybe set the walking guys on predefined paths, and make the shooter guys shoot in patterns, both unique for every level.
May 4 07:26:00 1h 17m muniverse You drop off your passengers when you land on a space station near the fare's destination. But I got a passenger whose destination had no space station. <br/> <br/>Excellent game!
May 6 03:28:00 44h 02m Empty Takes way more processing power than it should. Do you poll events without sleeping for a little bit? <br/> <br/>I feel your pain about stupid mistakes. Way to take it in good humor though. Beat the game yourself before submitting it next time I guess. <br/> <br/>There's obvious suggestions I'm not making because they're obvious and other people have made them already. One thought I had that I don't think is obvious is this: you have a small window to go with the tiny theme, but the audio is as big as ever. Maybe make it have a simple loud line and lots of quiet bits (if you make a straight up quiet song, people can just turn up the volume and you lose the effect) or stay within a small frequency range to make it feel tiny as well.
May 7 04:44:00 25h 16m My Kid Dropped The Planet Moth is right about everything. And you're playing as a bunch of kids -- choosing to be good or evil is like choosing between studying ants and studying burning ants with a magnifying glass (I imagine most kids will do both). Also the panning and the choosing to be good or evil go hand in hand. If you can see the entire level up front, choosing to be good or evil will be less arbitrary. As it stands, if I saw the portal from the first screen and no objects obstructing it, I went good, else I went evil and shot the planet diagonally fully force at the ground over and over. I think that might explain the thing about everyone expecting the evil ending, since evil is much easier. <br/> <br/>I was confused about the ending - it asked me if I was good or evil, and I put evil since that's what I was most recently. It didn't accept my answer so I tried again and then said I was good. I think the good ending showed up for a second and then the bad ending showed up. <br/> <br/>And yeah, I skipped the wall of text at the beginning. <br/> <br/>Good take on the theme.
May 7 22:42:00 17h 58m Block Switch I think I know how pawlmurray got stuck -- I was here for a bit just now -- the place where you get two blocks and are supposed to use them to get yellow dimension -- I didn't "see" the roof in the first room with yellow blocks as something you could jump through for a while. It's the first time you have to go upward through something, and it's the first time something you can go upward through is an entire ceiling, not just a platform. I don't know what to do about that, but I think it's legitimately not straightforward. <br/> <br/>I find placing blocks at the right height a bit annoying... maybe aim with the mouse within a limited range. It doesn't have to make sense (the blocks already just disappear and reappear), and I don't think the point of your game is to learn the height vs time relation for a jump. Especially since you spend most of your jump at the highest point, which puts a block just above where you can jump to. <br/> <br/>Also don't need separate keys for pick up/put down. <br/> <br/>When I got to very close to the leaf, I jumped up and had to do that loop again. Seems more like a perception trick than a peice of gameplay -- I just don't think of jumping through ceilings much in every day life. <br/> <br/>I got to the bottom left corner (I think) and got stuck. Did I win? <br/> <br/>Also I had to test the gameplay myself when I jumped on a dog. Having to test the rules brings you out of the game. <br/> <br/>About zzForrest's comment... I don't agree with him, but it does feel very "Here are two mechanics, it is a game." Maybe make it so the blocks you place also only exist in some dimensions? Some way to make the two things compliment each other, or seem like 1 mechanic instead of 2.
May 7 23:30:00 48m 00s Curse Of Grimwood I've always hated games with limited mana. It's like games with limited continues. If you get this far spending this much, you might as well give up and start over. It's also like... is this an ability, or a cheap trick from the mana store? Anyway, goes without saying I didn't try again after I ran out of priest mana and died. Maybe the wizard should steal mana from enemies. Anything that makes it so you aren't running on batteries. <br/> <br/>The game could've felt more cooperative if you could push your allies out of the way when you hit them (like the difference between Starcraft 1 and 2). Right now it feels like your AI buddies are these guys: <br/>http://www.youtube.com/watch?v=GSMF35t0JA0&amp;t=19m11s <br/>(watch for about a minute) <br/> <br/>Everything else was pretty awesome. Impressive for a 48 hour compo game.
May 10 08:55:00 57h 25m Cosmicro An explanation of the buildings would be good. I tried human, house, turret, and shot, and then just built a global network of turrents. Eventually I spotted shield, but couldn't figure out if it was invulnerable to the fireballs or just a single shot barrier, since all the aliens were getting shot down by the turrets already. And I never figured out what speed did, unless having at least 1 of them speeds up your character's movement slightly. How many dudes does a house hold? <br/> <br/>Anyway, this is good. The cross between shoot-things-that-come-from-outside and building stuff worked well. <br/> <br/>ET SPACE ROK. MAK MOR MANS.
May 11 05:39:00 20h 44m Corgi Recon Force Adorable dog. You should make his tongue hang out sometimes (unless I missed it). <br/> <br/>I think since gravity is so low, you should make it so you can choose your jump height based on how long you hold down the jump key. <br/> <br/>Jumping is buggy; you can jump in the air pretty easily and sometimes you can't jump when you should be able to. <br/> <br/>The open world concept is awesome. Making a platformer allows LD players to jump right in, which is important for LD games I think. <br/> <br/>There should be some kind of indicator of when you have enough parts. I think I missed the instruction to go back to your ship and just assumed I had to once I had 6 parts. <br/> <br/>The graphics are nicely stylish, but you're drawing them weird. Round to the nearest integer before you draw them or something -- the fine lines are all blinky-seizurey. And I couldn't figure out the parts with blue background. Was I under water? (Not talking about the obvious water pools) Was I in an ice cave? <br/> <br/>I don't really like the probe. It gives good information but it doesn't seem doggy enough. Maybe if it was a tennis ball with an antenna sticking out or something, I don't know.
May 11 06:44:00 1h 05m ONLY US What's the deal with the rock in front of the cave? I think I got a split second of a cut scene but I was trying to click on the food rock next to it and missed it.... <br/> <br/>The emoting thing felt tacked on since you can emote with buildings... it's basically just another thing you have to remember to do, but there's no new difficulty associated with it. I wish I had a food building too. <br/> <br/>Good, cute game.
May 11 23:16:00 16h 32m A World for Me I can't stand waiting for platforms. The only thing it challenges is my patience. Cool concept, but maybe it should've been a spaceship that needed to use gravity correctly instead of a giant dude. That way you have something to do while waiting for the next moon to come around, and gravity would make a little more sense.