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Feedback comments for LD23
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| Timestamp | Since previous | Game | ilo's comment |
|---|---|---|---|
| Apr 23 14:12:00 | Down | Really liked this, especially the choice of whether to rush for that extra life or stay to defend the CPU. I scored 284. :) | |
| Apr 23 14:16:00 | 4m 00s | Tiny Defense | Very tense when lots of enemies are on screen. Good job! |
| Apr 23 15:07:00 | 51m 00s | Fort in the Woods | Could do with more things to upgrade - for quite a few weeks I had no use for wood - but apart from that I really liked it! |
| Apr 23 17:56:00 | 2h 49m | It's a tab | My eyes hurt, but it was totally worth it! |
| Apr 25 18:48:00 | 48h 52m | The Tiny World | Firstly, I enjoyed playing this through to the end. The puzzles were definitely on the easy side but I thought probably suited the story which would be best enjoyed by a younger audience. The magus character was also quite humourous. <br/> <br/>A few things: I got a bit confused with directions around the chasm/cliff area; also, it took me a while to realise that you have to look at things to interact with them; it would have been nice to be able to use less specific words when combining objects (e.g. "pen" instead of "quill pen"); and finally, I think you meant "dais", rather than "dias". |
| Apr 25 19:32:00 | 44m 00s | TinyCell | "You look somewhat ill. You look filthy and disgusting." <br/> <br/>After finishing LD23 this is probably something most of us could relate to. :) |
| Apr 25 22:09:00 | 2h 37m | Link | Enjoyed playing this. If you could think up more devilish mechanics to introduce as the game goes on (like, I dunno, colour mixing) that would be cool. |
| Apr 25 23:01:00 | 52m 00s | My Little Friends | Yay! Fun game. Nice clean aesthetic. Tiny bug - you can squish people after defeating all the enemies without the game counting it. |
| Apr 25 23:07:00 | 6m 00s | The Story of a World | I could only find half of the achievements. Cool take on the theme, I thought. |
| Apr 25 23:20:00 | 13m 00s | The world of Marceline | Thought-provoking. Fun N/A. |
| Apr 25 23:30:00 | 10m 00s | I want to turn the heater on | Wasn't overly keen on the way items switched, but the concept is very cool! |
| Apr 25 23:35:00 | 5m 00s | Underfoot | Wavy feet, man! A little slow getting around, but the squishing was most satisfying. :) |
| Apr 25 23:44:00 | 9m 00s | Jetpack Pixel | The lights coming on were a nice touch. Perhaps the jet pack could have been a bit smoother - it's kind of either 'on' or 'off' at the moment - but then that might have been harder to control in practice. <br/> <br/>NB. We need a jet pack category. :) |
| Apr 26 00:04:00 | 20m 00s | Minikin | Splendid little game. I especially liked the attention to detail, like the body inside the giant slime and suits of armour alternating in front and behind you in the palace. <br/> <br/>Adding weapons with different mechanics could add more variety to levels - shoot down flying enemies with bow and arrow, deflect projectiles back at enemies with a shield, or even charge through enemies with a lance? |
| Apr 26 00:07:00 | 3m 00s | Tiny Worlds | Brilliant art style and music, and a great take on the theme. |
| Apr 26 00:12:00 | 5m 00s | Slime Mold | Very hypnotic experience. In the end I felt kind of sorry for the slime molds - I mean, they seemed lonely and just wanted to be together, right? - so I left them to it... And left the music playing in the background. :) |
| Apr 26 00:24:00 | 12m 00s | Tiny God : Small Diety, Big Pantheon | All my men away from one enemy and hid in the corner. Cowards! Fun simulation though. A few more links in the chain would be great. You could bring it full circle so that things higher up the chain like men start taking grass away (e.g. for houses), so you have to find the best balance. |
| Apr 26 00:28:00 | 4m 00s | Ant, Bee, Cow, Pig and Spider BOSS | Hilarious! Though the sound effects may haunt my dreams... |
| Apr 26 00:43:00 | 15m 00s | Tiny God wants a Bigger World | I really like games like this, and although my Populous technique of drowning enemies wasn't going to work, I did manage to make some award-winning fjords. <br/> <br/>You could really flesh this concept out further, maybe with a more complex victory condition. Water could yield more food through fishing to increase the number of followers, for example. |
| Apr 26 00:51:00 | 8m 00s | Real War | I thought the music and toy soldiers being blown to smithereens were very effective. Slightly uncanny too. |
| Apr 26 01:03:00 | 12m 00s | Cereal Killer | I could only get to the second stage - how long is it? <br/> <br/>The animations for pushing and pulling the trolley worked well. I also really liked the idea of building up momentum with the trolley, but the camera seemed to jump around a little, and a few times I seemed to die when I jumped on the enemy. |
| Apr 26 01:12:00 | 9m 00s | Tiny Civilization | Tiny world, huge potential! |
| Apr 26 01:21:00 | 9m 00s | ANtopia | Good old school feel, and really nice art effects - the spores exploding when they die, and the locks... er, unlocking! Great! |
| Apr 26 01:51:00 | 30m 00s | TinyColony | I derived a little too much enjoyment from making my ant dance to the music... <br/> <br/>*ahem* <br/> <br/>And the game was pretty good too! |
| Apr 26 18:04:00 | 16h 13m | River Runner | Think I managed 4525. Very tense and fun. Procedurally-generated levels would make this great... greater, even! |
| Apr 26 18:19:00 | 15m 00s | Little Sky.... | Mix of 2D and 3D is cool, and the music set the mood really well. I wasn't overly keen on the mouse-clicking to build up will, but the idea certainly has potential. |
| Apr 26 19:03:00 | 44m 00s | When Worlds Collide | Done with 11 seconds to spare. At first I was thinking, what makes it a 'tiny world'? And then it hit me, of course - the comets! :D |
| Apr 26 21:17:00 | 2h 14m | Tinyvilization | Very intriguing concept. It clearly has a lot of depth, and I like the idea of being able to develop strategies to fight your friends with, but it was slow to get into. Maybe a tutorial to teach the player how to play would be good. |
| Apr 26 21:35:00 | 18m 00s | Kumiho | Fantastic job! The dashing mechanic, the level design, the graphics and music - all really good. I can't rate it highly enough! |
| Apr 27 00:00:00 | 2h 25m | HMS Imahara | I enjoyed playing this. Turn-based games seem effective at building tension, and this was no exception. <br/> <br/>A few ideas: you could add more of a puzzle element to it by allowing the crew to interact with parts of the ship (e.g. computers, machines, robots) to open/close access routes, pump oxygen levels around (rather than at fixed points), lure and slow down the aliens. Crew members could also have different jobs and abilities to help them. You could also develop the story and have it play out over several levels, maybe taking inspiration from films like Alien, Event Horizon, Solyaris, and so forth. <br/> <br/>Anyway, good job! :) |
| Apr 28 22:09:00 | 46h 09m | Dude, where's my planet | The art style (which reminded me a little of Braid) was very accomplished. In particular, the charming rocket-shaped avatar and layers of clouds I liked a lot. <br/> <br/>The jumping mechanic is intuitive, pleasing when you manage to successfully thread the character between two spiked planets, and you can keep adding new elements to the game to keep levels fresh. <br/> <br/>However, I felt that, while the difference in the planet size or mass affecting how far you have to run to get into orbit added depth to the gameplay, it was frustrating to have to run a little bit, then stop, then run a bit more, then stop, until you get into a position to start a run up. This becomes most apparent when you're being chased by the monster. If the player controlled when they jumped, it would be easier, but then you'd need to change how the planet size affects the player. <br/> <br/>If you were to develop this idea further, the gameplay could be more focused. I liked the challenge of accuracy in the early levels, but I'm not sure the monster chase complemented it. The monster could always be reconfigured as an area that the player must avoid falling into, like the spiky planets, rather than an a moving adversary, and more emphasis could be placed on the accuracy/puzzle/exploration part of levels. Or you could instead focus on the monster pursuing the player through hazards, but give the player more control over their jumping. Just a thought. <br/> <br/>Also, since you restart a lot, it would be good to find a way of restarting without having the music restart, as it got a little irritating. |
| Apr 28 22:56:00 | 47m 00s | Dragons of Pluto | I thought the AI for the red Demons worked well - it was fun using the dragon's agility to outmanoeuvre them, as was making the transition from the hunted to the hunter. I also thought that - at least up until Charon appears - the difficulty is well balanced. At first, I thought the bombs were too strong but each time things got a bit too hectic I was grateful for that ability to reset, catch your breath and snack freely on a few Plutonian cows without any Demons about. <br/> <br/>I thought the fire seemed a little unreliable though, and the fact that the demons tend to go straight for you makes its use limited. Charon also killed me very quickly whenever I got strong enough - I didn't know whether he was going to breathe fire, being a dragon like myself, or just try to collide with me like a Demon. |
| Apr 28 23:29:00 | 33m 00s | Asylum | Artistically and thematically, really strong. I understand why the the intro was drawn out and why a 'fun' game wouldn't suit the theme. Shame about the lack of music - I would have rated the mood higher but for its absence. |
| Apr 29 00:00:00 | 31m 00s | Prince of Leaves | Very charming game. |
| Apr 29 00:55:00 | 55m 00s | Cube World | I thought the levels were rather well-designed. Good game! |
| Apr 29 01:20:00 | 25m 00s | Stade 2 (Mr.Oizo) | And by the time I thought I was getting the hang of it, it was over... Ah, well. You know what they say - give them just enough to keep them wanting more - and that, you did - rather well, I must say! <br/> <br/>Personally, I'd suggest that you ease the player in to the game more gradually. Warm them up with some easy obstacles which are spaced out. Some checkpoints would be good as I was slightly disappointed to not restart on the blue level after making it there. <br/> <br/>Also, some kind of visual feedback as to what position the player is in would be useful, and you could consider adding keyboard controls where the player is fixed into, say, a left, central or right position depending on whether s/he presses left, nothing, or right. The mouse has an interesting feel to it, but there was some doubt over my position, e.g. I knew I had to move up, but had I moved up enough? Moving in more of a step than a curve should be possible with the mouse, it's just an idea to remove some of the confusion. <br/> <br/>Anyway, good job! |
| Apr 30 01:39:00 | 24h 19m | My Little Planetoid | Loved how I assumed the moon was just an aesthetic part of the game, and then turned out to be part of the mechanics. <br/> <br/>It did seem rather linear though. I don't know how other people fared, but after a certain stage I didn't have to worry about food and materials. Maybe it would be worth exploring real-world problems like running out of finite resources, food shortages and overpopulation, once the player has developed his/her planet far enough? |
| Apr 30 02:56:00 | 1h 17m | Angstrom | Argh! Not the dreaded restart before a cutscene/dialogue! :) <br/> <br/>Interesting way of animating the character. With more joints and attention it could work quite well. I liked the gun light + particle effects, and the dialogue was enjoyable too. <br/> <br/>As john_conder9 said, some transitions between levels would make it feel less disjointed. I also got confused when the mouse was behind the character so the gun would point up instead of the character turning to look in that direction. <br/> <br/>But a good effort, definitely. |
| Apr 30 18:34:00 | 15h 38m | Oh Boy, Oh Boy | Quite the curio you have here. Some LD games of a similar style are very straightforward to make progress in, so I liked how you have to constantly deal with the weather and asteroids here. |
| Apr 30 22:05:00 | 3h 31m | Tiny Town vs. The Volcano | The idea behind the game is a good one, certainly, and it's fun to play. It needs a little extra polish (like the red lines could actually be integrated into the theme as barriers held up by supports or hanging from winches) and some work on the mechanics, but it's a promising start. <br/> <br/>As jlauener and Summaky suggest, the difficulty curve can be hard to manage in this kind of game - it's a puzzle with multiple solutions, but solving it seems contingent on how the volcano randomly spews its lava. Sometimes you can just watch as the resource meter fills up faster than damage is being done to the town without doing anything, while other times one ball of lava will bobble on a line causing it disappear very quickly (maybe this could be solved by taking the velocity of the lava into account when it collides with a line). I also found the level with underground town a little confusing - it's nothing a visual cue wouldn't solve, but I didn't understand why the lava went through the ground when it hadn't on previous levels. |
| Apr 30 22:52:00 | 47m 00s | Gulliver | A solid game with excellent music. I really liked the recursion mechanic, which contributed to the feeling of heightening danger as you get smaller and smaller, and feel more vulnerable. <br/> <br/>Some minor nitpicks: it could have done with the ability to strafe, or mapping the shooting left to one button and shooting right to another. Personally, I would have preferred the bosses health to replenish when the player dies, as it's not very satisfying when you know it doesn't matter if you die - though I wouldn't have been able to beat the bosses if this were the case, it made me wonder how well balanced it was. Also, some of the enemies that close you down could be killed out of range. |
| Apr 30 23:21:00 | 29m 00s | Just Another Day At TWM Inc. | I can't really rate this one, but I really liked the concept, how you effectively get to paint your own ecosystem and how the instructions are all done in-character. It was very interesting when it wasn't crashing. <br/> <br/>(First and fourth time it crashed just after the bears were created. The second time it didn't crash, but I missed the info about the placing the hunter's camp on a shore. The third time it crashed at 4/5 culture points.) |
| Apr 30 23:56:00 | 35m 00s | Purgatorio | Very surreal and moody experience. <br/> <br/>On my first try I managed it in around 15, but from that I figured out how to beat it in 7. |
| May 1 00:24:00 | 28m 00s | Worlds in Cards | I really liked the card swapping mechanism. It felt a little like lemmings, as I tried to keep the player indirectly out of harm's way, and level 4, in particular was satisfying to beat. Only a shame there weren't more levels. <br/> <br/>It worked fine on Windows 7. Did encounter too small bugs - on level 4, one of the enemies got stuck in between cards (I swapped the blank card in the top-right with the card next to an enemy just as it was in-between cards). And on level 5 the player seemed to be walking through the platforms (the player must have started to go down a ladder, just as I swapped the card beneath it with another card). |
| May 1 02:23:00 | 1h 59m | This Precious Land | Superlative effort. <br/> <br/>At first it was a toy - as I wondered how it would react to my input, then it was a puzzle to reliably place the tiles in the right order to get things to evolve, and then there was the strategy of sharing a relatively small area between each of the various resources you need, and finally there was the pleasure to be had from designing your small spot of land in an aesthetically pleasing way (mine cradled a river with two castles by the bank on one side, as if they sat on a frontier, overlooking a yet to be tamed wilderness of deep forests and in the distance, a smouldering volcano). <br/> <br/>I didn't mind the grid. The only problem I encountered was occasionally getting stuck when learning the game, as it took me a while to work out how to plan the order of placing tiles to get them to evolve fully, and without ending up with lots of wasted space. |
| May 1 02:39:00 | 16m 00s | Space Cabin | Nice visual style and humour. A shame that, whilst the puzzles were pretty easy, I struggled to communicate what I wanted to do through the parser. A simple help command with a list of the commands used in the game would have helped a lot. |
| May 1 03:21:00 | 42m 00s | Pale Blue Dot | Take that, Jupiter! <br/> <br/>Lovely take on the theme, I must say. |
| May 2 22:29:00 | 43h 08m | ONLY US | Very nice game. Really liked how the opening cutscene was communicated without words, the humour, and the way you blended mechanics from different genres together. <br/> <br/>Though the pacing was a little slow it felt appropriate and made for a fitting mood. The mechanics too, like establishing checkpoints each time you venture a little farther into unknown territory, and the loneliness meter, all reinforced the theme too, which was really pleasing to see. <br/> <br/>Admittedly, I was a little confused at first. I didn't know you could emote in buildings, and thought I either had to go all the way back to the beginning, or keep going right in the hope of meeting another astronaut. This should probably be made clearer in the instructions. <br/> <br/>Going back and forth between the same areas could be made more interesting. Maybe the occasional detour, area off the beaten path, or secret that only appears once a certain amount of progress has made would be an idea? |
| May 3 16:16:00 | 17h 47m | DINO-CAB | Scored 4015 on my best run. BUT, it ended because I was accidentally picked up a passenger while stomping on a rampage. It's definitely fun, and has that 'Oh, just one more go' feel. Oh, and the voices and music are inspired. <br/> <br/>Anyway, it starts off quite hard (if you don't get lucky with the passenger's choice of destination at the start) but seems to get easier after you've successfully made a few runs. <br/> <br/>The sensitivity of controls also makes it very difficult to navigate the town. Making the main streets a little wider, and as olkeencole suggested, having town's prosperity follow the dinosaur's - so as he makes money there would be a financial boom and the town begins to expand - might help to scale the difficulty. <br/> <br/>Also, it's occasionally difficult to interpret where the arrow is pointing, and I managed to get out over the perimeter fence. <br/> <br/>But all criticisms aside, I really enjoyed it. :) |
| May 3 16:58:00 | 42m 00s | SAVE YOUR FOLKS! | Nice humour. It seemed to take a while to get going, but I enjoyed the levels with both zombies and people best. <br/> <br/>Also, the cursor appears to go behind the 'again' and 'exit' buttons. |
| May 3 17:13:00 | 15m 00s | Aether | The randomness of the asteroids made for a varying difficulty (other people seemed to have the path cut off, whereas I felt there could have been more asteroids), but the overall experience - evading the asteroids as a vulnerable human, rushing for cover, and striking back - and the way the gameplay modes were blended together, was very enjoyable. Well done! |
| May 3 18:17:00 | 1h 04m | Curse Of Grimwood | My kind of game! I really liked the premise of switching between the characters, setting their behaviour, and using their abilities wisely. <br/> <br/>This shone through in the game whether I was sending the priest and wizard ahead to attack things from range, tanking with the warrior, or keeping the priest back to heal the others. With more abilities, and more useful AI/choices of behaviour (e.g. aggressive/defensive) you could have the basis for a good, old, dungeon-crawler on your hands. <br/> <br/>Alas, a few things weren't communicated such as the limited mana, or even what the special abilities actually did. And the map was a bit maze-like because it didn't have much in the way of monuments or markers for me to orientate myself. I could get enemies from range without them closing me down and my party also got in my way from time to time, but these things aside, I enjoyed what was on show. |
| May 3 19:03:00 | 46m 00s | Cloud Realm | Quite tough, I thought, but very fun. Took me several tries just to get the hang of the gliding and planting bombs. |
| May 3 20:01:00 | 58m 00s | MakHappy | Very interesting game with amusing characters (both in the art and what they said). As I played it I wondered why you didn't choose to structure it more traditionally (i.e. you give an item to someone, who in turn gives you a new item which you can give to someone else) but in the end it worked quite nicely as I never got too stuck on one thing... although admittedly I solved some of it by accident. |
| May 3 20:20:00 | 19m 00s | Recluse | Eyebrow-raising is an understatement... Mine are currently in orbit! |
| May 5 04:28:00 | 32h 08m | Invasion Of The Trivials | The enemies definitely had that low budget B-movie feel, but that's not necessarily a bad thing. If they felt a bit more sentient, who knows, maybe they could be quite creepy? <br/> <br/>Most LD games don't provide the player with options, so it's nice that you thought of that. There were some nice touches like the footsteps, and I liked the platforming element. Good job! |
| May 5 21:50:00 | 17h 22m | SpaceMission Part 2 | Quite a challenging game. I enjoyed it, although I can understand why others got frustrated. <br/> <br/>Also, because you could shoot the enemies bullets, once I got upgraded weapons the difficulty dropped. |
| May 6 20:16:00 | 22h 26m | Five by Five | I hope you develop this further - it's a really promising start. I've managed 4750 so far, and I have a feeling I'll be coming back to try and beat it. :) |
| May 6 20:49:00 | 33m 00s | Dr. Biology's Educational Game | I had a few *lightbulb* moments while playing, which was nice. |
| May 6 20:52:00 | 3m 00s | Catamari Meowacy | Loved the bathetic ending, and the humour throughout. :D |
| May 6 21:03:00 | 11m 00s | Game With a Fantastic Title | The idea is really clever, and it was a pleasing experience to see the music grow. <br/> <br/>Some of the platforming was a little fiddly (I'm mainly thinking of the tiny blue platforms on level 3 and level 5), which created a feeling of dissonance between my character and the flow of the music. I wonder whether having the character always running (like Canabalt or Bit.Trip Runner) might work better? |
| May 6 21:30:00 | 27m 00s | Rambros | Love the art, the humourous characters and their unique weapons, and the feel of this game. <br/> <br/>The destructible environment, while it adds some 'replayability' and strategy, it did occasionally mean I'd get stuck or find it difficult to approach some enemies; given the theme, I thought I'd be the one-man army taking down waves of enemies, but sometimes it was the opposite! :D |
| May 6 22:06:00 | 36m 00s | Microscopia | Fiendishly clever, and a great take on the theme! |
| May 6 22:44:00 | 38m 00s | There is a Picture | Really impressive! I especially liked the use of sound on the ship. |
| May 6 23:18:00 | 34m 00s | Minilization - Dawn and Fall of Man | City planning - the future of mankind depends on it! <br/> <br/>I must say, the idea of limited turns and descendants is really interesting, and the art and sound is very polished. <br/> <br/>However, the theme or message of the game is a little confusing to me. The lack of any middle-ground seems to imply that spirituality and science are ultimately incompatible, that mankind can choose one and reject the other, but not survive happily in which which nurtures both. |
| May 7 00:04:00 | 46m 00s | Nano-Clash | It's a start. Robots ought to have ridiculously powerful weapons though... And jetpacks! :P |
| May 7 00:10:00 | 6m 00s | HipXel - In the TINY WORLD of Pixel | Scored 492. Love the music and intro art. |
| May 7 00:21:00 | 11m 00s | Lililput | I'm terrible at these types of games. Terrific art and music though. |
| May 7 03:02:00 | 2h 41m | Poor Pluto's Revenge | I laughed when I saw the boss. :D <br/> <br/>The shooting mechanic is a great idea. Also, I think the game would work really well as an educational game for children learning the planets of the solar system, providing the planets were in the right order from the sun - you could have an asteroid belt level before Jupiter, and maybe you'd have to fight the planets' moons before reaching each boss, who could have different attacks etc. to make them easier to remember. |
| May 7 03:19:00 | 17m 00s | Tiny World | Very elegant design. And quite fun too! |
| May 7 21:52:00 | 18h 33m | Trash Sprite | Really nice game. I liked the DoF effect and the environmental obstacles. Maybe there could have been more obstacles, as some sections were just about moving to the right. Some audio would make it really come to life too. |
| May 7 22:43:00 | 51m 00s | Corebound | Really fun, though the snagging glitch frustrated me a lot. Good to see that's fixed now. |
| May 7 23:15:00 | 32m 00s | Deconstructorium | I lost track of some of the reactions I had already tried, and it got a bit grindy, but nothing a checklist and a greater variety of levels wouldn't solve. :) <br/> <br/>Overall, it's a great effort though, and I thought the way you make progress in the game was very clever. |
| May 8 00:22:00 | 1h 07m | Tiny Quest | Started out with trial-and-error, but then it clicked. Funny ending too. :) |
| May 10 19:43:00 | 67h 21m | Little City | Thought I already rated this one, but apparently not. Anyway, I really enjoyed this. The ending was the perfect punchline, and yet it's also quite deep. If I had to sum up the ending in five words it would probably be: "Wha? Haha haha! Oh! Ahhhh!" and you can quote me on that. :D |
| May 10 20:15:00 | 32m 00s | Tiny Monk | There is always an appeal to games which give the player a way of expressing themselves - in this case, in how to design your defences. As much as I was trying to beat the waves of enemies, I was also trying to protect the structure I was building (a kind of bunker). It was fun, and I think it has a lot of potential to be developed further. |
| May 10 20:37:00 | 22m 00s | In Delusion | As others have said, disturbing but in a good way! I wish more horror games would focus on paranoia and the psychological state of the player instead of combat and big scares that only work once. |
| May 10 21:47:00 | 1h 10m | Short Life in a Box | What I liked most about this was how organically it flowed from one power-up to the next, without having to tell me what, why, how, etc. And by the end, I knew exactly what I had to do to complete the game. Also cool was how a new perspective of the environment opens up after you gain the first jump power-up. |
| May 10 22:18:00 | 31m 00s | My Little Dungeon | Brilliant idea and execution. I quite liked the casual pace, but it would be great if you added more depth to the game. |
| May 11 20:49:00 | 22h 31m | Red | My favourite part of this game was simply exploring and seeing what was over the next ledge. <br/> <br/>I kind of agree with EricTheCoolDude about the wind being time-dependent, because the flow of movement is important and at certain times I was just waiting for the wind to blow me upward. You could consider having the 'wind' a constant thing that the player can use whenever he wishes. It could still blow slightly stronger in one direction so that the player gets a bonus if they time it right. Having other ways of moving (e.g. downhill skiing) would be cool too. |
| May 11 21:22:00 | 33m 00s | Tiny World War | I managed 12.80, but I think it's more down to the luck of the level layout. It is quite addictive though, and the luck probably plays a part in that. <br/> <br/>Are bombs the only danger while prone? Maybe enemy soldiers could chase you with bayonets if you get a little too close (the first time I played I just crawled past everything with ease and wondered whether it was meant to be that way). <br/> <br/>Really enjoyed it though - in only 20 hours too! Well done! |
| May 11 21:39:00 | 17m 00s | My Tiny Town | What with the music being so peaceful, I'm not sure a losing condition is actually necessary. And the pacing didn't bother me too much because I imagined that it would be the kind of game you check on occasionally to see how your city was getting on. It just needs more depth and more choices so you can give your city some personality, and maybe have it evolve over generations. |
| May 11 21:51:00 | 12m 00s | I Refuse | Very interesting! I liked how you jumped from one perspective to the other; if you think of each mini-game mode as a turn, and have more game modes each with different objectives, it could be fun to plan each turn with all of the objectives in mind, with the ultimate aim of making a city which is completely harmonious. :) |
| May 11 22:06:00 | 15m 00s | Nasty Bubbly - 72 Hour JAM Entry | Very polished entry with good humour and sound. Some of the columns seemed a little unforgiving - you've really got to stay in the middle - but it was fun and I played until I beat it. ;) |
| May 11 22:28:00 | 22m 00s | Cosmicro | Interesting and well-presented game, though personally I felt a little distracted between the two modes. |
| May 12 20:24:00 | 21h 56m | ascii world | Very clever, although having to press each time to move rather than holding down made exploring the space outside the first room slightly tedious. |
| May 13 21:00:00 | 24h 36m | Tinytanic | I can't praise the art, audio and humour enough. I won after many tries, mostly by standing with my back to a crate and throwing people who came close. It feels like you can keep using the lifts to avoid being hit too. <br/> <br/>It is quite confusing to play, and while that's kind of the point, perhaps it could do with some more visual indications when people are attacking, and when I can use my abilities. Aside from that, I thoroughly enjoyed it! |
| May 13 21:26:00 | 26m 00s | Tiny Civ | I really like the melding of different styles here, and the possibility of evolving gameplay. <br/> <br/>Perhaps it would work better with more varied level design (larger platforms, ramps, etc.), rather than tiny floating islands? Then players could run and jump around, attack and defend each other's towns, while maybe fighting for resources and with neutral enemies on the map? It might add more flow to the gameplay. Admittedly, the Joust element might be diminished with less places to fall off the map, but you could always make up for that with JETPACKS. |
| May 13 21:42:00 | 16m 00s | Tiny Cubic Maze World | I think this game has a lot of potential as people have already suggested - a lot of classics - Rubik's cube, Pacman, or Qbert, could be adapted and combined for deeper gameplay. |
| May 13 22:22:00 | 40m 00s | shiprage | I love the simulation aspect and the way the game is presented. I imagined it might work well with short rounds of tense combat where the player only has one life, as there isn't a strong incentive to stay alive currently; then when you win a round the enemy base would lose a tower. Either way, I'll be interested to see how your post-compo version develops. ;) |
| May 13 23:24:00 | 1h 02m | ZUNZANDA | Obviously the narration stands out - having played so many games with text, it's a special touch that adds a lot in humour and atmosphere. <br/> <br/>My best effort was about six waves in story mode - I would have played on but for the inability to restart at the wave I died on. <br/> <br/>I thought the land destruction/building mechanic worked well, and I liked that you had to choose whether to risk walking over a perilous bit of terrain to reach a starshine, or play it safe in the middle with the enemies. <br/> <br/>Maybe there could be more things to pick up - whether it be power-ups to temporarily slow/freeze the enemies or make the starshines attracted to you, or rocks you could use to add terrain during the waves. |