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mildmojo

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TimestampSince previousGamemildmojo's comment
Apr 24 06:31:00 Audio Land Runs well, good audio, nice old-school ASCII interface. Plenty of options for the musically-inclined. It's probably about as accessible as ScreamTracker. I could see it being used to make actual tunes. In a post-compo version, maybe add a way to share songs through encoded URLs? That way you could show off some of your own work.
Apr 24 06:40:00 9m 00s Attack of the Tiny People Quite a stream of bullets from the enemies. Nigh impenetrable at times. I played the HTML5 version, and it played quite well for that environment, sound and all. I appreciated the inline help screen.
Apr 24 16:55:00 10h 15m Defend My World I'm afraid I don't have Windows. Good luck, though, and congrats!
Apr 24 17:08:00 13m 00s LittlePlanetBigRocket Really, really like this. I haven't seen a cube-turner before. Excellent work. I do think it'd be nice to have at least one "freebie" hit with temporary invulnerability so you don't have to play each level completely perfectly to progress. <br/> <br/>The game froze halfway through a cube rotation animation when I got a few levels in. It was on the first level with the waves of super-fast bad guys. The browser's still responsive and there's no CPU spike, so it seems like the game logic just failed. <br/> <br/>Especially good use of web tech here; the PlayCanvas platform looks pretty nice.
Apr 24 22:47:00 5h 39m Laser Coin Planets It looks nice, but you need to prevent keypress events from bubbling up to the browser so you don't trigger typeahead find. In FF with typeahead find enabled, pressing letters opens the find box instead of controlling the game, so it's unplayable. <br/> <br/>Fortunately, the fix is easy. jQuery example on pastebin: <br/> <br/>http://pastebin.com/tvzQqWxv
Apr 25 03:39:00 4h 52m TinyInspiration Pretty nice work. Good to see an adventure entry.
Apr 25 03:50:00 11m 00s Ant Command Nice scene for the anthill. The gameplay progressed well, though it wasn't clear why or when my ants were dying. Maybe a different sound effect would've helped? The little bits of food were a nice goal, but I really wanted my ants to carry them back to the colony instead of wandering all the way out to the grass.
Apr 25 03:57:00 7m 00s Tiny Card World No windows here. =/ Good to see a card entry, though.
Apr 25 04:30:00 33m 00s T in Y World The applet window is too tall for my screen, even with the browser running in fullscreen mode (my screen's only 800 pixels high). 10" netbooks may only have as little as 600 pixels in height, so you might be better off limiting your height to 500px or so. <br/> <br/>The title screen song is hilarious. I let it play all the way through before I started the game. Ctrl+M (OSX) didn't work to mute the in-game music which, while pretty good, got repetitive pretty quickly. <br/> <br/>I got a little confused and skipped the tutorial levels thinking I'd already been through the tutorial after the introduction. Even going back through the tutorial levels, I never completely figured out the rules notation. I got stuck in the tutorial. <br/> <br/>The in-game music got a little overbearing after a while, and ctrl+m didn't seem to work (OSX).
Apr 25 05:01:00 31m 00s terminus Nifty world-in-a-box. Killing friends and then raising them by dark magic was pretty cool. I wasn't sure what to do on my second playthrough when I'd blown all the axes on chopping through the rock. The third time through, I got everything in the right order and let my minions gaze with empty eyes at the battle raging in the heavens while I turned my eyes earthward and chopped mercilessly at the mother tree. Totally made it out alive.
Apr 25 07:19:00 2h 18m Zephyr Zero-button game! Nice! Just need to change the starting and finishing clicks into gestures. =) <br/> <br/>Very nice artwork, animation, sound, and music. All the assets are splendid. The gameplay was definitely challenging on a trackpad. Some of those little sprites just came rocketing down from the sky, and juggling a half dozen was fine until a flower closed or a bug came flying through. Nice mix of plausible elements. <br/> <br/>It'd be nice if flowers didn't close when a sprite was in proximity, kind of like how a Piranha Plant will stop coming out of a pipe if Mario's standing next to it.
Apr 26 04:11:00 20h 52m Tondie and Zupe Wow, super polished entry here. I had the same locking problem in Firefox. The main screen stopped redrawing, but the build/upgrade buttons still lit up as if I was moving around the surface of the planet. I was able to switch to Chrome to avoid that issue. <br/> <br/>I'd never heard of the UFX library (I used CraftyJS), but it looks like you've put it to good use. The animations were nice &amp; smooth, and the graphical style was consistent &amp; cute. Great job on all the tower types and effects. <br/> <br/>I do wish you'd been able to add a few sounds (sfxr!) for things like jumps and enemy deaths. And I really wanted the character's first jump to be higher--early in the game, you have to let enemies get uncomfortably close before you can hit them. <br/> <br/>Nice story. The exposition seemed to trigger when I was in mid-air, though, which was a little jarring. That's where a sound cue would help, I think, to warn that gameplay's about to be interrupted.
Apr 26 04:15:00 4m 00s Watercolour I really liked the snapshot mechanic. I feel like more games should employ that personalized end-of-game review.
Apr 26 04:32:00 17m 00s spectrumTrap I didn't really feel your premise expressed in the game. Since all the dots were flashing rainbows, I didn't see "issues of color". I think it would've been interesting to present "issues of color" in a less abstract way; perhaps have some non-rainbow dots appear that affect the player's movement or the rules for creating new dots. <br/> <br/>That said, I'm really glad you put something together for the competition!
Apr 26 16:33:00 12h 01m ANT SURF HERO: THE SURFENING Excellent controls. I love platformers with a bouncy kicking-ass-and-taking-names feel. You even managed to include a couple of long shaft falls, one of my favorite bits from old 2D run-n-jump games. I'm glad you chose to give the player infinite lives, too, ensuring that most people will play all the way to the end. <br/> <br/>I did think the boss dialogue should've been moved closer to the boss--it kind of looked like the computer was talking. But the ending was still fantastic.
Apr 26 22:41:00 6h 08m Tiny's World Finally, a game based on "Fallen" with Denzel Washington. =) <br/> <br/>You forgot to keep keypress events from bubbling up to the browser, so WASD trigger my typeahead find in Firefox instead of controlling the game. The fix is pretty easy, something like this: http://pastebin.com/tvzQqWxv <br/> <br/>Since it was also *really* slow in Firefox, I gave it a shot in Chrome. Still a little slow, but playable. <br/> <br/>My first time through, I thought I had to march everyone through the tulips, and then I thought I'd met everyone and failed to get some of them into the flowers, so I restarted the game. I figured it out the second time through. It'd be good to call a lot of attention to the flower bar when a flower disappears for the first time to really communicate the goal. And because you need to mentally keep track of whom you've seen, it would help if the character sprites were all unique. <br/> <br/>I liked the ending. Very cute. Nice outro, too. I liked that one of the buildings was named after your LD handle.
Apr 27 18:46:00 20h 05m A Super Mario Summary I gave it 5/5 on innovation even though the source material isn't original. I love what you've done here, and I hope it spawns a new genre of summary games. <br/> <br/>5-4 was *haaard*. =) <br/> <br/>The first couple of levels really captured the essence of the game. Stupendous work in the 48-hour window! I read through your post-mortem, too; congrats on the press!
Apr 28 02:25:00 7h 39m Memento XII Fabulous. It gave me chills. The transitions, the recollections, the socketed items as portals to other memories... And the ending was very cinematic, with the darkening room and the character looking at the letter, then looking up. Small animations, huge emotional content. <br/> <br/>This one's my favorite.
Apr 28 04:44:00 2h 19m Drill It!: Demolition Co. Tough to play with a trackpad (as with any mouse aim games), but I like the tension between drilling and distractions.
Apr 29 23:03:00 42h 19m Gulliver Really polished soundtrack. Thanks for making it available. I think "Cavernous" is my favorite. By the Bandcamp discog, it looks like you've had some experience with this. =) <br/> <br/>I liked the theme of continually shrinking to fit into smaller spaces, though I found myself staying minimized and dodging enemies rather than engaging them. I think there could've been a better audio cue for getting hit--I was always surprised when I died.
Apr 29 23:16:00 13m 00s Lililput Nice work! I got to 3'06". Then I accidentally typed the first letter of a *huge* word that had *just* started coming on screen, and I couldn't find a way to cancel it so I had to watch as the advancing army had a field day with my base. <br/> <br/>It's kind of like a bizarro Revenge of the Titans typing game. =) Pretty polished. The only thing I'd change would be to add a way to cancel a word so you could switch to a closer one.
Apr 30 22:34:00 23h 18m Dude, where's my planet Like everyone else has said, beautiful art and great difficulty progression. It took me forever to get through the last level. =) <br/> <br/>I really liked the tentacle monster as a pressure mechanic, and you made a great choice in keeping its collision area small. Several times, I was nearly engulfed in tentacles, trying to push the arrow key through the keyboard, going "aaaaAAAAAH!" <br/> <br/>I'd make the cannon tip/fire animation run a lot faster. It should be a really gratifying reward at the end of a stressful level, and it feels a little sluggish right now. <br/> <br/>My GGJ entry (Flare) was a planet-hopper and my LD23 entry (Single Cycles) is a one-button planet racer that penalizes you for building up too much speed and taking off. So you could say this game's up my alley. =) Nice work.
May 1 04:40:00 6h 06m The Story of a World Pretty game. It was cool seeing the new bits pop into place, but I didn't have the patience to try enough combinations to unlock more than 3 or 4 achievements.
May 1 05:28:00 48m 00s Tinysasters I had to restart a couple of times when I ran out of a resource (without which I couldn't build a workplace to get more of that resource). Once I figured everything out, the hard difficulty was the most interesting and still completely winnable. <br/> <br/>I really like the 2.5D tiles and the terraforming-through-sliding mechanism. It was like a distilled version of plate tectonics. <br/> <br/>It was a little hard to see the workplaces and shrines in denser areas, forests particularly. It was also a little difficult to tell the levels of workplaces and shrines apart. <br/> <br/>By chance, was this inspired by the board game Taluva? Very similar concepts. You're forming a landscape by placing mountain, desert, lake, forest, and grass tiles, building huts (cities) and placing shrines, and there are occasional volcanic eruptions... <br/> <br/>http://boardgamegeek.com/boardgame/24508/taluva
May 1 05:39:00 11m 00s Tinyverse Really not suited to a trackpad. =) It would've been nice to have key equivalents for the mouse buttons to make dragging easier. Better feedback to show you're dragging people would help, too. <br/> <br/>A little too frantic for my hardware, but it looks solid. Totally agree that it'd be well-suited for a touchscreen.
May 2 03:34:00 21h 55m Escape from Minimars I may have to take a closer look at melonJS (or just your code), the performance in FF 12 OSX was phenomenal. Smooth, always 50+ fps, didn't even engage the laptop fan. Pretty much played like a native game. I racked up 460 kills, so I'm a monster. =) <br/> <br/>Excellent job on the art and sound. There could've been a couple more sfx for the robot walking and people coming on screen, but it was good as is. I can't believe you had the time to design 10 decently-sized levels. Gameplay was pretty easy; I think the platforming mechanics could've been stressed a bit more. As is, it felt a little like Stompy Robot Canabalt with Lasers. It would help to have clearer landmarks when you need to double back on your path, too, so players don't accidentally leap into the void. <br/> <br/>Fun game, very polished.
May 2 03:54:00 20m 00s Macro Marines I like the concept, but the AI seems punishingly difficult. Maybe it would help if you had some control over the speed of the game, at least in the beginning? I did manage to eke out a win one round by surrounding my headquarters with arrows pointing away from it and getting lucky with the positioning of my airfield relative to the enemy headquarters.
May 2 04:10:00 16m 00s I want to turn the heater on I totally thought the blue thing behind Miguel was the bed he stole. Had to check here to find out it was the pot. <br/> <br/>Nifty warping bit. I like how you occupy the same location in each nested world; you could totally use that for some navigation puzzles.
May 3 03:15:00 23h 05m All That Are Lost Will Be Found I'm afraid the game was too dark for me. I had a hard time keeping track of the box's movement because I usually had no visual reference. I tried it on a mac, and the first time through the ctrl key worked. Then I fell off the map into infinity. =/ <br/> <br/>Second playthrough, ctrl stopped working, so I had to use the trackpad, and Apple's trackpads need actual pressure to click, which is pretty awful. So I wasn't really able to spam the light. I eventually got to a place where I couldn't move and was surrounded by evil eyes. I'm guessing that's an end-game state (not a bug), but a little on-screen text would help. <br/> <br/>I also tried the post-compo version, and it was still too dark for me. I would've liked the ambient light radius to be at least 2x as large, I think, to get some sense of the environment. I did make it to the ending, but it was mainly through button-mashing. <br/> <br/>Wall climbing worked well when I could see where I was. The monsters were great; I love how the monster eyes are tiny and they appear much larger when they hit you. Creepy.
May 3 03:57:00 42m 00s Microscopia Hey, this is nice. The minimal graphics fit the microscope theme really well. You've distilled the essence of big Bomberman games where you can't figure out which character you're controlling, so you try to find the one that's responding to your input. =) <br/> <br/>I got as far as the level where the four corners split into pieces and every sprite is controlled by the player. I ran a bunch of them through the center, but apparently there was still a "special" one that I had no hope of finding.
May 3 04:30:00 33m 00s Mr. Butter and the Infinite Bread Great name, and I like the concept. Having Mr. Butter shrink as he runs low on butter was a great idea. <br/> <br/>It would've been a little more satisfying to have the butter fall through the holes and shrink away from the camera. <br/> <br/>I got to 44340. =)
May 3 04:54:00 24m 00s Muffin Time! Nice job with the concept. I liked how you had to complete lower levels to unlock areas in higher levels, and the muffin-stealing self-destruction timer was great. Slowing the timer down in the lower levels was a nice touch. <br/> <br/>The wall jumping was pretty punishing. I was constantly getting hung up on the edges of platforms, or clinging to a wall or box that I happened to stand near. It would've been great if you could smoothly transition from the side of a ledge to the top of a ledge. Especially on the lowermost platforming levels which could be extremely difficult. <br/> <br/>I didn't make it all the way to the end. I kept getting stuck in the topmost world trying to get past crates while I ran out of time.
May 13 19:11:00 254h 17m Nineties Holywood Hacker I played until I hit an impossible map, like Tomalla's screen shot. <br/> <br/>I'm not sure if you scale the percentages of red/orange/green squares scales as the player progresses, but you should. The orange/red squares are really difficult with the starting ship. <br/> <br/>Enemies often spawn too close to the room's entrance, which doesn't give the player a fighting chance. There should probably be a minimum spawn distance. <br/> <br/>It felt like the silver/gold coin drop rate was independent of enemy difficulty. It'd be nice to get more gold coins from difficult enemies so there's an incentive to build through red squares. <br/> <br/>The upgrade mechanic kept me playing for about 30 minutes ('til I hit the impossible level). The upgrades felt pretty good. <br/> <br/>After a few levels, I figured out how difficult different room shapes would be and I could place them in smarter ways. I liked that second-order strategy. <br/> <br/>Overall, nice work!
May 13 22:03:00 2h 52m Tiny Journey I played the compo version. I had to rely on the walkthrough for several sections, including the final verb (I was trying to use objects instead). I didn't think I could take the rocket plans in the starting room, but it turns out you have to stand in just the right place for it to work. <br/> <br/>The art is lovely (the keys, in particular, are beautiful). The music was nice, though it became repetitive. The ending was nicely done, though the framerate dropped through the floor. <br/> <br/>Difficult, but very interesting. Nice work!
May 13 22:49:00 46m 00s ONLY US Great job. I love seeing fellow HTML5 games. This one's very polished, no ugly bits showing through. <br/> <br/>I was never able to build the driller. Even in a wide-open screen, it told me there wasn't enough space. <br/> <br/>When I was finally able to build the health tent, that solved my loneliness problems. Emoting at the checkpoints only recovered loneliness a hair at a time. I'm really glad you restarted near where you died, keeping your rocks. <br/> <br/>I liked the videogame ending. =)
May 13 23:06:00 17m 00s Kumiho Nice vertical shooter. Good to see more 2D Unity games, too. The teleporting mechanic felt like a new twist, and you concocted complex bullet patterns that really exercised the teleport button. The final boss battle was really tough, requiring a precise move/fire/teleport pattern to get through. <br/> <br/>The graphics were great, and I really liked the checkpoint title cards. I do think you should've had an end-game screen, rather than just kicking back to the main menu. <br/> <br/>Nice work!
May 13 23:58:00 52m 00s Super Strict Farmer Really nice! I wasn't able to win a game (damn AI), but I had fun playing. It looks like you have different buildings available on each play, which is cool. It was tough keeping track of what everything did, and it seemed like the AI opponent was able to magically conjure lots of food from the pond (or my buildings??). I never figured that trick out. <br/> <br/>Very polished. Nice job.
May 15 22:13:00 46h 15m Hamster Bowling This is hilarious. Ludum Dare needs more FMV games. Really nice work. <br/> <br/>I hit 'R' to restart the game, and the second playthrough seemed buggy. The video didn't match the score on a number of frames and one time the video just went all corrupt and blocky. The first playthrough was fine.