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| Timestamp | Since previous | Game | namuol's comment |
|---|---|---|---|
| Apr 25 06:31:00 | NanoTanks - A tiny programming game for a tiny world | Kudos for implementing a pretty legit language in such a short time. | |
| Apr 25 06:41:00 | 10m 00s | TINY LIZARD SWELL WORLD | I found the lizard. Curious what's going on, though. Regardless, it's surreal. :) <br/> <br/>Nice music. <br/>And I like the subtle effects on the grid/ground. |
| Apr 25 06:59:00 | 18m 00s | My Tiny Town | Nice work -- are you using an HTML5 game library or was this all done by hand? <br/> <br/>Bonus points: having an interactive tutorial was very helpful. |
| Apr 25 08:00:00 | 1h 01m | Godzilla Rampage | With some fiddling with libraries, I got this to run in Linux. At first, there was no sound and it was mildly entertaining. <br/> <br/>Then I got sound to work and BAM -- CRUSH SMASH DESTROY MWAHAHA. Nice work helping me channel my inner giant monster rage. <br/> <br/>My only complaints are that the tiny people move too uniformly -- moar chaos please -- and that I would like to be able to move at diagonals. Otherwise, fun stuff! |
| Apr 25 09:43:00 | 1h 43m | The Tiny World of Fiorella | Inspired, no doubt. :) Not a bad thing. <br/> <br/>Rather nice graphics & music. Could use more gameplay diversity/difficulty balance but that's the sort of thing that takes a whole lot of playtesting to get right, so given the time limits, great job! |
| Apr 25 10:51:00 | 1h 08m | Dwindling Worlds | I ran this with Linux. I enjoyed it more than most entries so far, but I didn't hear the voices that other people are mentioning. Somehow I managed to figure out each one, heh. I'll have to give it another try in Windows, later. Very unique, love the minimalist visuals and "controls". |
| Apr 26 04:03:00 | 17h 12m | Rally Mites | Nice GFX! <br/> <br/>If you could make the camera sort of "zoom out" or "look ahead" when you speed up, it would be a big improvement on gameplay. I found myself suddenly crashing into things a lot. <br/> <br/>Oh and, everyone loves screeching tires. ;) Keep at it, dudes. |
| Apr 26 04:56:00 | 53m 00s | Pale Blue Dot | Very Osmos-like. Also, you can't go wrong with Sagan. |
| Apr 26 06:29:00 | 1h 33m | Tiny Bomber | Got somewhat far but couldn't seem to beat it -- kept ending up in a pit of despair. :[ Good fun otherwise. Nice work! |
| Apr 26 06:39:00 | 10m 00s | Apocalypse Inc. | Nice palette and uber-spaceman-SMG. And pink alien blood. |
| Apr 26 06:55:00 | 16m 00s | Walker | Fresh ideas here -- can be quite fun if not a little frustrating at times. The sort of stuff a some time-honored tweaking would take care of. Love the walking dude. :) |
| Apr 26 07:00:00 | 5m 00s | Atomswarm - Tiny Cycles | There's something really endearing about the way the little sphere-folk move around. |
| Apr 26 21:58:00 | 14h 58m | LittlePlanetBigRocket | "You are Commander Jameson" -- I think our games may share an influence, despite their major differences. ;) <br/> <br/>Nice work! I'll definitely have to check out the library you used. WebGL is something I've sort of avoided for a while because it used to be so primitive... What was your experience with PlayCanvas like? <br/> <br/>One feature request I'd make is being able to rotate the camera around the cube, but that may defeat the challenge of certain puzzles. |
| Apr 26 22:09:00 | 11m 00s | Tiny World Peace | With some balance tweaking and maybe a more relaxed difficulty curve, you could easily make this an Android title. Gotta love libGDX. ;) |
| Apr 26 23:08:00 | 59m 00s | No Space | Great game! There's a good deal of balance. The in-ship music is very nice, and the in-game control cheat-sheet was all I really needed to get started with the game. I love the conveyor system as well; perhaps if you added indestructible tiles, you could force the user to be more careful with how they use conveyors. <br/> <br/>If you had more time, I'd suggest adding a handful of tilesets for the planets to emphasize the progress the user is making. |
| Apr 27 00:29:00 | 1h 21m | Poor Pluto's Revenge | Haha. Very nice. With some tweaking of the enemies to make them a little more "intelligent" in dodging asteroids (and so they can catch them, too) it would amp the challenge enough to make it a very addictive game. <br/> <br/>Jupiter's big red eyes made me laugh in the nerdiest of ways. |
| Apr 27 00:41:00 | 12m 00s | Spitoon | A nice mechanic to play with. You should explore this some more. :) Very satisfying to slurp op globs of color, but it would be more satisfying with slurp/glomp sfx. ;) |
| Apr 27 01:10:00 | 29m 00s | TINY WORlDS | Fun -- I would love to see things get more frantic or even a kind of puzzle mode. <br/> <br/>One annoyance that could easily be fixed is that planets near the top are obscured by the HUD -- you should limit their position so they are always below the words of the HUD. <br/> <br/>Cheers! |
| Apr 27 01:33:00 | 23m 00s | Niña Nueve | Great stuff! |
| Apr 27 02:06:00 | 33m 00s | Mineral Cities | Fairly good balance, although I found that there were lots of moments of getting stuck waiting for my cities to turn out enough points. Maybe I just suck :P <br/> <br/>Nice use of minimal visuals and realistic lighting. Very pleasing to look at. The soundtrack and sfx were fitting, also. |
| Apr 27 02:18:00 | 12m 00s | Wander | First game I genuinely laughed out loud a few times from. |
| Apr 27 02:39:00 | 21m 00s | Nanofactory | Wow! Very polished. <br/> <br/>I love this kind of puzzle. <br/> <br/>Were you by any chance inspired by Simon Tatham's "Net" game? <br/>http://www.chiark.greenend.org.uk/~sgtatham/puzzles/java/net.html <br/> <br/>It's easily one of my favorite speed-puzzles. You should add a time-attack mode to this game. I'd be totally addicted. <br/> <br/>Oh and just to echo a minor complaint: the graphics are great, but too dark to see properly without adjusting my monitor. |
| Apr 27 03:19:00 | 40m 00s | All That Are Lost Will Be Found | Red eyes in the dark -- cannot fail to be terrifying. <br/> <br/>Always had a thing for rolling cubes. There's something satisfying about how they move. |
| Apr 27 03:29:00 | 10m 00s | Tiny Oblique World | Nice idea. Liked the visuals and sound, although it was very difficult for me to maintain population for more than a few minutes. <br/> <br/>It would be nice to program multiple/all people at once, and to add multiple instructions or simple conditional loops/branches. Also, you should just get rid of the need to command your people to drink water... |
| Apr 27 03:39:00 | 10m 00s | Out for arrest | Loved the graphics! You should make it clear from the beginning that the cursor turns red when you get close to a "gang member" -- I failed the first mission but got through the others with little trouble. |
| Apr 27 03:46:00 | 7m 00s | Shoot Dem Asteroids | Controls are realistic which is cool, but it's frustrating because it's so damn hard to destroy the asteroids. My suggestion would be to make them one-shot-kill. I don't mind drunken-rocket-flying around space as long as I can do it for more than 2 minutes at a time. ;) <br/> <br/>Nice SFX/GFX and controls, though! |
| Apr 27 03:55:00 | 9m 00s | Spaceships: Origins | I can't help but be gleeful when that background music plays. What's that? Oh I just murdered a dozen aliens who were protecting their home planet? I can't hear you over the glee. <br/>*bee-da-boo ... doobadee ... dabadee-do-bee ... debadoo* <br/> <br/>:P Nice work! |
| Apr 27 05:01:00 | 1h 06m | Minikin | Nice game. Loved the ridiculously huge sword and the environment diversity. I'm gonna go out on a limb and guess you're inspired by Knytt and Terraria. ;) <br/> <br/>Looking through the comments I guess I'm not the first to notice; damn. |
| Apr 28 01:32:00 | 20h 31m | Nanonaut | This is pretty awesome. A lot of high-quality content, here. Naturally, here are a few pieces now but an interesting game could easily emerge from here. <br/> <br/>I agree with the others that the controls can be a little clunky, but I know how easy it is to run out of time to tweak stuff like that. ;) <br/> <br/>I think it's mostly because the character is limited to moving one square at a time (is this for a technical reason?), but during the time he's moving to the next square, you're "disabled" from moving in other directions or shooting. <br/> <br/>You guys should join forces with me so I have some gameplay for planetary landings. ;) <br/> <br/>Keep it up! (I'm also a sucker for space games, of course.) |
| Apr 28 01:54:00 | 22m 00s | Tondie and Zupe | Very fun indeed! I love the jump/bounce/kick mechanics. Very satisfying to keep afloat. Is there a sort of combo system going on in the background? If so, you should emphasize it with a nice big arcadey combo-counter. :p <br/> <br/>And yeah, you should add sound! The game is already pretty damn fun, but with even the simplest "bounce" and "pop" sounds of the enemies, you'd be surprised how much more cathartic the whole experience becomes! <br/> <br/>Oh and I actually like the procedural animation. Maybe some different color choices, but the graphics were mostly charming in my view. <br/> <br/>Keep it up! |
| Apr 28 02:23:00 | 29m 00s | IÄTI | Nicely done. The graphics were a bit rough but the soundtrack and unique gameplay experience made up for it. I love the unmentioned -- yet, intuitive -- balance mechanic, which I wont spoil for anyone who hasn't played yet. ;) <br/> <br/>It sorta caught me by surprise, but it's very elegant. Perhaps if you made the bird gradually sink unless it produces enough huts, you could milk this balance even more. But I can understand if you want to avoid too much "time-sensitive" gameplay -- it seems like you were aiming to give the player a more contemplative experience. |
| Apr 28 02:57:00 | 34m 00s | Battle For Tiny Space - Routing Edition | I'm happy to say that getting the game to run was more frustrating than figuring out how to play it. :P <br/> <br/>I've actually built games with SFML before, but I still had trouble (mostly my own fault-- package manager was broken). <br/> <br/>Anyway -- the concept is simple enough that even a single tutorial screen would be enough to explain it -- I highly recommend doing this next time! <br/> <br/>Gameplay was a bit tedious at times, but I sort of like frantic games like this. Maybe if there weren't really penalties for things going to the wrong shape on their own, just a lack of extra points. Another thing I'd like to see is shift-left-click-drag to _add_ units to your current selection. <br/> <br/>The color choices were not the best. I had a hard time distinguishing green from green-blue(?) -- Maybe next time use different _symbols_, like they did with Tetris Attack or the like. Also, it wasn't always clear which units I currently had selected; was this a bug or just a poor choice of color? <br/> <br/>Other than that, my only tip is to write games for the web, as you're going to get a much wider audience and better feedback that way. (Although I will admit to loving SFML, so I can't blame you for choosing that as your framework. Heh) Keep it up! |
| Apr 28 04:44:00 | 1h 47m | Large Hadron Collider: Ludum Dare Edition | Hmm after 30ish nanoseconds things start to fly so fast I pretty much just give in to the benign indifference of the universe and accept death... My high score is 38.25ns. :) |
| Apr 28 04:48:00 | 4m 00s | Cells | Game worked for me, but I can't seem to wrap my head around what I'm really supposed to do. I can't really seem to get returns on my investment of the initial peach-colored cells. Maybe I'm not patient enough? When's the best time to sell my cells? |
| Apr 28 04:56:00 | 8m 00s | Save Tiny World | Simple mechanic + good controls = fun. Nicely done. <br/> <br/>Cool to see Android games here! <br/>If you want to target Android in the future but dont want to leave out Windows/Linux/OSX, try libGDX! It's a great library; I've used it for cross-platform development and it's surprisingly easy. Cheers! |
| Apr 28 05:06:00 | 10m 00s | Tiny Artillery | Cool! I'm a fan of Scorched Earth, and the gravity mechanic could make for some interesting tactics. Good idea -- you should explore it more with different planet/star layouts. <br/> <br/>One complaint I have is that I can't tell which weapons correspond to which keys, but once I select the weapon, I'm forced to use it. Maybe something like a mouse-select or scroll-wheel to select and then space to finally begin aiming/firing. |
| Apr 30 00:07:00 | 43h 01m | The Pioneer | Nicely done! The music/graphics set the mood, the gameplay is smooth, and there's a good deal of variety of content which makes it more replayable than most entries. <br/> <br/>I ran this in Linux through WINE, so I'm not sure if there were missing SFX or not (I -did- hear music). If it's not just me, you should totally add some SFX. Big bang for your buck. |
| Apr 30 01:02:00 | 55m 00s | Sprace | I'm happy to see so many HTML5 entries. <br/> <br/>Is it bad that I like how your goal isn't to reach the egg, but to stop everyone else from reaching it? |
| Apr 30 01:14:00 | 12m 00s | Epiquest - mini edition | The timing mechanic is a nice little twist -- I would have liked to see battles play out all at once (instead of just repeatedly hitting a directional key to get the next turn), and for there to be a separate button for block to spice up the difficulty a little. <br/> <br/>Also, bonus humor points for anything that satirizes RPG tropes. |
| Apr 30 01:19:00 | 5m 00s | Tiny Defense | It's like a radial version of Astrosmash! Although most people will probably compare it to Space Invaders. <br/> <br/>When simple mechanics make for intense gameplay, you can't really go wrong. Add some more interesting enemy types, sound/music, and a layer of polish and I could see a game like this getting 100s of plays a day on the right browser-game site. |
| Apr 30 01:37:00 | 18m 00s | Massive Attract | Worked great in Chromium. <br/> <br/>I'm surprised at how many solid HTML5 games I've played so far, but this one is especially nice. Love the "tunnel" effect at the intro screen; it's rare to see procedural effects in any entries here, simple or otherwise. <br/> <br/>You hit the sweet spot with minimalist graphics but still have attention to detail. It feels polished. <br/> <br/>The gameplay is straightforward and fun, but I can't help but feel like it's an exercise in dice-rolling when it comes to getting a high score. I was trying to beat 9 seconds; I got 12 after several minutes of suiciding until two gold asteroids appeared in short succession near the beginning. ;) <br/> <br/>Perhaps adding objects that you need to avoid hitting would spice gameplay up, and allow for a combo system that would make the player's high score more than their time. |
| Apr 30 01:47:00 | 10m 00s | World runner | Hmm. Doesn't seem to work for me. <br/> <br/>In Chromium on Linux I can hear the music playing but I have nothing but a blue screen on the page (really, lol). <br/> <br/>In Firefox on Linux I hear music and can see the score text, and when I click I hear a "jump" sound being played... but I don't see anything else. |
| Apr 30 02:05:00 | 18m 00s | Mozi Life | Very original in all regards (graphics, concept, and gameplay). I especially like the movement mechanic in the "eat algae" mode. It feels very organic -- excellent job. You should finish this -- if you want to continue working on it now, you can just post a "post-jam" version for people to try after they've rated your jam-version one. That's what I did. :) <br/> <br/>Bonus browser-nerd points for doing all of this from scratch in HTML5/JS. |
| Apr 30 02:09:00 | 4m 00s | Seeds Of Destruction | I like the graphics and SFX. <br/> <br/>Gameplay is mostly what I'd expect from a missile defense game, but the added twist of stalks that grow and block your shots makes it much more difficult. There were times when one landed right on my turret and I had no choice but to wait to die. :p Maybe if there was a way to clear them once you shoot down enough seeds or something like that it'd feel more balanced. Or maybe I just suck at missile defense. ;) |
| Apr 30 02:16:00 | 7m 00s | Solenopsis Invicta | I _think_ I figured it out. :) <br/> <br/>If you worked a bit just on giving the user feedback (for instance, how can you tell which ants are farming?) and add a layer of polish you're on your way to a unique and fun action/strategy game. <br/> <br/>If there were 1. a warning where/when the bird is going to strike and 2. a way to gather ants after they're farming, the game would feel more "fair", I think. |
| Apr 30 03:27:00 | 1h 11m | Hungry Ants | After a long wait I've got a bunch of workers and warriors, but they aren't collecting food! How do I make this happen? |
| May 1 23:20:00 | 43h 53m | Pluto's Revenge | A good start for a game -- the touch controls were nearly perfect on my tablet and the gameplay has the sort of charm that katamari has. Add some UI stuff to let the player know how close they are to consuming the solar system and maybe a timer and you've got yourself something you could put out on the Android Market :) |
| May 1 23:38:00 | 18m 00s | tinyConquest | Love the vector graphics but they eventually brought my tablet to its knees :p <br/> <br/>Gameplay seemed fairly easy at first and then suddenly it was game over! Was quite fun for the duration, though. Nicely done. Work out some of the performance issues and gameplay rampup and I could easily see this selling on the market. |
| May 1 23:42:00 | 4m 00s | End of the World | Android link is down: "Error: blob is too big" Please upload this to a proper hosting service, thanks! |
| May 1 23:50:00 | 8m 00s | Save the World | Potential for great fun but is way too difficult on Android. Maybe if there was something to slow down the planet gradually or if it could turn faster. Pretty innovative design -- you should definitely polish the gameplay difficulty and try putting it on the Market! |
| May 2 00:05:00 | 15m 00s | Small Slime Adventure | The camera zooming in when you're smaller actually acts as a penalty since you can't see the giant baddies careening towards you :p I think if you just kept it zoomed out at all times it'd feel a lot more balanced. Good fun when I don't spawn next to a baddies and immediately shrink too much,though. Nice job. BTW thanks for porting to Android! |
| May 2 00:21:00 | 16m 00s | Burning Platform | Definitely too hard for me but really fun while I actually manage to survive! I think maybe if walls just lasted a while longer but you could only have so many at once it'd feel more balanced and less futile. Giant nerd points for doing this all on your transformer! |
| May 2 11:21:00 | 11h 00m | Alien Archaeologist | Super fun! I love how the world blocks can interact with each other. Saw you on RPS -- congrats! Also, I should really look at Crafty.js... |
| May 2 19:24:00 | 8h 03m | Pretentious Game | Nicely done! I love "pretentious" games. ;) <br/> <br/>Doesn't exactly fit the theme, but the simple "mechanics" make for an succinct emotional experience. |
| May 4 04:51:00 | 33h 27m | Atom Planet | One of the best I've played so far. It takes a lot of exploration to figure stuff out, but it's very rewarding when you do. Graphics are very nice and the music-transitions are a really nice touch. |
| May 4 06:23:00 | 1h 32m | Space Bear | I have chosen to replace all punctuation in this post with BEARS in honor of BearsBEARS <br/> <br/>I have failed the people of EarthBEARS a few timesBEARS Sound and stuff could make this a semiBEARScultBEARShitBEARS <br/> <br/>Silly games always get extra pointsBEARS so that was a wise design choiceBEARS I thinkBEARS |
| May 4 06:53:00 | 30m 00s | THE TINY PIRATE KNOWS MAGIC | Maybe the best (intentional) laugh I've had from all the entries so far. xD <br/> <br/>But I love the art style you have going here -- you should finish this! |
| May 4 07:20:00 | 27m 00s | Glue Galaxy Rescue! | "Why, it's so physically plausible!" <br/> <br/>xD <br/> <br/>Nice job. Fun & simple. A bit easy once you get the hang of it, but that's something that a little tweaking and some additional planet types (bomb planets? etc) could help. <br/> <br/>Oh and I agree, the opening music is epic -- like straight out of an action-hero movie. Nice work! |
| May 4 07:32:00 | 12m 00s | belief | Nice hectic-micro-management. Has some of the same ideas as black & white, of course, but boiled down to its simplest form: maintain a high number of believers by regularly performing miracles. <br/> <br/>Would have worked better from a more zoomed-out view I think. Also, had a little trouble with the planet-jumping mechanic -- are the arrow keys supposed to really do anything mid-air? <br/> <br/>Liked the crayon-graphics. :) |
| May 6 00:34:00 | 41h 02m | Recluse | Awesome -- a few really nice surprises here that made me grin big. Obviously scoring points for innovation here, but I thought it also fit the theme especially well and loved the graphics. <br/> <br/>Things I might have done differently would be to probably just add more checkpoints or remove the ants entirely. I understand that you'd want to add a challenge but you could have worked in challenge with platforming, alone -- the ants really just made frustrating what was otherwise delightful. <br/> <br/>Oh -- there might be a bug in the linux version [maybe it's just me] where if the window loses focus, it never regains keyboard controls, and so I was forced to start over several times. Anyone else have this happen? <br/> <br/>Still -- one of my favorite entries! Thanks for putting out a Linux build! (Although in hindsight, I could have built it in processing myself since I use processing, too. Derp.) |
| May 6 04:47:00 | 4h 13m | Microscopia | Beautifully simple! The way it progresses is perfect. And to top it off, you didn't cheapen the experience with any kind of UI cruft at all. <br/> <br/>Tiny itty bitty complaint: a level-restart button/key might be helpful for those with crippling doubt -- pretty sure I went out of view at one point -- of course, I can't be sure. :p <br/> <br/>I love this mechanic and think it could be explored even further. Bravo! |
| May 6 10:48:00 | 6h 01m | Triskelion | Pretty sweet. Difficult for me at times but mostly because I'm slow to react for various reasons right now. The galaxy image is really cool -- you should try to incorporate it into the game somewhere since you went to the trouble to generate it. <br/> <br/>I like the idea of needing to play some sort of minigame to gain fuel and progress on. Inspiring stuff since I'm considering options for planetary-landing minigame(s) in my game at the moment. <br/> <br/>The randomized popups were a nice touch. :) |
| May 7 04:06:00 | 17h 18m | Chubeh Bunneh | Doesn't fit the theme, but it's fun and hilarious. <br/> <br/>If you make the bunneh more maneuverable based on how small it is, but gain more points the fatter it is, add some sort of combo system, and add sound, I could see this somewhere like kongregate. (okay that's a lot of suggestions but whatever). |
| May 8 07:40:00 | 27h 34m | Tiny Quest | Heh. I resisted cheating as well. Took me long enough even once I realized what was going on. |
| May 10 23:15:00 | 63h 35m | In a Lonely Sea of Stars | Love the style in graphics/sfx department. Especially the tiny globe. Great attention to visual detail. <br/> <br/>I echo the same basic complaints as everyone else for the most part, so I won't bother repeating them. <br/> <br/>Okay just one: maybe this is an OS-specific thing, but zooming takes *forever* for me in Linux. Like, literally 10-15 seconds of frantic scrollwheeel action just to see the other stars. <br/> <br/> <br/>There's potential here for a hit, I think -- now that you have the framework in place, it's mostly a matter of tweaking gameplay and maybe adding some different unit types (or maybe not, I like the simplicity). You should definitely finish this, which seems like it's going to happen based on some of your journal entries, so I'll try to keep an eye on your github repo for updates. :) Cheers! |
| May 12 13:55:00 | 38h 40m | Space Imperator | Nice work! <br/> <br/>The controls for the fighter kept throwing me off -- probably because I'm used my own wonky controls -- but eventually I got the hang of it and started upgrading my ship. Once I got to a capital ship I started kicking ass. <br/> <br/>I'm curious about the experimental web version -- what library did you use to get it to (almost) work in both Java and HTML5? |
| May 12 14:50:00 | 55m 00s | CursorVsMan | xD <br/> <br/>Love it. Would've felt a little more genuine if the AI actually did a reasonable job correcting its mistakes, but it was hilarious nonetheless. <br/> <br/>Some sound effects of typing and frustrated profanity would really add to the hilarity. Bravo! |
| May 12 14:54:00 | 4m 00s | Space Cabin | I really like the unique visual style -- hope to see a more 4-year-old-GPU-friendly version soon! ;) |
| May 12 15:19:00 | 25m 00s | Worlds End | Nice music. :) <br/> <br/>The intro text almost suggests something like a stealth-RTS, which, as far as mechanics go isn't *exactly* what you have going on here, but it's an idea really worth exploring. <br/> <br/>The controls were a bit cumbersome, especially considering how this is a pretty frantic decision-making game. I think something like a radial/multi-directional menu would be perfect for this. <br/> <br/>Pretty fun -- there's certainly strategy as far as when to send out specific units (and of course, which planets to target). One thing that bothered me though was the lack of challenge -- I never seemed to die. I usually die a lot in strategy games. ;) A little tweaking of numbers would probably help make this very addictive. |
| May 12 15:52:00 | 33m 00s | van Leeuwenhoek | Love the focus effect -- it's a very elegant technique. <br/> <br/>Agreed, not exactly a game per se, but still an enjoyable and unique experience, and certainly fits the theme. Full points for mood, for sure. Nice job. |
| May 12 16:00:00 | 8m 00s | Solar Thief | Looove those planet graphics. Lots of nice content here, actually. <br/> <br/>It was a bit too easy for me (I got through without dying once), but I'm sure you can address difficulty in the extended version (my suggestion would be to make the "wave" weapon's strength diminish more the more it expands). <br/> <br/>Nice job doing this from scratch in javascript/canvas. |
| May 12 16:09:00 | 9m 00s | Gravitation | Hmph. I guess I'm one of the people who can't run it. :( <br/> <br/>Here's the error dump: https://gist.github.com/2667302 <br/> <br/>I'm running 64 bit Linux, by the way. |
| May 12 16:27:00 | 18m 00s | Flea Game | Very fun. XD Cat paw made me lawl the first time it killed me. <br/> <br/>My only suggestion would be to make the amount of blood sucked/timer much more apparent, as this is definitely a highscore-chasing game. Solid! |
| May 12 19:31:00 | 3h 04m | Tiny Wizard | Mmm arena shooter yes. Feels good man. <br/> <br/>Graphics/sound/gameplay are all solid. A sound/visual for when enemies die would add even more joyful catharsis, but I think you already have a hit on your hands. ;) |
| May 13 04:10:00 | 8h 39m | Scape | "scape" has to be the best name for an entry I've seen so far. <br/> <br/>But yea, *all* around -- great job! Very fun puzzler. I got through the whole thing with a smile on my face. It was nice to see a number of additional mechanics thrown in to the mix. <br/> <br/>Bravo! |
| May 13 05:15:00 | 1h 05m | Extensionism | I agree with the others -- visuals are lovely. It's *very* satisfying to complete a level, simply due to the nature of the mechanics. Great stuff. <br/> <br/>I have to say that I too did get frustrated occasionally. It would be nice to have an "undo" button -- especially since you can't really see what's going on at the beginning of each level. Just something that puts the game in the state previous to the last move you made would essentially eliminate forced restarts. <br/> <br/>You should add music to this -- it already has great atmosphere but music will really push it to the next level. |
| May 13 05:24:00 | 9m 00s | Microcosm | (Understandably) Brief game, but well-polished. Nice n chunky pixels and a cool trip hop tune playing in the background. Each screen has essentially all-new graphics (lo-fi as they are). <br/> <br/>The puzzles are simple once the solution is known, but interesting to watch/figure out. I would like to see more puzzles that employ the rotation mechanic -- there's a lot of potential there. <br/> <br/>Solid work! |