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racarate

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TimestampSince previousGameracarate's comment
Apr 23 22:05:00 My Little Dungeon Beautiful visuals, I look forward to playing this during LUDUM DARE JUDGING BINGE 2012.
Apr 24 16:43:00 18h 38m Delirium I like the idea of growing with pills, and the environments looked nice but the game feel was a little dicey. In the few minutes I played, it didn't seem to matter if I advanced in GIANT form or in small form. I'd like to hear what music you envision in this world. Nice job, overall.
Apr 24 16:55:00 12m 00s Combat Cubes Neat! I love the art direction. Specifically, how soft the landscape tiles looked. I like the idea of controlling lots of different characters. The stat management seemed overwhelming and pointless. The input choices were a little odd, when I hit ESC the game exited unexpectedly. Also, I had no idea that I could hit TAB to cycle through characters until I read the help screen. Lastly, it seems unecessarily complex to require the R key to loot -- why wouldn't characters just auto-loot? <br/> <br/>The main combat gameplay was alright, except that the lack of theatrics really made what could have been explosive quite floaty. For example, there were no sound effects or visual cues when my attacks hit the trolls which made it hard to tell if I connected. There was the bloodstain at the end, but maybe if there were more of those touches combat would have felt better -- all without modifying the actual combat and game feel logic. Overall, nice take on multi-tab Gauntlet I would definitely keep refining this.
Apr 24 17:13:00 18m 00s HMS Imahara Clever interpretation of "Tiny Worlds". I like how the ship is refered to as a sardine. It was a bit hard to differentiate the colors of walls (dark grey) versus colors of floor (dark grey). I assume that was intentional? Ah, nevermind, the field of view hadn't turned on yet. I like how fast paced it is, Stone Soup style. But it was very hard to tell the result of my turn since the camera cut away immediately. Also, I didn't really understand how combat worked. I wish there would have been sound effects to tell me the results of combat or how low I was on oxygen -- it seemed akward to keep looking away from the floorplan to track my vitals. Overall, I loved the narrative and the take on the theme. I like the idea of a fast-swapping team-based rougelike. I think if you flesh out the theatrics (either in text, or with sound and graphics) you are on to something good.
Apr 24 17:33:00 20m 00s ineptia I love robot programming games. Carnage Heat is the greatest game of all time. So, I like this before I even play it! But, I also enjoy your sense of humor in the "Bestiary". Good writing on the "data corrupted". I like the character design, very Johnny Five. As nice as the visuals were, I found the audio absolutely grating. There was no background music and the only sound was the loud, jagged noise wave of moving. <br/> <br/>This was a little compounded by the fact that the execution of the movment script took so long. I wish there would have been a slider to increase movement speed. <br/> <br/>Also, in terms of visualization I would have liked to see an actual overlay for my path instead of keeping track of where the cursor is. <br/> <br/>The fact that you can't undo your moves kinda stinks but is kinda awesome in terms of increasing the pressure of getting it right. <br/> <br/>I don't understand why evil robots look so similar to the good robot. Maybe that is a commentary on society. <br/> <br/>Overall, I love these kinds of games and this is the first "micro" one I have played. I think that this is to Carnage Heart as Cave Noir is to Stone Soup.
Apr 24 18:01:00 28m 00s Nanotech I love the concept, very "A Boy and His Blob". Man, it looks pretty gnarly though. The mix between hand-drawn sprites and items and gradient-style tiles is particularly jarring. Also, it's too bad there wasn't any music or even Metroid-style ambient sounds. I want to come back and play, but I kept getting stuck at the second screen. <br/> <br/>Tactile-wise, the feel of jumping was really off. Also, I was left to guess as to where the boxes would spawn. Maybe you can visualize an translucent box on keydown and then on keyup actually place it. That would give a bit more control over the seemingly non-deterministic box placement physics. Overall, I liked it. I like the word "nanocanisters". "Nanocanisters"
Apr 24 18:34:00 33m 00s TinyInspiration Tons of character, a great break from some of the more generic platformers. Nice writing, I like the style. UI-wise, I would have preferred visual cues for knowing when I move between screens. I suck at adventure games, so I didn't get far enough to comment on the puzzles. Very Freudian, there are too many asexual games.
Apr 24 18:53:00 19m 00s Big Space Tiny Man I got "Monkey runtime error: [object Error]" for the HTML5 version in IE9. Ended up playing XNA version. <br/> <br/>Nice story, and names. <br/> <br/>I like the art, especially how huge the astronaut sprite is (reminds me of old NEO*GEO fighters), the parallax scrolling and how tiny the ants are compared to the player. And the sound design was pretty good, laser-wise. <br/> <br/>I also enjoyed the moment where you realize that even though you collected all the parts, your ship is never going to be fixed. It reminded me of a Ray Bradbury short story. Also, the ants on your face.
Apr 24 19:27:00 34m 00s Tiny Rhythm Please finish chiptune SIMON!
Apr 24 21:11:00 1h 44m ONLY US The music and sound design were phenomenal. I like the idea of a platformer-RTS hybrid. The small touches were wonderful -- emoting as a core mechanic, the space face carved into the moon mountain, the intro cinematic. Combat felt really wonky and forced but the idea of trading your precious moon rocks in exchange for taking out creeps is intriguing. Your title screen is fabulous, made me want to play the game.
Apr 25 04:47:00 7h 36m Nibbles This was way more fun than shooting colored blobs should be. I liked how gigantic the level was. I didn't hear any audio, which was a bummer. I couldn't really tell what the hero was supposed to be. My favorite part was the way the numbers bounced around after hitting an enemy. The feel of the shots was a little odd though -- I don't know if was the animation of the bullet or what, but the combat was a little floaty. Also, the fog of war felt like using MSPaint, in a good way. I kept wanting to find the next exit. Hand-drawn graphics were pretty, but not enough variety. I didn't read the text about powers, etc. until after I played. I never would have guessed any of that. I thought it was just one enemy and one shot type. Either way, neat.
Apr 25 05:03:00 16m 00s Zombie Fish I played up to level five... SHARK SHARK is one of my all-time favorite games, so entries in this genre are right up my alley. First off, fisheye mode seems... broken. It was like you dipped your projection matrix in sulfuric acid. The fishbowl turned inside out and I originally thought my fish was a crossbow. I almost quit and didn't come back, but then I saw a comment here about turning off the fisheye mode and so I returned for four boards. Overall, I like eating fish. I will say though, that being underwater without audio is kind of boring. Also, why do the fishes do nothing but go in circles? It makes them easy to snack on, but gets repetitive. Wouldn't some of them move randomly, or at least move in different patterns? Also, it was somewhat disappointing that nothing happened when I ate a fish. No animation, or sound effect or anything. It really would have been cool to have some more theatrics. Aside from that, thanks for making a fish eating game. I think once you add audio and AV feedback for eating fishes and a more fishy UI, you are good as gold.
Apr 25 05:17:00 14m 00s Narrow Man, this game ran really really slow on my system (Ubuntu on a Pentium M). I had to literally hold down the arrow keys for two seconds to move between menu choices. One in-game things seemed a bit better, though there was still a good deal of latency on movement. As for the actual game -- the music was great. The colors of the enemy boxes were nice. The hero was kind of boring looking. The game of avoidance was fun, especially when you could just narrowly dodge the transition of a wireframe to a solid. Things I didn't understand include what the boxes had to do with population growth, if there was any pattern to how the colored squares grew or if there was any other strategy than madly run around. Overall, not a bad Qix-like.
Apr 25 05:34:00 17m 00s Pocket Strife Ha, this is the first game jam game I have played with a resolution option. Very nice menu! Although... I have to admit I looked through every menu options to see what the buttons were only to have to come back to the LD page :). It took me a few minutes to figure out what was going on. I didn't really know where my mouse was, because my mouse cursor disappeared in-game. Also, it was frustrating that even though I knew what the buttons were, I couldn't build anything. Finally, I re-read the instructions again and saw I had to build a flag. After that, the enemies built a base and then nothing happened so I quit. Overall, I thought the map looked really nice. The menus were very professional, as well. It's too bad there was no sound or animation besides the loading bars. Anyways, nice job!
Apr 25 05:51:00 17m 00s Robot in the Garden Yeaaaaah! I found this game via the LD23 thread on the LOVE forums and wanted to play it based on the passage-esque visuals. I love it! I love the playable title screen, the dual game modes (only LD racing game I have played so far), the sound design and ambient music and the game feel. Micro-jetpack jumps. White vine animation. Oh man, and the dynamic lighting. HYPER LEGIT. Haven't figured out the point of "collect" yet, about to go back. HYYYYPER LEGIT!
Apr 25 06:13:00 22m 00s a SMALL problem On Ubuntu, get following error: <br/> <br/>"AdvTiledLoader/Loader.lua:14" <br/>"no file AdvTiledLoader/external/deflatelua/lua.lua"
Apr 25 06:23:00 10m 00s Tiny World Corporation Man, I have no idea what is going on here but I liked it. Very ballsy to go for a SimCity style game in an LD48 and (kinda?) pull it off.
Apr 25 06:39:00 16m 00s Nook Very nice, I love the idea of two different stages on top of each other. I was sort of having fun, then I realized you could wall jump and it was on. Reminds me of a WayForward platformer. The transition animation seemed to take a really long time, and the game feel of the smaller lizard's jump was a little wonky but the level design and overall cohesion more than made up for it. Very nice work.
Apr 25 06:58:00 19m 00s Another Kind of World Wowie zowie, that was great. I love the art direction, the slight vignetting and the particle effects. The game feel on jumps is a little too twitchy, which especially hurt on the precision platforming boards, but whatever this game is a superduper recreation of the bombing portions of Super Mario Brothers 2. With some game feel love (and maybe more theatrics on player death) you have a winner.
Apr 25 07:02:00 4m 00s Lost In Her Eye Scrubbing was a little bland, but it was made up for by being in somebody's eye.
Apr 25 07:09:00 7m 00s muniverse Damn, did you just try to make Elite in 48 hours? I liked the moment where it switched from overhead map to ship-view. The asteroids-style controls were fun and reminded me of a favorite Dreamcast game, Armada. I wish there were more baddies to shoot, it was a bit lonely.
Apr 25 14:37:00 7h 28m Mitochondrion I love the graphics, the color scheme reminds me of browsing games at CompUSA.
Apr 26 17:15:00 26h 38m Brevity I tried to play without going through the tutorial and it was a real trip. After the tutorial though, I enjoyed it. It was sort of hard to tell when the towers transitioned from one phase of their plan to the next. Also, I didn't realize where the healthbar was until the second game, it's kind of strange that it is on the opposite side of your base. Overall, I liked it. This is the first tower defense game I have ever played, I can see why people go for this kind of thing! Oh, also the music was funny and good. Very nostalgic.
Apr 26 17:23:00 8m 00s Searching for Heaven Wow, that was absurd. I played up until the first hard jump puzzle (~5min). I... don't know what to say. Keep on keeping on!
Apr 26 17:33:00 10m 00s Virus Wars Wow, that seemed really rough and I was prepared to quit and not come back... but then I played the tutorial and I am glad I did. The Ikaruga-style color swapping adds a nice sheen of complexity and thought. I really like your take on it where hitting the bacteria with the wrong color increases their health. Unfortunately, I couldn't get far enough in the actual game to play with those mechanics. Also, I found it quite bizarre that you messaged the number of seconds until the round began but not the button that activates the color swap. I wonder if that was intentional :). I think with some audio, the right hit and miss theatrics (even keeping the colored square character design), this would be a really cool game.
Apr 26 17:40:00 7m 00s The Underground Court Web didn't work for me (Safari, OSX) -- I heard amazing music but saw only a white screen.
Apr 26 18:07:00 27m 00s Subatomica Very cool! I would change "click here to start" to "click to start"... it took me a minute to realize that there was a third state of neutral in addition to positive and negative, maybe you can mark that on the slider too? Yours was the first game (of 25 so far) that I played all the way to the end. It was great fun to play with the repulsion and attraction mechanic. I never quite understood the purple and green particles -- they were enemies, I assume? Do they have less attractive and repulsive power than the red and blue? Also, the BARRIER level was quite hard! I just kind of kept trying until I got lucky enough to make it through. All in all, I really enjoyed this. The starfield and glow effects were fancy, but it was a shame there was no audio. I would keep developing this concept!
Apr 26 18:26:00 19m 00s Intertubes Pretty cool... I had no idea what that second bar meant until I read the tutorial. I like that there is an additional objective of "hurry up and get points while this multiplier is in effect" in addition to the survival objective. I thought it was strange that you could move in eight directions but only shoot in four directions. The level design was neat, it was fun to run around trying to herd the enemies. The relative speeds of the hero and the enemies seemed just right. Though, visually I couldn't tell what the hero was supposed to be. Anime-mecha sysadmin? The sound was alright, but music would have been a lot cooler. Nice job overall, solid micro action game.
Apr 26 18:41:00 15m 00s Tiny World I really liked your title screen, this was the first entry I played with a name attributed (I think). The idea of switching vehicles is appealing, though I was disappointed when I saw that they basically behaved the same. The UI was a bit hard to visually parse -- I had a lot of difficulty managing the zombie herd and moving to look where in the text block my life was represented. So much so, that I eventually gave up. I would have loved to seen what music you paired with the zombie-hot-air-baloon concept. Overall, I enjoyed it there was something refreshing about the game -- with some UI-audio-mechanic touches this could be pretty rad.
Apr 26 18:59:00 18m 00s Large Hadron Collider: Ludum Dare Edition Anything with the phrase "reboot universe" is a-ok in my book. You game definitely imbues the feeling of being helpless in a particle accelerator. Too bad no sounds though! Visually, I liked your particle effect it looked like a tiny little probability cloud. I thought that was a lot neater looking than the grey particle models. Mechanically, maybe you can add a double-tap to dash mechanic to add a little more variety?
Apr 26 19:12:00 13m 00s NANO M.D. Not bad, I like that you added an upgrade system. The hero sprite was a little weird, I couldn't really tell what he was supposed to be although I love the name "Nano M.D.". Too bad there was no audio, a game like this would be perfect for sfxr! Also, the color palette was a bit jarring, but maybe that is what life is like for a nano-doctor.
Apr 26 19:21:00 9m 00s SlimeABug Wow, very polished. The music is perfectly fitting. Grand Theft Insect -- very clever. A bit reminiscent of Space Station Silicon Valley. I often couldn't tell exactly why I died for some reason -- maybe the camera cuts back to the upper-left corner too quickly? I love the mechanic of rallying your ant friends to attack the mega-bug. A little too hard, but good job! <br/> <br/>P.S. You guys are the first I've seen to use the LOVE web-player, that is a promising development!
Apr 26 19:49:00 28m 00s Spaceship In The Sky With Colors Great look and perfectly matching music. It was fun to figure out how the game worked. One difficulty I had was looking back and forth between my ship in the middle of the screen and the colors at the top right of the screen. Visually, I didn't understand the point of the alpha'd out left side. It seemed to clash with the design of everything else. The particle effects were super-cool, maybe you can have the star trails colored based on the color of the item you pick up? Also, massive bonus points for being the first game I've played (of 30 so far) to include a level editor. Although... I couldn't quite figure out how to edit the level! Maybe on-screen instructions in level editor mode? Also, you guys nailed it with the name. I second the iOS port recommendation. One last thing -- I didn't understand why there were triangles in the color pickups but then just circles in the color meters. I was trying to deduce the significance of that but I figured... eh! Oh, one more last thing -- the screen shake was great!
Apr 26 20:20:00 31m 00s Deconstructorium Very Mega Man, I love it. I wish you would have added sound and music, though. I particularly liked the mechanic of "stepping out for a breath of fresh air", that's hilarious. Also, the way you themed each element-based level was very simple yet effective. I played about ten minutes then ran out of ideas for formulas. I look forward to playing again! This seems to be the most repayable of all the 30 LD games I have played so far.
Apr 26 20:32:00 12m 00s Tiny Shogi 48 Thanks for introducing me to a new game! I liked your implementation, though it ran somewhat sluggishly on my machine (2011 mac mini). Bonus points for creepy mouse. My one complaint would be that it was really hard to tell why I was captured. I'm not sure if that is because the animation happened so fast or what. Everything looked pretty nice (save the 'YOU LOSE' graphic), it really set a tranquil feel.
Apr 26 22:35:00 2h 03m Montezuma's Tomb Nice Donkey-Kong style adventure game... though tremendously difficult due to the game feel on jumps and drops and ledge collision. I liked the sound effects, they suited the visuals. I couldn't quite tell what the white barrels were supposed to be, but they were menacing enemies due to the one-hit kill design. Nice nostalgic game, and it was interesting to see the whole map at one glance. I wish there would have been some music, though. Perhaps one day... I will find Montezuma's treasure.
Apr 26 22:48:00 13m 00s Ant Command Not bad, fun micro-RTS game. I thought the music really contributed to the atmosphere of fireant gloom, but at the same time the UI really took me out of the atmosphere. Maybe some sort of graphical treatment for ants remaining would have worked better? Feel-wise, I thought it was odd that ants would continue streaming out as I held the button down. Maybe that comes into play at higher levels of the game but as I only played a few games (getting to round 3, I think) it made me waste ants. One other thing I noticed is that sometimes ants auto-engaged when enemies were close but other times they didn't. I wish there was some way to visualize when that would happen. Overall, I liked it and I had fun making the tradeoff of "one ant... or two ants..."
Apr 26 22:56:00 8m 00s Revolves Great concept, but somewhat hard to play. Reminds me very much of English Country Tune. It's difficult to tell when and how you died -- sometimes I was floating in space and not sure if I needed to reset or not. WIth some better theatrics around success and failure and a little audio this would be really cool.
Apr 26 23:04:00 8m 00s Collect ALL the resources Saw a green field, right-clicked and got a menu... hit ESC and got a crash screen with a red exclamation point overlaid on a coffee cup. Going to try again...
Apr 26 23:26:00 22m 00s Poor Pluto's Revenge Har, har, har. I like your interpretation of "tiny world". The retro music was good, but not sure it fit the visual style. I love that I got my blood pumping by lighting up planet earth with machine gun toast. The theatrical entrance of the larger planets was nice. The UI seemed a bit bland, it didn't seem to fit the setting and having the HUD on the opposite side of the screen from the hero made it a little difficult to monitor. Overall, I enjoyed taking the role of Pluto, the demoted planet.
Apr 26 23:32:00 6m 00s The world of Marceline Outstanding, one of my favorite entries so far. If only you had music! Or maybe that was intentional...
Apr 26 23:49:00 17m 00s The Cheesiest Game Ever! I like the mouse sprite a whole lot... and the color scheme of brown and pink in general. The game feel was pretty loosey-goosey though, I felt like the mouse was slipping and sliding with the way his inertial physics worked. Also, it was pretty wacky the way the difficulty ramped up from "kinda hard" to "really hard" in level 3. I actually gave up at level 4. I wish there would have been music though! That mouse is crying out for some cheese-based tunes.
Apr 27 00:01:00 12m 00s Tiny World: The Musical: The Game I love the originality of doing a musical, and you nailed the music. But, I didn't understand what the mechanics had to do with the musical portion. I could tell the Earth was the Earth, but I couldn't tell what the arkanoid paddle and green-and-red balls represented. The paddle game got a little bland after a while, but I kept playing to hear the music. I want to play it again though, my music-listening-brain-side apparently shares a room with my ball-deflecting-brain side!
Apr 27 00:11:00 10m 00s Nineties Holywood Hacker Wow, great concept. "Build a stage, then fly through it"... reminds me of other shooter hybrids like Stigma Star Saga. The game feel for the shooter part fell a little flat, I think it was the lack of any kind of inertia. It was also a little hard for me to visually parse the ship and the enemies(red green colorblind). Thematically, I assume the ninties hollywood hacker was in the ship, right! Anyways, with 90s HAPPY HARDCORE TRANCE and some game feel love on the shooter segments, this would be a really neat puzzle-shmup hybrid!
Apr 27 00:29:00 18m 00s IÄTI I loved the music, and I loved trying to make sense of the enigmatic instructions (I try not to read the LD page before playing the games). It was a nice combination of reflex-based shooting and color-matching puzzle, with a strong sense of narrative built into the game mechanics. The collision seemed a bit off, and it was difficult to guess which column my element would go into when I pressed space. Perhaps some kind of guide-line would have helped? Overall, I really enjoyed it. The slowly moving background helped keep things visually interesting, and the art was servicable. While the music was good, some sort of audio feedback for the various events and transformations would have been nice as well. I look forward to playing more of your stuff in future LDs.
Apr 27 05:05:00 4h 36m Amoebae Nice and cohesive, I liked how the undulating background complemented the delayed synth lines. I got 42 noms. I love the visual effect of increasing your amoebae parts in proportion to how fast you are zooming around the screen -- I couldn't tell if it had any effect mechanic-wise though. The evil noms were mildly threatening without being overpowered. I had hoped that I would grow in-game, but that is because I secretly wish every game was "Shark! Shark!" The introduction where you sort of zoom in from big circle mode was a nice touch. I think with some more variety, this could be a good fit for a micro iOS game.
Apr 27 05:19:00 14m 00s Naos I love the art direction, the color cycled jittered scibbles specifically. I didn't get where the blur fit in aesthetically, but hey, it's 2012. Overall, I liked it. The anti-Thoreau barbs were pretty funny and the faux achievements were... something. I would have preferred less hand-holding, it edged a little close to QTEs with all the "press x here" dialogs. The xy-autoscroll-paint-mechanic is here to stay.
Apr 27 05:24:00 5m 00s Home is where the robots are. Attractive character design and sprites, but the game feel was wonky central. There didn't seem to be any weight or heft to how my character moved, which is odd considering he is an overweight viking. Maybe some kind of inertial model? Also, the collision seemed a bit off I swear I went through a robot. Overall, the concept is sound and if you tweak the game feel and add a bit of audio this could be pretty rad.
Apr 27 05:26:00 2m 00s Pixels World Game didn't load for me, Windows 7 in IE9.
Apr 27 05:35:00 9m 00s Magic House Escaped from the magic house... The environments were humorous and somewhat horrifying, imagning what kind of life was led in that house. For such a linear game though, I think it ends up relying a lot on atmosphere. I think graphically it hit that note at points (especially in the Dali-esque final scene) but without music or sound it is really hard for me to fill in the blanks. Overall, a competent micro-fetch quest but I would have loved a little more mood.
Apr 27 05:40:00 5m 00s Tiny Stick Twin Shooter Very pretty song. I had fun making patterns with the bullets, and I like that you wrap around the screen Asteroids-style. It didn't seem like there was any reward for hitting enemies (nor any AV theatrics) or any downside to being killed so I didn't play for more than a few miutes.
Apr 27 05:42:00 2m 00s World of Destruction Didn't find anyone in the lobby :(
Apr 27 05:51:00 9m 00s A Super Mario Summary Good interpretion of the theme, the level design is spot-on. Played up to 4-1. I like the meat-boy-style quick restart, it's funny to feel such a modern mechanic in the veneer of a classic game. The game feel was a little iffy... on it's own it would be fine but mentally it is a bit jarring to expect Miyamoto physics and recieve something a bit more floaty. Oh, the Bowswer sprite was the jam. Too bad no music! Ah, and very polished presentation with menu and stage-select screen. Nice and smooth.
Apr 27 06:14:00 23m 00s Prince of Leaves Very cute, loved the character design from the names down to the small details of the hat and sword. Supporting cast was spinoff-worthy as well. I loved how the rabbit was the one to speak to you right before the jump puzzle. Martin the Mouse looked like more of a badass though, I wish I could have played as him! Visually, the painted background was gorgeous but really clashed and had me wishing the level tiles were in the same style. Also, the scaling-alpha death animation seemed like it was from another game altogether. The hide mechanic was nice, and reminded me of Blackthorne one of my favorite platformers. I didn't have to use it the entire game though... until the very end! Which was quite awesome. The song was hilarious but the sound effects were a bit grating. Game feel wise, it seemed like the main character moved pretty sluggishly. Not sure if that's because there was a disconnect between the walk cycle animation or if was an issue of absolute speed. Also, I found that I could defeat ants by hitting attack well before they were near my character. Anyways, nice adventure!
Apr 27 06:23:00 9m 00s Attention Ack, is there no way to restart the game? I wanted to play with the mechanics but I kept having to literally exit the game and then open it again. As it is, I spend more time looking at the game over screen and credits than playing the game. The main character looks cool in a stretch-armstrong type way, but the level looks like a close up of a mid-nineties PC game cover. Too bad no music, either.
Apr 27 06:33:00 10m 00s ToastBiome Couldn't really tell the effects of wood vs. tile vs... the other one. Also, human was really frustrating to control. Very slow, and it seemed like you couldn't place tiles and move him at the same time. Music was great, reminiscent of old DOS games. Sound effects were pretty harsh. I enjoyed the change of seasons, but mechanically and atmospherically I didn't really get anything out of the game.
Apr 27 06:42:00 9m 00s Bright Worlds Very polished, like how you just get dropped into the action. Raycasting as a mechanic is clever, reminiscent of the WiiWare game "Lit". I enjoyed the look quite a bit, everything was very cohesive. Level design seemed well-thought out as well. The only downside was the game feel on player movement. It felt really twitchy and unenjoyable. I don't know how to explain it better, the jumps seemed spasmodic maybe? I enjoyed inhabiting the world, but the feel of movement made me stop playing. Musically, I thought it was spot on a very happy-science song. The filter on the music when you went in the dark was great, too.
Apr 27 06:54:00 12m 00s Primordial Smackdown: Bacteria with Badditude Loved the faux-90s badass attitude platformer splash screen. Too bad no sunglasses in-game though. Cartoon-style character design was great, background and special effects didn't seem to keep up though. Mechanically, I didn't understand it at all at first. The is the only LD game I've seen with a README, but most my confusion could have been assuaged by displaying "mouse over bacteria and hit space to bite". The icons on the upgrade screen are really good, and so is the writing. There isn't really much visual feedback when you are attacking or are attacked -- I think that makes combat a little unsatisfying. The music is suitably wacky. The vignetting is a good touch and adds claustrophobia. Good bacteria shooter, overall.
Apr 27 21:14:00 14h 20m World of doors Gah! It crashes when I enter the red door. I liked it up to that point, any game with turtles is a-ok with me. It seemed like it was going in a "lights out" direction...
Apr 27 21:39:00 25m 00s Minikin Great boss design, felt like a real ramp in the intensity. Loved the music and the windows-era sprite art. The variety between the levels was great, there isn't a lot of that in LD. The one thing about the art is that the characters and backgrounds are so well rendered that it is jarring to defeat an enemy and have them disappear without any accompanying animation or sound effects. I liked that you can turn while swinging, very "Bloodlines" (spear version). The stages might benefit from a second dimension instead of having all the battles happen along one line. And, the jump was a little wonk. But aside from game feel, everything else was really nice. One of the few LD games I played all the way through. Oh, and very phallic.
Apr 28 15:59:00 18h 20m Quest For Matter Not bad, I was immediately turned off by the lack of music but the planetoids looked nice (if repetitive) and the excitement of nearly missing smashing into a planet was adrenelineish. I got up to 65... matters and then the green planets appeared to be running away from me. I'm not sure I understand that mechanic, but I think if you added some music and variety of motion and obstacles this might feel like a StarFox level. Also, I had no idea what the second counter was supposed to be doing.
Apr 28 16:07:00 8m 00s Uncle Istvan That was somewhat cryptic and strange, not in a bad way though. First, that two-bar song was waaaaaaaaaaaaay too short. It sounded like you have nice musical skills, I wish there would have been a four minute song not a four second song. The picture of Uncle Istvan was great. I honestly couldn't tell what was going on between the instructions (4 of something?) the score counter (oscillating between (4, 6, and +) and the other score counter slowly moving towards... 90? Besides that, I think if you cleaned up the instructional text and added some visual theatrics for when the white seed is erased or dropped into the world (to accompany the audio cues) this would be nice.
Apr 28 16:25:00 18m 00s Bugs That was funny, I got to level three but kept failing so I quit. The music is fantastic, very reminiscent of Steve Reich. I could listen to that all day, and it really fit the world of a circuit board. The character design was pretty hilarious for the bug , I especially enjoyed the letters made of bugs on the interstitial screen. The stage looked fine too, although the typeface seemed to clash with your hand-drawn style. The roaming lights were ok, although I couldn't quite tell what they were supposed to be. As far as game feel, there were a few times where my movement latency was really high when turning left then right then left then right. If this is intentional, like some sort of "stumble" mechanic, maybe you can visualize a clumsy effect over the bug's head? Overall, it was pretty cute 2D stealther.
Apr 28 16:28:00 3m 00s Chubeh Bunneh Ha, ok. Good blend of French history and modern dietary thinking. No sound or music though???
Apr 28 16:37:00 9m 00s Dr. Biology's Educational Game I love the puzzles, cool concept of filling space in the right order. It would have been nice if there were a button for restart instead of having to use the keyboard since the game itself doesn't require keyboard. Too bad no music... wonder what you would have gone for in that department. Also, big bonus points for included a level editor.
Apr 30 01:23:00 32h 46m JENS - a cute beetle in a tiny world... Gah, crashed on startup in Ubuntu.
Apr 30 01:39:00 16m 00s Lost Oxide The monochrome look was great, and the belly-flop animation was cute and whimsical. The lack of audio jumped out a few minutes in, when I realized the deaths were silent. I like how big the levels were, though I didn't understand how anything fit into the theme. The spotlight effect was really neat in the darker areas, and the running animation was cool but I think my ten-year-old computer gave me some foot-slip. The music loop was waaaaay too short though, it got repetitive. Overall, fancy stuff!
Apr 30 01:49:00 10m 00s Nanonaut Music was wonderful, the idea of warping to planets was nice and the few planets I went to had a lot of visual variety. The combat felt a little robotic though, I wasn't sure what to do besides spam lasers. I didn't realize you procedurally generated the worlds until after I played, that's pretty wacky. If you work on the game feel for combat and add more of an objective this could be pretty neat.
Apr 30 02:01:00 12m 00s OSC: Dawn Whoa, I played this on Chrome on Ubuntu and man, it crawled! It took about three minutes to get to the asteroid. I tried on Firefox and it was much better. It ran nice and smooth until the "stop in the landing zone" sequence and it just slowed down again. I liked where you were going with it though. The slow introduction of game elements was spot on. The concept of towing a planet is powerful, and the mechanic of action-growing corn by towing your planetside into the sun is hilarious. Too bad no music though, it's so hard to get into a silent game even in space.
Apr 30 02:05:00 4m 00s Seeds Of Destruction It was really hard to see the yellow cursor on the blue background. The sound was ok, but there was no music! Overall, the second most phallic LD23 game.
Apr 30 02:23:00 18m 00s Super World of Progress Achievement Textured tiles plus vignetting plus blur filter is gorgeous. Game itself seemed too busted to play though. The appleheads kept colliding with invisible platforms in the sky, and the game feel for movement was wonky -- I couldn't jump while moving (Ubuntu Chrome). The character design and art direction are cool enough to pursue this, I would think. But with the busted-eyness of the movement and collision and the lack of audio I only played a few minutes.
Apr 30 02:34:00 11m 00s The Island of Dare Man, that music loop was hyper annoying I wish it would have been a few minutes long instead of a few seconds long. Competent micro-roguelike. I actually liked the combination of WASD and mouse for item usage. It was frustrating that the instructional text displayed every time I went through. Does the game go on forever? I was about ten levels in and I assumed it was endless randomly generated dungeons so I quit. Not sure what the point of the mushrooms were, they were only in that one stage.
Apr 30 02:47:00 13m 00s The Tiny World of Buzz The art was fun, flowers looked like red tortilla chips. The sound was very harsh, it made me cry inside. The game itself was about in-between -- the fast motion of the bee was very bee-like, and the patrol behavior of the wasps were aggressive, but not too much so. Presentation-wise, it was super bugly when the game just ended upon death or success. I would have loved to see some effects and animations on those bug characters. Also, music would have added a ton of atmosphere. Overall, insect-tacular!
Apr 30 02:52:00 5m 00s Tiny World Of Life Running chrome on Ubuntu... couldn't get past intro screen. Pressing 'h' did indeed show and hide help panel but no amount of pressing enter would advance into the game. Too bad, seemed like a neat idea with some good in-universe writing around it! (Just realized this machine doesn't have programmable pixel shaders, maybe webGL is failing to initialize? if so maybe you can check for that and message the player)
Apr 30 02:55:00 3m 00s World runner That was pretty difficult, at least you had auto-restart in place. I thought it was visually a little hodge-podgey and that the music loop was a lot too short but it was a playable endless runner!
Apr 30 03:06:00 11m 00s TinyFish Loved the MS-Paint aesthetic, especially the cohesion of it among the title screen character sprites and UI elements. Respect the fact that you attempted to combine Starcraft and Shark! Shark! Really disappointed that there was no music. It was also unclear when I was doing damage (when the other fish flashed) versus when I was taking damage (the fish dropping meter decreased) maybe with some better theatrics around combat this would be fun, but right now it feels like you recruit an awesome army of fishermen to do not much. I would definitely play another game with this art direction though.