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| Timestamp | Since previous | Game | awppy's comment |
|---|---|---|---|
| Dec 17 19:52:00 | CORRUPTIONEXE | Really neat idea. There's little in the way of gameplay but the interactivity with the environment is very cool | |
| Dec 17 20:07:00 | 15m 00s | In Digito | The game crashes on me when attempting to restart from the game over screen (and there's a typo in "Resart", but no biggie). <br/> <br/>It would be better if the tiles moved in sync to the music, but the gameplay is slightly behind the beat. <br/> <br/>Zone 4 doesn't appear to be possible to clear. There's just one narrow hallway, and invincibility tiles only protect across one panel, and they're all spaced 3 panels apart. <br/> <br/>Though, I suppose I can just edit the zone data, and that'll let me see the ending! |
| Dec 17 20:36:00 | 29m 00s | Sir Cat | Does this require a 32-bit OS? When I run main.py I'm given the following error: <br/> <br/>couldn't load module. DLL load failed: %1 is not a valid Win32 application. (from main.py line 171, 17) <br/> <br/>It also says NameError: global name pygame is not defined, but this is after installing pygame <br/> <br/>I'm running the 64-bit version of python 2.7 |
| Dec 17 20:56:00 | 20m 00s | The Iron Warlord | Being able to subjugate minions is a nice touch, and actually becomes important in stages 8 and 9. Everything prior to that feels a bit pointless though. <br/> <br/>Having a beacon point to the nearest energy crystal would be really nice though. |
| Dec 17 21:08:00 | 12m 00s | HenchManager | Played the web version. Controls were a tad frustrating and could use some polish, but the concept was nice, if a bit thin in action sometimes. Cameras were a nice aesthetic touch |
| Dec 17 21:34:00 | 26m 00s | StarRunner | The game lacks any sort of challenge, from what I can tell. It's as intense 10,000 points in as it is at the beginning. The enemies could use some properties, such as HP, speed, or moving in a wave pattern to make some of them harder to destroy. <br/> <br/>Noticed my ship started firing blanks after a while. Was that intended, or due to stress on the garbage collection? I was mashing the shoot buttons like a madman. |
| Dec 17 21:46:00 | 12m 00s | Earthmageddon | Wow, this game is actually very fun! And kudos to enfyrneaux for the tunnelling comment. It comes in handy. <br/> <br/>Enemies have the perfect level of persistence. The longer I try to ignore them in favour of finishing off the last little island on earth, the more of a problem they become. <br/> <br/>The only complaint I have from a gameplay perspective is enemy spawn location; it appears to be completely random, so if you're unlucky an enemy will spawn on/right next to you for some quick damage. <br/> <br/>It's very fun though - I found myself playing through it multiple times |
| Dec 17 21:54:00 | 8m 00s | Peasant Smasher | Could do with either swinging on an angle or doing arc sweeps. Those knights are pesky when circling. That stomp really comes in handy. |
| Dec 18 00:37:00 | 2h 43m | Drillizer | Pretty fun, and an interesting reversal on Missile Command. I ran into two bugs in the five rounds I played - in my second game, the drill wouldn't shake all the remaining people away, and in the third game one of my bullets didn't explode, which locked up the turrets and forced a loss. After refreshing the page I didn't have any problems, and it was pretty fun. I actually found it a tad easy, though. |
| Dec 18 01:11:00 | 34m 00s | The Cards Never Lie | Very nice mood to this game. The aesthetic was nice, too. A bit straightforward, but held my attention. |
| Dec 18 01:19:00 | 8m 00s | The Accursed Moon | It's pretty fun, but enemies can shoot through walls, which can be irritating once the hunters start showing up. It can be tough to tell who is armed and who isn't until you're close, but the progression is pretty good |
| Dec 18 01:25:00 | 6m 00s | Do the Creep! | Playing as a creeper is a pretty neat idea. The bunngoat sprites look like they have scrotums hanging from their chins, though, and it's a tad off-putting for me |
| Dec 18 01:36:00 | 11m 00s | Dracula's Treasure | Very cute aesthetic, nice music. The input lag is painful for me, though |
| Dec 18 01:45:00 | 9m 00s | GiTA | I love how you can hide in the tall grass to evade pursuers. It took me a while to get used to differentiating between policemen and regular folks, and it's really cool that citizens have different levels of awareness when you walk by them. <br/> <br/>Some of them are aware of the fact that I just knifed 50 people in the past five minutes. |
| Dec 18 06:57:00 | 5h 12m | Royal Reptile Rampage | Regarding controls: from my emulator days I used to map WASD to face buttons on a PSX/SNES controller (or ESDF if you prefer), keeping jump in the middle and run on the left. Using a WASD setup, that'd be A to run, S to jump, and either W for fire D to eat, or D to fire W to eat. <br/> <br/>Eating things needs to be more usable. It's pretty much impossible to eat villagers without backing them into corners, so being able to move with a claw outstretched, scooping them up, would work better. There's still a delay while eating, so it wouldn't overpower an armed crowd. <br/> <br/>the fire also felt a bit underpowered. It was much easier to trample everything, and the best designs give every ability its place. <br/> <br/>On the other hand, this has been one of the most impressive 48-hour games I've seen so far. Good work! |
| Dec 18 20:23:00 | 13h 26m | Target: Restaurant ! | It's a very fun little puzzle game concept, but unfortunately it's very short (at present). The visual style is great |
| Dec 18 20:37:00 | 14m 00s | Vixen | Visual novels really aren't my thing, but there's a nice amount of diversity to what you can do for a quick little game! I think I lack the emotional attachment to appreciate it, though |
| Dec 18 20:39:00 | 2m 00s | The Level | Too easy, and there's a few bugs when displaying the level, but it's a neat idea! |
| Dec 18 20:56:00 | 17m 00s | Escape From Prison Planet | 707, augh! I find it best to save the missiles for large clumps of enemies. It increases your chance for cargo drops when you can take 3 of them out with a single missile. <br/> <br/>Great game, and hard to believe it was done in 48 hours! You must not be new to it. <br/> <br/>With the dependencies installed, the game crashed immediately when I opened it in "Sandbox mode" (avast is very nervous about EXE files, even ones that I've created myself). Opening it normally, it runs fine, so anyone WITH the dependencies getting it to crash, check file/folder/user permissions is my best guess. <br/> <br/>This game is awesome. |
| Dec 18 21:08:00 | 12m 00s | Roadkill | oh my god that was fun <br/> <br/>I didn't like driving directly into pedestrians nearly as much as I liked drifting into them and swatting them like my car was a big ol' baseball bat. I wish there was some kind of "handbrake" button that would exaggerate your car's drifting so you could swerve in wide arcs and slam pedestrians around better. <br/> <br/>For what it is though it's a lot of fun. |
| Dec 18 21:15:00 | 7m 00s | Munching Mower | Just as Crowbeak said, there needs to be something more to this to make it feel like a game. Moving enemies, or a time limit or something. Right now it's a bit lacking, even though the music is delightful |
| Dec 18 22:58:00 | 1h 43m | Conquering Oneself | BADDIEMAN reporting in from the current top of the leaderboards (level 12 currently) <br/> <br/>Holy wow, I'm seriously impressed with this. Music is great, graphics are...actually a bit underwhelming, the concept is brilliant, and the gameplay builds upon itself in such a brilliant way. The ability to only see the first ~16 commands makes things interesting, because I just finished a 45-round battle so the second 2/3 are a mystery to me. <br/> <br/>I've got a few strategy tips for how to play. I'd say DON'T READ THIS UNLESS YOU'RE COMPLETELY STUMPED. <br/> <br/>For the first few battles, focus on a strictly attack/counter-attack pattern. You shouldn't have any trouble until the boss starts casting A Strange Spell. <br/> <br/>Ensure you have these abilities at all times (with the exception of the round after you lose your primary ability) <br/> <br/>Attack <br/>Counter Attack <br/>Ghost Punch <br/>Disruption <br/> <br/>I've been using those four primarily for a back and forth battle, which has lasted well so far, but I feel it's going to become a problem as battles get longer. <br/> <br/>Make your first attack distinct. Use something you never use, like Defend, as your very first command. This acts as a flag to tell you when the boss' attack pattern has finished execution and is starting from the top again (for those of us too lazy to keep track of every attack) <br/> <br/>I also like to take a screencap of the analysis for reference during battle because I can't be bothered to memorize things! <br/> <br/>You can tell from the size of the comments that I like this. |
| Dec 19 06:40:00 | 7h 42m | Holly Jolly Pyromaniac | Lots of fun for such a simple game, and it looks and sounds absolutely beautiful. When viewing the leaderboards, the title screen would not refresh properly upon pressing a key (x, escape, enter) and pressing x a few times would display either the credits page or the How To Play screen, drawn overtop the existing leaderboards screen, but it would fix itself after that. <br/> <br/>Wasn't sure what was going on during my first play, but I had it figured by my second. Good fun! |
| Dec 19 06:44:00 | 4m 00s | MortVille | The gameplay and control scheme feels very smooth. It's no trouble to have your character running around collecting orbs WHILE you're managing your minions, and I really like that. |
| Dec 19 07:03:00 | 19m 00s | Dicktator Simulator | This game was FAR more enjoyable than I was expecting it to be based on the screenshot and title. The sounds were great, but the comments when shooting the floor/ceiling/allies was too repetitive. <br/> <br/>I wanted to do some silly voice-overs for my own game as well, but ran out of time. Glad someone got some in, though! |
| Dec 19 20:04:00 | 13h 01m | Mad Princess | I actually found this to be a bit frustrating. Having to click at the top to change weapons is very inconvenient; being able to quickly switch traps via numbers on the keyboard would allow for better micromanaging. Placing a trap too close to another trap/the princess results in the trap being destroyed, and I did that by accident fairly often. <br/> <br/>The agile characters are a bit much to deal with. Running by spike traps and crossbows is fine, but bypassing walls renders the wall pretty much pointless <br/> <br/>A few minor tweaks and wider levels could really improve the game |
| Dec 19 20:25:00 | 21m 00s | Tick! | Text runs off the screen in some spots, so I wasn't able to grasp the entirety of what was going on. The gameplay basically consisted of mashing Z and Up until the enemy died; I didn't have any use for strategy or kicking. <br/> <br/>It looked pretty good, though, and there was definitely effort in coming up with a storyline to play through |
| Dec 22 22:42:00 | 74h 17m | Age of Umpires | This is fun. A couple things seemed odd to me (goalies being opposite colours of the rest of their team, for one) and you could score by sliding into the net from behind, but that aside, it's a lot of fun. <br/> <br/>I found it really hard to arouse suspicion by just /playing/ but if you kick people out who didn't do anything wrong, well...makes it easier. You'd think once the referee scored a goal everyone would stop and go "hang on a second..." Nope. Didn't even TRY playing as an actual hockey team; ref was too fun. <br/> <br/>Some of the players started getting REALLY mad at me though. |
| Dec 22 22:56:00 | 14m 00s | Silent night | It seems to be just about impossible to open doors without waking everyone nearby. It's also far too difficult to maneuver around sleeping people. Sound also doesn't seem to actually alert people, just wake them up. <br/> <br/>It's a solid effort, but I didn't find it all that fun to play - it felt too luck based, and you couldn't do anything quietly. |
| Dec 22 23:05:00 | 9m 00s | Robot Brain Mastermind | Interesting idea for a logical puzzle game. A shame you weren't able to get the game done, it could be lots of fun and plenty challenging with more space for AI instructions. |
| Dec 22 23:20:00 | 15m 00s | Project Lightning | Melee attacks should move with the player, I think, so it feels more like a sword. The ability to deflect bullets would be neat, too. The ability to shoot through walls confused me at first, but I quickly realised it's better to just leave all the sentries alone. If they're smart enough to stay out of the way, they don't have to die. Lucky them! <br/> <br/>It's a good effort none-the-less, and the character sprites are pretty solid. |
| Dec 22 23:38:00 | 18m 00s | It Should be a Crime! | Gotta give you full credit on the theme. It definitely SHOULD be a crime. It took me a little while to figure out what to do, and the third stage got pretty hectic. Fun idea! |
| Dec 22 23:51:00 | 13m 00s | Evil Gnome's Revenge | The movement of the reindeer felt pretty good after a little bit. I couldn't see where where to take them at first, but it became clear after a bit. <br/> <br/>As others mentioned, a few tweaks could really help - less obstacles, roaming reindeer, and the ability to herd multiple reindeer at once. Ah, but what can ya do? |
| Dec 23 00:05:00 | 14m 00s | You ARE The Villain | There are two things this REALLY needed: Voice acting (and some more sounds to enhance or relieve tension) and the ability to advance text at the user's own pace. Would have helped the game become significantly more enjoyable. |
| Dec 23 00:16:00 | 11m 00s | Angry Purple Monster | Made with Blender? Kudos, I have a hard enough time figuring out how to map textures with it, let alone code something! <br/> <br/>I'm not really sure, but I feel as though you may have spent too much time on the graphics and not enough on the gameplay. It takes too long for the game to become interesting, and it also becomes overwhelming pretty quickly. |
| Dec 23 00:38:00 | 22m 00s | the BRINK | The music kept cutting out on me in stage 2 and stage 3. After about 20 seconds or so, it'd just stop. <br/> <br/>Took me a while to really figure out what was going on, and the lack of direction made it feel like I was wandering aimlessly until I started to learn the level layouts. <br/> <br/>I have to give credit to the visual design. They way you start out on the clouds, then make your way into what I thought was a hospital gone wrong, to the final area, to the ending - it put EVERYTHING into perspective and wow. I didn't think about what I was doing until I was done, and by then it was too late. <br/> <br/>Very potent. <br/> <br/>Also the kick animation is adorable. Bunch of happy little hearts clinging to you. So satisfying to kick them away. Piss off! Needed more knockback, though. |
| Dec 23 00:46:00 | 8m 00s | Pyro Scramble | It's impossible to keep your score from plummeting, isn't it? I didn't feel like there was any goal or point to it, so I wasn't able to play it for long. <br/> <br/>The controls felt very nice and smooth, but a turbo/dash would have been nice |