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ilo

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TimestampSince previousGameilo's comment
Dec 17 01:21:00 Not my fault Shame you didn't get further, uuav. I liked the visual effects and art style though.
Dec 17 01:27:00 6m 00s You Are The Ghost Beta When spawning on the right side of screen, Pacman went up and down the grey border before escaping the game altogether. He's probably on his way to rehab. :D
Dec 17 03:52:00 2h 25m Epic Rampage I really liked the scale of the enemy forces and the buildings crashing around you. <br/> <br/>I survived for ages just going back and forth on the bottom button-mashing at the floor. Oh, and I could still punch after I'd died. :)
Dec 17 04:15:00 23m 00s Journey Of Evil A shame you didn't get more done, but I liked the humour, both in the story and in the core idea of avoiding being smothered by really, really, nice people. :)
Dec 17 04:16:00 1m 00s Misery is delicious! A very cool toy, Follett. Well done. :)
Dec 17 04:46:00 30m 00s It Came From the 25th Dimension Great idea and execution! I really like the art and the added features. Could have been a little harder and the ball got stuck on the fourth (last?) level - it hit the bottom corner of a building and the floor and wouldn't move - but overall really good! :)
Dec 17 05:11:00 25m 00s HitlerZilla Some neat things going on here, like the fireball aiming and its effect, and the burning planes. Nice to see feet on an first-person character too, he he he. :)
Dec 17 05:27:00 16m 00s A Villain's Demise Same problem with the scrolling as others have mentioned so I can't rate, but it looks and sounds... wowtastic. :p
Dec 17 05:30:00 3m 00s Oil Co Exploits Just how incomplete is this? :) <br/> <br/>Yep, I'm afraid it's not working for me (Opera), either. :/
Dec 17 05:44:00 14m 00s Heist! I was clicking rapidly instead of holding at first, and then wondering why I could only get to the second room, he he he. <br/> <br/>I think the mechanic works really well, creating tension between running out of time versus getting caught. <br/> <br/>Also, I can't decide whether it would be better if there was a split second bit of feedback before the security guard turns around. Part of the fun is not knowing. :)
Dec 17 05:51:00 7m 00s Sleeping Dragon Nice and simple. <br/> <br/>I agree with Ashkin. Maybe a minion could occasionally arrive to pick up dropped gold and return it to the back of your cave? He would be immune to being eaten, but as cookable as the others. :)
Dec 17 07:11:00 1h 20m social commentary Clever concept, zaratustra. I don't think it would work as well with more realistic people.
Dec 17 07:23:00 12m 00s End Boss A very solid effort, Ditto. It was harder than I imagined too - I felt slow and very exposed!
Dec 17 20:55:00 13h 32m The Mute King It's great that it rewards players who experiment with the gestures and allows for different strategies. I couldn't attack reliably, but I discovered I could just turn everyone into trees and then turn those trees into more mana. :)
Dec 17 21:03:00 8m 00s Execution Chamber (Now a Jam entry) A very villainous toy. :)
Dec 17 21:11:00 8m 00s Villain OS 8 Very creative controls and cool implementation of the theme!
Dec 17 21:45:00 34m 00s Silent night This is a really well designed and polished entry. Most importantly, it's fun and challenging to play. Well done!
Dec 17 21:56:00 11m 00s Invasion2600 Very challenging and fun!
Dec 17 22:05:00 9m 00s Jelly Hunt Evading the jellycops was the most enjoyable part. You could add a sound effect for when they land and perhaps a screen shake effect, just to let the player know how close they are.
Dec 17 22:17:00 12m 00s NONEX A promising mechanic, but it was easy to win bu overloading the enemy from one side.
Dec 17 22:47:00 30m 00s Hunter to Hunted Knowing that the hunters had to get the treasure was the thing that stumped me.
Dec 17 23:00:00 13m 00s No rest for the wicked. Very nice mechanic.
Dec 17 23:18:00 18m 00s Final Days of the Victor Very nice! Missed a few details on the first playthrough but everything fell into place after I played it again.
Dec 17 23:50:00 32m 00s THE PRINCESS IS MINE It looks great and the design is really quite elegant!
Dec 17 23:59:00 9m 00s The Twist Spiffing! Great take on the theme. Only issue was not knowing why some loops worked while others didn't, but I was going so quickly it didn't matter too much.
Dec 18 00:16:00 17m 00s ECHO CHAMBER A very interesting mechanic that is both simple to understand and enjoyable to see in action!
Dec 18 00:28:00 12m 00s Unhappy Holidays! The physics effects and variety of weapons and enemies really made this enjoyable to play. Good effort!
Dec 18 00:58:00 30m 00s Spy Trouble Frustrating transitions aside, this was brilliant. :)
Dec 18 01:10:00 12m 00s Sir Mastery of Dickery Very funny premise, but I found it tricky to jump.
Dec 18 01:14:00 4m 00s Infection I agree with BipolarMike, it takes too long to get around.
Dec 18 01:26:00 12m 00s Cow Stealer Well done on making your first game, ParaPup! You've made a good start. I hope you either continue to develop it - adding a timer and enemies to evade - or take what you've learned and build upon it for your next game. :)
Dec 18 01:34:00 8m 00s Kill? Very dark, and great job on the modelling. Shame there isn't more to it though.
Dec 18 01:43:00 9m 00s We Meet Again, Mr. Mond! The take on the theme is very funny and well executed, although the mechanics need a little something to make it more fun to play.
Dec 18 01:51:00 8m 00s Bad Santa Nice concept and the core mechanic of sneaking around was surprisingly fun!
Dec 18 02:19:00 28m 00s A small village Although there's little challenge, the humour makes up for it - the normally defenceless rabbits being the only things to attack you, solving 'puzzles' through shooting, etc. :) <br/> <br/>I also liked the use of physics and the inclusion of a story. The sprinting felt good too (though I only found out near the end!).
Dec 18 02:28:00 9m 00s YOU ARE WASPS Lovely humour and aesthetic. :)
Dec 18 02:42:00 14m 00s The Bomb It seems the cameras are the real villains here, he he he. I didn't actually mind them too much, but it creates an artificial kind of challenge that can frustrate some.
Dec 18 02:55:00 13m 00s Micro Mob Dominant strategies aside, it's a polished entry and the core idea of fighting over territory is very appealing. As others have said, adding a few more mechanics - e.g. buildings could have different effects - would make this a very good game.
Dec 18 03:08:00 13m 00s Black Knight Blockade Simple but fun. Also amusing to see a rather ineffectual black knight chasing and poking people (who don't even need to use the bridge), he he he. :)
Dec 18 03:14:00 6m 00s Pinball Bounder! Bouncing off the walls doesn't make a whole lot of sense but it could work as a puzzle game.
Dec 18 03:22:00 8m 00s Namcap: Reverse Pacman The AI needs a bit of work but the core idea is implemented well.
Dec 18 03:30:00 8m 00s Event Horizon Looks brilliant! Rather tricky but I started to get the hang of it.
Dec 18 06:04:00 2h 34m Atomic Creep Spawner!! A very accomplished entry. The interpretation of the theme is pretty standard, but the implementation and level of polish for 48 hours is amazing.
Dec 18 07:33:00 1h 29m Kong Fu Bike Hitting riders with barrels from really far away and watching the ragdolls fall after a flying kick were satisfying. :)
Dec 18 21:05:00 13h 32m Evile, inc The core gameplay loop works very well. I like the customised loadouts idea too, though I beat every level by simply spamming un-upgraded psychos. <br/> <br/>Also, there might be a small bug where the yellow ship is on the right edge of the screen and psychos hit it from behind but don't do any damage.
Dec 18 21:44:00 39m 00s Guardian Angel Devil This is a really good effort, Serilyn, and the way the player indirectly affects what is happening is a great concept. <br/> <br/>My only criticism is that the cards/spells seems too random, which may penalise or help the player too much (in my second playthrough, I had six full heal spells in my deck).
Dec 18 21:53:00 9m 00s The Quite Annoying League Really funny and terrific interpretation of the theme. :)
Dec 18 22:11:00 18m 00s YOU are the villain Nice idea and mood, but the text was a bit messy in its presentation. It seemed to go too fast in places and was occasionally obscured by the health bar or went off the edge of the screen.
Dec 18 22:20:00 9m 00s Age of Umpires Terrific idea! Playing as the ref was very funny. Found it tricky to shoot on the normal game though.
Dec 18 22:34:00 14m 00s Dragon Wrath Currently, the dragon is too cumbersome to control for it be very fun, but the scale and scope of the game is impressive.
Dec 18 23:09:00 35m 00s Happy Little Murder Friends Outstanding! The difficulty could be frustrating - like I don't know how to survive once I got the attention of the police and worse - but it didn't matter because the pace of the game is quick and its fun even when you're dying.
Dec 18 23:56:00 47m 00s Unsave the Princess It looks great and the spells complement each other really well! There could have been more puzzles but being short is better than being too long.
Dec 19 03:26:00 3h 30m Witching Game Some nice ideas with the sandbox gameplay and variety of spells to cast, but there wasn't a lot of challenge - I wiped everything off the map - and it still said there were 64 villagers alive.
Dec 21 00:51:00 45h 25m The Hill Nice storytelling without the use of words, and the art is splendid. Animation and sound would have made the gameplay more satisfying.
Dec 23 00:05:00 47h 14m Dig-Dug Dungeon Very promising effort, bigbadwofl. Unfortunately, The lag got a bit too much in the end, but I enjoyed it nonetheless! :)
Dec 23 00:20:00 15m 00s Save the princess I like the presentation style, but like others I found the hit detection frustrating. <br/> <br/>Also, having to use the mouse to change weapons feels wrong.
Dec 23 00:42:00 22m 00s Escape From Prison Planet Really nice presentation, but I think more colour would help the player to breakdown the visual elements more easily. <br/> <br/>A more defined difficulty curve would also help, but the gameplay was solid.
Dec 24 20:44:00 44h 02m SUPER Witch Hunter Pro The presentation is exceptional and the game is very intuitive and appealing! It would have been nice if the gameplay grew - either in complication or difficulty - as you play, but nonetheless a fantastic effort. :)
Dec 26 22:19:00 49h 35m A day in the life of the Minotaur An elegant premise, jfroco, and aesthetics to match. Since the player does a lot of waiting for the minotaur to move to squares with a known outcome, perhaps a greater variety of elements with chance outcomes would be fun, like portals that lead to random square, chests or magical scrolls.
Dec 26 23:00:00 41m 00s Hench Shame about the theme, but the concept is marvellous and you have something that potentially could be very good. <br/> <br/>I could see it working well with customizable players adopting different roles to complement each other, and levels with multiple objectives to be dealt with simultaneously.
Dec 27 01:23:00 2h 23m Behind Blue Pixels The things I like best about this entry are: <br/>1) the art. It's simple and yet goes a really long way, imbuing abstract shapes with character (e.g. on the evil boss, is *that* a wicked grin? Are *those* devilish horns?). <br/>2) the story. Most entries portray the nature of villainy in a straightforward manner. This was more ambiguous, and the ending (a consequence of the paradox of killing yourself?) made me wonder about the villain's motivation if he chose to engage the older version of his self (was he always evil?). And if not - if it was just an elaborate way of killing the villain - both actions (kill or be killed) had the same consequence, so why prefer one over the other? Was there a moral argument for it, or just the thrill of battle? <br/>Anyway, I don't know how much you intended the audience to read into it. I just though it would be interesting to explore further, how the player might have to act if he/she encountered the evil boss's enemies, or other beings of a more complicated alignment like grudgingly respectful adversaries... <br/> <br/>...with diagonal movement. :)
Dec 28 00:11:00 22h 48m Red Legion I actually thought the pacing of the story was fine. I enjoyed the humour as well as little touches like the passwords which made sense after the ending. :)
Dec 29 00:24:00 24h 13m Karma The premise is interesting. You could elaborate on it by having the player able leave a trail of destruction that she/he would also have to avoid (I could survive forever by circling and shooting rapidly). <br/> <br/>The shots could bounce back in random directions, and maybe it should check for a collision much closer to the screen than it currently does. I assumed I was the camera rather than the moving square, which may cause some confusion when players lose.
Dec 29 00:32:00 8m 00s Le Pere Fouettard Fantastic visual style. Some sound and elaborated mechanics (like good children who you must avoid whipping?) and this would be very fun. :)
Dec 29 18:19:00 17h 47m The life of a Boss All around, an excellent game! I especially liked the room sprites, the sound effects when spawning new rooms, and the humourous details on the knights.
Dec 29 21:12:00 2h 53m Crime Scene I think the gameplay mechanic is simple but brilliant. :) <br/> <br/>It would be nice to be able to look around without turning. <br/> <br/>Also, I wonder how it would play with more than one assassin! :)
Dec 29 21:26:00 14m 00s Mine Sneaker Like others, relatively quickly I discovered a dominant strategy that removed the challenge from each level, but it was still satisfying waiting for the AI to be snared by my trap, he he he. &gt;:)
Dec 29 21:42:00 16m 00s Nosferatu Looks great! I think the limited lives is fine so long as the player knows what they have to do in each scene, but currently it involves some trial and error. But maybe it's just me. Certainly adds to the retro feel anyway. :)
Dec 29 21:50:00 8m 00s The other side I agree with StoneMonkeyStudios - the idea that the villain's role is to let the player win is very clever!
Dec 30 02:32:00 4h 42m Amongst Shadows The AI could be better in situations where you are close and you run past them they don't turn around, and maybe they shouldn't willingly follow you into the shadows to be stabbed so easily (they have guns after all). <br/> <br/>The mechanics felt good though - I particularly liked the way you could lure a guard over an edge while you waited up against the wall - and I kept playing even after completing it. :) <br/> <br/>If you continue to work on this, maybe make the guards a little smarter, the level layouts less linear, the environment more dynamic (guards with flashlights, searchlights if you get spotted, lights that go on and off) and perhaps teach the player a new new mechanic or two along the way. I think it would be an excellent flash game then. :)
Dec 31 01:54:00 23h 22m Tiny Sorceress Absolutely brilliant! :)
Dec 31 02:39:00 45m 00s Build-a-Bandit Love the way the sheriff's smile while dueling, he he he. :) <br/> <br/>It was great to see a novel mechanic, with lots of potential humour too. As a puzzle game, it might be better if the duels didn't take as long... Perhaps you could customise the appearance of the sheriffs too to give the player a clue about how to counter them!
Dec 31 21:44:00 19h 05m Super Goatling Poacher 2013 This is a good start, Jedi! You were faithful to the original Lemmings and even included details like changing the spawn rate, which was nice to see. :)
Jan 2 02:46:00 29h 02m White Wizard Tower For Sale The mechanic is cool, and the game has some good art. It could be improved by teaching the player through unlocking new spells, or by making spells easier to figure out intuitively (could start off with few orbs, but increase after the player survives a number of rounds).
Jan 3 01:48:00 23h 02m A Maze Game I like the premise behind the game. :) <br/> <br/>An alternative way of introducing challenge into the game might be to make the star grow as it consumes other stars, so the player has to plan their route through the maze and avoid getting stuck.
Jan 3 06:49:00 5h 01m Trina of The Depths The game looks gorgeous, and the squeeze/release mechanic is quite ingenious! <br/> <br/>I must admit I had to persevere with the controls though - I almost had a revelatory moment where I was not dragging along the bottom of the ocean or slowly sinking but actually moving gracefully through the water, and it felt really good! But then... down I went again. :) <br/> <br/>If in doubt, you may want to underestimate the skill of your audience at the beginning of games. The faster learners might not be challenged as much and will breeze through the early stages quickly, but the alternative is that players who struggle might stop playing.
Jan 4 20:29:00 37h 40m Smite the King! The furthest I managed to get was around level twelve. It's fun and didn't feel unfair despite being tough. <br/> <br/>The biggest frustration I had was not being able to strafe in any way, given the nature of the dodging/shooting gameplay.
Jan 4 22:57:00 2h 28m Bad Hat Well that really got my moustache in a twist! :)
Jan 4 23:11:00 14m 00s Mr. Sweets... DESTROYER OF WORLDS My missiles always seemed to hit (regardless of the locations chance to hit) which is a shame because the visual style - being able to see everything happening on the map - was quite appealing.
Jan 4 23:28:00 17m 00s PushTheHeroBack Don't be discouraged! Ludum Dare is a challenge, and you might not always feel it was a success, but you will learn from it and you will get better. ;)
Jan 6 00:41:00 25h 13m Escuro Your games always demonstrate a clear aptitude for design. :) <br/> <br/>I don't think an explicit tutorial would add much; the mechanics should become clear through the process of playing. Each puzzle could reveal a truth about the game's mechanics, which prepares the player for the puzzles ahead. The player is then required to bring this knowledge together in various ways as the puzzles become more complex. <br/> <br/>I wonder what effect having fewer steps between no colour and shining (is it about 9 currently?) would make.
Jan 7 01:09:00 24h 28m Eat A Goat! The goat head is nicely drawn. <br/> <br/>As more heads spawn it becomes easier and the rate of scoring increases. You could make them move if the player doesn't get to them in time, and/or give them an increasing chance of spawning as something the player ought to avoid instead of collect.
Jan 7 21:21:00 20h 12m Young Villain Absolutely love the endings! Great presentation and humour. Well done! :)
Jan 7 21:23:00 2m 00s the Visitor Looks and sounds great! I found the difficulty a little unforgiving though.
Jan 7 23:03:00 1h 40m Make It Black Thank you for this, zenmumbler! The vomiting mechanic is very gratifying because we've all played games with annoying, cutesy characters and saccharine worlds. :) <br/> <br/>The attention to detail was really nice to see, and the way gameplay mechanics were tied in to the theme, like the darkness of the sky standing in for a progress bar. <br/> <br/>As others have said, it would have been nice if it was easier to hit the corners, and I don't know whether the bile really needed a cooldown; as a player I just wanted to be able to vomit constantly. But still, a really nice job. Well done!
Jan 8 00:04:00 1h 01m Kill Kong Love the controls - simple and satisfying. :)
Jan 8 00:11:00 7m 00s Troll Bridge That's not how a rabbit sounds, he he he! :) <br/> <br/>Lovely cartoon style, the music supports the fast paced action, and I laughed when the troll fell off the bridge. Good job!
Jan 8 00:23:00 12m 00s Earth Eater I got stuck on a level which ran out of fuel. In particular, I liked the presentation and the idea of evading higher level enemies while pursuing lower level ones. I had no problem attacking unlike others too. <br/> <br/>The movement felt a little off though, as the speed seemed to be based on the distance you were traveling.
Jan 8 01:13:00 50m 00s You are the King You've achieved a lot of depth given the time, and the concept has potential to be developed further. <br/> <br/>I would have liked there to be sliders or something so you could set the rate of workers gathering wood/stone/food instead of having to frequently change what everyone was gathering. There would be less micromanagement that way.