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mcc

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TimestampSince previousGamemcc's comment
Dec 19 01:44:00 Tiny Sorceress this was clever and very funny. it's also the closest thing i've seen in game form to playing as a villain in a warner brothers cartoon. nice job, L!
Dec 19 02:25:00 41m 00s Sicarius this could've been cool, but the controls were super awkward and made it too frustrating to kill any guards for me
Dec 19 02:42:00 17m 00s Illegal Crime Game this was very funny! loved the gfx and music too. i'm gonna come back to it once i can manage to find more things to steal.
Dec 19 02:48:00 6m 00s 60 Second Bad Boy i like the concept a lot, but i couldn't even get past the second screen. also it seems to cut you off a second too early, which led to much frustration. maybe i'm just not good at games like this.
Dec 19 02:58:00 10m 00s PANIC BANK i couldn't figure out how to get past the first area. i also experienced a lot of glitches with the hostages - when i killed them they'd just respawn and start walking around aimlessly and none of them dropped money or anything like that.
Dec 19 03:02:00 4m 00s Power Grab there's the seed of something that could be really fun here, but i just found the controls too awkward and frustrating for me to get into it.
Dec 19 03:14:00 12m 00s Gold Thief this is a good seed of an idea, and i like that you started out with a sort of mini-tutorial. you could definitely take this further, too. i'd tweak the movement to make it a bit faster, though - it's ok but didn't quite work for me once i got to the part with the lasers (which i had problems with because their pattern wasn't particularly well communicated).
Dec 19 03:27:00 13m 00s Dig for Me this game seems really interesting, though enemies seemed to clump up a lot into corners. i like the style/concept though. i couldn't figure out how to set traps, so i'm gonna go back and play this more later.
Dec 19 03:35:00 8m 00s You are the Asteroid! this is a funny concept, but i don't know how well it really worked. it wasn't all that engaging to me, i guess. the randomly being spawned in a different points took also little while to get used to. i did like the fast paced bullet-hell vibe of it though.
Dec 19 03:44:00 9m 00s Happily Ever After i wasn't really into this. way way too heavy-handed for me, and that kind of ending is way overdone imo. this is coming from someone who often likes "art games" too. though i like the metaphor of jumping up and down on a red button over and over for work.
Dec 19 03:51:00 7m 00s The Good Doctor i liked the writing, and the mood. i like how the graphics scroll, too. it's too short though! i wish there was more here.
Dec 19 04:01:00 10m 00s Prison Escape interesting mechanics. i'm not sure if i understand the reasoning behind them in the context of a game about a prison escapse, but interesting nonetheless.
Dec 19 04:08:00 7m 00s DV not too bad. didn't like the writing on the intro, but the controls work, and the audio is pretty atmospheric if very simple.
Dec 19 04:18:00 10m 00s Conquer the World not too bad! the mechanic is pretty decent. i got 82 days (probably not so good). the look could use some work. the music is good, though i don't know how much it fits the mood of the game (maybe that's not a bad thing?).
Dec 19 04:23:00 5m 00s Aximilator pretty neat little asteroids-type game. i liked the look too. i agree with others that it got boring quickly, though - it would've been nice to see more mechanics introduced.
Dec 19 04:42:00 19m 00s Bombit Bob I really liked the visual style and the engine work on this one! <br/> <br/>Little things: I thought this was better with WASD. I noticed a little thing where when you press a movement key while setting keys the camera actually moves. I like you left the ending "bomb glitch" in. The music seemed to have a *crazy* inconsistent BPM, like not referring to the speedup effect it just had a really wavery metronome on my machine… which might have been sorta interesting with a different song but with "The Saints Go Marching In" didn't have really any particular impact. I liked how subtle the thing was where Bob's movement gets faster and faster as you keep playing. I found it amusingly theme-fitting that your only metric of "score" was not how long you stayed alive, but how much you destroyed. I like that this is one of those games which, in concept at least, has a maximum possible score. <br/> <br/>The main issue I had with this was it didn't feel like it had a lot of purpose. I feel like you could make something very cool about, you can destroy the landscape around you, and you must use this ability to collect clocks which barely extend your life. But this game didn't seem to do much with it beyond implementing the basic mechanics. My first playthrough was kind of aimless. Most of the way through the first playthrough I realized that the bomb-laying is in fact infinite and can be done infinitely fast and there is no reason to be worried about hurting either yourself or a clock by bombing "too much". I thus did another playthrough in which all i did was charge through the landscape, furiously clicking EVERYWHERE constantly. This was actually pretty fun, in a stupid way! :D However it hurt my hand, and also an interesting thing happened where the more bombs I laid, the slower and slower the game went. Like somehow there was a compounding speed penalty that got worse the more bombs had been laid since I started the game. I finally wound up with a score of 185980, a few seconds from death, and it was going like… ten seconds between frames. (The music stayed at its same tempo the entire time, although I think as stuff slowed down it began dropping notes). <br/> <br/>Anyway, as an engine demo this is great. I would be interested to see a post-LD version that either imposes a bit more thought on the process of bombing/navigating, or just overall makes a more complex game with this art and mechanics concept. And maybe a different MIDI :)
Dec 19 06:58:00 2h 16m Escuro I really, *really* liked this. It did a good job of making me feel like something Important was happening before I got the rules, and it did a good job of slowly easing me into forcing me to understand what's happening. The fact by a few levels in I actually did (I think) start to work out the rules and was solving puzzles with intent rather than by trial and error was a really cool feeling. I did eventually get to a puzzle I couldn't solve and seems... actually unsolvable? <br/> <br/>Some things that would have helped, I think: If the mouse isn't used it would be better if the cursor were hidden, as was it was misleading, I kept thinking, maybe the mouse does something after all?. Also I think this kinda needs a save feature. I'd like to put this down and come back to it but if I do that I lose my place. (I've already replayed once to the "unplayable" level after thinking, oh wait, One More Thing I Didn't Try.) <br/> <br/>More thoughts rot13'd for spoilers: V jnag gb guvax bs guvf nf fbeg bs na nofgenpg znmr, nygubhtu gung'f abg fgevpgyl npphengr. Gur bar pbzcynvag V qvq fbeg bs unir vf gung vg frrzrq yvxr nyy gur yriryf jrer "begubtbany"-- gung vf, vg frrzrq rirel yriry V cynlrq, rkprcg gur "haorngnoyr" bar, lbh pbhyq orng ol uvggvat fgevatf bs nyy bar qverpgvba va n ebj, fnl, 3E, Y, 3Q, 5H [jva]. V xrcg jnvgvat sbe vg gb svaq n jnl gb qrfvta n chmmyr jurer V pbhyqa'g jva ol gelvat rnpu pbzcnff qverpgvba va ghea hagvy V sbhaq n fbyhgvba. V'z abg fher vs gung'f cbffvoyr jvgu gur cevzvgvirf lbh unir, ohg vg jbhyq or vagrerfgvat gb gel. Znlor gung unccraf va gur yngrfg yriryf, V'z abg fher. <br/> <br/>Naljnl, gur "haorngnoyr" yriry sbe zr unq guerr oybpxf va gur hccre yrsg naq guerr oybpxf va gur obggbz evtug, fgnttrerq n ovg. gurer jrer gjb oybpxf ng cbfvgvbaf, V thrff 2 naq 6, naq uvggvat "yrsg" yvtugrarq bar naq qnexrarq gur bgure naq uvggvat "evtug" qvq gur rknpg bccbfvgr. Uvggvat hc naq qbja qvq abg rssrpg gurfr gjb oybpxf ng nyy. V pbhyq svaq inevbhf pbzovangvbaf bs HYQE gung tenqhnyyl jvcrq bhg gur bgure oybpxf, ohg gurer frrzrq gb or mreb jnl gb rire trg gubfr ynfg gjb bhg orpnhfr V pbhyqa'g pyrne bar jvgubhg rkcybqvat gur bgure, naq beqre qvqa'g znggre fvapr gubfr oybpxf jrer vzzhar gb H,Q.
Dec 19 09:51:00 2h 53m Real Eyes i downloaded and it installed and it worked, but the game is completely broken. there's only one small platform and i fall infinitely no matter what direction i go in. i think you should try uploading another build because it looks like there's more?
Dec 19 09:57:00 6m 00s A Maze Game what a straightforward name! the movement was pretty awkward and i got stuck on corners a lot because of the shape of the avatar.
Dec 19 10:01:00 4m 00s Granny's Gummies pretty original idea, but i agree with what infernet89 said
Dec 19 10:19:00 18m 00s MoonRise i love my unity games! i found the controls kinda awkward, like it was a little hard to move around and i didn't know you could just hold the right mouse button down to drain blood. some sounds, even minimal ones, would've helped. i like the idea a lot, though, and the scope was pretty big.
Dec 19 10:43:00 24m 00s Red Revenge i feel like the mechanics are potentially interesting, but pretty poorly conveyed, even though i appreciated the tutorial screen. it took me awhile to figure out what things were and the purpose for them. this has potential, though. nice euro style chiptune btw.
Dec 19 10:54:00 11m 00s Sisyphus this was definitely a cool idea, even if a little rough. i think this is one idea that should be taken farther outside of this jam
Dec 19 11:03:00 9m 00s Crazy Evil Laptop very cute little puzzle platformer! i didn't mind the weird controls cuz they seem to work well enough for what the game is
Dec 19 11:11:00 8m 00s Mr Toothy i liked the concept, but the controls were janky as hell for me. sometimes i'd just randomly stop without warning, sometimes i'd move slow, and sometimes i'd move fast. when i felt like i was getting the hang of them something random would happen. it's a shame, too, cause i was getting into it otherwise.
Dec 19 11:16:00 5m 00s Totally Unqualified Getaway Driver cute game. too short! also i found the sound a bit obnoxious. the controls reminded me of all the frustrations i used to get playing micro machines/rc pro am =D, but they were definitely appropriate given the title.
Dec 19 11:20:00 4m 00s CORRUPTIONEXE i REALLY like this idea. i just wish it were longer!
Dec 20 01:44:00 14h 24m And No, I Won't Tell You What It Is Yet very cute =D. i noticed the generated path seemed to get longer each time i failed, which was a cool touch.
Dec 20 01:49:00 5m 00s Planets? Yummy! i LOVE the design of the main character. clicking and grabbing enemies only seemed to work some of the time - maybe this has to do with flash's mouse implementation. also i agree that WASD would have been better choice for character movement.
Dec 20 02:01:00 12m 00s Trois dancing spider robot QWOP! once i got a hang of the controls, i really enjoyed this. getting to the goal is pretty screwy though - sometimes i got lucky and one of my legs stretched really far out to it, and sometimes i was standing on top of it and i had to shuffle my legs around a lot for it to register.
Dec 20 02:19:00 18m 00s The Best of Me potentially cool idea, though the mechanics i go to are a little frustrating and need to be tuned and i think there was too many of them for how short a game it is. also i encountered a few bugs, though nothing gamebreaking and i'm sure you were limited by time. the dialogue was also not too bad.
Dec 20 04:03:00 1h 44m Copyright Criminal clever concept, and the random network names/stuff you're stealing is priceless. but i feel like this could've used a little different approach for to the execution
Dec 20 04:07:00 4m 00s RoboChicken Pooper the sprites are cute. it's too bad you couldn't get something else done, but keep at it
Dec 20 04:17:00 10m 00s I Wana Be The Villain great idea - i wish there was a bit more ways to be evil than raising and lowering taxes in terms of implementation though.
Dec 20 04:23:00 6m 00s RefRAGErator funny concept, and the high kick/low kick/freeze options were cool. the implementation is really rough right now, though.
Dec 20 04:27:00 4m 00s Bank Robbers i like that you stuck with two-button mechanics, but this seems really broken in its current state.
Dec 20 04:39:00 12m 00s The Banker i LOVED the writing and the concept! i just wish it was more fun to play, adn the movement wasn't kinda screwy. sound would be nice too. but plz keep on making games!
Dec 20 04:46:00 7m 00s Robot Brain Mastermind i like the idea behind programming a little robot minion in game, and how it works seems pretty complex. i sort of wish the game wasn't so particular about what you could and couldn't do. i wanted to see my robot be all messed up and goofy :)
Dec 20 04:51:00 5m 00s The Dog Days Are Done i really liked the sound effects! bonus points cause the dog is cute. i dug up the whole yard and couldn't find anything though.
Dec 20 04:56:00 5m 00s Villain Warehouse i like the idea a lot! i wish there were more than 2 minigames that it looped back and forth between.
Dec 20 05:03:00 7m 00s Hat really nice graphics and method of storytelling! i don't really buy the story, though. why did he keep narrating like a kid even when he was an adult? i guess that part didn't work for me.
Dec 20 05:11:00 8m 00s Robbert i like the art style. the audio was pretty good too, until it abruptly cut out. i don't like the combining object mechanics, and i couldn't figure out how to move past the first couple areas. i'm sure there's a solution, but it doesn't seem particularly intuitive to me and i got frustrated.
Dec 20 05:21:00 10m 00s AI Rampage all the dialogue made this unnecessarily slow-moving and the controls were kind awkward. otherwise, i liked the writing quite a bit and you had a good concept.
Dec 20 05:28:00 7m 00s Execution Chamber (Now a Jam entry) would've liked some kind of feedback on the gun, but nice concept :D
Dec 20 05:34:00 6m 00s ANONHACK.EXE i liked the graphics style a lot. the teleport mechanic is also pretty interesting but i had a hard time not accidentally teleporting myself into the wall, so i definitely think it could be tweaked some more.
Dec 20 05:39:00 5m 00s Poacher i had a hard time killing the sheep without dying almost right away from the bullets. it would be nice if your guy was faster/more agile
Dec 20 05:46:00 7m 00s Boo! the boo/need hugs thing is cute. i agree with the other comments that the gameplay is a bit slow.
Dec 20 05:55:00 9m 00s "I Never COULD Get The Hang Of Thursdays..." very cute! i love the how lovingly home-made it feels. the writing also reminds me of text adventure games i did when i was younger :D
Dec 20 05:58:00 3m 00s Gameageddon i bumped up your score a point because i had fun cycling through your pixel art :)
Dec 20 06:05:00 7m 00s Cave Kappa cute pixel art and good concept! i'm struggling a lot with this third (i think?) puzzle but i'm sure my brain just isn't working right now
Dec 24 02:32:00 92h 27m It Should be a Crime! This was... pretty neat! Very stylish and a cool concept. "You were eaten by the queue matron" was a great death screen. This felt very scanty though, even for a LD game. Even on the hardest level I didn't really feel like there was any challenge. Certain elements just wound up not factoring because the difficulty wasn't high enough to put them in play-- the green "annoyance" level didn't really factor because it moved too slowly to run out before the level ended, and the matron "staggering" in the final level didn't really matter because that level had so much time you could play cautiously. (Also, with levels so short, not really paying attention to the matrons and just trying again was an option!) I'd encourage you to make more levels at some point :) <br/> <br/>Another thing, I'm not sure about this but the game made me wonder-- You'd think the idea of a rhythm game would be to have the option of listening to the music instead of looking at the screen to determine correct behavior. But on the levels with "staggered" matrons this wasn't really an option because the "looking note" was different per matron. What if instead of the matrons all sharing the same piano loop, there were a few syncopated loops, each corresponding to one of the matrons? Like say instead of (A) (A) (D) (G) the music was something like (A) [G] (A) [A] (D) [A] (G) [D]) and the top matron was always looking left on (G) and the bottom matron was always looking left on [G] ? If matron behavior was to some degree predictable just from the music you could maybe get away with doing a bunch of rapid-fire levels of much higher difficulty...
Dec 24 08:03:00 5h 31m Phaedra Hm. <br/> <br/>In this post, note I consistently use "enemies" to describe me and "heroes" to describe the CPU. <br/> <br/>Initial impression: Like a lot of LD stuff, this felt like a really great prototype for a game not actually present. Loved the visuals, LOVED the sound, loved the "feel" of the dungeon and the interface. Kinda rocket slime-y. I wasn't really sure what I was supposed to be doing. The fact that the CPU had many purposeful heroes at once whereas you could only control one "enemy" at a time seemed kinda unbalanced, until I realized that one enemy could kill a swath of heroes just by jamming spacebar... This sets up a kind of nice symmetry (uncontrolled heroes or enemies kill slowly, a "player" controlling either a hero or an enemy can tear through a swath), but it still felt odd. <br/> <br/>Starting up was REALLY disorienting, the game just plain started with me watching a bunch of enemies getting killed by heroes, I couldn't tell if I was controlling anything, I couldn't tell if I was in danger or supposed to be doing something. Once I got past that and got a handle on basic movement, I still couldn't work out what my overall goal was-- if there was a way to "defeat" the heroes and make them stop respawning, if they had an objective they were working toward, what. I couldn't figure out what the bar in the topleft did, it never seemed to move no matter how many of me they killed or how many of them I killed. I killed tons of heroes and it had no apparent effect. I got down to 1 hero multiple times, more eventually just respawned. I found I could select multiple enemies at once but it seemed impossible to do anything, having selected them. <br/> <br/>I then came back here, read the instructions, tried again. Second time, armed with new knowledge-- mostly, the knowledge that there WAS AN ENDING, and my goal was to beat 4 waves-- I was eventually able to get down to the point where there was 1 skeleton and 3 heroes, who I picked off, slasher-movie style I guess. With that experience under my belt I guess here's what I'd say: <br/> <br/>You could do some things to make what is happening here more obvious, even without a tutorial (screw tutorials). The dots on the mini-map could be larger. It is usually not obvious to mac users that right-click would do anything (sure wasn't to me); you could avoid use of right-click or have an on-screen "RIGHT-CLICK TO MOVE". Or just have the next click after selecting be a move. The bar in the corner was near useless; it basically never left the center. if I'd just had two bars, one counting-down enemy "life" one counting-down hero "life", I would have found the game playable the first time (because I'd have been able to figure out what my goal was, or whether I was even making progress!). It would have been helpful for some kind of in-game indication of whether some enemies were had better offense/defense stats than others (it was clear some had better speed stats, but not if they were different in any other way). <br/> <br/>Maybe waiting to respawn until the entire last spawn is dead is a bad idea. I spent most of the time playing this game falling into a single pattern: I would wear the heroes down to one hero; this hero would be wandering around in a part of the map totally depopulated of monsters. I would then select a monster nearest by, and begin the arduous process of S L O W L Y trekking across the map to where the one remaining hero was. This took forever and was really boring. <br/> <br/>The RTS mode seemed mostly useless. If I sent a wave of enemies at the heroes via RTS mode, they'd attack SO much slower than the attacking in "avatar" mode that the RTS mode approach was *worse* than useless-- directing a wave of enemies at some heroes would basically lead to the minons all being instantly slaughtered, whereas if I'd done nothing the heroes might not have reached them and they at least had a chance of surviving. RTS mode only seemed to make sense to move enemies around to position them &amp; set myself up to enter avatar mode. When I first started my clued-in playthrough, I settled on a strategy: I want to have enemies in place and ready to select to meet the heroes when they come out, so what I want to do when a spawn point opens is mass-select some enemies; then point them at the general direction of heroes; and then run around avataring one enemy at a time and blasting through the groups of knights, selecting a new enemy each time the heroes kill the previous one. The interface prevented me from doing this. First off, there was some weird thing where once an enemy had been drag-selected as part of a group, it seemed to stay as part of its green "group", and sometimes I couldn't individually select it later or enter avatar mode until its partner had been killed? Second off, the fact you could ONLY rts-mode by selecting MORE THAN ONE enemy destroyed its usefulness-- what I'd want to do is go, oh crap, spawnpoint, and then move the camera around the spawnpoint grabbing enemies and directing them toward the hero wave. I couldn't do this-- because once I got past the very start, the enemies were diffuse enough there would usually only be one to select per screen, and a group of exactly one enemy could ONLY be moved via avatar mode, which is very slow and time consuming. (Again: long hikes in avatar mode are BORING.) Of course, I am completely locked out of RTS mode while in avatar mode, so once the heroes killed my forces down to a one-per-screen density I simply couldn't do what I wanted (queue up some RTS-mode "go here" commands, then start avatar-mode-ing while I wait for my minions to hike into place). Aside from finding some way to make RTS-directing a single enemy possible, maybe what you actually want here is to instead of the RTSy select/direct just allow you to place "go here!" or "avoid here!" (because I might want to keep some enemies *away* from the heroes in order to keep them alive longer) markers. Is that something a game has done before? Is the game just a typical tower defense game at this point? I don't think I've ever played a tower defense game. <br/> <br/>ANYWAY, denied use of RTS mode, what I wanted to do was surf around and opportunistically select enemies near heroes to avatar into. The interface didn't make this easy either. If I'm playing this way, the large pool of enemies I start with is basically a resource to use up-- avatar-mode candidates-- and what I'm basically trying to do is stay alert for conflicts between enemies and heroes, and once the heroes start a conflict (because without RTS mode, I can't easily) jump to that point and start avataring like crazy. This could potentially be fun and interesting once the heroes start spreading out a bit-- watching multiple points on the board and making decisions about which conflicts to intervene in and which to put off for a bit (since any conflict not blessed with your playerly sense of purpose means the heroes are just slaughtering your minions). But, because the map points were such tiny red dots, it was kinda hard to see where conflicts are happening. Larger dots might help, something I think would have been kinda cool and helped a LOT is if there was something magic on the map to indicate "conflict happening here!", like maybe every time a hero killed or attacked an enemy there'd be a flashing skull or a "poof!" expanding circle on the map at that point. <br/> <br/>Overall this was a very *promising* game, and the problems seemed like "LD timeframe game, not enough time to master play control". But the play control was sort of a fun-killer. I expect if you spend some time thinking about and experimenting with how you control your forces and how information is presented to the player you could make something super cool out of this. <br/> <br/>One last thing. I found that on some runs-- randomly-- the game would work, and on some runs-- randomly-- the LOVE player would freeze, forever. I would have to force quit it. I am on a Snow Leopard mac. When I beat the game, it froze while trying to start my next game. I feel like maybe one out of four launches would let me through. <br/> <br/>How many songs are there in this? Sometimes it seemed to be playing a different song on startup.
Dec 24 08:11:00 8m 00s Hench Before I say anything else: Don't! Try! To distribute! Mac! Executables! Via RAR! Use Zip. First off, Mac users don't typically even have RAR utilities. Second off, I think RAR mangles the file attributes of mac apps. For whatever reason, the mac download above is *broken*-- as is it will just crash on startup-- I think because being stuffed into a rar strips the executable bit. (I bet the Linux version has the same problem.) I was able to unbreak the executable, and thus able to boot the program, by going into the hench_mac directory in Terminal and entering: <br/> <br/>chmod +x hench.app/Contents/MacOS/Hench <br/> <br/>Anyway gonna actually play the game now.
Dec 24 08:54:00 43m 00s The Big Bad Wolf It ran very ridiculously quickly on my mac, the wolf would walk around slowly during "loading..." and then once the level "started" would zip around at warp speed. Actually, I liked this, it was the best thing about the game, it gave things a frenetic arcade-y feel. <br/> <br/>I did find there was a dominant strategy— because the enemies tended to run away as far as possible, and because the zippy controls were hard to control, if I just slung around the wall edges I would pick up most of the grandmas/riding hoods (who were all perpetually stuck up against the wall, trying to "get away"). <br/> <br/>I felt icky, about all the murder, and the blood. Since the point of this LD is to be the villain, I suppose that means your game was effective. <br/> <br/>I never figured out what was happening with the "badges" in the upper right corner. <br/> <br/>How much inspiration did you take from Duck Sauce here?
Dec 27 19:46:00 82h 52m Agents I really want to try this but we only have Android 2.2!
Jan 5 07:39:00 203h 53m ASMOSNOS i LOVED the art style and the sound. i hope you do more games!
Jan 5 07:41:00 2m 00s Vixen ='(
Jan 5 07:42:00 1m 00s The Quite Annoying League this was really cute!
Jan 5 07:43:00 1m 00s Cat Licker oh dear
Jan 5 07:44:00 1m 00s Goblin Fortress didn't get very far, but i liked what was there (and i enjoyed the sound effects)
Jan 5 07:47:00 3m 00s Heroes are so Annoying! pretty nifty stuff, though i think the mechanics could've been made a little bit more interesting
Jan 5 07:49:00 2m 00s O TUTT'I CAVI LESI i didn't get very far cause i couldn't get past one particular part of the chase scene. i dig the visuals a lot, though
Jan 5 07:50:00 1m 00s Cruel Cruel Dastard i had fun with this one. nice idea and puzzle design!
Jan 5 07:51:00 1m 00s Double Tap think you said this in your post-mortem, but i found this pretty heavy-handed (but then i'm not a huge molleindustria fan either). i did like the visual style though.
Jan 5 07:57:00 6m 00s Barback cool idea. wish i could play this 2-player -_-
Jan 5 08:03:00 6m 00s Bad Kitty very cute! this brings back many memories. you can just stand in one corner and poop until you win, but i noticed your score won't be as high, so you at least have one way to compensate for that.
Jan 5 08:16:00 13m 00s Villain Simulator 2000 oh man, i loved this. i guess i'm a real sucker for all the movie references.
Jan 5 08:20:00 4m 00s Kim Jong-un's Glorious Missile to Liberate the Nations DX a bittersweet tale of one little missile that could
Jan 5 08:26:00 6m 00s Small Theft Auto i found the attacking at the beginning to be a little frustrating, but i'll keep playing more based on what everyone is saying
Jan 5 08:31:00 5m 00s Sword of Truth wish the audio was even a little better! i do like the idea of what you do affecting the endings a lot. makes me think of Storyteller
Jan 6 10:19:00 25h 48m Rive Gauche Hello, today I made a port of this game to Macintosh. Here's a mac build which will work on Mac OS X 10.6 or better: <br/> <br/>http://vote.grumpybumpers.com/j/port/rive/1/RiveGaucheMac_10.6.zip <br/> <br/>I had to patch the code a little to get it to run on mac, you can find my source changes here: <br/> <br/>https://bitbucket.org/runhello/port_rive <br/> <br/>Now, I have to actually play it :)
Jan 7 04:43:00 18h 24m Abduct EVERYTHING This was neat. My favorite thing was the graphics. The game was only fun if you moved recklessly at all times (it would probably improve the game if there were something in the gameplay encouraging that, like a time limit). This was unusually coherent for an LD game, I liked seeing both skill and puzzle sections-- the puzzles weren't super elaborate but it was nice to see an effort for puzzles at all. I liked how a bat causes a UFO to explode. Does it get sucked into a jet intake? <br/> <br/>In the early levels the spaces looked very naturalistic and real-world believable, like cities or something, and then you get into the later areas and suddenly the levels are weird and cavernous and video game-y and make no sense as spaces that someone would actually build, there was a nice creeping surrealness there.
Jan 7 07:04:00 2h 21m CYBERQUEEN apparently it didn't save my rating before so i'm rating it now! to re-iterate in person thoughts, i like it and it could be seen as a sort of metaphor for reprogramming yourself during the process of transitioning