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Apr 29 07:04:00 One By One Cool game. The only hitch that I ran into, that's especially bothersome in timed mode, is that the selected block is very sensitive to collisions, which sometimes made navigating tights spots difficult against the clock. Otherwise, great work.
Apr 29 07:16:00 12m 00s unessential Really impressed with the animation. The polish around the RPS mechanic simultaneously hides it, and eliminates potential grievances against it (especially with the attack pattern breakdown after death).
Apr 29 07:29:00 13m 00s P Nice work. Good to see a fellow Love user. I was a bit surprised when I beat the third level and found myself back at the third level. I think that a win screen at that point would probably be preferable to potential confusion. The level design (paired with fast respawn) worked well in communicating how the game functions.
Apr 29 08:01:00 32m 00s Mondricraft I'll echo the comments about the commands. I just remembered what keys were used, and cycled through them when I wanted to find something. I'm not too hung about about the fact that it isn't a game. It doesn't really claim to be.
Apr 29 08:13:00 12m 00s Dream Fishing The audio in the game is stellar. The yellow fish is rather difficult to get, and I'm sure catching it would reveal some insipid tidbit about dealing with exactly that kind of adversity. Well done.
Apr 29 08:40:00 27m 00s Greyspace Interesting world. The visual effect of having all of the walls be the same color regardless of direction provided a nice sense of disorientation (in my mind, a good thing). I started to get some performance problems (macbook pro) around the point where the twist occurs, and that made executing some of the jumps trickier than it was intended.
Apr 30 05:48:00 21h 08m Saishou Sentou Interesting application of the theme. I think it's probably the best example I've seen so far of reducing a concept down to its essentials. I was a bit surprised by the ending, as I just had the "omedetou gozaimasu" sound loop as the level kept playing.
Apr 30 05:54:00 6m 00s Dye Congratulations on having something for your first. This compo is my third attempt, but only my first time completing something. Looking forward to seeing it complete. The only feedback I'd provide has to do with movement. The invisible wall would sometimes mess up my jumps, as I had no visual indicator of where it was, and I'd just recently jumped to get an emerald. Maybe some kind of signal?
Apr 30 06:05:00 11m 00s soundscape This is excellent. It took me a while to figure out the controls, but once I got the hang of it I really enjoyed navigating the maze. I'm still not sure how I feel about the static movement. On one hand, it helps to be so audio focused, but without directions, and without helping guide the player in the direction of static = wall, it's easy to get lost. Fantastic work.
Apr 30 07:40:00 1h 35m Squares Nice game. I appreciated the constant movement speed of all the blocks (including your own). It allows for a strategy of moving in a direction that oncoming blocks are, and only focusing on avoiding two colors.
Apr 30 07:52:00 12m 00s Skware I like the central mechanic here. I think it can really be expanded upon to make something great. I don't understand why I can empty small block, but not large blocks. Am I missing something? Also, I wasn't able to quite grasp how squares would end up within my frame. I think that if they became bound to the frame as soon as they were enclosed, there would be an additional element of planning to make sure you filled up correctly. Anyway, good job.
Apr 30 08:07:00 15m 00s Moondar Fantastic music. Really like the dual steering/shooting responsibilities, and the limitation of only one at a time. Good work. Only had one issues: I got smashed right out the gate of level 3, which felt a bit unfair, since I really didn't have time to respond.
Apr 30 08:18:00 11m 00s Mini Pirates! Really impressed with this for only 4 hours of work. Some of my playthroughs would be strangely devoid of certain resources (like cannonballs). Never felt bad about "losing". Nice game. I imagine you were hoping for Pirate Life to win the theme?
Apr 30 08:22:00 4m 00s BE A CUBE Congrats on your first Ludum Dare. Nice groundwork here for something more developed. I really liked the aesthetic of the intro screen. Something about the color choice and font. I was taken aback by my square hitting the top of the screen. I guess I've always taken for granted that in platformers the character can rise above the screen.
Apr 30 08:33:00 11m 00s On Minimalism I really like how the crushers provide "music" for the game, and how some screens seemed to, perhaps inadvertently, use polyrhythms. The one pixel character was confusing at first, and I had to clean my screen to figure out what was actually happening.
Apr 30 08:38:00 5m 00s Rapid Tunnel Future Really enjoy this. At first I was playing it like a survival game, which was satisfying in its own right, but once I discovered the ability to destroy the obstacles, it really impressed. The game is beautiful and constrained in really interesting ways. Great application of the theme.
Apr 30 08:48:00 10m 00s (Follow the) Line Fantastic game. As others have said, it's only marred why weird unresponsiveness. i found myself having to use multiple keys because rapid key presses weren't being registered as distinct. Other than that, great visual presentation, and great embodiment of the theme.
May 1 04:17:00 19h 29m PotatoQuest The jumping powerup doesn't quite work as expected. I could jump even without picking it up. While playing, I noticed that the jumping is a bit unorthodox, and though it might be interesting to base the game around that. Particularly mid-air jumps and multiple jumps per fall. I think that you could build some really interesting levels around what you have now.
May 1 04:34:00 17m 00s dodecaphony I think this game has an interesting premise. Unfortunately it's opaque to anyone not familiar with the subject matter. I think this game could, with appropriate concessions, help instruct the player to instinctively understand what is being sought. The first change I'd make is to remove resetting to level 0. I think it's overly punitive. Then I'd preserve the original row built at the beginning so that the player has something to refer to. On level 1, when they see one color (the first color) match, I think they'd understand what is being asked, and the pattern of levels referring to the original will be established. I think with some more time, this could be made into a really compelling experience.
May 1 05:32:00 58m 00s Go Get Em Good playing you CrazyGage. I'm a big fan of strategy games like these. After playing, it seems I encountered the same strategy of empty pairs as xyrix. I really like seeing the natural development of strategies from systems like these. Good job.
May 1 05:57:00 25m 00s OktumBoktum - A minimal adventure of a boy and his crazy pet Fun game. Impressive how just switching between two colors for two objects can be so tricky. I appreciated the keyboard controls. I wonder if switching the left-right mapping would have made the game any easier.
May 1 06:07:00 10m 00s Pieces I really liked this. The final puzzle in particular really convinced me. Excellent mechanic, and great execution of it. I wasn't able to middle click (the browser would intercept it before the flash embed). Luckily it isn't critical.
May 1 06:14:00 7m 00s Twinimalism I don't think I've ever seen a one button game quite like this. Well done. It took a little while to understand quite how it worked (as your point #2 mentioned).
May 1 07:46:00 1h 32m F I N D I like the idea of having to separate true signals from false signals (in this case, the arrows that don't point to anything). The window size and size of the search object make it easy to exploit, but there is potential here.
May 1 07:53:00 7m 00s Mini Space Adventure Congratulations on your first Ludum Dare entry. This is a good base from which to expand. The game visually feels complete, but mechanically isn't quite there yet.
May 1 08:00:00 7m 00s energized You've acknowledged issues about the controls, so I won't say any more. I would definitely like to see more maps bundled with the game. I think some clever level design could really dive deep into the more interesting consequences of the charge / door mechanics.
May 1 08:17:00 17m 00s AbbrevsMaster Very interesting idea. I'm pretty terrible at it, though. Made me feel like a cultural outlier.
May 1 08:22:00 5m 00s Chao Ab Ordo Congratulations on your first LD entry. Things get easier the more games you make. I like the idea here. I feel like once static arrives, though, it's basically game over, and the player can only do so much to help. Perhaps that's the goal, but I was left feeling like I didn't have much of an impact once I'd let a tile fail.
May 2 07:17:00 22h 55m Cornelis Interesting game. I littered the score board a bit, sorry about that. At first I thought it only put up one score per person. I like encouraging the player to alter as little as possible. The score balancing could use a bit of tweaking.
May 2 07:28:00 11m 00s mz Wish I had a mobile device to play this on. Enjoyed it quite a bit. I like the idea of a navigating a maze with imperfect information (limited view and direct distance measurement). I think the bomb might actually be extraneous, so long as levels are generated in such a way to ensure that all tiles can be reached.
May 2 07:34:00 6m 00s Tokyo Minimaley Land I like the idea of rides at a theme park each being its own mini-game. Unfortunately, I was rather terrible at all of the games, and couldn't get too far.
May 2 07:42:00 8m 00s SQUARE TRIANGLE CIRCLE Had some difficulty grasping the controls and interactions at first, but once that fell into place things went well. I initially tried flicking the shapes (to no avail), which might be worth considering if you put the game on a touch device. I would add some kind of end screen, so that the player can see their score after they lose. I thought I did well, but had nothing to gauge that by once I lost.
May 2 08:13:00 31m 00s Space Ball 3D Good to see another multiplayer game submitted. I think these sorts of games have a lot of potential, but benefit a lot from frantic action. The force bar here changes the pace of the game to be much more methodical, and I'm not sure if that suits the mechanics well. A bug note: it looks like player 2 doesn't need to colorize the ball for it to register as a goal.
May 2 08:29:00 16m 00s , As someone else said, the mimetic interactions are great. Hopefully that was intentional. My forearm burns a bit from the rapid keypresses. Got to 10 points before I let myself lose.
May 3 07:13:00 22h 44m dodge the atom Congratulations on your first Ludum Dare entry. <br/> <br/>The game is rather simple, but controls quite well. That's often the downfall for game like these developed in a short period of time. Something to consider without adding more things to the game (in conflict with the minimalist theme), would be to increase difficulty more rapidly. Either by increasing the atom speed (as already occurs), or by "minimizing" other features, such as shortening platform sizes, or worsening speed/jump abilities. Something to inspire a sense of challenge in the player.
May 3 07:28:00 15m 00s Minimo I liked the way that the improving enemy would force the player to reestablish a pattern to solve the level. While I think restarting from the beginning is a bit harsh, I wouldn't mind it if I felt that losing was fair. I found myself wrestling with the controls more that with the enemy. Changing the control configuration away from the default helped greatly.
May 3 07:36:00 8m 00s Ten Space This is fantastic. Well done. I was confused at first about how to play, but a couple of attempts and I figured it out. The audio cues are spectacular. The only thing I'd change is that once the screen starts to fill up, it becomes hard to see the projectiles, since they're obscured. The audio cues let you know the spacing between projectiles, but not the moment that the first on will arrive, and often the speed paired with the small clearing makes it really easy to miss that first one. Otherwise excellent entry. Good luck!
May 3 07:47:00 11m 00s Lost Colours The game takes a little while to get into. The early stages of play aren't particularly exciting. As the player starts learning more about the systems in the game, and the fight on the virus gets more frantic, the game really shines. I worry that, because of the short play time a lot will give for LD games, many might not get to that point. The only suggestion for change that I'd make is for controls. I don't necessarily mind the "tank" controls, but it's be great if the snake stopped turning when I left go of left or right, rather than continuing to drift. It made it difficult to target pickups.
May 3 08:02:00 15m 00s Robot Meditation I appreciated how this game taught me just how long five minutes really is, and how much can be done (or thought) in that period of time.
May 3 08:06:00 4m 00s Spellflinger This is a good game, and given different circumstances I feel like it'd be a really excellent entry. Given the minimalist theme, though, I don't know that the game quite fits. Take for example the controls. Four different keys for various spells, and one of those spells is a variant of the main attack. This is the basis of a fantastic game. Just not a minimalist one.
May 3 08:16:00 10m 00s ITTEN I really like the interpretation of the platformer. It was exciting to see the gaps that could only be cleared with short hops. I liked exploring the consequences of the mechanic. I do wish I could "lean" after inhaling, so that when I did jump, I'd jump in a direction. Too many times I accidentally walked off of the ledge.
May 3 08:28:00 12m 00s Three in One? Beneath the humor, Dream City is a legitimate stripped down interpretation of SimCity. Well done.
May 3 08:34:00 6m 00s Obnoxious Friend I don't personally see the minimalism &lt;-&gt; OCD connection, but I find this entry really amusing. The actual feel of pushing the furniture around feels a bit clumsy, but I feel like this game is more about the scenario than the actual mechanic, and it plays that well.
May 3 08:49:00 15m 00s Battle Box This is a rather interesting game. The game rules seem simple enough here that I'm quite interested in building a bot to find strategies. I'll be bookmarking this and playing it for quite a bit.
May 5 20:07:00 59h 18m SimpleWorld Had some performance issues with the game on OSX 10.6. Also couldn't manage to place any blocks.
May 5 20:21:00 14m 00s Fight The Minimalism I would have liked to play more than I did, but I was blocked by what appeared to be some performance issues. As soon as the fireworks went off, my framerate dropped from ~66 to 15, after whcih things seemed not to work as expected. The blocks that have to be pushed all but refused to move. I managed to budge it just enough that I could clear a wall, but the next level asked me to do the same, and I couldn't do it.
May 5 20:28:00 7m 00s [[[[ I was baffled by the game for a little while playing it. I couldn't manage to get anything interesting to happen. It was only by chance that I decided to make the two blob strike eachother. The premise, once discovered, it really interesting, and I can imagine much more interesting and complex puzzles (conflicting with the theme perhaps) to be build around this mechanic. Good job.
May 5 20:47:00 19m 00s Pure Green This is a fascinating inversion of Twine's "place" in games, and when paired with the theme really harkens back to Hypercard. Really excellent work.
May 5 20:57:00 10m 00s Buried Fun game. The addition of double jump greatly expanded the number of strategies for actually surviving in the game. I'd be interested to see how the game plays if you could jump onto a block while it's falling and not be hurt. Additionally, a way to give up when you get stuck in a pit would be nice. Good work.
May 5 21:10:00 13m 00s Happy Pixel Party The game is minimal in all senses except that help screen. I think the help screen elevates this to the status of performance art. Well done.
May 5 21:20:00 10m 00s What the fish !! The combination of being stuck in the lower left corner, and the too generous hitboxes meant that I was annihilating quite a few fish before they'd had to chance to fully swim on screen. It also feels like the incentives to not kill fish aren't strong enough. I managed to get pretty far without "losing" a fish to a fisher by massively depopulating the ocean and then destroying the boat. So long as I killed less than 15 fish before the fisherman, I'd come out positive. Excellent work for one day, though.
May 5 21:27:00 7m 00s For Victory! I'm a little embarrassed by how long it took me to realize what the silhouettes were. I appreciate the extreme approach the the theme. As others have mentioned, some framework for meaningful interaction would have been nice.
May 5 21:48:00 21m 00s The truth of the Minimalist Interesting game. I appreciated that, with the exception of the first switch, the player's progress is never impeded. I was very confused for some time, and even now after having completed it, I think I'm still confused. <br/> <br/>There are two classes of findable objects in the game. Invisible ones and purple ones. I don't know what unique properties belong to each, nor what the consequences of finding them are. I had four visible pieces at the end of the game, so I guess all of them were pieces? If so, I don't know how I feel about searching the world for invisible blocks. Strikes me as a bit unfair to ask that of the player.
May 5 21:59:00 11m 00s Equilibria Congratulations on your first Ludum Dare entry. I really enjoyed the premise, and the symmetry present, particularly making your enemies' weaknesses your own. I played for a while before destroying every enemy (close quarters explosion) except for one. I actually found that a rather poignant ending, given that I couldn't overload or absorb the enemy without succumbing to the opposite fate. <br/> <br/>The instructions screen passed by very quickly, so my first few sessions were failures. I had to read the instructions here to figure out how to play.
May 6 05:27:00 7h 28m Seven While not particularly original, the game is theme appropriate and well executed. Good job. One detail that really stood out to be was the subtle tangram background. That was a nice touch.
May 8 08:04:00 50h 37m Tune Locks I really like the idea of matching audio cues to progress, and even the platformer mechanics wrapping it. I found process of deducing the right tone to be frustrating though. It had less to do with backtracking, and more to do with the process of manually searching. It's akin to playing the card game Memory (which I'd argue is a negative). I'm sure there are ways to present this mechanic where it can fully be explored. I just don't think this is it.
May 8 08:09:00 5m 00s 134 bytes Impressively, this game has inspired me more than any other entry. I love how the delivery mechanism of the game is part of the work itself. Really well done.
May 8 08:16:00 7m 00s Triangles Congratulations on your first solo LD entry. Even if it didn't go quite as expected. I think this can serve as the basis of something rather good. I'd imagine there being some sort of goal object you need to pick up (in a similar way to how reds are picked up), but the player would have to scope out the area and lead reds away from the escape path before making an attempt on the goal object.
May 8 08:23:00 7m 00s Squeeps I'm a sucker for ecosystem games. I never did manage to lay an egg, though. Not sure what the conditions for it are. I got fat. I got old. And I got eaten. But never an egg. Nice game. I'm not sure how well it fits the theme, though.
May 8 08:32:00 9m 00s Press Z The screen shake is incredibly satisfying. The game does begin to feel repetitive after a while. There are two factors at play here, I think. 1) the session length is pretty long relative to the "content" to see. 2) Losing doesn't feel like a failure on my part. Often I'll feel like I got stuck in a situation that I couldn't escape from.
May 14 03:12:00 138h 40m Spike Line The premise isn't very original. The implementation does fit the theme well, and I was a fan of the icons used. The jumping felt floaty, which isn't a good feeling when, at later points in the game, precise jumping is critical. I couldn't tell at first if the sound was generative or not. I think it might be interesting to use the sound to telegraph upcoming obstacles.
May 14 03:21:00 9m 00s RGBCMY Congratulations on your first Ludum Dare entry. I liked this quite a bit. I was confused at first by the notion of mixing, but once I understood that the gates had two "keys", and that I wasn't mixing my own color, it came together. I think that the mechanics in place are solid, but worry that there might not be much more to the mechanic than what you've explored in the updated version. Play with this a bit and see where it can go. Good job.
May 14 03:26:00 5m 00s Castle Defense The graphics are excellent. They're probably the most minimalist aspect of the game. To adhere to the theme, I'd personally remove the shop, and try to make the skill element of defending the castle more engaging.
May 14 03:38:00 12m 00s minimid This is fantastic. Great job, and well done given this is your first try with Lua and Love. The controls took a while to get used to, and the visuals don't match the controls. That aside, the game is run (if frustrating) and an excellent manifestation of the theme. I've yet to actually complete a level, but I'm trying. Great work.
May 16 06:46:00 51h 08m Phlux Great game. I haven't gotten past level 5, which seems to be the last level. I think the game really shines when the time sensitive elements are added. As a purely puzzle game, it isn't nearly as engaging. Despite all that, the game doesn't strike me as terribly minimalist. Regardless, great work, and thanks for all your work on and around LOVE.
May 16 06:54:00 8m 00s Minimal Mousetraps Interesting game. I was confused at first about how to actually play it, but with some desperate clicking I managed to figure it out. I was a bit disappointed that the lose scenario is so much more interesting that the win scenario. While I don't necessarily want to watch the mouse get mauled by the cat or caught in a trap, it'd be nice to offer some kind of "reward" to the player for having solved the puzzle. I'll be reading through the code to see how you programmed the mouse's pathfinding. Well done.
May 17 05:39:00 22h 45m Grasshopper Nice work for your first time with LOVE. The mechanic isn't very novel, but you executed it well here. Besides some occasional visual glitches the game feels very complete. I think you might even benefit from removing the red tiles, and instead make them pits. Makes the game more "minimal" in the sense that it is decluttered, and I'd argue that the red tiles don't add much anyway. I appreciate the gentle ramp up. I think it's just enough so that the player can get into a groove, but is still capable of making a mistake. Good job.
May 17 07:12:00 1h 33m Ethical Spud Made it to day 19. Amusing game, and I was surprisingly engrossed in it. It seems that Papatofu is never a good business plan though.
May 17 07:26:00 14m 00s dotmove Really solid game. You're right in that it does play very similarly to a Rubik's cube. Made it to the fourth level, and just couldn't manage. I personally don't feel like Rubik's cubes are very good "games". I found myself progressing through the stages by mentally backtracking. I'm not personally fond of games that effectively ask you to run an algorithm in your head, but I can appreciate that this one is very well made. The lines (vertical and horizontal) as well as the rings communicate things very beautifully. Well done.
May 17 07:48:00 22m 00s Black on Black Congrats on your first Ludum Dare entry. I have a few comments that I wanted to make. It asks the player to do the impossible: create black on black. The best a player can hope to get is orange, and the screenshots are misleading. Was that intentional? Also, it feels weird to offer a score when the maximum possible score is based primarily on the granularity of the grid. Scores can't really be compared if the configurations are not consistent.
May 18 08:42:00 24h 54m TrackSurfer This is a wonderful game, well done. It isn't often that I think this, but this game would benefit a lot from a joystick/analog stick. Mouse controls in a windows setting are frustrating at best. I also felt like occasionally loops would send me backtracking, which, because of the controls, felt a bit unfair. Other than that one nitpick, I found myself really engrossed by the game. Great work.
May 18 08:54:00 12m 00s Hyperborea: The Secret of the North Very pleasant experience. The addition and implementation of checkpoints felt very nice. Reduced some of the frustration due to the movement and collision detection. Those two issues are really the only things that mar this. Otherwise it's quite enjoyable. Good work.
May 19 07:23:00 22h 29m Lunarium 105470. Fun game. The theme seems to be arbitrarily inserted into the narrative of the game, and not manifested anywhere else. Regardless, it plays really well. There were only a couple things I encountered that hurt it, in my opinion. The powerup that regenerates terrain necessarily has to be shot for the player to get out, which seems to turn it into a hindrance more than it helps. Was that the point? I also got stuck in a really unpleasant loop where I kept getting frozen by an enemy mid fall.
May 19 07:35:00 12m 00s Bayou This is fantastic. I drifted aimlessly at first, very wary of throwing my spear, as I was told I only had one. Decided to follow some of the sound queues and stumbled upon what it seems is the true objective of the game. I don't want to spoil anything, but the audio was haunting, and hurling my spear into the "dark" to the side of my boat, and hearing it land, was a really exciting moment. Very well done.
May 19 08:18:00 43m 00s Dooberflop Did you update this? My session didn't look like your screenshots. Fun game. I don't think that mouse controls work all to well for a rotational system, especially where the player moves. I could have my mouse in an "up" position, but then jump, lowering my shield in a way that makes me vulnerable. Given the small set of obstacles, I was expecting to get tired quickly, but the difficulty ramps up at an appropriate pace. Maybe could afford to be a bit faster? Good work.
May 19 08:24:00 6m 00s JOHN Eerie game. Really enjoyed how the audio manages to make you afraid of a blurry round shadow. Very effective sound use. Well done. I was confused at the end. I wasn't sure if I'd done something wrong or if there was a bug.
May 19 08:31:00 7m 00s Minimal Complexity The game has potential, but based on my experience, and the comments I'm reading here, there are some usability issues that should be looked at. The concept of minimizing a score while completing some objective (that would typically be in conflict with minimizing score) is intriguing. I don't know that exploration of mandatory powerups is the right angle for it.
May 19 18:28:00 9h 57m Linewalker I'm impressed by the game given the 1D constraints. Well done. I, like a couple other people, it seems, was confused by the rapidly toggling switches. The audio when stepping on those pointed more towards it being a bug or a broken button than undoing previously pushed buttons. I think there is a lot of potential to be explored in a 1D sidescroller
May 19 18:53:00 25m 00s Abstract This is incredible. I managed to created the perfect painting, and refused to sell it. After a few near perfects, I explored the depths of the irredeemable. Couldn't manage to get 3 full red bars. There is something here that works very well, and I can't quite pinpoint it.
May 19 18:59:00 6m 00s Obscure Interesting game. I think the narrow light cone is enough. It only becomes a problem because movement is unreliable at times, as I'd get stuck despite there being nothing around me.
May 19 19:11:00 12m 00s Come No Closer Cool game. I stumbled upon the radar effect as well. I thought it strange that the supply pickups are never actually needed (at least not after health has been upgraded to a certain point). There are two orthogonal goals, surviving and picking up supplies. If survival is the player's goals, it's really easy to just turn radar on and sit around. I did that up until day 15 or so, and quit. I think making supply pickups a necessity can be done without the upgrade system (which has a cap on each stat anyway). It'd make the game more fun, and more minimal, I think.
May 19 21:16:00 2h 05m PLOG Very well done. It feels really nice to play, and I actually liked the audio loop. I did encounter some performance issues in the web embedded version that were the cause of all but one of my misses. Well executed idea.
May 19 21:31:00 15m 00s Plex Well done. I jumped into the game immediately (HTML5 version) without reading your description, and was baffled by the "folding" mechanic, since all it seemed to do was freeze the player. Once I was forced to use it in the fifth puzzle, it all came together, and made the standard sliding puzzles far more interesting. Do wish completing a level took me to the next one rather than the first page of the menu screen.
May 19 21:53:00 22m 00s CIRCLE SQUARE TRIANGLE Wow, this is a great take on RPS. I was stupidly just trying to keep the cycle in my heart. Took me a few turns to notice the color cues. Great entry.
May 20 05:29:00 7h 36m Leaf Me Alone This is a really polished and beautiful game. Doesn't feel particularly on-theme, but well done anyway.
May 20 06:25:00 56m 00s Rex Galaxy and the SpaceSkull Just a note, respawning doesn't seem to work in Firefox. Switched to Chrome and it worked. Might want to look into that.
May 20 06:32:00 7m 00s Block Disco Very fun. It's nice to see the chaotic nature of physics systems highlighted as a game feature. I'm pretty terrible at the game, but it plays great.
May 20 06:39:00 7m 00s crush. Very serene. I'm still unsure of how I feel about the drift of motion (and bouncing) in a game that demands precision of location. The game looks and sounds wonderful. Well done.
May 20 06:49:00 10m 00s Enneadeca Interesting game. Best I've done is 18/19 lit. I feel like there are two distinct games in here, and they combine strangely. At first it's unclear whether the goal is to survive longer, or to light the world. I feel like both sides can be developed further in isolation, but when merged, certain attributes can never be explored.
May 20 07:02:00 13m 00s The Rules Are Simple... I like the idea of making a game around simplification of the control scheme. I feel like the game really shined when all keys were eliminated but 'up'. It just felt like it took a long time to get to that point. I also feel like there were some consequences of 'no left' that could have been explored that weren't. Lots the expand upon here. Great work.
May 20 07:17:00 15m 00s Folding Cool to see another game about pivots and rotation. Finished the game. I didn't feel confident until the end of the last puzzle about when or why a move would work with X nodes. Up until that point it was quite fun working through the puzzles. 9 I ended up winning just on a desperate guess. I suppose I didn't properly figure out the rules by that point.