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acro

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TimestampSince previousGameacro's comment
Apr 30 13:11:00 Wizbo Chambers Fun game, I really like the art style. The green room is very difficult unless you go there first and there wasn't really any ending. Overall I enjoyed playing it though. Well done!
Apr 30 13:31:00 20m 00s Inverted Fun game and good pacing. Would have been nice to see more use of the main mechanics. Well done.
Apr 30 13:40:00 9m 00s Ten Levels Once I realised what was going on it became quite addictive. Good audio feedback, it works really well with the art style. Good job!
Apr 30 13:50:00 10m 00s Hito Nice work, the music and art direction work really well together with the simple game mechanic. I agree with Spierek though, you should make the objective a bit more obvious.
Apr 30 14:53:00 1h 03m Fading Nice simple mechanic and I like the enemies. It’s a shame you didn’t get a chance to implement all the features, what I played was still fun though. Well done.
Apr 30 15:57:00 1h 04m Line Quest One of my favourites so far, has a bit of depth to it. Really enjoyed the opening and ending sequences. Well done.
Apr 30 16:06:00 9m 00s Chromatater I like the experimental nature of it. Would be good to see more levels but that's the curse of LD :) Good effort.
Apr 30 16:26:00 20m 00s RGBism Enjoyable puzzle game, works well with the theme. Well done.
Apr 30 16:37:00 11m 00s ClickStory I like the concept and the style fits well with the theme. As others mentioned though the interface needs a bit of work to make it more intuitive.
Apr 30 20:28:00 3h 51m Pongless Fun take on classic pong but the AI seems to be too difficult, either that or I'm just really bad :( I like the music, the game kind of looks like 2 lighthouses signaling to eachother :)
Apr 30 22:05:00 1h 37m SDFJKL Interesting and challenging game. The graphics are basic but the gameplay is good. Well done.
May 1 19:09:00 21h 04m The epicly short adventure Loved the atmosphere, look, great use of the ambient music and sound. Brilliant. Liking the dialogue, too. "Plasma-ier" needs to be in the dictionary! Only thing I didn't like was the really frustrating dialogue box blocking until Enter keyhit every time you fall off, made so much worse by the pillar/spike room before you get plasma hands. Loved the plasma hands, though! Also a bit glitchy with room transitions. Clever use of colours and amazing amount of graphics for a 48h game as well. Overall, really enjoyable. Doesn't have anything to do with the theme, but I'm not complaining! :D
May 1 20:34:00 1h 25m Type|FACE Enjoyed this one. Some of the word choices were pretty amusing. I think there was too much of a delay after you miss a letter and maybe a smoother difficulty curve would have been nice, "yi", "de", "doo", "necromancer" :) Overall good fun, great audio feedback, well done.
May 1 20:54:00 20m 00s Minimal Defense The wall placement and slowing down is an interesting twist and works against you by making it harder to gauge enemy speed, so actually really clever. The little dudes twitchy walking is also cool! There's no music playing - but the jar version has a 30mb wav in it - for future entries you should use a different format for the audio.
May 1 22:06:00 1h 12m My Dr Ian Nice simple platform game, the jumping feels a bit odd though. I liked the music, I think it worked well with the gameplay.
May 2 00:37:00 2h 31m Bipolar Incredible! I played "web ('original entry/hardcore')" for a fair rating. I managed to reach the end. And it's very, very good! They always say first person platforming hard to do right, but the push-pull 'jump' repulsion thing felt good, and works pretty well. With more time I can see it could have been tightened up. Other parts control a bit worse (loosely), like the walking, and wall collisions were a bit soft and loose. <br/>Getting past the swinging bar magnet right after the potato was tough, but kind of good as it made me more familiar with the bar magnet. The holy singing potato voice got annoying after I fell in like 38 times, though. :D <br/>Only a few things I didn't like: I didn't give a very high score for graphics because it was too high contrast - I realise this was to do with theme, etc, but lowering the saturation or lighting it a bit more naturally would really help make it easier to play for longer. My eyes started to hurt (although, maybe because I've been staring at a screen for 5 days with not much sleep ;). Relatedly, the areas where the lights were just turned off: that felt a bit cheap. However the jumping sequence was good there for some reason, despite being a pain to see anything. Lastly, the variable magnet strength is offputting, especially when it's really powerful room-leaping pulls one second, and barely reaching something 2 metres away straight after. <br/>But, still, these things didn't stop me enjoying it, and it's the best game I've seen so far! Great job!
May 2 01:40:00 1h 03m Nega-girl I must disagree with some of the earlier comments: I think it's easier than most Megaman boss fights. In fact, it's very well balanced, Major Pain has a good range of moves, great learning curve, and lives up to his name! Threat detector is a nice feature to start with, too. <br/>Your interpretation of the theme seems similar to what I came up with, but yours comes across more clearly, and I really liked the power core being the "discovered true important thing" after she is deprived of all the other superfluous things (which actually, weren't as good). You made the theme ring true with the gameplay/progression really well, which I don't know if our team entry quite managed. Top marks for that! <br/>Just in terms of gameplay I'm not sure what was meant to happen with the power core, though: I just kinda ran into him. And a shame there was no ending screen, the art is cool! Nice feel, nice to play, and slick. <br/>You should totally use SFXR next time round - it'd be ideal for sound effects for this kind of action shooter. <br/>Great job!
May 2 01:58:00 18m 00s MNML This is very relaxing and cool- it has a great mood. I like the look and feel, and it fits the theme nicely in many ways. I cant really work out how to "rate" the graphics: I mean, they look really slick, but ultimately they're simple. <br/>Anyways, I thought the part where the circles reversed was quite clever and snapped me out of my lazy expectation that I'd get out of the start of that level just by waiting. You should've said it was a feature, not a bug! <br/>I also like how the game starts without you really knowing that it HAS started. The first screen is supremely well designed in that regard. Going to play again now. :)
May 2 10:24:00 8h 26m The Killer Good for the development time. Would be nice to see some AI and additions like being able to shoot vertically or in a different direction to your movement.
May 2 15:54:00 5h 30m Shape Catcher I like the look! The screenshot is nice, and grabbed my attention. But I was rather let down by the 'game', which isn't really there. I walked in the grass until stuff levelled up, increased attack, and got more "shapes" -- was it shapes because I was an egg? Why was I an egg?! <br/>I went to the hospital every 20 seconds to refill health, then after a few minutes went to the league over and over and total health and cash went into the thousands... and then it seemed like there was no more... Visiting the hospital after getting 20 league wins put 'total health' back down from 250,000 to 146 or whatever it was meant to be. So I didn't do that the next time. Total power seemed to stop increasing, too. <br/>But having said all that, my RPG-brain compelled me to max those numbers, and the graphics made me expect a lot because they're really interesting.
May 2 16:01:00 7m 00s Limbo Dare Having told a friend about the 'minimalism' theme, the first thing he thought of was "something like Limbo's art style", so when I saw this I had to give it a shot! <br/>Technically good, with a good amount of graphics and mechanics for the 48hrs, but are you kidding me with that spike pit with the tiny ledges? Is it possible to get past that? Very frustrating!
May 2 16:04:00 3m 00s MiniCrawler I like the gameboy style art and animation in this one. As the others have said the controls feel lose at the moment and you move too quickly. Maybe a longer cooldown between taking damage would help with the difficulty. Also could improve the random location jumping of the bad guys, I ended up stuck in one. A few small changes and polish would make a big difference. Overall I still enjoyed what I played. Well done.
May 2 16:24:00 20m 00s Dungeon Struggle Fun game, I liked the music and retro art style. Not sure the gun as a power-up is very fitting with the fantasy game setting and also I had a couple of issues with collision detection though. The gameplay is good and with some additional enemies and weapons would be even better. Overall nice work!
May 2 16:28:00 4m 00s Rocky Flight Balloon Short and sweet! I haven't tried impossible mode It doesn't sound fun. The small offset animations on the little character add a lot of charm! It didn't run smoothly for me, it jumped and twitched vertically for some reason - maybe slow redraws: this machine doesn't have a good graphics card.
May 2 17:00:00 32m 00s TetraVampire Fun for a while, but later on the lack of variety starts to get boring - is there an end? The music on the title screen is GENIUS! I don't know where the concept came from, but it's so silly it's actually brilliant! The scared animations of the other blocks is great, too.
May 2 17:34:00 34m 00s Four Scepters No idea how you made that much animated pixel art and gameplay mechanics in 2 days. Just awe-inspiring!
May 2 18:08:00 34m 00s Kipple You've created a really good game world with some solid mechanics. I think given the time to add more features this has potential. Really liked the graphics as well. Nice work.
May 2 22:02:00 3h 54m Burden Quite an interesting entry and something different from what I've played so far this LD, although I don't think it really matches the theme. I think you did a good job of creating a creating a moody / creepy atmosphere. I agree with the comments about the way the dialogue is displayed though and the narrative could have been clearer. That aside, nice work.
May 2 22:52:00 50m 00s JOHN Creepy and atmospheric, shame it's so short I'd like to have seen more. Good use of audio.
May 3 21:54:00 23h 02m Molbert Takes a bit to get going but once all the mechanics come into play it's a fun platform puzzle / platformer. Nice artwork as well.
May 3 22:11:00 17m 00s Other Space The ambient sounds work very well and I really liked the graphics. The counter and water level give a good sense or urgency. Well done.
May 7 22:45:00 96h 34m Swimming Fool Played the 72h version to rate, haven't looked at enhanced. It's really cool, and a really impressive amount of animation, content and style for 72 hours - it's very polished in appearance. The gameplay feels nice and fluid, with some challenging parts but seems to have less finesse than the graphics. My only slight moment of frustration was the trial-and-error aspect of when moving planets disappear. <br/>Only things I'd have wanted improved for enhanced version were: I had really no idea what the captions were supposed to be saying, they didn't make much sense. And the loading time for that amount of graphics/sound was just ridiculous.
May 7 22:50:00 5m 00s Ville Strangely compelling! Hats off to you for making something like this for a 48h contest! I have not yet found out the 'secret' but the bridge building caption was worth playing for, so far. I had to guess from other people's comments that it became possible to proceed further than the starting zone... as lots of it isn't apparent. My first attempt led to strangling my economy by building things in the wrong order, but I got past that on a second go. It'd be interesting to know if you had further plans/features for this.
May 7 23:46:00 56m 00s Bliss Wings Really liked the look - pastel colours, mushrooms/fairy-like, and the gameplay design is really promising. i really got stuck trying to work out the 4th level. Maybe was missing something. After a while the colours/harsh lines and tiny character got a bit sore on the eyes. other than that, very likeable indeed!
May 8 00:17:00 31m 00s Clone Colony Frontier Most things were guess-able from the UI, but I couldn't work out why Healthcare was off the bottom. The scrollbar was staring me in the face for 10 minutes and I never saw it. The drag and drop is kinda frustrating - there's no indication before you drop what will actually drop where, and moving stuff back left-to-right just to drop properly on another left panel got quite annoying. But this is still compelling for some reason - maybe the appearance of intelligent stuff happening ;) <br/>Anyways... played for a bit. The food ran out. I have no idea why. Now I actually feel hungry...
May 8 00:39:00 22m 00s Somsnosa You made abstract-art Earthbound in 3 days? ;_; <br/>HOW!? I love how the music feels. my mind is blown!
May 16 19:10:00 210h 31m Escape Shaft The look and feel and sprite work is really great! It looks like a complete whole, and every sprite is perfectly suited to purpose, plus the incidental particle effects like rocks breaking, blood when you are hit, really make a difference. It feels really polished. The gameplay seems a bit limited after a while but there are just enough levels with variety that it's stays interesting to the end. Great job!
May 16 19:16:00 6m 00s 12px Bread for the jam? <br/>Food for thought? <br/> <br/>May I simply ask: why? :D
May 16 20:11:00 55m 00s Aqueous It started to get frustrating when I didn't think I'd get through that 3rd-from-last level. Then I realised I was enjoying the challenge immensely! By the end it was a shame there weren't more levels, but what's there is really well designed. Only things I did not like so much were that the water-drain animation seems a bit too slow, and I had to install google's irritating browser to play this. Firefox doesn't get mouse pos via event.x unfortunately, you need to check for x,y being undefined and then use something longwinded like x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - canvas.offsetLeft; <br/>It'd be good if you could fix it.
May 16 20:30:00 19m 00s Critical Mess Never have I seen a little voiced audio and two frames of animation used to such hilarious effect. Mwahahahaha! Brilliant! <br/>The music suits it really well; the idea is very cool. But after a while, with so much dimension-flipping, I found the colour difference between dimensions was kinda harsh to look at. The inability to see where I was jumping got kinda frustrating, but again maybe just because of the forced flip-back when you're inside a block. <br/>It is a clever game mechanic, maybe slightly more visual clues to platform positions could reduce the annoyance too. The thing that stopped me playing, unfortunately, before I got to the cool-looking screenshot above was the uneven framerate. I'd love to play a smoother/faster non-html version some day. Actually, I'm saying too much that's just picky griping - this is genius, and I give 5 stars for graphics!
May 16 20:41:00 11m 00s Block Breaker the core of this is good because it's really just "have fun, blow stuff up". I think that's quite bold to try to explore the theme with 'minimal gameplay' because it seems like there's not much to it, which can't be good. But, you really managed to make a lot of fun with a very little. Downsides have already been said, I agree with Benjamin about the colours - maybe a desaturated foreground, or background, would make the player more distinct. <br/>Also I somehow didn't realise that bombs need to be touched to go off, at first, and my first instinct was to just ran in a straight line placing hundreds behind me... :)
May 16 22:53:00 2h 12m Pixel Ninja 1151 is my high score! ...Is that good? Anybody? <br/>Never played fruit ninja myself, but there's just 1 flaw in this that you wouldn't get on a phone/ipad: clicking frantically outside the window, only to realise the inevitability of losing when the game gets mouse focus back! <br/>All told, I really like this, and it's a very complete thing for the time you spent. <br/>Also - you might not realise it, but "click to start" is a actually quite a clever touch, getting around Java sometimes not gaining window focus. I wish I'd thought to do that!
May 16 23:22:00 29m 00s City Walk Hi, I wanted to play this and it seems other people have, but after clicking to start, the arrow keys and WASD do nothing. I've tried this in Firefox, Opera, Chrome and in desperation, IE10. Has something changed, why is it broken?
May 16 23:33:00 11m 00s Cornelis Very clever idea, and very good use of that minimalist painting pattern. I'm intrigued by the fact that many commenters said it was 'too easy'. I read the instruction about high scoring, so was keeping ledges to a minimum, and I found it frustratingly difficult! I rage-quit after about the 10th attempt to get past level 1. For some reason I kept trying to collect the circles near the bottom, where falling off is almost guaranteed if you've fallen from a great height and the nearest segment is very short. I'm scoring this high for innovation. Great entry, well done.
May 16 23:44:00 11m 00s Flee: The Daily Adventures of a Springtail Very challenging, and I can't make out what this has to do with the theme. I think the controls are good - it feels solid and precise, and I like the that the view area *is* that limited, it makes sense from bug's eye view. Maybe. But given that it's so easy to die, it is far, far too slow to reset - die, press enter, fade out, fade in title screen, press enter to play, fade in, show "level 1" overlay again. There's just no reason to go back to the title screen. I quit after dying for the first time in level 2 and having to back to the title screen again. That's just harsh!
May 17 00:07:00 23m 00s Stargazers Impressively feature-complete, slick, and very charming. Quite a few entries seem to have taken 'minimalism' to mean 'simple gameplay' which I'm not at all sure about, but apart from that this is truly impressive. I can see a lot of care and attention went into all the little nuances, like the tangrams-like character and pattern designs, the little guy pointing toward the mouse; the moon phase showing the time passing. What amazes me is that you had time to pay attention to things like that in the time frame.
May 17 00:22:00 15m 00s Minimallist I didn't see any boss, but the help message hyped it up. :( <br/>Apart from that... WHAT the HELL is going on!! First I thought I was a hobo on a scooter in a shopping centre full of Super Saiyans. Even though it said "click mouse to fire" I still took about 5 minutes, and 50% damage, before realising why the handbag only fired downwards. (I needed to move the mouse to aim) So I'm a goofy lil' old lady? And there are ninjas phasing in and out of the walls with a surprisingly cool smoke/dash animation, and they say "impossibleeee" when killed. The 'getting hurt' sound effect actually hurts the player's ears. And what freaked me out was, the lil lady's voice sounds different between saying she's out of attack and saying she's recovered her attack stamina. <br/>In summary: this is INCREDIBLE! :D