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Christopher Schulte

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TimestampSince previousGameChristopher Schulte's comment
Apr 29 05:23:00 Square Quest I really liked how all the in game objects and enemies felt so distinct while using very small sprites and a limited color palette. Well done.
Apr 29 05:30:00 7m 00s zOne I like that the aim of the game is remove as many things as possible, very in touch with the theme. I think the colors for the power ups might go against the main aesthetic, a change of shape alone could have suffice. It had me furiously clicking for my life, so it was engaging. Good work.
Apr 29 05:42:00 12m 00s Quest The music loop was really catchy, and it was great that the sprites and resource indicator moved with it; it had a real flow. There was a bug with the tooltips saying blink when they shouldn't, but that was the only issue I had.
Apr 29 05:47:00 5m 00s Ludum lupus I don't understand why the combat was inserted, the moment I was supposed to use it I just got sent to the fin screen. The wind sound effects and snow particle effects were cool.
Apr 29 06:02:00 15m 00s Touch Blocks, Avoid Spikes The music and art were fantastic, I love the tone sequence paired with moves; it greatly enhances the feeling of accomplishment. A very relaxing play, great job.
Apr 29 06:10:00 8m 00s Play The Game That was really great! The minigame format is great for the theme, and as things pick up it feels like you have even less time, so very minimal. The graphics are really awesome in a "my handwriting in kindergarten" cute and fun way. Good work.
Apr 29 06:20:00 10m 00s Fallen Outside The player motion felt a little too floaty, but that might be personal preference. The graphics were nice, I thought it was gonna be easy but the level progression in difficulty was good. Also, POTATO.
Apr 29 06:33:00 13m 00s Tune Locks The concept of wanting to touch the purple and then wanting to avoid it at all costs is really cool, a nice subtle mode switch. It was a little frustrating to touch the door, then go out across a big map and forget what it sounded like.
Apr 29 06:36:00 3m 00s Save the potato! I liked having no sound, fits the theme and setting (in space). I found the 3 second countdown at the start of each retry to break the flow really horribly. I would just start the retry maybe .2 seconds after death.
Apr 29 18:00:00 11h 24m Chroma This was a really fun play. The levels being procedurally generated made me keep playing. It got fiendishly hard while using one simple mechanic while only using two buttons.
Apr 29 18:06:00 6m 00s WORDHUNTER The graphics were very nice and soft on the eyes. It was very hard to focus on spelling words due to letters spawning very close by and coming in fairly fast. I was made pretty much impossible to survive or spell once the green letters came in; I had to focus all my fire on them and even then some spawned so close as to kill me. Interesting idea!
Apr 29 18:21:00 15m 00s SpeedJumper ! The art is really nice; I love that the screen color changes with your speed, really emphasizes how important that stat is. The levels are very difficult, but short so the large number of retries I had didn't bother me. Good job.
Apr 29 18:27:00 6m 00s Gut Buster Zombie Dash It's a good idea, the risk/reward of picking up food. Takes the really overused theme of zombies as leverage to put the focus on something else. This might just be playing in the web version, but I had problems with clipping through the walls and getting stuck in them.
Apr 29 18:48:00 21m 00s climbing 208 feet up the ruin wall Wow that was great. Something I found particularly fantastic was that, as in the writing, I eventually forgot that I was climbing and was only reminded of it when I was reminded of it in game. It really immersed me in the role. I was laughing out loud as well, wonderful writing. I also liked that, while the narrative was really nuanced, I viewed the images as a straight binary distinction (climbing and green, or at the top and blue); this was a very neat contrast. Great work!
Apr 29 18:56:00 8m 00s Y.A.H.G (G for Game) The volume manipulation was a really cool idea for getting or hiding information, you had me using my speaker control as an interface instead of just the keyboard and mouse. Very novel idea. I found it a little annoying to have to start the level 3 riddle from the very beginning on each failure, the dialogue kind of lost it's appeal and I spent the time I had to wait just sitting in a corner.
Apr 29 19:05:00 9m 00s [My little game][+ or -] This game fits the theme very well; you have a large range to search and you each guess you make can pretty much half it, so the player "minimizes" the game space until s/he gets it as small as possible. Very cool. It wasn't too fun as I could use the same strategy pretty much all the time and the result of this kind of game is more chance than skill based. But that just supports the theme even more so... Well done! Also using the command line is very minimal in a sense of what is running the game.
Apr 29 19:12:00 7m 00s Prism It was a really cool take on the very minimalist game of snake, in that you added the color (which makes the objective harder to accomplish) and that you gave the player a choice in what to pick up (2 or more pickups instead of just the one).
Apr 30 05:58:00 10h 46m Motion The mode switches were great, really tough to get your mind set up fast enough to translate into a new motion interface; it takes a lot of practice. Having the score screen and title all flow into one another was cool, helped emphasize motion by having everything flow. I also loved that each new level was inside the last one; it felt like diving into a fractal.
Apr 30 06:09:00 11m 00s Naked Shades Congratulations on making a multiplayer twine game! Very cool, the sparse use of words in each description does a good job of developing a very vivid mental image. I found myself rapidly clicking through the links for areas I had already visited, which wasn't very fun for me but I believe it to be an action specifically designed into the game to make the shock of death by lamia that much worse. Good work.
Apr 30 06:16:00 7m 00s Abduction - finally... The game really could have used some instruction on the fact that shooting took health, I was at a loss as to why I was losing for about 5 minutes, I almost stopped playing before I found out. I don't see how the game fit the theme very well, but there was something oddly satisfying about sucking people up while hearing them scream.
Apr 30 06:26:00 10m 00s Golden Age The humor was great, especially the high scores screen where you finish just off of making the leaderboards. Very funny. Having the lives and score counter consistent through each game was nice to keep them linked. I think that this would have worked a lot better with the theme if, instead of adding features to each new stage, you worked your way backward to the most basic visuals. Fun play, good work.
Apr 30 06:33:00 7m 00s Saishou Sentou Cool minimalization of the stealth genre, though not very fun to play for me. It could have used some ambient music to pair with the flowing ink brush background, but all in all good work that fits the theme quite well.
Apr 30 06:39:00 6m 00s Be Still That was really quite something. It was great how a simple mechanic of holding spacebar keeps the player engaged enough with the game to think about everything going on. It really captured the feeling of intense focus and reflection I have when I watch a beautiful sunset. To see what happens, I lifted off of spacebar and the abruptness was a really cool contrast that pushes the point that some things must be appreciated serenely. Well done.
Apr 30 06:47:00 8m 00s TATERUSH I absolutely loved the opening. Though, aren't the potatoes being minimalists by trying to remove all the buildings? Very funny, good work.
Apr 30 06:56:00 9m 00s Nine Tails That was really cool. I love the mechanic that when you die you add a corpse to the level while removing a live from the world.
Apr 30 07:05:00 9m 00s Cyan The risk/reward associated with the jetpack is interesting. Those robots are a pain though (in a good way). <br/> <br/>Bug note: On the press any key to continue prompt from the main page, the game exited.
Apr 30 07:15:00 10m 00s The particle swarm The audio was great and the soft colors really made this an enjoyable experience. Such a simple concept of getting something in a hole develops into some pretty devious puzzles. The space background is nice for the theme as it complements the puzzle design in showing an example of when there can be so much to explore with so little actually there compared to a vacuum.
Apr 30 07:20:00 5m 00s Be A Minimalist The message at the end is great, shows the consistency of the theme (minimize time, make a minimal work of art, minimal gameplay of single button). Good work.
Apr 30 07:27:00 7m 00s Perfect Crime I don't know if this is an intentional connection, but when QUILTY showed up at the end of my bloody catastrophe, I immediately thought of Peter Seller's Clare Quilty from the film Lolita, and the sight of a blood spattered room with a corpse and that thought were so great to have together. Thanks. Keeping the blood level minimal is a neat objective to pair with the theme too.
Apr 30 07:35:00 8m 00s Your Efforts are in Vain The art is really nice and the setup was pretty cool. I think that the setup might have been a bit stronger if the word count was cut down. It would have kept a bit more with the theme and allowed for the player to have more of a definition of the character.
Apr 30 19:33:00 11h 58m Type|FACE The word selection was humorous and the graphics are nice to look at. The words did get a little too difficult for some combos though.
Apr 30 19:47:00 14m 00s Other Space The timer being marked in a unit other than seconds that gives motivation to getting a high score was a great idea.
Apr 30 19:59:00 12m 00s Fog The art and ambiance are good, but I think the mechanic lost its appeal after the first few levels. It would have been nice to have some complexity added to it as you progress.
Apr 30 20:12:00 13m 00s Tinge The mood was nice and put me into a relaxed state of mind, just endlessly drifting through a forest. The first time I tried to play I was boxed in to the top left corner starting area, but after a refresh everything worked great.
Apr 30 20:17:00 5m 00s Negia Kfula The complexity that rises from a simple mechanic is nice, but the game could give some more feedback to keep the player engaged.
Apr 30 20:27:00 10m 00s Block Run R -First LD- I had some minor issues clipping through platforms, but I enjoyed the single point perspective of each platform. It added a surprising amount of depth to a one color object.
Apr 30 20:38:00 11m 00s Everybody Fail The three rectangles on screen at any one time was a really interesting limitation to put on yourself, and it resulted in multiple fun quick games to play. Well done.
May 1 00:28:00 3h 50m soundscape The user created map at the end is great and this game fits the theme so well. It nearly eliminates the use of vision, and makes a compelling, minimalist, audio based puzzle. Very cool.
May 1 19:59:00 19h 31m Mondrian Click This has a very nice flow to it. I think the graphics could have been a little more vibrant to have really sharp contrasts between objects, but the mood and theme use are fantastic. Well done.
May 1 20:16:00 17m 00s Dream Fishing I absolutely love this game. Very in touch with the theme, great graphics and mood that complement each other, and quite fun to play. One niggling issue for me is the footstep sounds seem a bit loud and jarring compared to everything else in the audio, but by far my favorite entry so far.
May 1 22:16:00 2h 00m Sky Tea This game made me so happy. The music, the goal, the graphics, it was all really fun to play. I like the presence of the theme in the level design; you essentially have two levels per one tea brew (go to flower and get back). The two sub-levels get increasingly different from each other when you have the level get destroyed and enemies disappear which is a great progression. The challenge is great as well. Fantastic.
May 2 21:10:00 22h 54m TOWLDR That was really fun to play, some great puzzles that were very diverse considering they are all based on a loading bar. It was quite challenging and the humor was great. Well done.
May 2 21:17:00 7m 00s Nod This is a great idea that was well executed. It fits the theme perfectly, showing how a simple head motion can be used to communicate so much. The whole situation is quite humorous too; I can relate to it. Excellent job.
May 2 21:24:00 7m 00s SHOOT CAR, SHIT PANTS I was so immersed I almost shit my pants. Really fun game.
May 2 21:47:00 23m 00s 10 Second Language The idea of translation from a tactile form to visual form is a really cool idea, I could spend all day typing in quotes and such. Great work.
May 9 17:44:00 163h 57m Earthglueobia I think the tension of the chase would be enhanced if the field were made smaller; I felt like I had plenty of room to run away. I loved turning around for a moment and then looking back to see that there was a veritable horde on my heels.
May 9 17:55:00 11m 00s A Puzzling Composition The puzzle design was a bit simple, but the progression of mechanics has potential.
May 9 18:38:00 43m 00s You Must Escape I liked the choice of silent walking or being chased by monsters. Both were equally terrifying, the monsters for obvious reasons but walking silent gives the player zero information, and the unknown is quite a scary thing. Very cool.