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Fritzendugan

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TimestampSince previousGameFritzendugan's comment
Apr 30 04:48:00 Patty's Perilous Plunder Hard as balls! I will beat this if my life depends on it. It's working for me on windows.
Apr 30 05:13:00 25m 00s OZE very nice, cool mechanic. Levels were probably right about the difficulty they should be, but christ was level 6 annoying. The final level was actually pretty awesome once you mastered it, I felt like I was doing some kind of crazy kung fu training. "Be like the wind." It felt like dancing or something. Interesting how such a simple mechanic can express so much, minimalism to a T. <br/> <br/>Beat all 7 levels, I know you have a "high score" table, but I'm not sure how much replay value there really is. Maybe if there were time-trials/challenge mode, I dunno http://imgur.com/Rfsa8SJ But I can't really complain for 48 hours. Well done, sir.
May 1 03:42:00 22h 29m SeedLife Music was nice, looped well. Wished I could "paint" the dots (just click and hold and paint all over) rather than drawing lines. Also seemed a little sluggish or delayed or something. <br/> <br/>As for theme, pretty fitting in many ways, although I'm sure many would question if this even qualifies as a "game." I would argue it does, especially in a minimalistic sense. <br/> <br/>Overall, enjoyable for a few minutes or so, but I was definitely craving for a little more. Even if the theme was minimalism. Good job, though.
May 1 03:53:00 11m 00s Cube Colors Fits the theme fairly well, both in the sense that the graphics are minimal, but also in a deeper sense where you're creating the most amount of gameplay you can with a simple mechanic. Unfortunately, the color mixing wasn't intuitive enough for me and I found myself struggling to get just the right shade of what I need to get through the door, especially when I have to manage about 10 different color objects that I'm carrying around, and trying to pick them up in just the right order in a cramped space....it was tedious and not very fun. Which is a shame because the game had a decent amount of atmosphere and the level design seems pretty well done. You were just one or two steps short of making the color mixing mechanic what it needed to be, but unfortunately that made me not want to continue playing the game.
May 1 03:59:00 6m 00s simple The instructions are pretty poor and I have literally no idea how to play the game (yes, I know it's a card game that you have to print out, I mean that the instructions in the pdf aren't very descriptive). Maybe I'm missing a page? I can only see one page of instructions.
May 1 04:04:00 5m 00s Prototype what an evil, cheap, horrible teaser of an ending. You should be ashamed. :P <br/> <br/>In all seriousness, you were building up something pretty awesome here and it's a really a shame that it's so horribly short, conscious decision or not, if it was anything other than you didn't have enough time to add anything more, you made the wrong decision. Hopefully you finish this. <br/> <br/>Also, nice music and sound effects. The gameplay fits the theme in a very real and deep sense, moreso than many other games who simply took minimalism to mean "an excuse for cruddy art."
May 1 04:08:00 4m 00s Staring Contest you're cheating, you're just a picture. Haha nice use of them, clever gameplay. I like it, although I do feel like you're kind of cheating this whole game development thing :P
May 1 04:22:00 14m 00s dodecaphony Very cool use of the 12-tone technique, but I think you may have made the (all-too-common in game development) mistake of assuming your player base knows as much about the game and the mechanics as you do. There is a lot to be said about letting a player experiment and learn how to do things, but in this case what you expected them to do was simply too complicated, or at least not well enforced. I tried getting to level 2 a bunch of times before I gave up and then read your explanation of what to do, but by that point I was too sick of the game to even bother trying. Which is a real shame because I was pretty excited when I started playing and first beat the starting level, which was pretty fun. <br/> <br/>I'm not sure that you necessarily needed a tutorial or anything like that to make this work, just more feedback to the player when they did the right thing. And maybe without making them start completely over every time. Maybe something like when they hit a wrong note it simply plays an "ugly" sound, and flashes or something, and the player is left to continue from there. Then at the end of each round, it should be made clear exactly what they did to make it that far, say, play all the notes in that order again. If you're worried this would make the game too easy, you can do something like have a "combo" system where they earn more points for consecutive right answers. This would still enforce the competitive nature of the game. Maybe after level 9 you can no longer mess up or you have to start completely over. <br/> <br/>Anyway, overall, nice use of the theme, and cool general ideas, but I think your execution left a lot to be desired. Not necessarily such a bad thing considering everything you have to accomplish in a 48 hour period to make this work.
May 1 17:17:00 12h 55m Alien Raid Controls left a lot to improve upon. A hot key to switch between my army and my bases would've been nice. Also a command to make the army "stay here" or something like that would've went a long way. As well as some way to set a rally point or something. It was so frustrating to be only able to either attack with your army (and then you'd have to wait until EVERYTHING died before you had a way of getting back to your base) or sitting in your base and building up your force. Also that steep hill made it really difficult to get the tanks up over the hill. Not sure if that was intentional or not. <br/> <br/>Wish I had more unit types, and the astronauts seemed basically useless unless I'm missing something, since the tanks and rockets were so much better at combat. The game was fun though. It was really gratifying to finally roll out on the enemy base with a massive force of tanks and rockets. Take that you bastards. <br/> <br/>Music was appropriate and fairly well done, sound effects were effective without being annoying. Overall pretty well done for 72 hours, although I did wish there was some kind of victory screen or something at the end besides just showing me my victory time :P
May 2 03:06:00 9h 49m Mono Collision is a little off, if I'm running into a wall I can't jump. A lot of the puzzle solving was more pinpoint timing rather than actual puzzle solving. This was fun for a little bit but quickly grew old as I had to keep retrying levels over and over again even though I had figured out the puzzle aspect. That combined with the glitchy collision and what felt like an oversized collision box definitely detracted from the game. My only other criticism is that some music would've been nice. <br/> <br/>Other than that though, this game was actually a lot of fun. Kind of reminded me of a platforming version of "chip's challenge" from the win95 entertainment pack, if you've ever played that. The levels are pretty well designed (except for my previous criticisms). What at first seems like a really obvious way to clear the level isn't always how you have to do it. This is especially true with the level that had the guy trapped in the red box in the upper right. I hope you make more levels for this :)
May 2 03:24:00 18m 00s WhiteSpace Interesting concept. At first I was like "well I'll just spam the echo" then quickly realized there's a limit (which makes sense to make it challenging). The game's only sound effect quickly grew tiresom. I think you could've easily incorporated sound into your game a lot more. Maybe everytime you sent out a ping, when it reached the exit, the exit would "resonate" with an intensity of how close you were. This would give you something a little more to go on rather than wandering around in a void. Also, maybe leaving what you've already explored colored in dimly with the black/white wireframe, but color things hit by the pulse in with a little more detail that fades as the pulse fades. Music would've been cool, too. Of course, I realize all of this is a little unreasonable for a 48hr compo, but it's just stuff to think about. <br/> <br/>Other than that, pretty cool for what it is. I've often though of similar concepts for games, but you actually pulled it off. Well done.
May 2 03:58:00 34m 00s A Man from the Docks Music is extremely repetitive and annoying. Wish I could just walk into the exits to leave a room rather than pressing shift (which, when combined with awsd only for movement, are terrible hotkeys). It wasn't clear at all if I was damaging the second boss, or even what the wand did at all. Eventually I guessed that it must be a beam attack, and sure enough eventually I beat the second boss, but still. It seemed like there was some kind of cooldown, but I couldn't really tell. It really just seemed like sometimes I would press it and it would do nothing, and other times if I mashed it a beam would fire upward. Not that I knew what the beam did. The same pretty much goes for the enemies. Once you figured out how to basically get them all on the same vertical level, you just kinda stood in one placed and mashed spacebar (even on the first boss). There really wasn't all that much content, but for 48 hours it certainly wasn't bad. Gotta say it's kinda lame that you just ignored the theme though :P <br/> <br/>Enough criticisms, I actually enjoyed the game quite a bit. Even though the last boss fight was kind of confusing, it was still pretty damn fun. Once I accepted that the beam must be dealing damage, it became a fairly intense battle of fending off the hordes of zombies while aiming and timing my blast of light correctly. I think if you took the quirky component of the music and simply extended it, say, 1 minute loops rather than the 5 or 10 seconds or whatever they are, the soundtrack would actually be pretty sweet. The "mspaint" style graphics are actually appealing to a lot of people, I just wish they had animations, even crappy ones. A flash of red and a sound effect when you hurt something and when you get hurt, slight "doodads" and variations in the environment, little animations here and there, these things go a long way to polish the game and make it "feel" more responsive and alive. The game honestly reminds me a lot of a game I used to love to play when I was younger called "Well of Souls" by Synthetic Reality (link below if you don't know it). I mean this as a great compliment. <br/> <br/>With quite a bit of polish and more content and some more mechanics, this could actually be a really sweet game. You should definitely continue working on it. Lots of people (myself included) actually really crave these kinds of quirky games. Overall, well done.
May 2 18:18:00 14h 20m Robot Hears Kitten Very well done, awesome concept. I wish that rather than place the kitten randomly, the game just required you to listen to all of the sounds and put the kitten in the last one, because I'm sure there are some gems I missed out on (and, sorry, but I don't feel like replaying haha). <br/> <br/>I don't know if you recorded all the sounds yourself or not, but they are very well done. Like others have said, I rocked out to the chiptune track for a bit. Only complaint is that sometimes the squares were too close together and it made the sounds merge into each other which was kind of annoying. I felt like it detracted a lot from the quieter sound.
May 2 18:27:00 9m 00s Grasshopper very fun little game. I have a few criticisms. I wish I could change gravity in the middle of a change, so that I could kind of float in the middle. Also, it seemed like after a while the same tiles just kind of repeat, and the game doesn't speed up or anything, so it never really got any more difficult once you learned how to deal with those tiles. Not really sure what the point of having hearts are because it seemed like everything killed me instantly haha <br/> <br/>Music was nice, just long enough not to be too repetitive and annoying, and fit the mood pretty well. The character animation was cute, I liked it. Pretty good use of the theme, and although the concept isn't super original, it was still a lot of fun. Overall, enjoyed this entry a lot. Good job.
May 2 18:36:00 9m 00s Box Catcher Crashed on level C-3 right after I had beaten it. Very cool concept, you managed to cram in a lot of gameplay for only working for 8 hours. It's a shame that it lacks the polish you could've given it if you used more time: sounds, music, more play-testing, etc. because I think the game would've really benefitted. <br/> <br/>The gameplay sort of reminds me of a twist on the "wario ware" titles and similar titles. Quick, rapid levels, where you have to read the description quickly and then react. The descriptions themselves had their own humor which added to the aesthetic. Well done, but maybe plan to use a little more time next round? haha
May 2 18:51:00 15m 00s Mandala Very annoying the amount I had to download just to get this app to run. I don't really like to install things onto my computer that I feel like I don't need (.NET frameworks). It wasn't a small or short download, and it required me to restart my computer. I'm sure I'm not alone in this. Also depending on those technologies limits your available audience and who can play your game. Might want to consider these things in the future. We work within the toolsets we're familiar with, of course, but perhaps you want to learn some more tools ;P <br/> <br/>Anyway, not trying to be harsh, just being honest. As for the gameplay itself, it was an interesting concept. The visuals were enticing. However, I felt as though the player was too far away from the front of the screen, and this made it confusing when I tried to grab the rectangles as I couldn't tell which I had already passed and which were in front of me. Combine that with the fact that the triangles move at variable screens, and I had almost no hope of doing anything other than randomly moving around and hoping I hit green triangles and not red ones. Had you moved the player back to almost on the same level as the "viewing window", I think that would've helped a lot. <br/> <br/>Music was very fitting, and the sound effects were effective without hurting my ears, so good job on sound.
May 2 19:08:00 17m 00s one life I think perhaps you should've had some opening dialogue to explain what was going on. Make it clear that this guy is standing at the edge of a cliff, about to jump to his own demise. I assume many players, like myself, at first assumed this was going to be some strange platformer adventure, so we press space to see what happens, but the game just ends. This leaves us to believe that you were just having some fun with us like many LD entries do. However, upon reading that there were two endings, it became immediately clear to me how much more depth there was to this game. The dialogue that you eventually experience may have been a bit cheesy, but it was effective. I feel like I was entering the mind of someone standing at the edge of a cliff and introspectively examining his life and the choices he has made, and after this introspective journey I was able to walk away from the cliff and resume my life. It's a shame that many who play this might not get to experience that simply because you failed to make it clear what the gameplay mechanic actually is. Maybe if instead of "press space to move right" you had said "press space to jump off the cliff, do nothing to wait a while more" Many more players would've had a more meaningful experience, without you having to hold their hand and explain "There is another ending that you guys are missing." I think you had you made some small change like that, you would've created quite a meaningful interactive narrative. As it stands, you're just a bit short of that, in my oppinion. <br/> <br/>Some other thoughts: I wish the game had music as well, but I understand you didn't have time for that. The text seemed to take a bit too long, especially in the beginning, but maybe I'm just a fast reader. Interesting concept, I look forward to your future LDs.
May 3 07:16:00 12h 08m QTris how do I put this on my device? Also, out of curiosity, why did you design this entirely on your phone in only 3 hours lol
May 3 07:23:00 7m 00s ProductionVille controls were basically impossible to figure out, I managed to place a bunch of roads and some mines and stuff, but then when I clicked one of the buildings I couldn't seem to be able to deselect it. Game felt overall kinda buggy. City builder concept is a cool one though. It's a shame the game lacked just a little bit more polish and some more exploration/tutorial because it seems like a lot of fun. Wished the game had some music or sound effects. Lighting effects were cool, and the "plain/simple" graphics makes for an interesting aesthetic.
May 3 07:30:00 7m 00s Minimalistic Dota Clone (+ Osmos) Sorry to see you guys are having lots of issues, but you've kind of signed up for that by making a multi-player game like this :P <br/> <br/>I'm trying to get some friends to give a shot with me tomorrow and hopefully all works well and I can get you guys some feedback. I'm definitely intrigued by the concept so far though.
May 3 07:39:00 9m 00s Ten Space Overall pretty fun, online features made it competitive and interesting. Managed to get in the top 10, guess I can live with that for now ;) <br/> <br/>Some criticisms: the sounds didn't always intuitively match up with the arrow keys. I would almost prefer it was something like if the pitch goes down, press left, if it went up, press right, not sure if that would make the game too easy. Or maybe in higher difficulties use all four arrow keys. Sometimes the screen would become really clustered and it would be hard to predict when the shapes were going to be in the zone to press the keys. Maybe some different sounds other than the current ones to switch it up sometimes. <br/> <br/>Interesting take on the theme, I think it worked out pretty well. And you even mentioned to get a leaderboard up and running, all in 48 hours. Well done.
May 3 07:54:00 15m 00s Essense Hit mood right on the head. First level took a bit, I think mostly just because the jumping mechanic felt almost too tight. The level that introduces the smashing blocks and talks about stress had me SO FREAKING STRESSED OUT. It was perfect. The level where you ask "why don't you look around you?" I was such a hurry to escape the crusher chasing me, that I did notice there were other path ways, but I was too worried about escaping that I didn't think they were worth my time to examine. Turns out they were the only way to escape. Very effective, and heavily symbollic. <br/> <br/>A few criticisms: like I said, the jumping mechanic felt just a little too tight, especially for being in first-person where it's not always easy to time your jumps quite right. The visual effect on the platforms, while really cool, was a little too distracting and made it tough to tell where the platform boundaries were. Perhaps instead of the surface being 100% reflective, it should have some slight discolartion/lighting of its own so that you can clearly see the platform boundary. Other than that, the game is basically extremely well done. More levels maybe? :D
May 6 01:21:00 65h 27m SlaughterNet got to a little over a thousand score. I rationed my bullets pretty carefully, but eventually it becomes impossible to get more bullets. Perhaps you should make bullet spawns randomly appear after a while. While bullets should be an important resource, the more important one should be your hp. I often had lots of hp but no bullets. Even something like a very short-range melee attack where I could get more bullets if I needed when I desperate would've greatly added to this game. Background music was effective, sound effects were gratifying without being annoying. Gameplay was actually pretty engaging, if it only had more polish, like you say, would've been a pretty enjoyable entry. As it is, after playing two rounds, there's really no more enjoyment to be had.
May 6 01:23:00 2m 00s The dark maze not played/rated, just wanted to say you should just use something like dropbox. I'm not going to sign up with some website just to download an unfinished game. Dropbox is free and you can share downloads without people having to make an account. There are plenty of other good hosting services out there that are free as well.
May 6 01:36:00 13m 00s You See What You See Cool music, like others have said, it was main thing that kept me going through the actual gameplay. If you made this music yourself, well done. Interesting message, I suppose. I wouldn't call it a "non-game," as the term "game" has many connotations and meanings. I would call this a game. Others who are kind of scorning it and refuse to play it bug me as elitist. <br/> <br/>That's not to say I don't have criticisms. The graphic kind of got to me and gave me a headache. Even just the slightest increase in complexity in the game mechanic probably would've been enjoyable. Hell, even other labyrinths to explore. Of course, that said, you've kind of taken minimalism to an extreme, and while I might not have enjoyed the entry as much as I could have, I can offer a certain kind of respect for doing that. <br/> <br/>Something that just hit me that would've been cool: have the music synced up with the movement of the dot. What I mean is, the music only continues playing while the dot is moving, when it stops, the music stops. This would give the player a feeling of "what they're working toward" in a way, and create heavier synergy with the music. <br/> <br/>Anyway, thanks for taking the time to contribute to the awesomeness that is Ludum Dare.
May 18 07:30:00 293h 54m Maximalism website is down
May 18 09:13:00 1h 43m Spellflinger Best music of any LD I've played yet. Seriously. Awesome. <br/> <br/>As for the game, I love the graphics. The mechanics seem a bit buggy though. Sometimes bullets would go in weird places, the collision would push me out of weird stuff. The spells and stuff are cool though. I felt like a legit wizard. Moderately fun to try and beat high scores and such. <br/> <br/>overall, graphics and audio were superb, but the game mechanics itself definitely needed more polish.