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HuvaaKoodia

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TimestampSince previousGameHuvaaKoodia's comment
Apr 29 18:53:00 Pixl +Nice aesthetic, reminds me of Edge. <br/>+Randomization. <br/>+2 player mode. <br/> <br/>-Movement bugs a bit. The cube gets stuck on ground when changing lanes, especially when very big. <br/>-Random paths at times impossible to pass. <br/>-The paths in front block the view rather fast.
Apr 29 19:26:00 33m 00s # +Audiovisually pleasing. <br/>+Well polished. <br/>+Fits the theme spot on. <br/> <br/>-Needs a slowdown button (movement or time). <br/>-Could have a few additional mechanics for keeping it interesting.
Apr 29 19:42:00 16m 00s AbbrevsMaster +Music <br/>+It's minimalistic alright. <br/> <br/>-I'm not sold on the idea, but at least it's quite original.
Apr 29 20:07:00 25m 00s Ascent +Challenging core mechanic. <br/>+Trippy backgrounds <br/> <br/>-Jumping a bit sticky <br/>-Moving the window around glitches the game (in a partly useful way I might add)
Apr 29 20:59:00 52m 00s Less is More +Screenshot reminded me of MOO2 <br/>+Simple and effective <br/> <br/>-The interface is a bit clunky. <br/>-FPS oddly unstable <br/>-No fullscreen support <br/>-Weird resolution
Apr 30 19:29:00 22h 30m 1BtnBounce Challenging and fun. <br/>Also the music is mighty fine.
Apr 30 20:51:00 1h 22m Gut Buster Zombie Dash I like the design and how it plays, but, like said by others already, the execution is a bit rickety in places.
Apr 30 21:39:00 48m 00s Noise Here are a few pointers to make the gameplay feel less frustrating: <br/>-Bigger initial hitbox, which shouldn't diminish overtime (like it does now). It could even get bigger when there was more noise around keeping the game flow intact for longer. <br/>-The rainbow-thingies could give speed boost when in proximity without having to pick them up (relative to distance). <br/>-The rainbow-thingies could be attracted to the player when close by. <br/>-Stopping shouldn't reduce points so fast or at all, but rather make the darkness catch up faster. <br/>-There could be a usable "light bomb" which resets the noise, but eats about 30-50% of points per use. (also with a cooldown timer maybe) <br/>-Slowdown button (Less score, more control, noise catches up faster)
Apr 30 22:17:00 38m 00s All Fall Down It's got the mood and theme right and the audiovisuals fit together nicely, but the gameplay itself is the age-old Find item-&gt;backtrack-&gt;try it on everything-&gt;Find another item-&gt;backtrack-&gt;... <br/> <br/>If that is the intended core progression mechanic then the in-between moment-to-moment gameplay should step up, in this case, movement. Let the character fly, glide, roll, bunny-hop, sprint or just give him a skateboard to mess around with. Anything to break the monotony of slowly marching back and forth.
Apr 30 22:26:00 9m 00s MiniCrawler I gotta go with the others on this one. The controls really need tightening up. <br/>Otherwise, music notwithstanding, it's proper.
Apr 30 22:45:00 19m 00s Samus Regrets Most impressive.. A Metroid game in 48h and the idea is novel and fitting. <br/>Also Super Metroid Nostalgia points awarded.
May 1 13:01:00 14h 16m Maxwell Rush Really challenging, but having to restart from level one every time got a bit tiresome.
May 1 13:33:00 32m 00s Random Objects Smash The first LD26 shmup I've played so far and It fits the theme, but it really needs more work to be worth over 13 seconds. <br/> <br/>If you want to keep it minimalistic, come up with a fancy core game mechanic rather than increasing weapon &amp; enemy variety. <br/>Here are a few ideas: <br/>-Shooting enemies makes them move around. <br/>-Enemy bullets are slightly attracted to the player's position <br/>-Bullets ricochet from walls, other bullets or certain obstacles/enemies <br/>-Gravity effects that bend bullet paths <br/>-The player can die from her own bullets <br/>-A repulsion mechanic of some sort <br/>-Slowdown mechanics <br/>-Consuming enemies to get their powers <br/>-The classic ikarugan polarity mechanic (there could be more than 2 colors used) <br/>-Enemies that transform over time/when colliding with each other. <br/>-The player mutates over time/when hit by bullets (% chance to die) <br/>-Randomized bullet patterns for enemies and powerups. <br/>-Shields <br/> <br/>Also: <br/>___________________________________________ <br/>############################################################################################ <br/>FATAL ERROR in <br/>action number 1 <br/>of Draw Event <br/>for object obj_Flame: <br/> <br/>Fatel Error: Can not create vertex buffer <br/> at gml_Object_obj_Flame_Draw_0 (line -1) - &lt;unknown source line&gt; <br/>############################################################################################
May 1 13:49:00 16m 00s H48SJ4, the MINIMIZING robot At the moment there is a whole lot of nothing of interest in the game, but it's a good starting point. <br/> <br/>It could become an action game where there is a time limit or hostile entities trying to shutdown the player before she can minimize the computers. <br/>Or. <br/>It could be a puzzle game with limited turns or a certain order/color code to go about minimizing.
May 1 14:06:00 17m 00s Don't Hit The Core Solid idea yet without any additional mechanics there is little the keep me playing. <br/>You could try some of these: <br/>-Score system <br/>-Time limit <br/>-Randomization <br/>-Speed alteration <br/>-AI opponent
May 1 14:56:00 50m 00s FFFFFF- It's a competent platformer especially for a 48h job, but it has no original ideas of it's own, which is a shame. <br/> <br/>Also: <br/>-I found the music to be quite annoying and there was no mute in game. <br/> <br/>-The first additional mechanic should reset every time you touch ground rather than after a timer, I think. <br/> <br/>-Respawning could be manual, rather than automatic, so that one would get a better idea of what the character just smashed into. <br/> <br/>-I think I found a potato as well.
May 1 20:15:00 5h 19m RogueOut A splendid mashup although I have some gripes nontheless. <br/> <br/>The paddle mechanics are a bit off. In my opinion the direction of the ball should be affected by on which side of the paddle it hits, so that controlling it becomes feasible. <br/> <br/>Without this possible the classic breakout problem, trying to hit the last tile, becomes quite the task. <br/> <br/>Randomized levels, as is traditional amongst Roguelikes, would have increased replayability. <br/> <br/>The paddle and the ball don't move in the grid. What is this? The Future!
May 1 20:35:00 20m 00s Minimalist Dungeon An enjoyable simple dungeon crawl, very much so. <br/>I, for one, appreciated the musical choice, while the sounds could have used a bit more work. <br/>The only tangible problem for me was the special key "\" which on my keyboard is behind a function key, so another key, say Control, would have been a better candidate.
May 2 19:05:00 22h 30m Ginnungagap I thoroughly enjoyed the mood and theme of the game. <br/>The simulation aspects are well conceived as well. <br/>Also the sounds, while rudimentary, gave a distinct feeling of futility. Wood chopping everywhere! Pesky humans.
May 2 19:20:00 15m 00s WALK What is beyond the colored keys? <br/>Now I'm intrigued for more. <br/>Good job.
May 2 19:31:00 11m 00s Flashpants Quite an interesting theme for a game like this, I have to say, and the execution isn't bad either. <br/>Shame about the timers though, but do keep at it.
May 2 19:43:00 12m 00s mungeon Add a few simple mechanics, like spells and ranged attacks, with enemy variety and maybe even a boss or two and you'll got yourself a fine game. <br/>The gameplay is a tad dry at the moment.
May 2 20:12:00 29m 00s Less is More The graphics remind me of Outcast and First contact Planetfall. <br/>There could have been some ambient sounds to heighten the mood. <br/>Otherwise a spiffy production.
May 2 21:42:00 1h 30m Peacemaker An enjoyable and well put together entry. <br/> <br/>Nonetheless I felt like missing something vital as none of the choices I took seemed to make a difference in the end. <br/> <br/>Then I rummaged through the source and Lo! There was a timer! I don't quite approve... although it suits the situation.
May 3 20:32:00 22h 50m IceBreaker Rather solid effort, although I think the game would have required more tactics and strategy as a turn based game. <br/> <br/>Plus a few ideas: <br/>-While breeding extra vulnerable <br/>-Breeding reduces sizeclass by one, must wait to grow back or breed for a even smaller unit. <br/>-Maps with varied topographies (Randomized). <br/> <br/>Now all it takes is to: <br/>Select all -&gt; breed <br/>Repeat until enemies appear then: <br/>Select all -&gt; attack and destroy one by one.
May 3 20:54:00 22m 00s save the bunnies There should be less constants to make this work. <br/> <br/>-Have multiple boulders fall down at the same time, with variable speeds. <br/>-Distinct keys for all spike traps and/or different delays for each. <br/>-Multiple levels and/or customizable trap positions. <br/>-Moar Bunnies!
May 4 19:05:00 22h 11m Path Breaker It's a simple working idea that leaves a lot of room for further development and iteration. <br/> <br/>Two things annoy me quite a bit though: <br/>-Sometimes a cube spawns very close to an adjacent wall and flies directly to it over and over again. <br/>-Moving the mouse outside the game area while drawing a line doesn't create the line, but rather does nothing. <br/> <br/>The first one could be fixed by: <br/>-Setting the spawn direction away from the nearest wall <br/>-Randomizing the spawn direction <br/>-Spawning always in the middle of the wall
May 4 19:23:00 18m 00s Minimaloon The control method and difficulty level were to my liking. <br/>I breezed through the game on one sitting (and life). <br/> <br/>Luckily there is an editor so I can create some devilish caves to test my skill. <br/> <br/>Nicely done.
May 4 19:51:00 28m 00s Amulet Of Zarygar A solid simplistic RPG. <br/> <br/>The core systems need some work: <br/>-Stats (health, mana) <br/>-Character types (levels, skills) <br/> <br/>And, like you said, it lacks content: <br/>-Quests <br/>-Items <br/>-Enemies &amp; allies <br/> <br/>There is potential for something interesting.
May 4 20:40:00 49m 00s The Quest for Minimalism I would have liked a "Level Minimized" screen with Bob sitting down (on thin air) and eating some potatoes, before cutting to the next level. <br/> <br/>Otherwise a pleasant puzzle platformer with a whole lotta levels.
May 6 19:52:00 47h 12m Super Shooter Sound programming effort but I'd say the game falls short of being compelling for a few reasons: <br/> <br/>-The enemies start spawning in a tad too fast <br/>-They spawn randomly (sometimes right next to the player) <br/>-They shoot too often. <br/> <br/>So rather than skill, one needs luck. <br/> <br/>A few ideas: <br/> <br/>-Have a spawn animation/icon in the spawn position for a few seconds before the enemy appears <br/>-A few different enemy types, so that not every guy has the fast burst shot <br/>-Slowmo ability
May 6 20:13:00 21m 00s Physix-Breaker The game isn't very exiting at the moment, as it's not extremely challenging, yet it takes ages to clear a single level. <br/> <br/>I hope those weird twists you're working on are really ground breaking. <br/> <br/>Basically just adding multiple OP powerups would suffice.
May 6 22:04:00 1h 51m Growing Energy A simplified 4X, brilliant. Some of the mechanics need tweaking though. <br/> <br/>Generation is OP. You can generate power anywhere on the area and distribute it right into the frontlines. This means I never had to used a 1 point generator and steam rolling was way too easy. <br/> <br/>I'd fancy a mechanic for having to transfer energy through the owned tiles. One would have to use the generators closer to the frontline to get reinforcements faster. <br/>This could be automatic via some path finding or manual by setting up the transfer route in before hand. <br/> <br/>The exploration could be toned down too. Now multiple tiles can be revealed at the cost of one energy and turn. <br/> <br/>It could be an exchange of one energy for one tile once or many times per turn instead.
May 7 18:33:00 20h 29m Earth Defender I see the appeal of the looping idea (played it through on all difficulty levels [potato was too much.]), but it's not perfect: <br/> <br/>-Aliens start spawning immediately. There should be a delay and maybe even a countdown timer before the round starts. <br/> <br/>-All aliens spawn at the same time. Why not introduce them in smaller batches of one to five? That way there could even be a larger overall alien count. <br/> <br/>-Enemy pattern always the same. A completely randomized appearance or multiple prearranged wave patterns would spice up the gameplay.
May 7 18:56:00 23m 00s Save the potato! When it comes to fun this is my favorite so far. <br/>Because of the fixed level layout it became extremely addicting trying to get into the zone by memorizing the past and reacting to the new. <br/> <br/>A few alternative ideas concerning the mechanic popped into mind while playing (just don't change the game, ok): <br/> <br/>-The potato could bounce from vertical walls, and only smash into horizontal ones. <br/> <br/>-Rather than flying in the middle the potato could travel on the side of the passage and pressing space would just reverse gravity.
May 7 19:34:00 38m 00s Fire Good and simple design. <br/> <br/>On the topic of control suggestions I advocate these, more or less, already mentioned ideas: <br/> <br/>-WASD+MOUSE <br/>Left clicking a tile close by picks it up, while right clicking on a vacant spot next to the player creates a block. <br/> <br/>-WASD+SPACE+ARROWKEYS <br/>Space changes the create/destroy mode, while pressing an arrow key either picks up or creates a block in its direction.
May 7 19:49:00 15m 00s Skware Enough criticism has been leveled already so I'll just say Well done.
May 7 20:44:00 55m 00s Coder Well as a Tetris derivative, I'm going to have to compare it to the real deal. Tetris wins. Here is why: <br/> <br/>On slow speeds the game is too easy as there is enough time to move every row optimally (this is partly true for Tetris as well), but when the speed rises above a certain, not that high, level, planning flies out of the window and a frantic disaster of a defeat ensues. <br/> <br/>This is because to succeed in refactoring one would have to utilize the core mechanic which, in theory, offers limitless reconstruction of the current terrain, to a high degree. <br/> <br/>Attemts at this are foiled by the keyboard controls which add another layer of complexity to the game. <br/>You'll have to think about the incoming block, the current situation and the current position of the selection, in a too small of a time frame. This is made worse by the fact that every new block spawns into a random position with no indicator of said position. <br/> <br/>So, there are too many variables to think about when time is nigh and one of them is even based on luck. <br/> <br/>In the original Tetris one only needs to think about the next tile and to which positions it fits on the relatively slowly changing terrain. <br/>This data can be attained with a swift glance and maintained vigilance over the terrain and speed, allowing for a more flexible difficulty curve and thus a more enjoyable experience for me.
May 9 15:22:00 42h 38m Minimalistic PotatoPeople I like these kinds of games quite a lot. <br/>Unfortunately the clunky interface hampers my enjoyment of it. I could get over that if there just was a 'Restart level' button. <br/> <br/>I do think it needs a visual drag and drop interface though. <br/>So work on it a bit will ya.
May 10 10:32:00 19h 10m The Sentient Cube The post-combo version fixes a lot of the problems present in the original one, so good job on that. <br/> <br/>My suggestion is to allow the player to adjust the rolling speed with the mouse wheel, because the movement is still a bit unwieldy when big enough.
May 10 12:29:00 1h 57m MULTIVAC Judging by the source there is nothing else than the dialog. <br/>That is not a problem on its own if the story is interesting enough. <br/> <br/>A few technical problems though: <br/> <br/>-Grammar. At times it's difficult to fully understand the intended meaning of a sentence. <br/> <br/>-No instructions anywhere. At first it seems there are no controls to speak of, but the number, arrow and enter keys all have functions depending on the situation. Too bad I had to snoop around the source to find out about some of those <br/> <br/>-Weird progression. First there is an unskippable intro sequence. Then it jumps into a dialog system which requires player interaction. After that it's time for yet another cutscene. <br/> <br/>It would be more consistent to have all the sections skippable, by pressing enter, and giving clear instructions on the use of other keys, as in "Arrow keys to scroll", in the game or in a specific controls page. <br/> <br/>Manually controlling the character in the first area would have been quite nice a touch as well. <br/> <br/>The music is wickd awsum. <br/>That is all.
May 17 08:04:00 163h 35m Rectangle Iinvasion You'll have to come up with some sort of a goal to the game as there is none at the moment. <br/> <br/>At first I thought the green cubes were gonna infect the magenta ones as in Infectionator and I'd have to stop them from doing that, but no. <br/> <br/>It doesn't work as a shooter either as the player character cannot be hurt for some reason. <br/> <br/>So add elements to make the gameplay challenging/interesting and it'll become a fine game.
May 17 18:34:00 10h 30m Ethical Spud And it is possible to get to day 30? <br/>I cannot manage it. <br/> <br/>More options such as Marketing/Advertising to bring more customers (and protesters) would have helped to keep my interest piqued.
May 17 18:40:00 6m 00s Priorities TOTAL -526587 <br/>I fail at Zenism.