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ilo

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TimestampSince previousGameilo's comment
Apr 29 06:55:00 Spacus Thumbs up for the music and visuals - they gel together nicely. I liked the exploratory vibe too, with the random pickups and maze layouts. Good job! :)
Apr 29 07:59:00 1h 04m Mondricraft Technically, I suppose it's a toy, but I like it. It's play for play's sake, rather than playing to achieve a goal or win-state, and that's quite minimalist itself. :)
Apr 29 08:21:00 22m 00s Balls Balls Balls Slick presentation! It seems perfectly suited for phones or tablets too. I didn't find the highscore tracking especially compelling though, but that might just be me.
Apr 29 08:40:00 19m 00s Less is More Cool and cryptic. But what does it all mean? :D <br/> <br/>"I'm getting a strong Proteus vibe..." I mumbled, as a glowing sphere merrily passed me by.
Apr 29 08:55:00 15m 00s FLIP Simple but clever design.
Apr 29 20:40:00 11h 45m Life of Colonies Such a clever idea. I wonder how deep the game could get playing against human opponents. That I'd like to see!
Apr 29 21:05:00 25m 00s Flashing Hands I found it easier to win only using two buttons. <br/> <br/>The kung fu theme works well, and I could imagine it working well with more enemies.
Apr 29 21:46:00 41m 00s Arco Very elegant design, and fits the theme perfectly (in presentation, mechanics and controls). Well done!
Apr 29 22:32:00 46m 00s minsweeper I couldn't beat the sixth round, but the main mechanic is very compelling, and I kept coming coming back for more. Good job! :)
Apr 29 22:51:00 19m 00s hunter hungry An inspired effort! The shooting/jumping/swinging/climbing mechanics combine so well that it's a pleasure traversing the levels, while the theme and visuals conspired to create an evocative experience. <br/> <br/>My only complaint is that getting sent back to the same place after falling did get slightly irritating after the umpteenth time.
Apr 29 23:16:00 25m 00s Million Dollar Manbaby Wow. :D <br/> <br/>Amazing art, and solid, fun mechanics. I enjoyed it a lot. Thank you!
Apr 29 23:24:00 8m 00s Don't Freeze The visuals and audio create a strong sense of presence. It's a space I'd like to explore further if there was more to see or do (whether in a traditional game sense, or like Proteus, as you said).
Apr 29 23:42:00 18m 00s end I didn't actually finish it as I felt a little motion-sick, but what I experienced up until that point was pleasing. It did feel like being in a curious minimalist art exhibit... with platforming. :)
Apr 29 23:53:00 11m 00s Minimalistic Color Labyrinth The mechanic is interesting, but I didn't find it intuitive to know which colours blocks would be converted to, or how locking worked. A bit more useful feedback (at the top maybe) to show which colour is currently locked, and maybe some simpler levels to warm the player up would be a good idea.
Apr 30 00:12:00 19m 00s Tri-Forever Great effort! I'd by lying if I said I was good at the game, but the design is good, with decisions to weigh up between being aggressive (but I might push too far and lose) and being cautious but getting overwhelmed by enemies.
Apr 30 00:26:00 14m 00s BASHLAND - Breakout Mario Mashup Awesome particles! :D <br/> <br/>The mechanic is novel, and there's certainly scope to add more depth, but maybe it is a bit too easy currently. A way to rack up insane combos, gaining momentum and getting into a state of flow would be sweet.
Apr 30 00:40:00 14m 00s Minimal Gravity A bit confusing how the jumping worked at first. It also seemed liked the planets furthest away had the strongest pull on the player. But the presentation was nice, and it was pleasing when I managed to thread a jump through a densely packed pack of space spuds. :)
Apr 30 00:44:00 4m 00s PHILIP KLAS Played this with a massive grin on my face. Thank you to everyone involved - you are all wizards. :D
Apr 30 00:56:00 12m 00s simpLify Short but utterly charming. Wonderful visuals and audio. I solved the second puzzle through trial and error, but it mattered not a jot. Bravo. :)
Apr 30 01:09:00 13m 00s Steve Can't Zen Brilliant! Loved the humour and the setups for the jokes, and how Steve answer to everything was to fight it. :D
Apr 30 01:14:00 5m 00s hru Lovely presentation and Zen-like experience. Hits all the right notes. :)
Apr 30 01:33:00 19m 00s Ming Imah Lism the Wizard ! Simple, but with lots of charm.
Apr 30 01:48:00 15m 00s (Follow the) Line Yep, that's minimalism alright. Very impressive. :)
Apr 30 01:53:00 5m 00s Keypad Trainer Turbo Surprisingly fun and effective.
Apr 30 02:15:00 22m 00s Minimal Hero I rather enjoyed this. I thought the control system worked well, though the stealth levels were a highlight (partly because the falling was so slow on the platforming levels).
Apr 30 02:51:00 36m 00s The Tater Conspiracy This is brilliant, but I got stuck in the maze. I thought I followed the right path but there was a massive block in the way. Anyway, the visuals are great, the town eerie, and the puzzles clever (up to the point where I got stuck).
Apr 30 02:57:00 6m 00s Trippin' The Crowd Nice presentation, but there wasn't a huge incentive not to blow up general citizens in order to kill an enemy. There also wasn't a lot to do when no enemies were on screen.
Apr 30 03:14:00 17m 00s Scout Droid Bravo 325 Jr Some of the puzzles felt like they could be solved in more than one way, but over all they were fun to play. Also, a lot of content for such a limited time, well done.
Apr 30 03:23:00 9m 00s Minimalism Tower Defence This game is beautiful, and it felt intuitive to play. :)
Apr 30 03:27:00 4m 00s Dream Fishing This was a trip in more ways than one. :)
Apr 30 03:51:00 24m 00s Undercolor Agents Bloomin' marvellous.
Apr 30 04:06:00 15m 00s Double Hydra Lovely art style! As others have said the difficulty doesn't increase fast enough.
Apr 30 04:15:00 9m 00s Bladeless Ultra-stylish with clever mechanics. I do wonder how it could be developed further though, because after half a dozen skulls I felt I had seen everything the game had to offer.
Apr 30 04:19:00 4m 00s Cpt. Sqrjaw Looks and feels great. It looks like everything is made with primitives. I'm impressed!
Apr 30 05:47:00 1h 28m Brave New World: The Game To make an observation on the Brave New World theme, the game itself could be construed as a kind of soma pill for us players! :O
Apr 30 05:55:00 8m 00s RedShot Oh Jesus, those guys sure do creep up on you. Even though I knew it would happen it kept making me jump when it did. :D Awesome reveal at the beginning too. Good job!
Apr 30 06:03:00 8m 00s Pillow Pets Until this day I had not known the pleasure of watching a cow endlessly bouncing back and forth off the backs of two elephants. :)
Apr 30 06:46:00 43m 00s Shoot (AAA_FPS_GOTY) This is a crazy accomplishment for 48 hours.
Apr 30 08:53:00 2h 07m LOOP This is how story in games should be done. There is something very satisfying in playing it, just taking pleasure in the scene, its sounds, the movement of the bird and being able to caw, even though it didn't appear to have a consequence in the game. Thank you.
Apr 30 09:05:00 12m 00s Minimal Force Some nice puzzle ideas expressed here. I got stuck on a level where I felt I was using the correct method (using the shield so zombies would push me left) but it didn't work reliably. Those archers were very annoying too. :)
Apr 30 09:15:00 10m 00s Folding The puzzles are well designed - I played to completion - and the fact that your goal is to achieve simplicity fits perfectly with the theme. Well done. :)
Apr 30 10:50:00 1h 35m Chez Angelo Loved the attention to detail, the humour and surreality of the experience. <br/> <br/>Also, not only were there potato easter eggs, but one referencing your first LD game which I remember playing. :D
Apr 30 23:16:00 12h 26m Haunted Dojo As others have said, the visual style is really effective - very otherworldly and haunting - but the combat is unpolished. The attack animation isn't satisfying, and there is a lack of feedback to indicate when you are hitting, missing, being hit, etc.
Apr 30 23:37:00 21m 00s Minimalist Horror Story Strange, on my second playthrough I escaped without really encountering anything or having to go into the attic. Is that right or did I break it? <br/> <br/>Still, I'm impressed with the atmosphere you managed create. There were some effective moments for sure, like when you open the basement door, and seeing the red glow in the living room when I came back up. :)
Apr 30 23:57:00 20m 00s PLOG I managed 8590 on the web version. It's very hypnotising and flow-inducing; I haven't played any other LD game that has managed that as well as this. The difficulty is too easy though - I was waiting to make a mistake. A shorter game cycle but speeding up much quicker would be fantastic, I think. <br/> <br/>Also, the best moments were seeing shapes for the first time; there was a real sense of panic, but one which went away as I familiarised myself with the shapes. I think looking into procedurally generating unique shapes on the fly would really add immensely to the fun and replayability of the game. ;)
May 1 00:37:00 40m 00s Four Scepters Although it feels like you have to learn the dungeons through trial and error in order to know which order to pick the characters, the simplicity of the game and the depth that emerges from it is really delightful. It looks fantastic too!
May 1 00:50:00 13m 00s Def The pheromone idea is inspired. Isn't that what ants do? <br/> <br/>I agree with others about balancing and also that it's hard to know how blue squares differ from purple squares when starting out, but I like its simplicity, and it feels satisfying to play.
May 1 01:12:00 22m 00s RPS RTS This is a good minimalist representation of RTS games. I found it fiddly to keep producing shapes will moving units around though; perhaps turn-based would have worked better. Being able to select more than one unit was a nice touch, as were the choke points that the player could try to control. <br/> <br/>RTS games also usually use the RPS model on another layer too, between production, defence and offence. If these elements - and units too - have an unequal importance and cost to produce you can thereby introduce risk vs. reward decisions between short-term and long-term strategies.
May 1 01:46:00 34m 00s Super Mondria Brothers An interesting experience, for sure, and it worked as you suggested: I found the jetpack first, then flew to find the blue square, got past some water and found the red square's brother. <br/> <br/>I can't think of anything terribly original you could add, just obvious things like tunnels filled with soft rock walls you could only dig through after acquiring a pickaxe (or a square that represents one); learning to climb vertical walls before upgrading to the jetpack; riding various one-directional liquid flows to get to new discrete cavern areas. That sort of thing.
May 1 03:03:00 1h 17m (R,G,B) It looks superb and the design is strong. For the most part I thought the controls were fine, I just found those green bits on walls tricky to navigate and got stuck when missiles were added to the mix. Good job though, reminds me of NightSky.
May 1 21:15:00 18h 12m Radius minigolf It's actually a nice control system (though I didn't figure it out immediately) and I enjoyed playing. I got to level 8 after a few tries. I wish I could keep going for longer, maybe with a more lenient time limit, or a way of adding time on the clock if you do a level below the par time.
May 2 00:01:00 2h 46m Fragments of Him Oh man, who started chopping onions? ;_; <br/> <br/>Seriously, I like this a lot. I prefer it when the narration is more restrained and not chock full of overwrought metaphors (see Dear Esther), and it worked well here, making it easier to relate to the narrator. <br/> <br/>I'd echo kyyninen's criticism. Maybe most objects would fade away like kyyninen suggested, but the objects with important bits of narration associated (toothbrush, pillow, etc.) could be manually removed. Or just grouping the objects together so there is more of a focus on listening and less on clicking away. <br/> <br/>I also thought the sound effect for removing objects felt a bit too 'beepy'; I wanted the object to slip out of existence with a sigh, but oh well. A minor nitpick. <br/> <br/>But really, superb - technically, aurally, and emotionally; and an experience I will continue to think about even though I have stopped playing.
May 2 00:04:00 3m 00s Gods Will Be Watching Outstanding. Much like the need to keep everyone alive in the game, this is a game I feel compelled to keep playing. :)
May 2 02:24:00 2h 20m 0 Masterful design. I got up to the second set of half-circles before I had to stop playing (it's TOO fun), but I'll be back for another go.
May 2 21:23:00 18h 59m F*** This Job It can't be easy to balance a game like this for Ludum Dare, but only the last level caused me any problems. That aside, the amount of content produced was impressive and the controls were satisfying. I especially liked how the size of the jump brought an additional layer of subtlety to an already elegant mechanic and enjoyed it from start to finish.
May 2 21:36:00 13m 00s imy Very nice, Ditto. Very nice.
May 2 21:49:00 13m 00s Lightbyrinth We have made similar games. :) <br/> <br/>The lighting effects are really good, and I liked how I never felt too safe despite having the light.
May 2 22:47:00 58m 00s Go To Work (a Point and Click game) This is a good first entry! <br/> <br/>I really liked the setting and storytelling, and it was presented in a way - by showing, rather than telling - which piqued my curiosity to explore.
May 5 02:16:00 51h 29m Dragon Drop Very clever. The subtlety and delivery of hints were spot on I thought.
May 15 11:16:00 249h 00m MinimizeArt Oh man, I can't beat the second level. Still, nice humour and mechanic. Adding a speed-run on the post-compo version is a great idea too. :)
May 15 11:26:00 10m 00s Sanity Very cool (and coherent) aesthetic and mood to this elegant game. I felt like my progress was more down to luck (i.e. when the goal was far from the dark thoughts). It could use a little more feedback on getting close to the goal, as well as communicating that the edges of the map are dangerous. But I think the gameplay nicely mirrors the psychological themes, inducing panic and confusion, so well done!
May 17 17:49:00 54h 23m Cruxton Some very unfair shots! :) It seems like they shoot faster the closer the ship is to the player too. I really like the music, and the perspective is neat.
May 17 17:55:00 6m 00s Defender. An interesting concept and executed well. I managed to complete it on the first go with one building left. <br/> <br/>Also, insane music! I'm leaving this on in the background. :D
May 17 18:11:00 16m 00s Block Disco Best so far is 42m. Very simple design but variety of blocks and wall jumping add a pleasing layer of depth. The visuals and sound fit together nicely, and the high score takes it to another level. Good job!
May 17 18:34:00 23m 00s Gravity Worm So glad I had the chance to play (and complete) this game. It really is one of the best entries and gets so much out of the theme!
May 17 19:11:00 37m 00s Arena My head is permanently stuck at a 60 degree angle - I hope it was worth it, rogueNoodle! :p <br/> <br/>Seriously though, there are some really good ideas here but, as slick as the presentation style is, I'm not sure it justifies the confounding control scheme.
May 17 19:23:00 12m 00s .MONDR It's challenging when you don't hide in the corners (making it easy), and the synchronised sound and graphics makes it a pleasure.
May 17 19:51:00 28m 00s h o m e I know there isn't anything which challenges your progress yet, but the mechanic and presentation is charming in its elegance. I think you have something that would really shine with a bit more iteration. ;)
May 17 20:08:00 17m 00s HELPME_ Very clever. Like farmergnome said, the idea has a lot of potential, using different genres of games to test the player in unusual ways. Imagine a two player mode (or "one man/two controllers" mode)! :)
May 17 20:26:00 18m 00s Karate Alien Color Attack Love the insane speed that builds up. Three black blocks in a row feels unfair (I got to a point with three rows each with three black blocks very close together which finished me off). <br/> <br/>You should have made the multiplier effect more noticeable too, because that's a really cool idea.
May 17 20:56:00 30m 00s Antichromatic Didn't know where to go/what to do after a point, which is a shame, but major thumbs up on a) the amount of content, b) the polish, c) the level design. Only gripe is that I found moving and jumping with the left hand a little awkward.
May 18 14:43:00 17h 47m Maze of Argus It looks great and there's a good amount of content. Having to freeze and then jump on enemies is interesting, and you could easily add more depth if you worked on it further (like say, enemies who cannot be frozen and enemies who are dangerous to jump on in certain states). Also, it might be the lack of sound, but it does feel a bit flat to play. It does get better as it goes on - I thought the last level was the best.
May 18 14:56:00 13m 00s m Certainly nails the theme in terms of its presentation and gameplay. Having the timer go immediately works on the first try - you have to judge how long to memorize the map while leaving yourself enough time to get to the exit - but since the levels aren't random the player could conceivably wait until the clock runs out, then move immediately on the retry.
May 18 15:15:00 19m 00s Metahotel It required a little patience waiting for the guys to find the exit, but the music, aesthetic and cleverness of the idea kept me going till the end. I wonder how it would play out instead of a total score, but with a limited number of moves for each level, or scoring per level and being able to replay individual levels to beat your score.
May 19 11:48:00 20h 33m Mustache Armies Brilliant game! Only downsides were the not allowing WASD movement and one occasion where my bazookas went through the enemy without hitting.
May 19 12:11:00 23m 00s Come No Closer Some really good ideas here. Like belickim, I found it a bit easy to constantly rotate the flashlight in the early levels. The best (panic-inducing) moments are when you get chased and run straight into more enemies. :p
May 19 17:11:00 5h 00m Life/Routine An innovative idea - procedural music and adaptive difficulty adjustment should equal a win. That said, I found it difficult to make anything harmonious, and the allegorical layer (game as an interpretation of life) seemed a little forced; I think it would be perfectly fine as a purely abstract experience.
May 19 18:16:00 1h 05m Cylinder Cool concept and interesting puzzles. The lights and stark visuals are visually interesting. My interpretation was that I was a robot, alone, possibly in space... so the music felt a little upbeat perhaps. <br/> <br/>Also, the cylinder might look better if you set the model import settings to calculate the normals and then adjust the smoothing angle to keep the main cylinder smooth but the obstacles more defined.
May 19 18:25:00 9m 00s "" Certainly looks a lot less stressful than it plays! :) That's my main criticism really, that the difficulty and presentation don't seem to fit. But the visuals are charming, and it could easily have a great atmosphere with some music and sound effects.