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TimestampSince previousGameplash's comment
Apr 29 14:18:00 The Fair King Music surprisingly doesn't get annoying. Some of these levels are really hard!
Apr 30 16:20:00 26h 02m i need to lie down Wow! This was terrifying! But good. Nice work!
Apr 30 16:30:00 10m 00s Erase Not really understanding this game.. Response to player input &amp; movement is nonexistent, and sound is very screwy. There is no audio cue when the player gets to the end of a level. The transition between the erase and movement modes is too long. <br/> <br/>What does "Press MAJ to shoot." mean? None of those keys do anything, and the sequence M A J doesn't seem to either. ... Actually, the shift keys seem to shoot.
Apr 30 16:49:00 19m 00s Circles Nice game! You could definitely expand on this.
Apr 30 19:52:00 3h 03m Potato Dungeon Great graphics. Combat can be a bit annoying. Level difficulty didn't ramp very well.
Apr 30 20:46:00 54m 00s Tana GET UP! Nice take on minimalism, that's for sure.
Apr 30 21:19:00 33m 00s Formless Reliquary Notes: <br/> <br/>- Fits theme well. <br/>- Music is okay. Was not annoyed by it, but could use more variation. <br/>- Key repeat delay is very short. Causes death sometimes when I did not intend to move two tiles. <br/>- Respawn delay is a bit long. Becomes easily frustrating it one does not realize how the core mechanic works. <br/> <br/>Things I would change: <br/> <br/>- Disable key repeat. <br/>- Reduce respawn delay.
Apr 30 21:41:00 22m 00s Approximately pi over two Notes: <br/> <br/>- Mathy. Okay, this could work. <br/>- No sound. Need sound! <br/>- Hmm. I'm just pressing Z repeatedly. <br/>- You just die at the end? <br/> <br/>Things I would change: <br/> <br/>- The player graphic. It does not fit with the rest of the theme. <br/>- Well, the core mechanic. The way it is now, you're just following a set path. It's almost nearly spamming Z. <br/>- Actually use traits of math in mechanic? Not sure exactly how, but there's a thought.
Apr 30 22:07:00 26m 00s Cyborg Computing Jet Fighting Notes: <br/> <br/>- I'm a blue jet! <br/>- Okay.. Have to unpause after every level. <br/>- Woah, the right mouse button rotates. <br/>- Argh, R takes you back to the first level. I didn't mean to press that. <br/>- This helicopter is tough. <br/> <br/>Things I would change: <br/> <br/>- Make the second level more difficult than the first. <br/>- Make the game show a message after a level. Use spacebar to begin the next instead of P. P is too far away from both hands. <br/>- Remove the restart button; if player dies just restart automatically. <br/>- Change the scale of things. Player should be larger, enemy bullets could get smaller.
Apr 30 22:45:00 38m 00s stairs Notes: <br/> <br/>- Music is good. Reminds me of the music for The Fair King somehow (#7847). <br/>- Aaaaaahh. This is hard! <br/>- Waiting for stairs. "Stairs on line 1. Stairs on line 1. Report to the main desk." <br/> <br/>Things I would change: <br/> <br/>- Hm. Nothing? This is about as minimalistic as it gets.
Apr 30 22:59:00 14m 00s Pleistocene Notes: <br/> <br/>- Eat berries. Hide in cave. Choose battles wisely. Makes sense. <br/>- Continue the human race?! Hero seat, taken. <br/>- Berries. Running out of energy! Need more berries! <br/>- FITE! FITE! FITE! <br/>- Oops. I got mauled. Too gung ho for my own good. <br/>- Night never came! Do you have to kill everything first, or is the timer just very long? <br/> <br/>Things I would change: <br/> <br/>- The zoom is too far out. Consider changing the scale so movement isn't so grueling. <br/>- Add tribal music. ADD TRIBAL MUSIC.
Apr 30 23:28:00 29m 00s Minimalistic Potato 10 potatoes out of 10.
May 1 00:30:00 1h 02m unessential Notes: <br/> <br/>- Ooh. Love the audio work. <br/>- Needs movement sound! <br/>- POTATO! <br/>- Can't get past Potato! <br/>- I HAVE SLAIN THE POTATO! <br/>- What's this!? /Translates./ Lead Boxer? Ohhh, "voxel"! <br/>- I BEAT HIM! It was close, but I won!! <br/> <br/>What I would change: <br/> <br/>- Just add movement sound! Enemy death sound would be nice, too, but it needs movement more!
May 1 01:55:00 1h 25m MinimaLand Notes: <br/> <br/>- Like the music! Bad loop, though. <br/>- Ahha! Good mechanic. Simple platformer. <br/> <br/>What I would change: <br/> <br/>- Fix that music loop!
May 1 20:52:00 18h 57m Leaf Me Alone Awesome stuff. Definitely feeling the FEZ in this.
May 1 21:20:00 28m 00s Justice Wow! This is incredibly detailed. Great dialogue work. You should try doing a team next Jam.
May 1 21:54:00 34m 00s Stargazers Notes: <br/> <br/>- I like the menu music. *Listens a while longer.* Okay, this might get annoying. <br/>- Much better. Really like this. <br/>- Very well polished. Bunch of detail put in. Character is pointing to stars (the cursor), a moon used to show the passing of time. <br/>- Journey! <br/>- More nice music! Beat seems a bit schizo, but still liking it. <br/>- There's a gallery. Nice. I have only unlocked 7/10. <br/>- Went back and got all 10. <br/> <br/>Things I would change: <br/> <br/>- Add variation to the main menu music. <br/>- Make the menu hover sound trigger as soon as the mouse is within its bounds. It feels delayed.
May 1 22:10:00 16m 00s Hadron the Uniter Notes: <br/> <br/>- Definitely fits the theme. <br/>- I am not very charmed by this, though. <br/>- Ah, fullscreen. That's a bit better. <br/>- Appreciating the particles lines. <br/>- This sound gets annoying when there are many particles in my hexagon. <br/>- It is hard to build elements. <br/>- The rotation is a nice touch. <br/> <br/>Things I would change: <br/> <br/>- The sound. What to do with it would probably be more obvious if there was some music. <br/>- Make it fun.
May 1 22:29:00 19m 00s Ten Shades of Grey Linux links only include the binaries. Need full build to actually run it. I managed to get it starting by nicking the Mono runtime from another game and by using the data from the Windows archive. <br/> <br/>Unfortunately, I just fall through the floor. There is a large black rectangle on the left side of the screen. <br/> <br/>Sorry for taking so long to get to your entry! Thanks for playing Prisma.
May 1 23:08:00 39m 00s The Call Notes: <br/> <br/>- IT SCROLLS! Keyboard works too. This excels. <br/>- Music coming in. Not annoyed yet. <br/>- Yay, I can sequence-break the appearance of dialogue. <br/>- A+ for controls. <br/>- Wait, the list doesn't scroll with the selection. A- for controls. <br/>- Ah. You can hit enter on the scrollbar to move it. It should just scroll with the selection. <br/>- Dan has amnesia. I have made up my mind. If not, this is poor design. He's your best friend, Dan! For chrissake! <br/>- Rick is not my brother! You have the wrong number! <br/>- Oh god, he violated Dan, didn't he? You were in on it too!? You sick bastards! <br/>- Spotted a "definately". Spell check, good sir! This is a text-based game! <br/>- Still not annoyed by the music yet. Good work. <br/>- "Eredity"? I do not know this word. Wiktionary does not know this word! <br/>- Why would you do that!? Dan needed that money! You were his best friend! <br/>- Yeah, you are a damn liar. <br/>- Strangely forgetful? You have no idea. <br/>- "Pneumonia? I'm not sure thought." I'll let this typo slide. Thin line! <br/>- NEXT AT 10: DAN DOES INDEED DIE OF PNEUMONIA. AND SEVERE AMNESIA. <br/>- Of course Rick won. You helped him. <br/>- Doesn't matter how much talent he has. You are a traitor. <br/>- Oh, what's that? Did you say "FALSIFICATION"? EH? I KNEW IT. <br/>- Did she give Dan amnesia? Damn it all! You're all damned scoundrels! <br/>- Debbie!? What is going on!? <br/>- "He was an hard worker [...]." Another typo. How much dialogue is in this thing? I'm still on the first call. Do I have to write a novel-length review? <br/>- Yeah, and DAN GOT AMNESIA. <br/>- YOU BASTARD! <br/>- YOU KILLED HER? WHAT DID YOU DO? <br/>- WHO PLANNED IT? YOU? WAS IT YOU? GOD DAMMIT. <br/>- I KNEW IT. I knew it, right? <br/>- My new address? Debbie knows that? SHE IS GOING TO STEAL IT. <br/>- HAHAHA! How could you have not known it wasn't Dan!? <br/>- Dan really does have amnesia, though -- wherever he is. And I take it back, it's not poor design, Mark is just really dumb. <br/> <br/>- Alright. That's it? That's it. The phone isn't ringing. <br/>- Lessee, there are options. <br/>- Windowed mode, fullscreen, audio levels, the works. Nice work. <br/>- Restarted game. Still not ringing. Game saves. Where is it? Found it: "~/.renpy". <br/>- Alright, there's only one person calling. As expected. <br/> <br/>Things I would change: <br/> <br/>- Make the response selector scroll with the selection. <br/>- Clean up "phone3.png".
May 1 23:28:00 20m 00s ClicketyClick Music is nice. ... If only you had spent the time during the Jam making it.
May 1 23:51:00 23m 00s Destroy the Unnecessary Notes: <br/> <br/>- Weird archive setup. Should have made one archive with all of the levels. <br/>- Okay, I see the mechanic. This could be cool. <br/>- Most of these are easy to do if you push the block all the way to the other side. <br/>- I destroyed all of the red, but the level hasn't changed. I guess that is the end of 1-5? Time for 6-9. <br/>- Still easy. <br/>- Blue block. That's more like it. <br/>- Time for 10-13. <br/>- Green is a bit wacky, but I can see how this could be expanded. <br/>- Time for 14-16. Wait, there's supposed to be music? I am only hearing the block-destroy effect. <br/>- I am destroying everything. This seems unfocused. <br/> <br/>You should definitely expand on this and give more audiovisual feedback to the player. <br/> <br/>Things I would change: <br/> <br/>- Needs more audio. Player movement? What if the player tries to destroy but doesn't hit anything? <br/>- Larger levels? Could go ring-wise down to the core of the level as you destroy layers (using whatever mechanic there is).
May 2 00:22:00 31m 00s Huit A familiar face! <br/> <br/>Notes: <br/> <br/>- This world map is nice. <br/>- Mouse acceleration in-game is really slow. Could be because I have acceleration in Windows disabled? It's normally slow in Windows compared to my Linux, but this is much slower. <br/>- Not really sure what these icons mean. <br/>- What happens if I spam enter? Oh, so this is for multiple players. Can't blame you there, decent AI for a strategy game is rough, no doubt. <br/>- The game just crashed as I was typing notes. Seems like the first music track just ended? Wasn't running it in a console. Let's try again. <br/>- Tried to move unit to a block alongside the edge of the screen, but half of the control wheel is cut off. <br/>- Music sequence just rolled over to another track. Crash was probably not caused by that. Discarding theory. <br/>- These keys are all over the place. Probably first letters of the actions? Doesn't help much. <br/>- I have no complaint with the music other than that I generally dislike solo piano. It is very clean audio. Nice work on that. <br/>- There appears to be no feedback to the user that an action cannot be performed with a unit that has already performed an action for the current turn. <br/>- And it crashed again, right as a music track stopped and as I was off-focus. Nothing in console; that was a bust. I am going to hop in for a lengthy timeperiod and see what transpires. <br/>- Spacebar should be end-turn. I keep having to move my hand across my entire board. <br/>- Some serious lag when a large area is highlighted. I imagine this game isn't very soft on the GPU/CPU in the first place, but eh. <br/>- Alright, there's another crash. Same situation as before. Am I screwing with the logic/frame timing of the game by unfocusing the window? The music still plays in the background. <br/> <br/>Things I would change: <br/> <br/>- I know the theme is minimalism, but this game simply doesn't tell the user enough for it to be enjoyable. I would add mouse-over expanding text to show the full name/description of things. <br/>- Increase that mouse acceleration! Or just use the system acceleration. <br/>- Use spacebar instead of enter to end a turn. <br/>- If it becomes evident to the user what is what, just use number keys for the control wheel on a unit. Right now my hand is all over my board, and most of the actions don't work on a tile. <br/>- Give feedback to the user when an action cannot be performed. Text log? Floating text? Could expand in the same way I am imagining the mouse-over text.
May 2 00:36:00 14m 00s Turn On The Machine Notes: <br/> <br/>- I turned on the machine. It is on. I repeat: the machine is on. <br/>- Men are falling out of the machine. Are men supposed to be falling out of machines? I am concerned. Please advise. <br/>- I turned on another machine. A bridge has appeared. <br/>- I am talking too much. There are no men coming out of the first machine. I will restart. <br/>- Double machine action. The men are shuffling to safety. <br/>- Now we've got yellow-shirts and red-shirts. The machine appears to be a fickle thing. It does what it pleases, ain't no one gonna tell it when to hurry up and spit out some more men, nuh-uh! <br/>- Alright, this looks a bit tricky. <br/>- Nope! It appears that I am a professional when it comes to turning machines on and off. <br/>- That's all! Too easy! <br/> <br/>What is the deal with these machines? How do they produce men!? What sort of sorcery are you employing here? <br/> <br/>Things I would change: <br/> <br/>- Make it rain mens! The machine should go mad! <br/>- More shirt colors? The wardrobe for these machine-produced men is severely lacking!
May 2 01:11:00 35m 00s Rebellion: Resistance of Complacency Notes: <br/> <br/>- This is LOUD! <br/>- The music ain't bad, though. <br/>- Dead. Dead. Dead. <br/>- Is there no way to restart without closing and re-opening the application? <br/>- This is very hard. <br/> <br/>Things I would change: <br/> <br/>- Everything! What does this have to do with leaves!? What is going on in the background!? <br/>- Restart at the first level if the player dies. <br/>- Reduce the bullet hell juuust a bit. <br/>- Burn your leaves.
May 2 01:26:00 15m 00s People Notes: <br/> <br/>- Oooh. <br/>- I HAVE A POSSE. <br/>- CHASE THEM DOWN, LADS! <br/>- Wait. Why are they pairing up!? MY POSSE, NOOOoo! <br/>- Stringed instrument kicked in. Synthesized, or real? I cannot tell. <br/>- The echo chamber/churchy effect is nice. Surprising how much that adds to something with such simple visuals. <br/>- Ohh. The grey ones wave their arms to signal. <br/>- Another layer of instrument added. I like it. <br/>- Why are you afraid of me, little grey people? I am here to help! My posse means no harm! <br/>- The sounds these little people make are adorable. <br/>- There are yays all around. <br/>- Another instrument! This excels. <br/>- Aww. None in my posse will pair up with this little grey one. I'm sorry! I blame Ben! <br/>- They all got paired up! WE SAVED THE LITTLE PEOPLE RACE! <br/> <br/>Things I would change: <br/> <br/>- I would only fix the compression on the title image. This is great otherwise.
May 2 14:00:00 12h 34m PRISMA I hear mention of audio, but I'm not getting any here on Linux. Will try later when I'm back on Windows.
May 2 14:54:00 54m 00s Spacus Thanks for rating Prisma! Sorry it took so long for me to back-rate! I haven't been on Windows in a while. <br/> <br/>Notes: <br/> <br/>- Very floaty. Art is nice. Not sure what the static grain is for, though. <br/>- Could use some sounds. <br/>- What are these skewed things? Ah, powerups of a sort. <br/>- Apparently I have decreased my speed thrice. It does not feel like it has decreased. <br/>- It is very jittery when I am moving fast. <br/>- These walls are extremely bouncy. <br/>- I have found level 2. 37/100 health. <br/>- I found health! 100/100. <br/>- These walls are too bouncy. <br/>- Finally made it into this area. 50/100. <br/>- Oh, those have question marks on them. Still don't understand why they are skewed when everything else is not. <br/>- I found level 3! 88/100. White. <br/>- Level 4. 48/100. Black. <br/>- Hmm. One of those '?' boxes made the world white. I haven't been paying attention to the "condition" text at the bottom. Did it change? <br/>- Found another inverter. Condition is the same. Does this enable you to get places you would not be able to get to in the other color? <br/>- Level 5. 3/100. Not looking good. <br/>- 1/100. A wall got me. Game over. <br/>- Now all of the tiles are staticy. <br/> <br/>- Respawned for kicks. Next level trigger is right next to me. Levels randomly generated? Spawn position randomized? <br/>- *Checks entry page*. Oh, there is supposed to be music. Not working here. Levels *are* randomly generated. That's nice. <br/>- Listening to music. I do not dislike it. A full 8m38s. Would take a while to get annoyed by it, assuming it isn't very repetitive. <br/>- It isn't. I like the music. Still needs sound effects. <br/> <br/>Things I would change: <br/> <br/>- Make walls much less bouncy. <br/>- Make controls far less floaty. They are very frustrating. <br/>- Add some sound effects.
May 2 15:21:00 27m 00s Wither Notes: <br/> <br/>- Another Ruby game! Second one so far. Apparently would work on Linux? Oh well, already on Windows. <br/>- No controls in README. Okay, let's see what's in the game. <br/>- Arrow keys and spacebar. Right-o. <br/>- Oooooh. I like this. Music coming in. This excels. <br/>- Hm. The character's face gets cut off if I jump when the camera is stationary. Rendering issue? Seems like a block in the top-left of a corner near the character is clipping somehow, too. <br/>- How far out can I go before I drop? Ah, that's nice. Would be very slow-paced if you couldn't walk on whatever was visible. <br/>- Standing still. All blocks that are visible are uniform in color. Could've made that drop-off -- e.g., an intensity scale like, say, 1, 1.5, 2.5, 4, 5, 4, 2.5, 1.5, 1. <br/>- Music looped. Reminds me of Torchlight 2 music somehow. Except for that The Dig-esque.. how do I describe it? Nevertheless, it is good. <br/>- Next level: "Passageway". <br/>- Definitely some kind of clipping going on. Will take screenshots. <br/>- Dropped down. Thought I died for a second there. <br/>- I think I see a baddie. <br/>- Missed the baddie's skull. I have died. Back to the start. <br/>- That time I totally crushed the baddie's skull. Guess you can't kill him. Moving along.. <br/>- The clipping makes it hard to see the baddie until I am far enough down. <br/>- If I move the window, the game pushes an entire render update, fixing the clippery. Might be a GPU issue; I've been having trouble with it lately. <br/>- I moved the window off-center and now I cannot see a thing. "Clip" appears to be just rendering in a rect in the center of the game window. Not sure what's going on here. Back to center you go. <br/>- Next level: "Inside the walls". Triple baddies. <br/>- A spike tried to murder me! <br/>- Bunch of baddies. <br/>- Next level: "Dungeon". Bunch of spikes. <br/>- Drat. I got murdered by the baddies beneath. <br/>- Uh-oh. A baddie has become stuck in the drop right after the beginning of this level (before the spikes). I cannot continue. He kills me every time I try to drop down. <br/>- Wait. I just jumped into the ceiling. It doesn't seem to let me go anywhere, though. Not even back down. Now I'm done. <br/>- Back in to screenshot this clipping business. Game does not save. Okay. <br/>- When I take a screenshot, the window completely re-renders. I will write this off as my GPU being a jerk. Or Windows, because Windows is a jerk too. <br/> <br/>- Any influences for the music? The Dig, perhaps? <br/> <br/>Things I would change: <br/> <br/>- The character sprite. Not my vibe.
May 2 16:06:00 45m 00s Dropblocks Notes: <br/> <br/>- Window title is "SDL_app"! Easy fix. <br/>- No sound. Sound would be intense. <br/>- Ah, movement is not by tile. <br/>- I like this. <br/>- Hard to see the path of bullets due to the tracer. <br/>- Total score: 1058. Another round. <br/>- Bullet hell! <br/>- Crap. I trapped myself. Total: 1306. Somehow. <br/>- Alright, let's try to cut off entire sections. <br/>- 674. Not doing so well. <br/>- 1820! <br/>- The background is cool. I like it. <br/>- 4714! Woo! <br/> <br/>Things I would change: <br/> <br/>- Add some sounds. Especially some kind of tense sound when the time is running out. <br/>- Remove or change the bullet tracer effect.
May 2 16:51:00 45m 00s Dungeon Struggle Thanks for streaming Prisma! Sorry it was so difficult. <br/> <br/>Notes: <br/> <br/>- Simple mechanic. Like it. <br/>- Music is nice, but it doesn't fit the theme of the game very well. <br/>- Some nice details: the shield tweaks slightly when you swing your sword. <br/>- Wave 10! The dungeon floor is littered with skeletons. <br/>- I got a gun. Doesn't work very well at close range. <br/>- Got a blue sword, but then died at wave 12. <br/> <br/>Things I would change: <br/> <br/>- Randomly choose between the four corners of the map when spawning a wave. <br/>- Vary the speed of baddie attack when in wave 10+.
May 2 17:11:00 20m 00s Seven Notes: <br/> <br/>- Very simple idea. Works well for theme. <br/>- Sound effects are nice. <br/>- I can't figure out the puppy! <br/>- Finally got 'em. <br/>- Need more levels! <br/> <br/>Things I would change: <br/> <br/>- Add some chill music. <br/>- More levels. <br/>- Highlight blocks when the mouse hovers over them. <br/>- Use a list for the blocks: 1. when placing a block, remove it from the list and replace it at the end of the list; 2. when checking collision, start at the back of the list (that is, check for collision in reverse). This way, the foreground blocks are selected instead of background blocks when they are overlapping.
May 2 17:50:00 39m 00s Phlux Notes: <br/> <br/>- Whoah, got some floaty start menu going on here. <br/>- Setting a nice atmosphere. <br/>- Tutorial. <br/>- Reminds me of Eufloria. <br/>- Level 1. <br/>- Can even scroll and pan the camera. Nice. <br/>- Don't much like the action denied sound. <br/>- Not sure what to do here yet. <br/>- Music is getting annoying. <br/>- Alright, have to convert these nodes. Let's speed up time. <br/>- There. <br/>- Hm, the hover sound effect happens both when the mouse moves into its rectangle *and* when it leaves. Ticks twice; feels weird. <br/>- Still like the menu ambiance better than the actual music. <br/>- Level 2. These are very easy. <br/>- Level 3. I spoke too soon. <br/>- Node position varies slightly when you restart. Nice touch. <br/>- Oh dear, the music is repeating fivefold. It's a complete mess. <br/>- Game saved, at least. <br/>- It's starting to repeat again. <br/>- Level 4. Tricky business. <br/>- I am going to attack this big one all at once. Not so tricky after all. <br/>- Level 5. Not sure what I'm supposed to do here. <br/>- Ah, prevent the blue from taking over that node. <br/>- I won. Looks like that's the last level. <br/> <br/>- You've got a lot here for 48 hours. Great work! <br/>- Your camera class is much cleaner than mine. Too bad LOVE requires some hacks in that area. Would be nice to have an additive translate. <br/> <br/>Things I would change: <br/> <br/>- The gameplay music. It should be more like the menu music. <br/>- Add different types of nodes or circuits. Check out Eufloria if you haven't played it already.
May 2 18:22:00 32m 00s Minimalism Notes: <br/> <br/>- Of WASD, only S works on the main menu. <br/>- Alright, WASD works in the game, though. <br/>- Music is nice and intense. <br/>- There are so many enemies. <br/>- The end. Short game. <br/> <br/>Things I would change: <br/> <br/>- Reduce the number of enemies. <br/>- Make bullets move faster than the player.
May 2 19:50:00 1h 28m Less is More Notes: <br/> <br/>- Pre-game options! First one I've seen for LD26. Good on you. <br/>- In! I see a monolith. <br/>- Very loud sound effect. "Reach out to me!" <br/>- I hit the monolith. Nothing happened. Hmmm. <br/>- Woah, I am very high up right now. <br/>- Oh. Heheh. If you hold down S while facing the ground, you can go as high as you want. <br/>- The view from up here reminds me of the time I broke Assassin's Creed. <br/>- I fell off the map. The monolith is calling me suboptimal and a potato. <br/>- I will restart the game. Weird, Windows says it crashed when I closed it. <br/>- Oh. You have to click on the monolith. "I HAVE GIVEN YOU POWER", "SEEK A RED MENACE". Very well, then. Off we go. <br/>- I clicked on some red bouncing cubes and that grating sound played again. "CONGRATULATIONS". "THE SKY IS THE LIMIT". Not my limit, pal! <br/>- I see flying triangles. Anything to do with that? <br/>- I can paint the map. I see a potato. <br/>- That grating sound played again. "THE WORLD RESISTS. MINIMALIZE". <br/>- I am painting everything. It is now winter. Welcome to Skyrim. <br/>- How much do I have to paint? <br/>- Those red cubes don't like me. They are pushing me away. <br/>- Can't seem to do anything about these cubes. Ah, I just have to be very close and click a lot. <br/>- That sound again. "THE FINAL STEPS", "THINK BIG". <br/>- Now I am removing those sprout-like things. <br/>- I removed the entire map. "IT IS DONE". "DON'T YOU FEEL BETTER NOW?". Now that I am done! <br/>- "WAS THAT REALLY NECESSARY?", the sphere asks. Yes. <br/>- I am hanging out on top of the monolith. I can't destroy this thing! <br/> <br/>Things I would change: <br/> <br/>- Make the sound effect less painful.
May 3 00:16:00 4h 26m Pete Hated Circles Notes: <br/> <br/>- I like the cut effect. This game reminds me of QIX. <br/>- Oh, cool, it just transitions to the ball's area of the screen. <br/>- Nice color choices. <br/>- Hm. If I click around on the screen when it says "GAME OVER" I can continue to play. <br/>- It should not accept user input when the game ends. <br/>- These transitions are really nice, apart from the way it overlaps rectangles on the previous position. Shouldn't be too hard to fix that? <br/> <br/>Things I would change: <br/> <br/>- Make the transition use the existing rectangle. Rotate screen if it is too wide/tall and scale appropriately. <br/>- Add some chill music. And a sound effect to go with the splitting effect.
May 3 00:27:00 11m 00s flee the inevitable Notes: <br/> <br/>- BIT.TRIP RUNNER: an influence? Never played it myself, but the character and setting seems very similar. <br/>- Platforms are very skinny. <br/>- What is going on with this run animation! This lad is spastic! <br/>- If I fall next to a very nearby platform, the character just shifts up to it. <br/>- Second game I've played with solo piano. MacLeod.. Ah, this is a Jam entry. <br/>- I like the controls in this. It does exactly what I want it to. <br/> <br/>- Minimum days lived: 7. <br/>- Maximum days lived: 468. <br/> <br/>Things I would change: <br/> <br/>- Make the platforms thicker. <br/>- Fix up that run animation. Character is on steroids or something.
May 3 00:50:00 23m 00s Kriok Notes: <br/> <br/>- Music is haunting, a bit. <br/>- Like the idea so far. <br/>- Level 2. 11/11. <br/>- The level completion sound is a bit strange. <br/>- Level 3. 18/16. <br/>- Level 4. This is hard. <br/>- Music is getting annoying, now. <br/>- 23/15. Could have done that better, I think.. <br/>- Level 5. Shapes! <br/>- Level start effect doesn't seem to fit. I imagined a much different audio palette based on the visuals. <br/>- 25/18. <br/>- Level 6. Oh my. <br/>- Possible gamebreak: move two blocks towards eachother in the same instance. <br/>- Got all but the square situated with 91/36. Is there a completely normal way to do this? <br/>- I don't think so. I can only get two of them placed. I give up. <br/> <br/>Things I would change: <br/> <br/>- Add keyboard controls. WASD/arrow keys to move, spacebar to switch between blocks.
May 3 01:27:00 37m 00s Space Jellyfish Notes: <br/> <br/>- JELLYFISH! OH YES. <br/>- I can make smiley faces! <br/>- The music appears to grow with the jelly's speed? Maybe the loop is just weird. <br/>- I got slaughtered by those robo-cyclops! Score: 220 / 10, 5, 5, 2. <br/>- Another round! <br/>- D'oh! 270/13, 5, 6, 1. <br/>- "That robo-cyclops you blew up? He had a family." Love these. <br/>- I want the space jellyfish to make an adorable space-jellyfish-ey sound when it moves about. <br/>- Ha! Take that you nerfherders! <br/>- Becoming annoyed by the music. 'M' also mutes the sound for the robo-cyclops. Turning back on, I want that feedback. <br/>- Woo! Omnivore! 1260 / 40, 46, 7, 2. <br/>- I like this. <br/>- Going kamikaze just to read more of the hooks on the main menu. "[KILL ALL JELLIES] // End Robo-Cyclops Transmission 456004886335.772". <br/>- If I zip past the map, I can group together a TON of robo-cyclops. I AM A PREDATOR JELLY OF SPACE! <br/> <br/>Things I would change: <br/> <br/>- Make the 'M' key only mute the music! <br/>- Use a better font for the stats and main menu. The in-game score font is nice.
May 3 01:56:00 29m 00s Dream Fishing Notes: <br/> <br/>- Yay! Another Unity game using the configurerizer. <br/>- This fish ate a shoe once. Oh my god, he grew wings! COME BACK, YOU ARE MY FOOD. <br/>- I caught a pink one. Oops. I missed its text. Even though the game pauses when you tab-out, it still updates timers. I'll stay in for a bit. <br/>- Rod physics are nice. Sound effect when lure hits water. <br/>- No, I am not awake, Lady Green Winged Dream Fish. <br/>- I caught the gray one! It is indeed important. <br/>- These fish are very philosophical. <br/>- The shoreline is animated. I like it. <br/>- I keep trying to WASD. <br/>- These fish say different things. "Never seek, never find. Banana lampshade." Dreams are always weird. <br/>- "Dedication has only one cost; the cost of everything you have. Avoid dogs with hats." <br/>- I think I've caught every fish at least once. <br/> <br/>Things I would change: <br/> <br/>- ADD DRAGON FISH. MUST CATCH DRAGON FISH.
May 4 22:16:00 44h 20m Maximalism Notes: <br/> <br/>- Options, always a nice touch. <br/>- Weird black rectangles flickering on the screen. <br/>- Background is a little bland. Just randomized &amp; blurred? <br/>- The music is simple, not too annoying. <br/>- Are they dodging my bullets? I cannot tell, but they are hard to hit! <br/> <br/>Things I would change: <br/> <br/>- The background. <br/>- Fix that flicker! <br/>- Remove the FPS option -- not necessary, just aim for a particular framerate.
May 4 22:34:00 18m 00s One Crate Sokoban In The Dark Notes: <br/> <br/>- Ooh, randomly generated. <br/>- Are these all solvable? Seems so. <br/>- Could've used cleaner visuals. <br/>- Level generation is slow. Can I blame JavaScript? <br/> <br/>Things I would change: <br/> <br/>- Make the player visual cleaner. Smoothed, heavy black border? <br/>- Add level completion transition. Generate new level asynchronously.
May 4 23:36:00 1h 02m Pix Notes: <br/> <br/>- Woah, 30 levels! <br/>- Ah, movement lays tiles that prevent you from backtracking. <br/>- Level 2. Bar at bottom shows the number of tiles you have covered? <br/>- This is going to get hard. I have to pay careful attention to my moves. <br/>- The movement sound is a little bit too high in frequency and volume. <br/>- Level 9. This is not proving to be as difficult as I expected. Well-done difficulty curve? We shall see. <br/>- Level 10. New tile; allows player to move over twice. <br/>- Level 14. Definitely adding to the difficulty. <br/>- Finally got it! On to level 15. <br/>- That was easier than the last. Level 16. <br/>- "HOLO". I almost kept my name in one of my levels. Replaced it with Gomez's fez. <br/>- Level 18. Very difficult until I put two and two together. Channel would not be fillable later, so must be done first. <br/>- Being introduced to teleporters. Some of these are very easy. <br/>- Level 26. I see a key on the map. <br/>- Level 28. This one took a while. <br/>- Level 30. Hoooo. <br/>- Won! Took three tries. <br/> <br/>- Great game. Good number of levels in there. Fairly good difficulty curve. <br/> <br/>Things I would change: <br/> <br/>- Make the movement sound less harsh. <br/>- Make movement key repeat. Tedious for tough levels. <br/>- Hardcore mode: moving back onto light blue kills you!
May 5 00:01:00 25m 00s DIG QUEST Deluxe: ASCII Mining Adventure Notes: <br/> <br/>- Funky music. <br/>- I like the screen transitions. <br/>- Kill Charles. Got it. <br/>- Richard is a boss at this mining stuff. <br/>- Richard looks unusually happy about this situation. <br/>- These purple bouncing things are whistling at me. <br/>- I fell for that spike trap so hard. <br/>- Will these pink things murder me too? Time to find out! <br/>- Died! That wasn't health!? Trying again. <br/>- Hm. Next level has the same block, but it actually gave me health instead of murdering me. <br/>- Oh, the whistlers *do* attack you. Must have been that the last time. <br/>- That is an elephant! <br/>- Surprising variety of music. <br/>- Another elephant. These guys are dangerous. <br/>- Game just got very laggy. Seems to slow down whenever I try to move. <br/>- Better now. Blaming Flash and/or system. <br/>- I HAVE SLAIN CHARLES! <br/> <br/>- Charming game. <br/> <br/>Things I would change: <br/> <br/>- Hmmm. Make sure the player dies if he has no hearts left. Health value going negative due to high damage? Guessing so. Seemed like I was invincible when fighting Charles.
May 5 01:05:00 1h 04m RedShot Notes: <br/> <br/>- Mouse sensitivity is a bit high. Might be due to my disabled mouse acceleration? Guess not, others have noted the same thing. <br/>- This laser shoot sound effect hurts my ears. <br/>- I like these screen transitions. <br/>- Player: 0; enemy: 2. How does this work, exactly? Ah, there's a timer. <br/>- Gah, web player decided to not capture my cursor. <br/>- I lost. Replaying. It captured my cursor this time. <br/>- These guys keep sneaking up on me! <br/>- Good, they spawn in all corners. No camping for player. <br/>- I've got a strategy now. Constantly rotate until you find an enemy, then charge at it until it dies. Rotate quickly and repeat. <br/>- I won. 3/1. <br/> <br/>- I like the idea here. Challenging due to spawns and limited play zone. <br/> <br/>Things I would change: <br/> <br/>- The laser sound effect. It hurts. <br/>- Make the enemies more menacing.
May 5 01:44:00 39m 00s .MONDR Notes: <br/> <br/>- This is madness! I like the syncopation. <br/>- The audio gives it weight. <br/>- Died. "HI: 9/1/2". <br/>- It seems too easy to hide along the edges/corners. <br/>- I lied. <br/>- Aaah! I'm seeing colors where there aren't any! <br/>- This excels. <br/>- New highscore: 17/6/3.
May 5 01:59:00 15m 00s Schokoffel Notes: <br/> <br/>- Partial screen clear on rendering is a bit strange. <br/>- Ah, you have to wrap them by clicking each of the flaps. Schokoffels! <br/>- Highscore: 9, 0.31 money. Tough business. <br/> <br/>Things I would change: <br/> <br/>- Make it so the potato chocolate moves with the wrapper if at least two of its flaps are down. At times I would accidentally grab the entire wrapper and the potato chocolate would stay where it was on the screen even if 3 flaps were down. It would go right through the wrapper!
May 5 02:39:00 40m 00s _M_ Notes: <br/> <br/>- I like the opening theme. <br/>- And the ambiance. <br/>- Woah. What is going on here? I am not really sure. <br/>- Seems if I pass the circle over its cutout it moves and activates a white triangle? <br/>- Seems to alternate between activating on the triangle and circle. <br/>- Held to make the circle envelop its enclosure. Seems to be playing the intro again. <br/>- Somehow got back to the start screen. Two triangles in center circle now. <br/>- Do I have to make all of the triangles on the bottom white before the black ones on the top run out? <br/>- Hm. Got back to the start screen again. Definitely did not make all of them white. Same two triangles in the center circle. <br/> <br/>- Not really sure what is going on here, but I like the mood, audio, and visuals a lot. <br/>- I see a screenshot with all triangles in the circle, so I must be missing something.
May 5 03:11:00 32m 00s This Place Notes: <br/> <br/>- Another sokoban. <br/>- Entry theme isn't bad. <br/>- I got a new page. What changed? Added a circle thing with dots? Or is was it that thing in the top-left? <br/>- Is that it? Is there an exit? <br/>- The walk animation is funny. What is the character supposed to be? <br/>- Oh, you click on the arrow-like things on the page mode to go to the next level. Did I miss that in the help text? <br/>- It is not mentioned on the entry page, at least. <br/>- Can't go that way, paper guy. <br/>- Next few pages. He looks frightened. <br/>- This level is going to be tedious. Ah, wasn't bad. <br/>- IS THAT A POTATO? <br/>- There is an arrow in this heart. This is going to be a tough one; I can feel it already. <br/>- Ah, wasn't that bad. Lot of clear space in this next one. <br/>- Another person! A child? <br/>- "That is all". Child riding on back of paper guy? <br/>- Haven't been too annoyed by the music yet. <br/> <br/>Things I would change: <br/> <br/>- Mute the music when the game is paused. <br/>- Make the arrow buttons on the page mode more obvious. <br/>- Make left and right arrow keys turn-page left and right.
May 5 03:18:00 7m 00s One Bullet Notes: <br/> <br/>- Music is okay. <br/>- Ohhh. This is going to be tough. <br/>- These fast guys are difficult. <br/>- Game over. Final score: 5500. <br/>- Nice minimal take on tower defense.
May 5 03:28:00 10m 00s SeedLife Notes: <br/> <br/>- Blank tanish screen. Dragging about to plant some stuff. <br/>- Huh. Same screen-not-refreshing issue as Wither. Both use Gosu. <br/>- I am suspecting the line is being rendered as I draw them, but is not showing up due to this refresh defect. If I unfocus and refocus the game window, it refreshes the entire screen, as it should do every frame. <br/>- Music is nice. I think it fits this very well. <br/>- Not too much game going on here, though. <br/>- I imagine this is dulled by the fact that Gosu is borked. <br/> <br/>Things I would change: <br/> <br/>- Render plant lines as they are being drawn (I cannot tell if the game does this already).
May 5 21:45:00 18h 17m TOOM The game getting stuck in pause mode (under Chromium 25.0.1364.172 on Ubuntu 12.04) is preventing me from writing my notes. <br/> <br/>I like the atmosphere, but I'll wait for a fix before I vote.