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Maple

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TimestampSince previousGameMaple's comment
Apr 29 05:00:00 Color Quest I had to try this since it looks similar to my game, lol. <br/>Is purple ever a target? I played around 10+ times hoping to get the 3 colours. The pink block in the middle screwed me up once or twice, and I expected to turn brown upon interacting with all 3 colour blocks (would have been a nice target too). Other than these things, I can't really complain. Hope to see you next LD!
Apr 29 05:25:00 25m 00s Nod I got all 4 endings. I was under the impression that nodding a couple of times had a different effect, and that turned out to be the case. <br/> <br/>I'm not sure if it's just my computer or something, but I felt like the game was running a little slow. She was talking slowly, and I wanted to be able to nod faster. There could have been more delay between speech to give me the chance to decide to nod or not too. Other than these things, I want to compliment the method of communication. Simply nodding or something is awesome. I can see such communication being used in a platform adventure or something where you jump up and down to show you understand or whatever when someone is talking to you. Actually just thinking about that reminds me of the communication in Journey, lol. <br/> <br/>Good job.
Apr 30 09:00:00 27h 35m Skware Cool! I really liked the idea behind this, and think it could be refined into something really nice. At the moment though, I have to be an honest critique and say that I didn't like how it soon became a timing game where you had to make sure you hit the arrow key at the right time to be moving in-between the grid, to avoid insta-losing blocks as you pick them up. I think if that sole problem was fixed, despite the other trivial problems people were mentioning, this would be a great entry. There would be a way around it that stays true to what you have here, but I personally would have incorporated losing blocks into the goal, so then the goal instead would be something like "empty the screen as fast as possible". I would also have made it that you can't move between the grid, even in variations of the game where losing blocks isn't the goal. <br/> <br/>I strongly encourage you to figure out how to compile your .love file into an .exe, etc. You will reach far more people that way. <br/> <br/>Also, thanks for trying my game! To mend your brain, I'll say that you have to imagine the world as an actual 3D structure (or 3D array of air and solids) that loops in all directions, where you can only see the plane covering the depth of the cell that the black square is at, and WASD rotates that structure horizontally or vertically in increments of 90 degrees around the cell that the black square is in.
Apr 30 10:13:00 1h 13m (Follow the) Line Oh man. This is EXACTLY the kind of game that I look at and think "Why didn't I come up with that idea!?" <br/> <br/>During challenge mode, I was thinking "This would be even better if the score went up more the closer you were to the center of the line", but you pretty much remedied that in infinite mode with the bonus points. My only gripe is that I think infinite mode should have mimicked challenge mode in the types of turns and loops you came across. It was also kind of disorienting being able to see the line generating ahead of you. <br/> <br/>I'm happy that you could play with any key, because using the arrow keys, instead of one key, helped me to be more precise. <br/> <br/>But yeah, I can totally see a spruced up version of this getting a sponsorship. Good job.
Apr 30 10:33:00 20m 00s climber Oh hi there, redmaple. Funnily enough, redmaple was a transitional pseudonym of mine between my last main pseudonym, and my current one (which is about 5 or 6 years old at this point, and stuck). <br/> <br/>*Ahem*, now let's talk business: <br/> <br/>This game of yours is pretty interesting. I thought the graphics felt really smooth, and quite polished actually, with the transitions and stuff like at the beginning when it all opens out. A clean look. <br/> <br/>The gameplay totally feels like it needs some accompanying music though, and the speed accelerated too fast. Also, I kind of feel like the visual of the mountains went to waste, as my eyes were on the bottom of the screen the whole time. I think you should have put the z and x markers along the actual slope that the player traverses (x could be grey under the slope line, and z could be white above the slope line), and extended the white of the mountain to the bottom of the screen. Perhaps this way the visual of the slope will help you determine how fast to hit z or x, too. <br/> <br/>All in all though, this is a nice entry! Hope to see you around.
May 1 06:30:00 19h 57m Essense I finished with 12 mins something. It was an interesting experience, but I wasn't really able to follow the text. I liked the audio and the reflective surfaces you stood on (I would rather have not been able to see a blue ball floating in mid-air when I looked down though.) Good job.
May 1 07:12:00 42m 00s i need to lie down This is interesting. I really liked that you could hold on to your life to evade death, but death was inevitable (or having a heart attack or whatever it was). I tried a second time and held on to my life for as long as possible after I was caught, and the blue beat got pretty big (spanning ~3/5 of the screen width), and I was pushed out of the corner, and then when I decided to give up, I was stuck in the wall and couldn't move, and the black fuzzy things were slowly swarming to helpless me. I also really liked how the beeeeeeeeeeeeeeeeeeeep at the end transitioned into the start again. Nice entry.
May 1 07:38:00 26m 00s Dye I ended up playing it with Love because the .exe is apparently 64 bit / not compatible with my computer (maybe you should upload a 32 bit .exe?) <br/> <br/>Anyway this was pretty nice, but I wouldn't be doing my job if I didn't point out it's flaws for you to succeed! I didn't really like that jump was space and shoot was z. It's too uncomfortable to use my thumb on space, due to being close to z, so i had to use my index and ring finger on those keys. The release-to-shoot, and the smooth aiming made it kind of difficult/confusing to control, and because I wanted to give it a few goes to get the hang of it, it was pretty annoying that it auto-quit on me when I died. <br/> <br/>Otherwise I think the concept you had was good and it would have been a pretty decent game if executed correctly. This is pretty decent as it is though, as a first entry. You did well. I hope to see what you pull off next time!
May 3 01:40:00 42h 02m Dream Fishing I don't know about fishing, but I had a fun time swinging my lure around in the air, dragging fish along the shore, and catching fish when there was still one trying to tell me something, haha.
May 4 09:41:00 32h 01m climbing 208 feet up the ruin wall This brought back lots of little memories, which was... negative in some ways, and positive in other ways. <br/> <br/>With squashing the mosquito, once my arm was gushing blood, and the only thing nearby me to clean it up and stuff was my white shirt, so I took it off and used it to stop the blood, and when it was tame I unscrunched it and almost didn't wash it straight away so that it would stain, cause I thought it looked cool. Then the phone call brought back relationship things and etc. etc. So yeah. I dunno what to say. It was an interesting journey up the wall. <br/> <br/>I almost expected that I would fall off the wall to my death near the top, or that I would verbally realise that I was near the top before I got there.
May 6 02:36:00 40h 55m Dream Island Hmm, this was a good game. At first I didn't know what to do, but continued because the world was beckoning me to explore, then I started figuring out that I can talk to people and give them stuff. Definitely a nice break from reality, lol. <br/> <br/>If I had any complaints, they would be these: It was kind of annoying that the camera kept zooming in as I walked, or maybe the problem there was that I thought the sensitivity was too low when it was zoomed in. I got used to that though. I understand that it's meant to be a dream world and all, but I thought the text should have at least had proper capitalisation etc. Also I expected to be able to walk up the slope into the place that spawned behind the dog. But that's about it. Oh and the potato texture didn't suit the graphics of the rest of the game. <br/> <br/>Otherwise, good job.
May 6 03:05:00 29m 00s Earth Defender I would consider myself a hardcore gamer, and even I found Easy to be nigh impossible. It totally wasn't impossible, but yeah. At first I thought I had to kill them before they reached the left side of the screen. After I figured out that wasn't the case, I kept dying because the player's hitbox is unexpectedly big, so I almost couldn't predict what would be safe when going in the gaps to take out enemies. I eventually beat easy mode, though. <br/> <br/>Aside from those things I think this was alright. I also like the pixelated earth you've got going on.
May 6 03:18:00 13m 00s Comic Sans: The Game *Ahem*, your hitboxes are terrible, but otherwise you did a good job. <br/> <br/>Am I meant to want to lose? <br/> <br/>Also, you really shouldn't be mixing post-compo stuff with compo stuff, unless it is strictly game-breaking bugs. You should make a post-compo link for the post-compo version, so people aren't rating what you did after LD.
May 6 03:29:00 11m 00s Sriggy Moggful This reminded me of Uin. You did a really good job; I really wanted it to be longer.
May 6 04:40:00 1h 11m The Vale I really don't like rating entries that I wasn't able to beat / see the whole game to, but I'm going to have to here because that room where your shots make the ground non-walkable is pretty hard to traverse. Up to that point everything has been pretty nice though. Some SFX would have been nice but I can't really complain about that. Good job.
May 6 13:08:00 8h 28m Save the potato! I got ~95 seconds after a couple of tries. You said you didn't think this was too original but I actually think the opposite. I haven't seen a game that works like this! Maybe I just live under a rock or something, but yeah, I actually thought it was pretty innovative. A good first entry.
May 6 13:19:00 11m 00s Cube_Story Lol, what? Am I supposed to find this saddening? I thought it was pretty funny. <br/> <br/>Also, I don't know why the screen scrolls sideways when you move horizontally, because the width of the screen is the same as the width of the game -- it would have been better not to scroll horizontally. Otherwise I don't know what to complain about. If you were going for moody, well, I thought the text was a bit too in-your-face for that, but it made it funny. <br/> <br/>Good job nonetheless. =p
May 6 13:27:00 8m 00s Tower Can't run. I get this written in errors.txt when I try to play it: <br/>Shader error:Vertex shader f,キU;・
May 6 13:56:00 29m 00s Fractured This was really nice. I kept playing until the end. Constructive criticism: I thought you should be able to look around the level, because a lot of the time I had no idea what buttons were doing, and I had to just guess where to go. Also I think some levels that came earlier were harder than some levels that came later. Otherwise, great job.
May 6 15:09:00 1h 13m One fine morning our machines are gonna cut us down Hey, this is nice. It was pretty hard at first but after a few tries I was able to win 50% of the time, lol. I'm not heavy on RTS normally, so this minimalist RTS was a nice introduction / easy for me to get into and understand.
May 6 15:36:00 27m 00s Beyond Minimalism Was this by any chance inspired by Antichamber? :) <br/> <br/>I didn't expect that I would be giving my first 5 stars to a game like this. I really enjoyed exploring the world, and I found the trees after searching everywhere, EXCEPT down! I also liked the design of some of the rooms. It was a very interesting world to explore.
May 8 13:04:00 45h 28m Feint Signal You also like to make your software start with "F" too, huh? <br/>Ooh, this is good. I ended up getting a score of 53 after a bit (probably due to occasional frame drops -- don't worry about that though, because my computer is bottom of the range as of 3.5 years ago). I think the music is fitting, and the static really adds some texture to the visuals. <br/> <br/>Now for the constructive criticism: I think the player hitbox should be a tad smaller -- a lot of my deaths were due to moving ever-so slightly too soon or too late and just clipping the edge of myself on the wall. Also, this is just indulgence, but I feel like free vertical movement may have been more interesting to play. <br/> <br/>Good job.
May 9 12:28:00 23h 24m Minimum Reason Game: Hail To The Potato King I will never be a potato. ;_;
May 9 13:10:00 42m 00s Get The Potato Oh man, this is so good. I managed to get through to the end. The hardest level was the 3rd one or something where it was just out of reach and you needed to run to it. I tried everything from running backwards, sideways, and diagonally (Goldeneye/Perfect Dark 64 speedruns anyone?) before realising that I needed to just press shift to run, lol. <br/> <br/>It felt like I was on a game show of some sort. The audio and all was handled very nicely, and good job on those vocals!
May 11 12:55:00 47h 45m Escape the Minimalism I want to try this but for some reason the site is timing out when I try to load it...? <br/>"The connection has timed out <br/>The server at www.klianc09.bplaced.net is taking too long to respond." <br/>I guess I'll try again later.
May 11 14:01:00 1h 06m Stalker You had a really solid foundation, but I wish it wasn't ended so abruptly! The graphics were good, and the audio was nice. I feel like the game could have made it more obvious what options there were to click on though. Sometimes what clicking in place X did was not what I expected would happen. Also, I laughed when the guy I was talking to put on that smile. Good job, has potential.
May 14 09:46:00 67h 45m BLOB Pretty good! But hmmm, I was able to beat those last 2 levels without going what looks like the intended path was. I think you accidentally made the last two levels easier than you planned. <br/> <br/>I wonder what that QR code is all about!
May 14 23:37:00 13h 51m Title: Subtitle Most games I try I'm like "Well, I guess this is minimalist", but I think this one really deserves some points towards theme (and some other categories, of course!). It's ingenious. Good job. <br/> <br/>If I were to complain about a thing or two, it would be these: <br/>- I felt like the camera changing depending on the way you are facing was a bit too fast, and thus was a bit disorienting in vertical sections where the player has to change direction often. <br/>- The other thing is, WASD/Space is a bit weird for me, since I'm used to traditional platformers which tend to go for arrow keys. I would have at liked the option to use arrow keys (←→/↑). <br/> <br/>Nonetheless, nice entry.
May 19 03:57:00 100h 20m The Only Rocketeer When I started the game up, it positioned itself up the top left, not taking up my screen, and now showing all of the game within view. I tried to change the resolution within the options, but if there was an "Ok" button or something, it wasn't showing on-screen, so I couldn't click it. I opened the settings ini and changed the resolution that way, and was then able to see what was going on. <br/> <br/>The sound effects and graphics were nice, (though I wasn't sure what the boat scene was about), and uh... Well, I didn't really get to experience too much more, because after 3 restarts I still couldn't solve the first puzzle or make sense of it. I'm unfamiliar with such a puzzle, and wasn't sure exactly where each wire trailed off to. Like, the coloured blocks with the diagonal lines, I assumed connected to the block diagonal, but then where 2 wires were trailing off to the right of a block, I wasn't sure where each line was going -- if one of them was going to the right, or both (cause no blocks had 2 wires trailing off to the left to match it). Then, I wasn't sure where the beginning of the whole puzzle started or ended, assuming it was circuitry, so I was pretty stuck and couldn't figure out what to do. I also couldn't figure out a way to check if what I had done was correct or not, or a way of exiting the puzzle. <br/> <br/>I think you built a solid foundation, and thus was the reason I was interested enough to try multiple times, but the lacking in portrayal of information to the player broke down the structure your foundation was trying to hold. <br/> <br/>It feels weird writing a comment like this, cause I mean, as a seasoned gamer of sorts, I don't really run into the issue of not knowing what to do, but yeah. <br/> <br/>So, for constructive criticism, I have this for you: <br/>I think the coloured tabs at the top of the puzzle should have shown what block it was, so that I could see all my options right there and not scattered over the grid. <br/>Each block could have shown more accurately which line/s it was connecting to and from. <br/>The goal of the puzzle could have been clearer, as well as the UI. <br/>Oh and the sound randomly cut out a bit into the puzzle, each time. <br/> <br/>It feels bad that my experience was this, because it looks like you had something really nice going on, but I couldn't manage my way around these relatively small obstacles to be able to experience it.
May 19 04:19:00 22m 00s Minimaloon I felt like the space around the balloon to control it could have been bigger so that it wasn't such precise mouse-work I had to pull off, and the character hitbox could have been more obvious (I mean, I didn't expect the basket that the man was in to not be solid). <br/> <br/>Otherwise this was really nicely pulled off. And yes, yes I did think the potato was real. ;_;
May 19 04:32:00 13m 00s " " This was such a weird thing to find myself enjoying, but I somehow did, even though it was super short and stuff. Your portrayal of information was really, really nice. I liked that you were (seeming to) tell the player to press space by the gap between the quotation marks, and then the way the shapes interacted was both visually interesting, and felt responsive and just spot-on. <br/> <br/>This comment of mine is so dumb, because usually I can't bring myself to write a comment without giving constructive criticism, but because I don't really know what you were going for, I don't know what to criticise. However I had to comment anyway because the feeling of knowing exactly what to do with the information given was as satisfying as figuring out a complicated puzzle, but easier, and thus more rewarding. <br/> <br/>I almost feel like this doesn't deserve the stars, lol, but I can't help my experience being as it was, so you've earned them.
May 19 10:35:00 6h 03m Ai'n Av Diortem Was there anything more to the game after the dark room with the ledges that light up when you shoot stuff near them? Cause I couldn't get past there. You had me wishing for a boss with that prior dialogue, lol. <br/> <br/>I like the graphics, though I thought some things should have been more understandable. For example the gun randomly not having an explosion on impact -- It could have at least had a different impact animation so that it didn't feel like the graphic was simply glitching out and not showing. Also dead enemies could have looked less alive. I didn't realise I had killed those walky guys for a bit. I thought kicking around dead enemies was a plus, but I thought a smaller distance would have made more sense. Also, in the dark room, I feel like the platforms should have stayed alight for a bit more, or for there to have been torches on the wall that you could light, because I thought that part was a bit tedious. I also thought the sparks coming from your shots could have been smaller / subtler. <br/> <br/>I liked the music, but some SFX would really have brought this to life. I would personally regard SFX to be more important to a game than music. Nevertheless, what you did have in regards to audio was pretty good. <br/> <br/>I thought the opening screens didn't stay around long enough for me to read/understand them, so I just pushed buttons randomly until something magical happened. Also, I felt like the horizontal movement didn't match the vertical movement, in that it was unexpectedly slow at first. I mean, I got used to it, but it still felt kind of weird that I was jumping really fast, but moving sideways was really slow (or rather, the horizontal acceleration was low). <br/> <br/>The concept you had about a metroidvania where you start with everything and gradually lose stuff is really interesting. I can imagine some of the types of re-understanding a solution that would come up. It's a shame you didn't realise that concept, because it would have made your game a lot more interesting. That's about all I can think to criticise. Otherwise, you did a pretty decent job. Well done. <br/> <br/>Also, I'm sorry if I'm coming off as arrogant or whatever. I'm criticising with only good intentions in mind. :)
May 19 10:49:00 14m 00s Pure Green Nice. I got the win condition with a few runs of trial and error. I'm glad there were lose conditions such as leaping too much or crawling too much. If I were to critique anything, it would be the time between each move. I'm mot sure if that is a limit of Twine, but yeah, I thought it was a tad annoying that you couldn't crawl, for example, as fast as you could click. <br/> <br/>Troll entry or not, there were actually some nice ideas in this. Good job. =p
May 20 07:01:00 20h 12m *Humorous Title!* I played through enough to see the each of the different levels of each stat in action -- from black and white to psychedelic, 2D to depthy 3D, and static squares to rotating polygons. I couldn't manage to beat the rotating one though. :) This is really good. <br/> <br/>Constructive criticism: <br/>-It's hard to know how far away you are from the wall, and if you are through or not. I think it would be better if you hit the wall or go through if the camera is much closer to the camera. It feels weird that the cursor was me instead of the camera being me. <br/>-With the rotational stage, I think resetting to no rotation each time you die was kind of annoying. I would have made it either keep rotating, or if you really needed to reset the rotation back to nothing, I would have made it rotate in the other direction each time it did that. I think the best thing though, would be if it changed the direction of rotating each time you died, but didn't reset the rotation to 0 in-between. <br/>-Some win/lose animations/screens and audio would have been nice. <br/> <br/>Overall, well done. You did a good job and I had a fun time playing.