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mildmojo

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TimestampSince previousGamemildmojo's comment
Apr 30 05:56:00 Where therefore we go Fabulous use of multiple windows and simultaneous control. I love the way the "family" builds and retires. It's not a game you can attack and cruise through on your way to playing all 2300+ LD games; it's really rewarding to finish. <br/> <br/>Lovely art, music, style, design. The exploration part in the middle reminded me of the middle of Frog Fractions. <br/> <br/>Great work, here.
Apr 30 06:00:00 4m 00s Prototype I really respect some of the design decisions you made here. In particular, making the player the same speed as the blue block, but starting slightly behind, making it impossible to catch up. Great foreshadowing of stompy death, too, teaching the player what's next. <br/> <br/>I do wish there was more! =)
Apr 30 06:06:00 6m 00s Fauna Fight! This plays really well with two players. The ducks' animations are perfect, the body slams are satisfying. More characters or character names would've been great, but I know how short the time gets. =) <br/> <br/>You might want to edit your entry here to list the controls; I don't remember if the game shows them to players.
Apr 30 06:36:00 30m 00s Checker Checkers was the first game I tried to write in C. I remember the rules being a thorny mess to code. <br/> <br/>I laughed out loud when I made my first move. Heh, I need to go find a chessboard, a lazy susan, and a double set of black checkers to do this in real life. <br/> <br/>I don't think it would stand up to tournament play, though.
Apr 30 20:32:00 13h 56m Composition with Yellow, Red, and Blue Good to see another CraftyJS entry. =) <br/> <br/>Great use of simple animation to make the game feel alive during setup and level changes. I like the physics a lot. They're a bit floaty but it makes the control feel good. <br/> <br/>I'm guessing you skipped sound, which is understandable but unfortunate. It'd be great to hear some blips when the square bumps into walls, even if they're just sfxr-generated.
Apr 30 20:46:00 14m 00s Double Hydra Cool mechanic, like a minimal medieval Ikaruga. The circle-based vector art is lovely; kudos on the style. <br/> <br/>At some point I got down to about four stacks of gold clumped at the bottom of the screen, and at that point it wasn't too difficult to defend them and disregard all the activity at the top of the screen. It feels like maybe you're limiting the total number of enemies on the screen? <br/> <br/>The dragon's tail initially made it hard to tell where my hitbox was and where I'd be spitting fireballs. It might be helpful if the tail was shorter or transparent.
May 2 02:20:00 29h 34m TOOM Beautiful art &amp; music. I like that you added so many clickable things, but I sort of attacked it with the click-everything-with-everything strategy @VDOgamez mentioned. <br/> <br/>The ending didn't really fit the tone of the rest of the game.
May 3 16:12:00 37h 52m Disk Congrats on finishing! Runs great in FF 20 on my i5 laptop, but it's a recent machine. <br/> <br/>Not bad. The animation is fluid and I liked the snaking enemies. The scrolling background added a good sense of movement. <br/> <br/>I never felt the need to use bullet absorption. For one, I typically killed enemies before they fired a shot. If I chose to farm them by letting them fill the screen, I could grow pretty large (albeit slowly), but that didn't seem to give me any benefits. It would be great if there was a solid incentive to absorption, like a higher-power burst attack.
May 3 16:30:00 18m 00s Stargazers Very polished. The art is fabulous. I particularly like how the stargazer waves her hand at the stars as you draw constellations. The moon waxing and waning makes a really inventive timer, too. I appreciated the game references and the art gallery. That seems like a really advanced feature to have in an LD entry. <br/> <br/>Replicating those constellations, especially the ones with crossovers, was difficult! I think it took me four or five tries to complete the origami killer. <br/> <br/>Playing with a touchpad, I really wanted to be able to just drag between stars and have them connect the dots as the cursor went over them. That would be nice to add. <br/> <br/>I think the game would play beautifully on a touch-enabled device. It could be interesting as a two-player tablet game, where players sit on opposite sides and draw constellations competitively or make designs that merge together in the middle. <br/> <br/>I think the music could've been softer or perhaps sparser to fit the mood of the game.
May 3 17:13:00 43m 00s 50 years It took me three tries to beat it in easy mode. =) <br/> <br/>Year 33 I got hit with 3 swordsmen, 3 archers, 1 knight, 1 ballista, 5 (!!!) champions, and 1 mage. I fought back with 15 swordsmen and sent the whole village of 27 peasants to back them up. I lost 13 swordsmen and lived to tell about it. That was the second game that I hit a wall around level 32-33. <br/> <br/>There's something really charming about Lemonade Stand style games that are all about min/maxing a simple simulation. I do wish the role of each building was clearer; I never figured out what Town Halls did, and I was never prompted to build more of them. As such, it would've been nice if I lost those to raiders before I lost by blessed chicken farms. =P <br/> <br/>I think the game could've used a touch more polish. It would've been nice if it allowed me to back up and make a different choice when I did something invalid (like trying to buy 18 peasants when I only had 400 gold). Likewise, most games I've played like this give you sane defaults at each prompt so you can just hit Enter to get through them; using Esc was a touch awkward. I would've liked descriptions of the special game modes, too. I tried mad peasants, which seemed to make all attacks be 100% peasants. That was cute.
May 3 17:29:00 16m 00s Enneadeca Wow, really hard. I wanted the controls to be QWE/ZXC so it would feel more like a box with corners. =/ <br/> <br/>You've got a bug in your keyboard handler: you need to call event.preventDefault() and event.stopPropagation() inside your keydown/keypress callback to keep those events from bubbling up to the browser. The first time I tried to move, the keypress popped open my browser's typeahead find feature which soaked up all further keypresses and took focus away from the game. <br/> <br/>Excellent concept. You could probably scale the difficulty by varying the number and speed of the enemies. The hardest part of these puzzles on paper is not retracing your steps, so the permapower was a nice addition.
May 3 17:49:00 20m 00s Mini Epic Adventure I played in Mint, too. It would be better if the game started in window mode since you don't use any conventional keys to exit. I had to drop to console mode and kill the process the first time I tried it (and before I read the manual). <br/> <br/>I wish I had the patience to see everything you put in. I love the concept of a lo-fi presentation with a huge manual to explain it, but I didn't have much fun past the first couple of times I looked up a message. <br/> <br/>I couldn't figure out what I was seeing in the initial room, I just sort of hit arrow keys and looked up messages until I found a way out. The dining room made a lot more sense. I never did find the castle; I think I was eaten by a wolf. <br/> <br/>It would be great if the manual showed a few screen shots with labels/explanations written on top of the pixels. Or, if you could live with the compromise, it would be great if the pixels were labeled in-game until you defeated your first enemy. Or maybe all pixels could be labeled, with a "hardcore" mode to turn the labels off.
May 3 18:00:00 11m 00s Untitled Part IIIa In Mint, the pygame package was called "python-pygame". <br/> <br/>It plays pretty well, but it's really hard. Tower defense usually gives you a little breathing room to build your defenses between rounds. Now I know why. =) Moving and replicating the base feels a little unfair, especially when it goes to all 4 sides of the screen and the enemies completely neglect your previously-fortified bases in favor of the new positions. <br/> <br/>Have you looked at PyInstaller (http://www.pyinstaller.org/) or cx_Freeze (http://cx-freeze.sourceforge.net/) for packaging the game cross-platform? I haven't used either, but I know I've played packaged pygame games before.
May 3 18:03:00 3m 00s Newborn You should totally click the Linux button and make a build. The page just showed up black &amp; blank for me, not even the little reminder to go download the Unity plugin (which isn't available for Linux anyway).
May 3 18:44:00 41m 00s Potato Dungeon Fantastic game. <br/> <br/>I was a little frustrated by a game-breaking bug in your input system. You're not calling preventDefault() or stopPropagation() (or both) on the event object in your keydown/keypress handler, so pressing a key to move bubbles up to my browser (FF 20) and pops open my typeahead find feature, taking focus away from the game and consuming all further input. I make HTML5 games myself, so I'm super-sensitive to it. =) I had to switch to my backup browser to play. <br/> <br/>Very polished. Love the character art and simple level design. You packed a lot of content into such a short development cycle. I noticed you pretty much had to attack the pigs from the left since their swords reset to the right after a hit. <br/> <br/>Bringing in the horse with a sword and providing a riding option was awesome. <br/> <br/>It's a lot harder to play with a trackpad since the game rewards you for swinging your sword back and forth. It would probably work well with a twin-stick controller.
May 6 19:47:00 73h 03m One fine morning our machines are gonna cut us down Nicely done! Very *complete*. It reminds me of Pax Britannica, actually, the one-button real-time space fleet battle game. Roughly the same difficulty level, I think. <br/> <br/>Worked fine in Firefox desktop and mobile. <br/> <br/>It would be helpful if there was some UI sugar to tell the player where their ships were going and to highlight idle ships (or maybe an idle ship sound effect?). The way it is now, I was clicking planets and enemy ships repeatedly just to make sure nobody stayed idle.
May 6 21:02:00 1h 15m Tic Toc Tac Toe Using the grid lines as timers is brilliant. Excellent micro/macro mechanic with lickable presentation. I do wish the opponent was a little smarter or the game sped up sooner, but I love it as-is.
May 6 21:07:00 5m 00s Pure Green Hah! Interesting use of Twine. I beat it on the first go 'round, but replayed it to push its limits. It's definitely the kind of game that would benefit from lots of hidden tricks or combos to add depth within the frame you've built. Maybe some branching by hopping down a hole or climbing a vine. =)
May 6 21:13:00 6m 00s Lookin for Love <3 The collision detection seemed off to me. I died a lot when I didn't feel like I was anywhere near a potato. The game is way too tall, too; I couldn't fit the whole thing on my 1600x900 screen, and that's taller than most sub-14" laptop screens (especially macs). It would be great if it scaled to fit the screen height. <br/> <br/>I think the mechanic is solid and the gameplay was nice 'n' twitchy. Just needed a little more playtesting on a few different PCs.
May 7 07:46:00 10h 33m Better Triangle Really clever and very complete! I love that to win, you have to become your enemy. It took a while to reliably collect parts without surrendering them back to the boss, but I got through it eventually. Nice work!
May 7 08:06:00 20m 00s Funky Lincoln Saves the Day I love offbeat typing games. Never realized how hard it is to type the word JUMP. That index finger has to hit 3 keys! <br/> <br/>I feel like I just barely beat the game. The JUMPSLIDE was really satisfying. You did a great job at teaching new mechanics and then leveraging them in complex and difficult patterns.
May 7 08:24:00 18m 00s Consumerism Your Linux link is broken; looks like a copy/paste error. You can fix it by editing your entry. <br/> <br/>I read through your help system, but I didn't really understand the relationship between work and income. Having a work schedule that was every other day made it hard to travel between work and shopping to maximize both. I didn't do very well; I couldn't make enough to keep up with my spending habits. =) <br/> <br/>You put a lot into the game in a short amount of development time, which was nice.
May 7 08:33:00 9m 00s Saishou Sentou Congrats on your first finish! Love the aesthetic here. It took some experimentation to figure out that I had to stop to pick up the items and that I could "hide" from the bad guys just by touching the green symbols, not completely moving behind them. <br/> <br/>It crashed at the end, but it looks like you're aware of that. It would be great to see more levels!
May 8 04:23:00 19h 50m Terminally ill Unity? Could you please push the button that makes a build for Linux? Thank you!
May 8 05:02:00 39m 00s Unst Wow, nicely done! Those are some fiendish puzzles. Reminds me of the Klotski/SameGame style of puzzles. That last level took some clever movement to solve. I felt like I was thinking sideways and relying on intuition. <br/> <br/>Found through the 10s video.
May 8 05:06:00 4m 00s Libelle The Linux package seems to contain the Windows version. =(
May 8 05:35:00 29m 00s Floating Point Novel use of local storage and the two tabs/windows. I hadn't seen that trick before. I wish there was more! It was cool to bring stuff across the gap to see how it would behave in the other world.
May 8 05:57:00 22m 00s Get The Potato It took a long time to figure out how to get past the potato behind glass. Then I remembered I had a mouse. <br/> <br/>I never did get past the potato behind glass under the two panes of purple glass. <br/> <br/>Nice work on the audio and the premise.
May 8 06:29:00 32m 00s QbQbQb Nice work! I hadn't seen CanvasQuery before, looks like a nice little framework for getting canvas apps up and running. <br/> <br/>Fluid animations, pretty butterflies and meteors, good stacking gameplay. I wish the rotation was tied to keydown rather than keypress, though. It felt weird when I held down an arrow key and the planet moved one notch, paused for my key repeat delay, then continued rotating.
May 8 06:36:00 7m 00s CHAMELEON RUN Unity? Can has Linux build? Thanks!
May 8 06:37:00 1m 00s Bayou Unity? Got a Linux build?
May 8 06:40:00 3m 00s Fragments of Him This looks really nice. Do you have a Linux build?
May 8 06:54:00 14m 00s DeaN Beautiful art and animation. Gameplay's pretty simple, but that's okay. <br/> <br/>I watched the video of your story mode, but it didn't match my gameplay. In both game and story mode, obstacles just stopped showing up after a little while and I could walk forever. FF 20, Linux.
May 8 06:55:00 1m 00s Mind the Gap This looks great. Unity? Do you have a Linux build?
May 8 21:40:00 14h 45m 134 bytes I'm with alts. This and Floating Point have given me tricks to file away in the vault for future work. <br/> <br/>I would've liked to see just a touch more depth here, to validate the delivery concept.
May 8 23:02:00 1h 22m (Follow the) Line I started using the left and right arrows, then realized you could use all 4 arrows, then realized it didn't matter what key you were pressing. Heh. Should've read the instructions. <br/> <br/>Very nice art style and color palette. I had a helluva time beating "Almost there" in challenge mode. =) I like the way you can see the level being drawn ahead of you in infinite mode. The whole game reminds me a little of Sophie Houlden's Swift*Stitch. <br/> <br/>I think some low audio tones would be great when you're navigating each level.
May 8 23:28:00 26m 00s Dock Zone Nice work. The first time I played, the second level kept repeating. I think there's a bug where if you press the space bar on the "level cleared" screen before the boat reaches the middle of the screen, it'll repeat the last level. <br/> <br/>Excellent time pressure with the sinking platforms. One or two of the levels had me just about treading water to get to the boat in time. I liked the level that was all planks; that was a cool switchup. I liked that the game and its instruction sheet fit into my browser window, too. <br/> <br/>I had a really hard time reliably picking up the planks. I'm not sure how it was implemented but it felt like you had to be moving, then press space, then collide with a small part of the plank. If you did any of those things out of order (already standing near the plank, space before moving, etc.), she didn't pick it up. In addition, if two planks' ends were close to each other, I couldn't pick either of them up. I had to make sure I left one plank out of the way of another I wanted to move. <br/> <br/>The pyramid sound effect was a touch loud and jarring compared to the relaxing footsteps and seashore sounds.
May 8 23:29:00 1m 00s Space, Space, Space! Unity? Could you put up a Linux build for those of us who can't run the webplayer?
May 8 23:39:00 10m 00s Brutaliz'Art LD26 Love the use of other games' screen shots. And the sound effect for the Strip Potato was priceless.
May 10 15:26:00 39h 47m OggOrbis Cool mechanic. Quite a lot of ways those balls could bounce depending on slight variations in starting position. I'm glad you introduced a lot of different wall behaviors to keep things interesting. <br/> <br/>You had a pretty dense credits screen with an autoadvance timeout; I would've liked it to wait for a click so I had time to read everything. It also seemed like the framerate could've been improved (downloaded for Linux). The game got much smoother when there were maybe 4 or 5 balls remaining, and I've got a modern system.
May 10 17:52:00 2h 26m PRISMA Nice job. Minimal, clean, performs well. I like that you included music that synchronizes when you have the right cubes lit. <br/> <br/>I never quite figured out what I should be doing next on the multicolored levels. There was a progression of colors, but I felt like I was trying things at random to get them to complete. It would be good to explain that the lollipops (or joysticks, or PS Move controllers) give you *control* over which color you activate using the up/down arrows. I found it by accident after trying to light 4 red cubes simultaneously. <br/> <br/>Some notes on the standalone version: <br/> <br/>- Ship it in a zip file, not a RAR, please. Most operating systems can natively open zips but not RAR files. <br/>- You only need to distribute the files in an individual build directory. Everything you need to run in Linux, say, is in your Builds/DALD26_LINUX directory. You could just zip that up and distribute it as the Linux build, and it would take a third of the time to download. <br/>- Add a way to quit the game instead other than closing the window. The escape key's a good bet.
May 10 18:56:00 1h 04m Duds I wish there was more, even if it just restarted the map with an extra NPC. =) The gameplay was solid, though the enemy was no match for the player. I never had to change command modes. <br/> <br/>I'm not sure what the resources did. I collected them all on the first game and not at all on the second. It also felt like the path faded too quickly, but I guess I could have drawn it more slowly. =)
May 10 19:18:00 22m 00s Phlux Nice work! The speed controls were an excellent idea, I spent a lot of time in 4th gear waiting for my small flow advantage to pay off. I love the way the circles spin up as they accumulate energy. <br/> <br/>There's no limit to the effects you could add, really.
May 10 22:15:00 2h 57m Gods Will Be Watching You guys must've borrowed the random number generator from FTL. It took me 5-10 tries to beat the game; I'm pretty sure some games were unwinnable when you get a terrible streak on your therapy/hunting/predators/medusa rolls. When I finally did get through it, everyone survived. =) Moderation in all things. We spent the last night huddled around the campfire, ammo and meds to spare, telling stories and enjoying a plentiful meal. <br/> <br/>This was fabulous, end-to-end. Things I loved: <br/>- Moons shifting as time progressed. So subtle. <br/>- Links between characters: the engineer and the psychiatrist, the soldier and the dog <br/>- Using the act of talking to characters both for exposition AND meaningful gameplay <br/>- Scaling action points with the number of active characters <br/>- Multiple paths for everything important, each with a tradeoff: repairing the radio, restoring sanity, hunting food <br/>- Authentic animations linked to character state <br/> <br/>There were a few UI quirks that felt awkward. Sometimes I'd try to click a character but the click would dismiss the message box instead. The text could use some proofreading, too, but I gather English might not be your first language.
May 11 06:20:00 8h 05m The Parasite Excellent controls, very much like Super Meat Boy. Much harder than SMB, though, with the hunger/stamina mechanic. I tried a bunch of times but could only get halfway through. Watching the playthrough, there are some good strategies for getting through some of those levels quicker. <br/> <br/>Very complete; I don't know how you did that in a day. =)
May 11 06:33:00 13m 00s Stalker Reminds me of the old Mac adventures like Osmo's Cosmic Adventure. Very nice overall, though I wish you'd picked a non-system font for the text.
May 11 23:07:00 16h 34m Run or Splash Nice work! I didn't realize that the timer was resetting on every level at first, so I was rushing through. Then I realized it was more about walking over as many tiles as possible before exiting. <br/> <br/>The potato-eating shark with the McDonald's logo on its dorsal fin was great. <br/> <br/>It would be cool to see other kinds of obstacles or challenges, or maybe emphasize tile completion by rewarding (or requiring) a certain number of tiles before the exit opens up.
May 11 23:38:00 31m 00s ::.::::::. You've got a bug in your input system; your key handler needs to call the keydown event's stopPropagation() and preventDefault() methods to keep keys from bubbling up and triggering browser commands. I've got my browser set up to use letters to start its typeahead find feature, which takes focus away from the game and consumes all further keystrokes, so I couldn't strafe. <br/> <br/>Really nice game. Great minimalist take on raycasting. I liked the way the rendering got jittery and ghosty as you took damage, though I got a bit of a headache trying to focus on it. Excellent idea to tint the whole page background when shooting, killing, or taking damage.
May 12 00:01:00 23m 00s Dream Fishing Delicious game. Excellent concept. The instrumental tones for walking and splashing were inspired. It took me a bit to get the hang of casting, pulling, and reeling, and I consistently cast my line too close, but I got pretty good at retrieving fish by the end. The fish looked great in motion. <br/> <br/>I played the standalone version for Linux. I use an inverted Y axis in 3D games, so this was a little tough for me to navigate. Luckily, there was no time pressure (unless there's something special for catching two fish at the same time). The text also rendered off the left side of the screen, like it was sized for a higher resolution. It wasn't cropped much and because it appeared slowly I didn't have any trouble reading it.
May 12 00:57:00 56m 00s The Ethereal Stage Wonderful piece of kinetic fiction. There were a few spots where the next step wasn't evident, but thankfully there wasn't any penalty for doing the wrong thing. The journal filled out nicely with bits of story, and the lost soul was enigmatic enough to keep me wondering. Quite a lot of content for a compo entry! <br/> <br/>I peeked at the source and it's pretty brute-force. Way to optimize for programmer throughput! =)
May 12 17:33:00 16h 36m XYZ I'm glad someone took this idea and ran with it. I tried (unsuccessfully) to convince someone at our meetup to try it out. <br/> <br/>I played the Linux build. Your default resolution was huge, wouldn't fit on my 1600x900 screen. Since Unity's Linux build doesn't yet have a resolution picker, I had to futz with command-line options to get it down to a reasonable size. A good default might be 800x600. <br/> <br/>When I played, the graphics were completely greyscale, unlike your screenshots. Not sure why. <br/> <br/>I wanted to have a perspective view of each model and more freedom of rotation so I could get a sense of what the object looked like in 3D so I could plan a proper orientation to fit the outline. As it was, I could recognize when the shape needed to be flipped 180 degrees around an axis (mirroring), but otherwise I kind of had to punch keys until something worked.
May 12 17:35:00 2m 00s 28 Pixels Since it's Unity, could you post a standalone Linux build? There's no webplayer for Linux. =(
May 12 20:52:00 3h 17m Orbicular I made it down to 26 after 3 games. The one-hit restart was enough to keep me playing it to completion, but I don't think it's an invalid design choice. I liked that you essentially reset the game in place, putting the player back into action immediately. <br/> <br/>Nice use of plain shapes, color, and lovely music. Very nice overall.
May 12 21:09:00 17m 00s dotLife I played the Linux version. Good controls, nice flower art, felt a bit like the PC/XBLIG shooter Compromised with the exploration and flocking enemies. The sound effects and pixelation to represent damage worked well. At some point I guess I explored everything and ran out of things to do. <br/> <br/>Just two things: it'd be great to have a key to quit (like Esc), and please use a more standard archive format like zip instead of RAR.
May 12 21:15:00 6m 00s The Minimalism Quest Nice art, good interaction variety. I like how after a few more complicated stages you just blow the car up. Boom. Simple. =) Kudos on the sound, too. <br/> <br/>With a touchpad I couldn't get beyond "meh". A mouse let me get up to "fairly simple".
May 12 21:17:00 2m 00s The dark maze Looks like you can download the file without signing up for anything by clicking the filename on the share page. But still, it's worth using another file host.
May 12 21:30:00 13m 00s Mini Pirates! Nifty. It took me a bit to figure out the abbreviations (e.g. Crew versus CannonBalls), but I got the hang of it. Finished with 61 treasure. Nice simple gameplay. Impressive that you got it all done in 4 hours. It usually takes me that long to get good text handling figured out. =) <br/> <br/>Good representation of ship power using the number of masts. <br/> <br/>The music got repetitive pretty quickly. Sounds like you used iNudge, maybe? I love the tool, and it lets you use multiple patterns pretty easily. But that would've taken more time.
May 12 21:44:00 14m 00s Dieter Rams Memory The art was nicely done, wish the sound effects reflected the device they were coming from! I'm familiar with the gameplay, so I didn't play very long.
May 13 00:42:00 2h 58m The Last Soul Seemed like a charming platformer with nice music, but it locked up on me twice, each within about a minute of the start of the game. Had to kill -9 the love process.
May 13 00:59:00 17m 00s F*** This Job This worked out really well! I like that there's a fair amount of jump height variability and some of the puzzles boil down to adjusting your timing by using different jump heights. Good variety of enemies, nicely-designed levels, and an awesome replay feature a la Super Meat Boy. <br/> <br/>I'd like to see the replay screen use a delay or a different color scheme to identify itself. I found myself reacting to the replay as if it were the actual game, which meant I skipped replays I wanted to see. The sound lagged behind the action just a bit, too, but that was a minor distraction. <br/> <br/>Nice work!
May 13 01:11:00 12m 00s Title: Subtitle This looks really cool, but I'm on Linux. =(
May 13 01:15:00 4m 00s Insert Name Here Nice work. Clever, semi-challenging, great sense of humor. <br/> <br/>Since it feels like it would be quick to add more elements, I would've liked to see just a few more levels or challenges.
May 13 02:17:00 1h 02m Unfurl I really like the scroll unfurling mechanic. The ambient windchime-like music and the sound of paper unrolling is really relaxing. <br/> <br/>I agree with others that once you've figured the scrolls out, it can be easy to brute-force the later levels without really using the pre-printed symbols. I played until level 32 when the game froze. No long repsonded to input, but the music kept playing. Was there an ending?
May 17 06:04:00 99h 47m Arena Nicely realized! Very polished art style and animation. I had a hard time mastering the isometric orientation mapped to the arrow keys, but that might come with more play time. <br/> <br/>In your input handler javascript, you need to call .stopPropagation() and .preventDefault() on key events that you're handling to keep them from bubbling up to the browser and triggering other functions. WASD were triggering my typeahead find, which takes away focus and eats all further keystrokes.
May 17 06:09:00 5m 00s Block Disco It took me a few tries before I figured out I could walljump. I never quite mastered the exploding blocks. Looks like a solid climber. I only got to about 28m. =)
May 17 06:14:00 5m 00s HELPME_ Cool mechanic! Tough with a touchpad, but that's true of most keyboard+mouse games. The lo-fi graphics felt just right, and the indirect controls felt pretty good. Miniature baseball collection was genius.
May 17 07:19:00 1h 05m Four Scepters Great work. Very difficult, very replayable. I like the character classes and their cooperation a lot, though I wish the thief's ability was more than one-use. <br/> <br/>It feels like there's very little left to chance, which makes it more of a puzzle game. I did find myself in one situation where a portcullis shut behind me and I was stuck in just two rooms with no items or monsters or a way out (may have needed a key).
May 17 07:23:00 4m 00s OktumBoktum - A minimal adventure of a boy and his crazy pet I got to 923 by changing their colors simultaneously. My brain couldn't handle left/right mapping to big/small characters. =) <br/> <br/>The game animates nicely, and the difficulty ramps up at a good pace.
May 17 07:27:00 4m 00s For Victory! Cute idea, but it would feel better if each "win" had a little more ceremony to it instead of just feeling like an ever-increasing score.
May 17 07:33:00 6m 00s Mag Nice animation, great palette. <br/> <br/>I played the web version, but the input handler has a bug where it doesn't prevent keys from bubbling up to the browser and triggering built-in features. On the key event objects, the javascript needs to call .stopPropagation() and .preventDefault(). In my case, pressing 'a' popped open my typeahead find, taking focus away from the game and eating all further keystrokes.
May 20 17:35:00 82h 02m LOOP Nicely done. I didn't find the hidden ending, but I liked the progression of time a lot. The snow, in particular, was an unexpected surprise. The fire effects looked great within your aesthetic, too. And the music &amp; sound sounded perfect. <br/> <br/>The details, like lighting on gravestones and vocalizing, were really nice touches.
May 21 21:01:00 27h 26m 0 Lovely style, animation, and sound. Wicked puzzles. I got everything but the final right-half-circle puzzle. I can see the symmetry, but I can't make it work.