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netguy204

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TimestampSince previousGamenetguy204's comment
Apr 29 10:45:00 ShrunkenAdventures Very complete entry. Love the touches like a tutorial and a level-select level. Very nicely executed. My obligatory complaint is that I feel like a teeny tiny pixel should be more floaty and less thunky. Like... the wind should blow me around. :)
Apr 29 10:46:00 1m 00s Minga-Me Darn, doesn't work on a mac.
Apr 29 11:01:00 15m 00s Nerdogochi Simple and humorous. I played it through and will play again. Nice touch with the high score list and the commentary as you play.
Apr 29 11:07:00 6m 00s Abstract Love it. Nice music. I may just leave this running in the background. The incomprehensable scoring really captures the essence of art valuatioin ;)
Apr 29 11:12:00 5m 00s Space Captant Love it. Feels good to bash my spaceship into potatoes every now and then. <br/> <br/>Controls feel good. Music is nice and appropriate. Good fun.
Apr 29 11:18:00 6m 00s Minimala Jones & The Raiders Of The Lost Art Looks neat! Wish my platform (mac or linux) was supported!
Apr 29 11:22:00 4m 00s MinimalFive Yeah! Nice work. Love the different challenges and the general feel of playfulness. You did good work.
Apr 29 18:22:00 7h 00m Invertigo! Nice work. The feel of shooting and popping the enemies is great. Good kinaesthetics. The sound fits. The color transitions work well. The game has a really nice feel with player motion being the only exception. Movement feels sluggish (forces instead of impulses, perhaps?).
Apr 29 18:35:00 13m 00s Potatoroids So, astroids + lunar lander actually works quite well and I enjoyed it. Controls felt good. The game was smooth and felt good to the touch. I think the balance would have been improved by adding a little bit of missile command (lose points when enemies hit the surface.)
Apr 29 18:42:00 7m 00s They Don't Stop Coming Mono on my mac couldn't handle it but it may just be me. Has anyone else had luck with this on a mac?
Apr 29 18:54:00 12m 00s Zmore Love the concept but also found it frustrating... conflicted? I know. <br/> <br/>When I teleported I couldn't tell if I had completed a level or lost somehow. The sense of progressing (or regression...i'm still not sure) wasn't there to pull me along and keep me playing. <br/> <br/>The music that played in response to what I did was brilliant. I look forward to reading your postmortem.
Apr 29 19:03:00 9m 00s Formless Reliquary Overall, Nice work. I found it to be well assembled, clever, and frustrating as heck. But, I blame it on my own lack of spatial memory and not the game.... way to point out my faults! <br/> <br/>Graphically, nice. Sounds are appropriate. Good game play idea (even though I dislike it personally). An accomplishment. Well done.
Apr 29 19:14:00 11m 00s THE POTATO GAME Quite amusing. First I won in 5 steps... and then I played and played trying to beat that stupid monster. You've manipulated my emotions!
Apr 29 19:36:00 22m 00s Plex I loved this game. Seriously. Not just being nice. <br/> <br/>The mood (as established by the 2 color graphics, simple shapes, pretty music, smooth motions, satisfying swishes and clicks) was superb. It makes this game shine. The puzzles were well designed and appropriately challenging. I've saved a bookmark so I can come back and go through all 20. <br/> <br/>Very nicely done.
Apr 29 20:02:00 26m 00s silly squares It felt good to smash through walls. Relieved some of the angst of getting clobbered by a speed block i never saw coming. <br/> <br/>Good level. I kept playing. The voice in my head pulled me through because I wanted to know what would happen next. It gave a narrative to your game... made me form a relationship. <br/> <br/>The gauntlet was maddening but you'd already established the quality of the game so I was willing to push through. That's rare for me (I really value my time) so you did something right. <br/> <br/>Graphics were clean and appropriate to the theme. Music was appropriate as well. <br/> <br/>Good work.
Apr 29 20:10:00 8m 00s MBlok A solid entry. Polished, complete, feels ready for a game aggregator or my iPhone. Very solid achievement for 48 hours.
Apr 29 20:17:00 7m 00s Timit My biggest gripe is that it doesn't tell me how close I was to the time. The only feeling of progression I get is from watching my health but I don't want to do that because a number could appear at any moment. <br/> <br/>A little polish would have gone a long way also. Just a bit of styling and better feedback. It's amazing how addictive simple concepts can be if they are communicated well.
Apr 29 20:25:00 8m 00s Only a Keyboard Wow, great puzzle. <br/> <br/>Incredibly frustrating to get started. I wouldn't have even considered pushing through if I hadn't seen the strong comments and your invitation to ask you questions in chat. Well done.
Apr 29 20:41:00 16m 00s Maze of Argus I think mimicking the NES style was an appropriate interpretation of minimalist and you made a fantastic looking game! <br/> <br/>There wasn't enough here to hold me past a few levels since I didn't see any new mechanics or twists developing but the polish here is very bright. You've done well.
Apr 29 20:42:00 1m 00s Sisyphus looks pretty. Wish I could play but I'm only windows or mac.
Apr 29 20:53:00 11m 00s Lead the Bunny The controls were innovative but frustrating. All of my deaths were due to me not being able to efficiently communicate my intentions to the game not a lack of character ability or lack of cleverness. That's unfortunate. <br/> <br/>Good theming and execution. Nice polish throughout. The signposts were a good way to teach the game concepts. This is well done. <br/> <br/>A polished, complete entry, and an achievement. But, sadly, the controls ruin it for me (though, admirably, the controls support your theme well.)
Apr 29 21:10:00 17m 00s Solitary This is slick. The simple and beautiful layout and typography really make it. I enjoyed it.
Apr 29 21:38:00 28m 00s Pix Solid puzzle game with fun levels! I quite enjoyed my play of this. I stopped at level 14 because the challenge/satisfaction level wasn't ramping fast enough. I think a few more block types adding flavor to your 30 levels could have pulled me through. The yellow block certainly added value once it appeared. <br/> <br/>Your progression (what I saw of it) was very good. You taught concepts and then explored them. I was never left thinking a level had a bug (because it ramped up the difficulty too quickly.) <br/> <br/>Very solid entry.
Apr 29 21:40:00 2m 00s Darkness I would have tried it if you had a mac or linux build.
Apr 29 21:51:00 11m 00s Door You have a good mechanic here. I think you've demonstrated that it could be built into a fun game and you've got the raw material here to achieve that. <br/> <br/>I loved the color mixing but I found the puzzles to be pretty obvious and uninteresting. I think it's the fault of the puzzle design, not the game mechanic. In this case, I found that there was a pretty obvious path through the maze and I just had to keep running and splashing through whatever I happened to encounter.... not a lot of thought required. <br/> <br/>Reducing the number of wash stations would force me to plan my moves better. It would be fine if I got stuck as long as you gave me a way to reset. I saw some areas with so many colored exists that it looked like you were just trying to make it impossible to be stuck. That's kind of you... but not very mentally taxing on me. <br/> <br/>As you flesh out this game, consider playing with patterns in additions to colors... maybe there are red and blue striped doors. Maybe the side of me that gets colored by the puddle depends on the direction I run into it. There are opportunities in your mechanic to gradually introduce a lot more variety in your levels. <br/> <br/>Also, music and sound need attention. The music was dreary and there really wasn't sound. And, it took me a while to realize I had won the game. You could score me on time and display a win screen but I think it would be more interesting to score me on the number of times I washed off. <br/> <br/>Hope this comment is helpful. You did well. I enjoyed your game. You're on the short list of games that I've beat for this compo.
Apr 29 22:44:00 53m 00s Raining Shards Thanks for the mac fix! <br/> <br/>Like the music and the colors. I want me one of those heat-seeking cannons! <br/> <br/>Gameplay is simple. Well done for what it is. I find myself wishing for more emergent behavior. For example, what if there was a powerup that the center cannon rapid fire oneshot things. That'd be cool but I'd have to decide if I was willing to deal with the rain of shards. What if my scoop could grow? What if there were shards I didn't want to catch? What if I had to make sure my cannon was powered by some resource? <br/> <br/>As it is, not much gameplay can emerge beyond what is explicit. That's fine but it's a limitation. <br/> <br/>Good work.
Apr 29 22:53:00 9m 00s OBASS (one-button-automatic-sidescrolling-shooter) This is the most fleshed out attempt on the one button flyer genere I've seen (is that a genre?) Good work. <br/> <br/>But, as no fault of your execution, I think you've shown that there just isn't much gameplay to be found in the one button flyer. The enemies added tension but were also just frustrating because I had no real way to evade them... I could only soak up their damage. The turrets also added tension but they couldn't hit me anyway (and if they could then they would have been insane resource sponges.) The only resource I really have is the shield and even the most expert flying really has no effect on that resource's consumption (though expert flying does GET me more shield.) <br/> <br/>The visuals are quite good. You really executed this well. I'm impressed. Take my comments as "you dug a fantastic mine... unfortunately there's no gold here."
Apr 29 23:17:00 24m 00s Spark This didn't work on mac. Here's the error message: http://pastebin.com/xmrEAfs1 <br/> <br/>I've seen this before. It's an incompatibility between an older version of lwjgl and Java 7 on mac. To fix it just drop in the latest lwjgl native library and you should be good to go.
Apr 29 23:22:00 5m 00s Shaving Quest: The Razor's Edge You made something indeed! Way to post it in spite of what you think of it. <br/> <br/>You know what would totally rock? If you wrote up a killer postmortem for this and described what you think went really well and what didn't go well. What were you shooting to achieve and what prevented you from doing it? The exercise would help you do better next time and would help your peers as well. <br/> <br/>A failure, properly responded to, is a fantastic opportunity. Go for it!
Apr 29 23:32:00 10m 00s Stargazers This is very nicely polished. You guys did a really good job making this a shiny product. Well done. That's no small feat. <br/> <br/>The mechanic was unique and fresh but aged poorly. It needed to be spiced as the levels progressed. The difficulty ramp was good with the increasingly challenging patterns... but the interest ramp was flat since nothing about how I would accomplish the patterns changed. <br/> <br/>So, what if some stars moved left and right or up and down. If I incorporate them into my drawing then I win once they achieve proper alignment. This forces me to think about more than just points as I draw. <br/> <br/>What if I had the ability to create 1 star. Now I have to imagine the picture but with a missing point that I can insert myself. Potentially a big difficulty spike. <br/> <br/>The music loop was too short--I think--at least, I was annoyed with the music within a few levels. <br/> <br/>The graphical style and cohesion was fantastic. Your presentation on all levels was top notch. Well done.
Apr 30 00:07:00 35m 00s SquareRoot Very terrain modified motion mechanic. It turns what doesn't look like a puzzle into something that feels fun, tricky, and kind of like a puzzle. You should build on this! <br/> <br/>I laughed when I hit the red terrain. You taught me instantly how it worked by the way you designed that puzzle and my approach and you did it without frustrating me. Well done. <br/> <br/>The music was good. The graphics need polish (I think a more careful color scheme and more consistent dimensioning of objects would do the trick.) <br/> <br/>I'd love to see the interplay of terrains in this game. Also, would love to see objects that push but don't kill. Those could combine into some interesting scenarios. Objects that I can push that also interact with the terrain would be very interesting. <br/> <br/>Well done. This is cool now and on its way to something quite cool.
Apr 30 00:19:00 12m 00s Life & Minimalism This is good. I'm shifting my perspective as I rate this game. With the hat I normally wear while rating games, I'd say something like "Appropriate art, nice music, but it was frustrating to go pixel hunting and there's no reason to play it again." <br/> <br/>But, lets put on a different hat for this game. This game is an experience. It's a message. It is a point. Why should it have replayability? Once the point is made, its made. Why was I frustrated by hunting pixels? Because I hadn't seen the point yet. The game gave me time and let me find it on my own. <br/> <br/>You folks have just made a game that excels at communication. That's important and rare. We/I tend to value games for more vague feelings of experience or excitement. Yours told me something worth hearing and was clear, concise, and well executed. Good job.
Apr 30 00:49:00 30m 00s You Are, A Shadow So... I thought that, being a shadow, I was supposed to provide my services to the things on the screen that were missing shadows (like the cat.) Then I encountered decisions where both objects had a shadow so I just picked the one that looked the friendliest. If both were missing a shadow, I chose the cat. Consistency must be worth something. Turns out that makes me 100% nice and nothing else. <br/> <br/>Now that I know what's going on, this kind of reminds me of the conversation with the gypsy that you have at the beginning of most of the Ultima games. But, this is way more abstract. Should I give a shadow to a beer or a cat? Hm. I don't think either care much. <br/> <br/>I think what we have here is a case of dissonance. The mechanic (moving a shadow) and the game itself (making a value judgement between two abstract concepts) are incongruous. They don't make sense together and, i think, that's why the game itself doesn't make sense in its current form. <br/> <br/>That said: I thought the media elements and presentation (minus the dissonance) was well done. The graphics fit together well. The fades and menus and non-square shape of the window all gave it a sense of polish and thought. The shadow control felt sluggish (but that's not very important.) <br/> <br/>I'm of the opinion that a game should create an experience or communicate a message. I think you were going for the latter and I think the message is the message that a mirror tells you. That's a profound and worthy goal and I don't think this hits it yet.
Apr 30 01:03:00 14m 00s MOTHBOTS Holy cow. This is like the essence of survival horror condensed into a one screen fragoff. I love it. A slightly better musical choice could make this insanely atmospheric and creepy. <br/> <br/>This is a very good idea. I'm a fan. <br/> <br/>Minimalist? Hm. Well, you really distilled this to its essence and got rid of the fluff. I'd say that's minimalist!
Apr 30 01:10:00 7m 00s Be Still Nice. Clever. Makes me want to stop and think.
Apr 30 11:12:00 10h 02m Squeeps This is good game design. The interplay between your mechanics shows it. You have a difficulty ramp (I'm growing slower and there are more beasts as I consume potatoes), a short term goal (lay an egg), and a longer term goal (live forever through my offspring?) And, via the death of the parent, you have something of a level progression since I get to be small and fast again in this more-hostile world. <br/> <br/>Your outer loop (survive forever) could use some more interest sprinkled in as time goes on. For example, at each new generation or so, the squeeps evolve (and so do the beasts.) After I've laid my egg, there's no reason go continue with that generation since I can't lay another. You could let me lay more eggs to get a higher stat next generation or you could just force kill me after I've laid my egg. The "don't eat potatoes too fast" mechanic didn't really add any value or interest. I'd remove it. <br/> <br/>Your graphics and sounds are appropriate and cohesive. Your controls feel good. <br/> <br/>Good, simple, fun, solid entry. Well done.
May 1 02:01:00 14h 49m BASHLAND - Breakout Mario Mashup This is a beautiful game... it's been said already by many reviewers but that is my strongest impression. The visual impact and curb appeal of this game is fantastic. Your use of the visual aspect of the theme is really top notch. The paint stroke edges and splotchy background really fit. You are a master of polish. <br/> <br/>The level design made me laugh on several occasions. The colors totally fit together... in all, very pretty. <br/> <br/>But, there wasn't much emergent fun to the gameplay (though, I definitely did go back and try to bash as much as I could... and ended up stranding myself. There's emergence through environment manipulation!) I think some additional elements from breakout and mario could have really enhanced the spice of the leve progression. <br/> <br/>For example: A powerup that gives multiple balls (amplifying my destructive power but ultimately forcing me to choose which one to save.) Variation from the terrain would be interesting (super bouncy blocks... low bounce blocks...) There's really no difficulty progression in the game itself, though the meta-game (bashing blocks) provides no end of self imposed difficulty. It's a good game I think you've found a good place where you are and you may find that the additional weight of would direct in-game variety would ultimately distract from the meta-game. <br/> <br/>Well done. I enjoyed this. Also, I greatly appreciate your support of the community. I almost certainly wouldn't be here if it wasn't for your encouragement. Rock on.
May 1 02:19:00 18m 00s Neo-Minimalism Mac users: The windows version linked in the comments works great on Mac under Wine. This rating is based on using that. <br/> <br/>Worked flawlessly! Loved the graphics and your polygon painting style. The explosion when I crashed my ship into an asteroid was simultaneously beautiful and maddening. <br/> <br/>Good, responsive control and I enjoyed the arcade feel and being constrained to the XZ plane. Nice done. <br/> <br/>I wished that impacts with my ship felt... chunkier... or something. It was hard to tell when I was hit and I was surprised to look up and wonder where all my health had gone. It'd be nice if my shots felt chunkier too. <br/> <br/>Very nice work. Is Omicron your engine? I took a quick scan through the code and was impressed with the cleanliness.
May 1 02:31:00 12m 00s One Bullet Nice work. The graphics were good. The sound effects were nice and the music was nice for a while (but its repetitiveness was ultimately the reason I stopped playing.) <br/> <br/>Great concept. Very original and innovative. I constantly was making interesting tactical decisions to deal with either the eminent threat or try to position myself more generally for the typical threat. That's a pretty neat bit of thinking that emerged from such a simple mechanic. <br/> <br/>Well done. Good use of the theme and nice polish.
May 1 02:44:00 13m 00s S Love the art style and some of the music. Gameplay ended up being a pixel hunt for me (probably because I was missing some critical piece of understanding of what my purpose was.) <br/> <br/>This is nicely polished and well done. Silky smooth at full screen. It's cool to see people using browser tech at its best. Good job.
May 1 02:52:00 8m 00s Dwalk This was a really interesting and innovative idea. When I read the instructions my first thought was "this will never work"... but then it did. It was actually not that hard to move both characters at once. It was really hard to remember which character responded to which shift key because I was constantly flipping their order. <br/> <br/>The enemies are really predictable and not very interesting. I actually think the game would be better if it were turn based instead of realtime. <br/> <br/>Very clever idea. I may borrow mechanic at some point and try to flesh it out a bit.
May 1 23:57:00 21h 05m Tower of Pixel I thought that this was a beautifully polished game and a clever use of the theme. I didn't catch the building bug though so the mechanic became tedious for me pretty quickly.
May 3 01:24:00 25h 27m Funtendoid W.E.T. Cute. I was entertained. But, game locked up after the 3rd warning and I had to restart (and wait through the intro again.)
May 3 01:33:00 9m 00s QbQbQb This is incredible and beautiful. I left it playing in the background once the speed had gone beyond what I could handle and kept enjoying it. Very very well done. Wow.
May 4 14:09:00 36h 36m The Road Loved it and kept playing and playing. 15 is my best so far. <br/> <br/>Lots of great little details in the minimalist graphics that make this work. And the cause-of-death adds a feeling of connection to my abstract character. Fantastic.
May 7 11:39:00 69h 30m A Game of Numbers What a great idea to build puzzles on! And what expert puzzle design! I thought the tutorial puzzles were very well done and that the difficulty ramped appropriately. Nice work