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| Timestamp | Since previous | Game | nintendoeats's comment |
|---|---|---|---|
| Apr 29 03:12:00 | The epicly short adventure | Like I said in the IRC, solid exploration of design theory and a fun game to play. | |
| Apr 29 03:15:00 | 3m 00s | Centroid | A neat idea, but it feels very...stationary. I think this mechanic would fit well as part of a larger game. |
| Apr 29 03:20:00 | 5m 00s | Midnight Inertia | I don't quite understand how to bounce, and the "throwback" button chucked me into infinite blueness. I like the LSD-ness of the aesthetic though. |
| Apr 29 03:50:00 | 30m 00s | YLBIN | I really enjoyed it! When I wasn't swearing at it! Snake is perhaps challenging with scissor keys >_>. <br/> <br/>That gravity mechanic is a really neat idea, and you founf some clever uses for it. I did feel that the "touching the sky" puzzle had an "I get it, but please don't make me do this especially with those blue guys ruining everything" feel". On that subject, I'm conflicted on the fun value of enemies that move at random. <br/> <br/>Anyway, great job duder! |
| Apr 29 03:59:00 | 9m 00s | Linewalker | I could not for the life of me figure out the second puzzle in the clock room. Good use of minimal controls though. It reminds me of Killer 7. Only completely different. <br/> <br/>That voice is a jerk. |
| Apr 29 04:03:00 | 4m 00s | Shoot Guys | I think we both know that this gameplay is adequate at best...but I love the aesthetic. That background is glorious. |
| Apr 29 04:11:00 | 8m 00s | Quest | 495 points. Reminds me disturbingly of the FFXIII battle system, which isn't given enough credit. Good work! The music quickly began giving me a headache. |
| Apr 29 04:19:00 | 8m 00s | Anti-Tac-Tic | This is a neat idea. It is, in fact, more interesting than tic-tac-toe (at least when you go above 3X3). I might use it as a paper game at some point. |
| Apr 29 04:26:00 | 7m 00s | Jumper | Level 5 is broken right? I can't do anything with level 5. |
| Apr 29 04:29:00 | 3m 00s | Super Cowbell Text Adventure | Did it just crash? I think it crashed. I'm not sure, that may have been the point. |
| Apr 29 04:34:00 | 5m 00s | Triple Minimum | I already had a headache. The switch between the first two games...made it more so. The aesthetic of the first was appreciated however. |
| Apr 29 04:36:00 | 2m 00s | One fine morning our machines are gonna cut us down | The loading bar goes to 75% and then nothing for me. Firefox Windows7 64-bit. |
| Apr 29 04:47:00 | 11m 00s | Seed | I'm very impressed. Mechanically that is an extremely compelling game. The decision about which half of the screen to focus on is neat, as is the relationship between a droplet's distance from the center and our ability to judge which horizontal location it occupies. <br/> <br/>If I were to criticize, the music loop started to drive me nuts long before the pool filled up with water. Actually, the water should probably fill up faster. Obviously that is a subjective design choice. |
| Apr 29 04:58:00 | 11m 00s | Wandering Darkness | I appreciate the clever usage of Unity's primitives and lighting effects. As a game, I wouldn't say that I would call it "fun". interesting more like. The optimal strategy seems to be "be careful and when you die don't make the same mistake again", which feels more punishing while you are doing it than rewarding when you complete it. |
| Apr 29 05:02:00 | 4m 00s | Sense Certainty | No I'm not. |
| Apr 29 12:51:00 | 7h 49m | Chameleon | It crashed even after I installed OAL. saddestoffaces. |
| Apr 29 13:05:00 | 14m 00s | Down The Line | Really impressed! I would have had no problem playing more levels. The only thing that irked me is that there was no number telling you how many points you could place, so I always had to start every level by testing that. |
| Apr 29 13:08:00 | 3m 00s | The Killer | So to be clear...Is it supposed to look like he is in a padded cell? |
| Apr 29 13:11:00 | 3m 00s | Darkness | Very flat, but it has a good mood to it. The "cell phone as light source" mechanic is ripe for exploration. |
| Apr 29 13:16:00 | 5m 00s | INO | I love the music! The game play is iffy though. The thing is, the mechanic necessarily leads to situations where you get killed by things that you never had a chance to see. It's the "first 5 seconds of minesweeper" problem. One thing to try might be giving the red squares a fade out instead of cutting them off the moment you get off a blue square. I never felt that I had enough time to process the information. <br/> <br/>Also, controlling isometric games with WASD is hard p_p |
| Apr 29 13:24:00 | 8m 00s | Chez Angelo | Somebody has a fondness for Thirty Flights :p <br/> <br/>It was a bit too abstract for my tastes, but that's just me. Well put together little thing you've got there. |
| Apr 29 13:36:00 | 12m 00s | The Minimalistic Plattformer | AGH! Nope, can't play anymore. <br/> <br/>I like the "picking up extra jumps" mechanic, but I simply cannot adjust to the feel of the jumping. The space bar isn't sensitive enough for it, waiting for the blue bar to come back isn't fun, and the fact that the sprite isn't always touching the ground means that it's really hard to judge where I am relative to the edge of a ledge. <br/> <br/>Also, it's not clearly defined at one point an enemy will kill you. and the projectiles are too small to see most of the time. And redoing a level I've already done is not fun. <br/> <br/>So what I'm saying is: expand on the jump collection mechanic, don't mess with the class gamefeel of platforming. <br/> <br/>(oh, sold graphical style btw) |
| Apr 29 13:43:00 | 7m 00s | Exploid | That's really hard p_p <br/> <br/>I got to the top, but I couldn't see the message because I was taping space to not die and it started the game over. <br/> <br/>That's really hard. |
| Apr 29 13:49:00 | 6m 00s | Morthe | That could have used some more resolution at the end perhaps XD <br/> <br/>Good atmosphere and writing. I really liked the way the main character starts disintegrating at one point. if that was a feature and not a bug >_> |
| Apr 29 13:53:00 | 4m 00s | Fear of the Snoo Snoo | I have the framework installed, how do I run it? Magic wand? boiling water? love? |
| Apr 29 13:57:00 | 4m 00s | barry-cade | 745 points. <br/> <br/>Neat idea, definitely has room for expansion. Additionally, you have made a game about colour that a colourblind gentleman such as myself can play. So could on you! |
| Apr 29 14:03:00 | 6m 00s | Dark City | I love the aesthetic. Was it, in fact, inspired by the film of the same name? <br/> <br/>Mechanically pretty simple. I don't see any reason not to just avoid the enemies at the moment. If, as muton suggested, it were turned into a game where you had full movement controls there is real potential for some potential hunting, chasing and dogfighting scenarios. <br/> <br/>Good work! |
| Apr 29 14:16:00 | 13m 00s | MIN | I love the aesthetic. The gameplay is rather weak. Basically, what you have made here is Xen with worse weapons and on LSD. <br/> <br/>But man that aesthetic! <br/> <br/>(P.S. please lock the cursor so it doesn't float off the window!) |
| Apr 29 14:21:00 | 5m 00s | Tech Troop Tim's Big Pay Day | Very neat concept. Fun? probably not. Minimum information games are hard to make fun. Could be a good part of a larger set of mechanics though. Seems like something that should be included in a No More Heroes game. |
| Apr 29 14:26:00 | 5m 00s | WALK | I like where you are going with this. It does REALLY need the planned expansion though. Oh, and in the second level I just fell infinitely. That might qualify as a typo for fixing purposes >_> |
| Apr 29 14:29:00 | 3m 00s | The Darkling Plain | That's a really neat set of mechanics! I very much enjoyed this one. One thing: I never get to read the quotes after i die because I'm still clicking when they come up. You need to turn off input for 2 seconds or something like that. <br/> <br/>well done! |
| Apr 29 14:32:00 | 3m 00s | Shape Attack | A solid foundation, but it feels like it's missing something. What? I don't know, I'm just an NPC. |
| Apr 29 14:36:00 | 4m 00s | Lab Invasion | Hah, ok. I like it. give it a goal, one or two more mechanics and some sound...then it would be "mad dope". |
| Apr 29 14:41:00 | 5m 00s | Against the Current | Level 5 made me want to kill things violently. It's an interesting idea, but I think it needs more tuning before it's properly fun. Some kind of animation for when the current changes for example. |
| Apr 29 14:47:00 | 6m 00s | Deep Freeze | What this needs is some indication that you can eventually get out of the woods. Then the survival would not feel like postponing your inevitable death. which you would be anyway, but that's besides the point. <br/> <br/>great use of audio and sparse graphics. good mechanic if given more context. |
| Apr 29 14:55:00 | 8m 00s | O.R.M. Ontological Ressource Management | 229 points. <br/> <br/>That is genius. You have effectively boiled the resource management aspect of the traditional RTS to it's most fundamental components. I am very impressed. <br/> <br/>I will say, I'm not sure what it has to do with ontology. |
| Apr 29 15:10:00 | 15m 00s | Art Attack | I'm not sure how I feel about the disconnect between the game's content and it's ending, but I have to give you credit. You clearly put a lot of effort in and made something that you can be proud of. |
| Apr 29 15:18:00 | 8m 00s | Stroid | Hah, I quite like the concept, and the use of music at the end. For future work, I observed 3 pieces of information that need to be imparted better: <br/> <br/>1.You are one of the asteroids, not a camera floating in space. <br/>2.You aren't supposed to avoid the other asteroids. <br/>3.Your size relative to the other asteroids. Near the end asteroids which I thought were in front of me were actually behind. <br/> <br/>Pretty cool! |
| Apr 29 15:34:00 | 16m 00s | Triage: The life of a combat medic. | A: I am red/green colourblind. The gameplay is an exercise in the utmost frustration for me :( <br/>B: When the buttons pile up on eachother they cannot be clicked. <br/> <br/>Other than that, very good concept and use of the theme. A proper emotional game. |
| Apr 29 16:03:00 | 29m 00s | Babel | The fact that everything looks the same makes it really frustrating. Also, it would be nice if the movement controls were on WASD. <br/> <br/>The inclusion of symbols as enemies, however, is inspired. It emphasizes the Babelness. Admittedly, I still don't entirely get how the combat system works. <br/> <br/>What I'm saying is that your game about the tower of Babel needs to impart more information XD |
| Apr 29 16:11:00 | 8m 00s | Pixel Ninja | I can see that you were going for innovation hard with this one :p <br/> <br/>I actually really like the way the fruits break up. I did feel that the controls didn't feel as precise as Iw anted. It's not clear what that line actually means. |
| Apr 29 16:12:00 | 1m 00s | Avoid | Your zip file appears to be borked. |
| Apr 29 16:17:00 | 5m 00s | ...---... (sos) | Hah, ok. That was entertaining. I gave it a couple of runs and enjoyed them. I think that you have fallen slightly below the technical definition of game XD |
| Apr 29 16:24:00 | 7m 00s | Newborn | Does it ever end? I like the atmosphere, but I don't quite see what it's getting at. <br/> <br/>Oh, one more thing: "MEIN FUHRER! I CAN WALK!" |
| Apr 29 16:29:00 | 5m 00s | Filler | You may not know it, but when you have effectively done is turn Rampart into a puzzle game. And do you know what? It works really well. <br/> <br/>It would be nice if there were less insane shapes, or more variety to them. |
| Apr 29 16:35:00 | 6m 00s | Don't Smash The Vase | I quite like the concept, but I think the controls let it down. what you want to do most of the time is send it in one direction, then reverse gravity at the last minute. Since you have to go through a whole bunch of other directions before you get to the one you want, you are more or less guaranteed to smash into something that you weren't even thinking about. Maybe you could try defining gravity by the mouse cursor's direction relative to the center of the screen? |
| Apr 29 16:39:00 | 4m 00s | Occam's Razor | Something in your audio is making my speakers clip terribly. <br/> <br/>I enjoyed the McPixel-y randomness. And the music. Not entirely sure what the hammer accomplished, but it made me not die. |
| Apr 29 16:41:00 | 2m 00s | The Minimalist Cave | Is it completely bugged, or a massive troll? I'm not clear on the relationship between my inputs and the gamestate. |
| Apr 29 16:48:00 | 7m 00s | One Space Away | I got to the asteroids, died and could not handle any more. I really REALLY wish that there were some checkpoints. My wrist is killing me and my keyboard wants to die >_>. <br/> <br/>Solid effort however. Just...checkpoints. |
| Apr 29 16:50:00 | 2m 00s | Take The Red Orb | Neat concept and looks quite nice. Sadly I am red/green colourblind...and cannot play this game with any level of skill. |
| Apr 29 17:10:00 | 20m 00s | This Is Water | A: That title screen looks distubringly like a picture of a black hole that I used to use as a background. <br/> <br/>B: I appreciate the way this game explores the dissection of different forms of reasoning, and then throws them against traditional rock/paper/scissors RPG mechanics. I'm a philosophy major, it's sort of my thing >_>. Good on you. <br/> <br/>C: What was going on at the end there? Did my friend kill me? Did I kill him? What? Did I miss something? |
| Apr 29 17:22:00 | 12m 00s | OnlyOne | Hey, that's really good! A neat mechanic and stellar tutorialization! |
| Apr 29 17:33:00 | 11m 00s | Werewolf in Space | As much as I am anti-randomness in games, it's a neat little scenario-exploration thing. I wasn't immediately clear on what was going on, but once I found out I started wanting to try different strategies. I can't say that I felt very engaged on a mechanical level, but I was enjoying myself. <br/> <br/>And graphically I enjoy it. I think that would run on a GBC. |
| Apr 29 18:21:00 | 48m 00s | More than bricks | Interesting little thing you've made. It's nice to acknowledge that Pong was not the most compelling game in the long run, we tend to idolize it. Granted, I woudl take Breakout/Arkanoid of the 3. <br/> <br/>I enjoyed the style as well. The relationship to minimalism does seem tenuous at best. |
| Apr 29 18:30:00 | 9m 00s | Only a Keyboard | That was interesting. I did quite like it. The time limit (there was a time limit right?) stressed me out more than was perhaps necessary. I did figure it out on the first try though. |
| Apr 29 18:37:00 | 7m 00s | Mr. Triangle | I like the concept, but the life system is not good. I got through level 2 once, then died on level 3, then couldn't get through 2 again. Still, very neat idea and solid visuals! <br/> <br/>Also, music. Repetitive. Becomes irritating, especially when frustrated by dying again. |
| Apr 29 23:25:00 | 4h 48m | Rocket Ruins | I like the core mechanic. The decision to kill most of your momentum makes it a lot more controllable than most "lunar lander" style games. <br/> <br/>The "faux blocks" mechanic isn't really fun though. The final level is literally about guessing. and the exit was in the absolute most annoying possible place too. <br/> <br/>There just isn't any skill to guessing what blocks will be real or not. |
| Apr 29 23:43:00 | 18m 00s | QMD | This is so hard p_p. <br/> <br/>I really like the core mechanic' but the difficulty ramps up way too fast. I'd really like to see where it could go in terms of new interactions! |
| Apr 30 00:04:00 | 21m 00s | Shadows | I cannot get past the "the world will thank you" level. I just don't know what I am supposed to do. <br/> <br/>I do really like the visuals, and I think the mechanic is very cool. |
| Apr 30 00:26:00 | 22m 00s | Little Planet of Doom | I can't escape the feeling that this is a twin-stick shooter. I just don't get the feeling of anything interesting going on. What makes it special? |
| Apr 30 00:31:00 | 5m 00s | QUEST SPACE | It's cute. It's not a game, but it is cute. Progress quest 3 I shall call thee. |
| Apr 30 00:34:00 | 3m 00s | Efficient Body | I love the idea. Sadly the relationship between my connect and my room is poor on a good day when connected to a 360. |
| Apr 30 00:41:00 | 7m 00s | A Mini Adventure | Can we get a copy of that music? <br/> <br/>While the moment to moment gameplay is rather monotonous, the "clearing the overworld" thing is a neat concept. I also really like the visual style of the player character. He looks like what Aztecs imagined the ultimate badass would be, |
| Apr 30 00:46:00 | 5m 00s | Back to Rainbows | I think that qualifies as a typo or a port. please fix it so that I can play it! |
| Apr 30 00:53:00 | 7m 00s | Chromatater | It feels a bit wonky to manage the 3 talismans, but these mechanics are great! I would love to see some more levels and expansions on the concept. Just try to avoid anything that involves doing things quickly, thanks to aforementioned wonkiness. <br/> <br/>I also enjoyed the song. |
| Apr 30 01:04:00 | 11m 00s | Controlled State | Very impressive! I have a had an Orwell fixation for literally half of my life, I feel like you captured that atmosphere very well. Admittedly you did leave SOME hope, so it is perhaps a bit less morbid than the game that I would make with this theme. <br/> <br/>When I picked up the gun I quickly looked behind me to make sure that nobody saw. If it were me I would have given the gun a sound, but I respect that as an artistic choice. |
| Apr 30 01:12:00 | 8m 00s | hru | It looks super nice, has good audio feedback, and has a calming atmosphere. I got to the very top and fell off without getting what I presume is a potato or cake though. That was my fifth time getting high up and falling...I didn't want to do it again p_p |
| Apr 30 01:22:00 | 10m 00s | Ming Imah Lism the Wizard ! | Mechanically I thought this was pretty neat, if not super groundbreaking. The fact that the fireball comes from the top of your sprite was particularly interesting (if sometimes not ideal XD). <br/> <br/>The sounds are awesome (mweooo), and I think the graphics were quite nice. The lack of checkpoints and healing are not. I really didn't want to go through the whole dungeon again after the boss killed me. <br/> <br/>Not sure what it has to do with minimalism. |
| Apr 30 01:28:00 | 6m 00s | Minimal Acceleration | I really like the sounds (especially the one at the end of the level, which only plays on my rear speakers and is hence even more awesome somehow), but the fact that going off the road carries no penalty sort of makes everything moot. I'm also not super happy with the car responsiveness. I've been working on a Micro Machinns clone recently, and I THINK that what you are doing is adjusting the turning rate relative to the player's speed (at least that's what it feels like). I tried that and found that it didn't feel "right". Cars don't always understeer all of the time like that, and it's not really fun to drive an unresponsive car anyway. <br/> <br/>Core concept is good, needs to be more like Micro Machines, great sound. |
| Apr 30 01:39:00 | 11m 00s | Go Get Em | that is a super cool game! I think the play area could be a touch smaller, as it feels like you need to hit a wall before things get super interesting. that's only after a single game though, so I guess I haven't mastered the grand strategy. <br/> <br/>This is exactly the sort of "simple to learn but infinitely deep" game that I thin typifies properly elegant game design. I am super impressed. <br/> <br/>Please add a chat feature! |
| Apr 30 01:57:00 | 18m 00s | PuzzleBot | That is really cool! I thing it would be better suited to a controller than a keyboard, but I could see myself playing the heck out of this if it was on my GBC. <br/> <br/>I feel like having to manage not being squished is a bit much considering the time pressure. <br/> <br/>I also think it might be more fun if it was only 3 colours but much faster. I could be wrong about that, just a sense that I got. <br/> <br/>Great work, and very well put together! |
| Apr 30 02:03:00 | 6m 00s | Minimalists Tower | That's a pretty cool idea. It's awfully difficult to judge this stuff, but I feel like it moves slowly enough that most people can get a handle on it. <br/> <br/>However... <br/> <br/>If you click on a freeze block, then click as fast as possible on things that aren't bombs, you will win the level the vast majority of the time. That seems to me like an exploit XD <br/> <br/>Solid start! |
| Apr 30 02:09:00 | 6m 00s | Minimal Win *Proof of Concept* | It really does look fantastic. I'm a sucker for harsh shadows. Should I assume that there wasn't some mechanic above "wonky jumping" that I missed? |
| Apr 30 02:13:00 | 4m 00s | Planes | That is really faithful! I appreciate how much care you put into getting the feel of those games down. <br/> <br/>Much like those old LCD games... <br/>I have no idea what the difference is between the two game modes. |
| Apr 30 02:22:00 | 9m 00s | Ascent | What do you mean by "MSVC build"? <br/> <br/>IT is very much not running my my computer. |
| Apr 30 02:27:00 | 5m 00s | Fisherdude | SUICIDAL FISH!!!!! <br/> <br/>I didn't quite grasp the viable strategy my first time through, but now that I get it that's pretty neat. I can imagine somebody going all Starcraft on it and working out the most efficient "catch order" and then nobody ever inviting them to a party ever again. <br/> <br/>To make that last statement less offensive, nobody ever invites me to parties either. <br/> <br/>Uh, the point is really good job! <br/> <br/>P.S. I like the song. It's my kind of music. |
| Apr 30 02:29:00 | 2m 00s | This One | It's not running :( |
| Apr 30 02:35:00 | 6m 00s | MiniMOBA | This is a brilliant idea. I'm really disappointed that you didn't get to bring it all together. This would have made for a great arcade game around the early 90s. I may just be thinking that because I played a bunch of Rampart recently... <br/> <br/>Anyway, I had trouble discerning the specifics of what was going on, but conceptually it's pretty awesome. <br/> <br/>BTW, have you actually tested the multiplayer functionality? I tried to do a 2 player game once and the keys were constantly conflicting with eachother. I think it's called "ghosting", but basically most keyboards have multiple keys on the same circuit and can't detect 2 keys on the same circuit at once. |
| Apr 30 02:50:00 | 15m 00s | Astray during Tea Time | I really like the little dude. The gameplay is sort of constrained by the limitations of all maze games, though the distance-o-meter helps to alleviate that somewhat (at least you don't always screw up, reload, go in a different direct, rinse repeat). <br/> <br/>Really seriously like the guy. I like a man who dresses with dignity. |
| Apr 30 03:46:00 | 56m 00s | Hiddensquares | As we discussed in the IRC, fiendishly difficult puzzles from fiendishly simple mechanics. Looks gorgeous when it goes all crazy as well. the music is starting to dig into my brain. |
| Apr 30 03:54:00 | 8m 00s | unessential | It looks great, and randomly clicking keys makes a great sound nice sounds. It would make a great video remix of some kind. Aesthetically A+. <br/> <br/>In a recent job application I was given the following challenge: "Change Rock Paper Scissors in such a way that it would be compelling to play for 5 minutes or more." |
| Apr 30 04:08:00 | 14m 00s | Cyborg Computing Jet Fighting | I get why you have the pause thing, but the switch between levels is very mechanical. if the pause key was something closer to the firing key (so I didn't have to take my hands off it to press it) that would help. <br/> <br/>The idea of a one-at-a-time bullet hell shooter is an interesting one, and could possibly go somewhere. But, alternate possible direction, I thought it was awesome that I could move the camera down and have that 3D view. I also had a strong desire for my plane to start turning and drafting and zipping around the battlefield. <br/> <br/>the circle of planes was awesome BTW. A very neat pattern. look at me talking like I know anything about bullethell shooters. <br/> <br/>Solid start, just needs some expansion. <br/> <br/>(and sounds) |
| Apr 30 04:22:00 | 14m 00s | Minimal ComplexiMolTato | Hey, so as we discussed...people with stupid keyboards that don't have numberpads can't play your game. <br/> <br/>Which is a shame, because this is a totally valid concept. There is not guaranteed whackamole-ready platform out there. Consider porting it to the PS2 so that you can use a DDR mat? |
| Apr 30 04:29:00 | 7m 00s | for science! | I can't see my bullets. This is a critical problem. <br/> <br/>I feel like the movement is really hard to get around. I just move so slowly, I feel like a big airplane tank. <br/> <br/>I freaking love the look of that really black screenshot though. That is the sole reason that I clicked on your game. Make that, and make it as cool to play as to look at. |
| Apr 30 04:56:00 | 27m 00s | Ping | Now hold on a second...Warren Robinett spent a month giving Adventure multiple rooms. Are you sure that you didn't write any code beforehand :P <br/> <br/>It is awesome that you made this. It's also actually a pretty good game. I feel like any other comments I might have about it would be pointless. |
| Apr 30 05:13:00 | 17m 00s | Lumiere | That's beautiful :) <br/> <br/>I do really wish that I could move a bit faster. I know that you want us to take it all in but...there was stuff I wanted to look at. That I couldn't. Because it was too far away. |
| Apr 30 05:30:00 | 17m 00s | We Dreamers | That's a neat thing! I actually don't have anything intellectual to say about it. I'm sorry Steve, I was wrong. I shouldn't have shouted. <br/> <br/>It might be cool to make a way for people to have a local version of this for their own social group. I don't know what that would achieve, it just seems like it would work somehow. |
| Apr 30 05:43:00 | 13m 00s | Labyrinthine Tower of Misery and Flashing Colors | I've played a lot of "you can't see all of the level" games this LD and this is my favorite by far. I wish it didn't end in a cliffhanger, but I really like that I'm being rewarded for what I notice about the level structure and not just tedious caution. <br/> <br/>Excellent job! |
| Apr 30 05:50:00 | 7m 00s | Maximus Minimalist | That's a pretty cool game concept. The ledge-grabbing mechanic is actually a certain degree of genius. I also quite like the music. And yes, the tiger is hilarious. <br/> <br/>Weirdly, I can't actually think of anything bad to say about it. I guess you should with the LD. |
| Apr 30 14:56:00 | 9h 06m | Choose Defense (TD) | It bugged out on the second level and I couldn't place towers anymore :( <br/> <br/>It's a tower defense game. Those are still basically fun. I appreciate the humor(?). It could use something crazy. Liek a dog. Or peanuts. |
| Apr 30 14:59:00 | 3m 00s | Dwalk | I wish that I could play it, but it seems that I have no friends. I thought I could do it...but no. I like the audio at least. |
| Apr 30 15:09:00 | 10m 00s | DeaN | It bugged out on me as well, but I watched the video. <br/> <br/>Gameplay: fine for what it is, but I feel like better hitboxes/more refined controls are in order to make it properly fun. <br/> <br/>Story: that is really excellent use of gameplay/story integration! it gets a bit clunky waiting for the text to come up and then cycling through it slowly, but the way the story gives your actions varying context and goals that directly relate to the meaning of the mechanic is handled really well. Excellent job! I just wish it ran p_p |
| Apr 30 15:17:00 | 8m 00s | Mini Pirates! | That's a cute little thing. I mostly really like the music. If you had more time and did nothing but add more types of events and descriptions, that could be a really fun take on the pirates theme. As it stands it's kinda easy :p <br/> <br/>Nice looking graphics as well. <br/> <br/>P.S. "Grape". I think you dodged a bullet there. |
| Apr 30 15:34:00 | 17m 00s | Balls Balls Balls | (666 clicks!) <br/> <br/>I am red/green colourblind. Until it occurred to me that <br/>those balls might not be the same colour, I assumed that level 5 was bugged and not completable. The game makes more sense now, but that was really confusing. <br/> <br/>It felt really good to find "the solution" to a level, but in general minimizing my clicks didn't feel like an achievable goal. This is a really nice mechanic though, and could definitely be taken further. |
| Apr 30 15:48:00 | 14m 00s | Earth Defender | So the viable strategy seems to be "dump early, then pick off the stragglers". Not that I have succeeded in doing this, it just seems like the best idea. <br/> <br/>I was ready to write this off, but it's actually a pretty cool concept. Also, I quite like the background. |
| Apr 30 15:54:00 | 6m 00s | Miximal | Took me a moment to figure out what was going on, but that's really cool! This feels so much like something out of Myst. |
| Apr 30 15:58:00 | 4m 00s | DudeJump | I like the little dude, I like the music, I like the wonky window resolution, and I like the gameplay concept. But I'll be buggered if I'm ever getting through that third level without a checkpoint. I know that you know, but now you know that I know. |
| Apr 30 16:07:00 | 9m 00s | Between the lines | I don't know if this is intentional (might be a keyboard cluster issues), but I can't hold the jump button and go transparent at the same time. It's...starting to drive me nuts. Even when I'm deliberately trying to switch keys, I just can't do it with enough precision on a keyboard. Maybe on a controller, but not on this thing. LD has taught me that I need a new keyboard. <br/> <br/>I do quite like this concept though. It also looks nice, and this is certainly the most modern music that I've heard so far this LD. Is that a plus? I don't know, but it's a piece of information! |
| Apr 30 16:11:00 | 4m 00s | X0RQUE | This is actually conceptually almost identical to the project that I built last term. Except our project went through development hell and was barely comprehensible to people who didn't make it. Nice concept and execution. It really does need some goals. <br/> <br/>And it ran fine in FF for me >_> |
| Apr 30 17:38:00 | 1h 27m | Pixel-Space | I feel that the Rage level (if the player dumps on the rooms full of enemies enemies like I did) completely changes the rest of the game in an extremely interesting way that shows an incredible depth of pacing. Was this intentional? Great job either way. |
| Apr 30 19:27:00 | 1h 49m | BEAPE | I really like the underlying concept. I think what it needs is more musicalness. I never felt like the solutions to puzzles involved doing stuff in a way that sounded nice. Also, if you could find a way to make it hold the rhythm as it changes levels that would be really nice. I know that's kind of insane to ask of GM, but it's something I was thinking during play. <br/> <br/>Solid entry! |
| Apr 30 19:54:00 | 27m 00s | Minimal Ammo | Oh, that's actually pretty cool! deciding when to send out your ammo dude. That's a neat resource-manamgment system you've got there. I also approve of the sound design. |
| Apr 30 20:04:00 | 10m 00s | Tinge | That's really pleasant. It feels like a Jenovah Chen game. I kept playing for longer than is entirely rational. I do wish that there was more development (I'm assuming that it ends with the pigs). |
| Apr 30 20:09:00 | 5m 00s | Minimal Race | The collision detection seems pretty wonky, and I felt like I was losing because gas cans didn't spawn, not because of lack of skill. I couldn't get the boost mechanic to work either. <br/> <br/>Really, a game like this depends entirely on the feel of the driving. If you get a chance to play Micro Machines, do it. That has the best driving feel of any top-down racer that I've ever played. It's about not always being in control, but being able to feel when you are going to lose grip and get it back. <br/> <br/>I realize that I am maybe putting too much thought into this. |
| Apr 30 20:17:00 | 8m 00s | The Despicable Caverns of Deadly Doom | I like a whole ton about this, but (like a few other games on here) the lives system ruins it. The thing is, the challenge doesn't come from the actual flying, it comes from planning out your route. Replaying a route that you've already proven to be optimal is just frustrating. <br/> <br/>That also kind of invalidates the scoreboard, though if you didn't have lives I suppose that the board would also be irrelevant. <br/> <br/>On an actual mechanical level, I think this game is pretty rad. It would be really nice if you finished up the controller support, because that is so much better. <br/> <br/>I quite like the explosion when you die. |
| Apr 30 20:22:00 | 5m 00s | SquareRoot | I really really like this. Unfortunately it's a bit too massocore for me (the level in the screenshot was just more than I could handle). That might partially be down to my keyboard, but I just couldn't manage that level of precise movement. I think you have the makings of a really good game for that audience though! <br/> <br/>Also, excellent music and visual style. |
| Apr 30 20:41:00 | 19m 00s | MBlok | A very interesting concept! I really like it, but I don't think that it needs a time limit. Really, once you figure out a puzzle you could go back and do it faster pretty easily. Maybe that's the point. Personally I prefer to sit and stare at this sort of game, but I know not everybody has that attitude. <br/> <br/>Also, this looks really polished for the time limit. <br/> <br/>And of course the stuff we talked about with the colours ;) |
| Apr 30 20:43:00 | 2m 00s | You are the Minimalist | Conceptually I really like this. I had to watch the video to understand what's going on though. I still don't really. I think that with a more slowly ramping set of tutorials this would be a fantastic puzzle game. <br/> <br/>The effect when it reveals the results is really nice. It would be nice if it sped up when there were a lot of blocks though. I don't like basking in my own failure :( |
| Apr 30 21:03:00 | 20m 00s | Formless Reliquary | This is one of, if not the best "limited map information" games that I've played this LD. It's clear that a lot of thought went into the interface and aesthetic. It feels like there are just the right number of design elements and they all serve a meaningful purpose. I do feel like it goes on a bit too long. Once I understood "the thing" and had spent some time enjoying that I understood it, I wanted the game to end. I'd say without more mechanics it could stand to lose 4 or 5 levels. <br/> <br/>I'm not sure what the beeping was about at the end though. <br/> <br/>Good work! |
| Apr 30 21:12:00 | 9m 00s | Spread | I really want this to be a game so that I can play a lot of it. There was something really magical about the first time I picked up a ball and started rolling faster and faster :) |
| Apr 30 21:35:00 | 23m 00s | Defender. | I like the look, I like the sounds, I like the polish (the string does look weirdly clean compared to everything else. Your right, it was hard and I did feel good about finishing it. Two sort of things that got to me: <br/> <br/>A)It's hard to tell when you have screwed up so badly that you should just restart. Maybe this was deliberate, so take that with a grain of salt. <br/> <br/>B)If the theme is "old games are hard", the best old hard games were ones that had very tight and clear controls. They just gave you really difficult challenges. Aiming in 3 isometric dimensions with only 2 dimensions of information and input is much harder than the actual goal. <br/> <br/>I think that the overall structure of timing your shots against the enemy attacks is very well executed. |
| Apr 30 22:04:00 | 29m 00s | Convulx | It seems like the core unique here is that your hit box is significantly larger than the thing that you directly control. I actually like this: I would like it if some AAA developers adopted this for their turret sections. The movement of the turret against the ship looks great. <br/> <br/>It would be nice if the ammo counter and other meters were a bit larger. Beyopnd that, it's jsut a matter of some mechanical expansion and maybe making everything a bit faster. <br/> <br/>P.S. Is the spaceship in any way related to Spaceballs? |
| Apr 30 22:17:00 | 13m 00s | You Are, A Shadow | That was kind of funky. I feel like the titles confused things further. "Thirsty?" just amde me wonder why you would drink a cat. And on that subject, alcohol is one of the few liquids that does make you thirstier. <br/> <br/>and yet...there was something compelling about it. |
| Apr 30 23:58:00 | 1h 41m | Approximately pi over two | If you made more of this it would be really good. It could get complicated so unbelievably quickly. And there is clearly room for more mechanics. And then making it all arty crazy helps to differentiate it. <br/> <br/>I didn't understand the title until I asked my brother about it. Math is not my strong suit. |
| May 1 00:38:00 | 40m 00s | Conversion | I've seen one other game that was along these lines (ON the XBLI a couple years ago), but I think this one gave much better feedback. Assuming that you came up with more mechanics I think that there is a full game in here. <br/> <br/>I'm not really sure what was going on at the end or why I was expected to do what I did. <br/> <br/>I do really wish that it was full screen so that I could have full sensory deprivation. I was closing my eyes, but it would have been nice to have my screen go completely black so that I could see the text when it came up. <br/> <br/>Also, multi-channel support! I have 4 speakers, I want to use them! |
| May 1 00:43:00 | 5m 00s | Distradiction | I was extremely distracted by the word "Bigfoot" in big yellow letters. <br/> <br/>That was a cute thing. It has some potential, though I don't know how it could be expanded (or if you want to). Good work! <br/> <br/>Making objects that move in such a way as to irritate the player is one of the top 10 most fun things to do as a designer. |
| May 1 02:14:00 | 1h 31m | You Must Escape | I think that this is a really cool game. It has a good style, and the mechanic is used in some interesting ways. I do feel like running is USUALLY a better strategy than sneaking. <br/> <br/>On that subject, I cannot beat the tiny level where you are surrounded by monsters. |
| May 1 02:18:00 | 4m 00s | This is not a game. | Nothing happened when I shot (what I presume is) myself. <br/> <br/>Are you trying to collect data indicating that people separate their actions in games from what they would do in real-life? The arguments that I have had on that topic are extensive and usually involve me beating my head against a desk. <br/> <br/>Why do people shoot the civilians in MW2? What do they think is acceptable about that? What is going through their minds? |
| May 1 02:44:00 | 26m 00s | MATAR! | Ok, so you know the game PAin for the PSN? This is the first thing that has ever indicated to me that PAIN might not be the worst idea ever. I want more of this, and badly. |
| May 1 04:51:00 | 2h 07m | Colourless | That's a very clever use of very few pieces. It's so simple that I can't think of anything else to say about it. Except that, as a red/green colorblind person it's really darn hard to play. |
| May 1 04:57:00 | 6m 00s | i need to lie down | For the entirety of LD I have had a sinus infection. This game is an exact representation of what that experience has been like. Is there anything beyond going for a while and eventually having your head implode? |
| May 1 05:14:00 | 17m 00s | Destroy the Unnecessary | I wish that this game was called "Destroy the Monosacharride". That's all I can think every time I see the listing. |
| May 1 18:02:00 | 12h 48m | Root Route! | Really well put together. I ultimately couldn't get passed the last level, even though I understood theoretically how to do it. That is really my only complaint: I felt like even after I grasped what I needed to do doing it was hard past the point of being fun. Still, a well polished game and a great mechanic. |
| May 2 01:48:00 | 7h 46m | One Bullet | I really really like this concept. It's got a lot of potential and room for expansion. <br/> <br/>I didn't really like the feel though. I think it needs to be precise and crisp, and it feels kind of muddy. I don't know what the reasoning is on having the bullet slow down when it gets near a tower, but from here it feels bad. I'd say that it would also be nice if your cursor had the countdown timer on it. <br/> <br/>Oh, the trees at the bottom make important things hard to see :( |
| May 2 02:10:00 | 22m 00s | Polymorph | I really like the actual core mechanics, and the changing music was a nice touch.I did feel like the controls were a bit twitchy, and luck was getting me through more often than skill. The level with the falling blocks in particular really came down to guessing at when the right time was to start rolling. The transitions between levels were also very jarring, though I expect you know that. <br/> <br/>Also Bastion. <br/> <br/>Solid work! |
| May 2 02:19:00 | 9m 00s | Schokoffel | I shouldn't be able to do the big flaps without doing the small ones :( <br/> <br/>I'm curious: what is the blur effect there for? |
| May 2 02:48:00 | 29m 00s | One Crate Sokoban In The Dark | I really like the concept behind this. My colourblindness is a hindrance, but not an insurmountable one. I may not be patient enough to explore the whole level before pushing the box. At least not more than once. <br/> <br/>I am not currently in a very good patience to be talking about games requiring too much patience. |
| May 2 02:57:00 | 9m 00s | Prisma | Was that the end? <br/> <br/>I really like this, though kiddQuikk felt kind of unfair. Surprisingly my colourblindness wasn't a significant factor! |
| May 2 03:03:00 | 6m 00s | Pix | I am red/green colourblind. I see 3 colours for 6 blocks. I don't think that I can play this. Sorry :( |
| May 2 03:25:00 | 22m 00s | stairs | An addicting game for its level of complexity, with excellent music. Did serious damage to my wrist. Looks like Night Driver! |
| May 2 04:21:00 | 56m 00s | SeedLife | The music didn't play for me and now I can't delete the files... <br/> <br/>I felt like a I needed a little bit more feedback from my actions, but that may have been done in sound. I didn't score it. <br/> <br/>(Windows 7 64-bit BTW). |
| May 2 04:30:00 | 9m 00s | The Minimalist | The motion just isn't smooth enough to be playable. I really couldn't get past the first level. I did appreciate the audio. <br/> <br/>BTW: I'm colourblind and really couldn't tell the red areas from the green ones at all. |
| May 2 04:50:00 | 20m 00s | Title: Subtitle | I lvoe everything about this. I love the music, the aesthetic, and the level design (for the level of complexity that you are going for anyway). <br/> <br/>My only negative comment is that as a red/green colourblind person...that was really really hard. I have made this comment on many games today >_> |
| May 2 15:07:00 | 10h 17m | Succession | Now that I get it...I think it looks really neat and I like the sounds. Mechanically it didn't strike me, but the "metal album art" generator aspect of it is appealing. And I don't even like Metal. or Metal album art. |
| May 2 15:33:00 | 26m 00s | They Don't Stop Coming | I really enjoyed that! The pacman level was incredibly hard, but I eventually got through it. In the end I did want more puzzles. You should make some more puzzles. <br/> <br/>Only, please texture the blocks for us colourblind folks. <br/> <br/>Good work! |
| May 2 15:38:00 | 5m 00s | Spike Line | That is brutally hard, I would have liked it if the controls were just a hair tighter. I really liked the sounds, but they could have tied in with my actions more. <br/> <br/>"Search in my car <br/>Search in my house <br/>I can't find just anything I want" |
| May 2 15:59:00 | 21m 00s | 134 bytes | That sure is minimal. I'm not really sure what else it is though. |
| May 2 19:34:00 | 3h 35m | Forms LD48 | I'm colourblind, and based on the comments below I'm missing something. I do quite like the aesthetic (reminds me of my Virtual Boy a little bit). Mechanically though, I'm not getting much out of it. |
| May 2 19:56:00 | 22m 00s | Less is More | I really liked the aesthetic and the vibe. Bouncing around was surprisingly fun, even though that control scheme feels extremely weird. I quite liked how it ended, and the way everything was devolving (the opposite of most games that follow this general line of reasoning). <br/> <br/>I just really wanted more audio. I started playing my own music, and I don't really think that Led Zepplin was what you had in mind. <br/> <br/>(11 minutes BTW). |
| May 2 22:03:00 | 2h 07m | Euler, Inc. | That's a really neat idea, but just waaaaaay to difficult for me. A little bit more flex in what the game considers "good enough" would have really helped. It would also be handy if the polygons didn't move when you dropped them, though I can see why that is difficult. |
| May 2 23:43:00 | 1h 40m | MinimalFive | This...this was a sendup of the theme right? Or...I don't know. <br/> <br/>Extremely well done. I'm annoyed at how clever I thought this was, which I presume is the point. The text did get a bit difficult to read eventually. My head was starting to explode. |
| May 2 23:47:00 | 4m 00s | PixelRacer | I like this kind of game. If only it would run. |
| May 3 00:12:00 | 25m 00s | Tana | I appreciated the aesthetic intellectually, but in practice I found that interpreting what I was looking at took conscious effort. Obviously the gameplay and story are so underdeveloped that I can't comment on those. <br/> <br/>I think its really a matter of finding things that are easy to draw in ascii and sticking to them. That will be easier on you AND the player's eyes. <br/> <br/>If This were expanded toa full game, it would so be much easier on the eys in full-screen. I know that's alot of work, but...it really would. <br/> <br/>Very cool idea, and clearly a good start. Full marks for theme and innovation. |
| May 3 01:06:00 | 54m 00s | BLoX | I could never get the lazor ability to work. <br/> <br/>What you have made here, in effect, is Call of Duty without the shooting. I don't know if that was your plan, but it's worked out that way. I leave it to you whether that is a good thing or not. <br/> <br/>I quite liked the sound effect, and the levels had a good style to them. <br/> <br/>It got difficult REALLY fast p_p |
| May 3 03:30:00 | 2h 24m | Color Blind | I'm actually red/green colourblind and I easily got to 12, which as far as I can tell is the most that anybody could do at the game's current resolution. So I don't know how well this game works. |
| May 3 03:54:00 | 24m 00s | Minima | 70160. <br/> <br/>Not much to it really. The movement feels good, and I qutie liked the music. <br/> <br/>This is my requisite mention that, as a red/green colorblind person, telling the ships apart is really hard. |
| May 3 04:11:00 | 17m 00s | Complete Revenge: A Hero s Journey | I really like the way it rewinds time after you die all Forza style. I also like the graphics. The feel is really off though. the animation isn't fluid at all. It feels like its running at 5 frames per second. I also wish the screen was a bit bigger. <br/> <br/>I can see cool ideas, it's just very very hard to play. |
| May 3 05:08:00 | 57m 00s | Minimallist | As discussed in IRC. Pretty fun game, needs refinement. |
| May 3 06:09:00 | 1h 01m | Where is my Bone? | I died twice in 5 clicks. This is the hardest game ever made. |
| May 3 16:27:00 | 10h 18m | TunnelVision | A good start, but clearly needs some more mechanical development. Not too much for me to say that has never been said. <br/> <br/>Rebel Assault II! |
| May 3 16:38:00 | 11m 00s | soundscape | The fact that the background moves even when you are up against the wall is incredibly confusing, which I assume is the point. I do really wish that I could press a button to turn off the pulse from a beam, if if only for a second or so. I often had a lot of difficulty picking out the heartbeat. <br/> <br/>Neat concept, and nice selection of sounds. Did start to give me a headache after a bit. |
| May 3 22:56:00 | 6h 18m | This Place | I like the mechanics, and I REALLY like the aesthetic qualities. The music is great, if a bit repetitive. My biggest complaint is that the puzzles were never really "hard". the solution was almost always exactly what it looked like at the beginning. It got most interesting when you had to do things in the right order, but since there was usually one obvious way to use a block that mostly came down to trial and error. I think what it really needs is for there to be multiple valid appearing paths for each block with access to different (sometimes incorrect) solution placements. <br/> <br/>The page system was interesting, if a bit difficult to wrap my head around at first. <br/> <br/>Good start, and well polished! |
| May 4 00:02:00 | 1h 06m | Red | I really like the concept and the look. I wish that the ball was textured so that I could get some sense of how fast it was rolling and where it was i 3D space. I also didn't feel super confident in how the keys were going to affect the rotation of the platform, or even of which platform I was controlling. I think that a little bit more UI is in order. <br/> <br/>Solid work! |
| May 4 04:10:00 | 4h 08m | Square Circle Triangle | I'm not actually clear on what the mechanic will be. I know that it will look nice, but that's all I'm getting out of it. Will the shapes have powers? Is this a Trine sequel? |
| May 4 04:16:00 | 6m 00s | Car Lancers | I couldn't get the EXE to work, but the jar was fine. <br/> <br/>I love the way that looks and sounds. Get the feel down, chuck in one or two additional mechanics (and get me some friends to play it with) and you could have the next Micro Machines. <br/> <br/>Was it supposed to look like a Virtual Boy? |
| May 6 15:43:00 | 59h 27m | shon | Very interesting mechanic, and I also quite like the aesthetic. I felt like it became more interesting in level 2 when it started demanding that I think about it in terms of trails rather than just clicking on the circle I want to take care of. There is no way in heck I will ever get past level 3. |
| May 6 15:48:00 | 5m 00s | Cube Colors | I like conceptually what is going on here, but colourblindness prevents me from progressing. Sorry :( |
| May 6 15:56:00 | 8m 00s | BLOB | Nope, I CANNOT finish level 9. I was enjoying it, but that' got me stuck. There must be something conceptually that I'm not getting. <br/> <br/>I quite like the graphics and sound, and in general I think the mechanics are well thought out and implemented. Except level 9. |
| May 6 16:15:00 | 19m 00s | LDRU | That is incredibly cool mechanically. Something about it makes it very awkward to control however. I think that if I was playing as something that indicated what direction is "up" (like a little guy) I would feel more connected to my actions. <br/> <br/>In general, I just want to see my character conveying more information to me. which would of course be against the theme, but if you expand it that would be one way that I would do it. <br/> <br/>Good work :) |
| May 7 01:34:00 | 9h 19m | Excruciating Police Hammer | Wow, that WAS excruciating! You deliberately made it spam messages at the end so that I had to close the process manually right? If so that's brilliant you son of a monkey pajama. <br/> <br/>Great name. |