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4xisblack

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TimestampSince previousGame4xisblack's comment
Aug 27 04:03:00 The Stuffuv I like the disorienting feeling of moving between spaces in the dark, especially when it leads to creepy dead ends.
Aug 27 04:13:00 10m 00s Rick Rodo's Rival Restaurant Rush TABURU FRIPPU! Adopts the dynamics of a pre-NES era action game (albeit with a larger health meter than we may have expected back then :P) which is neat.
Aug 27 04:20:00 7m 00s Hourglass I actually liked the inertia; it gives the character a sense of weight. Super Mario Bros had inertia!
Aug 27 04:46:00 26m 00s 10 seconds for Cactusman The crazy air acceleration is actually pretty fun once you get used to it. Oh cactusman; why must you be so aerodynamic?
Aug 27 04:50:00 4m 00s Lone Stranger's PULSE Nice choice on the audio; I can still hear that pulse thing buzzing in my head.
Aug 27 04:59:00 9m 00s Holiday in Russia Looks great; nice cohesive pixelly aesthetic. Surprisingly addictive despite its simplicity. Love that shooting sound! Would liked to have seen a more thoughtful integration of the 10 seconds theme, as I suspect the game could benefit from a bit more of a sense of rhythm.
Aug 27 05:19:00 20m 00s Dragon Rescue TROPES VS DRAGONS IN VIDEOGAMES: Dragons in Distress <br/> <br/>Makes me feel nostalgia for my days messing around with RPG Maker XP which is pretty cool. I like the idea that the protagonist is lost in one of the roughly-sketched worlds we made (and soon abandoned) as adolescents.
Aug 27 05:57:00 38m 00s IMPACT Having myself spent months working on a randomly-generated runner in the past I know how annoying writing good generation algorithms is, and this one is pretty damn convincing for 48 hours! The visual aesthetics remind me of Action Button's ZiGGURAT (my favourite mobile game!) so that is cool too. I like the concept of a guy trying to run way from what is obviously an unavoidable death; it's delightfully morbid. Music is catchy. <br/> <br/>It does seem apparent from the inclusion of a 30 second run that the final design ended up somewhat far afield from the theme :P
Aug 27 06:16:00 19m 00s 10 seconds Nice! That there is a solid puzzle progression, and the tension imposed by the 10 second time limit is well balanced.
Aug 27 07:21:00 1h 05m Tactical Mission I should point out that knowing you can click the timeline to skip back and forth is pretty critical to making the interface usable. You may want to leave a note in the instructions up there, as it was not obvious to me at first. <br/> <br/>Once you get a hold of how to manipulate the timeline this thing becomes remarkable. It is, perhaps, the smartest implementation of tactical puzzling I have ever seen. <br/> <br/>The ability to instantly and partially reconfigure any one of your characters' behaviours resolves many of the frustrations inherent in squad tactics games (losing after a long fight, making a superficial error and dying/having to reload, etc...). It also permits much finer balancing of tactical situations because as a designer you can think about individual moments rather attempting to balance an entire encounter so that there are enough (but not too many) solutions. <br/> <br/>Just off the top of my head I can think of several AAA games that would have benefited from this variant on the rewind mechanic: Baldur's Gate (also Dragon Age, etc...); Rainbow Six; Commandos. Essentially any game where the point is to emphasize tactics and configuration puzzles above reflexes and risk/tension. You could also very easily turn this into an actually-good version of the insipid 'hacking' minigames we see all over the place. You could do all kinds of stuff with this.
Aug 27 17:08:00 9h 47m Kickbox I brought this to work today to play it with a coworker. It is, indeed, pretty awesome with 2 players. The characters offer a surprising amount of variation. I played the ghost guy and my coworker played the twins; at one point (when Giant Mode was on) my player got sandwiched in between them and they dragged me around for a while. Was hilarious.
Aug 27 20:14:00 3h 06m 10 Second Topple A fun little concept executed well. Nice touches on the level select screen; it looks quite striking. Given how large these towers need to get I may have appreciated a bit less delay between block spawns (and a bit finer precision on the spins).
Aug 27 20:33:00 19m 00s Cyanocide Super pretty. The thruster trails are an excellent touch, especially given how the ship flips around when you bank.
Sep 2 00:48:00 124h 15m You Have to Dye A striking representation of what hell might be like for colourblind people :P <br/> <br/>Has a surprisingly compelling core mechanic! And I like the bizarre nature of the storyworld.
Sep 2 10:47:00 9h 59m Parts Bot (Factory Worker) I like that you have to both find the instructions you actually need and then attempt to flood the remainder of your queue with whatever worthless 'turnabouts' are available so that you don't crash into a wall. An interesting take on the whole 'RoboRally' thing.
Sep 2 11:02:00 15m 00s Survive I find it interesting that although the game gives me enough information to position my cursor properly before anything bad happens, I still prefer to try reacting to feedback at the last possible moment. This might be because our eyes are better at detecting motion in peripheral vision than, say, reading those numbers as they count downward.
Sep 2 20:54:00 9h 52m Talking Is A Free Action A very solid puzzle platformer in the tradition of Braid (especially given the 48 hour time constraints :P) <br/> <br/>I actually kinda liked the janky movement; gives the experience a bit more character.
Sep 2 21:46:00 52m 00s 10 Second Defence Nicely done. I was able to complete two of the three necessary steps before resorting to your walkthrough (WHY/HOW WOULD/COULD YOU EVEN GLUE THAT THERE :P)
Sep 2 22:05:00 19m 00s A Living Shell Yay personal games that are actually about things! Ludum Dare could use more of these IMO. <br/> <br/>I am not sure whether you intended the ending to be an infinite black screen with breathing noises in the background, but I certainly hope you did because it was intimate and bizarre and cool.
Sep 3 06:19:00 8h 14m THE WHiTE ROOM I like the idea that purgatory is a sort of badly-gamified and largely inequitable bureaucratic ladder into heaven. It's as if god read half of one book on gamification and thereby judged himself qualified to revolutionize the whole 'afterlife' thing. <br/> <br/>Amusingly, the consequences are exactly what we game designers might predict: When you reward all gameplay with superficial 'achievements' and other scorekeeping systems your players lose any intrinsic motivation to explore those systems for their own sake.
Sep 3 06:38:00 19m 00s The Dollhouse Curse This is a damn good looking game for a compo entry! I hadn't heard of Stencyl prior to checking out this project; it seems pretty cool as a high-level game maker thing, but something about this SWF it has made is causing maaaajor lag even though Flash is theoretically more than capable of drawing that stuff efficiently. Even on Chrome (and with a screaming fast processor) I'm getting quite a bit of lag. <br/> <br/>I suspect it has to do with those torch light halo effects. Are they done with vector graphics?