Foon → Ludum Dare Explorer → LD27 → Feedback comment stats → alts
Feedback comments for LD27
alts's games and stats for all events →
| Timestamp | Since previous | Game | alts's comment |
|---|---|---|---|
| Aug 27 05:25:00 | Defense of Your Craft | Cool game. The controllers felt a bit strange (keyboard and mouse) at first, but I got used to it. Played it solo, but I imagine it'd be a lot of fun with more people. And it'd help since I'm pretty trash at tower defense games. | |
| Aug 27 06:22:00 | 57m 00s | Boyfriend Simulator: Feed My Boyfriend | Really great game. Also rather hard. I ended up waiting during the feeding stage until the very end, and would just feed one item. Maybe not the best strategy, but the satisfaction level decreases so fast that it's not worth wasting food earlier. Fantastic music. |
| Aug 27 06:37:00 | 15m 00s | Ten Second Dungeon | Given the fast-paced nature of the game, and the likely short attention span of ludum dare players, I think it might have been good to vary the enemies/rooms earlier in the game. Things pick up considerably one you get past the first 6 rooms or so, but I worry that most players won't ever find that. This is a cool game, there are just a couple suggestions I'd make. First, don't make the blue markers (the ones that extend time) fade away. There is often a cost to going after them anyway, since it takes time to even reach them. Second, I'd sometimes enter rooms that had a laser shooting down right past the entrance I'd come through, and I'd die. Having those really can kill the pacing of the game, since it forces me to cautiously enter rooms. Long comment. Sorry. Good work. |
| Aug 27 06:47:00 | 10m 00s | Ten Magic Seconds | I didn't read the instructions, so I made it past the castle walls without knowing how to shoot. Even now knowing how to shoot, I'm not sure I know how to get much further than that. I also want to echo was josefnpat said. All of the controls are keyboard based. Requiring mouse interactions for (re)starting feels strange since nothing else requires it. |
| Aug 27 07:42:00 | 55m 00s | Highway Hero | This game is adorable. It's got a very EYEZMAZE-style feel to it (eyezmaze.com). The only drawback is that sometimes the trial and error nature of the game becomes very obvious. Great work, I'd really like to see this built upon in some way. |
| Aug 27 08:07:00 | 25m 00s | YOU MUST GET THE ATOMS | Cool game. I "beat the tutorial" and got a score of circle, which I suspect is way worse than a decagon. <br/> <br/>I never ended up remembering what combination of elements did what, so I would end up just bashing keys. I also never totally learned how switching atoms worked. That is, I was never sure what would happen when I pushed on of the number keys (which would be swapped with the number I'd pressed?) <br/> <br/>I think this element combination system could be really fun. A problem is that the way that the powers are taught to the player doesn't require any sort of comprehension. As a result, I think it might be less effective than just listing the powers up front, because combining it with play in this way distracts from learning the rules. <br/> <br/>I'd like to see a version of this without the time limit, and with more levels. Bravo on the level editor, by the way. Not an easy feat in a jam. |
| Aug 27 08:21:00 | 14m 00s | Time Ghost | Nice game. Reminded me a lot of Echoshift. I made it to the 11th puzzle before I stopped. I probably would have played longer if there were a way to skip to the next "play" rather than wait the full 10 seconds. <br/> <br/>While the mechanic may not be novel, I was really impressed with the quality of the levels. It didn't take long to reach ones that had really elegant approaches. Well done. |
| Aug 28 03:16:00 | 18h 55m | Just 10 Seconds | The flat visual style is quite nice. I do wish that there was a bit more feedback into how I was doing. The face at the end really only seems to reflect where I end up at the end of ten seconds, ignoring all that preceded it. |
| Aug 28 03:45:00 | 29m 00s | Five Seconds | I also had some technical issues with the game. When I would pick up a bullet, the game would momentarily stall. One time it hung the game completely. I was able to trace it to the `play_touc` function. Not sure why, but if I comment it out, the game runs perfectly. <br/> <br/>Personally couldn't get beyond Level 3. I'm just not very good at this kind of game. <br/> <br/>I think the game might be made a bit more interesting if there were a trade-off that the player had to make with respect to getting more time and killing enemies. Right now, killing enemies is the obvious best approach, since it makes it easier to survive, and will provide extra time. Might be interesting to mix that up a bit. |
| Aug 28 03:56:00 | 11m 00s | Poorly Planned Pillaging Party | This game is really cool. I love the idea. Reminiscent of Trine. Well done. <br/> <br/>The only problem I had is that I ran into quite a few bugs. Characters falling through platforms (sometimes to my advantage). One time the wizard just couldn't shoot magic, which ended up ruining the whole run. Polished up I think this could be a really great game. |
| Aug 28 04:12:00 | 16m 00s | Vacuous | Wow, this feels really polished. Made it to wave 56 with 5 lives left before I quit. I feel like it could use a bit more challenge or a faster pace to keep me really interested. One other recommendation is having a dedicated HUD area. Having enemies and bullets behind text is kind of upset. <br/> <br/>Other than that, this is a really well executed game. Good job. Really impressed with the bullet patterns too. |
| Aug 28 04:23:00 | 11m 00s | 10 Second Robot | Mechanically very simple. I really live what you're doing with the blend modes in the background. It looks really nice. |
| Aug 28 07:51:00 | 3h 28m | Way of the Gun | The duel at sunrise scene is just beautiful. Not at all what I was expecting from the name and title screen. I found the game a bit easy in that I could try pretty much every option, but I guess I'd rather have that than die and have to start over (beat it on second try after losing to second duelist). |
| Aug 28 07:59:00 | 8m 00s | mircale_ten_second | I love the idea of sports game as tactical strategy. I'd only seen it elsewhere in Frozen Endzone. The biggest thing missing here is some polish. Moving from one stage to the next, for example, and maybe the ability to queue moves (or automatic pausing once a player reaches an endpoint). I'd love to see this developed further. Nice work, and congrats on your first LD. |
| Aug 28 08:25:00 | 26m 00s | Walking Thingie | The walking motion started to feel weirdly natural after a few levels, which was a big surprise. Had some flashbacks of playing Spin Doctor. Really like the spin-walking mechanic. Nice work. The game feels mechanically pretty complete. Only recommendation is to revisit it for a visual/audio upgrade. Nice work. |
| Aug 28 08:35:00 | 10m 00s | Grind | I like the mechanic of grinding for money to buy additional time. Given the nature of the game being time constrained, I probably would have added two additional buttons for [use mana potion] and [use potion] rather than having to fiddle with the menu. I wasn't nearly good enough to get down to the lower right corner. Cool game. |
| Aug 28 08:39:00 | 4m 00s | Defuse the Bomb in 10 Seconds! | There is something about the way the plugs respond to hover and clicks that's just very satisfying. The early hand crafted levels are good. Thing get tricky with the overlapping in the later stages. |
| Aug 29 04:52:00 | 20h 13m | Triad | This is a really cool game. Nice work. Everyone else has mentioned the desire for single character replays already, but I think that's really the only thing missing from this game. I did have one weird issue where the Demo failed to kill a turret at the first player, yet when I played through the shield guy's turn as the second player, the shotgun spray was just different enough to kill the turret. Worked out in my favor, but I could imagine it going the other way. |
| Aug 29 05:20:00 | 28m 00s | Combat Time!! | This is a really interesting idea. I think it might be more effective if there were rounds (say 5 rounds of 10 seconds). It'd give players a chance to adjust to opponent play styles rather than throw something out there and hope for the best. And as someone else mentioned, this would be perfect for async multiplayer. Looking forward to seeing what comes of this. |
| Aug 29 05:42:00 | 22m 00s | Hackfield | Game doesn't work for me. The problem seems to be that 1280x1024 is not a valid resolution for my screen, and Love aborts after failing to find a screen mode. I changed the conf file to not render fullscreen, and finally I was able to get into the game, but because of the forced 1024 lines of vertical resolution, I couldn't play (buttons are beyond the end of my screen). |
| Aug 29 06:08:00 | 26m 00s | squaredare | This game is really engrossing. I'll be honest in that I didn't think there was much to it at first, but then I got sucked in and ended up with 159200 points. One thing that stood out was that I was never sure when my player would stop in midair, or push on through another square. A bit more predictability there, and maybe some more polished graphics and I could really see this getting an audience. |
| Aug 29 06:13:00 | 5m 00s | 10sec-10dice | I really like the mechanics in this game. Is this a known game or did you make it up? Either way, great work for your first LD! This sort of game would really benefit from a 2 player mode, and in fact it might be easier to program that than a rudimentary AI. |
| Aug 29 07:17:00 | 1h 04m | Last Energy | Rather confusing. I couldn't tell what would trigger failure nor what would trigger success. I figured that the blue square was the goal, but it wasn't at all generous with deciding when you're on the goal or not. |
| Aug 29 08:23:00 | 1h 06m | X-TREEEME Pin the Tail on the Donkey | Like others have said, it's a bit hard. I think it might be made easier by making the camera move faster during the "peek" stage. I felt like I spent too much time trying to find the donkey, before even getting the chance to memorize a path. |
| Aug 30 07:53:00 | 23h 30m | Flash of Light | Nice work. One thing I would consider is adding some degree of punishment. The flashlight only having ten seconds of battery isn't too bad since you can just grope your way around the world to win. If there were things that had to be avoided (pits, etc.), that'd make the battery life more precious. |
| Aug 30 08:00:00 | 7m 00s | Attack Force Deca | I really like the idea of having mechanically distinct play segments like this. I was actually a bit disappointed that the fourth stage was similar to the first (hold down to shoot continuously). I think this would be a good candidate for expansion with some novel shooting mechanics for each stage. <br/> <br/>One thing that did confuse me for a while was that the health gauges for you and your enemy appear to be one. Putting the hearts next to the life bar communicates a relationship that doesn't actually exist, and it took me some time to realize what it was that my endurance was measured in. |
| Aug 30 08:04:00 | 4m 00s | Lamesoak | It's a shame that you're disappointed with the result, but you finished and submitted something, and that is worth celebrating. Good luck next time. Hopefully it can better meet your tastes. |
| Aug 30 08:18:00 | 14m 00s | Lurker | Interesting game. It took me a while to figure out which end to point at the planet. Felt a bit dumb. <br/> <br/>This game has the unfortunate property of the optimal strategy being the least interesting one. If you barely use any fuel, and simply wait to arrive near a planet, not only do you guarantee that you'll have enough time to scan, but you'll have done so with minimal fuel usage. <br/> <br/>A way I thought of to make the optimal strategy a more interesting one is to add gravity. Satellite trajectories are often plotted to use gravitational slingshots (https://en.wikipedia.org/wiki/Slingshot_effect). These allow for velocity changes without the use of external power supplies. This would nullify the old strategy, as drifting objects wouldn't have enough speed to take advantage of the slingshot effect, and would just be dragged towards to planet (or waste fuel escaping). <br/> <br/>Enough rambling. Congrats on your first LD. Nice work. |
| Aug 30 08:30:00 | 12m 00s | Programming Failure | One comment I do want to mention is that there is a sound effect when time runs out, but not when you win. For events like this, if you're strapped for time, I would focus on embellishing the path that most players will likely take (in this case, victory). <br/> <br/>As for the glitchiness, I think that some deserve to be fixed, but others might be better cultivated. Game Title: Lost Levels (http://www.glorioustrainwrecks.com/node/2268) for example, was inspired by a glitch. In this case, the nature of the glitch seems to be that blocks change properties based on the direction that you approach them from (the right side of blocks can be climbed, the left side can sometimes be passed through). When phrased like that, that sounds more like a mechanic that you'd build a game around than something you'd want to eliminate. |
| Aug 30 08:35:00 | 5m 00s | 10Space | Excellent work. This feels really great. My only suggestions would be to drop the concept of lives, and to change the font in the center. On my first play through, I got the character "O", which in this font is a square. I had no clue what to do. <br/> <br/>Also, just so you know, I got to a stage where both circles were the same letter, which made the level impossible. <br/> <br/>Excellent game, otherwise. Nice work. |
| Aug 30 08:40:00 | 5m 00s | Spark | I did appreciate that changes to the maze would persist lives, and that the game wasn't punitive at all with regards to death. Nice work. |
| Aug 30 08:47:00 | 7m 00s | :Fast :Food! | This is a great way to give a narrative to a time limit that is so arbitrary in other games. The music and graphics are also strangely misplaced (in a good way) with a game about hunting humans. Great work, and I love the voiceovers. |
| Aug 31 07:02:00 | 22h 15m | SimDare | I like this LD meta-game idea. It's just a shame that it doesn't really incorporate the theme into the primary mechanics of the game. |
| Aug 31 19:46:00 | 12h 44m | Worst 10 Seconds of Your Life | I think the idea of convincing a player than only ten seconds have passed in some activity is interesting, but would have to be more subtle than this. Time should stretch out much more slowly. I eventually just felt like I was moving through molasses, which is a very different feeling. The long "introduction" is also discourages additional attempts. |
| Aug 31 19:53:00 | 7m 00s | Run You Fool, You're Gonna Miss Your Train! | Excellent premise for a game. Nice way to incorporate the theme. Can you actually collide with the stands? Only suggestions I can think of are a satisfying splat sound if you hit the train after the doors close, and maybe replacing the green tiles with slow crowds. Well done. |
| Aug 31 22:30:00 | 2h 37m | Swipe The Roast | All I could think of while playing this was "Supermarket Sweep". And then I read your journal, and sure enough, you were thinking the same thing. Thank you. <br/> <br/>I feel like this game has two ideas that would work independently, but when combined feel a bit weird. The dropping game doesn't need the narrative of the supermarket nor the distinct foods to work well. And the supermarket spree is hampered by the dropping mechanic, which puts limits on how frantic the shopping portion can be. I might split these up into two separate games, and consider how to fill in the gap left by the other in a way that accentuates the strong aspects of each. |
| Aug 31 22:44:00 | 14m 00s | Treasures of the Decimaze | I think this would have been a much better "Parallel Worlds" entry and a "10 seconds" entry. The maze switching is interesting. You're effectively adding a third dimension to the maze. <br/> <br/>There are a couple changes I'd consider. First, allow the player the ability to zoom out and _see_ the maze. Traditional mazes typically let you see the exit. This would allow the player to think up a strategy and really engage in the switching mechanic. <br/> <br/>Another change I'd consider is to allow the player to select which maze to enter at the next switch. It was frustrating sitting and waiting for a particular maze to come up, and instead get one I don't need. <br/> <br/>Nice work. |
| Sep 1 08:34:00 | 9h 50m | T-X | Similar to the other critiques, it felt weird to not distinguish between winning and losing. Also strange was that it seemed like I never permanently won. If I tried shooting instead of clicking on a button time would start passing again and more enemies would spawn. |
| Sep 1 08:40:00 | 6m 00s | Knights of the Dorm requires LOVE | The sprites are wonderfully absurd (Lancelot's high kick!). Well done. I do feel like asynchronous fighting games, as a while, are missing something to make them engaging. It ends up feeling very rock-paper-scissors-esque, which isn't the most exciting of systems. |
| Sep 1 08:49:00 | 9m 00s | Ten Ticks 'Til Termination | I really like this assassination system. A couple suggestions I might consider: <br/> <br/>Gentler transitions between stages. It was very abrupt, and I was surprised the first time I killed the wrong person, since I'd never had time to see a body fall. <br/> <br/>There is a draw order problem, where sometimes people will appear behind the face of your target. This made it really difficult for me to find someone once. <br/> <br/>Nice work, and I'm really impressed with the face generation. |
| Sep 2 06:38:00 | 21h 49m | FormScape | This is a beautiful game, and it's a shame that so few people have played it. I made some windows builds so that there is one fewer reason. <br/> <br/>https://dl.dropboxusercontent.com/u/160744984/formscape_win32.zip <br/>https://dl.dropboxusercontent.com/u/160744984/formscape_win64.zip |
| Sep 2 06:48:00 | 10m 00s | SF-1 | I like the narrative device of a "I'm still alive" button. I don't think the mines are an effective obstacle, since they don't seem to be predictable at all. That results in deaths being a matter of luck more than actual failure, and that's sometimes frustrating. |
| Sep 2 06:52:00 | 4m 00s | You are Pea | This game is really difficult. It requires an almost perfect execution of each level. I've managed to beat 2 levels, but never sequentially. |
| Sep 2 07:02:00 | 10m 00s | TSHIF | Really enjoyed this. Other people have mentioned checkpointing, but one thing that I noticed is that we only ever see this robot character from behind. How much more difficult is play if the robot moved in such a way that we saw its face? Things might sometimes be obscured, but that problem already exists now. |
| Sep 2 07:13:00 | 11m 00s | Alcheminion | I really liked it when the game became more puzzle oriented than purely collection, but it quickly got to a point where it was dominated by trial-and-error (levels 7 and 8), after which I quit. If the order of potion requests was known in advance, it'd give the player some ability to strategize, since I don't get the sense that this trial-and-error sensation was an objective of the game. |
| Sep 2 08:53:00 | 1h 40m | Survive | This is an effective distillation of "avoid" type games. I think the biggest benefit would come from some more attention spent on graphics (perhaps colors/shapes to indicate time remaining?) |
| Sep 2 09:01:00 | 8m 00s | 10 Second Waves | Congratulations on your first Ludum Dare entry. That's quite an achievement on its own. <br/> <br/>Others have talked about the controls, as predictable and responsive controls are critical to this kind of game. A different observation of the controls was that I had quite a bit of difficulty mentally unmapping WASD from movement, so I'd start to shoot in the direction that I actually needed to move. I'm not sure how twin-stick shooters typically handle keyboard input, but perhaps something to keep in mind? |
| Sep 2 09:10:00 | 9m 00s | Logic Bomb | I really enjoyed this. I haven't seen logic circuits "gamified" before, and this really nails it. I made it about 12 bombs in before I messed up on a NOT gate. Very well done. The only problems I had were with regards to precision of cutting. I wasn't sure how to best input those actions. Great work. |
| Sep 2 09:20:00 | 10m 00s | Wing | Congratulations on entering your first compo. This is a fantastic entry. The unique interpretation of the theme was really refreshing, and the mechanics and narrative were great as well. Nice work. Hard game, though. Couldn't get past the first episode. |
| Sep 2 09:26:00 | 6m 00s | Red Or Blue ? | Defused 6 of 12. I enjoyed all of the more atypical riddles. Some of these riddles were really difficult to read/solve in the allotted time. I'd also drop the mouse control requirements, and just use the keys you already depend on (arrows & space). |
| Sep 2 09:32:00 | 6m 00s | Dodge These | Was able to get a perfect score through a bit of an exploit. Otherwise 18 seconds is my best. <br/> <br/>I really appreciated the unification of controls here. Specifically, that everything was controlled by the mouse. That and that the balancing between speed and hitting mines felt really good. If it weren't for the exploits, thi would be mechanically really solid. Nice work. |
| Sep 2 09:39:00 | 7m 00s | Blobb has enough time | I really like the idea of corruption or infestation every 10 seconds (rather than a hard time limit). The puzzle design got frustrating at "Everyone loves barrels" and the level before it. That's around when I quit. Barrel pushing wasn't fun, and I didn't like the trial-and-error aspect of the level before. |
| Sep 2 09:55:00 | 16m 00s | Stuck in a Clock | I liked taking the theme literally and placing it on a clock. As others mentioned, there are technical problems in the game that prevent it from quite being as good as it should. |
| Sep 3 02:11:00 | 16h 16m | Step To Precipice | Nice premise. I also really liked the clean visual style. I do wonder if mouse controls were the best option for this game. I feel like mousing over the tile I wanted to jump to was more difficult than the decision of where to jump. |
| Sep 3 03:30:00 | 1h 19m | Memorization | I love the graphics. The only thing I might change is for the world to be similarly hand drawn. Its lines are too straight. <br/> <br/>The mechanics itself aren't terribly innovative. It's a memory game. And it's unclear what you're supposed to do at first, but the game has enough charming details to really lift it. The faces of the characters. The way they jump into the pit if you fail. This is a really cute game. Well done. |
| Sep 3 04:08:00 | 38m 00s | 10 seconds to save the day | This is a really great game. I loved the graphics and really enjoyed the premise as well. The connection to the theme isn't terribly strong, but it works in the end. Fantastic job. |
| Sep 3 04:29:00 | 21m 00s | Woodman for President | Great game. Ignoring the theme integration, everything about this game was really well done. I would have appreciated more variety in the campaign cards (and maybe more wood puns), but considering the time constraints, I'm really impressed. |
| Sep 3 04:46:00 | 17m 00s | Grassroots Samba | Fantastic game. The bugs kind of made it better. Others have mentioned that there is no good stance on "null", but I especially liked one citizen who never had a dialog box, so I just agreed to things, which wasn't dissimilar from what I was already doing. Great work, and really beautiful style. |
| Sep 3 04:51:00 | 5m 00s | DINOstruction - Evolution in a matter of seconds | I really like the idea of the enemy evolution mechanic. I just wish I lived long enough to see what was after dinosaur level 2. |
| Sep 3 05:08:00 | 17m 00s | 575 | Wow, never would have expected a haiku generator. Really appreciated that all of the menu elements were themselves haiku, and that the countdown was a usable element. The game, unfortunately, isn't very fun until you finally do manage to succeed, and that's not an easy feat. "Phenomenology dog" indeed. |
| Sep 3 05:15:00 | 7m 00s | Reassessment | Wow, this was frantic. I managed to save 3 civilians in the end. I like the limits and onthogonality of the units (mapbot and doorbot). Quite a bit of fun. It takes a bit of easing into it, and I feel like I may have gotten very lucky with my randomly generated layout. |
| Sep 3 05:23:00 | 8m 00s | Mind-Controlled Monster | Congratulations on your first Ludum Dare entry. This is a really cute game. As others mentioned, there are a few "timeline" oriented games (e.g. http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17708), but this one seems to be a bit more flexible than the others I've seen. Nice work. |
| Sep 3 07:29:00 | 2h 06m | O | Very pretty game. I never developed an intuition of how much "tentacle" would be used by moving a certain distance, which made some things difficult, but once the aggressive enemies showed up, I pretty much dropped all regen strategies I'd had. Nice work, and congratulations on your first LD. |
| Sep 3 07:38:00 | 9m 00s | Decel | Nice reading of the theme. There is at least one other dueling game out there. I did find it a bit difficult, in that the random jittering of the cursor seemed to be greater than the size of the head at times. Made winning (after several tries) feel more like luck than skill. |
| Sep 3 07:58:00 | 20m 00s | The Survivalist, Dave | There is a solid core of a game here. Because this is such a well explored area in games, though, issues that would be small (e.g. upgrade balancing) become more apparent since there are so many examples out there to draw from. Made it to round 50 before quitting. |
| Sep 3 08:04:00 | 6m 00s | Dave's Marvelously Mediocre Game | Calls to mind The Price is Right, and a "game" I'd often play as a child of trying to stop a stopwatch at some exact number of seconds. Something that surprised me was that I found it hard to internally count down seconds because of the strong beat of the background music. |
| Sep 3 08:11:00 | 7m 00s | Corn PoP | I thought the game was rather boring until the more strategic mechanics revealed themselves (combos, bombs, gems). I had to quit because my wrist was starting to ache. Reached a "fatality" screen, but didn't have time to click on any of the bombs. Nice work. |
| Sep 4 06:19:00 | 22h 08m | Almost Fluid Plantain | I'm not sure how I'd categorize this, but I'm happy to see any work that's inspired by Melt Banana. |
| Sep 4 06:43:00 | 24m 00s | Tachyon Rupture | To expand upon what wally said, I feel like the "space to pass time" is sort of unnecessary. Time is only allowed to flow in order to interact with things. I feel like it could have been streamlines by deducting only as much time as is necessary to complete an action. Perhaps you did want to explore the challenge of timing the space-click-space gesture, but I feel like it doesn't illuminate anything within the game. <br/> <br/>Outside of that, really nice work. Far more puzzle game than roguelike. I don't think I'd ever seen "10% slower passage of time" as a bonus before. |
| Sep 4 07:22:00 | 39m 00s | Vacuum | Congratulations on your first LD. You've managed to make something that controls very well, and while there aren't a whole lot of "game" elements in it, it feels like a strong foundation for something to be build on top of it. Nice work. |
| Sep 4 07:26:00 | 4m 00s | Attack of the Random Boxes | Nice game. Not a very strong usage of the theme, though. |
| Sep 4 07:33:00 | 7m 00s | 10 Seconds | Game seems well put together. I don't know how I feel about the combination of a strict time limit and a word game. I feel like the time limit restricts the player form ever getting a sense of what they might be able to do with the board. |
| Sep 4 07:38:00 | 5m 00s | Agent Dan | Nice to see another person made a game about falling out of an airplane without a parachute. <br/> <br/>Once I understood the mechanics of the game, it played well. It wasn't obvious to me what the stars did nor that the clouds would slow you down (since there is very little to gauge speed by). I think if those were more clear, it'd be easier to get into. <br/> <br/>Nice work, and nice voice acting. |
| Sep 4 07:49:00 | 11m 00s | 10 Second Timber! | High score of 13. <br/> <br/>This game is fantastic. Besides the font choices, I loved the visuals. I played a couple rounds not focusing on the chopping bar, because I wanted to watch myself chop. I wish that the chopping bar were closer to the visual action. It's one of the only flaws in this game. Excellent work. |
| Sep 4 07:55:00 | 6m 00s | Light light never fades | Congratulations on your first LD (I think?). Great work on the music. I liked the premise of the game, but I ended up beating it without ever dropping a light (except for the switches that needed it). I think that perhaps if platforms weren't solid unless illuminated, it'd force the player to use that mechanic, as well as introduce a time element, since lights fading after 10 seconds could be fatal. |
| Sep 4 08:29:00 | 34m 00s | The Dollhouse Curse | The game isn't exactly scary, but the audio is really unnerving. Even the success "sign" sound is creepy. Really well done there. <br/> <br/>The matching mechanic would probably work better if I had less technical issues with the game (framerate). I'd often drop several frames and find myself up against a doll that I would have noticed had the framerate been smoother. <br/> <br/>One touch I did want to specifically mention that I really enjoyed was that you can't "remember" what color doll you touched if it isn't lit by a lantern. I liked that a lot. |
| Sep 4 08:34:00 | 5m 00s | Space Jam | The game world was very pretty, and the fail/death animation was actually a lot of fun to watch. I might keep the arrow (or some other indicator a la Pixeljunk Eden) to let me know what direction to head for more time. Once battles start, I get a bit distracted and forget which direction I should head. |
| Sep 5 05:18:00 | 20h 44m | Pirates! | I was confused at first as to what ship was actually mine. There were a few mechanics that weren't clearly explained, and some even now I still am not sure about. The movement of the ship, once I understood who I was, felt nice. |
| Sep 5 06:33:00 | 1h 15m | Hello Dr. Steiner! | Nice instance of a Smash TV-like game. The mechanics, while not particularly innovated, were well executed, and the whole game felt very solid. Nice work. |
| Sep 5 06:43:00 | 10m 00s | The Devil That Comes | Wow. This was really great. I had some difficulty understanding how things worked (and that I'd "lost" at first). The stress from trying to type things fast enough while reading really seemed to enhance the text. This felt incredibly unique, and a great example of some atypical interactive fiction. I really enjoyed it. The only critiques I could give are more writing critiques, and I feel like I'm not really capable of doing that. Well done, and thanks. |
| Sep 5 07:23:00 | 40m 00s | Trigger Warning | I'm impressed that you had time to port the game to Python. I am, however, surprised that the game performs better in Python than AS3. I wouldn't have expected that. <br/> <br/>Despite being incomplete, the primary interaction felt nice, and the potential for "herding" games with it seemed interesting. |
| Sep 5 07:29:00 | 6m 00s | Dead End Corner 10 second Wave Evolving Zombie Games | Congratulations on your first LD entry. I'm impressed you've managed to make something that feels so complete. It's at the point now where the difficulty curve needs some attention, but well done getting that far. |
| Sep 5 07:37:00 | 8m 00s | Treasure Run | Nice music. I really appreciated the rhythmic consistency of the elements in the world. From what I could tell, the game lacked any sort of difficulty ramp up (of perhaps I'm just not good enough to make it that far) which can result in things stating to feel a bit stagnant. Nice work. High score: 59. |
| Sep 5 07:52:00 | 15m 00s | Half the Time | The two half circles meeting, and becoming one whole purple circle was such an effective representation of a relationship. I feel like the writing (especially when it reaches particularly self-loathing bits of monologue) could use some work, but the whole narrative constructed around this world really gave it life. Well done. |
| Sep 5 08:22:00 | 30m 00s | 10013 milliseconds | This is an excellent entry. I feel like its biggest failing is the lack of a simple "restart" button. It took me several tries to finally get it to work, and something about manually restarting felt wrong. The graphics and audio were great, and the puzzles were refreshingly different from the completely improbable things you'd encounter in other point and clicks. Nice use of the theme, great work overall. |
| Sep 5 08:32:00 | 10m 00s | The 10 SEC War | I am terrible at RTS games, and got wrecked by the AI. I'm sure bad players like me would have appreciate either an introduction to the mechanics, or a more gentle difficulty curve. There does appear to be quite a bit, mechanically, going on in this game, and I'm really impressed. The sprites are all also really nice. |
| Sep 9 04:10:00 | 91h 38m | Blackout | I liked the story that the game seemed to imply. The music was also really nice. I would have preferred keyboard controls for [action] rather than the mouse, since the arrows and space are already used. |
| Sep 9 04:18:00 | 8m 00s | Inherity | I like the idea of converting these strategy games into digestible 10 second segments. I think with very clear tactical decisions (even if simplified to something like Rock-Paper-Scissors), this could work really well. As it stands now, I have no clue as to how to devise a better attack plan, and the third battle seems impossible. |
| Sep 9 05:28:00 | 1h 10m | 10s Paparazzi | Game played really nicely. I do think it could have benefited from a rating system of some kind beyond the binary "you got it" vs "you didn't". Something akin to Pokemon Snap's breakdown based on Size, Pose, and Technique. Nice work. |
| Sep 9 06:35:00 | 1h 07m | INSTIGATION | Wonderful game. The graphics and audio are excellent. What really makes this game is the block cycling. Block lifting and cycling are both orthogonal actions that can combine in a really complex way to give some territory for mastery (similar to Lift & Kick in Wario's Woods). <br/> <br/>The game is great as is. There are only a few recommendations I'd make. Combos (both in the sense of sequences greater than 3, and cascading matches) should provide some benefit. A combo mechanic that I really like is that of Kirby's Star Stacker, where temporary blocks fall after combos, allowing for greater chains, but then not persisting if there was no match. I'd also like unbounded movement speed. I felt like at times I couldn't escape from falling rows because I couldn't move fast enough. <br/> <br/>Really nice game. Great work. |
| Sep 9 06:41:00 | 6m 00s | One Slice Too Many | I can't claim to know what I just did, or what happened. Unique approach, at least. I tried to not eat any cake, ended up accidentally eating a piece at the end because you have to hold a key to move to the next second, but that same key press can be registered later. Maybe require a key up between segments? |
| Sep 9 06:58:00 | 17m 00s | Rascal Ninja | Ignoring the character's speed, it's apparent that a lot of effort has been put into making motion feel really good in this game. It's just a shame that that motion isn't put to use towards something a bit more engaging. A potential idea might be reducing the number of scrolls to just one, and focusing on _escaping_ with the scroll. Perhaps lay traps on the way to the scroll, and grabbing the scroll triggers the appearance of enemies? Just some thoughts about how to better highlight the movement you've created. |
| Sep 9 07:12:00 | 14m 00s | TickType | This is a really interesting game. I haven't actually seen very many timing games yet. <br/> <br/>I do think that a score should be visible while playing. Without it it's hard to determine what the best course of action is. Is it always better to type, for example, or should I only type as much as I need to heal? A visible score would help give some feedback to the player. I also don't know if this was just my machine or not, but the timing felt off. I'd press and release the space key with about a half to a quarter second left, and it'd tell me I lost. Perhaps some issue with frame rates? |
| Sep 9 07:28:00 | 16m 00s | No Time to Stop | This was really cool. I was only able to make it 9 levels. The puzzle design in particular is nice. There are a lot of different mechanics thrown into the blocks, though, and I wonder if there are more areas to explore for each block type before mixing them up. I feel like this could be easily expanded into a much larger game. I hope you do. Nice work. |
| Sep 9 07:39:00 | 11m 00s | GLITCH | This is the first game to ever give me the sensation of motion sickness. And I didn't even play it on the oculus. I think I "won" insofar as the game is "winnable". Nice work. |
| Sep 9 07:54:00 | 15m 00s | BECOME A GREAT ARTIST IN JUST 10 SECONDS | This is awesome (in the sense of inspiring awe). Thanks. <br/> <br/>https://dl.dropboxusercontent.com/u/160744984/art.png |
| Sep 12 02:54:00 | 67h 00m | Doctor Drown (Ph D) | First, both the hand drawn style of the visuals and the music are wonderful. The absurdity of the situation is really amplified by the cheesy spy music. <br/> <br/>The mechanic at the heart of the game is certainly unique. I did find myself getting caught in a loop where I'd flood a room that happened to be near a spy, they'd leave their room, and then I'd finally have time to fill that one. Eventually lingering just long enough for my sharks to catch up. Oh, and I couldn't resist flooding my own room at my first opportunity. I have SCUBA gear! <br/> <br/>Nice work. |