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hoqjed

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TimestampSince previousGamehoqjed's comment
Aug 27 17:15:00 10 Seconds Before Flush Great graphical and sound polish for a short amount of time. Facing backwards before shooting adds novelty, and POO! <br/> <br/>Would be nice to control the height of the jump for tricky shots (like butterflies). I didn't know how to get out of the little crawl space with the poo on the first level, as I couldn't jump when crouched.
Aug 27 17:22:00 7m 00s Beam me up Dude, you got VOICE ACTING!?!!??! Nice music in there too, character controls are smooth. <br/> <br/>Would be nice to see guard silhouettes so i know how close i am to hitting one when i'm behind them. Is there supposed to be a 10 second timer to get the crystal? The guy who talks to you says something about 10 seconds.
Aug 27 18:57:00 1h 35m Black & White & Time Interesting concept. Nice job with the graphics (i see you took advantage of the toon shader!).
Aug 27 19:03:00 6m 00s Bob Won't Be Late Great visual style. Minimal, and the colors pop. <br/> <br/>It would be REALLY nice for the controls to move relative to the camera view. The objectibes are also a bit hard to read, what with grey text on a grey background.
Aug 27 21:33:00 2h 30m Bit-ship Ld27 By lcass Right, as some previous posters have mentioned the learning curve is quite steep. That said, it's pretty impressive how much was put into this game in such a short amount of time. <br/> <br/>The video tutorial was extremely helpful in picking up the game to get started playing. Without the video I was basically clicking and trying to figure out how to control the game. <br/> <br/>Now controls should definitely be mentioned here because the keyboard/mouse combo was pretty awkward for me to get accustomed to. <br/> <br/>That said, if you invest a little time into the game it's interesting. Complex to pick up though. Ideally the game should be user friendly enough to allow someone to come in, click around and figure some things out. Not everything mind you, but get the gist of the game. I would work on user friendliness on this and future projects, it deters quite a few people not explaining the game in the game... if that makes sense <br/> <br/>-Dylan Gallardo
Aug 27 21:44:00 11m 00s One Way Fantastic atmosphere guys, really great job pulling that off. Exploring the scenes with the light was a really nicely executed mechanic. For the atmosphere alone (visuals/sound) the game is definitely worth checking out. Extra nice compliments and such go out to the sound guy, nice job. I really liked getting to see this game.
Aug 27 22:01:00 17m 00s Once upon a flight Alright so I'll run through what I was thinking the first time I played. The dragon taking up the princess in the beginning was slightly confusing the first time, as I was trying to control something. Of course I quickly realized when gameplay started what I needed to do. <br/> <br/>Some things feel a bit off with the game. It feels a bit unfair, as you can't really see what's directly below you until you're basically on top of it already. On top of that when you DO hit something it's either insta-death or one of two hits until you die. Makes the game feel kind of impossibly difficult, not really in a good challenging way. It's just sort of frustrating. <br/> <br/>-Dylan Gallardo
Aug 27 22:22:00 21m 00s Ten Second Sketch Racer Man was this a visually impressive entry. Pretty great art and visual style went into this, really great job on that. The gameplay itself was enjoyable too. It was great running through and figuring everything out while playing levels. Lets see one of my main complaints about the game, which is easily solvable is that the alarm ring when you time out is pretty jarring, didn't like that sound very much. <br/> <br/>Oh and there was a level that I couldn't get past... Don't quite know how to explain it. It basically had a wall with four other wall pieces jutting towards the player, didn't really see a way around it. I though jumping up one of the ramp things before would hop over, but didn't seem to work. <br/> <br/>Either way, really nice game you guys have here. Good job. <br/> <br/>-Dylan Gallardo
Aug 27 23:54:00 1h 32m Abduzed Great visuals, nice frantic music goes well with throwing things. <br/> <br/>Some sort of indicator to show when his bubble will change would have been great.
Aug 28 00:04:00 10m 00s Distractions That's a great concept, trying to tell a story about being a boss. Nice looking art style, great animations. <br/> <br/>When i repeatedly told the workers to go back to work when they stopped, i got a smiley face every time meaning they're happy that i told them to get back to work. Not sure if that's the story you were going for.
Aug 28 00:11:00 7m 00s Wizard Battle Pretty damn good for a couple of hours. <br/> <br/>Major damage has a bug that makes it do 6 damage when cursed instead of 2. As you know, lightning is bugged. I'm guessing create water was to boost lightning damage, but it only does 2 damage when wet.
Aug 28 00:15:00 4m 00s Lion Mower Nice looking lion sprite. <br/> <br/>Visually confusing.
Aug 28 00:20:00 5m 00s Here It starts strong. As you move away from her it gets fuzzier, perhaps meaning you need her guidance. But it suddenly ends and keeps repeating, so i kept getting detached and losing interest.
Aug 28 00:40:00 20m 00s Cosmic Commander Nice job for 72 hours, especially for coding AI.
Aug 28 03:17:00 2h 37m Chicken Snatch Great fun! I found the jump pretty ridiculously high, but it's personal preference haha. It was nice running around and snatching some chickens, then proceeding to bring them back to the home. If you plan on pursuing this game further, perhaps a double jump of sorts could allow the mobility you'd like without instantly propelling the fox pretty high. <br/> <br/>Some other notes, I would have like some sort of feedback for when I was about to spontaneously explode haha. Not necessarily a timer, but some sort of indication. Ummm.... I played for maybe two or three minutes, but I didn't really notice any incentive to actually gather the chickens. So that could have been incorporated a bit better, I'm sure you had/have plenty of ideas for that. Alas, time constraints. Good luck in future projects!
Aug 28 06:04:00 2h 47m NSA's Where's Snowden? PAPERCLIP!
Aug 28 06:11:00 7m 00s A Day In A Life I love meth cooks too!
Aug 28 06:31:00 20m 00s The Choice It has a preditable ending, but otherwise makes you think about what you should do indeed. Too bad there's no option to leave both (or just the mother at one point) and save yourself.
Aug 28 23:44:00 17h 13m Maximilian Lambda Caster Visuals are awesome. <br/> <br/>I wish the movement was more precise, perhaps so it didn't have movement decay/growth and just a fixed movement rate for more precise movement, which probably helps when you're trying to dodge a million things. <br/> <br/>Also if you're not moving the ship faces the default up position, which is frustrating. Perhaps always facing right is most useful as that's where enemies spawn anyway?
Aug 28 23:48:00 4m 00s Hungry People With Swords That Are Too Big MULTIPLAYER?!?! AWESOME!!!! Oh, collision detection is off. Dayum.
Aug 28 23:55:00 7m 00s There is no time The looping mechanic is interesting. <br/> <br/>Timer seems to be going too slow for 10 seconds. ALso, i thought actions are saved between loops, but i keep dying to radiation even though i got radiation protection in the last loop. ANd other actions aren't saved, such as getting the hyperdrive regulator, if that's what i remember it being called. Frustrating.
Aug 29 04:17:00 4h 22m Apotheosis Super polished graphics and sound. In 48 HOURS?!?! <br/> <br/>Not sure what you were going for with the mechanics. There doesn't seem to be any purpose or thought behind rewinding time such that it adds to the game. You just do it every time it's available. Same with your shadow clone that shoots. It's cool and devious to implement on a programming side, but it didn't change anything. I just kept shooting. Odd that there's no health system for your character. I can keep running into enemies to stop them.
Aug 29 12:35:00 8h 18m T-Minus The original link wasn't dead for me just to let you know, downloaded fine! I definitely liked the visual style of the game. Very nice look for the amount of time involved. I thought that the puzzles weren't bad, they didn't normally take too much effort to figure out how to do something after one try, but it's rough making clever puzzles in such a short time. Overall though everything felt pretty polished and not really super rushed. The scrolling backgound left me wondering if you originally tried something very different, but aside from that it's pretty cohesive. Good job! The music also was pretty good, it fit the game and didn't hold it back or anything. Seems like others also don't mind it!
Aug 29 13:02:00 27m 00s Teleportant Very nice art style to go along with an interesting game! The gameplay was nice, enjoyable enough to keep me trying a few times. One HUGE thing though that I didn't like very much at all was teleporting and being instantly killed because you were standing in the wrong area. I understand it's supposed to be dangerous and unknown where you'll teleport to... but man is it unfair at first. I think having a sort of "transition time" between the actual switch to preview what's ahead would have been nice, that way you don't punish the player for what they can't see coming. <br/> <br/>The gunplay worked fine and was entertaining enough to keep the game enjoyable for a few minutes. I quite liked the concept of teleporting randomly, I just wish it were a bit more fair for the most part. I think that what you have here is fine and a good overall submission. But I also think that this concept of teleporting randomly could have been explored much deeper and had some really interesting gameplay..... perhaps if the project continues after LD. <br/> <br/>But great job! I liked this submission.
Aug 29 13:27:00 25m 00s Spark I know you were killing for time but some audio would have greatly improved the atmosphere here. Giving what the graphics couldn't do for the game in such a tight schedule. I liked the darkening of the screen, it reminds me of another game called "I CAN HOLD MY BREATH FOREVER" which is quite similar and what I can imagine this could have been. <br/> <br/>Lets see... aside from that the controls were nice, but navigating the area wasn't very... "clean". The tiled approach didn't quite suit the organic nature of the body, and made traversing tight area difficult. That said, the game isn't too harsh on players so it's easy to forgive frustrations when it "respawns" you back on the same screen. <br/> <br/>Would have been nice to see what you had planned for an ending to the game!
Aug 29 14:09:00 42m 00s 10 seconds of Hell The presentation of this is pretty phenomenal considering the time limit. The audio and visuals were just fantastic. Starting a wave and having the colors in the crystals shift along with the music is really well pulled off. <br/> <br/>Now, that said, the gameplay suffers quite a lot. I didn't find the "shooting" mechanic enjoyable at all and found it very difficult to hit the white orbs. The character also takes quite a bit of damage all considering and this leads to having more noticeable redundancy in the game. <br/> <br/>This is easily one of the most visually striking games I've played thus far on Ludum Dare, but actually playing the game? It's very forgettable gameplay and feels like it was forced into the game because it's supposed to be a game. Personally I would have almost preferred just removing that aspect and keeping the game more abstract so you could focus purely on what you did well... the visual/audio experience. <br/> <br/>Oh, and I didn't really see the theme in this one either. Ten second intervals for the waves I assume? <br/> <br/>Overall, it provides a super rich atmosphere and pure visual spectacle considering it's a 48 hour entry. But it falls flat because of the uninteresting gameplay. Good job though, deserves attention for the visuals alone.
Aug 29 17:08:00 2h 59m Power For 10 Lots of great things to say about this one. Turrets slowing down enemies and allowing you to sprint gives the game depth. 10 second rule makes you bunker down near an energy source, but you're trapped so if it's not well defended you could get into a lot of trouble. I played for 10 minutes and would have for more if the phone didn't ring. Sound is great, music seems fitting, graphics are a nice minimalistic style that clearly displays info about game state, such as enemies, turrents, their HEALTH (nice on this one). Fantastic job, and in 48 hours?!?!?! <br/> <br/>I did have some issues placing turrets. Sometimes i'd try to build a turrent in my circle since i had enough points but it wouldn't register. I had to click multiple times before it worked. <br/> <br/>You could grow this into a full release, i'm not kidding. You have something special here.
Aug 29 17:23:00 15m 00s ARGENTUM FORM Well, you certainly established a mood. Nice rotation mechanic too, reminds me of fez. The polish on this game is fantastic. <br/> <br/>I did get stuck looking for the last item, and it can get confusing about where i am in the house and what room connects to what. Perhaps a map would come in handy (not sure if you've played Gone Home, but it has a handy map for exploring a house). Not sure how the theme fits into it either. Every object i encountered gave an increasing number (which is handy in knowing how many objects are left), but i didn't get to the end so not sure how 10 seconds fits. <br/> <br/>For 72 hours, you guys pulled off one hell of a game.
Aug 29 21:16:00 3h 53m Sky Turkeys Extreme This was pretty much more or less what I was expecting to see from the 10 second theme. That's not to say it's bad at all, it's just expected. The screen effects are the best part of this for me, emphasizing the intensity and rush of it all. The audio and graphics play into everything well and in the end it's a solid game. It gets a little monotonous after a while but it has nice little effects.
Aug 30 07:58:00 10h 42m Hide and Seek Ah yeah, seems pretty bare. Though everything seems to be in the game and seems to work well. There's not really a whole lot for me to say about it to be honest. It's not bad at all, but there isn't much to keep me attached to playing for very long. <br/> <br/>I do want to say good job though moving on from an idea that could have held you back from making anything at all for the competition! Better to have regained your composure and finished something than to get stuck and give up or upload something completely unplayable.
Aug 30 08:13:00 15m 00s ToTheRescue Right, this is pretty interesting actually. I was surprised a bit with the game, it had a certain impact that worked well for it. The game works well for the most part, I did find one glitchy-ish thing. If you accidentally jump out of the window you just continue to fall into the blackness until time runs out. A nice remedy would be to just restart the level after they cross a certain distance of falling. <br/> <br/>Aside from that the game worked fine. As someone else noted you're going for tension here. So the air pockets really work against some of that often providing too much of an easy route out. Now, since it's worked into the gameplay already I figure a good way to add more tension while keeping the air pocket layout would be to have the air pocket slowly drain of air. Then the tension of being stuck inside without completely unlimited resources is still there, while still retaining the air pocket in the level design. <br/> <br/>Aside from that the art was fairly good for what was done, a little rough around the edges for some things (like the air pockets, safe zones, and "edges" of the layout that are surrounded completely by a black abyss). The audio was fine, the song choice fit the intensity and the other sounds worked fine in the game.
Aug 30 08:38:00 25m 00s Lucid Journey I thought the game is almost under a sort of guise, like it's almost trying a bit too hard to be something it's not. That something I would think it's trying to be is cerebral, meaningful, maybe enlightening. But it doesn't really hit any of those marks properly to me. <br/> <br/>Here's where I think the game took a bit of an odd route for how you labeled it. It essentially boils down to similar issues some point and click games tend to have, and that issue is completely relying on player trial and error to solve the puzzles the game presents. Now the game is supposed to be abstract, but I think in reality it's pretty far from that. The gameplay isn't very abstract at all, it has very concrete ways of solving the puzzles and there's no other way to go about it. Dressing up the game with surreal art doesn't make the game itself abstract. <br/> <br/>Now, all that picky word selection stuff aside, the game just isn't ultimately very rewarding as an experience. There's either a very obvious solution or there isn't. And when there isn't an obvious solution it quickly becomes a frustrating affair figuring out what to do. <br/> <br/>As a plus though the art and music weren't bad and provided the nice sort of surreal/ambient thing I think you were going for. My main suggestion is trying to get the way you play the game similar to the way you experience the other parts of the experience. Best of luck to you in your future projects!
Sep 11 23:59:00 303h 21m Time Frame Gorgeous game! It's pretty visually impressive and I liked the direction of taking a slower paced approach to the theme. The game lacks in having a point to explore the world though. There wasn't anything exciting enough near the start in the world that would make me want to venture to a further point. I understand the time constraints though, and you really made something pretty impressive for the jam. Great job overall on the visuals and atmosphere, the interaction lacks some, but aside from that it's a fantastic experience.