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Mclogenog

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TimestampSince previousGameMclogenog's comment
Aug 26 02:54:00 Don't let Them Hug you! I didn't experience a crash, like other people mentioned, but that may be because I stopped it once the frame rate bogged down. If you plan on working on it more for either the jam or beyond, some crosshairs would help, and maybe some faster movement speed.
Aug 26 03:10:00 16m 00s 10 Second Apocalypse Not bad for your first game! The enemy pathing is especially nice. After collecting a few time crystals though, I could see where it was going, and lost a lot of my interest. I still finished, but it wouldn't hurt to increase the speed over time, or add more enemies (starting with fewer) to maintain interest.
Aug 26 03:36:00 26m 00s Rebound Recon This is a really great use of the theme! The game's also pretty clever. The main fault right now is that a lot of unpredictability and randomness can be created with miniscule changes, and as a consequence I started brute-forcing puzzles. The momentum and movement also were a little confusing (i.e. my mental prediction and sense of what I should be able to do often conflicted with what the pathing said I actually could do.) Introducing the different mechanics a little more slowly, and giving the player sandbox opportunities—because the mechanic is pretty fun on its own—to play around might help this. In any case, I hope you keep working on it after the jam, because there are good ideas here!
Aug 26 03:41:00 5m 00s Ten Second Ninja I couldn't get it to run (I'm using windows 7). Also, the web build looks like it's just a dropbox file?
Aug 26 03:57:00 16m 00s Just Another Game With A 10 Second Mechanic So much of this game is just amazingly beautiful. The resource limit on interacting with the second world just felt kind of frustrating though. The exciting part of the game was figuring things out; trying to then execute that plan wasn't as fun, especially when it required multiple attempts. It seems like the experience would only be improved if there was no resource element, but then it wouldn't really fit the 10 second theme. <br/> <br/>I also love that you can jump straight up walls :)
Aug 26 04:33:00 36m 00s Entropy I like the way you tease the different abilities before they're unlocked. There seems to be a bug with the boot though. If you die before the next checkpoint, the boot is gone, and the jump height returns to its default. The clock upgrade has a similar bug if you die. (I died a lot.) There's also a bug if you hit return again after unlocking other movement. <br/> <br/>On a more positive note, there's a really great sense of atmosphere here.
Aug 26 04:51:00 18m 00s Tiny Arena Scored 5020! This is nice. I agree with some of the other comments that it feels too slow, and a little too crowded, though. Mainly, I think it would help if the pits weren't in the corners (so that I can kite the baddies), and if some of the enemies didn't take so many hits (or if the weapons were all more powerful). Right now, two zombies and a wizard is really tough because the amount of safe space is reduced to almost nothing. It would also be nice if the weapons weren't repeats of what you just had.
Aug 26 05:04:00 13m 00s S.T.D. Congrats on your first game! <br/> <br/>I'm not sure the level needs to be quite so big, and I think you could start with more elements in in the level, so that restarting didn't feel like going all of the way back. I also like the way the different pieces interact, especially the repulsors. (It would be lovely to have baddies chasing you and have them bounce off to their deaths.)
Aug 26 05:14:00 10m 00s Food Court Hell This is nice and simple. The main thing that I think you could improve is the way the information is conveyed to the player. For example, it's not immediately clear when I'm taking damage (without watching the health meter way up in the left). I also didn't notice much effect from a lot of the pickups, because they seemed to be pretty mild modifiers. If all of the changes were more discrete, things would be a little clearer.
Aug 26 05:33:00 19m 00s Hack It All! Nice. This kind of feels like the hacking minigame in Deus Ex HR. The error margins are a little slim, though; it gets difficult in the "click fast" way, rather than "what's the best strategy." I'm also still not really sure what the quantum computers did differently.
Aug 26 05:41:00 8m 00s Bangarang I like the feeling of it, but right now it's really hard to tell when I'm being hit (and when I'm hitting). It seems that sometimes the enemies disappear when I hit them, but other times they don't (or I'm missing). Clarifying depth and distance relative to your position would really help. Maybe make the enemies darker the farther they are away? I'm not sure. Because that feedback isn't clear, I can't really make an informed decision on how to improve my strategy. <br/> <br/>Like I said though, the feeling is good. Kinda like tempest crossed with fotonica :)
Aug 26 05:52:00 11m 00s Forward Motion Straight forward, but nice! Some of the levels seemed way more complicated than they needed to be, though. Specifically, there were were levels with a lot of stuff I ended up ignoring. One level I just jumped down a ledge to the exit, ignoring all of the lasers and reverse volumes entirely. It also would have been fun to see the way gravity shifts and bouncing interact.
Aug 26 06:01:00 9m 00s 10 Seconds of Plagues It's kind of fun seeing a game adaptation like this. The game itself is really simple, but the way you represent the different plagues, especially darkness, is clever.
Aug 26 06:20:00 19m 00s Willian's Dystopia It definitely looks like you overscoped this one. Even creating one dungeon, or even one room of a dungeon, would be more than enough for 48 hours of work. For your first Ludum Dare, this isn't bad though. Producing enough content can be a big hurdle, and it looks like you covered that. For future jams though, maybe try aiming for more of a vertical slice of gameplay :)
Aug 26 06:36:00 16m 00s Not the blue wire! This is simple but clever, and I had some fun with it. I especially like the way the music builds as I fumble around horribly. The way the wires move around is also some of the coolest "tech" I've seen in the jam so far! :)
Aug 26 06:51:00 15m 00s The Duellists This is a great use of really simple mechanics. At first I was leaving the box too fast to notice the text telling me not to, and I was confused by my shameless cheating. But then I figured it out and had a lot of fun with it :)
Aug 26 07:07:00 16m 00s Scraith This is really eerie. The alien feeling of the monsters, and their deep pulsing sound, is particularly nice. After find the first orb I started to lose interest though. It was hard to tell where I had been before, and where I should go. A few more visual landmarks might be enough to address that, but there are other, more direct, solutions too.
Aug 26 07:49:00 42m 00s Triad This is some clever design. Some balancing might help though, since the shield guy's role was way more valuable (at least the way I played) than the the others' roles. It's also kind of frustrating to mess up one part of a plan and have to restart; if I could infinitely retry each guy, you'd still have the puzzle game without as much demand for skill. <br/> <br/>This could be really interesting if you kept at it, post jam.
Aug 26 18:06:00 10h 17m Amoeba Sheba It's a clever little game, but the controls right now feel a bit touchy on pc. I felt like I had a little more control with arrow keys, but still some more "stickiness" to the balls would help. It's also a design that I think lends itself more to an infinite mode than "ten second" mode, but maybe if I was better at it I'd argue differently :P
Aug 26 18:16:00 10m 00s Flippin' Matrix There's some good humor in this one. Switching to the old man while jumping across rooftops was a funny surprise. The music in the old man's world helped a lot with the humor.
Aug 26 18:24:00 8m 00s CLOUD CATS Fun and simple, and also trippy. The "stop-time" action confused me a little, since the friends seemed to keep moving, just in a circular way. Still, it was cute and very weird :)
Aug 26 18:32:00 8m 00s Means to an End Simple, but not bad. I like that the story changes based on what buildings you shoot, but as the other comments mentioned, some more gameplay depth would be nice. Even something simple like requiring the player to hold down on a target for a second could lead to more thoughtful gameplay. <br/> <br/>Also, in the future it might be good to set screen progression to a different key than the mouse (or to a specific button). I kept accidentally clicking through the final screens.
Aug 26 19:15:00 43m 00s PROBE TEAM This is great! It took me 40 probes to beat it (I wasn't very efficient), and I almost gave up after the first teleporter, but I'm glad I didn't. There's a lot of personality to the audiovisuals, and the gameplay does a lot to build on this strange sense of loneliness but also teamwork. Just trying to minimize fuel loss before inevitable "sleep" is a very sad and beautiful experience. And that ending! Well done!
Aug 26 19:38:00 23m 00s 10 Seconds Match For your first Ludum Dare, this is pretty good! Since the game seems to be about exploration and perception, managing a limited resource doesn't really seem necessary. Also the traps were maybe a little too hard to see. I can understand blindly stumbling into them while you don't have a match lit, but when you do, it seems a little frustrating. Then again, if the matches were unlimited, I might not feel as much pressure to explore the mazes quickly (and without caution). <br/> <br/>More visual landmarks would also help to make the maze navigation a little more interesting. It's pretty easy to go in circles (especially if you're walking in the dark), and just a few different detail tiles would help with that. For 48 hours, it makes sense though, but it may be worth considering if you plan on continuing this post-jam.
Aug 26 19:54:00 16m 00s #ERR@ 10 Second Glitch# This is pretty simple and fun, and there are a lot of interesting ways you could keep exploring the idea post-jam (if you wanted to). For your first(?) ludum dare game, this is a good start!
Aug 26 20:03:00 9m 00s Trapped Nice and straightforward design. It's a little confusing that some of the levels are more complex than they need to be, though, or that there were more obvious and more direct solutions to the puzzles. I like that resources stick around between lives, but there was at least one level where it was possible to get stuck permanently, and reloading the web page just put me back where I'd left off. <br/> <br/>Also, this might be a matter of personal taste, but the text didn't really seem necessary. It's pretty easy for the player to figure out on their own.
Aug 26 20:09:00 6m 00s Signal Delay Heh, this is pretty amusing. Even one second of lag is really hard. Plop it next to surgeon simulator in the "why am I so bad at simple tasks!" genre.
Aug 26 20:41:00 32m 00s Amulet in Ten Clever design. I think you succeeded with the "10 Move Checkmate" feeling. I wish there was a broader gradient of progress than success or failure, though. I barely managed to beat one of the puzzles, and there was no way for me to know if I was really close to the solution, or not at all. This uncertainty leads to brute forcing solutions, which isn't fun. But this is a problem that's much easier to identify than it is to solve; "checkmate in 10" has it too. <br/> <br/>Despite that (or perhaps because of that), I feel pretty good about beating it!
Aug 26 20:56:00 15m 00s Platform Sprinter Nice and simple. And is that a cuica in the music? My high score was 75000, and I don't think I could score much higher. It might be more interesting if there were time bonus pickups.
Aug 26 21:43:00 47m 00s TENSEC It would be fun to play it on a tablet with multiple players all trying to clear the stage, but on pc it's a little tedious.
Aug 26 22:07:00 24m 00s Speedungeon This is fast and fun, but the controls feel a bit too slippery for the kind of precision the levels require. I also don't really think the text is necessary. Something about being repeatedly told I'm stupid for dying didn't help me enjoy the game.
Aug 26 22:30:00 23m 00s MYHORIZON Simple graphics and mechanics, but the result feels really good. The rewind surprised me in a good way the first time. It's maybe a little too easy to go off the screen (too much thrust?), and the projectiles could benefit from a little more clarity. A more significant problem is that there doesn't seem to be much of a reason to fly around, rather than sitting in the center, or in a close orbit, and just shooting a ton. <br/> <br/>Still, I had a good bit of fun with it :)
Aug 26 22:52:00 22m 00s Party Time "Party failed" *drops vase* <br/> <br/>Well done :)
Aug 26 23:05:00 13m 00s Flooded Dungeons The amount of content here is really impressive. I was going to suggest easier and faster combat (more like zelda) but then I started running into shops and started leveling up. It's a pretty clever game!
Aug 26 23:15:00 10m 00s Hungry Fishers Dream Team The game and graphics are cute. I found it really confusing to control the dad, though; It's hard to tell if I'm moving when there's no consistent reference point. It would also be nice if I could skip the intro.
Aug 26 23:24:00 9m 00s Lodestar Nice take on the plants versus zombies style tower defense. It's pretty easy right now, though. If there was some resource limit, or if there were enemies capable of easily destroying turrets, it would help a lot.
Aug 26 23:33:00 9m 00s glitchme.exe There's a great sense of speed to it, once you get going. I wish it lasted longer. I think it would also player better (easier, at least) if the left and right arrows controlled strafing instead of turning.
Aug 26 23:46:00 13m 00s 10 Seconds: the Ungame It's an interesting, reflective look at game jams, deadlines, and the creative process in general, but most of the humor didn't work for me.
Aug 27 00:06:00 20m 00s Clockwork Cat Very cute! I was expecting it to be just a platformer where winding the clock was just a way of checkpointing, but the way moving platforms worked was very cool.
Aug 27 00:35:00 29m 00s Ten Seconds To Live It's a very pretty game, but I found there just wasn't enough time to actually explore, and certainly not enough time to solve several of the puzzles in a row in 10 seconds. Re-solving the same puzzles each time also didn't help. It would be really interesting to play if there wasn't a time limit, though.
Aug 27 00:44:00 9m 00s Lemon vs Lime Not bad for your first entry :) <br/> <br/>I like the Super Crate Box feel to it. Defending the hole at the bottom instead of seeking crates discourages some riskier behavior though. Sitting in a corner shooting ended up the safest strategy, but also the least interesting.
Aug 27 18:29:00 17h 45m Antidote This is really impressive work for only a weekend! It's also interesting that shooting costs money (I was thinking about doing something similar for one of my projects), but right now the ratio between money for killing enemies and money lost for shooting seems a little off. Then again, I might just be bad at shooting accurately :P
Aug 27 18:39:00 10m 00s 10 This is a really clever idea. It's pretty difficult and I think there's a good reason why 2d platforming isn't usually top down, but it's still a fun experiment.
Aug 27 19:33:00 54m 00s 10 Seconds Quest The graphics are really cute. One time the game froze on the "new item" screen and had to restart, though.
Aug 27 19:38:00 5m 00s Stay Alive Fast, silly, and great at making me feel incompetent at simple tasks! It's like Cart Life, Cave Man edition :)
Aug 27 19:45:00 7m 00s Broken Road Neat and surprisingly challenging. The walk option didn't really feel necessary though, and I think the running could be a little faster.
Aug 27 19:57:00 12m 00s Clocked In This is a fun use of the theme. I made it to level 20 and had some fun with it. There's not much temptation for me to try again, though, and I'm not sure why that is. It may be because bouncing off the balls and sometimes getting stuck in a series of bounces caused a lot of stress (in a kind of good way), but also some frustration.
Aug 27 20:03:00 6m 00s Ten Second Dungeon Neat and simple. It looks like the screen takes a second or two to clear between "room" though. It would also help if the graphic style was a little more consistent; I like the scan lines vibrant colors, but they don't fit with the art style for the boxes and time potions.
Aug 27 20:13:00 10m 00s Power Struggle I love the way the music is tied into the level design, and the level design into the theme. The controls are a little frustrating for as challenging as some of the platforming got, though.
Aug 27 20:18:00 5m 00s Ten Second Samurai I've tried giving this a go twice, but I'm too confused by the controls and the interface. Maybe it would be clearer if the wide variety of block and attack types were introduced more gradually, so that it started out more like rock paper scissors, and then became as complex as its current form over time? The predictive gameplay seems like an interesting idea with a lot of potential, turning something reflexive into a pure strategy game and lowering the required skill for entry, but right now it's just too confusing.
Aug 27 20:28:00 10m 00s Lean Mikey's Mega Muscles with Lean Mikey Very silly :) <br/> <br/>The minigame collection idea also fits the theme perfectly. Well done!
Aug 27 20:49:00 21m 00s Certain Defeat The comments are almost as funny as the game. Well done?