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| Timestamp | Since previous | Game | Tegu's comment |
|---|---|---|---|
| Aug 26 01:30:00 | Tense Conds | +1 for using "tense conds" | |
| Aug 26 01:58:00 | 28m 00s | Penguin Racer Go Go | Now this is pretty cool! Couldn't stop until I managed to finish the race. :P I kept felling down or messing up somehow on the final lap many times in row. |
| Aug 26 02:06:00 | 8m 00s | SuperSleepTime | Seems to require OpenGL 3.0 so I can't test it. :( |
| Aug 26 02:29:00 | 23m 00s | SpaceSwitch | I kinda liked it. The low fps caused by my machine made it a bit harder because of the somewhat sliding movement but it's still nice. I nearly fell to the trap. :D Jumped back in panic. Was fun. The screen shake really helped in timing the jumps after observing the pattern for a few cycles. The text went behind the level at times, but it didn't really matter because it was the same all the time. It actually stayed away from view but still readable if one wanted to. The levels varied enough to keep me playing through the whole game. I somehow guessed the outcome in the final level when falling. :D But it's okay. |
| Aug 26 02:56:00 | 27m 00s | Gone In 10 Seconds | Okay little puzzle. I needed a couple of retries on the levels although it's probably pretty easy to pass it in the first try. I'm just so bad. :D Just check the upcoming route and open the necessary locks. <br/>The collision detection/response was bugging at times a bit so that I could pass the lock without interacting with it. However, it's so slow method that the proper way is way better. It was a bit pity the shooting didn't seem to have any purpose. If you're going to continue this later, add some enemies or something that makes a bit harder. Although there was no time for wandering on the second level, so enemies would probably make it too hard. Anyway, just something to shoot at. :D <br/>The music is somewhat repetitive but is okay and doesn't make me mute it. At least it has sounds and music after all and changes when taking the intel. :) The theme 10 seconds can be felt in the game, too. |
| Aug 26 08:56:00 | 6h 00m | 10x10 seconds | Somehow it felt a bit buggy for me. Could be because of poor machine, but the bullets go through enemies without doing anything at times. And I coudn't move most of the time (tried pressing WASD but nothing happened except it seldom moved slightly and then stuck again). The player could also turn constantly when moving the mouse and not only when shooting. The spawn point could also vary slightly around each spawn as now you can just spawnkill every monster until the spawn changes again. |
| Aug 26 09:32:00 | 36m 00s | Ten Seconds Assasin | Nice animations! At first the 10 second round felt a bit funny and easy, but yeah, it gets pretty hard already on level 10 so level 20 sounds crazy. :D Got K.O. multiple times on level 10 but managed to get to 11 once. ^^ My master plan to stay crouched and hold the punch key didn't end up being as good as I would have thought because it doesn't turn quickly enough then. But yea it smashes every guy coming from one direction while dodging all the bullets. I think it's actually a good thing that you can't just sit there hitting everybody and you have to be active instead. Then again I tried to be a Ten Second Pacifist and avoided hitting anybody. :P Got to level 9 with that method, so not so far away from 11 achieved with Assassin style. <br/>So yea, I enjoyed this one. :) Some fitting background music would be cool if you continued developing this. The other sounds are OK as is. |
| Aug 26 10:49:00 | 1h 17m | Unstable Ground | It's a shame that the dark parts aren't finished as now it just feels like they're only there to slow down retrying. :/ But anyhow, the idea is neat and otherwise it's fun to try different placings. Some kind of undo would be nice, though, as I kept hitting space accidentally and had to go through the retry process again a few times. :/ <br/> <br/>(Spoiler: Gur fbyhgvba sbe gur frpbaq ohvyqvat vf fubja ba n cerivrj fperrafubg.) |
| Aug 26 11:17:00 | 28m 00s | Death Rooms | Only managed to clear 9 rooms. :D There's nice variation on the maps. Somehow the shift, z, x controls felt a bit weird as there's one key between shift and z. Probably three adjacent keys would have been easier. Like zxc or something. Also the game gets frustrating when you fail on the last gap or monster. :D But that's not a bad thing as it's only the player to blame and not the game. So yea, nice entry. :) Music and sound effects were peaceful (although the action itself gets pretty intense at times :D). The monster and player sprites were cute, too. |
| Aug 26 12:22:00 | 1h 05m | Super Unstable TransDimensional Weapon Assassins X | Looks fun so it's a shame I can't try it on multiplayer. :/ |
| Aug 26 12:25:00 | 3m 00s | Tower of Voronoi | As someone who doesn't know how Voronoi decomposition works, the area is somewhat unpredictable. An intereresting concept however. Should probably read about the algorithm a bit. Btw, although it says "Linux" on the download, it works on my Windows machine (well, it's Java after all), so it's a bit misleading. |
| Aug 26 13:14:00 | 49m 00s | Walking Thingie | This is driving me mad! :D Had to retry like a million times and was getting really frustrated but just couldn't stop before I passed all the levels as it was so addictive. I'm so relieved that I finally made it. The graphics or sounds aren't anything special but fit well and are a lot better than silence. Awesome game! :) |
| Aug 26 13:32:00 | 18m 00s | Terminal 10 | Pretty nice! The parachute put on part immediately reminded me of Dance Dance Revolution (or ITG or Stepmania etc) but the order of arrows was different. In this case it didn't really matter though, as spamming one key is all that's needed here. On certain position the arrows were <v>^ while in DDR they're <v^>. It confused me at first. :D |
| Aug 26 15:19:00 | 1h 47m | Combat Time!! | Yea, an interesting idea. It would be very nice if you implemented a network multiplayer. It would prevent peeking effectively. :P Currently I've only been able to try it against myself and it's a bit boring (ofc, like all the hot-seat games). Looks nice though. :) |
| Aug 26 18:44:00 | 3h 25m | Broken Road | Strafejumping all the way. ^^ Got to 700. |
| Aug 26 19:44:00 | 1h 00m | Frantic | This is fun! The sword attack hitbox was a bit weird at times, so backing and swinging was a good tactic if straight running didn't work. I liked that you could take multiple enemies down with one swing. <br/>I tried to make files named level9 to the level folder in hope that the would load it, but it didn't. :( Would have been fun to add levels. Ofc that can be modified on the source if wanted to. |
| Aug 26 20:07:00 | 23m 00s | Boxer's Seconds | I was doing searches for meanings for second and found this definition. So it's cool that someone took and made a game about it. :) Ten seconds. |
| Aug 26 20:38:00 | 31m 00s | 10 Seconds = 10 Moves | Passed the game. :) It was nice that you actually had to think about which route to take and which power-ups/downs you choose to get to finish. I had to try several approaches on the first moving platform map before getting it right. Very enjoyable overall, although the graphics were pretty basic. But hey, a good game doesn't need good graphics (it may have such, but it's in no way a necessity). Music set a peaceful relaxing mood. The theme approach was ok and differently running counters for each plate was a nice twist. |
| Aug 26 20:41:00 | 3m 00s | Tick Tick Mother F***er | What is this I don't even... :D Cool drawings and slicky gameplay. |
| Aug 26 20:58:00 | 17m 00s | The Weapon Changer | Not an easy game! Only got to slightly over 500 score but often lost earlier. I tried that big circles strategy but it didn't work for me when there was a bunch of enemies. Directional weapons were good for taking those down though. Sometimes the firerate felt a bit slow when compared to the amount of opponents but I guess it's not that bad. Just try to survive to the next weapon change and hope for the best. :D Yea it doesn't always work. Anyhow, nice little entry. Would need some sounds though. |
| Aug 26 21:34:00 | 36m 00s | Bat Massacre | Oww, my finger hurts. :D Clicked at least 13 minutes and got to wave 81 before stopping. I guess it could have gone on forever. :D After getting all the upgrades it was just crazy clicking for 10 seconds, then more crazy clicking to refill HP (score was incrementing faster than I was able to spend it). So yea, probably needs some different weapons or something. But it was very addictive, I just _had_ to get all the upgrades. :D |
| Aug 26 21:54:00 | 20m 00s | 10 Second Bureaucrat | I was impressed by the length of the text. Some branches were surprisingly different which is nice. The technical implementation is pretty good and clicking around is very quick and easy. A lot easier than the paper stories where you have to always search the right page and paragraph. The funky music didn't irritate and was easy to listen to while reading. Didn't really expect to see this kind of game here but it's neat that you made one! :) The visual descriptions probably count as graphics btw. :D |
| Aug 27 08:58:00 | 11h 04m | Grav Nav | Whoa, an interesting idea. Would need some kind of quick start button so that you wouldn't have to wait the 10 seconds every time you try a new route. I'm not too fond of the invisible walls though.. Yet they weren't that bad after all although they seemed terrible at first. <br/>Also the Bonus level 2? What is this? Is it even possible or are there some weird invisible stuff again? I can only get to the first teleport with the given three caps. Maybe I just suck. :D <br/>The graphics are okay, especially the nice tele animation, but the sounds consist only of a repeating quiet clash so that's not as good. <br/>While I agree with ananasblau that a circle of arrows would be better than right clicking in this game, IMHO in general right clicking itself is completely allowed thing to use even though it has to be done in a weird way in some machines. <br/>Overall a pretty nice entry. :) |
| Aug 27 09:38:00 | 40m 00s | 0.1 Hertz | Quite nice platformer, but yea would need more levels. It felt like you had just introduced all the cool features but it ended instead. And most levels were doable without the using the gravity inversion, but yeah, level design is hard. :) <br/>Found a funny bug: on maps with moving platforms, jump onto one and walk off it and you will move around like you were still on it but falling (poor explanation, try it yourself). Also the music starts playing again on top of the existing musci when the game is restarted after completion. |
| Aug 27 11:24:00 | 1h 46m | SUPER ULTRA REALISTIC BOMB DEFUSAL SIMULATOR: SEASON PASS GOTY DLC EDITION | Oww, turned out that I'm very poor in memorizing anything. :O Could most of the time only remember the first three or so colors so I kept failing. Managed to pass it twice though. <br/>Anyhow, the execution is hilarious. :D |
| Aug 27 12:10:00 | 46m 00s | On the Dot | Runs horribly slow on my machine. It seems to be very heavy for such a simple game. Tried on Chrome, Firefox and Opera so it's not about the browser. The slowness makes even the first map impossible to pass under 10 secs. :P |
| Aug 27 12:18:00 | 8m 00s | Jim the Alien Parasite | A nice and simplistic game. Somewhat short but it's totally okay for an entry. Couldn't pass all the levels on the first run, so it wasn't too easy although it's not hard either. The AI guys aren't smart enough to go past walls if you're behind one, so it makes it a bit easier too. Needs some sounds. Pretty fun game though. :) <br/>To anyone wondering: there is a 10 seconds timer at the top left corner. |
| Aug 29 17:35:00 | 53h 17m | PROBE TEAM | :o This is impresssive. The gameplay is very smooth and the difficulty hard enough. The post-processing and color scheme finished the beautiful look. The probes are so adorable when they run out of fuel and do their last beeping. In the end I was so happy of the following probes that I just had to revisit every place to gather all the mates together and head for the happy ending. ^^ |
| Aug 29 18:09:00 | 34m 00s | Ghost Robot Time | At first I didn't get the idea but after the first collision it was all clear and pretty clever. What's better, the maps weren't actually as simple as they seemed and I had to retry a few times. The graphics and the screen size somehow reminded me of GameBoy. :P |
| Aug 29 18:32:00 | 23m 00s | Test Subject 13B | Nice idea, but definitely needs some kind of AI especially when the spawning isn't random but can be used as a tactic instead (for example, stay at the lower left corner and you'll spawn to corresponding position in the other room). Having realized that, getting a golden sword and shield was easy and then killing even easier. And the shop should be more responsive as mentioned here. |
| Aug 29 18:52:00 | 20m 00s | Kougeki | The drawings and the soundscape are so beautiful. The game started a bit abruptly and I almost missed the first turn but fortunately decided to click around before hitting "Play" for the first time. It could be a bit more clear. Also it doesn't have any kind of instructions, but on the other hand it was fun to find out what it is possible (just click everything to try what it does). A restart option after game over would be nice since now the game has to be reopened. <br/>I had placed the guys to each path and it was nice to see that they moved to help the other guys if they had finished their enemies. Also it felt a bit weird that the enemies retreated from the town even though all my soldiers were killed, but then I realized that it was due to the 10 seconds timer. In the next turn I just placed the traps but obviously they didn't help much. <br/>It's amazing how cool games people can do in 72 hours. :) |
| Aug 29 19:57:00 | 1h 05m | Hellish Copter | You might also want to replace the excessive newFont calls and reupload. The RAM usage skyrocketed and went to swap file and freezed my machine. Had to download the source and do a quick search and replace before being able to play this properly. :D <br/> <br/>Anyhow, the game itself is hilarious. The voice acting was funny and the growing explosion made me rofl on the first time. And the insults in the game over screen really started to be right after I died the 20th or so time in the last level. The humor compensates every other aspect of the game very well. :) |
| Aug 29 20:23:00 | 26m 00s | The Day Magic Died | Phew, finished the game! As it's been said, the hitboxes feel a bit too big. It makes jumping over arrows and dodging flames/mines very difficult. The perspective is very nice otherwise, but would indeed need a shadow. Also the boulder part can be passed by going to the right side in the beginning and letting them go past you. Not sure if it should be that way as it's a bit too easy. The fence tactic sounds a bit better so that could be let as is. <br/>Apart from the hitboxes it was a enjoyable game. :) |
| Aug 29 20:38:00 | 15m 00s | 10 Seconds to escape | I think you should revert the original version and mark the updated one clearly as a post-compo version. |
| Sep 2 12:32:00 | 87h 54m | Hyper Furball | The cat is so cute! I really like the art of this game. The gameplay itself was OK and the upgrades kept me interested. The normal mode is pretty easy especially after getting some upgrades. And in the end the hyper mode was just pressing forward and watching how the cat mercilessly destroys everything it encounters in split second. :D It's funny though. Hard mode isn't that easy and needs more use of defense which is nice. Somehow the level up or hyper mode music tends to get stuck in a loop and is repeated until I close the game. It gets somewhat annoying. <br/>An excellent overall! :) |
| Sep 2 13:16:00 | 44m 00s | Faster Than before | "You beat the game!" Yayy! The upgrade system was pretty funny and it was nice that you could rebalance your skills if you had for example too much jump and too little right speed. And yea, separate fields for left and right movement was kinda unique, too. Not sure if this is a bug but it felt a bit weird: if you pressed space in the shop, you didn't spawn to the beginning but if you pressed enter you'd get back to the beginning. That way you could travel over 10 seconds and only had to reset if you fell down. It made this a lot easier. It was good that you could control your jump height, saved time when you didn't have to make giant leaps if smaller bump was enough. |
| Sep 2 15:21:00 | 2h 05m | 10 Second Waves | Ahhh, got 111 points at maximum. Pretty hard game. Just had to keep on reseting and try to beat that score one more time. Then I had to stop because it was driving me crazy. :D <br/> <br/>The controls could be better indeed, but at least it's slightly different than what I've usually seen. It's pretty nice to be able to shoot to any direction (well, four direction) while moving to other one. Yes, it's a bit confusing at times but not bad. <br/> <br/>The zombies of different health should be identified in some way. The game repeats the same wave pattern so it's possible to memorize them but still. The huge wave was pretty frightening at first but it turned out to be pretty easy (if they didn't spawn right on you) because theire health was so low. The one guy with a massive health is a tough one. <br/> <br/>Anyway, with better controls (holding and releasing keys and possibly diagonal movement) this could be even funnier although it's very intense already as is. |
| Sep 2 15:53:00 | 32m 00s | SimDare | I just can't finish this. :( Pretty hard, but funny idea. The only connection to 10 seconds was the timer in the beginning though. :P |
| Sep 2 16:17:00 | 24m 00s | 10 Second Lead | Actually a quite nice idea and the maze is cool. Absolutely needs more levels as currently it's challenging only the first time when you haven't yet found out the route. The next time you'll know exactly where to go and it kills fun. :/ Maybe even some kind of generator (implementing one might be hard though, dunno)? |
| Sep 2 16:41:00 | 24m 00s | The Final Countdown | An interesting idea and fast typing games are often pretty fun especially if you know touch typing. Somehow the astronaut spawn rate was very varying as sometimes there was only one guy during the whole 10 second period and sometimes a bunch of them. My maximum score was 10 which is pretty low, but retries didn't often give the opportunity to breach it. Also the overlapping sounds seemed were a bit annoying and probably made the whole game run slowly on my machine (making the window smaller helped though). I had to refresh/reopen it after every round to prevent excessive sound overlapping. |
| Sep 2 18:28:00 | 1h 47m | High Jumper | Highly addictive game! Spent enormous amount of time trying to get higher and higher. At first the controls and plane collisions felt very weird and off, but after a while I got used to them and slowly learned how to get to plane 12 pretty much every time. <br/> <br/>Then I wondered how it's even possible to get any further until I realized a nice little glitch with which I could get slightly higher. It needs some practicing and still requires perfect jumping and some luck with map generating. I just got sucked in to try to trickjump better and better. <br/> <br/>The process reminded me a bit of learning how to strafejump etc in Quake and Warsow. It just is so addictive and learning feels so rewarding (well, maybe not so much in this game as in Warsow but still). <br/> <br/>Anyhow, I finally managed to reach level 16 and ahh it feels good. Here's a shot: http://i.imgur.com/ediicAx.png Now I'm waiting for people to break that. :) |
| Sep 3 13:00:00 | 18h 32m | Jet Racing | Dodging ghosts is fun and gets increasingly harder over time which is cool. The intersection gets pretty dangerous. I would have liked to have some kind of lap timer though. Also more tracks would be fun but can't be demanded from a 48h entry. :) Maybe for a post-compo version? |