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pkenney

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TimestampSince previousGamepkenney's comment
Dec 16 05:43:00 Choose Wisely I love the art style! Comes together with the humor really well, and I liked getting to choose mechanics. I'm sure open crates was better, but who can say no to "more gravestones"?
Dec 16 05:57:00 14m 00s Juggle Couldn't play, I downloaded the link, ran the exe but nothing happened. Task-killed and retried a few more times but no luck, sorry.
Dec 17 03:17:00 21h 20m RoboKnight Must Choose Nice job for your first LD! I think you taught my GF platforming, she was much better the second time level 1 came around. ;) <br/> <br/>Some of those maidens never had a chance because a key didn't spawn. And those orange blocks really misled me. Was there a powerup that made them solid for me? <br/> <br/>Congrats on completing a full game!
Dec 17 03:30:00 13m 00s Christmas Puzzle Nightmare Cool stuff! Reminded me of my old Tetris Attack days, but turn based. Played through the end, nice work.
Dec 17 03:41:00 11m 00s Save One For The Kids Great art style!
Dec 17 04:22:00 41m 00s Javel-ein Check out your game because we had the same core idea: throw your weapon, and then have to go get it. Wanted to see your take. Loved it! Played a bunch. <br/> <br/>I almost quit at the part where the arrows shoot over a pit with four of the back-n-forthers in it. Just so much waiting in between each failure. But I persevered and had some fun! Loved scoring multi-kills, I think my best was a quad.
Dec 17 14:05:00 9h 43m Destroy The Core This game was excellent, but one fatal flaw ruined my experience. Excuse me if I go on about it a bit, but this has so much potential I feel I must. <br/> <br/>The game is quite difficult, which would have been totally fine, except that every time I die I have to sit through an extremely long introduction all over again! <br/> <br/>This is game-breaking. <br/> <br/>I wanted to replay over and over, but I very quickly lost heart. I was there slamming buttons on my keyboard and mouse to skip the intro, but nothing seemed to work. It actually made me angry that I couldn't enjoy more of your game. <br/> <br/>I suggest that no more than 4-5 seconds should stand between game over and the ship flying into the hole again. If it was me, I would have picked 2 seconds. I would have played easily 10x as long, but it felt like more than half my experience was the intro screen over and over. (Yes that means I suck at the game, but you didn't let me learn without brutal punishment.) <br/> <br/>Other than this your game is totally awesome, with mood and sound and graphics and tight control and good difficulty all wrapped in a cool idea... I've rated it quite highly but your fun score did get a ding. <br/> <br/>Additional minor points of feedback: <br/> <br/>- I felt that my own ship blocked my view. This was never actually a problem, but I felt apprehensive that it would be one. Sometimes I rolled just to have a look around. <br/> <br/>- Having to click again and again to shoot is a bit of a problem, since your game requires precision mouse control and hammering the button might introduce little inaccuracies in the movement control. But holding the button down to perma-fire the entire game is not appealing either. There must be some happy middle ground, such as firing 4 rapid shots with each click or something. <br/> <br/>I hope that's not too much commentary. Great job, you have excellent craft.
Dec 18 00:30:00 10h 25m One Spell at a Time Interesting concept and some good stuff, but a few snags got in the way of having a lot of fun. Two points of feedback here: <br/> <br/>- It took me quite a while to realize I could shoot through the walls. My first five deaths or so, I kept thinking I had to get line-of-sight before I could shoot the monsters. If you do try to get in view to shoot, you're too close by then and you are dead meat. <br/> <br/>- The monster AI I think just moves to the absolute-value closest to the player, without regard for whether there is a wall in the way. I know that fancy AI and pathfinding can be a real problem. I cut "walls" as a feature before I even started for this reason, and I *still* spent more time on AI than anything else in my game. My point is that your monsters got totally stuck, and as a player exploiting this was my main means of killing enemies harmlessly, which is no doubt not your intended feature. I think that if you add walls and enemies, you are almost forced to use basic pathfinding. Try Dijkstra's algorithm for a really simple one that is easy to implement and probably would have been enough for this game. A* is the other biggie I guess, but you can use "Dijkstra Maps" to solve the pathfinding problem for ALL the monsters at once.
Dec 18 00:45:00 15m 00s Unibrow Cool mechanic and mood. I wished the walking were slightly faster, he felt a bit sluggish, which eventually eroded my will to keep retrying, else I would probably have played even longer! Nice work.
Dec 18 00:55:00 10m 00s Follow The Leader One of those peons dared to defy me! <br/> <br/>I don't know whether it was a bug or willful disobedience, but believe me he was dealt with... although some innocents may have suffered in the process. <br/> <br/>Regarding your game, I heard it cry out silently for excellent hilarious sound, but that's quite an ask.
Dec 18 01:29:00 34m 00s The Social Avarice of an Adult Mayfly Ha! Crazy topic and cool style, I spent a while dressing for the first party but I blew it completely. I sort of got the hang of it a little after a few parties, but I missed most of the points.
Dec 18 01:58:00 29m 00s Dat Pig Yo! The misty darkness created a cool ominous atmosphere, and I saw hints of bacon in the trees. <br/> <br/>But I lost suddenly every time and was not really aware of the attacks on my pig or where to go. I know I let bacon get him, but it felt like I just suddenly was sent back to the menu screen.
Dec 18 02:14:00 16m 00s My Last Pocket Good job on the sound and lighting, it creates a real feel. I wandered around trying to find an exit, but no luck. <br/> <br/>I also punched a few bats, but after you fill your pocket SPACE uses your one item instead of punching, and I was reluctant to use it so I could punch more. I found I had a healing potion, full health, and then I'd run into bats guarding a healing potion. They weren't aggressive, so I just passed them by in peace. <br/> <br/>Was this a piece about discovering the futility of violence?
Dec 18 03:12:00 58m 00s A 'Hunter, Gatherer, Whatever' Story I agree with the comments that it's a bit too hard, but it was fun to throw the boomerang around! Found myself holding shift almost the entire time, wishing I was a bit more nimble given how hard it was.
Dec 18 03:25:00 13m 00s Hammerfall I liked it! It was fun to pick my different upgrades. I struggled to make use of them well once the heavy waves started coming. I lasted until #10. <br/> <br/>Took a few rounds before I realized I could hit enter to skip the wait, because the font with the hint was really small.
Dec 18 03:48:00 23m 00s Top Heavy Wow, very creative game! Moving him around was a bit slow, but I enjoyed figuring out the puzzle of combat. Very cool vibe and humor.
Dec 18 03:58:00 10m 00s Alligator Mayhem Nice work putting a whole package together! I wish the alligators were more lively, though. Also ran into a couple of issues; alligators spawned before my eyes, and later I got stuck in a wall and died.
Dec 18 04:10:00 12m 00s One Gunman Many cool touches, and while the aiming was tough, it was not unfair. <br/> <br/>It seemed a little rough that someone could be a bandit, and I pull my trigger, and then while the bullet is in the air he's not a bandit anymore. I kept worrying about it and glancing over at the countdown meter, but I guess that's as designed? Also, WHERE ARE YOU, PERFECT SIX??
Dec 18 04:34:00 24m 00s Science Ship Cleomedes Real tough, but should have been possible for me to survive, so it's challenging but fair.
Dec 18 04:51:00 17m 00s Single Dragon: You Owe N. Lee $1 Wow, so much about this was just totally awesome... what polish! I played it through twice. <br/> <br/>I did find punching guys in the face a little thin, though. Most fights ended up with me standing overlapping them, both of us whaling away not connecting. If I backed up to make my fist hit their face, though, I'd end up with my back to them very often and get hit. <br/> <br/>The second time I beat the boss I got him stuck in the corner and he fell right into a kick lockdown. <br/> <br/>An impressive game, though. You put a little more into the actual combat and you've got a fun micro-romp through nostalgia town.
Dec 18 16:32:00 11h 41m EYE GUN I really liked this. Very different, and fun to figure out the puzzles. After about fifty tries I did give up on the end boss. I figured that I had to get up onto the platform to get to the rocks, but I never got above ground level, despite many, many, MANY attempts. I couldn't seem to chain eye-swings together, and the large collider around my body kept... arg. I guess I just did it wrong. <br/> <br/>Considering how stripped-down this was, I was surprised how much I enjoyed it.
Dec 18 17:08:00 36m 00s Tank Shooter You did a lot of things right here! <br/> <br/>Most tank games, in my opinion, make the vehicle so slow that it's not fun, while yours was in between a car feel and a tank feel, which I thought was great. Slower would have been boring, and faster gets a bit too hard to control and has problems because you can't see what's coming. <br/> <br/>Also some great little touches, such as the brake lights, and the dirt flying out the back when I get moving from a stop. I was going to say the turrets let me out-range them and gimp them all... but then later in the level the turrets did NOT have that flaw, so I realized it was a progression of difficulty choice. <br/> <br/>Well done, I love vehicle combat games but the genre is full of pitfalls, you avoided most of them. <br/> <br/>A few small points of feedback: <br/> <br/>- I think skidding is what takes a vehicles "feel" over the top. Even a tank could reasonably skid on grass. It might seem hard to implement, and it depends on your logic, but I had some luck implementing skids in the past using a "traction limit" and if the "asked" traction exceeds the limit, you give them the full limit, and then only a percentage of the portion above the limit. This creates a slide when turning at big speeds that I think adds a ton of fun to any vehicle game. That's just my opinion, of course. <br/> <br/>- I strugged to get through a few tight areas, particularly the final turret on the narrow beach. <br/> <br/>- I think battles would have been a bit more dynamic if the map was structure a little differently. Mostly the walls created an open space, so the battle was inside walls, but no walls were inside the battle. <br/> <br/>- Maybe it's less challenging, but I like the idea of near misses in this sort of game with leading and fast targets. What if my shell would LAND where I clicked (beyond a certain range) and have an explosion with splash damage? <br/> <br/>Anyway, that's a lot of comments, but I wish more people did vehicle combat!
Dec 18 17:18:00 10m 00s One Life, One Baby With a game as unforgiving as this, I always wish for a brisker pace. I wanted the guy to walk faster, but more than anything I wanted the gameoverrestart loop to be much much shorter. This game inspired keyboard hammering while I waited impatiently. <br/> <br/>But otherwise a very nice job, cool graphics and sound and polish. I abused walking on the heads of the enemies to avoid having to jump down from the crate, was that as intended? I had no idea it was possible until I did it by mistake.
Dec 18 17:40:00 22m 00s Run 'n Gun Some interesting stuff here, but superdifficult! I wished that Q would swap with a weapon on the ground. Many times I threw away my weapon to pick up a new one, and I picked back up the old empty one. Also I was a bit unclear on whether the fruit was good or bad. I started the game with bananas one time, but clicking didn't seem to do anything. Stayed away from it and went for the more traditional firearms.
Dec 18 17:41:00 1m 00s Atop A Dark Mountain I encountered an error and could not run the game: "AtopADarkMountain.exe is not a valid windows executable." <br/> <br/>Sorry. I like the screenshots.
Dec 18 17:52:00 11m 00s the Pit I love that you included all of the fine touches from that "art of screenshake" video, they paid off. <br/> <br/>But I had some issues. The reload screen takes a really long time. The generation of the Pit is really inconsistent. Most levels simply weren't valid and no enemies would ever come. The combination of these two factors cut down on my desire to replay again and again. <br/> <br/>A few tweaks and this could be a blast, though. Nice work on art and sound and juice.
Dec 18 18:26:00 34m 00s Immortality I haven't tried them all, but somehow I'm confident this is the only game in the jam where you'll be left with just a head and one arm, dragging your bloody carcass onward. Really triggers the imagination. <br/> <br/>Recommend any future immortals go on a quest for the rune of detect traps before undertaking this quest.
Dec 18 18:30:00 4m 00s UniFlagellete I'm sorry, this sounded interesting but it also wouldn't run on my computer. The title screen started okay, but when I clicked to play it closed, launched a new window, and that window was blank forever.
Dec 18 19:46:00 1h 16m Apocalypse One Cool game, played a bunch. <br/> <br/>Two thoughts: <br/> <br/>1. Something up with the controls. Let's say there's a wall to my right, and I push right until I contact the wall. Then I push down while not letting go of right. I start to walk down, along the wall, never letting go of right. Then the wall ends and I expect to move DOWN+RIGHT. Except I do not move right, despite having the right button held down. I can then let go of down, and be in a state where I am not touching any walls, I am holding down a move button, but I am not moving. This really screwed me up a large number of times in dodging, because I would bump into a hut or something for one instant, and suddenly that direction would stop responding until I released/repressed the key. <br/> <br/>2. The autoaim was an interesting choice. Took me a moment to figure out what was going on. It mostly worked fantastic... until I discovered that I could pair with the fact that you DONT SHOOT when there are no enemies around to create the technique I will call "GUNDAR." GUNDAR is when you walk around the level always jamming the shoot button. If nothing happens, relax, there are no enemies around. If bullets come out, they will point in the direction of the nearest enemy (even offscreen) and they will often kill him before you even see him. Once I found this it was hard not to abuse the heck out of it. <br/> <br/>2.9. I think I led a guy into a mine and prepared for the awesome... but nothing happened. Maybe I'm wrong and he just barely missed it. Really wanted it to blow him up so I could feel clever. <br/> <br/>Fun game!
Dec 18 19:53:00 7m 00s OneChance I blew up the house. I think. There was a ton of stuff going on that I didn't understand, but I understood dropping the bombs. <br/> <br/>Suddenly the screen said "main.lua 1059: Could not set write directory." <br/> <br/>This came from checkEndState.
Dec 18 20:34:00 41m 00s TITAN SOULS What an entry. Really amazing. But way too difficult and punishing for my personal taste, so I didn't play that much of it. 95% of my experience was commuting, which is not something I am prepared to tolerate, even for a game this nice. I respect the design decision, though.
Dec 18 20:45:00 11m 00s Spectrum Supercool, so glad I didn't read the directions. <br/> <br/>Controls a bit wonky, I kept struggling against them, first feeling that I couldn't move enough and then suddenly getting unstuck and overshooting my target, which was the only mar in an otherwise sweet experience.
Dec 18 21:32:00 47m 00s Dungeoneer For the first six or seven games my best score was 4. <br/> <br/>But I kind of got the hang of it, plus got a little luck, and together I got a score of 24! <br/> <br/>I also found a monster that wasn't the wizard, one time. He was enormous and destroyed me, of course.
Dec 19 03:55:00 6h 23m Y.O.G.O HARPOON I had fun with this! I kept trying to hit TAB to flip into 3rd person perspective like I used to in Tribes2, to rapidly scan around for the next biggest threat. Any game that invokes rusty old tribes reflexes is okay in my book! <br/> <br/>After I got the hang, I lasted 5:30, and my score was 182. <br/> <br/>A few thoughts: <br/> <br/>- My scariest enemy was the crossbow. Accidentally moving into one was really disruptive. Was there a cancel button? <br/> <br/>- I found the most effective way of dealing with then enemies was to butt heads and 'poon them, so that I insta-regrabbed the harpoon. <br/> <br/>- The simplistic AI makes it more of "stem the tide" than a strategic battle, but I still think it worked.x <br/> <br/>Lots of nice touches here. Responsive controls made it all fun. The squish sound on kills was great, and the tune. Great job.
Dec 19 04:09:00 14m 00s RetroBall All the delays in the wrong places! Made me watch the intro screen more than it let me play, and then launched abruptly into flinching toward the ball which was already falling, and then once I was unhappy with my first line, it was all downhill from there. <br/> <br/>Still, a cool idea and a nice graphical style.
Dec 20 05:02:00 24h 53m One Spear Savage Interesting - you had a similar concept to my game Hammer Control! There's another one with a spear, too, called Javel-Ein from the jam, and one with an arrow called Titan Souls.
Dec 20 05:13:00 11m 00s One Sword A very unique idea - cool!
Dec 20 05:25:00 12m 00s By Your Command! Impossible until I figured out I had to get metal and make new ships, then still really hard but I started to get it.
Dec 21 05:12:00 23h 47m The Visible Hand Cool atmosphere! I would have liked this even more if it was tougher. Nice job weaving the tutorial content into the playing.
Dec 21 05:20:00 8m 00s The Seed Cool stories! I never wanted to send it to the lab.
Dec 21 18:46:00 13h 26m You Only Get One You A well-done escalating puzzle game based on an interesting idea. Three or four levels in I thought it was going to be too easy, but then the difficulty started kicking in. <br/> <br/>The font with instructions was extremely hard to read on my system.
Dec 22 17:51:00 23h 05m Tiny Thor Looks like this LD has two games where you throw a hammer against a snake and then have to go pick it back up! <br/> <br/>Nice graphics and concept, but I never got a fluid feel of using the hammer. I had to charge up in advance of a fight, and then leap to stand, then throw. I should be able to use my hammer in the flow of movement, imo. Maybe I just wasn't good enough at the game, though.
Dec 22 18:00:00 9m 00s Wheelie Cool idea, had some fun absurd runs. Structuring it into levels instead of one endless run would have been fun, or maybe you did and I just didn't get that far?
Dec 22 18:09:00 9m 00s Only One Punch Took me several tries to figure out what to do, but after maybe 6 fights I got a KO. Needs more feedback to the user, and a better retry mode than closing the program and rerunning it. Loved the graphical style and the idea was funny.
Dec 22 19:40:00 1h 31m The Colosseum This was fun! The way I ended up playing was a bit spammy, and I wasn't sure which type of attack I was doing, or whether I was going to damage an enemy. My weapon could either pass through, or hit them, so I'd just wave repeatedly. Perhaps if I'd understood more clearly then I could have played more carefully. <br/> <br/>The screen shake is a nice touch, game some visceral feel to the attacks.
Dec 22 19:56:00 16m 00s Save the Keg Good production skills on this, but man those invisible walls really messed me up. I could sometimes walk into the forest, other times not. I'd throw an axe, and not being an expert I would miss, but then the axe would be lost behind invisible walls. Once I got trapped in the woods and struggled against invisible walls to get back to the path. <br/> <br/>Also it would be nice if disabling the catapult had some feedback, sometimes I wasn't sure. <br/> <br/>But great graphical style, nice song, cool idea.
Dec 22 19:59:00 3m 00s Say Cheese! Very cool, just a bit short.
Dec 22 20:11:00 12m 00s ESCAPE FROM PRISON! I escaped, but was there a use for the items? I didn't use one because it makes the guards not like you.
Dec 22 21:35:00 1h 24m YOGO RocketFist Wow great work, full package with tons of polish! <br/> <br/>Was I supposed to walk back to the beginning of the game to talk to that guy about upgrades? Walking wasn't fun enough for that. Preferred rocketing the next screen of enemies, never went back, if there are upgrade guys later I never made it that far. <br/> <br/>LOVE the choice to insta-restart on fail, thank you for not wasting my time and not making me replay the same parts over and over in a jam game. <br/> <br/>I felt like the mechanics were really good, but somehow juuust short of being a totally amazing strategy-type game. I did get into some combo hits by shooting further away guys and stacking mult-kills with the return of the rocket fist, but I never really got into the planning+execution feel that I wished for. Not a criticism really, this is great, but it almost reached a really amazing level with the mechanics.
Dec 26 18:14:00 92h 39m CROSSBORE Love the way the kick flings you forward.. I found the kick pretty effective, started throwing my arrow away at the start. But then, I didn't beat it.
Dec 26 18:41:00 27m 00s One Heart A lot of creativity here. But you did some things that really frustrated me as a player. I felt it was unfair of you to make me jump in the dark and establish that if I messed up I would die, and have to start all over. This established the rules of the game. <br/> <br/>Then those rules were broken. I had to faithjump into a brick wall hoping it was secretly passable. Next, you put me next to some spikes, but they also didn't follow the rules. I nearly quit three times missing jumps and having to restart, so it seemed really unfair to make me faithjump and faithspikewalk, risking a brutal restart punishment. <br/> <br/>Later, in the bandage area with more fogiving restarts, it was more okay to bend the rules... but you still forced me to jump blindly into a pit to get a bandage. <br/> <br/>I understand this was an artistic manipulation of the player and his expectations, and you're expressing the trials the heart may make you go through, and I did play the game to the finish, but I felt unfairly manipulated and abused. Perhaps that was the artistic goal, though. <br/> <br/>At any rate, it was pretty interesting and I did finish it all, so good job even if I personally disagree with the treatment.
Dec 28 01:23:00 30h 42m Blue Harpoon Interesting game - you have the same basic core concept as my game, but a very different take. <br/> <br/>My best score was 46 seconds, but every time I died it was because a monster spawned in my face, so mostly I had to learn where not to stand, and still it was a matter of time. I see that this was updated post-compo, so that's a good idea!
Dec 28 01:34:00 11m 00s Happiness Wow this game took my by surprise! One of the most engaging compo entries I've played, great work. It had me scrambling around, played with my expectations in an interesting way, and came to a finish before anything got tired or worn out. Great work!
Dec 28 02:13:00 39m 00s Only One Chance Wow, this was very cool! The story kept me hanging in there through a lot of retries, and it was great that your retry loop was really tight so that it didn't punish me with waiting. Loved the graphics and sound - you really created a mood.
Dec 28 02:26:00 13m 00s ØNCΞ IF ØUND ΛPILL (ONCE I FOUND A PILL) Got to this game after clicking on a your name from a semi-sarcastic comment you left on another game, glad I did! <br/> <br/>It's a good thing that this game has no directions. At first I was totally lost, but gradually I pieced it together, and it was pretty satisfying to open the box. <br/> <br/>Very unusual entry, just what a jam is for. I have to say that the sound seemed to be clipping a bit on my system, which was a shame. Problem could be on my end, but you might need to back the levels off a touch, I dunno. Nice job!
Dec 28 02:39:00 13m 00s Star Cannon Had some fun with this! I was doing pretty well, until I got to the level with a blue triangle and a blue... trapazoid maybe? It had three distinct groups of stars. I started to feel like I wasn't in perfect control of the cannon, like if I hit left-arrow once then right-arrow once, I might not end up where I started. <br/> <br/>Two hugely helpful choices you made were 1) allowing R to restart the level at ANY TIME instead of making me watch it play out (you can make the stars dance by jamming R, try it), and 2) the same shot always did the same thing. If either of those were not the case I think the game would be far, FAR less enjoyable than it was, so great work on the small choices there.
Dec 28 02:48:00 9m 00s superfrozenkittengetsonlyonesecretbottleforyou What a mind-bender! Nice work on the visuals and weirdo movement controls, it all felt very alien. Out of my way, catlady, can't you see I'm thirsty and the lightningarrow is pointing right through you!?
Dec 28 03:32:00 44m 00s Hasty Pirate Very cool - you linked a video on juice as a comment on my game, and playing yours I totally see that you've done a great job at it! It really helps your game stand out. <br/> <br/>Cool original concept, good feel, variety of actions to take, nice graphics... you've got a lot here for a solo compo entry! <br/> <br/>I did encounter a weird glitch after fighting three guys on an island with a little hill on it, before the cannon section. I got to the end of their island and tried to proceed, but the game kept glitching me backward onto their island, whereas in previous levels it had teleported the boat under my feet. I tried and tried to move forward but could not and almost gave up on the rest of the game. But I finally managed to proceed by going back to my boat and sailing BACKWARDS past the beginning of that checkpoint, at which point I seemed to take damage and then suddenly be in another level with a cannon on my boat. From there I was able to go forward. <br/> <br/>The end boss... man, I love that you included an end boss, but it felt really unfair to me. I tried like fifty times. I kept hitting a pole or a box and then he'd eat me. I think that the time it took for the pole/box to come onto the screen, I basically had to already be jumping, or at least my reflexes were not up to the task. My "strategy" was to memorize what background hills were just before the obstacle, and then jump at the memorized position. This was not really a valid challenge, in my personal opinion, though maybe you meant it on purpose as a throwback to certain old-school styles, which I can understand but don't personally enjoy. If I was supposed to somehow stand and fight the shark, I didn't figure that out, and you can blame me for being a dummy. <br/> <br/>My final nitpick (and I only nitpick because this is such an otherwise strong game), is that the sharks in level 1 were a bit dull, as you just kind of stop to wait for them. Except for the first time when I didn't know then, if they hit me, it was because I got bored of waiting. I think with a small adjustment something more interesting could have been going on with them. <br/> <br/>Anyway, couple of minor flaws aside this is a very strong entry! Excellent work, I'm really impressed by the level of presentation polish on this game.