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| Timestamp | Since previous | Game | 7heSAMA's comment |
|---|---|---|---|
| Apr 29 04:07:00 | Declivity | I got to "City of Gold" and there weren't any more stairs... <br/>Pretty cool over all. Exciting when the scrolling kicked in, I didn't expect that. The cats were a good idea but they were so easy to kill - maybe not the best execution. | |
| Apr 29 05:12:00 | 1h 05m | The Sun And Moon | The good: <br/>It's fun as hell, super polished, looks beautiful. All in 24 hours. Nicely done, definitely one of the better LD games I've ever played. <br/> <br/>I would really like to see it turned into some kind of open-world exploration game, or given a time trial mode. Totally opposite directions I know, but they both sound fun. Just swimming around in the wide-open levels was hella fun. <br/> <br/>The bad: <br/>Music is incredibly repetitive and annoying, SFX are loud and grating. Everything else is great. <br/> <br/>Running commentary: <br/>L8 is lovely, lots of wide open spaces to just explore and just have fun with some real momentum. <br/>L12 was less impressive, didn't feel like the jumps strung together well. <br/>L14 was good, feels the most skillful so far (vs being easy or just memorization). <br/>Same w/ 15... damn that was actually kinda hard to get all the collectables. <br/>16... kind of an annoying level, feels more luck based. <br/>17... too easy, basically the same as the one where you have to weave up/down but less fun. <br/>18 - like the concept and it was fun, but I think your controls are a little slippery for it <br/>19 - quality <br/>20 - like 12, I feel this one is close to being good but not there. For instance, if the rightmost platform was moved 1 tile to the left, you could jump straight into it from leaping into the cube on at the same height from the platform below. That would be easier than how it is, which maybe you don't want, but it would also flow a lot better, and there are other ways to make it hard. <br/>21 - like this one - I died a lot, but there was never a break in the action where I was just sitting there after a jump didn't allow me to make the next one w/o waiting. <br/>22 - solid, nice flow on the left <br/>23 - hard, reminds me of 16 <br/>25 - hard, but I dig it <br/>26 - same. <br/>28 - fuck this level, too hard. Didn't beat it. <br/>29 - Like the design. |
| Apr 30 19:58:00 | 38h 46m | hellcrossing | Lack of variable jumping and properly timed gaps really ruins this. |
| Apr 30 20:04:00 | 6m 00s | Grimlock's Lair | Solid game, puts mine to shame. The balance of the weapons/their drop rates seems a little off, and I got the same bug as popogames. Still it was fun. |
| Apr 30 20:13:00 | 9m 00s | Descent | Looks good as everyone has pointed out, but honestly it wasn't all that fun (which disappointed me because I thought it would be from the screenshots/description). <br/>First of all it was really hard to navigate. Not only did the camera lag significantly behind the player, there also wasn't any clear distinction between what was a floor tile vs. wall tile, since there wasn't any perspective (except on the decorative items) or consistent color-coding. <br/>As for combat, it was alright but the hitboxes just felt way off and the enemies weren't that interesting. The boss was better, though (but when he killed me, I didn't bother to try again). <br/>Also, I liked the minimalist music, it fit well. The SFX for attacks didn't mesh well with it though. |
| Apr 30 20:25:00 | 12m 00s | Kitsuni | The puzzles were really easy and honestly don't even really deserve the name - especially with the terminals and the owls flat-out telling you what to do. I think it has potential, but you'd have to use the different animals in concert, instead of a bunch of them all clumped together doing the same thing, to make it interesting. <br/>Also the controls/hitboxes, but you already know that. <br/>Graphics look great obviously. |
| Apr 30 20:29:00 | 4m 00s | Colony 31 | I accidentally made it unbeatable by pushing some blocks in front of a door :c |
| Apr 30 20:36:00 | 7m 00s | Surface Defence | It's okay. <br/>Controls were confusing at first, but easy enough to figure out. The main menu was kinda unresponsive. <br/>There's just not that much to figure out. Build a tower, then a bunch of fishing huts, then two more towers and upgrade your towers whenever you get enough money. |
| Apr 30 20:44:00 | 8m 00s | The Sub Marine - Alpha | Okay, this is pretty solid, but there are some problems. <br/>The overly-slick controls, tight spaces, and high enemy RoF meant it was pretty much impossible to dodge their shots and it basically turned into a slugfest. You couldn't even play peek-a-boo behind doors because they would shoot regardless of what was in the way. Sounds often played delayed or not at all. The scenery was repetitive and easy to get lost in. Locked doors weren't color-coded to their keys. <br/>Despite that it was still one of the more fun entries I've played. |
| Apr 30 20:47:00 | 3m 00s | Beneatha steal pie | Yeah it's not actually funny, and semi decent graphics can't make up for that. <br/>Sorry to be so harsh but it's bugging me to see all this ridiculous praise. |
| Apr 30 21:18:00 | 31m 00s | Hollow Shell | The relative intelligence of the enemies (climbing ladders/jumping) was much appreciated, but overall whether you won or lost depended a lot on the level that was generated, which was frustrating. I think you might have done better with a top-down viewpoint or some kind of extra objective. <br/>Nice touch that if you backed up while shooting you didn't change your aim (though I forgot it a lot). <br/>Decent graphics and SFX too. |
| Apr 30 21:36:00 | 18m 00s | Coffin | Wow. This is far from the best game I've played this LD but it's definitely one of the more interesting ones. I think if you worked on it some more it could be really fun. The mechanics were a bit uninteresting, but challenging, and the atmosphere was obv. great. <br/>One question, is it unwinnable? |
| Apr 30 22:19:00 | 43m 00s | StrataGEM | Good: <br/>-Interesting, fun concept <br/>-Music/colors work well - not the most impressive but they don't grate <br/> <br/>Bad (like I said in IRC): <br/>-Kind of confusing to tell how the mechanics work, and what's happening on the other side of the polygon <br/> <br/>3/5 overall, which is code for "I don't think this is that good but it be if you continued to work on it" |
| Apr 30 22:34:00 | 15m 00s | The Quest for Unobtanium | The incredibly slow pace of everything - from moving, to mining, to even selling your inventory (but worst of all, sitting through all the instructions) really killed my ability to enjoy this game. <br/>Having a top-down perspective as opposed to Motherlode's side-view was a good choice to help differentiate yourself, but you lost the fun of falling/flying and didn't gain a whole lot. Should have taken advantage of it more. <br/>Actually decent graphics, the mismatched pixel size of particles and stuff kind of blemished that though. |
| Apr 30 22:38:00 | 4m 00s | SEA MONSTER: ATTACKS HUNTER | Unfortunately, it crashed my browser 3 times when I tried to play it, always after engaging with a monster. <br/>From what I saw though, the graphics looked nice and the rock music was awesome. Not sure about the gameplay but I definitely /want/ it to be fun ;P |
| Apr 30 22:49:00 | 11m 00s | Sewer Rat Racer | Overall it kind of lacks the feeling of going fast. Not really sure what, but that's essential to a racing game. |
| Apr 30 23:00:00 | 11m 00s | The Music Box (Voxel horror) | First scare made me jump, after that they just started to get annoying. I like the hexy voxels, gutsy to go after that and they turned out looking really cool. <br/> <br/>Graphics would have been much better if you had been more consistent - the basic tiles were blocky and pixelated, but then the hands where smooth and cell shaded? Etc. |
| Apr 30 23:03:00 | 3m 00s | Smoldering Star | Unfortunately it was too laggy for me to really play |
| Apr 30 23:07:00 | 4m 00s | Landmine Wars | Don't have someone to play it with but I like the idea of a mine-only RTS game. It seems like it would be really easy to just watch your opponent's miners on the map and tell where their mines are, though. Also, the fact that you can die from your own mines bugs me. |
| Apr 30 23:15:00 | 8m 00s | Defy Hades | Controls were pretty sketchy - like trying to jump while walking down a slope. I like that you could solve some of the problems in different ways depending on your preference. Looks great obviously. Way too short and hard, especially since most of that difficulty came from the controls. |
| Apr 30 23:30:00 | 15m 00s | Digging up Daisy | Barely beat it. Probably one of the sillier LD games I've played. It was fun, seemed a bit unfair that you could totally miss the coffin through no fault of your own though. |
| Apr 30 23:40:00 | 10m 00s | Deep South Motel | Beautiful art obviously, but without a win/lose condition there's not much reason to play. |
| Apr 30 23:41:00 | 1m 00s | Angler: Beneath the Surface | Controls are insanely hard to use. I overshot everything I tried to hit. I like the use of the light, though. |
| Apr 30 23:47:00 | 6m 00s | Chacket Valleyparker: DRILL BUNNY | Fun game, but I literally had to /try/ to die. Definitely too easy. I like that you made it so you had to tap instead of just holding keys to change direction. I don't know why but I did. Increasing your rotation speed when you were boosting would have made it more viable. |
| Apr 30 23:58:00 | 11m 00s | Auger | Mouse was way too sensitive and the hitboxes felt off... like the idea of mining to gain the ability to mine more rather than some other resource though, it's an interesting take on the minecraft genre. Seems like it would be really hard to use it to it's full extent though, and require very carefully designed levels. |
| May 1 00:03:00 | 5m 00s | Tentacle Rails | Character felt basically invincible which didn't give me much incentive to try hard. Also, bunched up enemies all died from a single bullet. <br/> <br/>Individually the sprites are nice, but it's hard to tell what's what as everything (objectives, loot, enemies, terrain) all blends together. I like the PC sprite a lot though, he's rad. |
| May 1 00:14:00 | 11m 00s | The world beneath | Playing the post compo version - well obviously you know what I'm gonna say, looks/sounds beautiful. Don't even really mind that there wasn't a goal, but I wish it was easier to navigate. Very difficult to move straight up/down and I didn't even realize you could fly for a long time. |
| May 1 00:39:00 | 25m 00s | Sopora | Nice. Really intense music. <br/>Some variation in the opening lines, before you have any choices, would be nice. <br/>It also seems way too easy, especially if you get a phone (which I usually do). |
| May 1 18:25:00 | 17h 46m | Tenkosei ROBO | Crashed when I beat myself from the future... what happened? Don't really feel like going through it again. <br/> <br/>Anyways, nice entry. Typing games aren't my thing but it was funny. |
| May 1 18:34:00 | 9m 00s | Beneath Colossal | Really wanted this to be good but the controls were so difficult. On top of that, the enemies and environments didn't really do/go anywhere interesting, even if they looked great. A flat plain that you can't even jump across? Meh. Would have preferred more lighting too, so I could make out the details better. |
| May 1 18:44:00 | 10m 00s | Last Dive | It was unplayably laggy for me with nothing else running. |
| May 1 18:51:00 | 7m 00s | Battle Through Hell! | S'okay. Enemies are too slow moving and tough to be interesting; it's just a slug fest. |
| May 1 18:59:00 | 8m 00s | Under Warranty | Well you weren't kidding about it ending suddenly... <br/>It definitely has potential, but would need more interesting+challenging abilities/robots than just "charge battery, get stuff, repeat". |
| May 19 03:30:00 | 416h 31m | DEPTH BENEATH | I played this near the start but forget to rate it. Wanted to before I lost my chance so I'm going off of memory. Really fun, the weapons, objects, and visual enemy design is interesting. Problems include a lack of balance, weird physics, and stupid enemies. Definitely would play a post compo version. Very solid game. |
| May 19 03:32:00 | 2m 00s | Helevenium | This is basically the game I wanted to make, but good ;n; <br/> <br/>It was really laggy for me which is a problem. Also incredibly hard, and not /entirely/ in a good way. Learning you could launch enemies into others to kill them helped a lot, that was a nice touch, made it much more challenging. <br/> <br/>More open areas or smarter enemies would probably be better, it basically turned into shoot and scoot once you killed a few enemies. <br/> <br/>Solid entry |
| May 19 21:21:00 | 17h 49m | Tsunami Cruiser | The moving water line and bullets that are divided into above/under water are interesting but the game just didn't keep my interest for very long. Couldn't tell you why, other than that it was really easy. |
| May 19 21:29:00 | 8m 00s | SnakeFormer - Half Snake, Half Platformer | You were definitely right in your post mortem about it being too hard.. got stuck on the third level (w/ the balls). Really cool though. |