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| Timestamp | Since previous | Game | Fritzendugan's comment |
|---|---|---|---|
| Apr 29 02:08:00 | Patty's Perilous Plunder 2: Patty's Revenge | Love the return of Patty ;) <br/> <br/>Lack of music kinda killed the mood for me. I miss your catchy little tune from the previous PPP. <br/> <br/>Kind of sucks that there comes a point where it's basically impossible to beat a level, but I guess that's part of the "race against the clock." Perhaps some kind of hard-coded level count-down timer might help prevent gamers from wasting their time on a level that can no longer be beaten (unless I'm missing something). <br/> <br/>I feel like the pink snakes should have a "wake up radius" where they only start charging at you if you get near them, then if you get too far away they give up. Again, might make it too easy, but you could adjust for that in other ways. <br/> <br/>I really dig the whole feeling of patty wandering around above but, meanwhile, "beneath the surface" all of his minions are trying as hard as they can to get deeper and deeper and underground. Very good interpretation and use of the theme. <br/> <br/>Got to level 3 before dying. Gonna play some more later. I WILL BEAT THIS GAME (assuming it's beatable) | |
| Apr 29 05:55:00 | 3h 47m | Sprites.CSV: Cute,Snuggly,Versatile | Solid platforming mechanics, wish I could've used a controller, but other than that the jumping felt very tight and the collision worked as expected. Some of the jumps were borderline challenging enough to make me quit, but a couple persistent attempts later and the feeling of accomplishment more than made up for the difficulty. So, I'd say the level design was pretty good in that regard. <br/> <br/>At first it was very disorienting when you don't have enough sprites, but the mechanic of "managing" your sprites as though they were resources was actually pretty neat. Some secrets that only get revealed when you activate certain sprites would've been pretty neat. <br/> <br/> <br/>Now, for some nit-picky things. I wish I could've stretched the window and/or full-screened the game. I kind of wish there were at least a few more levels, or that playing through the game again had some purpose other than experimenting with sprites (which, don't get me wrong, was still a pretty gratifying reward for completion). Multiple ending paths at the last level that reveal different sprites or something? <br/> <br/>Not sure what you're going with as far as theme here. I guess something along the lines of at first the game looks very barren until you attach sprites to things? Or is it something about "looking beneath the code?" Kind of a stretch, but that's fine, at least it was something different from all of the "underground" skinned games. <br/> <br/>Overall, very cute, fun little game. Absolutely loved the music, brought back fond memories of gameboy and nintendo games. Well done. |
| Apr 29 06:05:00 | 10m 00s | Strung Out | I like to think of the fish you can't catch as the government putting regulations on fishing boats. It's against the law to fish at certain depths, thereby protecting the fish population. Genius! <br/> <br/>In all seriousness, not bad for working within the time constraints. Hopefully next time you will use more time and make a more feature-filled game! It seems like you understand the basics of what kind of mechanics work well in games, now you just need to find the motivation to dedicate more time :) No excuses! <br/> <br/>Oh, and one small nit-picky criticism. Not a huge deal, but you might want to re-think automatically going full-screen in the future. Some people (like me) don't like it when games do that without asking first. It messes all my windows up and such. |
| Apr 29 06:06:00 | 1m 00s | Beneath the surface | Norman12 : you can rename the categories. It's not that web is required, it's that you're required to have at least one platform. Rename web to windows :) |
| Apr 29 06:14:00 | 8m 00s | Cave of Jagnog | I know all too well the frustration of running out of time and not getting to finish, so I fully sympathize :( That in mind, some feedback: <br/> <br/>It felt wayyy too zoomed in. I guess you were trying to keep players from being able to see the "maze," but there are better ways to handle that. Even just zoomed out a little would be nice, I could barely see the enemies I was shooting at. You might want to look into something like "line of sight" algorithms for blacking out parts of the level and whatnot. <br/> <br/>I like the comic-book feel of the story telling. It kind of feels like I'm playing through a web-comic or something, which is cool. I wish there were more levels/story and sounds/music, but I understand time was an issue. <br/> <br/>I wish you best of luck in the future! Kudos to you for building up the motivation and actually working on a game this weekend. Many of my friends always say they're gonna participate but then back down at the last minute. At least you stuck through it, so good for you. |
| Apr 29 06:38:00 | 24m 00s | Amongst the Sand & Spice | I couldn't hear any sound if there was any. Some sounds and music would've been a nice edition. <br/> <br/>Cool mechanics. Felt kinda like snake with a twist. The dual-view was cool. I kind of wish the top part were larger and easier to see. Overall, fun game. I have a feeling I'm gonna find myself playing this on my phone. |
| Apr 29 06:48:00 | 10m 00s | Cookie | Not exactly sure how the score is calculated, but I like the mechanics. I could see this growing into some kind of level-based "bloons" kind of game where you have X amount of bombs and you need to destroy X percent of all the bases to move onto the next level. I'd like to see that :) |
| Apr 30 04:34:00 | 21h 46m | Cap'n Dragon | First off let me just get this out of my system: ohhhh myyyy gawdddddddddd is this tedious. I wanted so badly to beat your game, but after several hundred rounds I managed to eliminate one player and I just can't bring myself to sit and watch any more coinflips until I finally win. From what I can tell the computer's actions are totally random, so maybe my (what I think is) better than random strategy would eventually prevail, but it would take forever. Let me attack with more units or attack until my keep runs out or fortify my position or SOMETHING! <br/> <br/>Ok, phew, sorry, after spending close to an hour trying to beat it I had to get that out. Now onto some (hopefully) constructive comments. <br/> <br/>The music and sound were both very well done and probably the only thing that kept me sane during my attempts to win (see above). The theme especially captured the essence of some medieval fantasy war and the battle drums made those stick-figure battles that much more exciting. <br/> <br/>The graphics were clearly "programmer art" so that's fine. As far as it goes, they were actually pretty good. Some people actually like that aesthetic, and I didn't it mind it myself. I found myself cracking up at first to the thought of Dragons, Unicorns, and Narwhals all fighting each other. How silly :D <br/> <br/>Now onto the mechanics. I understand time constraints always separate original vision from realization, so these aren't so much criticisms as where you might take the game from here. Firstly, I'd like to see fortifications at the end of the round. My camps would occasionally be stuck with only one guy whilst I had the maximum of 15 in my main base. Let me spread them around! Also, I don't think it makes much sense that any base can attack any other base. A simple radius check would've been heaps better, and something like roads/paths to different territories even better. <br/> <br/>A simple "rock/paper/scissors" kind of unit-type choices would've been cool. Archers are effective against spearmen, spearmen are better against knights, and knights beat archers, and so on. Maybe each gets a +1 dice roll against the other or something. Let you diversify your army and defenses a little. Or, if that's not the route you want to go, let players expend some of their extra units sitting in the base to build walls on bases (+1 to dice rolls) or burn the hypothetical roads I mentioned above (units can't attack through that path for a few turns). Stuff like that, more tactical choices which affect the game map. <br/> <br/>I wouldn't mess with the mechanic of the "AI" (or dice rolls) affecting the actual outcome of the combat. You make all your choices before hand (fortifications, where to attack, what units to use, etc.) and from there, it's all up to the dice. Has that real Risk board game feel to it in a good way. Of course, anything you can do to minimize randomness and make it more about player choices ultimately will be an improvement on that popular board game, in my opinion. <br/> <br/> <br/>All in all, the game definitely has potential to be pretty darn fun. I mean, considering I spent nearly an hour playing it as it is, and there's really not that much yet, it can only get better from here. I'll keep checking back for updates, so if you do a post-jam version or something be sure to mention it here. |
| Apr 30 05:11:00 | 37m 00s | Burrow Down | What a fantastic game. The music was great, the sounds were good, the art style worked well, the graphics brought back fond memories of bullet-hell shooters on the SNES, and the mechanics did, too. <br/> <br/>While I like that the game lets you choose whether to play the harder level next or an easier one, I absolutely love that the game then taunts you when you die. Sure, you don't get a gameover, but the game is basically calling you out saying that you couldn't handle how hard it was. Some things are worse than death indeed. Also, it serves the dual purpose of making me not want to die (since I want to keep my dignity) but I don't have to go through the tedious process of playing content I already did just to try and see the ending (something all too annoying about some Ludum Dare entries). I ended up playing through it multiple times just to see all the levels anyway. <br/> <br/>I'm not sure if I just wasn't paying attention or what, but it wasn't until my second playthrough that I realized you could hold down right click to charge up. I'm not sure if there's a way to make that more obvious? Also, the sword spell goes through walls, which was basically the only way I made it through certain parts of the harder levels, so maybe that's intentional. <br/> <br/>The level design was also really good. Some of the levels were somewhat non-linear, or allowed you to attack enemies that you won't encounter until later on, making them more interesting than just "beat this group, then this group, then kill these guys, then you're done." <br/> <br/>Honestly, if this were given more time and polish I could see this turning into a commercially viable game. Throw in a ton more levels, more weapons, more enemies, co-op play, some unlockable stuff, (and maybe a few secret areas) and I would totally pay a few bucks for this on steam or something. Seriously, go get this green-lighted :) |
| Apr 30 05:37:00 | 26m 00s | Arctic Desert | nice pixel art. The music worked pretty well, looped well anyway, but it drowned out the other sounds. Which brings me to the detector mechanic. <br/> <br/>I actually really like the mechanic, I think it's really cool, but it could've been implemented better. What I mean is, it's really hard to tell when I'm close to stuff. I think there's a little ticking sound, but it's too hard to hear with all the other sounds (should've been like a beep?) And the visual cue could've been better as well. <br/> <br/>Also, I wish the upgrades would equip automatically if you didn't have anything equipped in that slot yet. I rarely found upgrades, most playthroughs I was lucky if I got even 3 upgrades, it was just too hard to find a good place to dig before the enemies swarmed you. I'm not saying the game needs to be easier, I'm just saying the detection should be more obvious and the upgrades should auto-equip (maybe a little on-screen summary of what you just picked up). <br/> <br/>I have absolutely no idea what the purple gems do. I tried to figure it out but couldn't. I've made it as far as round 12 but couldn't figure out what the gems do. <br/> <br/>I wish I could use my mouse to aim instead of just the keyboard. Gamepad support would've been awesome. <br/> <br/>Some diversity in the environments would've been cool (trees, more enemies, rocks, stuff like that, things that provide barriers to hide behind and such). The squid things worked well though, I like the little charge they do and how if you run far enough away they leave you alone. Solid enemy AI in that regard. <br/> <br/> <br/>All in all, I liked it, though. Procedurally generated content, randomized loot, upgrades, endless slaughter, what's not to love? It just needed a little more content and polish and this would've been a really fun game. |
| May 1 08:40:00 | 27h 03m | Surface Runner | 404 |
| May 1 20:53:00 | 12h 13m | A Day in the Life | (I played both. I rated according to the jam version, but this feedback applies to the post-jam, which was the first version I played) <br/> <br/>A little description at the top of the screen like "try to organize your life so that you can 'get a job,' 'be happy,' and 'start a family'" Then put little tips that pop up as the player exhausts various possiblities like "It can be hard to manage family life with work, leaving you feeling stressed out" and "A life pursuing your dreams left you feeling pretty fulfilled, but a part of you longed to create the family you never had." Stuff like that. Kind of shoves the message into the player's face a little more (ruining some of the subtlety), but it makes a little clearer to the player what's going on. I was confused for a little what I was supposed to be doing exactly before I figured out what you were going for. <br/> <br/>As others have said, music would've been nice. Even something very ambient and subtle. <br/> <br/>Overall, it's nice to play something a little different from the other entries. Not that this kind of game hasn't been explored before (it's practically impossible to be 100% original, so who cares), but it's a refreshing slice of contrast from the heaps of shooters and "upgrade" games (those are fun, too, though!). So, kudos to you for trying to think outside the box. Made me reflect on my own life a little. |
| May 1 21:15:00 | 22m 00s | Striking Innocence | As others have stated, some things are very unclear. Rather than harp and reiterate those, I'd like to offer a couple of possible "fixes" <br/> <br/>Firstly, it would likely be more clear what "score" is if you chose a different word. 'Energy', 'Progress', even just 'Points' might've been better. Basically, just make it clear that it means more than what traditional "score" does in arcade-style games. <br/> <br/>Secondly, the score should probably shake or turn red when it's draining, like when you take damage or when you're slowing down time. Small visual cues like that go a long way. <br/> <br/>And, actually, the more I think about it, it should probably be a meter and not a number anyway. Have a bar that fills up as you destroy enemies, and it drains when you use abilities or take 'damage.' I think that makes a lot more sense. When the bar fills up all the way, you progress to the next stage. <br/> <br/>Also, I kind of wish the enemies had a slightly better visual cue that they're being damaged. Maybe a color change, or flashing or something. <br/> <br/>Other than that, a few bugs I noticed: In the last level I got placed into solid blocks and couldn't move. Not sure if that's intentional. Also, the text in the bottom right was cut off on the bottom, so I couldn't read the whole thing, which is somewhat disappointing. <br/> <br/>Ok, enough with that stuff, onto the rest! As others have said, the music was pretty good. I like the subtle changes in the level music as you progress--I would've liked to see more of that. The ending piano piece was good as well, sat and listened to the whole thing. I'm not sure if this was intentional as an effect or not, but the music sounded like it had that crappy flash audio compression of yester-year. While it brought back fond nostalgia of playing flash games on newgrounds back in the day, the music actually sounds cool and I'd like to hear it in hi-fidelity. To each their own, of course. <br/> <br/>I like that there's no real death in this game, or not from failing to play correctly anyway. The only death is the inevitable doom you face as an android heading head-first into destruction. I like the self-exploring/identity themes being explored here. You should try to do more with that in the story telling. Other than the criticisms above, I dig the score system. You have to micro-manage a resource that you're trying to use to progress to the next stage, but you also use that same resource to protect your character. It becomes a battle of multi-tasking: killing enemies, keeping track of your character, managing your resource. <br/> <br/>Overall, solid entry. I think some more pre-release user testing by people who hadn't played the game before would've helped you guys realize some of these things. One can never stress the importance enough of getting people not directly involved in the game to test early and often :) Of course, such things are not always easy to do in the time constraints of Ludum Dare. Nonetheless, well done guys. |
| May 1 21:53:00 | 38m 00s | Anterraria | Never use age as a measure of expected success ;) <br/> <br/>That said, this is a pretty ambitious game for anyone to attempt on their own in 48 hours. However, I think you did pretty well with the time you had. <br/> <br/>Like others, I had issues with the digging mechanic. Seemed off-by-one a lot, yet not at other times. I also couldn't get mating to work, even when they're on top of each other. Maybe I'm doing something wrong, but the controls aren't exactly intuitive. <br/> <br/>I didn't really hear much sound or music, something ambient while underground would've been cool. Little digging sounds. Stuff like that. I liked the pixel art. <br/> <br/>A couple of suggestions/ideas/things I noticed: <br/> <br/>I'd like to switch actions with the mouse-wheel, cycle through them. I'd like to press a key and zoom way out to the whole map, like the image you have posted in the screen shots, then click on an area to zoom over to there (shift+awsd just isn't fast enough when I'm trying to micro-manage). <br/> <br/>Also, a key I could press to deselect everything I currently have selected. It was also really hard to pick out individual ants sometimes. When I click and drag, a unit selection box would've been nicer than just instantly selecting/deselecting units that I mouse-down on. <br/> <br/>I'd like to see this play more like a traditional RTS. What I mean is, issue commands to my ants like "you ants: dig over to here. You soldier ants, attack anything in your way to here. Queen, keep mating with the ants in your vicinity." etc. and not have to click and manually control each ant. Hell, if you wanted to get really creative and out there, you could even do something where the only thing the player can really do is draw pheremones all over the place that influence the behavior of the ants, but have no direct control over them. I think that would be really cool. <br/> <br/> <br/>In summary, very ambitious game for 48 hours, and I don't think you quite achieved what you were going for. Nonetheless, it was still entertaining and an interesting concept. I see no reason that you couldn't continue work on this game and experiment with it. Best case scenario you make a really cool game that people enjoy playing, worst case scenario you learn a ton about game design. Win-win :) |
| May 1 22:55:00 | 1h 02m | this is kevin | On the final level, my character didn't appear until I hit the reset button, small bug. Also, by making the mistake of pressing up on the last portal, I had to completely replay that whole last level, even though I had practically beaten it (in order to save the other personality that is, there are a bunch of ways to skip most of the level and not save him, obviously), which made it that much more tedious without really adding any more challenge or fun. <br/> <br/>The levels generally just felt kinda tedious, too. I think it's mostly just because of the movement speed of the character (I would prefer whole tile movement so I could rapidly press the arrow keys and move a lot more quickly). I enjoyed it enough to complete it twice, but it was definitely getting tedious and by the end I was forcing myself to play just to say I had beaten it. <br/> <br/>I really enjoyed the dual endings and the story being told there, but I'm not really sure how it fits the theme other than some really abstract interpretation. I like the dual-worlds thing going on and the feeling of trying to help someone else just as lost as you (although in much more danger). There's some realy desperation and engagement going on there, I genuinely wanted to save him, and I felt really bad on the final level when I left him behind. <br/> <br/>I would've loved to see some more puzzle mechanics besides the simple block-pushing thing going on here, but understandable with the time-constraints. Some simple key-grabbing, or ice-sliding or something. Think "Chips Challenge" if you've never played it: https://en.wikipedia.org/wiki/Chip%27s_Challenge <br/> <br/>Overall, solid entry, good story telling, but it's a little lacking in the fun department as described above. Nonetheless, good job guys. |
| May 2 05:21:00 | 6h 26m | Ama | Music was very thematic and added to the overall mood of the game. The graphics were well done. Subtle little things like the bubbles, the day/night cycle, the level getting darker the deeper you go, etc. all really added to the mood. The game had a very eco the dolphin feel to it, in a good way. At first, I thought getting a negative score in the first level was a commentary on the impossibility of people to afford medical bills, but then I learned it actually is possible to progress through the levels. <br/> <br/>The levels were somewhat challenging, which definitely isn't a bad thing in itself, but combined with how slowly your character moved and the fact that you get stuck on walls made it very tedious to start over. After three attempts I didn't feel much motivation to try again, which is a shame because I'd like to see the future levels. <br/> <br/>Look into something called the "Seperating Axis Theorem" or SAT. It's very useful for game collision, and there are several very well documented tutorials and implementations. It makes it easy to make entities "slide" along the boundaries of others, which would've made navigating the levels much less tedious. <br/> <br/>The story is a heart-breaking one, but very effectively told with the help of the graphics, music, and general ambiance. I assume there might be a happy ending if you beat the game, so maybe I will come back and try again. <br/> <br/>Overall, this was a pretty interesting entry. Good job guys. |
| May 2 05:30:00 | 9m 00s | CAVE TO DOWN | Basically just mashed space and Z over and over again until my fingers bled. It was kind of exciting/fun at first in that "yeah! button mashing!" sense, but the novelty rapidly expired and quickly grew tiresome. Needed some kind of variation in the attacks/enemies. Maybe bombs and the like. And varied enemy spawns, they just kind of kept flowing in an endless slaughter, which in turn kept me mashing buttons. <br/> <br/>could probably be modified into a decently fun mobile game. <br/> <br/>Nonetheless, kudos to you for making a game this past weekend and seeing it to completion, not everyone always makes it through, and most people don't even try. |
| May 2 05:31:00 | 1m 00s | Parallel | why neglect linux? :( |
| May 2 05:38:00 | 7m 00s | Blue-Ball Escape | I think you can host html and static web files directly from dropbox, just provide a link to the files themselves. I've seen people do it before, but never done it myself. <br/> <br/>The first "click" seems to make the game lag a bit, likely loading something big, so might want to look into pre-loading that stuff to avoid the big "freeze" myself and others experienced. Also, it would be nice if the mouse cursor were captured by the game, so I don't keep clicking around on random stuff. <br/> <br/>I couldn't really figure out what to do really, either. Spent some time killing some floating balls and explored, but didn't find anything to really do. Some instructive text or a tutorial or something would've went a long way. Even just some signs pointing where to go, or anything really. <br/> <br/>48 hours is a short amount of time, so it's understandable not all games get realized to completion. Nonetheless, solid entry, and kudos to you for finding the motivation to actually sit down and make a game this past weekend. I look forward to seeing more from you in the future. |
| May 2 09:23:00 | 3h 45m | (HTML5) Under YOUR Skin | I didn't really like that the bullets went faster the farther away my mouse cursor was. Felt unnecessary. I wish they would just go max speed all the time. Also, holding down left-click would've been much better than holding space to shoot. <br/> <br/>Some music would've been nice, even just something ambient and moody. Sound effects were ok. <br/> <br/>Graphics are probably where this game performed best, the red-blood cells were a nice touch. <br/> <br/>The controls are simply out of this world. It was extremely difficult to control the white blood cell and sometimes it felt like they were purely random forces knocking it around. The playable area felt just a little too confining, but I guess that adds to the difficulty and is probably intentional. <br/> <br/>Overall, interesting concept, cool take on the theme. I was hoping to see a few "under the skin" or inside the human body games, but this is the first I've encountered so far. |
| May 2 09:35:00 | 12m 00s | Fake Zoo | No real strategy, no correlation between buttons and actions, totally nonsensical controls....... <br/> <br/>....and yet, a smile to my face, laughter, and genuine fun. Congratulations, you managed to make the weirdest game I've played so far and yet probably one of the most fun. I genuinely feel like some idiot mashing controls for a mechanical zoo fooling other idiots into giving me their cash. <br/> <br/>So, yeah, not exactly your typical game by any means, but I guess that's kind of the point, right? I had fun. Cool game, guys. |
| May 2 09:53:00 | 18m 00s | IO - Reflection/Puzzler | Agree that the dubstep version was unnecessary, the music was fine, and, like said before, if people don't like it they'll turn it off. <br/> <br/>I also would like to see a level editor, like others. <br/> <br/>Levels were pretty easy, as others have stated, I beat a lot of the levels without using all the pieces, but that's kinda cool as well. <br/> <br/>Graphics were nice, agree that the mirrors should rotate strictly clockwise and not flip. Would like if when I failed a level it saved my previous set-up so I didn't have to start from scratch. <br/> <br/>Overall, I enjoyed the pace, the level curve was good, it slowly taught me the things I needed to know and got progressively harder. However, it stopped too abruptly. Make more levels with more difficult puzzles :P Could probably use a few more mechanics, too. Had a good time, though, well done. |
| May 2 10:07:00 | 14m 00s | PET RUN/STOP | Nice bullet hell shooter, plays a lot like geometry wars with ascii graphics, which is fine by me. Really like the visual style and the graphics were executed very well. Music was good, too. Not really seeing the theme in any of this though. <br/> <br/>Got pretty repetitive after a while. No power-ups or anything, and seems like there's only 2 types of enemies. Background probably changed colors a little too often. <br/> <br/>Solid entry, though! Good job |
| May 3 10:09:00 | 24h 02m | Tiny C | Cool little game. Gonna go over some bugs first then some general feedback. <br/> <br/>First, I was able to get "negative" damage by collecting multiple stars at once. This allowed me to take even more hits before dying. Kinda cool in a "pro tip" sort of way, but felt very glitchy and I assume unintentional. <br/> <br/>After the score reaches a certain point it overwrites the text beside it and becomes difficult to read (especially when it hits triple digits). <br/> <br/>After around score 140 or so, the backdrop seemed to glitch out and I could see like a faint trapezoid shape. <br/> <br/>Also, after about score 150 the game basically played it self. As long as I stayed toward the right in one spot, I didn't move at all and watched my score accumulate up to about 250 before I decided I would actually TRY to die and see if it worked, which I succeeded in doing by moving to the left side of the screen. Basically, if I took damage stars would appear fast enough to heal me before I could take fatal damage. I'd recommend instead of making the stars spawn when you take damage, make them spawn at more regular intervals and more sparingly. Also, you need to do a damage bounds check before healing the player. <br/> <br/>Toward the end it felt kind of like later rounds of the original tetris where the enemies come flying at you but you still move extremely slowly. The player should probably speed up, too. You could have speed upgrades fly at the player as another shape (triangle maybe) kinda like the stars do. <br/> <br/>Also, not sure if it's intentional or not, but all the sprites seem to zoom way out as you accumulate more score. It was kind of a neat effect I guess, just not sure if it was intentional. <br/> <br/>Other than that stuff, it was pretty fun for a while dodging the shapes and collecting the green squares. The music was nice, but quickly grew very repetitive and tedious and it didn't loop very well (audible pause before starting over). Sound effects were so-so. Also, I wish I had a "game over" screen where it showed my score, and maybe some stats like "time alive," "damage taken," etc.. <br/> <br/>As it stands, it's just so-so. A couple bug fixes, minor tweaks, and a speed upgrade and this would've been a really cool entry. Not really sure where the theme is in this, either. Nonetheless, I still had fun playing so good job. |
| May 3 10:14:00 | 5m 00s | Tic-Tac-BOOM | I would make a standalone program in the future instead of one that has to install to your system. I didn't rate or play this game for that reason, sorry. |
| May 3 13:23:00 | 3h 09m | Shadows Below | Looked at the source to try and compile on windows, but it looks very incomplete. Where's all your hgutils stuff? Would be nice also if you included the libraries needed and such |
| May 3 13:35:00 | 12m 00s | Surface Invaders | If you get behind the enemies it seems like they don't render, likely because you're doing ccw vertex culling or something. If the idea is you don't want people shooting the zombies from behind, then I feel like you should've just locked the player position to the wall and only given them left-right freedom of movement (but still let them look in any direction). <br/> <br/>The sound effects were cool, I like the pitch changes. not sure why some people are telling you to use sfxr, don't see how that's relevant at all. Some music would've been nice though. Particle effects were neat. <br/> <br/>Nice frantic little shoot 'em up. It was fun for a couple rounds, so not bad given what you had to work with. Good job |
| May 5 06:10:00 | 40h 35m | Death's Lounge club | I really liked the graphics and the music, which set me up thinking this was gonna be a really awesome game. Unfortunately, as others have said (and you acknowledge yourself) there just isn't enough feedback between my actions and what happens. So, there really isn't much of a "game" which is a shame because this is an awesome take on the theme and has a lot of potential. <br/> <br/>Hopefully you continue work on this and make it into a more full of a game, because I'd like to play this finished game. |
| May 5 06:21:00 | 11m 00s | Beneath this cool, calm exterior | Interesting take on the theme. The music and sounds, while comical at first, were definitely not my cup of tea and quickly grew annoying. Staring at that face was pretty unsettling (no offense to whoever's face it was!), but I did like that the expression changed the more damage you took. I also really enjoyed the remarks the frowny faces made, really added to the whole feeling of trying to destroy those little nagging thoughts in the back of your mind, or "under the surface," if you will. <br/> <br/>Really wish I could've used my mouse to aim instead of awsd. Also, in chrome the music didn't start again after I died (although I didn't mind :P) <br/> <br/>Overall, it was pretty fun, although I didn't really have any desire to try again from the beginning after I died. I think you accomplished what you set out to do in terms of theme, so good job. |
| May 6 23:32:00 | 41h 11m | Exile | Cool animations, but they sometimes get in the way of play. It made it difficult to fall past certain 1tile wide gaps because it kept thinking I wanted to climb up or something. <br/> <br/>Also, my walking animation glitched at one point, it looked like it kept alternating between the falling animation or something. <br/> <br/>Took a while to figure out to hold up the light to make the dark disappear, and never figured out how to open the chests (unless that animation with the bright light was opening the chests? it looked like she got on the ground and opened it, but the chest didn't look any different so it was confusing). <br/> <br/>I really wish there was some music and sounds. Would've added a lot to the ambiance. <br/> <br/>So, I explored and scared away the darkness but couldn't really figure out what to do from there. Felt unfinished, but had an interesting ambiance so I'm a little disappointed that I didn't get to experience more of the story and levels. |
| May 8 02:47:00 | 27h 15m | Surf Camp: The Legend of the Surf Ace | Pretty sweet game, doing tricks was fun. <br/> <br/>It was really frustrating at the end, I couldn't seem to beat it. No matter how many times I smacked the surf ace with the wrench he never seemed to get knocked off, and his score was always just slightly better than mine (even if I had 20k points or 40k) so it was obviously coded that I had to do something else to beat him, or it was impossible. It was really, really frustrating. <br/> <br/>Other than that the game was totally gnarly, dude. Well done. |
| May 9 07:57:00 | 29h 10m | ECHO THE DOGEFIN RESCUES FLIGHT MH371 | Love that you included the apple rejection notice haha <br/> <br/>Controls felt a little wonky, but I guess that's part of the challenge is learning how to effectively control him. Mechanics felt pretty solid for the most part other than that. Game was pretty hard, but that's not necessarily a bad thing. <br/> <br/>I was confused about the plane itself losing oxygen. Am i supposed to take the O2 to the plane, or use it to put a bubble around survivors, or both? It was a little confusing. <br/> <br/>Overall though, I had fun messing around with it, definitely not bad at all for one person in 72 hours. If you're gonna continue working on it, though, I would recommend maybe adding some mechanics eventually, like sharks that come to attack that you have to fend off as well and such. Anything that adds to the total mayhem of the game and challenges you to spread your attention even more thin is likely to add to the excitement/fun. Will say that I'm absolutely so sick of this doge meme though :P |