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local minimum

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TimestampSince previousGamelocal minimum's comment
Apr 28 11:41:00 MOOD Hard game, but nice idea. Would have liked it to be a bit more forgiving, especially in the beginning. Alternatively if there were frequent checkpoints and a progress-bar to next checkpoint. <br/> <br/>A twist on it that could increase the puzzle aspect would be if the two characters could get out of sync by use of obstacles. <br/> <br/>And of course more effects, more juice. But as you say you are learning unity I guess that will come. Shake some cameras, put some particle emitters upon landing. I might also consider doing the collision boxes a little smaller so player can get away with touching spikes and balls.
Apr 28 11:54:00 13m 00s Search Beneath the Surface The way the spaceship was digging its repairs I really liked! <br/> <br/>The controls were OK, but the jump felt a little stressed (too much gravity or something). Else, I would really have liked air-pockets, some enemies and maybe some transmitter on the modules (as simple as ping-frequency showing distance but not direction). <br/> <br/>Nice entry though.
Apr 28 12:13:00 19m 00s In Too Deep I like the dusty effects and the nice little story. I would have liked some choices along the way to make it a game and not only a story.
Apr 28 12:39:00 26m 00s Bornard Absolutely mega-fantastic graphics feel. Love the arm when pointing and the character in general. <br/> <br/>The connection to the theme felt a bit vague, besides taking the elevator down... <br/> <br/>I would have liked something more than the game just closing after the head-on-smack-thing too. <br/> <br/>But for a 48h thing this is really impressive. And a really solid style that would do great with some branching story and just more of everything.
Apr 28 12:55:00 16m 00s Hi It's Julian Games like this makes me ask myself why I'm never manage to make games like this! Fantastic. Replayed it and sent it to all my friends. <br/> <br/>The only thing obviously lacking is MORE. Eternal amounts of more content. Branching absurdities. More. <br/> <br/>Keep making games like this! Makes the rating experience so much more worth it.
Apr 28 13:09:00 14m 00s Dr. LOVE The instructions weren't so clear. Since shooting moved me I first thought I was supposed to shoot myself around. That actually kind of worked for a while. When realized I could move I went ahead and tested not clicking but holding mouse down and then it felt like I had the controls nailed down. So controls a bit more explaining. <br/> <br/>The game itself had a lot of fun shooting, and very nice effects on that part. I never got a hang of any story or tactics other than kill everything and avoid getting stomped. So if there was more to it, maybe some explaining that too since it gets so hectic it's hard to learn what does what.
Apr 28 13:16:00 7m 00s Baum I really liked the graphics and nice little complexity of the game. Very straight forward to get going. If there had been fitting music to the feeling of the visual effects and the digging and spiders and happy balloon... then it would have been perfect.
Apr 28 13:23:00 7m 00s the Attack - Beneath the Surface For me the speed (using FF on i7 computer) of moving that blob made it really really hard. The absorption needed to be quite perfect and many times I actually absorbed (got a point) but died at the same time. That I think also was part in having to stay and melt the falling thing for quite long before one was allowed to move on. Which was quite confusing since the score was already up. So that needs some tweaking. <br/> <br/>Otherwise, fantastic graphics. Nice sound and sweet idea. Liked it and tried it a couple of times. Don't know if it speeds up, adds simultaneous drops and dual absorbers and other possibilities down the road, never got further than 5-10.
Apr 28 13:36:00 13m 00s Wunderheilung One of the better doctor games I've played, they seem to pop up no matter the theme. But as other pointed out, in this case it was really a great use of the theme. <br/> <br/>Love the graphics and the speech and disease - treatment logics for their ailments.
Apr 28 13:56:00 20m 00s Kinetectonic Nice puzzle game. I didn't get very far but played it for quite a while trying to figure out how to combine different digging strategies to get to the stars. It would have been nice if hovering an monster let you know what number of swords it needed or some little legend of what each thing did (more useful than the dig-history). Also how many hits the shield took and so on. <br/> <br/>But as I said. Since I played it for quite a while it definitely did something right.
Apr 28 14:11:00 15m 00s Skin Deep Nice little puzzle. I guess the controls were made for touch even though they worked with mouse, the whichever was selected was a bit subtle. Once I also looped an area about half-ways through by making a P-shape. Which seems to be allowed, and there were ways out of the cut but game stopped without saying I lost. <br/>As the final cut I cut a big part of the face and it said game over and something else at the same time. It felt like I had removed all pieces but maybe I missed one. <br/> <br/>Anyhow that was the tech-part. The style was nice. To increase the cutting-feel you could try having the user stay close ahead of the red dot to keep cutting and not burn a hole in the head and not move too fast so the cut becomes dashed, not skid too much to the sides of the target line. And so on.
Apr 28 14:18:00 7m 00s Oshan: Exploring The Endless Deep Ocean Humans Left Behind That's very nice art. Pity there wasn't more of a coherent story built through the exploration though to up the mood.
Apr 28 14:32:00 14m 00s Growing Weird Plants The art was really nice, the controls were hard with mouse. The bubbles were not so cooperative in following my lead so I had to fight a lot to get the stuff growing. Actually on that point. The introduction was too simple so that it took me a bit too long to understand what I was supposed to be doing when the real level came. And that level was a little too long for the first level. It would be nice to break it into shorter pieces so that one feels progress and achievement more. <br/> <br/>Don't get me wrong, I played for quite a while and it was a nice experience. It just feels like there are some very minor tweaks that would make it much more enjoyable. <br/> <br/>That the stones can shadow the seed pocked requirements is also a minor thing that may be better changed around some.
Apr 28 14:39:00 7m 00s DO IT BECAUSE I went around some, got quite easily stuck in walls and with no strafing it made the navigation a bit hard. Did find a key and it opened a door, but either I didn't understand the premise or it needs some more explanation.
Apr 28 14:49:00 10m 00s Dive Lovely graphics, nice little pod with fun water drilling motion. But I never really understood the controls nor the O2 mechanics. I found it easiest to continue below the surface without O2 and hard while having O2. It also ran out so very quickly. <br/> <br/>Air-pockets, sharks and more of that to make it into a full game. But really nice start.
Apr 28 15:00:00 11m 00s And the Moment Is Gone I'm really hoping there's no way to win. Not for the sake of any pride but for the sake of the inevitable creepy aspects of how the actions you force me to make builds into a narration that says that as long as I have the magic string of phrases whichever girl on the subway will find me attractive. Like they are locks to pick. Only reflecting your actions, no volition on their part. <br/> <br/>Nice graphics, style, effects and interactions with the texts.
Apr 28 15:10:00 10m 00s Volcarnosaur I'm sure this was the demise of the dinosaurs. One got a jet-pack and some religious epiphany and extinct they were. <br/> <br/>It would have been nice if the game got progressively harder. <br/>E.g. different sizes of dinos making them harder to push up or the vulcano becoming more and more demanding so you got less and less time. <br/> <br/>The graphics was nice. Really loved the simple dinos. It would have been nice with some massive eruption at the end, some smoke all along and especially when tossing in. Maybe some splatter too. <br/> <br/>The background would also help if it had some texture because now it is hard to know how high up you are or what speed you are traveling at.
Apr 28 15:19:00 9m 00s Beer 3000 As a yeast researcher I had to try this, but I'm not going to comment about the sciency reservations I have -- after all it is quite hard to make a game where the protagonist have no volatile motion. <br/> <br/>I didn't really get how score vs alcohol worked, wasn't alcohol the score? And I never really saw the health of my yeast after digesting some of that ethanol. <br/> <br/>Other than that, a simple and quite fun little game.
Apr 28 15:29:00 10m 00s Metal Meter Madness Great music. And fun game. <br/> <br/>I would have liked the first time to say something like "DIG = Space" or so and "BUY = Space". <br/>I would also have liked the patrol to randomly start with a safe distance and to have rounded corners on the beachers colliders so I didn't get stuck as much. <br/> <br/>Then I might have gotten really stuck. <br/> <br/>It also feels like the score maybe shouldn't be just money but intoxication * money or something. Or just sunburn. In fact that would be cool. Have the dude remove shirt after some drinks to increase burn and anger of patrol.
Apr 28 15:45:00 16m 00s WHAT IS IN THE SWAMP? (IT'S MONSTERS) The swampers quite often got into some kind of cult hugging and pyramid building. Made for excellent target practice and fun. I never managed any type of pest control strategy, it seemed as if shooting them only made the swamp produce more. <br/> <br/>Never managed to light up all of the beacons, but it was fun running around in a really nicely built little world. The mini-map was really great as well. <br/>It would have been more horrifying if the swampers were homing in a bit on the character too when they got close. <br/> <br/>Impressive amounts of original assets made during the 48h. Nice work.
Apr 28 15:55:00 10m 00s The Roots Of Evil Great evilish evil root fun. Though I never managed the 3m my best strategy was to halfway through abandon one side and just cut on the other. They never seemed to sprout right on-top of the the seed making it quite a lot easier to have one side pest-free. <br/> <br/>I would have liked a stronger "you are standing in the thing your are cutting"-indication. Or actually being repelled back some. <br/> <br/>Many shots, especially those going up, seemed quite harmlesss. It would have been cool if they could seed new plants. <br/> <br/>Really great game though, had fun trying and dying.
Apr 28 16:12:00 17m 00s Moletube I would really urge you to write a fuller instruction on how to play the game or even better a tutorial intro level, because I had to reload 4-5 times to just figure out how the building stops and connecting worked. The limit of lines per stop (even though there seems to be a bug in that number if you make a circular line). Never found any undo either. <br/> <br/>I think I got it down, but I didn't find any speed up the pace at which the game runs so I don't know if I got any revenue unfortunately. There was no clear indication that my lines were in operation either. <br/> <br/>Some dudes stopped walking, don't know if they simply were too upset. Clicking on those to the left side made their info come outside the screen. <br/> <br/>I think this could become a fun game, but for me there was a bit too much troubleshooting to even get to playing. Unfortunately.
Apr 28 18:54:00 2h 42m Refracture I really like the glitchy out of focus feel. The audio was really nice as expected. If you decide to work more on it, putting the enemies in different layers that move in different directions in relation to player movement and maybe never have them fully still when player is still would improve the game-play part of it I think.
Apr 28 19:13:00 19m 00s Stroppy Swan 440 was my best. Took a little while to get used to the swan-control but it was surprisingly fun once I figured it out. <br/> <br/>I would guess if something be added it would be soundtrack and giving the foods graphics a bit more love, water surface rippling effects so food doesn't simply appear out of nowhere, some shakes and the general stuff to spice it up even some more. <br/> <br/>There's nothing like an on-line leader board either to get peoples attention.
Apr 28 19:30:00 17m 00s God Hunter I agree with the others in that the strategy element is a little too weak. If you added e.g. foods and have hunger as a currency and allow player to rest for hp but become hungry over time then that would be solved without adding anything more than a separate rest button. Maybe also a climb up button if one got ahead of oneself. <br/> <br/>Other than the, well polished and nice.
Apr 28 19:47:00 17m 00s Epsilon Adventure Great content made for such short time-frame. I got stuck a few rooms in because I didn't find the control-thing to try my code on. Speaking of which. They could be made simpler to interact with. First times I clicked around without them spinning. Wasn't even sure they should spin. They are really hard to spot too. <br/> <br/>A minor thing. One of the lamps in the room with the portals that light up when passing through doesn't work. Not sure if that was on intension. <br/> <br/>Another thing, maybe change the slope that the character can walk uphill on, because it feels a little too easy to get stuck getting out of water. <br/> <br/>Also you failed to mention right-click and space in the controls. <br/> <br/>Other than that. A really nice and impressive puzzle.
Apr 28 20:09:00 22m 00s Beneath my skin The game got a bit hard for me, so I can only speak about the very beginning of the first level. So I don't know much about the story that would unravel, but it looks promising. <br/> <br/>Now instead to why it got hard, and some small things that would improve that. <br/> <br/>First: controls. I would have liked an alternative controls so I could have arrows to run around and X and C for jump and shoot. In other words have controls for both left and right handed. <br/> <br/>Second, jumping. If you add a short period after player actually leaves ground allowing jump as it will feel more "right" and along with what is expected in controls. Also relating to jumping. As the player looses jump-force when bouncing against a wall or whipping it is impossible to get two blocks up if jumping up against them. I haven't solved jumping in unity myself when doing unity games, but my best solution is to have 0 friction and let player-speed decrease manually by some decay-factor when not forward is pressed. <br/> <br/>And finally, easier to start, to have more safe time to get to know the controls and enemies before getting killed over and over by them... it is kind of hardcore at the moment.
Apr 28 20:21:00 12m 00s Relica The image got me thinking I was going to slime my way along the walls and be that green thing. So it was a bit confusing to start. Would really have enjoyed starting out as a simple slime mold, sliming along walls until finding the relic and then breaking free with control over gravity. <br/> <br/>The gravity controlling was fun though. <br/> <br/>I had some issues getting stuck along walls. First being able to slide past one block then sticking on next. Same thing but different effect when it was a slime-side. Being able to pass safely by first tile but death on second. It would have been nicer if the collision was on exact squares instead. <br/> <br/>Got to second or third level where there was one room I just died 3-4 times due to collisions described above and then gave up. But the playing was nice up until that. <br/> <br/>Still think it should start before gaining control over gravity sliming along walls. <br/> <br/>Also the first help text, or what it was, was outside screen when starting and disappeared before I got to it.
Apr 29 14:55:00 18h 34m Beyond the Surface I really enjoyed the mood of the synthetic speech. I would be happy if that was a constant voice over. Nice game to play through, could definitely get expanded on. <br/> <br/>The controls were a bit unintuitive at first. If I understood void correct, it only worked when blue bar was full? It would have been nice to have a 'V' icon next to the two meters showing up when voiding was possible. <br/> <br/>It also seemed like I could climb the pillars, but didn't fully grasp that mechanic. <br/> <br/>An interesting glitch happened during the intro, when I upped the sound (loosing focus of the window), text continued scrolling but sound paused. When I clicked the menus, text stopped but sound continued. <br/> <br/>Over all a nice game. Nice with an easy platformer for once -- to once in a while be able to complete an LD-game.
Apr 29 15:06:00 11m 00s Mermaid Scientist Massacre I wanted to be a mermaid scientist and massacre but this was great fun as well. <br/> <br/>It would have been nice with a loading bar or something because it took some time to load for me and I wasn't sure if it was just stuck or still loading. <br/> <br/>The dehydration seems to just lock the game if you run out, I got no death-screen and no chance to restart. <br/> <br/>Also, since the game forces you to retry many times, I would opt for either not showing the intro every time or a more responsive/fast skip. <br/> <br/>Had great fun though. Fantastic music and at least once I got pretty far (maybe 10 doors or so) before getting caught.
Apr 29 15:21:00 15m 00s Neath Really absolutely fantastic graphics, mood, music, humor, story. <br/> <br/>The puzzles could have been a little more challenging, right now they felt more post hoc to make it a game and not just a scrolling story. <br/> <br/>But really, the level of detail and the quality of the work makes my reservation more like a request. Please make a longer adventure game with branching story, and well worked puzzles. Please.
Apr 29 15:36:00 15m 00s RGB - Beneath the Surface I did as most, slided around and had a bit of control-issues. Got up the elevator and went both direction (a bit annoying to not be able to jump across and have to go down to pick a new elevator). <br/> <br/>Btw you could have instant spawn of elevator without any serious delay as one could just jump off if need be. <br/> <br/>The graphics was nice, didn't solve the first puzzle of the lights in any way I noticed. So an easy introduction to the rgb-components and how the different aspects of the game works before presenting puzzles that has effects outside view (if I understand it the screen-shots correctly). <br/> <br/>With some polish, this could become very nice.
Apr 29 15:47:00 11m 00s Beneath the City Really nice little game with many well-worked detail. Impressive for a compo to say the least. <br/> <br/>Got stuck some levels down, but the first 2-3 were really nicely balanced in their difficulty. <br/> <br/>Don't have so much to comment on, maybe giving the back-pack options some further love as they don't have the same standard as the rest of the game.
Apr 29 16:04:00 17m 00s Badrock Machine First I thought the red things were supposed to be collected. They looked so shiny and nice. Quite soon realized my mistake. But before that it took me a while to figure out how to steer the ship at all (some quick symbol of the arrow-keys when entering steering mode would have been nice). <br/> <br/>Once I got the hang of it was really fun. At first a little slow, (wanted to speed up drilling), then really hard and fast and no chance crowbaring out the fires. Got 150ish as score at least. <br/> <br/>Impressive amounts of assets made in the 48h! <br/>Nice game.
Apr 30 18:59:00 26h 55m Iron Rising Nice and simple graphics. It took me three tries until I got some sort of hang of it (doubt 15 is very impressive score). <br/> <br/>That the enemies could just run into you felt a bit unfair. They should also need to launch torpedoes, I think. You could also give the player torpedo in the water feedback. <br/> <br/>You could add ability to drop some debris in path of enemy torpedo to avoid the blast and other tactics seen on submarine movies. <br/> <br/>I liked the game. The effects and attention to details. The main issue to keep playing, I think is to make it feel as the game is fair and it is up to the skills of the player... maybe ease it up by giving more time bonus early on and the less and less as time progresses. You could also play with the size of the game, to every now and then have it zoom out a bit and make it more difficult...just some ideas
Apr 30 19:14:00 15m 00s Shark Feast For a first game in unity, you really nailed a lot of details with particle systems and such. It was quite fun swimming around, but a little too hard to direct the shark. Especially since it seemed like you would only green-eat when hitting prey head-on with the mouth. An alternative way of control worth testing would be to let the shark home in on the mouse/touch pointer. Nice for pads and such if you have those ambitions. <br/> <br/>A bit clearer explanation about the importance of the mouth and that all things can hurt you would have been nice. In fact it felt a bit unfair that shark always took the hit if collided with any object (not with mouth). At least both should take damage. Or none. To make it fair. <br/> <br/>Another thing to consider is to start out with fewer animals in the water and have them become attracted to the blood so game gets progressively harder yet can start at something relatively harmless (like you and a surfer and a gull). <br/> <br/>Nice first game. Hope you liked the LD-experience and will do more.
Apr 30 19:24:00 10m 00s Hammerfall Interesting idea, I like these alternative takes on controls that pop up every now and then. <br/> <br/>My major reservation would be the collision detection for those with swords. Sometimes I could walk right through them (if either one had recently been in the air). <br/> <br/>It was also a little too random, at least the feeling of too random that one was soaring through the air and a spear-walker came and not so much to do about it except accepting fate to come. Or I didn't get good enough at the game. <br/> <br/>The symbols in the upper left corner I didn't decipher, so they could to with some clearer explanation or indication of when they are changing.
Apr 30 19:36:00 12m 00s Shady has to eat The graphics were nice and good use of the theme. Your phaser skills are obviously better than mine, but as a framework it is very promising. <br/> <br/>For gameplay's sake I would consider having clouds at different height going at different speeds and in different directions. Also making the shadow less transparent so to make it clearer where it is. An animation of shady burning when exposed to sun. <br/> <br/>If bottom layer of the dark-zone was patrolled by people with flashlights it would also up the gaming experience I think. <br/> <br/>Maybe even a dark/light cycle on the above world where night implies safe roaming but fewer people or so? <br/> <br/>Nice start, but some more work on the game-aspect so it's not only about running around in a circle.
Apr 30 19:53:00 17m 00s Wormhunter The sound and sprite animations as well as sand-winds were really nice. <br/> <br/>It was a bit hard to figure out exact tactics with the beacons and the worms. In that regard some very fast adjustments would be to have a rest option while playing if the beacons all failed. You could also simply add 3 beacons at the top-left corner and hide one for each thrown. It wasn't clear that they were limited or how many they were. <br/> <br/>Nor how many worms there are. <br/> <br/>I don't know if it was for me changing the preferred graphics settings, but there were some glitches between the tiles, showing black bars and to the left of the world there was a black area. <br/> <br/>I got lost running a while with little worm action so what if worms were a little hotter on the beacons and on you as well (especially when you still have beacons on you)? <br/> <br/>Interesting start for a game. <br/> <br/>(Also I would like to ride a worm...)
Apr 30 20:13:00 20m 00s Colony 31 Mode/story telling was definitely the strong points of this puzzle. I much enjoyed playing through until the map with the different light. I got stuck there. As puzzles go they were quite well balanced up until then. <br/> <br/>The one thing that was a bit annoying was the controls and the collisions. The character was very slow to come to an halt and easy to get stuck. I also once managed to mount the drill through a wall. So if you fix controls and some other minor glitches you have a rocker game!
Apr 30 20:27:00 14m 00s Upstream Nice puzzle script, got a couple of levels into the game, but got a bit bummed when I had played a on the second of the small screen-shots and only had the last bubble to transport to get the second chest onboard. There had been no explaining of how bubbles pass through the red-white things. So either have player fail by bubble passing through red-white early on the first level it is used or clearly show how all objects interact. <br/> <br/>I happened to double-step a few times, but I guess that's up to puzzle-script and not so much you can do about. <br/> <br/>Fun experience. Might have tried it all way through if not for that mishap.
Apr 30 20:49:00 22m 00s There's Something Beneath the Surface at Coral Cave Really like the graphics and it was nice diving around. Played quite long upgrading things close to max I would expect. <br/> <br/>I think it shouldn't be possible to loose by over-buying, but it be denied. However if one forgets to refill, of course. On the refill, it would have been nice if the cost to refill also went up for increased air capacity. <br/> <br/>I never really noticed either, but the further away I hope I got more for the things I caught. <br/> <br/>There were some places that look as if they would be trapped air, so I kind of expected to be safe there, time not ticking. <br/> <br/>Finally, since you had a nice warning tick about running out of air. It would have been nice to have a very distinct half-ways sound as well.
Apr 30 21:02:00 13m 00s Beneath the Surf-Ace Great tunes and fun game being that dolphin. I bet controls are much more intuitive with touch, but worked fine with mouse. <br/> <br/>One comment on the coin/rings. What did they do? As for the score it seemed like only meters mattered. So if coins were to boost speed or just add extra joy that would make them understandable, make you make the surfer do cool tricks. Get applauds. Yay! <br/> <br/>Second thing was that it would have been nice to get a warnings about the oxygen level of the diver. <br/> <br/>And finally, at least add a personal high-score. <br/> <br/>Great game! More dolphins!
Apr 30 21:26:00 24m 00s Buried Beneath the Credits I really would have liked to have the music in the menu inside the game. Maybe even coming from a single computer and nothing more. The red thing, could have been buzzing too. Some more stuff like that to set the mood stronger. <br/> <br/>Then I might have enjoyed more running around investigating the computers. However, there too, I would really have like to have some easier way to get away from them. Like clicking left mouse button again. Moving the hand from the WASD to click Esc on each of them made me stop after 5. <br/> <br/>I think you definitely have the blender-skills to do an interesting moody and slick-looking game. But the interactions, sound-scaping and game-logic need some love as well.
May 2 09:15:00 35h 49m Snack on the fly I like your colors, and the ink-feel of the back stuff. <br/>I wasn't so happy with the yellow-dot controls reactions when I got out of the game-area (which happened a lot since the dot was close to the edge). There could have been a springy-feeling to the dot so it stopped going further away from shark when it reach the maxSharkJump amount. <br/>It took me a while to realize it really wasn't a game about eating birds but eating boats -- point-wise too. <br/> <br/>One way I think the game could improve a bit is if the shark would start its next jump from where it landed. That way, how you handle the boats becomes a bit different. You could simply have the shark wrap around the world on the x-axis. And on that matter, it was a bit frustrating to have the shark go out of screen and would have been nice to have the camera track the shark as it flew high up. <br/> <br/>Finally, I didn't understand or see any meter for the number of jumps left. A nice way to show that could have been to have the sun set a little every jump made (or go by play-time). <br/> <br/>(And btw, I like lengthy comments)
May 2 10:05:00 50m 00s the vole beneath I'm on to you -- you like animals! I remember your bowerbirds from last time. <br/> <br/>This vole has much better play-feel and nice animations going. I really liked the way the ground got bent. It did take me a little while to actually figure out the way the game worked, but while at it I discovered some minor things you could adjust: <br/> <br/>First off, the leaf -- I'm not understanding it's purpose, and it get a bit weird that I can knock ground so it comes below the surface yet still I can't catch it. <br/> <br/>Second, if I knock the surface (btw I want a thud-sound for that) in the very left end of the knock-able area I can make ground discontinuous, so you probably want to extend the flex-region at least one step outside the knock-able region. <br/> <br/>Then, instead of the "go!" button, (because it is annoying to have a to switch between keyboard and mouse, make a special knock-area under the nut that will just dislodge it. <br/> <br/>When the nut is rolling, there's a loose condition when nut doesn't reach/pass the hole which lacks logic for game to detect it (zero speed nut). <br/> <br/>The win seems to be lacking as well. <br/> <br/>Hope you enjoyed the comments, I sure enjoyed the game! And yeah, you and your son should put links in your descriptions to each other!
May 2 10:14:00 9m 00s pixel bat attack Fantastic audio and really nice kicks. I totally failed though, but it was a nice flesh-pealing animation in doing that! <br/> <br/>Great little scratch game. Either I never managed to kick the bats or there could have been a nice little ouch-thing on the bats when hitting them. Either as sound effect or as animation on the bat (just as with the player). <br/> <br/>Fun to play a kicking wiz, they so often just stay in the background and wave their wands and never get into fights for real.
May 2 10:26:00 12m 00s Kill or Kill Really enjoyable, fantastic art and please extend this some more! <br/> <br/>I got hit a little too often by the police, maybe have a slightly larger mini-map. When playing the game you know exactly the police patterns but we don't so it becomes a little too much trial and error since there's very little time to get away when spotting police on the mini-map. <br/> <br/>Great game, give me more murder!
May 2 10:35:00 9m 00s Atomicle - LostAutumn.net Solid game mechanics and everything, though my eyes hurt having protons out by the electrons. The scientist in me cries out that this is not at all the Bohr's model. That apart, a really solid game as I said. <br/> <br/>Would really have enjoyed it if the mechanics was to balance the charges of the atoms and have the electrons in the correct layers so that they don't emit to dangerous photons or even electrons or fusion events. That would have been absolutely awesome.
May 2 10:56:00 21m 00s Necronomicon I had fun time above the surface though I never found a shield (didn't much seem to need one). <br/> <br/>The boss fight needed more explaining. It took me some hits to realize it was hold D to charge and release D to do what exactly? I didn't figure out what to hit unfortunately. Which was a bit of a bummer. <br/> <br/>Nice game otherwise. Smooth graphics and fun tower defense. I usually don't like them much at all, but this was good.
May 3 09:44:00 22h 48m Beneath The Memories I had very fun and as a fellow Phaser, this is a source I'll be looking at to learn some of those tricks you implemented. <br/> <br/>Really awesome and simple game. <br/> <br/>The only critique would be that the controls were somewhat floaty and that I missed some jumps due to that. On the other hand, since the game was so nice in checkpointing your progress it really didn't matter that much.
May 11 08:23:00 190h 39m Chacket Valleyparker: DRILL BUNNY Nice game with well structured random placement of obstacles. I like having the restriction on how far you can turn like that so it becomes hard to avoid all rocks and the carrots were fun. <br/> <br/>However, I think the game was a little too easy for much to long. I killed myself 7000m down because difficulty was increasing too slowly for it to feel challenging. <br/> <br/>I think you forgot to put the nice music on repeat by the way, because about 5-6000m down it stopped. <br/> <br/>If the drill could take damage it was very little happening to the meter. Drilling through the rocks I only heated up. <br/> <br/>So to sum up. I think the game needs to escalate in difficulty faster but other than that, it was a really nice little game.
May 11 08:34:00 11m 00s Buy your own Freedom Quite fun and challenging little game. The pace started out quite high and difficult and I was no where near escaping into freedom. So maybe have difficulty scale a little more forgivingly in the beginning? <br/> <br/>I quite often had black tile glitches going back leaving me to just guessing. I don't know if that was a FF-thing. <br/> <br/>As other pointed out, it sometimes got very hard / impossible to pass by some parts. One way to help with that and make the game more capturing could be to have obstacles fit the music. Like Bit Trip Runner or an inverted Guitar Hero. I'm not sure if that's possible with Phaser though.
May 18 15:35:00 175h 01m DEEP SEA FREEDIVER Really fun and well made game. On second try I actually won. <br/> <br/>A graphics, computing thing: When going up from the bottom, the bubbles move faster where they really should go slower since the diver is going in the same direction as the bubbles. <br/> <br/>Of course, it would have been interesting to have a oxygen meter and more creatures, jellies doing more of a vertical swim as an example. <br/> <br/>But really, as an arcade type of game the most needed feature would be more levels I suppose. I would opt for the girl doing the second dive to not just have her standing there as some trophy, but to sum up I really enjoyed the game. Nice entry.
May 19 21:15:00 29h 40m A Day in the Life I think I would have been much more intrigued by the game if it was deceitful. If in fact, it didn't build on the stereotypes of life -- that the instructions "get a job" and "start a family" were only there to fool you. If interesting stuff started to happen when you experimented with the sequence of available "tasks". If life expanded in some cases. Shrunk in other. If strange stuff outside the scope of what seemed to be the game started to happen. If the stereotypical path actually never could even reach to death. And so on. <br/> <br/>I think it still worked as it was now too. I got the two messages to light up as green. And the basic layout of the puzzle, the game was interesting.