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pansapiens

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TimestampSince previousGamepansapiens's comment
Apr 28 06:17:00 Beneath-Concious Great atmosphere - I like the feel of stumbling around in a dark room and discovering things. The floor tile highlighting effect works well. I feel like the scrollbar detracted a little .. that said, I'm not sure about the best alternative approach (eg, one common approach would be to have the text appear under the collectible on the background & stay put, but then you couldn't read back over the whole thing).
Apr 28 06:23:00 6m 00s The God Beneath Plays quite well, solid simple-but-effective pixel art - great job juicing the screen shake too. I think the difficulty is reasonable well tuned too(except maybe the spikes) - slightly hard, but not stupidly so. I'd quite like a reload function - as a player you can work around it anyway by just unloading a half full clip when there are no enemies around ... so you may as well just bind it to a key and make it official. Great stuff !
Apr 28 09:17:00 2h 54m Thurgood P. Marshall and the Quest for Ontological Theory Advancement Those are some great little sprites right there. And then bzzzzt! ... piles of dust.
Apr 28 09:28:00 11m 00s Gray Surface Satisfying and polished. The slow paced reload time works nicely to get the player focusing on accuracy over rampant clicking, and gives the gameplay a steady rhythm. I feel like one hit death might be a little punishing (or alternatively, it's not one hit death but I didn't get enough visual/audio feedback that I was being hit from behind). I quite like that snazzy scanline effect.
Apr 28 09:57:00 29m 00s Bellow Wonderful silhouette art. I particularly like that tree. Jumping only seemed to work sporadically for me, but you probably know that already (agree Unity needs to do a bit more work and some important bugfixes on the new 2D features). If it amuses you watching me try to jump and babble away with bad audio, Twitch stream exists here ( http://www.twitch.tv/m/491430 ) for a few days.
Apr 28 10:05:00 8m 00s Prairieo The lag in the HTML5 version is a bit of a killer, but despite this I had fun trying to catch that goblin. This really hits close to home as I've had to replace several princesses in the last month due to goblin (and occasional hobgoblin) snatch-n-grabs.
Apr 28 10:55:00 50m 00s Bubble Dream Great bright fun graphics & the character is nicely animated. The level selection screen is a wonderful addition too - much more fun than a typical grid of icons. If I were to nitpick, I'd say make the tutorial text color contrast more against the background - it was a little tough to read at times. Lighting on the trees looks cool (I couldn't quite tell if these were pre-rendered billboards Donkey Kong Country-style, or using Unity's lightmapping and ambient occlusion). Gameplay wise, I'd like to be able to hit while in the air to smack enemies as I fly in. Also agree the "Windows" key got in the way of the key mappings - the z/x/c row is usually better and often used. Unity's standard CharacterController isn't ideal (eg, capsule slips off edges) but it's a lot of work to make anything better quickly from scratch ... so ... yeh :)
Apr 28 11:24:00 29m 00s Wunderheilung Lovely organic art style & and fun to explore. I was happy without any instructions or tutorial since it made it more exciting when I figured out what to do. I guess if you wanted to help players that get stuck an optional hint button could appear if they stall at a step for too long. I wish there was there was a third patient - what do you mean I'm not a real doctor ? .. would a pretend doctor have this fancy magnifying glass ?!?
Apr 29 06:04:00 18h 40m Scuba Sam I like the zany piano arpeggio music (suggested title: "Flight of the Underwater Bumblebee") & the crabs are cute. I feel like the hit box for Sam needs a little adjustment - it was often difficult to enter corridors. The difficulty of the first two levels seemed good, but I feel like it ramped up a little quickly after that - maybe increasing maze size in 2x2 or 4x4 steps instead of 16x16. A few unique landmarks on larger mazes would help too, or the ability to drop some kind of breadcrumb (eg a very slow fading bubble trail ?). I had a peek inside src .. nice clean code :)
Apr 29 06:21:00 17m 00s A boy and his Hellworm Great fun, sweet pixel art, solid gameplay ! When I see someone belt out a classic game like this in 48 hours it really motivates me to improve my skills. Incidentally - this mechanic of doing one thing to charge up the meter then firing the big gun (aka worm) past the player avatar from one side of the screen reminds me of Yars Revenge, although I sure that's just coincidence. (Also, you are right about IE :) .. I gave it a try believing that it had improved in recent years. Nup).
Apr 29 06:34:00 13m 00s CELL WARS Great looking pixelated bones and organs (bonus points for Y-fronts) ! I also appreciate the references to real immunology. I'm speculating since I'd need to do more play testing, but it felt like the Assassin T Cell was a little overpowered - I could build up a bunch, they moved fast but didn't seem to die very easily.
Apr 29 06:47:00 13m 00s Cuteopia Overall, plays quite well. I especially like the helper guys wandering around, since it gives a real atmosphere of a living village that must be protected. I think you could trim back the opening story until it is better refined - it didn't seem to add much for so many words. Bad blobs from the ocean are attacking, keep whacking them till you win. I would have liked some visual feedback to tell me when I'd hit a monster (particles, flash blob colour or a hit animation) since it was hard to know when my slashes were connecting. From a design perspective, what could work well here is having an object(s) (shrine, elderly leader, vege patch ?) that needs to be protected, but is distant from the fountain.
Apr 29 06:53:00 6m 00s Frustration Love the panning/zooming camera controller, works great, and the parallax is really effective to add depth and interest. That diagonal moving platform puzzle is really tough, especially since it seems platform velocity isn't transferred to the player when jumping. Wish the difficultly ramp was a little slower since it was otherwise pleasant to play & explore.
Apr 29 07:05:00 12m 00s Digable Planet Great polished game on all fronts, I just wish there were more frantic levels after mastering the first ! One thing I'd like is a better audiovisual indication of when a Digger is about to hit the core - it was too easy to forget to stop a Digger, and the result was too punishing. Alternatively, just make the core expand significantly if a Digger hits it, so it's not instadeath but a big deal.
Apr 30 03:07:00 20h 02m Gubble Quest Really fun little adventure game - the opening text was really well written and all the little details like rain in the window and dripping water gives it a great atmosphere. Nice pixel art and palette choice - the title screenshot doesn't do the rest justice. I got stuck after getting the lighter, but I'll try to continue later. (Minor non-game related gripes: Installers suck, zipped folders rule for LD48. Also there must be better popup-free file host than Mediafire .. MEGA or Google Drive maybe ?)
Apr 30 03:14:00 7m 00s Surface Tension I enjoyed chilling out any playing this - a simple premise that works well. I'd probably have played for longer if there was a life or checkpoint system, since repeating the earlier levels got old after a while - but I guess this would be more of an issue if there were more levels. Would work great on mobile, being a single tap control scheme .. great stuff.
Apr 30 03:34:00 20m 00s Water Temple Now I haven't played every puzzle game every made, so I can't be sure, but this feels pretty innovative to me. Great icons, great presentation. I was about to say "oh, but it's too easy to beat by just making totems .." and now I realize I missed the point, since totems are defensive but gain you no direct score. I guess that points to a need for a little tutorializing or popup tips to clue the player in. You should continue working on this game since the foundation of what you have is excellent.
Apr 30 03:40:00 6m 00s Underground Fortune Yay for lofi FPSes ! Love the vegetation .. it just feels right. Features I'd like: fullscreen option and strafe key bindings.
Apr 30 04:17:00 37m 00s Super Warp Pipe Assembly Team It's Pipe Dream but different - great concept and well worth fixing and expanding. I guess you are aware of the bugs - it would be much easier to play if the pipes moved with the mouse pointer, and they should probably 'snap' into place on the grid. Being able to see the progress of the hero within the pipes would be nice too. Heaps of scope here, great job.
Apr 30 04:20:00 3m 00s Yay, more squares! Great fun to play. Classic formula, well executed. It feels ominous when you see those cracks appear and .. oh crap run !
Apr 30 04:37:00 17m 00s Ocean Explorer That's an impressive cockpit - would work well on the Oculus Rift. I didn't hear sound - maybe there was none - if so, I think even some minimal sound would have really helped the atmosphere. I quite enjoy these slow paced exploration games, however I still ended up feeling like the craft could have moved forward faster, or had a 'boost' for short bursts of speed. It may not be realistic, but I guess it depends on style of game you are aiming for (more casual fun, or a simulator for purists). The sonar as a pickup bonus is a good idea too.
May 1 05:01:00 24h 24m FISH! Just a note for others - if you get the "Requires msvcp120.dll error", install the Visual C++ Redistributable Packages: http://www.microsoft.com/en-au/download/details.aspx?id=40784 - only the x86 version worked for me, even on 64-bit Windows 7.
May 1 05:52:00 51m 00s In the Dark Great atmosphere - lots of great little touches here that really juice it (flash on pickups, 'voxel' particles). I didn't read the full description and had assumed this was Unity - nope - go WebGL ! The slow floating light is a slightly more unique addition, it's an interesting way to limit the speed at which you can safely venture into the dark. I did experience some occasional framerate stutters even in fullscreen, but otherwise the framerate was excellent. One thing that would increase the tension would be to give some indication of health level (not necessarily a health bar, you could just make the orb light go redder or something).
May 1 06:10:00 18m 00s SnakeFormer - Half Snake, Half Platformer I'm a sucker for anything glowy :) Loved the sfx and the music, and awesome that you tried a more unique (blended) genre - these experiments are what gamejams are all about for me (the mechanic does remind me of some game I played once but I can't quite put my finger on it). I actually feel like the concept has legs, but the level design might not have milked it as much as it could. A slower difficulty curve ramp up with some "teaching by doing" along the way would nail it. (Oh, BTW, you saw my laggy Twitch stream - thanks for tuning in ! Most of it actually got lost, but the bit with your game survived: http://www.twitch.tv/omgwtfgames/c/4165812 .. should remain for at least a few days).
May 1 06:15:00 5m 00s Beneeth a steel sandbox It's a cool tech demo. You could totally mod this into a multiplayer Dig Dug.
May 1 06:25:00 10m 00s Fishy's Daring Escape Quite good fun - I held my breath the first time I jumped out of the water. I initially felt the controls could do with some tuning .. then again, you are a slippery fish, so maybe they are just right. In terms of time allocation over the 48 hours - I would have ditched one or two of the powerups and spent that time extending the level to include a few more interesting challenges. That of course is easy for me to say now as an outside observer, having had a good nights sleep and time to reflect :)
May 1 06:31:00 6m 00s Unwrapped I really should have read the description more closely before I tried to play it in my Twitch stream :)
May 1 07:06:00 35m 00s Find the Booty I don't see any major difference between the original and the adjusted versions apart from the instructions, and since it's not against the rules to put a "how to play" in the description right on this page ... I'll just pretend you did and comment / rate the adjusted version. <br/> <br/>Liked the nice clean pixel art. Simple but effective. <br/> <br/>Step 1 is cool - you choose a path, it's good or bad based on colour, and you adjust next turn. While simple, with the right resource limitation this could take some careful planning. You could work a map legend into the UI here so the path colours were described without the need for instructions. Also, tradition dictates that "X" marks the spot - just ask any pirate :) <br/> <br/>Step 2 seemed too easy to be entertaining - the colour of the dots guarantee what you will find, so I'd always just take all the diamond first, then the rum. I'd like an element of mystery and risk here - like rum is marked but only +1, diamond is unmarked ground, rarer, but worth much more (+3 ? +5 ?). Just an idea. <br/> <br/>(Also spelling: "morale" not "moral" :) Smiley face because I feel like a douche for pointing it out but it kinda matters) <br/> <br/>Maybe you think it's shitty, but I see the kernel of a interesting game here.
May 1 13:53:00 6h 47m gnome fortress Just a little over 600 lines of code (not including libraries) ! Sure, there are a lot of little touches that would make this more approachable (I agree gnome highlighting would help, and maybe different coloured hats), but what you've got is pretty cool. I played the OUYA version, worked well. Without reading the instructions here I figured out about half of it (but not how to properly craft or record), then went back and played again knowing what to do.
May 2 03:39:00 13h 46m SolidGround I can see some interesting strategy emerging here, but I like others I didn't understand my goal was to make $150k in the shortest possible time, until I read the comments. It does feel like an 'idle game' at the moment - which is fine (I love me some candybox2 :) ). Otherwise there needs to be something to do while you are waiting for the cash to roll in .. maybe swat something attacking your towers on the surface ? I can see some competition between players developing if you hooked it into the highscore system on one of the portal sites.
May 2 04:02:00 23m 00s Thrown Below Hey, I like the graphics ! Simple and clean so they don't detract from the core gameplay, but still juiced with cute touches like the eye movement. Love that deep bump sound when you hit a wall too. Puzzles weren't bad, but I would have liked to have seen a buildup with some 'teaching by doing', to introduce the player to tricks they might need to use. There are similar 'dual control' puzzle games out there, and you should definitely steal a few basic principles for level design from some. The directional switching had me stumped for a while, but I got there in the end (but was very close to quitting thinking it was impossible) - might have been better to introduce it in a situation where you don't have the threat of death first.
May 2 04:04:00 2m 00s Infinite Hell Loop I'm embarrassed to say that I couldn't figure out the trick. Humiliation *tick* :) I might have to cheat and peek at the source.
May 2 04:24:00 20m 00s Hypnoctopus Beach Party ^__^ The premise is very cute .. but I must be the only one here who doesn't get how to play it properly (or I'm seeing a bug no one else is). No matter how I tickled across those keys, slow, fast, sequential, frantic, my success seemed all a bit random. Often the little guys would die (grey splats) sometimes immediately after the starting gun.
May 2 04:30:00 6m 00s unTouchable Yay graphics &amp; animation ! Nice music ! I tried various things with orbs, I got some screenshake, but not much more - I'm guessing the meat of the gameplay never quite made it in ? (or I'm missing something). Still an excellent looking foundation to build something more gamey. I'm totally looking at the source to see how you approached your lighting - awesome.
May 2 04:39:00 9m 00s The DARING ADVENTURES of the BLOB that can hide BENEATH THE SURFACE I really loved playing this. Felt fresh and original, and the puzzle design was well thought out. Awesome tracker(?) music. Intuitive controls. Stealth ! Bonus karma for providing a Linux build. I hope you plan to spruce up the graphics, build more levels and flesh this out - I'd pay some actual money for it.
May 2 04:54:00 15m 00s Walking on thin ice... Great atmosphere, a fun challenge ... and those teeth. Those monstrous chomping teeth. I improved with practice, but it probably could do with some tuning to add a few extra platforms in the early game.
May 3 09:56:00 29h 02m Tsunami Cruiser Really enjoyed playing this, and the difficulty curve seemed pretty good to me. I never could quite tell if there was some interesting bending effect happening to bullets as they moved through waves, but irrespective the bullet collision rules (eg can't exit waves) are cool. Twitch stream here if you are curious: http://www.twitch.tv/omgwtfgames/c/4177912 (second half).
May 3 10:05:00 9m 00s The Stones Back Home Pretty solid runner - great choice with the banjo track. Now I feel like every (finite or endless) runner should have banjo music. It just works. Also the approaching mist of responsibilities is a great motivating effect. I found that jump didn't always seem to work for me - not sure if it was because I was touching the side of a wall, or if the key repeat on jump was set too slow. Also some of the invisible holes are a bit evil - I'd at least leave those until level 2 or 3. Also, I'd quite like to be able to continue from the start of the level after dying rather than going all the way back to level 1 (maybe in a less-hardcore-mode ?). Twitch stream here is you are curious to hear me ramble as I play: http://www.twitch.tv/omgwtfgames/c/4177965 . I probably didn't explore it enough honestly, since I never saw the upgrades.
May 3 10:11:00 6m 00s Mission "Tank" Love the crunchy organic graphics - quite unique &amp; really sets the mood. Why do you need to fight zombies to claim your prize ? Why can you only shoot with your head detached ? The answers to these question do not matter, since it's a fun crazy romp :) I never quite figured out if you could die in the melee battles though. I recorded my playthrough mumbling away on Twitch if you are curious: http://www.twitch.tv/omgwtfgames/c/4177965
May 3 10:49:00 38m 00s Descent This was quite fun (I think you saw my video) - a little challenging at first but not frustratingly impossible (especially once I figured out to use wrapping through walls to my advantage). Nice subtle nod to Flappy with the font too :) I'd like to see some mystery removed from the colour-coded block types to avoid having to rote learn how many hits they will take. Either a simple number on each block indicating how many hits it has left, or use a series of 'cracked block' sprites to indicate the same thing. Alternatively you could show how many hits it will take, without updating the number displayed as hits are depleted so as to require more attention from the player.
May 3 12:50:00 2h 01m Scary Ugly Face Really funny and great interpretation of the theme.
May 3 13:03:00 13m 00s Bombcano Fun but pretty tricky.
May 4 01:09:00 12h 06m Drill Drop Reasonably fun. I like how you've used the vignette to give longer range visibility of threats - it's sort of like a radar, without requiring any extra UI. I would have liked some type of extra special move that could grab gems that I barely missed - like a rapid horizontal left/right drilling move with a recharge time applied to it.
May 4 10:37:00 9h 28m Ant Simulator 2014 What a great experience. I found it very relaxing to be a (virtual) ant. Now we just need Ant Vision(tm) to follow those pheromone trails :) Another +1 for Oculus Rift support.
May 4 10:53:00 16m 00s Baum Really cute, stylish and engaging to play. Although the visuals evoke movies from the silent era, I'd probably still like some sound, even if it was understated. Also, I felt like the difficulty curve didn't ramp up enough after a while - sure, I eventually died, but it felt more like eventual bad luck than the game exceeding my skill level (if that makes any sense). I think this would be even more fun on a touch screen since you could disable multiple spiders simultaneously (until you run out of fingers).
May 4 10:54:00 1m 00s DRAANG Whoa. Dude. I think I need to play that again.
May 4 10:58:00 4m 00s our god lives underground A stunning little experience. Thanks for sharing. Normally this is the part of the comment where I go "but you should add/change yadda yadda", but in this case .. it is what it is and I enjoyed it.
May 4 11:16:00 18m 00s Where Is My Bone? Looks great, simple but effective premise for an adventure / exploration game. A solid and polished production for such a tight timeline - to repeat jrap's comment - feel proud because you should be. Video stream here if you are curious: http://www.twitch.tv/omgwtfgames/c/4187104 - I didn't beat it, but I'll look at the walkthrough and finish it now that I'm not recording. <br/> <br/>Random LD trivia: Uhfgood also made a game titled "Where is my bone ?" for LD26 - http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&amp;uid=53 . It also features a dog, but that's about where the similarity ends :)
May 4 11:31:00 15m 00s Behind Mirror Love the graphics, and the controls have a good feel (essential, and the downfall of many other 48 hour platformers) .. but hey, you weren't kidding about it being hard :) I made a Twitch stream of me floundering around in my first playthough if you are curious: http://www.twitch.tv/omgwtfgames/c/4187136 .. sadly I'm too hopeless to get up to the bit where the mirror/flip mechanic comes into play. When I play games like this it always makes me want to go and learn how to use GameMaker.
May 4 11:43:00 12m 00s Hot Diggity Awesome fun - the upgrade system appears to give it quite a lot of depth. I can't say I've yet cracked the best strategy, but I felt like I made some progress. Great achievement and I do hope you consider developing it further. (I made a Twitch stream here of my first playthrough: http://www.twitch.tv/omgwtfgames/c/4187190 - I actually wanted to keep playing at the end but thought I should move on to the next game :) ).
May 4 12:04:00 21m 00s The Last Beacon Great presentation (cool opening title !) and nice crunchy little sprites. You've really nailed the retro arcade style, and the UI layout is nicely conceived. Like jojocarand, I got stuck on level 2 for a while - I think the "IN AIR THERE'S NO FLIGHT" threw me off, suggesting that you couldn't move sideways onto ledges when falling. I agree with you about the logic puzzles - they aren't great. The basic foundation is good (bugs you know about aside) but the puzzles definitely need to be more interesting (even if that requires introducing some new element).
May 4 12:05:00 1m 00s Die Backpfeife aus dem Nichts I distinctly remember saying, "okay last try". It wasn't :)
May 6 03:10:00 39h 05m Ground Fall The snake / worm twitching animations are funny :) I would have liked a crosshair to make it easier to aim (just an appropriately positioned quad with a transparent texture as a child of the camera would do). Since the level/restart transitions are abrupt, it would help to also show the current level with the GUI overlay - I couldn't always tell if I'd got to level 2 or been bumped back to level 1.
May 20 00:10:00 333h 00m Delve Those are some stunning visuals right there ! As a hidden object game, I feel like you could have done a little more, but I understand most of the time probably went into visuals and audio (the story of my own entry really, too).
May 20 00:17:00 7m 00s Watch Your Step This is super fun ! You've managed to milk a lot of atmosphere out of so few pixels. It feels quite original too - lots of elements from side scrolling runner / shooter genres, but assembled such that it's not quite like any I've ever played. The in-built tutorial is really well done too. Excellent excellent entry.
May 20 00:23:00 6m 00s The Sea Has No Claim I found this quite tough, but I quite enjoyed trying. I like the aesthetic of the graphics, and the overall premise with a sort of 'advanced battleships' mechanic is great. A little more guidance on how to read the sonar would be nice (tutorial level maybe :/ ?). Also, I would have liked to be able to see the submarine range as I was placing it. Now to play the post-compo version :)
May 20 00:29:00 6m 00s Insane Grandpa Very nice animation, and the feel of the controls is great. I appreciate how polished this. Personal keybinding pet peeve - I don't like using 'up' as jump, another option on the zxcv row would be nice. I never did end up beating the 666 boss - I'd eventually run into him by accident while trying to hit. Single hit death is pretty punishing in this context.
May 20 00:37:00 8m 00s The Dead rest Beneath Us That's quite dark - but we need more games where we are helpless rather than all powerful, so it's a thumbs up from me (I'm assuming they can't be saved). You did well creating and animating all these models in a short timeframe too. Chapter 5 should be attempting tax evasion :)
May 20 00:45:00 8m 00s The Roots Of Evil Great fun - wish I could whip something like this up in just 12 hours ! There was a moment where I thought the difficultly curve wasn't ramping up fast enough ... and then I quickly started dying ... so it's probably just right :)