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Empyrealhell's games and stats for all events →
| Timestamp | Since previous | Game | Empyrealhell's comment |
|---|---|---|---|
| Aug 26 03:20:00 | Bridge to the Moon | That was crazy difficult. I managed to get up to four on the planet connection, but I had no idea how high it needed to go. This took a good five minutes, since I had to spend most of my cubes for health due to the never-ending enemies that you can't really avoid. <br/> <br/>That being said, it was a lot of fun. A radar or something else to help deal with the enemies that spawn behind you and immediately start attacking, or even just to find gray cubes. All it needs is more polish, but it's a compo game, so that's to be expected. | |
| Aug 26 03:26:00 | 6m 00s | Love Craft | As others have said, there's a bit too much sitting around and waiting. On the third level, I needed 12 people, and they just wouldn't talk to each other. After about 5 minutes of moving the same cloud and bird, two of them finally started talking near the left edge, and before I could even see it, they got mad because of a cloud. Cool concept, great art, clever twist on the theme, it just lacks a bit in the execution department. |
| Aug 26 03:33:00 | 7m 00s | Shattered | I finished the first world, got to the second and I couldn't get them to connect anymore. I looks like they might be color-coded, and I'm colorblind, so that may have been the problem. Either way, neat concept. The gameplay was fun, and kind of reminded me of the old lunar lander games. |
| Aug 26 03:41:00 | 8m 00s | Operation Ad-Hawk | Pretty simple game overall, but it all fit together well. It seems like you hit your target scope dead-on. The collision response was a bit iffy at points, especially when falling though. Also, bonus points for dachshunds being bad. |
| Aug 26 03:46:00 | 5m 00s | Connected Worlds Training Facility | I like the idea, and for the most part it was executed well. There were two things in particular that seemed off. The first is that the characters felt like they moved really slow. The second is that on the second level, I had a harder time jumping up that hole than I should have, it was too sensitive about what it considered a hit. Other than that, not bad at all. Some background music and a few more levels are all that's missing. |
| Aug 26 03:51:00 | 5m 00s | Connected To Hell | That was hilarious. By the end I had what appeared to be a dog orgy on my screen. It was a bit overly simple, and the graphics were in the "so bad it's good" group. Quite enjoyable nonetheless. |
| Aug 26 04:22:00 | 31m 00s | God Save the Peasant | It seemed like it was too easy, I could just give a speech to each group every turn as the king, and work until I was hungry as a peasant. I eventually tried to start an uprising just to see what would happen. The interface seemed to get in the way more than help, the transitions are too slow. Also, if you click fast, you can get more than three turns in by clicking on the button while it's fading in. It's a good concept, but it's a little too simple. |
| Aug 26 04:27:00 | 5m 00s | String Theory | I like the risk/reward aspect of it. Do I go for that x6 string and possibly run out, or do I play it safe with a lot of smaller combos? Good stuff. The only thing is that I wish there was more to it, like different shaped planets for more combos, or enemies or something. |
| Aug 26 04:41:00 | 14m 00s | Station 42 | Not a bad concept, though I was a little confused on the world switching as a mechanic, at least with only two people. A lot of the turrets and capture points were shared between worlds, so we ended up just hacking at the same things in a bizarre cat-and-mouse game. It was too slow to switch worlds to ever really affect your opponent, they could just run away or see you switching and start switching as well. <br/> <br/>It was a good idea, but it needs a lot of tuning before it can really be fun with multiple people. |
| Aug 26 04:52:00 | 11m 00s | Dude Launch | It would have been nice to have an alternate control scheme so I didn't have to switch my keyboard layout just to play the game. Once I got into it, it was hard to tell when my guys would actually go to the moon, and when they would seem to just fall helplessly off the end of the ladder. With the long time in between attempts, it got really frustrating when the ladder was almost touching the moon, but you still lost the guys. <br/> <br/>Great concept, the controls were actually kind of fun to play around with, but lack of accessibility and high iteration time on game feedback kinda killed it for me. |
| Aug 26 05:00:00 | 8m 00s | Space Truckers | I could not, for the life of me, figure out how to interact with any of the planets. I tried practically every on key on my keyboard and button on my mouse and I couldn't get anyone to respond to anything. I didn't rate it, because I couldn't really play. |
| Aug 26 05:08:00 | 8m 00s | Groups of Seven | A very solid entry, kind of like a reverse doodle god. It was fun, but some of the groupings were nonsensical, like how I couldn't put coconut into the plants category. For about the first 45 or so, I was able to reason things out, after that it turned into trial error. Still, all around a great effort. |
| Aug 26 05:16:00 | 8m 00s | The Beginning | For how long those levels are, going back to the start one one hit is pretty brutal. I was confused on level 3, so I tried a bunch of different stuff, and after watching the video, I just didn't have the patience to go through it that many times again. |
| Aug 26 05:20:00 | 4m 00s | TETHER | That was pretty awesome. I liked the concept, the mechanic was fun and executed well. It was a bit punishing once you got to the crazy parts of the game, I felt like I had to go back way too far, and it stopped being fun. |
| Aug 26 05:32:00 | 12m 00s | Abstrakt | Cool concept, nice interpretation of the theme, but it moves so slow. With no real changes in gameplay over time, it just feels like the game is dragging on. That may have been intentional based on the story, but it wasn't enjoyable. |
| Aug 27 02:26:00 | 20h 54m | Connected Islands | I like the concept, but there just isn't enough to do. It reminds me of the graffiti in dark souls, but those were only interesting because they were referring to a shared experience. If there were more interesting things to find, even just clothes to decorate your avatar with, it would be a lot more engaging. |
| Aug 27 02:46:00 | 20m 00s | Mathwiz | The randomness kills this game. Getting nothing but minuses and low numbers, when all of your available spells cost 34 or more just sucks. Couple that with having to wait after just trying to move numbers around to free up space while you get destroyed makes you feel helpless, and like the game just isn't fair. When I finally managed to get what I needed to obliterate that 3rd enemy, he changed the number I needed, and I just gave up. With so few options, pure random just ruins it. Great concept, good potential, but I can't enjoy it as it is. |
| Aug 27 02:57:00 | 11m 00s | The Bifrost Project | That is crazy hard. It's a cool idea, and very original, I'm just awful at it. <br/> <br/>For those that are stuck, you have to move the planets in and out until the dot on the planet points to the star, and then move them into an orbit where the movement of their dot matches their rate of rotation around the star (the distance they start at). |
| Aug 27 03:14:00 | 17m 00s | Stellation | Sat on waiting for about 10 minutes before a couple of people joined. It was interesting, but it really needs more than three people to get the experience, I think. Especially when one person just sits there. Eventually a fourth joined, at that was pretty fun. What you can communicate with just a ball of light surprised me. <br/> <br/>I think it might be a good idea to put some bots on it or something, so we can see more than just our own cursor if nobody else is playing. I don't know if that would be considered cheating, since you wouldn't have to actually modify the game code, and it would give people more of a chance to play your game (like the porting rule). Just a thought. |
| Aug 27 03:21:00 | 7m 00s | There, Somewhere | Well put together, challenging but not too difficult, nice interpretation. All-around a solid entry. |
| Aug 27 03:29:00 | 8m 00s | These Cosmic Chains | There's nothing really bad about it, but it's not really pushing any boundaries. Reminds me of an old arcade game I used to play that was basically asteroids but 2 player with connected ships. A goal would be nice though. |
| Aug 27 03:31:00 | 2m 00s | Tin Can Internet | Can't click to start the game on Firefox. |
| Aug 28 05:11:00 | 25h 40m | WHEN WORLDS COLLIDE | It gets pretty overwhelming pretty fast. Fun though, and the graphics are incredible. It would have been nice to have the upgrades be a little more noticeable. |
| Aug 28 05:20:00 | 9m 00s | Saver Ghost | The controls seemed to stick for me, which made it pretty frustrating since you really need precise controls for a lot of it. Controls aside, it seems like it might be a good start of something, but the gameplay wasn't engaging for very long. |
| Aug 30 03:23:00 | 46h 03m | Portal Patrol | "The programmer of this game didn't prepare anything for: yes" <br/>Best response to "do you have any questions" I think I've ever seen. <br/> <br/>It wasn't necessarily bad in any way, just very short. I was expecting something along the lines of Where in the World is Carmen Sandiego, but the game stopped before it even got to that point. It was a promising start, but there just isn't enough there. |
| Aug 30 03:51:00 | 28m 00s | The Octate Worlds | The first world seems to be nothing but luck. The wind moves so fast, and is so plentiful, that it's actually impossible for me to dodge. I just left it on the bottom until the RNG eventually gave it enough time that it made it through. <br/> <br/>The world of dreams had the same problem. Often times when one ring would spawn at the very top, the next would come all the way at the bottom. It was actually impossible to get to it. If it didn't have to be 10 in a row, it wouldn't have been as bad, but that was pretty aggravating. <br/> <br/>I finally gave up on the world of loneliness. The rate that the suns spawned at was significantly faster than I could move. By the time my character sped up enough that it became potentially possible, the fact that the shadow was the same color as the background made it impossible to be accurate in any way. <br/> <br/>You got a lot of different mechanics in there, but if you're going to do PCG, you need to make sure that it generates in ways that can actually be beat. If you don't, you might as well just have a button that picks a random number until you win. |
| Aug 30 03:59:00 | 8m 00s | Coplanarity | The jumping felt a little off at times, but other than that the controls were good. Interesting concept, but the game feels incomplete. It was also a little bit confusing as to what the goal was at times. I didn't realize it was the floor that mattered more than the direction of travel. Seems like a good start to something, but it just doesn't have enough content. |
| Aug 30 04:17:00 | 18m 00s | The Catapult | It seemed a bit laggy, and the character moved too slow (possibly because of the lag?). Other than that, pretty decent top-down adventure game. A lot of backtracking, and the maps weren't that interesting, but it's still pretty engaging, nonetheless. |
| Aug 30 04:37:00 | 20m 00s | Sun God Star Bridge | That was awesome. You had all of the parts there, everything fit together, it seems like you guys really hit your target. It was a bit repetitive though. For how little diversity there was, it was a bit of a grind to go through all of the worlds and the sun. Other than that, great all around. |
| Aug 31 19:15:00 | 38h 38m | Linker | That had an amazing amount of polish, the graphics and sound were incredible, and they all fit together very well. My only complaint is that the gameplay itself wasn't very fun. It was mostly a game of trial and error, coupled with "can you click and drag fast enough". That's not my kind of game, so it may just be a preference thing. Either way, it was put together incredibly well. |
| Sep 6 21:23:00 | 146h 08m | Node 54 | The gameplay was actually pretty fun once I figured out what was going on. The down key giving you lift was disorienting, and it was hard to know exactly how fast was too fast. It played a bit like lunar lander, in that it was more a game of finesse than speed. The graphics were cohesive, and it was well put together, but being colorblind I had to stop after a few levels since I couldn't tell them apart. |
| Sep 6 21:33:00 | 10m 00s | Space trains | For whatever reason, once the enemies start showing up, the whole screen turns brown and I can't see anything anymore. The screen still flashes like stuff is happening, but it's just one solid color. |
| Sep 6 21:45:00 | 12m 00s | Cut And Upside | It really needs some more polish. It's hard to play a game like this with loose controls and almost zero feedback. The way it picks textures is pretty haphazard as well. It's an eyesore to look at, no blending or even cohesive palette. Incredibly cool that it was built by a program, but it's got a long way to go still. |
| Sep 6 21:56:00 | 11m 00s | 4 Dimensions | It's pretty basic, and the controls are more difficult than they really need to be. That may just be my bias though, I tend not to like rotation controls unless the arc of the rotation is part of the puzzle. I would have like to see some more interaction between the four worlds, like buttons in one that open things in another, something to make them feel more connected. The graphics were pretty good, and I liked the music. Not bad overall. |