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Solifuge

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TimestampSince previousGameSolifuge's comment
Aug 26 02:41:00 Schrodinghost This was a neat entry. Short and sweet. The graphics are *great,* and the music is really well-done--especially that first tune, which reminded me of some sort of German Opera sung by a cat. Glorious, laugh-out-loud weltschmerz. I loved the way that the dialogue was written. I did actually have so much trouble with the final room that I almost had to give up on the game, though, because first I had no idea why pressing the red switch would make the scientist grab the ham (it wasn't clear that it was falling or suchlike, and second I didn't guess that the radio would have multiple stations I could turn it to--I thought I was supposed to do the radio and then look for something else to interact with it. In retrospect this was kinda dumb of me, but from there straight to a sort of non-sequitur ending I was a bit disappointed. <br/> <br/>Your assets are amazing, the stealth sections were fun, and I loved the idea of astral-projecting yourself into the electrical socket. Thank you for the game!
Aug 26 02:53:00 12m 00s Mexican Standoff Pretty tricky with the fast moving bullets and the slow fall-time, but fun game. I had some issues with the interface; the Next Round button sometimes didn't want to register my mouse clicks, and I had to try multiple times. It could use more audio effects to give feedback to the player when avoiding shots too. Good work on your entry! Something like this could be used for a local multiplayer game too.
Aug 26 03:02:00 9m 00s Outer Shibe: Much Space This was a neat game! I especially liked how you let us figure out what we were supposed to do and how we were supposed to do it on our own. The whole doge thing seemed a little out of place and I couldn't figure out the end goal was once I'd gone about upgrading everything. However, it was really fun and fast-paced, and I thought you did a wonderful job overall on getting the balance polished. Thanks for the game!
Aug 26 03:15:00 13m 00s How to Adventure Wow, this game looks really good! The mechanics are solid, too. I felt like it was a bit too easy with no skill involvement, though, and had a lot of trouble sitting through the same level over and over at the same slow pace. There's also some issues where buildings can really obscure the view, so I couldn't figure out what items I could even look at. The overall look of the graphics is great, though, and the atmosphere had a lot of character. <br/> <br/>Thanks for the game!
Aug 26 03:23:00 8m 00s State of Mind I really respect your degree of commitment to this idea! Next time it would be nice to see more gameplay stuff in general. I felt like I was playing Binding of Isaac minus all of the Binding of Isaac thingamabobs.
Aug 26 03:24:00 1m 00s Connected Retro Worlds The shooter segment was unintuitive, but I got the hang of it. There seemed to be an issue where one asteroid got by me, and suddenly that same asteroid kept respawning in the driving segment. In general, once a single asteroid gets past, the player really can't recover. <br/> <br/>I enjoyed the concept and take on the theme, and I loved the Atari-style rectangular pixels in the middle panel too. Good work on your entry!
Aug 26 03:31:00 7m 00s Ignis Man, that Gif at the title screen and in your post got me all excited for a different sort of game... I want to play a flight sim like that. <br/> <br/>The "real world in a reflection" thing is a clever take on the theme (and another beautiful graphical effect), and made for a challenging platformer. It's a little frustrating, but It feels like that sort of platformer. Good work on your entry!
Aug 26 03:31:00 0s The Trader Wow, this game is absolutely gorgeous! I loved the bobbing of the boat, the slow movement, the sound of other people as you pull into port... it's really sad that with all that festivity, you still have the goal to trade and rack up money until you die. <br/> <br/>More than anything I'd like to see a gameplay boost, because I don't feel like the chosen elements--though each beautiful in its own way--really meshed together. You forsake company for money, but then the things you buy don't really need to be eaten, thanks to the lighthouses. The feel of simultaneous isolation, through the lighthouses, and company at the markets... well, simply put, it seems to be a bit slow and contemplative to really match with the goal, if you know what I mean. <br/> <br/>That said, this was *extremely* graphically impressive. Great job!
Aug 26 03:39:00 8m 00s The Jackal This game is graphically amazing, but playing through it really feels more like a technical demo than an actual game. I was really curious about the Jackal character (love the model!), but the first time I played I jumped off the bridge in order to be sneaky, and... promptly ran into invisible walls with no way to get back up or restart the game. Then I went off to the houses and was unable to get them to cough up any refugees. This may have been because I was having a really hard time remembering the controls, having seen them only the one time on the starting screen with nowhere to look them up. So, all in all, it's a neat idea, if seemingly unrelated to the theme, with some needed tweaks to the execution.
Aug 26 03:50:00 11m 00s Curmudgeon: The Quest For Spicy Booty I liked the graphics! It sort of felt like an "Oregon Trail of the Sea." I got down to zero food and then somehow won anyway at the last minute, which was cool. I was kind of wondering if my extra crew members would help out with that situation. <br/> <br/>Anyway, I think the main thing I'd say is that the intro text could use a bit of a cleanup. "You'll curry my favor if you curry my food" is a great line, but we could use without three screens of info in a difficult font.
Aug 26 04:00:00 10m 00s Cohack This was a really neat entry, and I admire you for trying out a tactical game! Our team tried out a strategy game last time and found it was a real challenge to balance, so good on you for even trying. <br/> <br/>I got kind of engrossed in the game, but the user interface was too hard to use and I had to quit. You can't exactly tell what pieces are yours unless you're looking at the minimap, and because you can't really seem to be able to move the map around, I had to skip a lot of my turn because of where the camera had gotten fixed. It would have also been nice for the pieces to have moved a bit faster, since watching three other players, all marked as the same color and all using the same pieces, got a bit boring. <br/> <br/>Otherwise, the graphics are *really really nice*, and I thought the ambience felt good. Thanks for the game!
Aug 26 04:11:00 11m 00s Into Orbit Solid game! I actually had a lot more fun than I anticipated placing planets and watching them orbit around. One feature I would have liked to have seen was maybe a three-strike system or something like that... as-is, the most fun I had was on one run where I built a system that ended up chain-destroying a bunch of planets. So maybe another mode where the goal's not to keep as many planets as possible orbiting, but rather to destroy as many planets at the same time, would also be fun! <br/> <br/>Thanks for the game.
Aug 26 04:29:00 18m 00s Game of Endings This is a very pretty technical demo, but the repeated requests to ignore what has been done and rather rate you for what the game might have become seems rather unfair. Sure, it's a neat idea. You've also got really good sound and a well-established tone. However, the writing, which seems to be your selling point, could use a runthrough with an editor. Best of luck with the finished product!
Aug 26 04:38:00 9m 00s Otherworld Wow, this game looks great! I had a very hard time getting past the initial level, though. The character moves really slowly and because I can't go very far from my body, it's difficult to develop a defensible position while I'm killing stuff. I was really looking forward to getting farther in the game, too, because your monster in the screenshot looks super-scary! Great character design.
Aug 26 05:06:00 28m 00s 1000 mph - The Breach Reminded me of Star Fox! The only thing I missed was being able to do a barrel roll... Excellent music and graphics.
Aug 26 05:27:00 21m 00s Heroes on Wings of Steel and Fire Neat game! I liked the pixel-art outline look. Some transition between playing and the game-over/ship selection screens would have been welcome, though, and when you don't have any limitations on "special" weaponry, they no longer feel really special. <br/> <br/>The MMO version of this sounds like it would have been really cool! No problems with the controls for me; unorthodox, but not hard to use.
Aug 26 06:00:00 33m 00s This Is Your World Too This was a really brilliant game! I stopped after I had ensured that my entire line of descendants would be perfect sugarcane farmers (CORN NO MORE!! *shakes fist*) and have no trouble whatsoever grabbing as much land as they needed. I was surprised, actually, that it took about five generations (47 years) to cement my dynasty. The grow time on the sugarcane was just perfect. Multiple times, I found myself wondering whether I should harvest a crop, plant, or let the fields lie fallow in order to make sure that my descendant was as well as, or better off than I (I'd really screwed up the second generation of planters by going for cane too early). I even found myself thinking about having no corn- or wheat-planting skills as a vanity. "Yeah, *I* plant corn, but my SON would never TOUCH that stuff." Really... this was amazing. Yeah, it was more of a simulation than a game, and the UI was a bit tedious, but it's definitely the best entry I've played so far this LD by a very wide margin. <br/> <br/>Great job. Thanks for the game!
Aug 26 06:21:00 21m 00s Dreaming Knight: The Little Hero This game was fantastic! I'm sorry you don't have more reviews yet. I actually liked this well enough that I could see myself dropping a dollar on it for a mobile version. I actually found you by searching for the keyword "bullet hell," haha. The RPG skill tree really sold it and made this game for me; at the end of the game I found myself having completed a couple of branches but really wishing there were just one more boss so I could get that much-desired HP Regen perk. It was very well-balanced, especially in the later game, with cool bosses and frenetic gameplay even after having leveled up a lot. Great job!
Aug 26 06:48:00 27m 00s Crossed Paths:Connected Worlds Hi! Congratulations, first of all, on your very first Ludum Dare game jam! I hope to see you again in December :] <br/> <br/>I went looking for Visual Novels and was happy to find yours! I really like your character designs, and the music you chose was cute. Did you compose it yourself? You've clearly put a LOT of effort into this! <br/> <br/>The only thing I would say is that I think the player might like some decision points sooner in the dialogue! When you're writing for games, you don't have as much opportunity to give lots of character exposition. The goal is to engage *interactivity*, so the player has to feel like they're taking an active part in the narrative, if only in interpreting it to make good choices later! <br/> <br/>Thank you for the game!
Aug 26 07:08:00 20m 00s Crisis Culture As soon as the Jam ended, I rushed over here to find out what you'd made, haha! Despite being pretty short and not introducing the difficulty your last entry did, I really liked this. Character design is great as always, and you've really captured that "VN Feel" in your new setting. Great choices made with music and mood. <br/> <br/>Favorite character: Probably Manuel. He's got the best outfit ;]
Aug 26 17:07:00 9h 59m Triple Threat Wow, a board game... ! That takes a lot of guts! It's so damn hard to program AIs for these things. We tried to design one once outside of LD and it went pretty horribly even then, haha. I played against myself and actually, even alone it was pretty interesting. I was a bit confused because it seemed like often, pieces could move a LOT farther than I would expect when you said "adjacent" squares, and that the last two squares of enemy territory were the goal (not just the box that you can't leave once you enter it). <br/> <br/>Hey, thanks for the game! This was neat and seems like just the right thing for kids on a long car trip, haha ;]
Aug 26 17:29:00 22m 00s The curse of the Pharaoh I got to the end--I think. I like your art and the general idea of exploring a tomb with the souls of other adventurers visiting from their afterlife, having died there, is pretty neat. Good music, too, from what I heard of it. Also, there's an awful lot of good level design for a Ludum Dare game! Thanks for the checkpoints and the fun! <br/> <br/>The main thing I'd change is very slightly modifying the timing/programming on the platform drops, because I'd often brush my head against one and then have it drop, making the second-to-last puzzle impossible to complete (that's where I spent the most time by far, and felt like I was fighting the game, not struggling with it), or similar areas. I also got confused in the difference between checkpoint-torches and regular-torches... might be helpful to distinguish them visually. <br/> <br/>Thank you for the game!
Aug 26 18:34:00 1h 05m Dreaming of Revenge Hey, this is neat! I couldn't figure out when to use most of the powers, though, and I think it could have really used some music to back my cathartic rampage of revenge. I liked the graphics and the concept a lot, and your UI is pretty damn good. Thanks for the game!
Aug 26 18:45:00 11m 00s Nyctophobia Hey, I enjoyed this! You've got a great soundtrack and concept, the graphics are actually pretty creepy, and I had some fun playing! <br/> <br/>I felt like initial enemies had a bit too much HP, and their bullets were too hard to see--I couldn't figure out what I was getting killed by and where to go, and most of the time I couldn't get any pickups because I was moving too slowly and was too far away when they spawned, even if I started heading towards them right way. I think I also may have shot one to death at one point o_O <br/> <br/>Thanks for the game! I had fun.
Aug 27 05:19:00 10h 34m The Never Ending Cycle Unable to find file: battlebacks cliff on third screen. Was playing the dropbox link. <br/> <br/>:&lt; <br/> <br/>I really liked this game idea/theme and wanted to play more. You've got me hooked. . . . . . . Also, no battle theme?! you gotta have a battle theme :3 <br/> <br/>Thanks for the game!
Aug 27 05:41:00 22m 00s Becky's Adventure in Mirrorland This is really neat! Really cute graphics with good music and amazing level design. As someone who is apparently not good enough at platformers, though, I was really frustrated :&lt; After trying over and over to beat a level, I found out that I got to keep on playing the levels I'd worked so hard at... I got to play them again, until I got good enough at them in some unspecified way that I could progress? If it was "good end" and "bad end" based on getting all the apples, or something, I think that would have been a lot more motivating. I'm happy to rise to a good challenge, but it's the lack of specificity in what I was supposed to do in order to be doing "well enough" that kind of did my interest in. <br/> <br/>Anyway, thanks for the game. This was a really need idea, with an excellent, polished execution :]
Aug 27 05:51:00 10m 00s Columbus Close the Door of Your Seas This is a neat idea! I love that map graphic in the background, and the jostle is cute. There's a couple things that limited my interaction with it--first of all, that without being able to get a sense of the rules of immigration, or cultural conversion, etc., I didn't feel like my actions had much of an impact. I would open a door and often travel would happen in only one direction--and I wouldn't know why. And then, even with flags marked it was difficult to understand which doors controlled travel between which continents. It'd make more sense, I think, to have them lie on some kind of line between the islands, just for the sake of helping the player make quick decisions. <br/> <br/>Thank you for the game!
Aug 27 06:06:00 15m 00s Trust Music This was a great entry! Unfortunately, the graphics flickering gave me a pretty bad headache--and I'm pretty sure it wasn't my computer, since I built it less than a year ago. Everything else has already been said... other than that it might be neat to have the *base* state of the game be to play with your "eyes closed" and the screen black. You might be unable to walk while playing guitar or something like that. Then I think that the opportunity to see would be even more exciting!
Aug 27 06:15:00 9m 00s Styx Now, this brings an entirely new meaning to "bullet hell"... I love the concept. As they said below: now let's have some more weapons and enemies :D With the current lineup, I just sat there pew pewing and made it to the end. Couldn't move fast enough to get to any of the skulls that weren't directly in my path, and they weren't going to go after me anyway.
Aug 27 06:42:00 27m 00s NEXUS Wow, this was amazing. I really killed my hand trying to beat that last boss! It took a while to understand what I was supposed to do on the first level, but once I got it... wow. My favorite was definitely the asteroids level. Right when I started feeling really cocky and confident about my skills, the game would wipe the floor with me and make me work a lot harder. Awesome.
Aug 27 06:48:00 6m 00s World 255 Man... please fix the collision detection. I had to walk over each wormhole like a billion times. Also, your UI doesn't need four boxes, if you can only hold one item at the time! You could declutter the screen pretty easily, I think. SFX are good.
Aug 27 06:55:00 7m 00s The Slay Zone This game has so much going for it, but it feels like the components don't exactly match each other. Sprites look good, and music is good but it doesn't really match the tone of the game. It wasn't hard for me--didn't lose a single HP--but I had to concentrate with each attack creating another problem. I would have liked it if the waves actually needed to be completed to progress to the next level, as I would have had a better sense of what was happening... I agree with the other posters. More juiciness all 'round to add to the succulent gameplay!
Aug 27 07:01:00 6m 00s Coplanarity A quick, sweet game! I, too, liked the ability to move the travel point, though I ended up feeling like the controls were a little bit confusing/stressful to use because of it. I'm not sure what you could have done differently, but there were some moments that were difficult to coordinate. Serviceable graphics and a nice use of the theme. The lack of audio didn't bother me much! Maybe you should grab a music friend for your NEXT jam, though ;] Thanks for the game!
Aug 27 07:24:00 23m 00s Spirit Aerie A solid entry! High-quality graphics and music really helped support the game. My main issue was with the gameplay: needing to do a sliding tile puzzle over and over again in order to click on stuff really fast didn't work well for me, and I felt like the three possible rows of hourglasses were kind of mocking ._. I would have liked it if there were more skill involvement than speed-clicking--like combos being unnecessary to advance, but somehow helping you out, something like that. As-is there was only that one gameplay element where you could actually do any better or worse, and though I made it to the end I wanted to give up when I realized that the tractors were bulldozing my work and there was pretty much nothing I could do about it :S <br/> <br/>I agree with the other commentors, though. Polished up, this is definitely something I'd play on mobile. Really relaxing.
Aug 27 07:39:00 15m 00s Zinfandel the Gatekeeper I wish I could give more stars for graphics. Great job! The mechanic where you could pull items between worlds was really cool. I also liked the glide-jump... it added a lot to the feel of the character, who had a certain sense to him despite there being no dialogue or communicated goal of any kind. <br/> <br/>I think that in a more completed version I would have liked to have somehow seen a bit less hand-holding with the level design. As-is I often felt like I was following directions, not independently choosing what to do. It's hard, though, when the penalty is falling... so I can understand that what you have right now is an attempt at frustration-proofing, which is totally valid :S Cool concept. Thanks for the game!
Aug 27 07:48:00 9m 00s Dizziness Kudos to you for the procedural generation! I liked being able to play as many puzzles as I wanted at a given level, and had to think quite a bit for some of the maps. Didn't even get to level 3 :3 Great graphics, too, and nice, simple gameplay. I agree with the other commenters that a backing track would have been helpful, but the SFX alone wasn't exactly annoying. Good on you!
Aug 27 07:58:00 10m 00s Catgirl, Save The Moon! Oh wow, this reminds me of those old cup and ball games I used to play as a kid. Really, really cool. My only complaint is that a lot of the graphics seem of very, er... variable quality. It's not that any of them are bad. They're ALL good. They just don't match each other very well :/ I loved the jostling and om-nom-nomming and the stacking of the aliens on earth. It was all adorable. <br/> <br/>Anyway, this was really fun and innovative. Thanks for the game!
Aug 27 08:07:00 9m 00s Starpiercer This game is GORGEOUS!! Please add a scoring system and difficulty setting as suggested previously... right now I'm just driven to play because I want to watch the snake-ship move around, but some sort of progression would have done wonders. <br/> <br/>I especially would like it if you could add lots more pieces to your ship, like if the goal were to continuously upgrade it and lengthen it, or something. With such great visuals, I think that would really motivate the player well. <br/> <br/>Thank you for the game!
Aug 27 08:12:00 5m 00s The Snake and the Silver Arrow - LD30 Edition I'm currently unable to access any of the uploaded materials... I checked all three. It's a pity, too, because this one really caught my eye! It looks interestingly fairytaleish.
Aug 27 08:26:00 14m 00s Inbetween Lands of Grass Beautiful graphics... I could get somewhere, but I just couldn't figure out what was supposed to go where, or really determine how I was influencing the scenes. I think a game with more stages or something might have worked better... as-is I felt like there was a solution, but that I was being punished for not wanting to sit down and go through the tedium of graph paper. Plus, any time I managed to do anything, it would all reset... !! It was just a bit too much. <br/> <br/>Thank you for the game! I'm looking forward to seeing you next Ludum Dare :]
Aug 27 08:35:00 9m 00s We are connected by a copper wire Wowwwwwww... gorgeous, gorgeous audio with a cute ending. I think this may be my first 5-star for mood. I agree with the other posters who say that the targeting around the table and levels could use some work, though :/ Most of my difficulty playing really felt like I was fighting the controls, not learning a puzzle. Thank you for the game!
Aug 27 17:59:00 9h 24m Escape From Animal Forest Sweet and simple, but at times deceptively hard... I liked it! Your SFX could use a little work, I think, and I also had difficulty with the controls--mouse might have worked a bit better? Click to interact, mouse wheel to swap animals, right click to initiate follow mode? Space to jump? <br/> <br/>Still, it was a really relaxing few minutes, and I loved the idea. Thanks for the game!
Aug 27 18:15:00 16m 00s Introspection This was a neat game with gorgeous graphics, and I actually didn't find it too hard to figure out (too much time spent playing The Sims as a child, perhaps?); I think I figured out what was going on with both characters on my first run. The gameplay was very frustrating though since I felt I couldn't actually control the topic of conversation on my end. I also got distracted and lost a lot of time with the "arrange your inner world" thing, since I thought it was going to have a gameplay impact... like, do I put the flower on my head to make it be "on my mind" so I can talk about it? Or what? <br/> <br/>I like the idea of having an aesthetic choice like that--it was a really nice touch in a jam that is so severely limited by time constraints--but I think that when you don't have control over the main gameplay mechanic in a game with time constraints, the player will assume that control has to be earned somehow (and thus waste even more precious time rearranging the inner world...) So, I would say that an update in UI next time while keeping everything else the same would really improve it. <br/> <br/>Thank you for the game!
Aug 27 18:26:00 11m 00s Heart Star Gorgeous! I liked the music and SFX. I did keep having issues because I swapped worlds when I meant to jump, but that is probably just too much training from other platformers ._. Really polished and complete! I'd like to see some more difficult levels... maybe some with more moving parts and whatnot :D
Aug 27 18:44:00 18m 00s Yggdrasil Using Yggdrasil was an inspired touch! I liked the writing, too. The end cutscenes went on a little bit too long--moving limited player control all the way down to zero player control kind of stung--but it was nicely played out. I almost would have preferred the nihilistic ending in which the gods win, but I imagine that would not make the most satisfying game... ah well. <br/> <br/>I also thought that you might be able to characterize the player avatar a bit better by upgrading the jump and movement animations in the post-compo version, as they're a bit stiff and don't seem too Norse Warriorish. <br/> <br/>Anyway, the parallax scrolling worked really well. I've done some studying of Norse mythology myself and liked how much effort you put into making things accurate. Gorgeous scenery!
Aug 27 19:01:00 17m 00s Leikr Cute cards with a good sense of humor and accurate mythological references... I really liked the look of it! Despite your instructions, though, I still really couldn't tell what to do. I seem to have ended up in some kind of stalemate after the very first turn, and couldn't manage to buy the special upgrade cards at all. Thematically, it was all there... I was very eager to play, but some sort of idea of how to play a good hand would be helpful.
Aug 27 19:29:00 28m 00s Souzou Cliff I gave up pretty quickly... the story moves too slowly, and the second level really needs some checkpointing if you're going to have the snow slip you around, disappearing platforms, whatever. Not so much a difficulty curve as a difficulty cliff (a Souzou Cliff?). I really wanted to like this, but I feel like it's somewhat overwritten as well. Cute characters who don't get much chance to develop, but do get a lot of dialogue... <br/> <br/>Anyway, I liked the concept and you've got some really pretty graphics. Great character portraits! It takes a lot of time to get multiple consistent expressions down. Props to you.
Aug 27 19:34:00 5m 00s WetWalkerWorld Really innovative concept and novel interpretation of the theme! I would have liked to have been able to move about a bit more quickly, and to the right of Samantha/Candy--where the rest of the game is supposed to be happening--my character just disappeared and I couldn't progress. I would really like to see more of this concept, more gameplay of it, so please do continue!
Aug 27 21:20:00 1h 46m Helps the bunny! Wow, neat idea! This is so innovative. I found myself really disappointed that there weren't any more levels to play through, haha. I loved the handpainted graphics, too. <br/> <br/>Two things you might want to tune up: first of all, the SFX riffs are a bit sour (some vibrato would really help, if I have it right and you're recording live). The other thing is that the movement is a bit difficult to plan on the platformer--almost too responsive, maybe? I found myself jumping to the top of the L-shaped pieces by accident, running off ledges, etc. <br/> <br/>Thank you for the game!
Aug 27 21:28:00 8m 00s Connecting Flights Through Space This looks really neat, but I had similar problems with the laser not firing on level 2 (and if I left the narrow space corridor, then I'd lose the level without knowing why--there was no apparent danger). On another note, the music is great, but I think your guitar is a bit out of tune. I liked the graphics, and the idea... it's really great to see space shooters. Thank you for the game!
Aug 27 21:37:00 9m 00s Visiting the Mushrooms Oh, wow. I normally hate exploration games but this was such a perfect combination of low quality assets, weirdness, and skilled procedural world generation that I enjoyed screwing around in it. I've got nothing to add--loved the walking animation and the blood-squirting mushrooms, this was brilliant.
Aug 27 22:07:00 30m 00s CyberSwap Neat concept! Your graphics are great, especially those you see in the combat scenes. I love that you could get an animation done that wasn't just numbers popping up over someone's head. Music is also pretty good, but the mixing needs some help--the difference between BGM and victory theme volumes is way too high. Solid SFX work. <br/> <br/>In a general design perspective, I'd like to see more interactions between virtual and real worlds, because as-is outside of the one lever in Shannon's room the computer terminal just functions as another door--it's purely aesthetic, not functional, and doesn't do anything for the gameplay itself at all. There just isn't much game here right now. I kind of expected a series of puzzle rooms in houses--think it might have worked better. <br/> <br/>Writing also needs work, as there's a lot of basic spelling and mechanical errors in what you have there--which is ok for most games, but for something as text-heavy as an RPG, it's a serious problem. I usually noticed one or more per dialogue. The humor also fell flat for me--you sure as hell earned your reference to Scubabear, but the rest of the meme insertion doesn't give you much by way of freshness. <br/> <br/>A roleplaying game is based on, well, playing a particular role, and your characterization wants some examination. Who is Shannon? What does she want? What's going on? Why's she so good at punching rats? What is the objective? We've got no idea--just that we're interacting with various objects because that's what you *do* in a game. I mean, sure, it's incomplete--but I feel like there were a lot of opportunities untaken, just from what there was to see. <br/> <br/>I have to apologize for being so hard on you. Combat RPGs as a genre are kind of tired, and I feel like you have a lot of potential to do some really amazing work. Thank you for the game, and I do sincerely hope you finish it. I look forward to playing more.
Aug 27 22:17:00 10m 00s World's Best This is a really solid entry! I liked the variety of enemies. You didn't waste a moment of our time doing something we'd already done before, and the fight with the shadow monster (where I lost and, sadly, didn't continue due to lack of checkpointing) was extremely novel. Controls were really, really sticky. My movement would get stuck and I could dash usually only about 10% of the time when I hit the key, which was frustrating because I felt like I kept unfairly taking damage. Really liked the world design and the multi-level environments, with a satisfying lock-and-key design system. Thank you for the game!
Aug 27 22:43:00 26m 00s Rude Bear RPG This is the best game I have played this jam. <br/> <br/>By far. <br/> <br/>Thank you. This is basically "crossed the line twice" humor at its finest. Great gameplay, too... I couldn't beat the goddamn final boss because it kept on one-shotting the whole party, no matter what kind of strategy I tried, but damn... this was fun, and very well-balanced.
Aug 27 22:50:00 7m 00s The World Within Agreed with GAFblizzard and hundredhundred on all counts... it's pretty, but I didn't feel adequately motivated by the long "walking through story" section to continue past the first level. <br/> <br/>In particular, the fact that fireballs can hit you before you have a chance to even spawn is really frustrating and anti-fun.
Aug 27 22:57:00 7m 00s Rescue Shump Really neat idea! I agree on the comments about collision detection. The first time I played I died before I could get to any houses... then the second time, I hung about picking up survivors, taking zero damage, and filling my HP bar past 100% (???). An option to make the game feel more desperate without creating unfair gameplay is to write dialogue stings that play intermittently, short little messages from the people you're rescuing and so on. Check out our entry for details if you like...
Aug 27 23:48:00 51m 00s Guardian of worlds Unfortunately it has been a long time since I have written anything in French, but I can read it just fine ;] <br/> <br/>This is a neat game! I hadn't thought you could make anything like this in RPG maker. It's kind of like a RPG X-Com game. I didn't get too far because the gameplay felt a little bit padded--I have lost my tolerance for grinding through combat after combat, and because the gameplay seemed like there wasn't going to be any end to the game, I stopped when I felt like I understood what I was supposed to do. <br/> <br/>Thank you for the game!
Aug 28 04:21:00 4h 33m Sweet Dreams Really gorgeous graphics, and well laid-out... but I kept hammering the alt key and it wouldn't let me attack! I tried jumping over the enemies and pressing alt, going up to them, just standing there... nothing :&lt; And I got to that hole in the tree and the game played Toccata and Fugue and ended! More, please!
Aug 28 04:30:00 9m 00s Where Are Your Friends Tonight I didn't expect myself to get too affected by anything, but the part where I was desperately talking about the same party everyone threw up at to my increasingly disaffected and balding school friends kind of got to me. I thought I might be able to hold onto my last friend for a while, but it wasn't long before he was gone, too, and I was kind of sitting there staring at a screen of blacked-out faces. <br/> <br/>It was depressing how the way the characters looked on the menu remained the same, even as every time we caught up they had clearly gotten much older and moved on. I didn't feel like we could "do nothing but reminisce"... it seemed more like the character I was playing was trapped in the past, decked out with albums no one cared about anymore and concerns about the weather. <br/> <br/>Love the Scott Pilgrim-style art. Thank you for the game!
Aug 28 04:42:00 12m 00s Parallel Rift Loved the character design and the general look of the game (cel-shaded portal is excellent!). The wubbing soundtrack gave a good approximation of the sound you'd expect from a dimensional portal. Gameplay feels good, but I felt it was a little boring... I've seen this enough times in recent games (Braid, The Adventures of Shuggy, etc.) that you need to add a bit more to be really innovative!
Aug 28 04:57:00 15m 00s Boulevard of Broken Themes I couldn't do Under Pressure either, which made me sad because I wanted to do more of the game... maybe if you made it so you could access the first door of each sequence at any time? This is so cool and I really wanted to get to all of the genres you put in. I played the two notes in time with the blank spot in the music, but... nothing... :/
Aug 28 05:06:00 9m 00s You never call. HOHOHOHOHO! I won! I played three times and managed to get it on the third try in three turns. If the game had been more abstracted/minimalistic I'm sure I would have obsessively tried to find the minimum number of moves :&gt; This was fun. Thank you!
Aug 28 05:16:00 10m 00s Connected Collective Really neat idea! The graphics are clean and there's a horrible sense of inevitability as the sky islands come closer... and closer... The melancholy music really helps. I stank at it, though. I had such a hard time just trying to keep my chunk of island from being blown up, and the one time I thought I'd managed to get a group of people disconnected... well, they kersploded along with the piece of rock I'd removed. It's really difficult to snare new islands without building out a lot, and then while your back is turned some cluster you'd been nurturing gets messed up... I realize that it's probably symbolic, but I didn't feel it made for much fun :&lt; <br/> <br/>Thank you for the innovative game!
Aug 28 05:26:00 10m 00s Belammert I played for a while, but I don't think I really got it. Connect the domes and apple trees, don't connect volcanoes... is that all there is to it? More feedback from the game on what was happening and how I was influencing it may have been necessary. I liked the graphics, but the short drum loop gave me a headache :/
Aug 28 05:51:00 25m 00s The Lion's Song The game is interesting with excellent graphics. Please forgive me: You've received a lot of praise, so this post is going to be mostly critique. I felt that it was overwritten in places. The art is gorgeous as always, but when you describe facial expressions we can interpret for ourselves with text, it really weakens the strength of our perceptions. With the simplicity of the image: a young woman, a closed room, the mountains, I wish that we had been more able to access it for ourselves. <br/> <br/>Next, the game needed more of a narrative arc, I suppose. I didn't get a sense that anything was changing, or becoming. Often I'd pick a dialogue option and then the character would say that line, and then the other... so why did I choose? Yes, Wilma becomes closer to Leos, but who are these people? Wilma describes herself as delicate, but that's, well, a very common way to describe women that doesn't tell you much about her in particular. A poetic intellect to be sure, possibly consumptive or hysterical if she *whimpers* on discussion of her writer's block. A young woman sent off into the mountains entirely alone, in *that* era? It's highly unlikely... there should be something about that in there. Talking alone, unintroduced, unchaperoned, to an unknown man on the telephone would be the site of high scandal--in England, at least; it may well have been different in Austria, but from my understanding, not so entirely different. <br/> <br/>I wish I had gotten a better sense of the burden of the passage of time, perhaps through some sort of rain SFX or the like. Making a silent game about musical composition is a very interesting choice. <br/> <br/>Thank you for all of the food for thought, and for the game. Best of luck in the competition!
Aug 28 06:02:00 11m 00s Psychiatric Hospital I really wish that you had had a more unified "look" for graphics. It's a cute idea, but it seems kind of an unfortunate treatment of autism when there's that whole "people not puzzles" campaign going on and whatnot. My favorite part was probably the maze--it was almost unbearable to play through, but I felt a real sense of accomplishment at the end.
Aug 28 06:14:00 12m 00s Otrora Really nice character design! She looks like she's from Team Rocket, haha. I want stuff to shoot and more fluid platformer controls :&lt; Writing needs some proofreading. I really liked how you had different facepic sprites for when she had different amounts of damage, though, and the pixel art backgrounds pop nicely.
Aug 28 06:25:00 11m 00s Ex-Fraktion Brilliant. Top-notch mood and feel. Shooting was satisfying. Dying even had a great animation... really, really juicy game with great feedback and gameplay. It got a bit tedious to have to do the whole thing in one run--I played maybe 5 times, got to the second-to-the last room, and then ended up giving up because I didn't want to do the first two levels again. I'm not sure if you could have really implemented a functional checkpointing system with this gameplay style, though. If I had more time to review games I definitely would have struggled it through to the very end. Thank you!
Aug 28 06:33:00 8m 00s KLIN DESTINY A nice little platformer! The graphics are very impressive and the mood is really well-done--really epic. I found myself wondering what he was doing with his staff, why there were no enemies, and making up the story that he was some kind of great warrior dragging himself up the cliffs to defeat a horrible monster--no other souls since they were already dead... well, what can I say, it was inspiring :] I would have liked more oomph to the platforming, but a sort of Shadow of the Colossus platformer spirit works really well here (lots of travel, combat at the end maybe). Had some frustration at the level transitions--you might want to fade to black at the end to smooth them out, rather than letting the game freeze. Enjoyed the enormous moons and parallax scrolling, especially in the waterfall level! <br/> <br/>Thanks for the game!
Aug 28 06:40:00 7m 00s The Climb The mood is very pleasantly dismal, but the SFX contrast terribly with the soft piano music and minimalistic monochrome backgrounds. I am choosing to imagine that it was intentional to make it impossible to carry on after realizing that your father is the real problem, as it makes the game more interesting. Good concept.
Aug 28 06:44:00 4m 00s Garden Meditation Deluxe Really nice nature sounds! I appreciated the multiple stages of destruction that showed up as I whacked things with my shovel.
Aug 28 06:51:00 7m 00s DON'T. BREAK. MIRRORS. I really liked that one tarantaraaa~ SFX. Cutscenes drag some and are unskippable, which I found frustrating when I went back to replay a few times. Information on controls would have been helpful. I felt genuinely horrified at the idea, though, which was very... well-thought-out. Thank you for the game!
Aug 29 00:42:00 17h 51m Orange Wow, this is neat! I would have liked a more skill-based challenge for the "lens of truth" section. I really dug the graphics and SFX, though, and I think it's cool that you took on a challenge like this for LD. Good writing, too... definitely some of the best I've seen for the RPG games I've played with this Dare.
Aug 29 01:09:00 27m 00s Twin Bullets There kept on being a problem where the RHS turret would get stuck shooting in a particular direction... I was willing to stick it out for a pretty long time, but when it got to the boss it was just too many monsters and too little control over the situation. I liked the music and SFX, though the SFX were too loud in comparison. Really nice, meditative experience, especially when the shuriken came into it, and innovative, too--loved the experience of *trying* to be shot at. Just remove the bugs and tweak the audio balance, and you'll be sterling. Thanks for the game!
Aug 29 01:19:00 10m 00s Oval Opposites Only got 19 or so. I loved this, especially the explosive decompression the second circle seems to undergo at the end o.o Music is a little loud, I think, but relaxing and good to listen to. I think there may need to be a bit more feedback of some kind (audiovisual, I mean) in order to make the game really addictive. Agree with other posters that the controls could use some tweaking. <br/> <br/>It used to be called "Curvy Companion," right? I think that name was a bit more eye-catching. Thank you for the game! It's really good.
Aug 29 03:45:00 2h 26m Mirror - a tiny visual short story Wow... wow, I really liked this. Go review some more games so you get more coverage! The writing is excellent, with an atmosphere of real tension. Yes, it was a tiny game with only one decision in it, but I was engrossed in the scene, the horror, all of it. The lack of music really worked. It was sparse, centralized, minimalistic. I would like it if the bad end had been fleshed out a little bit more--really scare the pants off us!--but all the rest of it was wonderful. Thank you for the game!
Aug 29 04:00:00 15m 00s The Chain of the World I love the image. . . very nice. Please do continue? I'm excited to learn what this is all about!
Aug 29 05:03:00 1h 03m World Champions I got moderately addicted to this game and will be checking back again in the next few days ._. I think I played it for, like, 2 hours. Congrats to Kwak, Garlik, and kill0u, whose armies I could not kill without being massively overleveled o.0 <br/> <br/>I initially put in two white mages so they could heal each other (not really realizing that your front dudes stay in front and your back dudes stay in back; Final Fantasy this is not), but I found out in the end that that was a poor strategy and I should have swapped one out for an archer in order to have more long-range dakka. Would have appreciated the ability to kill a team member without losing all progress :&lt; <br/> <br/>Thank you for the game! I am really looking forward to the post-compo version.
Aug 29 05:24:00 21m 00s Iunius I really like the little meter at the top you have to show which wave you're on. A higher rate of fire, more maneuverable ship, or improved collision detection would have really helped ._. Cute graphics :]
Aug 29 06:06:00 42m 00s A New World This is neat! The addition of the rising water to the basic Lemmings gameplay was a good idea. I'd appreciate more complicated level design, though, and maybe levels that could be solved in multiple ways. I also had a bear of a time using the ladders. Characters would get stuck on them or ignore them quite frequently--like in the 3rd or 4th level, when they had to jump onto the ladder and ended up just getting stuck there like flies and not moving. I tested this multiple times... just didn't work. <br/> <br/>Thank you for the game!
Aug 29 06:28:00 22m 00s Worlds Collide High score: 3520! This was fun. Good graphics and neat ship design. For a post-compo entry, I'd like to see a game with either different seeding or a different time limit... I found that I very consistently couldn't get my ship to upgrade without the first half of play being over, which was frustrating because I spent most of that time running through space seeing nothing much of interest. Then, since objects would disappear from the map at the edges, or suddenly spawn at the corners of the screen, I couldn't exactly go back to grab something I'd missed. Those big juicy planets were not, in fact, big juicy planets but rather just outsize obstacles. That's a lot of the fun of Katamari gone... the anticipation of rolling that damn thing that was in your way up. <br/> <br/>I think you could also use a tune-up on audio. The wub wub wub spaceship noises were great, but a crash sound for when you run into something and an improvement to the song would help. <br/> <br/>Thank you for the game! I look forward to seeing the post-compo version.
Aug 29 06:37:00 9m 00s Little Drop Cute little game! It would have helped to have had some music to give you the feel of things too, as well as maybe a less abrupt level transition (I was confused at the beginning when the menu screen didn't just let me start playing, and instead plopped me down at a level beginning without fanfare). I would have also liked the little droplet to feel heavier as it splats around, rather than being so floaty--to contrast with the feel of the cloud mechanic, which should be really freeing. I really liked the water cycle mechanic and the cheerful little level-end sting. <br/> <br/>Thanks!
Aug 29 06:50:00 13m 00s Airlocked Finished it. Really liked the circular ship! I'd also have liked multiple endings and more, well, oomph so it wasn't just a collection game with very, very basic platforming (needing to get used to this rotation with more difficult jumping puzzles: yes please!). The mystery at the end was also kind of shortlived... I thought I'd screwed something up, not experienced a twist :/ <br/> <br/>Thank you for the game!
Aug 30 06:00:00 23h 10m Little Beetle Saves The World Level nine SERIOUSLY kicked my ass. No trouble with platform connectors here, but I did kind of feel that one level was too hard--I sat there, memorized the patterns, and no matter how much I spammed the movement keys I couldn't get anywhere :&lt; SFX-wise that one slide flute sound was both way too loud and, well, annoying. It was fun, though, and I thought playing as a beetle protagonist was a really cool idea. Thanks for the game!
Aug 30 06:45:00 45m 00s Garden of Oblivion Well, that was... strangely disturbing... One of your scarecrow graphics, the 2nd one, throws an error, and when I tried to get the pendant, ladder, and key out of order (thinking I had a choice which one to get) the game crashed and looped me back to an earlier point. Really good writing and general mood. The fox looked pretty off-model and I felt like the SFX when doing the puzzle games was kind of detracting, since it showed up only after the mood had started to change. <br/> <br/>The thing I liked best was the lotus-eaters puzzle, since I already knew the answer from experience but had to replay the first couple days a few times to remember the library-ghost's advice. I felt like this might be intentional, and it again gave a really hallucinatory feeling to the game. I'd also like a little bit more responsiveness on the text input, though--specifically, that it ignore case, since I inputted the answer a number of times in what were apparently unaccepted formats. <br/> <br/>Really neat idea to have the puzzle-solving mechanic. I really enjoyed this entry... thanks for the game!
Aug 30 07:32:00 47m 00s Hero of Elements Dear god that's hard. Great level design. I got stuck on level 2 of the lava region :&lt; Love the animations, but especially the little sections where enemies are just screwing around on the bouncy boxes or whatnot. It's good that the death animation is really funny, because I sure saw it a lot. It looks like he's about to cry: "O Tempora! O Mores!" Great job :D
Aug 30 18:06:00 10h 34m War of the Connected Worlds A nice, short game! I got to the end. I liked the controls, and the waves were just the right length. The only thing I'd change is that enemies spawn on top of you without warning, which didn't seem exactly fair; most of the damage I took was completely out of my control. Maybe the game was tuned that way and it was supposed to feel like that for the experience, but I found it really frustrating. <br/> <br/>Thanks for the game!
Aug 31 04:34:00 10h 28m Once Inside This is a hard entry to rate! As a story, I really enjoyed its simplicity and elegant construction, and it's hard for me to call it just a walking simulator when walking about really added to the characterization. More like a visual novel with walking included, if you ask me. I'm glad that there wasn't any skill-based lock-and-key level design for this one, frankly. The animations were really cute. I liked the waving grass and how spare everything was, though I wasn't sure why you put the guy with just his bed in there. I think it would have been really cool if his whole place was filled with yellow dudes when you come back -&gt;&lt;- Because he made space for them, right? <br/> <br/>Anyway, thanks for the game!
Aug 31 04:58:00 24m 00s Seminecata I wish I could give more stars for mood. That was fucking terrifying. The story didn't make much sense to me, though, and sometimes Alex's big head was in the way of stuff :&lt; I want to know... was there more than one ending?
Aug 31 05:27:00 29m 00s Connected I am not sure I understood any of that (specifically what was going on at The Twist and after), but it sure was cool o_O Sound processing needs some work and you had some stumbled lines, but your delivery was good!
Aug 31 06:34:00 1h 07m Defense of Geome Wow, this was a really cool idea! It wasn't *too* hard, though I wished that I could buy permanent upgrades for my ship instead of just temporary bullet and r.o.f. boosts. The constant degradation of my stuff was really frustrating :&lt; I would have also liked the left hand of the viewer to be larger... it didn't feel like there was quite enough flying room for a shmup, if you know what I mean. Would have liked it to be juicier, too; I think we needed more of a reward for doing well, since this is a goddamn taxing game. <br/> <br/>Still, I'm being hard on you because I really like this--bullet hells and tower defense are some of my favorite genres, and I would buy a polished version of this commercially in a hot second. Thank you for the game!
Aug 31 06:52:00 18m 00s The Dream Smuggler Art style is great! It reminds me in ways of The Little Prince, which gives a pleasant, nostalgic feeling. Every time I get to the "free the other dream smuggler" event though, the game just goes back to menu. I was also really, really confused by the initial cutscene. I think that if you worked hard to develop more of a unified feel for this game, it could work substantially better. You've got good stuff to start with... looking forward to what you end up creating! Good luck!
Aug 31 07:43:00 51m 00s Link High score: 63! <br/> <br/>This is a fantastic entry on all levels. I'm bookmarking so I can keep playing on slow days post-jam. I've reviewed close to 100 games personally and this one is an outstanding favorite. The only thing I'd change is the menu theme, which doesn't really fit with the rest of the game well. Still--definitely one of my favorites. Thank you for the game!
Aug 31 16:40:00 8h 57m A Whimsical Adventure At The Other Side Of The Rainbow This is neat! I was especially drawn by that very powerful first section--the "making of a world," as it were. It reminded me of that section of Watchmen where Dr. Manhattan is... er... assembled. Later prose could, I think, stand to be a little sparser because what you have feels monotone and inflexible as the writing wears on. Of course, if we are talking pretension then there's always the possibility that this was intentional--but I felt specifically *unimpressed* rather than experiencing an immersive emotion, and I can't see how alienation from the player avatar and the story itself at that juncture would serve your purposes. <br/> <br/>All those things being said, though, I enjoyed the time I spent with it enough to go find 3 or 4 endings, and really dug the audio and graphics. Thank you for the game!
Sep 1 00:25:00 7h 45m A letter for God I would have liked for the gameplay to have been a little bit more consistent. I felt like the impacts of my choices were effectively random, and that I was punished for solving problems. The structure of the game was I think kind of hamfisted (Maybe write in your native language and get a translator on the team?), but still, kudos for you for trying the topic!
Sep 1 02:14:00 1h 49m BOND No music, not even for post-compo ver.? Aww :&lt; I like this idea, especially the choice to stay connected or not. It's pretty clever! Thank you for the game.
Sep 1 04:59:00 2h 45m Bond Oh wow, this was fun! I think I died like 58 times trying to get to the end ._. This is amazingly complete for a compo game. I really liked the ongoing dialogue, though I feel like in a post-compo version you might want to clean up the plotline a little (as the ending feels a little bit sudden, and there's a few passages that are kind of overwritten/themes that are introduced and then left off). I really wanted to see the city at the end... ! <br/> <br/>But hey, those are literally my only complaints. I loved the dual-character control, the difficulty curve is perfect, and it's a really sweet story *_* Thank you for the game!
Sep 2 00:48:00 19h 49m Galacto's Intolerant Good idea to use Jupiter, Bringer of Jollity at the end, though it should really be attributed. I expected more levels given that there is plenty more to The Planets, LOL. The writing in the feed provided a solid framing device. I wish it had corresponded to what was happening in-game a little bit more. Overall... neat idea, but perhaps add some more gameplay to go with your writing?
Sep 2 00:59:00 11m 00s Star-crossed lovers Dear lord, 16 children? LOL. I liked all of the space puns, and you had great writing! The results felt a little beyond my control, but I guess that's the point of those kinds of shows, right? Babbies are up to you, a good match is up to the host. Thanks for the creative game!
Sep 2 01:25:00 26m 00s A Broken Planet I spent a lot of time playing this... it was frustrating that nothing much was resolved at the end. I didn't really feel like I'd gotten anywhere. However, I did appreciate that you gave us the answer to the Greenhouse puzzle up there... reminded me of Metal Gear where you're supposed to "look on the back of the box" to get Meryl's codec. Good writing in general, and it brought be back to the good old days of playing Zork :D Thanks for the game!
Sep 2 01:42:00 17m 00s e|merge So, I played the updated version... the opportunity to walk into literal invisible walls does not a choice make! I'm fully willing to admit that I may just be too stupid to get the plotline--a guy who loves VNs tries to avoid VN cliches to find his perfect girl, then gets stuck in a maze that he doesn't actually have to navigate, and then meets her in a platformer, kisses her, and realizes that he's ascended to godhood and ended a war? It just seems kind of incoherent, which is why I assume I must not have understood...
Sep 2 01:45:00 3m 00s House of Demise (Horror/Puzzle) I DL'd it twice, but each time I get a message saying that the zipped file can't be extracted... A pity, too, since this looks awesome!
Sep 2 01:56:00 11m 00s Mispool Man... I had no idea what to do in this, possibly due to my lack of experience with pool in general. It wasn't just a "little" baffling, I had no idea what was going on ._. I think that if the controls had been a little bit more sensitive or I'd had a UI to fool with, more feedback, I might've had more fun. Really liked the zooming SFX on the 8-balls, that was actually pretty damn funny and almost made getting wrecked by them forgivable ;] <br/> <br/>Seems like a neat concept, though. Thank you for the game!
Sep 2 02:21:00 25m 00s Computer, Open That Door! Wow, this is actually really fun! I have nothing to recommend, other than that maybe you should make the controls a little bit clearer. I lost my first game because I didn't understand the relationship between what the crew were saying and doing and what was happening, that there was going to be a cooldown time on instruments rather than just straight-up having them find me and make me lose... but the second time I was much more devious and I managed to toss three crewmembers out an airlock all in one go \o/ That was extremely satisfying. <br/> <br/>Thank you for the game!
Sep 2 05:37:00 3h 16m Dr Blake Saves the Universe Gorgeous graphics... the game is, well, playable, but I think I played it in not much more time than it took to finish watching the intro text scroll. More punctuation there, maybe a few less sentences? I felt like you spent a lot of time telling us that what we were doing was really important, but then with no obstacles--I died exactly once while I was getting used to the floaty jump--we don't exactly feel like we've earned anything. <br/> <br/>Hey, maybe flesh it out more? You really just need to work on your level design some and you'd have a decent platformer here. Good luck... and thanks for the game!
Sep 2 05:47:00 10m 00s Morpheus I played for a while, but ended up quitting because I had no idea where I was getting set back to when I died, and because the 2.5D graphics made it hard to figure out what my hitbox was--I had no idea where I needed to be in order to not be hit. Really good job on the graphics and mood, though, with hallucinatory audio. Your animations are nice and the character looks like she was made from a paper cutting. Thanks for the game!
Sep 2 05:52:00 5m 00s Dependant So... your entry is called Dependant, as is the .jar, but the game name at the top of the screen is "Labyrinth" and it still has nothing to do with your screenshots.
Sep 2 06:07:00 15m 00s Interplanetary Harvester Really neat idea! Not so much my thing, but the polish and care taken with this is incredible. Thank you for the game!
Sep 2 06:16:00 9m 00s Disc Jockey Jockey I, too, would LOVE to see a post-compo version of this. All that voice acting... man, I bet it'd be fun. Please?
Sep 2 06:25:00 9m 00s Parallel Universe Graphically beautiful! I agree that a little bit more gameplay depth would help, but even something like a kill counter at the top or a little more juice would have been motivating... as-is your bullets were perhaps a bit too long and a bit too hard to see when coming from the other world's layer (they blended in with the background). It looks like an infinite game, so some indicator of progress would help the player. Additionally, being able to hold down space to autofire... it's a bullet hell, please let us shoot things ._. <br/> <br/>Good mood, though. Reminds me of the movie 'What dreams may come,' sort of. Really gives a vibe of all those classical paintings. Thank you for the game!
Sep 2 06:35:00 10m 00s Mor Well, that was horrible o_O In a good way. I don't have much else to add... thank you for the game!
Sep 2 16:28:00 9h 53m The Stitcher Presumably it's mostly comments, not actual ratings :] <br/> <br/>Anyway, I concur! The pic looks cool and I'm really curious to see what the gameplay will be like.