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| Timestamp | Since previous | Game | geckojsc's comment |
|---|---|---|---|
| Dec 8 06:33:00 | Mash for Three | first try: 1940 points <br/>Very clean and aesthetically pleasing (only the tutorial finger looks slightly weird, maybe a cursor or something would have been better, but that's just my opinion). The sounds are satisfying and there's a fair amount of depth and strategy. <br/> <br/>The difficulty curve is fantastic - once you get lots of mines on the screen it kind of changes the nature of the puzzle, because you have to start thinking about which mines you need to break first to free up that one trapped mine in the corner. It's here that being able to memorise the colours really helps (I'm not very good at it!) <br/> <br/>I wonder if playing this game will improve my short term memory? ;) | |
| Dec 9 17:10:00 | 34h 37m | HexaPong | Pretty cool entry, interesting idea/mechanic, and decent graphics/design. <br/> <br/>I found the controls a little too responsive, making it hard to achieve any precision with my movements, which combined with the fast speed of the ball made it very difficult. Maybe some slight acceleration on the hexagon would have been good? Or maybe I just have terrible reflexes ;) <br/> <br/>Music is nice, but very short and very quiet. |
| Dec 9 17:11:00 | 1m 00s | Zoom | borked link :( |
| Dec 9 18:17:00 | 1h 06m | Toy workshop | A fairly nice base for a strategy game here. Unfortunately once you've got a few projects in place, it seems to just boil down to watching numbers get bigger and smaller (but the game is still fun if you leave it running in the background while doing something else) <br/> <br/>On the user interface side, there seems to be a lack of consistency in the way dragging works. Sometimes it's click, move, and click again. Others I have to click, hold and drag. <br/> <br/>This wouldn't really be a problem but sometimes the game freezes when you try to release a planned (20%) project in the wrong spot (and that happened a few times because I didn't realise I was supposed to drag). <br/> <br/>Also there's a lot of extra screen space! I guess you were planning to put more stuff to the right, but ran out of time? Anyways, good work! What you have so far is pretty promising, and the progression is nice. :) |
| Dec 9 18:36:00 | 19m 00s | Smash N Bash | Cool ideas! I especially like how you can get rallies by hitting the same ball over and over (is there a reward for doing this? if not, there totally should be!), and I like how collecting coins with the cursor forces you to change your aim, so you can't sit there shooting at the same sweet-spot over and over. The bonus UFOs are a nice touch too :) <br/> <br/>Is it just me or does the shop seem a little bit broken? I had noticeable bonuses for the first shot but they went away afterwards, and also I could keep investing points even after I had zero coins. |
| Dec 9 19:52:00 | 1h 16m | Snowball Tunning | Cool stuff. I seem to have bad timing, because every time I change colour, the enemies happen to change to the opposite colour. xD <br/> <br/>The mechanic is nice, I had a bit of trouble with the hitboxes and friction on the walls - made it easy to get stuck unintentionally, but I guess that also improved the challenge in a way. |
| Dec 9 19:58:00 | 6m 00s | Carrot Chaos | Hey, I got an exception when launching (using java 1.7) <br/>Maybe it's a problem on my end, graphics drivers or something? <br/> <br/>D:\Games\LD31>java -jar carrot_chaos.jar <br/>org.lwjgl.LWJGLException: Could not create context (WGL_ARB_create_context) <br/> at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method) <br/> at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50) <br/> at org.lwjgl.opengl.ContextGL.<init>(ContextGL.java:132) <br/> at org.lwjgl.opengl.Display.create(Display.java:850) <br/> at org.lwjgl.opengl.Display.create(Display.java:797) <br/> at com.goudagames.ld31.base.Launch.main(Launch.java:24) <br/>Exception in thread "main" java.lang.RuntimeException: No OpenGL context found in the current thread. <br/> at org.lwjgl.opengl.GLContext.getCapabilities(GLContext.java:124) <br/> at org.lwjgl.opengl.GL11.glViewport(GL11.java:3261) <br/> at com.goudagames.ld31.render.RenderEngine.<init>(RenderEngine.java:238) <br/> <br/> at com.goudagames.ld31.render.RenderEngine.init(RenderEngine.java:186) <br/> at com.goudagames.ld31.base.Launch.main(Launch.java:33) |
| Dec 9 20:28:00 | 30m 00s | Mobile gamer simulator | Best take on the theme I've seen so far! My one criticism is that even with the silly finger simulation controls, the games all seem a bit too easy, with no real difficulty curve. |
| Dec 9 21:16:00 | 48m 00s | Christmas Crusades | Loving the strategy in this one. It almost plays like a puzzle game, reminds me of peg solitaire for some reason :) <br/> <br/>I found that if I cycle to the last elf in the list and then move him three times, it ends my turn even if I hadn't finished moving the other elves, which can kind of unexpectedly ruin your plan. <br/> <br/>It would have been cool to have the strengths/weaknesses highlighted for the current selected character. The most time-consuming thing in the game is looking at the key at the top trying to figure out which class is good against which. <br/> <br/>Also, good job with the piano music, it's pretty cool :D |
| Dec 11 02:24:00 | 29h 08m | BREAK | I was hoping someone would make a game like this! Very nicely done, the controls and movement give lots of precision so that the game is not too frustrating. The map / progression is very nicely designed. It's a little weird not having realistic gravity, but it works well considering that jump height is important. <br/> <br/>Kind of reminds me of VVVVVV :) |
| Dec 11 02:39:00 | 15m 00s | Slime Ball | Nice idea! Fun, simple and difficult. I only have a couple of issues: <br/> <br/>- I can't restart with the space bar? It just causes the ball to advance by one frame. <br/> <br/>- Sometimes the ball shoots downwards when it hits the wall, even if it was traveling up at the time. Consequently, when the ball moves left you get an easier start than when the ball moves right (you can wait for a while without pressing the space bar for one, but not for the other) |
| Dec 15 02:02:00 | 95h 23m | Super Hide And Seek | Nice idea! I noticed a few problems with the bullets - they are the same colour as the background so I can hardly see them, and they spawn from the centre of the gun (instead of the tip of the gun or the centre of the player), which makes it hard to aim and causes me to miss shots. I think the overall accuracy of the gun needs some work. <br/> <br/>Maybe you could have made the gun rotate to point in the direction of the mouse? This would make aiming much easier. |
| Dec 15 16:00:00 | 13h 58m | REPROPULSOR | Pretty neat game with a nice variety of mechanics (the fields that push up/down felt particularly well-tuned as you could fly through them without losing control or falling). I like the neon pixel style. Nice to see a home-made engine too :) <br/> <br/>I found the corners of the bouncy tiles to be a little unresponsive at times, which would cause me to fall when I was expecting to jump. |
| Dec 15 16:56:00 | 56m 00s | Bad Television | Great to see such awesome chip and pixel artists working together! I thoroughly enjoyed it. Got stuck in the wall at the end though, because I was standing at the edge of the level when the room changed :) |
| Dec 27 18:39:00 | 289h 43m | Visit | Creepy and touching at the same time. I think my reaction was 'aw, thats nice' and then some realisation 'wait, why am I a floating head?' <br/> <br/>Seems like it deserves some cleaner, better graphics (though on the other hand, the crude pixels and clashing colours could be an intentional part of the aesthetic, this is what I hate about analysing art. xD) |