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Ian Morrison's games and stats for all events →
| Timestamp | Since previous | Game | Ian Morrison's comment |
|---|---|---|---|
| Dec 8 04:36:00 | Pong Invaders | I like the approach to the theme of doing a mash-up of classic single-screen games. Appreciated the inclusion of music. I don't really feel like the design made the most of the idea, though; instead of having pong and invaders interact in neat ways, it really just felt like I was playing two games overlaid on top of each other. | |
| Dec 8 04:41:00 | 5m 00s | Forever Falling | Some cool bits of polish in here, especially liking the stage transitions. Going back to the start after losing is infuriatingly harsh, though, and the movement feels really slow and awkward. |
| Dec 8 04:46:00 | 5m 00s | ARENA++ | Really like the rescaling arena, even if the transitions are overly long. Gameplay didn't work for me, though... I didn't really feel like I had any control over how quickly I took damage or knocked down opponents, beyond holding down the buttons. |
| Dec 8 04:51:00 | 5m 00s | Play Space Outvaders | Nice bait and switch! Had me fooled. The gameplay isn't very strong or interesting, but I really enjoyed the take on the theme. |
| Dec 8 05:22:00 | 31m 00s | Panic Course | Interesting game, kept me playing with it for a while! Ships look great, the voxel style works nicely and provides a nice level of detail. Ship construction is compelling, but you get to engage with it so rarely because actually knocking another ship down is completely down to a roll of the dice. If there was something compelling I could do between build session to improve my chances or play to the strengths of my design that would improve it immensely. |
| Dec 8 05:29:00 | 7m 00s | Vertical Defence | Solid, fun, focused, and polished. No really weak categories, and lots of nice touches. You had me at the clever way of starting the game! I also really like the explosions and pushback on the triangles, very satisfying to push a triangle into a crowd and light them all up at once. It feels like there's depth there I haven't touched yet, which is really impressive for as simple a game as it appears to be (let alone one created in 48 hours)! |
| Dec 8 05:42:00 | 13m 00s | Space Inquisitor | Got a little frustrated getting the same data multiple times even after a successful chase, but I enjoyed the solar system trivia! |
| Dec 8 05:47:00 | 5m 00s | Level One Turret | Really didn't like the timer, would rather compete for times rather than have a hard lockoff that stops me from seeing the rest of the content! |
| Dec 8 05:55:00 | 8m 00s | -CHAMBER- | Interesting concept! |
| Dec 8 06:03:00 | 8m 00s | Space Docking Sim 2014 | Very frustrating and the camera out the top of the spaceship is really disorienting, but I fully expect that's by design. An interesting depiction of a docking procedure nonetheless! |
| Dec 8 06:06:00 | 3m 00s | Floor is Lava | I like the moving environment and visual design. Platforming controls felt unresponsive, made it difficult to really have a go at it. |
| Dec 8 06:32:00 | 26m 00s | Tyrannicide | Interesting concept, could see a lot of interesting puzzles being made with it. Environments are nicely detailed. |
| Dec 8 06:49:00 | 17m 00s | Hazard Lab | Challenging and interesting! The third challenge seems almost impossible, but I very much enjoyed the first two |
| Dec 8 06:57:00 | 8m 00s | Comet Blaster | The time travelling single player coop is a neat conceit to apply to this theme. |
| Dec 8 07:21:00 | 24m 00s | Escape The Abyss | Some of the levels were frustrating to get right, and the click to move interface was a little unwieldy at times, but this was a really solid platformer with some really thoughtfully put together levels. Each level felt fresh, and the challenge level and mechanics built upon one another nicely. |
| Dec 8 07:27:00 | 6m 00s | Dissidence | Can't score this, there aren't any ratings on the page to choose from! |
| Dec 8 07:34:00 | 7m 00s | Christmas Robber | I had trouble figuring out which character was which, or which countered which. The characters are all fairly similar looking, and the counter graph is difficult to read in a hurry. |
| Dec 8 07:45:00 | 11m 00s | To Continue | A neat concept well executed. Graphics and sound are minimal but serve the game's theme very nicely. |
| Dec 8 19:25:00 | 11h 40m | You Have the Con | Very, very nicely executed. Had a real FTL feel what with scrambling between repairing different component, and sometimes having to change up strategies on the fly! Difficult ramped up nicely, too... I just barely squeaked through the last wave. It did feel like the bow weapons weren't targetable, though: I was able to rely on them staying up the whole game. <br/> <br/>A detail I'd have changed would have been to have the radar dots rotating around the ship instead of rotating the ship on the radar display, but that's just a nitpick. Also, really enjoyed the tone of the tutorial. |
| Dec 8 19:46:00 | 21m 00s | Doll house: q-Be or not q-Be | Cool little sandbox! |
| Dec 8 19:55:00 | 9m 00s | Orbit Jumper | Doesn't really stick to the theme, but an interesting concept. Barely needed to use the jetpack, though, since I can use A and D to move in space for free. |
| Dec 9 02:03:00 | 6h 08m | Cuberot | Amazing little game, thoroughly enjoyed it! Beautiful art style, and a clever touch with the sliding puzzle. However: the game DOES NOT RUN CORRECTLY in windowed mode! The title text never fully fades out and the creature never wakes up. I had to play fullscreen to get it to work. <br/> <br/>Also, why the heck don't you have a web player? It's a unity game, no excuse! ;) <br/> <br/>(It also lets lazy people like me see and rate the game more easily. If the screenshots didn't look so incredible I might not have played it!) |
| Dec 17 06:10:00 | 196h 07m | AntiPlane | Phenomenal use of the theme, really neat use of hard shadows to mask the changing parts of the level. Makes me think of sightlines, but as a sidescroller. I really like how you use changing perspective to keep the ball essentially bouncing around a single screen, but still convey distance, movement, and the perspective needed to pull off the primary mechanic. |