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| Timestamp | Since previous | Game | SonnyBone's comment |
|---|---|---|---|
| Apr 22 22:16:00 | Ice Story ( koori monogatari 氷物語 ) | Wow, you totally nailed the Taito feel. This game took me back to my childhood instantly. I love the pixel art, the feel-good music, and the characters. I feel like I could get attached to this character with some more cutscenes / backstory / etc. It's just a really fun little world. <br/> <br/>I'm not a fan of using Z+X to throw, but that's really my only complaint in an otherwise solid entry. The only thing holding this back are the limits that were placed on you by the jam time limit, which is ultimately what you want to end up with. Great job! <br/> <br/>And yeah, this is your best LD game yet so congrats to that! | |
| Apr 22 22:47:00 | 31m 00s | Tuba Knight | Wow I loved all the music references and the music-based enemies. I only wish the sound effects would've been more musical, too. <br/> <br/>Once again you nailed that retro feeling and hit another homerun with a unique cast of characters. That boss fight was especially memorable. <br/> <br/>I appreciate having numerous checkpoints as the jump was a little touchy and that one section with the spikes and the lizards shooting ... UGH I DIED SO MUCH! But in the end it was all worth it to fight that boss. I'm glad it wasn't just the typical 'hit 3 times to win' battle, either. I kept wondering how many it would take to finally kill him. <br/> <br/>Loved the tuba blow sound effect, too. It's kind of goofy like it should be. Also the line at the end about the tired shoulders.. heh. <br/> <br/>I only found 1 of 3 treasures thus far but I hope to go back and find the rest. <br/> <br/>Another good entry! |
| Apr 22 23:07:00 | 20m 00s | UNIVERSALIS | This reminds me of Flower for obvious reasons. I would've enjoyed dynamic audio to go along with the relaxation of just cruising through the orbit, though. I like the aesthetic you chose, and the atmospheric(lol) music is spot-on. <br/> <br/>Maybe I missed something but I didn't notice much of a connection to the theme aside from being able to 'fire' whatever it is that you pick up while in orbot... whether it's other planets or energy or whatever it is. Without having enemies, I guess it's hard to qualify that as a weapon. <br/> <br/>While there isn't a goal or a 'purpose' or however you want to define, the experience still manages to be interesting enough to make you think and reflect. Well... for me, at least. <br/> <br/>This was a pleasant break from all of the killing I've been doing recently. <br/> <br/>Both in AND out of judging LD games. |
| Apr 22 23:32:00 | 25m 00s | BED✰HOGG | I like to imagine that these are the kids that grew up to be pilots in Redshift Blueshift. <br/> <br/>OK, so I've played this about 10 times on different occasions to get my true feelings on it because at first I was so blown away that I had to take a few steps back. <br/> <br/>Since then I've played some other games, left a few comments, did some rating... and then I came back to this and it's still awesome. <br/> <br/>This game is almost perfect. And the things keeping it from being perfect are kind of silly, but I'll explain them. <br/> <br/>1) The sprite for the two main characters, while good, is not nearly as good as the backgroud art. The funny thing is... if the background art was on the same level as the character art, then the graphics would be perfect to me. I guess what I'm getting at is consistency. Despite everything being GREAT, you have this PERFECT background that makes me wish the whole game looked like that. Even something simple like some shading where the hair meets the face... something to give it that same depth/texture as the gorgeous stage art. Graphics are still a 5/5 - and saying "my art is too good" is never a bad thing. And really... this is all about time limits because I feel like you would add some zing to those sprites if you had time. I had the same issue with my entry. <br/> <br/>2) The AI is predictable. This can be solved by playing with 2 players, which is a REALLY FUN EXPERIENCE. And how dare you not program insanely smart and challenging AI in 48 hours? Right? Yeah, I didn't have time for that with my game, either. And again, this is something you could improve on with more time but I still feel like the true experience was meant for 2 players. <br/> <br/>And that's really it. So you can see I had to scrape the absolute bottom of the barrel to find something negative to day. <br/> <br/>The music is absolutely fucking 100% killer. I mean... there's just something about that grungy thick bassline that crunches you into high gear ready for a fight. And speaking of fight... <br/> <br/>You nailed the theme. Unconventional weapon? We've all hit somebody with a pillow. It's not a strange thing. It happens daily. But it doesn't hurt... which makes it such a useless weapon in a real fight. And this isn't a real fight... it's just a snapshot of a couple of kids getting ready for bed. To an adult it's just a bunch of roughhousing and noise but these kids are deep into some kind of pretend-mortal-kombat with each blow of the pillow being sold like a top rope piledriver to the concrete. This is what childhood was all about. Taking something simple and mundane and turning it into a deadly weapon via imagination. As I said, you nailed it. <br/> <br/>I am in awe, and I am inspired. |
| Apr 23 03:55:00 | 4h 23m | Shield Maiden | Reminds me of some sweet-ass Rygar Diskarmor! I love your art and the music is great but that jump sound gets old after a bit. The game is hard and requires good reflexes and concentration... and that's a good thing! Rad entry. Good work! |
| Apr 23 04:07:00 | 12m 00s | I dont want to hear it | To go against a previous comment, I'm sick of following lines on my screen to press a button in rhythm games. Those games throw a ton of mess on the screen but none of it matters because in the end you're just starting at lines moving downward. Your game isn't like that, and I really appreciate it. I'm actually following the flow of these strange little demons (I call them head boogers) and getting into the action by bouncing left and right with the music. It's a nice change of pace. <br/> <br/>I can't get over how much fun level 2 is. I finally managed to flawless it after a while. I tried to do the same on stage 3 but my best so far is 7 misses. You have to give us an OST. <br/> <br/>Yeah, visual art isn't your strongest category here but you kept it simple, and it works. I think my least favorite visual aspect is the logo text. The waveform at the bottom and the color selection for the head/headphones/demos ... all pleasing. I actually like the design of the demons. They don't really look like anything I've ever seen before, and I think that's what a demon should be, really. <br/> <br/>I didn't have any issues with controls or difficulty like some of the other people, so I can't comment on that. I guess my biggest criticism would be that 'theme' and 'innovation' are only average while 'fun' and 'audio' is 5/5 for me. In the end, nothing is bad about this game at all. It's one of my favorites so far, and has earned a permanent spot in my games folder. <br/> <br/>Good job, man! |
| Apr 23 05:30:00 | 1h 23m | 冬の死DEATH冬の死 | DOTH HATH UNEVENED AN EVEN. UNODDED AN ODD. THINE MEMORIES OF DAYS GONE PAST BUT NOT YET BYGONE. DOES THOU DOTH KISS THINE MOTHER WITH THAT MOUTH? cyber-fusion |
| Apr 23 05:48:00 | 18m 00s | KNIGHT | Wow, great use of the theme. This is a pretty innovative concept. It obviously needs more work but I like where this is headed. |
| Apr 23 06:21:00 | 33m 00s | DAGDROM | This game is way too short. <br/> <br/>If the game was crap, then I wouldn't say that. I want more. I feel like the difficulty really spikes during the long climb without much buildup to it, then the game ends soon after. And this is my only criticism with the game. Length and pacing. <br/> <br/>The controls are wonderful, but I would like to have up open doors (since there is no area where jumps are placed near doors). The music is so awesome (especially after learning how you made it) and brings an uneasy feeling to an otherwise happy feeling game. The art is ditto. (It's going to be a term in art books one day, just wait.) <br/> <br/>As far as the game itself goes, it's great. Needs more content, but that's always the case for nearly every jam game. <br/> <br/>But yeah the theme connection is really missing and that's a shame because I know what you were originally going for and it was aimed perfectly at the theme. If there was an actual boss to fight at the end, then your connection to theme would be great. But with just that floating face that doesn't fight back, it feels less like an enemy and more like a puzzle element. I want a rad paint flinging swooping splooshy squishy boss fight! <br/> <br/>I feel like you're becoming the Keith Haring of gamedev. I just hope you never die. |
| Apr 23 06:42:00 | 21m 00s | A Knight and A Line | Wow, this reminded me of the old Hyperstudio 'games' I used to make back in the day. A funny story with stylish art and a great use of the theme. Totally unexpected with the PDF, but pleasantly surprised. :D |
| Apr 23 06:49:00 | 7m 00s | Get Gorgon! | I GOT GORGON! <br/> <br/>It got my blood pumping when I walked into a dark hallway, heard two very distinct grunts... a sound I had come to fear. THEN BOOM I SLASH LEFT AND BOOM I SLASH RIGHT - two clean kills on the beasts. My greatest feat as Gorgon Getter. With my head held high I continued forward into the darkness and GOT GOT BY THE GORGON REGARDLESS. <br/> <br/>It's crazy how much 'feeling' you were able to get out of this despite the lack of polish. I don't know if darkness always manages to bring that sense of dread or what, but you definitely brought it. <br/> <br/>I like the idea of having to fight a boss with no eyesight when up to that point you've been relying on that light to stay alive. It's almost like an anti-strategy which is perfect for the theme. Having said that, I wish the boss fight relied on positional sound rather than on wavy lines. That would truly bring you into the 'close your eyes' immersion. <br/> <br/>I could jot down some further criticisms but I'm sure it would be nothing that you don't already know, and most of it is linked to your limited amount of dev time, so I don't see the point in focusing on that. What you WERE able to do in the time you had is impressive even if it lacks polish and scope. |
| Apr 23 07:54:00 | 1h 05m | Yalg'th, the Meta-Demon | WOW. I can't say much without spoiling anything so I'll just say you nailed innovation and theme on this one. There isn't a ton of content here but your art is always so charming and the music is still rockin' like usual. Good work! haha |
| Apr 23 12:51:00 | 4h 57m | Pandarmageddon | AHAHAHAHA that's the first time I've really laughed out loud during this voting period. <br/> <br/>Awesome idea. Great artwork and animations. Rockin' soundtrack. Hilarious text. What more could you ask for? <br/> <br/>This game deserves a spot in my permanent Games folder. Congrats team! |
| Apr 23 13:43:00 | 52m 00s | The Song of Aria | I agree with Tomcat94 on the level design. You did a good job of introducing everything and I never ran into a problem of being confused or unsure of what to do. Awesome core concept, great use of theme, interesting character design, and an engaging story. It's everything you want in a 48 hour game. Oh yeah, and good job on the ambient music! Congrats! |
| Apr 24 01:57:00 | 12h 14m | Joe | Most 'blocky' Unity games are very rigid and lifeless. Yours isn't. The characters are springy and fun, despite the world being very low poly. That's a good contrast... but then you go and add even more contrast with the dark and moody film grain. THEN... you add contrast to that with the friendly hugging mechanics. It's like your entire game is constantly at war with itself, but not in a bad way. The 'weapon' is unconventional, but so is everything else... and that's what makes this game rad. Good job! |
| Apr 24 02:43:00 | 46m 00s | Billy McMath Solves Problems | I mean, I can sit here and talk about how awesome this is and how entertaining it is but instead I'm going to take the time to say that the high school cowboy outlaw is the best character of all times. ALL TIMES. |
| Apr 24 02:48:00 | 5m 00s | SHAFTED | I have to applaud you for the unique theme interpretation. A short but sweet dark comedy to brighten up my day of rating LD games. "Let's Slay" made me grown with laughter. Gonna share this one with friends. Good job Richie! |
| Apr 24 03:11:00 | 23m 00s | Does It Shoot? | Wow, that last gun's design is badass looking. This is a REALLLLLY cool concept and an amazing use of the theme. Pixel art is rad, music sets a solid mood, action is face paced, and the guns have a good bit of variety. It looks like an action game but it's a puzzle game. Unfortunately, it's all about trial and error, but it's still a lot of fun. Great entry. One of my favorites thus far! |
| Apr 24 03:48:00 | 37m 00s | A Knife Made Of Whispers | I'm going to start off with the negatives which I don't like to do but I'm going to get it out of the way. <br/> <br/>This game felt too long. <br/> <br/>But is that a bad thing? I played it twice and I can't decide why I feel that way. On one hand, more content is good for a game like this, right? More levels, more puzzles, etc. You introduced new ideas (while still using the same mechanics) over time to keep things fresh, and a few levels really stood out to me. The one where you have to follow the ascending orb, break blocks to the left and right, and kill enemies quickly while wall jumping up to stay in the light range... that was awesome. But moments like that were padded out by levels that felt repetitive. If you had just one or two extra mechanics that you could reveal along the way, it would help to break up that feeling. So the solution for me would either be a more streamlined experience with less levels as a whole, or the same amount of levels but with a few extra tricks up your proverbial sleeve. <br/> <br/>Does that make it a bad game? Most definitely NOT. The game is great. It's not incredibly innovative or unique, but it controls well. It's consistent. It's challenging without being frustrating. It's a satisfying experience. <br/> <br/>Your diffuse shader is awesome. The way it all dynamically shifts the safe playing area ... it really pulls you into the orb that much more. After a while you really start to feel like you NEED it to survive, even though it's just a little pixelated ball. The story that wraps around the whole experience has that same feeling. You did a good job of weaving the player's reality with the narrative. There are lots of parallels going on, and it's interesting to think about. <br/> <br/>I also have to thank you for providing controller support, because I always have my controller in hand when playing LD games. If the game doesn't support it, I set up key bindings with XPadder or something similar. The platforming was tight, and I didn't have too much of an issue aside from the ball not going where I wanted it to go. I eventually learned how to control it. <br/> <br/>I also like how you don't have to kill EVERYTHING. Most levels have multiple solutions, and this prevented me from getting stuck on more than one occasion. I was having trouble with one enemy so I said, SCREW IT, and went another way. There's some good level design going on here, too. You seem to have a real skill in that department. <br/> <br/>As always I look forward to your awesome games, and this was no exception. Keep it up, man! |
| Apr 24 04:10:00 | 22m 00s | Hide 'n Squeak | This is probably my favorite use of theme thus far. <br/> <br/>And your characters are always so dang cute I can't stand it!!! (in a good way) <br/> <br/>Your pixel art is getting really good. You manage to keep it simple, yet manage to make it feel so lively and buttery smooth. The animations are awesome and bouncy and ooey gooey UGH I WANT TO JUST EAT IT! <br/> <br/>That baby crying sound effect though... oh god. I can't stand it. I'm sure that's the point, because a baby crying is an awful sound in real life, too. <br/> <br/>MICE POLICE!!! Those mice police pretty much pushed me over the edge into cuteness overload and now I'm dead. <br/> <br/>The game IS very easy, though... once you figure out the range of the lego/marble placement. At first it's tricky and they kind of go up a little further than you'd want, but it's still easy to set up a trap and lead that big dumb hungry lizard right to you. <br/> <br/>The game is cute but you have the bloody awful murder-death-kill scenes and that's ... UNCONVENTIONAL. And any game that's like Home Alone with mice police is pretty much the best thing ever. <br/> <br/>Now can we get a post-compo version where we play as the lizard? I'm sssssssssssssso hungry! |
| Apr 24 04:18:00 | 8m 00s | HUGO THE LASERCAT KING | I'm not a cat person. But as of today I am a HUGO THE LASERCAT KING person. Awesome use of the theme. Really innovative concept. Hilarious gameplay. Memorable look. If it had a unique soundtrack, this would be the total package. Good work! This is a great entry :D |
| Apr 24 11:44:00 | 7h 26m | TypeFighter | I beateded it. <br/> <br/>I saw you making this game. I loved every second of that. <br/>Then I played it. And I loved MOSTLY every second of that. <br/> <br/>If you can type fast and you have a good vocabulary to pull from, and you're quick witted, this game is pretty easy. IN THEORY. But something happens when you start playing. You quickly turn into a bumbling moron capable only of saying things like "CAT FELL TREE HURT HEAD OUCH HELP DOCTOR HOSPITAL NURSE NEEDLE BED SURGERY HEART CANCER EXPLODE DIE DEATH MURDER KILL SATAN" <br/> <br/>There should be something the credits for the person that came up with Swagsdale High. <br/> <br/>Oh wait... there is... in that long list of words that flies by. <br/> <br/>The game is cool, music kinda sucks, but it's simple and repetitive so your brain blocks it out so you can focus on coming up with words. That's a thing, although I'm not sure if you did it on purpose, but you did a good job with that regardless. So while your music skills are lacking, you actual score kinda highly in that category. <br/> <br/>The touches you added like the word scroll at the end and the % are welcome additions that serve as a decent reward for the player's hard work. <br/> <br/>That jumping flipping boss is a bastard, though... and I killed him with horse rider frank sinatra garden. Fuck yeah. <br/> <br/>Cool game, maaaaaaaan. |
| Apr 24 21:34:00 | 9h 50m | Unknown Citizen | A great start but I want to see where it's going. Unfortunately I can't rate much more than the graphics since the theme and full gameplay potential haven't been shown yet. |
| Apr 25 21:02:00 | 23h 28m | keyTD | FYI i TRIED THE wINDOWS BUILD AND ... DAMN. pLAYING YOUR GAME TURNED ON cAPS lOCK HOLD ON. There we go. Your Windows build doesn't seem to work properly. Web build works perfectly, though. <br/> <br/>This is a really innovative twist on a classic, and it's a blast to play once you figure it all out. The interface is smooth, the sounds are crisp, and the visuals are consistent. <br/> <br/>I got to Wave 31 and could've played longer but I need to save my hands for work! <br/> <br/>I'd like to read a post-mortem about how you handled wave progression and balance issues because I never felt overwhelmed or super over-powered (aside from being able to super tap spacebar when maxed out to kill just about any lone enemy). I wanted to see if it was possible to get super far by avoiding a certain upgrade type, so I skipped over the charge/hold key type and was able to progress smoothly. Speed mashing seemed like a better strategy for me, too. <br/> <br/>The PUSH KEYS. OH MAN. THE PUSH KEYS. That's a really awesome idea and it totally makes the game. Without them, it wouldn't be nearly as fun. Good job on that. <br/> <br/>The best TD I've played so far and actually one of the most fun games AS A WHOLE thus far. |
| Apr 28 01:01:00 | 51h 59m | Hatchet Harry | Holy shit a Lock Stock game. <br/>I played til the end. I wept. <br/>Tears of joy! |
| Apr 28 03:33:00 | 2h 32m | PEACEFIGHTER 2084 | Holy crap it's the ZP2K dude. I knew this had to be you just from the initial screenshot thumbnail. Ludum Dare is a blast, glad to finally see you on here! :) |
| May 9 17:28:00 | 277h 55m | Rude Bear Raid | What can I say that hasn't already been said? <br/> <br/>I'll say that your approach to the theme was spot-on. You are the weapon. You sacrifice yourself, your progress, your position... for that of your weapon. You can't use your handheld gun to fight other players. You never see them. I think other players may have missed this concept. The weapon is not the one in your hands... it's your strategic placement of traps. In a PVP game, that's pretty fucking unconventional. <br/> <br/>It's the best looking RBR jam game thus far. <br/> <br/>Music is catchy and gets stuck in my head throughout the day. <br/> <br/>The variety in guns and turrets is the best part, although there could be some balancing fixes. But for a jam entry, it's a really satisfying arsenal. <br/> <br/>Humor is an odd category for this because the funniest part about the game is what you're allowed to type to other players, something that depends on the player. Even so... the hilarious traps give you a good 4/5 humor score. Being able to type stuff to other players bumps it up to 5/5 for me. <br/> <br/>The game is fun with players, although I would like to see some kind of real-time action going on aside from the async stuff. Even if it's just a shadow of the other players, that would really make everything come alive that much more and make it feel more exciting. <br/> <br/>Overall I would say this is my 2nd favorite RBR game behind ... you know ... the BEST RBR game. Tight controls, great visuals, awesome music and sfx, lots of content, a unique approach to the theme, and of course... I CAN PLAY AS RAD BOAR! <br/> <br/>Making an online game like this is going to hurt your scores because of how people play and rate these things, but I'm glad I was able to play it with a large group so I could give it a proper go. <br/> <br/>RUDE BEAR FOREVER |
| May 10 16:16:00 | 22h 48m | Deadly rain | Great atmosphere, especially with the ash particles and the solemn music. I see a lot of people questioning your use of the theme, but I totally understand what you were going for. The gameplay randomness can be unforgiving, but this is war after all. I appreciate your unique approach to the theme. |