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TimestampSince previousGameGAFBlizzard's comment
Apr 20 05:04:00 Toby the Reckless Giant I liked the feeling of the buildings orbiting you before throwing.
Apr 20 05:09:00 5m 00s Billy McMath Solves Problems Creative, but the voice is annoying, presumably on purpose. :P
Apr 20 05:54:00 45m 00s Wound Up I like the wind-up car mechanic. If you expand it to a bigger game, you might link all the missions together, and put some sort of arrow on the ground that shows which direction the car is aimed at. :)
Apr 20 06:13:00 19m 00s The Power Of Love: Cupid's Revenge It was a little tough to figure out how it worked, but clever idea. I really like how the arrows turn sideways to fly in.
Apr 20 06:18:00 5m 00s Mutant Broccoli and Butterfly Cute graphics and idea! So many slimes, it's like Final Fantasy up in here. :P
Apr 20 06:27:00 9m 00s Switcheroo The game says the lasers pass through yellow walls, but those walls are green. The slo-mo was really cool in the last two levels.
Apr 20 06:30:00 3m 00s Druid of the Moon I kept getting an error about not being in shadow even when I was completely hidden by a tree. I liked the graphics and being told to watch out for bears when I am a bear.
Apr 20 06:37:00 7m 00s Oddest Jobs For some reason, the super-fast hat throw is REALLY satisfying.
Apr 20 06:56:00 19m 00s Ghost 39 Nice enemy design and transformations.
Apr 20 07:34:00 38m 00s Vacuum Hero I liked the player-friendly mute option and restart counter. Nice graphics and lots of content. The low vision range was a bit restrictive though. I liked the zoom for the vacuum. <br/> <br/>Unfortunately, infinitely-respawning enemies is one of my host hated game mechanics. :'( Having to walk up the really slow stairs for the boss every time was also saddifying. <br/> <br/>I probably killed myself many times by getting locked into the wrong direction. It would be neat if you could change directions while holding the vacuum. I finished it though. <br/> <br/>How did you reproduce the AIM noise or whatever so accurately? That sound effect is spot-on. Also the music is nice, but one tiny extension at the end could make it loop more seamlessly I think.
Apr 20 08:15:00 41m 00s Iridescent Great graphics!
Apr 21 21:00:00 36h 45m Cake Wars! I was amused by how with tons of gun upgrades, this game basically became a reverse bullet hell by wave 20-30. Enemies were barely able to get on screen.
Apr 22 04:54:00 7h 54m SPACEPIG I liked the space pig. I also liked the idea of stacking up shots and then shooting rapidfire! What I didn't like was the space pig getting too fat from all the donuts, so I can't steer well with like 6 donuts stacked up. :( <br/> <br/>Also chickens should not have fireballs. They are tough.
Apr 22 05:03:00 9m 00s Moss Nice atmosphere. It seems to be a sort of FPS, so it's a little odd that there is no way to steer or look in a different direction. The gentle thunder was nice.
Apr 22 05:50:00 47m 00s Ants Neat idea, and peaceful music. The bird sounds were too loud compared to the music, for me. <br/> <br/>Unfortunately level 6 seemed to depend too much on randomness for me. It takes a very long time to wait and see if ants will move in the direction you encourage, with the very limited spray amount.
Apr 22 06:03:00 13m 00s Dirk Sharp in 'AN UNCONVENTIONAL WEAPON' My comments are from the Unity Web Player version. Not rating since there seem to be several bugs. <br/> <br/>There didn't seem to be much feedback when changing floors with the stairs. When I kept pressing up, I ended up in a completely black, empty level. Pressing down a few times seemed to fix it. The same thing happens if you press down while on the bottom floor. <br/> <br/>Eventually, pressing up and down just stopped working at all, while I was on a normal floor. <br/> <br/>Pressing space to chat seems to pick someone near you, but NOT necessarily the person you are overlapping. Sometimes someone would pass you, but you would keep getting voice lines from them, instead of the person you were trying to check. <br/> <br/>Clicking on each name in the notebook for details seems to take 2 clicks instead of 1 after you click the green tab. <br/> <br/>Also, once I had a question mark appear outside of the level, to the left of the staircase.
Apr 22 06:17:00 14m 00s Egg Defender Welcome to Ludum Dare! <br/> <br/>A speedup button would be nice, or maybe a restart button since the first few rounds were very tough for me. I had hardly any money to afford more than 2 hens at the start. A cheaper penguin would help too. :) <br/> <br/>I think one big thing for a tower defense game is making towers target the enemy closest to the base. Sometimes it seemed like the hens would shoot enemies that were further back, letting the enemies in the lead keep going even though they were in range. <br/> <br/>Also I pressed escape to try to cancel shopping since I did not want to place a tower, and lost all my progress. :( It would be nice to at least continue from that wave if I lose or accidentally press quit.
Apr 22 06:35:00 18m 00s Glyph Valley Very impressive for 48 hours. I wasn't sure exactly what the last power word did, other than reveal the chest.
Apr 22 06:46:00 11m 00s Heel Face Turn You submitted with an audio rating, but I didn't hear any audio. Is that intentional? <br/> <br/>The concept itself is neat. I liked turning one turret, and then hiding behind it so other turrets killed it. <br/> <br/>I even beat the unreasonably hard level.
Apr 22 07:12:00 26m 00s CATCATCATBOOM Cats! The string things are black in the web version rather than red. Also the string things move too quickly and are not fond ENOUGH of cats, since sometimes they would still chase me instead of hugging the boxes. :(
Apr 22 07:17:00 5m 00s Party Poltergeist's Party City Most annoying music loop I've heard this Ludum Dare! :P <br/> <br/>Amusing idea, though I didn't see way to party, only scare people. I did like the solid/ghost mechanic though.
Apr 22 07:38:00 21m 00s So long, Space Hero. Creative idea. I'm assuming there is only one level? After reaching the red square, the game zoomed out.
Apr 22 07:42:00 4m 00s Swing Slash Slice I feel like this has idea potential with sound effects, music, and polish. One small suggestion I would make would be to make the death and restart much faster. The reaction timing is so fast, it is rather frustrating to wait while frozen in death before being able to play again.
Apr 22 07:48:00 6m 00s The Fish Sniper I like controlling a guided missle, though the speed is fast enough that it was pretty tough. :P
Apr 22 08:13:00 25m 00s Backfire For the level before domino, what is the intended method of getting through the top right portal? The only way I could find to do it felt glitchy, kind of wiggling in place until the portal let you essentially walk past it. <br/> <br/>The boss once glitched up on the left block and kind of teleported. <br/> <br/>Having a boss health meter would be nice. The game has a ton of potential, but the boss is very frustrating. The game goes from feeling like a puzzle game to feeling like almost complete luck due to the random boss motions. Also, the boss won't shoot when you're on the blocks above...unless they have spotted you, in which case they will keep shooting you in the foot while you can't shoot back. <br/> <br/>Without a health meter I don't know if the boss needs 5 shots or 20 to kill, and I don't know if the boss backshots are actually hurting the boss, or if the only way to damage the boss is through normal shots. <br/> <br/>Having some sort of onscreen indicator that shows when you can use the backshot again would be really nice, so you don't get killed through trying to use it too soon. <br/> <br/>...after playing further, apparently backshots DO hurt the boss. I died at the same time, but the game apparently counted that as a victory. <br/> <br/>Long story short, I think this is a funny and awesome idea, and if you fix the boss level and some of the glitchy-feeling physics, you could make something really neat out of this!
Apr 22 08:34:00 21m 00s Farmer Boy I was confused for a while since I didn't realize I could walk through the shop on the left, couldn't tell if I needed to water plants more than once, and couldn't tell if the starting spike plant was actually hurting enemies. Sometimes they just seemed to walk through it? Once one of the first enemies seemed to eat the spike plant too. <br/> <br/>Feedback when upgrading would be nice too, so you know that you've done it. <br/> <br/>I only ever got to wave 5 or so. Having a way to heal plants, or some sort of backup if enemies got through, would be nice. As it is, it's very frustrating, especially since the plants seemed a bit random with whether they damaged. <br/> <br/>With the slow player and camera movement speed, having a longer pause (maybe even infinite until the player presses a key) between waves would be really nice so you can spend money.
Apr 22 08:41:00 7m 00s DictionBlade Restarting all the way from the beginning is really soul-crushing (my game has the same problem but is much shorter at least :P). <br/> <br/>The idea is kind of neat, but ultimately I'd rather just press a button to use the different pen types instead of type words. The art has a nice style, but the blue sky cloud flashes are a little seizure-inducing. <br/> <br/>I didn't finish because I died just after the black tornado and restarted all the way to the first level. ;(
Apr 22 08:48:00 7m 00s The Space Maze A restart button would be nice. You submitted your game for an audio rating, but I don't hear any sound. Is that intended? <br/> <br/>I like cats, though the level-flashing was pretty hard on the eyes.
Apr 23 05:12:00 20h 24m TeleFrag It reminds me of the Spelunky teleporter, but I don't remember that having a telefrag ability. Telefragging is a lot of fun! The only real annoyance was no checkpoint (and not even a healing point) before the boss, so sometimes trying to rush back to the boss you would take damage that made it more annoying. <br/> <br/>The soundtrack was pretty awesome! I'm guessing you didn't put sound as a rating category because you used a free loop or something? Still, good choice.
Apr 23 05:53:00 41m 00s Color Sound I liked the waves bouncing everywhere. It did not seem like the waves went in order though. If you have green-blue-yellow-red, I think it would make more sense for the waves to fire in that order. <br/> <br/>Also, I got to 800 score and I think defeated all enemies, but did not find anywhere else to go. I am guessing that is the end of the game?
Apr 23 05:58:00 5m 00s With Kindness Being able to hold down F instead of buttom mash would make my hands thank you. :P Funny idea though. It looked like the astronaut was dancing while killing the aliens. <br/> <br/>Also I didn't hear audio -- if you didn't finish it, did you mean to submit without audio as a rating category?
Apr 23 06:12:00 14m 00s Love Bomber - The Cult Simulator Ultra impressive for 24 hours. I managed to win on the second try. I seemed to get stuck on the side of a street once but I might have just been confused. <br/> <br/>Making music AND a ton of art assets in just 24 hours is crazy, good job. <br/> <br/>I like that you can press a direction before reaching a corner, and the character will turn once the corner is reached. That is player-friendly.
Apr 24 20:16:00 38h 04m The Collection The needle is clever, but there still seem to be a few bugs. An enemy seemed to teleport to me once after being frozen by a button. It took me a while to realize buttons freeze enemies especially since they continue through the enemies. Also, enemies still hurt you even after they are 0 health and dead, until they vanish. <br/> <br/>Also this is nothing to do with you really, but I really wish Ludum Dare had an option to disable web embedding, since it makes it a big pain to play web games (they get embedded in a tiny window, or play the music/game twice at the same time if you open in another tab). Even clicking screenshots doesn't kill the web embedding. <br/> <br/>The hat was cute. :D
Apr 25 20:22:00 24h 06m Fencing in Wonderland Really clever theme idea. Alice in Wonderland and Through the Looking-Glass are quite fun. <br/> <br/>I could never really figure out what a thrust and parry looked like, though. The thrust button seemed to make me run forwards, and I couldn't really figure out why all the backup cards were behind the fencers, since it tended to make everything more awkward. Ditching some or most of the physics and using more fighting game animations with parry/thrust/block etc. animations might be one way to go if you continue this. :) <br/> <br/>The background seemed to have some sort of scoring, but that was also not super clear.
Apr 25 20:49:00 27m 00s Legends of Kersalmon I won! Suuuuuper long game for a compo entry, crazy amount of content you created there. <br/> <br/>The HP ups were really appreciated. If I had died because of no healing, and there wasn't a checkpoint (I didn't die so I don't know if there are checkpoints), I might have stopped playing. :P <br/> <br/>The different fishes are a great idea, but the default fishing rod option seemed really bad, perhaps on purpose. The first knight enemies are so fast and do so much damage, managing to land even one delayed fishing rod swing feels like it should do more damage since it's so risky. :P Or maybe that's the point, and the player is just supposed to reply on powers.
Apr 26 19:21:00 22h 32m Bazooka Vespa: The Tri-Miniguns The old town style is actually kind of neat, but I have a few suggestions if you work on this further: <br/> <br/>1. A different control scheme (especially mouse steering) would be really nice. FPS fights against enemies work for stuff like this because you can strafe. <br/> <br/>2. Some sort of crosshairs. Since enemies are so hard to see, there's no way to strafe, and the clip only has 3 rockets, turning to fire off quick shots at enemies is super difficult. <br/> <br/>3. Some sort of feedback for enemies and/or a map. Knowing you hit them, knowing how many are left to win, etc. Enemies are really hard to see because it's dark, and do a lot of damage.
Apr 26 19:49:00 28m 00s Fishland King First off, awesome graphics and clever design. I like the fish growing! <br/> <br/>Unfortunately, with the tiny hitbox (especially on the first fish), and especially the knockback, the game is super frustrating. If the hitbox was bigger, if there wasn't knockback from your own swings, ir the enemy melee hitbox were smaller, and/or if you could melee the life preservers to destroy them, I think things could be a lot of fun. As it is, it is very frustrating. :( <br/> <br/>Also, since the enemies are already challenging, and so many clicks are already required, is it necessary to melee the pickups? Perhaps just walking over them to grab food would make the flow better. <br/> <br/>The health meter fish bowl is cute, but it is difficult to know how many hits away from death you are, so that also led to frustration for me. <br/> <br/>There might be a bug when I restarted and got a very long fish. I reloaded the page to fix it, but that might actually be a nice feature for a small game...the longer fish was way more fun, even though it still had the same sort of small hitbox and player pushback issues. <br/> <br/>With screen size as small as it is and the life preservers being unblockable and undestroyable, their speed is pretty fast. <br/> <br/>As huge and mazelike as the level is, having a win counter of some sort would be nice. I didn't know if I needed to get all the food or defeat all the enemies, but apparently the answer was neither -- I randomly got a WIN popup while still playing, with maybe 2 enemies and 1 food drop left. Or maybe I got all the food drops but there were 2 enemies left. <br/> <br/>I know it's just a 24 hour game, and again you had great graphics and clever ideas, but I wanted to try to give some detailed feedback if you work on this past the competition. :)
Apr 26 20:05:00 16m 00s Gravitron One huge issue for me, the momentum while running is kind of like trying to stop on ice. Less momentum would make a puzzle game more fun, I think. <br/> <br/>The physics for the player also feel very physics-game-ish and glitchy (think QWOP) instead of tight, and the completely dark level was frustrating. I wanted to use the awesome puzzle mechanics instead of sitting close to the screen and staring, looking for black spaces. :( <br/> <br/>Jumping was difficult because of the physics and landing momentum. Perhaps some of that was intended to let you squeeze between blocks, but I feel avoiding squeezing between blocks might be best, even if it takes a bit of redesign. <br/> <br/>That said, I beat the game. Great concept (even if not really fitting for this theme), great potential, good graphics. I really like that even distant blocks highlight when you levitate them.
Apr 26 20:20:00 15m 00s Deadly rain Good graphics, but this game doesn't seem to relate to the theme. It is also incredibly anti-player-friendly with what seems to be complete randomness from the bomb distribution. <br/> <br/>It's possible for the bomb to kill 2+ blocks in a single column, meaning even if you manage to shelter under several blocks, it's half pointless compared to just trying to run around and dodge. <br/> <br/>At one point I spent maybe 3 minutes running back and forth, with nothing else on the screen but a 2-block column with a gunner on top. Even though I would run up to the column so the bomb exploded in that area, it took that long for the random distribution to happen to hit that one column. <br/> <br/>It's kind of funny that the bomb can directly explode on top of the girl without hurting her, but the fire (or touching an enemy even if they don't shoot) instantly kills her.
Apr 26 21:01:00 41m 00s Black Beam Blaster A level restart button ('R'?) would be nice, but you can kill yourself off the bottom of the level so that's okay. <br/> <br/>The beam is fun to use, satisfying railgun feel. I destroyed the earth instead of winning though. =(
Apr 26 21:12:00 11m 00s Timelock Polished presentation, peaceful music, nice work besides the theme. <br/> <br/>A zoom option (mouse scroll?) and an auto-restart would be nice futures if you keep working on it. :)
Apr 27 00:28:00 3h 16m Unconventional Zombie Slayer Welcome to Ludum Dare. :) I am a little sad there was no way to win. Good luck on your future entries!
Apr 27 00:41:00 13m 00s Dye Nice atmosphere. As mentioned, finding a way to transition between layers, even if it's a simple gradient or a piece of custom background art that combines two environments, should make things less jarring. <br/> <br/>The ending was also a bit abrupt, since the player is insure if they are supposed to press something, or wait, or what. <br/> <br/>The walking was a bit slow for me. <br/> <br/>One note about the HTML embedding -- you might want to center the game in the browser window so it's more visually pleasing. :)
Apr 27 00:46:00 5m 00s Doctor Dropper I want to play this, but right now the web version is giving a download error. :( I'll check back later and try to play and rate if the dropbox content comes back up.
Apr 27 00:50:00 4m 00s Dental Desperados Pretty creative idea!
Apr 27 01:00:00 10m 00s AxeShip The music is pretty good! What's sad is that your sound effects are so loud, they overpower the music. :( <br/> <br/>One-hit instant deaths are also frustrating, especially when things like the diamonds and planets move faster, or stick out from the background, so the player feels like they are supposed to attack/dodge them. <br/> <br/>Bullets sometimes (I think I saw this once?) firing from offscreen, and shooting in random directions, make this incredibly frustrating. Enemies can come from the bottom or the top (unlike typical shoot-em-ups), and seem completely random (instead of a certain type spawning at a certain point in time). <br/> <br/>Bullet hell games can work because of deterministic bullet patterns, and a small ship hitbox. Neither exists here. Being able to hold down a button to repeatedly swing the axe would also be nice instead of having to buttonmash. It's hard enough without requiring the mashing. <br/> <br/>I say all that not to be mean, but because I'm a bit sad: The music and the graphics are decent and this looks like it could be quite fun, if not for the extreme difficulty and frustrating elements mentioned above.
Apr 27 16:38:00 15h 38m A Childs Night Terror Welcome to Ludum Dare! Tough game with instant death. Checkpoints would be nice. <br/> <br/>Pretty scary too. :O
Apr 27 18:21:00 1h 43m (mental)fairy Emotions makes me think of the upcoming Pixar movie. I like the voxel graphics on the portrait. <br/> <br/>9 million points might have been a little higher than necessary to win since gun upgrades seemed to mostly stop before that point.
Apr 27 18:28:00 7m 00s Alien Escape This reminds me a bit of Final Fantasy Tactics. :) <br/> <br/>It was a bit difficult to select the square you really want with the mouse. If you work on this game some more, you might try adding keyboard shortcuts so there's not as much mouse movement. The buttons were a little small so it was a little difficult to click. <br/> <br/>I ran into a bug on the 4th level where I tried to grab an empty square and the game apparently froze.
Apr 27 23:08:00 4h 40m Pogo Dojo The jump sound effect was a little annoying and loud. <br/> <br/>Besides that, awesome job! I cracked up when I saw the first "SICK" popup, and the slow motion was pretty fun. I even found out you could aerial slash during the slow motion, which helped a lot. I ended up getting the ultimate victory. :D <br/> <br/>You could probably make this sort of thing into a more complete game if you wanted. I was a bit reminded of Guacamelee -- I loved the forgiving combo system in that.
Apr 27 23:16:00 8m 00s Scrapshoot Interesting idea, though the scrap cannon was so slow it did not feel very powerful. It was also a little annoying how enemies could fly off screen and escape. :P
Apr 28 00:18:00 1h 02m Dumb & Number The pickup sound was a bit loud and annoying compared to the music for me. <br/> <br/>Very minor note, your Ludum Dare page description still says the "R key" can toggle Music and SFX, when it's actually the 'M' key. :) <br/> <br/>Other than, funny idea! I like that it's a sort of less stressful version of Sokoban. <br/> <br/>Nice touch with the mouth moving when the character talks. <br/> <br/>I ran into a bug several levels in, where I killed an enemy in the top right with a laser, but the same laser killed me by shooting to the right. The mute/unmute button still worked, but R did not work. I had 3 push squares left over. The screen just froze with two "Argh!" labels on screen.
Apr 28 03:28:00 3h 10m Dislocator Nice presentation, though pure dodging without watching the enemies ever die was a bit unsatisfying. Maybe I am a bad space pacifist. :P
Apr 28 03:44:00 16m 00s Insomnia I'm not sure the game is working. When I shot things like cigarettes or bugs, I got negative points. When I left them alone, I got negative points (when the bugs got to the middle). <br/> <br/>I didn't find any way to NOT get negative points, so I didn't rate.
Apr 28 04:00:00 16m 00s Melter Was this your first Ludum Dare? Welcome aboard! <br/> <br/>The art was supremely trippy, and rather scary. Unfortunately the game was too hard for me...one hit kills were frustrating, especially since even with non-inverted aim, the projectiles seemed to clip into the ground underneath your feet when you fire.
Apr 28 05:17:00 1h 17m The Murderers of Originality This was one of the funniest games I've played this Ludum Dare, though maybe it was because I played it late at night. :P I could see how the voiceover could be annoying, but it entertained me. <br/> <br/>The collisions and deaths could be frustrating but I'm guessing that was the point. I managed to beat all 3 levels.
Apr 28 05:29:00 12m 00s The Earl's Owl Nice graphics and neat idea. I had a companion weapon idea too, but with an overhead view instead of a side view. <br/> <br/>Having a control reference on the Ludum Dare entry page might be useful since I promptly forgot the controls once I started playing and had to figure them out by experimentation. <br/> <br/>Unfortunately especially without checkpoints, the game was hard for me since the owl powers seem very slow to trigger, and movement is also slow. <br/> <br/>If this is a compo entry, shouldn't there be a source link? (perhaps a dropbox zip)
Apr 28 05:38:00 9m 00s Last MEOW KITTEH! <br/> <br/>Cute game but very hard, playing the updated version. Ammo seems randomly to give you different types of ammo. So some games you will have enough, and other games you might get a mostly useless weapon. <br/> <br/>Also it might be nice to have enemies spawn away from you, or have some brief period of invincibility, Mario-style, when you get damaged. Otherwise a squad of soldiers can spawn on top of you and nearly instantly kill you.
Apr 30 02:45:00 45h 07m Savior Neat idea and lots of levels. Cute graphics with all the pickle zombie scientists. <br/> <br/>Sound balance note, the jump sound effect is super loud compared to the (cool!) music. <br/> <br/>Landing seems to have a delay before you can use a syringe, which can lead to some frustrating deaths. Just think of all the sweet, radical airborne jumping syringe stabs you could pull off! <br/> <br/>I don't like the ending. :(
Apr 30 03:02:00 17m 00s Hula Fighter Seems a bit offensive (could have used other pictures for enemies), but kind of oddly simple and fun. I see a bunch of people saying they couldn't choose what direction the hoop went, but it seemed to me I could always press a direction key when the meter was full and throw a hoop that direction. Am I mistaken? <br/> <br/>Also, HUGE thanks for mentioning Plogue Chipsounds! I'll have to ask them about potential license issues using it with a digital audio workbench, but I love the song you made and the product looks awesome.
Apr 30 04:46:00 1h 44m Soul Lamp Cute art. :) <br/> <br/>A restart button would be nice (at least on the web version). It would be nice if you could restart that particular level...but my game has this problem too so I understand about the lack of time. :P <br/> <br/>A few bugs if you continue working on the game: <br/>1. It seems possible to get stuck in the ground after jumping or falling. <br/>2. Holding a direction against a wall makes you get stuck on the wall. <br/>3. After finishing the second or third level, the game seems to end instead of continuing or giving a game over screen.
Apr 30 04:55:00 9m 00s Red Riptide Great job! Sadly I didn't have anyone to play multiplayer with, but I tried the mechanics for a bit. Stopping is difficult since you get moving so quickly, however. <br/> <br/>The idea of using waves and the graphics of those waves is awesome!
Apr 30 04:59:00 4m 00s The Landscape Processor Maybe not closely related to the theme, but it is a very creative idea. You could potentially make a puzzle game that involves matching a landscape or something. :)
Apr 30 05:09:00 10m 00s AgentQR Great variety of game over sound effects, and very unique idea. I wanted to like it! <br/> <br/>Unfortunately the super slippery physics (walking on ice effect when you try to stop), slow acceleration, and camera angle makes the game very difficult and frustrating. A pure side view would make things a lot more clear, as would (I think) making the player character a lot more responsive.
Apr 30 05:24:00 15m 00s An elf walks into a bar... Super well done. I wasn't sure if the 3:00 counter in the top middle meant -- placeholder for now? <br/> <br/>This is already very polished, and you could probably make it into a commercial game pretty easily. Add some goals / levels so you don't just do the same thing every day. Maybe have different customer breakdowns on certain nights. Throw some other race types into the mix. Add more furniture types which get unlocked as the player keeps playing. Lots of room for expansion! :)
Apr 30 05:31:00 7m 00s Cleaning the Attic The arrow did not always change immediately when I moved the mouse. <br/> <br/>I hate spiders so I welcomed being able to blow them away. :P Cute idea!
Apr 30 05:41:00 10m 00s Crookman My only real complaint was the loot being a little too random. In at least two games I found no items at all. In other cases I kept getting hardly any items -- just one or two. It would be funnier if there were a huge variety, and you had a better chance of a combo. <br/> <br/>Improvement suggestions: Some sound effects for the "weapons" would be awesome. Not having to click "go back" every time I check a location would be awesome. <br/> <br/>ALL THAT SAID, well done! Hilarious entry with a great mood. The first time the burglar appeared with the crack of thunder, it made quite an impression.
Apr 30 18:24:00 12h 43m Freedom Nice work, though I'm not a fan of the losing health part. Makes it more of a stressful memorization game (and working around mechanics game) than a cool alien game. <br/> <br/>I did have problems at T joints since I couldn't figure out a way to climb in, and had to stick on the roof instead. <br/> <br/> <br/>I do like the wall/ceiling walk though! It reminds me a of an ancient game called XEvil, before the graphical update. The aliens in there could run on walls and were pretty terrifying. <br/> <br/>Nice atmosphere.
Apr 30 19:06:00 42m 00s Radiant Red Very impressive for 48 hours. I loved Mirror's Edge. This was fun even though I don't typically like a lot of violence. You might try Call of Juarez: Gunslinger if you've never played that. It has some nice bullet time, though not movement like Mirror's Edge. <br/> <br/>Wall-running and jumping alien-style was awesome. The soundtrack worked really well. <br/> <br/>This game could probably be rather successful if you continue it, and two gameplay suggestions if you do so: <br/> <br/>1. I never figured out if health automatically regenerated, or if my character had a fixed amount of health. Knowing this would be nice. If there's a fixed amount of health, I would at least like an option to show a health meter, since I never knew how close I was to dying when I attempted the debug level (but did not finish it). I also couldn't tell if getting hurt triggered bullet time, or only getting near enemies. <br/> <br/>2. Momentum felt odd when you were not already moving. This is probably intentional, but I think having something closer to a Mirror's Edge feel when stopped would be better, instead of a sluggish feel.
Apr 30 19:17:00 11m 00s Mecha Cop 2875 Mechs are cool! Nice idea with the 3 mech types. <br/> <br/>I really didn't like the civilians running around and being super difficult to distinguish from enemies, however. Sometimes it even seemed like killing a mech gave a civilian warning, and I'm almost positive there was an armed civilian at one point so I couldn't just look for guns. <br/> <br/>The camera movement when you switched from left to right was disorienting and made it annoying to shoot up. I would prefer an option to lock the camera on the player, and people who want a switched view could use the other option.
Apr 30 19:23:00 6m 00s Mugslinger It would be nice if there were a final goal. I thought with the difficulty level I might need to defeat some number of waves, maybe like Streets of Rage or Ninja Turtles. <br/> <br/>Nice idea and pixel art though!
Apr 30 19:26:00 3m 00s roadtrip Nice job with learning programming, though it was pretty laggy in Firefox 37.0.2 after a few attempts. Good luck in future games.
May 2 05:39:00 34h 13m Sirkles Impressive job creating such a complex Pokemon-style system in 48 hours. Nice graphical consistency. <br/> <br/>If you work on it in the future, a few suggestions: <br/>1. Music does not seem to loop smoothly in some case(s). <br/>2. Part of the battle theme reminds me of a Pokemon low-HP jingle, which made me wonder if I was low HP, haha. <br/>3. Prices all around seem quite expensive. Having to pay for healing between fights was probably the most annoying part of this, but even single-stat point upgrades seemed to cost hundreds. <br/> <br/>If you tuned some of that stuff and added a game around it (perhaps not as huge and complex as Pokemon of course :P) it could be pretty cool!
May 2 06:13:00 34m 00s Sky Sword I have very mixed feelings on this. <br/> <br/>On one hand, you made something super polished graphically. On the other hand, it is very irritating to play. I mean that not as a personal insult or anything, but as player feedback. A few particular notes: <br/> <br/>1. Bloom seems way too strong to me for the sword rocket and the sword beam. In particular, the sword rocket being so bright means you're likely to kill yourself a couple of times trying to figure out the initial jump timing, because there is a gap between the platform and the sword, and you didn't see it very well. <br/> <br/>2. Jumping feels very annoying because the height is so low, and the player starts to fall again so quickly. There seems to be infinite walljump, and there is a doublejump, but this still feels counterintuitive compared to other platformers. Also walljumping and double jumping should probably be explained ingame if the game is continued. (Double jumping might have been mentioned ingame, apologies if so). <br/> <br/>3. For a game filled with tricky timing and instant deaths, the game over delay is super super SUPER annoying. Many games like VVVVVV or Super Meat Boy may have instant deaths, but I think those sorts of games may also offer a quick path back into the action to avoid frustration. With this game, there are a few seconds where you can't do anything but stare at a bar, repeated over and over. Even if a bar is only 2-3 seconds, multiply that by a bunch of deaths in a session, and a player may literally spend minutes just looking at a game over bar. <br/> <br/>4. The powered-up beam attack can apparently not destroy the little blocks that your handgun destroys, which felt odd. It took me a very long time to figure out that the sword could self-fly through the second or third checkpoint. <br/> <br/>5. It would be nice to have a clearer visual or audio indicator that the sword charge is full. Sometimes I would get particles but no beam, which might result in instantly dying to an enemy. <br/> <br/>6. There is no handgun charge shot, and I can buttonmash to fire rapidly. It would be really nice if I could just hold down the fire button instead of having to mash, since players are just going to rapidfire anyway to destroy blocks and enemies. Might as well be nice to the player! :D <br/> <br/>7. Since I can control the sword but not the player while riding on it, it would be really nice if I could fly it backwards. I can accelerate the level by flying forwards, but not being able to stop or go backwards is just an added frustration without much fun or satisfaction coming out. <br/> <br/>I hope you will forgive my very detailed comment, but the clash of such polish with several irritating mechanics apparently made me feel strongly enough to take some time typing it out. Good luck in your future development!
May 2 17:48:00 11h 35m The Tale Of Aldis For the web version, I think you would need to right click the HTML and copy a public link so people can access it directly.
May 2 18:09:00 21m 00s The Great Shooting Creative, solid entry. You might be able to expand this after the compo if you wanted.
May 2 18:20:00 11m 00s TANKED I disagree about the difficulty. For a game jam / compo game, I really liked that it was easy! I still died the first time, and beat it the second time. <br/> <br/>Having an easier game means people rating 50+ games can see all of yours, have fun, and rate it. This is better in my opinion than them having to spend half an hour. It's not reasonable to spend half an hour on every game because they are so hard. <br/> <br/>As others may have said, the red corpses were confusing. Red is usually a warning, dangerous color. Maybe turning them from red to gray would be better. I feel like there was also a partly red enemy that was still alive. <br/> <br/>The weapon customization was my favorite idea here. You could try making a fun full game based on this concept. The rocket launcher with sniper power was quite satisfying when the blocks went flying.
May 3 02:30:00 8h 10m Oh Sheeeep! Cute graphics, music, and idea! Congrats on your first game ever. :D <br/> <br/>If you keep working on this game to make it bigger, I think you might try making the rolling speed faster. It was pretty frustrating. You could also try gamepad / mouse support so the camera can be adjusted. It was tricky to see what paths I could roll through, and what paths had trees. <br/> <br/>Also, picking up bushes and trees katamari-style would be fun, but you might consider that too similar to the katamari games.
May 3 17:15:00 14h 45m The Jonbar Point The hologram idea was interesting, but I could not tell what the holograms images were. Maybe someone with a club, and sometimes fire was generated. <br/> <br/>There seemed to be a lot of issues with the English translation if you work on a bigger game. <br/> <br/>The Reginald dialogues were really annoying to me. <br/> <br/>Exploring an abandoned area is cool.
May 3 17:25:00 10m 00s rainboWarrior Just a heads up, I don't think compo entries are allowed to use premade music. Jam entries can, however. Sorry if I misunderstood what you meant. <br/> <br/>I got stuck behind a tree when landing on a platform. Also, trees don't seem to count as platforms so the rainbow did not reset. <br/> <br/>The jumping is kind of fun, but I feel like it needs to charge faster and there should be some sort of visible indication when you reach max so you know how long to hold the button down.
May 4 04:08:00 10h 43m Teburu Furippu Do This is one of the most hilarious I've played. I pronounced the title before realizing what it was going to be, and then I was even more amused once I started playing and saw the various animations. <br/> <br/>Even 5000 honor is considered shameful though. I fear there is no honor total high enough. :( SHAMEFUR DISPRAY
May 8 08:04:00 99h 56m A Good Tunnel Is Hard To Dig Very addictive puzzle game. The last puzzle had me confused because I was overthinking it.