Foon → Ludum Dare Explorer → LD33 → Feedback comment stats → Omiya Games

Omiya Games

Feedback comments for LD33

← LD32   LD34 →

Omiya Games's games and stats for all events →

TimestampSince previousGameOmiya Games's comment
Aug 27 23:00:00 Lardum Nice job at selling us the game at Tech Valley Game Space's after party :). Had a lot of fun with the game and presentation. Awesome take on the theme.
Aug 28 18:43:00 19h 43m Fly On The Wall Pretty fun! The puzzles were well-designed and taught me one small thing at a time. I did feel like I was getting smarter on each level: perfect experience for a puzzle game. Played it solo, but I can see this being a blast in multiplayer.
Aug 29 17:20:00 22h 37m The Trial of Tyrone Rex To be honest, I liked Billy McMath better. The timer on making your decision provided more thrills, and each decision provided a new conclusion. In comparison, The Trial of Tyrone Rex had a fairly inconsequential segment when making the wrong choice, making it feel less thrilling. I still enjoy the voice-acting, however, and the humor is pretty good. The character shakes adds a lot.
Aug 29 17:23:00 3m 00s Huntingman Championship The fox actually says something! <br/>While a neat concept about animal slaughter, I question whether it'll be an effective message to the people it matters the most.
Aug 29 23:20:00 5h 57m Omnom Children The invisible timer is hard to see. I realize it's the sun setting, but the sun is so far off from the horizon, and the shadows blend in so well with the ground, it's hard to tell when the game is about to end. <br/> <br/>I admit the game was a bit too simple for my taste. I would have liked some variety such as slowing down when your monster gets larger, and children running away. Adorable entry, though. The graphics are spot-on!
Aug 29 23:31:00 11m 00s Bit by Bit Had a lot of fun! Has the addictiveness of Flappy Bird. Really appreciate the tight controls. <br/> <br/>Lack of audio makes it hard to enjoy the game more, but it was cool while the game lasted.
Aug 30 00:05:00 34m 00s Me Very short, not sure if I was a fan of the cinematic-ness of the game. I didn't quite feel like I was participating in the story, as I was just watching it. Has potential, but currently feels like it underutilizing the interactive part of games.
Aug 30 00:25:00 20m 00s Locked Out Had a lot of fun chucking the companion cube around to defeat enemies and unlock doors. Very silly, love the comical aesthetic. Some puzzle felt a little obscure, and the enemies were really unforgiving. Maybe make the hit boxes on them smaller? <br/> <br/>Overall, liked it a lot!
Aug 30 00:43:00 18m 00s Run Ogre, Run! To be honest, feels like a tired game genre, with a little too much health. The placement of the obstacles, as well as the obstacle's colliders not fitting with the graphics, sometimes made it hard to maneuver. I do think the comical audio was great, but also jarring when put together with relatively realistic graphics.
Aug 30 01:04:00 21m 00s Manifest Destiny A surprisingly and depressing game. In some ways, I appreciate the approach of describing the destructiveness of colonialism. But in other ways, I feel like the fun experience I had was invalidated. To be honest, I can't say I liked the ending, but at the same time not certain what would have been a better route. <br/> <br/>I think it's still very impressive on the details that's been added into the game. <br/> <br/>Also fix the camera controls, please.
Aug 30 01:20:00 16m 00s iMonster Very polished dungeon crawler. Very easy to get lost since every room looks the same. Would have been more fun if a health system and game over was implemented. Being an immortal monster isn't exactly what I would call fun (though I understand the time constraint). <br/> <br/>Very impressive work. Hope to see it done!
Aug 30 01:31:00 11m 00s Oko Furia Very frantic game. Liked the many elements added into it. Hooray for camera shakes! <br/> <br/>I felt like being able to flap beyond the top of the screen was a pretty bad exploit for avoiding helicopters (even if it resets the combo counter). The flap physics didn't nearly feel as good. It would have been nice if each flap made you rise farther, and the gravity fall a little faster, giving a nice sense of tight controls. <br/> <br/>Overall, very solid entry. Had a lot of fun!
Aug 30 02:02:00 31m 00s Nimble Great graphics and audio. The overall presentation is absolutely wonderful. I admit that this game doesn't quite fall under my taste. I struggled a bit with the interface, in that I didn't know the left-most key was what I was supposed to press. In addition, I took me a while to notice that I actually had to be hiding before entering the next key. To me, the latter felt counter to the game I was expecting, which was a game where you type in the keys as fast as possible without error. It feels like it's trying to be rhythmic in that sense, without the timing.
Aug 30 02:24:00 22m 00s UMON Well, that's one way to improve Cookie Clicker. Not what I would have expected from an "idle game." Very cool indeed!
Aug 30 03:11:00 47m 00s Area 17 We were able to play it this time unlike LD 32! I like upgrade system a lot. It felt a bit too easy to farm a lot of people without needing to attack other bases. This lend often to super-safe gameplay that may not have been as action-packed as intended. To be fair, I was having frame-rate issues, so that could be the reason.
Aug 30 03:33:00 22m 00s You are the star I personally found the game to be frustrating, as the character AI doesn't often act in ways I would expect. As an example, the freeze attack does not sometimes encapsulate an AI to a range (may have to do with higher spook level, but that would make the game unnecessarily hard). Providing more consistent controls and less bugs (characters sometimes get stuck on a wall, or even go through it) would have helped my experience. As it currently stands, I feel like I'm helpless in my situation.
Aug 30 03:45:00 12m 00s Momster Nice presentation, awesome ice puzzle mechanic. The lasers were really cool, but I didn't encounter any choppers. It would have been nice to encounter more hazards to make the game hectic. Also, it was easy to get lost because I didn't know where the next finish point was. Perhaps a general path indicating arrow or line would have been nice. Cool stuff, though.
Aug 30 04:02:00 17m 00s Professor Chaos's "Mean Sardine Machine" A pretty fun visual novel, with a nice sense of humor. Could have used some branching paths, but I did appreciate the tuna puns.
Aug 30 04:28:00 26m 00s It's All OGRE Now! Nice destructible environment, there. While the game does a great job making me feel powerful, the lack of threat makes it a bit hard to have fun with. A super-easy game isn't always fun, and this game felt like it could use a monster or two to counteract with the ogre. It's very polished, though, and I do like the level system a lot.
Aug 30 04:34:00 6m 00s GROWL Very confusing, and with confused feedback, I find it hard to figure out which note I'm supposed to "swipe," and why. I often had a difficult time knowing why I died. A tutorial and better UI would have helped immensely.
Sep 2 22:08:00 89h 34m Frankenstein: Do-It-Yourself! I like the ability to use the body parts of your defeated enemies to improve your character, and if there were split paths and an improved UI, I can see this being the main selling point of the turn-based RPG. I also have to say I'm impressed that an RPG was even created at all without using RPGMaker for the Compo rule-set. <br/> <br/>That said, the turn-based battle system is too simple, and the game often felt too easy. A wider variety of special attacks, as well as a party system would go a long way. <br/> <br/>Overall, a good start!
Sep 3 03:10:00 5h 02m Monster Date I learned very quickly from this game that I am not a romantic person. <br/> <br/>...sigh.... <br/> <br/>On criticism, is it just me, or is it oddly difficult to make out whether you're making progress or not? Outside of characters reacting positively or negatively, there seems to be no end result other than, "too bad, the date is almost over." I also couldn't tell if being a monster had any effect over the dialog. This may be just me, but I felt like a lot of my choices were inconsequential due to these details, and that isn't what I expected, or liked.
Sep 3 20:12:00 17h 02m A Bad Wolf King is Hard to Feed This is a pretty relaxed collecta-thon. No killer enemies, no environment hazards, just collect every shiney. It's pretty fun! Got all 13 gold pretty easily. <br/> <br/>I think the sparse checkpoints was a bit annoying. Some more action might be nice (and probably already planned).
Sep 3 20:30:00 18m 00s Fired Very cool, liked the controls and mechanism a lot more than I expected. Would have appreciated a checkpoint or a time-reversal mechanic to reduce the frustration, but I do like what I played. Wonderful job!
Sep 3 20:56:00 26m 00s BuzzzzOff On the mac, the game window is too small to see anything, and I can't figure out how to adjust it.
Sep 3 21:09:00 13m 00s Massacre Monday Pretty fun, though a bit repetitive. Discovered pretty quickly that tanks and aerial military were much quicker at wrecking havoc. Most of my time has been spent using dashes to manipulate the military to kill their own civilians, making it a bit less fun. Not sure if that was intentional.
Sep 3 21:14:00 5m 00s Cursed Take all the stars for graphics! <br/> <br/>Not exactly a fan of its super-simple gameplay, though. Perhaps new levels would have been nice?
Sep 3 21:36:00 22m 00s The Endangered Death Falcon Well, that's one way to be a monster, I guess. Love the hilariously absurd premise. The serene music provides a nice ironic contrast to the morbid action going on. <br/> <br/>The controls are pretty wacky, and the gliding took a while to get a good grasp of. I think those areas could be greatly improved.
Sep 3 21:45:00 9m 00s Sound Control A unique and unexpected take on the theme. Thought it was pretty funny. Kind of wished the music generation system was more sophisticated to create different kind of music, but it's acceptable as it is right now.
Sep 3 21:56:00 11m 00s CRUNCH!!! An Interplanetary Meal Trip Decent amount of fun, even though I wasn't a big fan of the tank controls. It lead to a lot of moments where I'd be stuck between two rocks often. The space police were pretty funny, though.
Sep 3 22:04:00 8m 00s Tentacle monster vs rockets Control was on the wonky side with the WebGL version: it was really easy to over-shoot. The lack of depth perception makes it hard to approach the rockets properly. I do like the space to speed up, though. Gets very easy to get tangled in the game, and it's pretty funny when that happens.
Sep 3 23:15:00 1h 11m Soup I feel like the game might be better if it was more like a relaxing simulation, kind of like those moving lamps. In that sense, the music was rather jarring, as was the repetitive sound effects. The super-tight controls was also a bit annoying and unexpected for this game.
Sep 3 23:51:00 36m 00s A Fox's Journey The wind-up for each attack takes forever, and I'm quite appreciative of that. I like that I could move quickly in speed mode 1, but was forced to dock down to speed 2 just so I can time my attacks correctly, slowing the action down significantly. I think this game would work better as an action game, and thus, expected faster actions. <br/> <br/>A little shame that most attacks were ranged projectiles. Slimes had a more interesting attack pattern, and it could have been interesting to see more of those. <br/> <br/>Overall, think it's good entry, but has a lot of space for improvements.
Sep 4 00:30:00 39m 00s Tenebrous Expanse Felt like another Pool or Mini-golf game. I'm completely unsure how the game related to the theme. I didn't *feel* like I was spreading darkness, or even consuming light. It just felt like another Pool or Mini-gold game with a pretty hard puzzle angle. <br/> <br/>I also thought the game mechanics for spreading out the darkness further was cool, but hard to distinguish from one to another. This makes it hard to plan out a strategy, and often boils down to trial &amp; error. <br/> <br/>The presentation is awesome, and the music's great! Like the graphics, too. I think sound effects is in order.
Sep 4 01:15:00 45m 00s Pluto's Heart I liked the game! Pretty short, but that's alright! <br/> <br/>It was weird that you can transition to different part of the world via walking off-screen, which was disorienting. Liked the flashy effects in the turn-based combat.
Sep 4 01:29:00 14m 00s Terror Bird Feeding Frenzy Well, here's a guilty pleasure I can get behind! Terrorize people to consume their food! Just like humans! And other animals! <br/> <br/>Really like the wide-range of movement controls. Not a fan of the controls for consuming food, however, due to its repetitive nature. Perhaps a combo system or a more efficient way of consuming is possible? Either way, had a lot more fun that I thought. Looks really nice, too!
Sep 4 01:55:00 26m 00s We Missed You! Was confused with the fact that the truck controls and the human controls were different. The truck in particular felt really slippery. I would have liked the option to be able to reverse, but I couldn't do it. <br/> <br/>I think the game was enjoyable, and had this nice Crazy Taxi vibe to it. The story was really hard to follow since you were on a time limit. The graphics were nice, but the sound effects were really quiet compared to the background music.
Sep 4 02:11:00 16m 00s R-ADIUS Very neat and innovative. Was a fan of the presentation. I wasn't nearly as found of figuring out the AI movements such that I was willing to spend more time to get higher rank than an A. It's a good enough for me! <br/> <br/>Felt like a lot of the game boiled down to timing and resource management. It's a matter of taste, but I wasn't especially fond of that combination.
Sep 4 02:35:00 24m 00s Enigma Pretty cool story, if a bit short. Was very rewarding to be able to observe a large number of objects in the game. More of that, as well as clues would have been great! For a Ludum Dare game, though, it's pretty awesome what your team was able to accomplish, so great job!
Sep 4 03:04:00 29m 00s Beast Of The Woods Fantastic polish to the game. Did a great jobs focusing on the stealth experience. That said, I'm not a fan of being forced to restart from the very beginning. It's easy to get lost and not find any humans. It's also very hard to sneak behind trees, so a mechanism to tilt the camera so that you can see what's behind would have helped. Perhaps easing the difficulty on the third level might improve the experience. Overall, excellent job! Awesome use of audio, too!
Sep 4 03:21:00 17m 00s Child's Play Adorable graphics and storyline. I feel like there could have been more feedback each time I click an enemy to indicate how rapidly I clicked them. Additionally, more effects/feedback could have helped, indicating when an enemy hit. Particle effects are really good for those kind of stuff. <br/> <br/>Did like the silly premise and the upgrade system. Unfortunately, thought the gameplay was a little too simple.
Sep 4 03:30:00 9m 00s Jungle Blitz If you're still working on this project, I look forward to seeing what it's going to be like in the future! As it stands, it's pretty barebones right now (but you already knew that).
Sep 4 03:48:00 18m 00s Mr. Legs Did figure how to control daddy long legs pretty quickly, but sort of loses the charm as a consequence of it. It's honestly a pretty easy game. Didn't especially find it funny, just another clumsy simulator (thought that probably boils down to taste, I admit).
Sep 4 03:57:00 9m 00s Shadow Nightmare I liked being forced to move along the walls. It made me carefully strategize on how to approach the enemies. I think the game was a bit on the easy side. Maybe the e-attack range was a bit generous. Either way, had fun!
Sep 4 19:47:00 15h 50m Perspective I finally got the game working (unlike what appeared on the stream)! Just had to use Chrome instead of Firefox. <br/> <br/>I had a tough time figure out that I had to jump off the platform when switching from top-down to side-scroller. As of right now, it looks like the level is generated regardless of where your meter of switching perspectives is at, frequently leading to unfair level designs. Additionally, I'm not a fan of the fact that in side-scrolling moments, hitting the side of a platform is an instant game over, despite there being a ground to land on below the wall. And the jump heights are not controllable in either mode, so I bumped into a lot of gaps that forced me to trip. It's pretty rough on the edges, to be honest. <br/> <br/>I hope you work on it, though, because it's a neat idea. Just needs implementation tweaks.
Sep 4 20:50:00 1h 03m The Monster In Me It's rather odd to use Unity as a game engine to build a visual novel, but I definitely enjoyed this entry! Thought it was well-written, especially in the consistencies each character had (even though they were, admittedly, regular post-apocalyptic character archetypes). Got pretty intense with the ending!
Sep 4 21:16:00 26m 00s Executioner Very, very heavy handed game. As much as I want to appreciate the game, it was too hammy for me to take it seriously or funny. Just not a game for me.
Sep 5 23:30:00 26h 14m Hitogochi That was hilarious! I liked the underlying conflict of wanting to consume the caretaker (as well as other myriad of method to kill her). Ended in a romance ending (dunno if there are other endings) while frantically trying to retain my resources. Adorable, stupid, and absurd: the perfect formula. Great presentation, too. <br/> <br/>Thought the music was pretty repetitive. Could have been more contextually sensitive. A nitpick, though.
Sep 6 00:21:00 51m 00s ClickBait - Blogger Simulator While the game is absolutely spot-on in being mundane, it's also too good at it. I had a hard time seeing the point of making posts at regular intervals. Perhaps this game works with more patience, but I personally have enough to continue for long.
Sep 6 00:40:00 19m 00s Within Hey, not bad for a first entry! Liked it a lot, actually. A little shame that the story doesn't exactly evolve based on the stats, but I do appreciate the multiple endings. <br/> <br/>Some criticisms: The buttons were a bit cryptic, and I often resorted to using R to restart a lot to get the desired ending. I think the game could benefit from added sound effects, too! Still, I do think this is a huge accomplishment, both from getting the first game done, and for providing an engaging narrative. Awesome job!
Sep 6 01:09:00 29m 00s Neverending Forest of Beasts It feels like there were a lot more planned for this game. It's really difficult to play. There's so little meat in the game to recover from, and nearly all the boxes I've encountered had monsters. <br/> <br/>Definitely felt strange that the overworld doesn't have music. Additionally, the UI can be a little confusing as well. I frequently mistaken the enemy health to my own, for example. <br/> <br/>Hope to see some improvements on this. It looks like it could blossom to a fleshed out game.
Sep 6 01:34:00 25m 00s Subterranean The super-sensitive controls, combined with low visibility made it super-difficult to play the game. I felt like I was fighting with the game than enjoying it. A game inspired by Magic Carpet would be great if it improved on its formula (and to be fair, the lack of feature may have been doe to time constraint). As of right now, though, the lack of spells makes it feel like a lesser experience.
Sep 6 02:14:00 40m 00s Wild Flirting The tone of the "monster" could be reduced to be less offensive, as well as less likely to make fun of people with specific personality traits. In particular, we'd like it if you take out the "rape" reference. Thanks!
Sep 6 02:42:00 28m 00s Lady Bug Super-duper hard game, with the guardsman being ridiculously accurate to navigate. I particularly dreaded moments dealing with a thin-corridor with a guardsman at the end. Otherwise, I think it's tight controls are fantastic! Definitely felt in control. Felt the enemies were smarter than me. <br/> <br/>The music was a bit repetitive, and the difficulty level was steep. Perhaps easing the difficulty, such as slower fire-rate, slower bullets, and better placed levels could have helped. Overall, great job!
Sep 6 04:05:00 1h 23m The Legend of Monsters Very creative take on the theme. I want to like the limited movement we were given, but unfortunately, it was too difficult to play. A shame, too, because the narrative was really funny. As much as I think this is a really innovative game, it also felt a bit like a failed experiment. Still, it was really daring to recreate what it's like to play as game monsters that can only move in a limited direction!
Sep 10 23:19:00 115h 14m Ugly Turtle Pretty cool. Got up to score 10. The game can be quite stressful as you start to score higher. <br/> <br/>I feel like the presentation, while beautiful in its own way, doesn't quite fit the gameplay. The hold'em up minigames are usually presented in a super-tense way, so I kind of wanted a more tense experience. I do, though, like that the Mario aesthetic gives an excuse to add extra curve-balls into the mix, such as a fake-off.
Sep 10 23:44:00 25m 00s Lovers on a Park Bench Hey, thought this pretty cool. Those robot voices sure take away the gravity of the situation, making Dave's fireball attacks all the more silly. Thought it was a pretty interesting deconstruction of exes depicted in popular media. I certainly ended up killing the ex, which felt like a deliberate design decision. <br/> <br/>I do think proper voice acting would drastically improve the deconstruction part. The typing was a little strange, too.
Sep 11 00:01:00 17m 00s Meet the Monsta Wonderful presentation, and a great take on the theme. Loved the voiced sound effects. <br/> <br/>Personally, I thought the gameplay was the weakest. The game does a great job of making you feel powerful, but then quickly becomes too easy when the 4 enemies are all introduced, and the rate of when they pour in remains largely the same. It quickly becomes repetitive. Some more polish and extra attacks might have helped.
Sep 11 00:23:00 22m 00s Path of a Psychopath Definitely liked the narrative, and the writing. So politicians are monsters, huh? <br/> <br/>Some criticisms: intentional or not, it was kind of hard to tell from a few sentences alone the thoughts and opinions were of the opposing force, even in Easy mode. As such, it was hard to tell how well you were performing in convincing the town's population. I wouldn't say a score or meters are necessary, but some sort of indicator, such as facial expression, might have helped. Writing alone was too cryptic.
Sep 11 00:38:00 15m 00s Monsters Vs. Cookies Pretty fun game! I liked that running away is your defensive system that has limited fuel. It lead to some really tight situations ideal for these kind of action games. <br/> <br/>Personally, I found the graphics to be weakest, specifically when it came to feedback and repetitiveness. For feedback, it was hard to tell when I got hit, and how long I remained invincible after I got hit. Similarly, I think some extra visual feedback when hitting the enemies would have helped. For repetitiveness, the ground and the walls could use a bit of spice. Maybe some chalk drawings, trash cans, or pebbles?
Sep 11 00:58:00 20m 00s Flesh & Fish Given the description of the game, I take it the intent was exposing the cruelty behind animal slaughter? If so, I found it hard to see the metaphor in the game. Not a whole of details seems to click together. Instead, it just feels like a repetitive slicing game where you need to be careful of what you slice. No particular message there.
Sep 11 01:33:00 35m 00s T.A.G.W.Y.H.O.P.P.D.a.a.D.o.S.S. Like that the game had a strong presentation, and I did find it amusing to slap pamphlets on people's faces. Also appreciate the variety of races and hair styles added into the game. <br/> <br/>That said, I did find the game to be repetitive. Perhaps a mundane job was intentional, but it didn't feel like that aspect of the game added much. Pluto's heart power-up was a nice addition, though, that did add some strategy to the game. <br/> <br/>Overall, good job!
Sep 11 01:46:00 13m 00s Monster in the House I'm not a fan of the subject matter. I think the game could have used a positive family example to make it clear the character you play is isn't good. Otherwise, it's just another example of domestic abuse.
Sep 11 02:14:00 28m 00s When the Stars are Right Had a lot of fun with the game. I liked that as I progressed, it became easier to control the monster. At the same time, a lot of new elements are introduced to make the game more fast-paced. Had a very good difficulty curve, too. Thought I wouldn't make it. <br/> <br/>Music would have been nice. Could have started with slightly more mobility. Still thought it was a spectacular game!
Sep 11 02:31:00 17m 00s I am Death and Fire Very beautiful game, and well animated. Thought that the game was on the easy side, although part of that was my inability to tell what hurt me the most, and what didn't. Some sort of obvious feedback indicating massive damage would have helped. <br/> <br/>I really liked the detail where the music volume would tone down as you went up higher into the sky. Made for a nice change of pace.
Sep 11 03:01:00 30m 00s Monstering Monsters Very nice interpretation of the theme. Liked the idea of the game a lot. It had a very deliberate pace and a relatively smooth difficulty that made it pleasant to play. I'm not exactly a fan of multi-tasking where typing and dodging seemed like a necessity, but the overall presentation was great! Definitely would love to see this game extended, if for its silly plot.
Sep 11 03:14:00 13m 00s You Are Not What You Think You Are For some reason, I found the narrative to be pretty funny. It reminds me of the original Super Mario Bros., where according to the manual, all the blocks are actually Toads encased from an evil spell by Bowser. The game had an interesting Stanley Parable vibe to it, especially since the narrator kept insisting on the player to stop playing the game. There were some rewards for listening through the entire narrative, so that was neat.
Sep 11 03:28:00 14m 00s 1925: Noire Thought the demo looked beautiful. Nice music, too! Just needs objectives and functional enemies :-P. <br/> <br/>Incidentally, one criticism. I found it strange that you always faced away from the camera even if moving backwards. Without the shooting, it would make more sense to me if the character faced in the proper direction based on movement.
Sep 11 03:47:00 19m 00s It's Sunday Well-polished, well-presented game. The graphics and sounds were funny and awesome! I think the controls for the game was pretty bad, however. I was not a fan of being forced to rapidly click on the game, despite the location where I clicked having no effect over the game score. Personally, if it's a rapid-tapping game, I'd like all the buttons to be on the keyboard.
Sep 11 03:59:00 12m 00s Itty Bitty Bites As a one-player game, this game wasn't particularly challenging against the CPUs. Basically felt like Pac-man with ghosts that simply teleports you back to the last checkpoint without taking away a life. The music was a bit repetitive as well. <br/> <br/>For some reason, when I played, there were no shadows, so jumps were hard to tell. Additionally, it was hard to tell the range that the fire action had. Without the shadows, it was hard to tell whether the fire action did anything, even when it hit a character and knocked them off the screen. <br/> <br/>Incidentally, it was really confusing in the beginning when all the CPU takes over. I wasn't expecting for the game to start before I hit the enter key.
Sep 12 23:41:00 43h 42m The Lair Pretty game, but I would have liked it if the enemy attack went by a lot faster. Maybe have all of them attack or move at once? It just felt like there were a lot of waiting. <br/> <br/>The UI could use some polish as well. Since the "End Feast" button was in the center, it was easy to miss the "Devour" and "Drain" button. It would be nice if usability in the game was improved. <br/> <br/>Other than that, the attacks I had didn't quite make me feel powerful, so those could use some enhancements.
Sep 13 00:09:00 28m 00s Youkai Very, very fun and addictive. Really like the simple controls. The game often felt like it killed me unfairly, though, so a few visual enhancements might help. For example: <br/>1) Foreshadow where an enemy is going to appear, or have the enemy appear only outside of the camera. <br/>2) Have a line indicating the range of your attack. <br/>3) Make it much more clear that an enemy is about to attack, via some sort of charge special effects. <br/> <br/>Some new enemy types and obstacles would really change the mix, too! I also recommend looking into adding screen flashes, camera shakes and hit-pauses (time stopping very briefly when hitting an enemy).
Sep 13 00:27:00 18m 00s First Person Giant Monster Game So, strange bug, but the monster and human flies up really high if they walk into the rock rubles. This makes for an amusing glitch, but also makes it hard to get a higher score. Oh well, had a little fun playing it. It does feel like a bigger game was in mind, as there doesn't seem to be much material (as you've stated on the description).
Sep 13 01:03:00 36m 00s St. George's Academy for Monster-Slaying Lasses In Compo ruleset, I thought the graphics had to be made from scratch, no? Either way, thought that the narrative was OK. Certainly reminded me of middle-school. That said, it does rely on some well-trodden tropes that makes it a bit predictable.
Sep 13 01:18:00 15m 00s MONSTREEUM Thought it was a pretty decent game. The tree felt really heavy, and would fall very quickly, while the rockets didn't feel nearly as strong. It was really easy to lose control of the tree, so it made it hard to play the game. That said, I did score above 4000, so that's good. I did think that different way of killing = different score was a really nice touch. Would have liked some background music.
Sep 13 01:28:00 10m 00s Are You A Monster? Great job in getting a game done. It looked like you both had a bigger game in mind, and yet, didn't have the time to implement it. Making minigame compilation was a really bold choice (in my experience, they're hard to make). Hopefully we'll have more sound effects next time!
Sep 13 01:50:00 22m 00s Mobs, Inc. Thought it was a really polished game, but attack was too short and I often missed despite clicking exactly on a hero. Some indicator of the range of my monster's attack would have helped. I do think the special attacks were really cool and satisfying. <br/> <br/>Occasionally, it looked like I would get hit mid-way in an attack. It wouldn't always happen, however, making me wonder if that was a bug, or my eyes are deluding me.
Sep 13 02:08:00 18m 00s PokEscape: Magicrap's Stealthy Journey for Survival & Gyrodeuce Had a lot of fun playing this :). Thought the life decreasing rate was pretty punishing. That said, ignoring those stars sure made the game a lot easier to play. Liked the fact that you had to feed off of your own hiding places. Plus, those trainers being respectful and not crossing the grass patches was nice. <br/> <br/>Incidentally, I seemed to have encountered a bug where despite not collecting all coins on the map, it still gave me a star for it.
Sep 13 02:23:00 15m 00s Dissident I like the intent and the idea behind the game. I do also like the fact that you can get negative score. That said, a lot of my actions didn't feel like it had much impact. I think if the gun shot felt more powerful (e.g. with camera shakes and flashes), it would have been easier for me to accept the idea that this was not a good thing to do. Additionally, the lack of audio made it a bit hard to take the game seriously. I think the implementation of the game is fine, but it could use some more polish.
Sep 13 02:44:00 21m 00s Drunkula I thought the gravity flipping aspect of the game was cool, but under-used. The knocking-tree-down part only occurs once, too, making it hard to appreciate that puzzle. To be honest, while I did eventually beat the game, I found it a bit frustrating that it was really hard to figure out what to click on. It made me feel like I was pixel hunting in a point &amp; click adventure game. It would have been nice if interactable objects either highlighted, or your cursor changed. Additionally, actual mention of the controls for the game (either in description or in-game) would have been nice.
Sep 13 03:07:00 23m 00s Protect the Egg I thought it was fascinating that the health pickups fire bullets at you. It makes for an interesting dynamic in the game: the most optimal strategy isn't to guard the egg, but rather, get close and personal to each enemy, then collect their health power-up before it start shooting at you. Accident or not, it's incredibly clever design that had me sucked in for a long while. I would definitely love to see more of this game! <br/> <br/>Plus, the soundtrack is awesome. Keep it up!
Sep 13 03:23:00 16m 00s A-maze-ing Monster! Liked the foggy effects that required me to piece together what the entire maze was like. That said, I was confused when the monster suddenly turned into a warrior on the opposite side of the map after roaring a lot. Was that supposed to happen? Either way, switching between these two character via tag was really cool as a gameplay mechanic, but also left me confused with the intent.
Sep 13 03:40:00 17m 00s Bite In Tandem: Euphoria It would have helped from the beginning of the game if it was clarified that holding down the mouse would temporarily open the character's mouth. It was really frustrating to play the game using only taps :P. <br/> <br/>Anyway, once I did figure that out, I did find the game to be a lot more fun and fair. I'm not a fan of the sudden respawn every time you die. It would have been nice if the death sequence was more dramatic to indicate why you've died. <br/> <br/>Also, sound effects are totally missing!
Sep 13 03:53:00 13m 00s The Mammoth: A Cave Painting Thought it was a thoroughly well-packaged game. The narrative wasn't too heavy-handed, and it evolved well with the gameplay. Was a bit disappointed that the number of children alive at the end had no effect on the ending.
Sep 13 04:09:00 16m 00s Monster Chomper So I played LD version and version 1.2. I'm sure you already knew, but LD version had sticky keys issue, so I had to go with version 1.2. In there, I quickly discovered that up to some point, around 400 size or so, the game becomes very generous with the monster sizes, that I rarely had to jump. Past 600, I didn't even have to move, and the numbers would start increasing rapidly. So I think the game has some balancing problems (I have 6000 kills so far, in fact). <br/> <br/>The jump physics was also really awkward. I was expecting a parabolic path, but the jump and fall are both linear. For someone raised by Mario games, that just feels weird.
Sep 13 18:56:00 14h 47m The Creature from East Second Street Ah, yes, finally the captions on Youtube is useful for once! Glad to see an online tool used for these experimental reasons. Liked the game a lot! Definitely a wonderful evolution from visual novels. <br/> <br/>The music was kind of repetitive, though.
Sep 13 20:06:00 1h 10m Escape From Twump Tower I keep expecting the Megaman 2 theme music every time I watch that intro. I nice elaboration of Super Mario Bros. 2. Found it neat that each different item you can pickup has different throw effect, though I found the controls to pick things up a bit cumbersome. Who knew Donald Twump did a ton of bench presses? <br/> <br/>As mentioned by many, I did find the glitchy physics unappealing, and many coins sections left me scratching my head. The game might also be on the easy side, too. It was enjoyable, though, and I did have a good snort with the story.
Sep 13 21:38:00 1h 32m Should Have Worn Socks Today Wow, the mirror is a real creeper :P. An interesting way to take the customization portion of the game, and turning it into a narrative. I do like the surprise ending. Very cool.
Sep 14 20:56:00 23h 18m The Monster So the mood of the game was really good. The lighting did a great jobs invoking a dreary and lonely scene. The cryptic narrative helped, too. But man, a faster walk speed would have greatly improved the exploration aspect of the game. Without it, I had no urge to check out other details, because it would be a huge waste of time. Did eventually reach to purgatory, where I was supposed to escape. Happy ending, I guess.
Sep 14 21:45:00 49m 00s 50 DKP Minus! Playing the Webplayer on Map, the cursor to drop spells are gigantic, and do not indicate the correct location the spell is going to be dropped. Any ideas as to why this happens? It's pretty annoying. <br/> <br/>Other than that, plays like a nice tower defense game. Good job on the spells. They're really cool.
Sep 14 21:50:00 5m 00s Spooky Cuties The game seem to stop operating on a Mac on Firefox after trying to communicate with Mark_Mogwai for at least 3 conversations :(.
Sep 14 22:02:00 12m 00s de-monstration Right-clicking would always bring up the context menu on the Mac, so I don't know if the webplayer is setup to disable it, but it makes it hard to sing to all the denizens. Thought it was a pretty simple game. Found squishing the round citizens oddly satisfying.
Sep 14 22:15:00 13m 00s The Troll's Toll Oh, hey, someone besides me played LISA. Wohoo! <br/> <br/>So I quite liked this game. Gives me the "white phosphorus scene" vibe from Spec Ops: The Line. Really like the aspect of walking through the very graveyard you've created. The fact that your (presumed) wife was wheelchair-bound makes the ending all the more tragic. Cool stuff!
Sep 14 22:39:00 24m 00s Player Rush The graphics were very nice, and had a very Tron feel to it. That said, I personally found the limited controls and monotone attack hard to appreciate. I did think the healers was a nice touch to add some strategy behind the game, but it didn't seem to go much deeper than, "hulk smash everything." More variety would be really nice.