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| Timestamp | Since previous | Game | dalbinblue's comment |
|---|---|---|---|
| Dec 14 04:16:00 | Another Dragon | Really nice homage to Another World. Definitely really nice looking, and the ground biters are certainly as tough as the original ones. The game is a bit frustrating tough, especially with the long distance between the checkpoints and the random boulders. Regardless of that, fine work for two days. <br/> <br/>Also this went through my head after dying numerous times : https://www.youtube.com/watch?v=pwNaJAH_8-U. It's Heart of Darkness not Another World, but the games are similar. | |
| Dec 14 05:01:00 | 45m 00s | Celebration Of Jand | You're moan for killing peons is great. I do however get the impression that you were intending on doing more. As other's have mentioned, there doesn't seem to be anything negative in the game such as a time limit or resources being depleted. It looks like you can just assign the peons to a resource and let the game run on it's own. Specifically, I currently have 2049 peons mining the same location and over 100,000 resources. I'm guessing this was just a matter not enough time. <br/> <br/>What I am impressed about is how buttery smooth the game runs with 2000 peons; it's using almost no CPU resources, and the game doesn't shirt at selecting them all at once. So for reasons unknown I decided to take this to an absurd level. At once point I had over 100,000 peons on the screen (see https://dl.dropboxusercontent.com/u/87314864/TooMuchJand.png). The only slowdown I saw was when I mass sacrificed them. Finally, mass-sacrificing 120,000 peons in one shot took down your game. <br/> <br/>I know this probably wasn't the intention of your game, but I did have a far too much fun trying to break it. |
| Dec 14 05:16:00 | 15m 00s | Gravity Flip | This was fun; I finished the game hoping for more levels. The one criticism I have for the game though was that the flipping processing was disorienting, specifically, I had to find the ball after each flip as the level flipped about it's center, rather than round the ball, which is what I was concentrating on. I'm not sure how easy it would be to do with your implementation, but having the camera center on the ball at all times have made this easier. <br/> <br/>Other than that, very nicely done. |
| Dec 14 15:03:00 | 9h 47m | Bounce-Charge | Reminds me a little of air hockey and dodge ball. Your game is pretty interesting, those a GagaPete the AI is simple (but hey, good AI takes a lot of time to write and no one in the competition has time). <br/> <br/>The only thing that really confused me was how to determine when a could grab the puck vs. when it would smash in and hit me. I'm guessing it was speed vs. my strength (augmented by the power ups), but I couldn't really tell. If that was the case, having the puck change colors when it was able to be caught would be helpful. |
| Dec 14 15:16:00 | 13m 00s | Precision Rainbows | I'll give you fill marks for innovation. That game was trippy and hurt my head after a while, but in a good way. The game is solid as well. I'd like to see how this will play out multiplayer, so if I get a chance with a few friends or co-workers, I'll see how it plays that way as well. |
| Dec 14 15:41:00 | 25m 00s | Your City | I really love sim city games, so I was looking foreword to playing this from the screenshot. Unfortunately the game seems to an interesting simulator hidden behind some rather difficult issues: <br/>- First off I went through the tutorial, but it wasn't as helpful as I would have liked. I didn't figure out how to mine trees for resources, which ultimately prevented me from continuing once I had zero resources. <br/>- Selecting buildings is VERY hard, especially on a touchpad. The values would change on the slightest of movements. In this case I could have suggested assigning keyboard keys to cycle through options (or a menu system as Duobix had suggested, though that probably would have taken a while to write). <br/>- The currently selected tile would have benefited with some help text, namely the name of the building, and what it does. I know the tutorial went through it but it was a lot to memorize in once shot before playing. <br/>- Given the amount of things to remember, actually putting a bunch of the text in the submission description would help, as players could refer to it while playing. This is also something you can change now without having to modify the game. <br/>- There is a lack of feedback on the buildings built. I think this may tie into not knowing what the buildings were when being built, but it was also very difficult to see what each building was doing to understand how it affected food, money, resources, or population. <br/> <br/>I feel your ambition in this game, and would love to see some post competition work done on this to make it easier to understand. It looks like there is a lot to this game, I just wish I knew how to play it properly. |
| Dec 14 16:28:00 | 47m 00s | Ortogonalis | Final score 2919. <br/> <br/>That was quite fun and hectic by the end. The game was especially good at knowing the right things to do whenever I pressed A which was great for the speed of the game. Excellent job. |
| Dec 14 22:57:00 | 6h 29m | Meatlings | Highscore $12797. While there was little direction of what combinations would do, I kinda gathered from the tongue in cheek atmosphere that throwing in any animal is cheapens the product. <br/> <br/>Now, while you didn't make your own sounds, you showed really good sound direction. You picked good music and sounds, and really built the game around that musical choice. The game ramps up at just about the time the music builds up as well, leveling up for a more frantic feel. Without that song, I don't know if I would have given the game as much thought, but with it I really enjoyed what you built. |
| Dec 14 23:30:00 | 33m 00s | Nine till Void | As recommended, I played once before reading the manual to try figuring out the game, and a second time after looking through the manual. I actually think I appreciated the game much more after looking at the manual, at the very least I understood the enemies a lot more. <br/> <br/>I really like the game. It's very board game like, reminding me a little of forbidden island for some reason. Actually would love to see this as a board game with multiple players. The only difficult I could see is implementing the random teleport, but otherwise, it feels like a good fit. <br/> <br/>While I like the game a lot, there were two things that were annoying: <br/>1. The controls were a bit annoying. I understand you were using the theme two buttons, and it works, but I moved the wrong way several times due to the mechanic, and just wanted to use arrow keys to navigate. <br/>2. The symbology used was odd. Specifically, several of the symbols look like they would be more appropriate for other actions. For example, the bomb or teleports looks like it would be better for laser, and the +3 coins would look better for the bomb. |
| Dec 15 02:04:00 | 2h 34m | Growing Circles | Hey, welcome to Ludum Dare, and congratulations on your first game! |
| Dec 15 02:57:00 | 53m 00s | Munchy Munchers | Very nice game, excellent graphics, paired with some great music. I did find the collision detection on the blue circle seems particularly touch as I know I stopped on something to eat a bunch of times and it didn't count it. <br/> <br/>Additionally, I found it easier to rack up points eating everything in the third row rather than trying to build up the combo to a super munch. The best I got going for combos was around 2200 vs 3200 by eating the last row as fast as possible. I think making the super munch available after getting three of the same would balance the ability a bit better. Despite that, awesome game! |
| Dec 15 03:46:00 | 49m 00s | Two Finger Platformer | Interesting concept, but unfortunately frustrating for two reasons. First it is incredibly difficult to switch between controls. Considering you only have to actions (and a lack of action with stopping), it probably would be easier to control if on action was jump and one action was move further. <br/> <br/>Second, there seemed to be some oddness in the velocity of both the run and the jump actions. Especially with the jump I found there where three distinct heights that it randomly selected when the jump button was pressed. Most times it was a normal high, but often it would only jump one block or launch two thirds up the screen. This made it very difficult to do precision work. <br/> <br/>In the end I couldn't get past the level with multiple platforms, it was just too difficult. |
| Dec 15 04:35:00 | 49m 00s | Infinite Chicken Quest | Cute game. It was quite fun, but there are some strange (realistic?) physics that made the game a bit wonkiness. First I found it possible to get the dragon fast enough to launch through a wall on the outer ring. Additionally, it seemed like the dragon was very heavy and caused the wheel to turn when laying on an edge. <br/> <br/>In the end I could only get to level 11. It was very difficult to get the dragon into a gap above above the player where you couldn't roll around an edge; the dragon would just whip too fast in the opposite direction. |
| Dec 15 04:52:00 | 17m 00s | Squishy the Turtle | Wow, that's really impressive to make a gameboy game in two days! Did you write this in C or straight up assembler? <br/> <br/>Now on to the game. It's very cute and fun. The only criticisms I have, is that there are a few places where walking from one room to the next is an instant, blind hit on an obstacle, usually water. <br/> <br/>Makes me wish that my old bung carts still worked. I haven't done anything on the gameboy since highschool... |
| Dec 15 05:13:00 | 21m 00s | Kawaiiju | I figured I would hit a game like this sooner or later, I just didn't expect the first to be so well done. The game is incredibly cute, I love the fact you start on a leash, and I really love the scale you took it to. The only issue I found was it looks like you didn't adjust the clipping distance as the monster got larger and the camera moved up. By the time I got to the size to eat the tower the Only a very small portion of the monster was still visible, and even less of the remaining level, which is a pitty as I really wanted to try and clear out the entire level. <br/> <br/>Also for some inexplicable reason there is a soccer ball floating in the sky in the middle of the river. Couldn't figure that one out. |
| Dec 15 06:31:00 | 1h 18m | Give and Take | This is a very interesting game. I actually really like how hands off it can be. You only have to perform a few actions to get things going (it's a lot like Sim Earth, a little bit of tweaking, and not much micro managing). I did get an exception twice using the web build, both times while taking an item (once was a mountain, the other was a church). Unfortunately debug support wasn't turned on so I couldn't get you an specifics on the error. |
| Dec 15 06:47:00 | 16m 00s | Growing Dragon | Good use of of both themes, also it was interesting that in each form the controls changed slightly as dragon progressed. I did find some weirdness in the controls though. After the first form, the keyboard doesn't seem to work, only the mouse. This made things very difficult on a touch pad with no dedicated mouse buttons, but was a lot better once I got an actual mouse to play. <br/> <br/>Out of curiosity is there anything after the third form? The first two changed after five meals, but the third form I know I ate more than five. |
| Dec 15 07:00:00 | 13m 00s | Dragonic | The game is beautiful, especially for something made that over a weekend. The game is incredibly difficult; I found that once I was airborne, the game became nearly impossible; usually a line of bats would come across in a tight pack, and there was nowhere to go because the jump was so wide that it was bound to hit something. <br/> <br/>Also the game was a bit intuitive in that as I got bigger and looked stronger, I was actually getting weaker and far more vulnerable. It would probably have made more sense to give the third form an attack, or something that would make it a bit easier to progress. <br/> <br/>You've got a great presentation going here, with some control issues that need to be sorted out. I encourage you to look at the game's balance or controls post competition to see if you can make this shine. |
| Dec 15 13:33:00 | 6h 33m | Digicross | Neat! I love picross, and thought this was pretty cool as well. I noticed there was a way to flip a row tiles gold all at once, but I couldn't figure out specifically how to trigger it when I wanted. I thought it would be something like othello, and the gold would be flipped if crossover a path that I had already marked the other end but it didn't seem to work that way. <br/> <br/>Additionally, I found an interesting bug. When you lose, and all the ants appear, you are still in control. Additionally, no further ants spawn. As a result, you can clear the ants and then just continue playing as normal. The game will happily jump to the next level. I am 100% not ashamed to say that I solved the game with a negative -247 seconds this way. |
| Dec 15 15:07:00 | 1h 34m | Don't Mess With Totems | Your game is absolutely beautiful and very funny. The only criticism I have is that the randomly generated nature of the level generates impossible situations, either where there are thorns on both side close enough that you can't swing around the totem without getting hit, or a totem is shifted so that you can only go up one side but there are thorns at the bottom. In the end, the highest I got was 20. |
| Dec 15 15:45:00 | 38m 00s | Rotundum | Once I got used to the movement this game is quite fun. Also I really like the symbols used the enemies. They do a good job of explaining what the enemies do, but are stylized nicely to look interesting. The only criticism I had was that it was very difficult to dodge enemy fire when attacking as your range is very small and maneuvering is slow. <br/> <br/>My best time just under 2 minutes. |
| Dec 15 16:24:00 | 39m 00s | 2108 M81 - Part I - | This is a really gorgeous game. I love how organic the world looks despite being made mostly of solid colored squares. As others have stated, it's easy to get suck in places in the game (I actually clipped through a wall running while tiny). Also there seems to be a lot of invisible walls in the game. <br/> <br/>I know this is part one, so I'm not sure how far this game went. I got to the first big tower and got stuck (i.e. I couldn't figure out how to progress). I could see larger items in the distance, but I couldn't get to them. Is that the end of the game or is there more? |
| Dec 16 03:40:00 | 11h 16m | Mystic Temple | This is a really great frantic game. I especially love the frantic escapes you need to be done if caught by a trap. <br/> <br/>I do have one suggestion. Given how fast this game runs, some of the moves are a little inconsistent which tripped me up. Specifically, moving up if a double tap up, while down is a single quick tap. This caused me to jump too far down some times, or not actually jump up to the next level. I often tripped up because of this, and didn't get more than 850m in a run. Despite that, this is a beautiful, great game. |
| Dec 17 02:50:00 | 23h 10m | Dude On Fire | As others have said, the style and art direction is spot on, but the field of view is way too narrow to make the game fun. simplest change would be to move the player off center so that you have a little bit more time to see what's coming. The other change would be to switch to a horizontal orientation so that there's more space between the edge of the screen and the player. |
| Dec 17 03:00:00 | 10m 00s | Snowman's Christmas | Well done sirs and/or ma'ams. This is a great game both from style and gameplay. I enjoyed it enough that I would have loved to see more levels. The only suggestion I would have made is that considering you could only jump two directions, using left and right for the jumps to cut out having to use two keys for some moves might have been more efficient. Other than that, great job. |
| Dec 19 01:37:00 | 46h 37m | Dangerous Harvest | The graphics on the game look really good. There are some gameplay issues though that make the game difficult to play. First, the ducking action has a significant pause before the action, making it difficult to use (either it doesn't duck until after the obstacle hits the player or the duck is delayed to the point there I fall off the platform). Jump doesn't have this problem, so I'm not sure why the delay occurs. <br/> <br/>Second, at least in my experience, nearly every purple mushroom appeared at a location where I was forced to jump into the mushroom or fall, so I had to hit the purple mushrooms. This was a bit frustrating. |
| Dec 19 02:22:00 | 45m 00s | Snake Growth | Nice take on snake with some a good twist. I liked the additional mechanics. I would have loved to see additional levels to test out these mechanics, but I can absolutely understand that time constraints make it difficult. I will also note, timing tight turns is very hard. In the middle of the spiral, I needed to turn well before I can see movement, so there was a large number of mistakes until I got the timing down. Other than that, cool game. |