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| Timestamp | Since previous | Game | aeveis's comment |
|---|---|---|---|
| Apr 19 06:02:00 | 2ShiftDrift | Read your postmortem, was feeling a bit similar this ld too. <br/> <br/>Game is not bad though, I like the idea of combining shooter with racing. I also like the road patterns that come up and the boost animation. | |
| Apr 19 07:47:00 | 1h 45m | Slime Tech | #5 took me a very long time, I got it while waving the third black hole around. #10 was pretty difficult as well. <br/>I liked tweaking until I got the answer, but right now it's a bit too precise (almost pixel differences to change outcome) for me. |
| Apr 21 03:34:00 | 43h 47m | windowframe | Very cool! Beat it, had fun. first puzzle was probably hardest for me haha. |
| Apr 22 05:13:00 | 25h 39m | Flutterby | very cool visual style! I liked the slight abstraction, made me think about the metaphor a bit more. Perhaps with less flickering haha. <br/> <br/>I think I would have liked some more feedback - I am a bit confused if touching the black shapes decreases my life or if it is a timed thing (I was riding on one of them for a bit and didn't to notice if it did anything negative). |
| Apr 22 05:19:00 | 6m 00s | Super Light Combat [custom hardware] | very cool! Nice job working with the "led strip platform"! |
| Apr 22 05:44:00 | 25m 00s | Weapon Shifters | pretty fun, but I'm running into a bug where anything facing left is invisible. I have Window 8 64 bit laptop. <br/> <br/>I liked how the weapons were basically random though with different properties with range, waviness, power?, bounce, or shooting through walls so sometimes you could get a cool combinations. Could be cool to see more exploration of that. |
| Apr 22 05:59:00 | 15m 00s | Imperfection | so stressful! The game wouldn't detect my xbox controller (windows 8 64bit), I would try pressing a, and then after that didn't work if I clicked with the mouse it would think I was using the controller controls (maybe still detecting somewhat?), so I just used mouse. <br/> <br/>I was able to beat the easy version after some effort, really love the pacing and the zooming in at the end (gahh basically). The box is pretty hard to distract! |
| Apr 22 06:19:00 | 20m 00s | The Purple Banana | My score was 226. Trying to match the people coming was pretty good - it was interesting that the color of the person mapped to the location on the truck that you have to physically move to. Could be interesting to explore that more. Good job! |
| Apr 22 06:36:00 | 17m 00s | Potion Laboratory Expert | beat the game! I think it was pretty straight forward, I didn't really feel I need to use the potions to go faster. I did use the king's potion, which caused minions to keep joining so that they went off the screen (I suspect maybe causing the game to use up a whole lot of memory as minions keep joining). But after that, supplies were pretty easy to get and it was just making the right pots. |
| Apr 24 05:02:00 | 46h 26m | Ghost Bird | Liked the fx triangle-vignetting thing! also cute bird! <br/> <br/>I think it was pretty good, just some platform-y thing that could be polished. <br/>-making it more clear you can only dash once after you jump. Maybe some feedback (some cooldown particles or something, maybe dust clearing after a dash, so you know there's at least a delay). <br/>-The flapping was a bit tedious to keep tapping, maybe if I could just hold it (I guess more like gliding?). you could also extend it so gliding is one thing and flapping is another thing. <br/> <br/>It could also be cool to see the world changing, but I did like how the vignetting made it more mysterious. |
| Apr 24 05:19:00 | 17m 00s | Tsocwol Tour Operator | pretty cool idea! Liked that the aliens were randomly generated so if was different through multiple playthroughs. <br/> <br/>It was interesting and funny to try and "best match" the costumes with the alien body shapes. |
| Apr 24 05:36:00 | 17m 00s | GelWars | beat it, liked the different ships! The sniper one I felt was too slow and big to be useful, especially since enemies would always see you unless you were behind something. <br/> <br/>The other ships were pretty useful though, I did like how some levels were aimed for certain ships. I wish it had restarted at the level I was at instead of the whole game though. |
| Apr 24 05:55:00 | 19m 00s | IGEO | beat it! puzzles were pretty good, there were some clever set ups. <br/> <br/>controls took a bit getting used to, I had to rotate the arrow keys in my mind haha. could be cool as a touch game? |
| Apr 26 04:10:00 | 46h 15m | Ohm My, Color Me Squared | Running Panda3D from "C:\Users\Daniel\Downloads\Games\OhmMy_win64\windows_build\ <br/>panda3d_build" <br/>[>] CORE Using native core module <br/>Warning: pandac.PandaModules is deprecated, import from panda3d.core instead <br/>:express(warning): Filename is incorrect case: /c/Users/Daniel/Downloads/Games/O <br/>hmMy_win64/windows_build/panda3d_build/etc/config.prc instead of /c/Users/Daniel <br/>/Downloads/Games/OhmMy_win64/windows_build/panda3d_build/etc/Config.prc <br/>[>] RenderPipeline Using Python 3 with architecture win_amd64 <br/>[>] RenderPipeline Using Panda3D 1.10.0 built on Apr 9 2016 06:24:28 <br/> <br/>[>] RenderPipeline Using git commit f0cd1ce3158e52c4b3b8ed338ec510c9d <br/>2a33398 <br/>[>] MountManager Auto-Detected base path to /c/Users/Daniel/Downloa <br/>ds/Games/OhmMy_win64/windows_build/RenderPipeline <br/>[>] RenderPipeline Mount manager was not mounted, mounting now ... <br/>[>] MountManager Setting up virtual filesystem <br/>[>] MountManager Mounting auto-detected config dir: /c/Users/Daniel <br/>/Downloads/Games/OhmMy_win64/windows_build/RenderPipeline/config/ <br/>[>] MountManager Mounting ramdisk as /$$rptemp <br/>[>] RenderPipeline No settings loaded, loading from default location <br/> <br/>Known pipe types: <br/> wglGraphicsPipe <br/>(all display modules loaded.) <br/>[>] RenderPipeline Render resolution is 1280 x 720 <br/>[>] LightManager Tile size = 24 x 16 , Num tiles = 54 x 45 <br/>[>] GPUCommandQueue Allocating command buffer of size 4096 <br/>[>] GroupedInputBlock Native UBO support = False <br/>I also get an error: The loading screen appears, but then closes. I have Windows 8 64bit. <br/> <br/>[!] RPLoader Loading '/$$rp/data/environment_brdf/slices/env_br <br/>df_#.png' took 81.98 ms <br/>[!] RPLoader Loading '/$$rp/data/builtin_models/skybox/skybox.t <br/>xo' took 101.28 ms <br/>[>] PluginManager Loading plugin settings <br/> <br/> <br/> <br/>[!!!] psetting:PCSS Penumbra samples Invalid value: 2 <br/> <br/> <br/> <br/>[>] PluginManager Creating plugin instances .. <br/>[>] plugin:scattering Loading scattering method for 'eric_bruneton' <br/>[!] RenderPipeline Experimental feature activated, no guarantee it wo <br/>rks! <br/>[>] StageManager Setup stages .. <br/>[>] StageManager Preparing stages .. <br/>[>] CollectUsedCellsStage Allocating 77760 cells <br/>[>] CullLightsStage Using 304 culling lines <br/>[>] StageManager Writing shader config <br/>[!] RPLoader Loading '/$$rp/data/film_grain/grain.txo' took 302 <br/>.05 ms <br/>[>] ScatteringMethodEricBruneton Precomputing ... <br/>:display:gsg:glgsg(error): Could not create a GLSL compute shader. <br/>:display:gsg:glgsg(error): GLSL link failed for program 1, "": Link called witho <br/>ut any attached shader objects. <br/> <br/>:display:gsg:glgsg(error): GLSL link failed: Link called without any attached sh <br/>ader objects. <br/> <br/>:display:gsg:glgsg(error): An error occurred while linking GLSL shader <br/>Link called without any attached shader objects. <br/> <br/>Assertion failed: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wi <br/>ndows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx <br/>Traceback (most recent call last): <br/> File "main.py", line 3, in <module> <br/> from globals import base, render_pipeline, world, plug_nodes, HOLD_DISTANCE, <br/> SNAP_DISTANCE, WORLD_BOUNDS, Sound <br/> File "C:\Users\Daniel\Downloads\Games\OhmMy_win64\windows_build\globals.py", l <br/>ine 19, in <module> <br/> render_pipeline.create(base) <br/> File "C:\Users\Daniel\Downloads\Games\OhmMy_win64\windows_build\RenderPipeline <br/>\rpcore\render_pipeline.py", line 194, in create <br/> self.plugin_mgr.trigger_hook("pipeline_created") <br/> File "RenderPipeline\rpcore\pluginbase\manager.py", line 172, in trigger_hook <br/> getattr(plugin_handle, hook_method)() <br/> File "RenderPipeline\rpplugins\scattering\plugin.py", line 49, in on_pipeline_ <br/>created <br/> self.scattering_model.compute() <br/> File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 169, in <br/> compute <br/> }, (self.trans_w, self.trans_h, 1)) <br/> File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 157, in <br/> exec_compute_shader <br/> (ntx, nty, ntz), attr, Globals.base.win.get_gsg()) <br/>AssertionError: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wind <br/>ows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx <br/>[>] MountManager Cleaning up .. <br/>Press any key to continue . . . |
| Apr 26 04:55:00 | 45m 00s | Dead End | Everything is very well textured/shiny. I couldn't get out of the maze, the mouse sensitivity was too high for me, and sometimes there was a bit a lag making it hard to navigate. |
| Apr 26 05:14:00 | 19m 00s | Paint Bug | very relaxing, enjoyed it! liked all the little animations the creatures had. <br/> <br/>here's a doodle I did: https://dl.dropboxusercontent.com/u/16325832/ludum_dare35/PaintBugSS.png <br/> <br/>One thing is sometimes they can go off screen and yoou have to wait for them to come back, but I guess that's fine. |
| Apr 26 05:32:00 | 18m 00s | Three Body Problem | I got to the exit (and then fell out so I assume that's the end)! I liked how the different forms had different sizes. <br/> <br/>The enemies were very fast, so mostly I avoided them. Once I realized the green guy could climb walls I mostly used that, and only switched to fit through certain places and got to the exit pretty quickly. |
| Apr 26 06:08:00 | 36m 00s | Photagogue | Art is nice, punching dinos is fun. Not sure what it has to do with theme. I didn't beat it, but I think gameplay could read stronger with some more feedback. <br/> <br/>I thought I would be ok punching dinos in the butt, but sometimes I would still get hurt so I would either make it more clear the dino can still hit you, or have it so you only get hurt when near the head/claws. <br/> <br/>Climbing walls felt a bit awkward to me, usually I expect the player to already jump in the opposite direction when wall jumping. <br/> <br/>Restricting player movement if they didn't kill a dino is ok, but doesn't make much sense world-wise, wouldn't the player be able to still move past that area? Maybe if there was a barrier or something that appeared to let you know you couldn't proceed. <br/> <br/>Overall good job! |
| Apr 26 06:18:00 | 10m 00s | Shape Game Without Great Name | nice idea! would have liked to see more progression in the gameplay, maybe layered shapes (have to kill first shape before second shape), or more shapes? |
| Apr 26 06:24:00 | 6m 00s | Altar | Liked the art! <br/> <br/>Controls were okay, though a bit slidy at times. Levels were nice, I could see what you were going for in the level design. <br/> <br/>nice job! |
| Apr 26 06:42:00 | 18m 00s | Parallel Shift | The level design was very interesting, I didn't expect shortcuts and jumps. I was thinking it would be easier to hit a key to switch, but then the game gave me the ability so that was cool. The tiles/graphics were a bit disorienting though. good job! |
| Apr 26 06:51:00 | 9m 00s | The Protean Organism | cool puzzles, though I moved pretty slowly and starting from the beginning made it feel slower. |
| Apr 26 06:56:00 | 5m 00s | Die Verwandlung (The Metamorphosis) | interesting take on shapeshift! <br/>Felt like the music was a bit out of place with the mood and had some trouble with the collisions (Felt like I should be able to crawl under chair but couldn't). I also wasn't sure why I was getting hurt (hunger?). I liked the narrative bits, but wasn't sure what triggered the ending of the day. |
| Apr 26 07:18:00 | 22m 00s | h3ss | Very interesting to navigate the space. Most of the time the triangles looked black to me, but not sure if that affects gameplay. It took a while to understand how to move the triangles around, but not sure if I completely understand the ruleset for the game (is life-like referring to Conway's game of Life?). very cool though. |
| May 2 05:02:00 | 141h 44m | Blink | Pretty fun and nice meeting you at Indiecade East! Liked dashing around, it feels pretty good! The chromatic aberration feels a tiny bit much since you dash around a lot, but I got used to it. Again, since I want to keep dashing maybe (as my friend suggested) having two dashes of each and taking out the button switch. Another thing could be to switch colors anytime (and then have possibly more than two colors), but maybe that would get complicated quickly. Could be cool to see more progression with enemies. <br/> <br/>Good job! |