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rburema's games and stats for all events →
| Timestamp | Since previous | Game | rburema's comment |
|---|---|---|---|
| Apr 19 15:24:00 | Social Engineering - Level: Shapeshift | Sorry, but got a big 'page not found' when I tried to download. Please check again if everything is in order? | |
| Apr 19 16:29:00 | 1h 05m | Zen and the Art of Transhumanism | Stunning, and I don't just mean the art; the theme is in there twice, on two different but linked levels, which also creates the connection between gameplay and narrative. <br/> <br/>Who whatches the shapers? ;-) |
| Apr 19 16:30:00 | 1m 00s | Starliege | Unfortunately, nothing happened on pressing ESC :-( |
| Apr 19 17:27:00 | 57m 00s | Dimensionshift | You might want to consider a stronger hint as to what the added dimension actually is (being deliberately vague to avoid the only spoiler). |
| Apr 24 08:54:00 | 111h 27m | Lonely Mountain - A shape shifting tv series | Heyhey, <br/> <br/>(I already scored the game last week, but I owe you a comment at least as well.) <br/> <br/>Thanks for the support (& tip to use beepbox.co for the music) during the event (gChat go!). Also: Always nice to see a text-based entry (writing is a lot harder than it seems, especially if you've got different endings). <br/> <br/>@'nintendoeats' ... I think maybe the happiness ratings show how close you are to various endings? Like you however, I did end up feeling a little bit disconnected. I think maybe the emails you get in the interludes & the game telling you 'you do some housekeeping' etc. where supposed to help with that where supposed to help with that, but the TV-series itself is cleary 'the star of the show' (... errr game). And that seems to push the framing-story out of the (heh) frame. <br/> <br/>Something to be 'fixed' in a post-compo vbersion? ;-) <br/> <br/>grt, <br/>Remco. |
| Apr 24 09:04:00 | 10m 00s | From Near to Far | Heyhey, <br/> <br/>(I already scored your game last week, but I at least owe you a comment as well.) <br/> <br/>First, thanks for the support & fun during the gChat we set up last week. It helped keeping the spirit alive :-) <br/> <br/>@PickeledBrain: I got the first pirate to bug-off when I kept blocking their access to my cargo with my eye. That didn't work when two pirates showed up the next jump, but still. <br/> <br/>On the one hand, I know what hard work implementing these kind of physics are, but on the other; I spend about ten minutes picking up my first cargo, since at first I couldn't figure out how to control the little jello-monster. Still good on you for even trying this sort of thing & still have some time left over to make some pretty nice art. [ And humorous ... although how much anyone who isn't Dutch will understand of that isn't clear ;-) ] <br/> <br/>grt, <br/>Remco. |
| Apr 25 19:11:00 | 34h 07m | Frozen Water Maze | Thanks for the comment you left last week. It may seem like a small thing, but it really made my day after struggling with that low level engine the whole three days. <br/> <br/>I tried to play your game, but it quickly became apparent that this would require dealing with the mess of half-installed python versions I have on this system ... :-/ <br/> <br/>The YT video still looks quite impressive for something that has max 15 hrs in it + added sleep deprivation*! :-) <br/>(Also, 'phases' is a nice interpretation of the theme...) <br/> <br/>*) I think every LD'er knows how /that/ feels... |
| Apr 27 10:20:00 | 39h 09m | SPEEDSHIFTERS | Having a configurable key-map (in the options) is a nice touch, even if there is only one key to map ;-) <br/> <br/>(Also... procedural generation in a smooth running and very fun game that is a /compo/ entry... then to have time enough left over to add an actual unlockable? Wow.) |
| Apr 27 10:46:00 | 26m 00s | my fathers apartment | Loved to see a genre I'd not expected to encounter @ LD. <br/>Nice mood too! <br/> <br/>After some thought the whole experience made me think 'well, time-constraints really are the bane of existence for perfectionists*'. <br/> <br/>On the off chance this hadn't already occurred to you; next time, may I suggest grabbing a couple of friends and going for the jam instead of the compo**? <br/> <br/>Would indeed like to see a post-compo version, will have a look later. <br/> <br/>*) Just at a guess from the way the art is so detailed, and it all hints at a far larger story. <br/> <br/>**) I'm being a total hypocrite here, I'm afraid, but still :-) |
| Apr 27 10:58:00 | 12m 00s | Crouch Up | It plays otherwise well for me, but the console gives the following message each time I pass a pillar/checkpoint: <br/> <br/>"ERROR: _set_owner_nocheck: Condition ' data.owner ' is true. <br/> At: scene/main/node.cpp:1059" <br/> <br/>Nothing serious or even in the way of the game. Just thought you might like to know. <br/> <br/>(I'm currently using a Win 7 (x64) box.) <br/> <br/>(Now that I'm commenting anyway; only max. 10 pt for me, but I do feel kinda bleary.) |
| Apr 27 11:24:00 | 26m 00s | Block 1 | To the others struggling with this: It took me quite a few tries to understand as well (as this isn't really explained anywhere as far as I can see), but the jumping is /not/ the same as in any 'standard' platformer. <br/> <br/>Instead, it's more like you're bouncing a ball or making a swing go higher and higher. Up and down aren't so much jump and crouch as emulating pushing and pulling the thing. Basically it behaves like a spring, so you have to press up (and down) at just the right time for the right amount of time to see any higher jumps. <br/> <br/>That said, while this is a nice, innovative mechanic tying in to the theme, it still seemed frustrating to me at times. Haven't tried the post-compo (yet?) so maybe that tweaks it? |
| Apr 27 11:41:00 | 17m 00s | Operation R.E.P.T.I.L.E. | Thank goodness you can also UNmark people, that would've gotten a smidge annoying otherwise ;-) |
| Apr 27 11:52:00 | 11m 00s | Connected-Souls | The menu-music and game-music seem to be playing simultaneously on my machine (Win-7 x64). Which is a bit of a shame, since the audio seems to be the highlight of the game otherwise (the bird-screech is a nice touch for example). |
| Apr 27 12:00:00 | 8m 00s | Triangle Head's Adventure | Aha, AGS. Yes, that /would/ explain why it reminds me of the old Sierra games :-) |
| Apr 27 12:26:00 | 26m 00s | L.I.G.H.T. | It all feels nicely coherent for a compo-game :-) <br/> <br/>Always good to see a working tutorial as well (though I managed to die in it, but that's on me). <br/> <br/>From reading the comments (and between the lines in the description): Your approach to bugs also brings a smile to my face: 'Does it give the player any sort of advantage? Then it's not a bug!' :-) <br/> <br/>I'm just missing some sound-FX (and/or visual) on being hit, that would help a lot, I think! <br/> <br/>[spoilers] <br/> <br/>Is the tunnel-route supposed to be that easy compared to the above-ground one? |
| Apr 27 12:41:00 | 15m 00s | WolfBit | Rocking out to the title-screen :-) |
| Apr 27 15:38:00 | 2h 57m | A walk to the top | I feel the number of possible fun puzzles would increase a lot if you'd allow for the spherical fellow to return the way they came from after bumping into a wall. Or maybe even just having 'falling from a ledge' incorporated into the solution of a puzzle. <br/> <br/>(... and yes, the sound effects are good for a laugh :-) ) |
| Apr 27 15:52:00 | 14m 00s | CHORUS | ".. but I'm sure many people won't appreciate it because of the type of the game and the music .." <br/> <br/>I wouldn't be so sure about that... |
| Apr 29 18:22:00 | 50h 30m | Bounds | Thank goodness for the check-points, I'd have never made it to the first non-square shape otherwise. (Though I got an inkling of what might be in store through the screenshots.) <br/> <br/>Such a rich mechanic for puzzles, the possibilities are nearly endless :-) |
| Apr 29 18:36:00 | 14m 00s | The Bodyless Magician | I understand that you left out 'audio', but 'mood' and 'graphics' as well? I've seen worse visuals... heck, I've made worse! :-) <br/> <br/>Anyway, I think maybe the reason switching is hard is because you have to use the mouse, instead of, say, the spacebar. If 'activate' was another key then coordination becomes a little easier. Or how about this: pushing the same key twice doesn't do anything right now does it? Maybe you could make it so that the second press is the activation. |
| May 8 16:54:00 | 214h 18m | The Purple Banana | I've noticed that you've got to repeat the key-press to move 2 squares. Was that a deliberate choice in order to avoid overshooting? <br/> <br/>I like the different speeds, but that does cause people to overlap... maybe they could walk around each other? <br/> <br/>Can't help to think that some music (or even just a bit more sfx) would /really/ help, not just in audio, but also in mood & overall. <br/> <br/>Have to agree with the other commenters that it's a bit repetitive, but that it could be fixed. |
| May 8 17:11:00 | 17m 00s | .shifter | The motion feels nice & fluid and I'd no trouble jumping around. <br/> <br/>I'm not sure a popup-box is a good way to let the player know that they're dead or have advanced a level. Maybe you could solve that by painting 'level <number>' in the background (like the tutorial-messages) and just let the player (with that information) figure out for themselves if they've died or advanced a level. |
| May 8 18:18:00 | 1h 07m | Moonlight | 'Seeing' the transformation the first time is a nice, especially since you've avoided spoilers to it in the screenshots... <br/> <br/>I had to replay the first rooms a couple of times, since I somehow got it in my head that the metal grate door wouldn't open without the golden key. (D'oh.) But otherwise I probably wouldn't have noticed that the enemy models differ from each other, so there's that. <br/> <br/>Combat feels a bit repetetive, since all you've got is a melee attack... although it does make for a few tense moments when you're suddenly a very vulnerable human again. |
| May 9 17:56:00 | 23h 38m | mmmmimic | Well, at least it's a /pleasant/ semi-playable screensaver. <br/> <br/>So far I can turn from a chest to what I presume is an invisible unicorn to a bird, but nothing else seems to work. <br/> <br/>The movement has a nice wobbly feel going for it, tho' |