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RockhopperGames

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TimestampSince previousGameRockhopperGames's comment
Apr 18 10:39:00 Ghostshifter I had a fair amount of trouble playing this game, I'm afraid. The first level seems rather slow, but the second level gives me a game over in a split second. I'm concerned this may be a framerate issue, since the menu also seemed to scroll rapidly with anything but the briefest presses of up and down, so hopefully you can fix that.
Apr 18 10:59:00 20m 00s A magical shapeshift First of all, nice music! The backgrounds are also well made too, though it's a shame you didn't have the time to apply the same care to the characters. <br/> <br/>As for the gameplay, I have one suggestion and one question. Personally, I would have liked the checkpoints to be about twice as common. There was a lot of backloading of difficulty in the levels, which meant I found myself playing through the easy earlier sections for extended periods before I could reach the part that was challenging me. Also, I found the doublejump became less and less useful the longer you waited to use it, to the point where it was almost always better to mash the jump button do do a super jump rather than wait until you're partway through the jump. Was this intentional, or a mistake?
Apr 18 11:06:00 7m 00s Avian Very nice work for one day, and I appreciate the spritework. Grinding is fun too, but I somehow keep getting confused between the hold to glide/press to jump and the hold to slide. I just kept pressing x after grinding to jump...
Apr 18 11:15:00 9m 00s Morph Ranger Top marks from me! The basic gameplay is solid, the art is simplistic but functional, and the music is complicated enough it would be enjoyable to listen to even in a much longer game. I particularly liked the idea of having to take damage to return to a lower form to get by some obstacles, and that failsafes have been put in place for unintended damage. It's just a shame you didn't have the time to make more!
Apr 18 11:16:00 1m 00s The Depths Below the Caves Failing to launch for me too...
Apr 18 11:22:00 6m 00s Mutant Chicken Death Jam A really solid jam entry, with enjoyable gameplay, a nice backing track, and nice pixel art under a retro TV filter! <br/> <br/>The only thing I'd really suggest would be some type of animation for transforming. If you're not watching your ooze meter, it can take you by surprise!
Apr 18 13:15:00 1h 53m Shifting Shifting Shapes Sorry to hear the theme didn't really resonate with you! At least you got some practice with the engine, and got something done in time!
Apr 18 13:25:00 10m 00s Pasowix's Magical Shapeshifting Workshop A cute little game, full of puns. Some fell a little flat, but there was enough there to make it enjoyable. The graphics and music helped sell the feel too.
Apr 18 13:46:00 21m 00s RescueBot I wasn't particularly expecting to be taken with this interpretation of the theme, but I think you did really well here. Shapeshifting to represent different roles working together is an interesting take, and there does actually seem to be a high degree of shapshifting required to get the hard missions. Switching to a person to make tight turn, and a helicopter to jump obstacles seems like a weird approach, but works well mechanically.
Apr 19 08:43:00 18h 57m The Maitre D An excellent game! I'm loving the weird ideas the theme has brought out, and this was an superb execution there! <br/> <br/>I did notice a lotion bottle I couldn't pick up in the top right of the level after the one with all the bombs and tables, though. A bug, perhaps?
Apr 19 16:02:00 7h 19m Posthistoric Ooze An interesting take on the Lemmings formula! Took me a while to figure it out, but once I did, it was very satisfying! Did you ever consider letting totems change the oozes out of the various forms too? <br/> <br/>I kept having trouble with them getting stuck in a certain form for just too long, due to placing a totem just a little bit off. I could see if that could cause troubles though. <br/> <br/>I also have to agree with A Little Red Panda too, a better indication on where the oozes would start from would be nice too.
Apr 23 16:02:00 96h 00m Metaforce Nice background music, even if the loop is a little short, and I see how you could do really interesting stuff with the concept! <br/> <br/>Apart from the issues other people had raised (though I did find it easier after I noticed there was a map in your screenshots), the issues I noticed was enemies recombining as soon as you kill them sometimes, and that holding the sword out seemed to do better than swinging it. Good work pulling through in the timelimit though!
Apr 23 16:45:00 43m 00s windowframe Another managore wonder!
Apr 23 17:13:00 28m 00s Abyssal Dream Have to say, I really liked the simple graphics, though the antialiasing on the size changes was a touch disappointing. The ideas were good, and the levels well designed. <br/> <br/>I have to ask though, why did you choose to go with combo inputs for the shapechanges, when that whole hand is free for pressing shapechange buttons?
Apr 23 18:33:00 1h 20m QUADRISIC First time I managed to score 577, second time 673, but only 681 the third time. I really think you did a good job here, in the 48 hours of the compo! It really feels like there's a lot of depth here, but I also tried curtamyth's strategy of just taking the biggest points until the endgame, and that netted me 723. Perhaps I was applying certain strategies and not realising it, but it could mean the depth is something of an illusion. The first thing that pops into mind would be having cleared spaces still count for the scoring to make the end game more lucrative? All in all, I enjoyed my time with this one a lot, though!
Apr 24 13:54:00 19h 21m The Monster Armies Interesting concept, and I'm impressed that you managed to implement that much in the period of the compo! <br/> <br/>One bug I found, on level 4 I think I managed to underflow a unit of archer's health by charging them with some farmer's boys, leading me to end up fighting a unit of archers with about 500000 troops. <br/> <br/>Needless to say, I lost that battle.
Apr 24 14:07:00 13m 00s KAIJU VS A seriously interesting idea, though I'm not sure quite how well it was implemented. Of course, in 48 hours there isn't that much you could do towards such a complicated concept, so good work getting what you did manage done! <br/> <br/>It's hard to see how much the player's input matters, but the kaiju I actually spoke to was able to easily smash the kaiju I just said "ur shit" to over and over. So that much is promising, at least. <br/> <br/>I'm gonna leave my kaiju here so other people at least have something to compare theirs to or fight. Hopefully that will give those who come after a better understanding of the game! <br/> <br/>eyJuYW1lIjoiUGV0ZSBQdW5jaHkiLCJUWVBFIjowLCJIRUFEIjoyLCJMRUciOjEsIkhBTkQiOjEsIkhQIjoxMjMsIk1QIjoxMzMsIkFUSyI6MTczLCJERUYiOjEzNCwiY29tbWVudCI6WyJZbyBwZXRleSwgeW91J3MgdGhlIHNoaXogYml6IiwiWW91J3JlIGEgcmVhbCBjaGFybWVyLCB5b3Uga25vdyB0aGF0PyIsIkhvbmVzdGx5LCBJIGV4cGVjdGVkIGEgbGl0dGxlIG1vcmUgZmVlZGJhY2suLi4iLCJZbywgeW91IGxvb2sgbGlrZSBLaW5nIG9mIHRoZSBPb3plLCBub3chIiwiV2hlcmUnZCB5b3UgZ2V0IHRoYXQgaGF0PyIsIk5pY2UgZXllYmFsbCwgYnVkZHkuIiwiQXQgbGVhc3QsIEkgdGhpbmsgdGhhdCdzIGFuIGV5ZWJhbGwuIiwiV2hhdGNoYSByZWFkaW5nPyIsIk9rYXksIHRoYXQgd2Fzbid0IGFuIGV5ZWJhbGwuIiwiTm90IHF1aXRlIHdoYXQncyBnb2luZyBvbiB3aXRoIHRob3NlIGFybXktYXJtcywgYnV0IHRoYXQncyBub3QgbXkgYml6IHRvIHNxdWl6eiJdfQ==
Apr 24 14:23:00 16m 00s Tetrikado I didn't have anyone else to play with, but I had a good time trying to build towers so they wouldn't fall over! <br/> <br/>One thing I noticed was that if you build for long enough, it's possible to make it so the other player can't place blocks at all, and the game doesn't seem to recognise this state. Of course, there's always the reset button, so that's not too much trouble!
Apr 24 15:58:00 1h 35m Craft a Raft Excellent little game! It's a shame you didn't have time to design more levels to put everything into practice, but it's clear all the parts are here. I'll be keeping an eye on this one!
Apr 25 08:38:00 16h 40m A Simple Tale Nice old-fashioned graphics, and a good background score (though some notes were a little harsh through my headphones). <br/> <br/>It's a shame you didn't have more time to develop this, but the base game is solid enough! Perhaps being able to take three hits before the game ends would make it last a little longer, though. I found myself staring at the ending screen pretty quickly, which was a bit of a disappointment.
Apr 25 09:43:00 1h 05m "Wizard Prototype" - Unfinished- For an unfinished game, this performs much better than most of the finished games I've seen! The Kirby vibe was really strongly developed (with the bit of Megaman thrown in too, of course, and there were tons of content for the time period. <br/> <br/>Sorry to hear life has thrown you a curveball, and you have my best wishes going forward!
Apr 25 09:59:00 16m 00s Abs 'n' Ads Excellent exercise session! I did find that trying to go back for a second round gave me memory errors, but I guess you can't get out more than you put in!
Apr 25 10:46:00 47m 00s From Near to Far What a cute little ship! I really like how subtly you weaved the shapeshift theme into this game, and I also think it's a pretty creative piece of gameplay. The difficulty really ramps up quickly if you go for lots of quick jumps, though, and I found the later missions were just me getting torn apart by drones. Still, I managed to get the 5 stars on my second attempt, so I guess it worked out fine.
Apr 25 13:11:00 2h 25m The cat of two worlds Yeah, I've got to repeat what the people above have said about getting trapped outside the boss area after losing the fight. That counts as the type of gamebreaking bug the rules allow you to go back and patch, I'd say!
Apr 25 14:55:00 1h 44m ShapeUp It's clear that this is mainly a test of the command words system, and it's a little unclear what actually is a win state and what's a fail, but it's not bad for eight hours work! It's definitely an interesting idea, too!
Apr 25 15:22:00 27m 00s Tentacle Boy Good use of theme, cute tentacle boy, and lovely background music. The movement drove me mad, though. Gripping seemed to do very little, since it was so easy to knock yourself free, and so easy to let go by pushing the wrong button. I do love the idea though! <br/> <br/>Perhaps you might want to check out another game I saw that uses similar mechanics, though it took a much different track with it. Maybe it might help with more ideas? http://ludumdare.com/compo/ludum-dare-35/?action=preview&amp;uid=56711
Apr 25 15:52:00 30m 00s Extanation Gorgeous graphics, and with a soundtrack that really laid down the mood. Unfortunately, the gameplay really didn't live up to that level. People above me have detailed most of the bugs I experienced, so I won't cover that, but I'd recommend getting more programming help for the next time you want to take part, it's a shame to not see the world the graphics and audio belong to not be fully realised...
Apr 25 17:48:00 1h 56m Those Aren't Stars The characters are just adorable, and the style is simple but classy! All the problems I encountered have been detailed above, so there's no need for me to repeat them. For a 48 hour game, this is quite impressive!
Apr 25 18:28:00 40m 00s Connected-Souls Wow, I wouldn't have expected this to be a first attempt! The main character is well designed, the music is great, and the game is functional enough for something made in 48 hours. <br/> <br/>Many of the suggestions I would have made are already made upthread, but one thing I might suggest is to make it so the audio continues to play when you die. With dying being so frequent in this game, it places undue stress on the opening of the track, and makes each death feel a little harsher for the player, compared to the smoothness of the song just continuing. Just as a thought to consider!
Apr 25 19:04:00 36m 00s shape_Shifter Simplicity is a virtue, and you've done well to make a suitable game from the theme. It reminds me a bit of the Brain Wall/Hole in the Wall gameshow, which is a fun point to start off from too!
Apr 25 19:19:00 15m 00s Carl the shapeshifting penguin Congratulations on your first Ludum Dare! Of course, I had to give this one a shot! ; P <br/> <br/>A fairly solid platformer (though I think the acceleration is a little slow), with a decent enough range of powers. It took me a while to get to the finish, but I eventually made it. <br/> <br/>A fine, if simplistic game, with a cute penguin!
Apr 26 14:00:00 18h 41m MorkoV As a proud morkov farmer, I am here to report my experiences on this farm. I am ashamed to report that my first two attempts led to failure. When I attempted to sell my morkov, I found myself unable to, regardless of what I tried, and soon the famine took its toll. <br/> <br/>However, on my third attempt, I came to the realisation that selling morkov for personal gain was not the point of modern life in New Russia, and abandoned that approach. Instead, I invested my starting capital in convincing the population that the consumption of such unpatriotic orange morkov was unnecessary. Now freed from the tyranny of unnecessary things such as food, the population began to rise, and continued to rise even once the nation's morkov supply was exhausted. It continued to rise even beyond the apparent limits of our population, eventually settling at 2,499. I assume this is intended to demonstrate how well our glorious New Russian government provides for her people, and is not a mistake or issue at all. <br/> <br/>With population issues handled, I set to work on creating a true patriotic blue morkov. This process took quite some time, but thankfully I had the fine New Russian ambience to keep me company, which I found quite enjoyable. I also must report that I noticed, while the morkov farm is excellently rendered in the large pixels of our motherland, my character sprite seemed to be taken from another source. I understand these have been hard times for New Russia, and we must appropriate from what we much, though. <br/> <br/>Glory to New Russia, and to the morkov farms of the future!
Apr 29 18:11:00 76h 11m Chrysalide I had a real hard time getting into this game, because I didn't realise the controls screen was a choice (I thought it was just instructions), and then I missed the tutorial screen due to hammering away to try and get through. A prompt to select would probably be best, and an option to return to the instructions screen from the game. <br/> <br/>Once I did get through with the right controls and understanding what I had to do, I was glad I had, though! This game has an excellent use of the theme, and was solid in all the categories! That final level was hard as hell, but it did feel rewarding when I finally got through it! <br/> <br/>Congratulations on your first Ludum Dare, and on making such a fine game in 48 hours!
Apr 29 18:25:00 14m 00s Corrupted AI Gorgeous! I love glitchy aesthetics, so this was right up my alley. Personally, I loved all the effects, and found the ambience to suit it excellently. <br/> <br/>Apart from accidentally solving the rotating wheel puzzle, the only thing I might suggest changing is replacing the default cursor, since as it is it floats above all the effects. <br/> <br/>Congratulations on an awesome game!
May 6 16:36:00 166h 11m Pathway Wonderful little game! I'm glad to see it getting rated in these last few days! I did have quite a bit of trouble with some puzzles (though now I see the "middle click to shoot" option, that would have saved me), but otherwise the game was a joy to experience. <br/> <br/>I did run into a few bugs based on positioning (without being able to shoot, I had to glitch my way through level 3, by mashing the right click to drag my respawn point through obstacles), so that's something you might want to work on in future, but all in all this is a lovely cute little game!
May 6 17:47:00 1h 11m Blocko A solid use of the theme, and a well designed puzzle game! <br/> <br/>The difference between too easy and too hard is a very fine line here, with it going from getting every shape to missing them all in less than a minute in my case. This is an interesting situation you've built with it, but it might be more enjoyable with a more gradual ramp up of difficulty. Maybe introducing shapes coming at different intervals at certain difficulty levels could be an interesting way of varying difficulty. For instance, on some levels, you could have pairs of shapes come down with very little between them, but give them time to catch their breath after each pair. <br/> <br/>On the whole, you've made quite the interesting little action puzzler here!
May 8 15:15:00 45h 28m Mahou Shoujo Elly Cute as hell idea! I did think that the mahou shoujo element was going to mean she would transform, but it was a fun game none the less!
May 8 15:45:00 30m 00s Nevermore I'm falling into the camp of people who can't get past the rule screen...