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| Timestamp | Since previous | Game | nintendoeats's comment |
|---|---|---|---|
| Apr 18 14:53:00 | Werewitch | The music is really nice and relaxed. <br/> <br/>As mentioned elsewhere, tapping to move is very frustrating. It's also very visually busy (especially for me as I am red/green colourblind). I had trouble keeping track of my character, especially when there was a building in front of me. Also, sometimes I think spawned inside a building. <br/> <br/>Good first attempt! | |
| Apr 18 15:01:00 | 8m 00s | Shape Shifters Inc. - A near-future dystopian manufacturing simulator | Graphically it's nice and the Valve-style writing touches are cute, but is this INTENDED to be tedious? As far as I can make out this IS a job simulator. I had a job, it sucked. That's why I sit on the couch playing video games. Please tell me if I missed something. |
| Apr 18 15:13:00 | 12m 00s | Shape Factory | Cute idea, but the fact that I have a big monitor made it pretty much unplayable at that tiny resolution. Also, shooting up didn't seem to work for me. The music was really good and I think there is potential here for a pretty cool mobile game. <br/> <br/>It's really hard for me to say anything more constructive just because it was so small that I had trouble seeing what I was doing. |
| Apr 18 15:25:00 | 12m 00s | Nightshift | The production values and completeness are excellent. <br/> <br/>I'm not big on shmups, so take these comments with a grain of salt: <br/> <br/>Input lag on the selector wheel was frustrating <br/>Covering my screen with a (really nice) effect when I've been shot was frustrating more than anything else. <br/>The fat melee cat being slow seemed off to me surely the melee character should be bale to get in quickly to do damage? <br/>Keyboard ghosting is a problem I think. I couldn't shoot and move at the same time. <br/> <br/>Again, great production values. |
| Apr 18 15:35:00 | 10m 00s | Souleater | Did I miss something? I hate the soul under the volcano and the game just ended. <br/> <br/>the aesthetic is really nice and figuring out what the squirrel power was entertainmed me. Trying to use it off a single pixel ledge kind of sucked though. I actually wanted to know more about this world, which is strange considering I don't usually and the place is literally just blocks. The background and music were just really nice. |
| Apr 18 15:48:00 | 13m 00s | Railroad Shifter | Aesthetically this is nice, but I really really don't like sliding block puzzles. The whole game does kind of hinge on that. The idea of changing it while the train moves is kinda neat, but because at any time at least 2 blocks are stationary it's impossible to move many of the blocks that you need to, making a frustrating type of puzzle more frustrating. <br/> <br/>The guy is pretty awesome. |
| Apr 18 15:58:00 | 10m 00s | Drift Shift | I really like micro machines, which this reminds me of. I also teach manual transmission driving as a hobby. In fact, I considered making a game called "Diesel May Care 2: Shift or Die", sequel to a previous LD project. <br/> <br/>Ironically I think the weak part of this is the shifting mechanic. The interpretation of shifting as a gating mechanic is an interesting one and I think it's good that you tried it. However, I found that it was just ruining my flow because while I could carefully time my drifts (which was really fun) I couldn't steer and shift at the same time. If the shifting mechanic were gone the game would be quite a bit of fun. <br/> <br/>Sound would make a big difference since most experienced drivers shift by engine note and speed, but because engine speed is not tied into road speed at all that doesn't match one to one. Perhaps if the engine revved higher if you need to shift up and lower if you needed to shift down? Then I could pay attention to the road and shift by feel. <br/> <br/>If you can find a way to make this flow better I love the idea of an arcade racing game with gear shifting. This is a solid start and the actual car feel is pretty good. Also, play some micro machines! |
| Apr 18 16:13:00 | 15m 00s | Facade | I really liked that, it was extremely well put together. The ending seemed a bit weak since you had a very basic platforming puzzle and then a piss-easy boss, but the previosu levels were interesting. Baiting people to fight eachother is an underutilized game mechanic that can lead to tons of entertainment and it was well executed here. Also racism is bad hooray. <br/> <br/>Well done! |
| Apr 18 16:55:00 | 42m 00s | Ohm My, Color Me Squared | I got stuck on what I assume was the last puzzle. I was starting to get angry at it and was really just doing trial and error. However, I really like this idea. It could be developed into a full game without too many changes. I didn't like the nighttime mode because it just added to my frustration, and it can be hard to distinguish blocks which are on the pedestal. <br/> <br/>European plugs are hateful things. |
| Apr 18 17:11:00 | 16m 00s | Rocky | Ones I got a flow goin this was sort of fun, but the buying interface was a problem for me since it didn't paus, required me to put my hand on the mouse and was difficult to see. Also, it's very easy to get overwhelmed as a rock. I assume the point is to turn into a tree during group fights, but since the tree attack doesn't have great hit detection for things near you that doesn't always work. Bouncing around as a rock was fun when I got a hang of it, but the only real strategy that worked was bouncing back and forth ina straight line. Still, these were all interesting ideas to experiment with and none of those problems couldn't be resolved. Well done! |
| Apr 18 19:05:00 | 1h 54m | Roterra Shift | The controls are WAAAAAAY to floaty, especially when being killed sends you all the way back to the beginning. The cube effect is really neat though. I do wish that it impacted gameplay more than a 2D screen change. |
| Apr 18 19:12:00 | 7m 00s | SImple Shift | That's cute and it looks pretty slick. The music also suits it well. I don't have anything close to the reflexes required. Just processing |
| Apr 18 19:59:00 | 47m 00s | HARVESTRON | I like the idea of slowing down to shoot dudes, but I'm not clear on why it doesn't always work. If I could switch reliably this could actually be much fun (if a bit easy). |
| Apr 18 20:07:00 | 8m 00s | The Core | I didn't find the enemies so bad, but I did get an out of memory error when I clicked on the gun attatchment I had just built while using a workbench. I wish the jump wasn't so floaty, but it works well enough and because you get so much air control avoiding enemy attacks isn't too bad. I do wish that the floor blocked bullets. It seems like with some more time this could become a cool metroidvania style thing. |
| Apr 18 20:13:00 | 6m 00s | Sharpshifter | Cute little twin stick shooter, but doing a game like this with a mouse only works (in my opinion) if the ship points at the cursor. I found very tiny twitches would mess it up, and my cursor could go off the game screen rendering my frantic clicks inneffectual. Nice look. |
| Apr 18 20:48:00 | 35m 00s | Heroic Sex Bazooka | Those hitboxes...I couldn't complete level 9. I knew what to do, but you have EXACTLY enough time for the first and last burgers, and as long as I was getting hung up like that patience was going out the window fast. However, it's a cool idea which seems like it has room for expansion. Good on you for including a level editor. <br/> <br/>Oh, I relaize having the exact length is important to gameplay but I'm really sick of that burger sound now. |
| Apr 18 21:00:00 | 12m 00s | Shift City | Really really neat. The interface is a bit difficult to read, specially telling what the sides of a tile are. However,the core of the game is extremely good (if a bit reminiscent of Carcassone). The gameplay loop is compelling and I felt satisfied by completing each task. One thing I would do is focus on an algorithm that made the game more challenging as you went, since often situations would resolve themselves or require one change, then boom massive ovehaul. <br/>Oh, and as a red/green colourblind person I should point out that I had a great deal of trouble telling satisfied citizens from unsatisfied ones. <br/> <br/>Great job! |
| Apr 18 21:09:00 | 9m 00s | Disco Anthem Reloaded | You're not kidding about the siezures, but it looks cool and "wonky world" is an interesting mechanic. The graphics are superb and I like the music as well. It was VERY difficult and I didn't want to play it for too long because it is so hard on the eyes. |
| Apr 18 21:16:00 | 7m 00s | gunshift | I quite like the unique mechanics, and that gun animation is great. level 6 wasn't THAT difficult really once I figured out how to jump off the first ledge without dying. Very very good effort with much room for expansion (ooh, and gamepad controls). |
| Apr 19 01:50:00 | 4h 34m | Lonely Mountain - A shape shifting tv series | I can tell that was a huge amount of work. I like the idea and the writing was pretty good (if a bit long-winded at times, the comedy version of the last episode went on longer than it would have on TV for example). I did feel a bit disconnected from events, and I felt more like I was just taking in the writing than trying to achieve any goal with my choices. Possibly that's because I didn't have a reason to care about any of the happiness indexes. <br/> <br/>I liked the music on the email screen, but I do appreciate that you didn't include any during the script editing. That made reading much easier. |
| Apr 19 02:15:00 | 25m 00s | Who Let The Chicks Out? | Very good for a first attempt. The graphics and sound are all solid. There is a bit of a bump while walking, I think possibly because of a gap between floor block objects. The chicken double jump was a bit fiddly, I couldn't do it reliably. |
| Apr 19 13:26:00 | 11h 11m | Sheep Shape Shift | I thought that audio and video were great, especially the use of the sheep theme. The balance seems off though. <br/> <br/>The problem is that shifted sheep chase you. This means that anywhere you drop diamonds, a sheep will immediately come along and eat it. Winning depends entirely upon no sheep coming after you until there is a good field going with well over 100 gems in it. Whether or not that happens appears to be pretty much random. I don't feel like I have any control over the outcome, because I am using a pencil to fight a tidal wave. |
| Apr 19 15:34:00 | 2h 08m | Fluffy the Porcupine Saves the World | The mechanics all sort of work, but I never figured out what was useful about the turtle and the armadillo aside from digging. For the final boss I dodged attacks with the cat and then switched to the porcupine to drop some attacks. It was a bit tricky with the lazer, but it is still completely possible to avoid that by running while still stopping to get attacks off. On that note, the porcupine's ranged attack is 10 times more useful than any other attack since most of the enemies are entirely melee based and can't move in to attack you quickly. <br/> <br/>The music was good if a bit repetetive and the writing touches added a nice sprinkinling of personality to the game. Muricalligator looks great as do his attacks. |
| Apr 19 16:08:00 | 34m 00s | Shifting Shapes | My main complaint has already been addressed, namely the keyboard issue. Other than that, it works well and the principles are sound. <br/> <br/>I did have colourblindness issues. If there was a real timer I would have been boned. The stars and squares look very similar, the moons and triangles almost identical. It kinda messed up my eyes as well. Obviously this problem only affects about 5% of th epopulation, but there you are. <br/> <br/>A game like this relies almost entirely on visual and auditory feedback. If you were to expand on it, those would be the first areas that I would look at. <br/> <br/>Good Work! |
| Apr 19 16:15:00 | 7m 00s | Barbecue Simulator | AAAAAGH! <br/> <br/>That was my reaction when the physics bugged out. Cute idea, really nice graphics and music (and steak sound). I never quite understood how the fly mechanic worked. <br/> <br/>Basically, do you remember Jurassic Park: Tresspasser? firstly somebody needs to remake that, and secondly this reminded me of it. First person grab physics are really not something that anybody has figured out, and I think that there is value in doing so. |
| Apr 19 18:33:00 | 2h 18m | Euclidean Shift | Liker others, I could not do the one in the fourth screenshot. The controls aren't suited ot quick shifting and I had to do some real finger gymnastics. I only have two hands, but the controls are in 3 places on the keyboard! <br/> <br/>It's neat idea though. Tighten up the controls and lower the difficulty curve and you could be on to something. |
| Apr 19 19:21:00 | 48m 00s | VampShift: The Bloodening | Aside from some bugs I know you are already aware of, that was very well done. I'm not big on massocore, but I could identify that was a good example of it. I do wish that tapping the fly button was a viable strategy since I usually try to make several tiny adjustments to get through places, but that may not be what you were going for. <br/> <br/>Oh, the music was good but hearing the same 8 bars over and over again after dying 4000 times can be a bit grating. |
| Apr 19 19:32:00 | 11m 00s | The Experiment | This does not fit the technical definition of a game. There is no goal and the player has no basis for making decisions. Ok, that's fine, I'm down with art pieces for LD. I made one for my first LD in fact. But this didn't appear to be trying to make me think about anything. So the question is...why did you spend time making it and why did I spend time playing it? |
| Apr 19 19:44:00 | 12m 00s | GattoMagico | Very nice little project. Very challenging, but it a good way. I liked the interaction of the 3 cats. It would have been good to have some indicator of what cat was next, because keeping track of which cat you are about to become is hard during twitch gameplay. Sound was very good. |
| Apr 19 21:00:00 | 1h 16m | Atlantis Dare | Hey, I haven't reviewed your game yet (I will soon) but I wanted to let you know that you helped me find a bug. You should have lost when the rebels attacked you but that combat loop wasn't being allowed ot run correctly. Combat is the only way to beat the rebels. You are correct, embezzlement is too easy. A number of players have shown me that. |
| Apr 19 21:25:00 | 25m 00s | PolygonInvasion | Very solid effort. The flow is good, which is key to a bullethell shooter. I was unable to get passed the first boss because I'm really not great at twitch games, but I did feel that the difficulty went from dead easy to OHMYGOD the moment the boss came on screen. <br/> <br/>Given how fast you need to move, I didn't think that the square was viable. Maybe that's just me. <br/> <br/>Excellent graphics, I really like the transition animation! |
| Apr 20 01:27:00 | 4h 02m | Shadow Play | I really liked that. In fact, I downloaded the source because I want to see how you did it. HAving the light be a physical object could be kind of a pain, since it would get hung up on walls and such, but it always worked well enough. I think less tight corridors would probably resolve that problem somewhat. I would really like to see more done with this concept. <br/> <br/>And some music. It really needed some music. |
| Apr 20 01:40:00 | 13m 00s | Do Robots Dream About Yoga? | Oh by the jesus goddammit. I was having fun and then the third came along and I really did try very hard but I just couldn't make it work. This is really hard to do without depth perception and there is virtually no margin for error. I do like the idea and the presentation is very nice. The pile of robot bodies is a nice touch. |
| Apr 20 15:20:00 | 13h 40m | Wall Buster | Maybe I'm thick, but I can't actually start the game. How are you supposed to select "new game"? |
| Apr 20 15:32:00 | 12m 00s | Morph World | It's basically functional, and kind of fun I suppose, but there really isn't much new here. I like the idea of switching to the car to gain health, that could evolve into an interesting mechanic. I did find that there was only really one strategy, which is circle-strafe and fire at the mob. The interface could be easier to read during the action, but it isn't the worst that I've seen. |
| Apr 20 15:55:00 | 23m 00s | Agent Shapeshift | That was cute. I quite liked the central mechanic and you played with it well. The bit getting the milk felt arbitrary, but the egg was good. It took me a bit to figure out exactly how this was supposed to work. Talking to walking people is really difficult. The collision detection in the second level is completely buggered (I think you need to make bigger colliders). Oh man does this ever need some sound! <br/> <br/>Good entry, I enjoyed it very much. |
| Apr 20 16:02:00 | 7m 00s | ShapeShifter | I actually considered doing something like this but I chickened out. It works pretty well, but I could never tell WHEN to shift. The engine sound didn't seem to have anything to do with it, and there is no rev counter. By the way, pressing space automatically wins the round. <br/> <br/>(Oh, and granny shifting jokes? You know that double-clutching is only useful on gearboxes without syncromesh right? Or maybe that wasn't supposed to be a Fast & the Furious joke) |
| Apr 21 02:41:00 | 10h 39m | 'Pillars of Life | That was frigging great. I love the way that the world generation is driven by player actions and really is a simulation. Really though, the drought is the pinnacle of the thing. It is a parable about limited resources that doesn't just say "we should just consume less" and instead deals with the reality that people need to eat. It was difficult, but that was because I really was having to try different strategies to get through it. This is an excellent interactive story about the cycle and struggle of life. <br/> <br/>My only criticism is that simply trying to survive was not in itself an enjoyable thing to do. That fits the theme of the game, but after I died during the "survive for 10 rounds" section I really didn't want to go back into it again. 10 rounds is a REALLY long time. |
| Apr 21 14:17:00 | 11h 36m | The Mind of Marlo | I really enjoyed that. Very nicely polished and cute idea for an adventure game. I really enjoyed the writing. Couple of problems of the "frigging adventure games" variety: <br/> <br/>Why can I only fill the spray bottle from the bathroom sink? <br/>Why do I need to drink salt water to get rid of the slug instead of just dumping salt on myself? <br/>Why doesn't smoking remove the ice guy? <br/>Why can't I dump salt on the ice guy? <br/>Do you know how hard it is to punch yourself in the face (but at least we had a good clue for that one)? <br/> <br/>I still really enjoyed it. |
| Apr 21 18:57:00 | 4h 40m | GOLD+SLIME | Kinda fun in a twitchy sort of way. It did kind of feel like the world's most basic stealth game. The lives system is frustrating, especially when it is possible to spawn in such a way that you cannot survive. <br/> <br/>The graphics are cute, though they don't fit any particular 8-bit machine. I know this won't bother everybody, but as a person who has played many 8-bit games it was hard to ignore. If you want to get that right, try to lower your colour count. Most consoles only allow 7 or 8 simultaneously from a total pallete of 256 (sometimes backgrounds and sprites could have slightly different palletes). <br/> <br/>Still, it works and is complete so that should be applauded. |
| Apr 21 19:14:00 | 17m 00s | Code Shift | I definitely feel the fact that you didn't finish. It feels like there is stuff missing. The offset mechanic actually works pretty well, it reminds me of the hacking minigames from Mass Effect (which I mostly liked). I would often see a word and then think: wait, are these other things words? Hmmmmm...no. ok, coincidence." <br/> <br/>The management system works, but as it stands it doesn't really do anything for me. I think there is a reason that management sims and other types of games tend to remain seperate: they require completely different playstyles and frames of mind. I like strategy games and I like action games, but I can't think of any strategy-action hybrids that I have really liked (except Red Alert Commando, but that was really just a shooter with a lacing of strategy). I wasn't sure how to play it, and I don't think that the two styles of gameplay compliment eachother in any way. Still, it's good to experiment with that kind of thing so I'm giving you top marks for innovation. <br/> <br/>**** beige. |
| Apr 21 19:22:00 | 8m 00s | The Cloak-ed Man | Either this doesn't make any sense or it is severely broken. I really liked the music and the look of the graphics, but there's making an arty game and then there is making something that gives every impression of not working. I was really curious what this was and I really am completely non-plussed. |
| Apr 21 19:30:00 | 8m 00s | Red Vs Blue | I got to a level with platforms, defeated all the enemies and then nothing happened. <br/> <br/>This is an interesting idea and I think that as a proof of concept the game does a good job. Making the bullets keep travelling adds the main challenge, but I think there are more fun ways to do that. If you can find them, you are on to something with this. It is an idea that can be applied to a wide range of game types, so don't just limit yourself to side scrolling shooters. Try to think of the best genre it could apply to. A multiplayer FPS that worked this way would be crazypants. |
| Apr 21 19:45:00 | 15m 00s | Origami Ride | I totally didn't clue in to the fact that the sewer pushes you up as a plane. It was really boring till I got that. It's kinda fun but really I didn't feel like I had much control over events. I think it needs more shapes and REALLY needs air control. |
| Apr 21 23:47:00 | 4h 02m | ViralNet | I couldn't hit anything. My bullets just passed through the enemies. Also, those controls are really poor. We are generally used to left hand for movement, right hand for actions. Using the number keys is very strange. The traditional control system for this kind of game is traditional because it works. <br/> <br/>Still, good on you for getting your foot in the door with a project. I hope to see something more fleshed out next time! |
| Apr 22 00:25:00 | 38m 00s | Dinner Party | I like this kind of puzzle, but really this is pretty basic. I mean, you know that as well as I do. It could have been lots of fun if I needed to parse through a great deal of info and look for inconsistencies but...I didn't. |
| Apr 22 00:38:00 | 13m 00s | Mr. Purrgalar | Cute idea, works reasonably well. I thought I wasn't going to be able to play it because I'm colourblind, but I got through it ok up until the level without indicators and that was just too difficult to process. It doesn't help that if you are in a collider before you finish changing you cannot pass thorugh it. <br/> <br/>I like the music but it got irritating quickly, particularly the way it looped. <br/> <br/>I'm seeing room for more mechanics, but I'm pretty sure a fully fleshed out version of this is something that I could never play. |
| Apr 22 00:53:00 | 15m 00s | PaperFlap | Ok, the art and audio are fan-freaking-tastic. I can see a whole game being done like this easily. I think you know the gameplay limitations. Release space to jump is weird and I think the flying mechanics have it in for my keyboard. |
| Apr 22 02:00:00 | 1h 07m | Paranormal Pastries | I really enjoyed that! That last level kicked my ass, but I got through it and it didn't feel unfair. Two comments: <br/>Make the guy shut up when I'm restarting a level! <br/>Going from doughnut to sticky bun was a mde more difficult than I would have liked because of the time delay between changes. I don't know if that delay is really required for balance. <br/> <br/>Very nicely polished and complete game with a good difficulty curve and novel mechanics. |
| Apr 22 03:06:00 | 1h 06m | Pufferfish: The Game Not The Fish | I like the sound effects and graphically it's pretty good for a first attempt. The core gameplay is pretty weak though. <br/> <br/>Think about the gameplay loop. The player moves forward. Looks at one spot on the screen. When a shadow appears they stand still and hold space. The shark goes away. The player keeps going. <br/> <br/>The only thing the player has to do is "see the shadow". It doesn't move quickly enough to be a twitch challenge, but it doesn't provide enough mechanics to be an intellectual challenge. It's only difficult while you are figuring out how it works. <br/> <br/>Also, the health meter is in the most important place on the screen. When moving down a linear corridor like that the player wants to see as far ahead as possible. But the place they most want to look has a big block in it! <br/> <br/>Good on you for getting something together, I think you'll see real improvement in your next attempt. |
| Apr 22 18:50:00 | 15h 44m | The Cargo Shift | Once I figured out how it worked (not intuitive) I found it pretty easy. I liked the looks and the music, but the gameplay wasn't super compelling. I felt that perhaps using a combination of WASD and the arrow keys would work better than the mouse, since I kept wanting to use A and D to turn around the ship. Lack of depth perception was sometimes a problem, perhasp some kind of tracer would help with that. <br/> <br/>Neat idea, good atmosphere (ironically :p) |
| Apr 22 20:12:00 | 1h 22m | Conflict: Transforming Warfare | That is very impressive for a 48 hour project. Did you use an asset for pathfinding or code your own? <br/> <br/>I'm not sure that the desert level is actually possible, I certainly couldn't complete it. I do quite like this idea though. I suspect it might not appeal to serious RTS nerds because it demands less long term strategy, but I am the Red Alert 2 kind of player who like swarming with Prism Tanks. <br/> <br/>Shorcut keys for transforming would be handy. <br/> <br/>Thank you for realizing that WASD should control the camera. RTS developers seem to miss the boat on that. |
| Apr 22 20:21:00 | 9m 00s | Super Shape Drop | Very well put together for an LD game, you have all the elements of this kind of game done well. I can't really play it because I'm colourblind and I essentially see 3 kinds of objects (I know the shapes are different, but I have to concentrate really hard to play just by shapes). For that reason I am not ranking fun. |
| Apr 22 20:46:00 | 25m 00s | Thomas was a shape | That was difficult. The misdirection at the end of level 2 is nice. It did become irritating when I knew what I had to do but couldn't do it. I generally feel that a game should either about figuring out what to do, or about executing something obvious. Other opinions are available. <br/> <br/>The large red rectangle was a clever ability I thought. |
| Apr 22 21:09:00 | 23m 00s | Chameleon Candidate | I liked the idea and the writing was pretty sharp. It's broad political humor but I like that you highlight the complete bollockness of the terms "conservative" and liberal" with the 4 constituencies (my game actually contains the lines "End repression, vote liberal" and "End repression, vote conservative"). <br/> <br/>It was VERY easy. It was never anything but obvious to me what I should say. To me a game like this should be primarily about <br/> <br/>A: Strategically spending resources. <br/>B: interpreting what actions will get what response. <br/> <br/>Neither really applies here, since it is fairly obvious how each region would respond. There were a couple that required a little bit of thought but nothing really difficult. <br/> <br/>That being said I like the idea, the structure and the presentation very much. Good work! |
| Apr 22 21:47:00 | 38m 00s | Gerard the Epic Shapeshifting old guy vs Evil Duke Frederick XV of Nottingpork | That was pretty much unplayable. Aside form the obvious completely busted platforming collision, physics and controls, why does the text appear directly on top of the player when you have a big open sky on top of you? Why do you walk so slowly? Why does the text change so slowly? Why does clicking to transform only work a fifth of the time? Why does gravity work on a geological timescale? <br/> <br/>Somewhere in here is a good idea, but it is buried under really really terrible basic interactivity. That stuff needs to be sorted before anything else can work. |
| Apr 24 14:06:00 | 40h 19m | In the Court of the Kingly King | That was awell structured and very complete. The writing was punchy and often entertaining. The world building was good but not overbearing. You avoided the combinatorial explosion adeptly. <br/> <br/>My one criticism is that it isn't explained to me until the end why I am supposed to kill the king. It is implied at points, but never outright stated. I don't like making decisions for a character who knows more than me about their situation. <br/> <br/>Very good work! |
| Apr 24 16:56:00 | 2h 50m | Squishy | thegoofromspace pretty much said everything that I was going to say. I would add that relying on depth perception in an isometric game is a recipe for disaster (See Sonic 3D Blast). I quite like the lok but man did that music get annoying fast. I don't know what was going on in the third elvel, but the only solution I found was to drop off the corner to the far left and air control my way onto the flag. I couldn't make the green floor do anything even by dropping on to it. |
| Apr 24 17:04:00 | 8m 00s | Close Calls | That is extremely difficult. Not really my kind of thing, but it does remind me of Burnout and that is always a plus. The retry text needs to be brighter. I was skeptical of click controls, but it works pretty well in this context and I get why you used them. |
| Apr 24 17:20:00 | 16m 00s | All Turd Beast | Hillarious -_- <br/> <br/>I liked the look and even the animations, though I'm not sure that I liked having my view restricted so much. The elephant in particular had some fun little touches. Not so sure about the mouse since it is effectively "press x to progress". the bird was an interesting idea, but I felt weird playing a bird that couldn't actually fly. <br/> <br/>However jumps are managed, I found that I had to press the button a bit earlier than when I actually wanted to jump. |
| Apr 24 18:05:00 | 45m 00s | Escape from Shapeshift Dungeon | I get the idea, use shapeshifting to confuse the enemies, but it didn't really work. Being spotted was never a big deal, I could run right passed everybody up until the very last bit where I just turned one plant into me and everybody clumped together. There is a reason that most stealth games have distraction and hiding as secondary tools. Actually, what I really wanted to do was turn myself into a crate and then transform a guard into that crate. <br/> <br/>The AI appears quite solid for a compo game and I like the music. I would recommend finding a way to stop the music from restarting at the beginning of each level as I found that rather jarring. |
| Apr 24 18:10:00 | 5m 00s | Rectangle run | AAAAAAAAAAAGH. Locking the camera to the character makes this pretty well unplayable because I can't avoid things and time my movements to them aqt the same time. I also really would have preferred the option of having jump on the space bar or some other key. Jumping didn't feel quite as responsive as I would have liked. <br/> <br/>The graphics are nice and the music fits the game well. The bendy rectangle jump animation in particular was quite striking. It all feels very complete for a compo game. |