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acotis

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TimestampSince previousGameacotis's comment
Aug 29 02:22:00 Atomic Reconstruction My thoughts on this game boil down to three things, one good and two bad: <br/> <br/>Good thing - the audio/visual design is awesome. The hexagon-shaped cells, the hexagon-enclosed &lt;F&gt;irst &lt;Le&gt;tters, the music, and the slow change of color (which I'd normally condemn) all work together towards a professional-looking end. My only complaint here is that the "highlight" color could use a touch-up to make it more eye catching. Just looking and listening, I wouldn't guess this was an LD game. <br/> <br/>First bad thing - I don't like that all of the levels are available at once, and that it's difficult to see which levels I've completed already. It looks like the completed ones are shaded in, but it's difficult to see the color, so I'd make it darker. <br/> <br/>Second bad thing - even after reading the instructions twice, I have no idea what rules govern fusion. It seems random whether two atoms will fuse if I drag them together. Is it some chemistry thing that I just don't know about, or is there a rule in the game I missed? To clear confusion, you could make a tutorial level, or maybe make a separate level to introduce and explain each concept.
Aug 29 02:32:00 10m 00s MMO Dev Tycoon Interesting...I thought at first that I would put an NPC down and the little villager guys would go out and get artifacts from over the hills. WebGL was slow for me, but I am on a laptop, so it might not be an issue for others. <br/> <br/>As it stands, the game seems unfinished...oh, and I see in the description that that's exactly what it is. I hope you decide to work on this game or others in the future, since it seems like a very cool concept. Keep learning!
Aug 29 02:43:00 11m 00s Crucifixion I'm of two minds about this. On one hand, I read the passages in the description, and I wonder if such a serious topic as crucifixion is appropriately considered in a game whose core mechanic is timing. But on the other hand, I like the simplicity of it, and without a doubt I felt some kind of breathlessness when I tried to last; there was no lack of communication.
Aug 29 03:23:00 40m 00s Ancient Weapon As soon as this game pitched me the idea of puzzling out a weapon while fighting off enemies with it, I was sold. The only problem was that I kept getting overwhelmed by enemies before I'd get a chance to figure out anything with the circuitry. I'd suggest using slightly different controls for shooting so that it doesn't take both hands, or maybe starting out with very easy waves of enemies. <br/> <br/>There were also a couple of minor graphical glitches, but I can only chalk those up to the time limit :)
Aug 29 03:34:00 11m 00s Artifact Hunter FYI, the game does not appear to work on Linux. I am running Debian 8 and tried only these two things: <br/> + Unzip top-level file, use wine to run the EXE <br/> + Also unzip libraries.zip and use wine to run the EXE again <br/> <br/>Both times, I got this error: "wine: Bad EXE format for Z:\home\evan\Downloads\Artifact Hunter 1.0\Artifact Hunter.exe.". No need to troubleshoot or anything, just thought you'd want to know.
Aug 30 00:47:00 21h 13m Isaac's Descent Nice! The game has a consistent feel to it: the graphics, audio, and simple controls work really well together. The mechanic was clever, and the puzzles were hard enough that I had to think on each of the later ones, but easy enough that I could solve them all. I only wish that the book mechanic was explicitly explained, as I had to spend some minutes figuring out that I could switch to "use-the-book mode" with the up-arrow.
Aug 30 01:14:00 27m 00s Tombed Not bad at all. The music fit with the art, but I might have enjoyed if there was just a little something else in the art -- maybe something red-ish to offset all the blue-grey. The controls felt a little weird because of the slow acceleration and the fact that I couldn't press W to jump, but they didn't feel unfair...i.e. I never thought "I only died because of the controls!" <br/> <br/>Also, I wanna point out the good level design here. Only once did I find myself trying to 'grind' a section of a level, and once I thought it through it was fine. Even on a large scale, each level follows logically from the next. I especially liked the level with all the vertical climbing. With simple games like this, level design is the make-or-break factor, and this game was definitely made. Well done :)
Aug 30 01:30:00 16m 00s A Blind Man's Text Like KevKevOnFire, I had trouble figuring out that I could move the paper, and I also tried quite a few times to simply type the texts on my laptop's real-life keyboard, since I noticed that my real-life shift key shifted the letters in the game, so I thought that the game would also detect my other keypresses. <br/> <br/>To be honest the game is a bit boring/frustrating at this stage, but as you say it's not finished. I'd be interested in seeing what this develops into, as I like the idea.
Aug 30 11:10:00 9h 40m Ancient Mystery I was able to run the game, but I'm afraid it ran unplayable slow. As in, &lt; 1 FPS slow. The problem is probably on my end as I'm running Linux on an old laptop. <br/> <br/>I like the music though!
Aug 30 18:17:00 7h 07m Five Days To be honest, I'm feeling a bit critical about this game. The main thing I didn't like was that even after reading the tutorial, I felt overwhelmed with new information as soon as I started playing. Before I could even get my bearings with the original commands, academies and research were introduced, and I couldn't keep going. I think part of this was the layout of the text (perhaps a larger font and a newline after each command would be helpful for clearer comprehension?) but it was also how I didn't have time to get settled into the mechanics of interaction with this game's world. I might recommend an even more "dumbed down" tutorial that walks the player through making a building, upgrading it, etc. so that they can get a feel for it before being let loose. <br/> <br/>That said, I don't mean to say that the game is bad, only that it could use a polish, which isn't always possible in the short time of the compo or jam. I look forward to seeing what you make next time, if you decide to participate again :)
Aug 30 19:52:00 1h 35m Kukulkan's Phantom Nice game! I liked the progression of puzzles from one room to the next. The die-and-restart mechanic kept me on my toes, but it was a little frustrating for the J puzzle, which I got by trial and error and didn't understand until I went to the comments. I like that you had to backtrack to find the solution, but I think the repeated deaths made it tempting to just rush/power through the first room again and again...making it impossible to see the clue in there. Not sure what I'd do do fix it though...maybe make that one puzzle non-fatal, but harder to solve, so it can't be guessed on but also won't be discouraging? <br/> <br/>Either way, well done. The game didn't feel unfinished :)
Aug 30 21:04:00 1h 12m Xolotl Great concept, fine art, and good music as well. Unfortunately level 3 (or 4...the one with the huge spike pit) is unbeatable for me once I die only once, because every time I respawn I fall through the floor and to my death immediately. I like what I've seen so far though :)
Aug 30 21:25:00 21m 00s No Man Has Gone Before Not bad! I appreciated how the exposition was delivered subtly in the computer messages. I didn't get that I could re-allocate power at first, but once I did it was a nice game. Although, it seems to glitch out near the end in a way that makes it so I can't die, even if all systems including the generator are at 0%. Still, nice game.
Aug 31 00:06:00 2h 41m Pyramid Great game! I have several thoughts to share: <br/> <br/>+ The first thing I noticed was the main character's animations. Each one is concise and communicative on its own, and taken together they make for a likable, relatable character. My only complaint is that it's a little hard to make well-timed jumps given the character's gait, but to be honest I might keep the gait and change the levels that use such jumps. Well done there. <br/> <br/>+ I also quite liked the music. It was fitting in both style, tune, and instrumentation and made me feel like a bad-ass. <br/> <br/>+ It might just be my screen, but it appears that the game is too tall to be shown fully in a browser. I originally scrolled so that only the bottom part was showing, so I missed out on the bars at the top and didn't understand what was happening. That said, when I finally scrolled and saw them, their meanings were instantly obvious. <br/> <br/>+ The upgrades at the end were a little confusing. How does "SPD UP" compare to "SPD UP (greater)"? Is the latter just objectively better? <br/> <br/>+ I kind of like the full-reset mechanic when you die, but when I got to (I think) level 5 and encountered a part where I had to jump over some spikes but couldn't without hitting my head, it was pretty discouraging to die and not get another chance -- I quit at that point. <br/> <br/>Overall, this game is one of my favorites from LD36. All it needs is a little tightening up and maybe a re-think on what to do when the player dies. Sorry this post is so long, I had no energy for shortening it :P
Aug 31 00:20:00 14m 00s Kungo Pretty neat! It seems a little bit glitch-y, though. On my first play the tutorial glitched and wouldn't progress properly, and on the second the keyboard's focus (?) kept leaving the game and scrolling the page up and down (not sure if that's your game or just LD itself being weird). Also, there is a pass between two large rocks near the beginning that is very hard to get through and sometimes traps me entirely. That was my first play, though, so I might not have been supposed to get there.
Aug 31 00:27:00 7m 00s Sorter of Antiques Hahahaha, I liked "Anti-gravity boots" and "Medium FTL engine". This game has great potential as a short comedy game :D
Aug 31 00:35:00 8m 00s Tappy Catapult Pretty neat, but the game keeps registering my "start button" click as the "drop object" click, so it's very hard to drop the object where I want it. Also, the first level seems unreasonably hard...am I supposed to get the boulder to come to a stop inside the red circle? Very difficult :P
Aug 31 00:49:00 14m 00s SOS Snake Great concept! The controls are a little unresponsive, especially on the first left, but the music kept me patient while I worked through that one. Also, on the first level with food, it's possible to kill the snek without giving yourself a way to die, so you can get stuck and need to restart, which was kind of discouraging. Still, I'd love to see more of this if you decide to work on it further!
Aug 31 21:09:00 20h 20m Viking Adventures! Not bad -- a cute little game. I like that the spears actually stick into the monster, and I like how you made the ocean have nice waves even with minimalistic water. However, it was difficult to figure out that I was one of the people on the boat (I kept clicking the spear bucket at first, hoping one of the men would take one) and the slow sailing between battles was a little boring. Still, nice job :)
Sep 3 21:37:00 72h 28m Of Asteroids and Emus Not bad. I laughed at the mention of ANGEL mixing up "flower" and "flour". That was a nice touch. I kept feeling a little disappointed when I'd get to the end of a long piece of text and not have any choice after all, but the choices that were there felt satisfying and meaningful. I'm not sure if I'd rather have tiny choices in those places (i.e., "say 'uhhh, I guess'" vs. "say 'yes, definitely!'") or if I'd prefer to just take it as-is.
Sep 3 21:53:00 16m 00s The Coterie Not bad. I was confused at first by the lack of instructions. The music was nice, but the sfxr sound effects and pixel-y sprites killed the mood. I like the theme of it, how it highlights the tiles blue or red depending on who 'owns' them, but to be honest...it was kind of non-engaging. <br/> <br/>This is total guesswork, but maybe try making a simpler game next time and focusing a little more on polish? I think you'll get a better result :)