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GhostBomb

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TimestampSince previousGameGhostBomb's comment
Aug 29 03:59:00 Ancient Maze of Epla Interesting take on the rogue-like turn system
Aug 29 04:09:00 10m 00s Archio gorgeous game. I'm not sure I completely understood the controls.
Aug 29 04:36:00 27m 00s Phone Inventor interesting concept though the mechanics seemed a bit finicky. I'm not sure what to do when the cable gets stuck to a block.
Aug 29 05:27:00 51m 00s cognizance Clever and well executed as usual. Awesome game. <br/> <br/>The final puzzle was frustrating purely because it was really easy to run into static and lose all your progress while you're trying to manipulate the platforms.
Aug 29 16:32:00 11h 05m CAVEMAN HARRY Finished the game! Very simple old school mechanics and charming graphics and dialogue but a surprising amount of content for a 48 hour game. The gameplay was solid for the most part, though Harry would always seem to move one space further than you want him to and the fact that everything has the same big square hit box that's larger than their sprite made dodging obstacles a bit frustrating.
Aug 29 17:12:00 40m 00s Spectacular Stride Machine Perfectly goofy game. You guys really captured the whimsical sense of old-timey inventions and patents. I especially like how the stride machine walks while crouching. <br/> <br/>Gameplay is pretty basic but it works well and is carried by the excellent sound and visuals.
Aug 30 00:16:00 7h 04m Ancient Temploot Nice little rogue-like styled game. I was a bit confused at first but it didn't take me long to learn all the patterns for the enemies and traps. Simple and strategic.
Aug 30 18:09:00 17h 53m Rampage of Technology The art and animation are awesome, especially in the opening sequence. The idea of playing as old 90s tech running from a hipster is awesome as well. The actual platforming engine is pretty awkward and buggy. Platformers can be tricky to program. You guys should practice making a solid platforming engine.
Aug 30 18:25:00 16m 00s Cave of Colors Nice game! Nice touch making the enemies different shapes for people with color-blindness (though I'm not color-blind myself). Jumping is also a great mechanic that you seldom see in arena shooters that lets you avoid damage if you know what you're doing. <br/> <br/>The difficulty spikes way up once the tougher enemies start showing up. I wasn't sure if the power up that spawned was a power up or spikes at first. It would be nice if you could use q and e to switch colors both ways and if you could see what the next and previous colors are.
Aug 30 19:06:00 41m 00s Touch the Monolith Well, that took a dark turn...
Aug 30 22:23:00 3h 17m Cronus' Tomb Incredibly well polished and vivid game for just 68 hours. I imagine you have a lot of developing experience outside of Ludum Dare? <br/> <br/>I actually felt kind of bad for the second boss. He really was trying his best.
Aug 30 22:51:00 28m 00s Apalis Nice responsive platformer. The randomly spawning foilage is a nice touch though sometimes they would partially hide spikes.
Aug 30 23:04:00 13m 00s Gear Kitty Awesome as always, Raiyumi! <br/> <br/>It's kind of funny how you and @managore, another incredibly talented MetroidVania designer, had very similar ideas for this Ludum Dare.
Aug 31 20:59:00 21h 55m cityglitch Unique audio and visual aesthetic along with unique puzzles. Great entry!
Sep 2 05:32:00 32h 33m Cryptoglyphics Cool concept! The game works a lot better with longer phrases or titles. Shorter answers tend to be mostly guesswork.
Sep 8 01:38:00 140h 06m No Excavation Needed I liked the way that the level unfolded gradually. <br/> <br/>In games where the character is jumping around a complex 3D space, there should be a shadow directly under the player, regardless of where the light source is so that they know where their character is depth wise and where they will land. The lack of this shadow combined with the complete lack of friction while in the air made it incredibly hard to make any sort of precise jump. <br/> <br/>The player also seemed to stick to walls if they jumped too close to one, being unable to move at all while in the air. <br/> <br/>Also, while keyboard wasn't your preferred control choice, you should still give more options than space bar for jump. My keyboard for example, can't process left, up, and spacebar commands simultaneously for whatever reason.
Sep 14 02:19:00 144h 41m Geomorph Nice little game. Solid game play.
Sep 14 14:32:00 12h 13m Dino Hipster Survival Awesome game. Great music, art, and sound design. <br/> <br/>The meteor spawning algorithm seems to ramp up dramatically after a few seconds and send a relentless hail of meteors after sending them in one at a time for a while. I found that once this happened if you tried to actually aim at the meteors you would waste most of your missiles and overheat, but if you just fired off vaguely off into the distance, the random scattering of the missiles would hit a lot more meteors, but occasionally the smaller, faster meteors would break through, so it became kind of random.
Sep 15 00:36:00 10h 04m Steam Heart It's crazy how much content you can come up with in 72 hours. Incredibly well polished. Has really nice juice, though some of the sound effects are a bit grating. It's crazy how many bosses you designed, I just wish that they maybe had a bit less health as well as the player having less health. <br/> <br/>The default control scheme is an abomination so I'm glad you let us choose more sensible alternatives :P
Sep 16 15:51:00 39h 15m VÄlnad Nice aesthetics. Gameplay was a bit simplistic and the steering is awkward as you always forget which way you're facing. <br/> <br/>Short interesting game overall.
Sep 19 23:43:00 79h 52m New Ancient Adventures Really solid puzzle platformer. I got pretty invested but it seems like the character's posistion when transitioning between rooms gets bugged sometimes, and I got stuck in a wall :(