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KevKevOnFire

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TimestampSince previousGameKevKevOnFire's comment
Aug 29 02:14:00 Flip Flow I think I lucked out, got it done quick despite sucking at those slidey tile games. I will say that the moving tiles into the empty spot is not very clear, making the controls feel inverted. No matter how hard I tried, I couldn't see it as anything but moving the black square around.
Aug 29 02:19:00 5m 00s Archaic Light Gameplay too simplistic, imo, not really any decisions to be made. Controls felt "sticky". Lots of wasted screenspace on the pyramid. Nice chunky pixel art, though.
Aug 29 02:29:00 10m 00s SwordSmith Not bad, though I found it VERY difficult to tell when I had taken too long to make a sale and it seemed having to smack the katanas on the anvil was practically an auto-strike later on. Core gameplay concept is solid though, and music was a nice extra touch.
Aug 29 02:37:00 8m 00s Unearth-Burial Interesting, quirky little thing. Wish I could have finished it, but I had to give up after spending much to long fighting against the snake controls.
Aug 29 02:44:00 7m 00s Brainfuck: The Game I would've really liked this, first few levels were pretty neat with some clever ways to cheese them available. Unfortunately bugs left it unplayable for me a few levels in :(
Aug 29 02:51:00 7m 00s Aqueduct Architect Oh no! 404 on the embed! Good polish on the game, but I think it might need a little more something to allow the difficulty to extend past what's here.
Aug 29 03:01:00 10m 00s Egyptian Builder Well, I will say this is relatively bug-free and seems reasonably well coded, but it has some bad design missteps. Hazardous hitboxes are muuuuch too large, causing instant death if you happen to invade the personal space of the poor spikes. Also, there is no need to limit ammo. The tall robot didn't seem to get hurt, so each time I tried to attack it, I had to suicide so that I could attack again. Camera is also very claustrophobic, and jump physics are very floaty.
Aug 29 03:11:00 10m 00s God'sPlagueFighter2000BC Like, I can see the idea here, and can appreciate the tile physics, but even after looking at the instructions multiple times, it took me a while to figure out how to control the game or what to do. Work more on the player feedback, and you might have an enjoyable little arcade game. As it stands, the game is pretty impenetrable.
Aug 29 03:16:00 5m 00s Atlatl Hunter I don't know, this one barely seems to work. Mammoth didn't move, spears could be rapid fired and had unlimited ammo. Just seemed incomplete. Better luck getting things done next time.
Aug 29 03:24:00 8m 00s USADD Punched a velociraptor with a sword to death. GotY 2016. <br/> <br/>Real talk: Not going to win any awards for innovation, but a surprisingly solid set of mechanics. Fighting dinos worked great, platforming was too floaty. Signs with arrows maybe not the next big thing in level design, but fuck it. 48 hours.
Aug 29 03:32:00 8m 00s Words and Wide Spaces I really really wanted to like this, but it was easier to solve the first puzzle than it was to understand what it meant. Maybe I'm just dumb, but I got almost immediately lost :/ Maybe someone smarter than me will get through more of it and be able to critique the rest.
Aug 29 03:48:00 16m 00s Lione's Letter There's no .jar in there? You're going to need to at least compile if you want people to play it.
Aug 29 03:56:00 8m 00s No Excavation Needed Great style, fun little idea, and some clever level design. I noticed that the second dropping platform could be used as a pseudo-checkpoint. My only complaint, which made me stop, was that the controls made the character fly around pretty crazily. The lack of control over speed on the ground or in the air made precision jumps nearly impossible. Odd things also happened when bumping into something while airborne. Keep in mind this is all on a keyboard. Maybe controller would've worked better. Tighten up the controls, and you have a damn solid game here.
Aug 29 04:06:00 10m 00s WakeUpCall() Enjoyable, and I love the old rogue-like feel. Clever writing and lots of content for a jam game as well. However, I wish you hadn't emulated the sluggishness of the old terminals as well. Waiting for the screen to load new portions of the map killed it for me.
Aug 29 04:11:00 5m 00s A viking game Hey, damn good for a first time. My first Ludum Dare I didn't even make anything playable! The risk/reward on the spear throws was a really good addition that got me trouble more than once.
Aug 29 04:18:00 7m 00s An Historic Defense Hey, its completely playable. Better than a lot of first-time LDs. My suggestion for simple ways to improve this: <br/> <br/>1) I found the mouse sensitivity to be crazy high, bring it lower or even better, add an option. <br/>2) Needs feedback on player health and ammo count. Death and running out of ammo just kind of... happen. <br/>3) Make the gun you have disappear from its stand until you pick up a different one. The need to run around to find new guns is really cool, but mitigated if you just camp one stand.
Aug 29 04:24:00 6m 00s Sumer Game Yeah, agree with the tedium. Things work fine, but I was struggling with the attention span to do one, nonetheless 3 tablets. This could be helped a lot by providing feedback more often (ex. every line) or additional challenge.
Aug 29 04:28:00 4m 00s Artifact Hunter Nice polish on the sound and graphics. Good thought making no hazards appear until the first item is collected. The green bar on the upper left seems to not mean anything?
Aug 29 04:33:00 5m 00s Highly-Accurate Shepherd Simulator Good polish on the art and sound. Core mechanics are fun, but could use some more polish and tuning. The snowball effect in your favor makes things pretty trivial pretty fast. Disappointed I couldn't sacrifice the old man :(
Aug 29 04:38:00 5m 00s L.M.V. Edison A nice, atmospheric, low-res environment, but the extremely low mouse sensitivity and clunky interactions witht the ship's computer forced me to stop
Aug 29 04:48:00 10m 00s Dino Hipster Survival Loved the polish and style. Humor was also excellent. Mechanics could use adjustment. Game was trivial to beat by spamming clicks at the top of the screen as fast as possible.
Aug 29 05:34:00 46m 00s The Ancients Call Its bare bones, but functional. Basically the most you ask for out of a first time game jam. For further things to look into, you could add more feedback to player actions (simple sounds and animations), as well as making enemies with more complex behavior than moving in a straight line.
Aug 29 05:49:00 15m 00s The Trade Network Wow, that was really fun! Beat the pre-designed level on my second try, then went ahead and took on several randomized ones. The algorithms for the random levels could be adjusted, the difficulty varied pretty wildly. For a Jam though, that's really nitpicking.
Aug 29 05:53:00 4m 00s TrainStack Cute, nice, and polished. Great work on the UI as well. There are definitely some clarity problem with the traps, however. My engine kept blowing up until I took 1 car off the train, an unintuitive way of getting past the trap.
Aug 29 06:02:00 9m 00s ArsonVille Aw, shit. Who doesn't love burning down some buildings! Very solid and well made, though the fire behavior was a little hard to predict. Definitely saw it not spread to some adjacent flammable stuff in there. I also saw some toroidal behavior once? Maybe I was crazy.
Aug 29 06:09:00 7m 00s Xolotl Wow, very impressive. Clever mechanic, clever puzzle implementation, and very polished. Difficulty curve is fairly steep, but damn. If that's the only complaint I can have, you did a fantastic job.
Aug 29 06:13:00 4m 00s Ogg and the Obelisk Huh. Gameplay has major issues. It's simplistic and repetitive. Unclear and confusing. But you know what? Who cares when you have this much *style*. It may have been only a couple minutes, but it was a good couple minutes.
Aug 29 06:18:00 5m 00s THE BOX Well done. Riddles are good, but not a fan of sliding puzzles.(Personal taste, I'll acknowledge.) Like others have said, tenuous on the theme connection and that goddamn clicking. Otherwise, it's all pretty tight.
Aug 29 06:23:00 5m 00s Retro Player Works nice, looks nice. Main complaint is that the controls are kind of awkward and put a big divide between this game and the theme, both its own and the game jams. Can't say I can think of any Gameboy games that used drag-and-drop as the primary control scheme.
Aug 29 06:33:00 10m 00s The Switch - Worker Y'all are a bunch slackers! 720 points! <br/> <br/>Ok yeah that was a ton of fun. The little rhythm going while you were operating was hypnotic, and the pace started getting crazy hectic. Only complaint is that there were a lot of spelling/grammar errors. Didn't check if you're a native English speaker though.
Aug 29 06:38:00 5m 00s Get On The Horn Holy hell how did I ever do this shit quickly. Like people said, it works, and there's some fun in it. But... its hit the point of simplicity that I have to judge against it a little bit. I would think that a little more time could be spent on polish or user flow with a game this simple.
Aug 29 06:44:00 6m 00s Call of the Ancients Ah geeze you got me. Blurring the line between joke and game here, but I laughed like a moron. So there, are you happy?
Aug 29 06:49:00 5m 00s Raiders of the cursed Temple You did an absolutely amazing job of replicating those old pieces of junk. On the other hand, this game shows exactly why those games were terrible. No feedback, hard to understand interface, etc., etc. <br/> <br/>Like, you achieved *exactly* what you wanted, and I have to give a lot of respect that. Unfortunately, it's being faithful to games that just aren't, well, very fun.
Aug 29 06:53:00 4m 00s 200 Generations I have a serious issue with the spinning. And yes, I know you can slow it down. But the game punishes you for stopping the spinning, making you get dizzy from staring at blurry spinny things in the hopes of getting a few more points. <br/> <br/>All in all, it works, but I just couldn't keep going for more than a single round.
Aug 30 00:00:00 17h 07m S**ON Huh, got to the point where the cloud turned dark, then nothing when I clicked on anything. More guidance and feedback would be helpful.
Aug 30 00:06:00 6m 00s The Huckster Nice music and decent atmosphere, though I would recommend avoiding writing heavy games in English until your English is more solid. Mechanics work well, but could use some graphical work to make it clearer.
Aug 30 00:10:00 4m 00s Temple Plunder Nice graphics and music, I actually liked the dim lighting. I would like the slow down with encumbrance removed though, I think not being able to pick up things and having to run back to the cart is enough penalty.
Aug 30 00:16:00 6m 00s Enlightened Cave Not bad, would've liked the puzzle mechanics to kick in quicker though. Performance tip: You should only cast light rays out to corners of things, looks like you're casting out like, a million rays in all directions. The visuals will be smoother and less performance intensive,
Aug 30 00:18:00 2m 00s A Blind Man's Text Yeah, I'm not really sure what the idea is? Mostly just hunting and pecking so far. The paper being in the way of the keys initially also threw me off for longer than I would care to admit.
Aug 30 00:21:00 3m 00s The Crush I liked the concept, but how to succeed is pretty unclear. I was never sure if anything I did would ACTUALLY brace the walls.
Aug 30 03:17:00 2h 56m Abacus Fighter Really liked the concept, wish I had a second to try it out properly
Aug 30 03:21:00 4m 00s Aqueductus A nice little puzzle, with good level design. I have to echo the desire to speed up the water flow, didn't like waiting around for the water to fill up.
Aug 30 03:25:00 4m 00s It Started Out With A Brick Nice music, and its really impressive to get a solid genetic algorithm for a jam. Definitely needs some interaction though, it's just not really a game atm.
Aug 30 03:31:00 6m 00s cognizance Fantastic mechanics, great game feel, great level design. I can not come up with a single bad thing to say. Good work.
Aug 30 03:36:00 5m 00s Sentinel Fantastic style, you did a great job keeping the game readable in greyscale. Impressive for the time you had. I'm going to have to repeat the issue with the camera, as well as a lack of clarity on when your weapon would or would not hit, as well as when your character would get hit. The clarity on where your weapon was, and when to pick it up, however, was fantastic.
Aug 30 03:39:00 3m 00s No Pyramid's Sky 15 hours? Show off :P. Great art, good music. Really just needs a high score system. Oh, and while you're at can you make me suck less at it? It would be a big help, thanks.
Aug 30 03:46:00 7m 00s A Robot named Rover I really struggled to visually understand the map, and I'm not 100% convinced the first level is even possible. Enemies just seemed to walk towards me and I didn't really have a way to deal with them. Just take the hit and run.
Aug 30 03:49:00 3m 00s Crystalline Computations Decent concept, but clarity on how to play was poor and the difficulty curve was all over the place. The concept was good enough that with some polish it could be a decent little puzzler, though. <br/> <br/>Also, please take the debug UI out before uploading next time :/