Foon → Ludum Dare Explorer → LD36 → Feedback comment stats → local minimum
Feedback comments for LD36
local minimum's games and stats for all events →
| Timestamp | Since previous | Game | local minimum's comment |
|---|---|---|---|
| Aug 30 17:43:00 | Left Behind | Lovely art style, great lighting and a big plus for the fact that there were no apparent goal or gamification of the experience. The world was also really quite huge with surprising doorways and several stories high so to say. The music emanating from below as a guide. Very well done. If I toggled to control more than one bot I could have the ones laying on the side or upside down move about freely, which might not have been intended but was much appreciated comic effect. <br/> <br/>Two very minor details, it would have been nice to be able to toggle cameras on the 1-3 buttons or assign camera and motion control to right hand side of the keyboard. <br/> <br/>The game's view-port or whatever the thing is called on itch was too small for the game, there's a setting to increase it on the game's page. | |
| Aug 30 18:15:00 | 32m 00s | I Wanna Watch Fireworks | Interesting casual fireworks puzzle. Since we did a fireworks game ourselves, I had to check out the competition. I like how the complexity was introduced gradually, but on that note. I didn't see if there were any target level of satisfaction needed for each level to progress. I think a big satisfaction-meter that you have to fill before times up (another progression bar next to it), would have been great for the game. A few times I clicked the status of the firework rather than the actual sprite for it when trying to select, so maybe it could have been nice to have the entire thing act as a button. For the part where they have preference, I think they need much higher bonus for getting it right. I simply played by activating any firework over where it was most densely populated at the moment rather than loosing valuable time and that seemed to yield the best result for me. Which means that I didn't bother to satisfy as many as possible, but rather a few most happy. So to improve on the game-aspect I think the right way to go besides upgrading the color matching bonus would be to have 3 states. Happy, Grumpy, Angry. Where people spawn as grumpy and if they haven't seen any fireworks in some seconds they become angry and start to drain your satisfaction pool. <br/> <br/>All in all though, a very nice game. |
| Aug 30 18:32:00 | 17m 00s | The Fireworker's Apprentice | Nice chemistry! And much more realistic take on fireworks mixing than we did. The controls a bit hard in two ways. Both the camera's perspective made it difficult to see what the fellow was actually selecting and then to navigate from the perspective of the character added confusion. I think these two could have relatively easily been solved with having the character simply follow the mouse cursor position around or making the character go by global directions of the keys. In both cases letting the character rotate itself towards its goal automatically. The selection could have been helped by having the boxes show that they were selected somehow (lamp, animation, particle effect or such). I liked playing around with it though, not really complaining. It was a fun experience. Just could have run a little smoother so that the challenge was more of the mixing than the controls. |
| Aug 30 18:52:00 | 20m 00s | Kites | I really liked the sound work on the explosions and the particle effects on exploding stuff. The game was beautifully made and it was a very nice experience playing it. It was nice that I had enough time to find out on my own what the objective was (didn't read about red) and figuring out how to select the different locations with the arrow-keys. It wasn't entirely intuitive for one of the locations which key was mapped (being typically 4 directions but only 3 locations I would suggest mapping the last key as a double to the one that makes most sense). As far as the game aspect (I think the game was very enjoyable with or without it), I found myself mostly staying in the top position, because it seemed to have the best vantage point by far. The time was a bit too long to if considering in this perspective. Also there was a sense of progress in the score but no indication of how I was doing relative to some set goal. If even there was one. So if you consider doing some post-jam fixes, and want the game parts to be core to the experience, I would suggest balancing the value of the different positions and giving a sense of how well you are doing as the first steps. <br/> <br/>Very enjoyable and relaxing experience though. Nice entry. |
| Aug 30 19:19:00 | 27m 00s | Grampy Katz in: The Big Date | Fantastically well created, animated, sounds and style all fit as if they were part of an old animated short. Very picky date though, and hard to get everything just perfectly right. I gave up after 4-5 times, but being a vegetarian I really don't have much perspective on how to cook meat. <br/> <br/>Maybe the game should allow for one thing missing to get to the success ending since it is such a short game and it becomes a bit repetitious to try and retry. Also the main pleasure of the game is just experiencing it, and the stress aspect of getting everything in order comes across anyhow. Other than that just a marvelous little gem of a game. |
| Aug 30 19:30:00 | 11m 00s | Shadow Clock | Because I was too quick to start playing I missed the instructions on how to shoot, so it took me some tries. It would have been nice if they were written out here. The enemy spawn was really hard but after that they were kind of manageable to herd around. So maybe it would be nicer to have less dense wave to both keep it interesting while running with a trail and not having it that hard during spawn. Another small thing, I would have liked there to be some delay between death and replay, or that previous score was visible somewhere in the game afterwards. Other than that I quite fun and challenging arcade game. It would be cool if the shadow was important somehow (regain health in it or something). |
| Aug 30 19:50:00 | 20m 00s | No Mario's Sky | This is a fantastic concept and getting to the stage of having working procgen in a Ludum game is very much respect. As others have mentioned the controls would be great if they were tweaked. I think would be splendid to build upon this concept and make a proper game out of it. Enjoyable as is too, but please make it grand ^^ |
| Aug 30 20:12:00 | 22m 00s | cognizance | As always a pleasure playing your games and well made like ever. I got a bit over two cogs made, but the game is part-wise really quite hard even with controller. Still enjoyed it very much. Interesting puzzles made from the simple components. Could have been cool with a big machine, cogs and such in the background too. |
| Aug 30 21:35:00 | 1h 23m | Supercontinent Ltd | It is a magnificent piece of work this entry. The style, the music and visuals and sound fx from rain. Very very good. A bit too hard though. Didn't figure out how much of how to solve the puzzles. I was about to give up on even making a call because I interpreted the instructions as that the game would present me a number pad visually to press on. To avoid that confusion I would suggest that clicking the phone actually brings up the dialing with a pre-entered 555. Even better, if the numbers learned on the info ui could be clicked to be entered automatically. So to sum up: Fantastic in almost every way, but I wish it was a little easier in the beginning. |
| Sep 1 14:10:00 | 40h 35m | My house is over there | Very much enjoyed walking around. The darkness and how well the lighting worked and the sense that the game was encouraging me in that I was progressing and doing the right stuff even if it was very sparse with information and hard to see yet I never felt lost. It was quite hard to find all four check points and maybe there was a final thing after that, but I missed it. One of my favorites was leaving the map. It also helped a lot with finding the checkpoints. I don't know what should have been made differently or what could be improved, but possibly have an even larger but diffuse trigger for when one is getting closer but can't yet hear the checkpoint. Also if there was a true ending then the 4/4 message should probably be tweaked or some clear effect happen to the game world to hint it. Great entry though. |
| Sep 1 14:24:00 | 14m 00s | SOS Snake | I agree with @Pierrec, this is so insanely hard! But really nice. It'd be nice if there were level numbers or something so that one could show off to friends like 'I got to lvl 3' bet you'll never get past second. I got to the level that is your last screenshot and I'm quite proud, but I gave up there. I think you should make this into a post-jam version and mainly tweak the controls some (and support controllers). <br/> <br/>For the not-snake it would be really great if the character didn't have as much momentum when one lets go of a button. It would be nice if there also was a small grace period after leaving a platform when jumping was still possible. <br/> <br/>For the snake, it felt quite non-responsive, like it would be impossible to to sharp turns. The game is hard enough as it is and it's important that the player feels like the mistakes are entirely theirs. |
| Sep 1 14:39:00 | 15m 00s | Generation 0xDEADBEEF | Interesting concept and it starts out very nicely, however even though I see how the push and set tools affect my stack I don't really understand how to use them to solve the puzzle where they are introduced. So maybe some even more simple introduction of these somehow would be good. The graphics and cross between world and binary and hex was really cool though. |
| Sep 1 15:02:00 | 23m 00s | Kill me now | We were talking about making a social awkwardness game the night before ludum, but couldn't see a way to fit it with the theme but this you really succeeded. Much enjoyed the whole scenario and the dialogues. I kept confusing the interactions though, for some reason my brain wanted to left click where the game intended right click and vice versa. Also when I tabbed out of the game to read up where I got stuck the game got all weird in colors and only filled up left half of the screen. Don't know what happened really. Anyhow, interesting story and yay for socially awkward games! |
| Sep 1 15:10:00 | 8m 00s | The Get Up | 6900 points! I'm going to consider that quite a good result. It took me a while before I realized I could pull down people and logs and rocks from the top half. I could probably have kept playing with one guy one rock for a long while, but adding more rocks and logs and people seemed like more fun... so probably from a game mechanic, the game should not always wait for you to drop a rock or add a person but "help" you out. Quite fun game though. |
| Sep 1 15:21:00 | 11m 00s | Do robots dream of flying dog baskets? | "Yes they do", to answer your question. Cute little game. It was a bit surprising that I could drop through floors with down key and I also managed to leave the game in one of the rooms so I had to restart it. Besides these details quite fun little puzzle. |
| Sep 1 15:31:00 | 10m 00s | Buy The Moon | While my bots are working for me to take over the moon I start with the review here. I'm a sucker for clicking (and just letting it tick). One detail that would have been nice would be if the game fit the view port here on the ludum. I like that there are new click levels when you gain enough dollars. Good job. |
| Sep 1 15:37:00 | 6m 00s | Disgolem | really disco! cool game. Basic interaction on how to move them around is really great and after a while I realized one could optimize for poly-relationships to get the best score. The corner dancers never get to move though, and that's a little bit sad. So it would be an interesting next step to the game if the disco floor kept evolving over the course of the game too... just a thought. Great music, great interaction with the music and very cute game. |
| Sep 1 16:20:00 | 43m 00s | Clockwork Dragon | Cool game flying around. Nice flight and flight animation. It took me a while to realize that most of my gold got stuck in the air and never caught up with me. Once I realized that I simply flew back and forth to the closest village and hovered within range attacking with my claws. Still, as I said, cool game. |
| Sep 1 16:31:00 | 11m 00s | Stone Giant | I enjoyed walking around, very beautifully made. I got to a river and waded in it but seemed like there was no way out of it, so I sat down and rested and let that be my new home. |
| Sep 2 19:49:00 | 27h 18m | The Big Sweep | Wow this was hard. I liked how the style of the game somehow reminded me of the '90s, but I'm not quite sure exactly of what. I think the game needs to slow down quite a bit for me to stand a chance. It could help to a guiding ballistic trajectory for the shots and basically start it out much easier. Let it be possible to kill the Walkman safely from the first platform on the first level, as an example. It also felt like I got hit by the music even when I was still standing on that platform. Since music is sort of the enemy, or the player is the enemy of music, a cool death sequence would have been if the player started dancing. It could in fact be something happening while playing too, showing the 'health' of the player. Interesting entry. |
| Sep 2 20:10:00 | 21m 00s | Fallen | It's poetic somehow that you choose to only build it for Windows even if it should be a piece of cake getting it to run on all platforms since it was made with Unity. It was a unique game, and interesting way of progressing a story. Sometimes it got a bit stressful getting to read the file names when the copy dialogue came on top of everything. The animations were really nice and the nostalgia very real. Great work. |
| Sep 2 20:20:00 | 10m 00s | Mead Boy | Cool concept recording player actions and delaying them in proportion to level of intoxication. It would have been really cool with some camera effect too to give a bit of feed back on how bad things were. Still very enjoyable and I managed to clear all but the Hamburg level. So much evil water. It actually took me a while to realize why the little fellow so quickly were running all around the place the more drunk I got until I realized that it reflected that I was pressing keys longer waiting for stuff to happen. So it also visually got a bit strange that I was running faster (though not progressing faster) the more drunk I got. Something to test would be to slow down game speed a bit with alcohol too. |
| Sep 2 20:33:00 | 13m 00s | Farm: Obelisk | Fantastic graphics, music, mood and quirkiness. It was really hard after a while, the stone face seems to require a lot of it servant. I think I got to about 25 seconds left on the timer, and I would really have liked to see what happened in the end... but so hard. I wouldn't change anything but maybe make it a little bit easier to win, if it was the intent that the player should be able to win. I'm all for games that can't be won, so don't get me wrong. Also if one could have the clock burn through the darkness as one looses so one actually gets to know how good or bad one did so that one got a sense of progress from time to time (or not). But then again, maybe it is actually better as it is too. After playing this I feel a bit sad that we did such a normal game this time, when several times we've made stuff looking like this one. Which is to say: very very good stuff, I liked it a lot! |
| Sep 2 20:44:00 | 11m 00s | Jurassic Ark | This game explains so many mysteries of the past in one fantastic go. But I must say, for being intelligent they sure constructed a very precarious escape pod. I made it out though, on the second try. The ping-sound of cracking the glass shell was a really nice touch. One thing, I first didn't understand how to control the rocket at all, after a bit of trial and death I got it flying. So maybe start the game with showing some hint on how to propel it. |
| Sep 2 20:57:00 | 13m 00s | Agent 3310 | Fantastic idea. I was right about to give up when I finally realized that it wasn't the arrow symbols but the numbers used to toggle between SEND and INBOX. It makes no sense since the arrow buttons are used for proximate things, but I guess that is how it was. I would recommend though that you'd add the ability to navigate that menu with the arrow buttons too. Impressive too that you managed to have time to add all the detail to the experience such as calculator, composer and snake! So very cool entry. I would make the game hide the mouse cursor though because sometimes it was confusing (felt like I was pressing a button but the game thought I was above it). It also breaks the feeling of being the hand in the game too. Still, very cool idea! |
| Sep 2 21:06:00 | 9m 00s | The Operator | Cool stuff and a bit of history lesson too. I didn't do very well and the boss probably rightfully fired me and fired me again. Still it would have been nice to have a nicer boss in the beginning at least. Maybe start with a smaller switchboard. And for the larger ones have it more hectic from the start with the number of calls coming in (maybe there's a call in to a radio show and everyone wants to connect, as an example). First time I didn't really see the listen-in button, but possibly it was just me being confused. |
| Sep 2 21:18:00 | 12m 00s | Space attack | I got to the boss. Nice trip back in memory lane. For a while I thought I couldn't go up and down while shooting, but then I figured out I couldn't pass 40% from the top or something. It would have been nice with some sort of feedback that it was that and nothing else. The explosions also covers ships which added a bit of difficulty not intended (I think). But in general a good game. Didn't manage to kill the boss, but at least I got some shot on it. |
| Sep 3 07:53:00 | 10h 35m | Caveman Invasion | First time around I didn't really get the color thing, because I didn't read the instructions, second time though I got it working and ended up scoring 25. Probably quite modest but good for me. It could have helped if the game always started with say red color and two read people spawning first before any other spawn. That way when the third person comes and have a different color the player shoots but nothing happen and you'd realize that the color has to match. Same thing with the ammo boxes, they should probably not spawn right off in the beginning but after about 5-10 people have spawned (or if user has been shooting too much after half ammo depleted). Simple design though yet really quite hard puzzle. I would have liked the controls to be a little bit simpler (just show with mouse where the rock should land and clicking like they were, or a pure keyboard input system. On the a11y, topic, it would have been nice if colors also had texture so colorblind could play the game). |
| Sep 3 08:07:00 | 14m 00s | Wing Warrior | I really like the walk cycle and enjoyed the graphics. I don't know if it was intended but the way the character jumped really high when getting hurt was sort of surprising, but since the design had a bit of silly in it, it didn't disturb playing that much. After a while I figured out it was best to back-stab since they were moving slower when turning. But to be honest, I didn't feel like the game got very engaging, probably because one could walk around so freely and the enemies came to few in relation. I also would have been nice to have a visual feedback of where the end of the room was. Still, the walk cycle, I really enjoyed that. |
| Sep 3 08:26:00 | 19m 00s | Ancient Drone | Really nice monsters and graphics and a cool idea for the ball weapon. I'd love to play a game like this more, but the game is a bit too hard from the get go. It doesn't allow the player to learn and get acquainted with the abilities, instead you have to use double jump almost at the first jump and you start off where you are exposed to a monster. It felt a bit awkward too, that the ball was controlled by both mouse and keyboard. I think a better design would be to have the ball move to mouse cursor when pressing left button, have the mouse right button active current action. Then let scroll or other button toggle attack mode. You could have the ball shift shape and or texture to indicate mode. Finally, returning home could just be a timer so if the ball has been fully charged for one second without use, it will return. Then make the controls a bit more responsive and don't have the player have aim out for a platform that will be out of sight most part of the jump and needing double jump. At least not until the last level. I also agree with @Tygrak even if I have not visual impairment, those arrows were really hard to see, and in the arrow frequency in early game way too high. First get the players invested and addicted, then start making them suffer (if you really must make the player suffer). So that was really a bit more of critique than intended, but the reason I write this is that I really very much liked your style and liked the ball mechanic and think you are on to something good here with a bit of more work. |
| Sep 3 09:27:00 | 1h 01m | Glitch | I really enjoyed the music! And once I realized how to use the arrows it was rather easy to play through. But I did die like 5-6 times before I got the mechanic. First I though I should just click for the number of moves in each direction, which also made it unsure if up/down indicated turning or the new direction. Then I thought that maybe I had to press the buttons while on the right tile, but that was both too stressful and didn't work. This is to say, it would be nice if first level indicated the that you should drag the arrow to the right spot somehow. <br/> <br/>While actually playing it I would have really liked the robot having a joyous animation to match the sound. And have one per direction of movement. And everything, pipes, doors and such too. The music was really great but the rest of the content should match that mood too, I think. (I get it is a lot of work for LD, but in case you plan to work more on it). <br/> <br/>The puzzles were really a bit too easy, they didn't allow for mistaking the solution but just increased the number of steps. Again, I get this might reflect more of the time challenge of LD than your ideas for the game. However possibilities to consider if you decide to make this into a full game: <br/> <br/>* Have the turn tiles care for the entry directions (making it 8 turn tiles in total, possibly more if you include U-turn). To not make the tiles too many you could just have 'turn left', 'turn right' 'u-turn' and let the user rotate with mouse scroll before and/or after placing. This would allow running over a turn tile without begin affected and much more complex solutions with the same number of tiles in level. <br/> <br/>* Have limited number of tiles so that you have to reuse, and actively manage tiles while the robot is running. This line of thinking also introduces time as potential challenge, that a level might have to be completed within a certain amount of time. This can be managed by starting to run the robot before the path has been fully laid out. It would also be possible to introduce a 'speed up' tile that boosts the speed of the robot for a couple of tiles. <br/> <br/>I could see me playing many many levels of this game once taken to the next level of completion! In other words, great start, now go finish it ^^ |
| Sep 3 10:06:00 | 39m 00s | DYSCOVR | Absolutely stunning visuals. Those glitch effects that relate to movement are just superb. The game mechanic is also very cool. To go around cataloging things you find and get to see what others have called it. I went to where the post-it directed me as a first stop, quite the trip. And had to do some trial and error before I realized space is digging. It would have been nice to be able to click on the selected tile as an optional dig action. <br/> <br/>It was a bit overwhelming with everyone that had logged that one and here I think it would be nice if the output only followed the schema '[Date] has been logged as [Description]' when there's only one log. If there's more than one, it would be cool if the most frequent description presented first as 'The consensus hypothesis is that this is [Description]' followed by 'Alternative hypothesis [Description]'. These should in my view only show unique description and show them in descending popularity. <br/> <br/>While constructing the descriptions yourself it would have been really nice if one could just hover the mouse and scroll to toggle the options. <br/> <br/>Once I had logged the first find (and that I traveled that long before noting a find also supports this suggestion), I kept hammering space to find stuff for quite a while until I realized that there was in fact an indicator that told me when I could dig and not. So since you are masters of cool camera effects I think you should have some effects on this UI so that the user's attention is drawn to it. Possibly also really add effect if this is a novel find. <br/> <br/>Then of course I would have liked to see many more naming schemes. And thus get the ability to make goofy descriptions. In fact, while I really like the open exploring system with very little gamification, it would be interesting if one did unlock new naming patterns with increased logging experience. Give the first after naming something like 3 artifacts to let user know there's a progress. <br/> <br/>So to sum up: really very well made and interesting game! |
| Sep 3 15:44:00 | 5h 38m | WaveTrade | I liked the idea and would have enjoyed seeing some splashing to send messages back but there really were too many issues. First and foremost many things fall outside my screen, both in the view-port (native aspect ratio and size of the game) on itch.io and in full screen mode. Second I think you should be kind enough to the player to have the ABC button translate the by the player input binary into the character. The player can do the math or press the button depending on choice. The button could just append to whatever is written in the notes field (which really should be wrap/multiple lines). |
| Sep 3 22:36:00 | 6h 52m | pipe | I saw a gif of pipe-flying and I don't know what super-human you are or how many times you retook that gif because for me this was a bounce-bounce-bounce-mania off of all walls. But I loved it, I'm not complaining, don't change a thing, let them be as they are. The game is superbly made. However, as I launched it from the itch-app, I would suggest adding something about 'z' for action on the first/title screen (at least after a little while). Just add the beautiful description you have on the itch.io page. I had to press around the keyboard to find it. On the same theme, your page doesn't work in the itch-app at all. I very much appreciated that the enemies were only hindrance but not hurt (otherwise I would not have been happy with all the bouncing I did), quite uncommon for the game type. I haven't said anything at all about the graphics, marvelous. The whole aesthetic is so well defined. |
| Sep 3 22:47:00 | 11m 00s | Ancient Technology | Fun machine to play around with. I did have some interaction problems with it though that I doubt was intended. When I clicked with my mouse typically the game considered that I pressed a button about 2cm to the right on the screen. I could offset for that in my mind, though it did kind of take away the feeling that I was indeed interacting with this strange machine. The very abstract machines/games like this are rare among Ludum entries, but I cherish them each time! Great fun! |
| Sep 3 23:28:00 | 41m 00s | Pharaoh's Awakening | I played about four levels down until I decided to stop. The textures, models and particle effects are all done with extreme care. Sound effects makes it feel like there's actually a fire on the torch being re-kindled. When it comes to interactions, it would of course been even cooler if the torch rekindled depending on the orientation of the player and not based on the coordinate system of the torch. But more important, neither the flames nor other interactions allowed to be too close which was kind of annoying. The puzzles were really quite simple but required rather a lot of manipulation and walking. For me they worked negative on the mood and I kept playing in spite of them rather than because of them. I would have been happy with the darkness and sparse lighting -- with the sounds and textures... I would have enjoyed if the game centered around nurturing the flame on the torch and had very little of the lever and light-ray puzzles (not saying they should go away all together, but sparse and concise to add to the mystery and mood). To sum up: the details and level of polish on those really impressed me, they created a great mood. |
| Sep 4 18:46:00 | 19h 18m | Ahab's Mystical Wagon Adventures | The movements are really cool and in combination with the color palette make a really unique style. I'm a little sad there was no way I was going to touch the storm. If you consider working with this I think that the eye-inspection somewhat broke the expected style of the game. It might have been mostly on the horse there the sharp and non-outlined left and lower edges of the texture were visible. So just ensure with placement that they are hidden as a minimum. It would probably to good to dim out the world a bit too. Best would though perhaps be if the camera could zoom in on the detail instead while swapping the animation... but that might not be technically feasible? |
| Sep 4 19:23:00 | 37m 00s | Obsolete | Enormous amount of assets you managed to make during the jam! And nice looking too. I'm not really a fan of undertale but I did enjoy talking to these obsoletes. I basically only talked. And I think it would have been enough with just Fight, Talk and Run. Maybe even omit fighting because really why should they. It was a little confusing after I collected the last upgrade before I saw the Nokia, marker. It could have been clearer hints and maybe a really big Nokia in the center of the street instead? The world was small though so it wasn't a big problem. Cute game. Nicely done. |
| Sep 4 19:27:00 | 4m 00s | Breakout VR | Since I don't have the gear, speaking about the Gif. It looks quite cool. Really like that you included the idea about elongation of the pad to the VR setting. I hope it is full of fitting music and fx pings when the balls hit the bricks. |
| Sep 4 19:46:00 | 19m 00s | Boss Fight Story | I tried it a couple of times and most cases died from falling. At least that is what I think happened. I really don't know why, but the fall height death setting kept surprising me. It felt wrong. There was something with jumping too, a bit of combination of feeling sluggish and not having any/enough grace period after actually leaving platforms. Hard games can be really fun (though I'm extremely demanding when games are hard), but the harder they come the more critical it is that everything with controls and level design is absolutely right else it just feels like it's the game that is doing it wrong, and hence not me, the player making the mistakes. Sorry that came out a bit harsh, I simply mean to say that it would have help the game if the platforms and jumps had been made forgiving rather than needing precision as the game is right now. Then I would probably have enjoyed jumping around collecting the pieces and firing the weapon. |
| Sep 4 19:58:00 | 12m 00s | The Physician | Is there a way to get to play the game without installing it? I don't think I'm alone here, but for me web games is really preferred (read next to mandatory). Self contained downloadable games acceptable, but it makes me grumpy. However if hosted by itch.io I can use their app and then the experience is equal to a web-game, if not better. In extreme cases third party dependencies from reliable sources can be installed, but the game really should be self contained. But this probably makes it a roll higher than 17 on a D20 die to succeed/be done. Games requiring installation is simply not going to happen and that is what I got from looking at the zip. <br/> <br/>From the comments, I would have liked to try it out. So let me know if you make another type of build. |
| Sep 5 19:44:00 | 23h 46m | Aqueducts of Solomon | I got 15 on my first game. In the beginning it was quite confusing interaction. Something with not being able to drag the markers when not clicking a tile. Maybe this could have been helped by having them lay still until one clicks on a hex and then only circle those that can be interacted with. Or ideally potentially the other way around: I click to drag a water marker and this zooms me in on an aqueduct tile that is close enough. It felt a bit evil too that the importer was positioned so that I could only place one conveyor hex in proximity to it unless I'm mistaken. Since the importer is useless before one has played such a tile anyhow I would suggest moving its position to the top tile of the middle column of '1' hexes. Once I got past the confusion though it was a nice challenge and I could see it extended to a nice mobile game. I really liked having the option and possibly the need to destroy cards. When the game ended I wanted to retry it and not waste some of the initial rounds on not understanding the game, but the game just ended with the brown background. So I hope you do a bit of post-judgement fixing and it's seriously impressive to have done this in pure html from scratch. Maverick, but impressive. |
| Sep 5 20:01:00 | 17m 00s | Hello Hello | I really liked the sound design in this game. I wasn't up to the "fast" challenge but was pleasantly surprised that the people phoning in were quite patient with me. The interaction was quite clear and easy to work with. I would have liked the whole game slower and as with @xesenix, my game crashed due to too much phone action. Maybe the hectic pace would work better on a touch-device. Well made entry. |
| Sep 5 20:02:00 | 1m 00s | Guild Inc | I agree with @Hero7785, I'd love to try it out but I don't do flash-plugin. |
| Sep 5 20:33:00 | 31m 00s | BG BLU | I love how you worked with the color lines to indicate where I should go and visually they and the blocky features were really good. The lines reminded me of The Stanley Parable. I don't agree with this being a puzzle, rather it is focusing on skill challenge. I was about to give up on the blue room and then on the red I failed the last obstacle. But I made it through finally. The shift in music was also really good as well as the particles that were pulsing to the beat. It was a bit evil to lock me into a room once passing the door. I would have liked to give up on the blue room and get back to it later. The high jumping height was a big plus. <br/> <br/>It was a very nice game. Really impressive amount of content and not many very rough edges. |