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| Timestamp | Since previous | Game | rjhelms's comment |
|---|---|---|---|
| Aug 29 03:48:00 | Civil Service | Love the style here! The art, sound, music and characters are all really polished. <br/> <br/>Flying the ship around was good fun too - took a while to get a hang of, but it felt pretty good when I did. Like a lot of unity games, it works with a controller too and just zooming around in the ship like that is good fun. <br/> <br/>The actual gameplay itself is interesting, but gets a bit monotonous once you get the hang of it - I could see this get fleshed out by starting smaller, and bringing in more complications as time goes on. <br/> <br/>Overall, good job! | |
| Aug 29 04:00:00 | 12m 00s | No Man Has Gone Before | Really cool take on the theme. I like how things progressed - when everything was in good shape, keeping it all under control seemed easy, and everything went sideways so slowly it kind of took me by surprise. |
| Aug 29 04:20:00 | 20m 00s | Ancient Technologies | Well this takes me back - good fun. I'm impressed wit h the faithfulness of the Asteroids clone. |
| Aug 29 04:52:00 | 32m 00s | Sumer Game | Interesting idea. I agree with others that the pacing's off: especially at the start, smaller chunks before getting feedback would make the gameplay more compelling. <br/> <br/>My final score - on easy - was 57/100. Especially got dinged on calligraphy, overall getting an 8 - well, I guess I'm no Sumerian calligrapher. <br/> <br/>The mouse wheel gave me trouble trying to play the game embedded on the Ludum Dare website: no matter what I did, it scrolled the page as well as rotating the stylus. Worked fine when I followed the link, though. May be worthwhile disabling the embed if there's not an easy way around that. |
| Aug 29 18:57:00 | 14h 05m | Rm -universe | I like the idea here. I've spent a lot of my life at a command line and I'm still worried that something like this is going to happen to me. <br/> <br/>I agree with some others that the game could use a bit more polish: tighten up the movement, tweak the level design, etc. But that's the hardest thing to get right during a game jam for sure. <br/> <br/>Hope to see you in the next Ludum Dare! |
| Aug 29 19:24:00 | 27m 00s | TrainStack | Well done! The art here is charming, and a good example of why I'm a big advocate of chunky pixel art for game jam entries. <br/> <br/>Great job on putting together a decent puzzle game in 48 hours. It seems to be a really hard thing to get right, as so much of it hinges on really good level design - I've never been brave enough to try. <br/> <br/>I got stuck in a few places - I could never quite wrap my head around exactly how to determine which car would be damaged by a given trap. Including the solutions was a nice touch, 'cause you definitely want people see as much of your game as possible. <br/> <br/>Really solid entry, dude! <br/> <br/>Also: https://www.youtube.com/watch?v=hHkKJfcBXcw |
| Aug 29 19:34:00 | 10m 00s | A viking game | Good, simple fun! The ability to throw the spear around added a nice dimension to the game play, because you had to manage when you needed it vs when you could afford to throw it. <br/> <br/>Uploading a version to fix that crash would be fine - you're allowed to fix things like that after the 48 hours, so long as it's not adding any game play etc. It's good to update your game description to say you'd done that, though. <br/> <br/>A few other suggestions, specifically about packaging up your game: <br/> <br/>1. You should give your game (the download/executable) a different name - something like "ludum dare" is fine when you're developing, but isn't so great a name for someone who's downloading it along side a lot of other LD entries. <br/> <br/>2. I'd recommend against packaging up the game in an installer. I don't know about Gamemaker specifically, but there should be a way you can package it so it's just something you unzip and run - again, makes things a bit easier for people who are going to be running and playing a whole bunch of different games. |
| Aug 29 20:15:00 | 41m 00s | Trickery of the Kings | Really groovy, man. The way that the levels shifted around made for a nice twist on classic platforming. <br/> <br/>The controls feel really excellent, which is a great accomplishment for a platformer made in 48 hours. Also, like others have said, the music and graphics are spot-on. |
| Aug 29 20:49:00 | 34m 00s | It Started Out With A Brick | Haha, this is hilarious. Not a "game", per se, but very entertaining all the same. <br/> <br/>I've always been a fan of watching genetic algorithms in action, and this is no exception. It does seem like the winning strategy is to smash the walls in such a way that the bits go flying across the people, taking them all out - that showed up in generation 2 or 3 in my game and by generation 12 was pretty much universal. <br/> <br/>Good stuff! |
| Aug 31 05:01:00 | 32h 12m | The Leak (GB) | I'm always wowed by people who are able to make a game for actual retro hardware in 48 hours. This one's really well done, to boot, so great job. <br/> <br/>I did find the combat a bit frustrating, like @xesenix. It would improve things a bit if tapping the d-pad turned you to face that direction before moving you - when I was next to a slime but not facing it, my instinct was to turn to hit it but that meant walking into it and taking damage. <br/> <br/>It was fine when I got the hang of it, but frustrating at first. <br/> <br/>The ending was hilarious, too - a great self-referential take on the theme. |
| Aug 31 05:18:00 | 17m 00s | No Pyramid's Sky | Really excellent art and sound, like everyone is saying. The controls felt just right, as well. <br/> <br/>I could see this being really excellent if it was an "endless runner" sort of game - rather than having an end, it just slowly accelerated and you were going for distance. <br/> <br/>Also, love the title! |
| Aug 31 05:40:00 | 22m 00s | No Excavation Needed | This is great. Nice take on the theme, and the visuals are simple but very effective. <br/> <br/>Like others have said, I Found the controls a bit "floaty" - on the ground it felt fine, but jumping precisely was really hard - even on a gamepad, it felt like the sweet spot between falling short or overshooting was really narrow. <br/> <br/>I think the strongest thing here is the level design: you did a great job adding complexity, and gradually introducing the gameplay mechanics one at a time. That's not an easy thing to do right in 48 hours, so kudos! |
| Aug 31 06:07:00 | 27m 00s | Pyramid Breaker | Good fun. I loved the chaos at the end too - it makes me happy to hear that it was serendipitous. <br/> <br/>I guess my critique is that, after a certain point, it didn't feel like there was much of a challenge. It was fun to get more powerful, but it'd be nice if there was a ramp up to the difficulty as well - maybe the scarabs could move faster or more chaotically? <br/> <br/>The idea of a block-breaking game with upgrades like this is really compelling - I agree with others that there's a lot of potential to expand this if you're so inclined! |
| Sep 2 00:13:00 | 42h 06m | Free Afternoon | Love the music! I like how this is different from a lot of the other games that take the retro-computing approach to the theme, by showing how things were often a pain in the butt back in the day rather than being a pure nostalgia trip. |
| Sep 2 01:26:00 | 1h 13m | The Huckster | Great job! The puzzles were very well designed. The last one had me scratching my head for a while, but in a good way; I was really satisfied when I figured it out. <br/> <br/>In a few places the collisions glitched out and one of the stones ended up in an odd place, but with some fiddling it was nothing I couldn't recover from. <br/> <br/>The story was compelling and well told, too. If we were doing ratings this Ludum Dare, I'd definitely give you great marks for mood. |
| Sep 2 01:44:00 | 18m 00s | Ancient beast 64KB | This is really funny. I love how you've taken some of the quirks and oddities of old computer systems and exaggerated them. I don't remember having to operate a crank to load disks into a drive back in the day... |
| Sep 2 02:40:00 | 56m 00s | To Give a Game | I'm not entirely sure what I just played, but I think I loved it. <br/> <br/>The actual game play was a bit frustrating in places, but I persevered because I got totally wrapped up in the story. <br/> <br/>This is a great reflection on the collective insanity we all went through last weekend. Thanks for making it. |
| Sep 2 03:09:00 | 29m 00s | No Mario's Sky | I had to give this a try after seeing some screenshots of it, and I'm glad I did. It was really interesting seeing different goombas and the ways that the planets turned out - just when I thought I had a handle on all the different ways they could vary, something entirely new showed up. <br/> <br/>What you've put together is really impressive for 72 hours, but the scope is ambitious enough that it doesn't feel quite complete - for everything that's impressive about this, the gameplay gets a bit samey-samey after a few planets. <br/> <br/>Still a better value than No Man's Sky, though. Great job! |
| Sep 2 04:24:00 | 1h 15m | 20000 Pixels Into The Sea | Man, I haven't been on a sailboat in over 10 years, but this took me right back. You've managed to put together a really accurate simulation of how I remember it. <br/> <br/>This is a really cohesive package - the sound and art are really polished, the game play feels great, and the difficulty progression is good. |
| Sep 3 02:10:00 | 21h 46m | Crucifixion | Well, this is gruesome. Amazing how much you're able to do with something so minimal. <br/> <br/>Very interesting take on the theme. <br/> <br/>The Windows version didn't want to work for me - just loaded to a white window - but the Web version is fine. |
| Sep 3 02:15:00 | 5m 00s | Lost Temple | Really cool! I loved the puzzle design and the aesthetics - music and sound were great. <br/> <br/>This would be so much fun to play more of. |
| Sep 3 03:59:00 | 1h 44m | The Trade Network | This is really cool - like a solo board game. The random levels were wildly varying in difficulty, but that's to be expected - controlling for difficulty would be a huge thing to implement! <br/> <br/>The pre-built level was just complex enough to give an introduction to the mechanics without being frustrating, but still take some thought to actually complete. <br/> <br/>I feel like there's really solid potential for a two-player mode to this, but I'm not sure exactly how it would work. |
| Sep 3 04:20:00 | 21m 00s | Nineveh | Really cool idea for a simulation. It was fun to trounce the other tribes by microing my villagers. <br/> <br/>Some sound would go a long way to making this feel more complete. The trade mechanic also felt a bit mysterious to me - I could tell that it was working, but didn't quite get a handle on how. |
| Sep 4 03:17:00 | 22h 57m | The Physician | This is really charming. A little slight, maybe, but it definitely put a smile on my face. Cool idea to have the a story told through the different patients coming through. <br/> <br/>It's also got me wondering if there'd be any fun in a game that took a more serious take on prehistoric medicine. |