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| Timestamp | Since previous | Game | Omiya Games's comment |
|---|---|---|---|
| Aug 30 23:31:00 | Khufu's Delivery Service | Thought the game clever, but also got really hard fast to keep it from being enjoyable. I'm also concerned about the fact that moving pieces can confuse the conveyor belts. At one point I've managed to make zero new pieces appear at the top of the screen. <br/> <br/>Regardless, keep it up! Definitely thought this was a cool idea, and think it could be expanded upon. I would like to be able to rotate the pieces, too! | |
| Aug 31 00:07:00 | 36m 00s | Warp Stone | I really like the Megaman controls here, and they're definitely one of the most responsive I've played. I like the early challenges for providing that "hard, but possible" feeling. The later levels, on the other hand, I feel like had too many unfair bullets. <br/> <br/>The bubble shield movement in particular felt unpredictable. It's hard to tell how long they last, and the fact that they do not reset your double-jump feels like a double whammie. <br/> <br/>Still, nice work. Had a lot of fun! |
| Aug 31 01:02:00 | 55m 00s | Miky the Inuit | The presentation is really well-done. I like the graphics and music a lot. From a gameplay perspective, though, the game felt like another generic "collect X number of Y resource" MMORPG quests. Unfortunately, I don't find that to be nearly as fun. Would have liked to be able to skip the intro text, or at least control the speed in which they appear. |
| Aug 31 02:13:00 | 1h 11m | Beacon Wars | An interesting take on combining the tower defense and Angry Birds formula together. Thought it was pretty neat. Some issues include the difficulty to aim cannon projectiles properly on a circular planet. I also had situations where the houses collapsed over the base in a way that no enemy projectiles could my location. This feels a bit exploitable. |
| Aug 31 03:17:00 | 1h 04m | Pharaoh's Awakening | Graphics are pretty good, but I thought the puzzle designs were very poor. A lot of the switch-door levels felt like a I Spy game about finding where the switch is in the maze. The fact that their placement pattern being an obvious zig-zag didn't help. I found the laser puzzles to be more interesting, especially in its way to provide you hints readily on how to solve it, just a matter of figuring out the angle of redirection. <br/> <br/>Making the walls not have friction would have been nice. I felt like I kept getting stuck. Movement felt slow. While playing v1.0, I fell through the world due to an un-tiled wall. There was a level where the ceiling wasn't tiled, but honestly I liked that accident. |
| Aug 31 03:31:00 | 14m 00s | Rat-tato Power | I guess my fingers are not fast enough to make me the biggest (leanest) loser. <br/> <br/>The sound design is fantastic, and I like the adorable animations. The premise is absurd enough to be funny, and the ridiculously simple and menial task adds to it. Overall, nice comedy game! |
| Aug 31 03:55:00 | 24m 00s | Mighty 3310 | 262,000. Honestly, with an indestructible phone, the last boss becomes an exploit: don't kill the boss, and let the game spawn infinite enemies. <br/> <br/>I thought the game was pretty cool. The lack of life obviously removes a lot of drama from the game as losing stops being an issue. I felt like screenshakes would have been better served on hits on the bosses, and a subtle one for enemies. More variety with sound effects would have been nice, as the shooting and exploding sound becomes very repetitive after a while. |
| Aug 31 04:15:00 | 20m 00s | Battle Forge | Very cool idea to have multiple consumable resources in a tower defense game, as it adds a strategy I don't see often in other games: to create lesser army men while waiting out for the bigger guards. The Minecraft-y crafting didn't really add much in my opinion, but I see a lot of potential in this concept. Nice job! |
| Aug 31 04:47:00 | 32m 00s | Why Am I In The Past? Who Cares! Shoot The Romans | Got to wave 8 and 134 kills. <br/> <br/>For putting together a bunch of free assets, the visuals are well-composed together and look really nice. I like the extra walls you've added to hide the spawn points of the Romans, which works well from the pacing stand point of view as well. Pretty fun, if basic, run-and-gun game. <br/> <br/>I would like to see more juice in the game, include screenshakes and full-screen flashes. The visual and auditory feedback for shooting an enemy doesn't feel too good right now. It makes your machine gun feel very weak. <br/> <br/>Obviously from our stream of breaking the game, I highly recommend fixing the fence colliders to be slippery so that you can't climb on top of them. |
| Sep 2 23:33:00 | 66h 46m | The Ancient Tower | Thought it was a pretty clever game with a nice set of puzzles that truly demonstrated the potential of your mechanic. Felt the controls were both floaty and slow; I would have appreciated a little movement to make it feel more natural (note, though, for this type of game, faster speed can be a detriment). <br/> <br/>Other observations include: <br/>* It was easy to fall off of the moving platform, so some sort of physic relativity would have been nice on those. <br/>* Checkpoints would have been nice. <br/>* The spikey wall platforming felt kind of pointless for this game. It simply felt like yet another platformer at that segment. The switch-door puzzles were more interesting. |
| Sep 3 00:03:00 | 30m 00s | Forty Two | I liked it a lot. Could use a hint system or preview of where the particles would go. But I had fun playing it. |
| Sep 3 01:38:00 | 1h 35m | Fire Setting | To be honest, the probability of loosing immediately gave me the feeling that I was playing a gambling game. A lot of the systems feels like it was left to luck. <br/> <br/>That said, I did like the exponential money growth. It was satisfying to make the score go up really fast with just a few clicks. Cool stuff, nice experiment. |
| Sep 3 02:02:00 | 24m 00s | THE BOX | It was pretty and I liked it. |
| Sep 3 04:21:00 | 2h 19m | Blunderbuss | Very fun indeed! Felt like I was playing Gears of War, with all the hiding and precision shooting. Would have liked to make the AI manipulation a little easier than it is implemented right now. A lot of the enemies felt like they were moving randomly, and aggro-ed regardless of where you were. <br/> <br/>A little more variety would have helped. As an example, different walls, hiding spots, and enemies would have made the experience longer and more enjoyable. <br/> <br/>Great job! |
| Sep 6 23:21:00 | 91h 00m | Classic Connect | Can't say this was my type of game, but I did like the slick graphics and the smooth tunes and sound effects. Would have been more interesting to put in split paths in the game. Bosses were interesting, but the number typing one was hard to figure out how much progress I was making. |
| Sep 6 23:46:00 | 25m 00s | Cave of Colors | Nice little game! I like the art. |
| Sep 7 00:02:00 | 16m 00s | Jurassic Ark | Well, that was easy. Only had to replay 3 times. One time because I flipped upside down in the ocean, and couldn't get back up. <br/> <br/>Well, it was pretty hard to control Arklantis, but not too much so. I'm still debating whether it was a good idea or not to make one thruster more powerful than the other. It seems to me like the center (intended?) path was a bit more difficult than the side paths I chose to pursue. However, even from the beginning, I was thinking the central path was a tad bit unfair. <br/> <br/>The graphics are really nice, though. Keep it up! |
| Sep 7 00:42:00 | 40m 00s | Humble Beginnings | Welp, that was a very short game. Not sure what else comment, other than I wish life was this simple. |
| Sep 7 01:16:00 | 34m 00s | It Started Out With A Brick | Oh, hey, Steven Hawking's sound-a-like-voice is back! Good memories! <br/> <br/>Unfortunately performs very poorly on my computer while hooked to a projector and streaming to Twitch, all at the same time. OK, almost nothing runs on my computer, but still, maybe make it less performance killing next time? |
| Sep 7 01:51:00 | 35m 00s | Touch the Monolith | Thought it was pretty cool! I really appreciate the "figure it out yourself" design mentality of all the microgames. Some games, I felt, read better than others. I particularly struggled with the art one, mainly because it was really hard to click on the red rock shards while still holding holding the chisel. Ending was a interesting twist. I liked that you can get different readings from it depending on how you play (aggressive vs passive). |
| Sep 7 02:39:00 | 48m 00s | Ancient Snake | It's cool. It's all snake. |
| Sep 7 03:55:00 | 1h 16m | Atlantis Warmachine | I thought the "memorize the controls" part to be fascinating, as well as the turn-based nature of the game. Combined together, they work really well as a rhythmic-strategy exercise to figure out the most efficient way to move forward. <br/> <br/>However, I thought the game was too long. As in, it had way too much filler content, or moments in the game where it'll drag because I was just defending over and over again. A good suggestion is to add health bars to the enemies to make it easier to keep track of, and make a decision to finish them off sooner than I would have. |
| Sep 7 04:42:00 | 47m 00s | Mysterious Expedition | When reducing the number of character to just one, this game is actually a lot more manageable, and a lot of fun. I think the complexity of multiple characters to manage, the cumbersome controls, and the timer making it frantic all leads to a super-difficult game. Personally, I just let only the healer survive and play only as her. It made the game pretty easy and actually a lot of fun as a lot of the core strategy is to figure out how to best align the enemies while they're all just standing still during your turn. Cool stuff, looking forward to what comes out next from this effort. |
| Sep 9 23:41:00 | 66h 59m | Forever Someday | It was a fascinating experience, with awesome art! But it does not play well on a 1280 x 720 screen resolution! <br/> <br/>I guess because of the fact that we were playing in such a low screen resolution, some things were harder to figure out how to progress the story. That often muddled our experience. Perhaps because of this, the later parts felt less effective than the beginning, where the interaction was more obvious. The ship part in particular felt frustrating, while the knocking part I was most indifferent with. |
| Sep 10 00:46:00 | 1h 05m | Blunderbuss | Thought it was pretty good. I liked the decision to add the "hold-shoot-button-to-stay-pointed-in-one-direction." Sound effects could use a little more variety. I also recommend making the "you killed enemy" event juicier as well. The nice subtle stretch-and-squash effect would have been nicely translated to hitting an enemy as well. |
| Sep 10 01:24:00 | 38m 00s | The Operator | Wow, compared to all the operator games, this had some complex strategy and awesome sound effects to it! I liked that different callers had different patience levels. I would have liked a more grid-based numbering system, as just numbers themselves were hard to search for based on row or column. Still, had a decent amount of fun. |
| Sep 10 04:02:00 | 2h 38m | Atlantis Builder | It's interesting to build a larger island and even defense structures. It would be nice to add in some fail-safes, such as how I lost all access to apples the moment I harvested only wood. I also felt like flowers took forever to grow! Making those faster would have been nice. <br/> <br/>I think for a basis to start a new game, there's something special going on here. I look forward to future developments! |
| Sep 13 23:45:00 | 91h 43m | STONECONF 12,016 BC | Welp, I guess I'm never gonna make it there at this rate. <br/> <br/>Definitely made me feel as helpless as Oregon Trail did. Sometimes I'm fan, sometimes I'm not. I guess it all depends. <br/> <br/>The presentation is really solid. I would like to have a skip-text functionality, since there's a lot of repeats. Liked a lot of resource management, and especially preparation management with the game. |
| Sep 14 02:24:00 | 2h 39m | Plant + Birds | Thought it was fun, but I really would have appreciated a tutorial of sorts. It was difficult to figure out how to play the game, and I struggled to keep track of everything that was going on (such as losing sight of all green-cell resources). To me, the most difficult thing to understand was when one *can* place a green cell, and when one *can't*. |
| Sep 14 04:26:00 | 2h 02m | Shadowz Adventure | It's hard to tell the trajectory of shooting. I wasn't sure I was successfully hitting the robots or not. Thought it was pretty good, though it performed poorly on my computer. |
| Sep 14 04:34:00 | 8m 00s | Goblin Defence! | Would have appreciated a more-mature worded description. Could have just said the music has a bit to be desired. <br/> <br/>Personally, didn't find the game to be that bad. The campaign seems decently balanced, and most spells didn't feel too over-powered or under-powered. Think more polish could be made on the trajectory of the arrows, because I expected it to shoot straight, yet gravity seemed to be applied on them. <br/> <br/>Pretty good start, I say. |
| Sep 16 23:16:00 | 66h 42m | Locomotor | This is really complex. A more smoother learning curve would have been appreciated, such as only requiring the coal part in the beginning minute, then introducing the sheeps the next minutes, and so forth. Also, add support to thinner screen ratios! The game requires wide-screen to play, which is not good at all! |
| Sep 16 23:17:00 | 1m 00s | Bouncy | We need permission to access the Windows build! |
| Sep 17 00:10:00 | 53m 00s | Gear Game | it seems good but idk how i took the gears and the sticks off screen,needs improvement |
| Sep 17 00:22:00 | 12m 00s | Medi-trade-ranean - Trading in the mediterranean | Would have been nice to add a speed-up functionality. Thought it was pretty cool, actually. Has an addictive number-crunching feel to it. <br/> <br/>Thought it was confusing that the starting location was the only place that could make more money. Otherwise, it was too easy to lose money on sending ships from other ports that wasn't yours. |
| Sep 17 00:59:00 | 37m 00s | The Fertile Crescent | I like the main game mechanic, I feel like the tools could be balanced more since a couple take longer to use than others. The beast system could be made a little more clearer/active on the game board. But overall a good foundation for a game! |
| Sep 17 01:39:00 | 40m 00s | Descension | its a fun game, nice pixelated rpg style to it,the main character is sorta slow though |
| Sep 17 02:03:00 | 24m 00s | Pyramid Plunder | Yup, takes forever to load! Did manage to play the game, and while the game has potential, it also runs very slowly. It's hard to feel the action of the game without a quick-moving lead character and faster shooting. Still, nice job with the procedurally generated dungeon! |
| Sep 17 03:24:00 | 1h 21m | Return of the Ancient Technological Golems | Could use more variety in gameplay, and a cap on how many enemies spawn. Plus dashing and swordplay could be improved. But I would like to see this game continued. |
| Sep 17 03:34:00 | 10m 00s | Sling Fling | Pretty simple, kind of like the game better when I wasn't attempting to throw the egg. I liked that the camera followed the egg when you threw it up into the sky really high! <br/> <br/>Strangely, despite the controls feeling responsive, I felt that the egg simply spun too fast. It would have been nice to see the egg have a maximum velocity so that it would not go out of control. |