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Tegu

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Aug 30 19:46:00 Aqueduct Aqueduct is a really pure approach to the theme. Impressive ancient technology at its best. :) <br/> <br/>At first, I kept placing the aqueduct parts only next to each other so that the water flow keeps going continuously. I felt a bit dumb when I realized that I could place them wherever I wanted to. It helped in cases where weren't a suitable part with which the aqueduct could be directly continued. <br/> <br/>I'm not sure if this is a bug or not, but the parts can be placed on top of each other (essentially replacing the lower one). Makes some sections maybe a bit too easy if you can just replace stuff without thinking. Additionally, the water flows although you connect a curve part to a straight part to the curved side, for example. <br/> <br/>Some sounds and background music would increase the mood of the game. I'm also not completely sure how the next available parts are determined. It looked random to me, so you couldn't use the parts tactically. Just use whichever fits? Sometimes, the house spawned somewhere where it couldn't be seen, which required a restart. <br/> <br/>Thanks for the game, keep on making!
Aug 30 20:24:00 38m 00s One Man's Desert I like the art style and colors, which clearly show the surroundings and the fact that you're on a desert. The ASCII art and the smiling little guy really bring into mind some old text-based adventure games. The light colorscheme (vs the usual dark terminal colors) puts me in a good mood. <br/> <br/>It's funny that you can hit yourself by attacking while moving forwards. :D A nice little detail is the dot line that follows you and gets longer when you sprint. I'd also love to be able to enter the pyramids, and maybe loot some stuff there. ;) Traps could be interesting as well along with moving guardians. <br/> <br/>The movement felt a bit unsmooth at first, but it felt like I got used to it after a while. You could experiment with smooth camera movement although I'm not entirely sure if it would fit the text-based feeling. <br/> <br/>It would be nice to to see a post-jam version with some sounds and perhaps an objective.
Aug 31 21:29:00 25h 05m To Give a Game You must sign in to comment. <br/> <br/> <br/>What. Different. Creative. <br/> <br/>Good thing there are no ratings this time. I'm quite bad at rating anyway, and rating this would be pretty much impossible for me. <br/> <br/>I like how the font changes for each character. At first I didn't notice that the pictures had little anime or manga like expressions (don't quote.. wait, do quote me on that even though I haven't really watched anime or read manga. Should I google?). Nice touch! Although, I think the cat briefly had the ball font at some point. But I'm not sure. I thought about doing the perfect way and re-finding out the exact part where this happened, but I don't think it would have been worth it. The characters are cute overall. Somehow I felt to be connected with the raccoon.. And I think I need to replay this later because I fear I missed something before hitting the progress trigger. OR I could check the code but.. that's cheating. Replaying is the pure way. <br/> <br/>Referring to the ending parts of the dialogue, even this game required the player to retry a few times and memorize what is coming. "Oh, I missed those A's between the other spam" etc. The game is quite long and has nice amount of variation. But the story is what really kept me playing it until the end. I didn't notice any bugs either, which was nice. Keeping this kind of long-ish story in control and avoiding (or living within) spaghetti doesn't feel easy. I guess I should check the source .love to see how things are done under the hood. <br/> <br/>I didn't really think any of the parts were too difficult, so I wouldn't need a non-death mode. On the other hand, sticking to the hard parts without giving any way to skip them might be a bit extreme if people stop the game early on because of them. Perhaps that would be the kind of black and white thinking.. "Either pass this part or you can't enjoy the rest of the game/story. Muahaha". *shrug* Not everyone is a touch typist, I guess. Number 6 seemed to be the most difficult for me, though. Maybe I should train it a bit. But repetition is boring, even this game knows it. <br/> <br/>"Games are not meant to be dissected and analyzed" Oh no, I guess I shouldn't have written too much. But phew, maybe this writing was too meaningless to be considered as dissecting and analyzing, so I'm safe, probably. <br/> <br/>Kiitos.
Sep 1 05:50:00 8h 21m Abandonded Kingdom I'm glad that someone dared to make a location and AR based game. It looked like rocks and trees kept appearing everywhere randomly, so I didn't even need to move anywhere. That's also because interaction did not require the player to move closer to the object. Of course, this may get a bit tricky if the object is in a place that isn't accessible. <br/> <br/>I didn't spot a single skeleton that is shown in a screenshot. :( Where do they spawn? I also didn't see a reason craft new axes instead of puckaxes, since I only encountered one type of trees. The other rock types needed better pickaxes, though. However, after I crafted a golden pickaxe, all objects stopped spawning. At that point the kingdom really started to feel abandoned. Maybe moving around would have helped.
Sep 2 16:19:00 34h 29m Wing Warrior Played to a bit over 13k points for some reason. Getting scores gets a lot easier later on. Even though the game lagged a lot on my machine, destroying those huge groups of balloon heads was oddly fun. Let alone the massive power-up rain following the line of orbs. <br/> <br/>The game itself isn't really difficult. You just need a bit patience in the beginning to get over the sword part (the target score 1000 sounded like a very large number early on). The bombs weren't really difficult either because they fell so slowly. After reaching the flying part, you can just fly and spam flask around, which makes the rest of the game quite easy (yet monotonous). <br/> <br/>It would have been cool that I could have lured a group of balloon heads under a falling bomb and let the bomb deal with them. A hit indicator would have been useful. At first I thought that the sword (or orb) hits weren't registered, but it turned out that I just had to hit them multiple times. <br/> <br/>Flying felt a bit uncontrollable (might have been due to the slow frame), so I ended up mashing z and x and oscillate up and down. After getting enough flask ammo, you can just fly around and watch the score increasing. <br/> <br/>Please, make the sounds a bit more quiet. Especially the bomb sounds are crazy loud and I had to lower the volume to minimum (I wish the machine could go even quieter..) and put my headphones on my neck. Even then I could hear the beeping well. <br/> <br/>A pause mode would be useful, especially as the game requires quite a bit time. Then one could just resume without fearing that the balloon heads catch you. Of course, this is a compo game and these request may be a bit too much asked for that. But for a post jam version or future games. <br/> <br/>I really liked how the characters accelerated and decelerated and how the running animation spinning legs matched the speed. The animation (spinning legs) itself was fun as well. <br/> <br/>Overall, the game was enjoyable. :)
Sep 2 17:46:00 1h 27m Village Store Initially, I tried to calculate the whole sum, which took a bit time for me. Thanks to justinooncx, choosing the right option got slightly easier but it was still quite hard. <br/> <br/>Often, I found myself putting the items to the cart blindly. Thus, I missed who was underage and lost hearts. :( Better be more careful! <br/> <br/>I liked how the size of the time bar was adjusted to the number of items. And went offscreen when there were lots of items. <br/> <br/>Automatic pausing on window unfocus was really helpful. <br/> <br/>Funny game even though the math part drove me crazy at times. But that just kept my trying again. :D <br/> <br/>Sales: $615
Sep 4 08:05:00 38h 19m Dig Dig Revolution Having played some rhythm games like, surprise surprise, Dance Dance Revolution, I liked the idea. However, I found it somewhat hard to follow the beat for some reason. In the end, I just ended up spamming the direction. <br/> <br/>I didn't really undestand how the stars were deteremined. Is it just time or the number of moves or does the direction key spamming (misses) affect it? Anyway, it encouraged me to replay some levels and try to find shorter pathes, so I guess it still did its job. :) <br/> <br/>In the torch level it was slightly unclear that you still needed one tiny part because the gray placeholder barely visible. But it's not a big issue, as one can just find it and then replay the level for a more optimal route. <br/> <br/>The artwork was beautiful both graphics and audio wise. The characters had a distinct look that conveyed the era clearly. It was also interesting to see parts of the items which would be searched for only later. I found myself guessing where some of the parts would belong to. It was nice to see the answer later. Overall, the idea of going through eras and showing some typical technology of the time fit the them well. Really polished!
Sep 4 21:33:00 13h 28m GameBoyz don't cry Simple yet fun action! Those sneaky little Nokias got to my back too often. <br/> <br/>On Android, it was a bot difficult to see at tikes when you have to tilt the phone. Or maybe I'm just tilting it too much when being in an intense situation and hope that the GameBoy would go faster. Anyway, I found myself in a bit weird positions when tilting, tapping furiously and trying to see the whole screen at the same time. <br/> <br/>The animations were hilarious and went well with the music. It helped me a bit that the grenade does not hurt yourself. If it did, the game would be a lot hardrr as you couldn't really do close range combat. On the other hand, currently you can stand nearly still and spam grenades (cartridges?) to your own position. Even then the enemies still get you if you're not careful, though. <br/> <br/>My best score was 155138.
Sep 5 08:15:00 10h 42m PHOSPHORUS Addicting and still somewhat frustrating game. <br/> <br/>The ball moves so quickly that hitting the platforms feels hard. I guess that's intentional, as the game would probably be a bit easier if the ball moved slower. Perhaps an analog controller could be easier for fine-tuning those jumps. I often overshot my correction moves and fell down in panic. On the other hand, too slow controls could make it hard to reach platforms that are further away. Balancing, balancing. <br/> <br/>The glowing oscilloscope effect is really neat. It also actually helped to see how high the ball had been and whether you could reach a certain platform or not. Maybe it also helped to locate the ball, as its size was quite small without the glow. On some one older machine only the background grid was visible, probably due to the shader effect. But it doesn't really matter that the game doesn't work on some Ancient Technology. :P <br/> <br/>At first, I tried to press the jump midair to jump immediately after landing. But it turned out that it was not possible, and I had to wait patiently for landing before jumping again. At least the combo does not break right away althoughn you cannot sit down either. <br/> <br/>Reaching large combos is quite hard because the camera does not follow you so quickly. Thus, I ended up going offscreen on the top without any clue where the next platform would be. Sometimes I hit the next one blindly, but mostly I had no time to move to the next platform until it was too late, let alone continue the combo. Maybe I should just aim for combo streaks by waiting for a while until I'm nearly at the bottom. Of course, finding good ways is a part of the game. :) <br/> <br/>Best score: 4860.. wait no, made it better! 5350
Sep 5 09:19:00 1h 04m Melancholy Very moody. The artwork is really consistent and the music sets the athmosphere well. It was quite unnerving to keep going as I never really knew what's coming next. I still had to continue to see the story. And I found a little humour here and there as well, which was great. <br/> <br/>At first it felt like you have to swipe the options a bit too far. However, I got used to it and at least you don't make accidental choices so easily. Some text were on a tiny font because the whole text was fitted to the screen. Perhaps there could be a scrollable text view but at the same time I wonder how well it would work with swipes. <br/> <br/>Sometimes successive parts felt a bit disconnected (like sitting on a roof -&gt; mysterious rock), but it must be hard to make customized texts for each option during a jam. <br/> <br/>I still need to try other options later. I want to try to find this ancient technology they are talking about..
Sep 5 18:01:00 8h 42m Ancient Technology Quite a weird little machine. Definitely had some demoscene-ish vibe to it. Even though this really wasn't a game, it was fun to poke around and see what happ <br/>ens. However, somehow I wished that some combinations would have revealed something. I didn't seem to have any issues with the keyboard alignment in fullscree <br/>n. <br/> <br/>At some point I managed to get some funny waving that resembled a flickering CRT display. I also tried to write my nick but E turned out to be a bit difficult <br/>: http://i.imgur.com/3YQCfHC.png I consider that my characteristic pattern which describes my mind perfectly.
Sep 5 20:04:00 2h 03m Escape From Foxtrott Great little puzzle game. I'd gladly play more levels. <br/> <br/>Using both arrows and WASD felt a bit odd at first but I got used to it quickly. I managed to fail just at the end of the last level. However, retrying was easy and quick enough now that I knew what to do. I liked the parts where you had to switch blocks midair. <br/> <br/>The animation was nice and smooth. The player seemed to have a gun but it wasn't used for anything. Perhaps that could later (hypothetically) be another puzzle or action element. The music sounded good and the sound effect of death was funny. The level design introduced the different elements clearly one by one. Thus, it was easy to use them together in the later levels.
Sep 8 13:35:00 65h 31m Dynasty Wow, I think I like this game. <br/> <br/>Although I didn't really know how the selections affect the score (I should have paid more attention), it was fun to see what's coming. When the build process progress bar was visible, I wasn't really sure if the game should advance just by waiting. At first, I feared that the green End button would end the whole building but apparently it ended the turn instead. <br/> <br/>The music and the sound effects are really fitting. The artwork is polished with all the particle effects and characters. The flowing river and stuff like the elephants made the game more lively. I guess I didn't manage to avoid the war completely, as some of my workers were killed. :( And at some point I threw all of my workers somewhere else but the game seemed to progress anyhow. <br/> <br/>I got 2920 on the first attempt. I didn't really follow any rule and chose just some options. On the second attempt I decided to avoid all kinds of additional buildings even though I had age a lot at times. No tributes or anything. Lost some workers to fireballs a couple of times, though. :( The alien guy also wanted to explain the wheel to us twice in the same game.. Is this reinventing the wheel? On the second round I only got 1641. Perhaps building some additional buildings is a good thing. Or some of the other options, I don't know. Gotta try this later again.
Sep 9 08:23:00 18h 48m Reinvent the Wheel Pretty unique idea! <br/> <br/>There should be a restart button though, as sometimes I made so bad wheels that I just stopped. Had to restart the whole game. Loading a new chunk of terrain made the game lag badly each time for me, which also made the physics glitch. The cart just turned around and I could do nothing to save the situation. <br/> <br/>With the lagging, I found that making a bit slower cart was a better idea than making a quick one since the glitching doesn't affect so much on lower speeds. At that point only patience matters, as the game gets quite boring.. <br/> <br/>This is minor, but there could also be an indicator about which wheel is being done currently. I know that you could just memorize the order, but still. At first, I was also confused that I had to draw multiple circles although no text changed in the screen. I though the wheel wasn't registered or something. But those are for post-compo version if anything. <br/> <br/>I really liked that the results of other people are directly visible in the track. There were a few "x got bored here" messages. :D Also, I passed the "you shall not pass!", is this bad? In the end, I went for minutes without encountering any score until the mouse steering glitched somehow and I couldn't steer as usual -&gt; it all falls down.. <br/> <br/>The concept of drawing your wheels is nice, though, so it could be developed further.