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MrNyarlathotep

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TimestampSince previousGameMrNyarlathotep's comment
Dec 14 13:32:00 Neat (Ludum Dare 37) Nice take on the theme - I liked your chosen aesthetic too
Dec 14 15:55:00 2h 23m Roomba Rampage 100% accurate roomba simulator
Dec 14 16:01:00 6m 00s Parts and Labor Very fun - like Game & Watch on crack
Dec 14 16:44:00 43m 00s Bump N' Grind Interesting idea - would have been nice to have a more immediate restart option than pressing escape to return to the menu, or be a bit more forgiving than one hit death. <br/> <br/>FYI, your embedded link returns a 404, although the web link works correctly
Dec 14 16:51:00 7m 00s Kiln I love Sokoban style puzzle games, and I'll admit I was thrown at stage 2 because my brain is conditioned to think blocks can only move until they hit another block, but this game moves all blocks if there is a space to move them to.
Dec 18 13:47:00 92h 56m Arena 3000 Like first comment says, I also had the same basic idea... I guess the theme was pretty suggestive for this! <br/> <br/>Solid wave based sota-twinstick shooter base that you could build from if you wanted to expand this concept
Dec 18 13:50:00 3m 00s Cube Hop Its an interesting movement mechanic. <br/>I'm not sure if its a /fun/ mechanic, but it is an interesting one.
Dec 18 13:56:00 6m 00s LudumDojo I liked this idea a lot, and if you wanted to expand on it I could see how it would end up as a sort of rhythm action sword fighting game. <br/> <br/>I think it would be better for players if you used some presentation from other "rhythm action" games for timing rather than just colour changes - for example scrolling icons to show what inputs are coming up, and to show timing when the icon is over the input icon - this would also let you do complex 'combo' inputs by slightly offsetting the timing on each input, but still be predictable
Dec 18 14:32:00 36m 00s Video Games Are My Life I really liked the aesthetic - sort of a Little Big Planet demake XD
Dec 18 14:46:00 14m 00s Last in Time Its an interesting style, thats part classic JRPG, and part Lucasarts point &amp; click. <br/> <br/>I was a little disappointed with how little it fit with the "one room" theme though
Dec 18 14:58:00 12m 00s Mice life As others have said, its very difficult to parse why you die when you die - some UI elements showing things like remaining cheese, or time until next cheese-eat 'tick' would do a lot to solve this
Dec 18 16:22:00 1h 24m One piece in one room I liked the stage aesthetic, and this is extremely well polished for a gamejam entry
Dec 18 17:17:00 55m 00s Miawflex Nice entry - was the pikup generation linked directly to the music by code, or just mostly beat matched by hand? <br/>Would have been nice to have the faster moving pickups a different colour just for player nicety :)
Dec 18 17:22:00 5m 00s Triskaidekaphobia Very nice use of light and shadow. <br/>I'm not sure if I clicked with the controls, which felt very rogue like (as in everything moved when I moved 'turn based')... but I'm not sure what would have worked better. Maybe a click to move?
Dec 19 14:43:00 21h 21m Paul Terguei: Glory Room Keeper I didn't really understand why the door was 'randomly' opened or closed until after I read the comments explaining there is a button controlling it - I'd thought it was time based, and was going to suggest having some UI elements showing when it was going to open, and for how long it would stay open. <br/> <br/>Now I know it is switch based, I think it would benefit a lot from some in-game method of explaining that, even if its as simple as an overhead exclamation similar to how the NPCs react to mouseclicks, or a colour change like when they hit powerups, to make it clearer what that relationship is. <br/> <br/>Maybe even just some arrows and text overlaid at the start of the first level explaining "send NPC here to open door, send NPCs here to make them leave"?
Dec 19 14:51:00 8m 00s Escape the Pit! This is a fairly solid base prototype that you could expand upon if you wanted with things like more levels (I 'beat' the game and escaped first try). <br/>As others have mentioned, the fixed step movement of the background is quite jerky, and makes the game 'feel' less polished than it is - I think using some sort of smoothing or lerping for its movement would make it 'feel' a lot nicer
Dec 19 15:12:00 21m 00s Storage Guy I enjoyed this - I was expecting a Sokoban type deal from the screenshot, but I actually like your take more I think