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Apr 27 00:10:05 Alysson ♥ 2 I stand by what I said over chat. It's short, but packs quite a punch despite that! Of course I had to play a second time before my 'official' feedback, and that gave me the chance to do some things differently. While it still leads you to the same outcome before a certain choice, the second playthrough, more than the first, gave me the feeling of actually having some control over the character. Even though him not being the player is quite a large part of the point... The only thing I miss somehow is the time to let some of the choices or impressions 'sink in'. Reading asfter all, takes up a lot less time than writing πŸ˜„ Well also some music, or sound of any kind. The upside is that you can just use your own music I guess? πŸ˜‰ I also found some more typo's then just the 'realizde' one I mentioned earlier. There is a misspelling of favourite in there somewhere and at least another-thing-I-can't-remember-right-now. Before I close, I'd like to mention that the line 'Singular became pleural.' is brilliant (in context) and works on many levels 😁 One last thing: How'd you like working in Ren'Py? Will you be sticking with it, or is it back to Twine for the next one?
Apr 27 00:34:25 24m 20s Wrong Delivery ♥ 2 Guess I'll prove I'm not (just) about the ratings 😁 The concept is quite simple, but the controls are fluid and I somehow ended up playing for quite some time, hoping to find another ability (so far I've jump, shoot and double-jump). Some sound-effects (and music if you've got that down) would improve the overall experience quite a lot. Have you heard of [BFXR](http://www.bfxr.net/)? It can semi-randomly generate sound-fx, which you can than tweak. It's even recomended on an official LD-page somewhere.
Apr 27 10:52:56 10h 18m Angelic Design ♥ 2 Nice to have some music added... It felt kind of silent in the 'pre-release' version you sent us on monday evening πŸ˜„ First of all, mad props to you for codeing an entire 'grand strategy' game in 3 days. Despite that I keep loosing, I do definitely feel at least a small pull to try again! Haveing played it a third time now, I think it merely 'too hard' as opposed to 'way, way too hard'. I think the main problem is that there are too many catagories; one effect is that it's too easy for a race with say, 'very strong magic' to gain a level in 'pie making' (err, I mean, 'spirit'). Or maybe I just don't place enough of the fantasy races on the map... are the levels tied to the size of their 'nations' as I assumed (may be a wrong assumption)? Hm. That would also answer the question of why you'd need 'curse', and why the growth rate feels sligly too slow to me! Maybe I shall try a fourth or fifth time, after all πŸ˜‰ I still think that the varois menu's could use some color... The first time I played it, it took me a while to notice 'See Challenges' which players definitely need to click at the end of the game! Oh, I spotted another typo (a real one this time). The first time you mention 'Chaos' (when the word is emphasised with black lettering), you've spelled it 'Choas' (not a bad name in its own right, though). I like all of the modifiers on the names. I got Cannibal Halflings that where peaceful. I guess it's just their way of honouring their dead... and I bet those snotty Elfs named them that anyway. Stupid race-ist Elfs... πŸ™ƒ
Apr 27 11:40:53 47m 57s Anthill Multitask ♥ 5 Don't let the graphics or the lack of music* fool you: This is an elegant concept with a goodly ammount of polish when it comes to gameplay. By which I mean a nice and clear tutorial (and actually a tutorial, as in 'interactive') and a relatively gentle ramping of difficulty (aided by the clear indication of which minigame is about to switch 'on' at each stage). If you could invest some time in music and graphics (or get someone else to do it), maybe you could get some mileage out of a post-compo version. As an aside: I got 148 on my second try, which already gave me a 'Gold' rank (but I got a bit lucky with the mini-game combinations, I think 😁). *) As opposed to SFX, which are basic but work.
Apr 27 16:31:47 4h 50m uP-8: Microprocessor ♥ 1 "We will find our own pitfalls thank you very much..." Wisdom for the ages πŸ˜„ Is 'RUN' covered in the manual? Finding out how to make the code, er... run took me longer than the first two levels combined. (But that may just be because I'm very tired right now.) On the plus side, it's awesome to have an actual Zachlike in the jam, including the requisite 20pg. manual! I think the graphics are awesome as well, please don't be so defensive about it! (Not everyone likes the same styles.) On the negative side, it becomes pretty clear why Zach-games themself chooses to simplify or gloss over certain aspects of coding or harware. There is a lot of tedium involved if you stick that close to the actual inspiration... At least you can copy the ASM! 😁 Some sound would help as well, with the mood you've got going you wouldn't even need music. Maybe the keypresses of one of those old IBM-keyboards? One last thing: Re: The FarmVille comment in the manual: C'mon, snark is ok, but just, well, no need to look down on different gaming experiences and tastes y'know? Besides, not everything that looks cute has to be easy; have you heard of, say, ['Jelly no Puzzle'](http://qrostar.skr.jp/index.cgi?page=jelly&lang=en)? I mean: I prefer Zachlikes like this and hard puzzlers above a lot of things πŸ€“, ... but you don't have to put others down to be great yourself 😎
Apr 27 17:17:44 45m 57s Mr-Vpn ♥ 2 Inspired by a certain previous winner are we? πŸ˜‰ Anyway, it's more than different enough to stand on it's own! A nice little adventure, with a twist. I had some problems though, even in the bug-fixed version (the other one wouldn't show me the way to gmail). Like the time I was able to close the explorer-window while Mr.VPN was still in it. (I tried to reproduce it, but the second time it *did* prevent me from closing the window...) *Edited To Add:* Oh, just a small tip: Please don't name your zip or executable (only) after the jam. Quite a lot of people do that, and some of us like to download a few games first and then play them... Please use the actual name of the game or even your own!
Apr 27 19:47:31 2h 29m Blomst 🌻 ♥ 3 This is so relaxing! Due to various reasons I'm quite tired, and this is just what I needed. Like a miniature holiday on the clicker-like version of SimEarth 😌 A couple of (mostly very minor) quibbles though: The shop doesn't show the habitat for whatever fauna 🌱 you're buying. Maybe that's intetentional, but I would've liked it. Also, whenever you're done with a large menu, you've got to scroll all the way back to *Back*. Another menu peeve is that, when you go back to a more top-level menu, it resets to the first option (causing me to cycle between *Sell* -> inventory empty -> *Back* -> *Sell* -> ... doh! etc.) Though I sort-of get why the option is there, I still have to ask; why'd I ever want to press 'R' for any plant πŸ˜‰ (Also emoticon in the title, nice ... I wonder how far we can use MarkDown for titles. Would the checkboxes show up??) *ETA:* Definitely keep playing until atmosphere completion is > 50% if you want to see the 'good' graphics (not that the first set is bad at all... I guess it's a part of the goal!) I also like that there is a 'keep playing option' after mission end.
Apr 27 21:02:00 1h 14m Johi Farm ♥ 3 Most of what I was going to say has already been said far better above πŸ™‚ so I'll just leave you with this: I really quite liked the jump animation, so goofy!
Apr 27 21:31:45 29m 45s Diminishing Lands ♥ 1 The 'barely hang on to the top of a block' (slightly different than the also present wall-jump) was really a life-saver for me, and somehow made the game feel a lot more polished. Overall experience is very basic, but it all works quite well. I also (like people above) noticed the blocks from the second-to-next 'quake' showing up, instead of just the next. Maybe it's as intended, but I think it would afford more strategic thinking if they could have different graphics. (Perhaps just even more alpha / background-blend?)
Apr 27 22:36:31 1h 04m Space Travel 15 ♥ 1 I'll add my voice to those saying that the go/airport buttons would feel better if closer together. Also, this may just be because I'm tired, but at first it wasn't clear to me why passengers that didn't need to go to the particular airport (UFOport?) you're at wouldn't stay on the craft. Haveing them stay at the airport you just went to *does* give it an additional tactial layer though! πŸ™‚ (I also totally missed that time stops when landed, but that's on me...) One last quible: You've to click the start-button twice in the beginning. Sorry for all the negativety, but overall I enjoyed it! πŸ™‚
Apr 28 07:24:53 8h 48m Den ♥ 6 This is amazing 😲 The overall atmosphere is just superb... I really got the feel of being the aggrieved Kaiju in a monster-movie! πŸ‰ You can get stuck a bit occasionally, both in the tunnels (maybe the hitboxes have too many corners?) and with the last puzzle: **[ spoiler ]** I had the hardest time getting the little humans to drop on the lower platform (and then I forgot I had a scream option and had to do it again). It was really easy to do that on the second playthrough though, even as I did the same actions! Also, the head can get detached from the body while charging a hit in certain conditions, and at some point this happened: den_screenie.png πŸ˜‰ Oh, one last (very small) issue: The text says 'clic', but in English, that would be 'click', with a 'k' on the end πŸ™‚ *I think this one's going to get a pretty high rank...*
Apr 28 07:42:26 17m 33s Starstruck Ducky ♥ 2 Well, that was amusing πŸ™‚ It may be a good idea to keep track of what's already said, or give each duck a different *pool* (haha) of chit-chat to draw from. Otheriwse everyone keeps failing psychology for the same reason!
Apr 30 21:15:42 61h 33m not on my pizza ♥ 1 So, after I'd finally found someone to play with, I can share my (our?) thoughts. My sister doesn't play a lot of games, but after she understood what everything was (she thinks 'pizza Hawaii' --as it's called here-- is gross though, *can you believe her?*) she got into it and gave it the verdict of 'fun' and even 'maybe I should play more games' 😁 Other than that I think the graphics glitched mildly a couple of times. Also, it wasn't really clear what was hurting us sometimes, we lost a couple of times without (we thought) a clear reason, but it turned out the tomato's can hurt you even while they're on the ground. This makes sense in retrospect but ... well here's where sound (and a little more explanation in the description usually comes in handy). πŸ”‰ Also an understandable, but somewhat offbeat descision is to lock mouse input for the duration of the game. Doesn't really help when I'm trying to switch between my spreadsheet whit scores and the game πŸ˜… Lastly, I like the inherent wackyness of condiments and ingredients fighing on a pizza!
May 4 14:56:21 89h 40m Daily Routine: the smallest worlds are the ones we get stuck in ♥ 4 **Spoiler** heavy, then again, so are the other comments πŸ˜‰ As a wise movie-computer once said: *"Strange game. The only way to win is not to play."* πŸ’» What I really like about this entry is how it slowly ramps up the hints. I'm pretty sure, for instance, the book was not on the floor of the TV-room on Day 1. Also after a while *all* the mails tell you the password. And why would the cereal sub-game just *end* like that when the others tell you you're still doing great? Very subtle πŸ˜„ Anyway, unlike the others I'm not *sure* music would've been right in this instance. The silence seems to fit the mood of the game. You'd need *very specific* music to get the message across, IMHO. Or maybe multiple pieces that share the same notes, but get more depressing or slower each day.
May 4 15:23:07 26m 46s Small Planet ♥ 0 Simple, yet effective. A nicely polished --given compo-time-- homage to [SpaceWar](http://spacewar.oversigma.com/) πŸ˜„ An actual working (and even somewhat challenging for a fumble-fingers like me) AI is also a delight to see in a compo entry! Glad the others recommended the 4-vs-4 play. While not as chaotic as I expected from the comments, it's a nice way to play. I understand the descision to lead-off with the 1-vs-1 play though; the easier for the whole of play to be grasped at once it is, the better for the player. Although it would've helped to paint the players team-mates in a *slightly* different color of blue (or red, it's nice to have options πŸ™‚) when in the 1+ vs modes. Well, the centering takes care of any confusion, but still... Also, I think I accidentally got autofire 'working' (as in, I didn't need to click for the ship to fire any more) a couple of times. I'm not quite sure how to reproduce this, though. But it's a 'good bug' (as in, clould lead to more fun), so maybe leave it in? 😁
May 4 16:33:16 1h 10m Amoebros ♥ 1 Addicitve! πŸ˜„ I also found myself going for the ones that 'stood out' in colouring patterns, despite nominally trying to optimize things. I just like green and purple I guess... Anyway: Maybe part of the whole 'tutorial' problem is that the initial text suggest that you can 'help them eat'.. which is true... *indirectly*. Once I understood I could only take any meaningful action during the period the 'edit' menu is shown, I got used to it quickly. And it aquired the aforementioned addictive (albeit repetitive) qualities. 😁 Also, I know you can select them after a strain's died out and *then* see their names, but I had a rather hard time of keeping track of who was who during the whole 'fighting and eating' phase (maybe since I lucked out and Agility was high right of the bat?) This could perhaps be remedied by adding a ⏸️ button (and then still have their 'names' shown on mouse-over of course)?
May 4 16:56:30 23m 14s Too Many Weird Aliens ♥ 3 I like that you have to watch out for 'frienly fire' here, it gives a bit of extra tactical depth to the whole ship-health/earth-health/enemy-position gameplay. Other than that I quite enjoyed the audio-effects, all nice, heavy, *bit-crushed* sounds, as is approriate to the mood of the game. 🎢 πŸ’» The ship felt a bit slow, but that might've been on purpose; creating the tension nescesary for the player to really feel like the last defender of the earth. I tried something similar (with the sounds as well) in the last LD (37) but players didn't seem to like it, a fair number complained about slow gameplay. It's a subtle/tricky thing to get right apearantly! Anyway, I can imagine this could become quite addictive, if you add some nice (and surprising) powerups and/or different ship models! 😁
May 4 17:08:11 11m 41s Slime Assault ♥ 0 Sorry, I *probably* won't have anyone to play with for some time πŸ˜” I felt only confident enough to rate the audio, which sets quite the mood! Is there a let's play somewhere I could watch?
May 5 19:37:40 26h 29m LD38 - Big Dreams ♥ 1 Well, that was cute πŸ™‚ I've played a bit myself and I've been reading the other comments... I have to ask, why not reduce the amount of time to the powerups by a huge ammount? I couldn't even get to one before the first time I died (they appeared much faster in the second time). That may or may not have been on me, but I think 'time to awesome' should be reduced as much as possible 😁 Or maybe just have one or two spawn right from the beginning, then 'business as usual', just to get the players interest. @valmay I think they spawn from the buckets? But then more buckets *do* appear out of nowhere? Not super clear, but I could see it working with some more polish on visual effects.
May 5 21:08:54 1h 31m 50ft by 50ft (or How I Died In Space) ♥ 1 I've noticed that I've come to appreciate the quiter LD games (and I don't mean sound here) so much. Reviewing when work throws up a stressful project is much nicer this way πŸ˜„ I loved this. Twine *really* works well with irony and sacasm (and a gifted author of course). For example, the whole bit where 'hard work' slowly turns into 'hard work, luck and parents' (a theme repeated if you talk to Rick) when you select the Hong-Kong penthouse as your abode. Or when 'TV show' eventually morphs into 'watch idiots die in space'. I'm not sure a static book could ever convey the sheer *bitterness* of the protagonist that vividly. Oh, and I've noticed that, while you did it correct the first time (Huygens), your write it 'Huygen' from the 3rd report onwards. I've noticed other typo's before (I wrote down 'their'... but not where you made the typo or what you should've replaced it with). But. Well. This was all written off-the-cuff in a single weekend, which, given the quality of the writing, impresses me, and one has to expect typos! πŸ˜‰
May 6 09:14:29 12h 05m Protolife ♥ 2 Just. Amazing. πŸ˜€ I love basically everything about this! The only (neligable) criticism I would have is that the tutorial doesn't (I think) explicitly mention to use tab to switch to the amino-acid, but everything is so well explained in the screen that it really doesn't matter. Hm, altough, tab, is a long way from the space-bar coming to think of it. If you're planning to beef this game up later (as perhaps you should, since it has the best concept I've seen this LD) it may be fun to experiment with *even more* kinds of 'buildings', since a lot (but most certainly not all!) of these 'just' shoot. Maybe a structure that slows down the red bits for a bit, but can't shoot of itself? A thing that's just a very strong shield? Since you're basing yourself on Conway's: a structure that builds smaller structures? Or amybe it just repairs them?
May 6 09:18:31 4m 02s The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds ♥ 2 I really liked the concept, but for me there was a bit of a difficulty spike in the beginning, since I could produce water and fire by combining the before-elements, but when I tried to make a few worlds with water and or fire, they basically just produced base-elements again, and maybe 0.01 πŸ’§ or πŸ”₯. Anyway, the manual is both clearly and humorously written, and I'd no difficulty to find out what to do in what could potentially have been confusing, altough I needed to look around for what I created for a (small) time, since my first run took me some ways of the spawning point. (Might want to leave out the word 'lame' though... it can be seen as a bit of an insult to handicapped people.) There is an annoying issue with renaming worlds, in that, if I had previously renamed a world, then approached another one without clicking the mouse, the textbox of the next world would accept input, leading to a lot of worlds eventually named 'wwwww wsssssasww' and the like 😁 With a bit of polish (maybe add a landscape and some jumping) I think you could get this to work quite well.
May 6 09:24:31 6m 00s MagiSEED ♥ 1 *(hm most (all?) of my points have already been mentioned, but I've had this written up before reading the comments and it seems a shame not to post it πŸ˜„)* The concept, the little story and the puzzles make this into a very nice submission for the compo! You do a pretty decent job of introducing the player to all the different elements as well! I liked that it's not just big/small, but that you have different levels of smallness. Do the seeds show up later in the game as well? (I played about up to the big plant throwing leaves.) It seems kind of a shame to use a fun mechanic like that *only* for the first room. The music gets a bit repetitive, but it's a lot better than not to have anything to listen to. I also liked the little walk animation πŸ˜„
May 6 22:40:16 13h 15m A Tower in the Mists ♥ 0 The tranquil music and level of polish (for ex.: the wear and tear on the tower, the pond on the balcony to the right, the clear sounds, the very nice font*) make this feel like a world to be inhabited. 😌 Like the other reviewers I felt the combat system has a lot of *possibility* for depth, but if you're mostly just guessing what the opponent will do next turn it loses a lot of that potential. (Altough there may be a little bit more to it and I'm just too tired to see it.) It's still nice though. Also, I'd like some way to replenish magic-pts (or maybe I'ven't just played far enough?) Small quibble: Aea says 'As fast as humanly possible', but weren't they 'Miscanth'? πŸ˜„ *) Couldn't find it in the attribution. Is this just the standard RPG-maker font? I suppose if you cater to people that write games with lots of text you better have a nice standard font! 😁
May 10 16:25:44 89h 45m Globe Trot ♥ 4 Hi! I tried it on Linux 🐧 (well, sort of, in a virtual environent, hosted by Windows). First the important bits on your end: 1. You've compressed everything with rar, which would be fine, except that the ditro I've tried (Mint 18.1, based on Ubuntu which is in turn a Debian derivative) *thinks* it can unrar by default, but it really can't and gives a cryptic error message. I've had to `sudo apt install unrar` before I could actually get it to work. 2. The file permissions are not set up to 'execute', so the program won't start by default. Please do a `chmod -R 755 ./*` on the folder (or just the executables) before you compress and you should be allright. Both of which are quite easily fixable by 'experienced' Linux users on their own, but are an anoyance and, more importantly, not everyone is 'experienced' πŸ˜„ Anyway, it ran, but I'm pretty sure I've got my virtual environment installed wrong since it ran so slow it needed a minute to register a key-press. *Pretty* sure the problem is on my end though. I think it may have started from the .iso again instead of taking the install on the virtual disk or some such. Then I remembered I could just run it on Windows as well 😁 Anyway! On the the actual *review* ... πŸ“‹ Wow! I had to double-check whether this was a compo entry πŸ˜„ On one end it's *really* simple, but everything feels just so smooth and polished and the music is *just right*. Any real gripes I have I could basically find in your wish-list. (Although I'm not sure having to worry a lot about the buildings *all the time* would improve it.) Haveing a high-score table would be nice indeed, but before that, you could try featuring the last hi-score more prominently. I almost missed it! Yeah, I missed more 'lives' or 'health' at first, but on the other hand, it does force you to learn some strategy. And the time to get back into the game is quite short! It's a tough balance... I'm not sure the alien model on the title-screen is the best idea... I spent some time trying to decide what I was looking at and decided that it was *probably* some sort of alien. They work as smaller models, and it's nice to have a larger image so that you can see that it's probably a shield that blows up when you've hit them the 1st time, but I'm not sold. Other than that ... I just really like to glide around the planet and see the patterns my laser-shots make πŸ˜„
May 13 20:24:33 75h 58m Bio Noid ♥ 0 Not a novel concept ... but so, *so* well executed for a jam-game 😁 (Well, except for the whole not being able to press 2 keys at the same time issue, but that's been mentioned several times already...) A few random thoughts in no particular order: - Just as I was about to make a mental note of 'there should be a way to regain health', I noticed the regen. Nice! Just not explained... I can't decide if that's part of the charm of the game (and intentional) or if it actually *want* it to be explained. - During my second attempt (1st boss) I kept trying to jump on the similar looking vans that also pass by, since it looked that this might be possible. - The world in general is not explained, but since it clearly seems cohesive I actually like that. Makes you wonder what te story is and draws you in without overstaying its welcome, or feeling like it tries to hard. - When the first form 'dies', right before it falls into the hole in the road, it looked kind-of ... cute? I felt a bit sorry for it, but maybe I just have 'Shadow of the Colossus' on my mind lately πŸ˜‰
May 16 17:40:44 69h 16m Vespuccia ♥ 1 Nice! πŸ˜„ I like how you put a vat of rum right next to the main character at the start, that shows some insight. I had some problems with the spikes though, maybe it's the skewed perspective, or just that the spikes are yellow and so is the sand, but they hit a couple of times when they 'felt' they shouldn't have. Also, the menu mentions music, but none is playing... did you just run out of time, or did something go wrong on my end? Good job anyway!
May 16 17:56:06 15m 22s Abyss ♥ 1 This only 'clicked' for me once I read the discription (get it? get it?) πŸ˜‰ I only wish that you didn't have to press '0' to exit a shop or planet... why not also enable the WASD keys in that situation? It would help a *lot* to make the experience smoother, which is important for a clicker! Also sound. Just one or two dinky SFX's would really help here, it wouldn't even need music! But I guess 'no one can hear you click... in space' πŸ˜‹
May 16 18:06:04 9m 58s vijver ♥ 1 Makes me wish I had a rock to skip πŸ˜„ Someone mentioned a screensaver, but I'm also curious if (and how) this would work as an animated desktop background. In that case the sound-volume would be just right instead of too soft too, I guess...
May 16 18:32:03 25m 59s Star keeper ♥ 1 I can't believe nobody mentioned 'Le Petit Prince' yet! There's even a bit about 'your love' in the description! πŸ˜‘ Hm, *that* may be why people had difficulty grasping the goal of the game... I could see it being a bit confusing if you don't get the connection. Anyway... lovely game! 😁 You might want to have some visual indication for the cool-down on the lasers though maybe?
May 17 16:10:22 21h 38m Desktop Adventure ♥ 3 That was fun! You just have to add some music to make it really swing, I think. πŸ˜„ Everything controls quite smoothly, and is animated nicely, and the whole desktop aesthetic is visible in all details, like the 'help' and 'credits'. The whole teleport idea adds *just* enough variation to make it stand out a little bit (besides the polish). Very small quibble: Note that the floating panels that describe the protagonists remain in a fixed place when switching to full-screen.
May 17 16:46:58 36m 36s Crustal ♥ 1 Lovely concept, good execution πŸ˜„ I'd have liked some more explanation; it's *there*, but it's so small people can easily ignore it, and the blue boxes only give a 'press space to release wave' *during gameplay*. You could file that last bit under 'well its fun to have some mysteries', but I'm very tired from work right now, and it took me quite a while until I read that you should use WASD to shoot πŸ˜“
May 17 17:08:08 21m 10s SubAttack ♥ 0 I my addled brain dreamt up that the RMB was for photographing the fish instead of moving the camera πŸ˜… I guess I should read the description first, huh? Anyway, I think part of the difficulty of controling the sub is that it looks more or less the same, no matter what direction (mostly forwards or backwards) it's facing, it looks more or less the same, despite the stellar graphics. Good job on finishing this within compo-time... you could've told me it was a jam entry with a team behind it and I wouldn't have raised an eyebrow.
May 18 12:05:35 18h 57m Exploitation ♥ 1 The basics hang together very well. πŸ˜„ But beyond the intitial confiscation of ports, and putting a few pop. there building a harvester and a mine... there isn't really all that much to *do*? Maybe the addition of some extra threat (besides starvation) would help; an additional loss condition I mean. The simpelest to add (maybe) would be (avoidable?) monsters. Make it a bit more frantic! So, a solid framework, excelent for expanding on but with little meat on its bones. Kind of like my own game TBH, which you got to discover for yourself as well πŸ˜…
May 18 18:14:22 6h 08m Shrinkage of Sirrah ♥ 0 @asteroid2k Apearantly so, it ends for me after the third question as well. Maybe it's meant that way as 'you have a limited time to live on this planet'. The end-values are your scores then. I'll score accordingly given to that since they've got 0 ratings and deserve at least one, but otherwise ... Well, the idea of 'what to do if you've got a limited time to live' as a society is cute, but it isn't really explored indepth or well, mostly at all. @thalikoth You tried! Keep trying! πŸ˜„ If you need some pointers on how to use SDL / SDL2, see [this very useful site](http://lazyfoo.net/tutorials/SDL/) taking you through it, step by step. (Or even read the horrible, horrible source code to my [game](events/ludum-dare/38/liftoff)... ) If you ever should decide to leave 'programming in (almost) plain SDL2 during a 48hr. game-jam' to masochists like me, and/or need a more 'beginner friendly' way to make games, try GameMaker or Unity. There is no shame in using these! Previous multitime winners (@managore, GameMaker) and popular vodcasters (@quill18, Unity) are using them, so how wrong could it be? πŸ˜‰
May 18 18:43:55 29m 33s Gotta Catem All ♥ 1 Only 29 for me πŸ˜„ Very simple, but you snuck in a lot of polish into it, like all the different descriptions! I'd have liked for the numbers in the battle-screen to be in front of the move-name. Also, sometimes it shows the choice from the last time in the new battle-screen, causing me to type '11' or some such. Otherwise, good job!
May 18 18:51:40 7m 45s Planktos ♥ 2 Nice! I really apreciate the smooth animation. Also very clever to make the 'winning'/larger player slower! Sadly, I had to play it by myself, but I could see this being quite fun with 2 actual players instead of just hands πŸ˜„
May 18 19:13:52 22m 12s Diaspora: Ghosts of Humanity ♥ 0 Amazing! Surprising to see this in both the given and recieven sides of the '0-ratings' catagory. You do know you need to rate & give feedback to the others right? Anyway... I liked a lot about this, from the 'filmic' intro movie to the actual in game graphics, to the clever gameplay ideas. Also the gentle tutorial messages. πŸ˜€ However, I also had to hunt a bit for the second destructable brick (it doesn't help that both types of brick are both coloured slight variations of red...) One last thing ... I'm probably missing something obvious, but, why are you humanities last hope when 'all humans have died'? ❓️
May 18 20:22:52 1h 09m The Other ♥ 0 Interesting. If you've read the description it's a bit too easy to figure out shouting isn't the thing to do. Not that I would have done so anyway πŸ˜„ I just found that after I had collected all the letters, (Why that word? Wasn't the whole point to make people relax a bit?) I couldn't actually exit. Brilliant political commentary or a bug? I guess the player decides! πŸ˜‰ Although maybe I should try shouting at the door, come to think of it... (and in the game!)
May 19 04:17:06 7h 54m There shall be light ♥ 2 At first I thought I was being clever by just carrying a torch around all the time and not putting it down adn then just running in circles. But as I sit here writing this, haveing the game run in the background... I can just not seem to lose? Maybe it's because I also placed a torch *inside* the portal. I like it when you get really close and they just scoot off to the edges of the map very quickly, for some reason this struck me as funny, but maybe I'm just tired πŸ˜† Anayway! Certainly not bad for a first-timer! πŸ˜€