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CMLSC

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TimestampSince previousGameCMLSC's comment
Jul 31 22:52:27 Ministry of Synthesis ♥ 3 The game is very unique! The pixel art and audio is also really good. I'm not sure if this is a glitch, but the sound doesn't seem to fade properly when walking away from those boxes. The gameplay doesn't really match the theme even though you added a backstory that does. It seems like you had an idea you thought was cool and tried to add the theme to the idea instead of basing the idea on the theme. I found the game itself somewhat confusing, but when I started going by sound instead of doing it visually it got easier(I figured it out a bit late though). Overall, it was still enjoyable and well polished even with what I consider to be design flaws. One more thing I'd like to point out is that I couldn't ever figure out what the different shades of gray in the background were for, although that could just be my problem. :P
Aug 1 07:24:38 8h 32m Power Idle Clicker ♥ 2 I broke the game. I had fun breaking it though! Live chatted the whole playing session to g12345 in the IRC. :3
Aug 1 07:37:43 13m 05s Point of View ♥ 1 It's an interesting idea. I couldn't load it on a computer so I played it on my iPod, which was weird. xD It would've been interesting if I had to write the responses and the game looked for key words in them, because after the beginning I just spam tapped reply on everything and couldn't read the text. Still a good game for 4 hours! :D
Aug 2 22:41:32 39h 03m The Wiz ♥ 2 The audio was great and the environment was also put together **very** well. It would've been nice if you did your pixel art at a higher resolution though. The game itself was rather glitchy. The game seemed to be just a platformer with a few things added. Nothing new really. If the game itself had a bit more to it and you increased the resolution on your pixel art, I could see this doing pretty well. 😄
Aug 4 04:41:47 30h 00m The World's Worst Segway ♥ 3 It was an interesting game. The mechanics felt somewhat complete(unlike a lot of LD games). It bothered me how the particles turned with whatever they were coming from. Also, the car hitbox changes in a weird way when it turns(it turned right while I was on the left side of the turn and it hit me when it turned). The buildings/ground could've used some artwork. If you're going for just voxels, then try to at least put more texture in it. Good work though!
Aug 4 04:48:34 6m 47s Buzzy Bee ♥ 1 It's not the most original idea I've seen. It felt nice to play. The volume of the SFX was fine, but it could use a bit more sound(like ambiance or bee buzzing). I liked how you could hear how close you were to the right time at clicking by the sound. It still could use some polish. Nice entry! 😄
Aug 4 04:53:05 4m 31s The Lunar Invasion ♥ 1 The player was missing, so I couldn't see what I was doing and couldn't play. :/
Aug 4 05:05:10 12m 05s Lamplight ♥ 1 This was a very solid game! The graphics weren't the best, but it felt bug-free, it was nice to control, had great audio, and was a pretty fun game to play! :D My only advice is to maybe add some animations to make it more graphically polished. Good job(especially for your second Ludum Dare)! 😄
Aug 4 05:17:04 11m 54s Running out of Sugar ♥ 1 It looked nice! Definitely some of the better non-pixelart graphics I've seen. It was a bit too easy. I went for 5 to 10(I'm not sure) minutes with no sign of losing, so I eventually just stopped. The game seemed well put together, although the design of the game was a bit simple for 72 hours. Also, I noticed I could go off the screen which was weird. Anyway, good job!
Aug 4 05:23:34 6m 30s Tank Empty ♥ 1 The game was pretty good! Not sure why the road had that weird brownish color in some places though. It would've been nice if the other cars stayed in their lanes and avoided the barriers in the road. Also, the SFX was rather loud. The art was decent, and the controls felt good. Also, it'd be nice if you added more car variants. Good job! 😄
Aug 4 05:38:11 14m 37s Drone Supervisor ♥ 2 Wow, you got a **TON** done during 48 hours! Art wasn't the best and it would've been nice if it had some audio, but the gameplay was pretty good! I wasn't a big fan of it being left to rotate and right to delete. For some reason it was natural for me to use left to try to delete and place while using right to rotate(probably because place and delete are in the same category of actions). Although that was just my opinion. :P The game itself seemed pretty polished and had a ton of content! Great job!
Aug 4 05:45:48 7m 37s Electro-Brains ♥ 2 The game itself was pretty good considering you had to miss a bunch of the Ludum Dare(I had to miss portions of it too, so I know how it feels). The electricity looked nice, but always try to make the core of the game and *then* polish. Two complaints: first, my controls kept locking while dragging me around and second, it was kind of annoying when the game was trying to aim for me. Other than that, it was a fairly good game with controls that felt nice(when they didn't lock up). Good work! 😄
Aug 4 05:59:32 13m 44s ROOP (Running Out Of Power) ♥ 2 Nice game! The controls felt a bit slidy and it was weird how the AI didn't track me across the edges of the map and just pointed to where I was visually. Because of the slidy controls it was a bit hard to play and control myself. The sound was nice as well as the art. Good job! 😄 P.S. Just so you know, developers tend to find controls/the difficulty of their game easier than the average player. This tends to be because of all the time spent testing during the development and how things get added slowly which makes it easier for your brain to get the hang of. I had to make my game way easier than I'd like because I knew that other people would find it too hard if I kept it at the difficulty I liked.
Aug 4 06:04:45 5m 13s Teslabus ♥ 1 It was pretty hard to see everything coming and properly react. I also didn't like the powerups that locked me in place because they forced me to hit some bad obstacles and miss power. The particle effects looked nice. I'm not sure if it's a bug, but I didn't get any audio. If it doesn't have any audio mark it out of the audio ratings please. :P Reminded me of https://ldjam.com/events/ludum-dare/39/tank-empty Anyway, good job!
Aug 4 06:13:49 9m 04s Pickup all the power! ♥ 2 The game itself felt great! Although just because you tell people to not be harsh on your programmer art, doesn't mean people should rate it higher. Art is almost as important of a part of a game jam as the programming. It's something you get good at with time and practice though, so keep working at it. For some reason the game crashed while I was doing the large room. I refreshed the page and it crashed again. ;-; One suggestion I do have for your art is to take off the blurred edges on the character. It looks really weird when you're zoomed in so far. Anyway, nice work for 48 hours! 😄
Aug 4 06:35:12 21m 23s Greed ♥ 3 The game was interesting at first, but like most clicker games, it got boring pretty fast. Also, I'm not sure if this is a glitch, but every time you upgrade, you lose all of you money instead of a set amount. The game probably would've stayed interesting longer if you had some sort of graphical differences between the converters. The game didn't really seem to be affected by the theme. The way you implemented it doesn't really affect it because you start with so much power. Otherwise though, it was a decent game considering it was your first Ludum Dare! Just a tip for the Ludum Dare, most people won't spend 15+ minutes on a game(I think the average is closer to 5 minutes unless you really get their attention), so try to shorten it a bit next time. I learned this the hard way by people not even caring enough about my game to read the instructions and only playing it for about 3 minutes then deciding to rate it. That happened back in LD 35 though. :P Usually you do have to abuse the system a bit if you want good rating by packing as much polish as you can into a short amount(5 to 15 minutes) of time(gameplay wise).
Aug 4 06:50:28 15m 16s Dauntless Run ♥ 2 Nice game! I recommend trying to keep everything on the same scale. If you're using a specific resolution for the ships, make every pixel the size of those pixels and multiply the size of the display to whatever size you'd like. Using different resolutions can be a bit tacky sometimes. Your graphics still look good though! The game could've used a bit more content as it was already using a fairly common genre. Good work though! 😄
Aug 4 07:01:14 10m 46s Azrellian Asteroid Field ♥ 1 This seems to be a very common genre this Ludum Dare! xD Just so you know, you misspelled congratulations when you lose, so you might want to fix that. The game was nice, it controlled well and the powerups were pretty cool. The one major complaint I have is how overpowered the wormholes were. It felt like the main objective was to get to the wormholes specifically because of how far it took you. I short 50 to 100km jump would've been enough. Good job though! 😄
Aug 4 07:10:49 9m 35s The Last Battery ♥ 1 While it's cool that you made a game with just HTML and CSS that doesn't mean I'll give you a higher rating for it. I see a lot of rating bias based on the tools used, which kind of bothers me. All games should be treated like what they are, not based on their origins. There have been a few cases where I have wished there was an "Effort" category for ratings, and this is one of them. :P The game itself is simple, but it still looks nice compared to some other Ludum Dare games I've seen. I also found the text humorous. Good work! 😄
Aug 4 07:22:50 12m 01s Bead on the moon ♥ 2 The graphics were clean and you got the palette right even though you didn't get the form the best. Interactions were kind of glitchy. I like the overall idea of the game. :P I feel like the theme was kind of forced into the game though. Usually it's a good idea to think: Would the game be good if I pulled out the concept related to the theme? If your answer is yes, then in most cases you didn't tie the theme in very well to the core of the game(it depends on the theme though). Anyways, good job!
Aug 4 07:32:49 9m 59s SuperZero ♥ 1 The game felt a bit clunky and the art style wasn't very consistent. I really like the idea you were going for, but next time maybe try something that you're confident you'll be able to pull off a bit better. The map was a bit too big and it took to long to get from place to place. It also seemed like the explosions didn't do much. I found the fourth ability useful for transportation. It never really felt like I needed to worry about running out of power, I just needed to stop at the charging area whenever I passed by it. It was a good try though! P.S. Normally if people want controls like yours they use arrow keys and z, x, c, v.
Aug 4 07:53:55 21m 06s Robbery Bob ♥ 2 I've definitely done things like #RobBob before to make sure people read certain things(usually instructions). Anyway, I like the idea of the game and the art looks nice. It could use a new palette though. The game got pretty repetitive considering there were only 3 rooms. I liked the twist at the ending and you used the theme in a pretty creative way! :D Also, if you made the physics for this game, you might want to consider working on it a bit. The physics got pretty glitchy sometimes. Anyway, good job!
Aug 4 08:07:22 13m 27s Battery Life ♥ 2 I think this is the best Ludum Dare game I've played so far! 😄 I loved your use of the theme! The pixel art and audio were both great. Unfortunately I got stuck on the part with the 1 tile height gaps between the saws and the spikes. I couldn't seem to get through. I have two suggestions: 1. Make the saws actually invisible if your brightness isn't on because I never needed it. 2. Make the batteries charge a bit quicker. The instructions say the green dot charges them, but it doesn't do it every time. I'd suggest letting the batteries hold more charges(that get used faster in the game), but the green dot charges them every time it goes from not hitting to hitting the battery. That'd make it so that players would be shaking the battery over the green dot, which makes that part more engaging. Great job though! 🙂
Aug 5 05:24:39 21h 17m eDrive ♥ 3 The music was surprisingly good! :D The art could use a little work, and even though the music was good, it wasn't the most fitting. It would also be nice if going faster would save power(since it's a bit harder to control). The game could use some instructions because it took me a bit to figure out that right makes you go faster. I haven't played many games like this that are turned sideways, but my first instinct was to use right and left to go up and down(because I was trying to do it relative to the car position). Not much of a problem though. The idea itself has been used in a basic form in most of the ludum Dare games I've played(from flying through space and dodging other spaceships to straight up driving on a highway). So it wasn't that innovative. The game could've used some more content like powerups or something. It didn't feel like there was much I could do to improve my chances at getting farther. It wasn't hard to avoid cars and I got pretty much any power that wasn't blocked by cars(which might just be me that finds it easy). So adding more depth to the game could make it so that more skill is required the further you get instead of more luck. The alarm sound seemed to activate a bit early(while the bar was still green), which was weird. Even if that was intentional I found it weird that the alarm would play at such a high amount of power. The car hitboxes were kind of weird, because I would turn while I was almost a third of the way inside them. The sudden(there may be a pattern I just didn't notice) swerves of the cars were a bit unnatural and punishing as there were a bunch of situations where you were forced to be next to a car(or you'd run out of power) and there was nothing I could do but take the risk and hope for the best. Good RNG is where you can use skill to tilt things in your favor. (eg: in my game, when 6 people would drop on you, if you knew the game well enough, you could fight them off very consistently) See: https://www.youtube.com/watch?v=GiOA_CS25Kw I generally recommend Extra Credits. They have tons of good videos on game design. Even though your music was good, it's better(in my opinion) to have average music that fits. So if you have time, scrap music and attempt to make something that matches the rest of the game better. The first thing that came to mind when I heard your music was a peaceful snowy place, not a highway(might've worked better if you changed the scenery to snow). I understand that art isn't something that everyone is able to do well with, but there are things you can do to make bad art better. This game(https://ldjam.com/events/ludum-dare/39/the-wiz) had some pretty bad art, but it was still very pleasant because of how everything was put together. That game got the atmosphere almost perfect even with the bad pixel art. So programmer art can work if you know what you're doing. Try messing around with some particles and different animated scenery. Anyways, I've reached over 3,000 characters in this comment, so I'm going to end it here. It was still a decent game for the compo, although it could use some work.