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Ogma

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TimestampSince previousGameOgma's comment
Aug 2 01:22:17 Power Drop ♥ 0 Nice job! :) The game's concept and the art are simple but correct and the scoring gives it a replayability potential. The music is coherent with the game. I found the batteries a bit difficult to spot at times but not impossible. The Mouse Left Click to move the bot was a good idea for the controls.
Aug 2 01:29:14 6m 57s V-Empire ♥ 2 It was fun to wander around the place, eating people and flap flapping around monks. Funny / interesting take on the theme.^^ Good music and art style, I liked the little puddle of blood after each meal. The idea to draw the "line of sight" of the monks using the candle they carry was a good idea. Poor vampire, always chased for their biological needs. :/ If people didn't want to be eat, they should sell blood bottles at the marketplace. Nice job! :)
Aug 2 01:55:14 26m 00s Blackout for the new warden ♥ 0 Wow! Nice job on the art! I didn't hear any music or sounds (windows build), I don't know if I had a bug or if it's normal. (Well, to be fair, if there is an energy crisis, it's better to avoid a waste of energy by playing music :p) As a fan of Prison Architect, I really liked your take on the concept. I won on my second try.^^ The first try, I missed the bit about using the radio so I meddled with the switches while the prisoners went for a walk at the park.
Aug 3 01:25:42 23h 30m Icarus Launch ♥ 1 Nice job! I really liked the audio clips for the "New Highscore" and the "Game Over" one. The Art Direction is nice. The feel of the Rocket is pretty nice, it requires a bit of effort & meddling but it's fun.
Aug 3 03:28:45 2h 03m Defend Home: Mars ♥ 1 Good job, especially for a solo project! :) Interesting take on the concept, it gives off a Starship Troopers vibe. The Art direction is pretty nice, I liked the "cartoonish" style of the ants. The controls were correct, I had to do some ballets move at times to re center my mouse to play. (I saw the disclaimer about the web version after my first try *ahem*) but it was fun. I didn't manage to win, having a bit of a hard time to find enough ammo and quickly enough, but that might just be me. A little sprint could have been nice but not vital. Our guy is probably tired after days of defending his generators. :/ The change of tones for the shotgun sound effects was a fun touch.^^
Aug 3 03:49:10 20m 25s Electric Car ♥ 2 I didn't manage to win after two tries, I think I have to go buy some "skills". :< Anyway :p Good job, in 48h you made a playable game with a Win & a lose condition, you made your own sprites, your sounds, code, etc.. :) The sound effects were great, Vroom Vrooming happily in a nice car is always nice.^^ The game played well, I don't think I caught a bug. A kind of maze as a circuit is an interesting idea. To add a bit more "variety" to the game, you could add some little things, like an obstacle that crosses the road at some point (oh a bunny, I have to stop my vehicle nooow!) or a booster to make you faster.
Aug 3 04:15:41 26m 31s Power Tower ♥ 0 Nice job and props to you for making it in only 24 hours. Made it to 16. :) The "floatiness" of the character feels a bit weird, but it's manageable. It was a good idea to add a key to fall faster, it helped to balance the gravity. The art is simple but effective. Your take on the theme is "classic", but it's the kind of classic you're never really bored with. A good / fun / playable platform jumper is always enjoyable. Releasing a playable game is already a win, but If you get people to try to raise their highscores and play two or more playthrough, that's a total win. Especially in the contect of a LD where you ""have"" and want to try & review multiple games while polishing your own game / answering to reviews. Two little bugs I noticed. Sometimes when the menu appears the mouse is still in a "locked state" and I have to press the Windows Key to be able to use it again. And after some landings I had to press space multiple times to jump. As said before, you should clarify that your link contains both the source code AND a playable version of your game. As you can see on other games, sometimes devs forget to put a link, so better clarify than miss a potential player / reviewer.^^
Aug 4 02:44:25 22h 28m Battery Penetrates ♥ 0 1200 Points! o/ I have to admit I had a hard time doing anything on the second phase of the game at first, but that's just training.^^ Original & Funny take on the theme. The sounds are great. The controls are correct. I really like the art direction, sober but pretty. I played the web version on NewGrounds and had no problem. The game was smooth, no bug caught. It reminds me of games like Hexagon : fun, quick to play, dynamic gameplay, a bit frustrating but not too little or too much, the kind of frustration that makes you go "oh well, I'll beat my score this time!". Good Job! :)
Aug 5 00:49:56 22h 05m Night Driver ♥ 1 I didn't manage to win the race, I wanted to explore your world so much that I kissed the walls a lot. :p Anyway, good music choice, the sounds effects are nice. As for the music, this kind of art / visual style is trendy lately, but that's a trend I can get behind.^^ I like that you can give a hard time to the IA by throwing them off. The RoadBumps (for lack of a better term, sorry) are a nice touch, coupling those with the energy boosts makes it a nice level / game design thing, giving variety to the game. I found the energy boosts' hitboxes a bit too small, some of them being at not so practical angles on the road, making them a bit hard to get without hitting the walls. I would love to play more levels. :) Since I didn't see any information on your twitter / website / blog / telepathic network, I'll keep checking your entry's page.^^ Good Job! o/
Aug 5 01:45:13 55m 17s Artifact Dive ♥ 1 Nice job! :) First of all, the voice over when finding the artifact was a nice touch. Then, the art direction is simple but effective, it's correct enough for the game to be enjoyable and to understand what's going on. The music and sound effects are nice. I found the music spot on for this kind of game. The game played smoothly, there is feedback from being hurt / hurting a mob. Increasing a bit the energy drop could be nice. I had no problem with the controls. A radar (activated at the cost of energy with a key press) letting you see a dot or a vague "oriented arc" at the general direction of the item during one second (or any duration you want / like^^) could be a way to un-frustrate players with the randomly-generated-maze concept while keeping the searching aspect. Making it less likely to let your player die just by lack of luck or waddling around dead-end to dead-end. (just my 2 Cents after reading your "post-mortem" post^^) This being said, since there is no energy drop by walking, I found it to be balanced enough.
Aug 5 02:00:34 15m 21s The Truth ♥ 1 Really interesting take on the theme! :p I'm ashamed to admit that I didn't understand how to really play the game until some loops of this poor creature. The circus-*ish* music goes well with the game, the sound effect of a full loop being a nice finishing touch. Good Jo~~ke~~b! ^^
Aug 5 04:27:17 2h 26m Pipe Trek ♥ 0 \\\//, I'm just Wow'ed by what you managed to do in so little time. I love your use of the LCARS visual style, I think it "mixes" well with your game. The others assets are correct. The UI is pretty clean & understandable. The Pipe Game style is a classic I tend to like and using it as a way to manage the "grid power" of a starship is a nice / fun idea. Interesting take on the theme. Fun concept & good realization. The light scrambling of the pieces is well balanced for the most part. Maybe torpedoes come a little too fast on the Tribble tier, but that may just be me. The controls are correct but the Drag & Drop felt a bit weird, the first time I tried to move a tile, I thought there was a bug. Other than that, everything responds well. The music and sounds effects are correct, it goes well with the game. Implementing three difficulties is a nice move. I barely managed to earn my Admiral rank as a Tribble on my second try, so thanks to think about people as no-skilled as me.^^ Great Job! :)
Aug 5 15:24:15 10h 56m Interstellar Electric Inc. ♥ 0 Good job! :) The art direction is correct, nothing too fancy but nice and everything seems coherent, I found the lightning effect really cool. The music and sound effects are correct too. The UI is pretty intuitive, self-explanatory. The only thing I have to say there is about the "puddles" on the map, there are white puddles that don't serve any purpose as far as I could see, but there are red puddles that serve as GeoThermal plants fundations, if the white puddles does not serve any purpose, it could be convenient to have a way to differentiate things with a purpose from things without one. Maybe a "legend" or highlighting it? I reached the goal and played a bit more after winning. Past a certain point, the lightnings became a little frustrating. I had no vents in my game and therefore couldn't use the GeoThermal plants, but the concept is nice. The game in itself is pretty fun, I really liked the concept of things added little by little as the game goes on. It kinda forces the player to make his game advance, avoiding stagnancy. Adding an LightningRod or something of the like could be nice as an middle / end game item, why not channeling lightnings power when coupled with surge protector? The game played smoothly, I didn't caught any bug except for the "no vent" thing but it could be a game design choice to not have them at every games. Interesting / cool take on the theme. :)
Aug 6 13:35:08 22h 10m Power Core ♥ 1 You did well for an 8h project. The graphics are simple but correct enough to understand what's going on and "what is what". The game played smoothly, I caught no bug, the controls are easy to understand / use. I liked the "fluidness" of the game, you can move in circles, grab a cell, turn it into a turret grab an other cell and bring it to the core all in one big movement. The concept is pretty interesting, a fun take on the Tower Defense genre. The realization is good. Maybe a bit too easy. A lifespan for the turrets, or making them consume energy could help increase the difficulty or even a SuicidalMob that could take with him a turret or two when dying or charging on them or simply increasing the spawnrate of the mobs? Adding a score or a body count could be a quick/easy addition that would let the player enjoy his Power Turret Empire.^^ Anyway, good job! :)