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Remco

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TimestampSince previousGameRemco's comment
Jul 31 12:55:48 Electric Neon ♥ 3 Haha, the pedals are quite a bit different in this alternate neon '80s 😄 I adore the atmosphere, music, visuals! A couple of small remarks: - any already picked-up accu's (sometimes?) stay gone until you restart the entire game, is this intentional? - 'reverse' doesn't seem to listen to the steering wheel, OK for in a game but I'd never get in this car in real life! 😉 Got to about 73 in 'hard-core mode'. I think 'hard-core' here is more challenging, fun an different, to the point I think you maybe should have left out the keys.
Jul 31 13:12:11 16m 23s Not Like This... ♥ 1 Challenging! But in a fun way. While I appreciate the way it feels to have to hold 'W' (so you're actually feel like you're holding something), it sometimes takes a lot of tries to get hold of a battery, making things feel a little clunky. I also had some trouble in gouging how far any blue-bubbles stream would let me jump. I like that you've put some extra work in the game-over screens, though!
Jul 31 13:28:20 16m 09s Power Tripping: Keeping It Cool ♥ 0 I like the clean, stylized look. I couldn't get a better rank than 'D Fridge' tough after 4 tries (maybe because I'm still tired?), so I didn't get to see what 'Power Tripping' is 😄
Jul 31 15:59:37 2h 31m Sea Life ♥ 0 It took me a while to realize some of the mechanics, like your health depleting faster the more plastic you eat. In my case, I probably got confused when you mentioned 'starving', but the meter's also there for oxygen (in the end just a health-meter). I like the music, but some more sound-FX could maybe also help. Graphics are also nice 🙂 Also, if the message is important, why are sharks so hard to evade? (At least I thought so...)
Jul 31 16:10:57 11m 20s rop ♥ 1 Could you please choose another font for large amounts of text next time? 🙂 Anyway, it was nice'n tense, but since there's no warning beforehand, one of those purple mobs could drop right next to you. I like the light effect for the avatar; you could probably have done the same for the other robo's (just add their light to your own).
Jul 31 17:06:12 55m 15s All Systems Online ♥ 2 The intro-screen mentions the 'A' key instead of the 'S' key, as the description here correctly mentions. I like building things, especially when they get to 'do' stuff later 🙂
Jul 31 21:01:08 3h 54m Power Ring Facility ♥ 4 Oh! Before reading the above comment I assumed it ends at 1.003, just as I really was getting into it (past the 'stop' hallway) as a sort of metacommentary on game-devs running out of power during LD 😅 (I see now that I also missed the 2nd screenshot, clearly showing a level I haven't got to yet.) Anyway, I really appreciate how smooth it all feels, despite getting stuck outside of the level once: stuck.png ... and then there's no way to self-destruct, so you have to reload the game. Love the aesthetics. It's really creative as well! It's nice to see that there's still room to invent your own thing, even in platformers.
Jul 31 21:20:39 19m 31s SOMETHING IS WRONG. SOMETHING IS WRONG. SOMETHING IS WRONG. ♥ 2 I always like these game-poems in LD, a moment of moody quietude between all the explosions (not that there's anything wrong with those either). I've not little more to say, much like the game itself: it says what it has to say, an then **NULL NULL NULL**
Jul 31 21:35:50 15m 11s Saturnalia ♥ 0 I've no idea what I just did, but I enjoyed every second of it! I hope the now three ringed sphere is happy with my connect the dot skills 😉 Snark aside, I think it's time to break out the superlatives: absolutely stunning visuals! A mood to linger in!
Aug 1 22:06:09 24h 30m There's No Place Like Home ♥ 3 I got it working on Linux, as you requested people try. I had some trouble with getting it to work full-screen until I tried my native resolution (see my comment on your post for a screenie). I like the subtle 'Geiger-counter-like' warning for the asteroids that isn't really explained, but easily grasped. ... But not explaining things also leeds people to assume the TV is important. Really like the art-style in this. Neon seems to be the hip thing this time around for some other entries as well (but different enough thankfully) 😄
Aug 3 19:48:01 45h 41m Forgetting Things ♥ 1 Nice use of theme here 😄 I also like the mood. The tutorial was well done, but I found myself occasionally stuck and when this happens it's just often unclear if it's either *intentional* (that is, part of the main gimmick) or whether it's just the games 'rough edges' as an LD-compo game. (Well, or just my lousy platform skills...) I'm not sure what can be done about that, but unlike some of the other commenters I thought that not knowing beforehand what was forgotten is part of the games appeal: after all, you don't get a message when you've forgotten something in real life either 😉
Aug 3 20:03:15 15m 14s D34TH ♥ 0 Some music would really sell this for me. It just seems like the kind of game that needs more sound. (The verry little audio that *is* there is pretty crisp though.) I also like that you have to hold, instead of just touch to really recharge. I'm less convinced of the need to separate power and health-bars though, they feel too similar: does it really add much to the game to have them separate? **EDIT**: @coomzy The *z*, *x* combo is because they're right next to each other, easily (on a QUERTY keyboard at least) reachable for the left hand. That won't work on an AZERTY keyboard (and a whole slew of others), so that's why you sometimes see *x*, *c* instead, although that has it's own problems. Really games should just have configurable keys, but that's often too much for the limited time we make LD games in. **2nd EDIT**: @falk-bruskeland Oh, just a small request, but could you maybe not make a zip-bomb (compressed file without a top level directory) next time?
Aug 3 20:31:35 28m 20s Archetype - Running Out of Power ♥ 0 Puzzle game, yay! Reminded me a bit of *The Talos Principle* for some reason (maybe the bits where you have to work together with a record of your past self?). There's even more than one level 😄 Pretty good interpretation of the theme and making that work as a concept as well, I think. Controlling it on your lonesome can become a bit tedious though, but I completely forgive it that, since it's really meant to be 2-player (and I think it would be a lot of fun with 2 players). The sound-fx where a little harsh on my earphones though, at least compared to the music.
Aug 3 21:08:26 36m 51s Robot Head ♥ 0 Nice pixel-art! Getting a real '90s vibe here 😄 I'm a bit disappointed that I couldn't rate the cool, fitting music as well. About the difficulty; Yes it's hard (especially as I'm mousing with my left hand for now), but I wasn't really *stuck* at all; each time I played I got a little further (which is still not out of level 1, but whatevs.). A small thing: The third and fourth '?' signs can be a bit hard to read as they're on single-width poles.
Aug 4 16:28:54 19h 20m No Sorcerer's Sky ♥ 1 Hm. You've got a lot of comments! The only really new things I could think of is that (apologies to others if somehow skipped past these points if they were made earlier): - scrap collection starts off quite slow, which compounds the problem of the confusing interface, since it can take a long time to start up if you don't know that you should build the alchemy-lab first - I found myself accidentally clicking the building menu's while I meant to click on scrap Other than that I really like the game-over screen though 🙂
Aug 4 16:37:34 8m 40s Jumping Jehosaphat ♥ 0 Haha, humor, innovation *and* fun in a compo entry. Colour me impressed 😄 Anyway, just a comment to say that resizing the window can do some funny things, like erasing the battery in the intro screen or disabling click-n-drag if resized too small in the game proper. Not a problem, really, just worth mentioning if you'd like to continue working on it.
Aug 11 21:19:19 172h 41m Airship Engineer ♥ 0 I concur with the other commenters that it's still rare to see a Compo entry with 3D that is this polished (although the cat-model clipped through the avatar-model once, but this is a very minor issue). Impressive w. 16 hr. less too! What was your first attempt and why didn't it work? 🙂 What I think would help cut-down on the tutorial length (or necessity) is to label both the boxes/crates/etc. and the machines with a picture of the animal resp. produced/needed. (But maybe I shouldn't complain given the state of my own meager help-screen... 😅) Maybe place the grab-hotspots a bit closer while you're at it? Seems fine for 'experienced' players, but you could maybe get some extra mileage for the 'first-timers' if you allow the 'fuels' to be grabbed from the side of the barrels and whatnot (also pickup things I dropped on the ground accidentally from a wider radius).
Aug 12 06:08:46 8h 49m Low Battery ♥ 1 Attention to detail just makes this one 🙂 Now I actually liked the music, but there is an option to turn it off. There are things like a level selection-screen with stars, little animations to support the sound-effects, the way the level slides into place... In all this is just a great example of a minimal game-design polished until it shines.
Aug 12 06:35:41 26m 55s Mr Mayor's Energy Crisis ♥ 1 It's sometimes good to have unknowns in the game, like not knowing how many % of the wind turbines needs to be applied to save or kill the eagle, but it could sometimes feel like slightly too much. For instance, the last day when even with all power at 100% I didn't make enough to satisfy the population, but it turned out to be the last day, I tought I was a gonner! 😄 Overall I quite like it... like you said, I think I recognize those ducks from somewhere... The humorous newspaper adds a lot to the game, not just as throwaway jokes, but as something that makes the town feel slightly more alive.
Aug 13 20:59:56 38h 24m Li'l Icarus ♥ 1 The first time I made it he was 34m. above sea-level 🙂 In contrast to some of the other commenters, (IMHO) I *don't* think it would be a good idea to re-skin the game or give it a lot more mechanics: I think it works so well precisely *because* you have little control over the character; you feel powerless (in a nice melodramatic way) and are frantically trying to save poor doomed Icarus. That helps to connect it to both the original myth and our current theme, which is precisely what makes this such a minimalist but powerful experience. Nice music and smooth controls as well. The only (small!) criticism I can think of right now is the game-over scene. It's basically just 'you died' or 'he lives', which is a little anticlimactic. In general; just a little but of polish here and there would've elevated this entry from 'good' to 'great'.
Aug 14 09:21:29 12h 21m The Leech ♥ 1 I *really* love the long, twisted, shaking intro (as it creates a great mood) and it seems that there are a lot of different fights... but casting a net this wide seems to make the overall, complete experience a bit muddled: What I mean is that IMHO you maybe could have spent some of that time to fix some basic issues, like the sleeping --which is quite crucial-- but not explained in game, and will only work when you stand next to the pillow (as opposed to the entire bed). The way controlling the kid doesn't *quite* feel like you've got rockets in your arms. (Maybe adding some screenshake on 'launch' would help?) On the other hand, unlike some of the others, I could follow the *in media res* opening quite well. It seems pretty clear what's going on to me at least! 🙂 I've found some typo's as well, and have collected some of them: - hold onto somethin - youre pappy - thos guys - wespon... In case you'd like to fix them!
Aug 14 10:33:49 1h 12m Eclipse ♥ 2 I felt quite immersed, even though it's basically just a maze 😄 Occasionally I would seemingly get stuck in a place, but the arrow-system in the interface sort-of made up for that. I'm not sure how you'd be able to fix that without taking away from the experience. I'm left pondering the meaning, especially since the 'maze' is very simple in the daylight cut-scene, but transforms into a more complex shape by moonlight. I don't really need an explanation, I just like pondering 🙂
Aug 22 15:41:02 197h 07m Mission Power On ♥ 0 It seems you map *both* picking up items *and* shooting to the same left-click action? Or do I miss something?