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RockhopperGames

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TimestampSince previousGameRockhopperGames's comment
Aug 1 06:39:20 Spaceship Ferry Captain's Handbook, Chapter 12: What to Do in the Event You... ♥ 1 A fairly solid take on the theme, with notes of FTL that I enjoyed (turning off lifesupport for a little more power is always good). The repair sound effect was a little harsh, but the game seemed otherwise well put together. Was I missing something, or was there no button to fly forward though? I had to dock my ship in reverse, and I'm not sure if that was intentional or not.
Aug 1 06:50:29 11m 09s This Is Not A Drill! ♥ 1 Congratulations on your first Dare! The hand drawn graphics are nice, though they could have used some simple animation to make it look like more of an artstyle than a practical choice. Unfortunately, I just wasn't able to find the enemies. Even after 4 minutes on my second playthrough, nothing had spawned, and the drill just reached it's destination regardless. Hopefully you'll be able to fix that without too much trouble though!
Aug 1 07:36:50 46m 21s Wires and Robots ♥ 1 I'm gonna have to break from my normal commenting style here, but I've never been as conflicted about a score in all my years of Ludum Dare. I've given you five stars, but if there was a category for spike/laser levels, I'd have given you two stars there. The movement controls/collision aren't really suitable for action sequences, and it's not where the game shines anyway. However, I don't feel these sequences bring the game down in any of the other categories, as frustrating as they were. As for those other categories, wow. The puzzle mechanic is simple enough to be explained through gameplay, yet complicated enough to have some head-scratching puzzles, sitting in the sweet zone where the puzzles rarely feel too hard or too easy. The graphics also evoke old games like Chip's Challenge, providing a strong artstyle from limited resources. There's also a surprising amount of length for a 72 hour game. If this had released in the 80s, it'd be known as a retro classic!
Aug 2 05:46:16 22h 09m Sleepy Orphan Simulator ♥ 1 Top work! It's rare to find a game that hits so many notes when it comes to humour. Such a solidly designed game is a pleasant surprise in a jam!
Aug 2 06:45:50 59m 34s Sunseeker ♥ 4 A high quality, if straightforward, game! The presentation on this is top notch, and the idea of being a powerful hero in a massive battle is always a blast! I don't know if anyone else has played it since the patch, but I didn't find the game that hard at all. I did run into a bug where the king died and then teleported out anyway, but that was a minor issue at worst!
Aug 2 09:49:05 3h 03m Take Me Home ♥ 0 It's a shame that you didn't get more done, since the FTL vibes I was getting were pretty fun. Did one of the components just play a warning sound though? If so, that's pretty funny!
Aug 2 09:53:29 4m 24s Ghost's End ♥ 0 A very clever effect, that I could well see being used in larger projects! I hope you get some good use out of what you made here!
Aug 2 14:39:43 4h 46m Enerzoid ♥ 0 I love the mood in this one, but I don't feel the level of challenge meshes well with that. Perhaps more precise (slower) movement would help if you wanted to keep the challenge level high, but I don't think that's actually necessary. With such a relaxing tone and mood, I think turning down the challenge to allow for a casual experience would actually be ideal. Of course, it's your game, so feel free to disregard my assessment!
Aug 3 14:07:21 23h 27m Human Fueling ♥ 0 Nice work on the low poly assets, though I think you could have stretched the world a bit further without sacrificing variety too much, and allowed the players more time to explore. Other possibilities that might help include being able to carry more than one object at a time, so the players have to decide whether they want to continue searching for fuel to maximise the efficiency each trip, or turn back before they run out of time. Good luck however you decide to take this!
Aug 17 13:31:12 335h 23m Pylon Defense ♥ 1 Tower games might be a bit cliched these days, but it's still hard to make a high quality one, and this was definitely high quality for the 48 hours it was made in! The balance of charging the towers doesn't really come into it until the midgame, but when it does, it's a surprising engaging mechanic! It gets a little clustered at the end though, so perhaps if you want to take this further, you could add in another building that triggers all nearby generators, to cut down on the late game micromanagement?
Aug 17 14:37:20 1h 06m Lost Light ♥ 1 Like some of the others, I did experience a softlock upon reaching the door. The music and graphics were charming though, but the ability to move by holding down one of the keys would have really helped.
Aug 17 16:48:23 2h 11m AEOS ♥ 1 The design and shader work his is amazing, and the calm feel reminded me very much of The Witness. There's nothing I can add that hasn't already been covered above, so I'll just leave you with a 'good work!'
Aug 17 17:46:17 57m 54s ▲ c i t y ▲ ♥ 0 An excellent console game! Although autocomplete and more instructions would have been good, once I got into the game, it proved to be exciting and interesting! The simplicity of the instructions you can give helped keep the game playable even as the tension ramps up, but I might prefer a slightly longer play loop. The current play length is satisfying, but I never got to build connections, even if I managed to get a high score of 211. Thanks for this excellent game!~
Aug 19 05:26:36 35h 40m Power Rod ♥ 1 A very enjoyable simple game, with lots of nice flourishes! Unfortunately, I encountered the same bug as cynicalmonkey and agentparsec, but the time I did spend with it was enjoyable!
Aug 19 05:34:36 8m 00s Take my charge ♥ 1 A very cute little game! I really appreciate the care and detail put into the presentation!
Aug 19 06:04:27 29m 51s FireMan ♥ 0 The sliding has already been mentioned as an issue, but is there meant to be a small cookie icon chasing the train so you can know where it is? I think I spotted one on the far left of screen, but it didn't seem to be where it should be? Despite these issues, I had fun with this game, and the humour managed to get a smile out of me. Good work!
Aug 19 06:35:14 30m 47s Industria ♥ 1 Proper commentary has already been provided by all the people above, but I just thought you might like to see my final city! powerscreen.png
Aug 19 07:08:13 32m 59s Corrupted ♥ 2 A really excellent game all round, and one of the best I've played all Dare! The thing that really struck me was the possibility to experiment with a pacifist playstyle, though. Destroying all their weapons and leaving them just with a single core mightn't have been kind, but I imagine it would have let them stay alive. The complications from when this is and isn't possible are really interesting though, in a way games rarely cover. Most games providing pacifist options as a simple choice means it's already been explored more than the largely impossibility of a pacifist playstyle here. I think if you chose to explore more in that direction, you could make a really remarkable game!
Aug 19 09:15:34 2h 07m Island of Revolution ♥ 1 A very ambitious project for a 48 hour game, and even if it is messy and confusing at present, you clearly did an excellent job! Congratulations on your tenth Dare!
Aug 19 09:48:15 32m 41s Get Energised! ♥ 1 Was it R key to reload? I tried, but unfortunately my gun wouldn't reload. Also, pressing the space key seems to advance me a level? I'd like to come back and give this another shot, but there's unfortunately not much I can do without better instructions, sorry.
Aug 20 08:00:22 22h 12m The Kleptocracy of Rodentia ♥ 1 As everyone's mentioned, the graphics and audio here are top notch! I can't help but wonder why you chose to go with random generation of levels, though? It seems like the AI would have been easier to handle with set levels and patrol routes, and predesigned levels could add some more tactical nuance. A thoroughly excellent game, though!
Aug 20 11:20:08 3h 19m QTechnologic Quest ♥ 1 I'm sorry to hear you couldn't get the other levels working! The cute style and sense of humour was excellent though, so I wish you better luck in the future. Congratulations on your first Ludum Dare!
Aug 20 11:52:37 32m 29s Last Hope ♥ 1 There is clearly the basis for a very strong game here, though it feel like you had to cut a lot of features to get it done on time. The background music is excellent though, and exploring virtual spaces is always good. I did manage to get stuck outside one time, and then fall off into the depths of space while trying to find my way back in, but on my second attempt I was able to get there!
Aug 20 12:04:33 11m 56s Super Charged ♥ 0 Good concept, and the design of the obstacles was well done. I have to ask why you made the controls work like Flappy Bird, though. It meant my hand got tired quickly, before I'd gotten far enough to try the upgrades...
Aug 21 14:07:05 26h 02m My Dream ♥ 1 Nice work with this Twine game! (though I'm reminded I never did that postmortem I said I was going to >_<) The use of a mobile phone running out of battery is a lot more relatable than how most of the games I've seen used the theme, which is a clever idea, and the use of timed text also helps make the game more dynamic. I hope all the different formats you used helped you get a grip with the functionality of Twine, it looks like a pretty cool system!
Aug 21 14:14:11 7m 06s Death's Helper ♥ 1 Congratulations on your first Unity game! Unfortunately it seems like you had a bit of trouble wrangling with it and it's physics engine. I encountered the falling into walls bug too, which felt like Unity trouble. It's a powerful engine, but sometimes it's a bit too powerful for what you need... Hopefully you learnt some good tricks with the engine, though!