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TheMonsterFromTheDeep

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TimestampSince previousGameTheMonsterFromTheDeep's comment
Aug 5 05:24:07 Battery Bot ♥ 0 This game has a mostly solid concept, but numerous problems in implementation. The first is control-related: controls are hard to use and often glitch out, which is game-breaking especially in critical moments. The second is related to spawn rates - while playing, I once had only one battery spawn in at the very beginning of a life, which quickly disappeared, and condemned me to lose that life without any chance of getting it back. Rates need to be normalized in some fashion so that the game is never responsible for you losing.
Aug 5 05:48:01 23m 54s Super Reflux Powergrid Defense! ♥ 0 Well. I'm not entirely sure how this game works, and I think that that is it's biggest problem. The main thing is that I'm not quite sure how to prevent the grid from being destroyed, and that is a significant problem seeing as how it is apparently the primary goal of the game. So most of my playtime (at least 4 minutes) was spent running from the 'innocents,' which was basically a zombie apocalypse simulator, so that was kind of fun. Although it quickly became laggy. It also appears that hitboxes have some sort of problem, as I was ostensibly not taking any damage until there was a large swarm of enemies.
Aug 5 06:09:16 21m 15s Airship Engineer ♥ 2 Graphics are good, audio is good. I'm not entirely sure if difficulty is fair, although I only played once so I can't necessarily make a claim on that. However, I did run in to a bug (so to speak) that I would say is rather important - I managed to push my toolbox off of the screen, where I could no longer access it. This obviously makes winning quite a bit more difficult. If this is indeed a feature rather than a bug there should probably be a warning somewhere.
Aug 9 23:09:40 113h 00m Electric Energy Tycoon ♥ 1 Not so bad. It's kind of confusing exactly how each thing works - I think explaining that the power nodes have a range in which buildings around them are powered would be helpful. The main problem is that the game is very unfriendly to beginners - there's no way to remove or disable power nodes, so if you build a bunch in the earlier stages in order to consume more of your total than you will suddenly have a bunch of power outages but not have enough money to buy new generators. So then you are reduced to having to just wait out the early game until you can get more generators, which takes a long time because you can only earn a few hundred dollars every month.
Aug 9 23:27:34 17m 54s Electronic Supremacy ♥ 1 Crashes for me every time I try to run it. (Windows) The most information I can seem to get about why it may have crashed is "The thread tried to read from or write to a virtual address for which it does not have the appropriate access."
Aug 9 23:56:42 29m 08s Space Is Dark ♥ 1 For the most part, this game is pretty good. However, there are a few problems: - The game seriously needs to be able to be full-screened. Clicking outside of the game into another window happened multiple times, and is seriously detrimental to gameplay. - The difficulty meter seems pretty meaningless. At the end, when there were about 7 guys shooting at me and I had no ability to recharge my health, the difficult registered at 3. When I was fighting just one guy and there was nobody else on the ship, it registered at 7. It doesn't really make sense. Also, there was barely any challenge up until the very end - it went from a maximum of about four guys in one place to about seven. So it seems like the spawn rate gradually increased for most of the game, and then just shot up at the end. Which was a bit silly. As it were, there should probably be more than 10 levels of difficulty as 10 is pretty easy to reach. (And, as previously mentioned, apparently I lost during a difficulty of 3, which seems a bit strange).
Aug 10 00:52:29 55m 47s Zzap ♥ 1 This is awesome. A fast-paced puzzle game. Although it certainly seems possible that sometimes it gives you an impossible level - I'm pretty sure this happened on my second playthrough but I can't say for sure. In any case my main complaint is with the graphics - they're mostly pretty nice but they don't all exactly go together. That is, some of them look more.. realistic (?) than the others. In any case, it doesn't really hurt the gameplay - just something to think about. Aside from that, my only criticism is that points are not really a huge motivation given that attempting to get them could very well cost a player the game, so perhaps there should be some alternative motivation for collecting points (such as, perhaps, holding back corruption for longer? Could allow players to build up points in the early levels so that they could have longer to think in the later levels)
Aug 10 01:10:56 18m 27s Out of Power ♥ 1 I'm afraid I cannot necessarily give helpful feedback as far as gameplay is concerned, as there is no obvious direction that the game should go. The most I can suggest is that, if the upkeep of the generator is the main role of the player, it should be more involved. Perhaps they are an engineer monitoring the doctor from another room, and they have a whole series of tasks complete. Instead, I'll point out things that already exist that need improvement: - The generator animation is essentially fine given a more cartoony artstyle, but right now it does not loop smoothly - it's shape suddenly jumps from one to another. - Similarly, the sound effect for the generator does not loop smoothly. Now for opinions: - I honestly think that the graphics are unimpressive. Although most of the equipment in the background looks okay, the human characters are, in my opinion, ugly. I believe that the reason is that they are too complicated - for example, the arms do not need to be spaced away from the body. This looks weird due to the resolution of the models. Instead, place the arms directly against the body, and make the body 1 voxel wider on either side. Hopefully that makes sense; I've never really done voxel art but I believe that some concepts from pixel art apply. - Something I didn't immediately notice that is actually a really nice touch: the light level going down while the generator is unpowered. I like that. - Finally: more things need to be animated. The main problem with the graphics as they currently stand is that they are too static. But this is also tied in to simply expanding the role of the player - more things will be dynamic the more the player interacts with them. I hope my (admittedly harsh) criticism is helpful in some manner to you, as otherwise it's for naught. Congratulations on your first game.
Aug 10 01:40:24 29m 28s Displaced ♥ 1 I like the game thus far. At first I thought the sandstorm mechanic was pretty clever, but it quickly became annoying, as it forces you to just sit there in order to not lose the game. It seems somewhat difficult to navigate - there is a relatively big map and not a lot of information to help the player find where they need to go for quests et cetera. I think my main complaint with the graphics is that they simply aren't complicated enough - which is basically unresolvable, as it is virtually impossible for a single person to make a large set of models during one game jam. But it certainly would be nice if there was more variety to the buildings and especially the terrain. I also think that the player walk animation could be greatly improved (i.e. to always face the correct direction), but, again, as far as I'm aware that's quite complicated. Overall, though, this game is not at all bad, given the apparent amount of stuff packed into it.
Aug 10 02:00:43 20m 19s Plug me in ♥ 0 For the most part, I really like this game. Most of the puzzles (that I was able to reach) seemed well-designed. The graphics look great and the tutorial is really well-done. However, as others have said, it is very annoying to have to re-do the whole game after screwing up a level. This essentially ruins the whole experience, as it makes playing more of a chore than entertainment. The music is okay, although I'm not quite sure that it necessarily "fits".
Aug 12 19:36:56 65h 36m Five Stages ♥ 0 The game wasn't particularly hard, but the anger level was made more difficult by the controls being rather clunky - I often died on the first staircase because for some reason my guy wouldn't jump when I hit the arrow keys. A similar problem occurs in the yellow level - the section where you have to wait for two platforms to appear is very easy to miss, and then your chances of finishing the level are basically destroyed but you aren't killed, so it's easy to keep on trying unsuccessfully until the clock runs out, which is kind of frustrating. Finally, the power meter felt sort of out-of-place anyways - it doesn't really tie in to the main theme of the game, although the platforming is basically oriented entirely around it which is kind of a strange dissonance.
Aug 12 19:48:09 11m 13s Space Power Defender ♥ 1 The original game is pretty hard, and I definitely agree that the newer controls make a lot more sense. Overall, it's a pretty solid arcade-type game: it looks good, the music is good (although the sound effects are a bit... interesting) and it is relatively fun. However, it appears that resetting is broken: whenever I try to restart, the game seems to start on the wave that I lost on, which is Wave 3.
Aug 12 19:56:30 8m 21s Energy Grid ♥ 0 Not bad. Core gameplay is there. There needs to be some strategy to placement in order for the grid to actually be a useful part of the game. The building controls are kind of clunky - selecting a square and then clicking build is inefficient, which is kind of annoying when you have to build a few things at the beginning of the game in order to avoid losing, because it's hard to build everything fast enough. As it currently stands, the game is pretty easy - build a bunch of coal things while spamming the "sell energy" button, and then upgrade to oil, and from there on it's so easy to get energy that the game only lasts about one more minute.
Aug 12 20:08:41 12m 11s LED Adventure -- Running out of Power ♥ 1 This game is a pretty solid platformer. There are a few small problems: - The graphics are a bit cluttered, including both the foreground that sometimes blocks the player but also sometimes it's hard to distinguish the background from the level. Also, for some reason the foreground and background have more illumination than the level..? - The disappearing platforms in the second level can be difficult to jump on, but that might just be on my end. - It's pretty unclear how you are supposed to defeat the boss, and although just shooting at it worked, there was no visible indication that it was working until the very end. Overall, though, it's pretty good.
Aug 12 20:24:49 16m 08s Lights Out ♥ 0 The graphics stood out to me as not necessarily all matching - more specifically, I'm not sure that the character sprite really "fits" with the rest of the graphics. The main problem insofar as gameplay is concerned is that the camera doesn't really let you see a lot, which makes the controls a lot harder to use. I really like the atmosphere change during endgame. It's very cool.
Aug 16 21:14:43 96h 49m Henry the Electrician ♥ 0 Pretty good; a simple little game. There are a few problems that I found while playing: - The stool simply gets in the way and makes it hard to plug wires back in. - It can be very difficult to pick wires up off the ground, especially when they're moving. - The green wire had a blue end..? I'm not sure if this is intentional.
Aug 16 21:23:37 8m 54s Brittle Power ♥ 0 I like the added mechanics to classical tower defense, but it's simply so difficult! I was able to get through the first level, but then I didn't have enough power to win the second level. Aside from balance / easier difficulty levels, though, the only problem I had was the menu/help screen - I don't know where to put my mouse to find the help messages, so it's actually difficult to learn how to play the game, which is not really a good thing.
Aug 16 21:32:42 9m 05s Electrical Evasion ♥ 1 Overall I think this game is pretty good. It suffers quite a bit from the aforementioned bugs, and I also got stuck between my vehicle and the wall practically every time I exited it, which was quite frustrating. Given that it has no visible entrances or exits, perhaps I should be able to exit on the other side when I'm too close to the wall? Aside from that, it's somewhat difficult to tell exactly when I can absorb an orb, so perhaps an indicator of that would be a good addition. The lasers look pretty awesome.
Aug 16 21:39:28 6m 46s Space Survival ♥ 0 I like the mechanic of the back shield. I actually thought that the ship generally turned sufficiently fast - fast enough to avoid some lasers but still also collect orbs. The only thing that I found too slow was shooting - it is very difficult to aim given how fast the enemy ships are moving and how slow you can shoot. It really isn't possible to predict that far ahead to aim properly. I also think that the music does not really fit, and more sound effects in general would be good.
Aug 16 21:51:44 12m 16s The Factory ♥ 0 I like the idea for the game and it's very close to playable, but it's just so hard to find the white boxes that it's very hard not to lose. A really nice touch I liked was the boxes that were stacked that allowed you to get on the roof. Made the game feel a bit bigger.
Aug 16 21:58:44 7m 00s Action Power Robot ♥ 1 I like the basic idea of the game - it could very well be a good fast-paced puzzle game, but it controls really poorly. First, it's a big problem that I can't move diagonally. But the other problem is that it is very difficult to tell where you actually are in relation to the coins, which is important because if you miss one single coin you basically lose - for example, it's easy to start moving horizontally when you think you're lined up with a coin, but then lose because you weren't actually horizontally lined up.
Aug 16 22:11:46 13m 02s The Last Stand ♥ 1 To me, it seems like the difficulty curve is off a bit. The game starts out pretty easy, and then suddenly there are many many more robots than there were previously. It's also quite hard to target the gray robots in particular, as there are often other robots in the way... The only absolute problem that I could find that has not been previously mentioned is that sometimes you can't actually see a robot because it's behind something, and then it is very difficult to shoot it.
Aug 17 01:25:41 3h 13m Downpour ♥ 1 This is a pretty good game. The graphics are by far the best I've seen this Ludum Dare. The sound effects are great as well - the background noise is very unique as most Ludum Dare games use music. The main problem I see with the gameplay is that there really isn't a lot of challenge that can be implemented - right now it's basically just "platform your way to the exit with a time limit" which is a legitimate game but isn't particularly interesting and kind of wastes the whole "you can hide from the rain" thing. The other problem I saw is that some parts of the "death pit," so to speak, in the second level do not appear to be water at all - they appear to be completely dry ground, and it's frustrating to jump on one and lose.
Aug 20 01:25:33 71h 59m Power Crisis ♥ 1 I like the music and the graphics. The gameplay is mostly okay, although there are a few small problems: - The controls are kind of hard to use. An option to use space for jump would probably be good. - It is possible for a flying enemy to spawn in right as you are jumping over a gap and block you, causing you to fall through no fault of your own. - It is possible to get stuck between a flying enemy and a wall / floor / spikes, which will almost necessarily kill you.
Aug 20 01:48:29 22m 56s OnFuelDrain() ♥ 2 The ship does not control very well at all. I found it basically impossible to actually steer, and I could never really pick up a health pack. It's also somewhat hard to aim, even if you're just perfectly still - you rotate too quickly to actually line up with enemy ships. I think mouse for aiming might be better. I like the basic idea for the game, but it just so happens that I can't actually pick up health packs, so the fuel for health mechanic doesn't actually matter. Maybe I'm just bad at arcade-type games.
Aug 20 01:58:21 9m 52s Running Out of Power Points ♥ 0 Quite a unique idea for a game. It's not particularly fun in it's current state, as there isn't very much that's entertaining - but I could see this being quite funny if there were more options and more absurd pictures, so that for example you could have Clampy have to justify why "1 + 1 = 3" is in a specifically mathematical senior thesis.
Aug 20 02:06:28 8m 07s 電源 (dengen) ♥ 1 This is an interesting game. Although I only played against myself, I found that running out of power was often the killer. One strategy, I think, is to build up super tough defenses (so the enemy is forced to build powerful tiles) and then just try to get positive power and wait it out - although this might lead to a stalemate. Come to think of it, it might be possible to force the other player to lose - e.g. by building up super strong defenses and then sitting there, making their only option to try to take over your base, but they won't be able to because to do so would cause them to lose all their power. (This is probably only possible if you're playing as player 2). In any case, it's a good idea with good graphics and if it was playtested a bit and rebalanced to make sure it was fair I think it could be a pretty good strategy game.
Aug 20 02:19:31 13m 03s Output ♥ 0 This game is very difficult, mostly due to the fact that you can't really tell how much power you are going to need at a given date, so it's difficult to decide when to build certain power plants. It also seems like I can't ever make enough money to actually build more power plants, so my output drops out of range and then I lose. Perhaps there is strategy that I am unaware of, but currently it seems like there is some sort of balance problem.
Aug 20 03:35:08 1h 15m The Electrician ♥ 0 The main thing I don't understand is how to tell when a wire will give me power vs. when it will electrocute me. This is seriously important, because basically every time I played I would get a bunch of wires in a row that would all electrocute me, and I would almost never get more power. It basically seems like it's all luck, which kind of takes away most of the point of the game. I do really like the idea of having less power = more speed, as that creates an interesting situation in regards to difficulty - you want to stay at high power so that you won't miss wires and consequently be more prone to missing more wires. It just kind of makes sense.
Aug 20 03:41:58 6m 50s Shipbuilder ♥ 0 Having the player build a ship is not a bad idea, although it would have been improved by a) having the ship somehow effect gameplay and b) allowing the player to upload an image / use one through a URL, so that it would be possible to jump right in with an arbitrary image as the ship. Aside from that, gameplay is pretty straightforward - although it would be nice to be able to take more than one hit, because it can be seriously frustrating. Minor things: if you die and there is a powerup on screen or next level text (e.g. "Level 3") it will not disappear when you restart.
Aug 20 03:54:19 12m 21s Steve's Lab ♥ 0 Overall, not bad. The graphics are good and the music is relatively sophisticated for a Ludum Dare game, considering that it's not chiptune. :P The main thing is that it's kind of strange to have to sort of figure out where to go and what to do given the low light levels and limited lifetime. I couldn't figure out how to get past the first level - I know that there are terminals and keycards and all this but I can't tell which doors need terminals or which door goes with which terminal or even which doors I should be trying to go through, and then I die before I can even see if a terminal I activated opened any doors. So perhaps some sort of maps or something that could at least give a hint towards where you're supposed to go could be helpful (as long as some challenge is still there, of course).
Aug 20 04:09:38 15m 19s tropix 🌴 ♥ 0 This is a nice idea. I think the main improvement that could be made would be having some way to know why certain pictures get more likes than others, so that it's possible to try to take good pictures - and then have some way that those pictures can be ruined, such as if a bug flies into them at the wrong time. For example, my highest rated picture was a picture of the other pictures behind the boombox, which is not really what I would expect - I would expect the cat / plants / trees / butterflies to do good, and only some of my predictions were correct.
Aug 20 04:19:18 9m 40s ZombieZurvivor ♥ 1 As others have said, the line of sight effect is pretty cool. Even if you don't want to implement a healthbar, I think some visual effect for lower zombie health (e.g. they lose an arm) would be a good idea, as it wouldn't give too too much away but it would make the game more fun. One potential problem I see is that there is no indication if new batteries even spawn in, so I don't actually know if this game can be rightly qualified as a high-score game, because if new batteries don't spawn in than you necessarily will run out of power... The main problem I had was that sometimes I would be wandering around forever without any zombies or batteries, and then suddenly there would be a bunch of zombies and I would find some batteries, and then it would become silent again - I don't know if this is intentional, but it is kind of boring because there's nothing to do while there aren't zombies on screen except to wander around, and the world is honestly too uninteresting for exploring it to be very fun.
Aug 20 04:31:27 12m 09s The PowerField - LD39 Edition ♥ 1 It's hard to get used to the gameplay of this game - it's easy to slip off of platforms and it takes a couple of tries to get past some of the longer ones. But it is doable, so it's altogether actually a pretty good runner-type game. However, I do think that it would be possible to refine movement in some way so it feels less slippery. The main problem is that it's super frustrating mainly due to the timer at the beginning. When you die after four seconds three times in a row it's really annoying to have to wait 6 seconds to even get another go. (Especially because you have to wait one or two seconds after you die to hit the restart button...) I found that jumping wasn't actually very useful, because it's so hard to actually land on a platform, and even if you do land on a platform, you almost always fall off immediately after you land because it's hard to get oriented. I also would like to be able to change the difficulty without restarting the game, to see what some of the other difficulties are like. As it were, I'm not even sure if a difficulty of 6 is possible, as I only got to 27 meters running basically straight.
Aug 20 04:46:09 14m 42s Quad and Cycl ♥ 1 Not a lot to say, honestly - but the core concept looks good, and I think it really could go somewhere. The main problem currently that isn't merely a bug in programming is the sockets - I often am pushed out of a socket on the opposite side of where I want to be, and when I start walking I go straight back into the socket, which is really annoying.
Aug 20 04:55:25 9m 16s Once Upon a Spaceship ♥ 1 I think that the main thing to improve this game is to add more mini events. Basically, have the core system of the game be the flying screen, and then every so often something will happen - right now the controller will run out of batteries (?) but there could also be other systems going down or perhaps you run into aliens or perhaps you get a mission where you have to do something during the flying stage (like you are given tractor beam privileges and you have to collect a small asteroid). I don't know if all that would entirely go so well with what is apparently a high-score game, or if it's in line with the current game's goals, but I think it's at least worth consideration.
Aug 20 05:10:28 15m 03s Lost Lantern ♥ 1 The mood is super. Graphics are minimalistic but they work well. However, including more variation among the hallways would probably be a good idea. My first game only lasted for about 10 seconds, which kind of seems like a problem, so making sure the monster spawns a good distance away would help.
Aug 20 05:18:43 8m 15s Shattered ♥ 1 I honestly can't tell if I'm connected to the main server or not - I know I can connect to a server running locally, but I have no idea otherwise. If I understand time zones right, there is supposedly somebody who has a session right now, but I can't see anybody on what is ostensibly the main server. I thought I'd try the post-jam version to see if it would connect to the server, but it didn't really help and the collisions are actually significantly worse... Things I do like: the music is good and the way lights light up is pretty cool.
Aug 20 05:27:38 8m 55s The Ruler's Power ♥ 0 I liked the bow sound effect. It was very satisfying. I'm not quite sure that the music fit very well, but it's not bad music. The gameplay is certainly a start, although right now it is too repetitive and honestly probably too easy to be particularly entertaining. More difficulty (that isn't just "add lots of enemies") and more weapons and more variation in enemies would be good additions. I also think that the graphics are a bit inconsistent - the player appears to be holding a sword, but then he shoots a bow? He also doesn't turn so that the bow is facing the direction that he's actually shooting, which is another small improvement to make.
Aug 20 06:26:25 58m 47s You Are Mech ♥ 1 Not a bad start for a game, but in its current state it quickly becomes repetitive. The ability to aim the gun is not particularly useful, as it will always be aimed under the horizontal, and usually close to where the mech is. Sometimes the mech would stop moving and point in the opposite direction, which is kind of annoying.
Aug 20 06:39:34 13m 09s Escape Velocity ♥ 1 I certainly like how the game looks and I think it is very promising. However, I don't really understand what challenge or strategy there is to it. All I did was charge batteries on the bottom row and put them in the bottom engine, and after doing that for a while and wondering if I would get to do anything else the game said I won. It's not particularly exciting, as there's not a whole lot of strategy to simply moving three objects around. I have one particular gripe with the controls: oftentimes when a battery was done charging / uncharging, I would be anticipating it, and so I would click to grab it - but then it would automatically equip because I was near it, and so I would throw it instead. This is kind of frustrating, although I don't know quite how to fix that.
Aug 20 06:54:46 15m 12s m-Powerment ♥ 0 I like the atmosphere in the game. The music is pretty good and fits the gameplay and actually affects how it feels. It was a bit annoying that I forgot the controls for picking up the battery in level 2 and had to kill myself to go look at the instructions again. Just adding "Use F" to the mission log would have fixed that. Speaking of Level 2, it says "return the power pack to where you found it" but it actually means "put the power pack on the engine." For some reason, the first time I tried playing, another robot had spawned in on the first level. I suppose this might be the droid that your description refers to?
Aug 20 07:22:38 27m 52s Power Synergy ♥ 0 This was a fun game. It's seriously interesting thinking about the strategy of the game, especially when your opponent is in a really desperate situation - because they can kill any guys you have near them by using a significant portion of their energy, and then you have to use your energy to get your other guys back across the board, which is quite a bit of energy. The start of the game certainly was slow, but I didn't find it to be a huge problem.
Aug 20 07:47:12 24m 34s I Need A Charger! ♥ 0 I think that the concept, overall, is not bad. However, I think there needs to be some sort of way to find an outlet, because it seems like pure luck. I found a charger by 5%, which understandably took quite some time, as there is only one store. But it took until 2% to find an outlet, and it seems very possible that I might not have found one at all. Aside from that, I would like to know what all the buildings are that don't sell things. I think an improvement would be to make each building have some sort of relevant graphics - perhaps not to the point where you could distinguish the cellphone store, but at least so they would look like buildings.
Aug 20 07:53:12 6m 00s Avalon ♥ 0 I would certainly like to see what this game might turn in to. As it currently stands, I have to say that the red boxes are kind of harsh, and it would probably be good to use a calmer color. The other big thing is making sure that the game expands to fill the window, or at least expands to fill part of the window. Also, it's impressive that you documented your code. I've never once added any real documentation to any of my Ludum Dare source code, except for small snippets about things that I might want to know about during the event.
Aug 20 08:11:46 18m 34s Captain Abraham's Inter-Dimensional Adventures ♥ 2 The graphics in this game are legitimately impressive. I'm not entirely sure what the actual point of the game is, although I did figure out how to get all of the resources - which honestly seems too easy, as all I did was park the train next to some trees and Z back and forth until I got trees / flowers / deer. But the graphics look so professional that were this game given more ..gameplay, I think it would be something very seriously good.
Aug 20 08:32:06 20m 20s Zombie Rush ♥ 1 So. The first three levels are won by holding down the up arrow, and the last level is won by centering the car in the left grass then holding down the up arrow. I believe there needs to be something else other than static obstacles in order for this game to present a good challenge, such as perhaps having all zombies chase the car with the player having to shoot them (and maybe using your gun slows down your car because you have to aim, or some similar disadvantage). As it were, the arcade mode is super hard because it's hard to steer around a zombie without doing a completely horizontal move, which can't be done because the horde will quickly kill you. So basically, I think the current game mechanics do not necessarily work for an arcade game.
Aug 20 08:47:20 15m 14s Tank Battle ! ♥ 1 I like the core concept but man are the controls crazy. The camera spins like there is no tomorrow and it's almost impossible to get it to point such that you can actually see the tanks shooting at you. Trying to move up the ramps on the "big" arena is, in my opinion, a fool's errand. But! I had fun nonetheless. My main gripe aside from the main game controls is that 'P' (as well as the 'Quit' button when you push escape) should take you to the menu, not exit the game completely, in case you want to switch arenas or read the instructions. Also, I'm not entirely sure what "hover jump" is supposed to do, as it never actually did anything for me.
Aug 20 09:03:26 16m 06s Get Energised! ♥ 1 A very strange game... even after playing through most of it, I'm still not entirely sure what exactly it is I'm doing. Apparently I want to avoid being touched by the electrons, but then I also need to kill them to win.. so I just end up running in circles shooting at the electrons and picking up the drops of the previous ones. When I filled all three bars on Level 11, the game simply froze. Also, I don't see why you would ever use the pistol, as the machine gun really has no disadvantage and is much more effective at getting the bars filled up.
Aug 20 09:19:56 16m 30s Power Run ♥ 0 An interesting game. It kind of feels sort of clunky, given that your guy will just walk into a wall until you turn the correct direction. I think my main complaint is that sometimes that path waits quite a while before even letting you continue (it will stay spinning in one place) which seems a bit unfair as it disrupts the balance between energy / boost.
Aug 21 16:43:10 31h 23m Down to the last Percents ♥ 0 Perhaps I simply don't understand the horror genre, but I fail to see how I'm supposed to be able to play this game in one try. It seems like the only way to get through is to memorize when and where the monsters are, and that kind of takes away most of the tension for me, as then the monsters don't present any threat once you have learned all of their positions. The sound effect for the monster is pretty cool.