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Remco

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TimestampSince previousGameRemco's comment
Dec 4 13:26:08 MultiCaring ♥ 1 I don't think I've seen the combination of 'physics based' and 'animal care/tamagochi' yet, so the idea feel very creative. 🙂 It seems all the things have weight... but the food was a lot harder to move around than I think is fun. On that note: 'Ballnimals' can be moved around with left-click, and stuff that has a left-click function only when right clicking? Or does the little arrow icon toggle? No tutorial, which isn't really _that_ bad in cases like these (as it's perfectly doable to discover the rules while playing) but it still would have helped. No exit button and _esc_ doesn't work either - I get that people should play the game, but this seems a tad extreme! (I kid, I kid 😉) I like it for the inherent chaos that invaribly develops, that sort of thing nver ceases to amuse me 😄 Music/sound would've helped with the mood. It's not as hard as it looks and a lot of fun to make!
Dec 4 13:45:11 19m 03s The lost strawberry ♥ 1 The (default) color-sheme looks very cool in a retro way, but the only way to tell 'will this platform supports me' and 'what does it do' is experimentation and memory, which is less than ideal. Also, it took me quite a few tries to find out that you can _only_ dash when a certain sprite is present. While there is an addictiveness to it, and resetting to current room instead of the beginning helps a lot, it's still hard to get to the point where the theme starts mattering. That said, movement feels both very fluid and satisfiyingly 'chunky'. Mood-text on each new screen is also nicely done, and the music is on-point 🙂
Dec 4 14:14:39 29m 28s Orbiomus Gamma ♥ 1 Nice minimalistic design! I always like the strategic choices that come with something that is both an advantage _and_ a disadvantage. Speaking of the powerups, you could've just dropped a lot of them: This wouldn't be overpowered, since each comes with the slowdown as well! More importantly, the less players'd have to wait to get to the 'meat' of your game, the better 🙂 There didn't seem to be a large difference between the modes. Going from 'easy' to 'for weird people' seems like only slightly more than a single step should be. Oooh, actual leaderboards ... I guess these are the things those new half-stars are made for (something that doesn't feel worth a _full_ extra star in and of itself, but should perhaps be rewarded anyway.)
Dec 4 14:28:20 13m 41s JUST SPEND IT! ♥ 1 It seems the jump-button isn't always registering for me. (Especially when the other buttons are pressed.) The 'store' icon is kind of out of the way, and had to be clicked. Would've been nice to have a shortcut button! Keep up the good work!
Dec 4 16:26:26 1h 58m Infected Pong ♥ 1 Neat concept! ...but of course I would think so. I hope _my_ 'version' of Pong didn't give you any popups 🙃 _(Context for that statement: @phillserrazina reviewed my game, I'm here to return the favor it now seems our games, while very different on some level, have quite a few things in common as well.)_ It's just _slightly_ confusing that Pong-points are different than regular points. I get that you want more fine grained control over points than just score-by-opponent-miss, but I still think you could merge the two. A sound-effect when you're not capable of buying the selected thing, and/or the Pong-score embedded in the shop-window would help as well I think. Using the mouse & keyboard for something semi-unrelated like this played quite well, but I found that I'd often get game-overed before I could really use the anti-virus. Maybe having 'three strikes and you're out' (or something) instead of 'miss even once is out' would help with that? Or maybe I'm just too tired from the weekend r.n.
Dec 4 16:54:35 28m 09s Smack`Em! ♥ 2 I like the scanline effect! Running out of time could be clearer... maybe implement a warning sound for the last three seconds or so?
Dec 4 17:29:25 34m 50s Dense Revolve ♥ 1 What a difference a button makes ... due to my tiredness I somehow missed that 'C' was reload at first. Suddenly it became playable! 🙂 It's challenging; I wonder if this can be improved if you remove everything except the core challenge: What would happen if you removed the spiky platforms on the side and the dropoffs directly below them. (So that the only deaths possible would be the big sawblade and the starts.) The art and details (eyes bobbing up/down when jumping, etc.) are quite nice. Seems that minimalism is a powerful tool, given that you'd had only very limited time. The font can make it hard to get that you'd need to press _R_, not _A_ to reset. (P.S. I could play it just fine in Chrome... maybe I switched those options around another time?)
Dec 4 18:01:30 32m 05s World Domenation ♥ 2 It's nice that you can change the window-size, and that the graphics scale, but somehow I don't think it works as intended 🙃 At first it wasn't clear to me that I had actually build a builder. Once I got that, I didn't get that they don't have any movement after build. (Reversely, domes can build other units immediately?) Kudos for attempting a strategy-game for the compo though! It's actually playable, and the tension starts right around turn 3 or 4 already. The time for playtesting alone must have been something... Some music would do wonders for the mood, though... 🙂 Hm. on selecting an alien unit, the 'Move'-button is not crossed out. I think builders are a bit too expensive? Although none of my starting area's have been very forresty, so maybe it's that.
Dec 4 18:22:51 21m 21s Deadline ♥ 1 _(Please put the files in a folder before you zip them.)_ I like the music! A background with streets / building or desks would help a lot to ground the setting. It seems kind of empty now... It also seems kind of easy (but not _too_ easy), which is good, because I'm pretty tired tight now. 🙂
Dec 4 18:42:50 19m 59s Holiday Parking Panic! ♥ 0 Hm, you've created a game that's more entertaining to lose than to try to win 🙃 (That may not be a bad thing mind you...) (Or it could just be post LD state of mind?) Satisfying screenshake on explosion. Love the effect that the music gives, considering the situation. At first I thought "Although it's hard enough as it is, it still feels like the car comes to a stop too suddenly. I've no suggestion as to what could be done about it without making it harder though." Then: "... wait nevermind it seems the description of what _shift_ does was below the window cutoff". 🙃
Dec 4 19:10:50 28m 00s A Walk To The Finish Line ♥ 1 _(Seems we're in the same timezone or something? Not sure how I keep running into you, even accounting for the ammounts of reviews you leave.)_ A puzzle game! 😄 Red on yellow (instruction text) might be hard to parse for some people. Nice 'n slow ramp-up learning curve. Reminds me a bit of lemmings somehow. Given the sounds they make on exit, it's probably intentional. Camera rotation-buttons could show circular arrows? I like the extra little touches like the menu coming in late, or the extra 'no's swirling around when you fail.
Dec 4 19:35:08 24m 18s Get in Shape ♥ 0 Oh, I love how this one reminds me of movie titles from the 60's and 70's. Really gives this piece an unique mood! 😄 Each new window gives you an anticipation, like 'well, I wonder what this next one'll do, then'. It's (can become?) also quite easy: nothing really stops you from keeping only one of the windows and ignoring the others. Given that all windows on the right side can be kept alive by just spamming the respective keys, it loses challenge fast if played that way. ... but I guess that's not really how you'd inteded for people to play? Truly excelent use of theme as well! _(P.S. You know, call me a fun-killer, but the phrase 'quit like a pathetic loser', is yeah... Let me put it this way: is that really one of the first things you'd want a new player to see? It also destroys the strange minimalistic mood you've build up IMHO)_
Dec 4 19:54:02 18m 54s Be Yourself ♥ 1 Great use of theme! It's nice to see someone attempt a bit more 'deep'/'meaningful' during LD 🙂 The music, shuch as it is, was ... distracting, I mean, I get that it's probably the _point_, given the message, but still. The comic was nicely done, altough in my present post LD-state, I sat there for about half a minute before I realized I was supposed to click through 🙃
Dec 4 20:38:58 44m 56s Game of Virus ♥ 1 Took me a long while to find the virus! Maybe spawn the player somewhere in the vicinity? Or have an indicator. Matter creation/destruction is _very_ satisfying, but it might be more effective if I didn't keep getting stuck in my 'own' matter... The concept is very unique, and I can see something that looks very much like fun from here: I think you're on to something! 😄
Dec 4 20:57:19 18m 21s Level Onslaught ♥ 1 Nice use of animation! That + music really helps to set the mood. 🙂 I somehow get back to the help-screen instead of the menu each time I die. (I think I even got a helmeted skeleton to stand on the characters' head at some point, but I overwrote that screenshot and now I can't recreate the situation. But that was funny more than annoying anyway 🙃)
Dec 5 09:17:06 12h 19m The Dark Castle ♥ 2 - I like the way the background noise starts soft and ramps up. - Speaking of which, the atmosphere is tense and pressing 🙂 - You can choose 'rescue boyfriend', but it still assumes you're attracted to the demoness (although that might be correct for some people as well...) - I've got the 'remorse' item twice. Maybe I can use it twice, but it still looks a bit strange when you see it the first time. - Perhaps those options that would be possible, but clearly instant game-overs could have some sort of warning icon? At least as a toggleable option. Or would that make it too easy? - Oooh, the endings are shown on the left. Nice touch! And they're clickable 🙂 - On my way to a third ending, I found a screen where none of the options where possible: daan40_bugged_screen.png The secuence goes like this: _1, 2, 2, 3, 1, 3, 1, 3, 1, 1, 1, 3, 2, 2, 2, 1, 1, 1, 1, 3, 1, 2, 1, 1, 3, 1, no options_ I want to try the 'corruption' ones as well, but my old 'handicap' of 'never choose the evil option' rears its head... 🙃 All in all, lots of work in 3 days, but I think it payed off! By which I mean it's very compelling.
Dec 5 10:36:39 1h 19m Video Games ♥ 2 Great tutorial! Maybe could've used a skip button as well, but that's really a nitpick. Another very small item; when it comes to the pong game: You control the ball in all other scenario's, but there it's the paddle. I like that, even if you're not at the top, you can still see your own ranking. That might've helped people to play a few extra rounds 😉 Subtle use of a noise shader 🙂 It would've been so easy to have just the colors alone, but this soft-glow/noise makes it so much better, even if people mightn't pick up on it consciously. On that note, the death effect is spot on! P.S. Just a fun note: While rating other entries yesterday, I ran across [something](/events/ludum-dare/40/get-in-shape) quite similar to this entry. (Also, if I'm comparing anyway... it's close to the _initial concept_ of my own game, although _that_ eventually (d)evolved into [this](/events/ludum-dare/40/get-in-shape) It even includes a pong-game 🙃)
Dec 5 14:52:56 4h 16m Castle Diorama ♥ 2 Nice 'n quiet. Appreciated during these busy days 🙂 The art has a very clean and polised look. The day/night cycle was also nicely done. Both the cloud and the pull-down trees took me what seemd like ages. If I've any complaints, its that most of the things you could do where 'one use only'. Less 'puzzle' and more 'where's Waldo', to put it in other words. I _think_ I can see the theme as well, since you're destroying things to make 'more'?
Dec 5 15:24:41 31m 45s The More the Bloodier ♥ 0 So, is there a strategy to this? Because it seems to me the opposing gladiators turn fast enough, your own speed is slow enough, and they come right at you; that there is no other way than to just rush at them as quickly as possible, and hope they don't do too much damage. Some pretty decent art tho'; nice light effects 🙂
Dec 5 16:01:34 36m 53s Suburb Jogging Simulator ♥ 1 Hi, I'm sorry I can't play (and therefore rate) this, I _think_ because I'm on my old Windows 7 box. It gave me the following error on start-up: suburban_error.png _(Errr... Just noticed it's in Dutch, but it basically says 'The program can't be executed because XINPUT1_4.DLL is missing from your computer')_ I tried to fix it, but even when I now that I got the DLL it just shows another error (so there's probably a reason 'they' only start supporting 'XInput 1.4' from Win 8 onward...) 😟
Dec 5 16:37:15 35m 41s Corrupture ♥ 1 Well done! A simple but ingenious idea and a good execution. Nice color-scheme as well. Seems the art has a bit of Hyperlight Drifter influence but it has something of it's own as well. Maybe next time you could have a tutorial or help screen? (That's really the pot calling the kettle filthy given my own history, but it's good advice nonetheless.) Consider that, for LD, some people only look at your game for about a barely two minutes, and I only got the main gimmick about the second time I ran out of 'ammo'. (I'm _still_ very tired tho', so that may be it as well.) 'Strength comes at a cost' has many different interpretations after all! Oh, and I like the little animation/polish touches as well 🙂
Dec 5 17:19:35 42m 20s Fox Flares ♥ 1 The artwork/animation is just adorable! (The story is actually quite dark now that I think about it. That poor fox...) Concerning the difficulty; maybe a large part can be fixed by just stretching everything out horizontally juts a little bit? I found that a lot of my difficulties where just in overshooting platforms (... until the 'superjump' blocks after checkpoint 10 or so at least.)
Dec 5 17:33:03 13m 28s Saving Mr. Mittens ♥ 0 I _do_ have LÖVE installed, but maybe it's the wrong version? The main menu (_New Game_, _Options_, _Credits_, _Exit_) won't let me leave, although I _can_ mouse-over. (Currently on Win7 + mouse/keyboard.) It seems like I'm unable to rate this at this time, sorry :-( Maybe I could try later on my laptop w. Linux on it?
Dec 5 17:39:46 6m 43s LD40 (BEAT2K) ♥ 1 Certainly not bad for a first time 🙂 Maybe you could shorten the death-animation/sound? It seems quite long given how quickly you can die.
Dec 5 19:56:43 2h 16m A cozy winter walk ♥ 1 Well... You never know how much you need one of these kinds experiences until you pick up another one. Thank you, just what I needed this evening 🙂 Loved the atmosphere you create! It reminds me of some ['self-care-jam' games](https://itch.io/jam/self-care-jam), and also of [_Lieve Oma_](https://vltmn.itch.io/lieve-oma). I like how, even with a color palette this limited, you still found it important to reserve one color for the interactives. By the way, just how many flower seeds is Johnny supposed to give you? (I also expected to see the foxes, but you can't have everything, I guess... 😋)
Dec 11 10:15:37 134h 18m ANTagonist ♥ 1 Concerning the keyboard controls: Maybe have the mouse be the direction instead of a second set of keys? This would also allow you to port over the 360-degree approach over to keyboard/mouse. Other than that: I like the inherent silliness of _shooting at ants at a picknick_. Which in reality --with its destructible plates-- would probably ruin the picknick about as much as the ants themselves 🙃
Dec 11 10:41:35 25m 58s Kittychaos ♥ 2 The flavor-text and music really make help this very adorable 🙂 I'd like a cool-down after you've lost one of your lives: I lost two at the same time to the same animal or thing multiple times. (Also this family _really_ has a rodent problem... I don't think just the cats will be enough 🙃)
Dec 11 10:59:06 17m 31s Sheep without Shepherd ♥ 1 That was so much fun I didn't even notice it hadn't any sound until about the third level 😄 My keys stuck sometimes, but I very much suspect that's the laptops fault, not your game. Also the I got stuck in the fence once, but at that point there was only one sheep left. Brilliant idea, well implemented and, like the others said, good job on the flocking!
Dec 11 11:28:28 29m 22s Greed Mania ♥ 1 The controls where very responsive. I liked the effect you use to show 'here comes a new one'. I question the decision to make the wall deadly, since it's hard enough already, although _of course_ they'd have done the same back when they made the original arcade-games. All in all very well done for < 8 hours! ETA: Played on Linux, works well, but the actual 'window' parts of the window are missing, so I couldn't move it across the screen 🙂
Dec 11 12:12:11 43m 43s Beer Pong Arcade ♥ 1 Well, the Linux-build works! ... but next time, could you please set the executable permissions to 755? I had to 'chmod' it by hand. (While I'm complaining anyway; if you zip things up, can it be within a folder? If I get a bunch of zips in my downloads I want to be able to unzip them there...) Anyway! The game itself. I really think some soundFX for the pingpong-ball would help a lot with the immersion. The music is nice 'n jazzy, which makes you relaxed no matter how many times you miss 🙂 Other than that I don't really have a whole lot to add to what's already been said.
Dec 11 12:47:16 35m 05s Widget Satchel ♥ 1 When it comes to the game itself, I can't think of a lot that hasn't already been mentioned the amazing (and adorable) art, the slippery controls (but only in your unweighted state; when you're laden down the game controls just fine), the nice music, etc. Well, there is one thing I suppose: I got stuck on a robot when starting the game (because I didn't know it was a mob yet -- is that specified anywhere before you begin?) and after I shook myself loose, I got the same camera-overshoot problem that another commenter had. I sort of suspected that it was because I got stuck earlier, so I restarted, which fixed the problem. Concerning the Linux build: I had to adjust the permissions, but it's not that much of a big deal. More serious was that I had to force-stop the game when I was done, which was made difficult by it grabbing the focus. I'm a lot more positive about it than I let on here. Sometimes (not always though) it seems like the more negative comments I have, the more I enjoyed it... 🙃
Dec 12 17:54:24 29h 07m DROP ♥ 1 I thought the contact-point for the grappling-hook was a background-layer window ... I even got the coins in the first section you're supposed to grapple laboriously with 'just' the 'hand' itself. Only when I got in the room with the second 'window' did I understand 😅 Anyway, good job on the grappling-hook mechanic! I did notice I that, if I die, I lose the coins I had saved up until that point. Is that intentional?
Dec 12 18:10:05 15m 41s RedCell ♥ 0 The other commentators have mentioned a 'stiff' jump. I think that may be because it doesn't register more than one key at a time? (Also you mentioned fixing a bug that should prevent players from dying when touching green, but there's still a spot that I die sometimes when I'm not in it.) A fine effort for a first time. Keep up the good work! 🙂
Dec 12 18:48:06 38m 01s Get Wasted! ♥ 0 The visual effect was a nice touch, but I kept expecting to walk funny as well, which didn't happen. It also occurs to me that it might be nice to have some sort of score at the end 🙂 Nicely done.
Dec 12 19:43:09 55m 03s Reversed Negativity ♥ 1 Unique concept! I had some fun as well 🙂 (I _almost_ missed that I had to _hold_ Z, as some other people in the comments _might_ just have... 🙃) That said, I missed a visual timer or something for how much time I've left until we enter the negative zone, or vice-versa. (Or is that intentional?) I was also impressed by the music (for 'just' a compo entry). I've even noticed you've made a second song, but hide it all the way in level -- what was it... 5 or 6? Which would be just a-OK for a 'full' game, but (sadly) remember that some people might only play your game for about 2 minutes when judging on LD. _(Maybe there should be another compo where people play each others game longer, but that would probably also require a longer creation time as well.)_
Dec 12 20:03:36 20m 27s Snowballing Out of Control! ♥ 1 Pretty smooth, and I think a great concept 😄 Anyway, I think it would _seriously_ help this game if it had some jingly music (mayhap with bells in) and/or some SFX with snow sounds. ... but this has been mentioned already I see. (Why'd you opt out of 'Mood' anyway? It has a decent mood I think?) Another thing that I can think of is that the snowbanks, even if they connect brilliantly to the _theme_, don't do anything _other_ than make life difficult for you, meaning that the best way to play the game right now is to avoid them completely, like you would with trees. I think you can make this mechanic more interesting (and you even have the 'grass = less snow' implemented already) is if it also had some positive, like if the added snow made you either go faster, or _make you able to survive more trees to the face_. Just a suggestion of course!
Dec 17 17:51:22 117h 47m Badger Runner ♥ 1 Graphics-wise it's pretty neat; I like the animation(s) even though it's 2-frame. What I didn't like where that a lot of the time, some of the obstacles seemed pretty unfair/unavoidable. Some sound would really have helped, and it might be easier to make something than you think, with tools like [this](https://www.bfxr.net/). **NOTE:** You've not rated any other games yet. If you want to receive a score/ranking at the end or just want to get some feedback, you'll want to be rated by other people. To get their attention, then you should play and rate other games, so either you'll be noticed (higher up) in the list(s), or (if you've commented) sometimes people directly play/comment/rate yours 'back'.
Dec 17 19:48:48 1h 57m Headquarter Administrator ♥ 1 Seems the city needs to be lvl. 6 with 100% satisfaction to pass the first level? Despite this it all seemed to work, and I _think_ I get it? At least well enough to pass (as of writing) on to the 3rd map 🙂 ld_zero_game_lvl6.png Overall, I sort of like the concept, I think. A builder that reveals itself as a space-filling-puzzle when you start playing it. If you look at this through this lens, all the waiting for money/food/satisfaction to pile up can get a bit tedious (but not too bad!) For a compo game, there's a lot of complication here, and though there is a manual (which attempts to be quite thorough) I think I missed, for example, that you can move the map with the arrow keys. So, very good on getting it all to work, and smoothly playable, but I've noticed players (and especially people who rate for LD, and thus have a limited time to spend on each game) don't respond well to _'just a manual and then right after that its you versus the full complexity the game has to offer'_ and are much happier if you introduce the concepts one-by-one (which takes more time to program unfortunately...) (Hm, I should also note that I was also confused by the first move, where you have to put HQ on road-tiles, but I think the manual states that you can _only_ build barracks there? 😅) **NOTE:** You've not rated any other games yet. If you want to receive a score/ranking at the end or just want to get some feedback, you'll want to be rated by other people. To get their attention, then you should play and rate other games, so either you'll be noticed (higher up) in the list(s), or (if you've commented) sometimes people directly play/comment/rate yours 'back'.
Dec 17 20:21:55 33m 07s Backpacker ♥ 0 I like the 'build your own difficulty' the selection-process gives you in the beginning 🙂 You can do a fair number of different things within the game, but there's not a whole lot of visible feedback, especially if something isn't supposed to work (like clicking the matches when there's no wood). Oh, I also had some difficulty getting into horizontal openings. Keep up the good work! **NOTE:** You’ve not rated any other games yet. If you want to receive a score/ranking at the end or just want to get some feedback, you’ll want to be rated by other people. To get their attention, then you should play and rate other games, so either you’ll be noticed (higher up) in the list(s), or (if you’ve commented) sometimes people directly play/comment/rate yours ‘back’.
Dec 17 21:19:06 57m 11s Christmas Happy Hour ♥ 0 The graphics and especially piece-wise animation are nice 🙂 In the message at the beginning it took me a while before I realized that the grey-shaded objects corresponded with the arrows. It also took me a while to get the hang of it, and then it became playable. However, adding more delay makes it harder, but does it make it more _fun_? I'm not sure! Decent mood though, despite killing santa over and over again (or maybe that was on me). I think the mood might actually have been somewhat better when not dismembering him on game-over.
Dec 18 09:39:37 12h 20m GLORIOUS INTERNET POINTS ♥ 1 Nobody told me it was a _killer_ birthday clown! Admittedly I shouldn't have tried to prank the law beforehand... This is not usually my sense of humor, so I didn't really get a big laugh out of it, but I can still see how it's nicely put together. (And even I am not immune to a tombstone that specifies my death was somehow due to a combination of ... well, see the bit at the top of my post. That at least got a good smirk out of me 🙂) I did notice that you have to keep buying the second act. I can imagine that's intentional, but when I clicked it, I thought it was a permanent upgrade, like the other things you can buy. (Maybe it was due to not using the second thing the first time I bought it?)
Dec 18 10:03:40 24m 03s The Hoarder's Curse ♥ 1 A decent take on the theme, I think! Sound effects or some music would really help this one. I don't have much to say besides that which has already been mentioned (controls, something to-do while you wait for enough cash for a new tower) except perhaps that the _feeling_ that you (the player) should be able to do something else _may_ partially come from being 'present' in the game-world as an avatar. I wonder how many would still want other stuff to do if the perspective was top-down, and you could just click on the foundations to build a tower? (Although that would take away from the charm of the artwork/game, and doubtless the issue would still be present, albeit obscured.) Keep up the good work!
Dec 18 10:32:40 29m 00s All You Can Eat ♥ 1 Moving around is slippery, but fun. It all forms a very cohesive whole; graphics, music, the fun bits of exclamation the character makes, etc 🙂 I did notice that it got very easy to play when you just stood outside of one of the windows, or just go back and forth on the 'top row' just outside the windows. How hard would you say working with a fantasy console is versus, say, C++(/SDL2)-dev.? (If you're familiar with something like that anyway.)
Dec 18 10:55:01 22m 21s Alien Overflow ♥ 2 I like the little bit at the beginning, when there is a crash-sound and the force-field goes down 🙂 The art is decent anyway, despite the darkness. Other than that I agree with most other commenters; why have shooting by mouse at all when you can't aim that way? (Not sure I can see the connection to the theme very well?) Keep up the good work!
Dec 18 20:45:54 9h 50m Camera Cut ♥ 0 Good news: your Linux-build works ... _errr_ for me as well, I just saw that the previous commenter already checked that out as well 😅 (I _did_ have to alter the permissions to get the executable to run, but, while not a 'professional' way to deliver your game is par for the course on Linux when rating LD-entries 🙂) Anyway, I had fun, despite that there wasn't much more to do than just _'get the orbs'_. I think it's the presentation; the psychedelic shader, the bumpy music and the way the ball jumps (when you get it to) make it quite satisfying to play somehow. Good effort for a compo-submission! **NOTE:** You’ve not rated any other games yet. If you want to receive a score/ranking at the end or just want to get some feedback, you’ll want to be rated by other people. To get their attention, then you should play and rate other games, so either you’ll be noticed (higher up) in the list(s), or (if you’ve commented) sometimes people directly play/comment/rate yours ‘back’.
Dec 18 21:18:22 32m 28s Lil' Digger 2: The Revenge! ♥ 0 Nice to see such a variety of platforms. If nothing else, I now have a decent NES-emulator on my system 😋 It also runs quite smoothly, and uses a 'modern' health mechanic rather than discrete hearts or instant game-overs. The same health is then also reused as time, creating a sort of 'soft' mechanic, which I like. Other than that it may be a bit _too_ faithful to the era. The above is nice, but not anything I haven't seen before. **NOTE:** You’ve not rated any other games yet. If you want to receive a score/ranking at the end or just want to get some feedback, you’ll want to be rated by other people. To get their attention, then you should play and rate other games, so either you’ll be noticed (higher up) in the list(s), or (if you’ve commented) sometimes people directly play/comment/rate yours ‘back’.
Dec 18 21:40:21 21m 59s Laundromat (unfinished) ♥ 0 Since you say it's unfinished, I'm completely unsure how to rate this. I won't list the things that I think are missing, since you probably already know that. However, this is just to say: I can see some potential here: The interface is simple enough, but it does leave room for some puzzely and/or arcadey complexity 🙂 Don't give up! Keep up the good work!
Dec 18 21:48:20 7m 59s Space Miner Niner ♥ 0 Haha, wow does this ever remind me of my LD#39 entry! _(I had to cut a whole section here just talking about all the coincidences...)_ Anyway! You where off to a good start, I think. I wonder where it would have lead? Why where there so many types of different mineral? Why'd you opt-out of graphics? I think the art is _really_ nice. Better luck next time! 😄
Dec 21 19:52:03 70h 03m 25 - The Golden Age ♥ 0 - Hm... why is 'time to ourselves' a prize-cup? From the 'bad ending' I got, it _seems_ that it's more about selfishness than time really. _(I suppose I can get a little egocentric sometimes, but I always say it's different from egoistical)_ 🙂 - Spelling errors caught: "but this won't happened", "it's not big deal dad, I can tell you" - The first time around, before the repetition sets in, it can be hard to gauge how an answer will influence you 'balances'... but that's just like real life I suppose 😅 _(So, was it intentional I wonder?)_ - Rising to the challenge, even though you've got about 1/2 the time of a full Compo is always admirable of course!
Dec 22 21:46:52 25h 54m Conservation Island ♥ 1 On my second try I managed to hold on slightly more than 293 seconds ('only' around 500 bunny-kills tho') by: - Clicking in the middle of the island (almost always the most populous region of the island) when the pop-count got over 25 or so. This way I didn't need to care about hitboxes (or even the position of the hammer, really.) - Burning everything if it got up to 60. After a number of burns I ended up with 32 bunnies of the same gender. I'm sure someone could do better if they're more adamant about not getting to 60 and/or having better luck with burning stuff down. Love the rotation-effect here, really seems to suit the music somehow? Speaking of: For something you say is auto-gen music, this is really amazing. I'll check out that site for certain! 🎶 Great use of theme to make something conceptually simple and easy to grasp, but very creative 🙂 Oh, and cheers on making this within less than 1/3 of the time allotted! ETA: Forgot to mention: A timer in view during play (instead of after) would've been a nice (but not _really_ necesary) addition.
Dec 27 17:04:26 115h 17m Takomakase ♥ 0 Stretch effect for the arms looks nice; also maybe a neat workaround to have a 'squishy' character that actually _can_ be animated this way? 🙂 It took me a while to realize that the belts actually form one big belt: I was testing how playable it still was if I just mashed the top row (it works that way, but it's a bit less fun than playing it properly). 'One mistake and you're back to 2 arms' felt a little punishing to me. I mean, sure, you don't even loose health, but gaining arms is the actual fun part of the game. Maybe you could add the arms one-by-one instead of in powers of two? Then you could just remove a single one in case the player messes up. I don't think anyone mentioned, so perhaps it's just me, but I don't think the music loops? Sound effects would've also helped a lot! Keep up the good work!
Dec 27 17:22:19 17m 53s Charge Arena ♥ 1 _You don't get a score when you're 'winner winner \\(^o^)/'?_ 🙂 It took me a while to realize that the left-right keys _rotate_ rather than send your buggy that way, once I got that, it became surprisingly fun, despite (or because?) the controls felt incredibly sensitive, especially when it comes to rotation. -- For a while I even thought that the connection to the theme was: 'The more energy you have, to more energetic and thus _difficult to control_ your craft is' 🙂 The graphics are _very_ nice for a Compo-entry. Add some sound and fix the controls a little bit and you'd be very close to a 'full' game release.
Dec 27 17:36:59 14m 40s Full Shelter ♥ 0 There's not much consequence for overfeeding them... but perhaps that wouldn't be fun 🙂 (I mean: I can see that the amount of food goes down, but even that refuses to subtract if the red bar is full-up.) Not entirely sure, but I think this _might_ be the first time I've seen anyone added difficulty-levels to their Compo-entry. Nice! 🙂 (Although it's understandable not a lot of people do this...) First jam and also finished within only slightly more than a quarter of the time = Impressive!
Dec 27 18:26:20 49m 21s garbage sort ♥ 1 _Garbage Hero!_ 🙂 I like that you keep the 'discarded' boxes on the factory floor, maybe you could do something similar with the ones that get sucked into the wrong chute? I'm ambivalent on the way the lead-up to the loose-condition is handled, on the one hand, a warning-light that first flares orange and then red is a great 'what's going on now? am I losing? how much can I still mess up?' moment, but, on the other hand, it's less clear and it'd probably get old quite fast on replay. Very polished, but on the other hand it didn't really deliver anything that I haven't seen before.
Dec 27 19:10:52 44m 32s DodgeBomb ♥ 0 Consider toning down the audio on the lasers: They're always shooting _anyways_, so why have the sound at full volume? That said, I agree with the others: What is the purpose of the shop? If it's a parody, or there for humour/expositon --as at least the first 'hint' is-- why put it behind a wall that high? I think the 'reward' feeling kicks in quite quickly; you could have players unlock the first item(s) as soon as they've collected as much as 1 or 2 crystals. This is _especially_ important in LD-entries, as people often have only a couple of minutes to rate a game; you want the 'time to awesome' to be as short as possible! Hm... Also: I think the hitboxes on the expoding bombs feel _just_ a tad too wide. I only noticed it once, so it couldn't have been a big problem, but it bears repeating everywhere: When it comes to players; you always want to err on _their_ side, not the games' (even in cases where the game would technically be in the right). Otherwise a nice entry. I really like the minimalist style of the menu's for some reason. Guess it just appeals to me?
Dec 27 19:49:07 38m 15s Inversiosynthesis ♥ 1 _That was a nice little experience. Glad I am 'Safe at Last!'_ 🙂 I could easily see this as a mini-game within a larger game. If you've just damaged your spaceship and need to repair it. I wonder, however, how much strategy is really required, there's a rather large element of luck involved, an in my play-through, I didn't bother with strategy at all (though it came close). Something else to note: The explanation could've been a bit more clear. For the first two-and-a-half 'boards' I assumed that you could _only_ match the same symbols. (Which would've made the game a but worse...) I really like the gentle humor. _'It's all very scientific'_ indeed 😄 (I wonder, how much did you need the third day? Not sure how I can explain this, but it somehow _feels_ like a really well polished Compo-entry rather than a Jam-submission. But not in a bad way? Or maybe it's just me being weird 🙃)
Dec 28 11:46:59 15h 57m BOXKILL ♥ 0 Amazing! I especially like that the menu functions as a hidden tutorial. I also the way balls light up the more you laser them; it's quite subtle, but you still get a sense of how far along you are without complicating the HUD. Among the very few suggestions I'd be able to make is that you maybe should drop one of the wall-sections right at the start. I died _very_ quickly in my 1st attempt and at first thought it was a graphics-glitch. I wouldn't even have mentioned it, but reading through the comments here it seems that at least one person didn't play long enough to see one of the walls fall. Related to that, I also want to know why so many people go with the '1 strike and you're out' model with these games. I guess it's simpler, reduces clutter both in mind-space and screen 'real-estate' but is it more _fun_? You could say it's 'more challenging', but the moment-to-moment difficulty would remain the same if, say, the player gets 3 lives: You still have to dodge the balls. Not that there's anything wrong with the fun-factor in this game! Far from it! 🙂
Dec 28 12:22:07 35m 08s Process Invasion ♥ 0 (_If you know that much about processes, you should know enough not to make a zip-bomb_ 😋) Anyway. Loved the little introduction that played while the game had already started, felt very movie-ish 🙂 Got (slightly) stuck a few times, but could always solve it. Maybe make the hit-boxes rounded? The bombs where fun, but it was way more convenient to just click everywhere -- I could (in general, though not always) just keep clicking the next proc.-box while the little light-up animation was playing, which made the (relatively) slow and cumbersome bomb redundant. Though I liked the music and the atmosphere it created, I wonder if the resultant mood is really the thing you where going for. Maybe, if it always ends at **[SPOILER]**. Then the story becomes a brave but futile struggle, and the music _does_ reflect _that_. Or maybe I've just missed any good ending 🙂
Dec 28 14:26:17 2h 04m Rude Bear Rabble ♥ 1 Ambitious! ... and you managed to pull it off as well, once I got over the annoyances of, well, a good deal of waiting and having to deal with other people. Important stuff first: We had fun. (Or I had fun at least, the others _said_ they had fun, but as they're the aforementioned 'other people' who knows what they're really thinking? 😋) We had enough difficulty with the cooperative parts that the whole 'saBIRDeur' aspect of the game that we didn't really bother, but we had enough fun trying to get each other to the other side that it did't really matter. ... which was a bit clumsy, really. I've got no mike on this box, and the 2nd screen has been out of commission for a while: So I had to switch screens in-order to communicate with the others while playing. If you're doing multiplayer again, consider _either_ - chat on screen _or_ - fit the (separate) challenges on one screen so it's all visible There's also the bit where the moving platform teleported right from underneath me. I may not exactly be the best at platforming, but that one wasn't my fault. Not that I mind, writing net-code within 3 days can't have been the easiest task, so props for that.
Dec 28 14:40:50 14m 33s COINS ♥ 1 I like the little house-upgrades. They're hardly noticeable until I go the second house, so consider making them bigger, or have the first few happen with only a few coins. Related: It would also be nice to have the total amount of coins displayed after you die 🙂 Love the chunky coin sound. Also: nice but minimalistic graphics/animation.
Dec 28 16:16:07 1h 35m Blind Trust ♥ 1 I like the bit of balance to the scoring system: A card that may be worthless to you may be valuable to some or all of the other players due to the score 🙂 In the same vein, there's an (extra?) reason for stashing; a player finaly can get to see (one of) the reversed card(s) they held, but at the cost of not having it in their hand any more. I _love_ the concept, it _sounds_ like a ton of fun to have a hand half inward and half outward turned cards ... and I may even end up actually trying to play this if I get friends over. Sadly, I'm quite alone today, so I'll have to skip the 'Fun' rating. Should _maybe_ skip 'Overall' as well, but you're in dire need of ratings, while you rated plenty yourselves, so I'll try to make some sort of guess 🙂 One idea: What if you could _choose_ to reveal or not reveal a card when bidding? You can open a card up to the other players when bidding, so they'll believe you, but then you have to pass up the opportunity to have it be completely unkown to them. It would've been even better if you could _reverse_ that property somehow, so that you get rewarded (by withholding info from them) when you play riskier (by offering an open card). ... or maybe you played around with that idea during dev. and it got nowhere? One last thing: Not every locatlity/card-game defaults to 'Ace is one', so for example _'A-6'_ meaning 'Aces and 2 through 6' could potentially cause some confusion.
Dec 28 16:42:39 26m 32s Fat and Furry-ous ♥ 1 _(Hi @tex-killer, are you the same as the one I played with 'Rude Bear Rabble' with? I was 'Bremco' there.)_ In any case... The music in your game is just spot on! I loved the purposefully dissonant menu-tune and the friendly credits-jingle. 😄 The graphics have that nice, home-made feel to them, without feeling like they're worse off for it. Gameplay-wise there are some balance-issues I think: Try as I might, I basically always fail if I eat even one cheese-ball. There just isn't enough time to burn off any fat on the wheel when that's happened.