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BoltKey

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TimestampSince previousGameBoltKey's comment
Apr 23 02:50:06 Deep space - cards battle ♥ 2 Nice concept. I would love to play it if it was more flexed out and polished, where I would pick cards once every while and fight various kinds of enemies. Clever idea of combining two quite different genres. The level is just far too long and repetitive.
Apr 23 02:59:14 9m 08s Dance Duel Cowboy! ♥ 1 Wow, this was very fun! Love the idea! Great music and visuals. The gameplay itself was a bit lacking though. I tended to forget which letter was which color. Also, it felt a bit unresponsive, I often missed although I was pretty sure I hit. But that could be caused by my not-exactly-high-end pc. Watch this: https://www.youtube.com/watch?v=raHUKmMFizE
Apr 23 03:28:14 29m 00s Hyper Beat Engine ♥ 1 A really nice, polished game. Love the idea, and execution. Very good music and overall sound effects. Great job! Yet, I will pick out some things I didn't like: What is the point of having separate missions and time trials? I would be much more happy if there were just the two tracks, each with medals you can earn. I think the game was a bit too much zoomed in to see anything useful on the track. I was looking just at the minimap whenever I wanted to see the track. Very long respawn time. Time trial games like these absolutely need one button restart. Also, bumping into walls was very frustrating, in the way it kind of steered me into wrong direction. I would want (and expect) them to just slow me down!
Apr 23 16:39:17 13h 11m No Need To Get Frustrated ♥ 1 Wow, that was good! Love the music! Visuals are perfect, gameplay is so smooth and responsive, challenging but very fun! What a shame there are not more puzzles, perhaps randomly generated. I, being bad at runner games, died 15 times in total, so the puzzles got pretty repetitive. Also, it is quite non-standard being able to push multiple blocks in sokoban games. I was looking at a puzzle for a while, thinking it was impossible, until I randomly found out that I could push more blocks at once. I don't really like the theme interpretation. In this case, there was not really much of genre fuse or combination, it felt more like two separate games that I was being switched between and there was almost no interaction between them (like "if you solve a puzzle in low number of moves, get higher jumps in the runner" or something like that).
Apr 23 22:31:17 5h 52m Jumpcard ♥ 4 Finally, after about 8 tries, I finally won! It is not very clear how movement works at start, but eventually I got it. It took a while to get used to the strength of the jump, but after a bit of practice, I was able to control my jumps quite well. The fact that when dragging a card, it snapped with top left corner was a bit annoying and unnatural. I didn't really like that the coins are randomly spawned. I had runs where, although I played optimally, lost just because I didn't get enough coins on the cards. ("what a lucky day" on victory screen was quite fitting πŸ˜„ ) Also, I don't think buying a card and ending up with 0 money should be a losing condition. I had plan of collecting bunch of coins after placing the card I bought with exact coins, but lost because I "ran out of coins". That felt wrong. Love the theme interpretation. The visuals and audio are really nice! Also, there is a bug with jump refresh. You are able to double jump if you hit a platform from a side.
Apr 24 19:35:13 21h 03m BREAK // HELL ♥ 1 That was fun! Really great job. Clever idea and it just works! Very nice visuals and audio! Got 45,100 on second try. Didn't really feel like giving it a third try. Perhaps because of quite long time of a single run and relatively slow progression/difficulty curve. It was also a bit frustrating waiting for a repair to reach me, while there were also bullets coming right at me. My game is also breakout, except crossed over with snake!
Apr 24 20:41:49 1h 06m Bullet Break ♥ 1 Alright game. I don't understand why you went with the dark and scary look and feel, with this concept I would expect bright and colorful fireworks and butterflies style. Collisions not working properly was a bit annoying at times. I got to level 4 and it seems insanely hard. Is it actually possible to complete it? The music was not that great.
Apr 24 20:55:59 14m 10s Puzzled and Dating a Monster ♥ 0 Great job for the first game jam, hope it was a nice experience for you! The game mood was quite fun, but low replay value and lack of actual gameplay is always a minus for me. I disliked that I didn't find a way to skip the text writing. Especially since there was often repeating text. When you have this style of text presentation, you should always add a way to skip it.
Apr 24 21:52:53 56m 54s Zuma Defence ♥ 0 First of all, this is a great concept and perfect interpretation of the theme! 5/5 for both theme and innovation! Second of all, I got a high score in hard, yay (@Keithdae try harder πŸ˜„)! It was so much fun figuring out the optimal strategy! Seriously, I dig it. I would play the hell out of it if it was more flexed out, balanced and polished game. The controls were intuitive, understanding what is going on took a bit of trial and error, but I got it quite quickly. There are, however, several flaws in this version. First, the bug where the thing I am shooting randomly jumps to the top left is seriously so infuriating. When I have been waiting for a specific building, carefully aiming it so it lands exactly where I planned it to and then it just glitched away, I was mad. Also, I experienced a strange bug (in medium mode): zumascreen.png Next, once it sped up like it does when you cannot play anymore even though I still was able to play. Maybe, it was because I had no turrets left and little money, but money makers at front, which were just about to make me money to place next towers. So yeah, that was annoying as well. I know, this is Ludum Dare, I know, you had just 48 hours. But the bugs were really annoying and game-breaking. It was a bit frustrating that even though I had thousands of dollars, I couldn't do anything about avoiding death, because I was blocked by my own towers. But that is a part of the game I guess. Also, it seemed (in hard mode at least), that whether I lose immediately or build some sustainable economy was all about how lucky I got with initial tower selection. Maybe having some kind of ability to select what to shoot would be nice. For example like in Zuma, where you can swap the next two balls in the queue. Some option of a quick restart would be nice at least. No music nor sound is a shame, but I completely understand you and I didn't mind that too much. I would seriously love to see this made into an actual big game, with more turrets, enemy types, nice graphics, sounds, multiple levels and everything! You really should keep working on it. EDIT: Also, healers healing dynamites was a bit silly πŸ˜„
Apr 24 22:06:15 13m 22s DeathBall ♥ 1 Love the idea. It was very slow at my potato pc, even at the super low graphics setting. Probably because of the motion blur effect.
Apr 24 22:31:10 24m 55s Flappy Blocks ♥ 1 Wow, what a great game, with seriously impressive level of polish and amount of content for a COMPO game. Very nice graphics, and I love the jokes in the story. The game concept is very clever, and it works very nicely. I had problem with the up arrow making the block fly instead of rotating it. Up arrow to rotate the tetromino is the industry standard, and muscle memory really screwed me up several times. Quick restart button missing is a big minus. Once, I instinctively pressed f5 to restart level 4 (after like 8 failed runs), and my progress didn't get saved either. Shame...
Apr 24 23:03:52 32m 42s Daunting Dungeon ♥ 0 I like the idea, I can see it being a pretty good game! There are however many problems in current version. The controls don't make any sense at all. The fact that I have to select something, although I can select just one thing, is not good. Help menu option not working didn't make a good impression either. Arrow keys (or wasd) to move the player is the industry standard, and you should have a very good excuse to not follow standards like these. To shoot, you could perhaps press a hotkey, which would also be displayed and clickable next to your ammo, then select a direction. Having to read the game description before even being able to play the game is a major flaw in my eyes. Enemies killing me instantly after spawn was super annoying, I would almost say game breaking. I liked the music and atmosphere. The kill sound effect was a bit annoying. Graphics are very basic, but kinda worked. Highscore not showing in a highscore-based game is very awkward mistake and a hard one to oversee. Theme interpretation and the idea is quite nice, but the execution is lacking. Also, usually when you say something is randomly generated, you don't mean just that the enemy spawn points are randomly selected. Usually, that term is understood as the game having some sort of procedural generation, like generated levels or something like that. Sorry for being a bit harsh and direct with my feedback, but that is what LD is all about - learning from your mistakes!
Apr 24 23:05:28 1m 36s Quiz Racing ♥ 0 Cannot open it, make a build in a zip.
Apr 24 23:16:55 11m 27s Tetra Dungeon ♥ 1 I am in love with the idea! Perfect theme interpretation! Also, great job with the graphics and sounds in COMPO, they really do look very nice! The gameplay sadly is not very flexed out as it is. You just build up, while defending yourself, and then climb up. In every single level. It gets extremely repetitive and the idea is just not very well used and juiced. I really like it as a proof of concept, not so much as an actual game.
Apr 24 23:49:38 32m 43s Platform Hero ♥ 1 Great idea, love the concept. The hardest part was always the first note, especially in the sequences of 3. I always missed it because there was just not enough time to see that I am already playing. Also, in the like 4th level, I got stuck at the bottom and could not get up to the remaining enemies. I ran out of time, and had to start from the first level again. Which I of course did not. Leaves a bad taste in my mouth.
Apr 26 20:15:45 44h 26m Platform Hero ♥ 2 Very nice idea and great theme interpretation. Your entry is more a proof of concept than an actual game though, sadly. I would *lΓΆve* to play more than just one actual level. I had the same problem as @dylan-rainwater, updating LΓ–VE fixed it. I think a lot of people are going to have outdated version of LΓ–VE from previous LDs. I don't know much about the framework, but I think it could be an easy fix to replace the cryptic error message with some message about outdated engine. It would make a lot of sense to have the arrows synced to the beat since one of the genres is a rhythm game. The last level took a while to complete and was actually quite fun! I was confused after that, since I got stuck in the first level again after finishing the third one. A simple "Thanks for playing!" text on screen takes like 2 minutes to make and makes it feel much more complete.
Apr 26 21:33:51 1h 18m From the Breach ♥ 1 Nice! After a few tries I won! Great fuse of two great genres. It was super fun driving around in roller-coaster-like tracks. I used to be a Trackmania junkie, and this brought some pleasant flashbacks πŸ˜„. Several things I would love to see being done differently: I would prefer if the minimap had lower zoom, but showed the whole map at once. I would very much prefer for the monsters to have HP bars, especially the boss. Some way of telling which levels a tower is at by looking at it, or have levels shown on the minimap, so that I can plan ahead which upgrades I buy for which towers, without having to stop at a tower. It was very satisfying to upgrade a tower twice and activate it, without even slowing down. Also, the game has very low replay value, which I don't like too much. Thanks for adding hotkeys, they were really convenient. Voice acting was great and fun, and did a great job at both setting the atmosphere and telling player what to do.
Apr 27 23:12:12 25h 38m Honest Dan's Trout ♥ 2 Really great fuse of two great genres! And, very fun game. I got 16240 on my second try in the web version, but the fact that it didn't save to online leaderboards was not really nice. On my third run on the PC build, I managed to hit the infinite state. tetris.png I could have gone forever (until my hands started to hurt REALLY bad), but I have other things to do today and other games to rate so I stopped at 40k πŸ˜„ (not at all Warhammer reference). Maybe if a challenger arises (@david-boeger?), I will give it another go to confirm my title (ping me in that case πŸ˜„). I admit I used to be a somewhat competitive Tetris player, so the game was pretty easy after I got the hang of the ball. I never managed to score a trout, not even a triple. I find it beautiful how it all just worked. The way I had to make the ball not hit the lines I was about to complete, but make it hit the blocks that clear a line, how I could reshape (or even remove) the tetriminos I didn't like, how I sometimes had to dodge the ball with my tetrimino, how there were in total 3 losing conditions, but they all felt very natural. There was quite a lot going on, but everything was so intuitive! So, great job on that! Also, your Tetris implementation was pretty good. Compared to many clones that I have played around the net at least. The multitasking aspect was very nice, and very natural too. So yeah, it was super, super fun and I love the idea and implementation. Let me give you several comments about some minor issues I had. - E for rotating should have been W. I found it quite annoying. - I would prefer for the tetriminos to have colors, preferably according to the standard Tetris color scheme. I see that it doesn't fit the retro style you were going for. I didn't like the overall aesthetics. - I didn't like the way the ball bounced off the bar. It kind of "snapped" to a position several pixels from where it should be - When I had a broken tetrimino falling, I couldn't rotate it near a wall even though I should have been able to, because the checker assumed that the broken off cubies were still there and should not get beside the wall - Of course, some difficulty rise after a while would be nice. But I may be the only one to have this problem. - Super minor issue - how the shades on the blocks were not all in the same direction. So yeah, that's all. Best game I played so far this LD. Also, sorry for sweeping the competition, I guess I may stay at the top for a while πŸ˜ƒ.
Apr 28 15:31:29 16h 19m Memory (local multi-player) ♥ 1 Love it! I suck at memory games, but still managed to beat my brother. We played three games and he won two, but I won on score total, which totally counts, right? πŸ˜„ We didn't read any instructions (except for controls) and we were naturally a bit confused about the fact we actually could use the powerups. We played the first round without even using them, but eventually figured it out. It would be nice to have even players, just like in [Curve Fever](http://forum.curvefever.com/play.html), for the ultimate mayhem! It is a clever combination of two wildly different genres. Really like it!
Apr 29 00:18:55 8h 47m War Maker ♥ 0 Fellow Trout club member! I love the core idea. It felt like there was not much strategy though, just have them both on `$$$` and just make it a bit cheaper for whoever happens to fall behind. That made the game quite not enough interactive. Voice acting was nice, and loved the story! The graphics were a bit too... abstract. I would love for example if there were multiple resource types that I sell to the guys, and have to think strategically what to give them cheap to boost certain aspects of their force. The idea is suspiciously similar to Ludum Dare 18 winning entry [Fail-Deadly](http://ludumdare.com/compo/ludum-dare-18/?uid=2073), about prolonging war between two sides, but with a bit different idea in mind. Maybe you wanna check it out.
May 5 05:52:47 149h 33m Tiny Crusader ♥ 0 Fun and cute take on the theme. What a shame the levels are always the same, even though they are procedurally generated.