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aurel

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TimestampSince previousGameaurel's comment
Dec 6 08:09:30 Vee's Village ♥ 1 A good initial prototype - although I was a bit confused by the way in which the walls were to be placed. All in all, impressive work on the engine set up, although it would have been nice to have a goal for the demo (a countdown of time, or try to get a certain number of villagers before the end).
Dec 6 17:22:10 9h 12m RAT LABS ♥ 3 I got a little bit frustrated at the beginning and was getting ready to give up, but I'm actually glad I stayed and played through it. I loved it. I wish the controls had been a bit different - it was a bit annoying having to press Q and R to rotate as I kept scrolling to rotate. It also took me FOREVER to learn how to get the tech tree up because it doesn't come up if you have the destroy mode selected or the build mode selected which was extremely confusing. It also took me a long time to understand how ash worked, so perhaps some better descriptions in the tech tree? Otherwise, incredible job. Color me impressed.
Dec 6 17:35:16 13m 06s Metamorphosis ♥ 1 Nice and short - although I was confused why the ending lasted so long! Interesting twist to the story - impressive that you even had that cutscene at the beginning! The puzzle elements were fun and interesting. All in all, great job!
Dec 6 18:26:15 50m 59s Freedom ♥ 1 That was surprisingly fun - although it took way too long for the information to show up. I also think I found a possible bug - I was in the middle of the "victory" screen, and then I shot a corpse and it seemed to think I lost. Not sure if that was intentional or not, but it was pretty fun once I figured out what to do :)
Dec 6 18:33:24 7m 09s Super Smashed Bros ♥ 1 It's impressive that you got a networking game working within the time limits! That said - the latency between pressing a button and seeing a response was a bit frustrating. That said, a good initial start on something.
Dec 6 18:46:06 12m 42s Lonely Wanderer ♥ 1 Impressive job with the mood and atmosphere of the game! The only problem I had was the skull dropping constantly while being held. Otherwise, I really liked the text/poem you had going on. The music also helped sell the atmosphere - really fun game! It nice to see a fellow 3D game here with some nice graphics and a first person controller!
Dec 6 19:05:18 19m 12s Sacrificio Inc. ♥ 1 I think the polish was extremely nice - I think the fact that the stars were based on the time meant that I was trying to just replay the levels faster, rather than more efficiently. My only suggestion would be an efficiency mode - can you solve the level in the least number of moves possible - rather than trying to do this as fast as possible? I feel like that would force you to think through your decisions. I did enjoy it, a lot. Also, the sound was REALLY loud and there was no way to turn it down, so I had to turn it down from the Windows system tray.
Dec 6 19:57:51 52m 33s Cosmo Buddy ♥ 1 All in all, pretty fun :) I love the speed of the game - the movement was nice and smooth and the velocity was excellent. The little notes and hints were nice and sometimes sneakily deceptive :) I died to the lava the first time I played through but eventually I won on my second time through it.
Dec 6 20:25:34 27m 43s Aetherspirit ♥ 2 Wow, that was really fun! The more I played, the more I began to enjoy it. It took me a long while to figure out what to do with the snake. I was honestly impressed by the unique stylized music you had for each one of the people you were controlling. That was pretty cool. Looks like I ended up with 22 deaths: snip.PNG All in all, a super cool take on that.
Dec 7 15:58:44 19h 33m Cave Adventures ♥ 2 At first, I thought - how is this related to the theme - but then the mechanic of sacrificing the minions in order to kill monsters was really clever. All in all, pretty fun - the buttons were a little bit weird - X and R and Tab? I kept mixing up what I was supposed to do. The other problem I had was that the first time through in the first level, I couldn't see what the button was to recall the minions after I had already told him to wait somewhere else. I suppose I missed a few instructions... but I figured it out eventually. All in all, fun application of the theme.
Dec 7 16:06:35 7m 51s Craftsman ♥ 1 It looks like the Gods didn't take my balding old drunkard :( CRAFTMAN.png Pretty fun. I had a lot of fun messing around for a bit in the game.
Dec 7 16:17:13 10m 38s I'll get my parts back, OVERLORD! ♥ 1 Took me a few playthroughs, but I didn't know what to do after I defeated the giant bird-demon thing. Nothing happened. Was there supposed to be an ending there?
Dec 7 17:14:32 57m 19s The Grassland Kings ♥ 1 Took me a while to understand that the vision gets lower when I attack, not when I take damage. I suppose that's my fault for not reading the instructions well enough. Oops. I suppose some form of health bar would have been nice as I could never really tell what was going on and when I was getting close to defeating the boss.
Dec 7 17:17:13 2m 41s Dungeon of Friendship ♥ 2 Despite my initial impressions, this actually turned out to be pretty fun. I liked the weird art style and all, and I think the text and the way you guys handled sacrifice was pretty interesting!
Dec 10 21:35:38 76h 18m After Hours: A Reverse Metroidvania ♥ 1 Really fun. I enjoyed the retro style with the TV filter and the distortion. It brought back good memories. In particular, I enjoyed a lot trying to figure out the right approach to solving the level in question. It took me a few times backtracking to figure it out. I was a bit confused by the parts of the map that weren't on the minimap - but it looks like they were just little hint zones. The only thing that would've made this better is if the gun had actually been used for fighting enemies or anything like that, but it was just a glorified door opener. The other thing I was confused about was the... beetle... things? They gave a hint about Lava being the last to drop off... but I couldn't make that happen, so I had to go about it a different way. Either way, solved it and had a good time playing through. Great job with the aesthetic, the music, everything. The air control/platforming could probably be tightened up a little bit, but it was still fun, all in all!
Dec 10 22:15:47 40m 09s Documentia ♥ 2 I ran the game and after pressing "Enter" post-warning screen. I got a screen with tons and tons of flashing gray lines. I pressed every conceivable button, clicked, keyboard keys and nothing happened except the flashing gray lines and the music. Forced to Alt-F4 to cancel, then tried again and everything was broken. After that, I tried a number of times to no avail. Redownloaded the game and then it seemed to work. Then, once I got in... holy cow, this was a incredibly executed concept. The atmosphere - the mood, everything was perfect. I felt like a horrible, horrible person. Instead of taking the easy route, I decided to be the most evil that I could be... I left a father without a daughter, a mayor without a goat, a hermit without a forest. I tried to inflict as much evil as I could on this land. I did then, of course try to rename files. And it kind of worked. I was able to turn the forest back into Rikka by renaming the file (which didn't lower the total byte count, by the way) and the system recognized the forest removal! I play through twice now, and my goodness, this might have been one of the most clever executions of the theme, despite the initial bug that almost lead me to giving up. I love how sad it is, and how horrible the endings are 💀
Dec 10 22:28:01 12m 14s An Fhicheall Mhór (Grand Chess) ♥ 0 I played through a few times until I finally got the hang of it. I found it to be very punishing because you can't tell what the AI is doing. It's nearly impossible to get the hang of anything as the AI sometimes behaves uncertainly and you just suddenly lose. It was very annoying having to start from scratch every time, but all in all, a good initial execution.
Dec 10 22:53:11 25m 10s Goblinz Demizess ♥ 2 That... was very sad. I survived with two goblins the first time, but I never even had a chance to use two of my items. In the opening, it would have been nice to have some indication that certain items were interactable so that I could know what to click on. I just played through it again and I'm beginning to see which items are the most important, but there's still certain things that I have no idea what they did or why they were there... what was up with the hermit and the carrot? I don't know? All in all that was super fun and very depressing. I loved it.
Dec 10 23:26:25 33m 14s Maze ♥ 0 The music wasn't too bad... but overall, this was challenging without any feedback on what was going on. Great first entry, but the whole game felt like an initial prototype for something rather than a finished game.
Dec 11 18:36:07 19h 09m CROM ♥ 1 I tried being merciful to Dog, but it did not do well. The next time I decided to only hurt Dog. Turns out he is not Good Dog. He is not Crom Dog. :( Was fun. Going to give it another play through or two as the game just... felt fluid and fun. I did desperately enjoy it. Okay, a few more playthroughs through and, boy is it hard to get past that one room with no axe. Very fun game.
Dec 11 18:46:06 9m 59s Dungeout ♥ 2 Got to the end; it took a bit of figuring out how to best maneuver those hallways, but eventually made it. Would've been nice to get some audio feedback from the enemies when they spot you, or something like that so that I know I should be panicking. Otherwise, the animation was smooth, the mood was nice, the game was fun.
Dec 13 03:27:58 32h 41m Sacrificial Forest Friends ♥ 1 Took me a little while to get the hang of the controls but eventually I got to the point that I killed nearly every creature... I just couldn't get to the highest one, even after like 6 playthroughs. If I had a suggestion I would nerf the meteor - it's hitbox is too good and it should either have a longer cooldown or something, since it was too powerful to use and easy to kill 5 or even 6 creatures with it. Another thing that could've made this better is if killing the people were actually detrimental - at first I wasn't sure whether or not I was allowed to sacrifice the people!
Dec 14 16:32:33 37h 04m Break a leg ♥ 1 Very cool concept - I got to about 300 in score after a few play-throughs. The music was a bit repetitive but fine. I got glitched out at one point where the main character would just move around in T-Pose and not actually animate any movement, but sometimes he would and he'd end up partially underground where I could move through and under obstacles... not sure how that happened. It would have been nice if there was more to do than just killing enemies, like dodging really slow attacks, or something like that to up the challenge periodically or to add a bit of variety. I know you added the multi-health enemies, and that was nice, but it would have needed a goal of some sort - be it a leaderboard, a level progression, or picking up certain numbers of items across the course of the level so that you can have a satisfying conclusion to the game. All things considered, if you got me to play multiple times, I think you made a fun game.
Dec 14 16:56:25 23m 52s Consilium - A history of life and choices ♥ 1 Very gorgeous. I played through three times before I managed to make it to an all-solar late game with x5 Harmony, (4533x5 = 22665) but I felt kind of bad for all of my other undeveloped tiles. I wonder if I could get a higher score with the multipliers if I focused on a higher social harmony with forest tiles rather than solar, but I don't know. Really nifty game - really enjoyed the style, but as others have said, the pacing suffered a bit by being either too fast - degradation was nearly impossible to manage, or too sparse, by not offering enough to do at times - but for a LD this was incredible.
Dec 14 17:05:49 9m 24s Doki Doki no Artichokie ♥ 0 Wasn't bad for a platformer but it wasn't immediately obvious what I was giving up when I was sacrificing. I lost the butterfly, but I have no idea what the butterfly did or why I gave it up and so I ended up keeping wall jump... but I never had a chance to USE wall jump. Another thing that could have made it better, is if you displayed a counter for the number of stars earned. I wanted to see how well I did, but by the end of the game there was no way to actually know if I did well by going out of my way to collect the stars or not. Otherwise, it was actually fun. The platforming was forgiving, the enemies were learnable, and the variety was nice.
Dec 14 18:04:30 58m 41s Trolley Troubles ♥ 1 I tried to kill as much as I could. It was pretty fun. I had no idea if I would be rewarded or punished for killing? Am I a villain now? I killed everyone except one puny human who was standing alone that I couldn't figure out how to get to and also kill everyone else. So 7 people killed, 17 chickens. Great job, all things considered - would have been nice to have a speed meter to be able to speed up the game at times, or the ability to zoom out so I could plan out how to dole out my maximum carnage before the level starts. Otherwise, really fun.
Dec 14 18:16:44 12m 14s Claude Van Clamme Presents: Lambs to the Slaughter Temple of Gods Edition ♥ 3 I had a hard time moving the items. At times, the coins kept getting stuck UNDER the bribe mat, and I couldn't actually get them on top. I liked that objects that fell off the table would show up at the top though. That was... a very weird and interesting experience. At first I didn't want to try to figure it out because it seemed too complicated but eventually I sat down and played through and read all the text at the intro. It would have been more fun if I could have practiced some of the things from the tutorial as part of the intro - bribing, stamping, ending the day, etc, rather than just text telling me about it. All in all, that is an impressive underlying game here!
Dec 14 18:25:47 9m 03s Death Wish ♥ 1 Was a nice blast to the past. The narration was also stupidly funny. I died by not saving up my special attacks for the boss :( also, the food was too overpowered and fully healed you, which I feel like was too much. All in all, nice job.
Dec 14 18:34:02 8m 15s Hyper Skater ♥ 1 Other than the bug where you get stuck in falling mode after you've landed and can't jump anymore, it was pretty fun. I was able to get out of that by finding a corner. I liked the wall jump mechanics a lot. I also think that when you jump you shouldn't just follow the camera so completely - I could never see below me to know if I would land on a platform or not. Oftentimes games with huge jumps only half-follow the character through the jump so you can still see below you.
Dec 14 18:36:46 2m 44s Journey To The Promise Land ♥ 0 All in all, despite the lack of polish, the game is pretty unique from what I've seen so far. An interesting take on the theme, to say the least.
Dec 14 18:47:11 10m 25s Suicidal Knight ♥ 1 My only major gripe was the fact that I couldn't attack UP and DOWN. When kiting the enemies around, I had to be to the left and right of them to attack. Then, after I gave up my eyes, for the first wave, it blocked out the UI so I had no idea how much health I had. Eventually I think the data came back on subsequent waves, but was still a bit jarring. Otherwise, fun game.
Dec 14 18:58:24 11m 13s Save the Sheep ♥ 0 Nice to see an XNA game, pretty rare for LD and a game featuring fellow adorable animals :) I had to sacrifice my sheep once but it didn't feel like it did too much so I never did it after that. Nice art style by the way.
Dec 15 18:12:02 23h 13m The lord of Possessions ♥ 1 The movement and feel of the game is pretty solid. Played both the prejam and the post-ld version, and I could see why you improved the things you improved. I was very disappointed when I got to the end because I wanted more level and more gameplay. I love the aesthetic and the fluidity of the game as whole. Despite some of the bugs in the LD version, you still managed to deliver a compelling product with great promise. Excellent job!
Dec 15 20:37:47 2h 25m Ring of Sacrifice ♥ 1 I didn't understand at first that any of my actions were actually doing anything at all... it took me until my second playthrough to realize that you don't have attack/use animations. Additionally, it was so dark that it was almost impossible to see the UI on the screen and tell what the individual items actually were. Additionally, it's really easy to throw your weapons outside of the level boundaries and then not have access to them anymore. That said, the game is pretty tough on the non-easy mode. It would have been nice to get at least a bit of invulnerability during the bullet-hell portions. All in all, good job.
Dec 15 20:53:29 15m 42s Berrytales - Fracture Flight ♥ 2 screen.png Apparently I am not very good at this game. I lost all my dudes by the end... oops. It would have been nice to figure out how the powerups worked on the dudes by some sort of visual aid. Otherwise, it was nice and polished and I had fun playing it!
Dec 15 21:04:03 10m 34s Crystal Sacrifice ♥ 1 A good first start on the game, although I still after playing through a few times cannot, for the life of me, figure out how the shooting is supposed to work. It looks like it only shoots if my z key is down and I'm also moving at the same time? I managed to get that working, but I'm still not certain if the enemies can be killed with bullets or not. Either way, I went through without killing any enemies at all. Another suggestion I might offer is: the platforms are very blurry. This means that half the time I didn't know if they were actually part of the foreground or the background. I was scared half the time to land on the platforms simply because of how blurry they were (stretched to a 1080p resolution). Anyway, congrats on making a complete entry with a start and a finish (something many games don't even have!)
Dec 15 21:26:27 22m 24s YOU ARE FIRED! ♥ 2 Nice and polished but as others have mentioned above I too had problems with firing the wrong employee periodically. I enjoyed the sounds, and I'll say this... firing somebody has probably never felt so good. It was very satisfying to get rid of those obnoxious grumblers! It would have been nice to understand what was happening with the water level and how that affected the employees caught below it, or something like that. There was no way to save them. My only gripe is that the hiring phone was so far away from the bottom and having to trek all the way up and then back down to the bottom to replace an employee got kind of annoying.
Dec 15 21:54:03 27m 36s Slimy abilities ♥ 1 Made it to the top of the first level's opening corridor. slimey1.png Also, sacrifices will NOT BE MADE! slimey2.png ^ managed to skip the door and then fall out of the level! Oops! The dash function is a bit overpowered and if you mash it while in the air, you can easily clip through walls. Either way, I actually had a lot of fun with this one... but I had no idea there were any abilities other than move shoot and jump until near the end of the game. You should probably explain that pressing Escape tells you your abilities! Either way, I had a lot of fun with this one. Good job!
Dec 17 19:56:24 46h 02m Lost In The Desert ♥ 0 The music is pretty damn amazing but the game needs a little bit of work. I couldn't figure out how to change my direction for shooting, and I didn't really know what some of the items did until my second play through. I died once because there was an enemy beneath the sprite oasis I didn't see! I did get around to some of the sacrifice portions, but I couldn't figure out where to take the items and where to go. Some light pathways or some hints about what to do might've been nice!
Dec 17 20:29:40 33m 16s Colors of Your World ♥ 1 Man, this might have been one of the most polished and smooth games. I first played through the Jam version (So I could rate appropriately) then the Post-LD, and you guys did make it a bit harder in the Post-LD version. Holy crap though - this was definitely a solid platformer with a lot of potential. I can say without a doubt that this really was a fun game that I enjoyed solidly. Having played a lot of games in this genre in the past, I might offer some feedback, and some things I enjoyed: - Death was fast and smooth. Awesome. It allowed me to restart quickly and without the hassle of waiting for long animations. - Downside: the enemies animation timer keeps playing, so every time I start a level, the enemies/platforms/everything else has been moving - this makes it hard to learn timings as every time I start the level, the enemies are in different positions. I kept wanting to jump, but I ended up having to wait, and reset mentally after every death to ensure that I didn't let muscle memory kick in when it wasn't yet time. This was a little bit annoying. - The music was excellent and fit the mood perfectly. - The way you guys taught the mechanics simply at first, then raised the difficulty often was incredible. Excellent tutorial technique and beautiful level design. It's not often that people are able to do this effectively. We tried that in our own game, but didn't get around to it. - Lengthening checkpoints - I enjoyed how the game's checkpoints involved more and more micro-challenges as the game went on, and it was nice to feel the game getting more difficult as I played through. I wish the mechanic of sacrificing colors had had a more noticeable effect, but all in all, this might have been one of the cleanest, fullest LD games I've played this year. Man, honestly, your level design was incredible... the way you guys introduce simple ideas lightly.. oh, here's some water, but don't worry about it. Then you show it once or twice later, then it becomes part of the difficulty. You managed to teach some mechanics without any text or words, but with gameplay, and that, by itself is a laudable achievement. My only other major gripe, is the controls: Z/X were getting annoying for my pinky and ring (later switched to ring/middle) and during some of the jumping/climbing puzzles, I kept messing up the order or pressing the dash when I meant to jump. I think having an alternate jump button, like space, might have been a bit more intuitive, but honestly, it's such a small thing. I really enjoyed this. Thanks.
Dec 17 20:45:13 15m 33s Sacrifish (Local multi-player) ♥ 1 So I tried to play this a while back last week but I was alone and figured I wouldn't rate it by myself. This time I was able to get someone else to play with me and it was a lot more enjoyable than playing by myself :) I didn't realize I had to have EXACTLY that number. I then finally understood what the sacrifice fish were for. All in all, it was a fun, relaxing game, and I particularly enjoyed that you guys had different modes Timing vs Points. I definitely enjoyed the screenshake when the two players collided, but sometimes they would go through each other or something like that. Points mode was a lot more fun than timing mode for us, as the timing made it stressful. Something that would make it better is if there were a way to stop someone else from achieving the win condition - when I notice the other person about to win, there's nothing I can do, they are closer to the target and will get the final thing they need, and I have no choice but to watch them win. This kind of makes it partially a game of luck.
Dec 17 21:00:06 14m 53s The Tearable Three ♥ 1 Took me a while to beat it, mostly because I didn't understand why the movement was so janky... only to later discover that literally was what have no arms did... lol. Great atmosphere and mode, the no legs mechanic is a little bit OP and I was able to just fly around the map madly with it. Interesting start on a game though!
Dec 17 21:13:48 13m 42s One Life Ain't Enough ♥ 1 Nice to see a game made in pico! Managed to make it all the way to 2-3 without dying (on my like 5th playthrough.) was exploiting a bug where if you jump at JUST the right time before you hit the top of your jump arc, you can get a double jump in, which allows you to avoid most of the enemies. Also, I was able to jump out of the end-scene level and fall infinitely... lol. I guess if I played it 5 or 6 times it must have been pretty fun :)
Dec 17 21:31:46 17m 58s Slime Girls ♥ 1 Huh, that wasn't too bad. I got a little bit frustrated by one of the slimes - literally the very last pathway before the exit of the game. I don't know... the colliders were just... off. I kept hitting saws when I was sure I had dodged them, and sometimes when I was SURE I hit one, I ended up surviving. Others have also mentioned that the death animation takes too long, and I think I'm partially inclined to agree with them. I had a laugh at the ending, as that's the first time I've seen someone do something fun with their unfinished ending - which, let's be honest, we all have :)
Dec 17 22:23:08 51m 22s Volcano Island ♥ 1 I got pretty far in, and it was cute and quirky and fun, but when I scrolled on the page it selected a guy I didn't want to kill! :( Ah well. A fun compo game with a great atmosphere!
Dec 17 22:41:14 18m 06s Total Party Kill ♥ 1 Aww man I felt really bad for the knight. But that was a super fun game... short but sweet. I was really getting into it when I got to the end. I suppose if my desire was for more game, you guys did an incredible job with the level mechanics and all that. The music was nice, the puzzles were a bit easy, in my opinion, and I would've loved to have some function for the knight, maybe things that need sword slashes that the others can't break, etc.
Dec 18 16:55:21 18h 14m Views ♥ 3 That was fun. I didn't even notice the bomb at all until my second play through... would be nice if there was a key for it, as my fingers were so busy swiping I couldn't even hit it. I think what would have made things better is some form of lives or powerups or things you could do - imagine little seagulls that you could swipe through for some powerups or something like that (keeping in theme).
Dec 22 17:23:28 96h 28m Protect Him ♥ 1 For all your self criticism about the game (it being unpolished or whatever) it was actually super enjoyable. It's nice to see a fellow first-person puzzle game. The character changing mechanic was pretty solid and satisfying, but the death mechanic was a little bit weird. There's an element in game design of trying to make things feel good to the player - and right now, death, because it lacked any sound at all, just felt... unsatisfying. I felt incomplete whenever the red capsule died. It's a small thing, but contributes a lot. Some suggestions for other levels may involve making things interactable - levers that move blocks may block in a character so that he can't see out from that spot and then select another character. Perhaps you could use visibility as a mechanic and force the players to "change characters" to the red guy in order to kick off the simulation - this quite simply would force you to have to be in a position where you SEE the red guy which could add another layer of complexity to the puzzles. Also, when you die, the camera tilts after the player - which is kind of cool, but sometimes goes below the ground! All in all, it was a fun little game that has a lot of promise, and the puzzles weren't half bad either. A great entry for a solo entry!
Dec 22 22:35:22 5h 11m Gorth ♥ 1 A fun little game, but I found the controls a bit frustrating. I couldn't remember whether to press Space or F at each point in time. I feel like F is just a bit too far away from my finger to be easy to remember. Additionally, one thing that could help you guys is to focus a bit more on maintaining pixel length. I know you were going for a pixel-style game, but the sizes of individual pixels were not consistent, and that ruins that graphical consistency of the game. For example, the little rune that speaks to you at the beginning is hyper-detailed, with teeny tiny pixels, whereas the player and the background are larger pixel sizes. Not a big detail, but in the future if you're going for graphical fidelity, try to maintain a constant pixel-size. I know that others have said things about the gameplay, the difficulty, the fact that its hard to grab objects sometimes, etc, but I don't want to rehash what was already said. Fun game, good luck!
Dec 22 22:50:20 14m 58s Cult Under Construction ♥ 1 Hey ! That was really cool! It's nice to see other First-Person games where you can interact with things. We're a pretty rare bunch in these LDs! I was particularly impressed by the carrying mechanic for the note. It's nice to see objects not going through walls due to parenting. I did run into a bug where the flower shot me high up into the air by looking at the ground while holding it, but alas, it was fine. Honestly... I laughed pretty hard at some of the humor. Once I started putting things into the bowl that didn't belong, like the fire book, or throwing boring books into it... or the Not As Boring A Book. You made a game with a solid interaction engine, a fully fledged inventory system, carrying, reading notes, complex interactions, portals, door animations, sound effects for things, and honestly, it's pretty impressive for a Compo submission for a single person! This is honestly impressive.
Dec 22 23:32:58 42m 38s Pit of Zavghul ♥ 0 Well that was far cooler than I expected it to be. To get that done in a compo time frame is nothing short of impressive, so congrats, man. I did use the HTML5 version and found it to be a bit frustrating that the right click functionality just pulled up the page's context menu, and I lost my progress twice due to that. Either way, after about 3 play throughs I eventually gave up when I got really far and accidentally lost my progress due to clicking on something on the right click context menu mid fight. Once I got the Bow, it was so much easier to go through fights, especially against the arrow goblins/demons whatever they were. Fun game! You got a lot of stuff working, and working well, so congrats!
Dec 22 23:59:30 26m 32s Santacrifice ♥ 1 A sick idea, but it was actually pretty fun. I had a pretty fun time... considering how I played through for like 15 minutes. I had a hard time with the second level, and the restarting back to the beginning of level 1 was a bit frustrating and got a bit annoying after some time. Would've liked to at least keep my progress for the level I was on. The stealth mechanic was interesting, but I don't know if the visibility did anything. Fun game :)
Dec 23 02:49:41 2h 50m No Arms ♥ 1 Very relaxing, minimalist aesthetic. I suppose it was kind of funny? I didn't really understand why I lost my hand to pick up the knife, but it makes sense given the theme. Figured out around 5 tries how to get out of the idiot room - so I enjoyed the puzzles there :) Very nice aesthetic.
Dec 23 03:08:57 19m 16s Escape The Sacrifice ♥ 1 I love escape rooms. I felt very defeated when I couldn't get the second cell. I tried everything. I was certain you missed something but the guy above seems to have finished... so I went back... eventually I found it and felt really stupid for not having seen it earlier! Very clever :) Nice game, all in all!
Dec 23 03:26:03 17m 06s Lava Luva ♥ 0 Pretty enjoyable but eventually figured it out. It looks like I got stuck at one point. I had a bunch of houses, and only one quarry left, but I didn't have enough wood to build any other buildings, so it was a rush against time to get to the 1000 stone. It seems strange that the Food is only used for houses and not for other things and that the people can't collect resources without the processing plants, but it was fun, all in all!
Dec 23 06:53:03 3h 27m Alain's Sacrifice ♥ 1 A nice simple side-scrolling shooter - although the gameplay was a bit on the easier side. I basically just shot constantly and moved forward and never really had much trouble with any enemies once I figured out the main premise. For a compo entry, this is nice. You actually created something with an ending, and even though the graphics are somewhat simple, they are at least coherent within the context of the game. Just a tip - you can still shoot things and move around once you've hit the farmer people/kingdom citizens as the screen blackens. I'm not sure if that's problematic, but you should probably disable that :)
Dec 23 07:28:34 35m 31s KingGame ♥ 1 Eventually finished the game after a bit of frustration and tons of bugs. The very first time I died because I jumped in the pit in the first room, then the portcullis wouldn't open. I then had to eventually restart the game because I was in a state where no matter what I put on the trigger, the door was stuck half-open. Also hit another bug in the stair-step-down trigger area where one of the platforms just flew up to an unreachable height and I had to restart the game all over again. Finally, after finishing the game, clicking on Settings pulled this up. king.PNG That said, bugs are bugs and this is LD! You guys created a solid 3D game, with a really cool premise, and with nice graphics. I enjoyed the aesthetic and the gameplay, even if it was a bit confusing how high the King could actually jump. I'd play the heck out of this if there were more :) Lack of audio would've gone a long way to setting a great mood.
Dec 23 07:43:24 14m 50s Labrats ♥ 1 Well that was far cooler than I expected it to be. The puzzles got a lot more challenging and actually intrigued me. I particularly enjoyed the complexity of levels 7 and 8. Those were pretty fun to figure out how to solve. I wonder if there's more than one way to get through them! That was really fun.
Dec 23 07:52:17 8m 53s Reaching The Sky ♥ 1 I only got the bad ending. Was actually surprisingly fun, and a bit sad to lose my friends at the beginning.
Dec 29 01:58:48 138h 06m Explodin' Slimes Maze ♥ 0 Took me a little while to finally get there but eventually solved it. The puzzles were definitely doable but like others I was very annoyed that restart forced you to go back to the beginning. On the very last level, I died because after you blow up your first pink slime, it automatically selects another pink slime and when I tried to click the human it ended up blowing up the human. I felt very cheated and had to play through all the way to the end. That said, was fun. Could have used some music to give it more of an ambience, but it was pretty cleverly done.
Dec 31 17:39:55 63h 41m Catapoultry ♥ 1 That was... surprisingly relaxing. I was a bit disappointed to see a chicken sacrifice (we were a goat-based team)! The controls were smooth once I got the hang of it and I found it to be really nice and enjoyable. Clearly, short of adding obstacles or more levels, this was a great first step to something and could turn out to be really fun if you kept at it and added more. If I was disappointed when I won, it's because I wanted more :)
Dec 31 18:10:11 30m 16s The Cult of the Hungry Scrungus ♥ 0 14/35 - I am not very good at this. The game is fun, but the controls are little bit clunky and the camera movement is a bit rough. I had my balls flying around out of the level half the time, sometimes on top of the outer level walls, which was strange. That said, it is a good entry for an LD - the music is good and helps set a good mood, but there's no other sound effects, which was a bit lacking. The thing that was most frustrating was that there was no clear direction. Am I supposed to sacrifice a certain number of the ones I have? Or is it ok if I make it with only one? What did the countdown timer mean? If I made it in the last two seconds but the scrungus didn't eat the guy, did it count? There was no UI to indicate what was going on and that made it a bit frustrating... all I knew is that "scrungus was still hungry" or something along those lines.
Dec 31 18:55:04 44m 53s Melon Squad ♥ 0 Took me forever to even get past the first level, as it was ridiculously tough to get the timing. The second level I think I spent about 10 minutes on trying and trying again, but the one thing that kept bothering me is that if I screwed up one melon, I had to deal with the other two, even though the level is not solvable with two. There was no reset, so every time I messed up the first one, I had to keep suiciding the others because there was no reset button. I think you guys might've made this a tad too difficult. Otherwise, the entry is actually pretty solid, and the movement, controls, graphics have nothing really to complain about