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themadprogramer

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TimestampSince previousGamethemadprogramer's comment
Dec 3 03:43:11 Human Meat Is Very Nourishing ♥ 1 "Until death do us apart"
Dec 4 14:17:41 34h 34m Rip Apart ♥ 2 Minor question: was this originally meant to be a platform rather than a puzzle game? I discovered a lot of things you never mentioned in the instructions while playing: >The ability to wall cling (automatic whenever you jump into a wall) >The ability to pull back eyes and arms (by pressing Q if you're within a certain range) >The ability to reverse direction before rolling your eyes or head https://www.ssbwiki.com/images/0/0a/Shadowballdc.gif Like a B-reversal from Smash Bros. Were these added as features for a game with a wider scope? did the time constraints hurt you?
Dec 4 20:56:10 6h 38m ♦Anarbot♦ ♥ 1 Still despite the limited time it's nice that you were able to do something. I've never had a Ludum Dare where something didn't turn up, often leading to the sleepless nights being even more tiring. And I disagree if you were able to do this much with Scratch I don't think you really ever needed Game Maker
Dec 4 20:58:02 1m 52s Plushie Piler ♥ 1 Nice art! Shame I wasn't able to get it to run on my Mac :(
Dec 4 21:32:24 34m 22s Not-So-Nicer-Dicer ♥ 3 This game for me was "nostalgic". I remember back in the day where deadly precision platformers were all over the place. This really feels like something I could've played on Armor Games or Newgrounds. It definitely shows that this was a Jam game as it seems a lot of time went into the visuals, perhaps it was worth _making the sacrifice of not submitting_ for one extra day πŸ˜‰ . Although I think the instructions could've been a bit better I assume you were too exhausted at that point πŸ˜† Throughout the game I noticed this sort of elliptical shape (the screen narrows towards the edges) I'm not sure what you did with Unity but it _kind of gave the perspective of a video camera_ . Intentional or not I noticed but couldn't help expecting occasional screen static glitches. Let's talk mechanics: It took me a while to see that I had 10 seconds to rescue all of the remaining prisoners in the field after completing a level. Something like a big arrow could have been useful 😏 Now your main concept of "sacrifice players" but also "control multiple players" is something I don't think I've seen before. For me sacrificing players though often felt unintentional. I _could have been more careful_ and then switched to the guy waiting in the back but often I never could react to imminent traps so more often than not it didn't feel like my fault that the prisoner died. I mean it _was_ my lack of attention, but I wasn't letting them die off to take an easier route. @angelnm already mentioned this but another issue is that while more deaths make your platforming life easier sometimes they'll block the path and force you to restart. I think that having a way of "disposing of corpses" could have led to faster gameplay and I honestly can't decide if I'd rather have that or have the ability to control the other prisoners. And finally I wish I knew if I had to "press" or "hold" a button. I could generally guess from the level layout but I "misplanned" some of my routes because I was expecting to "leave prisoners" to wait for the others. Okay, okay I'm almost done complaining. Springs and jumping seem to be a bit awkward but it didn't matter except for maybe one or two levels so it's no big deal. It's a new spin on a long forgotten idea, one which I admittedly wasn't that big of a fan of. Yet still didn't I play it until the end anyway? Good job! Each level more or less required you to use a different strategy even if there were only 10 or so. I really don't like it when in a game when someone just dies and vanishes into thin air so even if I just complained about *too many corpses* I give anyone who finds a way to *not* poof them off of the screen a plus. But yeah, I see a lot of potential in this. It's not a completely original idea but it *has* a few completely original ideas within it. Like I kind of wished that there was a purpose for me to use shift to solve a puzzle rather than just leaving someone to wait on a button and then pressing it again at the end of the level to rush to the exit. Or maybe have the players jump on each other *without them having to die* in the ending corridor I thought I was supposed to do that and was kind of disappointed when I remembered they just fall through each other. You can now without a time limit take this even further, see what else you can add for yourself.. It's a real shame this hasn't gotten much attention yet, here I'm voting and hoping you'll get picked up soon enough. Good job buddy!
Dec 4 22:04:47 32m 23s Arden's Artisan Artefacts ♥ 4 Now you might be thinking: How do I run this? Simple: https://love2d.org download it NOW you won't regret it: a beauty.png I call it Saskatoon Pi with worms.
Dec 4 22:56:58 52m 11s Tale of Nowheria ♥ 1 Where to begin? Compo ended becoming a Jam entry? No surprise! You said it your self barely had any time to add help options πŸ˜† The plot was probably thin as paper, but that probably was never a focus. The issue I had though was that the stakes didn't feel too high as the bolts were dogdeable till the end of the game where the attacks become so frequent that I died while smitten between two spike traps. (OUCH) I also started thinking I'd have to make frequent visits to the altar or get a game over but nope 🀷 instead that's the worst thing to do. (You did add this to the description as a tip so it's on my part for not reading that). Many have praised the graphics and sound already, the secrets etc. I really liked the magnet pull the player has because incoming candy ends up functioning like an arrow showing you where you *can* go next, not where you have to. But it's a shame that if you stop following a trail it's rather hard to locate it again until you memorize the layout. The concept might not be original and although I didn't like it's execution the omnipresent danger was a funny idea for an exploration game. There was literally no refuge! You could even get hit in dungeons. I guess the best idea would be to speed through the dungeons and *then* return to the overworld to collect all the remaining sweets so that when the attacks go into "rapid-fire" you'll have some decent room to dodge. Which seemed pretty counter intuitive to me but whatever floats your boat man. I just noticed one of your screenshots shows three heart containers? Were those hard to reach hearts meant to increase max HP? or did you plan on adding a difficulty setting? Either way as expected as it is, it's sad to see ideas that couldn't come to fruition. Nice job! (Write a nice response to this lest a smite you next :3 )
Dec 14 12:38:06 229h 41m 101 Ways to Die in Alpha Complex ♥ 1 @oddballdave I actually managed to destroy the computer. Pity that it just crashes the game without a cutscene. I hope I didn't sequence break or anything XD
Dec 24 13:18:17 240h 40m Ring of Sacrifice ♥ 1 Okay this is probably one of the more straight-forward interpretations of the theme: Either use the junk you find to defend yourself or "sacrifice" them to stay warm. The gameplay concept is pretty good, on paper. I mean there were plenty of tips on the menu but this game definitely deserves a manual even with the instructions on the Ludum Dare page. For instance the way that the heat bar works isn't all that obvious. (Goes up near fire depending on the intensity of the flame decreases when you stay in the cold dark for too long). 10 Minutes is WAY too long. I appreciate trying to make a long game since typically a lot of Ludum Dare games seems to end rather quickly, I'd have preferred a "best time" system or at least a variable time length (2/5/10 minutes could have been a bit better). And finally as has been already stated the attacks could **REALLY** use either sound effects or particles since I can imagine that adding enemy hit animations would have detracted from the game's theme so I can understand why you went with what you went. Still it's always nice to see a few bullet hells to see this genre isn't dead yet :P That gnome and "(For hard mode) You get to feel better about yourself." earned you a 5/5 on humor. And yeah being able to switch times is definitely a much appreciated game mechanic which I'd like to see all the more often in these types of survival games. So yeah good job! I found your game through "Danger" and I think I just bumped it up into ranked, best of luck buddy!
Dec 24 13:20:16 1m 59s Bird Cop: Sacrifices Must Be Made ♥ 0 RIP Birdcop, best thumbnail saddest missing game. You get a 5 on humor too bad I can't rate anything else
Dec 24 13:38:17 18m 01s Crush/Burn/Sacrifice ♥ 0 Well this entry was certainly unique and you summed it up yourselves on the itch.io page: > Unfortunately, this time only half of our team was able to participate in the competition. First two days we spent searching for an artist, we arranged a collaboration with 08-n7r6.79.84 And the full work began on the third day in the morning, and ended at 6 am. You certainly worked very hard on the audio and visuals. Without them this might as well have been a comp entry. The relation to the theme is really not clear without watching the intro because for all I know those people aren't being "sacrificed". The game is really hard to beat, as far as I can tell if I don't get enough people the bar will start to drain at a a near exponential rate. Okay enough banter: * Although you're moving in one direction at a near constant speed the ability to block is a much appreciated addition. * More than one type of enemy in a runner is always a plus. * Assigning a move to every arrow key was also pretty nice. So yeah nice job! I found this gem in DANGER, hopefully I'll be able to help propel you into ranked. Best of luck!
Dec 24 13:51:26 13m 09s Devil Cult Party ♥ 1 Tried to get it to run on my Mac with Wine but it crashed sadly. FORTUNATELY I was able to hear the main theme and have the graphics for screenshots @jupiter-hadley also added some brief gameplay so I'll just be rating you on these. Nice job! I found you in DANGER and sure hope you get spotted by a few more people soon enough to boost you into rated. Best of luck!
Dec 24 14:10:24 18m 58s One for Another - A tactical combat game ♥ 1 Here's hoping you make it into Ranked! (Please shrink the resolution of the web version, it's playable but very difficult to click on the edges of the screen)
Dec 24 18:34:26 4h 24m Medieval beasts ♥ 0 This is beautiful. It takes certain level of humility to ask to not be judged on visuals for this, you'd have easily made it into the top 5. Here's hoping an innovativeness vote counts :D
Dec 24 18:48:09 13m 43s LayDownLives: Coup Coup ♥ 0 Another unique take on the idea. "Sacrifice the least amount of eggs to survive the longest" I can see that it was better to roll with SFX than music for a compo entry still it's nice to see you made the most out of it. The drawings were pretty retro, post-pixelly pre-flash era a style which isn't all that common to see nowadays. The concept isn't too ambitious but it manages to be what it is without any bugs or issues. I'm not sure how I feel about the aiming, on one hand it adds challenge but on the other it feels like the eggs are being lobbed too much, when I miss it doesn't always feel like it was my fault which kind of hurts the "sacrifice" philosophy for me. Or maybe it's just that my aim is pretty bad πŸ˜“ Still nice job. You're pretty close to getting into Ranked best of luck!