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| Timestamp | Since previous | Game | caeonosphere's comment | |
|---|---|---|---|---|
| Oct 6 10:32:48 | Time Prison | ♥ 0 | This had me pretty stumped, I gotta say! I also only made it to the third room. Like ol' Frogman up there, I suspect that your restart doesn't reset the state of everything: I found myself launching the game again and again to get it to work. I like the circular areas, though, and that guard puzzle is a fun idea! | |
| Oct 6 10:47:37 | 14m 49s | The Red Twins Assassination | ♥ 1 | Managed to beat both levels! I really like the idea of pulling yourself around with these two daggers; sticking into something overhead and swinging from it would be a lot of fun. The character physics could use a little work, I think. The camera, too. Oh, and I was able to break the daggers pretty easily by spamming middle click a few times at an object just out of reach! I had to restart the level to get them back. Nice work! |
| Oct 6 10:52:06 | 4m 29s | Survive the Temple | ♥ 0 | Only managed to make it to wave 8 a couple times. Interesting ideas, altogether: I like the dash attack and the disappearing numbers. Makes it into a fun little action/memory hybrid, very cool. I do wish there was a little more to it, though! I bet you could add a few bits and bobs and it would be a very satisfying little game. |
| Oct 6 10:57:53 | 5m 47s | Looper | ♥ 1 | Very unique! If it was me, I'd just remove the timer. You are not a "LOSER." You did a "GOOD JOB." |
| Oct 6 11:04:44 | 6m 51s | The Loop Collection | ♥ 1 | Fun fun! I liked the twist that the target added to the Pong minigame, and fanning the boat to create wind was a surprisingly intuitive control system. Maybe track the highscores of each game separately, and display the sum somewhere to encourage people to shore up their weaker scores? |
| Oct 6 11:55:17 | 50m 33s | Commuter | ♥ 3 | It's the rare LD submission that includes a level editor! I liked the interpretation of the theme, even if I couldn't get those dang spikes to work. The wind powers were fun as well. |
| Oct 6 12:08:26 | 13m 09s | Radiant Rewind | ♥ 3 | I just had to come and play; y'all are the hitmakers! Fun idea for this one, never seen proper time mechanics in an LD game before. Felt hectic, but I liked that I could slow things down and take my time. I didn't expect that I would end up using both the rewind and the slow motion, but I definitely ended up needing each of them. A small physics issue makes an outsized impact on the game: how collisions work when both the paddle and the ball are moving. Sometimes they slide against each other in weird ways, and sometimes they just go through each other. Can be frustrating in a game that's pretty hard to control already! |
| Oct 6 12:19:13 | 10m 47s | Stranger | ♥ 1 | Pretty intense lighting on this one! I liked the look, but had a few bugs: Maybe I just wasn't getting feedback, but right mouse to attack didn't seem to have any effect for me. One of the moving walls, which must have been towards the end, I wasn't able to shoot a portal through it even when it was open. Those walls were also moving in a very jerky manner: is that intentional? Nice work! A new experience for me in terms of LD submissions. |
| Oct 6 12:41:17 | 22m 04s | That Time I Was Held Hostage By Some Loop, So I Followed The Road And I Was Fine | ♥ 1 | It just closes at the end? What a rip! :D I enjoyed it a lot more than I expected, I gotta say! I unironically enjoyed the VO; maybe I'll have to include some next time... I have been inspired. |
| Oct 6 12:48:31 | 7m 14s | While we are here - stuck in a loop | ♥ 1 | I played through the first ten or so! A great starting point, I agree with the above commenter that counting characters isn't all that fun. You could probably get many of the same ideas and mechanics across with shorter strings. A fun idea, all in all. Reminds me of this [insanely obscure and interesting Japanese indie game](http://abagames.sakura.ne.jp/16/consomaton/) that I haven't thought about in years! |
| Oct 6 12:59:58 | 11m 27s | Fleder Flopin | ♥ 1 | Note before playing: I enjoyed the name so much that I just had to play it. Let's see how it goes... Damn, that music is fuckin' GROOVIN', man! Oowee! I could listen to that for like 30 minutes straight. So the whole level fills up with balls after a couple laps, is that what was going on? Easily the best 3D platformer I've played in my 6 Ludum Dares so far, which isn't saying a *ton*, but I had a good bit of fun! Nice work! |
| Oct 6 13:10:27 | 10m 29s | SORO BORO | ♥ 3 | Wasn't able to finish the fourth room: you mentioned in another comment that you can walk right and wrap around, but I just see a wall there, and the enemies fall down too fast for me to get back up. Hm! Cool art and music, enjoyable even if I couldn't secure the win. :) |
| Oct 6 13:14:21 | 3m 54s | a Damsel a Day | ♥ 0 | 22, not bad! A couple close calls in there too. Nice to see another game featuring trains and trees blowing in the breeze. :) I think one more element to the gameplay would have gone a long way in extending the enjoyment, but it's a nice, simple game as is. Well executed across the board. |
| Oct 6 13:41:18 | 26m 57s | STUCK? | ♥ 0 | Super unique presentation, and a couple cool puzzles. I don't mind the twist, though I would have enjoyed a couple more puzzles before getting there. A more leading prompt than STAY WITH ME might have been good: I spent like 5 minutes in the ?? area wondering what I was doing wrong. |
| Oct 7 05:29:38 | 15h 48m | Loopedy Island | ♥ 1 | I finally managed to get around the loop with a score of 1068! The turning has a very strange non-linear feel to it, where you're barely turning at all for the first half second and then you're suddenly turning 5 degrees every frame, and high speeds only seem to exacerbate the issue. I found that slow and steady was the way to go. Also the cars on the far side of the island were hovering ten feet over the road...? I had considered trying to make a racing game, but figured it would be too hard. Way to take on the challenge! |
| Oct 7 05:36:31 | 6m 53s | Ribbon | ♥ 3 | Ohhhhhohoho, look at this thing! Awesome! Worth all your hard work, I think, for that first moment when you push against the cut and it starts sliding. Lots of potential, and I actually really like the controls. 2D meets 3D in a way I've never seen. More, please! |
| Oct 7 06:17:37 | 41m 06s | Protogonus | ♥ 1 | Interesting! I think with a unified cellular-automata-style rule in place of the wind mechanic, it could be a fun game of predicting and hemming in an unpredictable pattern. A worthy experiment as is. |
| Oct 7 06:25:06 | 7m 29s | Tropical Hop | ♥ 1 | Like some other folks, I was having some trouble with the inertia and air control: I know from some past Ludum Dares how hard that stuff can be to lock in. Appreciated the challenge, though, and I did manage to complete a lap! Although apparently I was still considered a FAILURE. Ah well. |
| Oct 7 06:44:18 | 19m 12s | loops | ♥ 1 | After I left, though I tried and tried, I could not get back to the comforting bosom of the cereal bowl. Why must the young fruit loop leave its nest? This had a unique look that I appreciated, and I also appreciated the nontraditional controls, though I would have appreciated if they were more stable: lower overall acceleration, and maybe some soft speed limits that prevent you from spinning out of control. |
| Oct 7 06:50:55 | 6m 37s | Impunity | ♥ 1 | You clearly have a complicated relationship with the Unity editor... An interesting mechanic that encourages you to start new projects to stay alive, which only gives you more to do down the line. I got a 92%? |
| Oct 7 09:49:03 | 2h 58m | Dante Slumbers | ♥ 1 | It turns out that I *can* beat all 7 levels! As long as I'm allowed to hit basically every rock along the way. I did manage to get the record on the first level, though. Come get it, suckers! A lot to like, here! I like the theme fit, I like the leaderboards being ranked by damage and then by time, I like the art, and I like the disconnect between the name and the gameplay. Someone should check on that cat, though. It sounds like something's horribly wrong with it... |
| Oct 7 10:01:11 | 12m 08s | BLOOP | ♥ 1 | A great idea to expand the timeline on both sides during each loop. Kept it fresher for longer, like a carton of blueberries in the fridge. I'd have done away with the second-to-last loop, though... filling out the timeline feels like it deserves a win, and then I have to do it again with no new gameplay! |
| Oct 7 10:06:03 | 4m 52s | Time Surge 2: Clean Up Time | ♥ 2 | Can't wait for Ludum Dare 67: Stuck Loop! |
| Oct 7 10:16:11 | 10m 08s | ringtale | ♥ 2 | It looks like I gave up where some other folks did. It's a fun game, and clever, but it does get quite hard quite quickly. From no spikes at all, to many spikes, to walls covered in spikes within two checkpoints! A fullscreen mode would also have been appreciated, since my cursor kept leaving the bounds of the game and killing me. |
| Oct 7 10:33:47 | 17m 36s | Phase Decay | ♥ 1 | Cool idea! I had a hard time figuring out why certain hallways were on fire during certain iterations and not others. Also funny to hear a Streamlabs voice in a game for something reason. "...should not be neglijected"? :D |
| Oct 8 01:30:54 | 14h 57m | Peter Carlson: PC Adventures | ♥ 2 | An interesting mechanic of being given a set of inputs and having to figure out how to use them. A think a slightly zoomed-out perspective might have been helpful: there are a lot of blind jumps that mean starting over if you don't get them just right on the first try. |
| Oct 8 01:36:09 | 5m 15s | Transit | ♥ 0 | I like how the train bulges as it fills with passengers. Very cute! |
| Oct 8 01:50:38 | 14m 29s | Cyclotroid | ♥ 1 | I agree with the comment above: a way to look at the map for longer than a second would be really helpful to figuring out how to align the rings. Still, I had fun shooting the little critters! |
| Oct 8 01:57:28 | 6m 50s | Little Sun Road Trip | ♥ 1 | Fun idea! It seemed like a lot of the time, I couldn't choose which way to go with the arrows. It worked in some places, but not in others. Is that intentional? Maybe you could indicate which paths are traversable and which aren't? |
| Oct 8 02:33:13 | 35m 45s | Frying Donut | ♥ 1 | Unique! I found that the best way to deal with the enemies was to just scoot on by them and let the laser sort them out. The weapons didn't feel particularly useful. Still some fun to be had. |
| Oct 8 14:16:24 | 11h 43m | SwingShot: Stuck in a musical loop | ♥ 1 | Love a good rhythm game! I don't think the spikes would have been too hard for me if not for an issue I was having: even with the cursor in neutral, I was still hitting them! Is that intended? It definitely makes it a lot harder to have to push the cursor in the opposite direction to avoid them. |
| Oct 8 14:19:43 | 3m 19s | Duck In A Loop | ♥ 1 | Yup, I wound up upside down too! If the ducks in the IRL carnival game ever figure that strategy out, we're all done for... |
| Oct 8 14:45:57 | 26m 14s | Roller Riches | ♥ 2 | Excellent idle game! It really ups the ante to see all those bills fluttering down. Once I nut-chunked up my loops, there were no brakes on the money machine. Thoughts: * I want a faster trains upgrade! * Holy cow, putting a bank in the middle of a roller coaster. Genius. * "Market how succulent the caviar is." This might be the first actually funny game I've played across my 6 Ludum Dares * I just love how (almost) every aspect of the roller coaster and associated scheme can be improved. The research system is excellently done. * Perfect length for rating an idle game. ss.png Super well done all around! |
| Oct 8 15:09:44 | 23m 47s | Broken Dungeon | ♥ 2 | ss.png It would have been so easy for me to just take the 5 off the end of that screenshot... but I had to be honest. From the first 30 seconds, I definitely didn't expect to play for so long. It looked so simple! A couple good thinkin' parts later, a couple laughs at the futility of life, and I encountered the evil me. When he told me that he was the only me, it was a challenge I could not back down from. Well done! |
| Oct 8 15:22:05 | 12m 21s | Hiccup Time | ♥ 2 | "It's all over!" A bite-sized little adventure, very cool! I really had trouble finding the yellow potion: do all of the chests with treasure in them? I felt like the one in the lower-right corner of the bottom room wasn't doing it. Anyway. Cute, short, fun! |
| Oct 8 15:29:12 | 7m 07s | AUTOLOOP | ♥ 1 | Whoa, I just quit out and my vision is swimming from the sudden stop of all that motion. Cool! I got to the credits. It's an interesting mechanic where the game gets easier as you go. Creative. And I like the evolving music, too! A fun little experience. |
| Oct 8 15:34:23 | 5m 11s | JACKASTER | ♥ 0 | Tough game! I think it'd be a lot more manageable if thrown objects went in the direction you wanted more reliably. Throwing stuff does seem pretty OP... |
| Oct 8 15:44:09 | 9m 46s | Broodmother | ♥ 2 | I definitely like the idea of poopin' out an army from the meat you collect. I wanted those flying laser eyeballs on my team, but when I got them to shoot each other and picked up their DNA, all I was able to make were some walkin' guys? Aw, man! I was able to kill two spawners, but without the dominant species with me, I wasn't able to get the third. A little bit of progression could go a long way, I think! |
| Oct 8 17:07:16 | 1h 23m | In The Loop | ♥ 1 | Got to the end! You are welcome for playing your little game. The physics work just how you expect them to, which is satisfying. Must have taken some iteration. I think one more mechanic would have hit that sweet spot, but I know how quick those hours tick down. Same thing happened to me this compo! You did a great job of polishing the core mechanic. Nice work! |
| Oct 9 12:45:04 | 19h 37m | Looper | ♥ 0 | Very nicely done. It feels a lot like a platformer, no? Quite unique, with a great aesthetic and fun music (that could stand to be just a bit longer, given how long the game can take to beat). It makes you wonder: why have platformers historically been satisfied just going left and right? Why not go all over the dang place? Some notes and nitpicks: * I really appreciate your giving the curves a direction and having the player move with and against the flow, rather than trying to establish a concept of clockwise and counterclockwise. It means you can always just look at the curve to see which arrow to hit. * It can be tricky to tell exactly when you're close enough to another curve to transfer to it. Some kind of graphical indication could help or, better yet, the ability to hold the button to transfer the next time you're in range of another curve (with logic to prevent immediately transferring back, of course). * The wiggling spikes are definitely fun in some levels, but the fact that they wiggle in all levels adds to a general sense of imprecision. * The acceleration is sometimes super helpful to gather up a head of steam and squeeze through a tough spot quickly, but it's maybe a little much: it can be hard to make small adjustments. All in all, a very clean entry. Thumbs up! |
| Oct 18 15:17:57 | 218h 32m | Age of Amperes | ♥ 1 | Managed to beat all the levels. Some very cool ideas in there, and... pretty strikingly similar to my game, eh? Might steal some mechanics from y'all one day. :) |