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| Timestamp | Since previous | Game | Somnium's comment | |
|---|---|---|---|---|
| Oct 5 07:50:32 | Loopin' - A C64 action puzzle game | ♥ 2 | Neat, a C64 game! Pretty entertaining, and quite challenging as the amount of enemy trolleys increase! I enjoyed the game, and the trip down memory lane! A few comments: There is a certain planning element involved (i.e. anticipating collisions with the enemy trolleys), but the slooow c64 cursor combined with the long stretches between "switches", sometimes made the game a bit frustating. Perhaps allowing the switches to be switched in advance, rather than having to hover over the switch for the duration, might have alleviated this somewhat (i.e. similar to the train track mechanic from "Donald Duck's Playground", if you know that old C64 classic) It was not clear to me from the switch graphic in which direction the trolleys would move, when they hit a switched cross/"+" intersection. | |
| Oct 5 08:12:45 | 22m 13s | The Cursed Tower | ♥ 3 | I liked the reversal of death and teleport mechanics, to turn teleportation into a bad thing, and death into a good thing! :-) A few comments: A bug I experienced: Sometimes, when hitting a "fake" lava section, I was trapped inside the floor when it appeared. In this case, I had to restart the game. It was probably not neccessary to block the door during the tutorial. The mechanics are intuitive, even without reading about them. All in all, it was an interesting platformer :-) I didn't have the platforming skills to get to the end, sadly. |
| Oct 5 09:07:20 | 54m 35s | Lot Fourteen | ♥ 1 | Intriguing concept! It is actually possible to win the game? From the info given, there seem to be two possible combinations of codes - with an unlabeled keypad, this increases to four different possibilites (depending on whether the top row is 123 or 789). But neither of these four seem to work (or maybe I'm misclicking - it's hard to tell without feedback from the keypad). It doesn't seem to be related to the order of staircases either (four different exists, but numbers from 1-5). I think I managed to escape at some point (instead of an end wall, there was an opening to a field), but I'm not sure if I just clipped through a wall :) I did notice that at some point, the vase was unbroken. |
| Oct 5 09:45:30 | 38m 10s | Work Sleep Repeat | ♥ 1 | Quite an atmospheric experience! I missed having reactions for ignoring the directives, but on the other hand, that does reinforce the meaningless of the "loop" |
| Oct 5 10:30:34 | 45m 04s | Perry's Stuck! | ♥ 0 | Nice music and graphics, I especially liked the slime graphics :) A few comments: The level-design was a bit unfair at times, scrolling you into situations that were practically unwinnable. This was exacerbated by the limited lives. I occasionally got stuck on the air (looked like the wall-climbing animation) |
| Oct 5 10:50:15 | 19m 41s | Loop Deleter | ♥ 2 | Hard game, but still feels fair, as the rules for object interactions are solid. Having a "undo one" function was definitely a nice added quality of life feature, especially in the more chaotic later levels! As has been mentioned above, the tutorial text was a bit confusing at times, but helped with grasping the core concepts nonetheless. Nice work! |
| Oct 5 11:01:30 | 11m 15s | WhileLoops | ♥ 2 | Haha, brilliant take on the theme, and fun game as well! This might be one of the few games which is less stressful if played with muted sounds. But on the other hand, that would mean missing out on the nice RandomSounds :D Very stressful (and fun) game - these Windows error sounds haunt us in our own personal stuck loop ;) |
| Oct 5 14:58:59 | 3h 57m | Crazy Running Cow | ♥ 1 | Heh, interesting take on the theme, and a fun concept for a game. You already got a lot of feedback on the controls, which I won't repeat. Using the speed of the cow as a difficulty modifier (which can both be affected by player performance) was an interesting extra addition to the basic mechanics. One nitpick I have, is that the "grass tufts" looked distinct enough to look like power ups, so it was sometimes a bit confusing when I spotted them on the track. All in all, it is a fun game, with an interesting concept and take on the theme! |
| Oct 5 16:18:32 | 1h 19m | Monster Trapped | ♥ 1 | Cute little game. You clearly put a lot of effort into the graphics and sounds (love the humming soundtrack as well) Not much gameplay yet, but a nice first game nevertheless. The cute ending lived up to its name :) |
| Oct 5 17:09:04 | 50m 32s | Nuclear Loop | ♥ 1 | I liked the exploration and puzzle aspects (though the fact that the mouse was suddenly being used did throw me off for a bit) I liked the graphics as well, both the environment and the main character - the mood could have been improved even more with some background music (or other ambience) I have a few comments/suggestions on the "time-out" mechanic: The constant backtracking to the reactors became a bit of a chore eventually, since it didn't really offer anything new, just constant interruptions of what you wanted to do. This was also worsened a bit by the reset taking time (in effect making the countdown inaccurate), and that you had to backtrack further to hit both reactors every time (maybe a single reactor would have given the same effect). To keep the "loop" effect, it might be improved by having each reactor remember the current stage of the level (i.e. act as a "checkpoint"), so you didn't have to start over each time. This might even match the theme more strongly (since the loop would be within the same game session, rather than being able to restart the game) Of course, at some point you need to remember info from an earlier point so you have to terminate the loop early, but allowing the player to carry the gun (giving him an extra key-activated option) would be a efficient (if grizzly) way to reset the loop in this case. Back to the endings, I thought that they worked really well! It was nice to get a full page rendering the outcome of the specific ending of the loop. All in all, it was a nice exploration game, with a few puzzles (and a surprise ending) to keep things interesting. Nice work :-) |
| Oct 5 18:32:47 | 1h 23m | Zen Loop | ♥ 0 | Fantastic experience! And almost hypnotic. Small bug report: I had a slight issue, where the reset and "toggle controls" buttons obscured the labels of the topmost controls. I wonder if adding cycling colors into the mix would improve or detract from the experience. Music was very good as well! |
| Oct 5 19:14:35 | 41m 48s | Tranquil Grove | ♥ 4 | Very enjoyable game! Mechanics-wise this is a solid interpretation of the theme, and a compelling game loop as well. The level design was great, providing a limited amount of set routes (clearly marked through the choice of terrain), encouraging exploration without overwhelming the player. At the same time it managed to both tantalize the player with barred areas, and also having routes sufficiently distinct as to make the exploration feel worthwhile. I rarely felt that I have wasted the "expedition of the day", usually returning with either a clear objective (having spotted an upgrade in the distance), or a clear idea of new paths to pursue the next time. Speaking of the items, I felt that their placement and effect was effective as well, serving as direct goals and rewards for exploring a specific set of paths. Both the "get rid of new kinds of obstacles" and "increase travel range" bonuses felt meaningful, in the sense that they gave a feeling of actual progress and enabling of future explorations. The skill-progression felt well balanced, with plenty of opportunities to improve either skill as needed. Although it took me some time to realize that you could actually dodge in combat (in effect, trading the more bountiful energy stat to save precious health). The steady amount of "walking-XP" at the same time meant that the time never felt completely wasted, even when ending up in a dead end. Presentation-wise, I really enjoyed the graphics, and the background tune was nice as well. The UI elements were clear and informative, with the only exception I notice being not being informed in all cases that boulders required a pickaxe to pass. Great work! :-) |
| Oct 6 12:40:40 | 17h 26m | Have A Nice Day | ♥ 6 | Interesting level design! Despite a few issues with proportions (especially the cups and plates in the cafeteria), you managed to capture the impression of a bland opressive workspace quite well. I think my favorite part was the very cramped cubicles/offices, despite the fact that there was plenty of room above them to raise their ceiling, like they vere engineered specifically to be feel opressive. I'd expected a bit more decorations in the boss-office (and that was a pretty short boss-tie :D ) The amount of little details was pretty impressive. It was also easy to navigate, which became important in some of the later loop-variations. The sound was fitting, with some nice ambience- and action-sounds, and the people noises very funny. That supervisor call in the middle of the office must've been really distracting for the poor workers :D I went through two full loops before I concluded that I'd probably seen all the possible variations. Some of the loop variations were rather interesting - I wish there had been a visual effect for the alternate printer action ;) |
| Oct 6 13:05:56 | 25m 16s | Habits | ♥ 1 | Keeping up his habits, including work, even during the weekend - that man is dedicated to his habits! :) An interesting take on the looping theme, with nice graphics as well! A small bug: When clicking to dismiss the last page of the examination text, that click will also start a new examination if the mouse cursor is hovering over an active object. |
| Oct 6 14:01:53 | 55m 57s | Tropical Hop | ♥ 1 | Nice chunky shooting mechanic, and having the penalty of being shot be a slow-down worked well with the time limit mechanics. I had more difficulty timing the platforming jumps. A possible bug was that after falling into water, it seems that moving after respawn requires you to overcome some inertia before you start moving again, i.e. it takes a while from you press the movement button, and until the character starts moving again. Since you respawn right at the edge, that usually meant that I jumped and then fell right into the water because I hadn't started moving forward yet :D Graphics, sound and music were nice, and shooting the robots with that oversize gun never got old :D |
| Oct 6 14:27:55 | 26m 02s | Hyperloop hell | ♥ 2 | Ambitious! I loved the art style, and the interesting take on the theme! I especially liked the short dialogue with the various NPCs, it was enough to give them distinct personalities, and together with the ditinct graphic style, gave the game a nice mood. As has been mentioned by others, the speed of the terrorist dialogue was a bit too fast to read in full, unfortunately. I felt that the music had a bit of a thriller/scifi vibe to it, that worked well with the general feel of most of the game, except perhaps for the final bomb scene. Despite a few bugs, I think that this was an impressive effort, especially for a Compo game! |
| Oct 6 14:46:56 | 19m 01s | Coalescence: Battle System Prototype | ♥ 2 | Since it is a prototype, I'll try to give some useful feedback for improvement. Most of my comments are about getting an overview of the battle at a glance: During the battles, it could sometimes be hard to tell friend from enemy at a glance, especially when the opposing team had similar appearance. Color-coding the names of the creatures depending on which team they belonged to could improve this a bit. Similarly, adding floating life bars over the characters would be a nice quality of life improvement as well, so you don't have to glance between where the action happens, the top left for the ally bars, and top right for the enemy bars Additional visual feedback, e.g "floating damage numbers" might also be useful to gauge the effectiveness of a specific battle assignment, although this might also depend on the underlying mechanics. I had a bug during one of the rounds, where the last enemy on the field stopped taking damage. |
| Oct 6 15:12:59 | 26m 03s | Infinitely Worse - A Necromantic Adventure | ♥ 0 | Giving me the choice of sacrificing all that hard clicking work for a bonus? How evil :D I'm glad I only had to do it once, to bring down the end goal time to acceptable levels :) I missed having a "no cost" clickable button, even if the reward was very small - keep me clicking! :) All in all, a nice little clicker game about a very ambitious necromancer! |
| Oct 6 15:38:57 | 25m 58s | This House Looks Familiar | ♥ 1 | That was certainly an interesting experience! I loved the progression, great mood, and a very eerie use of the graphics and sound. A single thing I found a bit confusing, was that the later repeat of the "what is your name" prompt did not recognize the same input (i.e. the player's name) as it did when it appeared the first time. As SirRed mentioned, each iteration felt sufficiently different to make the player look forward to seeing how that weirdness would be topped in the next. |
| Oct 6 16:21:38 | 42m 41s | Orbital Blast | ♥ 1 | I agree with the above comments that the mouse controls felt more intuitive, as you move the mouse in the direction you want to move, whereas I had to stop and think about the controls when using the keyboard (which is usually fatal in an arcade game :) ) Music and graphics fit the genre, and gave the game a nice retro aesthetic. I especially loved the music, though it was a bit loud for me, I had to turn down my volume. |
| Oct 6 17:05:26 | 43m 48s | A Day in the Life | ♥ 1 | So easy to fail, compared to the meaningless but substantial effort required to staying in the loop. Or, in other words: "Depressing game, well done!" :) A comment on the interface: It was sometimes possible to fail by accidentially clicking before the text was fully rendered, making the "wrong" choice by mistake. Other than that, you managed to convey a poignant although depressing message, which was clearly also the intention. |