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minibobbo

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TimestampSince previousGameminibobbo's comment
Oct 6 02:52:36 Unstabled ♥ 2 I liked the joke and your over the top use of the theme. The graphics worked well and the exploding horses were a nice touch. I am unclear about how simply brushing up against another horse causes both to violently explode, but flinging a horse across the stable into a wall does nothing, but I'm willing to overlook that :) I feel like this would have benefited from background music or something. I liked the different puzzle elements. Puzzle games are hard to pull off well but these seemed well balanced.
Oct 6 03:03:53 11m 17s ARCHamster JoJonson's Bizzare Adventure: Unstable Crusade ♥ 4 I was confused the whole time I was playing. You are presented with a lot of information right off the bat and I didn't know that I had to press E to open the doors. Maybe just a little more explanation would have helped. After a few minutes I got it though and was able to navigate around. I had a lot of problems with the "hold the mouse button to move the arrow" game because it seemed almost random. I was playing the web version though, so that might explain it. Overall it was a neat experience. The hamster in the ball was plenty funny and the changes to the ball was a nice way to judge your overall mental state without something like a gauge somewhere. Nicely done.
Oct 6 03:11:41 7m 48s Disturbed Void ♥ 3 The controls were nice and responsive. The graphics were nicely done and easily communicated what they had to, so that was very nice. I think that overall the random placement of the portals and the collectables both helped and hurt the game. There were times where a portal would just appear somewhere and the only real option for me was to just wait for it to disappear. I know that the game gets harder over time but I wasn't clear if that was based on the number of things collected or time.
Oct 6 03:17:54 6m 13s The Trials Of Yoltic ♥ 3 Nicely done. I like the 1 bit art style and the reduced viewport. It led to a nice aesthetic. I agree that the respawns could be a little better. I think I would have liked the disappearing and reappearing blocks to be solid until you jumped on them and then disappear rather than the randomly blinking in and out after jumping on them the first time. It was a little frustrating to jump towards a block off the screen and not know if it was going to be there or not. I also felt that the players controls were just a little too floaty and loose for this kind of precision platforming. The top speed was good, but turning up the acceleration and the drag I think would go a long way towards making the controls feel more responsive. I felt like all my deaths were more around slightly over or undershooting platforms because the acceleration was a little too low, but maybe that's what you were going for. Overall, nice work!
Oct 6 03:22:53 4m 59s Reactor Overload ♥ 2 Simple but effective. I liked the clean art style. I got stuck on level 2. I defended the reactor but the level never ended and I just ended up sitting there. I could turn off all my towers and eventually my reactor bar went to 0. Not sure what happened... :( unstable.png
Oct 8 18:48:17 63h 25m Wobbly Warbler ♥ 1 I was very surprised when the happy blue bird hopped towards me and started to peck the crap out of me! I guess I should have read the instructions first 😄 I liked the cute graphics, calming music and the surprisingly brutal fighting. Lots of polish. This game is a sticky key nightmare. I'd recommend making some alternate controls for keyboard players, but otherwise it was fun.
Oct 8 18:52:47 4m 30s MANIC MELTDOWN! ♥ 3 I really liked the idea. The controls were a little floaty and the character a tiny bit difficult to control. Maybe because I didn't snap to ladders? I can't quite put my finger on it. It was difficult at first, but after a few rounds I got the hang of it. My favorite part was when I fell into the slime (and that happened a lot) they fired my corpse 😄
Oct 8 18:56:05 3m 18s Horse To Home ♥ 1 Very funny. Watching the horses flip over the walls and trying to land them in the stalls was fun. I was half frustrated with the controls (the repeat clicking was difficult, unless I was misunderstanding how to do it) but I wasn't sure if the difficult controls were part of it, like QWOP or something like that.
Oct 8 18:57:59 1m 54s Horse Pile ♥ 1 Ummm... what? That was absurd, in a good way. Was there any other strategy other than just mashing the mouse button? I also didn't rate you in graphics because I wasn't sure what was others works and what was yours. Maybe make that more clear in the description?
Oct 8 19:07:50 9m 51s Top Texplosion ♥ 2 I loved the humor and the funny comments on death took away some of the sting of failing the levels over and over and over and over. Sound and music would have been nice, but I'll buy the "you went deaf" explanation. One thing that might be nice is to make the buttons bigger and space them out a little more. More than once I finished a level and hit Restart instead of Next... Nice work coding it all in C++!
Oct 8 19:14:24 6m 34s Atomic Rock Paper Scissors ♥ 2 Nice work! I read some of the other comments and don't have too much to add, but I think it could be cool to have a click and drag to fire the rock/paper/scissors. So click to select, drag and release to fire. It would save you 50% of the mouse clicks!
Oct 8 21:02:48 1h 48m The Lesser Evil ♥ 2 By far the greatest evil was the awful color palette I ended up with... lesserevil.png Very nicely done! Lots of fun and plenty of repeatability.
Oct 8 21:13:00 10m 12s Nuclear Faith ♥ 2 Very nicely done! Great polish and worldbuilding. I really like the idea of balancing the need to create followers and sacrifice them for possible gains. One thing that was never clear to me even after playing a number of times is what the relationship between the fuel and the power levels. I just always kept them pretty much equal and it seemed to be fine. Maybe some extra explanation around that would be helpful. Or maybe there isn't a need for two different levels?
Oct 8 21:24:50 11m 50s A Senator's Sacrifice ♥ 0 This was fun! I wish the player's acceleration was a little higher because I felt like the puzzle elements were neat to figure out but executing the solution was difficult. The max speed was right where it needed to be, but I was often overshooting where I wanted to be. The graphics were really good and worked well. The temple was well realized and I enjoyed the senators just sitting around and chatting while the entire temple was collapsing. I also agree that Gaius' wife looks like a horse.
Oct 8 21:32:48 7m 58s Dogs++ ♥ 1 Very cute game! I was confused, because these definitely were not dogs. Centaogs? Puzzles were neat but simple. I'm not sure if there were some additional mechanics that you could add to make the game longer. For a jam though, this was the perfect difficulty and length! Well done! EDIT- WAIT! I see them now! What I thought were arms were the dogs ears! I feel dumb. I thought they were weird centaur dog things while playing the whole game! EDIT 2 - Time beating game - 4 minutes. Time making giant stack of dogs in the dog playground - 20 minutes. dogs.png
Oct 8 21:49:05 16m 17s Ruins of Instability ♥ 1 This was fun. It was pretty easy to get all the scrolls required by the guy on the second level. Was there more to the game after that? I really liked the turn based platforming idea. The combat became pretty simple after a few runs but it stayed interesting the whole time. The graphics were great and felt really smooth. This was a very nice entry!
Oct 8 22:05:24 16m 19s BiblioMania ♥ 4 Really nice art and polish! At first the jump was too floaty and long for me, but after a short while I just embraced it and found that moving around the library was a lot of fun! The unstable curses made for some interesting changes and challenges which greatly helped the rather simplistic gameplay. Very nicely done! One thing that I found a little awkward was using 1 - 3 to interact with the customers and the shelves. Wouldn't one key work for that? Since you are only interacting with one person at a time maybe spreading them out a little (just a single space between them?) and interacting with everything with a single use key would feel better. Nice work! EDIT - After a couple playthroughs I got the shrinking curse. That was fine, but when I went to the next curse (invisibility) I was brute forced repositioned into the floor and couldn't escape. I grabbed a screenshot, but of course, I'm invisible, so it doesn't really show you much 😄 books.png
Oct 8 22:11:43 6m 19s CONTROLL ♥ 2 This was extremely difficult, but not in a bad way. I found that I was never really able to get the hang of controlling the robot effectively. Maybe because I just lack the reaction time necessary. The level of polish was very nice and it was fun to play, even if I failed over and over again at very low levels...
Oct 9 02:35:31 4h 23m Candle Lights ♥ 0 Nice puzzle game! Is there a level after level with the skeleton? I finished that one and the screen just went black. I wasn't sure if that was the end or if there was a problem. Graphics were very neat and the transition between the light and dark areas was very well done. I enjoyed the movement and the puzzles, but I felt like the Cross the River solution was a little cheapened because it required using a mechanic that wasn't hinted at and I had no way of knowing existed. I don't think that knowing about it is a problem or removes the challenge of the puzzles at all and could have been explained, but I admit that would take away from the "learn through experimentation" thing you had going. Very nice!
Oct 9 02:57:09 21m 38s Neon Saber ♥ 2 This was a lot of fun, but has made me the most frustrated of any Ludum Dare game I've played so far. The graphics were perfect for this, the sound effects and music were great and the entire experience was good. I wasn't a fan of how the NeonSaber would randomly change characteristics while flying around. Multiple times I thought I was fine only for it to suddenly grow in size and kill me. I thought the space level was the hardest of them all though since often the robots would shoot two bullets on top of each other and they would bounce off each other and fly randomly after hitting a wall. Nice work!
Oct 9 03:03:31 6m 22s Autobattler ♥ 1 Fun concept and the execution worked. I would have liked to have a way to identify my creatures because in the middle of the battles everyone just sort of jumbled up and it devolved into chaos. I also would have liked some way to interact with my army beyond just choosing the creatures to add to the fight every time. Maybe arrange them beforehand? I know that removes some of the autobattler aspect.
Oct 9 03:12:21 8m 50s RIFT ♥ 2 Cool stuff. I liked the interactions of some of the later levels between the different elements that you had been learning along the way. I think that after you receive the device though the game gets simpler and much more straightforward. I wish the device had some additional things you could do, like turn it off again with shift while preserving the existing charge. I think you could just also have the device automatically recharge after a second or two even while the player is moving. There is never any danger to just stopping, so no reason to make the player do it. This worked well and the shaking blocks really added to that unstable feeling. Nice work!
Oct 9 03:23:10 10m 49s Quantum Qitty ♥ 2 This was great! I loved the graphics and the gameplay. It felt like a hardcore Celeste, which I think is what you were going for. I managed to complete the game after lots of deaths, but the ultra quick restart made that just fine. The audio added to the feeling of the quick restart and moving around was very nice. Nicely done!
Oct 9 14:27:10 11h 04m Unstable Magic ♥ 1 I really enjoyed the feeling of this game. I felt like I was always on the cusp of out of control but never quite there. I also naturally came across the wand wiggle method as the best way to get what control I could from the magic. This would have benefited from a cool background music loop but I like the audio design that exists in the game. Graphics were neat and I like the particle effects that made up the magic spells.
Oct 9 18:23:01 3h 55m Help, I cast the wrong spell! ♥ 1 This was a wonderful entry. The graphics and sound were great, but honestly what impressed me the most was that you managed to create a great progression of levels with new features and difficulties without it ever getting impossible (frustrating, yes. Impossible, no). I liked the quick restart and the humor was on point. I thought after the first tome that the game was over and that you ended on a joke, but then the game kept going, which was great. The ending was abrupt, which was part of the humor, but like some others mentioned it seemed like it froze. Small thing.
Oct 10 16:58:58 22h 35m Midnight Maintenance ♥ 1 Nice entry! Simple and to the point with some nice atmosphere. I would have liked some additional enemy types or something that made things harder than sniping unmoving zombies with a revolver 😄
Oct 10 17:09:12 10m 14s Un-Stabled ♥ 2 I like the crazy and fun gameplay although I never figured out how to get the horse to explode up rather than just outward, which was the most important part to most of the levels. I just repeatedly dropped bombs with no real plan and that seemed to be the optimal strategy for most levels.
Oct 10 17:20:35 11m 23s Dreampoint Collapse ♥ 1 I liked the concept, but I really would have enjoyed the game much more if there was some sort of reset on the blocks or something that would allow for some sort of mistakes to be allowed. The physics you chose to go with a very unforgiving. The infinite acceleration with the high max velocity makes controlling the player responsive but stopping at specific areas very difficult, and that is what most of your game relies on. I think the game would be much more enjoyable for us non twitch gameplay gamers if you slowed everything down and gave the player a little more float on the jump to make the precision jumping easier. Maybe the twitch gameplay is what you were going for though. Just know that it doesn't appeal to everyone 😄 I'm not trying to be overly critical! The puzzle elements were fun and figuring out the best way to place your limited supply of blocks to overcome challenges was enjoyable. Graphics were simple but conveyed exactly what everything was perfectly. You clearly designed the levels well and knew exactly how far apart the player can jump and where to place blocks, so nice work there!
Oct 12 01:10:25 31h 49m Arrithmetic ♥ 2 I was able to keep selecting answers after I died. Then u got mor questions. Then I died again but kept picking answers. Finally I got back to the main menu somehow. So i guess i won? Also, i think you might have forgotten to restart the timer if you guess wrong. I guessed wrong, died, started a new game and the timer lasted a fraction of a second before i died again.