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Apr 5 13:08:18 Mike Quarter (The Kitchen Porter) ♥ 1 I love this take on Tapper! It's simple and intuitive yet challenging. I wonder if it would be enjoyable for the player if they can catch a falling dish, getting that "Whew! Just in the nick of time!" feeling. The music is enjoyable and seems to fit the mood of the game just right, and the barks made me laugh. Well done on Audio! Unfortunately, it took me awhile to figure out what the "Fire" button was. As far as I know, the mouse isn't used in the game except to click the button on the conveyor belt you're in front of at the time, and so I was trying all of the keyboard buttons that I thought made sense and even some that I didn't before I accidentally figured out to use the left mouse button. Once I did, the challenge felt a lot better, as I could recognize that if I would have paused THIS belt at THAT time I might have done better this round. It opens up the game play a lot in a way that I didn't expect. Well done!
Apr 5 13:59:46 51m 28s Dont Sleep ♥ 0 I tried the standalone Linux build. The main graphics slowly move off the bottom of the screen, I see text at the top, and then this.Screenshot from 2022-04-05 08-59-17.png I imagine it wasn't intentional? EDIT: I tried to capture the graphics moving off the bottom of the screen, but they weren't as slow as I thought. See how they are almost gone?Screenshot from 2022-04-05 09-00-55.png
Apr 5 18:29:06 4h 29m 22h38 ♥ 4 I love how time not only resets but also further back each time you touch a shrine. Very cool idea! And I love how the destruction at the end of the world never stops being intimidating. A very beautiful effect. The music is great, and I liked how it was different based on where you were in the world. "Responsibility" was spelled wrong. I had trouble with the controls before getting used to them.
Apr 5 19:00:01 30m 55s Terrible Brakes ♥ 1 It took me many attempts to get to Zone 2, but I finally did it and ended up driving backwards in Zone 3 somehow. I found myself trying over and over, so it was very compelling game play even though I generally don't seek out racing games. I stopped in Zone 5 but I don't know if it was a legit Zone 5 or if I happened to have fallen off the track into Zone 5. And knowing that people made it 4x as far makes me want to keep trying. And the "vroom vroom" sound effects were pretty funny. The music was rocking.
Apr 5 20:30:13 1h 30m I Will Not Die. ♥ 1 I liked the impact of hitting the bee, I laughed when I saw the jackelope, and I felt really good about taking out that flying eel thing. I was confused about the RMB instructions because nothing happened, but then I started getting power-ups that allowed me to use it. I struggled a bit with the grapple mechanic, and I wanted to do more with the boulder moving ability, like smack a creature. I like the color palette, although I thought the bee stood out graphically more than its actual importance warrants considering most of the other creatures were monochrome. By and large I enjoyed controlling the character, and attacks felt juicy, and I liked the race against time and the choices to make between moving forward or taking time to gain some time.
Apr 5 20:38:03 7m 50s Inevitable Fall ♥ 0 Ah, it looks like you opted out of all ratings?
Apr 5 20:50:31 12m 28s Kessler ♥ 1 I tried a polar orbit the second time, and then tried to follow a passing satellite until it crashed into another and spread debris around. While trying to avoid it, I crashed into unrelated debris. And then I just had to try again. B-) I have been playing Kerbal Space Program recently, so it took me a bit to get my mind around non-orbital mechanics, but I still liked how the camera rotated and how I found the dark side of the planet was more dangerous because it was easier to miss what was moving nearby.
Apr 6 04:56:04 8h 05m Pax Nebulae ♥ 1 Ooh, now it is working! I like the music and sound effects. It feels like an expansive world, with lots to explore. Movement was a little unintuitive, as I didn't realize I was traveling multiple spaces at a time. At some point, I ended up running out of fuel with no way to buy more as I was stranded, but the game kept going. I managed to do a bit of trading, but I didn't feel the urgency that the intro to the game seemed to imply. The combat was interesting, sorta like Risk in that you can put multiple units into the attack, but if there is only one opponent, then you can really only use one attacker at a time. I realized I should have pulled one of my scouts out of the attack before it got destroyed, so there was some neat tactical aspects to the fighting. I felt accomplishing taking out my first communications system, as it felt like there was going to be an endless collection of capital ships to fight with my lowly scouts.
Apr 7 03:12:18 22h 16m Lycoris ♥ 1 Same.
Apr 7 03:20:19 8m 01s Baked Snake ♥ 1 I like the taking of the constantly moving snake from Snake and making it not move anywhere, yet still making it hungry. Neat idea! The spring/whip mechanic was surprisingly expressive. It took a bit of practice to understand how much to move to catch some prey, and I wanted to try a few times before stopping. Having a time meant I also had a score to beat, compelling me to play. The music and sound effects were fun to listen to. Good work!
Apr 7 14:51:06 11h 30m Stop the clock ♥ 3 Ok, I first tried playing this silent, and it is a completely different and more engaging experience with the audio. I laughed as the clock and music tries to trick me into clicking at the wrong time. It's a very simple game but felt very engaging. Well done!
Apr 7 20:03:36 5h 12m Heal me, please! ♥ 3 As everyone said, the art is very nice and stylized, and I found the various ailments to be quite humorous (kissing disease?). Earlier on I was worried that I was going to inevitably run out of money, but once I discovered what each ingredient did and wasn't guessing at some anymore, I found that the challenge essentially disappeared. I healed 29 before I decided to stop because I realized I was doing so well that I was not having problems with money anymore. Maybe the ingredients could increase in price as you use them? Maybe the boot/mushroom especially since they have no side-effects, and so you're more inclined to use other ingredients to save money? On the other hand, it was like a perpetual puzzle in which I could calmly figure out what combination of ingredients would counteract each other AND heal the patient. I could see it being featured in https://www.youtube.com/c/ChilledOutGames
Apr 7 21:28:49 1h 25m Will There Bee Another? ♥ 2 Yes! After way too many tries, I finally got a date to go skating! I like how the game captures the back and forth of getting to know someone. You don't know what might be interesting for them, you don't know whether what interests you might turn them off and whether or not it is a deal-breaker, etc. The art was adorable. I wish there were some sound effects or music to go with it.
Apr 8 03:34:59 6h 06m Kiwis Can't Fly ♥ 1 What a gorgeous and moving game you've made! It's definitely the highlight of the games I've reviewed so far. I felt like I was playing music and it somehow always sounded harmonious. The cats on broomsticks were my favorite. I smiled a lot playing it. The ending was both sad and beautiful. Well done!
Apr 8 14:45:32 11h 10m Blasty Tag ♥ 1 I really enjoyed this game! It took me a few tries to get to the end, partly because some red shirt would find me in a corner during the last few seconds or because a red shirt and an orange shirt would prevent me from giving my bomb away because they just kept giving each other their own bomb. And once I was the last one standing, I laughed because the game had one more round. The minimap helped a lot. I wished there were sound effects (I only heard music, not sure if it was on purpose, as there was a sound effects volume control). The music was short and repetitive, but it fit the frantic feel of the game. The AI was interesting. Sometimes the other people were stuck in a corner, and sometimes they seemed very intent on targeting me or someone else. The power-ups gave the game some longevity, as you not only were playing the main game but also gaining points to help you in future games, so even if you do poorly you feel like you are building up to something. Clever!
Apr 8 15:01:41 16m 09s The Sea Won't Stop ♥ 0 "That was exactly the type of health and safety measure that you objected to, and which drove you to piracy." Hah! Nice social commentary. B-) I enjoyed the humor. It was a quick game, and I found I explored each branch too soon, but I enjoyed it all the same.
Apr 8 15:26:34 24m 53s Out of Breath ♥ 1 I had to turn up the volume to max to hear the audio, so I am glad I read the comments above. It definitely changed the feel of the game, especially when entering a room with a droning sound. It took me three tries to "win". As mentioned above, there were a few times I walked into a room and immediately popped back out due to how the subsequent door was placed. I liked the hand-drawn art, including the parts that looked partially erased to give that "hand of the artist" kind of feel. The dimming as your O2 gets lower was a nice touch. The combination puzzle is one of those that I imagine many of my fellow Americans getting stuck on. B-)
Apr 9 02:35:42 11h 09m Live For Later Or Live For Now ♥ 1 The audio stole the show here. The music was very soothing, and the entire experience was meditative. At first I was frustrated by the slow pace and the alarm, but then I allowed myself to experience it fully. The mechanic of choosing left or right reminded me of Reigns. I'm not sure what message it was trying to tell, nor could I tell if my choices had much of a consequence beyond my next set of choices, but I know I was making deliberate decisions each time. As the skulls appeared, I got the impression that death was inevitable. I danced. I skipped work to go out in Nature. I exercised. I played video games, but only sometimes when my alternative was to passively watch TV (I think? Maybe it was dance dance revolution?). I got a good night's sleep. I got up to enjoy the day instead of sleeping in. I ignored social media. I also ignored the incessant beeping of the alarm even as I watched the clock. As the skulls added up and turned red, I made the decision to live life the way I always did. And as I walk away from this game, I think about the decisions I make in actual life in contrast. Thanks.
Apr 9 04:47:02 2h 11m Buhanochka Z ♥ 1 It wasn't clear that the game ended almost immediately. There was a title screen, and then there it was again. It took a few tries before I realized that the game's start could potentially give you no safe area to move before getting killed. After a few more tries, I remembered that Space was the jump button, so I tried to jump to safety. I managed to make it to an island in one of my tries, and then no one found me, and it had the added bonus of a camera that wasn't spinning around wildly. Buhanochka.png So then I wondered if there was anything more to the game besides avoiding the enemies, and I tried to make it to other islands, but I found it very difficult to control my jumps and movement. The retro look was cute and the blood splatters were a nice touch. The music and sound effects were serviceable.
Apr 9 05:24:13 37m 11s KEEP THE POWER ♥ 1 I had to play a few times before I was able to become a super-sized dictator. The mechanics were simple, and it didn't take long before I could try to balance between media control, police support, and popularity. Eventually I was unstoppable except by the inevitable. A very nice political commentary game.
Apr 10 04:35:47 23h 11m Study Breaks 📚 ♥ 1 My favorite part is when the chicken face appears after cleaning the windows. It felt the most like a Warioware minigame. The music speeding up and the sound effects in general were serviceable and helped to convey how well or badly things were going. Overall, a quick, entertaining entry!
Apr 11 03:08:01 22h 32m Precious Sleep ♥ 3 I laughed at the alarm clock on a hoverboard. I managed to get 5th on the leaderboard after a number of tries. It felt like a constrained space to play in, which made it quite challenging to avoid demons if you didn't take them out right away. It took me many plays to realize that the cherry bomb itself also reduces your sleepiness. Avoiding it helped me get a higher score. The corporate speak on the right was also amusing. I didn't notice it until my first time waking up, and I found it was pretty easy to ignore throughout the game. The sound effects and music were serviceable. I liked the speech whenever you make the demons go away, as it sounds both subtle and similar to the kind of taunt someone would say in an action film.
Apr 11 03:18:37 10m 36s Impending chemical catastrophe ♥ 0 I found that it was mentally challenging, especially as the drips kept coming and I was quickly trying to remember which color takes out which. You've managed to make something that is at once easy to understand and play while also being hard to master, I think.
Apr 11 03:52:29 33m 52s Princess: Unwed ♥ 2 I discovered the table with the book and papers late in my playthrough. Since the colors and lands aren't all represented, I didn't know how to tell where my suitor went to next. Sometimes I was able to piece it together from the messages I received, but other times what I thought would make sense would result in being told he hasn't been seen in a long time. Even when I did manage to find the suitor's next location, I found that the only clues I received were along the lines of where he was going next, and so when I ran out of weeks and talked to dear old mother, I guessed and managed to avoid that arrangement. I tried a new game and tried to pay more attention, and this time I did get clues about my suitor being a penny-pincher and arguer. So I guess part of the challenge is finding the next area, which is hard when the description seems to take you to a land that doesn't have a known banner. I love the pigeon, by the way.
Apr 12 19:34:58 39h 42m Lazer Bean ♥ 1 Ooh, I was looking forward to this one from your blog posts! I like how the giant rocks break down the floors. It is satisfying to see the floor break up from giant tiles to smaller tiles to even smaller tiles. Picking up the gun was something I didn't realize I needed to do in my first playthrough, and I thought I was misunderstanding the controls. Then when I launched the gun into the air after jumping, I found myself wishing the character would automatically pick it up instead of requiring me to move more to get it. It felt clumsy, but I don't know if it was a good clumsy that added challenge on purpose or a bad clumsy in that the controls could have been tighter. I liked the special effects. The laser is powerful but limited, and I liked that. The knock-back also added some challenge, making it important to know where to stand relative to any breaches. When I was on a lower part of a particular floor, I was delighted and horrified to discover that the laser also destroys the floor tiles. I laughed when I thought I found a good spot to stand, only to discover that there was a massive pile of smaller rocks offscreen that caused a huge problem when a breach let them all loose. I wish I had a minimap so I could see all levels or at least the portal to see how things are going. And I wish I had a way to jump back up to a previous level, especially if I left my gun up there. The audio was serviceable, and I loved the sound effect for jumping.
Apr 13 12:52:45 17h 17m Delay of the Death ♥ 1 Did you forget to post your download links?
Apr 14 22:28:19 33h 35m Ready, uNsTeAdY, FIRE! ♥ 1 When the music started, I laughed. Then when I noticed the music got more intense as the levels advanced, I was impressed. And still laughed. And I loved the sound of the laser itself. The simple-looking production values hide a very compelling set of mechanics. Once I thought I got the hang of it, I found I was paying too much attention to avoiding the enemies and accidentally let the power level get too high too fast and fired only to realize I had no one to destroy and so self-destructed as a result. So that combination of waiting to fire but also not firing with too weak of a laser was very good design. Nice work! I have yet to make it to the first friendly base, and I assume there are more? I also couldn't save, which maybe is what happens at that base?
Apr 19 03:49:55 101h 21m Engineer's Last Stand ♥ 1 It reminded me of Crimsonland and similar games, with the unique mechanic of placing guns rather than being the gun. I found myself playing over and over, and I still haven't gotten the better-than-gold medal. I found I could get stuck in the wall on the north side of the starting circle of walls, which is frustrating. Otherwise, I really enjoyed the combination of unending waves of enemies, the inevitable destruction of the guns I was placing, and the ability of the guns to hurt you if you are in the way, which affected how I wanted to experiment with placing them from one attempt to another. The risk/reward of running out into the open to collect extra money is a nice dynamic, as well. I found that I enjoyed combining the shotgun with the cheaper machine gun early on until I could afford the better weapons. I found myself wishing there was more player feedback so I could know if I was getting hurt, although I loved the shaky health bar feedback when the grenade launcher/RPG accidentally hits you. The eventual decay of placed turrets meant that any solid defense I construct will eventually give way if I don't keep an eye on it, so I am constantly on the move not only to avoid enemies but also to build replacements as soon as I see a need for them. The action is constant, and the energy is fantastic. Well done!
Apr 19 15:48:29 11h 58m The Climber ♥ 2 As others have said, changing the speed or even just having it be faster overall might help make it less meditative and more frantic. The most intense part was the very beginning, in which not paying attention means losing right away. Otherwise, it was easy to avoid the water so long as I didn't make a mistake. I wasn't able to jump once at the top of a ladder, which may or may not have been intended, but basically I needed to climb, then fall sideways to land on something below. Good job getting music in! Audio is often delayed until it is too late.
Apr 20 13:13:15 21h 24m Lights Out ♥ 1 The aesthetics were very well implemented. The color scheme, the minimalism, etc that everyone has been sharing above. I didn't hear any audio? Unless the silence was purposefully part of the experience? I found that the rule about "clicking on a white square doing nothing" seemed either untrue or not relevant, as everything fades quickly so there is almost no time in which a square is fully white. I could see doing something interesting with the scoring based on how many gray tiles are "old" vs "new", so you might encourage players to avoid sitting in one place and clicking the same tile over and over. It's a good start, and I hope you explore the concept more going forward.
Apr 20 13:26:06 12m 51s Find, Fling, Repeat ♥ 1 It felt like a neat combination of Space War!, Asteroids, and a little bit of Dig Dug. I liked the mechanics of flying around the black hole, as I felt like I could apply my Kerbal Space Program orbital mechanics skills. The art and animations were cute, the controls were intuitive, and the sound effects were serviceable. I wondered if the challenge would be greater if the tractor beam had a limited range. I found I could sit in one place at the edge of the screen and take out all of the rocks fairly easily, only moving to collect batteries. On the other hand, that requirement to get batteries meant that even my "optimal" strategy was dangerous. My high score so far was only 22. Well done!
Apr 20 14:30:27 1h 04m Bombthrow ♥ 2 Wow, I've never seen a completely self-contained Linux-based executable as a game before! Neat! The game play reminded me of games like 10 Second Ninja, in which there was no way to accomplish things slowly, you had to play well. The graphics were cute, the sound effects serviceable, and the level design was devious. Level 3 was very hard, and I have tried over and over and over to get oh-so-close to finishing Level 6 but haven't yet. But oh, so close... Well done!
Apr 20 14:47:57 17m 30s Mrs Applebee's garden ♥ 1 I LOVE THAT DUCK WADDLE and TAIL WAG! The controls were too sensitive, but I tried to go with it. Maybe this is how ducks feel when the move. The waking up sequence at the beginning sounded and felt like a Zelda cinematic. The bloom lighting was intense! It was gorgeous outside the home. The ending was a sad surprise. I wasn't sure if there was more to do since the text appeared saying it was over but the game didn't exactly end.
Apr 20 16:39:26 1h 51m Putyn Invaders ♥ 1 At first I got excited because I long ago made a bullet-hell Space Invaders clone, and this was much better implemented! Having a health bar instead of being one-shot killed was a nice discovery. It took me some time to realize I could move up and down as well as left and right. Once I did, I found it quite easy to play, collect health power-ups, etc. I laughed when I saw the final boss, and I liked realizing that I could shoot through the attacks. It felt like a simple game, but once I read the reviews above, I tried to win without firing a shot, and it was more difficult, but I did it! I loved that the game allowed me to try. Well done! Screenshot from 2022-04-20 11-38-19.png
Apr 20 17:11:48 32m 22s The BIMBLES vs the inevitable forces of tedium ♥ 0 The music was funky, the graphics were hand-crafted loveliness, and the controls were intuitive. It reminded me of RC Pro-Am. The AI-rubber banding was a struggle to deal with...until I decided that I didn't need roads. In my third playthrough, I decided to drive backwards instead, found some shortcuts, and waited at the finish line. And one was still almost there before me! Other than the text explaining the inevitable, I didn't get a feel from it in the race itself. I had a great time! Thanks!
Apr 20 17:31:33 19m 45s Fruitloose ♥ 1 I loved the entire feel of it. The music, the cute graphics, and the concept all worked well together. It was a lot of fun figuring out how to get the hungry turnip to turn back down to go the long way over and over. I liked how each turn it moved just a little further each time, which meant that you couldn't use the same moves forever, that it was inevitable that it'll get there. Screenshot from 2022-04-20 12-21-49.png I thought I did well, but now I see the reviews above, and see I did only somewhat well. B-) Screenshot from 2022-04-20 12-27-02.png I didn't realize that I could only move one wall at a time, so I was confused at first. Once I realized the turn was "Choose one wall to move, then confirm placement", it made more sense. Well done!
Apr 20 18:36:06 1h 04m SferePhall ♥ 0 I love the fun music. It feels zany and fits the game. It took me some time to figure out the interface in that I thought I needed to apply the tools to the sphere that showed up around the ball. Once I realized it was the area I could NOT place the tools, everything phell into place. I sometimes fought with the camera, especially in the beginning when there were a lot of overlapping pieces. I did manage to get the ball stuck on my second playthrough. Do I get bonus points? B-) Screenshot from 2022-04-20 13-19-23.png Screenshot from 2022-04-20 13-27-56.png
Apr 20 19:14:07 38m 01s The Subtle Hourglass ♥ 1 This was a very clever game, and one of my favorites so far this LD. I really liked the rewind mechanic and deal with your clones dynamic. I wish the attacks were able to hit enemies above and below, as I found myself stuck sometimes trying to maneuver myself to the left or right of an enemy who seems to have an entire circle of attack. The chaos that occurs the longer you play was hilarious, and it just kept getting worse. There is some point at which I felt like I might as well restart a new game as I can't make progress past myself. I can see a more polished version of this game handling that situation automatically or otherwise allowing for it to be mitigated. But I kept playing it again, because I wanted to rescue that second sibling! Strategically, I realized I needed to try to time my attacks such that my future self can more easily avoid it. "Stand by that blood stain, then attack the slime." "Last time I killed myself because my past self attacked a demon in a doorway. Let's not do that this time." It's got depth! I loved it. Great work on this one! The music, the special effects, the concept were all great, and I look forward to seeing this one developed with more polish if you plan on it.
Apr 20 20:12:58 58m 51s Timeflight Alpha ♥ 1 The game starts out kind of slow, but then the timer gives it an urgency that the asteroids slow movement do not. In later levels when the UFOs attack back, there seems to be some concern, although I didn't know if they were a real danger or not (no, wait, I just played again, and I see they stopped me from heading to base easily...grrr). I liked how the ship spun around when you hit the sides or an asteroid, because then my shots went all over the place. It was especially satisfying with Gun 3. B-) I liked the intricacy of collecting time delays to add to your score later. The music, sound effects, and screen shake all worked together well. Good work!
Apr 20 21:13:23 1h 00m RogueTime ♥ 1 I enjoyed playing this one. It kind of felt like Zelda II/Megaman. I wish I had more attack options. It was incredibly satisfying to have one attack streak through multiple enemies at once, though. I ran into what I think was a bug in which I couldn't damage a knight at all, and I thought maybe I had encountered something new, that I needed a new tool or weapon I hadn't found yet, but I couldn't figure out what to do, so I restarted. I wish I had more feedback on the screen to let me know what upgrades I had equipped at any given time. It wasn't clear if I lost them between levels, but I assume I did. Otherwise, I thought the sound effects were serviceable. The graphics were simple but easy to read. I liked the color scheme.
Apr 21 02:53:20 5h 39m Prolonging the Party ♥ 1 The animation of the main character is fantastic, as well as the poses in general. I loved the way the decorations changed the look and sound of the environment. The special effects, the attacks, the way the coins bounce and get pulled in when you have the power-up, the way the character moves so fluidly were all well done. I enjoyed exploring the world, and I remember when I got surprised that there were two areas to buy party supplies, as I originally thought I found a shortcut to the one. It was also fun to find secret areas. I want to think more about the repercussions of making something like secret areas so ubiquitous instead of rare in a game. I was delighted that the game didn't end when you ran out of time. It just pulled you back to the home base. Then I realized that I didn't need to return on my own, so I was able to explore more fully. I managed to get all the guests, piggy banks, and hourglasses, and then I was wondering what I was supposed to do. I thought maybe I had to be at the other home base, then I decided to try climbing up to the giant disco ball again. Last time I jumped all the way to the far right and nothing was there. This time, the character hovered in the air for a bit before dropping. Weird. So I jumped, and suddenly I was launched up and found the sky party to end the game. It was an accident that I found it, and I only decided to pursue it because I saw someone had an ending here.
Apr 21 03:17:42 24m 22s Can I Win as a Lv. 1 Slime? -underdog rising- ♥ 0 "I forgot to mention, he might swing at you more than once." Heh. Then "The third one always gets ya." HAH! Then "Timing, man, timing!" Come on! :-D Since getting the sword got tedious, I thought I would just go into battle without it. Then I attacked...and got killed. Ugh. Funny, though. The graphics are adorable. The music and sound effects are fun. I love the zoom in animation when the battle starts.
Apr 21 03:20:53 3m 11s Flamekeep ♥ 0 Unfortunately on my Ubuntu 20.04 system, I seem to have an older version of LIBC: ``` ./flamekeep: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.32' not found (required by ./flamekeep) ./flamekeep: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.34' not found (required by ./flamekeep) ```
Apr 21 03:34:48 13m 55s Computer Scientist Training Lab ♥ 1 Oof, a typing game. I found it was hard to remember to prepare a command while I was watching the movement of the character, so I would often end up typing something at the last moment. Of course, when I did remember, sometimes the floor would change out from under me in a way that made my queued up command the wrong thing to do. Devious. And mistyping was frustrating. B-) The tutorial was humorous and very good at onboarding new players. Super challenging and well executed. Well done!
Apr 21 03:49:06 14m 18s Escape The Unstoppable Gooey Blob ♥ 1 Quite fun! I know I quickly found that I liked some weapons more than others. I wish the flame thrower was more effective. The controls were intuitive, and you did well on the UI. I found the voice effects were harsh and loud compared to the music, which was awkward at night as I am playing it with my speakers instead of headphones.
Apr 21 04:20:27 31m 21s Life On Mars ♥ 1 Gorgeous graphics! I don't play a lot of modern games, but I was very amazed by the visuals and don't recall ever seeing anything like this before. The way the screen changed when you were in shadow and slowly recovered when you got back into sunlight was a nice touch. I struggled with the very sensitive mouse controls (web version, I don't have Windows), and I struggled when I first got the wheels because I fell off of the platform that would have taken me into the wider open area and had a hard time jumping back up without falling on my side. Falling into craters was scary. I enjoyed the tunes. It gave it a campy kind of feel somehow. Well done!
Apr 21 13:36:21 9h 15m Tordle ♥ 0 Unfortunately, my Ubuntu 20.04 system seems to have an older LIBC: ``` $ ./tordle ./tordle: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.33' not found (required by ./tordle) ./tordle: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.33' not found (required by /home/gberardi/Desktop/LD50_Games_To_Play/tordle/libs/libSDL2-2.0.so.0) ./tordle: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.32' not found (required by /home/gberardi/Desktop/LD50_Games_To_Play/tordle/libs/libSDL2-2.0.so.0) ./tordle: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.32' not found (required by /home/gberardi/Desktop/LD50_Games_To_Play/tordle/libs/librt.so.1) ./tordle: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.32' not found (required by /home/gberardi/Desktop/LD50_Games_To_Play/tordle/libs/libpthread.so.0) ```
Apr 21 17:22:40 3h 46m The Inglorious Yet Highly Stimulating Life of an Underpaid Graduate Student 2 ♥ 1 I used to work in tech support. This game made me laugh and remember some of the calls I once got. I survived 20 calls. I had trouble figuring out what commands or sequence of words would work, but after a bit I think I got the hang of it, although I still wasn't sure what to do with a broken mouse. The graphics were well done. I liked the echo the mechanical keyboard sound effects were making as I typed on my own mechanical keyboard. B-) I found that hitting certain shortcut keys like "F" for fullscreen would trigger if the caller hung up while I was typing, resulting in a jarring change in window dimensions. I also accidentally opened the accessibility menu a few times. I got a perfect performance review, and the screaming was very loud and made me glad no one else was home when I was playing.
Apr 21 17:54:42 32m 02s AstroPhysical ♥ 1 It kind of reminded me of a single-player version of Spaceteam. My high score was 134. Once I figured out how to make use of everything, I found myself preparing a lot of ore and energy. Nukes, then missiles? Solar beams, then gravity wells? I found the game dynamics compelling, but I struggled with the visuals. The bloomy static made me feel like I needed to squint, and I got a bit of a headache. When I launched the nuke, I liked the 1st person view (a little jarring the first time), but unfortunately if I missed...I didn't know how to get back to normal view, and I didn't seem to have a lot of degrees of freedom in terms of turning, so I couldn't seem to hit the meteor or anything. Cool idea, and great implementation!