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alaah

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TimestampSince previousGamealaah's comment
Oct 3 00:06:59 Run 'n' Run ♥ 1 Cute arcade game with great ideas that require some polish. Wish it had audio 2022-10-03 01_59_45-Window.png
Oct 3 01:21:26 1h 14m Watch Out ♥ 3 You actually recorded the acapella track! It's awesome. Thank you for making another killer game I understand the clock in the bottom left isn't colored by design, but maybe it should? With the locked camera angle it's sometimes hard to see the clock on the ground. I probably got the blue castle time piece by accident, by swapping out and back into blue, which heavily pushed me upwards. Untitled100th.png
Oct 3 12:05:35 10h 44m The Cursed Tart ♥ 2 Doesn't launch on wine https://dpaste.com/A8BH8LPTX
Oct 3 17:49:25 5h 43m Hovering Bird ♥ 1 Props for making an accessible analog game! It's truly a rarity I took the liberty to backtrack/branch out my moves, but it turns out the player's choice usually doesn't matter or saves no more than 1 turn. My highscore was 5 cards. I think the game is too RNG right now. Being able to pick from a hand of several cards could make it more strategic. Jokers could be wild cards (place them wherever you want) I couldn't find the information in the rules, but I played assuming that if a card drops on top of me, I collect it immediately
Oct 3 19:27:27 1h 38m Stellar Sauce ♥ 1 Fun game with a good gimmick, though the web build is stuttery. Jumps could have been better because right now they're pretty unresponsive, and mobs shouldn't be able to shoot offscreen I could not figure out the ketchup puzzle. I moved the ball up and down for 10 minutes and nothing happened
Oct 3 20:00:18 32m 51s Signal ♥ 1 This game is too hard for me. I appreciate the hints
Oct 3 23:12:13 3h 11m Find Ten Seconds ♥ 2 Really engaging. It's a "find the pair" kind of game with twists. The scoring system takes time to fully understand, so maybe a better visual indicator for points would be a good idea (like, text over the cursor when you click a pair) ld51sc.png
Oct 3 23:34:55 22m 42s Hylee's Little Potion Shop ♥ 2 Doesn't run on Wine. Please consider making a Linux/Web export
Oct 4 00:22:22 47m 27s Untitled Cat Game ♥ 3 The game has a lot of potential, but it's not very polished right now. Perks could have been more interesting than random numeric buffs
Oct 4 20:35:10 20h 12m Red and Black's Discommunicative Communication ♥ 1 The introduction is fine, but I didn't realize it was an introduction. Either way it's unreasonable to expect this kind of game to have a full-fledged tutorial in LD, so it's fine. The idea of a co-operative duel card game is something I haven't seen before. I like the tradeoff of the draw3 card, but otherwise it's largely about responding yellow to blue and vice-versa, so it could use more strategic depth, maybe with more colors or tradeoff cards. I'm interested in a postcompo The background art is very nice. Pixel text is kind of hard to read sideways; I thought a blue card said "initiate" but it actually said "imitate". Are all cards level 1 or am I just bad? I'm not sure what the ending condition is. I had a few solid runs that just ended abruptly. lllllllll.png
Oct 4 20:56:58 21m 48s History Repeats ♥ 1 This bug is very annoying. If you don't move immediately when a round begins, you will lose the entire run https://www.youtube.com/watch?v=eZxzFypOdkU Otherwise, great job at spinning the "record your past" trope, it's fun!
Oct 4 21:08:22 11m 24s 10 Doujins per Second ♥ 1 This is a memory game. I think the player should be introduced to the inventory before the game begins, because right now it's very chaotic with practically no time to read. dsadsadsadsadsadasdsadasdas.png
Oct 4 21:26:12 17m 50s Disaster Outbreak ♥ 0 Nice and simple arcade game. My only gripe is the first few waves are too easy and so on every restart there is 50 seconds where you basically afk. Highscore 9. FYI using external audio is disallowed in the compo
Oct 4 22:02:30 36m 18s J-Menuing ♥ 1 The timer just zoomed to 0 in 2 seconds. Rigged. The score screen disappeared too fast but I survived 4+ minutes Fun game; I especially like the idea of shuffling the menu buttons
Oct 4 22:30:08 27m 38s Tower of Time 2 ♥ 1 I couldn't finish the Ƨ-shaped level because the game was stuttering too much (Firefox) and I think it was too hard. Nice game otherwise
Oct 6 01:23:59 26h 53m Stormlight Manor ♥ 2 A game taking place in a manor, in a stormy weather, with lightning striking every 10 seconds. What a peculiar setting! I wish I came up with something similar It's a cool maze solver with a twist, although the mazes are not very complex. The timer on the sudden death boss may be a bit too long because it spawned when I was in front of the exit to the final level, and I had enough time to wait out most of my problems. I dig the mood; when you get cornered you can feel it. Who was in charge of SFX? They deserve extra credit for the thunder sounds. The game glitched out after a death, but it wasn't a big deal thanks to the level selection menu. My game used to have a similar problem during development. Guess manors have a natural tendency to softlock on death https://www.youtube.com/watch?v=shFLfewjsso
Oct 6 01:44:39 20m 40s Playtime ♥ 1 I'd like to try out this game, but it runs for me at 1 fps in the browser. Can you unlock the standalone build? Right now the link asks for a google login
Oct 8 01:40:48 47h 56m Moirah's Manor ♥ 2 You have to add some kind of tutorial. For the most part I didn't know what I was doing. Great visuals and SFX
Oct 8 02:02:35 21m 47s PORTAL TO THE RIGHT WORLD ♥ 1 The theme is more "Stuck in a loop" than "Every 10 seconds". Nice game but needs better collision
Oct 8 02:12:31 9m 56s just got mutiny'd (so I'm making sick jumps and posting about it) ♥ 1 Cool idea, good execution, but the bird being 2D made it slightly unintuitive to navigate
Oct 9 01:50:12 23h 37m Exorcist Patrol ♥ 2 I love this combat system. It outclasses the cliche jrpg combat and belongs in a full game. I agree with deprecat that it shouldn't run in a constant loop, although it would no longer be "every 10 seconds". Items need descriptions, and aside from making the engine 100% deterministic it would be a challenge to make sure every item combination would be winnable while keeping the game challenging; maybe introduce a method to swap/sell items. This is one of my fav entries this event
Oct 9 01:58:11 7m 59s Last Defense ♥ 0 You nailed the golden era arcade feeling even down to the sadistic mechanics. I think the inertia is overblown (and unnecessary aside from the final level, but on the other hand the landing mechanic is forgiving), and enemies shouldn't be able to spawn offscreen or move through terrain, but otherwise this entry is pretty flawless and honestly impressive. I was like "no way this has another stage", 3 or 4 times. Controls were hard to get used to; return to shoot is not a common binding
Oct 9 12:44:10 10h 45m World Warp ♥ 1 Randomized dimension order is a bad idea that results in too much downtime. The underwater dimension is overpowered
Oct 9 23:56:01 11h 11m I'm Just Hungry ♥ 1 The score screen is bugged 58.png For some reason it's capped at 58 The game turned out really fun the moment I realized I was supposed to stack up the bonuses. I think I played it for longer than any other game this event. I think I played it for longer than 20 minutes till dawn (Steam) My only complaint is that it's too much of a fruit slot machine. Drops should be more pseudo-random, and all bonuses should stack with themselves (i.e. getting too many carrots or cherries means death)
Oct 10 00:05:13 9m 12s Tenjutsu ♥ 3 Awesome game. Each room was exponentially more fun than the previous one. I managed to dodgeroll through a wall in the penultimate room and found myself in the final room. I think it was a bug I think the general idea of stacking death marks on enemies is really cool, but I don't believe it works very well with Every 10 Seconds. Like many other games this event, it suffers from excessive waiting for the timer to run out. Maybe death marks on the ground should also expire with the timer to incentivize faster gameplay, or maybe the held/used ones shouldn't expire, or maybe the activation mechanic should be entirely different. Just my two cents, deepnight ilu
Oct 10 01:12:03 1h 06m Eleventh Second ♥ 1 Cool concept reminiscent of the tree escape sequence in Blind Forest, and a blast to play. The music reminds me of Child of Light. You're at least a top 10 contender, especially in gfx/audio I thought this was an endless arcade game like icy tower and I set a personal goal of 1k feet. I didn't expect it to be the actual goal. An endless mode with leaderboard could be a thing 1000.png I thought the game was rigged past 900 feet. Ball generation is very random and chaotic; sometimes you get one right where you land 10 times in a row, and sometimes you don't get any because you quickjumped past them all. You can catch balls mid jump but it's cheesy 980.png And sometimes there were multiple platforms on top of each other, and sometimes they were very scarce. These platforms were so low I don't think it was possible to move forward unless you latched to an offscreen platform above 750.png I think world generation could be a bit more pseudorandom, but it's not a big deal
Oct 10 13:56:41 12h 44m Beat Survivor ♥ 1 For a seasoned rhythm gamer this game is too easy, but also surprisingly engaging (maybe because I also suck at top-down shooters). I think it would work better with gamepad controls, but overall I was happy to see how many things you did right. If you decide to keep working on it, I think you're on to a nice 2-dimensional BPM-ish shooter It's cool to have a choice between weak boons with near-100% uptime and stronger boons requiring a higher combo. I believe upgrades are capped at "incredible" which might be too easy to recover. Another commenter said that losing combo almost certainly means death, but that's really not the case. Right now it's somewhat comparable to a full obsidian set in Necrodancer. More non-combo based (and not permanent) upgrades could be welcome though A common mistake of "rogue-""lite""" games is balancing their stuff around permanent unlocks. Permanent unlocks are welcome as a gateway for less hardcore players, but the game should be beatable on a fresh save without a hitch, and it is. I think you nailed it! And of course, audiovisuals are insanely well-made
Oct 10 18:57:37 5h 00m Orzeł ♥ 1 Solid platformer. The mechanics are introduced to the player at a perfect pace, the controls are responsive and all stages are polished. It ended too abruptly though; it needed a few more stages. Audiovisuals are awesome for a compo game. Interesting that you drew your character facing the camera in a sidescroller game, but well
Oct 11 01:52:48 6h 55m mood swing simulator ♥ 1 Nice idea to make a pacman that switches its mode every 10 seconds. Pathfinding/wall collision is a bit jank but it only makes the game easier, so I don't mind. Great music and graphics, though the character looks too much like an amogus. Get out of my head get out of my head get out of my head getoutofmyheadlkjjlkjkljlkl mood.png
Oct 11 02:07:44 14m 56s Arena Run ♥ 1 FPS is not my genre so I don't know how innovative this is, but it's a fun concept. Love the quake movement speed though; I can't shoot but I can run. I lived for 4 minutes
Oct 11 19:05:12 16h 57m Cursed Hotel ♥ 1 Good job, though at some point it definitely stops being every 10 seconds. I gave up at 15 minutes hotel.png
Oct 11 19:52:33 47m 21s Aberration ♥ 1 Great game, though too short and easy, especially the hacking minigame. I expected at least one more level. I appreciate the amount of storytelling you managed to squeeze into such a small package, and the stealth level was super well done
Oct 11 21:37:06 1h 44m Once Upon a Time ♥ 0 The game is nice but it lacks content. The boss could have been beefier. The general idea is pretty nice but it should affect the gameplay more If you want to get more ratings, you should comment under other games, and heart good comments
Oct 12 14:11:36 16h 34m 10-Second Magic Artist ♥ 1 This it tough to compare to other games, because your job here was to set up a backend and prepare some prompts, and there isn't much else to it. Some prompts are downright bad, for example it should be "The Little Red Riding Hood", not "The Little Red Hat"; such small differences mean the world for Stable Diffusion. I think SD may be misconfigured or the prompts may not be descriptive enough, which was particularly apparent in the amazon rainforest one (I got it twice), but in fairness I haven't played with img2img at all so maybe I'm expecting too much. Prompts also kept repeating, so you should have used a randomized queue instead of randomizing the prompt every time. I'm sorry if I sound harsh, but in fact I love you for going with this idea; it's innovative and fun to play, just rough around the edges Picrel is my best output, and also that one time it nope'd out mlart.png
Oct 12 18:05:38 3h 54m Far. ♥ 3 You need like 20 engine upgrades to reach the ending, and most of the time is spent doing the exact same grinding loop. I think you far, far overshot the target distance. Exponential scaling in gaming is a terrible idea 100% of the time; upgrading the engine is completely useless until the very end. You are severely bottlenecked by asteroids , basketballs and wood, while the other resources are useless. But I'm sure you know all of that and just didn't have the time to playtest it properly. You have a solid, polished base for a cute semi-idle game that could be a wonder to play with better balance, more minigames and some kind of a threat mechanic. As long as you remove exponential scaling
Oct 15 14:16:42 68h 11m Line Momentum ♥ 1 Nice game, but too easy and, probably, not very scalable. You could add more buttons or mechanics and you'd end up with a minimalist quasi-Groove Coaster/Project Mirai, but you'd need fewer loops because 10 can quickly get repetitive. You got some flak for the game being too punitive, but trust me, you weren't even close to fucking up as much as the developer of ADOFAI, and that's a full commercial game with very positive ratings (for some reason). I loved how the visual indicator disappeared after several loops–it really made it a lot more interesting for a visual player like me. I know everyone has their own interpretation, but the theme is nowhere to be found I really appreciate that you went with Wwise instead of Unity's built-in sound system. I've played commercial Unity rhythm games where devs didn't know what audio middleware even was, and the results bordered on unplayable. That said, there is still a noticeable delay as reported earlier (Linux), so an audio or a grade offset slider would have been nice to have I haven't read your write-up in depth yet, but for some reason, the grader will occasionally grade notes on the other side of the line: https://www.youtube.com/watch?v=qDBpOQtCwXU
Oct 24 01:30:47 203h 14m Maudits Fantômes / Cursed Ghosts ♥ 0 I'm sorry I won't return the favor because I'm pretty spartan with my comments. I played the web version, which is probably the older one. I understand your struggle as my game from last year had to be made in 24h I might be mentally deficient, but the mechanics were not obvious at first. I thought each pacman was supposed to be fed at most once, but then I figured it out and it went on smoothly. Though this is a standard ludum dare "no time to make a proper tutorial", unlike my "have time to make a tutorial and screw it up" Aiming is a bit ass because of isometric view. Good old top-down would have worked better. The newer version seems to use rectangular tiles, so you already figured that out. The idea is pretty cool and definitely fits pacman, but also gets boring pretty fast. I had no incentive to play past the 10-th-or-something stage, because it only kept steadily increasing in scale and had nothing new to offer. Either introduce new wacky mechanics as the game progresses (I understand you only made it in half a day, this is just a hint), and make levels scale harder so they feel more impactful. There isn't much point to having 40 levels if each one is basically the same. The original pacman does it, but it isn't good design Had a lot of fun playing the game