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Empty Set

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TimestampSince previousGameEmpty Set's comment
Oct 4 02:37:39 Ezekiel ♥ 6 I never expected a game on TempleOS of all things in Ludum Dare. I'm gonna need to get this running and take a loot out of respect for your audacity.
Oct 5 01:02:04 22h 24m Colibri ♥ 0 Cute game. I enjoyed seeing the cat. I think the movement speed was a bit slow even with space held. It also took me a bit to realize the tree trunks were in the background and not solid.
Oct 5 01:24:16 22m 12s Survives on time island ♥ 3 Impressive that you made this in your own engine. The world looks cool, especially the flowing water. The foggy and wintery weather looked really nice and atmospheric. The inventory system was a little unintuitive. I think I would've preferred to be able to just cycle through my inventory rather than check the screen to see which slot an item was in. Oh, and I also got the blue screen + error messages, and unlike the previous player it wasn't just because I was looking at the sky. However, I made the game run with my GPU as recommended and that indeed worked.
Oct 5 01:49:02 24m 46s SHOTGUN DERBY ♥ 1 Simple but fun. I found the contrast between the realistic sound-effects and the square player/enemies to be entertaining. I like that the reload sound effect clues you in on how fast you can shoot, without any sort of visual indicator being necessary. I also like that the grenades can kill the player, too, so you have to be careful with them. On the other hand they take so long to go off that they can be a little hard to use since the arena is quite small. The game is a little bit sparse for content - more weapons, a use for coins, or maybe a boss would be cool. But, such is the nature of game jams.
Oct 5 02:00:20 11m 18s Get The Last Spot! ♥ 0 The game performs really poorly for me - the framerate is abysmal and it feels like there is a lot of input delay. So the game isn't really playable for me. Anyone else having this issue? Any ideas how to troubleshoot?
Oct 5 02:17:34 17m 14s Graveyard Scramble ♥ 1 Very cute game. I think the presentation is very solid here. It took me a little bit to realize that you could shoot the "X" gravestones for powerups. However I had a bit of a hard time figuring out what exactly the powerups did. I feel like the reload time is a *bit* too high. On one hand, not having a shot ready yet adds to the tension of having one of the more dangerous enemy types after you and makes it rewarding to kill them. But on the other hand there's not all that much to do when you can't shoot, and the skeleton horde quickly becomes so large that there is no purpose in shooting the regular ones. I was expecting to get powerups that would significantly increase my recharge time, but if there are such powerups I didn't survive far enough to get them (or I just got unlucky if they're random). Overall a charming game. Good work.
Oct 5 13:12:48 10h 55m Meteoriseten ♥ 1 The main character is very slow, and the meteors are large and incredibly fast. It feels almost impossible to dodge the meteors on reaction, so the game comes down to mostly sheer luck. The art is pretty nice and the music is appealing, but since you've opted out of the corresponding categories for ratings, I can only assume that the graphics and music are not your own.
Oct 6 03:30:03 14h 17m OH! STUPID ENGINEER ♥ 1 This is a very stylish and fun game! Really good work on this. I love the art style and the limited palette. The animations are really fluid too. The gameplay is smooth and feels satisfying. There's a very nice "whomp" feeling when hitting enemies. The game gets chaotic fairly quickly. After not terribly long, there are so many enemies, so many explosions and effects, so much screenshake that it's really tough to see what's actually going on. It also starts to feel impossible to engage directly with the enemies or go and collect candy corn any more because even going near the horde is instant death. Also I think that the game is a balance leans a bit too heavily in the direction of spamming large numbers of turrets, unlike other tower defense games which tend to moreso discourage spamming turrets and instead have you upgrade them over time. When you only have a limited amount of time to build, it's stressful to have to place a lot of turrets in that amount of time. Though with all that said this is still a really great entry. Well done.
Oct 6 04:49:56 1h 19m Harvest Golem ♥ 1 Cute and fun low-stress game. I like the scarecrow Golem a lot. It feels like there isn't really much chance of failure, but that's not necessarily a bad thing. I think the most natural/simple lose condition would be a limit for how many days you can spend, but it would really stink to be playing for a good while and then get a 'game over' so it's probably better without it. There were more types of crops than I was expecting. It was fun to see what sorts of effect combinations were possible in order to rack up energy quickly. If I had one criticism of the game, it would be that you don't really have much control over your deck beyond collards vs beets, which basically just provide you with cards at complete random. I think it would be cool if after every harvest there was one random option in the shop to give the player just a little bit more control. Overall I thought this was really neat. Good work!
Oct 9 00:18:06 67h 28m Sisyphean Flash ♥ 2 The player ship moves way too sluggishly. Even buying nothing but ship speed bonuses doesn't help because it seems to mostly just affect top speed, not acceleration. With 5+ speed bonuses it was still impossible to dodge enemy fire unless I was already moving at the start of the enemy phase. I can't help but wonder if this is bugged in some way, because it makes the game practically unplayable which makes it seem unintended.
Oct 9 00:26:08 8m 02s Laser Madness: Super Mega Neo Ultimate Climax No Way Back Wars Deluxe Edition ♥ 2 Pretty good for something done in less than 24 hours! The controls took a bit to get used to but they make sense given the way the gameplay works. I like that your laser destroys projectiles as well. I feel like the movement was maybe a little slow. It would've been cool if this had some sort of upgrade system to boost your speed/recharge/etc but that's asking for a bit much in <24 hours. Neat game, good work.
Oct 9 00:36:08 10m 00s Little Scout 2 ♥ 1 I like the aesthetic here and the size-changing mechanic is clever. For a second I thought the spring was simply broken, but then had an "aha" moment when I realized the idea was to depress it when big then launch up when small. Just having the one level where you often get sent back to the start if you mess up was a little disappointing, I wanted to see more of this idea. I also think this is unfortunately one of those games where the "10 second" mechanic might have been better as something you can just manually trigger. Waiting around for the size change got a bit tedious. Though, I think that a bunch of games with this theme fall into the same pitfall.
Oct 9 04:27:04 3h 50m Blink ♥ 1 Very neat game, enjoyed playing it a lot. It was fun to piece things together and slowly get a feel for the layout. Took me a bit to realize I could double jump. I'm guessing I just missed a QR code explaining that somewhere? For a while I also misunderstood that you only needed to *end* in the water when closing your eyes. Which made it hard to figure out how to get into the castle since I kept trying to enter starting from the pool of water. The lore was really interesting, but I can't say I have any idea what's going on even after completing the game, haha.
Oct 10 04:18:30 23h 51m Heroes Scramble ♥ 0 Cute little game. I kinda wish it was possible for the mage and ranger to move and then attack in the same turn (unless I'm missing a way to do that). It would also be nice to be able to automatically start the turn if you're ready early. Good work here!
Oct 11 08:56:22 28h 37m The Temple of KnowlEGG ♥ 2 The mechanic of queuing up different powers to use was interesting and has a lot of potential. However it can feel a bit guess-and-check at times. I think the platforming could've used much more time in the oven. Gravity feels very strong, jumps are quite low and if you don't hold the button for the whole time you basically get flung downwards, and the speed up power makes movement almost uncomfortably fast, especially since you accelerate pretty much instantly. I liked the hectic music and sound effects. Neat game, good work.
Oct 11 09:08:22 12m 00s Relay PeaJay ♥ 1 Really neat game. The graphics, music, and dialogue were very cute and give the game a super cozy atmosphere. The game is definitely very tricky to master, though, and not forgiving. Acceleration is very slow both on the ground and in the air, with jumping from the ground being the only satisfying way to pick up speed quickly (which for some reason feels counterintuitive to me, though I have a hard time explicating why). Bumping into walls feels very punishing as well, since even just barely hitting a corner or ceiling completely takes the wind out of your sails. It often feels like if you mess up, it's really hard to get back into the rhythm and start doing well again until the next checkpoint. But I'm sure this game has a very high skill ceiling and would be pretty rewarding to master. Good work on this!
Oct 15 07:47:39 94h 39m That Time My Dog Got Space Hiccups ♥ 1 Simple but very cute and fun. The bone where you need to warp a key from one area to a different one took me quite a while but was satisfying. Though I would've liked the ability to skip areas, though probably not at the start - maybe once they're fully explored or something? I enjoyed this one and would play more levels if you made any.
Oct 15 07:51:15 3m 36s CatBlocker Plus ♥ 1 Cute little game with a unique premise. I think there was maybe a little bit too much downtime between "waves" of popups but still fun nonetheless. Good work on this!
Oct 15 07:58:15 7m 00s Do it slowly ♥ 1 I feel like the player moves too fast and accelerates too quickly, and the gravity is too floaty. High speed and floaty physics aren't automatically a problem, but it doesn't really feel like the level design was made with the physics in mind. It feels like the slowmo mechanic is pretty much required to platform more precisely.
Oct 15 08:10:36 12m 21s Minute Monet ♥ 1 Cute game. It's fun to have to try and go with the flow of the colors you get. masterpiece.png masterpiece(1).png
Oct 17 09:43:44 49h 33m Robotbotbot ♥ 2 I really dig the art style. The concept was really neat and made for fun puzzles. I like some of the little touches like the bars pulsing just before running out. The only minor thing that annoyed me was how the "thank you" level made you spend like a minute walking back to try again if you messed up. Overall I think this was a great entry. Good work here!
Oct 17 10:20:52 37m 08s RADARE ♥ 1 The aesthetics are really solid here. Enemies spawning along with the cycling light/dark was really cool and intuitive. The reversed movement of the black square was really tough to get used to since it's opposite of all my usual gaming instincts, so I really had to focus to not die. I agree that it would feel better if you could take a few hits before having to completely restart. Good work on this!
Oct 17 10:28:56 8m 04s Ten Seconds Again ♥ 1 There are some really smart little choices here like having the enemies change direction whenever you miss so you're encouraged to click carefully instead of spamming.
Oct 21 20:10:15 105h 41m Continue? ♥ 0 I dig the idea, but there's really just not much to do here. Pacman with one pellet and no ghosts isn't really Pacman. And the Asteroids game is the same every time, and there's no danger. I could see this being a lot of fun if it was fleshed out more, though.
Oct 21 21:51:02 1h 40m Lizard Chef ♥ 0 Ultimately I think the tank controls were the wrong choice. In a game revolving around optimizing your actions within a narrow time limit, it frankly feels a bit annoying when the main challenge is contending with the control scheme. It took me a bit to figure out what I was even supposed to be doing... I think the tutorial would've been better if it walked you through everything in order rather than just putting all the info on screen at once.
Oct 21 21:57:03 6m 01s House Of Desire ♥ 0 I had a bit of a tough time figuring out what exactly was going on. The scenes with dialogue seemed to just appear randomly and it wasn't clear what affect they had on the platforming gameplay if any. I can't say I really get the "concept" here to be honest.