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F1Krazy

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TimestampSince previousGameF1Krazy's comment
Oct 3 20:51:48 Pandora’s Box [WebGL/Win/Touch] ♥ 1 The controls are quite slippery and hard to get the hang of. It's especially bad while jumping; you can't seem to maneuver properly in mid-air and it makes some of the precision jumps more difficult than they should be. Once I did manage to get the hang of it, though, it's actually quite enjoyable. The "ten-second time limit per level" concept was one I'd considered doing myself, and it works very well. The level design is good, with enough variation to keep things interesting, and (slippery controls aside) manages to be challenging without frustrating. Nice job! (And well done on giving out so many ratings in such a short space of time, too! That's honestly quite impressive in its own right.)
Oct 4 19:40:19 22h 48m autoball ♥ 1 This is so simple, yet so addictive. My only complaint - though this might just be a skill issue - is that I found it really hard to gauge where the ball was going to travel, and how it was going to bounce, which made it very difficult to actually do anything. The vast, vast majority of my points came from rounds where the ball was already aimed in such a way that it would land in the bonus area, and all I had to do was let it fall unobstructed, and that just felt really unsatisfying.
Oct 4 19:52:56 12m 37s Torquemada, Heretic Slayer ♥ 1 I enjoyed this. The graphics are excellent, and the atmospheric lighting really tied it all together. Combat is satisfying, though a little confusing at times. I managed to last 198 seconds before dying, I think the enemy that landed the final blow was tucked up against a wall so I didn't realise what they were. All in all, a very nice entry.
Oct 4 20:11:01 18m 05s Soul of Seasons ♥ 1 I thought about doing something like this, with the environment changing every 10 seconds, but went for something simpler instead, so I'm glad to see someone else went for this. While it is a bit annoying having to wait for the seasons to cycle back round again if you mess up, I can't think of a way around it that wouldn't risk accidentally fast-forwarding past whichever season you were waiting for. There are times when you're forced to wait around and see what changes as the seasons cycle round anyway, so it's not much of a problem. I think my main complaint would be the jumping physics. When Ivy jumps, she maintains all her upward momentum until she reaches an arbitrary height or you let go, and then she immediately falls back down with the same amount of momentum. I would expect her to slow down as she approaches the apex of her jump, which would make some of the game's precision platforming a lot easier and less fiddly. Overall, though, this was an enjoyable experience. Good job!
Oct 6 19:08:34 46h 57m Impact-Effect ♥ 1 Wow, this is great! The minimalist graphics work super well, and the slow-mo and colour change when you shift into Attack Mode is so satisfying. The difficulty ramp feels just right, with a constant stream of new, more challenging enemy types to keep you on your toes, and while hits don't matter so much at the start, by the end you're struggling to avoid every hit you can because they deal so much damage. I sadly didn't reach Level 10, but I came close!
Oct 6 19:15:28 6m 54s HeartBeat ♥ 1 I'd love to try this, it looks great, but the keyboard controls don't seem to work. I can click on the menu options, and those work, but when I start the game I can't move around, and pressing F to go full-screen doesn't do anything either. I'm using Windows 10 and Google Chrome Version 105.0.5195.127, in case that affects anything.
Oct 6 19:45:33 30m 05s For Whom The Bell Tolls ♥ 4 Wow! I love a Ludum Dare game with a good story, and this is a doozy. I love that the trial-and-error aspect of some of the puzzles is incorporated into the story - you learn what to do by reading the journals of other operators, write things down in your own journal as you learn them, and when you inevitably get stuck and die, your successor picks up the slack. The puzzles struck a nice balance: they were challenging enough to make me think, but not challenging enough that I couldn't work them out in the process. And it was worth it, as that was a heck of a twist at the end! Good job!
Oct 10 09:30:23 85h 44m Space Hourglass ♥ 1 This is amazing, especially for a Compo entry. The graphics and sound are all on-point, and the gameplay loop is solid if a little complex. The difficult ramps up a little slowly at first, but after that it's perfect. You can keep up pretty easily at first, but somewhere around the 30 beats mark you gradually get completely overwhelmed (I lasted 37 beats in total). Great job!
Oct 10 09:59:53 29m 30s Da Bomb! ♥ 0 I love the idea of switching characters every 10 seconds, I'd considered something similar but decided against it. It does, however, end up being frustrating when you're trapped as one character and you need a different character to attack the zombies or complete a terminal task. The first time I played, the engineer somehow glitched out-of-bounds and couldn't move anymore, and the second time, I was unable to pass the terminal game. I don't know whether I'm doing it wrong, but it doesn't seem to work at all - red squares flash up, you click them, and the terminal just goes "nope" and closes on you. It doesn't make sense to me. Then Da Bomb got killed by the zombies and killed everyone else as well. I want to like this game, but it needs work.
Oct 10 10:07:33 7m 40s Cyber Survivor ♥ 1 This is a nice little game! Trying to position and time yourself to make the most of your cyber-abilities adds a nice level of strategy to the game. I agree with the other reviews in that it would have been nice to see more variation in terms of abilities and enemy types, but I understand the constraints of jams. It's also a bit disappointing that you can only take one hit before getting a game over, but it does add to the challenge considerably.
Oct 10 10:28:01 20m 28s Internal Business Struggle ♥ 2 This is such a ridiculous, hilarious concept. I love it. The fart-related prompts are the icing on the cake. Toliet humour aside, it's actually quite an interesting challenge, especially in later levels where the ventilation isn't as good, and you have to run off and find areas to fart in without upsetting anyone. Here's a handy tip, especially if you're a slow typer: if you walk away mid-sentence, you can come back and resume where you left off without having to start the entire sentence over again. Not going to finish a prompt in time? Just run away, fart somewhere safe, and come back again! I'm a very fast typer but I still had to use that tactic multiple times in order to schmooze the head honcho.
Oct 10 11:03:01 35m 00s Every 10 Seconds I Find New And Exciting Ways To Hate Myself ♥ 1 I had to stop playing after Day 1 because it was starting to drive me to tears. That's a good thing, though. This tiny little game jam game has wrung more emotion from me than any AAA game I've ever played. It's just too depressingly relatable. You should be proud of having made something so powerful. I'm also impressed at how much content there seems to be. Getting to the end of Day 1 took maybe 10-15 minutes, and most Ludum Dare entries can be played through twice over by then. A lot of that is down to the gameplay style and constant intrusions, but even so, creating a game with (guesstimating here) at least an hour of gameplay in less than 72 hours is highly impressive. The length and slow pace also adds to the feeling of drudgery. My only complaint gameplay-wise - although this may only be the case for Day 1 - is that the workloads feel somewhat unbalanced. Human 3 always has work to do (i.e. snapping Humans 1 and 2 out of their dissociative states), and Human 1 has lots of Things to collect, but Human 2 only has four boxes to push and is then left standing around. I guess if someone's finished their tasks, I could just not wake them up when it's Human 3's turn, but I'd feel even worse if I just left them alone with those nasty intrusive thoughts 😢 As an aside, I was extremely confused as to why the game was 190 MB until I downloaded it and realised it was an RPG Maker project with all the default assets left in. I'd recommend deleting all those unused assets as they're massively bloating the game's file size.
Oct 10 11:26:01 23m 00s Factory Reset ♥ 2 I'm really confused as to how this game actually works. I can't quite wrap my head around the time dilation mechanic, and how best to make use of it, or what the point of the waypoints is. I got stuck on a level where there were six spider mechs and I only had four missiles. The closest I came was blasting a gap between the mechs and then darting towards a waypoint I'd placed by accident, but then I couldn't move off the waypoint once I reached it, and I forgot that you could clear waypoints. By the time I figured out to just set another waypoint, the spider mechs had already caught up to me and I lost. There's a great game in here somewhere, but it's in desperate need of a tutorial, or some way of easing the player into the mechanics so that they understand what they're actually supposed to do when faced with six mechs with only four missiles.
Oct 15 09:55:03 118h 29m LOve FInder ♥ 3 Nice little game. It's tricky sometimes to gauge whether someone meets your requirements (I got "animalistic" as a requirement once and had no idea what that meant). Very relaxing, and some of the profiles you get are very amusing as well.
Oct 15 10:07:02 11m 59s Paper Prison ♥ 1 Took me a few times to get the hang of the controls and gauge how much could be done during the 10-second windows, but once I did I managed to get it completed in 9 shifts. I really like the hand-drawn aesthetic, and the smooth transitions in the menu make it feel really polished. I think the controls could be tweaked a little, and perhaps it could be made clearer what the guards will bust you for, but overall, this is great, especially for a Compo game. BTW, the version embedded on this page doesn't work for me, I get the following error: *Failed to read the 'serviceWorker' property from 'Navigator': Service worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag.* I had to play the version on itch.io instead, which works fine.
Oct 15 11:25:24 1h 18m EPOCH ♥ 0 Oh, I remember SensenCemetary, your game from the last jam! Always good to run into familiar faces. This looks and feels great! The graphical style is unique and fits the game perfectly, and I love the idea of the playing field changing around you at set intervals. My main complaints are that bug-fixing feels too repetitive and trivial - you don't even need to read the error messages, the answer is always `int64` or `long` - and when the maze shifts, you can end up getting trapped and unable to reach any bugs. I had this happen to me three times in a row and helplessly game over'd as a result. (It it helps, I noticed that this is especially prone to happening if you, or a bug, are close to the edge of the screen, and especially if they're close to a corner. I had one bug trapped in the bottom-right corner that I couldn't reach for about twenty scans in a row.) I saw you'd addressed both of those in the post-jam version and gave it a try, and honestly, I felt that with the improved maze generation, it was too easy. I was able to repeatedly clear the screen of bugs entirely, beat the current high score by nearly 100, and only lost because I was bored and needed the bathroom. There needs to be some kind of difficulty ramp-up, because I honestly think I could have kept playing forever, had I actually wanted to. As I said, it's a great game, but it's clearly not intended to be played for an hour straight like I was able to, and the fun wears off quite quickly. epoch_score.png One other likely bug I noticed: on a few occasions, I got a "change value to a lower number" error where there *was* no lower number, and the correct solution was to select the number that was already in the code, which makes no sense: epoch.png
Oct 15 12:32:15 1h 06m Earth tremor ♥ 1 This looks nice, and I like the idea of having to stop every 10 seconds or get shaken off, but I feel like it needs work. As others have stated, the jump controls are a bit finicky: often, when you try to an arc jump, you just fall off the wall. The 35-second time limit before you lose isn't mentioned anywhere, so you don't know it exists until you reach it, and it just feels really unsatisfying and arbitrary, especially with the control problems. The game also feels much too short. I don't mean to sound too harsh here, but I'd honestly expect a team of three people, working in 72 hours, to create a game with more than 30 seconds of content. It's in desperate need of more levels, or even just a longer level (and ideally without the time limit).
Oct 15 12:42:52 10m 37s Murmillo vs Murmillo ♥ 1 I had to play it by myself, which obviously made it a little tricky, but it does seem fun! The "hot potato" mechanic is a really clever interpretation of the theme, and I like how the shifting platforms provide an extra element of strategy. Good job!
Oct 15 12:59:16 16m 24s Best LD Game Ever! ♥ 1 This is great! I was having so much fun with the upgrade system, and how meta the game's premise was, that I didn't actually realise it wasn't adhering to the theme... then the boss battle kicked in and I was like "ohhh, *there's* the theme!" I think I actually lost the boss battle but I seemed to get the good ending anyway. Still, I love the premise, the narrayion, and how the upgrade system was implemented (I burst out laughing when I saw the wonky 🤔 emoji). Great job! :)
Oct 15 13:46:50 47m 34s So they met. So they talked. ♥ 1 I'm not entirely sure what's going on here - as others have noted, the story is a bit confusing and ends so abruptly that it's hard to tell if you actually won or not - but the result is a very eerie, surreal experience, amplified by the droning background music. Definitely one of the more unique and memorable experiences I've had so far this game jam.
Oct 16 10:45:56 20h 59m 10 seconds Delirium ♥ 2 This is very fun! The graphics are great for a jam game, the therapist's random lines are very funny, there's lots of polish, and I love the idea of the first minigame giving you extra lives to use in the second minigame. Unfortunately, I have to agree with the other reviews in that this is too easy. The shooting minigame simply doesn't last long enough for you to lose more than two lives, and you can easily gain those back again in the yin/yang minigame, so the only way to lose is on purpose. I'm not sure how you'd address this, though - maybe have the yin/yang minigame replenish your ammunition instead of giving you extra lives? I'll repeat, though: this is a great game, and the difficulty is the only thing holding it back. Good job!
Oct 16 11:01:03 15m 07s Ravenous ♥ 1 Wow, you did this in only *one* day? That's great work! The art is simple, but works really well with the caveman theme. I was a bit confused about whether the number in the corner was the victory condition or the loss condition, but I quickly worked out that it was the first one. My favourite part was the subtle difficulty ramp. At first the game felt too easy, as the boars drop two pieces of meat and run right to you for an easy kill. Over time, however, they gradually stopped spawning, and by the end there were only rabbits, which run away from you to the edges of the screen. Combined with your slow movement speed, the game quickly becomes much more difficult, and I eventually lost with just four pieces of meat left. There were a couple of layering issues, with the caveman being rendered behind objects he was actually in front of and vice versa, but for one day's work, I can overlook things like that and the lack of sound (I understand that's not a priority). Well done!
Oct 16 11:21:23 20m 20s Every 10 seconds life ♥ 2 This is real nice! Each of the scenes is simple yet poignant, as is the final message at the end. The 1-bit graphics are simple and work very well. I enjoyed the bleeps and bloops *except for* those made by the granny during the candy scene, which were super harsh and grating. It was fairly easy to figure out what to do in each scene, especially with the sparkles to highlight important things (great touch btw!), and the minigames were intuitive as well. I have to disagree with the reviews that called them "repetitive" - there was enough variety that I never felt as though any specific minigame had outstayed its welcome. There's a bit of wonky grammar in places, but I understand that English isn't your first language, so I can overlook that (and from the sounds of things, you've already made some improvements compared to what it was like initially). Overall, a really good game with a really powerful message. Well done!
Oct 16 11:53:49 32m 26s Clique Hell High ♥ 3 This is great! I love the concept of some bullets hurting you and some bullets healing you depending on which character you are, and having to try and strategise around that. The graphics and sound are all excellent, and the gameplay itself is well-polished; I love the detail of bullets bouncing off you and rolling away when they hit you, instead of just vanishing on impact. I personally found this a little too hard, and haven't managed to beat it yet. I can collect three of the items, and I figure the other three are on the other side of the lunch hall, but I can't reliably make it through with enough health. The first time I entered the room with the damaging floor, I didn't know it was there, and died before I realised what was happening. I saw the danger signs the second time I entered, but still couldn't navigate my way through the damaging floor *and* the bullets without dying (it doesn't help that you *have* to cross the damaging floor to retrieve one of the six items). This is definitely one of the most polished games I've played this Ludum Dare, I just wish I was good enough to actually beat it 😅
Oct 16 12:50:30 56m 41s Lex Temporis ♥ 1 I love the music and graphics, as well as the game's generally ominous feel, with the constant countdown and the eerie noises of whatever's chasing you sounding every 10 seconds. The lava that cools and hardens is a great game mechanic as well, that forces you to pay attention and not just race wildly through the level. The enemies made things a bit too hard, IMO. The fact that you stop moving when you shoot makes it too much of a challenge to dodge their attacks *and* chase them away, *and* you're losing even more time all the while, *and* if you're standing on cooled lava, you'll invariably get caught out when it heats up again and lose *another* chunk of health before you have time to react. The fact that they're only chased away instead of being killed also feels rather unsatisfying. I have no idea how close I was to the end, but there's a section where you have to walk on cooled lava and get to a safe spot while avoiding the enemies' attacks and shooting back, and I simply could not juggle all of that *and* the rapidly-diminishing timer, and died with less than a minute left on the clock. On top of that, I also found it very hard to tell where you were meant to be going sometimes, as there are some areas that look like paths but aren't, and some areas where the path is only one tile wide and you have to spot where it is and thread yourself through it, and all the while that's wasting even more time. Overall, this is a game with some great presentation and a strong central premise, let down by (IMO) unsatisfying, overly-challenging gameplay. It needs some balancing and level design tweaks to really bring the best out of it.
Oct 16 13:22:13 31m 43s Clocks & Cards ♥ 0 I loved the concept of this! It took me a couple of rounds to fully get the hang of what I was doing, and it's also pretty slow in the early rounds when you don't have many cards. However, once you start improving your deck and getting more powerful cards like the one that draws three at once, the game really comes into its own. You still have a lot of dead time at the start of each level, but as you get more and more cards and gears and things snowball, you find yourself with plenty to do in between each number. I was impressed with the number and variety of cards, and they all work well together to create an excellent game of strategy. I actually had to tear myself away from it just to write this review! Well done! I'd love to see you flesh this out into a larger game in the future.
Oct 16 13:33:49 11m 36s RandoBots ♥ 3 I remember your LD50 entry, *Chicken Dinner*. Always good to see returning faces! I saw this one on the frontpage of Newgrounds as well and was looking forward to playing it, as the asymmetrical battle concept sounded great. I'm not disappointed. This is a slick, well-polished game, with simple controls and enjoyable gameplay. The music switching every ten seconds along with the gameplay is a really nice touch. The enemy AI is good but I've noticed it has a tendency to run into blocks and get stuck, which makes it a sitting duck. I expect this would even more fun in two-player mode anyway, so I don't mind. Good job!
Oct 16 13:45:30 11m 41s 10s Bar Brawl ♥ 3 I love the idea of your weapons switching every 10 seconds, it adds some real variety to the gameplay. Making you wait 10 seconds to even start the game is a fun touch, as is what happens when you try to click "Exit Game". Combat feels somewhat unsatisfying, though; it's hard to tell when enemies are attacking you, and if you're not careful they can easily trap you in a Cycle of Hurting and wipe out a chunk of your health. They also have a tendency to get stuck on environment objects. The physics-enabled blood spray and objects are fun, but the main gameplay itself needs some refinement.
Oct 16 13:49:55 4m 25s Escape The Ice ♥ 2 For a game made in four hours, this is really great! The first time my controls changed and I immediately fumbled and died, I burst out laughing. Great job! I hope you manage to get the 20 ratings you need because it would be a real shame if you missed out on getting ranked.
Oct 16 13:56:22 6m 27s Coronga Strike ♥ 1 This is difficult, but fun! I love how you have to dodge and turn to avoid the enemies, while being careful not to run straight into one. The shooting part isn't as satisfying as it could be, as the enemies run away immediately and you're left shooting at empty space for a few seconds. I also didn't realise what the red squares were supposed to be, it's not obvious that they're health or that you have to shoot them. I *really* love how, when you die, the triumphant metal music just deflates and grinds to a halt. That's a fantastic little detail. For twelve hours' work, this is excellent. Well done!
Oct 16 14:13:55 17m 33s ChickChick ♥ 1 I couldn't figure out how the "Only one pressure plate works" minigame was supposed to work until I went back and read the spoiler. Thanks for explaining that. This is fun, but would definitely be more fun with friends or strangers online; unfortunately I don't have the time to sort that out and had to go through the game myself.
Oct 16 14:17:22 3m 27s Digital Bacon's Every 10 Seconds ♥ 1 It's a shame you never got round to finishing this, as it looks like it could have been really promising. Instead I'm just clicking cards randomly with no idea what effect they're actually having. I hope you'll consider revisiting this someday and upgrading it into the game it was supposed to have been.
Oct 16 14:37:25 20m 03s Tank Factory ♥ 1 This is good, and I like the idea of being able to upgrade your tank and tailor its design to the enemies you're about to face, but I feel like it's underutilized, and you *really* need to re-balance the waves. The first four waves are practically identical, so there's no real incentive to experiment, and then the fifth wave finally throws a new enemy type at you but also *triples* the enemy count, which is just completely ludicrous. I must have spent ninety seconds firing at a solid mass of orange with no visible reduction in their numbers before I just got bored and stopped playing.
Oct 20 16:56:22 98h 18m HAZCAT - Toxic Feline ♥ 1 This looks great, especially for a Compo entry! The graphics are great, and the idea of a danger rising upwards every 10 seconds works really well. I think one of the other reviewers said it had a PS1 vibe, and I agree with that. The music is excellent, too. Unfortunately, it's let down by the gameplay. I struggled to reliably pull off the wall jumps (and since it's never actually mentioned that you *can* wall-jump, I got very stuck on my first couple of tries). The controls feel too slippery, which makes the game's precision platforming extremely difficult even without the added pressure of the rising waste. I also find it annoying that the switches are triggered automatically when you touch them *and* can be turned back off again - one or the other, please, not both. The ones on the walls are too hard to turn on, and the ones on the floor are too easy to turn back off again, turning them into a massive inconvenience. I don't know whether you fixed this in the Post-Compo version, but the countdown doesn't actually start at ten seconds, not does it reset when you die, so sometimes you die and restart and the danger level rises after only one or two seconds. That's a much more minor issue, though.
Oct 20 17:06:23 10m 01s Radioactive Rocket Fuel ♥ 0 Am I the only one who can't actually find any other planets? I launch off the starting planet, collect some more fuel, and.... fly off into empty space and die helplessly, no matter which direction I go in? There obviously *are* other planets, as other people seem to be able to fly to them and complete the game, but I have no idea how you're supposed to know where they are. I hope it's not just tedious trial and error. A minimap would have been better. I hope I'm not sounding too harsh on you here. I want to like this, as it's clearly had a lot of effort put into it within the Compo deadline, but I can't actually play enough of it to make a fair judgement.