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| Timestamp | Since previous | Game | Sheepolution's comment | |
|---|---|---|---|---|
| Oct 3 14:48:45 | windowkill | ♥ 4 | As a Ludum Dare veteran manipulating the window isn't a mechanic that amazes me anymore, and is one I was expecting to be used for this theme. We've seen it in Alex Rose's Rude Bear Resolution, Managore's Windowframe, and all the way back to Ludum Dare #23 with Chambers' Recluse. With that said, you definitely gave your own twist to the mechanic. The constant shrinking, the multiple windows for enemies and abilities. You got some clever things going on. The shoot 'm up itself is fun! Perhaps a bit too slow paced, which made it not very tempting to start over. I also felt that the sound effects, and the lack of music, didn't match the chaos that was going on. I like the minimalistic graphics. And for what it's worth, I don't have the problems about the game being slow like others are saying. | |
| Oct 3 15:20:25 | 31m 40s | Lava Run — High Intensity Cave Escape | ♥ 1 | Interesting color palette which complements the Indiana Jones theme of the game. Unfortunately because the palette has so much of the same colors everything tends to blend in. Most notably the player character (which is kinda important to stand out) and the rolling rocks. Also I didn't notice the button in level 4 at first. The movement is a bit clunky, but I don't mind it that much. All the more challenge for me. |
| Oct 3 15:56:45 | 36m 20s | Ribbon 2 | ♥ 2 | Based on the screenshots I was expecting a game similar to the mechanic in Super Mario Odyssey, but to my surprise I was able to carry the ribbon around, which looked cool and was fun. You got some nice simple puzzles that use the mechanic. I actually feel like you could do way more with this, but understand the lack of time not making it possible. The jump ribbon is interesting as well, and makes me wonder what other types of ribbons you could implement that aren't simply a key to a lock. The graphics are really cute, the music is nice, and I like that you added a bonus ribbon. Well done! |
| Oct 3 16:26:02 | 29m 17s | The Limited - club | ♥ 2 | I was expecting a sort of visual novel, but was surprised by some fun minigames! I always like when a game has a DDR like rhythm minigame. Nice music, and funny story. |
| Oct 3 16:42:39 | 16m 37s | The Grave Shift | ♥ 2 | I'm not sure if I'm playing this game properly. I found a grave and entered it, which I assume is like entering a level, but then in that level I find another grave with yet another riddle. So I'm not sure what I'm supposed to do. It's really annoying that you need to repeatedly press the same key to walk forwards, instead of being able to hold it. I do like the graphics, and the lighting mechanic, and the music really adds to the mood. |
| Oct 3 16:48:56 | 6m 17s | Travelling Trader | ♥ 1 | This is the first time I've seen a religious themed Ludum Dare game. Interesting! I have to say that I didn't fully understand it, but I was able to donate each time. I also had to google what khums are. Unfortunately the audio was very quiet, so I could barely hear the singing. |
| Oct 3 17:02:44 | 13m 48s | The Last Sanctuary | ♥ 1 | I like the combination of fitting shapes in a survival game. Unfortunately I didn't always understand what was going on. I understood that certain shapes allowed for food/water etc, but I didn't understand why it was that those things were suddenly needed. Also I think that sometimes I couldn't place a shape even though there was space for it, and I wasn't sure why. I like the music and graphics, and I think with some polish this could be a cool game! |
| Oct 3 19:19:10 | 2h 16m | Deep Dreams | ♥ 1 | It's a fine digging game, but is missing some challenge. I can dig down and easily get back up in time. |
| Oct 3 19:35:37 | 16m 27s | PELLET BOI | ♥ 1 | A nice little game! Only problem is that after a while it didn't spawn any more green scares. At least not any I could see. A sort of game over screen would've been nice. I like the particle effects! |
| Oct 3 20:09:39 | 34m 02s | Rude Bear Rollout | ♥ 2 | It was really funny seeing Rude Bear's dumb face as he's rolling around. The body is often glitching out, but that's understandable considering it was made in 72 hours, and it adds to the humor. The jumping mechanic is fun, and there are some tight jumps which make it challenging. My only complaint is, maybe not make the player walk all the way back for missing a difficult jump. Another banger, Alex. |
| Oct 3 20:50:19 | 40m 40s | Spaceout | ♥ 1 | It was really funny how the guy mispronounced my name. That's a great addition. The game itself is nice, though I wouldn't mind the asteroid going somewhat faster. That said, with 2 asteroids it did get very hard all of a sudden. |
| Oct 3 21:11:20 | 21m 01s | Bone Box Brawl | ♥ 0 | Great to see that you made the step from Scratch to an engine like Unity! The game is somewhat simple, but it's a nice idea. I like that you gradually increase the difficulty, and that you came up with a teleporting skeleton. A bit more feedback when you get hit would be nice, and don't be shy to make things bigger. Right now there's a lot of small stuff happening on a big screen. Great for a first Unity game though! |
| Oct 3 22:06:38 | 55m 18s | Limited Heart | ♥ 1 | More Ludum Dare games, or perhaps games in general, should have live action cinematics. They were really funny. Nice puzzles, though I'm not sure what I was supposed to do in the level where I had an extra piece. |
| Oct 3 22:21:32 | 14m 54s | Princess can jump | ♥ 1 | Funny idea! Could have used some sort of scoring, which is also a way they make you keep giving coins ;) |
| Oct 3 22:45:01 | 23m 29s | Dungeon Junk | ♥ 1 | Nice art! I'm missing a bit of a challenge here, as I can simply look at the numbers and switch out the higher ones with the lower ones. Perhaps an idea is to show the value of objects at the start, and that the player will have to remember the value of each object. |
| Oct 3 23:11:43 | 26m 42s | Force Field Sokoban | ♥ 1 | Total turns: 168 That was nice! A classic sokoban with an interesting twist. I like how you used the force field in some levels. As in, you can't do it like this because later on you can't go there anymore because of the force field. Some critique: I would have liked a button that allowed me to undo a move. It's annoying I need to use the mouse for that. And I don't think it's fair that walking in a wall counts as a move. |
| Oct 3 23:27:27 | 15m 44s | Wellslide | ♥ 1 | 2071! Really fun! It played really *well*. |
| Oct 4 12:14:47 | 12h 47m | Prickle | ♥ 5 | Great puzzles! Really had to think about some of them, and couldn't always brute force the solution by trying. Lovely art style, music and sounds. |
| Oct 4 13:54:00 | 1h 39m | 8CharAds | ♥ 1 | SlideRPG |
| Oct 8 14:42:38 | 96h 48m | Fowl Play | ♥ 3 | It's always amazing to see what you guys can do in such a short time. Not only is using a stage a very clever use of the theme, you executed it oh so well. The ducks holding the doors, using the curtains as a transition. Genius, and very cute! Some pet peeves: I wish the text didn't go to the next automatically. Sometimes it was stressful to read everything quickly. And it's a detective game so you want to make sure you read and understanding everything right. Which brings me to my second pet peeve: Highlighting of important words would have been nice. In the end I got it correct, but I slightly got this feeling that you are correct no matter who you choose. I replayed the game to confirm this not being the case. The fighting felt a bit out of place. As if it's supposed to be there because it's a videogame, but to me it broke the immersion. Oh well. Great graphics, music, narrating and all that! |
| Oct 21 20:10:46 | 317h 28m | Mr.AdBar | ♥ 1 | It's not often that I encounter a gimmick that makes me wish I was the one who came up with that, but this one definitely is. Really clever! I remember playing a game made for Ludum Dare 23 (Tiny World) where the game was inside the favicon. Foolish me totally ignored another editable part in the upper area of your browser. It's also really well executed. Clear use of ascii symbols, and the jumping and dashing just feels like a regular game. Also the way the browser talks to you. Really good, and totally deserved high ratings! |