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JustinMullin

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TimestampSince previousGameJustinMullin's comment
Apr 21 15:39:47 Switch Happens ♥ 2 This is really cool! I didn't realize it was going to be so fleshed out when I first clicked into it, but there's really a lot going on in this game. The tutorial is well written and explains most of the things well, though I did end up getting a bit confused when no more trains were coming later on, not realizing that traffic would pause if trains were stopped waiting somewhere indefinitely. This gets really hard quickly, and the performance is a little choppy running in a browser for me, so I had a hard time progressing much past the point where you have four stations all crossing over each other, but it's fun to try to make it happen. Very fun, nice work!
Apr 21 16:00:12 20m 25s Department of Safe Communication ♥ 2 Very cool. The meat of the game is very polished, and the animations, sounds, and art are all really nice. I loved the theme, and enjoyed the puzzle of trying to memorize what's allowed and what's not. I ended wondering if I should reject everything, which...perhaps that's the point? I did run across one bug where a day started and the first 4-5 pages were just blank. Didn't ruin anything, I just rejected and moved on. I haven't yet been able to successfully make it past the first day after the trial period, but it makes sense in theme to have the difficulty be quite hard if you're actually trying to let "proper" letters through. Great entry!
Apr 21 16:56:26 56m 14s Crawler Of Doom ♥ 1 Well, not every day you see a multiplayer submission for Ludum Dare! I'm impressed you managed to pull this together. The game itself is a bit wonky, movement animations are a little stuttery and the weapons seem wildly imbalanced (takes about 30 seconds of unloading to kill someone with the pistol or machine gun, but the shotgun one shots), but everything _worked_ and I didn't find any bugs while I was testing it out. Very cool at least as a tech demo!
Apr 21 17:51:59 55m 33s Space Supremacy ♥ 1 Fun little game. I loved all the character in the interactions you added. Switching to a space suit when going to the alien planet was an especially fun touch. Nice work!
Apr 21 20:48:07 2h 56m lil lighthouse ♥ 1 This is really cool! Very unique feel for what sorta boils down to tower defense. I love the minimalist art and the gentle little sounds. It all works really well together, and the loop of the gameplay was satisfying. It took me a bit to get used to driving the boat, and it never really felt easy per se, but I eventually got the hang of it enough to finish. I liked balancing the need for upgrades to survive with the need to save up fish to win the game. It led to some tense moments that played nicely. Great work, thanks for the game!
Apr 21 21:27:28 39m 21s Radio Survival ♥ 4 I really enjoyed this! I've not seen a game mechanic quite like this, and while it wasn't especially complicated, it worked well for the scope of the short game, and I had fun the whole way through.
Apr 21 23:11:53 1h 44m n 0 m i n a l ♥ 1 Very cool. I am terrible at lights out, so probably spent more time on some of the puzzles than I would have liked, but they were small enough that I kept cruising through the game. The writing was fun and the ambience was great. I especially liked the title screen. Nice work!
Apr 22 00:49:47 1h 37m Lost Signal ♥ 1 Cool! I'm a sucker for a grappling hook, so I was excited to play this. It was fun to swing around, and there were some good platforming segments. I would have liked to see a bit more momentum and speed with the grappling hook - it seemed like in most cases swinging was not productive, and instead I was meant to pull myself up with LMB. Not a problem per se, but I like swinging! Finding a signal with the radio was a bit tough - I felt I did more random exploring rather than following the signal, but once you find a bit of an indication it worked pretty slick. Nice submission.
Apr 22 01:42:04 52m 17s Signal Quest ♥ 2 This was excellent. I love games that give you lots of knobs and dials to play with, and this one had plenty of stuff going on. All the little puzzles were simple, but the time pressure did a good job making it feel like the learning was spread out a bit - each one took a couple of tries to get the hang of it quickly. I really enjoyed this!
Apr 22 01:47:21 5m 17s In the Crib ♥ 0 This is wonderful. Thank you for sharing it!
Apr 22 01:50:01 2m 40s Plume Tactics ♥ 1 Even though there's no game finished, the art and animations you've shown off are really fun!
Apr 22 02:02:06 12m 05s Warden of the Depths ♥ 1 Oh man, this is excellent! EXTREMELY crisp platforming and combat, lovely graphics, and a really nice difficulty - hard, but not overly punishing if you need several tries. I don't often find myself wishing a LD entry had gone on longer, since there are so many games to play and rate, but I was a bit sad when I realized I'd beaten the game. Very very fun. Great entry!
Apr 22 21:00:47 18h 58m PINGRIMAGE_ ♥ 1 Cool puzzle! I've not seen a game mechanic like this before, and you implemented it pretty well. The graphics and sound were very chill and cohesive, and I really loved the music, it fits great. I spent a bit too much time trying to figure out one of the blue tower puzzles because I had misunderstood the explanation and thought they had to be activated simultaneously, not just in one "emit signal" button. Once this became clear the later puzzles were significantly easier. Nice work!
Apr 23 01:36:07 4h 35m Barely Edible ♥ 2 Wow! This may be an Overcooked clone through and through, but it's executed incredibly well. The animations and art are all extremely polished, all the little interactions and combinations (slipping the plate under the food works, slipping the food onto the plate works, etc.) were well done, and you even got to some of the niche mechanics like restocking on supplies and throwing things in the trash. Very very impressive to do this in 72 hours from scratch. I'm a huge fan of the genre and this ticked the right boxes to be a lot of fun. I enjoyed playing through it a lot.
Apr 23 20:09:32 18h 33m Speed Signal ♥ 1 speedSignalHighScore.PNG This is great. I was constantly being pleasantly surprised by the little things in the level design that were carefully thought through to give nice places to bounce back around after making a mistake, which helped a lot with the frustration of missing a key jump. The focus on finding things to flip my character around kept triggering some neuron built from WAAAY back playing the old 90s game Lemmings. As usual for your stuff, things are polished to a T. Sounds are appropriately crunchy and on point, the character controller seemed flawless (though I did notice the enemy got stuck on a corner one time), and all the art looks very nice - the tileset turned out really well too! I especially loved the dithered backgrounds. That was a nice touch to lend some depth to the scenes, and the one level that's just a straightway was a great moment to pause and admire the backdrop. I'll share a few memorable moments: 1. My first time finding a wall jump. I was staring at that segment wondering how in the heck I was supposed to make the jump, and then it dawned on me _just_ as I reached the wall that I could wall jump, and I nailed the segment the first time. I won't pretend to have landed all subsequent wall jumps, but it felt great to grok at the last minute what was going on and pull off the mechanic. 2. I got in a juggling war with the enemy on one of the levels my first run for about 3 minutes. I kept missing my jump and dropping the banana, then failing to time my attempt to grab the banana until a point when the enemy wasn't there. If this happened a lot it might be a bit frustrating, but as it only happened once it was just hilarious. 3. I kept getting annoyed when trying to shave off time at this point on (I think) the third level, where I really wanted to turn around earlier than the end of the ground area, and repeatedly failed to utilize the walls to do a jump and reverse: speedSignalJump.png Then I _finally_ managed to find that there's a very thin margin jump where you can carom off the very bottom of the first wall, as long as you do a very very tiny tap so you don't bounce right back up where you came from. I didn't spend that much time optimizing the other levels, but it was really satisfying to find a (maybe?) optimal path on this level after much experimentation. speedSignalJump2.png Great work - thanks for the game!
Apr 23 22:02:10 1h 52m CODE RGB ♥ 1 Hey, this is really cool! I quite enjoyed figuring out the ebbs and flows of it, and once I understood I could mix colors, I had a lot of fun building up a bit of mastery. I did find it quite easy with a small amount of practice - I ended up quitting after about 1,000 points as it didn't seem to be getting any harder. Very unique mechanic though! Have you ever played Ikaruga? It's a very different game, but has a similar sort of bullet hell dynamic where you change colors to protect against a certain color of bullets. I was wondering if this was inspired in part by that game. Either way, neat submission, thanks for sharing! 1000.png
Apr 24 13:58:00 15h 55m Video Signal Lost ♥ 1 Neat concept! I love a good classic roguelike. There wasn't a ton of depth to the game past the implementation of the theme, but I found the echolocation idea innovative. It was pretty easy - I finished my first run with six of the extra life items - but I enjoyed the playthrough, and the different sorts of weapons were a neat thing to play around with.
Apr 24 15:35:11 1h 37m Baywatcher ♥ 2 Very neat. I had a ton of fun seeing all of the different kinds of vessels for the first time. The trireme rolling up was especially funny to me, and the whale is great too. Tons of character. The game is a little tough at times, and a little easy at others, but it made for a fine pacing because things move relatively quickly in general. It took me longer than I'd care to admit to realize I had to click right on the ships to move them, and I lost a couple out further than I thought I had to be watching them, but in general I had a lot of fun with this.
Apr 24 18:50:08 3h 14m Fellowship of the Signal Fire ♥ 0 Very very cool. The concept is super unique, and I initially figured this would be more interesting from a conceptual perspective, but the execution is really tight as well! I had a lot of fun playing through the game, and the length was just about right. On my first playthrough I thought the game was too easy, but then suddenly found a critical chain of towers destroyed at an inopportune time, and watched a lot of the game crash down relatively quickly. It was cool to see the game humble me so quickly because of a small mistake. There were a few small things I found myself consistently wishing for: either a hotkey to press to place a tower of a certain sort, or for the game to keep the tower selected after placing one. Moving the mouse down after every tower built to go select the tower button again was a bit onerous for longer chains of towers. I also often wished I could keep the view open that shows all tower connections - it was a bit difficult at times to quickly determine if there was a gap in my defenses. These are tiny complaints though - overall this game was extremely well put together, lots of polish, and thoroughly thought out. The art is nice, the map in particular. The sounds work well. The tutorial is simple but gets the job done. Most importantly, it's quite fun!
Apr 24 20:44:29 1h 54m Sig-Null ♥ 2 Well, that was an experience. I'm lowkey not this game's target generation fr, so my first reaction was big yikes. I thought I would get the ick or find it cringe, but highkey this game was pretty based. I'm a bit of an unc so I'm pretty washed and died a lot, but I took a couple dubs, not even cap. Not saying I'm cracked, but I might be entering my mid era. Anyway, enough yapping. Just saying: you understood the assignment. You locked in, sat up straight, and you cooked until it hit different. <*ahem*> What I mean to say is: well done. This was fun!
Apr 24 21:47:44 1h 03m The Marshaller ♥ 2 Oh man, I love rhythm games, and I really like how this pairs mouse input with rhythm. I'm a big fan of the general flow of these levels, and there's some nice design for the built-in songs too. I enjoyed this quite a bit, once I figured out how to actually play. I didn't realize there were instructions on the page here, so going in blind, I failed once trying to use the arrow keys in time with the cues, then failed twice trying to use WASD, before realizing I needed to hover the mouse too. My one complaint is the timing is thrown off quite a bit by the feedback clicking sound being out of sync significantly from the music. Pressing a key in time with the beat meant the click was off, and I was never quite sure if I should be timing things so the click was on beat, or so my tap was on beat. I just tried my best to ignore the click and tap in time with the beat most of the time as that felt a lot better, but it was quite distracting. The ability to load in custom music is very cool too! I haven't played with the ability to create levels, but it's neat that you have both of those options available.
Apr 24 22:21:37 33m 53s Echo ♥ 2 Wow! Super cool. I've not seen this mechanic before, and you implemented it pitch perfect (pun slightly intended). These were some nice level designs too, and I'm impressed by how many variations you managed to implement in a short time. The graphics and sound are fantastic, especially the echolocation effect. Everything about it just works. Top notch entry, well done!
Apr 25 00:29:35 2h 07m Out There ♥ 3 Wow, this was very cool! I did get a bit tired of the gameplay loop about halfway through my playthrough, as it was a bit tedious to constantly be driving back, and I wasn't sure how conservative I had to be with metal, so I probably didn't place bases as often as I might have been able to. I also really would have liked to have some indicator of how far the signal poles stretch, as I made some pretty big placement mistakes early on that felt brutal given the small amount of metal I had by that point. That aside: the aesthetic in this game is wonderful. The hard-mounted camera works super well to give a real feel of driving a fly-by-wire rover, and I absolutely love the way you nailed the feeling that you're watching a screen in-game. The little things in the periphery of the main view that remind you you're looking at a monitor with a video feed, the pan over to the map, etc. work really well. The static effects are extremely high quality too - I loved that the music fades out and is replaced by static. Wonderful atmosphere, and a fun ending. Thanks for the game, and nice work!
Apr 26 19:41:25 43h 11m Dot Dash Mash ♥ 1 WHEW! That was a blast. It took me at least an hour to get through it all, but every puzzle was engaging in a unique way. I was very impressed by the initial puzzle mechanics and already prepared to gush about the game, but the later mechanics just continued to add interest. Inverting rows is _diabolical_ but so very fascinating to piece together. That final puzzle threw me for a loop several times, but was the most fun I had out of the whole set. I suspect every puzzle could be solved through deduction without backtracking, but for the first half of the game I was definitely doing a fair bit of guessing. I really enjoyed hitting the point where the puzzles were too challenging to guess by default and I was forced to get smarter. I did frequently find myself wishing I had some way to mark cells as "must be lit", or rows and columns as "must be inverted/not inverted", as I ended up needing to take notes outside the game a couple of times to record that information, but this was a minor thing. I loved that the only way to know what letter belonged in a row/column was to hear the morse code. It really helped to cement in the theme, and I found it fun as a refresher on a bit of morse too, even though learning the letter associations wasn't actually important to the puzzle at all. The art, sound and music are all very simple, but fit quite well and none were distracting. All the interactions worked perfectly for me, and I didn't find any bugs at all. Solid entry, extremely enjoyable, and very impressive. Nice work, and thanks for the game!
Apr 26 20:18:35 37m 10s Patch Panel ♥ 1 Incredible. I had a few small complaints with how fiddly it was to go back and grab a bunch of wires and try to nab the ends that are bouncing all around, as there were quite a few moments of annoyance fighting with the UI on that, but overall those quibbles were very small. I'm a sucker for any game that has me playing around with physical controls like this, and your implementation of the patch cables was super satisfying. The levels were very well designed to introduce the new modules without holding my hand too much, and I really enjoyed how minimal the modules were. Having only a "compare" box and not an "absolute value" for example was a great choice. On that final level I really had to think hard about what I was doing, and forcing me into using the 1/2 signal to hack a solution was brilliant. I wish I'd have taken a picture of the beautiful mess of cables that was my final puzzle solution. It was delicious chaos. Very very fun, and extremely innovative. Nice work, and thanks for the game!
Apr 26 22:02:46 1h 44m МIИISTЯУ OF SIGИДL ♥ 2 Wow wow wow. This was just incredible. It took me a decent while to get into the swing of things and get a feeling for how all the mechanics worked, but once it started to click, it really clicked. All of the little interactions work so well. Tuning in the radio is very confusing at first, but one you start to get the hang of it, starts to feel very natural. I'm not sure I love the overheating mechanic, but it may be that I was misunderstanding how it worked. I thought going slower and waiting a while after motions would help, but sometimes it seemed to overheat after quite a while of inactivity. Eventually I just learned to allow the radio to overheat, then quickly reset to the settings I had previously. Maybe that's not intended, but it worked well for me. The typewriter is _extremely_ cool. It feels so immersive to go typing actual text onto the page and have things _just work_. I was entering the wrong time format for quite some time before I realized that I had the months and days reversed, which was a bit frustrating, but easily remedied once I noticed what was going wrong. I'm still not completely sure what sort of content is supposed to go in the keywords field, but it works pretty well to just note any words that seem like they _might_ be keywords, and once I stopped worrying about making the page look "pretty" and just entered all the stuff I saw that might be a keyword, things went much better for me. Sometimes the radio would be just out of tune enough that I missed a key letter in a name, which was a little annoying, but generally on the next scroll things would be clear. One thing I really wish I could have had was the ability to scroll back through the output paper logs. I was a bit surprised when I tried to do this and couldn't, actually, just because the paper feed really _feels_ like it's scrollable. It was a minor complaint all told, as there's lots of time given for each signal to record it all. Overall the whole package just works so well together. The music and sounds are perfect, and the whole mood of the ensemble is extremely tight. I have not gone back to replay the game with the skills I learned in the first playthrough just because of time constraints, but if I end up with some spare time another day, I'm seriously considering it, as I'm curious how/if things would be different if I got a much better report. Extremely impressive. Thank you for sharing, and I hope you're proud of what you put together here!
Apr 26 22:56:43 53m 57s Melting Sun ♥ 1 Very cool. It's very short, but packed with character and mood. Punching the cards felt very satisfying. Learning I was doing it inefficiently by not stacking the cards from the comment section here...less satisfying. 🙃 I really enjoyed the playthrough. There's a lot of mystery, and even though there's not really a reveal or anything there, the ending was quite powerful. Thanks for the game!
Apr 27 02:02:53 3h 06m TRAFICO ♥ 1 Very fun. The graphics are super cute and the animations of the supervisor putting strikes on your file was extremely fun. I laughed the first time I noticed the animation where they angrily just scribble all over the file because you failed. The jump in difficulty between stage two and stage three is enormous. I played probably six or seven runs and only made it past stage three twice. The cars run out of patience very quickly. This combined with how easy the first two stages are made it a bit difficult to replay very much. Still, I did play quite a bit. Wonderful art, sound and music, and the whole thing drips character. Very nice submission. Thanks for sharing!
Apr 27 13:08:01 11h 05m System Invader ♥ 1 Huh, very interesting! I've seen a lot of iterations on the roguelike deckbuilder lately, and "actually roguelike" is not something I've seen, which is wonderfully ironic. This is a fun take on the idea! In several playthroughs I was not quite able to complete the hack, though I did get close. I can see enough synergies in the cards provided that I'm sure I could make it with a few more tries, which is a great place to land on balance during a Jam. The art and sounds are nice, simple but effective, and everything's weaved together pretty effectively all together. Fun and creative - nice work!
Apr 28 00:10:51 11h 02m STATION 88 ♥ 2 Very very cool. It did take me quite a while of playing around with the pieces to figure out what the first steps were, but once I got a signal into the signal analyzer I felt I had enough direction to go on at each step. I do wish a bit that the signal analyzer output would have worked as a passthrough, so I could keep routing all signals through there after the noise reducer. Just a minor complaint. The pacing of this game was quite slow, but I really loved the immersion of needing to interact with all the bits and pieces manually, and the mystery of decoding the signals was well executed. I loved especially the weird messages with radio signals and images that didn't really do anything except give an uneasy feeling. The lo-fi aesthetic fit perfectly. In an expanded setting I could definitely imagine having a lot of fun with a more complicated setup and a longer game, though I think a lot of things would need to be streamlined slightly, as moving all about to swap wires around was a bit onerous in the end. Having the player character move extremely quickly was nice to keep the game from plodding too slowly, but was also a bit jarring. All told, I was really impressed by this. It's very different in a good way, and exploring some game design space that I'm really into in general. Nice work, and thanks for the game!
May 1 11:45:41 83h 34m Formation Tactics: Line Breaker ♥ 1 Hey that's cool! Very unique gameplay. I'd be really interested to see a full analysis of all the strategies that crop up if you got really good at this game. It's quite fascinating. Reminds of me Wolfram's and Conway's cellular automata rules, where it might actually be quite complex. Thanks for the game!