Master Engineer by Mstrp2ez 2011-12-21T14:34:00
Found it slow with rendering problems - towers don't show up at all, enemies show up only after some of them have died, etc. WinXP, Chrome.
Foon → Ludum Dare Explorer → Users → 23
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Tricky Trees | jam | ||||||||||||
| 2015 | 34 | Two Button Controls / Growing | Moss Covers Everything | compo | 559 | 3.14 | 3.00 | 3.48 | 4.00 | 3.71 | 3.24 | 40 | ||||
| 2015 | 32 | An Unconventional Weapon | HYPER DELUX BINGO QUEST STORY | compo | 160 | 3.67 | 3.53 | 4.03 | 2.57 | 3.50 | 2.27 | 3.07 | 52 | |||
| 2013 | 28 | You Only Get One | Everything Explodes | compo | ||||||||||||
| 2013 | 27 | 10 Seconds | Noumenon | compo | 1046 | 2.47 | 2.13 | 3.06 | 2.75 | 24 | ||||||
| 2012 | 25 | You are the Villain | Demon King Goes For a Ride | jam | 289 | 2.41 | 2.06 | 2.06 | 2.82 | 2.18 | 2.27 | 30 | ||||
| 2012 | 23 | Tiny World | Triskelion | compo | 353 | 3.11 | 3.00 | 2.65 | 2.76 | 2.65 | 2.83 | 2.61 | 2.97 | 67 | ||
| 2011 | 22 | Alone | Shrimp | compo | 433 | 2.53 | 2.07 | 2.86 | 2.93 | 2.47 | 1.86 | 1.43 | 2.43 | 1.63 | 39 |
Found it slow with rendering problems - towers don't show up at all, enemies show up only after some of them have died, etc. WinXP, Chrome.
Not much in the way of a game, but it gave me a chuckle.
Probably should have had an animation or something when opening the boxes... otherwise they just seemed like decoration.
Enjoyable, though difficulty was weird and it felt like fighting the turrets wasn't usually worth it. Once I got to the up-down zig-zag level the number of bullets on screen started to lag things pretty badly, though.
Sweet, but a few too many leaps of faith. Music would have been nice. As others have mentioned, nice graphics.
Thanks for the comments!
One thing I'll say is that I haven't had sound work except locally and I'm not sure why - this is the first time I've used the javascript library, so that needs more inspection.
On movement: I was hoping to have more large empty spaces and appreciate the freedom of movement by not being pegged to the grid, but I'm not sure how to make it more... slidy? If anyone can point me at or explain how to make collisions less unfortunate, please give me a tip, as everyone who's played so far has mentioned that as an issue. One issue that I just didn't have time to fix is that all obstacles occupy a square area even if they aren't square (like the rock).
@Waynetron: Thanks! I wanted to do something like that - have a chittering noise from shrimp that increases as the darkness closes in - but didn't get time for it.
@Cross: Thanks for the appreciation!
The maze generation is a randomized depth-first search beginning from a space on either the left or top wall. Given width and height for the maze area, a grid is made that's actually (2*x)-1 by (2*y)-1, with all even-numbered rows/columns being for walls. Thus, all spaces with two even coordinates are solid, and all with two odd coordinates are open, with others being determined by the search. After the maze is generated I just randomly remove some solid blocks (see the "decay" function) and it's guaranteed to stay as navigable as the original maze (or moreso). It's possible to have single-block islands on even/even spaces, but since the player is placed only on an odd/odd coordinate he can't be trapped.
Thanks for the comments, guys! I'll have to work on movement and sound.
@Pierrec: Are you getting an error, and can you try Chrome? I primarily tested in Chrome but I also checked Firefox and it should be fine. If you can, it'd be great if you checked the Javascript console for any output.
Enormous download and, as the other commenter noted, no apparent way to progress. If there's a joke I don't get it.
Nice! The ways the different cats worked were clever, though the yellow one was really hard to play. I'll also say I was confused by the Esc menus.
Sound effects would have been nice.
And, as you noticed, the theme is a little... weak.
Remarkably fun! Wish you'd had time to put a goal on it. Are you familiar with the Death Worm games which also feature a giant worm flying around (from underground) and eating people? I think that may be phone-only, but the gameplay is mostly like Moby Dick 2.
Anyway, I hope you do something with this! Good stuff.
Fun! A zippy little flash game. The stalker guys are creepy. The theme is pretty tacked-on, though.
I didn't have any trouble running it, but it seemed like a lot of walking with not a lot to see...
You should probably change state when someone dies or wins; I could un-die or un-win just by backing up.
Also, (Esc to Exit) doesn't really need to be on the screen the whole time.
Like everyone mentioned, lovely graphics, would have liked some sound, seems worth following up on - one thing I'll add, though, is that it could use some more puzzles or more involvement. As it was after maybe the first elevator I just sort of tried to click on everything since the dialog wasn't much ("Huh?") and there wasn't much resistance to moving forward.
Still, a lot of promise!
Not too bad - like other people, I found it slow, but the basic mechanic was fun. I'd suggest that hitting zombies slow you down and that zombies don't turn as quickly. Also, if there were humans there I'm not sure I could tell them apart - maybe they should have had hats?
Anyway, thanks for the game!
That was fun! The music was very nice.
The arcs make the ball disappear if you trap only one ball. Still, not much to hold interest.
Nice game! I couldn't figure out what to do after I got into the locked greenhouse, but I greatly enjoyed the ride. Thanks!
Nice graphics - very lively.
The jump feels really heavy, and the character moved so fast I didn't feel like I had much control. Maybe you could make a version with half the frame rate?
Also, it's a minor detail, but it'll be nice to be able to use the keyboard on the level select.
Thanks for the game!
Great use of tweet harvesting.
This is absolutely gorgeous. I almost have to give it full marks on the strength of the graphics alone.
Unfortunately, it's a little too hard - I have a lot of trouble making jumps even once I figure out the timing. It might be easier if there were fewer small gaps to fall down and if gravity were a bit softer.
Also, a smaller issue, but I wish the punch had more of a visual indicator (or sound effect).
Really great stuff - enjoyed this. The mechanic is really clever, and while it feels a bit shallow here, I'd love to see it expanded on.
One thing is that even with the improved version this is uncomfortably large on my humble 1280x800 laptop screen, which is a pity since the sprites are beautiful.
That was fun! I never would have guessed the graphics were made in a hurry - it looks good and plays smooth.
Nice graphics, and I really like the floating islands as an adventure environment.
Only criticism is I'd agree with others that I wish I had more control over the jump.
Beautiful graphics! I also enjoyed the music and level design.
It was kind of weird that I didn't know how much health I had left, though.
The ant animation was particularly fun, and I'm surprised you managed to fit in so many levels. Good stuff!
Really nice graphics, and the lighting is really cool!
Maybe it's just my computer, but though the lighting was cool, I thought the game was too dark, and I could barely hear the audio.
Nice - a lot like Canabalt. Felt like the boost didn't do much, and also would have like to be able to make short jumps.
Really clever - a pure original concept implemented well.
Are you familiar with Hidden in Plain Sight?
Also, what are you supposed to do with the guys who only move when you do? I got completely lost once that got hard. Probably wasn't paying enough attention, though...
Wow, this doesn't look like the kind of game you'd make when starved for time - there's a lot of systems there. I found the enemy ships too hard to kill, but I'm pretty bad at this sort of thing.
Also, surprised to see Akihabara! Brings back memories... You might want to check out EnchantJs, though, which has a much neater codebase, even if the examples are less complete:
http://enchantjs.com
I didn't get to the ending - talked to everyone, did everything in the house, nothing seemed to happen... Interesting little world.
What did you use to make the sounds?
For some reason I got almost to the top of the cave and couldn't get out - not sure if I missed something or not.
Anyway, this was fun - thanks!
Fun game, though too hard. Thanks!
Really beautiful, but I couldn't even beat the first boss...
Very well done and clever, even if it's not a game. Good stuff!
Really cool idea and good way of presenting it - the GameBoy aesthetic worked just right for this.
I couldn't beat level four, though - enemies were just too tricky.
Really cool idea! It's hard to pick out any one thing, but it'd be really fun to see more games with basically the same mechanics.
This was fun! I have to agree with others who found the controls weird, though - it felt very unnatural to always be drifting back to center. I also couldn't get a grasp for exactly what direction I was going.
Above all, a great sense of style. Looking forward to the next one!
Impressively complex system - too hard for me, but I know I can make progress if I put more time into it. On top of that polished audio and graphics makes for a fine game.
This looks nice and the remembering mechanic was really clever.
Unfortunately, the obscure nature of the puzzles was really irritating and made it hard to stay in the game. I found the big iron key first, and I didn't understand why that didn't open the iron box; I didn't even know the cupboard was locked. Also, to pick up the tablecloth, why does "use" work but "pick up" doesn't? Like other people should have said, you probably should have had fewer verbs (open/close were pretty useless even in all the old games).
On another note, please post your source. It's totally OK if it's not clean or won't compile on other systems or whatever - people can figure it out if they need to, and you can produce a clean version later.
A work of rare and subtle beauty about the trials of an unknown civilization.
I would have liked more control over the ant's speed, though.
Fun little game. Be interesting to see it with a scrolling background (even if the camera doesn't move) and some variety in enemies and weapons.
Really polished - would never have guessed this was your first time.
The best part was when I could gain momentum and slip around a few planets without landing, though the screen seemed too narrow to do that repeatedly.
Thanks!
Hey guys, fixed Firefox - apparently the library I used relies on a flash/swf bridge for sound in Firefox and I'd left that out since I test in Chrome. Works now - thanks for playing!
@JaJ Thanks! Sorry you found a bug. There's something wrong with bombs that hit other bombs/guardians that causes a javascript exception, but I haven't seen it freeze things before - what browser are you using?
@NiallM Sorry you turned into an unofficial bug tester. :( I don't know what would cause the lack of updates, but I'll keep an eye out for it, though I don't have access to Windows 7.
It's not worth installing Chrome for one game, but I will say I find Chrome a lot snappier than FireFox.
Thanks for the kind words, everyone! I just fixed it so destroying the harmless planets actually gives you more fuel, so maybe someone can beat this now...
@Will Edwards: The placement of planets in the galaxy is procedurally generated with a couple of fixed parameters (number of arms, points of rotation, curviness). The planet stages have three models which get displayed in one of four orientations, and whether or not an explodable block is placed on eligible squares is random.
Thanks for asking!
@Gunmonkey: Could you please say what browser and OS you're using? If it's not too much trouble it would really help to have the output of the javascript console...
Great dialogue; my favorite part was that by giving even stationary objects animations everything seemed to be alive. Nice job!
Really clever mechanic. Not sure what to make of the moving non-player particles, though - are they stronger?
Hey, I can't get this working. I have two Linux machines; on one in Chrome the whole page turns blue (?) and in Firefox (12.0) text about the first level comes out on a grey background but I can't do anything. On the other in Chrome and Firefox (3.6) just a grey box with black around it loads.
Ah, thanks - it was a driver issue.
Like others, I found the ticking noise pretty bad and the visual indicator (red dots) hard to read - something bigger would have been nice. Also, I had trouble with scrolling - sometimes I would scroll without meaning to, sometimes I would go to the edge of the screen but not scroll even though it wasn't the edge.
The main problem I have with gameplay is that success feel pretty random - all I can do is roll the mouse around and hope the dots turn red. It's barely possible to tell criminals apart without the zoom (I think), but there's no real strategy or way to do a better job.
The basic idea is really cool, though, and with some ability to influence the town (perhaps like some stuff in Atom Zombie Smasher) this would be a lot of fun. Nice work!
That was really beautiful. Gorgeous graphics, great concept. Looking forward to more from all of you!
Really beautiful, and interesting as always. Compared to your other games I've played I'd say everything really felt alive in this one - not just the characters but the whole stage.
The leading puzzles were a bit slow, as others mentioned.
When picking palettes, do you have some rules you follow or is it by instinct?
That was funny and fit the theme well - pretty confusing, though, particularly with the stacking puzzle.
Very well put together, clever physics, impressive graphics, appropriate music.
Besides the jumps across gravity zones being a little finicky, I'm still not sure how to get from the key to the sword, even though I saw it happen in the walkthrough.
Thanks for the game!
Beautiful graphics, great sound effects, cool idea. Some music would go a long way.
Hey, I'm on Linux and for some reason this just stops at the title screen. Any idea why?
Thanks for following up with me about the problem running the game; sorry it was a false alarm.
Nice game - I'm surprised it's the first one I've seen in this LD using Processing! The graphical effects really set the mood, and the expanding view really gave a sense of space.
Clever mechanic; I had trouble with multipush too, and found it pretty difficult.
No idea what was going on once I got to the solar system.
Came here because of your web game comment; I made a web game, but honestly that kind of comment is unhelpful.
Like everyone else, I thought this was really hard because of the responsive controls, quick enemies, and very short timer (queen's food supply). With tweaks to those it would be a lot more fun...
That was fun! The white-background stage was unplayable with my trackball mouse, though, and I had to give up on the next one (even after reading the source).
There really should be more games like this.
Do the letters KG mean anything special to you?
This is really fun - thanks for the game!
Kind of fun, but I'm not sure reloading added much except irritation.
I think I figured out how the UI works, but here are some problems I had:
At first it seemed like my arrow keys moved my guy in the wrong direction rather than moving the view.
Despite clicking on the question marks and leveling up some, I didn't understand how to gain experience - what am I supposed to be doing? Does tool level just increase with normal level, or does it grow differently?
I didn't realize at first that just because "dig" or "build" came up didn't mean I could actually do those things, and it didn't help that clicking on the buttons didn't give an error or anything.
I don't know what the point of digging is - why does the tile turn grey? I didn't understand the explanation that you "get a tile". Same for chopping trees, though I guess that gives you materials?
I was really surprised to see such a complex rules system for a forty-eight hour game, but I couldn't really enjoy it since I couldn't understand what was going on.
Really cool - real 8-bit feel, and the YMCK flavor came through. Surprisingly stylish. Look forward to your next one!
Would have been nice to actually have an explanation, though - I game overed twice before I figured out what was going on.
Nicely put together - the theme of the level came through really clearly.
One thing that would have been nice was more contrast between foreground elements (characters, pickups), passable items, and impassable items.
Best game I've played yet! The graphics for this are exquisite, and the little details in the way your character moves and the interface responds take up another notch.
There are two things I noticed that seemed a little off:
On the second stage, the first time memories collapse, you can get stuck on your first move. It might be better to position it so that you notice that blocks collapse but you can't get stuck right away.
On the last few (two?) levels, the character started moving a lot more quickly, and it made the game feel harder but not in a fair way - it was easy to accidentally push a block too far. Not sure if that was just my machine, though.
Thanks for the beautiful game!
That was cool - thanks for making a Linux version!
If I were to make some small improvements, I'd make the arrow keys work and make sword attacks automatic, but that's about it.
That's extremely polished! With a few special attacks and some difficulty tweaks this would be a real winner.
This is great! The music and graphics come together and make a really nice experience. It feels like the gameplay could use some polish, if only a touch:
Can you do something to make the start faster? Maybe starting with two virii would be better.
In the very first stage walls would be really nice, since I died a few times before I understood what was going on.
Thanks for the game!
I have the latest flash but this didn't detect it.
I tried running the source version, but the link in the index.html is broken and even after fixing it this didn't load.
I'm going to try re-installing Flash, but this has never happened to me before...
Beautiful art and perfectly suited music. Unfortunately I couldn't figure out how to get very far and then literally got stuck - buttons would still light up but clicking on stuff didn't do anything. I was standing to the right of the Groom's cart, I had the number, the lighter, and the pills.
That was funny!
Pretty!
That was fun! Very polished.
I played this in a pub in Tokyo with some friends, and one thing that was immediately obvious to me but not to some older people / long time expats was the guy behind the forest murder. While I had an easy time tying "going to Starbucks, impatient" to "vintage dagger" and then laughing about the Instagram reference, that sort of stereotype just wasn't on the radar at all for some people.
Really cool, agree it could be a bit easier though.
Hey, that was pretty interesting! I got to a room with no exits and my soul got eaten. There were a few issues:
- The game is not actually very hard if you use movement correctly - to quit moving in one direction, just move in another. This won't stop gravity but will cut jumps short, for example.
- The music doesn't loop.
The graphics and music were really polished and the concept was good, but it felt really unfair when I failed. Sometimes all three stores would be closed, and the delay for switching to a different food when feeding felt like too much. Did enjoy it though!
This is not the kind of game I'm really into, but it's definitely come together enough that it feels like a lot more than a weekend went into it. Good stuff!
Clever.
That was cool! That's a polished and complete game.
That's really nice! I got stuck in a wall (the dip over the higher moving block in the room with two) but I really like the direction this is going.
Nice art. Glad someone finally explained the shrimp thing, that had me confused for a few eons.
Fun and cute! Lovely music and art. I had trouble with Z+X too though.
Is this heaven? Am I dead?
The thrilling digital cheezeburger experience that will save us all.
Felt like I was in the Gibson. I'm shocked Network 23 let you publish this.
Great work!
This is beautiful. Now I just need to find someone to play it with :D
Nice work! I enjoyed this - the transforming scenery was cool, and I appreciated the forgiving difficulty. Since you could use sounds outside the ones on screen it'd be interesting if remembering the keys for old sounds was part of the game.
I really liked the runes, too, though the one for key 2 looks a lot like the Tumblr logo :P
This was pretty interesting, I played to floor 5. I liked the interaction of constraints, but because the decision space on each turn was relatively large and the outcome was non-random/there was no hidden information it started to feel a bit like doing rote math. Maybe if you had a much smaller decision space (like 5 stars total to hand out) and a time limit on turns it would be a bit more engaging?
Not nice :P Given you ran out of time this is great, seems like you're taking it in the right direction. Having more stuff to play with (and maybe consequences for being a jerk) would be fun.
Not really sure what was going on but I loved it anyway. Rocking music. Two requests: allow jumps in the middle of jumps and add some kind of guide for the exit. Good stuff!
Lovely mood and graphics, though too hard for me - the keyboard controls in particular were really rough. I switched to a controller but still had a lot of trouble with landing jumps correctly.
Oh, I forgot to mention before, but thank you so much for including the level skip mechanic. It wasn't enough to get me through but it let me see and understand a lot more of the game than I would have otherwise.
I enjoyed that! I really like the theme song :D If I had to say something I'd like to have it'd be faster walking and checkpoints - I'd gotten a lot of berries before I first fought a robot and died pretty quickly, and starting over was a little harsh.
I really like this - the graphics looked nice and had a lovely bounce to them, and the way the level spread out was inviting. The fight with the dogs wasn't as hard as it seemed at first, either. However, the garden path was too hard (I cleared it once but lost the key to the chest) so I never made it through the final door :/
Interesting! It's pretty short and simple, but the asymmetry of the slugs adds a bit of interest.
I took a look at the code since 800 lines sounded like a lot - looks like you overshot a bit with the WebGL, but if you learned something sounds like a win-win. :D
Cool! This is easily the best fit for the theme I've seen so far.
I was confused by the practice since I seemed to miss everything, but playing the other two songs it seemed to be synced normally. At first in the practice level I thought I was visually misjudging when to tap. I'm not good at rhythm games though, so it's possible I just missed the beat.
Cool! What you've got is very polished and nice. Maybe add some pickups for a little more variety and you've got a really solid game!
Interesting idea but since you basically just wait for the chopper to do it's job (and sometimes die because the random placement of fire can't be dodged because it's all around you or you're in a hole) it's more frustrating than horrifying.
It'd be nice to be able to restart with the keyboard, since that's where the other controls are.
I assume the surprise ending is the little girl is a deadline weapon the helicopter is escorting into the enemy base? :D
@drakekin: Thanks for pointing out the errors! I'd had a pretty bad misunderstanding regarding my "take" function and it was eating half the deck, which explained all the index errors.
@Foofanoo42: Thanks! This is a bingo variant I made up for the compo. I'd been frustrated by bingo before since it's more of a slow lottery than a game and had thought up some variants, though none that worked with two players.
@Chris Delta: Thanks for playing! Was that error in the bugfixed version? I thought I'd fixed everything :/ If it wasn't the bugfixed version, what happened was it tried to restart and blew up, which is one of the things I fixed :P
stoarch: Was that the bugfixed version? Did it happen right at the start or after playing a bit? (That sometimes happend right at start in the original version, but shouldn't happen in the bugfix... in either case it should go away on a reload, at least temporarily)
Shooting bananas was a nice idea, but it didn't quite come together... I didn't have any trouble with the arrow keys though. When things came out of the building there was some kind of black/white border around them like there was a problem with blitting?
This feels like it's on the verge of being something great but didn't quite come together. Maybe if the player could set grease on fire to hurt enemies it'd be more fun?
Clever use of theme, but maybe it needs some more work? All the letter being the same seems kind of odd and unsatisfying - since you've got Unity maybe you could give them physical properties based on their shape (I or L works differently from O, that rolls etc.).
Nice work, the physics are fun. Unfortunately it seemed a bit too easy to die, and I wasn't sure how to kill things effectively - relying on my guns to shoot things didn't seem to always work?
I liked the explanation that you are the "secret cybernetic weapon", though I think ALL CAPS might have been more traditional :)
Really lovely, nice animation, music, and a good mechanic suited to the theme! Only complaint is I'm not really sure what was supposed to happen with the old people - I got past it but I'm still not sure if I was lucky or what.
Nice job! Is the fork the last weapon?
Nice music, nice graphics, nice concept, but the gameplay was kind of confusing. During the day I was so slow that when I lost it felt unfair rather than like I'd screwed up, and at night I'm not sure why it stopped - maybe the things I thought were kids were cops?
This is great! Your work with Pico8 is always amazing.
While usually fights were solid, it seemed like after the first ten seconds you'd either clamped down on growth or were overwhelmed. Maybe if the enemies started with more territory controlled but grew more slowly or unevenly it'd be a bit less of a speed game?
Lovely game, thanks for making it!
The idea and the status screens are cut, but unfortunately the gameplay feels pretty repetitive and punishing... Speeding up drops and using a "bag" like tetris could help with that.
Gorgeous, great atmosphere, but not really interesting as a game unfortunately :/
Maybe it was just easy mode or me misjudging things, but it seemed like walking used as much energy as digging or chopping down trees. That meant that I didn't really pick and choose my paths through the woods too much, and the frequency with which I fell asleep just walking around was kind of comical.
Good idea, but it seems like they bounce off each other sometimes and I'm not sure why?
This is great! It feels good and like a real game, and the difficulty is right where it rewards a little practice. Sometimes having unlucky spawns can feel pretty unfair, though.
Nice one! Feels like a classic arcade game.
Only complaint is that sometimes I seemed to have trouble entering a wormhole from the outer ring - I'd switch direction back and forth just outside it repeatedly without entering. Maybe the hitbox for it was small?
If I had to make a suggestion about the gameplay, it'd be great if your ship changed color or something depending on what the button would do so it'd be easier to time presses.
The death screen is cool too.
This was great! I enjoyed the goofy story and the surprise near the end.
One issue with gameplay was that I never really got a handle on how wind and shot strength worked. Part of this was that I don't know what the max wind speed is, part of it is that I can't actually see where my shots go, just whether they miss or not, so I don't know if I over-adjusted or under-adjusted for wind and shot strength. One game I've seen that has really clear wind indicators is "Ball King" - it uses more arrows to indicate stronger wind without mentioning literal speed at all.
Also, does hitting the "slow" button change direction after? Sometimes I felt like that was happening but I wasn't sure. If not, that could be a good feature to keep the crosshairs from getting stuck in the corner - something like "reverse direction when slow button released".
Anyway, thanks for making this!
It seems like you had some good ideas here but there are a few bugs that make it hard to enjoy...
The music and graph paper aesthitic work really well, it's nice how you tied them together.
Not a serious issue but right click works strangely, might want to look at that.
After getting the yellow upgrade I could not get out of the pit , I seemed to only be able to fly when moving left or something. I tried the web and Windows versions and had the same issue.
I played the web version and while the frame rate was OK, I had no idea what was going on until I used headphones. I managed to get one puzzle piece but after that I couldn't seem to follow the sound to its source again - just when I'd get close it'd fade away again.
It's an interesting idea, but some more direction or feedback from the game would have been nice...
Great graphics and audio, the slow zoom out really gave the whole thing an excellent sense of scale.
I didn't really understand how the Ragnarok bar worked, but it was fun to slash things while having to keep an eye on the fast little guys.
Doesn't seem to start on my machine, or crashes at startup like _stice mentioned. I'm on a Lenovo x230, Windows 7 64 bit, graphics card is Intel Graphics HD 4000 - guess that last bit explains it?
Tried running from cmd.exe but there was no output to the console. Running from Cygwin it segfaults.
This is great! The music's amazing, it looks gorgeous and the difficulty has a nice ramp-up.
Kind of confused about how bubbles can spawn inside spikes though - it seemed like it was usually but not always a good idea to take them even if it hurt.
Nice fun shooter! I didn't really understand why the blue things changed size and only seemed to explode sometimes, but other than that it was solid.
That was fun! Like other people I had some trouble understanding what the right thing to do was - it seemed like since I couldn't control the swing direction I went back and forth and always risked falling. Then I found the easiest way to go up was by just using one of the climbers and letting the other one swing around :P
The game already looks great, with a little polishing on the gameplay I think you've got a winner here!
Nice rhythm game! I am always terrible at rhythm games so I'm not sure if it's me or my computer, but even after reloading I think the beat might have been a bit off... Running Chrome on Windows 7 if that helps at all.