FoonLudum Dare ExplorerUsers → dansludumdare

dansludumdare

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201326MinimalismSuper Mondria Brotherscompo9752.772.772.973.802.482.961.752.6545
201225You are the VillainUntitledcompo6092.531.952.682.552.872.891.963.5576
201223Tiny WorldTerraformer Breathcompo3643.092.713.523.352.202.522.982.81100

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by dansludumdare

LD23 — Tiny World

ToastBiome by tinyworlds 2012-04-28T18:45:00

I had trouble with the lag in the controls as well. Did you play this on a fast computer? It's possible you're below the event horizon where processing events happens faster than keyboard events are created when a key is held down, and I'm beyond it.

My Kid Dropped The Planet by MadGnomeGamer 2012-05-07T04:44:00

Moth is right about everything. And you're playing as a bunch of kids -- choosing to be good or evil is like choosing between studying ants and studying burning ants with a magnifying glass (I imagine most kids will do both). Also the panning and the choosing to be good or evil go hand in hand. If you can see the entire level up front, choosing to be good or evil will be less arbitrary. As it stands, if I saw the portal from the first screen and no objects obstructing it, I went good, else I went evil and shot the planet diagonally fully force at the ground over and over. I think that might explain the thing about everyone expecting the evil ending, since evil is much easier.

I was confused about the ending - it asked me if I was good or evil, and I put evil since that's what I was most recently. It didn't accept my answer so I tried again and then said I was good. I think the good ending showed up for a second and then the bad ending showed up.

And yeah, I skipped the wall of text at the beginning.

Good take on the theme.

It's a tiny world by Endurion 2012-05-01T05:42:00

Very compelling gameplay -- went through it twice. Too hard and luck-based though, especially at the beginning -- there should always be a majority of purple blobs and a healing chest. The trap chests are no fun. Maybe some way to cautiously open a chest. It's also hard to tell when you're ready to face an enemy or not. I'd be killing blue dudes and the next enemy that appeared was a bear, so I tried to kill it and got one-shotted. When I fought the boss, I one-shotted him.

TINY LIZARD SWELL WORLD by racarate 2012-04-26T22:10:00

Missing OpenAL32.dll on Windows distributable.

AquaWars by ElzingaT 2012-04-24T03:02:00

I got 52342.

Tiny's World by Topaz 2012-04-26T02:50:00

I didn't even know I had PyGame. I'm at 7 fps. Don't use PyGame! Well, do what you like, but there doesn't seem to be a PyGame game out there that's not ultra slow on my computer.

Poiesis by Them Games 2012-04-24T03:15:00

Windows 7, 32 bit

"""
Failed to find a pixel format supporting antialiasing ; antialiasing will be disabled
1.6 1.6
1680 1050
Failed to create image, its internal size is too high (4508x668)
"""

Corgi Recon Force by sirpalee 2012-05-11T05:39:00

Adorable dog. You should make his tongue hang out sometimes (unless I missed it).

I think since gravity is so low, you should make it so you can choose your jump height based on how long you hold down the jump key.

Jumping is buggy; you can jump in the air pretty easily and sometimes you can't jump when you should be able to.

The open world concept is awesome. Making a platformer allows LD players to jump right in, which is important for LD games I think.

There should be some kind of indicator of when you have enough parts. I think I missed the instruction to go back to your ship and just assumed I had to once I had 6 parts.

The graphics are nicely stylish, but you're drawing them weird. Round to the nearest integer before you draw them or something -- the fine lines are all blinky-seizurey. And I couldn't figure out the parts with blue background. Was I under water? (Not talking about the obvious water pools) Was I in an ice cave?

I don't really like the probe. It gives good information but it doesn't seem doggy enough. Maybe if it was a tennis ball with an antenna sticking out or something, I don't know.

World Saver! by Zythiku 2012-05-01T05:50:00

The mouse sensitivity was incredibly high. Not used to inverted Y-mouse either.

Microbe jump by jmaasing 2012-05-01T05:56:00

6 fps. Doesn't seem like it needs such a computation intensive way of doing graphics.

Terraformer Breath by dansludumdare 2012-04-24T04:24:00

It is meant as an exploratory game: spatially, and in figuring out how to use the terraforming abilities you get. I find newer games where you always know exactly what to do tiring (compare post-Gamecube Zeldas to pre-Gamecube Zeldas -- I hate the new ones, love the old ones). So, yeah, I did intend the player to get stuck and have to go back and try doing new things (but not get frustrated), but I guess it's kind of a bad match for Ludum Dare if people want to see a whole bunch of games quickly.

All the terraformer things you get (things toggled on/off by a, s, d, and f) can be shot (with q) at (appropriate) planets to terraform them. For example, you can give an unatmosphered planet an atmosphere with the (a)tmospherator, which allows you to continue breathing (ie stay alive) when you jump to it.

If you're still stuck, my advice would be to jump off stuff in random directions. I designed the game with an alpha path in mind but purposely never checked that there weren't other ways to win. Another thing I like about older games is that they never had enough time for testing or had good enough physics to keep unintentional alternate paths from forming. I love games with multiple solutions to the given problem.

Terraformer Breath by dansludumdare 2012-04-26T03:04:00

Is your browser up to date? If yes, what browser and OS are you on?

The canvas element is the thing that does video in HTML5, and HTML5 is the reason you can play this thing in your browser without installing any plugins. It's also relatively new (hence the browser should be up-to-date).

Terraformer Breath by dansludumdare 2012-04-27T02:00:00

There are 5 powerups that increase the time planets stay terraformed. The first one is supposed to be easy to notice -- top right of screen when on the 3rd planet you can (easily) get to -- and once you have the dustinator, easy to get.

I'm torn about minimaps. They definitely make it easier, but I don't know if that's good. I didn't really want to make it easier -- I don't think there are enough games where exploring is entirely your responsibility. Minimaps ease the burden -- don't explore, just go where you need to right? Faster. Bullshit! Anyway, with time constraints I decided to not even worry about it.

Terraformer Breath by dansludumdare 2012-04-28T23:46:00

I think pen and paper tracking is legit, but I didn't intend it for this game. Hm. I definitely had more knowledge of how the star system is structured when playing (since I created it)... so here's something hopefully helpful: the star system has a sun at the center, and then there are concentric rings of hot planets, mild planets, and cold planets. You start north of the sun. You can travel all the way around the system on the mild planets, which is what I intended the player to do first. When you get the dustinator and can more quickly travel from any point to the other since you're going close to a straight line by hopping on the hot planets. Perhaps not a minimap, but just a rough map of the system would have been in order. Maybe there could be signs on planets with the map and a "You are here". As for knowing if you visited a planet before or not -- I should've made more unique-looking planets. That's a time thing though.

Maybe if the beeping was quieter? I thought it had to be a bit annoying to go with the narrator's character. And it's more effective when you encounter spiders to have some kind of sound -- as if there's some guy ringing one of those "service please" bells, and the service is spider removal, and the guy is covered in spiders.

Terraformer Breath by dansludumdare 2012-04-28T23:57:00

*There's a typo in my last comment:
"When you get the dustinator and can"
should be
"When you get the dustinator YOU can"

Oh, and yeah, that makes sense about the controls. I didn't bother reviewing the controls -- I implemented jumping first, so it got the more obvious key. I thought asdf as the terraforming items was funny. But I guess it should've been something like qwas so you could have another finger free for shooting (maybe f would be shoot). Or just make the a key fire the atmospherator instead of switching to it. In fact, I don't know why I didn't do that... I think maybe at some point I was going to allow combinations of items to be used in one shot, so you'd have to select what you wanted and then shoot it. Hm. Yeah, my bad.

Terraformer Breath by dansludumdare 2012-05-02T06:47:00

Giganormous? Strange. It's supposed to be 640x480... what device are you playing on? In particular, what resolution does it have?

Terraformer Breath by dansludumdare 2012-05-10T08:28:00

I apologize again about the controls. 48 hours, yo, didn't have time to take a step back and figure out that they were stupid.

You are absolutely supposed to do things I never expected! Although hopefully they wont crash the game.

As for walkthrough... can you recommend a program for Window 7 that would be able to record an html5 canvas element?

For while there isn't a video, here's some text that might help: You start North of the sun. Head generally counterclockwise with only obvious short jumps until you see the first robot. Then take a longer jump downward and continue generally counterclockwise until you see the atmospherator. Get it. Continue counterclockwise, ensuring you navigate the perimeter of each planet you land on so as to see other planets -- on one such other planet is a powerup. Once you get the powerup, continue counterclockwise until you are East of the sun (you'll be heading North) and there'll be a branch going East, where you can get the Dustinator (which can turn water to ice and hot atmosphere to normal atmosphere). Continue counterclockwise until you can hop on the hot planets near the sun and go clockwise. Get the Electronator and die from the poison. Continue counterclockwise from where you return to and get back to the starting planet. With the dustinator, you can get the powerup near here. Continue counterclockwise until you meet the first robot you ever met. You can kill him now, and traverse the planet he was on with the dustinator. Around here you can get the firinator. Head to the planets south of the sun, either how you got there the first time, or through the hot planets (faster but riskier). Eventually you'll get to a South branch with a gas giant, and the suckinator near it. Get the suckinator. Head counterclockwise on the green planets and snag another powerup accessible with the dustinator. (There are 2 more powerups in the game, but this should be enough). Continue counterclockwise and get back to the planet you started on, and then head for the poison planet the disembodied voice pointed out. Suckinator the atmosphere, then add a new nonpoisonous one back with the atmospherator. Hop on, kill the robot, let yourself die (with all 5 powerups and use of the firinator, you can do this without dying, but it's easier to just go in baby steps). Suckinate and atmospherate two planets, and kill the second robot. Repeat once more, and just run past the final robot if you're lazy. Get the x.

Killer the Ant by Ben 2012-04-26T22:17:00

That bee!

I'd suggest making the graphics consistently big-pixelly. The leg, blood, and nail break the esthetic. I think the bee does as well.

The galloping leg animation is adorable.

ONLY US by Datamosh 2012-05-11T06:44:00

What's the deal with the rock in front of the cave? I think I got a split second of a cut scene but I was trying to click on the food rock next to it and missed it....

The emoting thing felt tacked on since you can emote with buildings... it's basically just another thing you have to remember to do, but there's no new difficulty associated with it. I wish I had a food building too.

Good, cute game.

A World for Me by kassanu 2012-05-11T23:16:00

I can't stand waiting for platforms. The only thing it challenges is my patience. Cool concept, but maybe it should've been a spaceship that needed to use gravity correctly instead of a giant dude. That way you have something to do while waiting for the next moon to come around, and gravity would make a little more sense.

Empty by Tim Bumpus 2012-05-06T03:28:00

Takes way more processing power than it should. Do you poll events without sleeping for a little bit?

I feel your pain about stupid mistakes. Way to take it in good humor though. Beat the game yourself before submitting it next time I guess.

There's obvious suggestions I'm not making because they're obvious and other people have made them already. One thought I had that I don't think is obvious is this: you have a small window to go with the tiny theme, but the audio is as big as ever. Maybe make it have a simple loud line and lots of quiet bits (if you make a straight up quiet song, people can just turn up the volume and you lose the effect) or stay within a small frequency range to make it feel tiny as well.

Baby Farm by MrEvilGuy 2012-04-24T05:49:00

I don't know why I didn't think of this.

Is the voice yours? I would've been too shy. Awesome.

baby -> man -- yeah
crib -> bed -- OK
trough -> toilet -- I... thought you eat out of troughs
food -> refrigerator -- why do you have to naked to operate the refrigerator?
pond -> desk -- what
duck -> woman -- I get it, like a chick
pig -> pig

I saw a duck ride the pig, and then I think I rode the pig!

Home is where the robots are. by greg20man 2012-04-24T03:50:00

Just wanted to specifically say that I enjoyed the exact awkward timing between falling and the gave over screen.

Survive, my little pixel! by Riccardo Stucchi 2012-04-24T22:18:00

When I got game over, the "bang" sound effect kept playing. Hahaha!

I find it bothersome that the robots can see farther than the magnifying glass. Cool concept though.

Bang bang bang bang bang....

NanoTanks - A tiny programming game for a tiny world by mjb 2012-04-29T05:54:00

I'm not sure if it's that the language is too complicated so much as it isn't self documenting (what's mytsl?) and doesn't have comments.

I've been thinking of making a programming game myself. Didn't even occur to me to have the code and simulation displayed at the same time. Duh.

Anyway, kudos for doing a programming game. I'll probably spend more time on it some day in the future -- perhaps perusing the source as well -- interested to see a homegrown compiler.

The Lump World by Kralle 2012-04-24T22:40:00

So you hold q/w and left click on a planet to select dudes right? I sent my miners to a planet on the 3rd level (where your opponent is introduced) and then they stayed there and I couldn't select them to make them come back with their gold.

The Lump World by Kralle 2012-04-24T22:44:00

Oh also the audio sounded like a naked guy sliding down a 45 degree angle roof and a car engine. Not sure if that was intentional. But I think it's a good commentary on how awful war is.

The Lump World by Kralle 2012-04-24T22:44:00

*glass roof

Rediculosis by unclechristmas 2012-05-04T06:09:00

I found the levels played the same. Maybe set the walking guys on predefined paths, and make the shooter guys shoot in patterns, both unique for every level.

muniverse by namuol 2012-05-04T07:26:00

You drop off your passengers when you land on a space station near the fare's destination. But I got a passenger whose destination had no space station.

Excellent game!

Lady Bug!!! by Nightsjester 2012-04-26T21:25:00

Also too slow on Firefox, Windows 7, mediocre video card, 2-year old laptop.

Seems cool otherwise. I think it fits the theme fine.

Shorted Out by HybridMind 2012-05-01T04:32:00

Way to learn Unity in 48 hours!

My main complaint is the ball physics. I'm not sure if I just didn't understand it or what, but it seemed more complicated than I could be expected to understand (given lack of tutorial and whatnot). I got that there was momentum, but I also felt like I was slipping for a little bit when accelerating 90 degrees away from where I was currently moving.

Tiny World by spilth 2012-04-26T01:19:00

Not on a Mac. I feel lame saying that, but I'm encouraged to. On the topic of lame things, I'm also avoiding unfinished entries... maybe put being able to finish higher on the priority list next time. Or finish the game early and then add stuff later, and never let on that you didn't finish.

Bright Worlds by johnfn 2012-04-24T04:05:00

I put a light source in a hole (locks underneath) and couldn't get it out or go anywhere without going insane.

Sluggish on 2 year old laptop; Win 7, 32 bit, 1.3 GHz dual core, 3GB RAM. Interestingly, the character responded quickly, but the camera, world, and text were the slow things. Something to do with Pygame threading I guess.

Everlasting by feyleaf 2012-04-26T03:36:00

Holy SHIT how did I not know about SFML? ...I'll wait for version 2 before I adopt it though. Shaders! Everything else is fine (and I've already coded it) with SDL and OpenGL. Did you move from SDL to SFML? If so, any comments?

I also love randomly generated stuff.

The music was pleasantly wonky. Love and marriage, love and marriage....

Cosmicro by Knighty 2012-05-10T08:55:00

An explanation of the buildings would be good. I tried human, house, turret, and shot, and then just built a global network of turrents. Eventually I spotted shield, but couldn't figure out if it was invulnerable to the fireballs or just a single shot barrier, since all the aliens were getting shot down by the turrets already. And I never figured out what speed did, unless having at least 1 of them speeds up your character's movement slightly. How many dudes does a house hold?

Anyway, this is good. The cross between shoot-things-that-come-from-outside and building stuff worked well.

ET SPACE ROK. MAK MOR MANS.

Through the Blue Sea by Sandcrawler 2012-04-24T03:46:00

"You need the August 2008 DirectX update in order to run this application...."

I didn't bother updating, so it's possible this is my fault. But I purchased my computer after 2008. Window 7, 32 bit.

Block Switch by madbranch 2012-05-07T22:42:00

I think I know how pawlmurray got stuck -- I was here for a bit just now -- the place where you get two blocks and are supposed to use them to get yellow dimension -- I didn't "see" the roof in the first room with yellow blocks as something you could jump through for a while. It's the first time you have to go upward through something, and it's the first time something you can go upward through is an entire ceiling, not just a platform. I don't know what to do about that, but I think it's legitimately not straightforward.

I find placing blocks at the right height a bit annoying... maybe aim with the mouse within a limited range. It doesn't have to make sense (the blocks already just disappear and reappear), and I don't think the point of your game is to learn the height vs time relation for a jump. Especially since you spend most of your jump at the highest point, which puts a block just above where you can jump to.

Also don't need separate keys for pick up/put down.

When I got to very close to the leaf, I jumped up and had to do that loop again. Seems more like a perception trick than a peice of gameplay -- I just don't think of jumping through ceilings much in every day life.

I got to the bottom left corner (I think) and got stuck. Did I win?

Also I had to test the gameplay myself when I jumped on a dog. Having to test the rules brings you out of the game.

About zzForrest's comment... I don't agree with him, but it does feel very "Here are two mechanics, it is a game." Maybe make it so the blocks you place also only exist in some dimensions? Some way to make the two things compliment each other, or seem like 1 mechanic instead of 2.

Conquest of the Cyber-Ovine by Nanolotl 2012-05-02T06:33:00

Excellent game. Kudos for randomly-generated world.

Here are some things I found annoying, that I think are easily tweakable:

1) Sword being limited to NESW. I imagine that if I used a sword in real life, I wouldn't have to line myself up with my target before attacking, I'd just turn toward it and slash (not stab). So there's no such thing as a "blind spot" when using a sword, but it appears in this game because a) you limit the sword to NESW b) enemies can approach diagonally. These are both understandable as they are simplest to program. However: a simple slash animation (the sword going from left to right while facing N, say) together with a big enough hit box that there are no "blind spots" would mean a much more playable game while still keeping it simple.

2) Enemies invincible after being hit. <rant>Come on! Nerf the weapon, not the ... what is it? What is going on when enemies are invincible after getting hit? I don't get it! I hate it! Who invented it and why does everyone keep doing it?! It's particularly annoying when I shoot a sheep, and he then manages to charge me while invincible. It's like... you know, Karate 101: back away from your enemy after you shoot him in the face because he's invincible. </rant>

3) Enemies don't slide. I figure you made the player accelerate instead of moving exactly how they input for esthetic reasons. Fair. But the fact that the enemies don't do that, especially in the ice level, and because the enemies have the simple job or running into you whereas you actually have to hit them with something, and because both you and your enemies are sheep (instead of the enemies being, say, robots with all-season tires and constantly rotating saw-arms) it just feels like cheating.

Seriously though, it was a sweet game. When something new and nice happens I don't have lots of words for it, but when something I see in video games a lot happens, I have lots of ammo for it. So don't take the disproportionate amount of words the wrong way.

Curse Of Grimwood by sorceress 2012-05-07T23:30:00

I've always hated games with limited mana. It's like games with limited continues. If you get this far spending this much, you might as well give up and start over. It's also like... is this an ability, or a cheap trick from the mana store? Anyway, goes without saying I didn't try again after I ran out of priest mana and died. Maybe the wizard should steal mana from enemies. Anything that makes it so you aren't running on batteries.

The game could've felt more cooperative if you could push your allies out of the way when you hit them (like the difference between Starcraft 1 and 2). Right now it feels like your AI buddies are these guys:
http://www.youtube.com/watch?v=GSMF35t0JA0&t=19m11s
(watch for about a minute)

Everything else was pretty awesome. Impressive for a 48 hour compo game.

TinyBot by murilo 2012-04-24T03:27:00

Did no one else get Sticky Keys acting up? I've never bothered disabling it.

I agree about the no shoot while jumping thing feeling wrong. I ended up in a place where a yellow dude was blocking my path (upward) and there was nothing to do to get rid of him.

TinyBot by murilo 2012-04-24T03:27:00

To be clear, when you press shift 5 times in a row, the Sticky Key dialog pops up.

Tiny Defenders by Raptor85 2012-04-24T05:32:00

I'm not sure if I'm addicted to tower defense (I've only played such games a few times, but enjoyed them) or this particular take on it. I'm also not sure if I want to see it fixed up or not (the graphics are endearing and figuring out that ants exist in a square is cool, even though it "should" be intuitive). (Although I'd like to see the price check fixed -- you can't spend down to 0 AP when upgrading).

Did anyone find a strategy that worked that depended on anything other than fast ants?

My strategy: fast and near hole, fast ant near entrance. Upgrade and near hole so you can survive, then upgrade ant near entrance, to take dudes out faster. Anyone find something that works faster on the completely big ant wave? The front guy isn't upgraded enough in time for it.

Cells by kelp 2012-04-26T21:09:00

I feel like if you added one single rule to this (simple enough to be able to rush in when time is running out), like only so many mutations per kill or something, you'd have a "real" game. As it stands, you just select things and give them poison and then aggression.

Otherwise really cool. I've created similar things myself (not in 48 hours).

Pixels World by Zerod 2012-04-28T18:35:00

Ground could use some texture -- gets weird when you see only a solid line below you and are between two purple guys.

Maybe picky about this, or it was a time thing, but I would've liked if all rotations stayed true to the pixely nature of the game (like the green squares do). I don't like seeing rotated pixels... they don't actually do that! In particular, the star at the end of levels.

The enemies looked hilarious. I like when they stacked too.

I liked the frequency of save points.

Combat Cubes by bigbadwofl 2012-04-24T06:03:00

I don't know much about XML, but I noticed you used it to, I think, define some interface stuff. What's the reason for using it instead of just hardcoding? Is it the output of some other tool?

Combat Cubes by bigbadwofl 2012-04-24T06:16:00

Crashed: had warrior, rogue, mage; warrior died, finished first level, bought priest, pressed start

Crashed: second level, I thought because I walked too far left

I'd've played longer if not for the crashing; it was fun.

Anthill by kutuup1989 2012-05-01T04:37:00

Didn't play because I don't like installing things -- not just Ludum Dare entries, but anything (I use portable programs). I don't trust programs to uninstall themselves completely, or not screw around with my boot sequence. Don't know what tools you were using, but can you compile to a simple executable?

Panopticon by kakuremino 2012-04-26T22:05:00

Real nice game. My suggestion would be that text at the end (the one I got) was a bit too dramatic/Matrix Reloaded. Oh, and love the slinky sounds.

Battle For 35 Leukothea by Rectifier 2012-04-24T07:31:00

I didn't realize I was supposed to protect the red p as well until I started losing life. Actually, I wasn't sure that I was supposed to protect the blue p either. And I thought there were 4 red ps -- didn't realize the world wrapped.

At one point I held down the arrow keys and ended up having to wait for a bit for the thing to finish handling all the arrow key events. I don't know what freedom PyGame gives you, but something like turning off key repeat or flushing events after refreshing the screen would suffice.

If it weren't a Ludum Dare game I'd say the enemies should be more varied -- 30 waves of the same dudes (as far as I could tell) gets repetitive. I ended up using basic towers the whole time. (I played on easy -- don't know if that makes a difference).

Love the ASCII.

The Lost Isles by Nilmrots 2012-05-01T04:34:00

Getting dropbox 404 on Windows link.

LD25 — You are the Villain

Untitled by dansludumdare 2012-12-17T05:05:00

Hey guys, thanks for playing!

At risk of ruining the "what" that I find so delightful in LD entries, I'll explain a bit because I don't want anyone to be frustrated.

You're an alien and you have to crash land for whatever reason. You can pick up powerups and put them in your ship, because what else would you do in a video game? But the planet you landed on needs those powerups too, right where they were, and it starts to respond and break when you take them (hence the shaky camera). If you take too many, the planet dies, and you along with it (bad ending). If you leave them, your buddy eventually picks you up (good ending).

If mindlessly taking powerups is just what you do as a gamer, You Are The Villain.

I also wanted to make a pretty game, so those inclined would stop and smell the roses, thereby achieving the good ending. I don't know how much I succeeded there though.

Obamapology by SuperDisk 2012-12-28T23:00:00

In Windows, pressing shift repeatedly will bring up the sticky keys dialog box. Annoying usually, but I was holding the right arrow when it happened and got stuck in go-right mode which in most games can be corrected by pressing and releasing the right arrow....

Anyway, funny game.

Dance Man by MrEvilGuy 2012-12-17T05:34:00

I played Baby Farm in LD23 and loved it. I was so excited to play this game. And then I played it and I was so excited this is amazing.

Dance Man by MrEvilGuy 2012-12-18T04:48:00

I'd like to exchange contact information with you. Here's mine:
dansonlinepresence ampersat gmail period com
I have an idea I'd like to talk to you about -- it's not secret or anything, just don't want to distract from real comments.

Dragon Boss by Zanzlanz 2012-12-19T23:04:00

I felt like a multitasking villain badass when I figured out how to use the spacebar properly.

Would've been cool to implement a divebomb with the down arrow, and some physics adjustments.

I couldn't really figure out how to use flame properly. Just spray it in new areas and some things burn, then default to picking up and dropping.

At some point I glitched into a house I think, and then flew upward pretty quickly. I think it was a special glitchy house (it looked normal though -- it was 2 tiles tall and I could "land" on the bottom tile of it).

Well done.

The Evil Machinations of Fluffy McSnugglebottom by refrag 2012-12-17T06:27:00

The "ding" sound effect was really loud.

Grand Theft Crimbo by RobKat 2012-12-19T21:24:00

Game got slower for me as it ran for longer. Maybe as more cops spawned?

I really like you guys who interpreted the theme as "Lotsa crime. Gotta crime some crime."

Fight the Power by TwilightFlandre 2012-12-18T05:36:00

This is a really excellent idea. I wouldn't be surprised if music visualizations evolve into games like this.

@LucaPavone -- it really isn't hard. It's probably some error.

Zombie Salvation by pfirsich 2012-12-19T21:07:00

At first, didn't know the green things only were bases, didn't even know you could scroll.

I made 2 zombies, from different bases, attacked, lost one, and then as I think I was about to lose the other, but the game crashed.

Excellent currency choice.

SIRTET by Atomic 2012-12-18T19:14:00

http://www.collegehumor.com/video/5767906/the-tetris-god

DM's Rule by surpy 2012-12-17T06:11:00

I have an aversion to installing. I think a lot of people do, or should. I know you don't want to mess with my computer, but the fact is, installers mess with computers. Is there any way to make an installerless version with whatever stuff you're using?

KillTheHomelesses by ahmedcab 2012-12-19T22:38:00

Good title.

Multigon: A story about an unloved mesh. by zompi 2012-12-19T21:17:00

When I tried to put more things on my triangle, there were only 3 circles to click, the vertices of my triangle. Wasn't sure what to do.

I also got stuck at the end message of the first level, never got prompted with the "add to yourself" thing.

The controls were also a bit laggy. Are you displacing on a keystroke, or changing velocity on a keystroke? The latter is probably what you want.

Nice shader.

The goat that ate Christmas by lando walters 2012-12-17T06:36:00

Some kind of progress indicator at the loading screen would be nice.

That GMechanism thing is interesting.

Show Me The Money by Faust 2012-12-17T06:03:00

I really wish I knew what was giving me money and what was costing me money. Maybe just write a floaty number over the building every time a transaction happens?

Roadkill by cuts 2012-12-17T06:39:00

Game crashed when I quit.

How'd you do the car physics?

The Launch by DTG 2012-12-18T05:21:00

So the goal is to delay the hero as long as possible?
Can you explain a typical strategy?

Crazy Evil Laptop by impulse9 2012-12-17T06:47:00

Really unforgiving game, but awesome otherwise.

They're In Our Base! by Dezzles 2012-12-18T05:05:00

I ended up unable to play any cards, so the game was a stalemate I guess.

Escape Velocity by Suyo 2012-12-30T17:35:00

This is a cool idea.

I think what I saw was that if a player defended a fireball, HP is not decreased when it hits. Would've been nice to see the fireball explode before it hit you if you defended it.

Might be annoying on some keyboards that don't respond to multiple keystrokes. You can generally assume 2 keys at once will work, but that's about it.

Nebula Marauders by wally2069 2012-12-19T22:11:00

Cool little game. The villain twist really made this different than the original.

I didn't get any audio, but I think I saw an audio program listed at the end... is there supposed to be audio?

Goatstar by shinD 2012-12-19T22:17:00

I like it. The robot vowel guy in the music was funny too.

I found my C gun was by far the most effective.

MoonRise by LTyrosine 2012-12-18T22:22:00

Went too slow on my computer, even at lowest graphics settings.

Gold Thief by Cryptoporticus 2012-12-19T20:59:00

I also wish the player moved faster.

I wonder if it'd be a good idea to implement multiple entrances/exits? As it is now, you basically play each level twice. It would also add more gameplay in the form of route planning.

Dr. Villano by GetFun 2012-12-19T22:06:00

I found it pretty hard. Or at least, I died fast.

Nice polish.

LD26 — Minimalism

tequilaJumper by mort96 2013-05-10T19:03:00

I didn't get any audio.

Um, I think the controls didn't offer enough control. I'm not sure if that's what the people calling them stiff mean. And I realize that sounds weird so I'll give examples. I couldn't control my jump height, which I can totally do in real life (being unrealistic is OK (you're a cube), but what did you gain from breaking my intuition?). It was hard to reverse decisions about jumps because you moved faster on the floor than in the air (ie if you move left, jump, then hit right at the apex of your jump, you don't get back to where you started). And slipping off horizontal sliding platforms (by standing on its edge and pressing nothing while it switched directions) probably could've been interesting, but because it was so hard to hit a previous platform, it was just frustrating.

Regardless of my take on difficulty vs. frustration, this is an elegantly executed concept. And well done on the random generation.

Super Mondria Brothers by dansludumdare 2013-05-26T17:43:00

I've never tried static libs. But, yes, code::blocks is easier to compile for distribution with. You can distribute (without mscvR/P110.dll) with VS as well, just requires some settings I never bothered to figure out. It's not the difference between debug and release; distribution is the key word.

Guiding Light by cageinabird 2013-05-10T18:52:00

Didn't work on 32 bit Windows 7. Screenshots looked cool though!

Tech Troop Tim's Big Pay Day by Guardian_Bob 2013-04-29T06:34:00

I like it!

You should write what feedback you want in the description! Are you new to game programming? Do you want feedback relating to the gameplay? The user experience? Intuitiveness?

Anyway, here're some thoughts: I'm wondering what the experience would be like if the tiles didn't switch around when you hit a wall. I lost my bearings when that happened. So I used the green tiles I'd been to before, but then it felt like I was just bumping around expanding my domain of greenness toward the goal.

10 Second Language by Loren 2013-05-10T18:22:00

I like keyboards. There are lots of "create art from a strange input" things, the "canonical" example I can think of is otomata. But this one uses the keyboard! Something about the way I understand keyboard makes this feel more like I'm exploring a giant space of possibilities rather than painting random stuff with the mouse or whatever.

Minimalize by CogentInvalid 2013-04-29T07:02:00

Really awesome idea, looks and sounds cool too. I was using a trackpad so I got frustrated and stopped once I tried a level a few times (the one where you're supposed to go back and forth for powerups). But I also wish the jump button made you jump as long as it was held, so I could avoid minimizing blocks by just holding it and look elsewhere to click while doing so. Also so when I move off a 1-high ledge and jump in the air, I wouldn't fail at jumping and fall.

T.O.M.B. by Knighty 2013-04-30T21:20:00

I didn't bother getting past the room of turning because it was too frustrating. I'm not into these "I wanna be the guy" type games I guess. I think if I understood how jumping worked better, it might not be so hard, but I couldn't figure it out (namely the jump height).

Very cute and nice otherwise, and good interpretation of theme.

Phlux by vrld 2013-05-10T19:21:00

I was still a bit confused about how energy worked by level 5. I think I lost my generators because I let their energy go to 0. I figured I didn't need reserves in generators. And it seemed like the more connections you put, the more energy a node made. I'm sure I would've figured it out with more levels though.

I really dug the floating menu, although it did make me expect a similarly unnerving game.

The game got my resources management jollies going. Nice work.

LOOP by vandriver 2013-05-10T18:47:00

/: I didn't know I was going to rip out the little girl's hair, and I didn't realize z was deadly when I was on fire.

I wish there was more variety in gameplay. Maybe that's tied to so easily accidentally being mean to the girl. Scavenger hunt is kind of boring, but scavenger hunt where you think morally about the items you collect is cool.

I'm only going into specifics on what I didn't find said anywhere else. This game is awesome.