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Devenger

Category Medals

YearLDThemeGameDivisionCategoryScore
🥇 2011 21 Escape 26 Prisoners compo Theme 4.48

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201225You are the VillainMonologuercompo403.793.553.864.292.812.763.843.4458
201121Escape26 Prisonerscompo253.783.583.854.482.982.371.712.9611
201019DiscoveryDirectionsTranscendcompo763.172.973.832.772.201.002.002.6032

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 Devenger

LD19 — Discovery

Q-Bers by recursor 2010-12-21T01:47:00

A very nifty idea, well executed. Difficulty curve needs work - I always had at least 20 seconds to spare until up/down rotation was added, at which point I lost by a large margin (it was made particularly difficult by being required to correctly rotate the background of the nutcracker image, which being an almost consistent colour was practically impossible). Game over voice made me chuckle. Thanks for an enjoyable 10 minutes.

Epic Treasure Hunter by sirGustav 2010-12-21T17:37:00

Nothing new, but fun enough nonetheless. And I love the player character art.

Good Ship Exploration by Cosmologicon 2010-12-30T01:22:00

All the aliens with hats made me giggle. The secret was well-hidden, but pleasantly obvious once revealed (as all good secrets of this nature should be). Game somewhat overstayed its welcome, though - for such a basic premise (and such limited controls) it probably shouldn't take well over an hour to complete. There's certainly something interesting about trying to spread the most different explor-o-things around the universe with the least flight distance, but having to wait to get places so often (even with 3 or 4 thrust upgrades, and even to an extent with the portals) was pretty boring. Still, fully functional game, well done.

Robots Among Us by Arne 2010-12-21T17:55:00

Clever risk management element to this. Nicely done.

Anacalypse by bildramer 2010-12-20T18:18:00

Alas, I did not discover anything edible. ;) Nice graphics and use of lighting, decent sound, quite fun. Could have done with something to add challenge/risk methinks.

Case Closed by madk 2011-01-01T22:17:00

Clever and horrifying. The idea of being in a cell having been framed, endlessly replaying past events in your mind to no avail, terrifies me. That everything in the world could be looked at, however inconsequential, was excellent at giving the locations identity, and made it feel like a real investigation. That some of the apparently inconsequential things gained meaning when I looked closer at descriptions on my second playthrough made things even more wonderful. Good work.

Mystery of Yrevoc Sid by the31 2010-12-20T18:03:00

Graphically impressive, and some real potential in the established elements (inventory and item pickups are very slick), but perhaps too ambitious for an LD game? Certainly worth finishing; I'd love to see this game with a variety of weapons, enemies and objectives.

Caves of Darkness by zdanielz 2010-12-30T21:30:00

Jumping was a bit strange (very fast falling compared to walking). Completing the game mostly came down to trial and error, and two of the levels could be completed without throwing flares at all - just jumping over holes and spikes when you see them. You probably ought to include in the instructions that you only have 3 flares. Not particularly thematic (maybe I'm just tiring of all the games that are just platformers in dark places, though). Still, a solid game, quite fun for its brief duration. Well done.

Quest for the Four Altars! by Staggy 2010-12-20T03:43:00

Game works nicely - a pleasant way to spend 5 minutes. Only major quibble is that if you go to the rightmost altar before you go to all the others, you have to restart because you can't escape from that rightmost area (or at least I found no way to). I found a couple of logos around the place, one of them for doing some slightly tricky jumping, which is a nice touch. As you are clearly aware, it would benefit from being a bit more complex, but it's nonetheless a nice low-stress few minutes of game. I hope you have time to expand on it for the Jam, or just beyond LD. :)

Quest for the Four Altars! by Staggy 2010-12-20T15:33:00

Ah, so you can, my bad. I think I took the brown background of the underground as being solid on that screen. Probably just my bad distinction of colours, but perhaps it could be clearer where the cave entrance is, by outlining it with another tile or something.

Discover The Name by arielsan 2010-12-20T16:45:00

Well presented and a fairly interesting mechanic. As others have said, the breaking blocks don't present enough of an obstacle - however, perhaps they would if there were more levels that required you to reach multiple different end points, that had a lot of breaking blocks (so you could leave yourself stranded.) Despite the low difficulty, still a nice few minutes of game, and certainly something you can expand on now beyond LD - well done. :)

Purgatory Area by ToadieTechnika 2010-12-21T14:50:00

Quite fun, though maybe I just enjoy awkward control schemes. Use of sound was very good - very nice audio touch at the end.

Get Out by dsv101 2010-12-20T18:59:00

I got to a screen with a blue wall and a light blue sky; I assume that's the end of the game. I find precision jumping on ice quite compelling actually, but I did keep getting stuck in walls (had to use R liberally) and the game isn't really anything to do with the theme. The level design was actually quite good, given the very limited range of hazards you used (just a LOT of spikes). Congrats on finishing your first LD game.

Teleport Discover by Vladp995 2010-12-30T22:02:00

Works, but nothing too engaging. Tried it many times, and all I did was wander through very similar looking levels (never found any of the structured ones like in the screenshots) picking up mysteriously one-use axes, hacking through trees, stumbling into sources of pure energy then dying because I hadn't stumbled accurately enough. I didn't find the altar; if it's truly more interesting than the rest of the game, well, it's dangerous to expect players to play through a lot of less interesting stuff to get to an interesting bit.

On a technical level, it works pretty well, though. So well done for getting a working game out in 48h.

LD19 Planets by mjau 2010-12-21T16:07:00

Impressive on a graphical-technical level. Some of the lower quality planets could be great as a backdrop to a 3D spacecraft game, and I'm sure you could build a game around the higher quality ones.

Crystals Hunter by G@briel 2010-12-21T20:00:00

Seemed fun enough up until in the 3rd level where you must move two crates into two holes next to each other to get to one button... when I tried to push the second crate there, the first hole made it disappear, making the level impossible. This problem aside, the game seems to work quite well (though you can get stuck with no way to reset if you push a crate into a place where you can no longer move it in the right direction, up against a wall).

Deep sea discovey by piotrekb 2011-01-01T21:47:00

Fun enough, but not particularly challenging, beyond the issues of getting lost and of avoiding the incorrectly sized hitboxes of the enemies. Even if the hitbox was correct, the enemies should probably only drain oxygen rather than kill you instantly - each level, particularly the large one, takes enough time without having to restart because of instant death. And the threat of running out of oxygen was a bit too minor, because it was plentiful compared to how much was required to break down obstacles (as others have said, having it slowly tick down would have been a possible solution). Finally, it was only really as theme-related as any game about being somewhere and collecting things is.

Still, quite fun, and the .png based level loader is pretty nifty. Well done.

...You Are A Duck! by KoryWazHere 2010-12-21T18:37:00

Brilliant concept, but only fun because of how broken it is :D Definitely the collisions and movement are what needs sharpening the most.

Pass it! v1.1.5 by Folis 2010-12-30T02:22:00

Fun enough, but just a platformer with a twist, and a slightly annoying one at that (the discovery was entirely in peering at my screen checking for marginally differently edged tiles). I completed one level without even realising how - hiding portals and exit flags may not be the best plan for making level completion satisfying. Still, game works and was fun enough to play to completion; well done.

Alphabet Trader by devinmoore 2010-12-20T15:56:00

Likewise, I couldn't figure out how to buy letters. I'm testing on Vista, I'll give it a go on my Win7 netbook later.

Alphabet Trader by devinmoore 2010-12-21T17:16:00

Interesting idea, but the interface and movement is just too clunky for it to be fun. Plus, I only had a vague idea what the letters did, and there was no way of checking what the letters you had were actually doing. I don't think ASCII graphics were the best choice for this game. Still, its innovative in its own way.

Arise by Jonneh 2010-12-21T13:30:00

Excellent graphics - I really liked the slow revealing of the world out of the darkness as you explored - but the gameplay was really nothing special, the heavy checkpointing removing any difficulty and the somewhat slow floaty jumping preventing the movement from being satisfying. It would have been very cool if the pervading dark areas were somehow dangerous, and you actually required light sources to stave away the unknown - it feels a bit like that already, in some ways. The difficulty level affecting the range of your revealing ability is good. I think the game just needs something extra to make it excellent.

Penguin! by Meep 2010-12-21T19:33:00

Wonderful. I was optimistic for the penguin when he thought he could fly a bit. Alas.

Untitled Discovery by FuzzYspo0N 2010-12-21T14:59:00

There's certainly discovery, but I'm not sure it's a game. Game implies more interactivity than one or two things you can click, and the ability to move left and right. Many of the screens did make me chuckle though (like the pictured 'game design department', with the idea dispenser).

DirectionsTranscend by Devenger 2010-12-20T15:46:00

Yes, the game is challenging. But do persevere. Each level is designed to require you reason a little about what keys you'll need, and how fast you need to approach obstacles. If you really have to, do skip levels - you may find some of the later levels easier. And the game does have an ______END.

DirectionsTranscend by Devenger 2010-12-21T19:24:00

I think perhaps there's a problem of visual representation. When I try to polish this game up for release elsewhere, I'll look into making it clearer what the directional keys really mean - they are a slow nudge, like a rocket on a heavy thing trying to speed it up or slow it down.

(Clearly this game represents my feeling that we've all been spoiled by having sharp, responsive controls and should return to battling with the inertia in Lunar Lander. :P)

Juxtapose by Daniel X. Moore 2010-12-20T16:55:00

Very cool. Some things perhaps should be clearer (I presume Power Up! increases the points you get for each ball you remove/change?) but generally it was a pleasure just to try things, see the results, and try and build a strategy from it. The different sound effects for the different results you could get were a nice touch. Well done :)

Nameless Island by edg3 2010-12-20T16:11:00

The game crashed when I finished the bug splatting minigame. (This was a shame, because I genuinely want to find out how this game ends.) Is the bug-splatting minigame required to complete the game?

Nameless Island by edg3 2010-12-21T12:22:00

I don't know how to get a crash log from the game. It doesn't seem to produce one.

From a bit of further testing, the minigame sometimes ends after I crush only 24 bugs, at which point it ends without crashing; however, it sometimes ends after I've crushed 25 bugs, at which point it plays the 'minigame over' sound, then stays frozen on the minigame screen (and has to be forcibly quit). Maybe the problem is that the game is trying to find an empty slot for a bug in a filled grid or something? For players: the crash is completely avoidable by never squishing the 25th bug, since the minigame happily ends after you've crushed 24.

The Complex by Mr_Raa 2010-12-21T12:42:00

Game works for me (though when I played it all the tiles had red outlines; they don't in your screenshot, so I presume this is a bug?). The dialogue and description in the game is suitably enticing, making it somewhat disappointing that the Complex is completely empty. It would be a shame if you never end up finishing this game.

Discoveries by whitetigle 2010-12-30T00:06:00

I found this enthralling. Perhaps I had better luck than others, though. Sometimes, I didn't even know if my choices mattered, or my clicking was having any effect. Nonetheless, an interesting exploration of viewing a stream of consciousness - well done.

Attack of the time travelling pygmy from outer paleolithic (aka Time Pygmy) by deepnight 2010-12-30T01:39:00

Excellent, nice art style, amusing gameplay. Didn't get most of the discoveries though - I just don't think in the right way, methinks.

Links by dmennenoh 2010-12-30T19:20:00

Please stop trying to explain your game is better than it is. If the being able to screw up your pattern by touching the same node twice in a row within a split second (because you don't have absurd precision with your chosen pointing device) is meant to be a feature, it's a rubbish feature, a result of poor design. (I can see that being able to hit the same note twice is handy for composition, but there's little sense ruining the game's actual playability for that.) On a less egregious note, with the third level, I kept forgetting the target pattern - a key to show the target pattern again would be nice.

Issues aside, it's an interesting premise - not particularly on theme though, since the way you are advised to play the game, and the way of scoring points, is nothing to do with discovering things. The music generation element is actually good fun; watching the 'beat' reverberate around the node graph you create is interesting. I think you may have been better off removing the scoring and predetermined orders entirely, and making it a more open game about composition instead, though that's just my opinion of course.

Note: I don't comment to gather critique on my commenting ability. Please do not attack my opinions, or I'll adjust my rating of your game accordingly. Sorry I'm having to be so blunt.

Cardboard adventure by bmfs 2010-12-30T21:34:00

That bunny got *puts on sunglasses* plunged into the depths of hell... no wait, it went up to the clouds. Oh well.

Funny, but only a game by the loosest sense of the term.

PRIOR by krangGAMES 2010-12-30T18:54:00

Excellent; played it three times to get all the endings (though I'm not sure I found all of the notes). The anti-gravity was slightly strange (unreliable whether it allowed you a second jump after you activated it), but only using it after a double jump was sufficient to get to everywhere in the game as far as I can tell. The music and graphics gave it a powerful atmosphere of despondency, ruin and abandonment. And the events (both explicit and implied) were impressively intriguing for a 48h game. Also, the controls were well explained without removing from the mystery of the whole scenario. Well done!

Discovery - Researching Space by joekinley 2010-12-30T02:58:00

Very playable, but nothing notable except the randomised enemy graphics and a few different projectile patterns. Needs a little more innovation before 50 points is 'awesome', methinks. Regardless, well done for getting a working game out.

Let's Science by Hazel 2010-12-30T02:52:00

First game I'm giving a 5 for humour. The idea of some grey-haired scientists, including Prof. Layton, House M.D. and Simon Tam, in a big room with a few desks and chemistry sets working their way to eternal youth and the meaning of life by 2011/2012 seems very, VERY funny to me. The game itself was merely average - there was no actual challenge, the scientists generally took good enough care of themselves, random events saved me from ever glimpsing cashflow problems, and a lack of ending makes the whole experience feel like a loose end untied - but it's still the game that's made me chuckle the most of all those I've played so far. Well done.

Furbinator by Rockdtben 2010-12-20T16:36:00

A good little concept, with the short-range scan preventing you getting complacent. A bit too unfinished - many of the enemies stayed black even when scanned (though apparently could be treated as male in that they weren't rage-inducing when killed). A score counter would have been nice, or some way of winning the game (I didn't find a way, at least; they seem to just keep appearing). A bit more works on fixes and features and this will be great - I hope you continue to work on it.

Furbinator by Rockdtben 2010-12-21T01:56:00

Ah, that's interesting. Yes, improved in-game instructions would be good.

Scarab Amazing by bernardfrancois 2010-12-22T02:20:00

Quite a few graphical glitches for me (things being walls when they aren't, or whole pieces of the maze being visually missing), but still good fun.

Scarab Amazing by bernardfrancois 2010-12-27T18:23:00

I don't seem to get those graphical glitches any more. Perhaps it was just my version of Unity Web Player or something. Sorry for the uninformative false alarm.

Voyage of Discovery by alexlarioza 2010-12-22T00:05:00

Had really good fun with this. What really impressed me was how I didn't find one dominant approach to upgrading - all the upgrade choices had merits (even Hull upgrades, in a dangerous situation). Like any good roguelike, you can approach problems in a variety of ways - I had just as much fun using lots of supplies and field-of-view upgrades to mass-colonise the world whilst avoiding pirates from afar, as I did pumping all my upgrades into attack and barely surviving off of the drops from my wrecked enemies and the occasional colony I'd blindly bump into. For 48 hours, making a game this balanced and compelling is stunning - well done!

ancient codes by acidninja 2010-12-21T13:59:00

Well presented and with a good core mechanic (I assume that horizontal and vertical colour or shape matching were the only ways to trigger destroying the shapes?) that forces you to think tactically - very nice. But yeah, not that related to the theme.

Discoverer by mitch 2010-12-21T16:53:00

This would have been perfect for last theme, but it just about fits in this one as well. I was surprised at how long the game was, though disappointed that a lot of that length was solely from the vast number of compulsory randomly generated levels that were best solved by running around, never stopping, picking up keys as you go then dashing back out. The challenge rooms to get the portal keys were a lot better. The turrets were fairly interesting, though perhaps less of them should have been perfectly avoidable just by moving across their line of fire. Overall, a very full and finished game, well done.

Scanno Domini by Tom Francis 2010-12-20T03:31:00

Good fun. Played up until the difficulty spike, then got royally trounced. Certainly there's a technique to fighting them once they're onto you, it just eludes me this late at night. Liked the spambot/web-ad styled tutorial text - 'scan secretly now forever my lord'... disliked how your blog flagged my comment as spam. ;)

DiSub by k_wright 2010-12-30T02:14:00

Functional, but not quite fun yet. As the dominant strategy is to just move and hold space, there's very little game (except to find some efficient scanning pattern perhaps). Still, seems close to something interesting - I look forward to updates. And well done for getting a 3D game out in 48 hours; my basic understanding of mathematics suggests this is about 50% harder than a 2D game. ;)

Ghosts and Gemstones by _wdh 2010-12-20T20:14:00

Excellent! The digging was satisfying, the enemies were interesting (their inertia, and that some of them destroyed terrain, allowed for some fun tactics), the difficulty was spot on and the end boss was a tough but thrilling challenge (only beat him on my 4th try). Movement was slightly strange but this wasn't a huge issue. Randomised shop could sometimes be a bit harsh (often not selling healing when you really need it), but along with the randomised levels it kept each attempt at the game fresh. Graphics and audio were purely functional but that's not to the game's detriment. Overall: fantastic. First LD game I've got quite addicted to. Well done :D

Code Monkey Trials by Rolith 2010-12-21T14:20:00

Not a bad bit of puzzling. The whole lighting thing never really became important, since you needed to light everything every level, and you always had enough lights to place one every two spaces/whenever you would otherwise need to move into darkness (I think). Still, well done.

Planet 53 by wizbane 2010-12-21T16:01:00

A nice art style hinted at, but innovative or thematic this is not. Though there's certainly some value in the 'carry item back through level unable to fire' mechanic - it made me look at the enemies differently once I couldn't just gun them down. Would be great if you took the time to add more levels and enemies, and improved some of the alien art a little. Take this beyond LD! :)

Pickup by ranklar 2010-12-21T03:45:00

Game worked fine for me. Not sure it fits the theme, since there was no discovery for me - I already knew I don't know how to chat up girls [/jokeattempt]. On a serious note, I couldn't really discern the required sequences, except that doing the same thing twice in a row never worked. There really isn't much actual 'game', it's just clicking buttons and listening to strangely creepy voice recordings. The volume on the sound clips was very low and a bit inconsistent.

I did really badly, then I ended up with some handsome looking fella called Emilio. I'm treating this as a win, even though I have a feeling it isn't meant to be. :D

Terra Nova by BadgerPriest 2010-12-30T01:55:00

Didn't realise the importance of markers the first time. Didn't survive the first time. Used markers liberally the second time. Got three men back the second time. Take that, history! (Bet they wished they'd had multiple tries at staying alive, poor real-life team.)

Cool idea, reasonably well executed. A shame about the controls (I got to grips with them okay eventually, but it was confusing for a good while). Wonder if you'd been better off making the controls mouse-based, rather than the up-is-right strangeness and the numerous letters to remember. Regardless, good fun, thanks for this. Well done.

Epic Spice Quest by feyleaf 2010-12-29T23:49:00

Would have been worth adding some sort of hazard to the adventure, but it was pleasant nonetheless. What Zemmi says is true, however picking up the map repeatedly doesn't increase your discoveries, so it's not at risk of breaking the scoring or anything.

Mothership by hsmith 2010-12-21T15:48:00

Probably a bit too ambitious for 48 hours, but I'd be interested to see what this becomes given a bit more development time.

Sprawl by OneHP 2010-12-21T13:00:00

Always nice to see a bit of random level generation, but the world wasn't really populated with anything interesting (though the recurring features like the walled gold caches were good in that it gave a little more of a sense of place). The movement was a bit tiring on the fingers (even if movement is to be locked to grid squares, it would be nice if holding down a direction moved you that way at a steady pace), and the penalty for being killed was trivial (making death result in game over and having therefore the concept of a high score would help give the game challenge). Still, well done for getting a working game out.

Land of the Fishies by EricTheCoolDude 2010-12-21T13:39:00

Brilliant music, a colourful and easily readable art style, and pleasant surreality. Looking forward to seeing more of this game in the future. But don't force players back more than a couple of screens for not correctly deducing how cute a bunny rabbit is. :P

Wysp by Sythiri 2010-12-20T17:11:00

Legacy: from the leftmost platform in the black phase (change phase with P), hold right and hold jump (you jump higher if you hold it), and it shouldn't be too hard.

Wysp by Sythiri 2010-12-20T17:18:00

Simplistic, but the phase mechanic makes it a decent challenge of timing and memory. Slightly annoying how it's not obvious that the top of the screen is a wall until you hit it and end up having to do the whole level again... :D Lots of stuff that could be polished, but it's already quite fun, congrats on that (and finishing your first LD attempt).

SPACEMEAT DISCOVERY by AMT 2010-12-21T14:35:00

Awesome! Everything from the music to the planet names is brilliant, and there's even a modicum of strategy too (estimating size based on weight, etc.) - only thing that's maybe slightly disturbing is the implication that you're killing all these astronauts, or at least wasting vast amounts of taxpayers' money on firing ships randomly into asteroids (if you're me) :D

Coffee Forever by Jake Birkett 2010-12-30T18:14:00

Pretty fun, fairly funny. Difficulty ramped up at a good pace (I got to level 11). Well done for managing such a decent game in 7 hours.

Discover - Collect - Profit by SpaceManiac 2010-12-21T16:56:00

Yep, I think you forgot to include that .dll, I get the same problem as ranklar.

Retirement of the Space Shuttle Discovery by Jonny D 2010-12-22T00:27:00

400000km up, and I'm still getting 'Satellite Destroyed!' messages. Truly, my launch was a triumph.

Run by Cosine 2010-12-21T20:36:00

Hitboxes are a little too unforgiving, and game is quite slow in between the duck walls (which are the only serious challenge, at least as far as I got). Nice bit of setting building with the intro, though it's still only tenuously linked to the theme. And yes, it has good music.

For a bit of study on how technically incorrect hitboxes can be a good choice, check out http://blog.semisecretsoftware.com/tuning-canabalt - a pleasant read for anyone making games about platforming precision, actually.

Mr Head and the Journey of Discoveries by jolle 2010-12-20T17:05:00

117 seconds on my second try. Dialogue was concise and helpful. Good use of implicit game mechanics (especially the 'out one side of the screen, in the other' thing). A good job for only 8 hours - well done.

Evening by Henry McLaughlin 2010-12-31T08:24:00

I like the animation, though such extreme changes in the character's height and width through the animations does mean that they visually clip into the terrain quite often - then again, I suppose it would be a pain to keep adjusting the character's collisions, and compensate when these changes would suddenly put the character partially inside obstacles. The movement feels a bit strange, to accommodate the animations I suppose, but is sufficiently precise.

I reached a wall that I couldn't surpass. If this is intentional (or even if it isn't), it suggests a strange narrative indeed. I might have just missed something, though.

LD21 — Escape

Hotel Escape by pgil 2011-08-23T04:26:00

Maddening. Madly entertaining. Also, a technical achievement. Particularly loved the sound work.

Attack Of The Chasers by Benn 2011-08-27T13:24:00

Resetting the chasers after you've been sent back to the start would make this less frustrating and more consistent.

Where's the Bathroom? by Jamin 2011-08-23T14:37:00

Please provide a compiled version of your game for at least one platform.

26 Prisoners by Devenger 2011-08-29T17:17:00

Danik: ah! I couldn't work out where FlashPunk's save/load functionality was hidden. By the time I implemented the menu/level select I was too exhausted to read documentation properly. Thanks for the heads-up.

And thanks everyone for your comments; I'm considering making a full, post-compo version of this, and the feedback has been both useful and encouraging.

26 Prisoners by Devenger 2011-09-03T13:01:00

You can use the cursor keys to move the camera left, right, up or down, or move the mouse to the edges of the screen to have the camera scroll. Sorry, more controls not mentioned. :/

The Man Who Sold The World by krangGAMES 2011-08-22T20:26:00

You weren't meant to use the 12 hour extension to improve your game. I'm unsure how to rate this, given your claimed infringement. Perhaps you should change it to a Jam entry...

That aside, the game was quite lovely. Interesting to play a game of practically zero risk or challenge for a change. The environments, and moving across them, did have a beauty to it. On the other hand, I don't find the game's theme and choices resonate with me; I feel humanity is more than what can be boiled down to a single adjective, unless perhaps that adjective is 'varied'...

Abandoodle by OddOneOut 2011-09-12T22:42:00

MacTuitui: I'd say that you can still break the fourth wall in a 2D game. The three other walls are the wall(s) to your left, the wall(s) to your right, and the wall that is a background to the screen; you play from the perspective of the fourth wall, which would block your view of the game were it visible.

Actually on-topic: ooh, love the graphical style. Shame it's so short, because you really nailed the feel of the running and jumping.

Chemical A-21 by ryantouk 2011-08-23T06:12:00

Link to game appears to be broken.

SUBJECT:7 by Kvisle 2011-08-22T16:47:00

A hint button would have been really nice here, since I don't know how I'm meant to use the first item (though I can see what item I need next, I just can't do anything to the guard next to it).

Final Escape by Superdeath 2011-09-12T18:32:00

Bit of a pain that you've zipped up the .apk - I find it much easier to install things to my phone when I can just download the .apk and run it.

Game is functional, but there's not much here. Not sure why you've targeted Android when you end up just providing a virtual joystick - having the character move to wherever you touch on the screen might have been more intuitive. Audio was quite surprising, in a good way, and I liked the character appearance and animation.

EscapeBot2 by ahnimal 2011-08-27T01:09:00

I like the idea of tweaking the balance between turning thrusters and forward thrusters, even if it's a bit funky as it is now. You really could make something lovely using this game as a base for further development; it's a shame you seem reluctant to continue with it.

Bomber Planet by adamatomic 2011-08-22T17:26:00

A little too much of the same - games like this with no map are difficult at the best of times, but I started to recognise the tile patterns when in differently textured areas, so I didn't persevere to the end.

Bomber Planet by adamatomic 2011-08-22T17:30:00

That comment seems a bit cruel, so I should add: The graphics and sound effects are very accomplished, and the classic screen transitions were a pleasant shade of retro. I do hope you liven this up a bit and make a full game of it.

Your Pals Have Escaped! by Nanolotl 2011-08-23T14:34:00

This is a well-made platformer, loyal to the Megaman style you were striving for (difficulty was pitched pretty well too), but the link to the theme is mighty tenuous...

MageRunner by Toby Pinder 2011-08-23T06:01:00

I can see this is quite a technical achievement, but between the very limited character advancement options and the zero-interaction combat, there's very little to play for. I suspect it was just a bit too ambitious for 48 hours. That's no reason not to work on it and make it something interesting, though.

Haunted Escape by cjke.7777 2011-08-23T04:48:00

This game slightly overstayed its welcome given how simplistic the gameplay was, and the audio loop grated a little by the end. It did, however, come together to create a good, spooky atmosphere, albeit one that wasn't built on much (just a little backstory hidden along the path would have helped here).

Mirror's Secret by BlueShaman 2011-08-22T16:29:00

I got stuck at a bit where the path through was too narrow for my character to fit through (ceiling too low), as far as I could tell. Did I just miss something?

Wallazoo: Path to Freedom by freeplay4c 2011-08-23T05:17:00

The link to the game seems to be broken, could you please provide a working link?

Robot Pit Escape by SuperSausageDog 2011-08-22T19:54:00

Shockingly innovative, mind-bogglingly challenging. You're onto something with this game idea, find a way to bring it to more people!

Oh No, Lava! by paraboxstudios 2011-08-23T17:32:00

A nice 5 minutes of game, here - nice that it isn't too ruthless with dead ends and suchlike. Have you considered trying to expand this by making levels procedurally generated? It seems it would be suited to that.

(For Android) GetThatFellowOut by SharkApple 2011-09-12T18:00:00

Well, this is the game that's been the most hassle to work out how to install... but I suppose I learned a bit about my HTC Desire in the process, so it's all good.

The game works, the level of challenge is pitched okay (took me a couple of tries), and it ran fine (for me). Not really much to do, though, and you lock out a lot of people by making a game for a platform that not everyone has (and can't be emulated properly).

Charge by thasc 2011-08-23T21:22:00

A very innovative test of patience and foresight!

Enrique Iglesias' deadly a capella performance in a mall by Elgriego 2011-08-23T03:50:00

A port to either Windows or Linux would be appreciated.

Unrest by Lattyware 2011-08-23T03:02:00

Good idea, fairly well implemented. Might have been good to see what actions have what effects (is holding down a relationship purely to stop loneliness, or does it also reduce stress? etc.) - also, the idea of essentially 'acquiring' a girlfriend for your house who then becomes a stationary action-fulfiller (ahem) doesn't chime well with me, but maybe that's just a victim of the very static art style.

pblob by nr505 2011-08-22T16:21:00

If you didn't compose/record the music yourself, you shouldn't use it for the 48h competition entry.

The screenshot had me worried, but this is a very clever and refreshing take on 2D platforming. Nicely done.

LD25 — You are the Villain

The Legend of Sneak Ninja Kill by vidarn 2012-12-17T20:50:00

Cool choice of platform, but the detection system was ambiguous, and the enemies seemed unpredictable - two things that are nails in any stealth game's coffin. :/

Dungeon Tycoon by Dadeyemi 2012-12-17T19:08:00

I like what you were trying to do here, but some stuff didn't really seem necessary (e.g. multiple rooms really meant nothing more than that you could run away from a fight; the best strategy seemed to be to make one room a fortress full of zombies) or to work as described (the Epic Hero turned up after about 9 minutes, not 5). Also, the game seemed to glitch out crazily when I finally won - like it was playing the 'win' method every frame or something.

Gameplay quibbles aside, graphics were lovely, very thematic, good job.

Evil Keeper by XmmmX 2012-12-17T17:01:00

Pretty cool idea, but the combat was needlessly frustrating (sometimes you'd just teleport onto the hero's sword...) and placing dungeon tiles is so expensive, I can't work out how you could ever place enough tiles to hide any treasure. Perhaps if the hero's pathfinding was worse/more exploitable?

I'd love to see this tweaked (or better explained?) so that I could have some fun with dungeon layout; I'll be on the lookout for a post-LD version of this, if you make one!

Consumption by VanMerwan 2012-12-17T18:40:00

I sort of see what you were going for here, but since it just amounts to walking around and using things, it barely qualifies as being a game. I feel like, with these great graphics and this lovely environment, you could have made something that was less of a linear slideshow.

Battle Goats: The Card Game by Pent 2012-12-17T19:49:00

Once I worked out some of the rules, this became rather interesting, though still nothing to do with the contest theme - it's an elemental card game with a nifty scoring mechanic, not a game where you are the villain!

A couple of strange things: Heart is, for the points you score when playing it, weak to all other elements; this isn't made clear, and also appears to make it an almost suicidal card to play. Also, you can redraw your hand at any time, even when it isn't your turn, to consume all your Action Points and thus end the game (possibly winning by virtue of having played the first and only card!). Just generally, the game's rules need some refinement; nonetheless, very interesting.

Multigon: A story about an unloved mesh. by zompi 2012-12-17T18:27:00

Very slick. At first I felt a bit disappointed how possible it was to 'game' the system of adding new polygons, but when I realised that the game had essentially convinced me to make the optimum killing machine with no consideration for aesthetics, I realised how well you'd captured a certain attitude within the gameplay. Well done... you monster.

Glimmy by apeandskate 2012-12-17T23:22:00

A good thing that real firefighters don't just fire water bubbles at burning houses! :D Quick and fun.

You are the Evil Overlord by Worse 2012-12-17T19:26:00

I'm not really sure what I just did to win. So, interesting idea, with the giving orders... bit sceptical about the execution. On the other hand, go go deadly goat! Hm.

Doomsday Defense by unpronounceable 2012-12-17T19:19:00

Good, simple core idea, well executed. Only significant complaint would be that the game could do with a clearer indicator of how charged the volcano is (colour fading was okay, but something more as well would be better). A pleasant few minutes of villainy - good job.

RPS Battle by LogiQ121 2012-12-17T20:43:00

Uhh, what does this have to do with the theme exactly?

Sicarius by TeamQuadratic 2012-12-17T21:36:00

How do I continue past the instructions screen? No buttons seem apparent, nor does keyboard mashing appear to help.

Sicarius by TeamQuadratic 2012-12-17T21:44:00

Stealth mechanics are far too frustrating - either not explained well enough, or just inconsistent.

Hostile Hostels by CharlieLove 2012-12-18T03:10:00

MY POOR FINGER. BUT IT IS DONE. https://dl.dropbox.com/u/12753061/I_did_it_gosh.png

Elevator Evil by 8bitDamage 2012-12-17T22:49:00

Sweet idea, but surely there should be a way to see which floor your current occupant wants to go to - without this information, the best strategy is just random reallocation of people around the building...

Monologuer by Devenger 2012-12-17T21:53:00

The phone (under the Infamy bar; the villain starts standing next to it) can be used to trade Infamy for cash. This has been added to the game's notes on this page; apologies for not making this clearer before.

The World is Mine! by matthias_zarzecki 2012-12-17T03:38:00

Certainly captured that feeling of being a villain - and was quite funny in some ways too! - but could have done with some antagonists of some sort.

Critter Criminal by JaJ 2012-12-17T23:18:00

Graphically very impressive. A shame you didn't have time to flesh it out more - with the limited content, it's rather tricky to stay interested long enough to breed critters that stand a chance against the ones the tougher NPCs have.

Educational Tractor Kingdom by Darkfrost 2012-12-18T04:28:00

Very bloody, unnervingly satisfying. A shame that the evolution thing fell by the wayside after the start, but still good fun throughout :)

We Drive Unto The Fortress by SmallDeadGuy 2012-12-17T17:24:00

A neat little puzzle game (that could have done with a little more explanation, given how important it is to recognise how the turn order works). Not intrinsically villainous, but the most fun game I've judged so far (in particular, the difficulty seemed pitched just right). Well done!

Nefertiti by SunnyCode 2012-12-17T19:59:00

We need more games with rhyming instructions! More! :D

Amusing, but too easy - if you're lucky, holding down right is enough to win the game.

(One slight bug: jumping on top of red people or green people seems to allow you to repeatedly lose/gain life without them actually disappearing, resulting in almost instant game over/full health. Not sure exactly what's causing that...)

Deadland by yokcos700 2012-12-17T20:38:00

A good puzzly platformer thing, though I think it overstayed its welcome a bit with the later levels - more isn't always better.

You Are The Level Designer! by devwil 2012-12-17T16:20:00

I can't work out what the second block in the list (featured in level 4) does; i.e. I don't understand level 4. Help?

You Are The Level Designer! by devwil 2012-12-17T17:38:00

The character runs needlessly fast - slow things down, add a pause too, add more guidance for players getting stuck, and you'll have a fun game. (I fear you got rather used to the controls after 48 hours of development, but for some of us, accurate dragging and dropping is quite a challenge - and it's a shame for the game to be rendered so difficult to play for some as a result!)