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DrPetter

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Category Medals

YearLDThemeGameDivisionCategoryScore
🥉 2016 35 Shapeshift Schrift compo Innovation 4.50
🥈 2011 21 Escape DrPetterLD21 jam Innovation 4.13
🥈 2011 20 It's Dangerous to Go Alone! Take This! Resurgon Futuron compo Innovation 4.35
🥉 2010 18 Enemies as Weapons Kanbran compo Theme 4.27
🥇 2009 14 Advancing Wall of Doom Advance 2 – Aftermath compo Graphics 4.47
🥉 2008 13 Roads Soltcras compo Audio 4.14
🥉 2007 10 Chain Reaction Final entry! I’m late! compo Audio 4.17
🥇 2007 9 Build the level you play N/A compo LD9 Final Total 0.28
🥇 2007 9 Build the level you play N/A compo LD9 Graphics 0.05
🥈 2007 9 Build the level you play N/A compo LD9 Audio 0.04
🥈 2007 9 Build the level you play N/A compo LD9 Style 0.05
🥉 2007 9 Build the level you play N/A compo LD9 Total 0.21
🥇 2005 7 Growth LD48h#7 unofficial and pending votes - DrPetter results and comments compo Audio 3.93
🥇 2005 7 Growth LD48h#7 unofficial and pending votes - DrPetter results and comments compo Polish 4.69
🥈 2005 7 Growth LD48h#7 unofficial and pending votes - DrPetter results and comments compo Fun 4.13
🥈 2005 7 Growth LD48h#7 unofficial and pending votes - DrPetter results and comments compo Graphics 4.33

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoPoCmTeJoFoEfTw9Au9Fu9Gr9St9Th9To9FiCo
202149UnstableUnstable Ground Squirreljam3.504.004.004.004.003.50
201635ShapeshiftSchriftcompo4363.253.054.503.952.502.9436
201122AloneTurbo Singulation 6000compo3872.612.753.042.892.461.081.241.481.5441
201121EscapeDrPetterLD21jam163.293.214.132.632.671.201.621.71
201120It's Dangerous to Go Alone! Take This!Resurgon Futuroncompo373.523.614.352.573.871.531.803.139
201018Enemies as WeaponsKanbrancompo163.603.573.774.273.502.681.332.6715
200916ExplorationChopfacecompo1092.161.922.262.843.482.482.612.328
200915CavernsCave Fishtercompo942.672.632.842.141.693.632.153.0914
200914Advancing Wall of DoomAdvance 2 – Aftermathcompo573.232.353.283.604.473.952.773.772.762.73
200813RoadsSoltcrascompo163.523.873.263.832.594.143.643.002.951.273.29
200812The TowerQuick and weak entry from me this timecompo472.332.571.782.781.293.521.911.871.44
200811MinimalistMarginal Ungolf Spectaclecompo382.972.832.333.233.574.142.852.933.432.64
200710Chain ReactionFinal entry! I’m late!compo342.782.353.082.464.044.173.242.833.354.112.383.25
20079Build the level you playN/Acompo3933474843210275
20068Swarms7th Swarming of the Machinescompo
20057GrowthLD48h#7 unofficial and pending votes - DrPetter results and commentscompo4.133.414.333.934.69

MiniLD Games

YearMiniLDThemeGameRank
20099TimeI wouldn’t call this an entry

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by DrPetter

DrPetter leaves an average of 24.6 feedback comments each event.

LD35 — Shapeshift (13)

ShootShift by elkiwydev 2016-05-09T22:45:00

I like the presentation and kind of fuzzy feel of the shading. Especially the really deep FOV shadows make it spooky and surprisingly complex-seeming since you interpret them as holes in the floor. So it's almost as if the room is changing as you run around.

I'm not as sold on the autoshifting mechanic though, ends up feeling quite random when there's no user influence except sometimes skipping a move to hold on slightly longer if you like the current weapon. The diagonal one also is very confusing in the heat of battle.

Maybe one improvement would be to ease the player in by enabling the different weapons one at a time for the early levels? Either that, or allow some kind of limited action that skips a form or takes you back to the previous one at a cost. Not quite sure, it might be enough to just make the unchanging stints longer than a few steps. Also what about switching manually for a +1 HP reward and the risk of getting a worse weapon that you can't get rid of for N steps? Maybe some would even be non-weapons or stuff like reversed controls... I don't know, there's definitely potential in the style and general formula here.

Sluggy's Tiny Adventure by FrankieSmileShow 2016-05-09T22:28:00

Cool! Often graphics-type developers end up making lots of pretty pictures but no real game in the end. You delivered this time.

I chime in on the occasional jump/collision bugs. Managed to cheat over the first door to the left, and going over it from the other way dropped me below the level. That happened at a point where I was running out of ideas for how to proceed though, so I'd need to make another attempt some day. Maybe with company to share the burden ;)

Spent a fair number of minutes and retries jumping across the treetops in the right overworld screen trying to get that rusty key... Finally grabbed it, but the super-precise jumps are pretty tedious with these blatantly unprecise controls. There's some welcome "Coyote time" leaping off a ledge, but you simultaneously lose altitude and it generally feels a bit hit-and-miss. I'd prefer slightly more generous margins in favor of some other elements to add challenge, like timing a jump between swooping enemies or whatever.

Did succeed in getting the "secret flask" in the starting room and it was quite rewarding due specifically to the tricky jump, so it's not all bad! Generally feels like one of those filed-away Amiga disks that you could rediscover and dust off from time to time, playing just long enough to really remember how frustratingly hard it was and why you kept it stashed in the back.

Therianthropy by technocf 2016-05-09T21:56:00

Lots of level design for the compo. Gets a little bit repetitive after a while, but quite playable. I never really got to a particularly "puzzly" level since the path to take was mostly obvious, but I eventually gave up on the hot/cold thing where I had to switch two colors to reach the end.

The controls are somewhat unforgiving, although not necessarily buggy. The height of the first few levels is weirdly chosen since you often get a few pixels of vertical scrolling before it abruptly stops.

Looks cute enough.

Druid of the Catalyst by SchrodingersCult 2016-05-03T18:49:00

Got 223 on my best run. Graphics and sounds are very good. Gameplay works ok, but my main issue is that the mouse cursor tends to pull the view around too much, which is unsettling. Makes me want to keep it closer to the character, but then it's hard to aim properly. Not quite sure how best to solve it. Probably a larger dead zone where you can only aim, so you must point further away to begin moving. Could also use RMB to move, I guess. Once the window just randomly closed while I was playing.

Green Box Game by knason 2016-05-02T23:19:00

Yikes. Surprisingly mind-bending when you toggle the map to remove almost everything, falling helplessly, then panic to switch it back and somehow find yourself exactly where you needed to be, and continue along... Actually caused some replayability since I wanted to get a better feel for the second level once I knew a bit what to expect. Still scary every time though.

Weapon Shifters by Nick Weihs 2016-05-01T19:50:00

Wow, lots of level design here. Such a big environment. That's NOT common for LD :)

Most of it works pretty well, although it's not super-unique of course. I was surprised to see the relatively complex hovering enemies, they feel almost like minibosses and are entertaining to fight.

Final boss was a good challenge, took me 3-4 attempts to win.

Cyan by rxi 2016-05-01T19:31:00

Yay! Very pretty, very good music, nice balance once you start to get enough coins to hold a few continues. The game is hard enough that winning feels like a good reward and relief.

It's true that the controls are slightly cumbersome at first, when you have to switch back and forth between keys to do seemingly a single action (multi-jump). It does get easier when muscle memory kicks in though.

The thing I was most afraid of after a while was falling down, mainly from using the dash attack near platform edges. It did add some sense of urgency though, so not a bad thing.

The Tentacle Problem by kirilllosev 2016-05-01T18:26:00

Score: 54. It looks very cute. Could you elaborate on the "interesting idea" that didn't end up in the game? The LEGO-looking pegs on the platforms are presumably tentacle/octopus suckers?

It's a nice touch to see birds as you get higher up. A simple sense of progression through the level.

Cubes by gilead 2016-05-01T18:17:00

Oh no! Can't beat the second level, try as I might. Great game, really good idea and well executed. The presentation and sound feels Nintendo-esque. Only problem is the difficulty level, in part due to mouse accuracy (tricky to touch the hotzones when your blocks are moving) but also brutally low margins of error for the early levels. A "weird" game like this should have at least 3-4 very simple levels to let you get comfortable with the mechanics.

Really though, the best improvement would be to have the end blocks be more forgiving snap points, and once you click one of them you are in "erase mode" where you can go pretty far off with the cursor and still remove blocks. Similarly if you start near a "grow point" it will let you extend easily without having to touch exactly on every successive square. That way it should be easier to quickly "move" in mid-air by growing and shrinking as appropriate.

Great job though!

J is for Triangle by SwedishCheese 2016-05-01T17:45:00

Got 54, and before that almost exactly the same. Seems like there's a risk of hitting a difficulty knee where everything suddenly gets exponentially harder.

I like the gameplay though! The feeling of hunting around a morphing playfield looking for areas of "good" shapes is nice. It's just a little bit too chaotic and unforgiving right now, but maybe that's due to the framerate and controls being somewhat sluggish. Could even see this kind of game being played with the mouse.

Seems like there should be an automatic extra innovation point for any entry that doesn't use circles, boxes and triangles for shape tokens ;)

Chromeshift by diesel 2016-05-01T17:33:00

Looks good, and the concept is pretty solid for a quick little game. I had a lot of trouble accepting the slow constant rotation speed of the box though. Most of the time I feel like it's the rotation that loses the game for me, and not my inability to select direction fast enough. Would be better if it spun much more quickly (3-4x as fast) but that you instead ramp up the rate or complexity of incoming rays to keep a good challenge.

It also felt strange that the rays are sometimes allowed to pass inside the box before they hit, kind of like it's done to compensate for the added difficulty of the rotation delay.

Figurophrenia by Trasevol_Dog 2016-05-01T17:26:00

Pretty well-balanced. It constantly had the feeling of urgency and challenge, but on my second session I managed to get to 54 kills before I strayed too close to an edge and got hit. So as long as you stay focused and near the center of the screen it's probably not as difficult as it seems. Has the benefit of making a player feel skilled.

Crosshair could have used a different appearance to stand out better, but maybe hunting around for it is part of the concept.

I wonder if hitting enemies with the wrong weapon should be associated with stronger consequences than just no effect? They could get temporarily invulnerable, or maybe soak up some energy to take more hits before they die once you do find the right weapon.

Shapin' Up by kik0729 2016-05-01T17:11:00

Music definitely works. I could imagine it being integrated even more with some disco-like flashing or other graphics that builds on the mood and also distracts you from the shape-matching task. Probably the difficulty progression could ramp up more gradually, making it really easy and relaxing in the beginning so you can just enjoy yourself, and after a minute or two it starts getting more hairy. The "holes" (which feel more like objects, maybe they should show a pattern/background inside?) might even have more funky movement than a straight line to make it interesting. Could be an alternative to create challenge balanced with the boundary tightness, so weirdly moving larger holes are similarly difficult as small ones with a predictable path.

Oh, the huge level/score splash screen isn't very rewarding. I'd prefer something less jarring which keeps a sense of the playfield while you prepare for the next match.

LD26 — Minimalism (1)

(Follow the) Line by Chman 2013-04-28T19:34:00

Very stylish and elegant! Crippled somewhat by inaccurate keyboard input. It seems I have to let go of all keys before a new one will register, which goes against the typical method of always triggering on the next hit regardless of held keys. I managed to beat challenge mode, but almost gave up on the last two levels where I'm convinced I would have had less difficulty with snappy response. Could be more fun with increased "actual" difficulty balanced by spot-on control.

LD22 — Alone (17)

Abandoned by Noel Berry 2012-01-02T01:09:00

Love this. You nailed the player animation. Puzzles are perfect, as they're not too hard but still make the player feel clever for solving them. Everything is smooth and beautiful. Desolate music could have raised it all a notch, but I'm not complaining. Inappropriate music would have been worse than nothing in this case.

Super Animal Friendship Club by jarnik 2012-01-02T00:34:00

Very interesting! I've learned how to play rather fluently, but I still don't really know what I'm doing. I couldn't recite the rules. It's more of a feeling, and a subconscious pattern to how levels are typically solved. Weird. Cute though, and kind of fun.

The End by kebabskal 2012-01-01T23:58:00

(DrPetter's brother typing) Great atmosphere, but a little sparse with content. A bit more variation in the landscape to make orientation easier and a few variations of the slimes would be nice. Different colors, some can take more hits etc. A bit confusing with the old man. Should he be killed, so he then can be a ghost and show me his burial ground? One downside was that the first character's autofire function kind of took the edge (no pun intended) off the sword combat. This game definitely left an impression, and with a couple more days worth of adding new elements and content this will be an adventure I would like to spend time in.

Leave Me Alone by StabAlarash 2012-01-01T23:30:00

Flawless controls. The way you sort of slide around and wiggle strangely makes it feel even more responsive, almost as if the guy is reacting to thought and not just arrow keys. Definitely comfortable to play. Obviously not much to it once you've played for a few minutes. Still a strong entry.

Brains!!! by Leo 2012-01-01T23:23:00

Kind of fun and actiony. Gets repetitive. Not quite satisfying to keep swooshing through ghosty zombies while always firing in random directions. I wonder if it would have been better to dial down the enemy count and put more emphasis on evasion... or maybe... yeah - one hit kills with particles showering off when each zombie is killed. Also maybe having the zombies push you around when they bunch up nearby. Getting more of a physical inertial feeling. Also boss monsters and intense music, of course... :)

Hikikomori by quasi 2012-01-01T23:07:00

Nicely japanese in a way. Would have been great if there were more to it. Like eating the bird, growing wings and then flying over the mountains to the moon, or such. Maybe growing more birds out of the ground. Definitely a great look, and the music works. So yeah, I wanted more!

Alone in the Gloom by hulahulahest 2012-01-01T22:58:00

Brorsan grät en tår över saknad musik. Looks great, of course. Plays smoothly. Kind of clever puzzles, without being nasty. Nice and cozy mood, but would definitely have been elevated by a hollow theme song. Spooky ending. I like it.

Little blue box by bms 2012-01-01T22:46:00

Not all music is better than no music. Stuck on level 4 or something. 5? Two breaky blocks and three spikey spikes. Fireball and fireball too. A bit sticky and frustrating. The graphics are cuddly and alive though, could be lovely if the gameplay was as smooth.

Drill Killer by thecatamites 2012-01-01T22:32:00

So many things wrapped into one. Almost turned into a game towards the end. Very curious. Feels like there's so much will and ambition behind this, perhaps enough for several games? We're already seeing this played from two different perspectives - killer and killees. Could be taken further, and obviously be more interactive and game-like in each such approach. Not sure what the ideal implementation would be, but a series of minigames each with more depth than this one would be great. Could become a cult classic, for sure.

Cat Capture by cjke.7777 2012-01-01T21:54:00

Good effort, but focus should have been a bit more on levels and less on polish, maybe? Another 15 levels with more challenging puzzles and it would have been great. Now, it's just a charming 3-minute diversion. Movement is slidey, but I kind of like it.

Chromboid by pekuja 2012-01-01T21:45:00

It's an ancient urn indeed, but it's hardly a game. Spontaneous collabs are tricky. I wonder if all it would have taken was a bit more time, or if the whole project was on too shaky ground in terms of design? You certainly have fancy assets, though.

0 ALONE by Neonlare 2012-01-01T19:58:00

Hardly a game, but the interactivity makes it different from a written story. Gradual progression of images also helps build an unexpected experience. My brother likes it a lot.

Paper Dream by Claw 2012-01-01T19:43:00

Neat swirly flight. Cute drawings. Weird gameplay, and it's kind of buggy. Click zones were often outside the actual objects. Pretty much impossible to figure out what to do with some things, although managed to please the cloud and the whale. The world feels too large, like I might be missing a lot of relevant things by randomly flying right past them.

Farrokh by DoktorAce 2012-01-01T19:29:00

Beautiful! I never thought it would actually be like the screenshot... like, it could just as easily have been a silly clip-art concoction. Lots of fun, and well-balanced. The dog sounds like a cat in the end, though.

Dark and Alone by Keehan12 2012-01-01T19:19:00

Wow. Lots of stuff for one day. Unfortunately I suffered from weird control mapping and glitchy/picky collisions and sliding movement. A bit too hard to play, but not fairly challenging.

A Strange Story by nickfla1 2012-01-01T19:06:00

Too frustrating. Movement should have been way less sticky.

Locked Away by MoltenMustafa 2012-01-01T18:58:00

Excellent. Adrenaline, laughter and tears. All the right components, and not too much else. Music got a wee bit repetitive, but it's got enough of a lonely Zelda dungeon vibe to work. Beat all the levels. Normal seemed hardest? Great use of stinky colors.

LD21 — Escape (39)

Prelude of the Chambered by Notch 2011-09-12T22:23:00

Sadly I failed some ways through and haven't yet found the courage to redo from start. Very good use of the time given though. Cohesive well-filled game and charming presentation. Streaming the development was a mad effort.

Damn My Stubby Little Legs by oatsbarley 2011-09-12T22:13:00

Works ok, but it's a bit unforgiving and there's a very quick and strong contrast between being very easy and getting hard/impossible. Seems like you get stuck on walls sometimes if you try to slide along them - that should probably be fixed. One other idea is to add button mashing for swimming up at an increasing rate, like in Mario games. Basically making a small leap upwards at each press. That way you can compensate a too-deep dive by tapping more quickly to reach the surface, and you can mess up by swimming at the wrong moment so you end up going behind a wall segment (if the stroke makes you float upwards for a bit before slowing down). Adds to the sense of panic and puts the player more in control. You could also maybe leave pockets of air in cavities when the water surface has gone beyond that point, so sometimes you can duck into one of those to refill your air supply even if it's a long way to the surface.

Brine by morganquirk 2011-09-11T17:34:00

It's exciting and a bit scary. Later on I think I got good enough at hiding that the fish didn't even come out most of the time. The darkness disappeared after I found a safe place, and I could just go out and continue again. Not sure if that's intended. Sometimes the fish would swim by in the background though. Still, fun and reasonably "explorable" since everything isn't completely explained.

Hotel Escape by pgil 2011-09-09T22:20:00

Wonderful! Spoilers inside I suppose, but I'm sure most people have played it already at this point. Regardless, you shouldn't go around reading all the comments before you have played for yourself!

I do recognize the general concept of playing in this kind of "environment", not sure if it's from something you've also encountered but it is definitely charming to us programmer types. The presentation is very good and the gameplay mostly smooth. I particularly like the well-balanced jump arc which is intuitive and easy to control without too many failed attempts. However, the thing that almost got me properly upset was a tendency to miss jump key presses. You should really generate a jump if the button was pressed before landing and held down, otherwise you're forced to deliberately delay your jump action until right after you've landed, which might be too late since the character also has a tendency to drop off a platform sooner than you expect. This was particularly hurtful in the room with tons of spikes above and several tiny platforms. Teeth were gnashed.

Overall a nice other-worldly experience though. Thank you :)

BlackWhiteRed by Nihilate 2011-09-09T22:00:00

Does the Guide actually guide anything, or is it just a protector? Seems the lanterns are too fleeting to really be worth counting on for protection, but maybe I just didn't pay enough attention. I always swooped down to catch bullets. The difficulty probably ramps up a bit too slowly, as I started getting bored at the mostly empty screen after a while and only some time later did a couple of bullets actually find their way through while I was on the other side. Would perhaps be nice if you had more to do with guiding the running and not just dealing with enemies. Also, control could be inertial with acceleration to make it less rigid and perhaps more challenging in a fun way. Would be great if you could boost framerate to 60 fps since it's a quick-paced game. Concept is good, but it needs some tweaking to make it really fun.

Antagonist by Jonathan Whiting 2011-09-09T21:49:00

Fun and challenging. Got a bit more interesting when I realized you can skip the slowdown on landing if you release the right/left key just before hitting ground. So I guess he stumbles if he tries to hit the ground running, or something? Anyway, it added an extra sense of skill and timing to the whole ordeal. Took a great many attempts before I beat the last wall, but then it was a home run and I reached the finish. You could probably extend this quite a bit with more of these complex puzzles that aren't just well-timed jumps and stairs.

Abscond by Hanoran 2011-09-08T11:03:00

Quite a bit of fun. Relaxing and meditative, but at the same time you often risk misjudging the sequence of actions and end up critical on one or two parameters. Then you reach a comfort zone near the end where you can quickly finish your boat without worrying.

Escape route by JaJ 2011-09-08T10:42:00

I liked it! Moody and pretty enough. Forest feels a bit like a scary strange place you can get lost in, a nightmare. Still though, it gets more familiar as you play, and it's rewarding each time you solve an area and get to proceed. Reminds me somewhat of Section Z, and I feel like I should draw a pencil map while playing. It's not too hard to beat with memory alone though, if you just have patience and give it some time. I guess there could be more items in the early rooms so it takes a while before you really encounter identical unmarked areas. The player would then also realize that rooms become identical after they've grabbed the marker items and return to the room they came from.

Number 23 Escapes! by toastie 2011-09-07T22:12:00

Very cool. Very stylish. The game makes me like it, despite flaws and glitches. Running past alerted guards seems a bit random in terms of getting killed or not, but that actually adds a neat roulette sort of mechanic where you can't really predict or influence what is going to happen, so you just gun it and hope for the best. You're already on thin ice after having been spotted, so it's not really a huge penalty to restart at that point. More like a bonus if you make it alive. The characters all have a cute tubby look that gives them a lot of personality. Strong entry!

The Complex by Erifdex 2011-09-07T22:06:00

Got reckless, died. Doesn't reward risk-taking, which makes it a bit less fun than it could be. More interesting if there was a possible benefit and not just a huge risk of failure in rushing past multiple lasers or sort of zigzagging quickly. But yes - checkpoints would do it just fine. Still fun though, until you give up.

Maze++ by RandomM00 2011-09-07T22:00:00

I don't even care what the game is about, I just want to uncover more corners with that curving fog. So very sexy!

Vector Dash by black_mage_andy 2011-09-07T21:53:00

Needs angular acceleration, so I can nudge in tiny increments to aim accurately. Not too sluggish though, just a fraction of a second until it rotates with full speed. I had some fun moments when I rushed a level head-on with almost too much speed but still managed to make it through by turning and "braking" or skidding around corners. Also challenging to simply avoid enemies where possible.

and just like that by bburbank 2011-09-07T21:48:00

:)

Cosmic Heist by Kevin Wells 2011-08-31T21:59:00

Cool. The music and simple swooshy gameplay made me feel like I was playing a sub-game on some Slamtilt pinball table. It's a bit odd that you can take so much damage without much in terms of consequences. I'd prefer impacts being more deadly and causing rebound, then restarting the level again if I take more than 3-4 hits or so. Or not restarting, but rather refilling health on the next level. You'd have to clear the area around the starting point in that case though, to make sure there are no unavoidable crashes right at the beginning.

The Hooks, the Lava and Me by Suyo 2011-08-31T21:48:00

19 km. Cool! A bit stressful once you get some ways in and the lava catches up. Kind of weird that you often have to fire the hooks off outside the screen into blind spots and assume that they'll hit a wall. Sound made me feel like I was talking to aliens.

Self Destruct: Activated by jauntypixel 2011-08-31T21:42:00

Almost everything is lovable. Wonderful game to sit up way too late at night playing with a friend, though unfortunately I have to battle alone at the moment.

I would have liked variable-height jumping, to feel like I am more in control. Would also be able to make small quick hops instead of always waiting for the full vertical range.

The second phase was too long and overly difficult. I had to retry that one at least 15 times not knowing how far the next checkpoint was. On the next one I got past most of it on my first attempt, though it was very well balanced and made me feel skilled. I might be giving up on the crate staircase with fall-downies above... at least this time around.

The continued scrolling after you die is a very neat way of showing a peek at the upcoming area before you have to approach it on your next life, although it's only really useful and desirable when you've reached further than previous attempts. You could consider cutting the restart cycle much shorter if you die on familiar ground (so there's less of a punishing wait).

Goat Milk by stoz 2011-08-31T21:25:00

Actually the music was sort of ambivalent enough to enhance the already somewhat inappropriate theme. I liked it ;)

Level 2 was way too hard. 3 and 4 were much easier by comparison, and the last one was pretty spot-on. The gameplay in general is fair though, and you always feel that there should be a way to optimize your movement through the level once you fail. Very charming graphics, and the audio is well executed. Although the munching sample is not played if I run and immediately hit the chomp button. I have to stop first, then eat.

Fun and funny!

Escape of the AMAZING TRIANGLE by zdanielz 2011-08-31T21:09:00

I almost got bothered by level 8 until I found a sneaky path. Good thing you introduced those spinning obstacles, I was afraid it would get dull after the first couple of levels. Music is nice and atmospheric, helps make the game feel more epic. Sound effects are perhaps a bit too loud, and some are tonal enough to interfere with the musical frequencies. I had the most fun around levels 4-6 or such. At some points I wished there was a way for me to test the path out, or let the triangle go and only continue building once I knew it was past the first hazard. Could get annoying with really complex levels if you can't do that, instead having to rebuild everything when one point fails.

Where am I? by Wingy 2011-08-28T13:32:00

Mmm. I found it prohibitive to watch the whole intro every attempt. The large popup texts inside the game were way too distracting right from the start when a beginner is already shocked by the sudden rapid movement and countless objects everywhere. Seems like it could be fun though, with a nice degree of floaty controls and music to back it up.

This is your dream by stRana 2011-08-28T13:27:00

Yikes! Made me realize how crappy zip can be. The large size is due to three identical 15 MB files that get compressed and stored independently inside the archive.

Anyway, game is a bit simplistic maybe, but also very easy to play and relatively rewarding due to that fact. No introduction or learning curve needed. Could have been fun with some other dream-like effects like illusions and distractions while trying to find the clickies.

SurfN-2-Sur5 by Daniel X. Moore 2011-08-28T13:13:00

I think the agent is roughly 20 meters tall. It's fun, and sometimes irregular jumps make it look like he's pulling tricks. I tend to build too much speed and height after about 3000 meters and eventually fall onto an unseen rock from high above.

Followed by Pvaiun 2011-08-28T10:51:00

Cool! Gets frustrating in places, but never quite too much so. Neat way of weaving a lot of tension and drama into a very simple gameplay rule.

The Great Volcano Escape by bluescrn 2011-08-28T10:26:00

Pretty good dynamics. Could perhaps have been a bit more fun with some bounce in the suspension, although likely more difficult too. I'd decouple the camera some more from the bike though, to avoid having sudden impacts translate directly into screen movement and zoom.

Due to being told in the readme that I would need to brake, I tried to see how far I could get holding the accelerator down constantly and not touching the brake. So far I've beaten the first nine levels, and level 10 is definitely possible although it gets a bit tricky at this point. I made it almost to the end, with just three unlit dots left.

Escape Infinity by thatshelby 2011-08-28T09:49:00

6800 on my first attempt, which was ended with green health due to getting tangled up on a wall. Less on my second. Tweaks could include slightly faster ship movement and sliding on walls, like Ben said. Maybe also a charge shot that gets built up while you don't fire, so you can save up for a large single-hit bullet instead of firing continuously all the time. Could add an extra sense of skill and elegance to playing, basically ducking forward between oncoming bullets and delivering a well-placed punch to kill the opponent.

Dystopian Future Underground City by j_peeba 2011-08-28T09:40:00

Why are the cops flying in cars?? Oh well, I want to like the game, but there seems to be a bug that basically doubles gravity or heavily reduces my thrust once a level has been restarted - if I die once or complete a level, it's almost impossible to gain altitude afterwards. The second level seems almost impossible due to this. Apart from that, the game looks and sounds great. Movement is pretty good as well, assuming this is a bug and not some very evil feature.

cosmoZ by rockford 2011-08-28T09:32:00

I didn't really mind the waiting, although it was a bit easy to get isolated. Not sure if all levels were beatable. One interesting change of pace would be if the user could sketch a path several steps ahead, like just clicking and dragging from planet to planet with the available ones highlighted at each step. The ship would travel along each waypoint at its own pace, and might get caught in a trap along the way if you didn't anticipate that properly. Maybe the path-plotting would actually be done by a scout vessel that itself had to travel back to the main ship if it ended up stranded, during which time something else might happen to it if you're too far away or take too long to get back. So there should be some benefit to plotting the course as quickly as possible, but also the risk of leaving your ship too far behind in case it gets into trouble.

A tale about life, death and a looser. by deepnight 2011-08-28T09:19:00

Pretty and sort of charming, but do make it happy next time! At least some funny deaths would have been a nice twist. Maybe just a souvenir item next to the grave could add a sense of needed humor there. Also, time is never too short for sfx, but I suspect token bleeps wouldn't really add to this sort of game. Could be interesting with looped environmental noises that match each situation. Heartbeats, footsteps, ticking clock, creaking bed, etc.

Unlock by uuav 2011-08-28T09:00:00

Pretty cool feel to it. Not much of a puzzle player, I had a bit of a tough time with some rooms. Eventually finished it (the real ending). You could maybe try mouse control instead of arrow keys to manipulate the level. Just click and drag pieces. That should be more fluid and perhaps more enjoyable. The pieces could even move with full pixel freedom and only lock into the tile grid (smoothly) when you let go of the button.

Prison Lander by stefanmielke 2011-08-26T22:22:00

I think I finished all of it. My favorite part is where you can "escape" by jumping right before the gunman starts laughing. You'll disappear straight through the ceiling and presumably sneak out of harm's way?

Relic Run by CoveBit 2011-08-26T15:49:00

Easy was harder than insane. I guess I got unlucky there. Too hard early on to get a handle on what is going on, trying to avoid releasing spikes while at the same time killing dangerous things, and all of a sudden you're stuck on some hurtful enemy that drains your energy in a second. Would be nice if there were levels or stages where one element got introduced at a time so the player has a chance of learning and familiarizing before being slaughtered. Feels like it has a lot of content though, so it could be an involving game if balanced better.

Save the Miner! by AClockWorkLemon 2011-08-26T13:35:00

Nice. Might have been more fun if the vehicle control was a bit more dynamic, with acceleration of some kind to make it more involved than just pointing in the direction you want to go. Since you really just spend a lot of time navigating a cavern it makes sense to add a fun/challenge factor to the movement itself if possible. Well, I saved one and deserted another, so I guess I got what I could out of the game.

City Runner by DGoodayle 2011-08-26T13:23:00

Hmm. Not sure why I'm being paid to kill the red guys, but it does seem like a reasonably solid mechanical ground for an interesting game. With single-click shots it feels like I should also conserve ammo, but that doesn't seem to be the case. The speed of movement on the other hand would favor autofire. Could be fun with some attempt at a background story and more elements to the gameplay.

Beam Runner by Geti 2011-08-26T12:46:00

Daah! I made two levels and lost them both due to getting confused about the current editor state and hitting Q to go back to the menu. There should definitely be a confirm question there, or ideally store the edited level in memory so you can go back and edit it again from the menu. Not sure if the data string would paste well into a web page though, with that whitespace.

Very charming game though. I could easily sit around and make 20 levels if I trusted myself not to erase them before they were done. The editor could also benefit from better tile selection. Maybe hitting space to bring up a grid of all tiles so you can quickly click to select one.

BATHOS by johanp 2011-08-26T12:19:00

Lots of cute for so little a game. I did solve it, thankfully, but only after trying all the pixel keys. I wonder if you could easily do a larger moody puzzle with this atmosphere/music/art style and a series of (perhaps interconnected) screens with some more curious tasks that the player needs to find/figure out? It's both strangely relaxing and frustrating to know that you're staring at "all of it" and still can't quite find the solution.

Amke's Revenge II by Mark Overmars 2011-08-25T22:41:00

Cool. Seems you've used the 48 hours "properly" by making a relatively simple but big game with lots of game-type stuff in it. I never seem capable of that for some reason...

It's nice that you can play through it all quite fast if you want to, or take your time to explore various secrets. I did give it two tries, but it would seem I'm outsmarted by the last boss. No idea how to harm it.

Player movement seems smooth and solid, but for some reason it only runs at 30 fps which prevents complete fluidity.

Abigail's Descent by Cosmologicon 2011-08-24T18:54:00

Ok. I completed it. Was going to comment that level 2 was way too hard and unpredictable for me with all the doors. I got lost a number of times going around in loops. Finally beat it, and level 3 was a piece of cake by comparison. Strange.

The characters are really charming and expressive despite their simple appearance, and the premise is fun too. Implementation could have used some polish, but it does work reasonably well. As has been pointed out, the jumping mechanic isn't perfectly intuitive, and I also had trouble landing on tiny platforms more often than not. Would have been more enjoyable if the difficulty didn't ride so much on pixel-precise jumps where the actual collision boundaries are hard to judge. Makes it feel a bit soft and chancy. Tweaking the movement and/or changing the character graphics into something more solid and indicative of collision shapes should make this a great(er) game, for sure.

Ernest the Plump Adventurer (in trouble) by agersant 2011-08-24T18:21:00

Cute. Pretty pictures and rather good sound. Like bmfs, I had issues on level 7 where the game stuttered for a moment and I just fell right through a vertical elevator. Guessing that you have some kind of variation timestep thing going? I'd recommend fixed timesteps to avoid such issues, and make things easier in general.

The jumping was a bit uncomfortable sometimes, maybe because of a too rapid crest in the arc. Stumbling with the buttons a moment will ruin a critical jump where you need all the height you can get. Should be more forgiving if there's a longer hover phase before falling again.

Actually, trying it again now I think it's more to do with the input keys used. It's very hard to double-tap up while at the same time tapping left or right to adjust your sideways movement. Jumping on Z should be more smooth since you will use both hands.

Another issue I found is that leaving the mouse pointer outside the applet will cause strange issues. Particularly when starting a level. I got a situation where I only saw single pixels spread out in a grid since the diamond wipe hadn't completed.

Maze Escape by glcoder 2011-08-23T10:04:00

Fun and relaxing. Could be interesting to take it further by perhaps making mazes that are locked off in various points, and providing the player with a couple of explosive charges to blow holes in strategic places. Making a hole in the wrong spot would create a shortcut for the lava and put you at greater risk. Maybe the bombs would actually be placed throughout the maze for you to pick up. Obviously with such a change the flow would have to be delayed or slowed down to make it all playable.

Flee Buster by ChevyRay 2011-08-23T09:08:00

What's with this trend of making more games than required? You've got three, and Rolpege made like 20. I guess LD has gotten too easy...

Fun though, and very stressful. It definitely works well in that you memorize the state of each game so you hopefully know what to do when it comes around again. At one point I was a hair away from dying in the frog game (which I love/hate btw due to sticking on the ground and very fluid feel of jumping) but remembered it next time so I could immediately leap and survive.

My best so far is 88, with only two or three missed along the way. I'll have to rest before trying the whole thing again from the top.

LD20 — It's Dangerous to Go Alone! Take This! (30)

Fiat Lux by K4Orta 2011-05-27T17:46:00

I agree with everyone, it's a great idea and has nice atmosphere. Some gameplay details aren't quite elegant and polished though, like the player zooming around at 50 kph while being barely able to jump. Also getting stuck is annoying. Great concept prototype though, I'm sure you'll be able to make a neat package out of it if you want to.

Take This by dadads 2011-05-27T17:29:00

"turn back time" :)

The Legend Of Super Grapple! by bluescrn 2011-05-27T17:17:00

Ah, I thought this would be pretty dull until the third level. Jumping and walking isn't particularly smooth, but the grapple is wonderful. Somehow it just works better than expected and allows these amazing aerobatics. Swinging back and forth and around, catching a nearby node below you and using that to change direction. Very cool. I sometimes fumbled a bit when the movement got unpredictable though, and ended up holding the button without grappling. I guess I tapped once too many. Happened a few times.

Take This by jovoc 2011-05-21T21:59:00

Uh oh. Lacks game, has cubes! The voxel sprite look actually works surprisingly well. Movement and mechanics are really glitchy though. I accidentally entered the right cave without even knowing about it, then I stumbled into the others a number of times while trying to walk around the place. FPS mode always just got me the sand color, but I see now from your video that there's a mouselook with really original default direction, so my bad there. Framerate was very weak on my Win7 system, possibly due to Intel gpu? I could switch over to nvidia on the same box, but I'm actually too lazy to even do that! It's frightening. Anyway, looks like the game is supposed to move rather smoothly then, not be semi-step/tile based like I suspected. I wonder if it would be interesting to try some kind of rasterized 3D model animation inside this voxel space? Like a proper mesh that is rendered into a voxel block as it moves and deforms... results in sort of a volumetric sprite animation with infinite number of frames. Weird. Might be more voxel retro than smooth transformations though, and still a step up from 2-3 hand-drawn voxel frames.

Appy 1000mg by deepnight 2011-05-21T21:40:00

Weird. Pretty cool, but hard to really follow along with what is going on. Kind of as if the game itself doesn't actually care if it makes sense or not, just... adding some twists here and there, and an analogy layer in the end. Makes it genuine, I guess. True surrealism. A bit like some of my games, although seemingly with a design plan somewhere inside it all. I like the tree gfx most. Jumping/flying around wasn't always smooth and comfortable, but ok.

Don't Go Alone by pgil 2011-05-21T21:16:00

Ape head guardian statues are awesome. So is the presentation overall. Like it when there's a hint of tension in the relationship between player and companion, getting hit by friendly fire. I half expected that to escalate into some kind of showdown, but it was still enjoyable. Length is just right, doesn't drag on too much before it ends and has enough exploration and discovery to be interesting all the way. Gameplay itself is very minimal though, of course. If one were to expand on the game, I'd look into more actions for the player. Like maybe luring creatures in a more elaborate way. Or trying to pick a bouquet of Grandmother's favorite flowers/mushrooms while being harassed by all these spiders and snakes.

SINGLEHANDEDLY by Elpizo 2011-05-15T17:51:00

Awesome use of sound, I must say. Lots of neat details with different character effects. The bleeping legged robots are cool for instance. Gameplay is tough but fair, although I still had to quit my first session before beating the red guy. Seems like the save carries between runs though, which is very great. A few more attempts and I would surely have made it, but... I wimp out for now. The gun mechanic is unusual and works very well. Game world seems quite large too, feels like I've only seen a small part. One extra cheap touch you could have added though is color variation, or something else to signify "different locations". Just swapping out the base grey color of tiles to make 3-4 different atmospheres. Tends to give a nice feeling of progress and discovery. Overall though, very nice one indeed. I've wanted to make an honest metroid game myself at some point in these compos, but nope... never happened yet. Shame.

Diamond Hollow by arkeus 2011-05-15T17:24:00

Mmm. Quite slick-looking, and with all the right bells and whistles. Addictive too. I think the mouse aiming is unsuitable though, makes it hard to shoot straight when you need to - which is most of the time. A simple left/right/up firing scheme using buttons would probably have been easier on the player. Hit kickback was the biggest thing that kept annoying me though, and eventually made me stop playing. It's not as bad as in Castlevania, but almost... in a slightly different way. Would have been nice if the upgrades allowed me to actually decrease the bounce strength there, by a significant amount. I thought that would happen, but doesn't seem like it. I still fly all over the place directly on impact, and usually end up in a hole. Also the music gets tiring with all the slowly decaying notes blending into each other. Tiny tweaks, but they would make it a lot more enjoyable. Very nice effort for a 48h compo, definitely.

Grave Robbers by adamatomic 2011-05-13T10:52:00

Argh, splitting my brain once they get beyond FJUSK. Also doesn't completely fit into my laptop browser, perhaps needlessly large window? I would have played this for days on end at age 14, and weeks if it had lemmingsesque animations and gore. Would have been a classic. Could be made into something really worthwhile in many ways, with gradually more complex levels to avoid instant failure. What about co-op? I suppose it's already prepared for that if you operate different regions or plug in multiple USB keyboards (I have to try that!) - networked or split-screen with a narrow scrolling view might also be exciting if there's a radar map or clever audio cues to know where stealage is imminent. For large-display touch devices, the interface would be obvious and open for countless players. Perhaps even with more user-demanding traps, if a player could be assumed to focus their attention on a handful of them. Sliding spiked platforms into different positions, collecting stones and arrows for reuse as projectiles, feeding deceased adventurers to the fire-breathing dragon which fuels your flame-thrower traps. A full-on collaborative sim treasure dungeon?

Myrktorch by gugugu 2011-05-13T10:22:00

Pretty, with a nice knytt-like mood. I had trouble accepting the inevitability of being hit by the death poop of flying water demons. Would have been nice if I could maneuver around for a few seconds before losing them permanently, assuming I find a safe place to do so. Also, there's quite a large delay on the inputs. Triple buffering? Worse? It's not bad enough to ruin the gameplay, but it does get distracting when timing jumps. The thing that prevents me from finishing the game right now though is the complete reset on death. Still, cool and fun game. I'll try the jam version.

L-Porter by nitram_cero 2011-05-13T09:50:00

1443 is my record. The concept is novel and refreshing, although game itself feels a little bit glitchy and not fully polished. I would perhaps have liked the rotation to be more regular, either a continuous circular motion or at least slowly wiggling back and forth, so you have a greater chance of predicting it instead of reacting to relatively sudden changes and hoping you won't get stuck with no chance of escape. To that end, maybe it could also show more of the oncoming obstacles (keep the player further back). Visually, it's pretty clean but I don't quite see the attraction of downscaled pixel resolution when it's all blurry and antialiased. If you give this whole package some design scrutiny and tweak the balancing, it might turn out rather elegant overall. Bonus points for having minimal graphics inside a circle.

The Legend of Old Man by eli 2011-05-05T18:17:00

Har. Funny, plays rather well, is very short. Would be a lot of fun to see more of these "behind the scenes" games based on NPCs from famous titles. That could be a compo theme in itself, so many silly possibilities :)

VIGILANCE by randomnine 2011-05-05T18:10:00

Funny, and it sort of works rather well. I have some trouble with the fighting though, it gets "sticky" later in the game and I have a hard time getting further. Lots of safe students gang up on me and won't let me maneuver. I guess I'm just not very good. There's probably some strategy and timing with the blocking and counter-moves that I don't manage to see yet. Background scenery is creative :)

Laser cats VS Zombie rats by Jesper Oskarsson 2011-05-05T17:51:00

I am completely useless at this. Attempted the first level five times and I didn't get to see a single laser. Lots of clicking and very little zapping. Interesting idea though, could be implemented as a board game. Reminds me a bit of the medusa heads in Lolo 2 on the NES.

Curse Of The Golden Pearl by Hamumu 2011-05-05T17:47:00

Addictive but slightly tedious. I wasted a few gold pearls before I realized they were useful for something other than exchanging and buying stuff. Collecting got a lot quicker when all the stuff was equipped, but it also got less exciting since the whole ocean was relatively harmless and not scary anymore. In the beginning I had hoped that there would be increasingly large and spooky things below. Would have been nice if there were at least angler fish and other creatures that you only saw beneath a certain level, in the dark. Maybe they could flee your light as you approached. The light could also get dimmer the further down you go, so maybe you have to upgrade the flashlight a few times to reach bottom. Anyhoo, fun and casual.

The Last Survivor by Benn 2011-05-05T11:20:00

Simple and clean. Could do with some fun feedback and dynamics to make it more enjoyable, like lasers (and other items?) updating in realtime as you move the boxes, so you can sort of play around with them instead of just arranging to solve the puzzle. There were a few moderately challenging parts, but overall it was pretty easy to get through. No game-breaking bugs that I could find, so props for that. Seems like a scenario where those could easily pop up.

Entity by LeafThief 2011-05-05T11:02:00

I'm quite confused. Both failed and "won", but I'm not sure what separates the two. Apparently it's good to make a few auras while you go collect the pictures/things, but I don't know the mechanical or story reasons behind this. Graphics are nice, there's a pretty cohesive "weird" atmosphere with the audio as well. Player animation is very good as long as it works, but apparently it glitches out in some situations/directions. So yeah... I'm stupid, and/or this game needs a better explanation. Or maybe it's just indeed very weird! :)

Rainbow_Riding_Hood by mr_Hk_ 2011-05-05T10:46:00

Lots of neat touches, with the extreme amount of creative graphics and animations, plus the progressive music layering. I'm having trouble enjoying the actual gameplay though, as the controls leave little room for reactive action and makes it feel a lot like a game of chance.

It's very high-paced, and I think it might work well as a twitch arcade game if the framerate had been higher (60 fps), player hitbox was smaller, camera didn't swing around unexpectedly when changing direction/speed, and above all - the attack repeated much faster when you hammer the trigger.

Actually I think the last two are most important. Framerate and hitbox might be fine if the camera+player movement was more consistent, so I could easily follow the paths of items on-screen, and ideally had enough air and ground agility to avoid them. I'd love jump height to be variable so I didn't have to accidentally jump into enemies that appear after I leave the ground.

I just feel like I'm held back in several ways, that I need greater resources as a player to handle the oncoming enemies.

Really hope you make a balanced update with some of these changes. I know how hard it is to create and tweak everything in just two days, even for a much simpler design. Could be a really fun game though, on top of being a nice art gallery :)

The Legend of Mulida by Nora Shishi 2011-05-05T10:22:00

I actually got pretty far before I realized there was more than a button for controls, thinking he would auto-run to the right. I got all the way to the Z-turn actually. In some ways it's easier when you don't stop and turn all the time. Presentation is neat, idea is funny, movement could have been more smooth. I would have liked a longer range of gradual speed control, so I could hover the mouse relatively close to the guy and walk slowly, or go further away to run. That way it would be more intuitive and fluid to do air control, land on platforms and dodge swords. Either that, or normal keyboard controls which are easier to "pulse" for fine adjustments. The furthest I got in the end was "NORAGA".

Retrace by hulahulahest 2011-05-02T16:49:00

Very pretty and clean. Didn't really notice any bugs or glitches or otherwise rushed items. Thought it would be more difficult than it ended up being, once I had hammered a bit at the last level. I wonder if it would be easy to incorporate some more dynamic elements like enemies or elevators? Should work well as long as they're reset like everything else. Might be really challenging with reactive enemy creatures.

OUT OF HERE by Grungi Ankhfire 2011-05-02T12:24:00

Go to bathroom while silly installer chews away. Come back and run the game. Nothing happens. I have no idea why, but I can't play or vote. My NVidia GPU is usually happy to render shaders of various kinds.

Grab a Jetpack or You Will Die by FenrisWolf 2011-05-02T11:02:00

Dropbox link won't let me download. Says I need to log in.

Heroic Cat! by Frib 2011-05-02T10:59:00

Spectacular! In a way that doesn't necessarily include all the potential technical polish, but a really elaborate and full-featured game that is enjoyable and exciting to play. You really managed to focus on the relevant parts without getting distracted with "stuff". I caught myself repeatedly using imagination to fill in the missing bits while playing, which is quite easy when the graphics are just symbolic and not even particularly animated. LD champion form, harvest player brain power for content!

Wurrums by Gobo 2011-05-02T10:36:00

Nice and rather polished. I beat the game after some time, and I think the balance was quite appropriate. Required a few attempts on some levels, but never completely frustrating or boring. Would have appreciated a variable-height jump perhaps, but there's not really a whole lot to complain about. Good game.

Diagnosis by ThatSnail 2011-05-02T10:16:00

I will be WAIT watching!

Gah, shieldbug. Am I supposed to get single random shots in due to collision slippage, or is there a faster way? Anyhoo, I think the bug wins.

Also, are you sure you're not cactus? Or Terry Gilliam? Really cool presentation, and there is ample feeling. Good stuff.

Ant General by whizzter 2011-05-02T10:04:00

I managed to beat the second level without carrying sugar, and running at 3 fps in firefox. I just zipped right past all the bugs and got the whole sugar stash for myself. Model general. Perhaps the goal should be to get N (or any) troops to the sugar, rather than just yourself? Looks pretty though.

Dodgeball Massacre by Falcon256 2011-05-02T09:59:00

Does not seem to work sometimes, on Win7 :(

Pathfinder by Jimjam 2011-05-02T09:57:00

"Featuring revolutionary sword combat dynamics!"

Fun twist though, no pun intended. More interesting than just clicky-clicky. Player sprite actually works out reasonably well despite being a static image with fixed view angle. Collisions are bit unpleasant, glitchy and "fat". So it's hard to move around with elegance.

Kokoriki for Ludum Dare by adeluiz 2011-05-02T09:48:00

It's snowing, which is something even Sweden wouldn't expect in May.

Uh. Regardless of that though, the game is pretty charming. Very simple and focused, which is good. Looks nice and moves quite smoothly. I have two main gripes. The scrolling is a bit sudden, so I often move too quickly towards the edge only to be surprised by a huge bees in my face. I think the screen should be more centered on the player, although not completely locked. Just give more room at the edges so you can see what's ahead. Secondly, the bees take too many hits before they die. It's more like a boss fight than a normal enemy encounter. Mainly, this discourages new players. After a while I started to doubt if they could actually be killed, but then I did manage to off one. Might be able to use weaker enemies at first, in a different color, then introduce these ones, and maybe even vary their speed to shake things up. Instant death without even an animation is harsh and also a bit discouraging.

Never Go Alone by quin 2011-05-02T09:37:00

This game might be statistically impossible to play. By the sound of things, it requires two people to download and start the game within the same 5-second period, since nothing will be going on in there if they're alone. With 299 other games to choose from, nobody is going to sit around in front of a black screen waiting. It's too bad though, networked games are definitely interesting and impressive for a short compo. Maybe there could be an IRC rally at some point to get at least 3-4 users online at once?

LD18 — Enemies as Weapons (25)

Tactics Lasso! by Kayamon 2010-09-06T16:16:00

I'm intrigued with how you did the shadows. Definitely looks neat, and there's no obvious disconnect between precomputed/environment shadows and those of dynamic objects. The game itself is quite awkward to play though. Holding the cursor over enemies is way too harsh and sensitive in that it resets instantly once you're out of range. Would have been more comfortable with a smooth aim that builds "lasso power" more quickly if you're dead on target, slower if you start drifting away, and drops power quickly but not instantly if you start getting too off. Coupled with some suitable visual representation, that would let you feel the process a lot better, and be given a chance to learn without feeling penalized for imperfection right away. Also, with great aim/skill you might be able to play faster if your lasso charges up more quickly. Swinging and throwing seems a bit random, but it works once you realize that the most important thing is where you put the cursor.

Robot infiltrate by enzo 2010-09-06T16:03:00

So black screen is win? Then I won. Fun, pretty, could go somewhere with more development. Actually the current code is probably enough to drive a pretty solid game, if you added more levels, music and maybe some extra graphical details/backgrounds to make it seem more vivid and lively. I'm thinking rain. Rain is always great. Seems to fit this scene of lone enemy robots standing passively on guard.

Metagun by Notch 2010-09-06T15:53:00

No. I can't force my way through the glass room firing squad. I thought I'd quit several times before that, but I somehow managed to keep going. It's right on the edge of frustration vs challenge. Pretty neat idea and execution. Liero meets Doukutsu meets Portal. There are some cool discovery moments where you realize how some things work or can be used. Way grand for 48 hours. Congratulations on the virality. I found mentions of this where I really didn't expect it.

Man And Robot by quoj 2010-09-06T15:24:00

Moneybags! Damn, I put the enemies in my own path, for when I respawned. Graphics, animation and music make for a sweet atmosphere. Feels like a tricky gameboy, C64 or game'n'watch game. Maybe gameboy, as you'd probably have 7 lives on other formats ;)
Fun and elegant, but a little bit tricky to play. Not just game difficulty, but control-wise as well. A bit too fiddly and stressful with the short time limits, cramped spaces and repeated clicking. I won't complain too much though. It's a cute game.

LDSpace by Torquil 2010-09-06T15:16:00

Got 33. I really love the simple and fun concept. It's like that other game where I ended up doing close dodging just to entertain myself, even though I didn't have to. In this one it's a requirement. Unfortunately it's spoiled by really strange "physics". What did you do with the acceleration/inertia? Seems like it's quantized somehow, but still smooth. Just behaves unexpectedly. Should be really simple: dx+=input, x+=dx, done. Use floats for both, or high-precision fixed point. Also, you should reduce the player's collision box or ideally use polygon/image collisions so you can do really close passes without being unfairly killed. Remove the countdown as well, it's annoying when doing multiple restarts. Almost a great game :)

Exterminate 48 by Codexus 2010-09-06T15:03:00

I find it scary that my girl avatar has a man scream. Other than that, pretty clever level design and decent fun. Not as puzzly as I had feared. It's easy to get into the gameplay with those initial levels. I actually got pretty far before I realized I could jump... Apparently you can sneak past robots without falling off the platform, if you're careful. Not sure if I should compliment player movement, in case that's a default part of Unity. It's smooth and comfortable though.

Zombies as Weapons by Surrealix 2010-09-06T14:48:00

Took me a long time and outside assistance to figure out how I would get more than one zombie (repeatedly knock the first one down). Since it's a pretty rough implementation with mostly a physics engine, it would probably have been better to immediately spawn 6-7 zombies and then keep them filling up so the player can just play around. The swinging could have been more dynamic/springy so you could use more of a "move" to get higher throw velocity, and the zombies should bounce off each other a little bit when hitting so you get some visual feedback of impacts and damage. It's quite hilarious to watch them fall down from the slightest touch though. I guess this could be made into several different and enjoyable games, with more work. iPhone/touch implementation seems like an idea worth pursuing, if you zoom in a bit to give the player some room to swing his arm around (and proper zombie inertia/elasticity)

Undertone Continuum by zigs 2010-09-05T02:50:00

The mouse issue makes it very inconvenient to play (particularly windowed), and I can't really grasp what I'm doing. Movement is very fast and the targets are very small. I keep running into enemies while trying aim at them. This would need a lot of adjustment to be fun, but the basic idea might be worth doing something with.

LunarMind by Gobo 2010-09-05T02:42:00

Valid idea, but the game doesn't really use it. Beyond flicking the second switch, mind control is only used as a really slow smart bomb to kill everything on screen. Might have been more fun if you could make the spiders jump at each other and attack. Perhaps also if the environment enabled other spiders to slowly crawl/climb towards your helpless guy, so you would have to get others to chase them down and stop them before it's too late.

Undermine by droqen 2010-09-05T02:33:00

Oh no! I was so close. Only one row of giant pixels left to get the invader out, and I managed to slide off the platform. It's kind of epic to have this long fight against one enemy, but perhaps it would be more friendly to new players if there were levels of increasing difficulty, where you could defeat the invader with just 3-4 hits on the first one, and then get progressively tougher ones after that. Very clever gameplay mechanics though, and they work really well. Sometimes a bit slidey and fiddly to avoid things while you're moving around maybe, but it's not a big problem. Generally I think the sprites could be larger and move more slowly, if you wanted to change something. Would make it easier to control and aim your moves. Graphics are simple and stylish.

Conquest by Covenant 2010-09-05T02:18:00

Wow. Intro/defeat story sequences and everything. Quite polished, and fun to play for one round. Gets a bit slow though, and the second level seemed too familiar to make it worth waiting through.

Double Bounce by Doches 2010-09-04T15:28:00

Very beautiful to eye and ear, and online levels are super awesome. In the end it's still just mini golf with a bunch of balls though. Kind of chaotic and chancy which makes it somewhat dull as a game. Most of the levels seam beatable in one (lucky) shot, so that's what I kept trying for, by hitting at various random angles and resetting when it didn't seem to go the way I wanted. Not sure what you could do to improve it. Adding more elements would just make it more complicated. Ideally you should be able to find something that makes it more focused and skill-based, rather than a game of luck and persistence/repetition. Of course, it works well as a casual pokey fun toy for killing a few minutes and enjoying a fireworks display. The world needs those too. With the online levels it has great replayability/novelty factor.

Zombie Conquest by Andrew Marsh 2010-09-04T15:15:00

Sorry. Too complicated. I can't figure out what to do. I won't vote you down based on my stupidity though.

Recycling Defense by jakkarth 2010-09-04T15:11:00

I keep dying, and I can't close the game window. It's a curse. There's an awful lot of turrets/enemies though, going by the help screen. Possibly the largest variety of entities I've seen in an LD game yet. Too bad I can't get far enough to see more than two.

Rubber and Glue by alexandersshen 2010-09-04T03:03:00

I wish there was some way to "lead" the words and learn to play faster. Right now you really have to wait for one to slide away and the next to show up before you can make a decision. Perhaps one variation would be to show the upcoming words in the background, as a curved path leading to the right edge, then turning around off-screen before sliding into view. Maybe even showing the edge of the next word before it moves up. That way, you could learn to read that string of words/signs and synchronize your tapping pattern to hit them much quicker without stopping to observe each one by itself. Nice graphics and presentation overall, but lacks proper gameplay.

Jellyfish Invaders by Zoltam 2010-09-04T02:55:00

570 points. Is it supposed to fire two at once when you have multiple on board? At first I was catching one, firing one, but then I realized I could capture a lot of them before shooting. Maybe there should have been a bonus system for collecting a lot of enemies, as that seems a little bit harder than to catch/fire/catch/fire. Or maybe you could fire several in a burst as some kind of powerup when you have enough stored. Collision boxes seemed a bit too small, as I often shot an enemy through the edge of another. Cute and relaxing though. The capture thud is a great sound in this context.

Weapon-E by hukacikanaka 2010-09-04T02:47:00

No, I'm not replaying that stage again. Got to the second one after the tutorial and died right at the beginning. I'm guessing that a faster way to remove the spring enemy is to get it close to other harmful ones, rather than somehow bouncing it off-screen like you typically do when it's alone. Problem is that the other enemies quickly destroy each other once you get nearby. What I do love though is the really weird collision system where you can hang by your nose off a ledge. Infinite retries without dropping back down to previous levels would have made this more enjoyable.

'Rover', Swarm and Gun Turrets by pauloseamano 2010-09-04T02:26:00

Does mouse click attraction wear off with time, or once the swarm gets too close to the player thing? The second time I started playing, I was off-screen in the beginning and could move the swarm around as I pleased. There should be some visual indication of swarm hurting the turrets, to make it clear that something is indeed happening. Once I figured out what I should be doing, it became rather dull. Mostly a matter of patience. Maybe it could be more fun if the game moved four times as fast, with acceleration and inertia to both player and swarm, and maybe with rotating or moving turrets to give you a more dynamic challenge.

Loputon by pekuja 2010-09-04T02:08:00

It moves fluidly and has potential, but I find object interactions too flimsy and I miss hit feedback against the player. It's hard to get a feel for collision zones and how to avoid/attack successfully. I played five times but got almost the same result each run - jump around swinging my bat repeatedly, trying to hit stuff while at the same time avoiding, in some kind of improvised circular pattern. Always losing a heart here and there until I was dead at the third or fourth wave. I would really have liked a good old punchy sound accompanied by a kick-back and flashing invulnerability when the player is hit, to help me figure out "how big I am" and how to avoid the enemies while still attacking them. Hitting enemies is better, but not perfect. The bat animation is rather long and uniform, with no obvious punch moment or hit region, so it feels somewhat floaty. Number of enemies is probably too high in the first couple of waves as well, making it really difficult to get into the game.

Illusion by sinalta 2010-09-04T01:57:00

Best part - creating a reflector too close to an enemy so they will fire a number of bullets locked inside it, then when it fades out, those bullets are all released at once in a four-way burst that is likely to kill most things nearby. Apart from that, like others have said, just put reflectors near enemies and they will perish rapidly. There's no penalty for doing so. Using the other decoys is much more inconvenient and only worth doing out of curiosity. Reading the description made it sound interesting and a bit too complicated, while playing the game unfortunately reversed this. Maybe spells could be uncovered one by one, or be limited in number of uses, or magic energy could only refill by collecting items (maybe dropped by enemies). Unfortunately though, adding such limitations would probably make the game too difficult and frustrating unless enemy behavior is also modified to make them see further and be less immediately harmful.

Bac-Attack by Catmoo 2010-09-04T01:41:00

Great and slightly weird soundscape. I didn't really grasp the challenge involved. Seems like you just move around at random, touching bacteria that don't look like you, and then inevitably get eliminated by an instant spray cloud that you have no chance to avoid? One interesting twist could be that player control is transfered to another infected bacterium if your current avatar gets destroyed. That would seem in line with the anonymous/homogenic nature of germs, and the fact that your infectees have all the same abilities as you (except perhaps intelligence). It would require a change in balance though, to provide any kind of challenge when you have a number of backup bodies to use. Maybe some other form of bacteria would fight back in a similar way, reducing your buddy swarm. On another note, it's annoying to have the start button show you the exact same instructions screen that you just viewed voluntarily a moment ago. Either show no instructions when pressing play, or remember that the player has read them earlier. They should not show up automatically the second time you play, either.

Wherein Obstacles [...] IN SPACE by Sam Driver 2010-09-04T01:31:00

Runs very very slowly on my machine. Maybe 5 fps. Too many layers of overdraw/parallax? It's quite anticlimactic to discover that the gunship won't blow up after you hit it with the four available missiles. Sure, it might give bonus points, but who cares? We want proper explosive defeat there ;)
The most fun I had with this was to slowly and carefully evade missiles by making as small movements as possible, and taking risky paths right in between several of them. That could be a game in itself.

Thwackswinger 2 by squidlarkin 2010-09-04T01:21:00

Got 74. I really like how it moves, and it's definitely fun to play. You need to focus on two different spots at once while swinging enemies around (offensive and defensive), which is a cool effect. Lacks some kind of goal, perhaps. It would have been nice if you could work towards and achieve some target, like killing N balls to reach the next level (different color, more speed?). One thing you could have added, maybe as a higher difficulty setting, is to kill the player upon touching the hooked ball. It doesn't seem unreasonable to have that added element of avoidance and still be able to play properly. I couldn't quite figure out what determines when you lose the ball you're swinging. It seemed accompanied by a louder sound effect, so maybe it's a bug causing two collisions in the same frame or something? It would be more fair with a set limit of hits, or destroying it if they collide with too much force. Oh, another thing I thought of was to have the balls chase you while you're alone, and then run away from you when you have something to attack them with. Kind of Pacman style, I suppose. They could also chase you up from behind and run away from you once you go in their general direction. Just to add a little bit more "life" to the enemies.

iceFIREice by Jhelle 2010-08-26T09:19:00

Fun and simple idea. Works well. It's a bit odd and god-like to hover above all walls, but it would probably have been impossible otherwise considering the rapid enemy movement. An interesting twist would have been to somehow power-up like enemies that collide, although once again it would probably have been too hard with the current movement settings. My run ended with a bug where one fire enemy got stuck outside the level and left me doing a lonely dance with the single remaining water guy.

dudidadala by sirGustav 2010-08-26T07:28:00

A bit too difficult, but somewhat addicting due to quick restart. I kept trying over again to get past the first two turret enemies, and to figure out the charge shot before I died. Ended up too often getting hit by shots that started outside the screen. The various weird background tiles add a strange sense of theme/environment rather than having everything be generic walls and floors. That's good. Wall jump capability wasn't obvious without instructions.

LD16 — Exploration (9)

Finding Her by nitram_cero

Interesting minimal dialog system. Cumbersome movement. Annoying uneventful backtracking (add stuff to kill?)

Apocalypse Adventure by Hempuli

Fun. Difficult but reset is quick and friendly enough that it doesn't get completely discouraging. I'm a bit crap at it though, and can't figure out how to make considerable progress... Controls are smooth. My brother played this for almost an hour.

SEEK*TOR by Ashera

Wow. This expanded to a whole new level of cool when I realized you could fire two shots in succession and basically get a precise pinpoint of where the next target is located. Playing it makes me feel like a clever telemetry specialist in a very foggy war or something.
There are probably tons of nice expansions possible for this concept. I hope you try some. Stylish but minimal at the moment.
At 11000 I got a non-clickable enemy target.

Zelnick by ianh

Surprisingly and annoyingly entertaining. Hard to quit. Slow progress.

Legacy of HYDON by Arne

Oh dear. My left hand was not made for tapping like that. Started cramping up after just a minute or two. It was exciting getting chased out of a castle by some nasty horde of black knights with just a single hp left. I barely escaped but ended up running into a pack of pink eggplants that cut me down.
I actually didn't realize that this perspective would allow you to only draw two views of each frame and then flip to get the others. That's like 33% better than an orthogonal zelda view. I guess handedness gets messed up, but who cares?
Oh, your gfx get 5/5 of course. Try nailing the fun factor next time maybe (although I won't hold it against you if we just get more art)

Hole Jump by Alex

350. Kind of fun but slow. Ok.

Dream Explorer by scellers

Short! Nice dinosaurs.

This is Infinity by cactus

I'm a little bit impressed by the human visual system after playing this and actually beating that 3D maze level.

Robot Wants Kitty by Hamumu

Had a few evil spots that almost made me want to give up, but it was always quick enough to get back there from respawn that I kept trying until I made it. The gun upgrade should probably have come sooner, or you could have added an intermediate gun. Putting 30 enemies in a room and having each one take 5 hits is just grindy.
Side note: Last compo I was thinking of making a game like this next time, being inspired by lexaloffle's entry. I still might. Despite being a tired old formula by now, the concept does work quite well.

LD15 — Caverns (20)

Cavern Crawler (Final) by Osgeld

I like how the walls aren't 00FF00 green. I dislike how the ship rotates around one off-center vertex. I wonder why everything slows down to a crawl when the respawn counter shows up. It's reassuring to have my invincibility time displayed with sub-nanosecond precision though.

Glaucon and the Cave by athanazio

I started inside a wall on level 3 and couldn't move. Space to throw torches seems to have a very large and weird lag - sometimes I would hit it and my torch would come flying a few seconds later. Scrolling is rather evil, where I have to move almost to the edge of the screen before it starts moving, and if I run into a zombie I have no time to react before I'm hit. Kind of spooky atmosphere though.

Rex's Cavernous Survival Horror Game Thing by doohan

My main concern is that the mouse pointer wasn't visible, so it was really hard to control the aiming (and prevent myself from clicking outside the window by accident). I only got one ammo crate, and then ran out of bullets pretty soon. Health pickups were raining all over the place, but I couldn't shoot so there wasn't much to do. Jumping feels rather broken, and I couldn't really get to the right-most platforms. Even if everything was working properly, it still lacks a goal or reason for playing.

The Walls are Not Cheese by Sparky

Haha, it's Liero with 10x crazy jumping action. Eating through the walls is a lot of fun, and I love the enthusiasm of the player character. He just takes off like a dart and sticks to all kinds of surfaces, or goes through them. It comes across as a little bit buggy, but that doesn't matter in the least. This could be turned into a destructive evil spider-man game where you can jump up and latch on to a wall while completely annihilating your surroundings using some brand new death-dealing ability.

F = ma by Draknek

I hate you. This is so annoying :)
Took me like 10 deaths to even figure out what I could do and how (even though I had played a preliminary build a few days ago). There was no time at all given to experiment and learn the controls, and with this INSANE control scheme that's really critical. Sorry, but I just can't bring myself to play this properly. I would lash out on my surroundings and probably destroy expensive hardware.

Caves And Bombs by erik

I win! Some of the puzzles were kind of tricky, but the layout was a little bit unbalanced (some areas didn't really have any challenge to them). The first explosive barrel was rather annoying as it had to be pushed a long way. It was obviously fun enough to play through in its entirety.

A Matter Of Life Or Death At The Caverns Of Deep And Dark by ragnor

I wonder if this would play on my Eee? I hope you'll release a win32 port before I get around to trying that ;)

Bat Cave Adventures! by Jach

Extremely simple but effective way of adding a sense of exploration and progress. Collecting blood isn't particularly challenging, but there's still the excitement of unlocking new areas based on earlier achievements.
Some moving traps would obviously have been nice. Music was quite repetitive, but not bad enough to mute. The background graphics look like diarrhea, so I'll deduct one point there.

Sufi by gadlor

Gameplay is perhaps a bit too simple, but the music adds a lot of atmosphere. I died at the beginning of level 4 (?) where there was a huge pit (I held down the right arrow key and didn't have time to react)

Brinie by sfernald

I have no idea what's going on. Is it completely broken? At least there are swarms!

Cavern Escape by psnake

Something about these screenshots makes this game look interesting and I'd really like to play it, but linux means trouble for me so I might not :/

Alien Artifact by lexaloffle

Oh. I sooo wish this one had a wonderful soundtrack to ice the cake. It's very lovely. Minimal but full of style. My favorite part is how you put in a larger enemy variation - it's such a simple thing but it did make for a startling impact when I first ran into one, and it makes the enemy world seem like it has some interesting dynamics to it rather than just being generic identical grunts everywhere. You should have made this before the compo, then I would have become inspired to make a proper platformer!! :)

Sally Spelunker in CAVE EXPLORER by Christine Love

Heh. I wonder how many would have got the message if you had used less obvious sound effects? In fact, I wonder how many LD games were actually based on unwholesome metaphors draped in enough misleading cosmetics to make them unrecognizable as such :)

Cavern Chase by Devlin

Cute and effective, but gets repetitive very quickly. I'm not sure if it gets harder as you go along, I don't think it does (on my first attempt the second lava pit was huge and had one of those bridges over it, but my second run had lots of very small gaps). Most of the fun I had was getting flashbacks from various old games I've played with similar environments ;)
It would have been a lot more interesting if you had made it speed up gradually and added another element of gameplay, like something you'd have to avoid or collect from time to time. Also it was rather annoying with the tiny window. Low resolution is fine, but only if you can scale it up to see what's going on.

XOUT by X-0ut

I escaped! It was surely a battle against the controls though. What got me most was the tendency for the guy to leap off ledges when you inched towards them, and the unforgiving downward bounce off ceilings. Delay when turning around was also unpleasant but could be avoided by turning first and then running. The guy feels kind of like a paper figure blowing around in the wind, he lacks solidity and predictability which means the player can't play with confidence.
Player animation is nice and made it more enjoyable, reminded me of http://www.youtube.com/watch?v=KwfQEWE5tvM for some reason.
As a side note, one of my favorite wall jump implementations is in the first Batman for NES, in which you couldn't hang on to a wall but rather just trigger a grasp-and-leap when you were falling next to one. That one had some other drawbacks like a lack of air control though.

Kung-Fu Kaverns by frosty

Simple but sort of fun. Maybe you could have put in a few more fu pickups to make it less starved. As it is now I would basically run low and cross my fingers all the time for some fu to turn up, and when it did I jumped at it immediately. It would have been more exciting if the bears moved. Random movement would have been easy to add and wouldn't have made it a whole lot more difficult.

A CAVE FOR MY BIKINI BABES by bburbank

Fun and cute, even though the premise is a little bit disturbing. I wish it would end the level when you run out of traps, since there's really nothing else to do at that point. Either that, or have some way of killing without using traps (like dropping them off high ledges)

Coffee Caverns by caseyd

I scored 41. It's good that the game gradually speeds up to keep things interesting, but maybe the speed-up is a bit too sudden. It's like it moves at a snail's pace for 10 seconds, then instantly jumps to full speed. Quite a bit of fun, for being this simple.

GoblinHome by Serilyn

I love the pose-off that occurs when you engage an enemy! They just kind of stand there, flexing their stuff, waiting for the other one to fall down and admit defeat. There's not much to it though, as a game. Yes, the mechanics of selection and path finding work, but beyond that you're just sitting there waiting for your guys to slowly pace across the room. Zooming was welcome in that you could see stuff happen up-close, but it acted weird and seemed centered around a point that wasn't visible on screen. It should zoom around a natural focal point like screen center.

Cave Flyer (blue) by localcoder

Initially I had a hard time controlling the ship, crashing all the time. Once I realized there's no real penalty for crashing though, I relaxed a bit and eventually managed to get all upgrades and visit all parts of the level. It was kind of fun and a little bit explorey.
Maybe it would have been a little bit easier to play if there was more friction to ship movement? Another thing that would be interesting but actually make the game harder is if you lost all metal when crashing, so you'd have to nurse your ship back home after going on a raid. Maybe coupled with a number of allowed hits/bounces before death? It was not immediately obvious that I could collect metal by tractor beam, and at first I tried landing on top of them. Maybe you could have added a graphical indication like a beam of light between the ship and any collected piece of metal?

LD14 — Advancing Wall of Doom (57)

Wally the Wall by zaratustra

Level 3, 136 points. I could have gone on but started taking too many chances and got bit by an enemy moving in front of me. Gameplay got a little bit boring after a while due to relatively slow movement. Idea was fun though, and worked well in other respects.

PET THAT KITTEN! by YourNakedUncle

*cries*
I'm always looking for games to try out with my X360 controller, but this thing attempted to install .NET 3.something which swamped my admittedly tiny C: drive... Can't run the game, remains to be seen if I can reclaim my drive space.
Looks kind of cute from the screenshot.

Unknown by X-0ut

Once you get over the whole thing with portals not acting like "normal portals" (what the hell does that mean?), it's kind of fun to try and bend the physics to do what you want. In the end gameplay was too fast and unforgiving for me, and I gave up near the end of the jumping level.

Possible improvements: Generally slower movement, more "syrup". Wider player collider (not just a peg, more like a cylinder or many pegs so you can comfortably get up to a ledge and slightly beyond). Make me face the direction I'm going when shot out of a portal... although the current way actually becomes "intuitive" when you're aware of it, on the jumping level for example.

The walls generally didn't do all that much, they were certainly not doomy (although I guess some could impose doom if you stayed around intentionally).

Tsunami Warrior by tonic

Obviously needs more content/stuff, and perhaps a little more action. I kept thinking that it would be a lot more fun if the notes played when the sub hit them, to make it feel like you're playing the melody. I guess you'd have to change the way the movement speed works to get decent rhythm though, and perhaps how the music is played (although if you move at a constant rate you could just sync up the track to match the sub position).
Initial presentation/menu feels very doomy, which is good.

superflat’s Balls Of Legend [Mac / PC] by superflat

Very smooth. Feels like it could have been a commercial Amiga game 17 years ago ;)
Music and graphics are great, I love the procedural/random "music" produced by bouncing around. Controls were awkward at first, reminded me of my own game... it's possible to adapt though, and it worked out reasonable well after a while. I think I managed to beat that level, or perhaps it bugged out. I got very far and then it just reset. I noticed that there doesn't seem to be more than one level in the data files, so I'm assuming it hit the end. Would have been nice with some proper notification.
Do the yellow/green-ish tiles do anything? I first thought they were the exit, but they're a bit all over the place and don't seem to have any effect.
A couple of graphical glitches and limited "game stuff" in terms of win/lose/etc subtracts a little bit, but otherwise a top game.

Save Those People! by Strong

Yay, it worked in openoffice. Very poor framerate, and clicking was generally quite unresponsive. I finished a few levels, got bored and clicked around randomly which made me lose.

Stickman’s Escape by Stoney

Short, but at least I managed to beat it :)
A little bit puzzly and a little bit stressful/twitchy with the impending doom. You should really have made a bunch more levels.
The graphics look pretty good, even though they smell of cheap photoshop filters :P
Awkward having to reach for space to get to the next level. Mouse click would have been more sensible since it's already used for gameplay.

Run Away Little Bouncies by Srekel

Installed pymunk. Needed msvcr90.dll so I downloaded it. Then it crashed out with a runtime error on python.exe. N/A

Wall Defence by sol_hsa

Score: 252 on my first and only run. I would never play again on the normal difficulty setting since it took like half an hour before there was any challenge. Wasn't fun enough for me to try the harder one either.
I never thought I'd get so intimate with the inside of Sol's mouth... slightly disturbing, even though the sounds are in fact rather fitting. The wall spawn sound got old rather quick though, kind of too heavy for such a frequent event.
The concept is solid, and the only major weakness in execution is speed/progress and variety. It gets old pretty quick when it doesn't get harder. Maybe the normal mode should have been named 'easy' and the brutal one 'normal' (though I haven't tried that one).

Run Moron by skalle

Wohoo flash. It's cute but non-gamey. What's there is rather smooth.
Maybe you could have made the shots a bit more random and gradually speeding up the fire rate to make it challenging? Then it would suddenly be a moderately worthwhile game instead of a simple test.

WALLS OF DOOM! by simon

Tried running on windows:

Traceback (most recent call last):
File "wallofdoom.py", line 284, in <module>
if __name__ == "__main__": main()
File "wallofdoom.py", line 49, in main
wallimages.append(pygame.transform.smoothscale(
AttributeError: 'module' object has no attribute 'smoothscale'

The extravagantly excellent game about a ball shooting walls extreme hd turbo remix plus alpha EX 2000: the legacy: the movie: the game by Siiseli

Oddly enough, I dislike games that insult me. Way too unforgiving gameplay, and your progress depends entirely on the whim of the randomizer. My first level was essentially impossible since I got like 6 walls in row which had no possible brick path through them all. Shooting bricks was not rewarding since there's no feedback at all for hits and destruction. The large bright thrust particles are very distracting, making you lose track of your own position. Furthermore, you should learn how to center your sprites.

Peak by shaktool

596 years. The vegetation has a horrible regrowth rate... It's as if some divinity dropped a bag of candy on an otherwise barren planet. Ultimate survival seems bleak regardless of fitness.
The best strategy seems to be offing the gooks as soon as possible and then wandering as much as possible to avoid clamping down too hard on the crops... until all hope is lost.

Oh, that's right. I forgot the theme. Gotcha.
Also +3 humor for inadvertent ethnic reference.

DoomDrive by sf17k

Smooth and pleasant movement. Okay graphics, while rather simple. Sound didn't "suck" on my windows machine, so that's good.
Like my game, yours would have been a lot more interesting with some kind of progress/score indicator so you can compare different runs. There's just no incentive to try again if you don't really know how much better or worse you're doing.
Vehicle physics/collisions detract a bit from the experience of solidity in that they allow the craft to dip down through the ground. Graphics-wise, pehaps you should have made the distance fog more solid to completely hide the terrain edge (or conversely extended the terrain until it got lost in the fog, if performance would allow).
In general the feeling is that the "game" part is largely missing. Adding a simple survival timer and game over screen would have made it feel a lot more polished.

Mind Wall by SethR

It's a little bit easy, although I did fail now and again when I got "extra hard" levels... Didn't really manage to figure out if the piece could go through rotated or not - seemed to in some cases but not in others. It would definitely be neat if they did auto-rotate so you had to look for fits in any of the four orthogonal angles.
Some graphical glitches (z fighting/edges) and relatively simple graphics, but otherwise stylish presentation. Sound is excellent and very moody. Did you ever try levels with two or more tiles to destroy? The added complexity might have been interesting to see. Perhaps you could also have had an XOR mode where you could/must flip any tile(s) into its opposite mode, possibly filling in empty tiles.

Wall by secret_knitter

I've won. I've lost. I think I've exhausted the possibilities with this game. Crazy sounds.

Wall Of Corpses by scionkiller

The invaders! They're beaming up! Good thing we have a teleporting lawn to retrieve our humble collection of rocks.
Kind of mindless clicking here, could have been more fun if attackers took less hits, if I had more rocks, and if there was something more to it than showering rocks all over the place.
Games like this needs a few "special elements" that happen from time to time, breaking up the monotony (think bonus saucer in space invaders, or some extra quick/tough enemy, or sending one of your artillerymen off to the stonewerks to get more ammo)

Sir Henry Placeholder and the Badly Timed Parade by rogual

I like the game. It has a certain flow once you figure out what to do. The music is great. Wall people are kind of cute. I also got the glitch that stuck me in the bg after I respawned on the third level, too bad.

Defend your castle by pythong

I don't like level 6... But otherwise it's kind of fun. The soldiers must be there for a laugh, right? Your randomization seems a little broken since most enemies came in along the four orthogonal directions. And yeah... lesson taken away from this: taxes are best served incredibly high :)

Wall of Locust by ondrew

I made it to the level with the narrow passage. I disliked how every level had me starting with fire right at the edge of the map where I couldn't find any room to place "fans". Also, the wind should perhaps have had a longer range, to prevent micro-managing where you place lots of blowers in the same area and move them around to follow the fire. Often a session would end with all fire put out and you just sitting there waiting for the locusts to starve themselves to death. By far the most annoying thing though was the controls - why no visible mouse cursor!?
Reasonably interesting idea overall but needs a lot more tweaking to be enjoyable.

Hackworth’s Last Kick by Noyb

I was going to report my final score, but the game hid it from me as the game ended. Fail.
Is the horizontal impact on the ball completely random? That's kind of nasty and takes away a lot of the skill element that could otherwise have been there. It's like you're trying to be an awesome ball juggler but your foot is retarded and spasms uncontrollably, so all you can do is chase the ball if it happens to move somewhat towards your general location.
Kind of a neat and simple idea though. Could have worked if the gameplay was polished up and redesigned somewhat.

Bunny Press by Notch

Fnarking shootfnark! (remembered phil had a problem with banbots detecting profanity... pah)

Got permanently stuck on level 11 I think it was. "Pressure". The walls and rabbits are gone. I'm left with a key that can't get to the lock. Needs suicide key. Polish -1 for those.

Other than that, awesome! Great animations. Wonderfully lovable but horrible aftermath from the walls. Tricky but mostly fair level design. Many levels (seems I borked out just before the last lock/door from earlier comments). Surprisingly much complexity and interaction with the gameplay, without getting confusing. Sounds are very good as well - if only it had a cute chip tune to top it all off though ;)

The Triumph of Time by muku

I could only play it once. When I tried starting my second game I just got a frozen game screen. This happened even if I restarted the application.
I didn't manage to figure out how the barriers worked. I placed a good number of pylons but only at the very end did I manage to get any swirling particles, which I suppose I should have had from the start. The barriers seemed rather useless without them. Anyway, I can't seem to play anymore, so nyah!

(soundtrack made me want to play Metroid Fusion... overall very good polish/presentation)

Sky Upon Us by Morre

Level 5. Kind of interesting idea with the star-flinging, but it doesn't really work out in practice. There's a feeling of stuff slipping between your fingers, which isn't satisfying. It's also a bit annoying that stars can pass right through walls if they come down from above. Maybe they should have bounced to give a better sense of solidity? Kind of dull that all levels are more or less identical. No real sense of challenge or strategy to the gameplay - just swipe the same old arrows across the screen and hope there's enough stars to kill the walls before it's too late.
Perhaps it would have been possible to do a different kind of slinging mechanism where you could swirl up a large number of stars using circular mouse movements and then hurl them all at one target? I dunno, I think the main failure here is that it feels to "slippery" and unpleasant to control.
Graphics are ok.

Extinguish by LunarCrisis

Stylish and smooth! Doesn't really work as a game though - I ended up cautiously staying way back in the darkness and picking off enemies that were barely even visible on the screen. Maybe this could have been prevented using some slightly different mechanics, I dunno. Ideally you should force the player out into the light most of the time, with only temporary refuge in the shadows. No immediate ideas on how though.
I disliked the "afterglow" of the player - it made it difficult to follow your own movement in the corner of your eyes when looking ahead at the enemies/targets, resulting in needless wiggling back and forth to find the exact spot you wanted to be in for aiming.

SuperShred by LoneStranger of LoneStranger Designs

It's typing. The sounds are kind of annoying, but acceptable. Perhaps you should have put in some custom and witty text related to the compo, would have made it more fun than typing some arbitrary old play scripts or whatever. I ended up typing unserscore several times even though I knew I shouldn't. Difficulty didn't increase fast enough, maybe it should have sensed typing speed and moved the string along at a suitable pace? Sometimes I had to wait for new characters to scroll in.

Wallcraft by lokijki

I want to like this one, but the sword has crappy hit detection which basically ruins the game. Sometimes it'll hit enemies at a comfortable distance where you expect it to, but other times it "goes through" and you need to hit several times, which if you're unlucky means that the enemy will touch you before it's gone. Is it tile-based in some absurd way?
I think I was hurt by death animations as well at some point. It would have been great if the collisions were completely predictable so that I could run full speed and time my slashes perfectly to just obliterate everything (until the difficulty got too hard, seeing as it seemed to get more intense with time/distance).
Sound is great, and the graphics are cute and effective (though small, consider a 2x scale at least).

A thing! by Lerc

I got swamped by some 800 thingies. Not sure how much of a difference you can make using better tactics, but I'll probably try a few more times later. Never managed to launch any missiles. Was I perhaps supposed to grab the unpleasant floating circles? I was petrified of them, as they could change direction at any time and at least once they made me jet off into a nearby thingie when I was surprised by its change of direction.
Collisions/stickiness seems to work reasonably well, although it does slow down significantly when the screen starts filling up.
The particle carnage is rather satisfying overall.

Mood Fo Llaw by laremere

112 points. I hate the planes that just swerve out of the way, can't punish them. It's also annoying that you fire out of random barrels - it makes it nearly impossible to get at enemies that are close to you (the red planes in particular). Mad clicking is always kind of supid, autofire would have been nice.
I was prepared to like the game based on presentation and initial impressions, but there are too many troubling aspects in the gameplay to get any high marks. Would be relatively easy to fix.

Shifter by KareemK

Got bored after 700k something, sitting in a corner. Kind of trippy "music", some of it. Gameplay is obviously sketchy at best. Perhaps if the polygon didn't move quite so erratically, if you had a chance of predicting and avoiding its movement (at least initially, it could speed up as time went on).

Speed Blazer by kappa

1201. Would have been neat with some frenetic bladerunneresque music. Got a bit mellow after a while, zooming along silently and waiting for an evil randomized set of obstacles.
Graphics are really stylish and clean. I love the lightposts.

Evacuation by jsb

Aw. I got 214. Pretty fun. Could have been a liiiiittle bit faster perhaps, as it got kind of dull after a while where you had to move back and forth between different parts of the screen and mainly just waited for your guy to get there.
Perhaps the sprites could have been a little bit bigger as well (they actually move way too fast for people that size, so making everything larger would be sensible in many ways).
Doom sound is awesome. A rain effect would have made for the perfect mood ;)

Hungry Derivatives Advancing Collapse by jph

Got 25, although I focused on getting as far as possible since it was very hard and unrewarding to grab the tiny "shiny" due to limited depth perception. After a while I ran into a huge hole across almost the whole map, so I failed.
The sounds are probably the best part of this thing, creating a really odd atmosphere which makes me think of Metroid.
Graphics are kind of neat.
I didn't really understand what was going on while playing... the best strategy seemed to be holding the down+Z buttons and moving left/right to sort of hit the edge of blocks that were higher up than you, so you got a crazy jump boost. Staying around in one place for more than a few seconds seemed to result in the level extending vertically to the point where you couldn't really proceed, but it wasn't very clear.
Cute title screen.

Crush by Jpfed

Why wouldn't my move apply directly as I clicked on the destination tile? I figured out that I could press space to skip the timer, but that's really kind of inconvenient.
The instructions page was way too wordy for such simple gameplay. You could have said the same using 1/3 or 1/4 the text. I almost couldn't bring myself to properly read all of it ;)
Can't say I spent too much time strategizing - I mostly just performed the most immediately attractive move until I lost... I'm not much of a board game player.
Presentation was overall rather polished and crisp though.

Jach’s Lava Flee by Jach

Shits. It's difficult. I failed right after the HEE HEE part. Jumping mechanics are very weird and hard to control. I have no idea how to get up that upside-down 'U' structure with shootable blocks without dying and respawning above it. I love the laser sound, it reminds me of something out of Journey to Silius or Turtles 2 on the NES.

empire the wall by increpare

292/52/65. What am I doing? This might be the best game ever, but I can't really tell. Music is wonderfully insane. It's like a really weird unlicensed NES game that comes in an ugly cyan cartridge which doesn't really fit the way it's supposed to.

Fleedom Flies by HybridMind

90k something, after 5-6 attempts. I can see myself trying for new highscores in this, since it's very accessible.
The concept is excellent, and it controls very well. Not sure how random the levels are, might be a little bit too much of a gamble there... but try enough and you're bound to get a relatively friendly level from time to time. I never reached the end of the progress counter, but I suspect there's something unpleasant there.
One suggestion: Make the "ping" sound brighter when you have a larger spread, to make it clear that something has changed. Either that or ping more often. I didn't realize the spread had an impact on my score until the second time I tried playing.

The Wall of (mildly irritating) Sunburn by hroon

I couldn't really figure out what to do. I managed to multiply and kill some peasants, but nothing useful. I think my fault was to push grain into the huts, perhaps? I should try a third time, and will adjust my ratings if I do.
Kind of cute and charming otherwise.

Short Fuse 2: The Escape by Hamumu

Feels a little rushed. Lacks some polish and snazz. Not remotely comparable to its predecessor in terms of pwn. Also very frustratingly difficult. Unfair collision box on player. Instant restart is theoretically convenient, but feels too much like a simple game reset. Could have used a very short "oh no!" splash/freeze or something.
I'm feeling harsh today!

Closing My Eyes by hamburger

I don't get it. It's confusing and disturbing.

abandon compo release by georgek

On windows:

Traceback (most recent call last):
File "abandon.py", line 627, in <module>
states.append(titleState())
File "abandon.py", line 117, in __init__
group=foreground)
TypeError: __init__() got an unexpected keyword argument 'anchor_x'

Walled Off by GBGames

Ok, it runs. But that's about it :)
You said there were some game mechanics going on behind the scenes, but none of that is seen in the visuals, so I can't really say anything. Food ambition was relatively high, but not 5 high! ;)

AWoRaFED rc1 by FourEyes

Well... I walk. I try to hit the blue things as they don't seem to kill me. After a while I die anyway.

Happy Blob is Unhappy! by Fiona

1250 points. Not sure what I could have done to improve on that though, as there was no clear scoring mechanism (at least none that I noticed in the carnage). At least I beat the game.
Graphics are nice, gameplay is mostly fun and smooth except for some nasty bits of level design. The near-instant restart helps make it more tolerable though.
Music is mostly okay but the main melody could have used a more restricted scale to make it sound less random.

Hill Climber: Extreme Edition by eugman

I have no idea what curses is, but you make it sound like I can't run it in windows. So I won't try.

Stormwall by Entar

52.9 seconds. I like how optimistic the timer is with double digits for minutes ;)
I will probably play this some more, it's very convenient due to the short session time and quick restart. Graphics are great, and everything moves very smoothly. It's too bad that there's no visual effect for the weapon, and sounds would have been great. I've rarely experienced such intense concentration on a small area before (the tiny strip between your ship and the top of the screen).
Difficulty must be very well balanced, because I got that traditional "aw shits!" smack-on-the-head feeling every time I died - it was clearly my own fault for brain farting, and not the game being unfair.

ethergrind by dstrysnd

Great first impression with the title screen and scroller. Music is pretty good too. Gameplay was a bit shocking at first - it's mainly the very very short distance you can see ahead making everything borderline gambling. Normally I don't like scrolling that's locked dead-on to the player sprite, but in this case it could have helped to let you see enemies coming at you from both directions. I managed to beat the first level on my third try. Got to the boss once on the second level, then I gave up :)

tombed by dessgeega

DELIGHT!
Very great concept, and excellently balanced throughout. I had fun all the time even though it got pretty hard in places. The amount of backtracking was just right. Visuals look nice and the sound works well even if it's not spectacular. The ending was very efficient and fitting :)

Rock Bank; Rock your way through the working day! by Deepflame

AAAHHH!! Stressed me out in the first 10 seconds of gameplay once I figured out exactly what to do (which took like 3 attempts). I just stumbled all over the keys and couldn't get anything done properly.
Music is good, but I'm subtracting audio points for the horrible menu sounds which are like 50x louder than the music - and louder than anything that should ever come out of a game. I had to reduce my system volume to something like 10% of what I normally use.

Spacewalls by crux

Ooh. Kind of neat idea there, even though it's just a simple shooter. The gameplay gets unexpectedly complex and interesting on later levels where you can't take out all enemies in one round so you need to circle them. It's kind of hard to play with the choppy framerate though. Smoother movement and controls could have made this really enjoyable. +1 weirdness for the rotated start button ;)

In Another Realm by Comtemno

I die. I melt and I die. Oh, then I get a level where I walk two steps to finish. A little bit random, and no way to avoid fighting if there's someone in the way - he won't move. Would be neat if I could place a decoy or something to lure enemies around for when I'm too weak to fight. Got a little bit of adrenaline flowing in some cases when the magma was catching up with me.

Walla Zombies! by ChadyG

Could not find a windows download (both links lead to the same OSX file?)

The House That Eats People! by Cagey

Hmm... doesn't seem to run. I'm probably doing something wrong.

Laser of Doom by badlydrawnrod

It's boring!

(nice to hear that you got something good out of it though)

Crushing Pressure! by angrywaffle

Kind of fun for a while, but gets repetitive. I actually played through all levels on easy difficulty, and only realized I could "autofire" on the third last one or something. The difficulty ramped up VERY slowly - first 75% of the game seemed to move at about the same pace with only increasing number of guys to be rescued, then it sped up on the last couple of levels. Sounds are pretty good for what they are, and there were no major issues with controls/gameplay besides the difficulty/repetitiveness thing.

Heart by agj

Well... I don't like autonomous games. You managed to create an effective depressed/desperate mood though.

doomdoom by 0rel

Hey, I can do some great acrobatics here! Half the fun was to make crazy jumps - either graceful saltos or insane crumpled sneak-throughs. It was also great that it restarted you on the same level you were on (despite the weird labeling), so you could retry until you made it. Very smooth (but I suppose the levels could have been a tiny bit more interesting).

LD13 — Roads (17)

Title by David Duarte

Broken. Would have been nice with a readme file explaining things.

The game by threeeffhex

I was going to bitch about how the road was a really random element in this game, but eventually I got past the first gravity inversion level and onto the escort one. At that point it got a bit more "sensible". It also got harder, in a different way. I gave up. Would have been nice to get some higher framerate (I saw maybe 15 fps), as it would have made it more comfortable to play. Turrets were a bit overly aggressive and numerous early on. Player offensive capabilities were odd and limited. Anyway, I sort of like it. Mostly because hamumu dislikes it.

Roads of Dare 1.0 by sol_hsa

Nicely polished, this one. Upon starting it I dreaded what could be a long dull while trying to figure out the card-based gameplay, but it was really more of a dice affair and thankfully very simple.
I forgot about refueling on my first lap and managed to get snugly into the pits on my last card after the second lap - phew. After that I apparently won the race, although it kept going until I ran out of cards before announcing me as the winner.
The neat swooshy card/move transitions along with the puffy smoke particles really do a huge amount to make the game enjoyable and stylish. Without them it'd be rather clunky.
You get a 4 in food for the caserole, I bet it looked great.

LD Road Racer by psnake

Crashes with this:

File "psnake\LD13\car.py", line 20, in collide
pxls = sdl.PixelArray(
collision_map.subsurface(self.rect) )
AttributeError: 'module' object has no attribute 'PixelArray'

I'm assuming it needs a different pygame version. The game seems like it could be fun, so I might update pygame and give it a try later. Will edit this comment if I do. Consider releasing a post-compo windows executable next time.

Final road : Bad Ass Frog Escapes from LA by pansapiens

Yipe. It's nasty how cars keep crunching your corpse over after you're dead.

Frogger sure is a neat ol' design. I had fun with it, getting some thrilling close call moments. Obviously not original though :)

Humosour (wow, fancy sp) story attempt worked in the sense that I went into the game with a smirk rather than a mood of neutral criticism.

DEAD END Will be at by OblivionCry

I would actually like to see the source code for this, or I won't be able to give a technical rating. I have no idea what you had to do in terms of coding to make the game work, since it's using a pre-baked engine (Unity). For all I know, you could just have pasted in a few given constructs (fps players, projectiles, mesh level), substituted your own models/textures and called it a day.
It would have been a pretty respectable feat to build the whole rendering and collision system during the compo, but yeah... I don't know what you did.

The models and music are very impressive, but they contrast so heavily with the rather crappy gameplay that it makes the whole thing more of a screenshot photoshoot than a game.
You should probably have made the view fully 3rd person to show off the mech models a bit more clearly, as it is now you have a pretty hard time seeing what's going on at all. The most annoying aspect for me (besides sluggish movement and weird sticky rotation buttons) is that you don't seem to be moving straight towards the middle of view, but rather sliding somewhat off to the side.

Voyage, a puzzle game by nilsf

More fun than I expected. First impression was "shit, a sliding puzzle... ok, I'll poke around for a few seconds then quit" - but it actually managed to balance the difficulty rather well, and I kept going with the "just one more screen" thing until I had beaten it.
I suppose there may be more endings though, but I got the pink and tasty one (went through the forest). In 2057 moves.
I also managed to slot in the gas canisters for levels which had them, but there was no indication of whether or not that made any difference. I assumed that you needed it to proceed. Would have been nice with a "pickup", making the can disappear as you went by and maybe an animation filling the gas meter up.

I has FAIL! by MrPhil

I love how your funds can go negative. I finished all roads by May 1900, ending at a respectable debt of $22M.

The cost of individual contructions were a bit crazy though. They seemed to be represented by numbers only ranging between -18[something] to +18[something], leading to periodic wrap-around while building from Pittsburgh to Miami.

I'm assuming you intended to add some means of gaining funds as well, through trade or something. Obviously different cities would have different potential for revenue, and combinations of cities would have various effects (with one city consuming the produce of another). Could be lots of fun. I guess the state wouldn't directly benefit from trade transactions, but you could have variable tax rates! :)

Would have been cool if the rails were visually built on the map, Indiana Jones-style. Like maybe putting down a dotted line and then gradually filling it in with a wider solid one.

Also I would have liked to start several builds at once, but I guess the work force was limited to one team. For fun, you could have had a few separate teams with geographical positions, and they had to use rails for moving between different spots. So you'd start off with maybe one team in every city (or in just some of them) and then build rails to other nearby cities, then have to move the team along tracks to either expand in other directions or maybe pitch in and help each other on the same patch of track to speed up construction.

Also, you'd definitely need some bandits roaming the plains and intercepting shipments, North & South-style! :)

You'll get a high mark in fun just because it made me go off on such a tangent regarding what the game could have been like :P

Frog Rescue by Jerm

I got my best score of 77 while writing this comment, not touching the game window at all.

Consequently, I would say the gameplay design is somewhat flawed. But I still really like the game though. The sounds and graphics give major flashbacks to cheap crazy NES games from the mid-80's.

Not quite sure what you could do to make the game more challenging/rewarding... a smaller playing field would be a good start, since it's impossible to manage this large area given the strict time limitations. The frogs are so many and so randomly distributed that it's unclear which parts of the level you should block off to get the best result - often it's not even beneficial to block a car into one place since it will still smash a few frogs.
The main problem is that all the frogs are concentrated to the center region when you start, and the roads + cars are initiated randomly, so chance will decide if you get a hostile or friendly situation during these critical first few seconds, while there's nothing you can really do to affect it. Blocking a car in this area is obviously not a good idea since the frogs will pass through in large numbers.

I love the frog graphics and animation, and I really want the game to be fun, but it would need heavily revised gameplay. Perhaps it's enough to slow everything (particularly cars) down and reduce the size of the playing field, so you have time to assess the situation and make choices. The number of road blocks could be limited so that you have to focus on one or two areas at a time. Like maybe having 5-6 blocks and reusing the oldest one when you've placed them all.
Definitely prohibit roads in a region around the center of the map as well, so you get an initial breather and a chance for the frogs to spread a bit.

I like Hamumu's idea regarding bait. Frogs could be attracted to it and maybe stop to eat for a few seconds, so you can delay them while preparing the road ahead.

Two Roads by Hamumu

Seems most compos get a clickventure. Good thing too, they are often refreshingly simple to play. Took me four attempts to beat this one, which I guess is a pretty good balance between being easy and frustrating. Extremely important that the monologue is skippable when you already know what to do.

PizzaBitch by Sophie Houlden

Rather ambitious packaging and presentation, but the gameplay is so-and-so. Main problem initially is the limited viewing distance, meaning you have to inch along while staring at the map to have any idea where you're going. After a while you sort of learn the streets though.
If polycount is an issue you could maybe collapse neighboring tiles/squares to make larger (potentially rectangular) quads. I don't think fillrate would be a problem since you can draw tons of transparent smoke particles like nothing at all.
Might have been nice to make the out-of-bounds area high-friction instead of bouncy. Things get a bit cramped as they are now, with zero tolerance for swerving a bit.
I delivered some 3-4 pizzas for a score of 80, then I crashed on purpose since the car was already pretty smashed up.

GBGames – Road LOCKDOWN! by GBGames

I'm annoyed by the controls, and the menus being timed and uncontrollable. I had to restart the game three times to read the entire instructions screen.
The car didn't really seem to obey my input all the time. In my first run, it wasn't even obvious to me which car I was supposed to be controlling - they both seemed pretty autonomous.
I managed to catch the crooks once. Not sure what determines the lifespan of roadblocks... they seem to be timed.

Hamumu's right - is it a crime to be driving a red car? ;)
I suppose you could argue that they are notorious bank robbers known to be in town for a heist.

all roads lead from home by dessgeega

Lovely coherent NES-ish look and feel. The elaborate intro sequence (well, story text anyway) makes it feel a lot more polished than if you'd been thrust into gameplay straight off, and the environments help keep things interesting as well.
Gameplay does manage to get a little bit repetitive even through this short span though, and it could have used one or two special features on some screens, like traps or collectibles or something. I kept expecting traps in the caves, but they were all barren.
Having different music in the caves is great for building atmosphere, but it could have been even more separated from the main tune (maybe just an eerie ambient track, wind noise or foot steps).
The game managed to scare me into failure at least once, when I unexpectedly strayed off course by a pixel or so and then over-reacted to the monster sound, throwing my mouse pointer way off to the side and consequently within reach of the hands.
Luckily I didn't have to start over, and eventually the game was beat. I even managed to cheat on one screen!

Done! With Zombies!!! by dave1

The rotated controls are a bit odd. With this scheme, you'd typically expect forward to be upwards or "into" the screen (for 3D), alternatively having a rotating car so that the controls map to the local car direction. The obvious choice for a fixed side view like this is to have the arrows map directly to the screen direction you'll move in.

The gun reload time seems to be one frame long, which means you can't really conserve bullets the way you'd want to given the low (and not refillable?) ammo supply. Hitting fire will spew at least a handful of bullets every time.

For it to be fun, I'd say make it fire only one bullet per keypress, or maybe autofire with something like 5-10 bullets a second. You'd also need some kind of ammo reload, or make it an explicit survival game where your score is based on how far you made it along the road (so you can make a mad dash at the end when your ammo runs out).

The zombies also should stop and properly die when they're hit. It's not at all rewarding to just paint them with some red splatter and have them move on as if nothing happened. Bullets should stop when they hit a target.
Shoot+hit sound effects would have been nice.

Kudos for haing menus and music.

‘0xF0’ by bluescrn

Ok, since nobody else will, I'll whip out as much negative critique as I can come up with. Bear in mind that I voted 5 on fun and tech, so I do like it. This nitpicking will just drop polish to 4. Also I think I still hold the 1-1 track record after some 70+ attempts - record in both perseverance and time perhaps.

Minor annoyance: Sound effects. The countdown is ok, but the fall sound (whistle) is excessive and pretty random as you basically hear it all the time. Menu sounds could be lighter with less bass (this is almost always true).
Thrust sound is weird since it seems to be a longish one-shot sample rather than a continuous noise, which makes you think that the thrust is also one-shot (so you could repeatedly tap it to go faster for instance). Sound should mirror functionality to aid the player rather than confuse them.
Fall sound is my personal nemesis. I hate it. I always try to hit space as soon as I sense the race is lost, but if I'm a split second too late it'll trigger the sample and it'll go on and on for an hour before it finally shuts up some time in the next run. "Hour" is subjective here. It gets on my nerves though, should be muted when you restart the race.

Onwards to the actual simulation. A cosmetic issue is that, at least on my system, the frame-to-frame jitter is pretty bad. The ship is shaking back and forth along the movement vector, as if the timing is messed up and some variable time delta suffers as a result. It's often better (sometimes worse!) when I disable the glow and framerate goes up to 60 fps, but there's always occasional hickups which are sort of jarring. Maybe you could have capped the delta measurement or smoothed it over time, to prevent a temporary timer hickup from noticably affecting the animation.
As for the actual gameplay, I don't quite like how the ship turns like an asteroids vessel, with almost on/off angular delta. I suppose it's mainly due to the camera being fixed in the same direction as the ship though, making it feel rigid. If the camera had lagged behind a bit you'd get a better sense of what it's doing in terms of movement and direction (like a typical 3rd person racing view).
Speaking of camera lag, the vertical lag is pretty extreme in some cases, leaving you temporarily above the ship looking straight down, having no view of the track ahead.

Stability-wise, it's been mostly good to me except one time when it crashed out with an unhandled exception as I was sitting on the starting line. It triggered the fall sound right before crashing (even though I was sitting still on the track).

The level system is a little bit harsh in that you can't skip a single track if you want to see the next batch. It isn't terrible, just not optimal for lazy players :P
I've completed the first 11 tracks, but I probably won't play further anytime soon. If I had a warp option I'd try a few of the really late levels, just for kicks.

Anything not mentioned (bitched about) here is probably great, like the graphics and ghost replay.

Hexxxy by Bleck

Innovative but flawed gameplay design. As I pointed out earlier, the "most difficult" level is impossible to beat, and the others are fairly easy. Could have used a more interesting playfield, with static obstacles/holes and maybe tiles that you could rotate but not move or vice versa.

Another evil twist would be to have two or more "cars" moving at once, perhaps starting from different corners of the map, and/or more than one goal (or pickups/keypoints that you need to collect/visit before finishing).

I'm assuming you're talking about your basecode when you say "cheating", which isn't really very relevant in this case since you're just using graphics primitives and basic input in addition to the core gameplay logic.

Exproad, Improad, Reroad! by demonpants

Great one. I doubt anyone hit the theme in as many ways as you did ;)
The particle effects are indeed effective, and the monsters sound very zomboid. The graphics come across more cartoony than poor, which is nice. Reminds me of the Bart games on NES.
My main complaints are with the interface - I initially launched the game with my keyboard out of reach, so had to get up and fetch it to select a difficulty level only to realize that the game is actually played exclusively with the mouse after all... Also, more importantly perhaps, the default cursor is really lost in the mayhem of gameplay, so you should have put in a huge flashing reticle or something to show where you're aiming. Oh, and there were some interesting timing hickups - the game would sometimes freeze for a second or two, and other times it'd race ahead at breakneck speed for an instant. It didn't seem to disrupt gameplay all that much though (but I guess I could have lost a few boxes of rice without noticing).
Overall it's fun and frantic. I scored 180-something after maybe a 5-minute run on normal difficulty.

LD12 — The Tower (14)

Tower of Doom is Complete! :D by Yezu

Well, it\'s a first person shooter. I beat the first two levels, but didn\'t feel up to chasing the same metal floor tiles once more. Some texture variation could have helped here, and maybe a less random enemy distribution. It would also have helped to allow simultaneous strafe+run, so you could move around more freely. Similarly, sliding against walls instead of stopping dead would be nice.

Dark Tower by X-0ut

Reminds me of N. Stylish and interesting, I always wanted to try automated level generation in a platformer. Seems to work ok here, but the enemy placement is really evil sometimes. I hate the scorpions :)
I still haven\'t survived long enough to see the entire scroller.

Treasure Tower by Wiering

I beat it. Had some tricky parts, but was mostly straight-forward. Controls worked out nice, although it took me a while to figure out that running faster meant jumping higher. Ran a bit slow on my machine, but not annoyingly so. Cute graphics.

6hour game: Part 3 by thedaian

Power to the text adventures!

Cannon Hates Tower by Sivart13

Fun sandbox. I like teleporting cannonballs into the middle of the tower with maximum velocity :P

The Siege of von Danken Tower by pansapiens

I must admit that I marked this one up a bit for being a 2600 game. Was kind of fun though, but the gods were displeased with me on the third-or-so level and whipped me down with very agile lightning. Could have used some cheesy music.

Breaking the Tower by Notch

Very very nice. I've wanted to make some kind of sim game for one of the LD's, but haven't taken the plunge quite yet. Maybe next time.
I agree about the graphics - they are very effective for the resolution used, and cute. The rotation isn't really critical to gameplay, but it adds a lot of fun diversion and variation to what could otherwise get rather boring.
Easily the most captivating game of the bunch this time, as I spent more than 40 minutes playing it (and that was just one round!)

Escape From The Tower of DOOM by nilsf

Win! I love games where you can tell each level was made "for real" and with some intent rather than just being hacked up in a level editor using off-the-shelf tiles etc. Special functionality and one-off events are great to make things interesting.
I expected it to be a lot less forgiving than it actually was, too. Respawn points were an unexpected but appreciated boon.
Next time: use an in-game screenshot to represent it! I almost passed on this one because the title screen looked like a dull game ;)

Towerball by Morre

Very cool. The presentation is great, with nice and non-annoying sounds. Difficulty is too high early on imho (I haven\'t had the patience to try and retry my way past the first level yet).

Cat Stacker (Final Entry) by lexaloffle

Cute and pretty. Too bad about the unstable physics. Seems odd that it would deteriorate over time, even between rounds (floating point absolute timescale?). Works fine initially though, after refreshing.

Cutting it Fine by Frimkron

LOVE!
This is great. I played for a good half hour despite some movement glitches and me falling down through the floors over and over again. I got quite far at one point - some place outside where you had to go down to get further up, but missed a jump and fell down 4-5 floors.
The most desperately needed feature is a \"safety net\" kind of respawn point preventing you from falling more than one or two floors. Either that or designing the map so that there are solid floors here and there that you can\'t fall past (should be possible to put them in where the normal path is on the other side of the wall). Having said that, I still have some appreciation for the hardcore ruthless reality of player vs level with no artificial means of help.
The actual controls were pretty good and worked well once learned (stop in mid-air before landing to avoid sliding etc), but they glitched a bit too much to feel smooth and comfortable.
Very nice overall though, best entry I\'ve played so far. The graphics change between outside and inside helps a lot to eliminate monotonicity. I\'m glad the traps don\'t hurt in this build :P

Purple Reign – A love letter to awesome games by Fiona

Greatsome. Spooky, moody, rewarding and appropriately challenging. The eerily empty first few rooms add a lot.

My by Codexus

Am I the only one who played a game like this before? It\'s a fun viewpoint anyway. There\'s little interaction between floors in this game though, unless things get more complex later on. Admittedly I only got to the second level, as I couldn\'t quite figure out how the magnetic zones work. You can\'t jump off them, but you also seem to hover nearby to cross small gaps, but it didn\'t work every time I tried.

Towlr – 2 Hour Game by PoV

Yay for 2-hour entries! My cake in 7. I wonder if yours is more fair than mine... at least you have enumerable input.

LD11 — Minimalist (53)

Typoworm by XMunkki

1368. Pretty damn hard. It's so tempting to just type away freely when you start a word. Also surprisingly quick to start dropping too fast if you miss a letter or have to look down at your fingers. Very unexpected twist on the one-button concept for sure :)

Unknown by Wiering

I think everything has been said already. You move much too slow, gets tiresome very quickly. I used to play a clone of this on my Amiga 10-or-so years ago called Bally (3?). That one had adjustable game speed, and if it was cranked up somewhat it would be pretty frantic. I tried making one of my own at some point but failed with the fill algorithm since I couldn't figure out how to decide which side of the line to fill. I should try again.
Presentation in this one is pretty nice, but with the same speed problems as the gameplay - you get rather sedated by the drowsy music and slow transitions at restart.

warrior by tonic

Ooh, really posh. Rolling squiggly ball thing is cool. Pretty much everything about the presentation is excellent.
Aiming is a bit weird though, I can't quite get my head around it. I mean, it's easy enough to deduce how mouse motion maps to aiming direction, but it doesn't correspond to anything obvious. I guess it might be some kind of "aim at point on ground plane where mouse is", but it didn't seem to really work that way in all cases. I ended up ignoring the mouse pointer and just holding it some distance up the screen and moving right/left to rotate, looking at the arrow and path of my shots.
Finished the level without too much trouble. Not sure how many hits I could have survived since I never touched any enemies. I had some close calls though, so let's say it was one-hit-kills to make it exciting :)

Spacbattle is done-ish by tirpen

Getting similar errors to what others are reporting. Looks kind of interesting on the screenshots though.

The Butler Did It by Surrealix

The cook did mine! And he admitted it too...
Very cool concept and most of the execution is great as well. The gameplay is a bit slow-paced, maybe having a draggable timeline for each story would have helped (so you can go back and forth quickly without having to start all over again with the sequence of events). I guess that would remove some of the cozy traditional pondering and book-keeping that you get/need with "realtime" execution though.
Oh, and the text rendered crappily for me. I ran the Windows build. Think I got the same issue with some other game as well - the text is sort of stretched down with nearest point sampling so you lose some pixel lines and it gets generally hard to read. It's probably due to whatever you used for building that executable I guess.
Poker!

CGA Quest by SpindleyQ

I win! Damn, that next-to-last level was tricky. Great job on the retroishness, but what the hell is the deal with the smooth rotating transition when you restart a level? Not very CGA I say :)
Sound was mostly very good, but the volume was a bit unbalanced at times - do you play one instance of the "bump" sound for each tile that disappears around the exit? They seem to add up and play really loud on some levels.
Laser system makes for some really nice puzzles, requiring both thought and reflexes/timing. Great job overall.

Block Picker 1.0 – final, timelapse by sol_hsa

I think I mentioned this earlier, but I have a problem with the hitbox... since it's so small, why not just make the visible box equally small? Having them disagree makes it feel fluffy and annoying, as you must deduce the actual active size and play by that while trying to ignore the visuals to some extent.
And... uh, that pretty much covers the entire game, so I have nothing else to say ;)
(guess I'll bump polish up by one point due to actually having a menu)

The white gazelle laughs maniacally by jhauberg

Yargh. Invasion is evil. Tried that one with the cylinder but got run over constantly.
Oh well... sort of interesting concept, a bit Wario Ware or DS-ishly. Shaking isn't as rewarding as it could have been though. Maybe the object should have followed the mouse around more strictly, and it would have been great if the little specks sort of waved around as if they did their best to hold on, and eventually they would lose their grip if you yanked too hard.
Object rotation was really weird and I couldn't really make friends with it.
I like the odd gouraud shading on the meshes for some reason. Makes them look soft and warm.

“Desktop Rox” by sgstair

Neat trick. Boring game. Awesome timelapse. All in all, a decent effort :)
The actual asteroids part is in fact easier than it tends to be normally, as the rocks just slide off screen and disappear instead of bouncing back or wrapping around. That, coupled with the predictable fragmentation, usually means that you can fire two shots for each big rock and then wait for three smaller ones to glide off screen.

Simple Dungeon by sfernald

Kind of exciting, and surprisingly immersive. There was a clear sense of accomplishment and development as you went from being all "what the hell are those characters" to becoming relatively familiar with the initial surroundings. I eventually managed to get "inside" and fight some goblins, but once I attempted a sneaky move to get past one and grab a potion, two flanked me and held me up against a wall while beating down on me. For some reason the game crashed just as I was about to be completely drained, so I'll just take that as divine intervention and get on with the other games :)

Strong AI by SethR

Haha. Excellent!
The ever-present and developing AI narrative made it very much like a dramatic adventure rather than a random shooter. Some cheap bonus points in the end there for compo reference, but it's all good :P
Great timelapse too, music and dual monitors did a nice job of keeping it from becoming dull :)

redgate by scoopr

Hah. Great minimalism in not including instructions and forcing the player to figure stuff out by trial-and-error (at least those who didn't bother reading the final submission post ;))
What's with everyone getting 16? Me too... I need to try again. Can't be that hard to top.
I actually like the extreme simplicity in this, and the fact that it's not a rehash of some worn-out idea. Great Warioware factor!

Space Stuff Trader by saluk

Starfields! And blinky ones too!
First up, I've disliked space trading ever since I first touched Elite... This one is a bit better in the sense that I can actually manage to do anything but die (only just, though). My main concern is with the ship controls; rotation is much too floaty, which (coupled with the insanely small ship graphic) makes it really hard to navigate effectively.
The enemies are also crazy, why do they fire at 5000x the rate you're capable of producing or enduring? I guess you can upgrade your ship, but not until you've traded for a good while. If you happen to run into an enemy early on you're pretty much toast.
It's all very ambitious and stylish though, while being minimal in some way.

Circle conquest by DanReyLop

Interface was a bit awkward, the whole click-deploy thing (which is all you do) didn't work as smooth as I would have liked. Sometimes clicks weren't caught properly. I kept trying the charge with king button, but nothing happened. I'm now thinking that maybe I should have dispatched him to some location after pressing the button... or something. Oh well.
I'm not much for these slow and deliberate games anyway, and this couldn't hold my attention for more than a few minutes. It did remind me a bit of a cool board game I played with my dad way back though, it was LEGO-themed and you sort of pranced around a gridded landscape building castles and waging knighted war. Good times.

Pixelman 3 by pymike

Finished it on my second attempt. First time through I got stuck on level 3 or 4 I think, the one where you have to go right-left-right. Bottom part had a few tricky jumps, and it was hard to get used to the controls. In general I think he moves a bit too fast and slows down too quickly. It's as if the game is running too fast (I get 60 fps btw).
In Mario and other established platformers, you generally have a lot of intertia so that the character keeps going left or right for a bit even when you let go of the keys - especially while jumping. In pixelman you slow down to a stop within just half a tile or so, which makes it very hard to land on small platforms.
So a few tweaks on the controls and some more varied enemies & environments/graphics would have improved this a lot. Maybe for PM4?

Origami Wars by piddlepup

-1 point in polish for having an installer. It's annoying when going through hordes of compo entries.
Apart from that, presentation is overall good. Music is nice, sounds are okay. Background graphic looks pretty but doesn't tile well. Framerate was pretty bad on my computer, which seems a bit strange as there wasn't really much going on. Whenever I killed an enemy things would lag down to a handful of fps, making it hard to control and aim properly.
The game appears to be quite repetitive, with the same enemy pattern appearing over and over. I didn't play for too long though (due to that very reason)

The Pushers by phren

Damn. I think 5 is impossible. Managed 6 several times though. Seemed a bit random as to how well it would handle a corner. Sometimes it would crash out with almost any speed and sometimes it would slip through the most crazy bends at high speed.
It's really rewarding when you get a sweet drift going, but again pretty random and sort of rare.
I like the hood :)

win32.dll The Game by philhassey

My first and only score: 210290
Nicely executed, for what it is. I'm so glad to have popup killers nowadays so I won't have to go through this kind of stuff anymore. Once is twice too many.
The ambient music does a good job of building an uneasy and slightly alarming mood.

Tiny Hawk final release by pekuja of Polygon Toys

Game/presentation in itself isn't extremely minimal, but theme score is safe anyway because it's valid as a minimalistic interpretation of the Tony games, which are relatively complex in comparison. I doubt it'd be possible to distill it further without losing all meaning.
I would have liked some feedback on the kickflip move. It's nice to try and hammer a few of those in between rails just to rack up the multiplier, but it's also pretty dull since you're just incrementing a number without any animation or sound to go with it. A short back-and-forth animation with the board or even just a "blurp" sound would have made it more rewarding.
Was close to giving up on the last level due to missing various jumps/rails and having to go through the same section at the bottom over and over, but I toughened up and made it through eventually.
Thumbs up overall.

(I still can't get over how cool a name that is... I can only imagine the look on your face when you went "tiny skater... tiny skater... there has to be something better here, tiny - waiddaminute!")

[EDIT: "someone" pointed out to me that the kickflip is indeed animated, though I had to look real hard to see it... oh well, even more minimalism!]

Mondrian by pansapiens

Ah. Great idea and excellent for the theme. Makes for some very tricky puzzles. I am stuck on level something-or-other, with 4 vertical and 3 horizontal bars... colors are scattered all over so it's hard to find any path that will avoid clashes. Maybe the difficulty ramped up a bit too suddenly there, as the previous 5-6 levels were all pretty easy in comparison.

Unknown by NULL

Argh. It's broken! So broken... Would probably have been quite fun if the physics were solid. It's just unfair when you're trying to time a jump and your ball suddenly drops through the floor or simply doesn't react to your button press. I had a nice first impression for a few seconds at the start, before I got acquainted with the collisions ;)

The Minimizing knight by nikolaj

Doesn't run from the .py and I have no desire to go mucking around in the sources to fix it. I might check back later to see if you get a fixed version up (or a binary).

minimalist rts by negativegeforce

Ok, not much to do here? I built my apartment and spawned four guys. The rest seemed to be pretty much placeholder.
Forgetting about the "game" part is all too familiar to me... maybe you've learned something about priorities for next time? :)

Battle Magic Done! by MrPhil

I did a few runs to try out different tactics, but I think the enemy was random enough that it wasn't particularly hard to win if you played carefully. Gameplay mechanics were a bit opaque and gamble-like, but I guess that's common with this kind of game.

Trivial Escape from Minimalist Island by mjau

Yay, graphical adventure! Doing it all in black and white does reduce the graphics burden I guess, otherwise that's the main killer with these games. So intensely time-consuming to draw tons of environments that will only be glanced in a jiffy while clicking away at some keypoints.
Reminded me more than a little of Lost... Trapped on an island, locked up control room, password codes, mysterious button, hatch. Intentional references or coincidence?

Unknown by Mike_W

Bugged out on me after I reached a score of 418. The buttons wouldn't work properly after that, and it didn't seem to roll any games. It just sat there with the same numbers and same computer symbol.
I was performing a statistical analysis of the game made possible by holding down return on one button and observing the score numbers. For some reason, scissors created a roughly even score while paper made me gain a slight upper hand of +20% or so compared to the opponent.
It would have been less interesting without the bugs and anomalies :)

entry – Minim Madness by mariusz

What the hell? Why don't you just call them "balls"?

I actually love the idea of shape recognition and drawing games (I played using my tablet), but this is pissing me off a bit :)
So very hard, and the sounds are really eating away at my nerves. Why does the clock panic sound go off like one second before time's up? It's just penalizing.

Instruction sequence was very elaborate, bordering on long-winded. General presentation is pretty good (disregarding sounds).
Mainly though, I spent the majority of my playing time redrawing the same shape 50 times without even knowing if it would be at the right angle to bounce my "balls" into the exit. Not fun, sorry.

(the last drop was when I finally did get the right angle down on the second level and the damn balls wouldn't register a hit on the exit even though they clearly overlapped by several pixels when going through, grr)

Mininode by LunarCrisis

Ok. Level 3 was basically the entire game I guess. 1 was a little puzzly I guess, but mostly trial-and-error without penalty for error. 3 had some potential in that you kind of got an advantage for having nodes in tactical positions, surrounded by enemy nodes (so you could pump juice into them faster). It was too short and frantic to explore that properly though.
Next time you'll have to be less helpful with random irc inquiries ;)

(T+48:48) Final Entry: BlockOut v0.LD48_11 by LoneStranger of LoneStranger Designs

I think I won. The ball ended up in an infinite bouncing pattern, so it couldn't possibly hit my goal unless I placed a brick in its way.
The idea is really nice, and it makes for an interesting twist on the whole thing. Collisions in this implementation are a bit shaky though, and that results in some unfair situations where the ball gets tangled up and takes down a large number of bricks at once.
It's also a bit annoying that the only way to gain more cash is to wait... a long time. Might have been better to include some more alternative sources of income, like selling old bricks or building certain structures that aren't really helping to protect the goal but rather help you to raise money instead, or something like that. Maybe you had some of that stuff planned already.

Kill ALL Life!!! by Kimau

Heh, it actually looks pretty neat. And it's fascinating to watch it move so fast, looks really flowing with the colorfade effects.
The killing part of it isn't particularly satisfying, but at least you get to kickstart some more chain reactions (hey, maybe this should have gone into the previous LD? :))

Final Submission by keeyai

Whee, always nice to get some epic space battle action down in these compos. At first I had a hard time playing it properly as I'd just sort of swerve around in a bunch of enemies and die rather quickly. After a few attempts though, I got the hang of it and ran a 7-minute game with lots of level-upping and nice bullet dodging. I love the slingshot effect you can get with the powerups, particularly when you accidentally sling them away into outer space :)
Minimalism might be the name of the game this time around, but it would sure have been nice with some auditorial feedback for destroying enemies, or at least an explosion-like flash or something. Anything. Disappearing enemies aren't very satisfying.
Overall great fun though, the whole control scheme is very nice and fluid. Most raw gameplay fun I've had so far in this compo.

Cowbell Hero by jovoc

It's completely random, isn't it? Had nothing to do with the song being played, just sort of trying to sync up with the shift-tapping (time between last two taps maybe)?
Anyway, it makes for a rather surprising amount of fun actually. I loaded up a few tunes and "rocked out", imagining that the triggers were actually related to the song in some complex way ;)
I guess the main issue with these games is that you have to spend a lot of effort to input good patterns for all songs. Even if there's great beat detection going on it would still be hard to automatically generate an interesting and relevant string of triggers... although it's kind of an intriguing problem, might have to play with it some day :)

Col-4 by jolle

Yay, I remember making one of these games a long time ago on the Amiga (without the rotation of course).
General gameplay works ok-ish, though you could have thrown in some delay between combo lines. It's kind of unsatisfying to just have a huge section disappear instantly without explanation.
The playfield rotation doesn't really add much, imho. I think it's too complex to provide anything but a random-ish panic thing for when you're running out of space. I mean, the feature isn't complex in itself, but it's probably hard to keep several playing fields in mind and plan/match patterns (I didn't even try).
Most casual games resemble gambling in the first place though, so maybe it's appropriate.

Unknown by john

"You need to collect bookcases, walls and random items hidden inside an aeroplane." - wtf is up with that? Renders you a high score in humor at any rate, from sheer weirdness :P

Gameplay is extremely simple, and it's annoying that you keep sliding left and right unless you press a key to stop. Would have been nice to catch key-up events for that.
Graphics are... gradienty. At least the protagonist has trendy pants.
I'm ashamed to say that I didn't finish building my house, quit somewhere around a score of 2000 I think. Didn't see much more than a brown triangle which I presume is the roof. I guess some more feedback on your progress early on would have helped there. Gaining a very predictable brown row of pixels for each cow-patterned square you catch isn't going to keep people's attention for very long.
More action, challenge and reward would have improved this one. Like maybe falling things to avoid from time to time, and bonus items that are particularly good to catch.

Of Robots & Groglots by jlnr

So. Difficult.
It gets madly hard to control once you come closer to the level hub. Maybe with analog joystick input it would have been more manageable (so you could find a nice balance between gravity and thrust). Most of the time I found myself crashing into enemies since the aiming was pretty wild and hard to influence. Hitting enemies wasn't very rewarding either, you don't get any feedback that they were in fact hit (until they die).
I didn't complete the game, though I did finish three levels and tried another two before giving up. Hunting for the green circuit thing buried deep within the spiral maze was the most memorable moment (mostly because it was damn hard but also because I did beat it at last ;))

There Is No Screwdriver by JamesDM

Ok. I suck. Couldn't make anything happen, despite capitalization. N/A for sake of fairness.

The Hunt for Pepsi Blue by Jach

A bit frantic. The tank was too fast for comfort, made it hard to aim properly. It was also pretty unclear as to what I was going for on each level in terms of win conditions. Maybe the people counter mattered there, but I couldn't see the numbers properly (was just a few squashed pixels).

Still Pond by Hamumu

Argh. It's amazing!
Short but very sweet, and just the right amount of challenge. I finished it on my 5th attempt or something. First one I just sat there and didn't get it. Then came a crapload of tries stumped by the deck of cards. Once I got past that I was home free.
Great humor and style, plus the actual gameplay works very well (yeah, I'm not bothered by how simple it is - presentation saves the day). Fullscreen caused no problems for me. Another killer from the ham.

Sailor by gustav

Hah! Cool water. Works really well as long as it doesn't get too cramped up in small spaces (tends to shoot "drops" away rapidly when it does).
Not much of a game though, of course. Took me a few attempts to get a good floating boat, but when I did I managed to hold off until the cannon balls really started raining down after a while.

Dot2doT by Sophie Houlden

It's kind of interesting how you only see a small part of the "world" and you sort of explore while munching away. But that also makes it pretty random as you'll have to guess most of the time and just hope there will be a string of same-colored in the direction you're going. The time limit doesn't help, as it encourages fast play and you get punished for thinking/planning too much.

GBGames presents Minimalist – the by GBGames

Level 140. Did I play for too long? At some point my eyes started to blead, but then I recovered. It was interesting to try and blink in sync with the flashing, you can make the squares appear the same constant color if you time it right. Nice pling sound. I wish the buzzabuzza would keep speeding up even after a handful of levels.

miniPals by fydo

Ah, gots me some Lost Vikings action in lieu of the fabled inquisition game from times past...
It's cute and has very nice & cozy sound in it. There's no real challenge, though I did only play it in 1P mode. Most of the levels seemed pretty similar, could have put more thought into those maybe? Controls/physics weren't spot-on, but servicable.
Overall, some more interesting/challenging levels would have boosted this one a whole lot, since the rest of it is of pretty good standard.

WORLDMAKER by eugman

"...all you have are scraps."
"What do you add? >scraps"
"scraps is not something you have."

Thank you for setting me straight on that one... Ahem.
Text-based grow. Kinda nice. Nice and weird, and less rewarding than a graphical grow. I'm too tired right now to be playing it properly, and I doubt I'll have time tomorrow. Voting deadline is screaming closer!
You will have to make do with this comment and a handful of N/A.

(woah, I just glanced "ninja pellies" in the random tag box to the right, and it came across as decidedly raunchy... I should definitely get some sleep)

dots by erik

126876!
Masterfully done on this one, really. Snug glove fit on the theme, and very fascinating to play. At first I thought it was a really cheap stoneage game and expected the balls to be one-hit-kill. But then I noticed the physics and was increasingly fascinated by what a huge difference it makes to the gameplay. Since the balls sometimes collide with each other and introduce chaos to the whole scene, you can never relax. And obviously, if you hit one it goes off at a weird angle and speeds up, so you've just put yourself at even more of a hairy spot.
Although I still have a few games left to try, I dare say that this is one of the better games (probably the best) with regard to theme. It's truly minimalistic (basically single-state; moving player vs increasing number of bouncing balls) yet still very interesting due to emergent complexity.

Exxon – The decontaminator by drZool

Impressive polish and smoothness. I'm curious as to how you did the whole loop-fill thing when wrapping up oil blobs. Can't see an obvious way of solving that, unless maybe the playing field is divided into a rectangular grid and you sort of floodfill the outline made by the divider... but then you still have to find out which side to fill. I did some stuff with concave polygon triangulation a while ago and it was pretty nasty stuff, but I guess that could also be a way to do it. Suppose the answer is in your code, might look some day.
The controls and everything else turned out real nice in the final version, but it's still pretty lacking in gameplay and challenge. Might have to throw in some "enemies" or other obstacles to create challenge.

Unknown by dgriff

Music sync is effective (though minimal). Makes the game feel much more thought-out and tactfully put together than if music and action had been completely disjoint. Indeed I was just waiting for those "burst" moments where everything stepped up a few notches. Game was rather bland between them though, partly due to little action on screen and partly due to technical reasons, namely: Relatively poor framerate on my machine (15-20 fps?) and not very responsive controls (lots of weird acceleration/inertia that I had to anticipate and compensate for all the time).

Leap , at least it’s something… by Devon

I love the graphics, obviously. Jump sound is very soft and sweet on the ears, as opposed to the death sound. Collisions are unforgiving and rather nasty at times. The idea is interesting and could be a lot of fun if the player was faster and more responsive. The current long delay between hitting space and actually jumping away leads to some delicacies with timing and prediction, but it also means that it's often pretty much impossible to get out of a situation. If the jumping had been a lot more zippy, then maybe you could have frantically jumped around back and forth to sneak out of an impending tight spot. I dunno, it might be worth exploring.

Brainwave by Deepflame

Argh. This is lacking a win condition! I actually played until I managed to leave the right-hand side of the screen, but I kept getting bumped back in. If you meant it to be more of a classic "neverending" game then you should have made it incrementally harder to the point where it'd be impossible.
I like the general (weird) concept, and at first it was kind of fun to fly around generating these bleepy moves, but it got repetitive and dull pretty quick, plus the music was totally killing me after a few minutes ;)
Maybe it would be possible to put the same control scheme into a slightly more complex/eventful game?

As good as it is going to get by creiht

Harr. I'm not on facebook. Actually rather surprised by the comments here that so many others aren't, either.

Things on Top of Other Things by chrisp

Played through a WIP version and don't have time or energy to go through all of it again, so most of my voting will be based on that one.
The general idea and presentation is great. I also liked most of the levels which were pretty well balanced and fun.

However, I prefered the old input style where he'd only move once each time you pressed a key (well, actually it was once each time you released, but if that had been changed to once per press it would have been perfect). The current style of repeating motion while a key is being held doesn't quite work for this kind of tile-aligned game. You have to be very careful not to move one step too far, and it tends to feel unresponsive and floaty when he sometimes keeps going if you keep the key down for too long (also he doesn't seem to react instantly to a keypress but rather waits for one "repeat delay" before moving).

Too minimal for a name… by bluescrn

Lots of fun, and kind of tricky in places. I did beat it though. It's nice when you can complete a level in several ways, physics-based games often do that.
Everything is very smooth, only thing missing is some nice sound I suppose.

minimalist entry by allefant

Very nice and sparkly for a text adventure. Not as minimal as it first appeared, though I was eventually killed while exploring all the dialog permutations (wretched A!).
This also made me rethink the purpose of a "red herring" present in one old Amiga game which I played to damnation way back... Can't remember what it was called, but it was all 3D and polygonal. Made in Amos3D I think. At one point there was a red fish in a fishtank and it did come up as "red herring" when you examined it. Since it was placed around an area with lots of really weird stuff which I couldn't figure out, I naturally spent quite a while manipulating it in vain. That game was horrible.

Micro Macro by PoV

Whaat? How does this work? The levels seem to tick by automatically, regardless of what I do. Should I just be firing at the nearest circle? They grow, then sort of stop growing... Not sure why.
The particle spraying is sort of fun though. But of course I can't make sense of the bullet attraction. It just seems random and pointless, besides creating pretty colors and more particle chaos.
You've successfully confused me!

LD10 — Chain Reaction (23)

Final entry, un by Wiering

Following others, I went for mostly N/A. You do get some marks for graphics though, and bonus effort+journal points for the awesome concert hall pics. Gotta love those arches.

Vector Chain Attack by wicked

Whee. Some great minimalism going on here. I love just about everything about it, but there's a sore lack of sound effects (even some simple blips to illustrate worm hits would have sufficed). Music is the best in compo as far as I've seen/heard yet.
Collision handling is a little bit mysterious as well, since you sometimes float through worm heads without damage (I'm theorizing maybe only the green segments hurt?) and your hits are non-distinct due to lacking aural (sfx) and visual (flash/explosion) feedback.
Highscore: 2585 (on my second attempt, will try some more)

Zanmato by Tivi

Cool stuff. My best is at 14 segments, gets kind of heavy to control after a while. Felt like I was driving a big rig or something towards the end there. Seemed like a good strategy was to push your tail in front of you using the main ship/nose, although hitting the big guys left the egg/base open for small guys to attack.
These weirdish vector games are always fascinating, I should make one some day :)

The Chain Fight 1.0 by TenjouUtena

Echo: Randomness is a bit annoying, your actions don't yield obvious returns/results. Gameplay may be too complex. I don't have the patience to really get into difficult puzzle/strategy games so I might be missing some/any deeper nuances.

Sound is very loud, but ok (of course ;))

Partycle Popper 1.1 by sol_hsa

I think it's a bit unfair and unethical for Sol_HSA to bring in multitudes of foreign sweatshops and inflate his game with an unrealistic number of levels like this. I mean, he could have kept them at somewhere around 5-10 to at least make it seem sort of credible. Tsk tsk.

Anyway, the game is well polished and has all the fluff you'd not expect but still dearly miss in an average LD entry. I played a somewhat dodgy build earlier and the controls have been much improved for the final entry version. No complaints there.
The scoring seems a bit unbalanced though, as some levels yield enormous returns without much effort at all. For instance I passed the halfway mark of the allocated score display from just running through the first two levels of the hardest difficulty setting. Skilled players should have no problem wrapping it many times over.
By far the most enjoyable aspect of the game is when you drop all sense of caution, let off one careless shot and then zig-zag between bullet showers hoping to somehow squeeze through. Surprisingly it does work often enough and the results are spectacular.
The game really does give the impression that Sol_HSA had vast amounts of time to work on it and didn't need to rush through a single detail.

Skalle: Galectric by skalle

If you check my comments on Lerc's game you'll see that I didn't quite handle that one very well, and since yours is almost the same concept this applies here too. The first three levels are boringly simple, and the fourth is impossible (to me). When I fail at level 4 the game quits (doesn't seem to do that for everyone, strangely) so I have to restart from level 1 over and over, which is annoying. I guess I could rename the level files, but I doubt I'd complete level 4 anyway.
At least the animations are cute :)

Hero School by SethR

Boom boom boom! Beat all levels after a few attempts. Great fun. I like how levels had very different mechanics going rather than just varying geometry. With more effort put into the graphics and some catchy music playing in the bg this one could be littered in 5's.
Duplicity level could have been really hard if it weren't for the fact that you can easily demultiply all the guys back into one before the action starts ;)

Space Chaos by Samiljan

This is a great game. The song is wonderful and relaxing, the pacing is also suitably subdued and calm, and the difficulty is spot-on to make it challenging but not frustrating. I did manage to get a pretty respectable chain reaction going with 3-4 enemies exploding from one shot, so that's ok too :)
The main thing I like about it is that there is a great sense of level progression even though the scenery doesn't change at all. When you get to level 3 and all those (thereto unknown) little kamikaze guys come hurtling towards you it's very clear that you've entered into a new area/wave and you sort of panic a bit while trying to figure out how to deal with them.
I also had one of those great sweaty moments where I lingered at the end of level 4 with a one-pixel health bar (having survived an unreasonable number of fights on my very last energy reserve), slowly peeking around to find that last enemy remaining that kept me from proceeding to level 5. I finally found him (a little guy) and managed to take him out without disaster in a fair dogfight (as fair as it could be with him not having weapons and all...). Promptly slaughtered on the next level though, of course :)

Boostcraft by rale

Kind of fun in a chilling-out kind of way. No real gameplay, more of a hazard thing - click a polygon and hope it sets the others off. Trying to figure out the chain reactions beforehand is way too hard to be worth it. Graphics are stylish.

THE CAVES OF INSANITY!! by philhassey

Love the cracklin' and the burnin'. Gets hairy when you're forced to play "in realtime" multiplying powder streams while they burn. Great idea and effective implementation, but no Galcon ;)

Moonbase by noonat

Aw. Wasn't much fun to be honest, but could have been great with some more thought and work. The gun mechanics and graphics seems to have been a big focus but in the final product it's useless since you can only fire left and right while most enemies come at you from random directions involving vertical components.
The chain reaction is also a bit odd since it's not at all clear what the motivation for it is. Enemies just sort of burst if they're nearby other dead enemies. Enemy movement patterns are great though, I like their relentless pulsating motion. Pixels are also very nice, but a bit sparse (lots of empty grey space).
Death sequence obviously isn't finished, but even some simple sound or flash would have helped there.
Next time, perhaps... (or post-compo?)

Shrapnel by mjau

Yay, pretty pixels! Actually your screenshots inspired me a bit when my own pixeling wasn't going quite in the right direction. Rather than going with a crazy "realism"-style subdued palette I just went a bit crazy with high contrast colors etc, good old retro stuff.
Music is nice and moody. Gameplay is simple but fun, it gets kind of hairy when you set all sorts of enemies off exploding at once.
My only complaint is with the sound effects as they seem to suffer from a huge latency problem which kills the sense of direct feedback. Sounds are triggered about 0.5 seconds after the associated event. I'll mark down on technical for that one, as the sounds and music themselves are great.
EDIT: Replaced bad SDL dll fixed it -> no mark-down, hooray!

Paramecium by midwinter

Would have been nice to be able to do more than... eat. I guess. I expected to evolve somehow and be able to spear the red guys and eat them. Managed to win once at least, and the ambient soundtrack is nicely soothing.

Mr. Splode by lexaloffle

Very cute. I think my brother and I spent nearly an hour trying to beat that level where you start out with four crates above and in front of you, in a tight space. We intended to set them off with a quick match before jumping down into the tunnel beneath, but each and every time we messed it up somehow and left them intact. Must have played through the first few levels a dozen times by now to retry that one.
It would have been more original/interesting if you put in that hiding feature you mentioned earlier (as a quick/short panic move?), but I guess the current scheme works ok with the present levels.
The main concern I have is that there's no music. Even a simple little loop would have reduced the very empty atmosphere in those moments where all the fireworks have been set off and you're just waiting for them to die out. I could have put on some mp3's I guess, but that would be cheating ;)
Also maybe a few "fweeeee" and crackle sounds that are set off now and again mid-flight to keep the firework chaos tangible. I totally identify with the whole "no time!" thing though, as I too rushed most of the content in the last hour and minutes. It's so annoying when you waste many hours early on doing nothing, and then you discover some stupid mistake or missing feature minutes after submitting your final entry at the deadline. Next compo I should set a fictional deadline 1-2 hours before the real one.
Graphics-wise I guess the backgrounds could have used another tile or two for variation, but overall they're very good.

Boomshakalaka Done! by Lerc

Huff... Sorry, but I hate this game! Seems I'm the only one unable to get past level 3 (first one with green blobs). Yesterday I was stuck with two left, now I have one. Dammit!
Purrty graphics though, and suitable (though loud) sounds. I think the rotation icons are backwards, but you know that already... I keep having to stop and think each time before rotating.
EDIT: Ok, conveniently BenW posted solutions for all the levels and I caught a glimpse of #3. Might try it again later, but I'm probably just not cut out for this :)

Short Fuse by Hamumu

Argh. Ham's IRC voodoo hypnosis didn't work (I think) but I'm still sprinkling 5's over this one. The thing I love most is how the little fellow moves - that lurchy acceleration thing is just spot-on. Not too keen on how some levels scale to an uneven pixel ratio causing stretch artifacts, but I can live with it. The explosions are just magnificent, as are the sounds (too bad the music didn't make it).
I beat all the levels at last, but the final one (gotta catch 'em all) was quite tricky. Fun fun.

M3 – Molesting the Match-3 Market by gummikana

Moderately interesting. The idea is perhaps chuckle-worthy, but it feels too much like a non-game when you actually get going. Put pieces in, run session, stop, add pieces, run (same) session again. Gets repetitive.

Ms Green’s lovely day by gimblll

Shitses. Those laughing sounds are really creepy!
The game is very sweet, idea is peculiar but great. It works very well and has enough complexity to last for more than a few minutes. I guess there could have been more levels, but that's not to be expected in a timed compo like this. Maybe a level editor?
This game would probably have been all 5's if the laughing samples had been recorded from some genuinely hysterical/giggling person. It would have been truly infectious (for the player as well). I guess since the samples are exposed in the snd folder this is wide open for mods...

Space Reactions by fydo

Very odd. Idea is interesting and non-obvious, so that's a plus. For the record my brother did manage to lose one level, but it wasn't repeatable (yeah, he actually tried to fail again but... failed :))
Music is definitely the high point of this entry.

Chain Reaction: Detonator, the final? by Endurion

Nice. I bailed out at Bomb Golf, but up until then I had a lot of fun. Pretty good levels although they're not perfectly balanced (there were cases of a very simple level just after a hard one, but a breather is always welcome).
Lots of polish, gives an overall smooth impression. Sounds are good.

Fairy’s Light by DraykDyna

Semi-indirect control is cool, though the platforming movement is a little off. Lasering orbs are awesome (and have a nice sound effect, whee) but strangely laggy. Gameplay is difficult, I got stuck on level 2.

Finally by BenW

Great concept, and well executed. Letting the player deduce gameplay mechanics through experimentation is fun, if it works... in this case it does. Nice and short turnaround time between sessions makes it suitable for highscore runs.

Ramuh-Shmoo by Sophie Houlden

Really cool in many ways. The wire dangling is great, and the puzzle element is just right - not too hard but not trivial either. Took a while before I figured out how you actually made connections properly, maybe the connector pods should light up when in contact with a wire or something to make it a bit more clear?
Music does get a bit tedious after a while, but the metallic "clang" sound helps build some atmosphere. Overall very good. "Butterfly ninja" (I don't care what you call it, that's what I saw) was a nice touch and boosted the humor points ;)

LD7 — Growth (26)

LD48h#7 unofficial and pending votes - xaver results and comments by xaver

The basic idea could be sort of interesting... but the only fun I had in this game was poking into various red zones to find out what sound they made. There's no challenge to speak of and it just gets boring after a while since you have to wait around for an increasingly long time until the exit appears.

LD48h#7 unofficial and pending votes - drZool results and comments by dr Zool

Aaahaha, that theme song is THE BEST! Very good graphics, smooth gameplay and some puzzling challenges. I failed to complete the level where I was supposed to end up with three flowers and three coins because the farmer's collision box overlapped two plants one time making me pick an incomplete flower. I assumed that the game would tell me that I had lost once I was out of seeds but I now realize that I probably had to sell the flowers I had collected just so that I would completely run out of options... Anyways, I couldn't restart the level so I quit. I will probably try again later. This game has personality and a quality feel. I guess I'll make that count as production.

LD48h#7 unofficial and pending votes - XOut results and comments by XOut

Gah, I can't jump! Seriously though, this could be cool if I was able to make it past the first two or three screens. As I've been saying with other entries: I'm no puzzle gamer, so I have very little patience regarding these types of challenges. I get through the first solid floor thing, but the next one has a huge drop below it that crushes my egg. Anyways, graphics are actually pretty cool despite X-0ut complaining about them all the time during the compo, and the controls are ok even though the actual egg-pushing seems a bit dodgy (what determines if I push the egg or go through it?). Gameplay/puzzle mechanics seem to work as well provided that you're more clever than me.

LD48h#7 unofficial and pending votes - WojtekDabrowski results and comments by Wojtek Dabrowski

This is an interesting idea, but the gameplay feels too complex. There are tons of stats to keep your eye on, and I constantly ran low on lipids... As soon as enemies started to appear I quickly ran out of ATP too and gamed over, don't know what's up with that. Perhaps entertaining if you're into statistical management sims, but not really a game for me (although it's dangerously close to that People game which I really love, so that's strange...)

LD48h#7 unofficial and pending votes - TomaszDobrowolski2 results and comments by Tomasz Dobrowolski2

Oooh, this one really has a kind of magic to it! That creature you're controlling feels like it's actually alive, and it's a bit dramatic to see it lose its head or get its "neck" cut off. You can intentionally move close to the evil pulsating blobs to trim excess appendages off your body for leaner movement, although it's risky. Very very cool despite its simplicity. Seems the actual final entry page has gone missing though, so this review is based on the file Jolle archived after the deadline.

LD48h#7 unofficial and pending votes - SMX results and comments by SMX

Took one or two attempts before I understood what I was supposed to do. Then I thought it could be fun, but it turned out that you had to wait about half a second between each cut and that made it way too frustrating to be enjoyable. It was also very hard to select the right blob since others were constantly getting in the way. I never got past level 2. If it was possible to cut as fast as you could click (and maybe there could be some other limitation like number of total cuts to make it challenging, or perhaps just the fact that you need it to grow a certain number of blobs inside the circle would be challenge enough) then it could have been a lot more fun. Add some cutting sound effects and prettier graphics + leaf particles that fly off when you cut and this could be quite enjoyable (given that difficulty would not be too high on the first few levels).

LD48h#7 unofficial and pending votes - Rale results and comments by Rale

Wow. This game took me completely by surprise. Sure, it did look kind of good on screens, but I didn't expect it to play very well. The idea and execution are great, and it feels sort of like a freeware/shareware Amiga game (for some WEIRD reason, must be the gradients and demo-effect-nature of the flower trunk). The "save points" throughout the level makes it very bearable even though it can be hard at times, but unfortunately I couldn't make it past the beginning of level 2 despite at least 20 tries - the difficulty ramped up pretty seriously there. I wish there had been some save feature, but I'll probably play through the first level a few more times later on just to see if I can get past that annoying patch of toxics on the second one (it's sooo close, but balance keeps getting the best of me).

LD48h#7 unofficial and pending votes - PhilHassey results and comments by Phil Hassey

"OW! Nipple!" I can't but give this 5 in the fun department - I had a huge grin plastered across my face the whole time playing through the game. The gameplay as such is actually pretty weak, there's no challenge for instance, but the hilarity is more than enough to compensate for that. The whole idea is both cool and growy, so that scores some innovation points.

LD48h#7 unofficial and pending votes - MikeHommel results and comments by Mike Hommel

The mechanics behind this one are awesome. It's very cool to watch those little guys melt their way through structures. The "controls" are a bit off though, it would have been nicer if the termites moved in the actual direction of the mouse pointer and not just the closest orthogonal or (sometimes) diagonal direction. Of course the fun wears out quickly once there's nothing left to eat, but by then it has kept you entertained for a good minute or so which is nothing to sneeze at. One thing I thought of was that there should have been walls, sort of like long buildings just 10 or so pixels thick that you would have to eat through to get to some buildings. I sort of got that effect when I had eaten most of the large grey building leaving only a thin slice left.

LD48h#7 unofficial and pending votes - MarkR results and comments by Mark R

I like the tapping sounds he makes when he walks... The animation is actually pretty ok too. Works generally well but there's no action going on and no real puzzles. It's mostly walking ahead until you accidentally discover a trap by falling into it, then it's back to trying the level again while avoiding said trap. No challenges as such, although I did die at the level after the one with the giant/ogre (by falling into a hidden spike pit).

LD48h#7 unofficial and pending votes - Lerc results and comments by Lerc

This could have turned into something decent given more time. Most of it seems to be regular RTS business, although the whole thing with expanding the base crystal is interesting. There are bugs (both on the screen and in the code!) and lots of missing features, and there's really nothing to do once you've spawned a few critters and ordered them to move around a bit.

LD48h#7 unofficial and pending votes - KrzysztofKluczek results and comments by Krzysztof Kluczek

The fun in this game mostly consisted of floating around and being mesmerized by cell blobs and soothing music. It's very relaxing although the actual gameplay aspects are lacking. The viruses are very hard to spot at a distance and, more seriously, your weapon is very vague and has no real feedback telling you what happened when you fire. There should have been a visible shot going off or something. Difficulty was also very weird - all the time it looked like I was getting swamped with viruses and losing hard, but then all of a sudden when I started to run out of cells the viruses also started to disappear so I ended up winning in the end.

LD48h#7 unofficial and pending votes - JosephWhite results and comments by Joseph White

and not 5.

LD48h#7 unofficial and pending votes - Jolle results and comments by Jolle

The most entertaining entry I have tried so far this is. Takes some time learning all the quirks of the simulation but you can really have a good time poking around in your little worlds and scratching your head at the puzzle scenarios included ("how the HECK do I get N more people using only this and that??? Surely it's IMPOSSIBLE!?"). No real bugs or flaws in the coding (although you can "win" a scenario right away in some cases), but it lacks a teeny tiny bit of polish and impact to deserve a 5 in the production category. I'm not actually sure what a game would have to do to get a full score on that one, might adjust my scoring in light of all entries later on. EDIT: Ok dammit, it gets a 5

LD48h#7 unofficial and pending votes - JohnCampbell results and comments by John Campbell

Sweet level of quality on this one. Didn't see this coming from the first screens of jagged green lines. There's no real challenge until the very last level, which I completed with ZERO seconds left on the timer - how tight is that!? It's fun to just hop around for a while though, watching the flowers grow.

LD48h#7 unofficial and pending votes - JeremyPenner results and comments by Jeremy Penner

Gah, the bass! Running this game at high volume with woofers connected isn't the best idea in the world What is a good idea though is the one behind the game. The fact that you in effect drain your health by firing takes some time getting used to, but it's original. It's kind of hard to actually influence gameplay though, it's mostly a matter of avoiding black blobs while firing a shot every now and then and hoping it hits (or maybe I suck).

LD48h#7 unofficial and pending votes - JayWard results and comments by Jay Ward

The interface is horrible... Having to wait for the page to blank and reload all images takes about a second and you have to do it every time you click. Had it somehow kept the images visible and just updated them all instantly after that same second it might have been more bearable. I must admit that I did get a bit of satisfaction from setting my first house on fire though, and I finally did complete the first level. Given a better interface/implementation and some more polish this could have turned out ok.

LD48h#7 unofficial and pending votes - JamesHofmann results and comments by James Hofmann

I'm a sucker for retro sounds, so I can't help but put a high mark there... It's not crazy good though (music is blah), so no 5. The game plays well, and James fixed two major control flaws that I pointed out a few hours before the deadline which made all the difference. The idea that you're building a tower and have to "solidify" it with the nails and cement stuff is a nice deviation from the normal line destruction of most tetris clones. Negative bits are wonky block rotation (they don't just rotate but also mirror from time to time which makes rotation a process of cycling through all possibilities until the block is magically in the right orientation) and the feeling that nail effects are a bit random. I don't think they are, but the rules for cement flow in combination with the block structure makes it too complex to actually consider while playing (imho). For me it was mostly "make the nail hit where most of the red blocks are". Oh, and I'm not sure what the criteria for defeat were... I just got game overized suddenly a bit into the sixth level (sure, I had built a pretty tall tower, but I hit no visible limit).

LD48h#7 unofficial and pending votes - JacobGohlke results and comments by Jacob Gohlke

Ok, first up I'll have to mark this one down on innovation for not having much of a grow theme at all. You "grow" new units and minerals "grow" back, but that's about it. This game is mostly a resource management affair with no real figthing going on. In fact, the enemies aren't much of a threat at all - all they can do is cause a bit of a delay in the mining process. The first time I played I ran out of minerals before I got any miners going, mostly because I hadn't figured out what all the unit types were. Next time was better as I built a little conveyor belt of miners as well as a warrior that took care of viruses. Unfortunately the game crapped out on me at that point, not allowing me to select any more units or buildings, so I was left to watch the minerals roll in. I couldn't have done much more either since there was no threat to the proceess. More capable viruses could have made this more interesting, forcing you to defend your miners. Then again, that would have turned into something even more like every other RTS.

LD48h#7 unofficial and pending votes - IvoDanihelka results and comments by Ivo Danihelka

Yay, I got python running (with a little help from X-0ut and Jolle). First thought was of how low the framerate was - it's like 10 fps. It's still playable though, and there's a little bit of fun in chasing those critters around while they desperately try to avoid you. It's not particularly hard though, you'll get them eventually and when you do it's all over. Graphics were obviously simple but rather stylish, so above-average score there. The idea is also a bit more original than the other Katamari spinoff.

LD48h#7 unofficial and pending votes - GerryJJ results and comments by Gerry JJ

Woah. I was struck by how crisp and pretty the title/menu screen looked. All graphics were very clean, although there wasn't much of it. I didn't quite get the gameplay rules, but it seems as though you can only step on a square for a certain number of times... but that's not quite it, it's more like a number of times you're allowed to build a new path from that square. Anyways, I'm not a puzzle person and I got annoyed when I was stuck on level 3-or-something and couldn't restart it without going back to the first one.

LD48h#7 unofficial and pending votes - ErikJohnson results and comments by Erik Johnson

I assume this is very much like that Katamari game (which I haven't played). There is some satisfaction as you grow bigger and get to consume objects that were previously obstacles. Unfortunately the mouse control is pretty bad, requiring you to move the mouse a lot to make the ball react at all. If you move too little nothing will happen and it just feels very stiff. More polished controls would have lifted this one greatly.

LD48h#7 unofficial and pending votes - Deepflame results and comments by Deepflame

This one works very well. As the readme says it's just like GrowRPG but with programmer's art. The first level (space) is very simple, but on the second one where you're growing a planet things get a bit hairier... I can't be bothered to battle with it anymore right now but I will revisit it later on. I tried at least 10 times but my forest just keeps dying. Cool stuff, but hard to judge fairly using these criteria.

LD48h#7 unofficial and pending votes - CalvinFrench results and comments by Calvin French

Seems some people were determined to do the farm theme regardless of how the vote turned out... oh well, that's legal Grow crops, eat, harvest, sell and buy. It's not bad actually, I could see myself wasting some time with this provided that it didn't crash after one season... I got all the way round to buying new seeds but then it just quit (there was some assertion failure in the stderr). The gameplay is sufficiently simple and effective, just click on things. Graphics are simplistic but cool. Could have used some more exclusive/expensive seed types to provide a long-term goal, and maybe some environmental factors to battle (like pestering bugs, drought, flood etc).

LD48h#7 unofficial and pending votes - Allefant results and comments by Allefant

Argh, my eyes! There's some kind of incompatibility issue on my machine that makes the screen flicker in orange every other frame, which really hurts your head after a while... The hydra is a bit hard to control, it won't change direction as fast as you would like but after a while I adjusted to it. I've reached level 4 so far, and it's more fun every level since you grow and get more powerful. There are more and more enemies too though, so it's quite difficult. Negative aspects are cumbersome controls and poor feedback when knights attack you (your health just starts to drain if they're close enough, and suddenly you're dead), as well as simplistic graphics and the deadly strobing bug.

LD48h#7 unofficial and pending votes - Aggrav8d results and comments by Aggrav8d

The first thing I noticed is that the introductory sound sample sounds suspiciously like a snippet out of the Simpsons... anyways, I'll give it zero for sound and let's forget about it. Even though it took a while to figure out what the heck you were supposed to do, the basic idea is kind of cool. Apparently you hire workers that run across the top of the screen and then you can issue dig directions for them. When they reach a designated dig site they start digging, and will dig for like 2 pixels before they have to run back to dump the soil or something. It's very poorly executed but has potential. If it was remade with nice lemmings-style graphics and much speedier gameplay it would probably rock.