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Dr Petter

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 2.75
🥇 2007 9 Build the level you play N/A compo LD9 Graphics 0.47
🥈 2007 9 Build the level you play N/A compo LD9 Audio 0.39
🥈 2007 9 Build the level you play N/A compo LD9 Style 0.48
🥉 2007 9 Build the level you play N/A compo LD9 Total 2.10
🥇 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
200811MinimalistI made… something!compo382.972.832.333.233.574.142.852.933.432.64
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
20057GrowthLD48h#7 unofficial and pending votes - DrPetter results and commentscompo4.133.414.333.934.69

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Dr Petter

LD7 — Growth

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.

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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - JosephWhite results and comments by Joseph White

and not 5.

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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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.

LD18 — Enemies as Weapons

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.

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.

Loputon by pekuja 2010-09-04T02:16:00

Ok, there's dashing as well... so much for my instruction-reading skills. Forgive me for assuming that "attack" is the primary form of offense. Maybe you should have included some kind of helpful illustration or other hint. This makes gameplay quite different, but my previous comments about hit feedback remain valid. I still find it hard or impossible to detect hits without glancing up at the health display (which is not something you do in this kind of fast-paced game). Arguably, you should have simply removed the bat entirely if it's inferior and rarely used in normal gameplay.

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.

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.

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.

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.

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.

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.

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.

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)

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.

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.

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.

'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.

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.

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.

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 :)

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.

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.

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.

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.

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.

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.

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.

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.

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

Resurgon Futuron by DrPetter 2011-05-09T13:00:00

Thanks for the comments. Initially I had envisioned a static view of the whole sphere in the center of the screen, sort of placed on a table with a tiny ship flying through it. Turned out too difficult to judge and control the path with completely detached camera like that though, so I made it trailing. Keeping the distance somewhat large was my way of maintaining a bit of that first idea. If I pull it in closer it will probably be easier to play, but maybe less of a unique experience. Attempted a "shadow" projected onto the closest point of the sphere, but it will rotate and lead your position which makes it quite confusing. It would probably have to be limited to some more static direction, like "down", but that has a number of other issues attached. It's not simple and elegant. A map would be distracting as it divides your attention, and it's hard to do in 3D without the same problems as the main gameplay view. We'll see if I get around to doing a polished version with more content and less tedium.

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 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 :)

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.

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.

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.

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.

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".

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.

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 :)

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

"turn back time" :)

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?

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.

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.

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.

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.

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

Does not seem to work sometimes, on Win7 :(

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.

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.

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! :)

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!

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.

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.

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.

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.

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 :)

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.

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?

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.

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.

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.

LD21 — Escape

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.

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.

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

:)

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.

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.

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 :)

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.

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.

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.

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.

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.

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.

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!

Relic Run by Cell 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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?

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.

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.

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.

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).

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.

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.

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.

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.

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.

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!

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.

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.

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!

LD22 — Alone

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

Too frustrating. Movement should have been way less sticky.

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.

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!

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.

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.

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.

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... :)

LD26 — Minimalism

(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.

LD35 — Shapeshift

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.

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.

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.

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.

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.

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 ;)

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.

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!

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.

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.

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.

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.

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.