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FourEyes

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuPoTeJoTw
200914Advancing Wall of DoomAWoRaFED rc1compo1072.382.312.621.922.632.142.462.422.92
200813RoadsSombrero Runner(s)compo372.732.642.183.362.452.822.292.452.702.562.50

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by FourEyes

FourEyes leaves an average of 40.5 feedback comments each event.

LD15 — Caverns (45)

Ninja Spelunker by ExciteMike

Cool 3d effect. The twisting tunnels were really nice. The popup messages were nicely done as well.

I think you got the difficulty right. It was enough to get me to play a bunch of times until I finished it anyway.

A more distant horizon would have been nice for the faster parts, but I'm guessing that's a technical limitation.

Cave Ninja by jolle

Very cool. Some really neat tech. Sound didn't work for me. Some more levels could make this much more engaging.

The last level took me many more tries than I expected.

Cave without Story by Noyb

Challenging, mostly due to random gem placement. Those bats are nasty. I want to kill them, but they are too fast. Nice job on the audio.

Candle by Problem Machine

Really nice. I'd love to see a more complete version of this that adds more gameplay elements and designed levels. Or perhaps you could turn it into a more relaxing zen experience.

Loved the music. Also gave you humor points for your journal.

Ascent by Terry

You've got an impressive variety of gameplay elements for a one day effort.

Quite challenging. Good call on the checkpoint flags. Took me 50 deaths to make it out.

It was fun to play. Double jump was fun. Left right movement felt a bit twitchy and fast.

Towards the top, where you have the single tile collapsing platforms, I found a bug. Immediately to the right of each platform there is an invisible platform that you can stand still on.

Into the Pit: The Endless Caverns by mklee

Scrolling was a bit jerky, not sure if that was intentional. The first time I tried it I didn't realize the dash would kill the bats. It's a lot more fun now that I understand it.

Good game. Simple but fun. A health pickup would have been nice.

The Walls are Not Cheese by Sparky

Very cool. I was sad to see that you had made such a cool engine, but delivered so few levels.

It's pretty slow on my 2.1ghz core 2.

It's good that you are still working on it.

Cave Trip by agj

Neat visuals, especially for flash. Control feels a bit awkward, but perhaps I'm missing something there.

Cavern Relics by flashkick

The engine felt a bit rough. I was surprised when the lack of left facing animation was revealed as a game play element. The "powers" were clever ideas.

I found the end. Well, and end. The normal end? It seemed to imply that there was something more, but I couldn't find anything else.

Rock Warrior by tonic

Interesting game. It looks nice, the sounds and music are well done, and it's fun to play. The wall bounce sound is a bit harsh. I wanted more variety in the stuff I found. Also, it might have been interesting if the lava could flow. The zoom out when I flew up into the sky was interesting.

Shelter From the Rain by Doches

Some great sound and visuals. It's a really neat idea, but it feels like it still needs work. With some polish I think this could be a lot of fun.

below the house by dessgeega

Very nice. I'm impressed with your ability to take simple game mechanics and create an interesting story with loads of atmosphere and a lot of fun.

Eternal Seeker: Fugue in the Caverns of Doom by Comtemno

Gah! Somewhere around level 28 I gave a pile of money to the dark gods, and this happened:
___________________________________________
ERROR in
action number 1
of Key Press Event for <Enter> Key
for object randomevent:

Error in code at line 6:
if !global.weaponslot="The Reaper +15"

at position 13: Wrong type of arguments to unary operator.

I had to exit the game, it wouldn't continue.

Really nice job on the game. I had more to say, but now all I can think about is that bug. :-(

Cave Diver by ondrew

The 3 tentacle room was a bit brutal.

A little polish would add a lot to this. Ambient sounds would help, as well as a death state instead of just an instant restart.

The limited palette pixel sprites seem to clash a little with the more painting like backgrounds. Maybe try adding more colors to the sprites?

It's an interesting exploration game. I enjoyed it enough to finish it.

NICE CAVE! by dock

Very stylish visuals. More extensive than I expected as well.

Penguins with dialog saved it from being boring.

The Killbots of Cavern Station by Gilvado

That was a lot of fun. It took a little while to adjust to the controls, and figure out what was going on, but then I really enjoyed it. It's not easy to make multi-unit control work in such a short time frame, but it did work well enough to play strategically. Upgrades are always fun.

It's a nice improvement over what you did with Highwaymen. The game play doesn't have a strong connection with the theme, but the narrative helped make up for that. Good job.

DiggR by drZool

Good job with the water, it's very cool. At first I was worried that my game was very similar to your game, but it turns out they are quite different.

With some polish, this could be really nice.

Cevern0048 by Sophie Houlden

Really impressive achievement.

Zipping through the cave was fun, but I found it hard to get into a flow doing tricks.

Xue by angrywaffle

Cool parallax. Too bad you didn't get further with this, it seems like an nice start.

Cave Miner by Wiering

Something about the graphics is really familiar. I think it's the palette. Maybe it reminds me of amiga era games? I'm not sure. But it's cool!

Angry Caverns by HybridMind

Nice idea making the cavern the protagonist.

Could probably use some more game play elements. Shooting for a high score only gets you so far. The online score board integration really helps though, well done on including that.

mjau's entry (unfinished) by mjau

Nice sprite and music.

Lava Caverns of Doom by bluescrn

As always, very impressive, both technically and in the attention to detail. Lots of nice animation touches.

Gameplay is reasonably interesting. I got trapped in the geometry a couple of times on level two and had to hit x to escape.

I'd love to see a pure pixel pushing entry if you decide to do one next time.

Cavern Greed by LunarCrisis

Pretty fun. The no-win situation is a bit disappointing.

The wobbly graphics were a bit odd. Seemed more under water than earthquake like.

Cave Invader by demize

Hard to play. Kind of neat to see a command line action game though. Reminds me of the early dos days.

Alien Artifact by lexaloffle

Pretty fun. Took a couple of attempts to win.

Reminds me a little bit of Swarm Racer, and a little bit of DrPetter's swarm game from the same LD48. That's a good thing.

Steampunk Cavern Crawl Into the Darkness by Kimau

Nice random map generation. Apparently the cave monsters were invisible?

The sprite looked nice, but was tiny. You probably would have been better off rendering it at double size.

Needs some more work to make it fun and interesting.

Cave Dangerous by fydo

Cute. Too bad you didn't have more content. I would have liked to keep playing.

Fake Gold by BlademasterBobo

Really interesting. It's a great concept. I kept wanting a way to fight back against the enemies. Very well done.

Cavern Chase by Devlin

Your character is nicely drawn and animated.

Not much to say that everyone else hasn't said already. I'd never have the patience to reach 100,000.

Crystal Cave by BenHem

Technically quite cool. It was a little hard to judge distances.

It got pretty fun once things got going faster.

Lurking. by Six

Interesting game. The graphics are nicely done, and the creature is genuinely scary. Really made me jump.

It's hard though. I couldn't find an exit without cheating.

It obviously needs more, but as a proof of concept, it's great.

Kung-Fu Kaverns by frosty

Quite compelling considering how simple it is.

Can you win? I think I managed to explore a whole cave, but I haven't been able to kill all the bears.

Broken Cave Robot by YMM

Wow, this is addictive. It's really eating up a lot of my time.

It's so strange to have this drive to upgrade your character, yet be faced with the inevitability of the time limit. It makes me sad that I don't think I will ever find a battery upgrade or an exit.

The in game mapping tool is kind of interesting, but I don't see any advantages over pen and paper.

The graphics were quite blurry, and the lights a bit flickery. The art was nice, but it didn't seem to quite set the same tone as the gameplay and sound. The sound is very well done.

Excellent job overall. I really hope that I'm going to find a satisfying end somewhere in the game, but I don't think I will.

Cave Bounce by Almost

I win!

Neat game. The concept is sometimes fun and sometimes frustrating. The rockets are crazy hard.

On some of the rocket levels I found myself just holding up and left and toggling the cave rapidly. It got me further than you would think.

Left right movement felt a little weird.

Kavern Keeper by jarnik

Neat stuff. I kept hitting c instinctively trying to jump. How the crystal was handled when switching between characters was a little confusing.

A CAVE FOR MY BIKINI BABES by bburbank

This is fun. It seems wrong for me to be saying this, but I wish that there were more effective ways to kill the babes.

Each trap would kill a couple of babes, and then I would be frustrated, because I would run out of traps.

The traps and animations were very satisfying when they were in use.

I think it would have been more interesting if the game were about setting up traps in one or two key spots, and then herding everyone into those traps.

Dwarven Rock Smash by Mag Roader

It had a lot more depth than I was expecting. Nice job.

Roundabout RandaBat by Fifth

I really liked the feel of the swooping action. Controlling the character through the dives was fun. Interesting idea with diving through the stars to collect them.

Mr Monocle And His Marvelous Madcap Underground Race by deps

Death screens were definitely the highlight.

Hitting your head on a wall that the bike would clear felt wrong to me.

Beacon by ChevyRay

One of best LD48 games I have ever played. It's a great idea, exceedingly well executed. Very impressive.

Minor downsides: it's a bit slow at the start, the end levels are damn hard, and the text is a bit over the top.

I'm blown away by how polished it all is. Now I'll have to check out the post-compo version.

Down Down Down way Down by Eckolin

A nice start. It's hard to make a game like this in such a short time frame.

Cave of Dinosaurs by AtkinsSJ

I liked your dinosaur sprite.

The game could use some work on the engine, and some variety. I think using mouse aim to shoot the roof is an interesting idea for a platformer.

Refuge by noonat

104800. Nice game.

It's interesting that the more overwhelmed you get, the more likely you are to clear a huge group with a single shot. The one-shot-at-a-time restriction is simultaneously brilliant and extremely frustrating.

Your work makes me think I should look into flixel.

Cave Fishter by DrPetter

It's very weird to see a game from you that doesn't have crazy pixel art. I guess that's a 5 hour time limit thing. The music was nice.

Gameplay was interesting once I figured out what was going on. Ultimately I found the controls to be more frustrating than fun.

LD14 — Advancing Wall of Doom (36)

Humpty Doompty! by yoyo

Interesting idea, and quite well executed. I think games that are intentionally difficult to control are a tough sell though.

I got frustrated by the difficulty before I was able to win it.

Unknown by X-0ut

It's a very impressive technical achievement. I found it a bit too difficult though.

I think if you had gone with less difficult portal puzzles and more squishing walls instead, you would have had something with a closer fit to the theme.

Nice job overall.

extreMine by tommo

Pretty good game. The twist with the walls was really fun, but as I have never been any good at the mine games, the added preassure from the walls didnt make it easier to make good decisions.

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

I initially found the controls a bit frustrating, but after getting used to them, they became interesting. I was starting to wonder what level 2 was going to look like if level 1 was so long.

We Control the Purple Creature by Sparky

Most of the feedback that I have has already been addressed. Nice job. I plan on checking out the post-compo version.

Run Moron by skalle

I really liked your character animations. They made the game for me.

Peak by shaktool

2489. I thought I was doing pretty well until I looked at your score.

Neat game. It's funny how it turned out to be two parts. First fight the yellow species, then balance your population to see how long you can live for.

Mind Wall by SethR

Wow. Very well done. It certainly was brain twisting. Great concept, great use of theme.

The wavy motion, pulsing colors and ominous sound might induce nightmares if I play this too long. It also gives it a strange towlr-ish sort of feel.

The jitteryness of the edges of the cubes was a bit distracting. Also, it was frustrating not being able to examine the wall after you lost to try to see how you could have made it through.

Thanks for the OS X build.

Sir Henry Placeholder and the Badly Timed Parade by rogual

was a bit of wtf am I supposed to do at the first boss (since I didnt read the journal) but after that was awsomness. Only thing was the stickman which worked, but could have been better

Wall of Cats by redokapi

It didn't want to finish loading in firefox under os X, but safari worked fine.

It's a neat idea, but the gameplay needs some refinement. If the cats get big enough, there is nothing you can do.

Defend your castle by pythong

It took me a little while to figure out what was going on. I enjoyed it once I got going.

Bunny Press by Notch

Really great job in all areas.

Loved the art, loved the torn up grass, loved the splatters. I think the game play concept was great and you used the theme well.

I'm surprised you didn't use the ice more than once. Also, level 10 was hard. I almost gave up on that one.

Die, you Stupid Hurdlers! by NiallM

It took me a while to even be able to catch a single runner. I must be missing something. Also, if you accidentally drag traps areas off the map, where they are wasted.

Sky Upon Us by Morre

I really liked the visual style.

I found I wasn't sure when I had won or lost.

I also felt like winning or losing was a little bit out of my control.

Pretty cool though.

Squeeze Maze by Mike_W

Neat concept. Collision detection and response made it frustrating to play though. After level 1 I kept getting stuck in walls.

Written in Smalltalk? That's neat.

Extinguish by LunarCrisis

The simple and stylish graphics look nice.

I like the concept of fighting to keep the wall advancing.

It's needs more game play elements to make it challenging and more engaging though.

A thing! by Lerc

Yay! I won

This is a very solid game. Very challenging.

It would be better if the ship movement was more responsive. Dogging through tight spaces would become easier and more fun.

To win you really need to get lucky with the ring spawns. Which is frustrating.

Also, I want weapons upgrades. Or at least for the shield disabling shot to take out some of the little guys as well.

Lots of fun. Nice job.

StarFerret by jlnr

It's a trap! Awesome.

Really nice job with the puppets and the starfox references.

As others say, all you were really missing was some sound and more levels.

I'm impressed.

Soverign Wars by Jay

It's too bad you made so improbable for the ai to ever attack.

I can only imagine how much better it would have been if I hadn't donated your crayons to small children in Honduras.

empire the wall by increpare

It's interesting and kind of weird.

Perhaps it would be more fun/strategic if it was slower? Or perhaps if there were more gameplay elements with levels to work through.

Fleedom Flies by HybridMind

It was completely broken for my with firefox under OS X. Worked in Safari though. The broken version lets you rack up score without any work, so it's tempting to cheat the high score table, but I didn't. Otherwise, neat game, fun idea, well executed. I liked it.

Short Fuse 2: The Escape by Hamumu

Ouch, that's difficult. It kept me playing until I finished it though.

The collision box feels unfair.

Bats flying out from under the floor are annoying, but I'm not sure how you could better deal with that.

I liked the rocks. It's interesting that you could hide under the platforms and let the cave-in pass you by.

Not up to your usual very polished standards, but still fun.

Closing My Eyes by hamburger

I like the interpretation of the theme. Had trouble figuring out the gameplay though.

The Final Solution by fidaner

Very ambitious for a 48 hour project. I'm impressed with what you pulled off.

Direct control over the character (arrow keys instead of mouse), and the ability to push the NPCs out of your way would have given the gameplay a less frustrating feel.

I read your postmortem before I played the game, so I'm certain it influence my view. I think it's interesting that you put a lot of time and thought into the emotional impact of the experience you created. It gave it a bit of an 'art game' feel. However, unlike most 'art games' you developed an interesting and potentially very fun play mechanic. I see the value in what you did with the setting and story. But on some level I wish that you had went with a lighter theme, and attempted to create fun gameplay with levels that present interesting challenges.

The gas simulation is neat. I'll have to look into the paper that you linked to.

Stormwall by Entar

Gameplay didn't really grab me, but I really liked the gas cloud effect you made for the storm.

Advance 2 – Aftermath by DrPetter

It's very stylish. As always, your art is great.

Robo-Jimmy and the Bouncy Adventure of Doom by Draknek

Oh man. You built everything you need to really make something great here. You've got the gameplay, level transitions and a way to communicate with the player. Win conditions, lose conditions. It's a full game and quite polished, it just doesn't have any content. You really should do a post-compo release with some levels.

Put the Ball in the Basket by Doches

The physics seems way to high energy for the level design. Perhaps it's a bug as robot_guy says? I'm on 10.4.

Neat idea, nicely polished, but the physics were too crazy for me to feel like I was solving any sort of puzzle.

tombed by dessgeega

Excellent job. Really nice level design.

Too Heavy For Re-Entry by demonpants

Neat concept. I found it hard to tell how close I was to the obstacles.

Walla Zombies! by ChadyG

Very polished and reasonably fun to play. I wish there was more content.

Escape From Hell by callidus

It's quite difficult. I couldn't reach the exit.

I'd like it if the random platform spawn was a little more forgiving. Sometimes it seemed like it was impossible not to die.

I also think the gameplay would have a better feel if the character had a little bit of momentum.

I think you choice of the red palette made your graphics look really great. Some of your animations were nice as well, though they were almost unnoticeably subtle.

The House That Eats People! by Cagey

It's a neat idea, but there isn't quite enough here to really explore the concept.

The Great Wave off Kanagawa by allefant

Good concept with some nice visuals. I found the gameplay hard to figure out. If at any point I lost my forward momentum, I could never seem to get going again. Too bad the music wasn't original.

Heart by agj

Very neat, and quite stylish. I really like what you did with the camera. The whole experience reminds me of passage, but darker.

It seems that tigs people tend to do more "art-games" than the usual LD48 crowd. It makes for an interesting experience, but I suspect that your fun rating is going to suffer. :-)

doomdoom by 0rel

I really like the jumping mechanic, and the physics of the character. Non-random levels would have helped, but I still had fun with this.