The Darkest Light by zblah 2017-12-09T05:26:44Z
Great use of the theme, and the game looked great too.
Foon → Ludum Dare Explorer → Users → kamekai
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Parcel Panic | jam | 3.10 | 3.40 | 3.50 | 1.60 | 2.80 | 3.70 | 3.70 | 3.40 | ||
| 2020 | 46 | Keep it alive | Harvest Saga | jam | 1282 | 3.47 | 3.12 | 2.60 | 3.02 | 3.64 | 3.66 | 2.12 | 3.66 | |
| 2018 | 43 | Sacrifices must be made | There Will Come Soft Rains | jam | 185 | 3.82 | 3.27 | 3.48 | 3.95 | 3.37 | 2.37 | 4.21 | ||
| 2018 | 42 | Running out of space | Chromatica | jam | 5.00 | 4.00 | 3.00 | 3.00 | 5.00 | |||||
| 2018 | 41 | Combine 2 Incompatible Genres | Tetastrophe | jam | ||||||||||
| 2017 | 40 | The more you have, the worse it is | Bullet Hell | jam | 842 | 3.14 | 3.11 | 2.83 | 3.85 | 3.02 | 1.66 | 2.40 | 2.59 |
Great use of the theme, and the game looked great too.
I actually just updated the controls a moment ago because I realized a debug flag was still set. Turning is tighter and strafing has more thrust. See if you like it better now!
They are still a bit annoying but I didn't have too much time to polish them up. Thanks for your feedback!
Thanks for the kind words everyone.
@Chronosv2 Haha yes, I found that bug too late unfortunately after realizing I wasn't just *that* bad at predicting my angular velocity before a shot. Controls are next on my list to overhaul for the update. It's very frustrating as-is. Glad you liked it!
My high score is just over 1mil. Every five enemies nets you 100k. It took hours of failure o_O
Yes, there was a bug in the OG that caused inconsistent turning speeds.
I also increased angular dampening when you stop turning. It's a tradeoff between realism (Pure Newtonian physics) and pragmatism (No one would fly a spaceship that didn't have some form of abstraction between the controls and output to make things easier on the navigator)
@lereveur To a degree, momentum is part of the [fun](http://dwarffortresswiki.org/index.php?title=DF2014:Fun) and allows you to form interesting and flexible strategies. However, I have added a boost mechanism in v1.1 that can provide a quick brake or thrust in a pinch, increasing the player's strategic capabilities.
I was enjoyable it but got confused about what to do after I found the dead body. Eventually I gave up.
The music was great and the pixel art was on point. Did I mention how nice the pixel art was?
Surprisingly challenging. Overall an experience that stands out from the rest.
The gameplay itself didn't keep me hooked for long but I loved every bit of the art. It had some real personality to it and was a joy to look at it.
I thought I was going to get bored quickly but by wave 5 things were starting to get intense. Dealing with the inventory was more challenging than hitting my targets. Job well done.
Celeste is easily one of the best games to come out this year and I had a fun time playing this light homage to it. Love the music, love the cute walking animation, love how quickly the levels ramped up in difficulty.
The post-jam version of Colors of Your World addressed the issues I had with input, namely a lack of smoothing, right-hand jump button, and input buffering. It handles well and the graphical upgrades are quite nice :)
If you added in controller support and the ability to foreshorten your dash, you'd have a lot more options for level design.
The up and down arrows seem to cause my page to scroll up and down on Firefox. You might have to add some code to prevent that. Otherwise, fun game with a good atmosphere. Had a little Cave Story vibe going aesthetically.
@denifia you picked China, didn't you ;)
It could use a little more balancing for sure. Thanks for the feedback!
@dwam I appreciate the feedback.
I did try to keep the propositions from sharing too many similarities while offering interesting choices, and the result was that I only have a baker's dozen of good propositions. Luckily, this being Ludum Dare I figured most people would only play 1-2 rounds and that left me some time to (attempt to) balance the stat changes for each choice. Quality over quantity, after all.
Thank you everyone else as well for your feedback, it means a lot!
@justcamh read the help page, then read each region page. You will notice certain stats are highlighted, insinuating different handling for stats.
@egos I think in time this genre of gameplay will come to be known as a Reigns-like. Has a nice ring to it.
@skill347 Unfortunately I got the rain sounds and nature sounds from [FreeSound](https://freesound.org) and thus didn't feel qualified to be rated on Audio, even though the piano track was mine. Still, glad you enjoyed the atmosphere, and hopefully this will compel me to purchase a nice field recorder and start creating my own database of nature sounds.
@fmdkdd I agree about your and others' comments about the outcomes sometimes being too obscure. I had hoped originally to have time to go back and improve a few choices by offering hints in the form of color-coded phrases, and looking back I should have made the time. It's nice to encourage the player to try to play out outcomes in their head with little information, but realistically most players won't have much experience with many aspects of climate change and sociopolitical thought experiments. Outcomes are also entirely predictable with no random element, to encourage multiple playthroughs.
@geckoo1337 the stormy weather track is actually 2 or so minutes long and decently varied but I agree, the piano track loops far too quickly. I should have added a few more phrases to it, I was just in such a hurry that I laid down something fast and moved on. After listening for a while though I wish I'd spent more time on it. As I explained above, I didn't feel qualified to be rated for audio since I didn't produce the rain or nature sounds.
Glad you folks enjoyed it.
@frescogusto Hope you learned something ;)
@linus Rewards can be better than punishments but always leave some room for the unexpected. :)
Building off of @ryzy27's comment, I would add a *bookshelf* which contains 2-3 kinds of books which offer different combinations of stat buffs and debuffs.
The itch.io page title is "Crash Burn Sacrifice" :)
I like this type of game because it's easy to generate a lot of variety without much time or manpower.
I felt the game would have been more fun if it were more fast paced, which would mean getting rid of the countdown timer between plays, adding quick animations to compensate for the jarriness, and making the cards and buttons bigger to support quicker and less precise mouse movements. Clicking a character should also automatically place them into the battle slot. That would help speed things up a lot.
I also feel like the mechanic which caused you to take an evenly armed and higher-tiered opponent down when you lose unbalanced the gameplay a little. I'm sure with some time you could tune it right so that it's less likely you just end up with a ton of cards. Adding more upgrade possibilities would let players to invest heavily into just one or two cards and think twice about bringing them out, but also allow them more options which would make it safer to reduce the amount of cards likely to be in your hand without leading too quickly to a game over during a particularly bad run.
Graphically it was pleasing, I really loved all the different facial expressions.
It was alright. Too buggy to properly enjoy unfortunately. If you had a way to throw tombstones it could help expand the possibilities for level design.
Loved the aesthetic. I'd like to give it 5/5 for audio but I'm not sure if you're qualified for Audio ratings due to your use of 3rd party music and sfx. Still, the composition was great and everything came together nicely. :)
A possible improvement might be corpses disappearing over time, which would create a need for prioritization, increasing tension for the player. It could also help out with lower-end machines though I didn't profile the performance because it ran great for me.
Great job!
Yo' I would add a variable-height jump, the player doesn't have enough control over where his character will be. Otherwise Great Game Bro!
I enjoyed myself. The art was great, the music was chill though the looping could have been done better. I occasionally would get stuck and have to reset. Puzzle-wise, it was engaging and had an interesting central concept built around finding items to make sacrifices to, however in practice it fell into the typical adventure game trope of me sometimes just spamming every item on the alter hoping it would work.
Overall, quite a good effort and I look forward to seeing what you guys make in the future :)
Nice game. I liked the mood. I got to 44 miles.
A couple of pain points I noticed revolved around two main elements.
1. It was often unclear what the results of choices would be due to the terse dialogs, and the impact of RNG was also not always clear. This reduced my sense of agency, making it feel more like the game is playing me than I am playing the game.
2. Having an event-driven system would have been better for this kind of game, or otherwise offering some kind of occasional rest stop situation where you can take a breather. This compounds with the other issue: Dealing with sometimes confusing choices with a limited amount of time can be frustrating because have neither enough time to form a workable strategy as a beginner, nor to analyze its success before something else is requiring your attention.
Since the dialogs occlude mouse input for the buttons on the bottom, a lot of tension forms over the process of trying to grok what choices you should make and select an option before a dialog pops up, requires you to read and choose and option, then bring your mouse back over, switch back mental contexts and select a choice before it happens again. In an event-driven system, the game would only move as you do, giving you time to make decisions about your resources. Perhaps these decisions are free to be made between events. Perhaps they have time-related penalties that lead to the next event being triggered.
Rest areas would solve this problem in another way, providing intermittent chances for the player to size up his party and consolidate resource between hectic bouts of gameplay. That provides the fast-paced gameplay you might have been looking for without sacrificing the much-needed improvements over UX.
Thanks for making the game, I had fun.
Regarding #2, if you're using Unity then FixedUpdate() is an option, but you might want to consider using something else that also generalizes better to other game engine loops with varying call rates.
Choose a random period of time within a range. ( In JS this would be `Math.random() * (MAX - MIN) + MIN` )
Each loop iteration / frame, store the last timestamp using a high-precision timer. In the next frame, take the difference between this frame's timestep and the last frame's timestep. You then have a time delta whose value changes based on the time between frames, which you can subtract from your time period. In Unity you have Time.deltaTime() which saves you a couple steps.
When this time period reaches zero, call your event and then get a new time period and start over. Now your events will trigger independently of the time between frames.
Whimsical, simple and refreshing. I think this is a wonderful example of *games as meditation*. One simple goal, a clear way to achieve it, a simple (but engaging) soundscape, sparse, colorful (and painfully cute) visuals.
Pack it up as mobile app, add touch support, optimize it to load very quickly for frequent, quick 1-5 minute playing sessions, keep it simple and keep the ads out of the way, and add a tiered unlock/upgrade system, and you have a fun little incremental meditation game.
You might like [Fly Guy](http://www.trevorvanmeter.com/flyguy/), another relaxing meditative game. Visually, your game also reminded me a lot of this old platformer that I can't seem to find anywhere on Google. It was called Star Man or something like that, and you were this little star that ran through obstacle-ridden levels in Sonic the Hedgehog style. It's visually quite similar to Totemini down to the sparse art style and squigglevision and I really wish I could dig it up for you.
man I was really digging that tune
Pretty neat game!
Have you played [this entry](https://ldjam.com/events/ludum-dare/43/just-delete-them) yet? They used the same core concept of manipulating files outside the game.
I want to echo @nanda's comment about only having one room, perhaps with multiple walls that pop up and down between waves.
Also, the HP bar is a little confusing. I thought I was accumulating something until suddenly I was dead. A dark background with a light overlay would be easier to grok.
Otherwise, pretty interesting game! I liked how you tried to get your partner to fire in the opposite direction. Perhaps the number keys could tell your partner to provide different forms of cover fire. (opposite direction, sweeping, sides, targeted, free-range, etc) which could be unlocked as rewards.
I'm cracking up over the skeleton with bloody diarrhea. I'm a big fan of old school 3d rpg visuals like this, good job. I agree that sound would take it up a couple notches.
Wonderful game. The atmosphere was riveting. I loved the synth work, the bassy whomps cutting through the tension built up by the droning, detuned leads. You also managed to do a lot while doing very little in terms of animation and set design, which was impressive.
I did lose some people to the lake because there was a bug I couldn't select the option to go around. :/
Looooooving the background song, I wish SFX were turned down some so that I could hear it better while playing
Even though there was nothing to do I played for almost ten minutes. It was just fun, and the camera movement was very pleasing. It's also pretty funny when things pile up and you start getting chased by giant balls of sheep.
I'm getting CSP errors on Firefox and it won't load on Chrome :(
Decent concept, a lot of things have already been said so I'll just add that I really like the music! It's repetitive but really upbeat.
I like the core concept of deleting assets to change aspects of the game. It would be a great mechanic for some kind of horror puzzle/adventure game.
Something about interacting with a game world outside of the game itself creates a very eerie feeling that should be explored more.
On Firefox 63.0.3 on both Windows and Linux, I get the following error when attempting to play:
Apologies! A fatal error has occurred. Aborting.
Error: no valid storage adapters found.
Stack Trace: e@https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html:1304:13164 @https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html:1309:9515 j@https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html:59:29946 g/
It works on Iron so I assume it only works on Chrome.
Right from the start I was drawn in with the aesthetics, and the opening scene had me hooked till the end.
I especially liked the interface, how you could interact with certain items in the description instead of typing commands or scrolling through a long list of actions. I get the feeling you've made a few adventure games before and are at the point where you feel comfortable innovating. :)
Also appreciated the contextual sounds. It's great how modern technology is able to augment such a classic genre without changing too much.
I got stuck for a while, but that's not a bad thing. You know how these games are.
@dwam Relevant error in the developer console
``` Request to access cookie or storage on “https://v6p9d9t4.ssl.hwcdn.net/html/1167782/index.html” was blocked because we are blocking all third-party storage access requests and content blocking is enabled. ```
suggests that you have lax cookie policies with Firefox. It is recommended for security purposes never to allow third-party cookies and of course I won't be making an exception here. I'm almost positive this is the default behavior in Firefox as well, so it's worth giving a warning to users that they will need to do so in order to play your game if using Firefox.
It was an alright game. A lot of good points have already been made so I'll just add that next time, make sure to cap your player's velocity instead of simply adding X-input + Y-input so that an efficient strategy doesn't devolve into always zig-zagging for double speed.
"What's Grandad got against instructions anyway?"
Superb lampshade hanging, there.
I like the ear-grating volume and esoteric music, together with the sparse graphics it leans into the unapologetically simple gameplay loop. The game simply is what it is, take it or leave it. Good job!
I love the concept, ADORED the music and sound design, and enjoyed Trump's live tweets. Very nice touch. Good humor and mood, only thing is I had to quit around October because clicking so much was killing my wrist.
@no-grapes-games Yeah that's a critical issue that popped up right at the end and I didn't notice till submission. I've already fixed it but until I push an update tomorrow, just making sure the browser window is taller than it is wide when the game starts should do the trick.
@splitpainter glad you enjoyed it. The first season can be a little slow till you upgrade your watering can and hoe, and I was hoping to combat this with minigames, like bugs or birds which would occasionally swoop or crawl towards crops and need to be be clicked, random bonus drops, stuff like that. I also wanted a pond upgrade which would have fish randomly jump on screen for a moment and clicking them would net you extra cash. These features will be in the post-jam next week so follow me if you want to try it then!
@vivek-sharma20 Thanks for bringing that to my attention! I just switched it out to a shortened URL and switched up the 4 and the 6. >_<
It should work now!
@mircea123 Upgrading your tools makes it significantly quicker to till, water and harvest. After one upgrade to your hoe and watering can, being able to drag would make the game just too easy. I do wish I had time to make it more explicit to the player that the experience gets less tedious quickly.
Europa is perfect for winter radishes!
@sndr I totally agree! It's too tedious during the first season. I had really hoped to get the chance to add a few features like basic pest control and "fishing" with a pond upgrade (fish jump into the screen area for a moment and can be clicked) and another minigame or two to keep your attention while waiting for things to grow. By year 2 I wanted things to start getting really frantic! Then I would have had two modes, classic arcade mode and a more peaceful mode.
Anything in particular you would like to see included in a post-jam? Give me a follow if you'd like to play the update later on!
@ryzy27 I have tried but I cannot seem to reproduce this error. A friend of mine also had this issue. I can't determine if it consistently happens for the users who do experience it or if it's some kind of rare race condition bug. If you happen to play again, let me know if it happens again.
Thanks for your feedback and I'm glad you had fun! My goal with this game was to have at least one person tell me they spent a lot of time playing it, and it's great to see that happen. I only wish you could have been properly rewarded with a bug-free endgame! I'll be paying extra attention to this during the next week while I work on the post-jam.
@devesh-sharma While I did get a chance to sprinkle in some humor, it was pretty much isolated to just the random text on the confirmation dialog between seasons. I took your advice and opted out of the humor category. Thanks for your feedback! What was your favorite part?
I haven't played your game yet (on my Linux machine atm) but I'll share my thoughts in a bit :)
@ryzy27 I posted a patch which should bubble up in a few minutes, next time you play press Ctrl+Shift+R to do a full reload so you get the updated file and not the cached one. I forgot to add an 's' at the end of a word in a property in the Radish object!
Thank you so much for your video, that kind of feedback is priceless. I laughed when you moused over the day counter and then spelled out HI. The game definitely needed more prominent help and feedback!
I wrote the music and then tackled the line boil effect before doing anything else for the game, because I figured if I could get the mood right then I could get away with an otherwise sparse gameplay loop given the time constraints. A whimsical, childlike presentation was key to excusing my awful programmer art and lack of animations.
I did write more music for each season but didn't get a chance to rerecord better versions of them in time. The post jam will feature more upgrades, minigames, the missing music, and a proper win condition :)
@theaidency I just checked each link and they all work fine. Give it another shot!
@marcusnystrand I totally agree. Especially given the amount of time one might play the game.
I wrote a song for each season and a more ambient track for the upgrade shop... Rerecorded just one of them in case I ran out of time and figured I'd come back to it. Sadly after three days of coding my RSI was flaring up and I couldn't even grip my fretboard hard enough to re-record the other songs.
I thought I would have the time to rerecord them over the last two weeks... not sure where the time went! Something for this week. :)
@marcusnystrand thanks lol, I'd only owned an acoustic for two weeks when LD46 rolled around but I figured I'd give it my best shot. I have an electric but I've only been playing for a year so it takes a few times to get a good recording with few mistakes which really slows down the process.
@conor-galvin yep, the help page is something I forgot to enable before shipping out... it's in the post-jam but I didn't want to modify the pre-jam beyond a major bugfix. I also added some more visual cues like what the next season would be, a checkmark next to grown plants, etc. Overall I played the game so much that I lost focus on what a new player's experience would look like. Thanks for your feedback!
help.png
I obviously went for a slightly cryptic help page, but any thoughts? Would this have been enough?
@madbarron I think we will disagree about the cursor (it's gpu-offloaded and the position doesn't affect click position) but you're definitely right about not letting people know how many days are in a month and needing time to review. If I had time I would have liked a moment before starting the next round to review your inventory so you can plan.
As for crop growth indicators, the post-jam adds a checkmark next to finished crops to take out all the guesswork.
Glad you enjoyed it :)
The flat shading and color mapping and resolution scaling are all easy enough but I am definitely interested in how you did the dithering. Overall the game was very fun, simple to learn and master, with fun controls and a functional, pretty map. I liked that I could just fly around after winning and explore the full map. I also like that you got everything in (except music). Win condition, lose condition, clear path to victory. It doesn't drag on too long at all. It could have even been longer! Looking forward to that technical breakdown!
This is so ethereal and lo-fi, I love it. Bookmarking this for later.
I really like the visual and aural aesthetic, and the puzzles look cool... but I was immediately stumped on how to do the bartending minigame and ran out of time. The help images, while appreciative, weren't illuminating. Maybe a GIF next time showing the actions taking place in order?
Solid game! My first game ended with 275. I see myself coming back to try to do better. It started off deceptively easy and ramped up quick. The music and art are all solid. I like some of the design choices you made, like stretching sprites instead of animating them, the HUD is gorgeous. Most of the things I could think to add are simply a function of time available to you. Perhaps a powerup system with basic things like double shot, etc. Low-hanging fruit which takes little time to implement. Mines and turrets are another idea which help to increase strategic depth for late game. This game is definitely worth polishing off and adding to your portfolio!
One of my favorite entries. Everything came together so well. Unfortunately I encountered a glitch a few minutes in where I couldn't zoom out of a room and ended up dying, but... I had a lot of fun playing in the meantime. The UI was mostly buttery smooth, the game was easy to pick up, and the micromanaging was a lot of fun. I think the game could and should be improved to the point where a small mobile release is in order. :)
Right from the bat I love the surreal cinematography and world building. Barren floating landscapes with a strange symmetry... very ominous and I immediately wanted to know more. Nice job easing your shots and playing with the depth of field, too. It has an exaggerated, spacey quality to it.
The creature model is really cool, has a bit of a creepy legendary Pokemon vibe to it. All in all, despite the short narrative it had an attractive cohesion and the sparseness of the design left much to be desired in the best way possible; the short glimpse into the universe you crafted raises so many questions I'd like to see answered.
@laserpanzerwal the wobbliness in textures and polygons present in the PS1 was due to a lack of floating point precision. It seems like Kaoamaru Kaiju is using floating point and not fixed, just guessing based on the smoothness of everything. Perhaps something else is going on there!
@splitpainter regarding a post-jam being too big given the scope of potential for worldbuilding, perhaps this world would be best explored in segmented, one-off glimpses into the universe, so that you don't have to commit to a single game for a long time. You can experiment with style, gameplay, anything really, slowly building on this seed you've planted. One small story at a time. You might eventually cobble together a vision for something larger.
The main menu sucked me in immediately with the rotating background. I lost the first time pretty quickly but it was fun figuring out the best strategy. Patience was rewarded. Tomatoes make good vertical cover since their slow projectiles need less distance to travel. They operate well from the inside and not so much as a first defense. That goes to watermelons, which require light artillery support from peas and a tomato here and there.
I had an idea for a kind of plant, a painter plant which increases a target's visibility so that they can be hit from farther away.
The music, while simple, had good instrumentation and I found myself humming along. What software did you create the music and sounds with?
I think there was a bit of input lag, but that is literally my only complaint about this otherwise stellar game. It's really well made and evokes the feeling of the flash era of yesteryear. Great portfolio piece and I would love to see a mobile version of this with more levels!
I agree with @battlecat that it's balanced a little too hard early game. Perhaps a difficulty curve that increases as time goes on would be an effective way to onboard players to the rhythm of the game. On that note, playing into the rhythm by paving the way for predictable input sequences could help a lot. Over all, fun concept and great atmosphere!
This game has no business being as fun as it is. But it looks so good! You chose a great aesthetic for the time budget. The bloom and bright neon colors and bouncy feel sell it. I think around a minute in you should start amping up the difficulty every 30 seconds or so so that things don't become too stale.
Great job!
I like that the difficulty scales perfectly. You learn the basics, then get introduced to larger meteors, then carnage breaks loose. Everything multiplies. Some here seem to think it's too hard too fast, but when you're playing dozens of games in a day you come to appreciate a game that doesn't beg you to stay for too long.
The music similarly keeps the pace, getting more frantic over time. You also made me realize I should start including mute buttons in my games.
Despite its simple architecture and straightforward gameplay, the game is greater than the sum of its parts. The mating system adds complexity and gives use to a mechanic which might seem useless at first: pushing the dinosaurs. How to strike a balance between too many and too few isn't immediate apparent. The player is now micro-managing two separate systems, which elevates the game from a slog to a challenge which requires attention. The environment props give the player relief while breaking up the monotony. Each thoughtful detail adds up to a comprehensive arcade experience which could have been a hit a few decades ago.
How to improve? I think a destructible environment would have been cool. Maybe the trees heal over time, but a continued barrage destroys them. A point system would help the player feel a greater sense of achievement than a simple number would. Adding/subtracting for dinosaur death/births, meteors destroyed/missed, etc. And just to increase variety with little effort, perhaps a simple powerup/item system where the player can do things like momentarily freeze time, add more environment props, extra points, etc
Overall, great game with a lot of polish. I enjoyed it!
I enjoyed it! I think all of the elements required for a compact and complete experience are there. The UI is pretty, consistent, glitch-free and the plants are gorgeous.
What's really missing is the jazz. Don't get me wrong, I love the background music and found myself humming along immediately. Keep it. But I think the UI needs some jazz. Animations which catch the player's eye so that they have a better time seeing when things pop into view. Our peripheral vision relies on these motion cues to focus our attention. I had a difficult time scanning and keeping track of what I needed to do next, because I was never sure how long an alert had been there before I noticed it. Without this information, I felt like I couldn't properly strategize.
Another thing, if you notice in my own submission I included an in-game cursor so that the player always knew what tool they had selected without having to divert their attention. Since their attention was usually on their mouse, keeping an icon of the current tool went a long way to communicating the player's actions effectively.
These are just minor UI nitpicks, of course. The game itself is enjoyable and I played through a few times. :)
@sevla glad you enjoyed it! it was a cute experience, I would love to make a cabinet arcade type experience where you could play a dozen or two simple games with a cast of AI characters whom form memories specific to your experience over time, and continuously compete with you and each other for high scores. Their strategies could even be LLM based and evolve over time.
@Rytannic Thanks! I tested with both my phone and browser and it "works" on mobile, even better than it does on browser, so I encourage you to try it out.
But I agree: if I cleaned it up, extended it to multi-touch, squashed the bugs and made it a native app it might be a pretty fun time killer.