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Category Medals

YearLDThemeGameDivisionCategoryScore
🥈 2014 30 Connected Worlds Onomo compo Mood 4.55

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201430Connected WorldsOnomocompo6663.102.482.853.634.184.084.5567
201326MinimalismPrismajam2223.283.033.383.882.742.341.883.0071

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 plash

LD26 — Minimalism

Stargazers by Cake&Code 2013-05-01T21:54:00

Notes:

- I like the menu music. *Listens a while longer.* Okay, this might get annoying.
- Much better. Really like this.
- Very well polished. Bunch of detail put in. Character is pointing to stars (the cursor), a moon used to show the passing of time.
- Journey!
- More nice music! Beat seems a bit schizo, but still liking it.
- There's a gallery. Nice. I have only unlocked 7/10.
- Went back and got all 10.

Things I would change:

- Add variation to the main menu music.
- Make the menu hover sound trigger as soon as the mouse is within its bounds. It feels delayed.

DIG QUEST Deluxe: ASCII Mining Adventure by SuperDisk 2013-05-05T00:01:00

Notes:

- Funky music.
- I like the screen transitions.
- Kill Charles. Got it.
- Richard is a boss at this mining stuff.
- Richard looks unusually happy about this situation.
- These purple bouncing things are whistling at me.
- I fell for that spike trap so hard.
- Will these pink things murder me too? Time to find out!
- Died! That wasn't health!? Trying again.
- Hm. Next level has the same block, but it actually gave me health instead of murdering me.
- Oh, the whistlers *do* attack you. Must have been that the last time.
- That is an elephant!
- Surprising variety of music.
- Another elephant. These guys are dangerous.
- Game just got very laggy. Seems to slow down whenever I try to move.
- Better now. Blaming Flash and/or system.
- I HAVE SLAIN CHARLES!

- Charming game.

Things I would change:

- Hmmm. Make sure the player dies if he has no hearts left. Health value going negative due to high damage? Guessing so. Seemed like I was invincible when fighting Charles.

Spacus by manabreak 2013-05-02T14:54:00

Thanks for rating Prisma! Sorry it took so long for me to back-rate! I haven't been on Windows in a while.

Notes:

- Very floaty. Art is nice. Not sure what the static grain is for, though.
- Could use some sounds.
- What are these skewed things? Ah, powerups of a sort.
- Apparently I have decreased my speed thrice. It does not feel like it has decreased.
- It is very jittery when I am moving fast.
- These walls are extremely bouncy.
- I have found level 2. 37/100 health.
- I found health! 100/100.
- These walls are too bouncy.
- Finally made it into this area. 50/100.
- Oh, those have question marks on them. Still don't understand why they are skewed when everything else is not.
- I found level 3! 88/100. White.
- Level 4. 48/100. Black.
- Hmm. One of those '?' boxes made the world white. I haven't been paying attention to the "condition" text at the bottom. Did it change?
- Found another inverter. Condition is the same. Does this enable you to get places you would not be able to get to in the other color?
- Level 5. 3/100. Not looking good.
- 1/100. A wall got me. Game over.
- Now all of the tiles are staticy.

- Respawned for kicks. Next level trigger is right next to me. Levels randomly generated? Spawn position randomized?
- *Checks entry page*. Oh, there is supposed to be music. Not working here. Levels *are* randomly generated. That's nice.
- Listening to music. I do not dislike it. A full 8m38s. Would take a while to get annoyed by it, assuming it isn't very repetitive.
- It isn't. I like the music. Still needs sound effects.

Things I would change:

- Make walls much less bouncy.
- Make controls far less floaty. They are very frustrating.
- Add some sound effects.

_M_ by GranaDa 2013-05-05T02:39:00

Notes:

- I like the opening theme.
- And the ambiance.
- Woah. What is going on here? I am not really sure.
- Seems if I pass the circle over its cutout it moves and activates a white triangle?
- Seems to alternate between activating on the triangle and circle.
- Held to make the circle envelop its enclosure. Seems to be playing the intro again.
- Somehow got back to the start screen. Two triangles in center circle now.
- Do I have to make all of the triangles on the bottom white before the black ones on the top run out?
- Hm. Got back to the start screen again. Definitely did not make all of them white. Same two triangles in the center circle.

- Not really sure what is going on here, but I like the mood, audio, and visuals a lot.
- I see a screenshot with all triangles in the circle, so I must be missing something.

Kriok by someone 2013-05-03T00:50:00

Notes:

- Music is haunting, a bit.
- Like the idea so far.
- Level 2. 11/11.
- The level completion sound is a bit strange.
- Level 3. 18/16.
- Level 4. This is hard.
- Music is getting annoying, now.
- 23/15. Could have done that better, I think..
- Level 5. Shapes!
- Level start effect doesn't seem to fit. I imagined a much different audio palette based on the visuals.
- 25/18.
- Level 6. Oh my.
- Possible gamebreak: move two blocks towards eachother in the same instance.
- Got all but the square situated with 91/36. Is there a completely normal way to do this?
- I don't think so. I can only get two of them placed. I give up.

Things I would change:

- Add keyboard controls. WASD/arrow keys to move, spacebar to switch between blocks.

People by BenW 2013-05-02T01:26:00

Notes:

- Oooh.
- I HAVE A POSSE.
- CHASE THEM DOWN, LADS!
- Wait. Why are they pairing up!? MY POSSE, NOOOoo!
- Stringed instrument kicked in. Synthesized, or real? I cannot tell.
- The echo chamber/churchy effect is nice. Surprising how much that adds to something with such simple visuals.
- Ohh. The grey ones wave their arms to signal.
- Another layer of instrument added. I like it.
- Why are you afraid of me, little grey people? I am here to help! My posse means no harm!
- The sounds these little people make are adorable.
- There are yays all around.
- Another instrument! This excels.
- Aww. None in my posse will pair up with this little grey one. I'm sorry! I blame Ben!
- They all got paired up! WE SAVED THE LITTLE PEOPLE RACE!

Things I would change:

- I would only fix the compression on the title image. This is great otherwise.

Circles by Are 2013-04-30T16:49:00

Nice game! You could definitely expand on this.

RedShot by Jellycakes 2013-05-05T01:05:00

Notes:

- Mouse sensitivity is a bit high. Might be due to my disabled mouse acceleration? Guess not, others have noted the same thing.
- This laser shoot sound effect hurts my ears.
- I like these screen transitions.
- Player: 0; enemy: 2. How does this work, exactly? Ah, there's a timer.
- Gah, web player decided to not capture my cursor.
- I lost. Replaying. It captured my cursor this time.
- These guys keep sneaking up on me!
- Good, they spawn in all corners. No camping for player.
- I've got a strategy now. Constantly rotate until you find an enemy, then charge at it until it dies. Rotate quickly and repeat.
- I won. 3/1.

- I like the idea here. Challenging due to spawns and limited play zone.

Things I would change:

- The laser sound effect. It hurts.
- Make the enemies more menacing.

Schokoffel by hirsch 2013-05-05T01:59:00

Notes:

- Partial screen clear on rendering is a bit strange.
- Ah, you have to wrap them by clicking each of the flaps. Schokoffels!
- Highscore: 9, 0.31 money. Tough business.

Things I would change:

- Make it so the potato chocolate moves with the wrapper if at least two of its flaps are down. At times I would accidentally grab the entire wrapper and the potato chocolate would stay where it was on the screen even if 3 flaps were down. It would go right through the wrapper!

Space Jellyfish by [-BipolarDesign+] 2013-05-03T01:27:00

Notes:

- JELLYFISH! OH YES.
- I can make smiley faces!
- The music appears to grow with the jelly's speed? Maybe the loop is just weird.
- I got slaughtered by those robo-cyclops! Score: 220 / 10, 5, 5, 2.
- Another round!
- D'oh! 270/13, 5, 6, 1.
- "That robo-cyclops you blew up? He had a family." Love these.
- I want the space jellyfish to make an adorable space-jellyfish-ey sound when it moves about.
- Ha! Take that you nerfherders!
- Becoming annoyed by the music. 'M' also mutes the sound for the robo-cyclops. Turning back on, I want that feedback.
- Woo! Omnivore! 1260 / 40, 46, 7, 2.
- I like this.
- Going kamikaze just to read more of the hooks on the main menu. "[KILL ALL JELLIES] // End Robo-Cyclops Transmission 456004886335.772".
- If I zip past the map, I can group together a TON of robo-cyclops. I AM A PREDATOR JELLY OF SPACE!

Things I would change:

- Make the 'M' key only mute the music!
- Use a better font for the stats and main menu. The in-game score font is nice.

Pix by Holofire 2013-05-04T23:36:00

Notes:

- Woah, 30 levels!
- Ah, movement lays tiles that prevent you from backtracking.
- Level 2. Bar at bottom shows the number of tiles you have covered?
- This is going to get hard. I have to pay careful attention to my moves.
- The movement sound is a little bit too high in frequency and volume.
- Level 9. This is not proving to be as difficult as I expected. Well-done difficulty curve? We shall see.
- Level 10. New tile; allows player to move over twice.
- Level 14. Definitely adding to the difficulty.
- Finally got it! On to level 15.
- That was easier than the last. Level 16.
- "HOLO". I almost kept my name in one of my levels. Replaced it with Gomez's fez.
- Level 18. Very difficult until I put two and two together. Channel would not be fillable later, so must be done first.
- Being introduced to teleporters. Some of these are very easy.
- Level 26. I see a key on the map.
- Level 28. This one took a while.
- Level 30. Hoooo.
- Won! Took three tries.

- Great game. Good number of levels in there. Fairly good difficulty curve.

Things I would change:

- Make the movement sound less harsh.
- Make movement key repeat. Tedious for tough levels.
- Hardcore mode: moving back onto light blue kills you!

Prisma by plash 2013-04-29T04:12:00

Missed the Compo deadline, apparently. This was made solo in ~34 hours.

Prisma by plash 2013-04-29T13:24:00

Thanks! I'd make it a lot different if I had more time. A few of those levels are just terrible.

Prisma by plash 2013-04-30T00:20:00

@caranha: Hehehe. It gets much worse. R2 changes the order of the levels so that Kiddquikk comes later, but the difficulty is still the same. Pressing an arrow key repeatedly will move your tile faster than holding down will.

Prisma by plash 2013-04-30T19:23:00

@phi: Thanks! Any gripe with any level in particular?

@Nancybeast: Thanks! I had a hard time with the sounds. I changed them a lot but I suspect having crappy earbuds (iPhone gen 1 on a PC) may have skewed the result farther in the "oh god make it stop" direction than I had hoped.

I am wondering.. for any new voters, let me know how far you get. There are a few secrets. Three levels cannot be accessed without finding them.

Prisma by plash 2013-04-30T22:13:00

@Cryovat: Cheers! Glad people are liking the idea.

Prisma by plash 2013-04-30T23:07:00

@lulzfish_4: Good point. I'll mention that.

Prisma by plash 2013-05-01T00:13:00

@Tomassino: Noted! Thanks for playing & commenting!

@PsenFilip: Cheers!

Prisma by plash 2013-05-01T01:10:00

@BenW: Thanks for streaming! I loved seeing someone play it live. I'll definitely ping you when I get an easier version up.

Prisma by plash 2013-05-01T03:15:00

@oldtopman: Thanks again for streaming! License is now CC-BY-NC-ND 3.0 Unported -- in short: you're not allowed to make public derivative works nor use it for commercial purposes.

Prisma by plash 2013-05-01T12:30:00

@stqn: I think I have a fix for this. If you happen to see this, ping me on IRC. I would like you to check if it works.

Prisma by plash 2013-05-02T00:57:00

Thanks for playing, everyone!

@stqn: I have plans for it. It most definitely involves less beepery.

@Holofire: Indeed, you will if you miss the subtle hint. It might be a bit awkward thinking, but consider the alpha channel (that is, think in RGBA instead of just RGB).

@SuperDisk: I may make an easier version after the judging period is over, and move around some of the levels so that the boss level is part of the normal sequence, but there will definitely still be secrets. If there were more levels I would've made the secret bits more of a side-path instead of.. "important". You are only missing the boss level and The Black Labyrinth. The first is very difficult, and the latter has some messages, but is very, /very/ dark and disorienting.

I intended the faux start to set off alarms, but it seems the change was too subtle for the majority of players.

Prisma by plash 2013-05-02T03:22:00

@nintendoeats: Wow! I was wondering how it would be to blind players. I know the difficulty is kind of ridiculous right now, but I intend to upload a playthrough and possibly make an easier version once the judging period is over.

@Jellycakes: Thanks! Love watching people try to figure it out. Does that make me evil?

Prisma by plash 2013-05-02T03:53:00

@Haette: Thank you, thank you! I guess I haven't yet mentioned it here yet, but: Antichamber was definitely an influence. I began with just the idea of color, though, and the rest of the sneaky stuff was just to make it engaging.

Originally I was going to start with a trigger that activated a circuit and possibly combined with other circuits. Then I implemented the switch and timed color sequence triggers, and eventually scrapped the circuit idea -- at least for the competition. It was just going to take too long to get it looking "right".

This game is very strange to me because I don't know if I'd ever have made it without Ludum Dare. Now I can't stop thinking about how to improve on it.

Prisma by plash 2013-05-02T18:24:00

@Thijsku: Thanks for streaming! Definitely not for everyone with this level of difficulty, I will certainly agree.

Prisma by plash 2013-05-03T06:39:00

Thanks, y'all!

@hirsch: All part of the puzzle, my dear Ludum Darian.

@Dark Acre Jack: Heh. I came up with it in about 2 hours. Right before the Compo ended, too.

Prisma by plash 2013-05-04T02:04:00

Glad to see that some of you who find it too difficult still find it to be fun!

To everyone I haven't back-rated yet: I'm having some system-crashing hardware issues. I'm getting a temporary GPU soon that will hopefully work well enough to do more playtesting.

.MONDR by Haette 2013-05-05T01:44:00

Notes:

- This is madness! I like the syncopation.
- The audio gives it weight.
- Died. "HI: 9/1/2".
- It seems too easy to hide along the edges/corners.
- I lied.
- Aaah! I'm seeing colors where there aren't any!
- This excels.
- New highscore: 17/6/3.

Dropblocks by Doctor Broccoli 2013-05-02T16:06:00

Notes:

- Window title is "SDL_app"! Easy fix.
- No sound. Sound would be intense.
- Ah, movement is not by tile.
- I like this.
- Hard to see the path of bullets due to the tracer.
- Total score: 1058. Another round.
- Bullet hell!
- Crap. I trapped myself. Total: 1306. Somehow.
- Alright, let's try to cut off entire sections.
- 674. Not doing so well.
- 1820!
- The background is cool. I like it.
- 4714! Woo!

Things I would change:

- Add some sounds. Especially some kind of tense sound when the time is running out.
- Remove or change the bullet tracer effect.

Less is More by Joror 2013-05-02T19:50:00

Notes:

- Pre-game options! First one I've seen for LD26. Good on you.
- In! I see a monolith.
- Very loud sound effect. "Reach out to me!"
- I hit the monolith. Nothing happened. Hmmm.
- Woah, I am very high up right now.
- Oh. Heheh. If you hold down S while facing the ground, you can go as high as you want.
- The view from up here reminds me of the time I broke Assassin's Creed.
- I fell off the map. The monolith is calling me suboptimal and a potato.
- I will restart the game. Weird, Windows says it crashed when I closed it.
- Oh. You have to click on the monolith. "I HAVE GIVEN YOU POWER", "SEEK A RED MENACE". Very well, then. Off we go.
- I clicked on some red bouncing cubes and that grating sound played again. "CONGRATULATIONS". "THE SKY IS THE LIMIT". Not my limit, pal!
- I see flying triangles. Anything to do with that?
- I can paint the map. I see a potato.
- That grating sound played again. "THE WORLD RESISTS. MINIMALIZE".
- I am painting everything. It is now winter. Welcome to Skyrim.
- How much do I have to paint?
- Those red cubes don't like me. They are pushing me away.
- Can't seem to do anything about these cubes. Ah, I just have to be very close and click a lot.
- That sound again. "THE FINAL STEPS", "THINK BIG".
- Now I am removing those sprout-like things.
- I removed the entire map. "IT IS DONE". "DON'T YOU FEEL BETTER NOW?". Now that I am done!
- "WAS THAT REALLY NECESSARY?", the sphere asks. Yes.
- I am hanging out on top of the monolith. I can't destroy this thing!

Things I would change:

- Make the sound effect less painful.

Less is More by Joror 2013-05-02T20:00:00

I can fly! http://i.imgur.com/w14vmW2.jpg

Dungeon Struggle by Thijsku 2013-05-02T16:51:00

Thanks for streaming Prisma! Sorry it was so difficult.

Notes:

- Simple mechanic. Like it.
- Music is nice, but it doesn't fit the theme of the game very well.
- Some nice details: the shield tweaks slightly when you swing your sword.
- Wave 10! The dungeon floor is littered with skeletons.
- I got a gun. Doesn't work very well at close range.
- Got a blue sword, but then died at wave 12.

Things I would change:

- Randomly choose between the four corners of the map when spawning a wave.
- Vary the speed of baddie attack when in wave 10+.

stairs by cardboard 2013-04-30T22:45:00

Notes:

- Music is good. Reminds me of the music for The Fair King somehow (#7847).
- Aaaaaahh. This is hard!
- Waiting for stairs. "Stairs on line 1. Stairs on line 1. Report to the main desk."

Things I would change:

- Hm. Nothing? This is about as minimalistic as it gets.

unessential by voxel 2013-05-01T00:30:00

Notes:

- Ooh. Love the audio work.
- Needs movement sound!
- POTATO!
- Can't get past Potato!
- I HAVE SLAIN THE POTATO!
- What's this!? /Translates./ Lead Boxer? Ohhh, "voxel"!
- I BEAT HIM! It was close, but I won!!

What I would change:

- Just add movement sound! Enemy death sound would be nice, too, but it needs movement more!

Potato Dungeon by _Rilem 2013-04-30T19:52:00

Great graphics. Combat can be a bit annoying. Level difficulty didn't ramp very well.

Minimalistic Potato by Crynix 2013-04-30T23:28:00

10 potatoes out of 10.

TOOM by PoV 2013-05-05T21:45:00

The game getting stuck in pause mode (under Chromium 25.0.1364.172 on Ubuntu 12.04) is preventing me from writing my notes.

I like the atmosphere, but I'll wait for a fix before I vote.

Approximately pi over two by Cryovat 2013-04-30T21:41:00

Notes:

- Mathy. Okay, this could work.
- No sound. Need sound!
- Hmm. I'm just pressing Z repeatedly.
- You just die at the end?

Things I would change:

- The player graphic. It does not fit with the rest of the theme.
- Well, the core mechanic. The way it is now, you're just following a set path. It's almost nearly spamming Z.
- Actually use traits of math in mechanic? Not sure exactly how, but there's a thought.

ClicketyClick by hannar 2013-05-01T23:28:00

Music is nice. ... If only you had spent the time during the Jam making it.

Pete Hated Circles by bgr 2013-05-03T00:16:00

Notes:

- I like the cut effect. This game reminds me of QIX.
- Oh, cool, it just transitions to the ball's area of the screen.
- Nice color choices.
- Hm. If I click around on the screen when it says "GAME OVER" I can continue to play.
- It should not accept user input when the game ends.
- These transitions are really nice, apart from the way it overlaps rectangles on the previous position. Shouldn't be too hard to fix that?

Things I would change:

- Make the transition use the existing rectangle. Rotate screen if it is too wide/tall and scale appropriately.
- Add some chill music. And a sound effect to go with the splitting effect.

Maximalism by phi 2013-05-04T22:16:00

Notes:

- Options, always a nice touch.
- Weird black rectangles flickering on the screen.
- Background is a little bland. Just randomized & blurred?
- The music is simple, not too annoying.
- Are they dodging my bullets? I cannot tell, but they are hard to hit!

Things I would change:

- The background.
- Fix that flicker!
- Remove the FPS option -- not necessary, just aim for a particular framerate.

Maximalism by phi 2013-05-04T22:17:00

Also, running from the console with `java -jar maximalism.jar` did not fix the flicker with any of the FPS options.

Formless Reliquary by PsenFilip 2013-04-30T21:19:00

Notes:

- Fits theme well.
- Music is okay. Was not annoyed by it, but could use more variation.
- Key repeat delay is very short. Causes death sometimes when I did not intend to move two tiles.
- Respawn delay is a bit long. Becomes easily frustrating it one does not realize how the core mechanic works.

Things I would change:

- Disable key repeat.
- Reduce respawn delay.

Erase by iterative deepening 2013-04-30T16:30:00

Not really understanding this game.. Response to player input & movement is nonexistent, and sound is very screwy. There is no audio cue when the player gets to the end of a level. The transition between the erase and movement modes is too long.

What does "Press MAJ to shoot." mean? None of those keys do anything, and the sequence M A J doesn't seem to either. ... Actually, the shift keys seem to shoot.

Destroy the Unnecessary by monosaccharide 2013-05-01T23:51:00

Notes:

- Weird archive setup. Should have made one archive with all of the levels.
- Okay, I see the mechanic. This could be cool.
- Most of these are easy to do if you push the block all the way to the other side.
- I destroyed all of the red, but the level hasn't changed. I guess that is the end of 1-5? Time for 6-9.
- Still easy.
- Blue block. That's more like it.
- Time for 10-13.
- Green is a bit wacky, but I can see how this could be expanded.
- Time for 14-16. Wait, there's supposed to be music? I am only hearing the block-destroy effect.
- I am destroying everything. This seems unfocused.

You should definitely expand on this and give more audiovisual feedback to the player.

Things I would change:

- Needs more audio. Player movement? What if the player tries to destroy but doesn't hit anything?
- Larger levels? Could go ring-wise down to the core of the level as you destroy layers (using whatever mechanic there is).

Turn On The Machine by intrudergames 2013-05-02T00:36:00

Notes:

- I turned on the machine. It is on. I repeat: the machine is on.
- Men are falling out of the machine. Are men supposed to be falling out of machines? I am concerned. Please advise.
- I turned on another machine. A bridge has appeared.
- I am talking too much. There are no men coming out of the first machine. I will restart.
- Double machine action. The men are shuffling to safety.
- Now we've got yellow-shirts and red-shirts. The machine appears to be a fickle thing. It does what it pleases, ain't no one gonna tell it when to hurry up and spit out some more men, nuh-uh!
- Alright, this looks a bit tricky.
- Nope! It appears that I am a professional when it comes to turning machines on and off.
- That's all! Too easy!

What is the deal with these machines? How do they produce men!? What sort of sorcery are you employing here?

Things I would change:

- Make it rain mens! The machine should go mad!
- More shirt colors? The wardrobe for these machine-produced men is severely lacking!

Ten Shades of Grey by Nancybeast 2013-05-01T22:29:00

Linux links only include the binaries. Need full build to actually run it. I managed to get it starting by nicking the Mono runtime from another game and by using the data from the Windows archive.

Unfortunately, I just fall through the floor. There is a large black rectangle on the left side of the screen.

Sorry for taking so long to get to your entry! Thanks for playing Prisma.

Pleistocene by Tomassino 2013-04-30T22:59:00

Notes:

- Eat berries. Hide in cave. Choose battles wisely. Makes sense.
- Continue the human race?! Hero seat, taken.
- Berries. Running out of energy! Need more berries!
- FITE! FITE! FITE!
- Oops. I got mauled. Too gung ho for my own good.
- Night never came! Do you have to kill everything first, or is the timer just very long?

Things I would change:

- The zoom is too far out. Consider changing the scale so movement isn't so grueling.
- Add tribal music. ADD TRIBAL MUSIC.

The Call by fullmontis 2013-05-01T23:08:00

Notes:

- IT SCROLLS! Keyboard works too. This excels.
- Music coming in. Not annoyed yet.
- Yay, I can sequence-break the appearance of dialogue.
- A+ for controls.
- Wait, the list doesn't scroll with the selection. A- for controls.
- Ah. You can hit enter on the scrollbar to move it. It should just scroll with the selection.
- Dan has amnesia. I have made up my mind. If not, this is poor design. He's your best friend, Dan! For chrissake!
- Rick is not my brother! You have the wrong number!
- Oh god, he violated Dan, didn't he? You were in on it too!? You sick bastards!
- Spotted a "definately". Spell check, good sir! This is a text-based game!
- Still not annoyed by the music yet. Good work.
- "Eredity"? I do not know this word. Wiktionary does not know this word!
- Why would you do that!? Dan needed that money! You were his best friend!
- Yeah, you are a damn liar.
- Strangely forgetful? You have no idea.
- "Pneumonia? I'm not sure thought." I'll let this typo slide. Thin line!
- NEXT AT 10: DAN DOES INDEED DIE OF PNEUMONIA. AND SEVERE AMNESIA.
- Of course Rick won. You helped him.
- Doesn't matter how much talent he has. You are a traitor.
- Oh, what's that? Did you say "FALSIFICATION"? EH? I KNEW IT.
- Did she give Dan amnesia? Damn it all! You're all damned scoundrels!
- Debbie!? What is going on!?
- "He was an hard worker [...]." Another typo. How much dialogue is in this thing? I'm still on the first call. Do I have to write a novel-length review?
- Yeah, and DAN GOT AMNESIA.
- YOU BASTARD!
- YOU KILLED HER? WHAT DID YOU DO?
- WHO PLANNED IT? YOU? WAS IT YOU? GOD DAMMIT.
- I KNEW IT. I knew it, right?
- My new address? Debbie knows that? SHE IS GOING TO STEAL IT.
- HAHAHA! How could you have not known it wasn't Dan!?
- Dan really does have amnesia, though -- wherever he is. And I take it back, it's not poor design, Mark is just really dumb.

- Alright. That's it? That's it. The phone isn't ringing.
- Lessee, there are options.
- Windowed mode, fullscreen, audio levels, the works. Nice work.
- Restarted game. Still not ringing. Game saves. Where is it? Found it: "~/.renpy".
- Alright, there's only one person calling. As expected.

Things I would change:

- Make the response selector scroll with the selection.
- Clean up "phone3.png".

The Call by fullmontis 2013-05-02T13:46:00

@fullmontis: When I used the arrow keys to select a response, the list did not scroll with the selected response. It would always stay where it was unless you explicitly scrolled the bar.

One Crate Sokoban In The Dark by stqn 2013-05-04T22:34:00

Notes:

- Ooh, randomly generated.
- Are these all solvable? Seems so.
- Could've used cleaner visuals.
- Level generation is slow. Can I blame JavaScript?

Things I would change:

- Make the player visual cleaner. Smoothed, heavy black border?
- Add level completion transition. Generate new level asynchronously.

One Bullet by Potentialing 2013-05-05T03:18:00

Notes:

- Music is okay.
- Ohhh. This is going to be tough.
- These fast guys are difficult.
- Game over. Final score: 5500.
- Nice minimal take on tower defense.

Seven by Baknik 2013-05-02T17:11:00

Notes:

- Very simple idea. Works well for theme.
- Sound effects are nice.
- I can't figure out the puppy!
- Finally got 'em.
- Need more levels!

Things I would change:

- Add some chill music.
- More levels.
- Highlight blocks when the mouse hovers over them.
- Use a list for the blocks: 1. when placing a block, remove it from the list and replace it at the end of the list; 2. when checking collision, start at the back of the list (that is, check for collision in reverse). This way, the foreground blocks are selected instead of background blocks when they are overlapping.

Justice by nintendoeats 2013-05-01T21:20:00

Wow! This is incredibly detailed. Great dialogue work. You should try doing a team next Jam.

Hadron the Uniter by Erunaamo 2013-05-01T22:10:00

Notes:

- Definitely fits the theme.
- I am not very charmed by this, though.
- Ah, fullscreen. That's a bit better.
- Appreciating the particles lines.
- This sound gets annoying when there are many particles in my hexagon.
- It is hard to build elements.
- The rotation is a nice touch.

Things I would change:

- The sound. What to do with it would probably be more obvious if there was some music.
- Make it fun.

Rebellion: Resistance of Complacency by GreaseMonkey 2013-05-02T01:11:00

Notes:

- This is LOUD!
- The music ain't bad, though.
- Dead. Dead. Dead.
- Is there no way to restart without closing and re-opening the application?
- This is very hard.

Things I would change:

- Everything! What does this have to do with leaves!? What is going on in the background!?
- Restart at the first level if the player dies.
- Reduce the bullet hell juuust a bit.
- Burn your leaves.

MinimaLand by Switchbreak 2013-05-01T01:55:00

Notes:

- Like the music! Bad loop, though.
- Ahha! Good mechanic. Simple platformer.

What I would change:

- Fix that music loop!

PRISMA by Dark Acre Jack 2013-05-02T14:00:00

I hear mention of audio, but I'm not getting any here on Linux. Will try later when I'm back on Windows.

PRISMA by Dark Acre Jack 2013-05-05T02:24:00

Ahha! You were the one with the other "prisma" :D. I thought this thing was about trucks before I played it.

Notes:

- Woah, spoken menu options. I don't think I've seen that before. Explains my confusion on Linux when they didn't seem to do anything (wasn't getting audio).
- "RED".
- "BLUE". I see how this is going to work.
- I move awful slow.
- "YELLOW STREAK". Apparently some will activate on their own.
- "COLOR THEORY". Combinations.
- "THE OTHER TWO". Red and blue make magenta, not purple!
- End.

Things I would change:

- Make only the "PLEASE RATE & COMMENT" text open the entry URL when clicked (and add hover effect). Opening on any key & mouse input is really rude. Majority of people who are going to rate already have it open.

i need to lie down by JigxorAndy 2013-04-30T16:20:00

Wow! This was terrifying! But good. Nice work!

Dream Fishing by Sophie Houlden 2013-05-03T01:56:00

Notes:

- Yay! Another Unity game using the configurerizer.
- This fish ate a shoe once. Oh my god, he grew wings! COME BACK, YOU ARE MY FOOD.
- I caught a pink one. Oops. I missed its text. Even though the game pauses when you tab-out, it still updates timers. I'll stay in for a bit.
- Rod physics are nice. Sound effect when lure hits water.
- No, I am not awake, Lady Green Winged Dream Fish.
- I caught the gray one! It is indeed important.
- These fish are very philosophical.
- The shoreline is animated. I like it.
- I keep trying to WASD.
- These fish say different things. "Never seek, never find. Banana lampshade." Dreams are always weird.
- "Dedication has only one cost; the cost of everything you have. Avoid dogs with hats."
- I think I've caught every fish at least once.

Things I would change:

- ADD DRAGON FISH. MUST CATCH DRAGON FISH.

Phlux by vrld 2013-05-02T17:50:00

Notes:

- Whoah, got some floaty start menu going on here.
- Setting a nice atmosphere.
- Tutorial.
- Reminds me of Eufloria.
- Level 1.
- Can even scroll and pan the camera. Nice.
- Don't much like the action denied sound.
- Not sure what to do here yet.
- Music is getting annoying.
- Alright, have to convert these nodes. Let's speed up time.
- There.
- Hm, the hover sound effect happens both when the mouse moves into its rectangle *and* when it leaves. Ticks twice; feels weird.
- Still like the menu ambiance better than the actual music.
- Level 2. These are very easy.
- Level 3. I spoke too soon.
- Node position varies slightly when you restart. Nice touch.
- Oh dear, the music is repeating fivefold. It's a complete mess.
- Game saved, at least.
- It's starting to repeat again.
- Level 4. Tricky business.
- I am going to attack this big one all at once. Not so tricky after all.
- Level 5. Not sure what I'm supposed to do here.
- Ah, prevent the blue from taking over that node.
- I won. Looks like that's the last level.

- You've got a lot here for 48 hours. Great work!
- Your camera class is much cleaner than mine. Too bad LOVE requires some hacks in that area. Would be nice to have an additive translate.

Things I would change:

- The gameplay music. It should be more like the menu music.
- Add different types of nodes or circuits. Check out Eufloria if you haven't played it already.

Huit by nddrylliog 2013-05-02T00:22:00

A familiar face!

Notes:

- This world map is nice.
- Mouse acceleration in-game is really slow. Could be because I have acceleration in Windows disabled? It's normally slow in Windows compared to my Linux, but this is much slower.
- Not really sure what these icons mean.
- What happens if I spam enter? Oh, so this is for multiple players. Can't blame you there, decent AI for a strategy game is rough, no doubt.
- The game just crashed as I was typing notes. Seems like the first music track just ended? Wasn't running it in a console. Let's try again.
- Tried to move unit to a block alongside the edge of the screen, but half of the control wheel is cut off.
- Music sequence just rolled over to another track. Crash was probably not caused by that. Discarding theory.
- These keys are all over the place. Probably first letters of the actions? Doesn't help much.
- I have no complaint with the music other than that I generally dislike solo piano. It is very clean audio. Nice work on that.
- There appears to be no feedback to the user that an action cannot be performed with a unit that has already performed an action for the current turn.
- And it crashed again, right as a music track stopped and as I was off-focus. Nothing in console; that was a bust. I am going to hop in for a lengthy timeperiod and see what transpires.
- Spacebar should be end-turn. I keep having to move my hand across my entire board.
- Some serious lag when a large area is highlighted. I imagine this game isn't very soft on the GPU/CPU in the first place, but eh.
- Alright, there's another crash. Same situation as before. Am I screwing with the logic/frame timing of the game by unfocusing the window? The music still plays in the background.

Things I would change:

- I know the theme is minimalism, but this game simply doesn't tell the user enough for it to be enjoyable. I would add mouse-over expanding text to show the full name/description of things.
- Increase that mouse acceleration! Or just use the system acceleration.
- Use spacebar instead of enter to end a turn.
- If it becomes evident to the user what is what, just use number keys for the control wheel on a unit. Right now my hand is all over my board, and most of the actions don't work on a tile.
- Give feedback to the user when an action cannot be performed. Text log? Floating text? Could expand in the same way I am imagining the mouse-over text.

Minimalism by StabAlarash 2013-05-02T18:22:00

Notes:

- Of WASD, only S works on the main menu.
- Alright, WASD works in the game, though.
- Music is nice and intense.
- There are so many enemies.
- The end. Short game.

Things I would change:

- Reduce the number of enemies.
- Make bullets move faster than the player.

Cyborg Computing Jet Fighting by lulzfish_4 2013-04-30T22:07:00

Notes:

- I'm a blue jet!
- Okay.. Have to unpause after every level.
- Woah, the right mouse button rotates.
- Argh, R takes you back to the first level. I didn't mean to press that.
- This helicopter is tough.

Things I would change:

- Make the second level more difficult than the first.
- Make the game show a message after a level. Use spacebar to begin the next instead of P. P is too far away from both hands.
- Remove the restart button; if player dies just restart automatically.
- Change the scale of things. Player should be larger, enemy bullets could get smaller.

SeedLife by shawn42 2013-05-05T03:28:00

Notes:

- Blank tanish screen. Dragging about to plant some stuff.
- Huh. Same screen-not-refreshing issue as Wither. Both use Gosu.
- I am suspecting the line is being rendered as I draw them, but is not showing up due to this refresh defect. If I unfocus and refocus the game window, it refreshes the entire screen, as it should do every frame.
- Music is nice. I think it fits this very well.
- Not too much game going on here, though.
- I imagine this is dulled by the fact that Gosu is borked.

Things I would change:

- Render plant lines as they are being drawn (I cannot tell if the game does this already).

Tana by oldtopman 2013-04-30T20:46:00

GET UP! Nice take on minimalism, that's for sure.

This Place by FelixNemis 2013-05-05T03:11:00

Notes:

- Another sokoban.
- Entry theme isn't bad.
- I got a new page. What changed? Added a circle thing with dots? Or is was it that thing in the top-left?
- Is that it? Is there an exit?
- The walk animation is funny. What is the character supposed to be?
- Oh, you click on the arrow-like things on the page mode to go to the next level. Did I miss that in the help text?
- It is not mentioned on the entry page, at least.
- Can't go that way, paper guy.
- Next few pages. He looks frightened.
- This level is going to be tedious. Ah, wasn't bad.
- IS THAT A POTATO?
- There is an arrow in this heart. This is going to be a tough one; I can feel it already.
- Ah, wasn't that bad. Lot of clear space in this next one.
- Another person! A child?
- "That is all". Child riding on back of paper guy?
- Haven't been too annoyed by the music yet.

Things I would change:

- Mute the music when the game is paused.
- Make the arrow buttons on the page mode more obvious.
- Make left and right arrow keys turn-page left and right.

Wither by Skoggy 2013-05-02T15:21:00

Notes:

- Another Ruby game! Second one so far. Apparently would work on Linux? Oh well, already on Windows.
- No controls in README. Okay, let's see what's in the game.
- Arrow keys and spacebar. Right-o.
- Oooooh. I like this. Music coming in. This excels.
- Hm. The character's face gets cut off if I jump when the camera is stationary. Rendering issue? Seems like a block in the top-left of a corner near the character is clipping somehow, too.
- How far out can I go before I drop? Ah, that's nice. Would be very slow-paced if you couldn't walk on whatever was visible.
- Standing still. All blocks that are visible are uniform in color. Could've made that drop-off -- e.g., an intensity scale like, say, 1, 1.5, 2.5, 4, 5, 4, 2.5, 1.5, 1.
- Music looped. Reminds me of Torchlight 2 music somehow. Except for that The Dig-esque.. how do I describe it? Nevertheless, it is good.
- Next level: "Passageway".
- Definitely some kind of clipping going on. Will take screenshots.
- Dropped down. Thought I died for a second there.
- I think I see a baddie.
- Missed the baddie's skull. I have died. Back to the start.
- That time I totally crushed the baddie's skull. Guess you can't kill him. Moving along..
- The clipping makes it hard to see the baddie until I am far enough down.
- If I move the window, the game pushes an entire render update, fixing the clippery. Might be a GPU issue; I've been having trouble with it lately.
- I moved the window off-center and now I cannot see a thing. "Clip" appears to be just rendering in a rect in the center of the game window. Not sure what's going on here. Back to center you go.
- Next level: "Inside the walls". Triple baddies.
- A spike tried to murder me!
- Bunch of baddies.
- Next level: "Dungeon". Bunch of spikes.
- Drat. I got murdered by the baddies beneath.
- Uh-oh. A baddie has become stuck in the drop right after the beginning of this level (before the spikes). I cannot continue. He kills me every time I try to drop down.
- Wait. I just jumped into the ceiling. It doesn't seem to let me go anywhere, though. Not even back down. Now I'm done.
- Back in to screenshot this clipping business. Game does not save. Okay.
- When I take a screenshot, the window completely re-renders. I will write this off as my GPU being a jerk. Or Windows, because Windows is a jerk too.

- Any influences for the music? The Dig, perhaps?

Things I would change:

- The character sprite. Not my vibe.

The Fair King by caranha 2013-04-29T14:18:00

Music surprisingly doesn't get annoying. Some of these levels are really hard!

Leaf Me Alone by Claw 2013-05-01T20:52:00

Awesome stuff. Definitely feeling the FEZ in this.

flee the inevitable by sythe 2013-05-03T00:27:00

Notes:

- BIT.TRIP RUNNER: an influence? Never played it myself, but the character and setting seems very similar.
- Platforms are very skinny.
- What is going on with this run animation! This lad is spastic!
- If I fall next to a very nearby platform, the character just shifts up to it.
- Second game I've played with solo piano. MacLeod.. Ah, this is a Jam entry.
- I like the controls in this. It does exactly what I want it to.

- Minimum days lived: 7.
- Maximum days lived: 468.

Things I would change:

- Make the platforms thicker.
- Fix up that run animation. Character is on steroids or something.

LD29 — Beneath the Surface

Color Graphics Adventure by Eniko 2014-04-30T03:33:00

Man, this game is a challenge! I managed to make it to 3F with the help of some chests and equipment cards.

It's pretty well balanced (challenge/fun) for an LD game. I like the art style, and CGA-ko's color changes are a small but nice touch. It definitely needs more enemies than slimes, though! And some glorious low-bit sounds. The vibes are there even without them, but it needs some more feedback to the player.

Also, I love that card queuing and un-queuing works. I usually end up nit picking on gameplay stuff like that (i.e., getting in the way of the player), but kudos for getting it in!

The Stanley Enigma by nddrylliog 2014-04-29T03:48:00

Page went black after picking up the child's toy in the abandoned house. Not sure what happened, exactly. Sound is still playing in the background, but input seems to do nothing. (And it did this a second time when I restarted.)

I like the environment, and the controls are nicely tuned. I saw a few places where the dialogue made it sound like Kate was leaving (e.g., Sam's Hideout, and Robert's house), but then you can only sleep there. Seems inconsistent. Also, I haven't been able to figure out what kind of era/setting this is. (Maybe intentional?) People sleep at campfires (Melissa) or hunt (Asha), so it seems non-modern, but I still get different vibes from it by the dialogue (Stanley is "on business"?).

LD30 — Connected Worlds

Murder Between Worlds by ChronusZ 2014-08-26T03:53:00

I'm getting the error @avh4 has, but on Linux. I'm not sure what the dealio is. I have liblwjgl-java installed.

Planet Kung-Fu by TheGamingProject 2014-08-26T04:57:00

Can't rate this one from Linuxlandia :(

Let me know if you get a release up for us penguins. I'm plash on the LD IRC channel and @komiga on Twitter.

Planet Kung-Fu by TheGamingProject 2014-09-12T22:01:00

Visually nice (the animations are great), but it doesn't feel like there is any purpose for the player. As far as I can see, the game is on a timer and the player has no health. White shirt enemies don't visually change when they die, so it's initially confusing and effectively screen clutter.

Body count: 308.

Nitpicks:

- Linux package does not retain executable bit.

Hypnagogia by Cake&Code 2014-08-26T19:55:00

Great little piece. I'm always impressed by this team's visual quality and consistency. Shame it doesn't have much depth. Fleshing out the life of Morgan would make this game. I think you could even fit in some VN-style gameplay to the wake state.

Nitpicks:

- The control scheme for the dream state is a bit meh. The graphic style for the dream state reminds me of The Binding of Isaac -- maybe its movement/combat style would fit here as well.

Omnis by bytegrove 2014-09-07T00:41:00

Cool style. Not enough rupees.

Few criticisms:

- This is frustratingly difficult, even with a controller. Apart from staying away from worshiper attack, I feel that the player attack is what makes it most frustrating. It's hard to direct the attack, especially while trying to stay away from aggro.

- Camera angle on the left path is too occluded; it's easy to fall off of the path.

(P.S. The .tar.gz repackage for us Linux people is much appreciated.)

Trade Empire by BenW 2014-08-25T03:12:00

The only real way to fly: 100/100 space kittens in the cargo hold.

This could be a thing. Less obscenely long floating-point values and music that isn't so repetitive. And ship upgrades.

Nitpicks:

- The reticle isn't centered on the player ship.
- This music is really annoying!
- I can't have all the space kittens.

Onomo by plash 2014-08-25T03:18:00

@Nsmurf: Yep, it's practically a walking simulator. There's only one thing you can really do in it, and it's nothing fancy. I didn't have enough time to put in any real mechanics.

devoid by Jake Coxon 2014-08-25T02:55:00

Nice visual design. Reminds me of Eufloria. The transitions are super smooth. Good work on the controls, but it took me a while to realize I could drag to direct more ships.

My usual nitpicking:

- Music is repetitive, but the musical sound effects are a nice touch.
- Ships aren't aligned with transit lines exactly.
- As far as I can see, there're no new gameplay elements added. It's pretty dull with so few levels (unless my sleepless brain is playing tricks on me).

Or|Bit by blurryroots 2014-08-26T04:11:00

Hmm. It feels like I should be able to counteract a hack, but I can't figure it out. It'd be nice to have a retry button when at the fail screen. There certainly seems to be a bug on the second level. I can hack up to the win-state planet and successfully hack it, but the previous planet's detection completes afterwards, causing the game state to change to failed.

Nitpicks:

- This could use some music.
- I need a restart button. Sucks to have to reload the game and lose my progress.
- It's hard to see when a hack will be detected, and it seems completely deterministic. i.e., there's only one way to win a level. This really needs some variability.

disconnected_worlds by cardboard 2014-08-29T22:43:00

This is so cute! The music is perfect. The graphics are consistent and charming. The interaction sounds for characters have the right inflection, but it doesn't feel like they fit the characters or the world.

Nitpicks:

- The text is hard to read at times. I think it'd work a lot better if it were either backdropped with white or a world-contrasting color & thicker.

Elemental by Aurel Bílý 2014-08-26T17:58:00

This is an incredible piece of game for 48 hours. I was surprised this wasn't done by a team in the Jam!

The art is fantastic. I really love the world transitions. The typing/strength battle system is challenging but fun. The arrow key/dexterity system was much harder for me. I didn't understand the battle system at first, and I think it's missing some indicator for enemy health, but it was challenging and enjoyable.

Bug: I can't type "zap" in the strength/typing battle system. Quite annoying when you have to wait for it to go off screen before you can type the next word.

Nitpicks:

- I sometimes have to make smaller movements to reset my action bar. It's rather annoying when I'm trying to get to something far off.
- Maybe it's just me, but the arrow key/dexterity battle system feels off. I'm not entirely sure when I'm supposed to press the arrow keys.

Our World by Loren 2014-08-26T16:50:00

Neat. I completed 20 slices. The persistence is a clever touch; I'd like to see a world map or something.

Nitpicks:

- The player position is sometimes difficult to spot.

Super Shaker X by voxel 2014-08-26T21:23:00

Foba Butt for space president! This is a fun little thing. At first I thought the screen shake was a touch too vigorous, but it discourages bullet spamming, so it's totally OK.

Great work on the animations. Text and AI could use some work. Enemies get stuck on walls too much, but it's passable considering this is LD :D

Nitpicks:

- The only music that annoyed me was on Rocky Moon. Repetitive no-no!
- No playable space kitten.

Super Shaker X by voxel 2014-08-26T21:36:00

Also, forgot to mention, the new Linux release has one non-halting error:

Sound.hx:96: Error: Could not load "assets/sfx/rock0.ogg"

Orbit by Noah Ratcliff 2014-09-05T03:40:00

Well done. This is aesthetically what I would want out of a game like this. I think it misses the mark in a few crucial ways, though.

1. The player has no way of knowing how much energy the tractor beam has for a level until trying. This should be part of the interface. Related to the second point, this causes me to restart more often than I should (and I'm already restarting frequently).

2. The control scheme is spread across two devices. Why? The primary mechanic in the game uses the mouse (the tractor beam) and the menus are also traversed with the mouse. It seems arbitrary to me that the space bar is used to restart the level. For something like this, it makes no sense. It is inevitable (at least in my case) that the player will want to restart the level -- likely frequently. It should be local to the device they are already using to interact with the game.

3. I don't know if this was wholly intentional, but the removal of an orbit line once a body has sunk into orbit removes valuable information from the player's view. I want to know where that field goes when the body I've thrown into it influences the larger body's position. I want feedback that will tell me how to change my approach when I fail (and I am likely to fail the first time I try a level). I can watch the bodies and make adjustments, sure, but I can't *really* see how far off I am from the mark. I prefer to not make specific suggestions, but I would point out that you could even add information to orbit lines by changing their representation when a body falls into it. In the jam build, however, changing the representation won't be very valuable as there are not too many orbits to keep track of.

All said, the only thing I felt was *missing* was music.

Contrary to ViliX, the x86_64 binary worked on my Ubuntu 14.04 system.

I concur with jacobalbano in regards to screen transitions being unclear. You could, however, make it more clear just by means of sound. I also concur with tacospice about the tractor beam. It paints the wrong picture.

Completion: all levels.

Nitpicks:

- Level difficulty is inconsistent. Also, I didn't have to use my tractor beam on one level.

- As mentioned above, separation of controls. That said, good work on using the primary input device on the menus. Too often I see non-primary controls used *only* for menus.

- Linux archive does not retain the executable bit. This is a minor fuss, but nothing us Linux users can't handle. We do, however, appreciate archive formats that make less work for us. (If you have no idea what I'm talking about, don't worry about it.)

P.S. Regarding the menu state bug: I don't think anyone would raise a fuss if you made a new release to fix it. Bug fixing is permitted in the rules.

Lotus by doos 2014-08-27T08:18:00

Interesting puzzle. It wasn't entirely clear how the controls worked at first. I think what this needs is feedback to the player. Perhaps it's just my Linux, but I'm not getting any audio. Is there any? I think it is a crucial missing piece to this.

Nitpicks:

- The yellow outlines (and a few others) are very difficult differentiate on the white background.

SpaceWorlds by dtruby 2014-08-29T21:27:00

The usual space shooter. Movement is pleasing. Graphics are fitting. Music is thorough and expressive; no annoying repetition. The one fuss I'll raise is lack of feedback: there are no fire sounds or damage sounds for the player or the enemies. (This may be a bug; I do see shoot_sound.wav in the assets, but I've never heard it in-game.)

While being a solid concept, this offers little compelling challenge.

Nitpicks:

- The game should not quit when the player dies (according to qualia, this is normal, despite lookup errors on my Ubuntu). Show me my final score and offer to restart.
- I should be able to press space at the title screen to start the game. The mouse is used nowhere else in the control scheme.


P.S. To programmers: I get an undefined destructor lookup for sf::Image::~Image() when the player dies, followed by the game closing. My system is Ubuntu 14.04 x86_64 with SFML 2.1 from the Ubuntu repositories. My word of advice: always build against stable or bundle your libraries. Running through GDB, the process still exits normally. Here's the error verbatim:

symbol lookup error: ./SpaceWorlds: undefined symbol: _ZN2sf5ImageD1Ev

Pogo the Universe by Nick Weihs 2014-09-13T00:28:00

I like the music, but not the theme. Mechanics are too frustrating.

On the very first world, it was unclear (or rather, seemingly ineffective) that I could push the player away from the planet, and I got stuck in an ear-murdering tiny-jump position where the only way out was to restart.

Afterlife Dance Party by Wertle 2014-09-05T04:01:00

Ha! This is cute. The dance moves are adorable.

My one mechanical annoyance is that I'm not sure what the extents of the character hitboxes are. Granted this is somewhat moot since collisions occur when I'm scarcely able to pay attention individual spirits, and by that point they are effectively bound to collide with me.

Longest dance: 2m12s.

Nitpicks:

- It does not appear that there is a way to restart the game once bossman comes back. Let me dance, Wertle, let me dance!

- Cutscenes are timed well enough, but I would like to have control over them. Since it isn't voiced, my expectation was that I would be given a frame and could signal the next frame by giving input. Nitpicks, nitpicks!

Thank you for commenting on my entry.

Saving Gray by TnT 2014-08-26T02:44:00

Hmm, getting no sound and a ton of "java.lang.IllegalStateException: Line not open" exceptions on Linux (OpenJDK 7u65) and, uh, what I'd imagine to be weird behavior. I /think/ I got the black orb at one point, but I got stick on something or turned permanently black. Sorry, I can't rate this one!

elemens by Steve | tacospice 2014-08-26T05:47:00

This is great. I got killed by a zombie twice, then threw a rock at him. The music is pretty good. This is the first entry I hummed along with. I'm not sure I have any nitpicks with this except for length, but that's par for the LD course :D

SWARM by Kate Kligman 2014-08-29T20:20:00

Score: 118500! Kills: 149!

The laser effect is nice, but it stopped appearing once ~3 drones started appearing. Probably just my browser (yay, web!). This is quite challenging on its own, but I think it could use another mechanic. Maybe have the drones shoot lasers that you have to deflect!

Nitpicks:

- No space kittens.

Matters of Perspective by nesis 2014-09-05T05:15:00

Ooh, neat. I love the secret area in the third level. This mechanic could be used to great effect.

Only a few criticisms here:

1. The transition between perspectives takes a smidgen too long.

2. Mouse sensitivity is *extremely* low.

3. The player character light is too intense. Since most perspective changes occur right next to a surface, the emittance is unsettling.

Completion: three levels and three easter eggs!

Nitpicks:

- The game window does not release the mouse in the 3D perspective when the user has switched to a different window in Linux. I have not tested this on Windows.

- The Linux archive does not retain the executable bit for the game binary. Having seen this for multiple Unity games, I suspect the blame is fully on Unity. It is a minor inconvenience.

Arched Dimension by Tanser 2014-08-29T20:14:00

Nice work on the title screen. The aesthetic here is great. I was surprised to see the hanging crystals effected by the player character -- neat! The music is just above the barrier for acceptance for me. I usually raise a fuss about repetition, but this piece is only missing some variety.

The platforming works fairly well, though I fell into the void by jumping too far a handful of times. I think there needs to be more variety in the platforms to settle the mood; maybe just taller base platforms. The goal wasn't very inspired, and enemies were practically worthless. My summary judgement would be: great mood, not enough feedback, and unchallenging gameplay.

Nitpicks:

- The text is much too small (especially on a 1920x1080 display).
- Feedback is nonexistent. The only audio I'm hearing is the music -- the environment is aurally empty. Effects for player character jump/attack/step would add a lot, not to mention damage-taken effects for the enemies.
- Some platforms below the player character were not visible due to the screen shifting with the player as the player jumped.

Telecaster by vulpineblazeyt 2014-08-26T06:24:00

This needs some sound. A soundless world is a dull world.

Nitpicks:

- The text area is initially underneath all the planets. Bit annoying.

Sinister by Joe Williamson 2014-08-26T04:53:00

The art in this is reaaaaaaaaaally great! I love the intro. It's perfect. The only nitpicks I have here are the music and the length. The music doesn't really fit the mood to me, and the game ends just when it was expanding. I can only imagine this would've been amazing with a team behind it in the Jam. Great work!

TERA - World's Intelligence by NicePenguins 2014-08-26T17:02:00

Ooh, all-powerful AI. This music reminds me of old sci-fi.

Nitpicks:

- The text at the top is sometimes hard to read. The backdrop should be less transparent.
- I have to use my mouse to proceed? There should be keyboard controls for something like this.

Legacy of Lamas by Cell 2014-09-13T01:03:00

Is 1.11 only bug fixes or was it created during the compo as well? I've been playing the first one.

Hard to see what's going on with this small resolution.

The character is able to move one whole tile outside of the ground.. in any direction. Some parts of the music do not belong. It sounds like it's part of the game world (e.g., the player taking damage or enemies chirping), but it's not. I didn't realize that until it repeated a few times when I wasn't doing anything.

I don't think I was able to find either of the shopkeepers, but I suspect the red thing that floated towards you and replicated your.. missiles was supposed to be one of them.

Overall, I'm really not sure what this thing is, nor what purpose the face-backwards character has.

Inverted | Endless Runner by oranebeast 2014-09-13T00:40:00

A twitch-motion game.. with only one dimension of movement and only one key; not too compelling. Maybe more variability in the game world (powerups, powerdowns, etc.) would make it better. The music isn't my jam, but it fits the game well enough. Spontaneous death is really bothersome.

The Verse by simplesmiler 2014-09-05T06:00:00

Very, very neat. The music gives this the perfect mood of meditative strategy, and the aesthetic is fantastic. Although this world-to-world colonization system has been done by many (e.g., Eufloria and other Ludum Darians), this puts a nice spin on it.

Extra credit for using SuperCollider! I'd love to be able to make music with it some day.

A few criticisms:

1. The window is too small. This would be more immersive if I could resize the window or go fullscreen. This is a huge factor.

2. The Verse constantly shifting makes it hard to gather and send off precise amounts of a fleet.

Nitpicks:

- I can't press escape at the menu to quit the game, and there is no exit button. Minor.

- There are are multitude of empty lines emitted to stdout. Bothersome and unexpected in a terminal. (This is caused by a strangely placed print("") in your love.update() function.)

State of Mind by Nylonica 2014-08-26T02:33:00

Hey! Nice music. Always appreciate something that's not completely annoying and repetitive. Wacky enemies, shooting yin-yang symbols, got it, sombrero? Beyoncé? This is crazy.

Nitpicks:

- I wish I could shoot diagonally.
- I can't tell when something has hit me, and the health isn't always readable. It should have a backdrop and a bound for the range of the health value.
- Damn, I skipped the end screen by accident because I was pummeling Beyoncé with bullets.

This Little Piggy... by InfectionTeam 2014-09-05T04:42:00

Oh yes. This is fantastic. So wacky and unexpected.

As others have noted, the combat part of this is severely lacking feedback. In the frantic mess of the pig invasion, it was difficult to see where my bullets were even going, and I couldn't tell when I killed an enemy.

Great work on the art & music!

Nitpicks:

- The Linux archive does not retain the executable bit for the game binary. Having seen this for multiple Unity games, I suspect the blame is fully to place on Unity. It is a minor inconvenience.

Infected Dimesions by icedvariables 2014-08-25T03:04:00

Top score: four thousand and something. Wasn't sure what to do at first. Needs more/better-placed platforms. It's really easy to get god mode without any effort -- the monsters just get stuck. The god mode text should have a countdown in seconds. I'm not sure what units were being displayed, but they weren't very useful for tactics.

Oathkeeper by MrCakehat 2014-08-26T05:26:00

Works on my Ubuntu. Everyone's doing world transitions this time :D

I got all the skills but couldn't figure out where to go or how to proceed. The AI is a nice touch, even if it's so simple. Most people don't try.

Nitpicks:

- The enemies get all bundled up at the spawn point when they fall off the platforms (as with the player). It's really annoying to respawn and have them all pummel you.
- In the same vein, the enemy spawn is a bit too high. Though this is countered by the little damage they deal (or rather, the cooldown on taking damage).
- I got stuck inside the green/purple tiles a few times. Quite disconcerting when a ton of things are flying and jumping into you!
- I accidentally teleported a few times. I think it'd be better to use numbers instead of a cycle-and-execute control scheme to prevent accidental use of skills.

Gray Area by Resonious 2014-08-26T05:04:00

Nice. This was challenging. The music is really nice. I always appreciate something that doesn't feel repetitive. Good work.

Nitpicks:

- The audio needs some volume tuning, as Ohems says.
- The wall-jumping is a bit hard to direct.

FLIP! by SetArray 2014-08-26T04:26:00

It feels like there's something missing from this. I'm not sure what. It needs some music to tide me over. The concept could go places if it were spiced up.

Nitpicks:

- Movement is /way/ too slow. My leg was shaking with impatience.
- The levels aren't very challenging. They need something to make you plan out your moves. If it were tile-based, maybe a limit on the number of moves you can make? Like.. what's that called.. where you can't go back over tiles you've already been to..

Space Delver by commodoreKid 2014-08-26T02:35:00

I can't test this one! I can't find a download link. The links all point to the web player, but there's no web player plugin for Linux.

Let me know if you get a download up. I'm on the LD IRC channel as plash and on Twitter as @komiga.

Happy testing!

Space Delver by commodoreKid 2014-08-26T03:28:00

Oops, turns out I'm blind. Nice mood. I ran out of fuel twice! The movement is really challenging. I want a smaller ship just to explore.

Nitpicks:

- The music didn't repeat! Normally I'd be okay with that in a space game, but I dunno, it just didn't feel right. Maybe a lower, less musicy ambient piece would do well when the music is between shifts.
- I can't really criticize the movement because I think it's meant to be difficult, but it'd be nice to be more maneuverable if you have low or no cargo. I'd at least like to be able to turn a bit faster.
- Warp speed is awesome, but (AFAICS) there's no way to respawn when I inevitably crash into something or run out of fuel.

Satellites by bg1987 2014-08-26T17:28:00

Wow! This is a fun game. The later levels are really difficult. Also, thanks for the non-repetitive music. Always appreciated.

Nitpicks:

- It's easy to forget where the main satellites are, or if you're even connecting them. I think it'd be helpful to change the signal line color when the path is connecting the main satellites.
- The music /is/ good, but I think the mood is a bit off from what I'd expect in a game like this.

Translation Points by quadtree 2014-09-12T23:53:00

This game is hard to follow.

A few issues in particular:

- Apart from counting translations relative to the mothership world (which is easy to lose track of), there's no way to tell where you are. It also seems like the thief ship can make a translation point to any world, thereby increasing the difficulty of tracking it down.

- The text is poorly positioned. It is very difficult to read, and some of the timing is too quick in the beginning.

- The control scheme is unusual. I should not have to use both the mouse and the keyboard to control the ship. Direction becomes useless; the only thing you can realistically do is move forward.

- The player can get stuck in a translation point -- moving between the two worlds repeatedly until the translation point decays -- rather easily.

SHIT RUNNER by Cad 2014-08-26T06:12:00

Haha. This is wacky. The voice-over fits. I'm liking this influx of VO. I found the easter egg :D

Nitpicks:

- Not enough Notch.

Portal DAGger by TauOmicronMu 2014-08-26T04:40:00

I got trapped! Nice music. I like the movement transitions; I thought it wasn't tile-based at first.

Nitpick:

- The screen can be a bit too much off center after a world transition. I'd have the screen position re-centered when you move to another world.

Get Physical by blindfox 2014-09-12T21:39:00

This is an excellent & challenging mechanic. The music placed the mood very well. There was a big leap in difficulty at one level, though it's a better progression than most LD games.

Nitpicks:

- The exit and portal graphics don't fit with the rest of the game.

- Linux package does not retain executable bit.

Galaxy Train by biscuitWizard 2014-08-26T03:48:00

High score: 1555. Man, this game is hard! I like to think the train is trying to counteract a drunk man at the controls. It's the only thing that can explain how difficult this is to control. Music wasn't too annoying or repetitive, and the voice-over /worked/.

Nitpicks:

- I want to go back to the galaxy map, and I can't figure out how that works. The first time I was pushed back to the map seemingly at random. The second time, I never was. Maybe I failed too hard.
- This train is drunk.

Space Evolution by keddelzz 2014-08-26T03:33:00

Hmm, not sure how to run this one on Linux. I'm getting this error with OpenJDK 6 and 7 installed:

Exception in thread "main" java.lang.UnsupportedClassVersionError: main/Main : Unsupported major.minor version 52.0

I'm not a Java guy and I don't know how Java handles versioning, so I'm not sure what to try here.

Heroes on Wings of Steel and Fire by mattperrin 2014-08-26T19:20:00

The Linux build works. I was expecting this to be much faster-paced. The removal of ships & weapons when you die is interesting. It'd probably fit better if you had to plan out your approach based on the enemy types in the following levels. The music is alright. It fits the mood, and doesn't get annoying (the important part).

Nitpicks:

- Text before ship selection scrolls too fast for me to read, and doesn't stop moving at the end. On top of that, the background doesn't make for easy reading.
- '/' for fire, not '?'!

UltraRealistic Moon Wrecking Ball Simulator by ZirconCode 2014-08-26T17:06:00

I'm unable to play this on Linux due to missing Java applet support for Chromium. Let me know if you release a .jar.

Leif & Fitzberri by Avant-Marde 2014-08-27T09:28:00

A really difficult platformer. I love the cover art, but I gave up before seeing the end art :(

Nitpicks:

- The platforms are a bit glitchy in some places. Can't put too much blame on y'all, though. This is LD :D

Intergalactopol by prophile 2014-08-29T22:26:00

Wow! This is challenging. Bullet range is so short :<

The respawn delay does feel too long, but I can't complain too much when I have infinite lives. Music is a touch too repetitive, but the sound effects give it accent.

LD31 — Entire Game on One Screen

LiliLight by Carduus 2014-12-10T01:46:00

This is really promising. Excellent mood and music. The AI is just right.