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loopinlouie

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMoCo
201431Entire Game on One Screen2.5Dino Arenajam5243.193.092.833.563.432.532.9689

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by loopinlouie

LD31 — Entire Game on One Screen

Someone is in the house! by Datamosh 2014-12-11T13:49:00

the stabbing part is especially well done, it freaks me out every time, but the animation and the sound effect on it. The sound in general is great. I was a little bit frustrated with the selecting of guys and getting them to search things without wanting to hide in it first.

PhotoBound by PIXEL^3 2014-12-11T10:17:00

very cool concept. I like that you actually did something with the theme instead of just made the game on one screen. Good vibe with the art and music. The puzzles are also well thought out with that game mechanic, like walking over the spikes with the screen's bottom edge was slick.

The Mosquito Effect (mosquito simulator) by 01rafael 2014-12-11T09:26:00

We have a lot of mosquitoes where I live. I think this helps me understand them better. :)

Tower Falling by dalbinblue 2014-12-13T21:28:00

great graphics! I like the main mechanic for progressing to the next stage, although at first the part about needing to stand on the lighter squares was a bit confusing, probably just because the difference between tiles was too subtle. I think I understand what you were trying to do though, you knock out the pillars, and the floor above falls down on you, and you stand in the one spot where there was a hole in the floor above. One little thing that bugs me is that you can't turn in spot, and must move at least one tile in whatever direction you want to aim. I wish there was music. With these awesome graphics, it would really establish a mood. But, this is a lot of work done already, especially for 48h compo entry.

Robe Wars by raxter 2014-12-14T12:01:00

I was only able to test it by myself, but I had an xbox controller so I thought I would give it a go. Graphics, audio, and overall presentation are very high quality. Music is great! I like the heavier style chiptunes, and those really fast riffs are excellent, but so is the overall harmony. As far as gameplay, I had to try to imagine what it would be like, but I think I could do that well enough. Controls felt polished and responsive. I like how it takes time to take the ball from the other player, I can see that being fun, both to flee or to try to stay on people long enough. The way the ball must be used to score points is cool, especially since you have to time your throwing of it to get the angle right. The one part I can see being the most difficult, although probably for the best, is trying to get the ball to have momentum around you. Maybe I wasn't doing it right, but I was trying to actually spin it around me a few times just by jumping around, and then releasing it once its going fast and at the right angle. I like that there are just a few main mechanics, but they all involve skills that can be developed and mastered. I can see this being really fun with even more than 4 players, with teams, where passing the ball becomes necessary.

Wide Screen Defender by DevWouter 2014-12-10T12:06:00

Cool idea, especially the shields. Would like to be able to place the shield generators manually... one idea is that the power-ups that place them are dropped by enemies, instead of randomly appear on screen, that way you can control where it will drop by timing your kill. Amp up the difficulty, add more enemy types, and I can see this game being really fun. Great music, definitely fits the vibe.

Dungeons & Margins VII: Financial Fantasy by matthewdpace 2014-12-11T11:15:00

I like the jokes they tell you when you try to negotiate too much. sometimes the joke and the item name you were negotiating for go together well and it gives a stronger personality to the customer and makes it even funnier. I was robbing these guys blind, buying things for 0 gold, haha. The graphics were simply colored, but the line art was good, and despite just being a picture, the perspective with the weapons on the sides helped establish the feeling of being in a place trading. Great item suffixes/prefixes.

Outpost: New World by BMacIntosh 2014-12-14T13:30:00

I really enjoyed trying to build different layouts of bases. Blasting the bad guys seemed a bit easy, but I like how they had different mechanics for how they moved or attacked you. They were definitely smart enough to destroy the buildings and wreck my plans, despite not being the hardest to avoid with the ship itself. I like the theme, and the text messages in how they establish a sort of empty, or desolate vibe. The music is not really my taste, but it was doing the same thing as the text, creating a very eerie, kind of desolate vibe to it. Like you are on a strange planet, where even the wildlife is more abstract and mechanical, and I guess the background color gives the impression of sand. The intro made me think of the start of documentary or a Sundance Film Festival movie, it felt slick and professional, but I wanted to skip it after several times. I am a sucker for wanting to experiment with different building strategies in any game, so I especially enjoyed that aspect of the game, and wanted to start from scratch many times to try out several main building strategies.

Santa's Seasonal Slayfest by GarethIW 2014-12-16T02:42:00

I like a lot about this game, so I won't really go into it too much. Graphics, control, gameplay, enemies, HUD, feedback, and sound effects are all solid, and the whole game feels pretty polished or finished. I am a big fan of those beat em up co-op games like TMNT 2/3 and the Double Dragon games from NES. I am used to melee fighting guys by walking up to their "depth" on the screen, so I was resorting to melee as much as possible, especially that big spear/halberd looking thing. The snowballs were my least favorite because they seemed ineffective at times. The snowballs would pile up in front of the guy you hit, creating a barrier that prevented you from hitting him with more snowballs. Sometimes I wished I could throw the snowballs forwards and backwards instead of just sideways, since it would be easier to line up the shots that way, but I know that would create a bunch of extra work and complicate things.

Galvatross by ShuddaHaddaLottaFun 2014-12-16T01:42:00

I like the art, especially the background and how detailed it is. I also like how it was darker, while the foreground was light, so it didn't get in the way at all despite being detailed. The art in general had a cool style and the creatures had lots of little interesting details. I'm not sure if I like the teleport mechanic. I don't like how everything sort of stops while you have to choose where to aim, it kind of kills the action just for that second. But, at the same time, teleporting to kill the enemies itself was cool. I'm not sure how else you could implement teleporting without having to stop to aim it, and without just making it a fixed distance teleport. The flying and movement itself felt solid. I liked the defending the portal mechanic, it gave more purpose to the Joust game than just the high score. Sometimes it would be annoying that the creatures could get into the portal from below that middle platform, but it was only because I had let the portal get too big in the first place. Sound was a bit harsh (bfxr?), but it provided feedback well. The music at intro was cool, but no music while game sadly :(

Rooms by Pix3M 2014-12-14T07:43:00

Game looks and handles great. I think maybe the game was a bit too easy, because in the end all I really had to do was search everything and find 2 keys in the process. The flashlight I just found right away and didn't even realize I needed it. Maybe there could be some way to show when you use the items. I wish there was a bit more of a puzzle to solve, and that the text somehow provided the clues to figuring it out. I wanted music too, but the heartbeat at least was doing a good job by itself at keeping me tense and setting a mood. I also didn't feel very free at the end, because I felt I was trapped in a white room, hehe. I liked the vibe overall, and the texts, they were well written and I can relate to almost all of it.

Apocalyptastic, you kill zombies by Trixton 2014-12-14T14:24:00

I like the different weapons and powerups, like the bigger bullet that explodes and spread shot especially. I also like that there is a progression to the monsters, although they move a bit slow. It seems more about learning to deal with a large number though, rather than their speed. I also like their health meters, and the feedback that the game gives you overall is pretty good. Everything made sense intuitively.

Sliding Dodos by Joski 2014-12-14T06:39:00

I only had a chance to test it solo, but I can imagine in a multiplayer game the dodos are blocking each other or trying to knock each other into the holes, and it would be pretty fun, especially 4 players.

One thing that I had trouble with was when the dodo hit a wall and made a 180, and the controls suddenly swapped. Technically, they didn't swap, because left still turned him left and right still turned him right, relative to his own axis. However, it might be more intuitive if the keys turned them towards whichever side of the screen you were pressing towards. This way it would actually be swapping the left and right turn on the fly, based on which way the character was moving, up or down. This might seem overly complicated to be intuitive, but its actually easier to understand for the player, because the game is doing the swapping rather than the player. The player's perspective isn't the dodo's perspective, and so when the dodo does a 180, relative to the player's fixed position (above and infront of the playing field), the control scheme actually swaps backwards. This is obvious because every time I hit a top or bottom wall, I would have to quickly press the opposite direction to continue trying to arc the way I was before I hit the wall. I think this would feel a lot more natural to the player, despite that it would be using a trick that seems counter-intuitive at first thought. I guess its that right now I have to keep track of which way the bird is facing, and doing 180s so quickly throws me off for a second, but the other way you never really have to think about it, you just press in the direction you want the bird to go at any given time.

Graphics are top notch, and fit the atmosphere perfectly. Really wish there was sound to enhance everything. Pretty well established mood despite no sound actually. Good job!

BBQ DAD by Luke Molnar 2014-12-11T12:39:00

Now I want a buuuuurger patty. How many kids does this guy have, haha. At first I was overwhelmed, which I think is a good thing, because the theme is supposed to show how stressful it is to be the bbq dad, right? Then I learned about how i can usually have at least 1 steak going even when no orders, because they will want it eventually. Bacon cooks really fast! Sausages and burgers cook pretty fast too, and I like how they are simplified versions of the main mechanic, because it might be too much if I had to learn to tell shades of burgers and shades of bacon, etc. So I like how those 3 are for the most part about getting it done fast enough, and then the steak is where its all about getting the shade right, which itself is a cool mechanic. I love color based mechanics in games. I got 208 high score! I can see this being an addictive game if there were something more to it than just getting a high score, then some sort of way to upgrade your grill, or spatula, or get meat thermometers, lol. And chef hats...

Kerfuffle by rabbit 2014-12-12T10:27:00

gameplay is polished but yet too simple.
graphics are too boring and cheesy.
music is grating and repetitive.
no logic to game whatsoever.

not sure if i got them all?

Kerfuffle by rabbit 2014-12-12T17:59:00

i was just trying to show you what it is like when a rude jerk comes and reviews your game. i was really expecting a better game from high up on your pedestal, and this probably isn't even your first game or LD. you are just jelly that my unpolished game is better than your polished turd.

Crow Attack by DvigubaiPiktas 2014-12-10T15:59:00

maybe the crosshair itself can show the draw power somehow. I like how my skill progressed as I played. At first I was just trying to hit them at full draw in the sky and full draw on the ground at different distances. Then i was getting bold and trying to compensate the draw power as well and made a few crazy shots. Its pretty satisfying when you hit a bird in the air, especially when your first arrow missed, and then you exactly compensate on the draw and aim combined and see the arrow curve down at the end and hit.

Wizard Battle by eerongal 2014-12-12T01:08:00

Good twist on standard RPG with trying to make it real time. One thing that was a bit confusing was that on the bottom screen the guy was standing in the same position always and but moving left and right would still "move" him, or at least move the bullets relative to you. I think to fully make this effect convincing, you will need to also shift the positions of the enemies, not just the projectiles, and perhaps have a texture for the ground that moves left and right as well, even if its just a repeating texture, the movement of it will convey the player movement more. If you wanted the wizards to stand still on purpose, which gives more the effect that you are both running together, as you blast at each other, you could animate the enemy wizards' movements when you walk toward them to look as if they were running away or toward you to compensate for your movement. This would make it look more like the enemy wizards always maintain their distance from you instead of kind of floating there? Also animating the player's movement... can probably get away with just a few pixels below the robe moving around to convey motion. The music is a bit repetitive, but the loop itself is solid. Such short loops can get annoying fast and its a quality loop when it can be looped despite being short. The music also works well with the fight style, especially when I was imagining it like two wizards running around blasting at each other. I like how your bullets can knock the enemy bullets out of the air, blocking their shots (necessary for crazy wizard that blasts nonstop, haha). Sometimes I was so focused on the battle and moving around, I would not be paying attention to the overworld movement at all, and would get into more fights then I wanted. This is definitely part of the intended design, but I am not sure how I feel about it. Definitely a cool idea, but it might be harder to get just right than it seems at first. Graphics are pretty decent, but lack a bit of shading or polish. I like the things like the scroll for item purchase, and how its more pixely and wish more of the game was that way (but thats just me). I liked your wizard's shooting frame, the arm positions definitely make it feel like casting a spell, and his robe looks kind of lifted by the whooshing by of the air from running around (that's what I was seeing anyway).

Wizard Battle by eerongal 2014-12-12T01:14:00

maybe the moving was in my head... now I don't actually think the projectiles are moving based on your movement :X

One SCREAM! for the game by t4u 2014-12-13T14:38:00

I wish bullets were infinite and that screaming did not lock up your movement. The movement pattern of the enemies was chaotic at first, but then I was able to make sense of it enough that dodging them was relatively easy. I liked that the scream had a long cooldown and it would really save me sometimes when they would swarm me. I also liked how all the bodies would stay, hehe. However, I felt a bit jipped because I would be doing so well, saving my ammo for just the few guys that I couldn't avoid, and scream killing tons of guys multiple times, and then one time while the scream was still going, some guy walks up from bottom of screen, who wasn't even there a second ago, and kills me before I can move. Pretty hard game and I think it leaves me feeling a bit powerless in controlling the outcome despite feeling like I was doing pretty well. Graphics are either very abstract or very cheesy, however you want to look at it, haha. I personally prefer more shading and more colors.

Valhalla by snickersnacks 2014-12-11T09:46:00

I can see this being pretty cool with art, I already dig the music and how it works with the rude atmosphere. I like how the patrons' comments are the feedback to know the state. I wish there was a bit more to the process of what you had to do though, instead of just changing things in a menu. Those barber shop type games usually have you running around and the main mechanic is that you cannot do everything at once. I think that is a bit overdone, and you probably want something different, but maybe need to figure out how to still incorporate action or more interactivity into it somehow. Good job!

MUSEYM: THE HEIST by tentabrobpy 2014-12-14T13:06:00

Yay! I beat it! That was pretty cool. I like how the angles were set up. Game obviously lacks textures on walls, and needs polish, but the game itself was fun despite this, and the layout of the screen definitely had the vibe of being a security camera console. The game managed to keep me interested, not because of graphics, but because the main mechanic is so intriguing. It feels like I have always wanted to do that, to solve something using cameras that way, so I felt compelled to beat it. I think getting lost was done on purpose, the main aspects of the gameplay even. It was supposed to be about finding your character, especially when transitioning between cameras. That was the whole point, to make sense of where you are using only limited viewpoints. That is what makes it feel security camera like, and creates the challenge. One major bug was that I was able to cheat by seeing the green arrow through the walls sometimes. The music is a pretty short loop, but it fits the theme well.

The Sacred Glyphs by mokesmoe 2014-12-12T12:57:00

At first I didn't get it. I thought it was a broken pixel editor and drawing the sacred glyphs was a joke about how it was just a pixel editor, like, "In this game you can do anything... because you can draw whatever you can imagine." but then more like a sick joke because it only drew white pixels, so you really couldn't even draw what you wanted. It couldn't even do the one thing it said it could do, and that wasn't even a game, it was just drawing stuff, haha. But then I saw the one pixel turn orange. I suddenly realized this was in fact a game! And that moment in itself was worth it, and I realize it was even crafted by you to happen that way. After that, the previously confusing reference material became extremely valuable in figuring out how to beat the game. How to actually draw the sacred glyphs was harder than it seemed! I really liked it when the pixels fell, because then they had gravity, and that made my mind view them as having more existence, or physical presence, and i am talking about single pixels here. The mechanics of the different parts and how they interacted were very unique and they made me have to solve things in a way I have never encountered before in a game. Well done, I am glad I did not give up too early, it really worked out my mental muscles.

Legendary Legionnaire Winter Massacre by banana4life 2014-12-12T00:03:00

Fun game! I like that you can melee attack and shoot multiple guys in a row with the arrows, and that the arrows fire a bit slow. These things mix up the gameplay. Art and music is also great and go well with the game. I can definitely see adding more enemy types and weapon types, but given the time limit there is already a lot of game here.

The Shift by SoulGame 2014-12-14T14:45:00

I like the way the rotating works and that the screen wraps on both X and Y. My main gripe was that sometimes the guy would end up in a place where he was hard to reach, and the game was then no longer about how quickly you could figure out the most efficient way to the agent, but about platforming, which for the most part you are not doing, except in those situations. So it feels like you are doing well, and then suddenly you have some guy appear inside a little alcove you can only reach from below, and you are struggling to make the jump, and you lose all your time on that single guy, and it doesn't seem like it was fair. Or rather, it makes it feel like the only way to get really far is to try over and over until you happen to get lucky and get a perfect run without any weird agent placements. I enjoyed the other mechanic way more than the platforming part, especially when the solution involved taking advantage of the screen wrap. Being able to figure out how to do that on the fly is very fun, and it is naturally rewarding to see your time start to go up when you have a burst of brain power and pull of a bunch of quick kills in a row. Graphics were pretty cool despite being black and white, and while that did give the game a sort of 50s spy/assassin vibe, I would still prefer color. Music and sound quality were good and also fit the theme well. Oh, one thing though... that beeping is almost as bad as half a heart left on a game of Zelda... if you know what I mean. In a way it encourages me to try to stay above 5 seconds, but at the same time when you are coming down the the wire, its just about the most infuriating thing, hahaha.

Horde Mode(s) by DefectiveMelon 2014-12-09T04:38:00

At some point the bullet was getting stuck inside the player... might be a simple fix to spawn it next to you instead of in you.

2.5Dino Arena by loopinlouie 2014-12-09T03:04:00

I ended up doing a very small fix... the camera was lerping to 8.9999 instead of just sitting at 9, resulting in microstretching of textures which created these weird blue lines on the blocks. I fixed the problem by simply disabling the camera controller altogether, so zooming in and out for custom resolutions won't work anymore. 1280x720 is preferred.

2.5Dino Arena by loopinlouie 2014-12-15T04:42:00

I rebalanced the game, because in the rules it said it was ok as long as it wasnt adding new features and any "porting to support more players" was ok. This was my first LD and I didn't realize the game should have been balanced for a 5 minute game session. After hearing that people found the game too slow and boring, I realized people were not even getting 5 minutes into the game. An oversight on my part, so I felt it was a bug I should be allowed to fix, so people would rate me on my full game, rather than just the first 1/3 of it. The game balance felt a lot better in the original version anyway, and it was a terrible mess in both either way. I was more worried that I wouldnt get feedback on the whole game, and that is the main reason I was doing the LD to begin with. Your comments are very useful. I think you went overboard on negativity a bit on purpose, but I take what I can get.

2.5Dino Arena by loopinlouie 2014-12-15T06:13:00

I think I will just opt out of scoring in fun and overall.

2.5Dino Arena by loopinlouie 2014-12-15T06:57:00

nah, i gotta do overall. just to see how it does. its not like it will do well anyway.

2.5Dino Arena by loopinlouie 2014-12-15T07:14:00

nah, i gotta do overall. just to see how it does. its not like it will do well anyway.

2.5Dino Arena by loopinlouie 2014-12-15T07:16:00

grrr double post. oh well

2.5Dino Arena by loopinlouie 2014-12-17T00:22:00

I wrote that music too. But I wrote the bulk of the song the week before LD, so opted out of rating. The version of the song in the game was heavily modified during LD to fit the game more.

ZoomZone by Manderxan 2014-12-14T13:53:00

cool music and a pretty solid core mechanic. I wish the red indicator for WHEN the block was going to land was a bit more clear. This was pretty important for timing when to jump from a block that was about to disappear to one that was going to appear. I think I was relying more on the ticking sound, but wish it could have been both audio and visual together better. I guess the most confusing aspect of the red indicator was that it had multiple layers of red, and while a cool effect, it made it a bit more ambiguous just when it was going to line up. The randomness makes it pretty unpredictable, which eliminates the ability to just beat it by trial and error, which is a good, but then it ends up making it also somewhat random how difficult it will be to beat 20 in a row. My favorite part is the background, with all the colors, and the overall theme or style of the game along with the music. Its pretty challenging, but not frustrating, because all the mistakes I make are avoidable and the controls feel responsive and the character himself jumps and moves well. Another small thing is that the blocks take too long to arrive, leaving me standing around for too long, but maybe that gets faster and faster as the game progresses?

Nanaina by Steffan 'Ruirize' James 2014-12-09T04:52:00

couldn't get it to run on Windows 7, would sit there waiting at startup for a bit then crash with an error.

Tight Angle by lase 2014-12-12T01:38:00

Cool concept based on the theme. I especially like blue arrows, but I wish the arrow drops were not random, because if I don't get a blue arrow for a while it guarantees certain death. I don't like that the enemies can spawn randomly ontop of you, or that you die with just one hit and then have to restart from scratch. I got to this bigger boss type monster after getting 3 blue arrows in a row on one run, and then he appeared right ontop of me and I died, doh! I like how the enemy eyes change colors to represent their health. I am not really a fan of using 4 buttons to shoot in 4 directions, it feels sort of like an unnecessary addition to the gameplay, and I wish I could just aim with the mouse. With some more work, I can see this being pretty fun though, because the base mechanic of the screen zoom being controlled by power-ups is pretty cool.

OneView by Ciaran Lyne 2014-12-14T14:10:00

Music is rad! That is the best part. The game concept is pretty good, but overall it seems like for a while I was doing almost nothing to avoid them, and then eventually there was nothing I could do to avoid them. Right in between those two, there was a sweet spot where I had to dodge but didn't feel boxed in. The lack of textures I am ok with in this game because the colors are highly stylized. I only wish the little red square had an afterimage trail based on which direction you moved. :) Without the music this would have felt pretty bland, but the music was really good, so it felt pretty active, and gave these rectangles some personality.

GTAlien by Pulsartronic 2014-12-14T07:18:00

Awesome game! The concept and the gameplay are very unique and fun. The entire game feels very polished and has a strong theme that is reinforced by every element. I also always had the sense that next time I would make it to 30, which kept me playing over and over and over. Dying definitely felt like it was my fault, usually because I would swing too early, giving the cop the chance to counter-attack. That is what kept me going, thinking next time I won't make the same mistake. The controls felt very responsive and intuitive.

I played the post mortem version too, and despite being harder with cars also flying at you, it mixes up the gameplay a lot. The cars also make for some pretty hilarious situations. I even had a car save me from a cop one time. The funniest one was where a car must have hit a building off screen and then it came flying back into the screen sliding on its top, but it was still plowing through the pedestrians. Even without the cars though, very solid game.

GTAlien by Pulsartronic 2014-12-14T07:22:00

oh forgot to mention one thing: I wish I could also throw the cops into the mouth of the bigger alien. But maybe he doesn't like bacon?

GTAlien by Pulsartronic 2014-12-14T07:51:00

Ah ok, then the cops would just bring the "food" to you, breaking the gameplay. I just had a strong urge to try to do it. Maybe it would be quite funny if you tried to feed the cops to it, and it spit them back out. That way it feels like you CAN do it, but you realize you cannot win that way.

Mobster Massacre by Shpuld 2014-12-11T10:04:00

I liked how you could click somewhere to move and then shoot as your guy completed the move on his own. Its a clever way of eliminating the need for WASD to circle strafe, and lets you get away with just a mouse.

Light by Lamiche 2014-12-13T15:03:00

Seems like a pretty solid game mechanic but there wasn't enough difficulty to it. It is definitely a good start though, because it was pretty fun even to just walk around shooting fireballs, lighting things up. It was just that the enemies were a non threat, and reaching the ending or lighting up the things was pretty straightforward and not very challenging. I guess you couldn't see enemies unless you shot ahead of yourself, but they were so few and far between that it didn't really matter anyway. Some more challenges, more enemies, more levels and it can be a pretty fun game though. Graphics were ok, but pretty flat. I liked what the lighting was doing for the game more than the character or tile art. The tiles were not bad, they had a strong theme, I just prefer a more shaded look.

Tehos by Atmog 2014-12-13T15:17:00

pretty cool game. I like how simple the actual placing is, but how where you place the guys actually has a pretty big impact on the outcome. If the game had more types of enemies and guys to place, and was balanced for a longer play session, it could be pretty addictive.

BREAK by someoneman 2014-12-13T14:12:00

I liked how there was no window frame, and that it started really small. I liked the way the game screen's expansion was well thought out, never leaving you confused about where to go next. At first I didn't like the weird floaty jumping, but then it was actually used very well to add a lot more variety to the challenges. For example, floating down slowly and dodging left and right, or having to hit your head on the ceiling first and then moving sideways on the way down. And, also I was immediately able to make the jumps correctly, because despite being low gravity, it was still very responsive and controllable. The art is simple but has a consistent theme, and hazards look... hazardous with that bright green. I think I would still prefer something a bit more detailed for the art, but hey its 48 hours, so it was actually a clever way to have a strong theme and get it done in time.

ROCKROCKET by Backterria 2014-12-12T13:19:00

Really great game! The music, the graphics, and the subtle details like the minor movements of things really brought things to life, and set up a solid atmosphere that felt expansive, especially for being on one screen. The game was really dark, but hey that is what fullscreen and light switches are for. The darkness seems almost necessary, because the cues for knowing what to do next involved noticing things that were brighter than everything else on screen.

Silverwarrior by jangler 2014-12-12T00:32:00

This game feels very finished. Awesome that it was done for 48 hour compo too! I don't think I have ever played a game where I had to get a single use weapon every time I wanted to fight back. Pretty cool mechanic. This really made me have to work to destroy the enemies instead of just blast them or jump on them or something. Instead I was navigating around the enemies trying to grab the fork and then making sure not to waste it by missing. The multiplier and throwing multiple utensils was pretty cool, but I wish it was based on number of uses instead of on a timer, like I get one or two good uses of it when I want, rather than have a time limit on using it, mostly because it still consumes your utensils and it was hard to get it where I had enough utensils, enough time, and enough monsters around to make it worth it. I was also a little bit confused why some guys didn't die in one hit. I think it had to do with the different types of utensils, which is what the shifting them was for, but I couldn't figure out the difference between which badguys required spoons and which ones needed knives (I thought they were all just purple scorpions). Fullscreen mode redrew the screen without the floor tiles for some reason. Great music and art too btw!

Stasis by prymidion 2014-12-14T12:31:00

Pretty cool concept. Game flow feels a bit off though, or out of control of the game itself? I had to go back to previous levels a few times at first, but then once I realized I should use as few tiles as possible and to leave as many gaps as possible, and then I suddenly just blazed through the last few levels. I think maybe even by accident things just ended up lining up perfectly. While this felt pretty rewarding, like I figured it out, it felt somewhat fake, because I didn't feel I had to work for it, I just got lucky. At the start it was kind similar in how I felt I was being punished for things I couldn't prevent. I think if I consider the game as a whole though, like one puzzle, it was pretty rewarding to solve it, and part of that was to figure out to space things apart and to use as few tiles as possible. If each stage was a sequence of levels in a row, and in between each stage the tiles you placed would reset, it wouldn't matter as much about the flow of each stage individually. You could get lucky on one stage and maybe fly through some parts, but then the next challenge would be there, and maybe it could involve a different overall strategy to overcome. Also, the tile theme could change for each stage. Cool game though, and I like how it makes you really try to figure out how to plan ahead for the unknown.

Case #31 by Pestel Crew 2014-12-16T02:08:00

Very cool concept. The whole cardboard cutout thing is sweet, like when the cops just fall over like cardboard, or the way your character flips his cardboard to change between standing and walking. The way the whole thing is on a merry go around, enhances the cardboard cutout thing... not sure why? I guess it has that same feeling of old school cinema/stage techniques, where everything had to be done with mechanical systems and cardboard instead of digitally. I like the way the bullets curve around, even though its a given, it was still cool, enhancing the concept even more. The few gripes I had with the game are miniscule. The text box sliding off screen and back onto screen every time, especially when it was just the main character saying a few things in a row, felt a bit distracting. The cops could be defeated too easily by rapid firing constantly, and then they would just die as they came onto screen. Usually if I didn't get them right away though, then I had to actually take cover and try to either get up right before they got back into cover, or right as they were getting up but before shooting. So when the cover mechanic was being used, it felt good and tactical. The scenes themselves were very well set up, like the bar, nightclub, cityscapes, lighthouse. Well all of it pretty much. Lots of attention to detail in the positioning of things, and small nuances to get proper feel across.

Legend of Feleria by Dietrich Epp 2014-12-11T10:37:00

"Stupid things in the dirt", haha. I tried to offer flowers 2nd time, and "You've already picked the good ones." I like how that stuff changed, and the things that were said were always clever and funny. I would never have imagined a mini RPG like this possible, but those reactions somehow make it feel a lot bigger and they had just as much wit and charm as the classic FF games. Music was pretty good, but I think there was one piano part later, in the background, that was off on its own in lala land, haha. The animation of the walking was also well done, despite simple sprites, and it was important to the overall feel and vibe.