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mikeware

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Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoPoTeJoCo
202660Old TechSound of Nightcompo
201738A Small WorldOdd Balljam5803.053.413.231.912.431.671.502.29
201635ShapeshiftMazelessnessjam9442.792.322.632.793.0040
201326MinimalismBattle Boxcompo8612.892.533.423.252.152.0962
200811MinimalistFramed! v1.1 Releasedcompo412.912.293.594.182.822.893.362.243.63

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by mikeware

mikeware leaves an average of 27.2 feedback comments each event.

LD60 — Old Tech (27)

Teteria by kanity 2026-10-28T06:25:21Z ♥ 0

I love how well put together this is with the hand drawn art, story, and voice over. I did not pick up on the translation hints, so wasn't sure if I was missing something for the flower picking. Glad to know they're different endings. I was hoping for a bit more agency in the selection/outcome from that regard or some level of success, but that's the arcade gamer in me coming out πŸ˜…. It's important to slow down and chill, which is what tea is all about. Thanks for helping me take a beat and enjoy a small window into this world.

Pinball "Repair" SIMULATOR by Fifut 2026-10-28T06:13:03Z ♥ 1

I kept trying to see if I could cradle the ball in the flipper while activated but its momentum just kept carrying it over... πŸ˜… Would be great to see this mashup explored a bit further! It could be interesting if repairs get you money which allows you to add more bumpers and such to the pinball machine to help you juggle the ball.

Steam Dasher by ghettobastler 2026-10-26T03:50:31Z ♥ 1

Fun game, it took a bit to get oriented, bit tricky at times. The penalty for crashing the ship seems a bit insurmountable, so need to be careful!

Quiet Carriage by gamescodedogs 2026-10-23T07:34:14Z ♥ 1

Very cozy, liked the logic puzzle bits of the passengers, but yeah an option to turn that part off for a desktop companion could be useful. It could be fun if they just had some dialogue that'd popup now and then as you watched them or they moved around on their own. For the cargo train, it'd be cool if there were more stops and you could load/unload the cargo (again with an option to turn that part off and just have it kind of be automated). Neat idea!

Full Steam Ahead! by XeduR 2026-10-23T07:17:34Z ♥ 1

Ok, that was unexpected and awesome, great job! Haha, I can see myself getting stuck playing this for a while. πŸ˜… My rating should push you over 20! Toot toot!

(I forgot to mention, I was expecting the boiler to explode if you pushed it too hard...)

Rail Switcher by digital bacon 2026-10-23T07:12:13Z ♥ 0

20/20, success! Also, you're at 20 ratings, woot! ;) Almost missed a sneaky train at the bottom, that lower junction could be a problem. Agree with others the red/pink were a bit too close in color, always was second guessing myself. You could maybe have the trains be patterned with stripes too to make them more color-blind friendly too.

Main thing I was just missing was a button I could hold to speed time up, or maybe if I clicked a train it could speed up. I found myself just waiting for trains a lot of the time. I had a lot of fun though, it was a great idea for the theme, and just enough puzzle. I could see it speeding up a bit and going through a few different levels if you do more post-jam.

Punched to Go by Yorsh 2026-10-23T05:10:36Z ♥ 1

Great idea for the theme, programming games are great! It'd be nice if once you discovered a piece of paper if 1) that you had a directory in the game to reference (yes, pen and paper work too), but also 2) if I could see the map again after stopping there. πŸ˜… I really wanted to just edit cards directly without having to stop the machine again and fiddle with the switches. I wonder if it'd be easier if you just had the punchcard strip on the left, and showed the execution in line with each line of the punch, then allow the player to just move the reader back to the top to start again, kind of simplify the loop. It'd be great to see how easy it'd be for students to pick this up. Really interesting, thanks!

Like Clockwork by oller125 2026-10-23T04:57:41Z ♥ 0

I always like seeing gears, it's a fun idea. I felt snapping them into place was a bit fiddly, could have used a bit more wiggle room there, especially when trying to get them on the existing axels/knobs.

I was also confused by the stacking level and wasn't sure what I was supposed to do (like I see kind of something in your screenshot, but couldn't get the gears to align in any way). I only managed to get the medium gear overlaid the big gear, but I couldn't do much with that. I also wanted the teeth to be offset a bit to better mesh for the spinning... πŸ˜… Definitely a lot of possibilities!

Oh, what did you use to create the music? Always interested in what tools folks are using.

Medieval Hotline by sanechekz 2026-10-23T04:45:07Z ♥ 1

Love the take on the theme, wish I could read more of the cards, but then I'd jam up the board! Stopped after 44 problems though, needed the difficulty to ramp a bit more or have another element maybe? I don't think I got any chaos until 30. Gold seemed a bit over abundant?

Wouldn't have thought of a switchboard, so was really interesting to see. Great job on the art too! I wish I could interact more with it on the top map of the kingdom. Oh, I also noticed little Red and Green invalid unicode type symbols popping up on the web version on the top-right of the progress bars, on Win 10 + Edge.

Heaps of Hops by Alchemic 2026-10-22T17:16:39Z ♥ 0

Wow there's some depth here! I was a bit confused by the flour tutorial, as it just kind of continued day after day. Also, I had placed the mill right next to the receiver tile though, so maybe I missed something? (I think it was getting instantly delivered vs. the frog having to grab it, so maybe preventing the mill from being placed directly next to it would be useful to force path usage?)

It'd be nice, at least for the tutorial for the flour processing to be quicker, as I was just waiting there forever otherwise with nothing to do.

A few more tutorials would help too (some basic ones around pathing and other buildings/chains, etc...), or incrementally unlocking things and some tooltips, as I felt overwhelmed trying to go from tutorial to the easy world map and knowing where I should start and how to get to the objective/going about that.

But this is really neat to see such complexity for a weekend game jam! Great job!

Tape On! by Hinamarina 2026-10-22T17:01:55Z ♥ 1

Really well put together for 48 hours! The art was adorable. You forgot to say that "Enter" was the start key in the instructions, so that took me a few seconds to figure out how to get going.

The timed bonus levels took a bit to realize what was going on, realized after re-reading the instructions. So, a bit of clarity in-game would be handy there like with a count-down and prompt to beat the timer. Also, it was confusing I could still complete it after the timer expired, it should just end the level.

I too got stuck on like level six or something with the escalators coming down on each side and two boss spawners. Four shadows just overwhelmed me. It was confusing that they would teleport, and they wouldn't go down the escalators so it looked like it was glitched.

I wanted the tiniest bit more jump height as some of the jumps to certain platforms were pretty precise, but love how well put together the art and levels were! Thanks!

Semaphore by Helagos 2026-10-22T09:24:40Z ♥ 0

I too was not originally onboard with the theme, but ended up digging into old communication tech. Cool idea, really like the feel of winching the signal works with the chains.

Agree that it took a second to realize the pull ropes were also "levers", but managed to figure it out (also saw the issue with the swarm speed not resetting). And "strength" is misspelled/typoed.

LD60-Semaphore.png

I made it to 26 my first and second try, the difficulty seemed to spike there and a swarm of monsters were suddenly at the gates. Early on, there's just a lot of waiting, you have the queuing system, so it'd be nice to just have the preview of the next monster before they appear on screen so I can practice the next signal. Then just tone down a bit of the sudden increase in monsters appearing. (I don't think I ever saw a butterfly/fairy.)

I also think keyboard controls would help a ton too. As much as I enjoyed the tactile bits with the mouse of controlling the signal it was just too tedious to be moving the cursor back and forth when the speed picked up. Like just left/right keys for rotating the beam, space to flip the end, and enter to send could still have a bit of that movement/process but just give you a bit more precision.

Carbineball by Antti Haavikko 2026-10-22T09:07:30Z ♥ 1

The game looks gorgeous! Curious to go see and learn how you made the sun's arms work, as I haven't tried something like that before. I also hadn't thought of manually putting a little full-screen button in there, nice touch!

The game itself was hard, I had a bit more success if I just sat back a bit and let the ball do its thing. I found if I tried to bump it sometimes it's just instantly go careening off a wall and into the pit... I definitely want to try again later. Thanks!

Tiny Technician by brimstone 2026-10-22T08:50:05Z ♥ 0

> You probably know about 8 bit registers.

Not before bed... took me a bit to understand what to do, then was fine, it's just been a long day.

I think just a simple tutorial level at the start or a few more instructions in your write-up would have helped. Just even a "press one button to flip its state to bring the current value within the green highlighted range. If the button is already on the value will be subtracted, if it's off it'll be added". That was a big bit I struggled with initially too is that I could only flip one register, I kept trying to do multiple (though that could be interesting later on as another difficulty stage, but would need to be prompted).

I got tripped up by the negative numbers too, will have to play again to try and get to the end with more brain power.

Bumper Cars Guy by notnasiul 2026-10-21T15:30:07Z ♥ 1

What a blast! I never would have thought I'd play a game as the bumper guy operator! So well put together too! Really well done for the pico8 and low-res too! I just felt like everyone smooshed together at the end though, I hopped in the middle cart and couldn't push anyone:

bumpercarsguy.png

It could be interesting to see each individual kids happiness than the aggregate too, I was trying to get around to each of them. It was a bit tricky sometimes to get in the cart I wanted to. I wonder if I needed a second objective, like to go stop/start the ride power between waves too or something? I can see myself coming back to try and beat my high score of 240.

PHOBOS 101 by vorondesan 2026-10-21T07:13:19Z ♥ 1

I have a memory like a goldfish; it'd be nice to refer back to the initial notes in the game while getting started. (Ah, I missed it somehow in the upper-right, it didn't look like a button.)

Stardust by Gevernus 2026-10-21T07:07:50Z ♥ 1

Not sure how I feel about this. It was a bit confusing to understand when your fuel was exhausting. If that's what the numbers represented, then it didn't come across. Some sort of more visual indicator like a bar or dimming of the star would be better. But then, I didn't feel like I had much agency in the outcome of what happened.

Fliptober: Retro Edition by PurpledArtFrog 2026-10-21T06:51:45Z ♥ 1

Nice cozy memory game. Seems like there's a known bug, I think I could sometimes click too quickly thinking it was my turn before Trumpet was done too? I was a bit confused when I'd get to remember something vs. it remaining unknown. But the aesthetic was great for a memory game with a cute little jingle! Thanks!

Ultimate future: spaceship laser adventure, the new-age shooter by Sevansevan 2026-10-21T06:34:32Z ♥ 1

Great game, this was a lot of fun! It did seem like similar inputs across all the modes resulted in the same outcome, it could have been neat to see twists on the level each time too. I don't think I ever got impaled by the horizontal spike at the end. Also, you forgot to put WASD for the controls with the others ;). But really the twist was great, I didn't expect it!

Forgotten Tech by josemwarrior 2026-10-20T06:58:27Z ♥ 0

Really cool idea! Saw this on TigerJ's stream, great connecting with folks!

(Don't forget to put a link back here on your itch page to make it easier for folks to vote if they find you on itch first!)

ZERO_DAY by Willops 2026-10-20T06:48:59Z ♥ 0

It'd be great to repeat the controls in the game description on itch. I added the health box on top, then the gun, and got stuck in the corner with an enemy on each side I couldn't shoot. But love this concept and the aesthetic. So cool! Caught your game on TigerJ's stream. Great chatting with everyone there!

Lady DeBugger by fullmontis 2026-10-19T08:22:20Z ♥ 2

Woah, this is well polished! Great job! Amazing art and effects!

I did need to know about the restart key before you prompted it, as I missed the jump on the bug. The timing took a bit to get used to, I wanted another split second when landing on a bug to do the high jump. It'd also be great if bugs just reformed after a bit so I didn't have to restart a whole level in some cases if I missed the jump or didn't do the high jump off one.

Ancient Tech by Alex Mulkerrin 2026-10-19T07:59:48Z ♥ 2

I'd suggest the game start on the construction screen as you have to build the house first before you can do anything else. Took me a second to poke around and realize. A few more words in the tooltip about what some of the things are, what they enable, and where they can be placed and such would be handy.

This does throw me back, these types of research sim games are always fun. Good job! My village perished...

The Last Chance by Mugule 2026-10-19T07:04:02Z ♥ 1

Graphics are really polished for a jam, loved the intro story ones! I haven't completely learned all morse yet, only got to implementing teaching 8 letters in my game... πŸ˜… Found the walkie talkie a bit fiddly, think I needed to be able to input a bit slower (i.e. have some sort of heuristic or slider for the unit length). It could also be useful for the walkie to only accept the symbols needed for the game. I also needed a redo the symbol button.

I didn't realize that I could move them all at once either, so I was trying to just get them all to move north at first. But they got stuck on each other too. I could not react quick enough for the drones. Are they avoidable? How do I get my people to shoot the drones?

It also took me a while to realize I could scroll the map. So, a few more instructions could be handy there!

Going to brush up on my morse and come back to this one, it'll be good practice. Awesome job!

REWIND RAMPAGE by YEZISOFT 2026-10-19T06:40:46Z ♥ 1

Definitely needed some incentive to use the rewind mechanic and attack the enemies, as I could just dodge them for a long time. Was unclear on the differences between some of the enemies. It probably would help to focus on one mode with your core mechanic than trying to cram more in.

It'd be nice to see the AI Disclosure here in your write-up. I think I'd like to see what you could do on your own though, so keep at it, build confidence, and learn.

Stonepunked by WormKingBoo 2026-10-19T06:17:48Z ♥ 2

Great game. Scored 74. Think found a way to cheese it a bit by attacking from behind, but it ramps pretty quick. Think you probably need a penalty for bugs going off the left of the screen.

The character animations are great! So cool to see the club motion, gave things weight to the bug bash.

The Telegraphist by lloydlobo 2026-10-18T22:46:30Z ♥ 2

Cool to see someone else make a Morse Code game!

LD38 — A Small World (22)

Escape to the Stars by justinooncx 2017-05-20T18:34:43Z ♥ 0

Loved the audio and visuals. Was really hard to wait for ammo to recharge with the number of enemies on screen. It was also hard to play on desktop and took a while to figure out about talking to people, but that didn't pause the game and I had to reclick in the game to regain keyboard control.

The Infinitely Small Room by kroltan 2017-05-20T04:41:12Z ♥ 1

That's pretty cool to put together a level editor and system like that for the compo. Sets the bar higher for the future!

I only seemed to get one level though, would be nice if there was a button to select/advance to another level.

Small Life by 0x3F 2017-05-20T04:29:56Z ♥ 0

Seemed to have some timing issues? I could jump and run all over the place, but then cut scenes took forever.

Pretty cool to see you build all this from scratch though. You'll be set for next time now.

Insula Umbrarum by IDid 2017-05-20T04:05:55Z ♥ 0

I guess I'm missing Audio? Took a little while to figure out I had to click multiple times on things, but liked the world you were building. Got stuck figuring out where to go after making the ramp near the sniper.

Encircle by jminor 2017-05-20T03:19:58Z ♥ 1

Pretty different kind of game. Think I made the wrong choice to jump right to the boss instead of collecting power ups. I was trying to shoot around corners before the bots noticed me, but the wall hit boxes seemed a bit larger than drawn. The gun recoil seemed pretty large too, I kept disappearing off screen at the start.

Look forward to seeing this grow more after the competition. Could be neat to have some different elements added in to make up floors.

Trapped Robot by Richard Weug 2017-05-20T03:12:52Z ♥ 0

Really great puzzle game. I couldn't make it to the end though. I think a little marker on the ground to show where you clicked and where the robot is heading would help a lot. I feel like it went pretty close to where I clicked, so control wasn't an issue, but more the feedback for that control. Knowing that he'd stop on the point I click on and showing that point (and maybe the hit radius) would go along way for me to adjust where I want the robot and focus more on the timing aspects.

Goblin Assault by Syndelis 2017-05-19T16:43:45Z ♥ 1

I was doing well, and then I accidentally clicked outside the window! Option for fullscreen would be nice.

Enjoyed the building vs action waves, though was hard to manage attackers from all the directions even with towers and things, seemed like they didn't help too much so I always had to be there to defend. Will be on the lookout for V2.

Bounceball by DusteD 2017-05-19T16:32:15Z ♥ 1

Your balls are fun too! Thanks for playing my game earlier. Was very mesmerizing.

I blew past the game over screen trying to move around and missed my final score, but that didn't matter at that point. Nice job!

Star-Crossed by TitoMakaniJr 2017-05-19T07:45:06Z ♥ 1

Hope you keep developing this. Certainly an interesting combination, but could use a bit more of a easing into it on the first few planets. Why not auto-checkpoint at each new ship though?

I made it about half-way past the third ship, but then wasn't sure where to go next... Gravity swap at reaching the 2nd planet was cool.

Afterall by Makai 2017-05-19T07:34:25Z ♥ 0

Feel like I needed another way to control my direction and it was strange I could leave the entirety of the star field. Couldn't see what I was supposed to find to shoot though or what the challenge was. :(

Hope you keep working on your concept though, if instead of planets you were trying to take out aliens which were causing the stars to disappear it could be an interesting time pressure mechanism.

Asgard Invitational by zirconcode 2017-05-19T07:22:58Z ♥ 1

Interesting twist on Pong. Don't think you needed out of bounds (just have it bounce again), just getting hit was enough. Would be useful to have an AI though and some feedback on hitting like an explosion. Could be a lot of fun though in the future.

Didn't quite follow the intro and the player selection was a bit confusing, was I supposed to use my keyboard or the mouse? As I was hitting a key, but it didn't do anything until I clicked.

Qwer CiTy by Le Slo 2017-05-19T06:51:55Z ♥ 1

Could be a great typing/learning game as well. Would probably help to just label the tops of the buildings with the keys. It's cute to maneuver with them, but really hard to figure out at first and would be useful to younger audiences if they can learn from it as well. Could see it turn into a typing tutor too if the UFOs need words to type to shoot at.

Was a bit strange that I could damage the buildings trying to shoot the UFOs. I guess I didn't see the incentive to leave the turret once I figured out how to get to one, because if I didn't shoot the UFO that was coming for me, I was pretty much dead anyway. Maybe if I had health and the UFO just destroyed the turret on top?

Talk Isn't Cheap by Riker Greenslade 2017-05-19T06:40:20Z ♥ 2

Wow, really nice to see some music evolution in the game. Like the concept, though having some negative thing to balance out with the transmissions would be nice to add some difficulty. I believe some lines would get overloaded over time and would want to be upgraded for efficiency, but it was hard to tell.

Reminds me a bit of Mini Metro, but like the sound/communication vibe. Would be cool if having a mix of communications was more beneficial so audio would diversify. Lot of potential for some interesting dichotomies in gameplay.

Tiny Defender by AlexisGea 2017-05-19T06:20:49Z ♥ 1

Pretty looking game, graphics were great. Nice controls and playability; however, it was a bit easy to just place turrets everywhere and be done with things.

Hope you keep working on it.

Proxima Centauri b by Goncalo Monteiro 2017-05-19T06:02:35Z ♥ 0

Really can't wait to see the next version of this. It has a lot of potential. Cursor has been mentioned before. At first I thought I could only build solar panels on the blue plants and mines on the rocks. I accidentally built a farm over my base. It'd be nice if building was contextual so the cube could just front-and-center (full screen support would be nice).

It's also be nice to be able to spend resources to get more explorers and beef up explorers for V2. That and start colonizing another cube, etc...

Really nice art and a great game for the theme!

PlacidTeleCave by madsj 2017-05-19T04:50:31Z ♥ 2

Took a long time to load initially, but then was fine.

The enemy movement was hard to get used to, especially the green chompers which could leap halfway across the screen. Would be nice if the initial enemies were a bit easier to kill, but I guess I had to get used to the teleport and scrolling mechanics more. I guess I just wanted a bit more breathing room and space to move around as I got used to the game before the difficulty ramp.

Certainly something I can see people sinking themselves into.

Gravity Wars by highlyinteractive 2017-05-19T04:43:01Z ♥ 1

Audio was the best.

Was a bit confused about the objective and what I was supposed to be shooting at. I also seemed to just get stuck when I blew up and couldn't restart?

Galactiball by James Briggs 2017-05-19T04:31:14Z ♥ 0

Nice concept, would have been nice to have a bit more instruction. Took me a while to figure out I had to click/right-click on the sun to grow/shrink it.

Would be nice to see more levels and have the balls be effected differently by the size of the sun. Or have multiple planets to change the size of as well. Then you'd have to think a bit more about the exact sizes things need to be rather than just growing all the way/shrinking all the way slowly in order to beat the level.

Keep at it!

Terraformit by SwampHen 2017-05-19T04:23:30Z ♥ 0

Really wanted to like this game, it looks great. But being able to die from your own fire made this really hard to play. I couldn't move and fire at the same time as I'd just die. Plus, my bullets didn't always move towards the planet like I'd seem to expect. It was certainly odd to shoot towards the planet.

I think just having left/right and shoot as input and being a fixed orbit around the planet shooting outwards would dramatically make this an instant hit.

King of Tiny Mountain by malec2b 2017-05-19T04:17:42Z ♥ 0

Controls were hard with the keyboard, wonder if joystick would work better. Level design was pretty good, but not lining up towers as expected (like ones above wave shooters in first zone) made needlessly hard jumps, was enough actiony/platformer/puzzle without trying to gauge depth and space.

Seemed to unlock final boss before going to right side zone though? But enjoyed it until I got stuck for a bit. Would be nice to see V2 with the ability to rotate/zoom the perspective and more levels.

Planetary Defense by qwertyuiop888 2017-05-18T05:16:32Z ♥ 0

Pretty good, though I made the mistake of playing fullscreen, perf was pretty bad, but was better when I went back to the original size.

Game wise, I was a bit disoriented at first by the camera movement, it seemed a bit too zoomed in to follow what was going on at first, especially with the arrow not pointing in all the directions of incoming attacks.

Feel like it would have benefited a bit from fewer enemies coming in more frequent waves with more doom on miss firing.

I did like the chain explosions, but without an explosion sound they felt a bit lacking. Would love to see V2!

So You Want To Build A Snowman. - (A finished game for all ages) by Alex Hart 2017-05-18T05:00:48Z ♥ 1

Snowman.png

I made a snowman!

Great little time waster, very Zen. And you made it to the end! Especially for the Compo. Congratulations.

LD35 — Shapeshift (16)

Zedhus by GGAlliance 2016-04-20T08:11:00

I could keep playing this for a while, it was pretty challenging.
I just wish I had a bit more control over my aim, it seemed hitting the left/right key once made a big change to my angle and prevented me from locking on to my target.

It was also hard to understand the power ups effects.

Splitter Critters by GertJohnny 2016-04-20T07:54:00

Really like this puzzle mechanic and the art. Would love to see a bit more ramp in the intro for introducing ways to split. Took a while to 'guess' the intended solution at times. Look forward to seeing this evolve!

Through Oneself by Omiya Games 2016-04-20T07:33:00

Amazing graphical effects. Understanding the environment of what was invisible at times was a little challenging, especially with the people wondering around.

Curious about where to see this going in the future.

The Final Round by Titangea 2016-04-20T07:14:00

I think three things would make this pretty stellar: Letting the player move while in the air, getting better feedback when you hit the boss at the point of impact, and not getting stuck on the feet of the boss.

Too bad that you couldn't get a shape shift element in for the theme

Apeshifter Munk by monkeybit29 2016-04-20T06:55:00

Awesome job, really amazing use of shape shifting and the environment. Just hit a strange glitch with the pot room, otherwise was really engaging and smart.

Would love to see this evolve into a longer puzzle game. It really could turn into a hit!

GeoShift by WASD 2016-04-20T06:27:00

The fact that the entire background changed was a bit intense at times. Really like the concept and art, but the difficulty was really tough (though frequent checkpoints helped). I think a few of the jumps were a bit long and the timings very precise even when slowed down.

Would have liked to see a puzzle involving the speed-up button. Looking forward to seeing more of this.

Mirror's Polygon by batmanasb 2016-04-20T06:07:00

Lot of potential here, really would like to see this polished a bit more. I think it's really just the arrow controls which are the hardest to get through. The other shapes controlled well, but since you start as the arrow each time, it was a hard barrier to entry.

Shape Game Without Great Name by matiz982 2016-04-20T05:43:00

Wish the audio loop wasn't so short. It was also frustrating that the bullets destroyed each other, lots of times it felt like I was hitting an enemy but not destroying it (but it was probably that it just fired its own bullet).

A little bit more progression in terms of patterns and fixing the above I think would have made a big difference!

RoboRob by RoboRob 2016-04-20T05:21:00

Level Design was really solid. Really mind melting mechanic. Just wish I didn't have to click menus to retry again each time... keyboard support there would be nice.

Meepies by broknecho 2016-04-19T08:08:00

Really love the room progression opening up and following along. Wish there was a bit more to it with a less intense difficulty ramp-up. See a lot of potential for this as a good puzzle game!

Star by Madsj 2016-04-19T07:46:00

I could play this all day. Almost got to the end, stage 8.

Mushroom Muncher by Kuality Games 2016-04-19T07:19:00

Really high quality modeling and texturing to see for a competition game. It's great to see the seeds of where the game is headed with the larger enemies coming out. Just a few camera/control issues to work out.

Maybe try a Pikmin style more overhead view, so the player can always see the swarms and be oriented to where things are in the air.

Sluggy's Tiny Adventure by FrankieSmileShow 2016-04-19T06:58:00

Gorgeous looking game. Got a little lost at first figuring out which path I should take. I think my biggest frustration was having to reach for the number keys to transform. Maybe 'space' to jump and 'up/down' to change transform?

The Facility by rynti 2016-04-19T06:42:00

Really great solid package. Loved the sound effects. Really interesting choices between movement and environment.

A Rogue Like Adventure by Kain.Oborin 2016-04-19T06:25:00

Great start to some world building and ideas for using shape shifting. Just work out some of the bugs, and make sure the shape shifting is introduced more quickly.

And don't forget that 'Shift' is to run!

Morph Space by LukeZaz 2016-04-19T05:38:00

Really loved the artwork and effects. Just wish you were able to add a concrete objective in to give a bit more purpose and meaning to the mechanics.

LD26 — Minimalism (38)

The Minimalist by MalphasWats 2013-05-18T21:27:00

Looks like the days still count down if I was just sitting there. Also it was annoying that the coverage didn't update until I let go of my mouse button.

Curious about how much went behind judging the artwork.

2 Button RTS by Lord bobyness 2013-05-18T21:22:00

I think there could be a lot behind this, but didn't feel like my choice of where to put the line made a huge impact. Got boring pretty quick to just be sitting and watching. Also, Space and Shift are bad key choices especially when space moves you up and shift moves you down...

Maybe you could use the engine and give players more choices about troop movements.

MiniMOBA by kingtharg 2013-05-18T21:14:00

Hard without other players to really gauge. Would have been nice to have a two-player option. Do the trees on fire ever disappear?

Mininal Risk by Bedgar 2013-05-18T18:39:00

Nice little strategy game. Computer played a bit quick sometimes to tell what was going on. Maybe have a way to indicate what they did last?

It'd also be nice to see a bit of a randomized layout so every game had +/- a few nodes and was different.

Click by Team Tibbles 2013-05-18T18:35:00

Brilliant!

Office Escape by Bouyer 2013-05-18T18:32:00

I'm also just seeing a blank screen. :(

I saw Java load though...?

TerraFrank by supr_g33k_7120 2013-05-18T18:31:00

Really nice physics demo, too bad you didn't have time to add a goal.

The Kazimir Shift by DigiTec 2013-05-18T18:29:00

The game doesn't seem to start for me. I just see a bit black box in the middle of a larger outlined rectangle. Clicking on it or pressing keys doesn't seem to do anything or bring me anywhere that looks like the screenshot above.

Using FireFox 20.0.1

Sometimes by ghotifrye 2013-05-18T18:23:00

This was pretty cool. Took me to the third room to really figure it out, so it'd be nice if the text repeated when you re-entered rooms.

The scale was interesting, but it'd be nice to be able to move a bit faster. Also, I think the mouse sensitivity needs to be increased, as my mouse cursor would keep leaving the unity window and wouldn't recenter.

circlesLT by evelyn-jolli 2013-05-18T18:03:00

It's a great start to something. I feel like you should have just had all three parts integrated into the tutorial the first wave and the second. I think one of the hardest things is that you occlude the status with your cursor, so having the light-blue filling up around the outside of the outer circle to show your progress would be better.

It also took too long to capture things, the manual dexterity is hard enough, don't make me have to follow or stay somewhere for like 5 seconds.

The right-trigger wasn't explained very well and I didn't see how it factored into the other parts.

I'd like to see this fine-tuned though. You could have also easily added mouse input, it probably would have made the game a lot easier even with the longer hold times.

Public Transport Simulator by icedcola 2013-05-18T17:54:00

It's an interesting layout and idea, but I didn't see the game part of it. Is there an objective? It seemed like I should just walk and pick my path since the busses are so random.

H48SJ4, the MINIMIZING robot by Aifryz 2013-05-09T15:03:00

It seems really weird that you can walk anywhere but your bullets are stopped by the walls. Also, returning to center was really annoying as I couldn't let go of the arrow key to stop moving and then shoot. The graphics are pretty nice and I like the idea; just would like to see a bit more behind it.

Pixel Dominoes by Pinkerator 2013-05-09T13:15:00

I guess the double-dominoes you just get to remove for free? That part confused me a bit, it was a little weird to be just thrown in and have to figure things out, but then that is more minimalist. It's nice to something so simple and compact though. Great entry!

Toastergeist by Nick Cash 2013-05-09T13:07:00

This is pretty epic. It's a lot of fun to play, but the controls feel a bit loose at times. I would find myself holding the key down to move the toast left, not seeing it move, and then accelerating much faster than I wanted. Having a slightly larger plate area would help too. Your credits screen scrolls a bit quickly too.

Loot Run by Spelchan 2013-05-06T16:17:00

It's really neat to see an ASCII platformer. It was a little hard to tell where you started, maybe if you always started on the bottom-left? And then it was a little hard to coordinate running and jumping at the same time. Great job!

Skware by tankete 2013-05-05T18:57:00

It was hard to tell at first what you meant by an 'empty' square. Also, there's no way to recover once you start messing up as the empty squares don't get filled again by what they take.

I like the concept, but it's pretty tough right now to tell what exactly is going on. Plus, I feel like having two blinking boxes to go after to give you a choice about how you lay out your path would be helpful.

INO by Nikich 2013-05-05T18:51:00

The main menu was a bit confusing, I was trying to use the keyboard to select options at first and nothing was happening. Also, you should make the full line select the option, I was clicking to the right so nothing was happening for me either.

The game itself is pretty interesting, but really hard. I feel like your cube needs to move a bit slower at first and also snap to the grid. It's really hard to tell exactly where you are when you're floating between squares.

Super Minimalistic by spilth 2013-05-05T18:45:00

Really like the idea of not having to collect stuff. Turn the traditional platformer on its head. The jumping was pretty tough at times, especially trying to run and jump off the one block platforms. I couldn't make the long jump either shown just above in the screenshot.

Flame Quest! by Shatteraura 2013-05-05T18:36:00

Would have liked a bit more story in the game itself. Seems just the one map page could have been expanded on a bit more than just random encounters.

Gut Buster Zombie Dash by zairon 2013-05-04T15:00:00

Really fun little runner. Kept dropping the sledgehammer though, didn't see the point. Wanted an action button to break through walls or zombie hordes. Wanted to make it to the chopper, but mysteriously would just run out of stamina, thought I was picking up enough food.

DropPix by AtkinsSJ 2013-05-04T14:48:00

Good puzzle game, though the buttons wouldn't always respond to my clicks. Would have been nice to see a few more levels as it was only starting to get a bit challenging near the end.

Steve Can't Zen by DaanVanYperen 2013-05-04T14:40:00

Pretty amazing execution for 48 Hours. A lot went into this. It looks great. Can you actually lose though? It seems like enemies will bloody me up, but other than that, I just have to mash buttons.

Minimum RPG by jovoc 2013-05-03T08:13:00

Curious to check this out, don't have a mac though.

Metahotel by Christian S. 2013-05-03T08:11:00

Really intriguing puzzle game. I really enjoyed playing it, but I think the two biggest detractions were as others mentioned, the people had a path to the exit, but just bounced around, and figuring out the cycle when clicking. Even though the cycling can be consistent, since it depended on what color I was currently on, it was just very confusing. I know what color I want to make the square in my mind, so I don't want to be fighting thinking about if I need to left or right click and what color it currently is to get it there. Maybe you could also be able to hit a keystroke (one for each color) and then I could just learn which buttons move to which colors for whatever I have highlighted.

minobi by Pixelboy_85 2013-05-03T07:59:00

Really nice style. Took me a while to figure out a few things like that I can run as fast as the bullets. The second laser section was really hard initially. It'd be nice to not see the guards I already defeated respawn and to checkpoint every time I got loot.

COLORFORM by torcado 2013-05-03T07:52:00

Wow, this is really hard. Maybe I shouldn't be playing it so late at night. I like the concepts behind this, but I think with the cycle of four, having a slower cycle time to start could help. Also, maybe only starting with a couple of colors. It felt really harsh when I hit the wrong key and would fall from the top to the bottom instead of just one platform below me.

dodge the atom by Pikkufighter 2013-05-03T07:43:00

The platforming aspects seem to be pretty spot on. The jump and movement felt really good. It just took me collecting 10 atoms to realize the atom I was dodging was moving faster. I think if instead of increasing speed, you just added another atom to dodge every time you collected an atom it would get crazy enough quick enough and you'd feel that arcade pressure.

Convulx by Griz 2013-05-03T07:37:00

The movement aspect of pushing the ship at the limits was interesting, but with all the numbers and bars on the screen it was hard to coordinate how everything was related and what my main 'mission' was. I didn't feel that sense of danger from the oncoming asteroids nor reward for destroying them.

Prism by Tapestry 2013-05-03T04:34:00

Interesting take on the traditional snake. Took a second to notice the twist. Think it could benefit from a bit tighter control, seemed like there was a tiny bit of lag when pressing keys and seeing movement. Also, progressively increasing the snake speed and starting with fewer prisms to fill would be good. Also, was tough when I needed a final color and had to just spin around to collect/dump colors until the one I needed was there. Similarly, it was weird when I had no color that I would erase my previously saved colors.

Speed Square! by infinitedog 2013-05-02T17:02:00

Jumping and moving mechanics made it very hard to control the character. If I just tapped the key when I was on the edge of a ledge, I'd go flying across and then didn't have any control for my landing. With a few tweaks, I could get into this one a lot more.

SoO by Proch 2013-05-01T17:19:00

Would love to try this out, hope you can solve your issues with windows!

Integrate by Bloated Hippo 2013-05-01T17:17:00

I had to read the rules a few times, also didn't help that the keyboard wasn't responding until I clicked in the swf. The idea's interesting though, you can definitely get into it once you figure it out. Maybe it would help if you made your cursor a small version of whatever shape you had currently active instead of a background color? And maybe start off with one shape and add others a few seconds at a time to ease the player into the game and then tell them how to switch one at a time.

Police Escape by D3zmodos 2013-05-01T17:12:00

Really nice music. Like the premise, it's really hard to keep track of where all the other cars are. Did see one just stop at one point.

Paddlewhite by Dohan 2013-05-01T17:06:00

(grr lost comment before) Graphics and audio were nice, but it was very confusing to tell what was going on with the HUD in the first level with all the meters and plethora of enemies. I would have focused more on the minimalist third stage across the whole game, but then I couldn't defeat the boss at the end. I could just camp out in the lower-left forever...

BONSAI by NeuronFire 2013-04-30T17:00:00

Really interesting idea. Virtual Bonsai. Seems a little crazy to click each pixel though. Thinking it'd be interesting if it starts in the middle and you see it growing, and you have to trim it back continually...?

Also, be nice if the message at the end in the textbox actually stated if you won or lost as it says both right now.

Farm Villager Quest by therealbnut 2013-04-30T16:54:00

Would have liked to seen this polished a bit more. Could have been a lot more fun. Got a little tired of encountering the monster everywhere and trying to determine which button would take me in which direction (would be nice if they were laid out in a compass orientation). Also, a number of typos. I hope you keep fleshing it out though, great result for the amount of time you put in.

Glow by LeReveur 2013-04-30T16:28:00

It was a little hard to grasp initially where I could click. It also may help to color the cursor based on the player color too. I think the hardest part was knowing when it would fill or create a line.

Cube Defender by kratorspore 2013-04-30T01:14:00

Like the concept, would be nice to have a bit more pressure with the blocks slowly but constantly moving towards you, though definitely a surprise the first jump. Would have liked it to always give me a color I could use so I can't get in a state where I'm just waiting for death. Have the blocks reaching you be the only losing factor.

LD11 — Minimalist (33)

warrior by tonic

Pretty cool 3D work for a weekend. The snow was a work of art. I found aiming to be a little tricky though. I kept trying to click on the "enemies" but I'd have to adjust so my line of fire would actually hit them.

Spacbattle is done-ish by tirpen

It was a pretty interesting game; however, it was hard to continually have to tweak the movement of all your ships.

RPG Battle Simulation by thedaian

Looks pretty neat. Like the graphical HP damage display indicator. But it kept crashing on me when I tried to heal.

The Butler Did It by Surrealix

I like the look and the idea; I love murder mysteries. Though I think the interface would need a little work to make it a bit more fun. i.e. showing the items in the rooms, having names above the icons of the characters, etc...

Minimaze by shanecelis

Lot of fun, just wish the snowball moved a tiny bit slower.

β€œDesktop Rox” by sgstair

It looks like you put a lot of work into the entry. I think a little sound would help make it a little more engaging.

Strong AI by SethR

Good Fun. Enjoyed actually being able to beat the game.

Space Stuff Trader by saluk

It looks like it has a lot of potential. It was just hard to see things and move around, especially when the enemies fire so much more than you do. I think my biggest problem with the controls was just being able to aim accurately. That and of course, getting lost, because I'd try and accelerate away from the bad guys and then I'd be stuck trying to slow down and get back to the planets. Would love to see more though.

Circle conquest by DanReyLop

It's an interesting concept, fits the theme. It takes a little while to figure out what you need to do, especially as if you're not paying attention at the start. The computer can get a head start. Might have been good to have a "start" button. Also, at some points it seems really hard to select your units. Nice use of Flash though.

Pixelman 3 by pymike

That's a lot of fun. I almost made it to the end of level five before dying... :)

The Pushers by phren

Nice Polish. Wish there was an opponent for one player though.

win32.dll The Game by philhassey

Very Scary... I too wanted to keep reading all the pop ups. Love, how the taskbar was like your health bar.

Tiny Hawk final release by pekuja of Polygon Toys

Fun little idea. I wish I could change directions though, as when I screw up, I need to wait awhile.

Trivial Escape from Minimalist Island by mjau

Nice Adventure, like the style. Took a little while to figure out about turning though.

entry – Minim Madness by mariusz

I was finally able to figure out the drawing bit after about 10 minutes. I'm maybe at 60-70% accuracy now. The big problem now is aiming, larger targets might help, and being able to delete minims. Definitely having a little more leniency would be good, obviously it's pretty good at guessing as you've displayed the cross. Hope to see more in the future.

Mininode by LunarCrisis

I really like the mechanics, seems like there could be lots you could do with it. Wish you had made a few more levels to see the diversity. Can't believe you used Scheme though...

Final Submission by keeyai

Just needs sounds and explosion effects to go from good to great.

Col-4 by jolle

It's an interesting twist to columns, but I think it'd be a little better with a smaller playing area, it takes a long time before rotating even comes into play.

MinMo LD11 by HybridMind

I like the style of the game a lot. I just feel like I need a jump button... And maybe pillars that I'm next to should move more than the others so I won't have to wait as long. Or at least with jump, if the pillar is a pixel or two taller, I'd be good to go.

Still Pond by Hamumu

Nice idea, simple and sweat. The deck of cards was just cruel...like 52 pickup. Then, I finally got past it and lost the next level. Of course, it can just go on forever...

Sailor by gustav

It could use a few little tweaks and sound, but it's strangely addictive. I got up to 1690 once. I kept going off the side a lot though.

Dot2doT by Sophie Houlden

Like the simplicity. Reminds me of Sonic Blue Sphere a bit.

GBGames presents Minimalist – the by GBGames

I kept getting the sense of impending doom. Thought I'd have to make it to the goal before something bad happened. Amazing, how something so simple can be powerful, fits the theme perfectly. Of course, I found a way to cheat... just move your mouse outside the game window... But then it's not as much fun. Strangely addictive...

miniPals by fydo

Reminds me of "Head over Heals" a bit, except there's no combine mode. Fun little game.

Exxon – The decontaminator by drZool

Really fun game, great achievement for 48 hours. Too bad there wasn't any sound though, that would have just been the icing on the cake.

Marginal Ungolf Spectacle by DrPetter

Very fun, great idea to use PSD. It'd be interesting to see what else you could exploit with the format.

MiniMall by doofer

I wish there were a few more store types that I could build...

Unknown by dgriff

Very pretty graphical work, just wish we saw more night sky and stars than green grass.

Omnihunter by Dathgale

I'm a "snakey" folk, and I couldn't get it to run either, even after downloading PyOpenGL. Any reason you just didn't want to use only PyGame?

The easy setup script worked after installing PyOpenGL, thanks. The game was pretty hard to last past a few seconds though. It took a while to realize you were actually moving...

As good as it is going to get by creiht

Well, I do have a facebook account. Lot of stuff for 48 hours, very cool. However, I think a character name check would be good, as it looks like a lot of people aren't naming their characters...

Things on Top of Other Things by chrisp

I love how my block becomes like a hammer to destroy enemies.

Too minimal for a name… by bluescrn

Seemed to run too slow on the high resolution for me. Would love some sounds, but love the fact that if I had time I could make my own levels. For those interested, look at line 262 of LD48.cpp for keys.

Micro Macro by PoV

Interesting, but pretty confusing. Wish you had a little extra time to throw on the polish.