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panzermancer

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201224EvolutionDarwin Skirmishcompo743.643.673.703.912.392.502.412.8369
201121EscapeSiren's Wailcompo3762.453.182.452.911.552.602.131.503

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 panzermancer

LD21 — Escape

I'm Being Eaten By A Spider Queen (And I Don't Like It One Bit!) by L 2011-08-22T22:30:00

Absolutely amazing. My only complaint, if you caould call it one, is that I wish there was some way to skip forward the text. I love every bit of it other than that, though. Absolutely ludicrous in the best possible way.

Escape from Flatland: an Adventure of Two Dimensions by pdyxs 2011-08-26T03:14:00

Suggestion for the controls:

-Have the triangle always face the mouse
-When holding down LMB, they advance toward the mouse.
-When holding space, they retreat away from the mouse.

Otherwise, a fantastic game, honestly.

"EscapeBot" by Jonneh 2011-08-22T20:54:00

Pretty good for 48 hours, but the levels didn't really seem tha tdifficult until the very last one. Not to complain, given your time constraints, but it would have been much more interesting if the puzzles went further than "turn this way, move x squares, that this way, move y squares, so forth and so on." And yeah, the music loop was pretty bad, nothing you can't fix by muting but even then what would be the point of including it at all. The graphics are pretty solid, though, and the interface ran quite smoothly.

Foxtrot by Elegwa 2011-08-22T23:28:00

Awful gameplay, I can't see the traps so how do I avoid them, why should I have to bash X if I get hurt anyway, why are the flower sin perfect squares, this game is pretty damn bad, sorry to say.

Return to Custody by feyleaf 2011-08-22T21:37:00

It would've been a lot more interesting if there was some sort of conflict - maybe some of the prisoners would try and attack Carl or something of the sort. The game's not overly bad, you applied the theme well and the graphics are pretty well-made, (albeit at times a wee bit glitchy) but the whole "lact of clinflict" thing really got to me, sadly. I would have easily rated this a 3 overall if there was something to worry about, maybe a 4 if it had some audio thrown into it too (and it was well-done.)

DRUGSDRUGSDRUGS by natpat 2011-08-22T21:57:00

Awww, no trippy music? :C

Heartbreaker! by triplefox 2011-08-24T00:56:00

Quite the intriguing game, albeit quite buggy. I honestly think, however, that it's great fun and you should extend upon this idea. Maybe add more elements. Hell, if you want, I can join you in designing additional content and such. Granted, I don't even know what language you did this in, but I can learn. This really seems like an idea that can go off, I'd love to join in adding to it.

Aaah! Run! by norgas 2011-08-22T22:52:00

I vaguely feel like i've seen the dragon before somewhere... then again that might be because it's quite well-done. It's an alright game, I guess.

Escape the Wolf: OHR by James Paige 2011-08-22T23:03:00

Quite well-done, and I loved the soundtrack. "dun-dundundun-duhduhuh-dundun-dedede..." You could have left a couple hints as to where the cabin was, otherwise it's essentially randonmly rompng about. Really, really, cute, though.

Self Destruct: Activated by jauntypixel 2011-08-22T21:32:00

Really well-done, and quite challenging. I couldn't get past the part with the stairs made of crates on the second screen, but I still found it really fun. The graphics are amazing, and the loop sounds great. The whole recoil thing didn't seem to do much, though, it only moved one a few pixels at a time. Perhaps if you used a bazooka instead of a pistol? Still a great game, nonetheless, definitely one of the better ones this dare.

Lava Tsunami of Doom by Shot 2011-08-22T21:49:00

Really, really well-done. I didn't quite see the whole point of the gun (recoil didn't seem to help too much, maybe you were going to add enemies but didn't have enough time, which I understand given the rest) but I found great fun in shooting the lava wall when I knew my time had come. The random platform generation was quite well-done, although situations would arise that were literally impossible to pass. I loved the fact that you ran at full speed when crounching and everything, I mostly played crouched down in mid-air like some sort of hindu god, which again was quite humorous. The occasional write-ins that would appear the bottom were quite whimsical, as well. All-in-all, a quite funny game with some points unintentionally so. Good show.

Gather 10 keys to escape by madflame991 2011-08-25T18:48:00

The enemies were really neat - I died when I got to the rectangle with fingers. I had enough keys, too. It does need more game variety, however. Once you figure out if kicking high or low is the better option, there's literally nothing to the combat.

Dare To Escape by xNidhogg 2011-08-22T22:19:00

Sorry chap, for some reason the Reach version doesn't seem to work.

Fortress IX by runsintowalls 2011-08-22T21:04:00

I really liked your take on the whole escape bit. The graphics were great, and the music wasn't too bad, but the whole thing sorta crumbled when I realized i could play infinitely by bashing up and z and automatically kill anything that would attempt escape. Maybe if there wasn't auto-targeting, it would have been more interesting. That, plus there wasn't a readme or in-game description of the controls, but they were pretty simple to figure out so that's alright. The intro glitched out on me, though, the bottom half of the text was cut off.

Cube Collapse by Martin Fasterholdt 2011-08-22T22:56:00

I second Martoon and all of them. So I guess that means I fourth them?

Cubicle Escape by tordre 2011-08-22T23:10:00

There was something about the graphics that I really like, for some reason. Believe it or not, I really love the level transition graphic. It's so simple and sleek without looking all Web-2.0-ish. Idunno why, but it just looks really cool to me. The whole motivation bit was funny. Good job, I'll definitely check back if/when the levels are fixed.

Ballin' Basement by hayfield 2011-08-22T22:08:00

Really well-done, you certainly put a lot more into 48 hours than most other people. I could only get so far as that part with the two mines, after the orange spinny thing. The bullets were weird to figure out at first, but then I got it and it was actually pretty cool. Good job.

You've got the money: Escape by Thomas Pritchard 2011-08-22T21:18:00

There's not much challenge, or anything really. It's literally trial and error, without even anything to do in-between, nor even any reason one would have to escape (no cop chase?). Just aimlessly walking along 15 seconds of intersections followed by walking upon an arbitrary square. Seeing as I'm assuming "fun" stands for gameplay, I'll give you a higher rating because at least the controls worked. Even rudimentary sound would have sufficed; even if it was atrocious I could have muted it, and it would have distracted me from the dull, repetitive (and glitchy, what was up with that shadow?) graphics. Sorry if it's all rated so low, but I'm simply telling you how the game played out for me, and the answer is "not very well at all."

Arenatron by ExciteMike 2011-08-29T20:26:00

Could've done for more enemy types, the big ones just seemed like helpful meat-shield (or rather meat-walls) for the missiles. Still a great game, I love the graphics style.

LD24 — Evolution

EvolBots (not EvilBots) by vigrid 2012-08-27T18:05:00

Is it just me or do the robots look something like golfballs from Hell?

The theme definitely wasn't used very well here; there was no obvious effect the evolution played on the robots. I just kind of roll them around and grab stuff regardless.

Also, one of the bots got stuck in the world on the purple valley level, so I had to quit :C

Tactical Binary Evolution Combat (TBEC) by Zathalos 2012-08-27T03:53:00

I really couldn't see how Evolution really tied into this - trust me, I was bashing V pretty much the whole time. I feel like a clearer explanation of how Evolution works in this game would be needed. I do like the graphics, however, and the idea of one big, sprawling nonlinear map with weird things to deal with on it. I don't know why, but those have always piqued my interest; probably just because I see something, am curious about what it is and how it works, and get pleasantly surprised when I do figure out what it is. For example, I'm really curious about that giant cat thing at the bottom, I wonder what it does :>

Eve by Kralle 2012-08-27T17:02:00

Between the acoustic music, the mining, and the whimsical graphics, this reminded me of Dwarf Fortress, very much in a good way.

I wish I knew more about how the game worked, though - am I supposed to dig out the green blocks (which I assume are food), or leave them there for the creatures to eat them? I tried both methods, and everyone died of hunger really fast, regardless of what I did.

I feel like besides that, this game is quite interesting, for something made in 48 hours. Definitely do something with it post-comp; I'd love to see this idea further fleshed out.

Goat Boxing by frogalicious 2012-08-27T19:23:00

There definitely needs to be more clarity as to which stats do what. Also, it doesn't save the goat's name after you leave the stable :(

Pincers by ggiraldez 2012-08-29T03:47:00

Really well-done. I had no problems with the controls, really. The game was challenging, yet rewarding. I went mostly for speed and attack and scavenged around; it's surprising how often the creatures end up killing each other :P But that's a good thing, that gives life to the AI. Great job, man, really!

Involucion by elxris 2012-08-27T06:49:00

I can't entirely tell what is going on here, but I'm guessing it's supposed to be some sort of a life sim. I think this game highly detriments from not having a proper explanation; I'm literally just clicking random places and putting stuff down. I don't know the consequences for doing anything, really.

Just Evolution by Puccini 2012-08-27T03:40:00

Yeah, I had the same problem, actually.

evolving by pjchardt 2012-08-27T17:49:00

This definitely needs tighter controls, like everyone said; besides that, it was a very interesting game, with a really cool use of the theme. Good job!

Darwin Games 2012 by Bemmu 2012-08-27T05:50:00

Best game I've played so far.

I JUST WATCHED A MAN WITH TWO HEADS USE HIS HEADS AS PADDLES TO SWIM.

HE HAS NO ARMS SO HE'S THE MOST STREAMLINED.

This game is fucking hilarious. Great fucking job, man.

Goo by Cipher 2012-08-27T04:29:00

I really liked the music for this one.

The element of choice was really well-implemented in this (reminds me of Effin Worms, or that other game that's like it but better except the name totally escapes me right now), up to a point at least. The goo cannon seemed a bit OP; maybe because he's firing parts of his own organic material at the enemies, it could cost HP to use it, to balance it out?

Also, the eyesight evolution messed up the aiming and made the text unreadable. Definitely fix that one :C

Badass by Sos 2012-08-27T01:59:00

Ummmmm... evolution!

That was actually really fun and silly.

Pirates and Gorillas by Brucef 2012-08-27T06:54:00

That was momentarily entertaining. You die way too quick, though, and there doesn't seem to be any sense of progression, just more gorillas.

Prance Prance Evolution by Josh Riley 2012-08-27T03:36:00

I didn't know you could get that kind of surgery for horses.

http://www.64digits.com/users/Panzermancer/horsiemitosis.png

The Omnicide Genotype by kblizard 2012-08-28T00:15:00

Once I caught on to the core mechanic, this got deceptively interesting. Most things that at first seem like design flaws (like the hellbeasts greying out after a while) actually work out in the game's favor (punishing the player for waiting too long). Great job, man!

ROCK EM SOCK EM DARWINS by turkwise 2012-08-27T05:46:00

Ladies and gentlemen, introducing: THE MONKEY WHOSE PUNCH TRANSCENDS TIME AND LITERALLY GOES ON FOR ETERNITY. I chuckled when you-know-what happened to you-know-who after you hit him three times in the face.

This was an absolute blast to play, even if it was really short.

Natural Selection by Nickolai51 2012-08-27T01:04:00

It seems really cool, and I really like the music, and the sense of humor.

However, the mouse controls weren't that good. I honestly couldn't aim at all; my view just kept floating up to the top. I kept trying to fight the controls, but it just wouldn't work. I gave up on the first level.

Sorry man, the game really seems cool, honest, but the aiming, unless I'm horribly mistaken, doesn't work at all and sort of ruins the game for me. It's a real shame, because from what I can see, it genuinely seems like a cool little game.

The Life Tale by Griz 2012-08-27T07:07:00

A decent idea, although there definitely is a problem with pacing. It definitely looks like it takes way too long to get anything (I say "looks like" because I didn't play long enough to manage it). The combat system (by which I mean literally just throwing yourself at people and hoping they die before you) seems really counter-intuitive. There are a lot of cool ideas here, but the actual implementation of them is a different story. Still, not that bad, really. Good job, but better luck next time.

Swarm by Will Xyen 2012-08-27T19:18:00

This was a cool concept, although, like quill18 said, it sort of kills any flow if you're stopping every 20 seconds to evolve everything.

The graphics needed work; not so much from an aesthetic point of view (I'm usually fine with a game that looks charmingly unpolished), but more so in the sense of clarity. For one, I feel like the camera is zoomed in far too much, and the cyan boundaries are too hard to spot, so I end up crashing into them more than I should.

After 5 rounds, there's no new spawn page to enable, so it seems like that's the unofficial end of the game.

It's a good effort, and could be more interesting with some extensive post-comp work.

Darwin's Little Pink Worm by wumpus 2012-08-27T18:13:00

I loved the whimsical little pseudo-haikus you get upon evolving :3

I just wish there was a bit more of an element of choice when evolving, though; that's what really would have made this game super-replayable. Still, impressive, for 48 hours raw in javascript.

Geomelution by Sh1rogane 2012-08-27T00:54:00

That was pretty fun, but really difficult; I could only get up to the septagon level in all my runs. I think it's a bit too easy to die - especially in the later levels. Other than that, this was pretty good. This was the first game I've played from this dare so far, so I can't give a proper verdict, but I can at least say it was somewhat enjoyable. Good job!

T.R.E.E. by Fritzendugan 2012-08-27T06:27:00

It's an interesting idea, but the controls are terrible for the upgrade screen. We should just be able to click on a node to read it.

Also, there isn't much of a point in making three different "currencies," seeing as they don't really show up in different ways; you just end up seeing a bunch of them in one spot, of different colors. My assumption (and this would have been a lot cooler) was that the different colored blocks stood for different resources (ex. a yellow slab could give both green and blue energy) and you got small amounts of that as you harvested.

Also, the generation, although cool in concept, is more than a bit buggy. Stuff just pops up right in front of your face, killing the sense of exploration and replacing it with the sense of "oh well that's there now." And I can see the energy hidden in blocks for a split second, so I just run right in there and dig it out.

It's a cool idea, but not very well-designed. I'd say, revise what you've got there, think about what makes procedural generation, upgrading, and general exploration interesting to work with, and go from there. For example - would it be more interesting if you could find any energy anywhere, or if there were whole regions of only one color, so if you wanted it, you'd have to specifically find it?

The Evolution of Time by jomacel 2012-08-27T03:06:00

I got stuck on the first level where you play as a cube. That platforming bit on the end is absolutely hellish.

Darwinphony by philosophistry 2012-08-27T07:19:00

What an interesting way to use the theme of evolution. Really fun to fiddle with for a couple seconds, although for some reason I can never get the creatures (or whatever 3 produces) to move anywhere horizontally, or place them where I want to. Definitely confusing, but still.

Monster League by Loginaut 2012-08-27T05:27:00

The battles were really boring to watch. I lost when this one fucker ran the clock by dodging. There's virtually no upgrade variety, and the fact that it costs points to turn an upgrade off is just bad design.

Dragoneticist by Gidaio 2012-08-29T03:23:00

Yeah, there was no explanation as to how changing a dragon's genes actually worked. It's a shame, because the concept seems really, really cool.

I just ran through the whole game with the basic dragon. When I fought the final dragon, it immediately jumped so high it went off-screen and died, leaving me the victor. Hilarious as that may have been, I'm sure that wasn't intentional.

It was a cool idea, though. Good effort, but better luck next time!

Conway's Revenge by Nick Knowlson 2012-08-27T06:16:00

A cool idea, especially with the sandbox, but the battle royale option doesn't work out so well. In the end, I'm just watching what essentially looks like a bunch of pixelated jelly wobbling around until one color takes over the others. That could be remedied by maybe toning down the starting density, and putting families of different colors in their own little areas to start - you know, a dab of blue here, a pile of green there. That way there's a better chance for something less chaotic and more entertaining (to watch at least) to emerge.

As for now, I'm gonna say, while this isn't terrible by any stretch of the imagination, it could have been done a bit better.

ContraEvolution by the.vaber 2012-08-28T00:24:00

Definitely add projectiles next time - it got rather tedious having to constantly run around and cockblock all the rainbow asteroids.

Entourage by jprogman 2012-08-27T06:11:00

The ideas were really cool, but I feel like they weren't executed all that well. I'm just watching a bunch of things flutter around aimlessly, unless I program them specifically to attack someone, which, in reality, that's pretty much the only thing you'd need them to do. The (essentially) perfect AI to make:

-if weak
-follow goodguy
-if alone
-follow badguy

There just aren't that many strategic options, really. Plus, it's an absolute chore to give commands to units one a time, especially with so goddamn many of them, and with so much time put into giving the commands.

In short, a great idea, but terribly executed. You get an A for effort, but better luck next time.

Ultimate Plant by nimblegorilla 2012-08-27T04:17:00

Very well put-together. I can see myself coming back to this one sometime very soon.

Ultimate Plant by nimblegorilla 2012-08-27T04:20:00

Definitely a great game to play while the other ones are loading :D

Die, Motherfuckers! by Senekis 2012-08-27T04:42:00

I don't know how, but this game managed to be charmingly dull. And I mean this entirely in a good way. The premise is just so completely ridiculous to watch unfold that it's more than worth the simple gameplay. Like Tom 7 said, the exponential number thing was just great.

DIE, MOTHERFUCKERS!

Rings of Evolution by gbellgames 2012-08-29T05:19:00

Alright, constructive criticism time. Where to start, where to start.

By the way, there might be spoilers in this, so don't read this if you plan to play this game.

I just want to let you guys know, I'm not writing all this to be mean. I'm just trying to give you advice, from one designer to another. I saw that there was a lot of effort put into this game (especially considering it was done in 3 days), but ultimately, there was a ton that could have gone better, even in that given time, and some stuff you could have just thrown out altogether, which would have probably freed up enough time to fix other aspects of the game and make them decent. Plus, a lot of these criticisms are things I've encountered myself in previous efforts, so trust me, I've been there too.

Alright, so I guess I'll start with the start. The storyline is kind of cool, in a pulp science fiction kind of sense. I liked how you played as what was essentially the antagonist. However, whoever you got to do cutscene art, really doesn't know proportions all that well. The first thing I saw of the antagonist, whose name escapes me (in fact, the way you had so many weird names to learn in so little time, nothing else really stuck either), her arms literally stopped at her waist, and her hands must have been at least the size of her entire head. After that panel, I sort of skipped the rest of the intro, which, as everyone said, was far too long. You see, first impressions are huge. There are exceptions with extremely well-written opening cutscenes (which, although not terrible, this game's writing was in fact not well-written), but, especially with an indie title of a smaller magnitude, we really just want to see the gameplay first. I'm cool with opening cutscenes in these, as long as they're brief and to-the-point. This was most certainly not that.

I wish this game was a bit more non-linear, and we could have obtained the first four evolutions in any order we wanted. Obviously, that would have had to been something you guys had planned from the onset to implement correctly, so I get why that's not in here.

So, the space-shooter bits, they're kind of sub-par. I guess my main problem with them is that everything comes at you too fast, and there really is no opportunity to dodge a lot of stuff, simply because we're not aware of what's coming up, and by the time we see it, it's far too late. This is something I've encountered myself a while ago when I made a shmup, and this is something I refer to as "programmer's difficulty." You see, if the programmer is the one testing the game (especially with something as fast-paced and twitchy as a shmup), he already knows what's coming up, and so subconsciously knows how to avoid things from the onset. He'll consider the game too easy, because he's beating it so effortlessly, that the programmer would then tend to amp it up for a challenge for themselves. This is a big no-no. It doesn't matter how much you try to intentionally "dumb yourself down" when playtesting, you'll still know subconsciously, and you'll see it affect your gameplay. This leads to a whole bunch of things which, quite frankly, would need either inside information or outright clairvoyance to dodge the first time. And like I said, even then, everything moves so fast anyways that there are times where there's literally no possible way not to take damage.

The most annoying part about the shooter bits, is that they come right after acquiring a new evolution. That's just bad pacing. When someone acquires a new ability, of any sort, 10 times out of 10, the first thing they want to do is test it out; they don't want to go do something else first. The shooter bits just felt unnecessary to me; I feel like if you instead worked solely on the platforming parts, then we'd have one decent mode instead of two sub-par ones.

Alright, now the platformer bits. First off, the walking animation looks silly, but that's a minor thing. The controls are pretty weird; you jump way higher than you'd expect yourself to, and you can't move that far horizontally in mid-air, so it's pretty difficult to judge your jumps. The enemies are just pests, and if there's any platforming involved at all near them they're just impossible to avoid.

The evolutions, for the most part, don't feel very powerful, with the one exception being the lasers. Besides that, the others just feel sort of, well, weird. The spikes don't have the oomph you'd want them to have, the energy balls are an outright pain to control, and the weird energy blast thing, I don't even understand what that's supposed to do, besides just be a standard horizontal attack. I'm guessing it does a spray thing when it hits a wall, but the effect for that looks the same as the shield things, so it just looks sort of weird.

Now, the bosses are probably the weakest part of this game. You see, the main game design error with these, is that they often perform attacks that are just outright impossible to dodge, again unless you happen to know the pixel-by-pixel optimal playthrough, in which case you're either the programmer or a robot. It's just terrible, there's literally no mathematical way to dodge all the stuff that's being thrown at you. The boss might as well take away ten of your continues.

The music, strangely enough, is what I consider the strong point of this game. It just has this science-fiction action feel to it that I feel was lost with the era of all those free indie space-shooters that cropped up in the 90's all the time. I'm not kidding when I say my favorite part in this entire game is when your ship goes down onto the planet. I genuinely liked those parts.

The ending, although somewhat predictable, was nonetheless pretty cool. I did like that part, to a degree. This is probably just me, but I personally feel like it would have been cooler if she literally flipped inside-out and the entire universe rested inside her. That would have been ironic, because this evolution led to her possessing the entire universe, but being unable to really do anything with it. Just a thought.

I think the main problem with this game, was that you guys tried doing far too much for 72 hours. This ended up making everything feel really rushed, and instead of 5 to 10 minutes of something really interesting, we've got 45 minutes that just feel strung together. However, I will say this: the game has soul. It just emanates this feeling, this strange feeling you don't get in many other games, even most classics. I don't know how to explain it, but the game has character. A lot of the flaws I mentioned, they give this amateur feel, but in a very unique way. I could tell it was your guy's first game from the get-go, but I could also tell you had a lot of fun making it. I guess it just sort of made me feel nostalgic for when I first starting making games. Don't get me wrong, I'm still quite a ways away from where I want to be in game design, but I could sense humble beginnings in this game, in a good way. Who knows, you guys might make some great games, after all. Everyone makes mistakes on their first few :)

Alright, that's definitely the longest review I've ever written for an indie game, and possibly the longest ever written in Ludum Dare history (although I definitely could be wrong). I hope you guys don't think I'm some grouch that's just pointing out your every flaw, I just want to see you guys do better, because I feel like you're genuinely capable of doing that. Whatever you guys do, don't give up, keep going with this. Just make sure that every project is also a learning experience; trust me, that's pretty hard not to do :3

Rings of Evolution by gbellgames 2012-08-29T07:09:00

Wow. You know what's terrible of me? I didn't notice in the description that this game was made by kids just starting out. I feel pretty mean right now; I try reading all the descriptions, but after you play so many of them you just end up skimming the longer ones, you know?

But jeez, a bunch of 15-year-olds making this starting out? That changes my viewpoint on this quite a bit. Granted, it doesn't completely invalidate my criticisms, but as far as graphics go, I can completely understand why they're at that level.

But wow, the fact that you're a teacher, and you weren't offended by my deconstructing of everything your students did - usually you'd expect a teacher to do the opposite. It's great that you get what I'm saying, though, and that you're going to let them know what they can improve - after all, they want to learn how to make games. That's amazing; if one of my teachers ran something like this, they'd just get pissed at someone pointing out those flaws, even though, in the end, I'm just trying to help.

Considering this is their first effort, it is genuinely impressive that you got them to all work together and make something this extensive. I'd love to keep track of how these guys are doing, this is something I wish every school did! You're seriously an awesome teacher!

IO VUOLE ZEN by Capro 2012-08-27T18:58:00

That was completely and utterly insane. Easily the most creative game I've seen yet; it was just so silly and ridiculous, but still was hanging on by the single thread that was its batshit narrative. Great job, man, seriously! We need more games like this, for sure.

Reckless Abandon by clavicarius 2012-08-29T05:56:00

I really liked the controls, even if they were a bit awkward at first. I kept playing for as long as I did just trying out different robot's limbs. If you do anything post-comp, I'd say keep the same formula, just add more variety in the different robot limbs. Great job, though, seriously!

Evergen by Chimera 2012-08-27T06:31:00

An interesting concept, if not a bit simple. It would have been cooler if there was a bit more micro-managing, in my opinion.

Evergen by Chimera 2012-08-27T06:34:00

It also could have used a zoom-out option, and a bit more variety (then again, I only played for so long, so if there is something I missed than I apologize).

Coin-Operated Afternoon by Pierrec 2012-08-29T06:29:00

This was pretty fantastic, actually. It made me see board games in a different light. You should definitely put it somewhere where it'd get noticed, instead of on the Ludum Dare, where you didn't even follow the theme :P

SEW by Cell 2012-08-27T05:41:00

Besides the whole "do I listen to this awful noise on repeat or play in darkness" thing, it was pretty decent, considering, as you said, you made it over the course of 7 hours. Although I'm pretty sure bouncing off the walls like that isn't really a thing.

Megavolve by mokesmoe 2012-08-27T03:23:00

I wish I knew which parameters determined the gun I'd get on the next level.

Also, those turret things are the worst, you're pretty much required to get hit by them if you want to deal any damage to it.

Also, I respawned on the boss for some reason. That made what could have made an interesting battle way too easy.

I really did like the concept, though. This isn't bad for 48 hours; good job.

Evoroid by ahnimal 2012-08-27T16:53:00

It's a damn shame this game doesn't run well, and that I have to refresh in the Newgrounds version every time I want to respawn. However, I do like the graphical style, I'll give it that.

I feel like the problem here is that you might have gotten a bit too ambitious, considering your available time. There were a lot of awesome ideas in this one, although, as with many other games, it was rather dubious as to how the mechanics worked.

I personally think you should keep working on this one post-comp; there's potential in this idea yet. Just make sure to fix those nasty bugs, though.

1000 Evolving Kittens by moonmagic 2012-08-27T05:35:00

This is so adorable, but I seriously have no idea what's supposed to be going on. Here's my thought process:

"WHAT DO I DO."
"D'AWWWW"
"WHY IS THAT KITTEN A RAINBOW."
"ARE BUTTERFLIES GOOD OR..."
"D'AWWWWW"
"WHAT DO I DOOOOO"
"D'AWWWWWWWWWWWW"
"WHAT DO I DOAWWWWWWWWWWWWWWWWWWW"

And then I spiral into unspeakable madness. Fuzzy, adorable, 8-bit, unspeakable madness.

cuboidAI by JH 2012-08-27T17:58:00

I don't know why (could just be my computer), but when I ran the game, the actual creatures didn't render - all I saw was a gray screen with the interface. It's a crying shame, though, because it looks like a really, really cool concept; this is definitely a proper way to implement natural selection in a game. It looks like it has the same potential as Virtual Creatures did:

http://www.youtube.com/watch?v=AUXc6mckGLE

(download link in the description)

Sorry for the shameless plug of some random thing I found a while ago, but this concept definitely reminds me of it, and I feel like you might get a kick out of it :P

The ducks are taking over!! by JaJ 2012-08-27T16:44:00

This was actually a pretty cool concept, and executed quite well. I just wish perhaps there were more levels.

Darwin Skirmish by panzermancer 2012-08-27T05:15:00

Thanks, man!

Yeah, in a future version I'm gonna add some sort of population cap - nobody do this, but it's really easy to win right now just by holding down space. Seriously, just pretend you can't do that, pretty please? :3

I'm also going to add care packages, which drop with random, non-inheritable stat boosts. That's a quick way to make a hotspot for battle.

Darwin Skirmish by panzermancer 2012-08-27T20:00:00

Well, the screen is focused on them when the game starts - perhaps you put your cursor on an edge of the screen and made it scroll too far. For a future version, in that case, I'll make it so that the camera is fixed on the troops while the title text is present. As for clicking on the characters, did you press shift? That would have zoomed it out, making everything a lot smaller. Thanks for the constructive criticism, though; that's exactly what I'm looking for, to help for the post-compo version of this!

Tribal Warfare by geekygenius 2012-08-27T07:34:00

The ideas are great, and I did enjoy what I played, but for some reason (it might just be my computer), the game gets hung up and freezes a lot, especially during combat. It's annoying, because I can tell this game is well-designed and would be genuinely fun to play to the end if it worked fully. From what I have seen, however, I did enjoy it.

Evolution VS 1000 kittens by Citiral 2012-08-27T01:48:00

After a while it would lag from all the kittens, somehow. I could only get to about 600 before I stopped. It was pretty fun while it lasted, though.

Cellular Division 101 by MasterBaldwin 2012-08-27T04:02:00

Apparently, you actually loosely used the concept of natural selection into the gameplay (even if I couldn't interact with such mechanics myself). It would be nice to have a background of some sort, so I knew where exactly I was relative to where I began. At first I thought I was just sitting still and twitching everywhere.

Don't get me wrong, watching Doctor Who is a wonderful pastime, but I personally think it would have been worth it if you worked on this a bit more instead.

Robot, paper, scissors: Evolution by badlydrawnrod 2012-08-27T19:06:00

I found it becomes far too easy to just plug up that little hole on the left and keep shooting where they spawn. After a while I gave up on that and confined myself within the middle corridor; even then, this was too easy. I got about halfway through round 3 before I got bored. Good effort, but better luck next time, man.

Pink Swarm Evolution by DomNomNom 2012-08-27T04:07:00

I LOVE cellular automata! :D And this one is really cool. Totally gonna play around with this a bit more when I have the time.

The one thing that bothers me, however, is that you can't get rid of pink cells by clicking on them again. Oh well, it's still awesome!

Evolutionary Designer by FrozenCow 2012-08-27T05:12:00

Pretty fun to mess with, even if most of my designs just end up tangling themselves up in a ball.

RED PLANET by BuffaloPhil 2012-08-27T17:37:00

That was a really interesting story, actually. It reminded me an awful lot of something Ray Bradbury would write, in a good way. I half-expected some sort of a HAL 9000 deal, but thankfully you didn't go through that overused route. The graphics were well-done, and the music was astounding. I just wish perhaps there was a bit more interactivity; I was essentially just walking around and pressing space. Still, that was a very compelling interactive story, great job man!