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rburema

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201637One roomMega Mecha Control Roomcompo4053.113.033.703.612.712.723.002.9281
201635ShapeshiftFamiliar's Shapejam9442.792.633.113.342.342.662.652.7960
201532An Unconventional Weaponpayloadcompo8122.882.873.032.572.452.1559

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 rburema

LD32 — An Unconventional Weapon

An Evening of Modern Dance by jplur 2015-05-03T14:51:00

I think we can safely consider the exploding dancers a feature, not a bug. After all, a dancer would need to train hard to have that kind of agility! :-p

More seriously, I really like stilted the mood in this piece.

@Marcos: I think the little dots are your 'health' ... they go down when you bump into walls a lot (also: one different color per dancer). But not when you flop out on the floor (I think?)... I mean it's 'modern' dancing after all ;-)

Get'em Princess! by Boberro 2015-05-07T18:39:00

thoughts:
- Those things are creepy enough on their own, but then your weapon is very indirect! (Which is a good thing, since that was the whole idea...) Being almost defenseless like that is pretty scary. Kind of like a reverse escort mission now that I think of it.
- I, too, had some problems with the stairs. Maybe you could try to make the collision-box a slope?

Quiver of Claws by Bensonance 2015-04-26T14:38:00

Aww, the yelp the hyena's give when they're down makes me feel sorry for the little mooks.

Samarkhanda, the Dancing Sword by Mak 2015-05-03T12:26:00

thoughts:
- I'd anticipated more games that flipped the theme on it's head like this (not just 'do something unexpected' with the theme... that would be about half of them, luckily), but out of all ratings I gave so far, you've been only about the second one to make the 'weapon' property into something antagonistic to the player :-)
- Had some sad music (of my own) playing in the background, and originally thought it was part of the game... was just a bit disappointed when I figured out that only the club-beat was supposed to be in. It created this great dissonant, melancholy/tense mood that fit well with the way you've interpreted the theme.

Le Roman de Goupil by Luke Magitem 2015-04-26T10:46:00

thoughts:
- aah! sudden sound effect!
- I really like the graphics, they give a sense of dynamism, despite being fixed

Doctor Dropper by internetpaulicy 2015-04-26T11:05:00

thoughts:
- Nice graphics! As an aside: does Unity have this shader pre-installed, or did you cook up something yourself? (Asking for .. errr, a friend...)
- Dropping piano's is far more satisfying than it has any right to be... I blame the awesome sound effect. *BLOING*
- I understand that it wouldn't have been all that challenging if the protagonist was faster, but it now feels as if the good Dr. might benefit from a daily fitness regime :-p
- Nitpick: It seems there is no way to exit the game (Win-build) from within the game itself.

Mortal bard by Seregy7 2015-04-20T20:09:00

thoughts:
- nice music [ well, the song that is playing, not so much the bard's singing ;-) ]
- maybe check the collision mechanics: sometimes the bard fit between two blocks and sometimes he didn't
(- why .7z? 'jar' is already an archive, and it doesn't seem to do much for the .wav file ... but using 7zip can limit your audience to people knowing that particular format)

Night Harvest by gene-z 2015-05-03T10:12:00

thoughts:
- I like the attention to details, for example, the birds in the menu, or that you can see the 'health' of the scarecrows in the amount of tatters their drape is in
- the message in red on the underside of the screen only showed up long enough for me to register that it was some sort of helpful 'use this to do that' message, not to actually read it
- some of the scarecrows where (felt?) significantly harder to take down (or, well... up, really); was this intentional? or just something I (didn't realize I) was doing wrong/right?

Size-o-Tron 3000 by SamH 2015-04-26T12:36:00

thoughts:
- Fun idea ... so why wait until the game is more than halfway over to introduce the main concept? Introducing one element at a time is a great way to learn a game, but I this may have been overkill. Although I could see it if there ever was a 'full-sized' version.
- Nice, smooth movement ... only a bit finnicky when playing with the keyboard. I almost gave up at the first monster.
- This lazy sunday is (possibly) really clouding my brain but; is there a way out of level 8?
- Close to 0 restart time after dying :-)

Drunken Quest for the One Vodka by eemmbbeerr 2015-05-07T18:07:00

thoughts:
- In my first play-through, I needed to reduce upkeep... but is there actually a way? (They were only 1/3 drunk, and manpower can't go down?)
- An RTS in 3 days is pretty impressive.
- Who knew being drunk could be this hard... maybe you need to be it to play it? :-)

It started with the rain by Rother Games 2015-04-22T19:12:00

Wouldn't start (Win7 64-bit), on top of that, BitDefender detected the .exe as 'infected' (just after I tried a compatibility profile). It might be fine, but i'd rather not take the risk, sorry :-/

rm by Eskoala 2015-04-26T12:12:00

thoughts:
- The mood is excelent, the writing seems (almost?) profesional. As far as I can tell anyway, since English is not my first language.
- I, too, had the 'guess-the-verb' thing going on, but I've played only very, very few traditional text adventures where that wasn't the case.
[SPOILER: The only way I got the tramp to carry me was by remembering that often, transit in text-adventures is handled 'underwater' as vehicles ... so I fed the command 'enter tramp' into the parser. That worked.]
- It reminds me both of '9:05' (a very short game by Adam Cadre) on one side, but also of some short-form SF I read recently.
- [possible SPOILER:] In one playthrough I had the description of the 'snapper' say that the message from my friend was still present, despite having pressed X.

Vulgaris by robodylan 2015-04-26T13:40:00

At first I got the following error-message (on starting) vulgaris.exe:

"
[Window Title]
D:\Users\RBu\Desktop\csfml-graphics-2\Resources\LD32.exe

[Content]
D:\Users\RBu\Desktop\csfml-graphics-2\Resources\LD32.exe
The specified path does not exist.

Check the path, and then try again.

[OK]
"

But, like a previous comment also states, 'LD32.exe' within the Resources folder /does/ work.

Light Spirits by EvilTroopa 2015-04-20T18:42:00

thougths:
- music is really nice, sets the mood together w. mostly grey background (also makes the colourful ghotst nice'n-visible)
- mouse sensitivity was way too high, took some getting used too
- also, why are the balls of light affected by gravity? ;-)

ClanFree by Daiwen 2015-04-22T19:24:00

thoughts:
- interesting concept, fits nicely with the theme (inspired by GotG?)
- the zombie 'grahrrr' sound effect can be quite annoying
- the background-story in the description is nice, but where do the zombies fit in?

Nano VS Bot by Goutye 2015-04-26T12:56:00

thoughts:
- Lots of content and quite a few mechanics. I'm impressed you've managed to squeeze all that in 2 days
:-)
- The (1st) boss didn't give me all that much trouble, but then again, I had just switched from the trackpad of my laptop (wich I used for the first few levels) to an actual mouse.
- Maybe take out the '> 3 out' thing and make the XX% a bit stricter? Since they both more-or-less check for the same thing; wether the green blob is out-of-bounds or not.
- The 'theme reveal' is kind of late, making it not-so obvious what the connection is until you hit the boss.

Out Shooting Boxes by joylessSnake 2015-04-20T18:24:00

thoughts:
- simple doesn't mean bad :-)
- help-screen screen would've been appreciated
- /starting/ movement on Newbie feels a little sluggish, perhaps that explains the difficulty comments (I had better luck with 'Amateur', actually)
- not sure about theme ... the thought is there, but maybe it would've been better if you'd encounter the green blockies as enemies first? Or shot one of the red ones once in a while?

Forest Hecate by Jordan 2015-05-03T10:47:00

Just a nitpick, but going full-screen or otherwise changing the window-size gives some strange effects (not just the canvas not resizeing, but also, movement is affected (in the lower-right corner) when playing in a smaller window). [Maybe you already know this, but:] From my days as a Java-programmer I seem to remember that there where functions to disable window-resizeing ... hm ... yes, you can just call setResizable(false) if you're using a JFrame.

Stain by KaiseanGames 2015-05-03T12:07:00

thoughts:
- I really like this approach to the theme :-)
- [POSSIBLE SPOILERS]
... on the other hand, it gets really easy once you realize the penalty for 'not the exact opposing color' is really low. For example: one I had the 'cash', I painted most of the area purple with the big brush, then splattered in some yellows with the 1x1. I noticed almost no opponents touched the tower any more. Went for tea: score over a million. Went to the bathroom, didn't see the green tower any more and figured I was close to dying, and within two minutes my top score was reported: over 733-million. (So I assume there is an increasing multiplier if you don't touch anything... my bathroom breaks aren't /that/ long...) This isn't bragging by the way, just try it yourself and you'll see :-)
An easy fix would be to tweak the amount of damage (or even 'healing' from a 'close enough' color?). Or else some sort of 'eraser' block, so 'lazy' people like me can't game (hah) the system forever.
- Also, a not completely unrelated nitpick... if your score goes quite high then the last digit may start to be displayed on the bottom, depending on the total width of the printed score.

Throw Bottles at people you don't like! by Jajo 2015-05-03T13:06:00

Maybe I'm misinterpreting, but you wanted someone to take a look at the source, even in the event the case that the export is fixed (as it so happens to be)?

First, and most importantly, code-ing for the compo is a whole 'nother beast from say, production code, or even a 'normal' hobby project. A lot (not all, but a lot) of design is actually done so that you (or someone else) can still look at the code say, 6 months from now and do some maintenance, without getting a headache. But that sort of design, while really useful in the long run, slows you down a lot. So when you've got less than 2 days (because art, etc. takes time as well) for coding, don't go for style, or 'beautiful' code, just get something working, and don't try to cringe if you've created something that you'd otherwise think of as inefficient or 'ugly'.
Second, I just skimmed your code ... I didn't really go into much depth, so I probably missed some things I should have seen.
That said (and basically opposed to the whole 'first' point):
- Take a look at the 'switch/case' statement... it can replace those if/else if/else if/else if/... structures (and even if/if/if/... sometimes when cleverly used). [ https://docs.oracle.com/javase/tutorial/java/nutsandbolts/switch.html ]
- Use an Enum class to repressent "up"/"down"/... etc. rather than a String.
- Maybe make bottle inherit from Rectangle, so you don't have to new-up a rect, when asking the object for it's bounds.
- Perhaps don't include GameState as a member of bottle (for proper O.O.)... I mean, yes, it's a reference and takes up no space, but 'GameState' is not really part of a 'Bottle'.
- Related to new-ing up objects: take a look at the 'flyweight' pattern: [ http://en.wikipedia.org/wiki/Flyweight_pattern ]
- Separate the gamestate from everything related to drawing: this is useful to prevent such things as 'having to move each mook a step' each time the player moves.

However, your code was not difficult to read at all, and that's a very good sign :-)
Just keep codeing! Practice (and some reading) makes all the difference.

I don't feel like shooting right now! by fragileannihilator 2015-04-26T13:19:00

thoughts:
- Paging Dr. Susan Calvin, Dr. Calvin, please come in.
- Apearantly you can hit and do '0 damage'? No wonder she doesn't feel like shooting... I'd get stage fright as well ;-)

Crossy Hell by RoryD 2015-05-03T11:31:00

thoughts:
- A zombie-destroying 'guitar hero'-like game as a riff on a 'frogger'-like game... but with the cute graphics of the latter mentioned.
I just sat for a minute doing nothing after typing that sentence, just taking in the zany, slowly smiling.
- Pressing 'r' did nothing, I had to manually restart the game. Also, perhaps I'm missing something, but how do you see if you're close to 'game over'?

The N.I.D. Project by Somnium 2015-04-22T19:39:00

thoughts:
- smooth menu experience
- quite tense, even without any music ... or maybe lack of music increases the tension?
- small nitpick: would maybe be nice to have 'transfer to new host' (better) visible on the map, instead of just ungreying the 'transfer' button

Color Nightmare by Arche-san 2015-04-26T14:01:00

thoughts:
- While not easy, I still like the progression and patterns. It also helps that you stay in the current level instead of being bumped back to the first.
- I also like (themewise) that the weapon is different mechanically instead of just being a reskin of something 'sensible'.
- I got some trouble getting it to work (finaly succeeded on my work-lappy with IE), but I think that is mostly Unity's fault (not just the Chrome-thing we're warned about either...) I coudn't even get an error message out of the thing :-/

Aqua Marine by Bashabookoos 2015-05-03T11:12:00

thoughts:
- I like the way the 'jump' (float?) mechanics actually makes it feel closer to an underwater experience.
- The first 3 weapons didn't really seem that unconventional to me, the fourth makes (partially) up for this, though.
- Audio is (IMHO) decent enough that I'd have left it on the ratings.
- Nice to see so many games (including this one) meshing the tutorial with the actual gameplay.

Metal Survival by John Vanis 2015-05-03T15:12:00

thoughts:
- I kind of like the little intro cinematic.
- It took me a while to figure out that with 'button 1', the actual '1-button' was meant. Not sure if that should be clarified further or if the problem was on my side.
- It's a shame that, for the mechanics, not only does it not seem to matter which button you press, but only spamming one button seems to actually work better than varying.
- Metal does somehow seem appropriate to fighting zombies with, though :-)

Ghost in the Machine by Alice 2015-04-22T18:39:00

toughts: [a bit spoilery!]
- not sure if 'fun' is the right word (not with that ending), and I've only rated very few games at this point, but this was the more memorable experience of them
- I'm having a bit of trouble connecting the game to the theme, though ... was the delete button supposed to be the unconventional weapon?
- "How do you get dust in a game? Messy coding?" :-D

Unconventional Boxing by randomJammer 2015-04-20T18:54:00

thoughts:
- only found out you're the one on the left after some experimenting...
- fits the theme not only in a literal sense, but the weapon /mechanics/ are also unconventional
- haha, you steal(?) their weapon after you've beaten them, nice touch

Tetrominions by blubberquark 2015-05-07T17:48:00

thoughts:
- Nice blending of genres.
- Maybe it's just my PC, but I couldn't hold a key.
('Left-left-left' instead of just holding left for a little longer to move a tetra 2 spaces.)
- This could become pretty addictive, but it's a bit too easy as it stands, I think. (Kept hoping there was a second level, so that's a good thing.)
- It somehow made me think of being the invaders of Space Invaders (instead of the earth-defense-thingy). Crush the earthli-... err... tetrominions!
(- Mostly unrelated, but is anyone else experiencing problems with BitDefender (an antivirus package) blocking itch.io games? I had to whitelist 'itch.zone' to download this one (a week ago or so evything worked fine).)

LD35 — Shapeshift

Zen and the Art of Transhumanism by Deconstructeam 2016-04-19T16:29:00

Stunning, and I don't just mean the art; the theme is in there twice, on two different but linked levels, which also creates the connection between gameplay and narrative.

Who whatches the shapers? ;-)

From Near to Far by Joror 2016-04-24T09:04:00

Heyhey,

(I already scored your game last week, but I at least owe you a comment as well.)

First, thanks for the support & fun during the gChat we set up last week. It helped keeping the spirit alive :-)

@PickeledBrain: I got the first pirate to bug-off when I kept blocking their access to my cargo with my eye. That didn't work when two pirates showed up the next jump, but still.

On the one hand, I know what hard work implementing these kind of physics are, but on the other; I spend about ten minutes picking up my first cargo, since at first I couldn't figure out how to control the little jello-monster. Still good on you for even trying this sort of thing & still have some time left over to make some pretty nice art. [ And humorous ... although how much anyone who isn't Dutch will understand of that isn't clear ;-) ]

grt,
Remco.

The Purple Banana by xhunterko 2016-05-08T16:54:00

I've noticed that you've got to repeat the key-press to move 2 squares. Was that a deliberate choice in order to avoid overshooting?

I like the different speeds, but that does cause people to overlap... maybe they could walk around each other?

Can't help to think that some music (or even just a bit more sfx) would /really/ help, not just in audio, but also in mood & overall.

Have to agree with the other commenters that it's a bit repetitive, but that it could be fixed.

Lonely Mountain - A shape shifting tv series by Jod 2016-04-24T08:54:00

Heyhey,

(I already scored the game last week, but I owe you a comment at least as well.)

Thanks for the support (& tip to use beepbox.co for the music) during the event (gChat go!). Also: Always nice to see a text-based entry (writing is a lot harder than it seems, especially if you've got different endings).

@'nintendoeats' ... I think maybe the happiness ratings show how close you are to various endings? Like you however, I did end up feeling a little bit disconnected. I think maybe the emails you get in the interludes & the game telling you 'you do some housekeeping' etc. where supposed to help with that where supposed to help with that, but the TV-series itself is cleary 'the star of the show' (... errr game). And that seems to push the framing-story out of the (heh) frame.

Something to be 'fixed' in a post-compo vbersion? ;-)

grt,
Remco.

my fathers apartment by emmelineprufrock 2016-04-27T10:46:00

Loved to see a genre I'd not expected to encounter @ LD.
Nice mood too!

After some thought the whole experience made me think 'well, time-constraints really are the bane of existence for perfectionists*'.

On the off chance this hadn't already occurred to you; next time, may I suggest grabbing a couple of friends and going for the jam instead of the compo**?

Would indeed like to see a post-compo version, will have a look later.

*) Just at a guess from the way the art is so detailed, and it all hints at a far larger story.

**) I'm being a total hypocrite here, I'm afraid, but still :-)

Block 1 by crazyrems 2016-04-27T11:24:00

To the others struggling with this: It took me quite a few tries to understand as well (as this isn't really explained anywhere as far as I can see), but the jumping is /not/ the same as in any 'standard' platformer.

Instead, it's more like you're bouncing a ball or making a swing go higher and higher. Up and down aren't so much jump and crouch as emulating pushing and pulling the thing. Basically it behaves like a spring, so you have to press up (and down) at just the right time for the right amount of time to see any higher jumps.

That said, while this is a nice, innovative mechanic tying in to the theme, it still seemed frustrating to me at times. Haven't tried the post-compo (yet?) so maybe that tweaks it?

Triangle Head's Adventure by Gord10 2016-04-27T12:00:00

Aha, AGS. Yes, that /would/ explain why it reminds me of the old Sierra games :-)

CHORUS by Pantelis Petsopoulos 2016-04-27T15:52:00

".. but I'm sure many people won't appreciate it because of the type of the game and the music .."

I wouldn't be so sure about that...

Moonlight by Phaix 2016-05-08T18:18:00

'Seeing' the transformation the first time is a nice, especially since you've avoided spoilers to it in the screenshots...

I had to replay the first rooms a couple of times, since I somehow got it in my head that the metal grate door wouldn't open without the golden key. (D'oh.) But otherwise I probably wouldn't have noticed that the enemy models differ from each other, so there's that.

Combat feels a bit repetetive, since all you've got is a melee attack... although it does make for a few tense moments when you're suddenly a very vulnerable human again.

L.I.G.H.T. by Flygamer101 2016-04-27T12:26:00

It all feels nicely coherent for a compo-game :-)

Always good to see a working tutorial as well (though I managed to die in it, but that's on me).

From reading the comments (and between the lines in the description): Your approach to bugs also brings a smile to my face: 'Does it give the player any sort of advantage? Then it's not a bug!' :-)

I'm just missing some sound-FX (and/or visual) on being hit, that would help a lot, I think!

[spoilers]

Is the tunnel-route supposed to be that easy compared to the above-ground one?

Operation R.E.P.T.I.L.E. by Jungle 2016-04-27T11:41:00

Thank goodness you can also UNmark people, that would've gotten a smidge annoying otherwise ;-)

A walk to the top by JK5000 2016-04-27T15:38:00

I feel the number of possible fun puzzles would increase a lot if you'd allow for the spherical fellow to return the way they came from after bumping into a wall. Or maybe even just having 'falling from a ledge' incorporated into the solution of a puzzle.

(... and yes, the sound effects are good for a laugh :-) )

mmmmimic by Dukio 2016-05-09T17:56:00

Well, at least it's a /pleasant/ semi-playable screensaver.

So far I can turn from a chest to what I presume is an invisible unicorn to a bird, but nothing else seems to work.

The movement has a nice wobbly feel going for it, tho'

.shifter by dymani 2016-05-08T17:11:00

The motion feels nice & fluid and I'd no trouble jumping around.

I'm not sure a popup-box is a good way to let the player know that they're dead or have advanced a level. Maybe you could solve that by painting 'level <number>' in the background (like the tutorial-messages) and just let the player (with that information) figure out for themselves if they've died or advanced a level.

Social Engineering - Level: Shapeshift by corupta 2016-04-19T15:24:00

Sorry, but got a big 'page not found' when I tried to download. Please check again if everything is in order?

SPEEDSHIFTERS by pixelgriffin 2016-04-27T10:20:00

Having a configurable key-map (in the options) is a nice touch, even if there is only one key to map ;-)

(Also... procedural generation in a smooth running and very fun game that is a /compo/ entry... then to have time enough left over to add an actual unlockable? Wow.)

Starliege by Kudanaman 2016-04-19T16:30:00

Unfortunately, nothing happened on pressing ESC :-(

Crouch Up by Draft 2016-04-27T10:58:00

It plays otherwise well for me, but the console gives the following message each time I pass a pillar/checkpoint:

"ERROR: _set_owner_nocheck: Condition ' data.owner ' is true.
At: scene/main/node.cpp:1059"

Nothing serious or even in the way of the game. Just thought you might like to know.

(I'm currently using a Win 7 (x64) box.)

(Now that I'm commenting anyway; only max. 10 pt for me, but I do feel kinda bleary.)

Frozen Water Maze by zoeinfp 2016-04-25T19:11:00

Thanks for the comment you left last week. It may seem like a small thing, but it really made my day after struggling with that low level engine the whole three days.

I tried to play your game, but it quickly became apparent that this would require dealing with the mess of half-installed python versions I have on this system ... :-/

The YT video still looks quite impressive for something that has max 15 hrs in it + added sleep deprivation*! :-)
(Also, 'phases' is a nice interpretation of the theme...)

*) I think every LD'er knows how /that/ feels...

WolfBit by MatMortatti 2016-04-27T12:41:00

Rocking out to the title-screen :-)

The Bodyless Magician by Tripl3m 2016-04-29T18:36:00

I understand that you left out 'audio', but 'mood' and 'graphics' as well? I've seen worse visuals... heck, I've made worse! :-)

Anyway, I think maybe the reason switching is hard is because you have to use the mouse, instead of, say, the spacebar. If 'activate' was another key then coordination becomes a little easier. Or how about this: pushing the same key twice doesn't do anything right now does it? Maybe you could make it so that the second press is the activation.

Connected-Souls by MayankUnreal 2016-04-27T11:52:00

The menu-music and game-music seem to be playing simultaneously on my machine (Win-7 x64). Which is a bit of a shame, since the audio seems to be the highlight of the game otherwise (the bird-screech is a nice touch for example).

Bounds by Nervous Composers 2016-04-29T18:22:00

Thank goodness for the check-points, I'd have never made it to the first non-square shape otherwise. (Though I got an inkling of what might be in store through the screenshots.)

Such a rich mechanic for puzzles, the possibilities are nearly endless :-)

Dimensionshift by Kirzo 2016-04-19T17:27:00

You might want to consider a stronger hint as to what the added dimension actually is (being deliberately vague to avoid the only spoiler).

LD37 — One room

Galactic Petting Zoo!!! by BoneDaddy 2016-12-14T20:42:00

Ah, voiced sound effects, always nice :-)
I suggest reducing the time you 'need' to pet the first animal, I almost gave up.
Got a bit creepy there at the end(?) with the [spoiler]

invisible mumbling animal(?)

Techno Party Death Box by onyon 2016-12-23T10:13:00

Feels nicely polished for a compo game.

I died a lot, and as such I'd advise making the shoot/respawn buttons the same. Just have some other obvious indicator that the player has reset.

(Y'know, considering the comment you left on my game, I expected something completely different from the music... I like the tense mood yours' creates! ... but I went from thinking I understood you to being a bit puzzled.)

Room of Fear by Alexandr Lisnic 2016-12-17T00:28:00

Placing traps makes this work. As soon as you get a bit of armour (the blue 'vest' they leave behind sometimes), the monsters aren't /that/ though anymore either.

Exit The Room Update 1.1 by Artsicle 2016-12-12T15:04:00

Hm. It seems you can click the screens, but not the text on it.

You can beat the patience game if you make the tab into a separate window. But you may want to keep that, sometimes, especially in game-creation, making people feel they've outsmarted you is better than throwing every gate closed...

1 Room and 48 Hours by meg 2016-12-12T21:29:00

Nice and tight little experience, relatively challenging (at least on a monday), but certainly doable!

The results of my first 'win' where only a little less than my actual first game :-)

Maggie's Grinning Soul by Diplodino 2016-12-23T13:49:00

Great point-n-click, nice mechanic, you get into the groove of selecting a question and then hunting for the object quite easily.

It's convenient just to click all the objects (again) when you're not sure which is meant. This means on one hand that you don't get stuck easily, but it becomes a bit monotenous on the other. Especialy when you lose the hangman once...

Just a couple of minor typo's:
'... the wronD crowd'
'... with that kind of things' (should either be '... those kinds of things' (plural) or '... that kind of thing' (singular))

Also in the narration:
'... looks like (a) bad omen'

Not to nitpick, just so you can fix them :-)

The Ninth Circle by zeoxo 2016-12-23T09:40:00

I like what you've done with the theme here, subtle as it is (seemingly no separate 'modes', but still have a shop menu).
Other than that, I have to second most of the other commentators, it feels realy counterintuitive that there is no way at all to get rid of those on the ground.
One last thing; when you're dead, falling coins still register when they hit you. Is this on purpose?

Recyclinator by ThatSnillet 2016-12-30T10:50:00

Loved the inherent silliness of the concept!
Impressive for just 24 hours... I've seen a lot of Unreal engine games doing impressive stuff this jam :-)

Not being to be able to see through or around the basket is just a tad annoying though. Also, are you sure you want to keep the 'despawn if not touched for about half a minute' mechanic? I can see why you put it in, but still... lots & lots of objects slowly filling the room would add a lot to the silliness.

flwr truss plus by wscones 2016-12-12T10:56:00

A bit surreal... which makes me ask, is the 'non-standard'/awkward control scheme (look around w. keys instead of mouse direction) on purpose?

Fitting graphics, a box spewing flowers, claws & moody bleeps feed the 'what's going on here' vibe.

Unfortunately, I couldn't any 'flower of lager size', 'discarded' or otherwise, even when inside the in-box or trash can.

Luhacked and slash by xlambein 2016-12-30T08:35:00

Hi! I'd strongly advice you to read this page:
https://love2d.org/wiki/Game_Distribution
It's a bit of a hassle to get it to work on Windows otherwise (because love doesn't by default add itself to your PATH). Since you wouldn't be changing the game itself, and you did technically have it up in it's current state during submission hour, I /think/ it's still allowed under the rules?

(Funny you should find yourself in the exact same cirumstances as I was during #32, though!)

Studio Castle by sgadrat 2016-12-12T13:26:00

Simple doesn't have to be bad.

The 'sword tutorial' went away before I could read it?
Maybe I had space still pressed, but even so...

Da Vinci's Revenge by jaxturnmir 2016-12-29T20:21:00

Well done!
Wonder what got 'ol Leonardo so worked up he had to go and kill that poor trolls family...

breaker by wilbera 2017-01-02T07:43:00

The idea fits nicely :-)
The music doesn't seem to loop?

Cat and Robot by Vadim Ivshin 2016-12-23T10:00:00

Over here I'm having a dreary, grey morning... upbeat music + puzzle/prog game was appearantly just what I needed to lift my spirits. Thank you :-)
(That poor cat though...)

Networking™ by erikiene 2016-12-12T21:21:00

Don't judge? ... hm well, then.
"Ahhh! Let me out, I'm not a potato! I'm a free range vegatable!"
There, how's that?

But seriously. The basic concept is fine. I've seen worse first tries! ... and it's not just art and sound, it's writing as well. I remember thinking 'sure, it's difficult to make /good/ art, but how hard can it be if I just throw some words at the screen, not caring all that much about quality'? Well, even then the sheer ammount, the time it takes to get things done is staggering.

Sygnal by Intelli-Gents 2016-12-23T12:28:00

Brilliant! No one else here to play with currently, so I played both the 'Chrome' and 'Explorer' aliens (to pick two completely random names)... ;-)

Apricot Drop by Nixxor 2016-12-23T13:58:00

Well that made me smile... a lot :-)
It wasn't a big issue, but maybe a crosshair would help, since I occasionally clicked next to the dropped apricot instead of on it.

Save the relics by 60fingers 2016-12-13T22:03:00

The overall idea is nice I think :-)
No power or weapons (other than, perhaps, the altar), just doing the best you can do in the situation.

Sometimes a few waves of 'nothing' happen (none of the monsters walk in the direction of any relics), and that reduces the stress you intended, maybe.

Grippy Mouse by dalbinblue 2016-12-12T21:56:00

Retro feels :-) Bit strange to be feeling this way over game that was made last weekend, but still.

I got stuck on a symetrical island w. 2 land-pull-irons where the hook couldn't reach them, two green monsters, two pillars and a slice of cheese.

You might want to play a sfx when time is nearly running out? Otherwise people might think they died for no reason.

Overall I enjoyed this a lot :-)

One Room Chop Shop by Joror 2016-12-13T21:17:00

Hm, you need to move around with WSAD (robo to tray, middle image) in the first level to access the delivery tray, but this is only explained in the second level.

Despite being quite buggy, I really like the mood & what was done to the theme as a result. Also interesting to have a slower approach... most games of this type are very hectic. I like it, but it may not be to everyones 'taste' ;-)

Alchemist Slave by Unentokku 2016-12-12T18:45:00

I like dragging and dropping, makes you think you're doing something physical.

Might help if the elements had icons, now there's just a list and you've to memorize the location. Now I see that the poster above me suggested something similar...

Hanging Out by VanderHum 2016-12-12T19:14:00

The graphics and ... I guess youd call it the production-values of the audio-visual part are stunning.
Yet I get the sense that I'm missing something.
Is the second (or third) dialog-box really the end already? (Running I'net Explorer, as I normally have Chrome.) I'm normally not one to complain about games having no 'real' (whatever that mens) game-play parts, but I'd just like to /know/ it if that's the case. Helps when judging anyhow.

On the other hand, this feels like a very personal piece somehow...

Breach Lockdown by DesignerNap 2016-12-23T14:41:00

Nice concept! :-)
It seems easier just to have a few pipes survive, that way you only need to focus on part of the ship and any attack has more chance of langing on a part already depressurized.
But that way I'll never get to see any other endings of course...

(Oh, and 226 saved... we didn't exactly escape unscathed, but I guess there have been worse commanders...)

Remote Operations Team - Tactical Extraction Action by HuvaaKoodia 2016-12-12T15:41:00

For those of us using chrome: a quick workaround is to use shift-F1 instead of just F1.

Love the animated title-screen.

Holy Tomada by ExplosivePowder 2016-12-30T08:17:00

Nice concept :-)
Would be usefull to have a crosshair, as it is you sometimes know what you want to do, but not which way you're pointing exactly.

Broken Breakout? by timgarbos 2016-12-12T21:37:00

I really like how level 7 is a suddenly a lot like regular breakout again. That doesn't mean I can get pas it, but still...

In all, the best minimalistic experience I had so far :-)

Room Run by Tooichi 2016-12-30T22:21:00

It's not quite as generic as you might think... I don't know many platformers where you can just scale walls like that.

I also like the 'slide' effect on the beginning of each level, but if you combine that with the random colors, it might confuse.

In general, please explain things to the user, even if it's just a simple 'WASD movement, figure out the rest yourself'!

The Nights by Rscar 2016-12-30T08:05:00

Liked this a lot. Could be quite the timesink with just a little bit more story, but it has a simple enough interface to easily port to mobile.

(Seems a bit unfair though, that their archers (skellies) can shoot through anything, but every unit can be in the way for yours. Maybe give that an in-character explanation?)

Sweet Dreams by abcdef65g 2016-12-30T11:07:00

Liked the music here, and what it does for the mood.

Hotel One Room by runvs 2016-12-28T12:55:00

Ah, nice 'n relaxing :-)

Good thing the music is so mellow, otherwise I'd feel bored when gathering enough money for the next elevator-block. Consider a speed-up button?

Also; what does the last icon do? It's grouping suggest another empolyee, perhaps a handy-person? It doesn't seem to do anything when clicked.

Maybe there should be a way to unselect... if you've selected a room-type to build, and have little money, there is no way to upgrade rooms instead.

Another thing; maybe make the purple room an unlockable, give the player something to work toward :-)

... this may seem like a lot of critisism, but I /did/ have fun with the game!

Walkie Talkie by managore 2016-12-12T16:51:00

Neat! Amazing! Other near-synonyms of 'Great'! :-)

Would maybe be nice if you could have some statistics on your created levels? Like: 'This line has been played 37 times, 16 of which reached the goal'. But with less words perhaps.

Production Room by Wevel 2016-12-12T21:05:00

The general idea is good, and setting something up tycoon style is a nice change of pace. I also like what you've done with the foldable menu's.

That said, the execution is still a bit opaque... A longer help-text or tutorial may be in order. I'm not just talking the recipices, but more the general stuff like, 'what does buy inputs do?', etc.

Manic Mars Base Manager by Downtown 2016-12-30T11:01:00

Fun concept!
I kind-of understand why the consoles are so far away from each other, but I suspect you would get a better 'manic' feel by having them closer together & increasing the frequency of events. That way you could give the player a more leasurely introduction as well, as the time between events decreases.

One Room for No One Anymore by pokepetter 2016-12-30T22:14:00

The way you dismiss the diaglog boxes is not quite clear; you have to click next to them.

... but it's really nice to see an experience like this between all the more 'gamey' games as well :-)

Y'know, this works as a standalone piece, but it could also be the intro to a sort of 'afterlife adventure' (that would be at the very least least slightly less serious, and I don't think that's what you where going for, but still...).

Snapped by karlipoppins 2016-12-14T21:13:00

Glad I went in there without reading the comments beforehand!
Would have diminished my enjoyment of the end :-)
Nothing /too/ creepy fortunately, but it /did/ pull all the right strings.

I can see why you said that you need to play for at least 3 minutes, but you had me hooked beforehand :-)

The thing I liked the most about this was the overall audio. I've heard worse voice acting & editing in professional games... That goes for the rest of the adventure as well.

I can hardly find anything negative, safe perhaps that the main character was a bit of a dick (get it? private dick? ... sorry) But even that adds to the atmosphere, and is probably on purpose.

Moonlight Maximum by slimabob 2016-12-12T14:20:00

A nice amount of polish for a compo-game! Especialy since it's your first. The excessive explosions after game-over are a nice touch, for example :-)

Even tough it's relatively difficult (but then I'm always pretty bad at twin-stick shooters...), you keep wanting to come back.

I noticed that, if you've already got 'build-mode' enabled, and then go to the 'buy stuff'-menu, you can't actually build the thing you bought unless you toggle in-and-out of build-mode.

Also (very minor quibble); when building something, you shoot.

Overrun Room by britzl 2016-12-29T20:02:00

'R' is pretty far away if you're using the arrows...
I like the permanence of the shells, though.

ToyTankCommander by JackDTaylor 2016-12-12T15:15:00

The terrain alteration is indeed nice. Any game where you can drive your tank into an upside down position has at least something to recommend it after all :-p

I think some audio-fx would help a /lot/ here, as well as hit/mis indications.

Explosive Heist by Hovester 2016-12-23T10:25:00

Is it meant to be a bit trippy or did it just come out that way? :-)

You might want to mention that you need to take cover after placing the dynamite, so as not to get shot... although it seems obvious in retrospect.

Mega Mecha Control Room by rburema 2016-12-12T22:13:00

Thanks everyone! Nice feedback all! :-)

monsters:
@JK5000 , @zeoxo : About it being nice, but not /needing/ more monster-types... I don't know, see my reply to the 'jump-shoot-to-win' below (last lines of this comment).

physx:
@Vadim Ivshin : Yeah, that's what I get for trying my own physics instead of relying on Box2D or the like (as I probably should have done...)

madness:
@onyon : ... are you ok? I hope the sanity-loss and broken feelings are temporary! ;-) More seriously; your honesty is apreciated!

jump-shoot-to-win:
@Alex , @timgarbos , @Pusty : Yeah I see what you mean, it really is the big weakness of this build of the game...
See, there where supposed to be these flying monsters coming from the back, forcing you to alter your strategy... but it was not to be.
At least not within compo 48 time.

Mega Mecha Control Room by rburema 2016-12-15T20:49:00

The comments are pretty contructive this time, I already know 'audio' is not going to be a high scorer this time around for example ... ;-)
More seriously; thanks everyone! :-D
I'm thinking to review everyone I'm not already 'feedback-friends' with when the ldjam-site goes live with judging (will post/review them here as well of course, if I do so...)
... and I won't try to make the music sound 'more retro is more aggressive is more better' next time ... maybe ;-)

@Zeriver Yeah, the thumbnail was maybe not the brightest move. I've dicided to make it into an experiment though; next time I participate, I'll 'just' get a really cool one, and I can see if thumbnails really matter :-)

@Diplodino Your friends game looks nice! It made me remember that I also need to play 'Lovers in a Dangerous Spacetime' someday... A game I forgot about until I saw those fun-seeming coop-mechs. Guess I'm not as original as I thought, since I might have had some subconsious inspiration from 'LiaDSt'.

@NidzaKornjaca There was supposed to be a flying monster coming in from the back, but it refused to show up (for reasons still not completely clear to me) right before the start of submission hour.

@BoneDaddy You /should/ be able to move right/left after jumping, but you're right, the effect comes in a little late.

@Joror Droste-robots :-) Since I am the author, I declare that there is a smaller mech inside the small avatar mech, and it has a smaller mech inside it to, ad infinitum! ;-)

Mega Mecha Control Room by rburema 2016-12-30T10:30:00

Again thanks for all the feedback :-)
I wasn't sure I was going to do a post-compo version, but each new comment seem to push me closer to that direction...

@Bumblepie & others: Part of it is that I want to /make/ it a bit of a struggle. I really wanted that feeling of heaviness and the struggle of controlling this v. large thing to be refelcted in the controls. I'll readily admit though that 'jump-height' may not be one of the things that's supposed to be in your way...

@Louspirit , @Downtown : Sorry, no change, no end. For now it's just and endless slog of suspuciously similar BG-elements & identical kaiju until either the mech is destroyed by monsters, or the monotony wears out the player, whichever comes first ;-)

A bank is a dangerous place by JK5000 2016-12-12T12:10:00

Wow... This is a 2-day compo game (as opposed to the jam)? How easy is the Unreal-4 Engine to get into (assuming the student knows their way around C++)?

Anyway!

A lot of attention to detail, like the ticking that starts on the title-screen, the groaning when waking up, etc.

Also a fan of 'well I have a mic, why not use it' sound effects. One day I'll do that myself :-)

One tiny bit that /could/ still be added is a 'well you didn't escape this time, but here's the number of boxes you /did/ open'-score, for those of us that have temporary thinky-organ lessening after staying awake until 4 at night ;-)

Also supposedly 'not-funny' remarks when clicking lights, floor, ceiling, etc.?

Your the only person that matters by jacobturn 2016-12-29T20:34:00

Hah. This reminds me of the countless Windows parodies during the late 90's.
It seems that 'the only person that matters' needs to invest in a good firewall...

Tales of Sir Salamander by ZirconCode 2016-12-28T13:18:00

Hah, I remember writing my first LD game in LĂ–VE as well only 1.5 years ago :-)

The way the main character handled made me think of something, and my suspisions where confirmed when I looked into the source; you've used fully simulated hard body 2D physics to model 'platformer physics'... but there are actually a /lot/ of subtle differences between these, most notably the 'floaty' felling you get when controlling such a character.

Still, it's a nice attempt, and I'm glad I stuck around 'till the 'water level' :-)

A Fox's Room by Pusty 2016-12-12T18:58:00

Took me a while to figure it out. Maybe some hints should be given at the start?

"The couch needs oxygen" is such a nice phrase :-)

One Room Hotel by TerraCottaFrog 2016-12-12T18:06:00

Big fan of animated/interactive menus (sadly not applied to my own works yet), yours is the best so far :-)

Was realy smooth and polished, right until my PC almost crashed when trying to exit after reviewing (dead on day 4, $11700 if I remember well). I guess that's what I get for trying to exit the building on the 3rd floor? ;-)

Anyway, small random thing that I noticed: The score is presented as $, until 'dead', then it's unitless.

Reading back it seems like all I do is complain, but it was a really neat little experience.

Unwelcome by Louspirit 2016-12-28T12:24:00

It took me a while to get it...

[spoilers]

Luckily(?) the monsters would get stuck behind the others after a while (eventually in all directions even), which allowed me to see that I /did/ open up one of the purple pods with the keycard (I missed that it did anything at first).

Hotel Z by ajmalr 2016-12-31T18:49:00

Seems I'm just a sucker for scanlines... go figure, I was born in the early 80's :-) By which I mean, I like the aesthetic & the level of polish. And the music!

I also like that they've got something different going on with their 'method of defence'.

Anyway, I think this would work a lot better if you could see all 3 chara's at one, or at least have an indicator of how much z's are in each room.

It would probably also be a better idea to have the furniture be at least slightly more tough, I think. As it is now, you can get kicked out of the hotel after just a few unlucky shots.

Super Furniture Mover ULTRA by NidzaKornjaca 2016-12-23T14:56:00

Oof, you can get really (un)lucky sometimes, especially with the selection of the 1st object, when everything is still in the way. But that might just be part of the charm...

The IT Room by Bumblepie 2016-12-17T01:37:00

It seems you need to be in front or to the side of a rack to extinguish any fires. I feel that should perhaps be mentioned somewhere? Some people might not catch in to that, after all!

Cave Explorer by alexander0153 2016-12-17T00:18:00

A little tweak to the skellies would make this more challenging, which I think it may need? Consider a ranged attack for example.

Critters by Farelle 2016-12-12T18:20:00

I'm probably doing it wrong? I just kept running over apple trees and ignoring the shelter/den, and the game told me my pups where all grown-up. Lots of food but no love... I'm a bad cute animal parent!

Other by Skruffye 2016-12-17T01:26:00

> Choose to write a comment and thereby change the world in some small way.

[mild spoilers]

Curious as I am, I can see why you left the ending like that; it would really overshadow the message if it where otherwise. After all, if it really where a portal, it would still be the same to all those people he left behind...

Item Phantom by Leddev 2016-12-13T21:55:00

[spoilers]

Ah, the live of a gardening ghost is full of toil and waterbuckets!

Love the art & the smoothness of the experience (& the way you can go fast and sort of bounce the ghost around the room), but it got a bit tedious after a while....

Had to restart though, since the first time I dropped the seeds behind the wall (from the perspective of the player) & couldn't see that it was growing!

Escape Pod by creativwhisper 2016-12-12T13:49:00

Hm.. I wonder how this would play with VR glasses on?

Suggestion for a small tweak: Have some way to exit the GAME OVER screen, idealy to menu.

Your little human by Quaternius 2016-12-12T16:07:00

A very tight experience :-)

The music doesn't seem to loop, which is a shame as it adds a lot.

About the tutorial text: Eating /in/ the fridge is a bit unconfortable I think... :-p

(Also: 7 days on first try...)

Fish Physics by avalkyrie 2016-12-12T21:44:00

[spoilers]

"Leviatan was just a fish, but maybe he can live"
"Sprok died in the dark"

Needing air to have music was nice :-)

Junction by batmagus 2016-12-12T13:10:00

Nice! I imagine the purple adresses are sort of 'foreign' adresses in another alien language than the 'blue' ones, and the 4-button machine is a translator :-)
(Hm, which /would/ be like the 'Chinese Room' [originally a philosophical argument against the possibility of strong AI] the first commenter mentioned...)

Like some others, I had problems with the mouse-sensitivity.

I found that I could, by clicking /just/ right, send a package even though the pipe was supposed to be blocking.