LD27 August 23–26, 2013

Routine decisions (in 10 seconds) – postmortem (for a postmortem)

I don’t understand a word “postmortem” here, on the Ludum Dare. Is this means “my game is good but i don’t have any feelings to it and i don’t want to do anything with it, so i will let it die”? Not good for me.

Routine decisions” is now on clay.io (publishers are welcome) and it was on the newgrounds.com (deleted for a reason described in the next block).

I’ve noticed a great difference between people here and people outside ludumdare.com. Those people outside are customers – they probably see an idea but they judge a game by it’s graphics, action, motion… The surface of the game. They can’t see the main, the root, what it has in its substruction. Yeah, that sounds like “i’m an unadmitted genious and nobody can understand how deep my game is”, but no – i’ve just noticed, i don’t care about those who say “heeey, your graphics made in 4 hours is not good enough”. :)

So, the postmortem. No, postmortem for a postmortem – i don’t want to write it down, i don’t like an idea of postmortem. As people in Russia say, “don’t show your fists after the fight” (bad translation, but you may catch up an idea). I had emotions, i had an experience, i spent my weekend in a perfect way.

But what i really want to say is “Thank you, ludum dare, for the way you are. One of the best communities in the world i was a part of”.

Top 5 Games I’ve played

All right, so NitroX from Diptoman’s team here.(3 of the team members are out to rate the games)

So looks like we’ve played about 200 games in total, I haven’t been keeping count of how many games I played individually. But it’s still quite a lot, and here are the most noteworthy titles I came across.

Wing


The feel to this was absolutely amazing. The idea’s pretty original, too. Has a steep learning curve, but you get used to it.

 

Seconds x Seconds

Probably the most innovative use of the theme(out of the ones I’ve played), makes for an awesome puzzle/action combo.

 

Hyper Furball

This game is addictive as hell!

 

Argentum Form

Not a fan of creppy/horror games but this one just blew my mind. An amazing entry.

Solitude

The graphics with the interlaced filter on the pixel art and dynamic lighting, plus the aesthetic soundtrack create a great atmosphere. The story kept me hooked to the end.

Well, those were my top 5. Look forward to more posts like these from our team! If we haven’t played and rated your game yet, let us know!

And oh, how could I forget inserting a link to our game here(aka shameless self promotion): Angry Guards

The Space Loop — A late Postmortem.

I have some time on my hands, so I thought I might write a little postmortem.

Overall — I’m quite proud. I feel the game meets the idea of what the game should be like (the controls are a bit slippery, though. This seems to happen with all my platformers).

Art — The art, for me personally, is a bit of a flaw in the game. I didn’t change it from the tester images I gave it for some reason; It escapes me at this time.

Sound A bit bleh.

Music I’m really proud of the music. I composed it all myself in pxTone. The melody isn’t the best, and I understand that that’s kind of a crutch, but overall I’m happy with it.

Story It was kinda tacked on. I like it but I have to accept that it was tacked on and not very explained.

Engine and Coding Flashpunk worked brilliantly. I originally wanted to write the game in plain AS3, but I figured a pre-built engine would help.

Community Goddammit I love the feedback. I thank anyone who played it, and those who commented. Thanks so much.

Thanks for reading, everyone!

My Favorites from LD27

Hi everyone,

 

Finally played enough games to feel like I can pick my favorites fairly ;D

Here they are in no particular order:

 

Bug Buster
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=15810

This is less of a game and more of a really, really cool gimmick. It’s a side-scroller shmup where you can press a button to slow down time. Nothing new here, right? But the brilliance of this game is showing you a real-time replay of your match after it ends. It’s incredibly cool and you will feel like Goku or the Flash after you watch what you just did.

 

Total Spaghetification
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20697

I beg you to give this game a chance. The controls are weird, but the designer really incorporated them into the tightest level design I’ve seen in a jam entry. Really good game all around. TIP: to wall jump, you need to hold the jump button while you press the slide button to do the actual jumping!

 

Chrono Blood Ninja
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25095

This is very raw and simple, but I had to include it because it impersonates what I feel like should be the guideline for every jam game: do very little, but do whatever it is that you do very well. And this minimalist game really delivers on this regard – the very little art, gameplay and sound that exist are all exquisite. I would love to see a more developed version of this little game.

 

Every 10 Seconds a Window Washer Falls to Hit Death
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=1893

One of the most polished game in this jam. Really funny as well! I won’t spoil it, just go and play the damn thing.

 

Antidote
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27803

A 3D game that actually does not suck is a feat in and of itself in a game jam. This is not an original idea for a game by any stretch of the imagination, but the feel and controls are spot on. Really enjoyable!

 

SwapArcade
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13748

I won’t spoil this one either. It’s just a good laugh, but what a good laugh it is!

 

Royal Defenestrator
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25048

The funniest entry in this jam, bar none. If I could give this 6 out of 5 stars for humour I would, since I was laughing my way through the entirety of it. That’s how mature I am.

 

10 Seconds Until the World Ends
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25182

Really moody and a very interesting idea. One of the most well-realised entries in this jam overall!

 

The Super Fair Trial Show
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=11099

The most playable game I’ve tried in this jam. It’s not original in gameplay, but the theme and atmosphere are amazing, and it’s a game that you will actually want to keep playing instead of just quickly switching to the next one.

 

And of course I have to plug my own entry, Adventure Company:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=26269

I am proud of what I was able to do, especially considering this was my first jam by myself. If you like tactics game, Gauntlet, and/or ridiculous depictions of violence, I guarantee that you will like my game : D

 

Poisoned Wizards Post-Partum!

(I’m not a Latin expert but, hell, my game didn’t just die! So there.. Post-Partum, after birth, I like it.)

 

Oh, hello, didn’t see you there! I’m the creator of Poisoned Wizards (working title) and this was my first entry into Ludum Dare. My first take was that it was a lot of fun and a great incentive to make something, which is the hardest thing to do sometimes. Setting myself to work within the limitation of 48 hours and organizing the time while working out stuff happening in “real life” was a neat experience while working on my passion instead of the regular work.

 

The 48 hours went by faster than expected, and because it was my first time entering I was a bit nervous that I would mess up the timing or the whole organization of my time.Here in Portugal the Compo started at 2 AM so I decided to wait for the theme, work only on some ideas and design for the game and sleep on them until the next day.

 

When I saw the theme “10 seconds” the first idea that came to me was something on the line of using time altering mechanics to make a sort of puzzle game around only having 10 seconds to complete it. This was scrapped because it would require me to work out some pretty complicated mechanics for the base game and probably make a bunch of levels by hand.
I didn’t feel this first design was flowing as I would like either, so I tried to think of something more on the lines of a mechanics focused game, with replayability and more extensible from a features point of view.
This second design, one of a strategy game with some bits inspired from the combat of the Heroes of Might and Magic games but on a faster loop and with a scope in line with the Ludum Dare, came to mind then.I think I also preferred this design because as a programmer/game designer it’s easier for me to work on game mechanics and systems than on the artsy part of games, so a more mechanics focused game would probably work better for me.

 

And so Poisoned Wizards was born, a game about wizards summoning creatures in 10 seconds to destroy each other’s base before running off to the bathroom. The full design included many features that I knew were going to be mostly cut, like, for example, besides summoning being able to cast spells, mainly buffs and debuffs for the summons, but also damaging spells that would hit the first thing in their path.

I initially was planning on having a bunch of different creatures, like archers, clerics to heal your summons, and strong beasts like dragons that would be really strong and possibly fly over ground units, but would eat a lot of the very limited casting time you have at the start. These ideas were mostly left on the side when I had to dedicate most of Sunday to visiting parents and friends, and only had time to work on refining some details and make up some sort of interface and restart mechanic.

 

The Good..
On the first 24 hours I was able to hit my goal of having a working game cycle, including the different phases, which was great to realise the design.

The game’s replayability and the simple scoring worked better than I was expecting to be honest, I believe the simply random positioning of units for the AI provides a fun if somewhat random opponent.

THE AWESOME MOUNTAIN BACKDROP!!!!!

 

The Bad..
There are some collision bugs that look a bit messed up because of the underlying scripts for behavior.

The interface is too plain, but I’d have to admit the arts are not my strong suit.

 

The Ugly..
That grass..
Those basic Unity models..
All the amazing model animation..

 

The Undone..
Not fully realizing the plan to add more than one type of unit to the game.

Was planing on adding more of a setup to the game and the setting, by having a short dialogue between the wizards before the casting time and when they run off.

Was also planning to have a more fully realized AI, or possibly a way to do local multiplayer.

There’s no sound. I wanted to have added sound to the units strikes and summoning but it was pushed in favor of some polishing on Sunday.

 

And thus we have Poisoned Wizards. Even with all the undone and hastily done features I like what I accomplished and think it could be used to build upon and make something fun to play.

Please check out the game and leave some ratings and comments if you feel like it. I’m grateful for any feedback and welcome any chat or exchange of ideas so feel free to send some my way!

The Entry!

Thanks for reading this too! :)

Tags: compo, LD #27, post-mortem, post-partum, unity

1st Ludum Dare thoughts

This was our first Ludum Dare, and only our second game jam ever (first being a Molyjam a few months back). We absolutely loved the experience so far, and the amount of positive and critical feedback we got on our entry StepOut has been really great and unexpected.

So we want to thank you all who played our game thus far, you’ve really boosted our morale to continue working on games, and will probably continue working on StepOut (well a spinoff rather) from now on.

As for Ludum Dare, the system and the community is awesome and we’ll make sure to participate often from now on.

LD27 Web Submissions

For those of you who might find it useful, here is a list I compiled of all the web submissions for LD27:

http://robertshenton.co.za/ludumdare/27/ld_web_games.html

Comments

rxi
04. Sep 2013 · 10:09 UTC
When I posted my list a couple of days ago someone replied with theirs in the comment. So it seems only right to continue the cycle:
SecondDimension
04. Sep 2013 · 10:56 UTC
Here is a list of the 2 lists I have used so far:
04. Sep 2013 · 11:39 UTC
I wish the Ludum Dare site had this feature. Or something like “hide all Windows-only games because I can’t play them anyway”.
Latcarf
04. Sep 2013 · 12:29 UTC
You both forgot my game :-(

(I added the web version only yesterday, maybe that’s the reason)
Zephyr89
05. Sep 2013 · 13:01 UTC
Finally. My game sucks too much to be put in any other list. :)

Reload Postmortem

It’s been more than one week since the end of the last LD and we haven’t made a postmortem or a post about our game yet. Here it is!

This was our first Ludum Dare (and finished game) but we are really proud of what we made in 72 hours. It was a great experience, very fun, and we are thinking about making a new version of the game with more content.

Our game

reload level

One of Reload levels

Reload is about a crazy scientist who creates a robot to conquer the world. However, this robot is only a few centimeters tall and has 10 seconds of battery. Through a puzzle/platform level design where speed is as important as reflexion, the player must reach a teleporter without dying.

We implemented several elements the last day, such as turrets and fans. Our artist did a really good job by animating all the possible states of the robot. About three hours before the end, we decided to add an intro and a boss. We did not have time to make a boss, but we have an introduction scene featuring a crazy scientist!

Reaload intro

The introduction scene of the game

What went right:

  • We had loads of ideas about the theme. We were 3 but we decided on the theme in the first few minutes, and we were immediately ready to work.
  • Our team (a developer + an artist + a game designer and audio creator) worked very well.
  • The first hours were very productive. In less than 8 hours, we already had a playable game.
  • There wasn’t any big bug that took me hours to fix. They were a some bugs, but they got fixed really easily.
  • My sister cooked waffles for us. You need energy to create a video game.
  • We had a lot of fun :)

What went wrong:

  • I did not have a computer with windows so I had to ask for help to make a windows version of the game. Happily, the LD community is the best and someone created a windows executable within an hour.
  • I thing that we didn’t work very much the second day, but we really needed to rest.
  • Our second developer would have been useful, but he could not be here in time :(

Can’t wait for the next LD!

 

 

 

Tags: fulmen, LD27, postmortem, reload

Antidote Art Interview

Indiegames.com just published an interview about the Art of Antidote, talking about the differences of doing art under a Game Jam deadline. You can check it here:
http://indiegames.com/2013/09/screenshot_daily_game_jam_week.html

If you still haven’t played Antidote, please check it out!
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27803

Would you like for me to play your game/rate/comment? Send me the link using this form 😀
https://docs.google.com/forms/d/1I2SgP3-W1SAcVYw7ZSZECBxqMylPqqE2-lOMPz5VMkQ/viewform

Play and leave feed back.

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27098

screenshot115

The spiritual successor is in the works as we speak.

 

Comments

04. Sep 2013 · 18:51 UTC
How about YOU play and rate? You’ve rated only one game so far.
04. Sep 2013 · 18:53 UTC
He He,

I think you wanted to say : Play and rate >>>PLEASE<<<. :)
SlothSoft
04. Sep 2013 · 19:39 UTC
I do plan on playing and rating and im not asking for rates. i dont even care for rates i want feed back for the next version of the game this is simply a prototype.
04. Sep 2013 · 20:15 UTC
How about you play and rate some games? Jesus….
SlothSoft
04. Sep 2013 · 21:47 UTC
I am working on it school and working on projects and school has taken alot of my personal time
05. Sep 2013 · 04:52 UTC
The time you took to write this post and those answers could have been invested in playing & rating games. If you really want to improve your game and thus some feedbacks, please put more effort in it. Good luck !
Latcarf
04. Sep 2013 · 22:01 UTC
Everyone has a busy life, but a lot of people still find the time to play and rate other games.
04. Sep 2013 · 23:13 UTC
Hello, SlothSoft! If it’s your first time in Ludum Dare, you might not know that, but LD has a system that basically ensures that, the most games you play and rate yourself, the more people will play and rate your game. It is more or less like this:

Hot Potato Post-mortem

cooltext1162935284

This has been my second Ludum Dare, and I’m so glad I finally have the right tools. In LD 26, I had to cut out 3/4 of my game’s content due to free version restrictions, leaving Tinge a rather dull game with an interesting idea buried in it. This time I had everything I needed, besides time. Balancing school, college prep, and Game design was a daunting task. I’ve gotten the hang of programming games in a short amount of time, as minigames were essentially many games put into one. So instead of making one game, I ended up with 7 or 8.

The Good

*The name was pretty clever if I do say so myself, pointing to the game of hot potato, only played with minigames (there’s no relation to LD 26’s potato theme)

*I Enjoyed the “Wario-Ware” style of genera, as it involved all ideas from my friends to be incorporated, and added to the intensity of timed games.

*Compared to my last game, Tinge, It was actually fun.

The Bad

I didn’t have the time to get a product I was totally proud of produced

*The kindergarten artist graphics. In the race to make a game, artwork was low on my priority list, and, well, the art sucked

*The music/Sound effects. I have gotten complements on the music, but I don’t think anyone realizes it came from Microsoft Clip Art. I wanted sound effects, but again, time was an issue.

 

Overall it was the best Ludum Dare yet. I enjoyed both how Hot Potato came out, as well as its play-ability. It had several bugs when released, but for the time I had, I’m Proud of the product.

Play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=21618

My more polished, but much more cruddy LD26 game: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21618

Twitter:  @Tater_Hater2

Angry German Kid Gameplay Video and Extras!

Hey guys, I’ve posted a gameplay video about our game.
Its a parody game about an old meme where this German kid gets pissed off
at his computer and smashes everything in sight(keyboard mainly).

In the game you need to hexxor his computer in order to anger him to the max.
You win the game when he quits!

Click image to open Youtube gameplay video and extras:


Comments

keyboardmonkey
05. Sep 2013 · 03:51 UTC
That was a fun watch, thanks! Can’t say I am familiar with the german kid rage quit, so am going to search for that now.

Scorpio 10: Dev Diary – After Ludum Dare 27

Hello everybody! First of all I want to give thanks to all people that have rated and commented my game. They have given to me a lot of strenght, and due to this, now I am working in a port to Android with an improved version of Scorpio 10. Today I wanted to write to show you what I am planning.

scorpio_10_android

First, I am working in a vertical version, with bigger buttons and adaptable to every resolution in android devices. The game will be similar but with new features.

– This time it will have 10 chapters x 9 parts = ¡90 levels!

– The difficulty curve will be less tought, with less colors to begin. It will have more time in advanced levels with more colors.

– The game will have multitouch, auto-save and spanish/english traslation with an improved hack story and some new art.

– And of course, it will be free (with a ads banner).

I plan to release the game at same time that the results of Ludum Dare 27 will be released. That means .. I have to return to work!

tuto_3See you next time!

Scorpio 10 Entry

Question

Is “porting” to support more players allowed long after the deadline?

Comments

SecondDimension
05. Sep 2013 · 06:36 UTC
Yes I believe so, if you look at the text underneath your entry I think it says Porting is OK anytime after the deadline, as long as it’s the original game with no changes
Larzan
05. Sep 2013 · 06:59 UTC
Yes, check on the rules page under “Special Competition Exemptions”
Gaeel
05. Sep 2013 · 08:27 UTC
Porting is always A-OK!

Release that game to the masses! Port it to ATARI is you can!
05. Sep 2013 · 15:23 UTC
Porting is just fine! (Even after the deadline. :D)
fdevant
05. Sep 2013 · 17:36 UTC
Great, thanks guys!

(Untitled)

Ludum Dare 27 game jam concluded and Deconstructeam gave birth to a little dungeon puzzler called Dungen Dogan’s Cursed Crew. In this game you play as Dr. Dogan, who along with his men just raid the tomb of an ancient god whose curse fell upon them: just 10 seconds of life left. Luckily, the weak spot of this god is the black amber, and the dungeon is full of them. In order to escape the temple, you’ll have to combine wisely you team skills and manage accurately the 10 seconds of life of each crew member if you expect to making out alive.

You can play it here.

We are pleased with the result, a humble game with a correct duration. However, this time we had other motives beyond the pleasure of making a game in just a weekend: with the Game Maker: Studio license recently acquired (thanks to the funds of our recent crowdfunding campaign), Ludum Dare presented itself as an excellent opportunity to make an intensive training and finally take the leap from ImpactJS to this new game engine.

I had already made my first steps with the free version of Game Maker, but never made and finished a full project, pretty important matter to me. So, since this game engine is going to be my intimate partner during the development of Gods Will Be Watching, I grabbed the documentation, and stepped into making a game in less than 72 hours. The result stands for itself, a proper game, with several flaws, but a game nonetheless. My verdict: highly satisfied with what Game Maker: Studio has to offer and with how it’s going to improve our production power. Even having to learn along the way, the development speed increased notably in comparison with my beloved ImpactJS, not to metion of its huge variety of supported platforms. With few adjustements, Dungen Dogan’s Cursed Crew was working perfectly on browser and Windows.

I don’t know about you, but personally had many prejudices against Game Maker, particularly through the “Make games without programming skills” slogan. Once I tried his drang’n’drop interface and procured to keep myself far away from it. But knowing that Locomalito‘s games or the same Hotline Miami, were developed with this game engine, I finally decided to give Game Maker a chance, taking as guarantee this games which I worship for their high quality. Great surprise since once left behind the point’n’click programming thing, I took a deeper look at this scripting language GML (Game Maker Language) and discovered its high flexibility and the variety of tools and functions at your service which make your life quite easier regarding the most usual practices when developing a game (mostly about the collision handling).

I’ve never programmed with such agility as in Game Maker, and with no doubt Dungen Dogan’s Cursed Crew would have been much harder to create with ImpactJS. I’m happy knowing that Gods Will Be Watching is going to become a highly polished product and, despite the fatigue that brings a game dev marathon of 72 hours, I’m eager for working even more than before.

Tags: Game Maker, Game Maker Studio, post-mortem, postmortem

Marrow Wind: Post-Compo Version

screenshot110A Music Version, I’d better say. Yeah, that’s 8 bit Skyrim theme by chubbiercherub, making a dungeon exploration process a waaay more atmospherical.

There’s a bunch of new features as well, such as new items and locations. Now you also drop your sword when you’re slain, so you respawn completely defenseless! Oh, and beware of that skeleton guarding your loot!..

Play it here!

Tags: post-compo

Thoughts on multiplayer LD games?

I’ve done two game jams now as the sole programmer(7drts and ld27). They both turned into multiplayer games, one being a single screen game and the other being a pure online system with a matchmaking component. I’m not sure why I prefer multiplayer, but all the ideas I come up with just happen to include it as a feature. Both online multiplayer and single screen multiplayer have extreme drawbacks for game jam titles in my opinion. For online games, the player traffic is VERY low for the most part on these online games, so only 1 in x people are going to actually encounter someone else on your game. To fix this problem in my game, I decided to implement an extremely basic AI  that players could play against, just to get the feel of the game. Not a perfect solution at all, because I feel like the experience is much better when you know that your opponent is actually trying to read what you are going to do, and not just randomly picking attacks.

On to single screen multi. The biggest problem is that most people who rate games, do it alone. I never have a friend present to jump on single screen multi games with me when I am rating jam games, unless I happen to be at the office(but even then it would look a little suspicious with people crowded around my computer).

Anyway, I guess my question is: what do you think of including multiplayer in an LD(or any game jam for that matter) entry? Is it worth while? And I guess there’s the larger, over-arching question of: does the fact that a game is for a jam limit what you can/should produce, or should you just make what you want to make even if there is not an audience that may be able to partake in the full experience?

Comments

05. Sep 2013 · 17:42 UTC
I think that every multiplayer game should have a single-player mode with bots. It’s especially important for games with low traffic, like LD games during the voting.
epaik
05. Sep 2013 · 18:08 UTC
I don’t think you should necessarily limit the types of games you make during a game jam, but you should definitely consider what you’re trying to accomplish.
Merudo
05. Sep 2013 · 19:28 UTC
I think the multiplayer idea is great, but you do need to make is very easy for people to play with each others. Here are some suggestions:

Statistics about 50 rated entries

Due to several reasons (sh*tty Internet connection, being lazy, being busy, being stressful, not dealing with LD, etc.), I could test only 50 games yet. I can’t imagine, how some people have patience for testing 1000 games…!

As I mentioned, I’m lazy, so don’t expect full reviews for every entries. 😀 instead, I choose the aspect I think the most important (fun, graphics, mood), and I make a descending toplist about the games for each.

There are games (Delayed10 Second Card Game10 Reactions, 10 seconds of fear, Kidnap Commander) that I gave N/A in every mentioned aspects; they can’t be seen on the list below.

All-1s are italic.

Enjoy!

THE MOST ENTERTAINING GAMES I’VE RATED:

5 stars:

Barricade
Atomic Time Raiders
Flippin’ Matrix
Ludum Dare
Clonogram
Tower Infinity
AntiVirus
Time Annex
No Time for Nibbles
Mission Luna
Faster Than Before
Urvas
Barrage Trigger
Thief Escape
Flooded Dungeons
Twitchy Thrones
Entropy
Lost Pixel

4 stars:

The Lost Robos
10
RocketCar Rampage!
Bomb Squad
The Day Magic Died
John Q. Adamant
Diesel May Care: Quest For The Ten-Second Car
Chronobender
NodeNetOS

3 stars:

Key of the Ruin
Castle of Doom
Was a Rougelike
Mashals of Knaveland
Move It In 10 Seconds
Gas and Air!
Time Crystal
The Barrier

2 stars:

Realities
The Manipulator of Space and Time
Maze of Torment
Unexpected Security
Snooze Button
Flash Memory

1 star:

Test Chambers
Teenage Dream
10 seconds of hope

THE BEST LOOKING GAMES I’VE RATED:

5 stars:

Test Chambers
Barricade
RocketCar Rampage!
Castle of Doom
Realities
Mission Luna
Move It In 10 Seconds
Flooded Dungeons
Gas and Air!

4 stars:

The Lost Robos
The Day Magic Died
Clonogram
Tower Infinity
AntiVirus
Time Annex
Twitchy Thrones
Entropy
Chronobender
NodeNetOS

3 stars:

10
Flippin’ Matrix
The Manipulator of Space and Time
Mashals of Knaveland
No Time for Nibbles
Faster Than Before
Urvas
John Q. Adamant
Barrage Trigger
Thief Escape
Lost Pixel
Time Crystal
The Barrier

2 stars:

Atomic Time Raiders
Key of the Ruin
Ludum Dare
Bomb Squad
Was a Rougelike
Maze of Torment
Unexpected Security

1 star:

Diesel May Care: Quest For The Ten-Second Car
Teenage Dream
Snooze Button
10 seconds of hope
Flash Memory

THE MOST ATMOSPHERIC GAMES I’VE RATED:

5 stars:

Barricade
The Lost Robos
Atomic Time Raiders
Realities
AntiVirus
Mission Luna
Flooded Dungeons
Twitchy Thrones
Gas and Air!

4 stars:

RocketCar Rampage!
Flippin’ Matrix
Castle of Doom
Tower Infinity
The Manipulator of Space and Time
No Time for Nibbles
Barrage Trigger
Thief Escape
Move It In 10 Seconds
Entropy
Lost Pixel

3 stars:

Ludum Dare
Clonogram
Diesel May Care: Quest For The Ten-Second Car
Time Crystal
The Barrier
NodeNetOS

2 stars:

Test Chambers
The Day Magic Died
Mashals of Knaveland
Time Annex
Urvas
John Q. Adamant
Maze of Torment

1 star:

10
Key of the Ruin
Bomb Squad
Was a Rougelike
Faster Than Before
Teenage Dream
Unexpected Security
Snooze Button
10 seconds of hope
Flash Memory
Chronobender

OVERALL

Fun: 18 five-stars, 10 four-stars, 8 three-stars, 6 two-stars, 3 one-star.
Graphics: 9 five-stars, 10 four-stars, 13 three-stars, 7 two-stars, 5 one-star.
Mood: 9 five-stars, 11 four-stars, 6 three-stars, 7 two-stars, 11 one-star.

Conclusions:

– I can call most of the tested games funny. -> I couldn’t find only a few boring games.
– most of the games have decent graphics for me.
– I was strict in the question of mood.
– twice as much games were outstandingly entertaining for me than outstandingly nice or atmospheric.
– distribution of mood between games is big.
– I disliked most of the least entertaining games overall.
– same with graphics; however, there were an extraordinary exception: Diesel May Care is a hilarious game!
– most of the “weightless” (=low mood rated) games are not bad overall.
– either I’m not strict enough with “Fun”, or there are some seriously talented guys here! 😀

Thanks for reading,

Katamori

Tags: entries, entry, statistics