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stuartlangridge

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I'm afraid I couldn't see how to progress at all; on level 1, the monks describe how you're not allowed to turn around when the gong rings, but I can't see or hear a gong, the temple has one room, and that's it. A game shouldn't hold your hand too much if you want it to be difficult, but I don't feel challenged, I feel baffled.

(no sound, though?)

Obviously unfinished, as mentioned in the description. That said, I like that the jumps are absurdly high by comparison with other platforms (and in addition to this absurdly high jump we have a double jump which is doubly absurdly high); it changse the way I think about the game a surprising amount for such a nominally small change. Being followed about by the nasty things with red eyes and being unable to shake them off is also an interesting mechanic, and I like their hammers. As noted, the space-to-"attack" thing doesn't actually do anything other than draw a dotted circle around me and freeze the game, so i suspect that's not yet implemented. But there's the core of a good thing here; interesting graphics, interesting divergence from standard platforming rules with the high jump, and I'd like to see more.

The music and voices made the game more lighthearted than the fail text does

Agreed. The juxtaposition between the sarcasm of the fail text and the jauntiness of the music made me laugh while I was writing it, but I appreciate that there's something of an inconsistent tone thereof :)

Oh goodness me the voice commentary is so annoying. My game went out of its way to mock failure and have annoying voices and it's not a patch on this; I kept missing parcels because I wanted to punch the screen. Excellently done. Also, nice graphics, good sound work, and slick; a complete game. Only a weakling such as myself would rate it down because it's just too hard :)

As you say, an in-progress demo rather than a complete game, but what's there is pretty good. I like the single-colour palette; I can imagine this being a working game (once completed) on something like a watch or a single-use handheld game.

Sadly, the game crashed with an error (screenshot at imgur) when I tried to increase the growth rate; I think I may have pressed "right" and Z at the same time. I love the concept; it would be nice to see a version of this which wasn't constrained to 64x64 and the Pico, as an art piece and less clunky to fiddle with the parameters!

I think this is hurt by the 64x64 limitation; it feels like I'm frantically moving my tiny letterbox around the map searching for a flower under attack as pointed to by the indicators. Of course, that's part of the game, but it's probably a bit far over the frustrating-vs-fun line for me. I also spent almost the whole first playthrough thinking that the little darker green "grass" things were flowers and failing to understand why nothing worked :) The swarming effect is really nice!

Really nicely put together; a complete and well-implemented fun game. The font is, as noted, a little hard to read, and it's sometimes hard to know why you're not allowed to buy a thing -- is it because you haven't bought one of the pre-requisites, or because you don't have enough money, or because you've bought it already -- and that does break the immersion somewhat. Watching a Lord attacking the enemy castle is highly amusing. Nice work!

This is alarmingly creepy. It also shamelessly violates the 64x64 pixel grid :)

never finishes loading for me in the browser, sadly, so unrated.

I suspect this is a demo that never got finished? The graphics are surprisingly impressive -- I particularly liked the realism of the rain -- but there doesn't seem to be a purpose to the game (nor any sound), and walking through an elephant means that the elephant sticks right with you and flickers on and off, weirdly. Could be the nucleus of something impressive with lots more development, though; a good start.

The cats slide around not on the 64x64 grid, which makes them look smooth but breaks the rules :) As noted, there's not much of a sense of agency here; I don't feel like I have much control over the cats (arguably, because they're cats), but that does mean that the game feels like making a succession of random moves until you win by accident, rather than by superior play. I can't see how anyone could become an expert at this game rather than merely winning by luck...

Nicely done. Feels very old-school, in a good way; I can absolutely imagine this being a released game back in the day.

Avoiding things is really, really hard. Not, like, "I must get expertise" hard, but "solid wall of unavoidable rocks" hard. I like the slightly drifty slow uncontrollable nature of the astronaut, which fits with the low-gravity backstory, but combining that with the sheer volume of rocks makes survival pretty much impossible...

I don't think I'd eat a burger which had a burger bun, a slice of lettuce, another slice of lettuce, and two more burger buns. Might be a bit bland :) That aside, the game takes real advantage of its low resolution and is rather fun! The logo's delightful, too. It's a little hard in initial play, perhaps; softening the difficulty curve just a tiny bit might be useful, so people can get beyond about two burgers without having to be the Flash. I suspect this might be easier with a touchscreen...

I found it useful to apply a changed style to the canvas in the game: canvas { height: 60vh; } makes it much bigger and easier to see, which may help with the issue you were having with the HTML viewport.

Aha, opening the frame in its own tab helps, yes!

I wish there were some sound in this. That the merest touch of a burger bap on my mostly-complete burger counts as instadeath means that I end up playing the game by merely fleeing from burger tops like a gluten-free lunatic with a flour phobia, but that's perhaps part of the skill of the game.But without sound, it feels half-finished. This wouldn't take much to be turned into a really challenging game, I think!

(also, the sound made by the "fire dots into the air" triangles is not perfectly synchronised with actually firing dots into the air, which makes jumping over them considerably harder; this may have been a deliberate thing, but it's over the line between "maliciously confusing" and "just annoying", for me at least)

I appreciate the idea of slowing down time. But I'm not sure why I wouldn't play just with my finger on the shift key the whole entire time, thus turning the game into Bullet Time All The Time? Some puzzles which require performing them with time at normal speed would be nice, although maybe there are plenty and I just didn't get that far....

An interesting concept. After the first day, the screen went red and I didn't seem to be able to do anything else, sadly. I like the graphical approach and the idea behind it, though!

Yay! 64 points! I still don't think I've quite grasped what the perfect tempo is, but I like the game a lot; quite a compelling challenge, and getting a hole in one is lovely :)

Impeccably implemented simple joke. It gets a smirk, which I'm sure is all its little heart desires :)

Took me some time to realise that collisions with (a) the rocks you're trying to mine and (b) the bottom of the tractor beam (?) are fatal and I'm supposed to avoid that. Once I'd got it, there is potential here; it's Thrust, but with the added attraction that the rock follows you around and you mustn't collide with it. Obviously it's just a prototype and therefore doesn't have music or backstory or anything, but I think this could be quite entertaining once it becomes a game!

Maze gameplay boiled down to its simplest possible form. :) Agreed with bonus1up that some framing device and music and sounds would help it feel more like a game rather than a demo of the technique. The maze generator seems to generate some pretty tangled messes at times, and I roamed pretty aimlessly until I discovered the green exit block. A score or some method of assessing progress would be nice, perhaps.

Interesting concept, and the graphics are nice (blocky, but nice). I don't think I understood what most of the "control panel" is actually for, though, and needing to control that by clicking while simultaneously either clicking arrows or using the arrow keys to go up and down means that the challenge is not "playing the game" but "managing the controls", which I don't think is meant to be the challenging part :)

Quite a clever mechanic -- that I get confused when I'm atop the circle and the "left" button is actually going to the right is not the game's fault :) It's very easy to overshoot or undershoot, though, which is frustrating; it might be nice if this were made less punishing, although maybe the idea of having to get it dead on right is a deliberate part of gameplay!

Obviously very minimal in graphics (and no sound at all), but the idea is reasonable. Interestingly, I expected red berries to be an instakill and was pleased to see that they drop you a size category instead. The game is very easy, though; I won on the second and all subsequent tries :-)

(seems to not be loading dat.gui.min.js for me from the back end, so not rated as this is itchio's issue, I think.)

I'm not sure I wholly understand what I'm doing, here. I can roll around, shoot white blocks (which moves them), and shoot the enemy (which moves them but doesn't kill them, to my surprise), but... then what? I like the conceit of the rolling cube which fires in a particular direction, much like a bunch of single-player puzzles of this kind. The time limit on a move makes it all feel rather rushed, which is a little unfortunate because it makes the game feel like a very low rez arena deathmatch, rather than like a carefully thought-out chess game.

(also, as @phantomax says... it's not meant to be called "intense", is it? :))

The description calls this "weird", which I don't think is fair, but it is detailed. As noted, paying attention to the manual is pretty important to work out what's going on. Choosing the squares to move to feels unusually clumsy, by comparison with the rest of the UI which actually flows pretty well once you've got the hang of what you're doing. This feels like the video equivalent of what "proper" wargames (measure the hexes, spend time with books of tables calculating precise angles and damage for mortars, etc) are to Risk, and there's definitely an audience for that.

Interesting concept, although the 64px limitation maybe makes the representation a bit too abstract! Having new children get born just by walking into other players feels a bit weird, too. But there are some quite complex game mechanics underlying this!

A good start; nice pixel art. The game obviously needs work, as you know; as far as I can tell it's not possible to jump over two sets of spikes next to one another. You'll also not want to make the "restart the game" keypress also count as a "jump" keypress. But this could grow to be something good with more work!

Obviously simple graphics, but easy to play. The white UFOs are terribly hard to kill! I'm not sure what "shield" does; it certainly doesn't stop you being killed by bullets or collisions :-)

Interesting idea. It's really, really difficult though; maybe start slower and speed up over time? Otherwise it leads less to attempts to do better and more to just table-flipping annoyance and a move on to another game :)

Basic graphics, but has potential to be developed into something!

Aha, hey @PhoenixBoltS. I'm not sure what's happening with the browser version; sadly I can't try the Windows version 'cos I'm not on Windows. I'm glad it's being worked on though!

Sadly, the game doesn't cancel keypresses when they're not used, which means that every time I'm walking downwards and I walk into something, the down arrow is ignored by the game and passes on to the web page and the page scrolls downwards, taking the game out of vision! This made it really hard to play, I'm afraid!