ECHO CHAMBER by Loren

[raw]
made by Loren for LD25 (COMPO)
You are the best, that is a great idea! Don't worry about it, you never make mistakes.

Why try something different? You always succeed!

Don't listen to them, they're just jealous.

With all the support you have been accumulating, you'll be sure to convince the critics.

You don't want to keep all those compliments bottled up, do you?

What happens if the pressure gets too great, are you going to explode in a flash?

You're always right, remember?

Ratings

Coolness 100% 1
Overall 3.41 151
Audio 3.33 95
Fun 3.06 266
Graphics 3.10 297
Humor 2.63 330
Innovation 4.10 16
Mood 3.34 103
Theme 2.84 522

Feedback

kivifreak
16. Dec 2012 · 18:21 UTC
wow what a genious idea :D
McFunkypants
16. Dec 2012 · 18:57 UTC
Nice! I love the sheer brainstorminess of it all! Very original. Keep up the amazing work.
Amadeus
16. Dec 2012 · 20:07 UTC
Great Idea, It seems way too hard though and maybe needs better click detection on the media guys.
pinion
16. Dec 2012 · 23:05 UTC
Nice idea! Like the word clouds too.
loren
17. Dec 2012 · 04:05 UTC
Thanks all! I made some tweaks prior to submission deadline to make things a bit easier. Added a little more audio too. Thanks for playing!
refrag
17. Dec 2012 · 04:42 UTC
Really neat concept and I love how the visual style came together on this. A very nicely put together entry! Great job!
Zillix
17. Dec 2012 · 04:42 UTC
really awesome. fantastic job!
Arakade
17. Dec 2012 · 04:48 UTC
Nice! Beautiful use of minimalisitc graphics (text). Curious how it was done.
cdata
17. Dec 2012 · 05:36 UTC
I love this idea, and the minimalistic art style is quite eye catching. I wish that the game became a little more challenging over time, though.
ix
17. Dec 2012 · 05:40 UTC
Nifty idea, wonderfully consistent graphics. Difficulty could use tuning -- seemed like clicking on the green fellows always resulted in no damage (had to basically just sit out a round to see how loss would happen). And I'm not a high-APM kind of person.
loren
17. Dec 2012 · 05:48 UTC
Interesting about no damage, will have to investigate. How many different ones did you click before your retribution was activated? Thanks for the feedback!
loren
17. Dec 2012 · 05:50 UTC
I had plans to tune a difficulty curve, but that was pushed back pretty early. Is it allowable to update things like that once this is in judging? I wouldn't think so, but I'm really not sure.
Scott McBee
17. Dec 2012 · 05:51 UTC
Great game, I love abstract games such as this.
Hume
17. Dec 2012 · 06:04 UTC
Very pretty; great text effects.

Difficulty didn't ramp up, as mentioned.
hints
17. Dec 2012 · 06:08 UTC
Very original. Would love to see some difficulty added.
fishbrain
17. Dec 2012 · 06:25 UTC
...intriguing!... nice mood and idea.
arkeus
17. Dec 2012 · 06:36 UTC
Simple, but very well executed!
Rabbits...
17. Dec 2012 · 06:37 UTC
Wow, very interesting and futureisticy, wasn't sure what I was doing at first, but then easily caught on...
loren
17. Dec 2012 · 06:43 UTC
Glad to hear it! I didn't want to overburden the experience with too much instruction.

Thanks for the compliments folks :)
raincole
17. Dec 2012 · 06:46 UTC
It fits the theme better than all the other entries I have ever played.
cwilloughby
17. Dec 2012 · 06:56 UTC
I have no idea what I just played, but it was awesome!
surpy
17. Dec 2012 · 07:09 UTC
I thought it was really good.
enfyrneaux
17. Dec 2012 · 07:13 UTC
RETRIBUTION IMMINENT
loren
17. Dec 2012 · 07:17 UTC
look out!
amassingham
17. Dec 2012 · 07:19 UTC
I really really like this. It's such a neat little concept.
loren
17. Dec 2012 · 07:22 UTC
Thanks for all the support guys and gals, this was a fun thing to work on. It's nice that oddities are treated so nicely :)
apophenia
17. Dec 2012 · 07:25 UTC
Difficulty could stand to be raised a bit on subsequent levels. Trying to figure out how damage is actually calculated.
Meep
17. Dec 2012 · 07:38 UTC
Quite unique! :)
loren
17. Dec 2012 · 07:38 UTC
Yeah I agree that the difficulty is pretty flat. Would be happy to put a curve in there to up the challenge, but I'm pretty sure that's a no-no. Will consider it for a future update.
midgard
17. Dec 2012 · 09:27 UTC
Good job. An innovator idea!
TomK32
17. Dec 2012 · 09:50 UTC
I don't think it really nails the theme but it still is a great game and even my cat was watching what's going on with all the noise and colors :)
glbs
17. Dec 2012 · 10:32 UTC
nice game, love the graphics and objects movements!
zedutchgandalf
17. Dec 2012 · 10:41 UTC
If it's Flash, why no Linux and Mac downloads? :P
Very original game, although I'm still not really sure how you have to play it. Seems like spreading the media out is a good tactic, but still...
AdventureIslands
17. Dec 2012 · 10:51 UTC
Really cool idea, I like the minimalistic style and word clouds. Does it get harder at any point thought? It feels like it isn't really proceeding anywhere.
tinytouchtales
17. Dec 2012 · 11:50 UTC
mhhh kind of interesting mechanic!
pl0xz0rz
17. Dec 2012 · 12:15 UTC
Good graphics and idea, however, there was something missing.
infernet89
17. Dec 2012 · 12:45 UTC
Woha, great and original gameplay!
loren
17. Dec 2012 · 13:05 UTC
Good point about the platforms. Will change to web only. I misunderstood the required field marked as windows.

The game doesn't have a difficulty arc yet, will come after the compo.

There could be more in the game for sure, right now it's a small experience, but I can see it grow into more, which is exciting :)
har_g
17. Dec 2012 · 13:51 UTC
i clicked stuff without understand and it run fine.. effect are awesome.
mutuware
17. Dec 2012 · 14:07 UTC
Nifty! Well executed original idea.
rumachine
17. Dec 2012 · 14:08 UTC
I had fun playing this.
SXPanda
17. Dec 2012 · 14:54 UTC
Very cool game idea, but I felt it was too easy. A bit more challenge would have made it better. Still a good game though, and one of my favourite entries so far.
robashton
17. Dec 2012 · 16:23 UTC
Great idea, I liked the music and style too.

Hard to play on a mousepad, but that's not your fault now is it? :P
joyboxed
17. Dec 2012 · 16:24 UTC
pretty enjoyable =)
Sergey Mohov
17. Dec 2012 · 16:27 UTC
Absolutely brilliant! Made me think about the use of abstraction in games in general. Great job :-)
loren
17. Dec 2012 · 16:40 UTC
Wow, thanks all! You guys rock :)
naughtyloose
17. Dec 2012 · 16:42 UTC
I like the concept. However I wish the game had a win condition or some changes because it gets boring after a few waves. Nice work! :)
sclark39
17. Dec 2012 · 16:52 UTC
Interesting. Sound and graphics are engaging. Not exactly sure what the goal was (did the lines being drawn between guys matter?)
loren
17. Dec 2012 · 17:08 UTC
It emphasizes the connections being made within the echo chamber
Edocentrique
17. Dec 2012 · 17:50 UTC
Very original
ElScootro
17. Dec 2012 · 18:38 UTC
Awesome game!
jhrrsn
17. Dec 2012 · 18:42 UTC
Really awesome man. Kinda crazy. But awesome.
Dark Acre Jack
17. Dec 2012 · 18:50 UTC
Very well done. Great aesthetic. Nice definition of "villain".
Schwiggy
17. Dec 2012 · 19:07 UTC
Nice use of simple mouse controls. You could extend the concept with levels that have reflective or absorbing structures.
I blew up after thinking too much about the angle praise. That's deep. :P
Tapestry
17. Dec 2012 · 19:14 UTC
Great game, really innovative!
gty
17. Dec 2012 · 19:15 UTC
impressive, this game caught me in a way i didn't even understand. after the 10th assault i was like: "why am i still playing this?" haha
loren
17. Dec 2012 · 19:23 UTC
And again, thanks so much for the kindness all! If it was allowable, I would be adding a bit to make it grade up in difficulty and some other modes. I'm very happy that you all have enjoyed it thus far :)
Jacic
17. Dec 2012 · 21:08 UTC
Nice music and visuals!
Gornova
17. Dec 2012 · 21:09 UTC
what the hell is going on ? It don't matter, it's strange, but a good game
Felix20
17. Dec 2012 · 22:01 UTC
Great game, graphics and sound are really nice.
it's really easy though, does anything happen, I got to 9 retributions before I just didn't click anything to see what would happen.
loren
17. Dec 2012 · 22:03 UTC
It's still pretty linear, only had 8 hours total to design, build and compose. I have plans to add some more content (difficulty curve, different modes and some AI changes) after the compo is all over. I don't want to change things during judging.
Nanofus
17. Dec 2012 · 22:09 UTC
Wow. The art style feels really original, the sounds are great and the game somehow manages to be quite creepy when played alone in a dark room in the middle of the night.

The gameplay is ingenious, but later became a bit repetitive.

Anyway, one of the best games I've played so far :D
soupy
17. Dec 2012 · 22:33 UTC
I got 87,500 points. I really liked the graphics and sound design, they contributed to a strong mood. I wish their had been more feedback about how gameplay worked. I see that my media people can be connected, does that give me some kind of bonus? Is there an advantage to having them arranged a certain way?
loren
17. Dec 2012 · 22:35 UTC
The arrangement advantage is in where you activate them. One thing I wanted to add was having the critical text fly in from certain way points where you might set up a blockade using your media allies.
Martin Vilcans
17. Dec 2012 · 22:38 UTC
Great mood, art and audio!

Not much gameplay though, and it gets boring quickly. It's too easy once you realize the game is just about quickly clicking on the green things.

Great work and polish anyway.
rumachine
17. Dec 2012 · 23:08 UTC
I just wanted to leave another comment about how much I really liked your game. It really is a wonderful piece of art. Abstract games are the best, they make you really think :)
dj_pale
17. Dec 2012 · 23:44 UTC
Terrific mood and very original. Felt like I did not have too much control and that the retribution came in fast.
Cat Burton
17. Dec 2012 · 23:56 UTC
Excellent game! I really like this! The concept, creativity and style are all very good. Well done! :D
refreshcreations
17. Dec 2012 · 23:59 UTC
I really loved playing this game, the background music really helped to make this game feel complete. I got to around level 17 then got sick of the echo chamber always winning so I took great amounts of joy in watching it's demise! Great concept and great fun to play through.
ilo
18. Dec 2012 · 00:11 UTC
A very interesting mechanic that is both simple to understand and enjoyable to see in action!
zatyka
18. Dec 2012 · 01:20 UTC
Very interesting. Simple gameplay, but you made it feel interesting and unique.
RatDog_Adam
18. Dec 2012 · 01:23 UTC
Really enjoyed the game, very original.
EatenAlive3
18. Dec 2012 · 01:42 UTC
Very interesting idea! Unfortunately it wasn't that fun for me, but I liked the graphics and sound! :D
ripter
18. Dec 2012 · 01:54 UTC
It took me a few tries to figure out how to play. It's very fun.
Rex Peppers
18. Dec 2012 · 02:16 UTC
What a cool idea and good execution.
loren
18. Dec 2012 · 02:37 UTC
@EatenAlive3 Thanks for the feedback, I do appreciate that you played it even though it wasn't your cup of tea. I enjoyed your game too, great audio!
ENDESGA
18. Dec 2012 · 02:40 UTC
very interesting!
Diventurer
18. Dec 2012 · 03:04 UTC
Really nice game! I felt it was too easy after a while, so I just stopped playing at around 150,000 score. :)
loren
18. Dec 2012 · 03:07 UTC
haha, fantastic score. I'm looking forward to making some changes to the difficulty and general progression of the game. Thanks for playing!
GreenPixelDev
18. Dec 2012 · 03:44 UTC
Great job! Original, simple, and fun! :D
OU GDA
18. Dec 2012 · 03:57 UTC
wat
loren
18. Dec 2012 · 03:58 UTC
Game!
rylgh
18. Dec 2012 · 04:00 UTC
nice game! felt like the difficulty didn't ramp up enough for my tastes, but enjoyed it a lot.
KunoNoOni
18. Dec 2012 · 04:18 UTC
I knew there would be some great game in this compo and yours is definitely one of them. Simply Amazing!
loren
18. Dec 2012 · 04:41 UTC
Thanks so much! I really liked yours too
01010111
18. Dec 2012 · 04:53 UTC
Really well executed idea, stunning visuals, I loved it!
GeorgeBroussard
18. Dec 2012 · 04:59 UTC
Liked the concept and execution and presentation/art. Gameplay seemed ok but wasn't too challenging? I found that as long as I clicked 11-12 each time I was ok. Next step is to see if you can make this more of a game vs a concept.
loren
18. Dec 2012 · 05:08 UTC
Agreed. I have plans to add a difficulty curve and more-refined strategy elements. Had 8 hours total to work with, so things got minimized super fast. Thanks for playing, I dug santa's use of the boomstick quite a bit as well.
Oreganik
18. Dec 2012 · 05:39 UTC
Super trippy. Big points for a mechanic I've never seen before, though once I figured out an optimal strategy, I never had to deviate from it. Still: that was a tasty morsel of gamin' right there!
Stryphe
18. Dec 2012 · 05:54 UTC
Good Game!
vrav
18. Dec 2012 · 05:55 UTC
Awesome concept. So true. Defy logic, maintain villainous dominance!
TehSkull
18. Dec 2012 · 05:57 UTC
This was a weird but neat and interesting game to play. Very original concept.
Dylan McCall
18. Dec 2012 · 06:01 UTC
Very clever idea. Nice sound, too!

I feel like it could have communicated what was going on a little better; it took me a while to figure out what all those heavy lines were telling me. Might help if they fade out a little during the retribution phase.

Once I figured that out, of course, it all made glorious sense :)
loren
18. Dec 2012 · 06:12 UTC
That's a good point, the thickness represented the connection strength , originally it was going to pulse like a heart beat pumping words like blood back to the chamber, but yeah, 8 hour build time turned that into trippy laser lines ;) The more ya know!
Husky
18. Dec 2012 · 06:38 UTC
Good!
Impressive game play!
Komradus
18. Dec 2012 · 06:40 UTC
Really cool take on the theme, but I still didn't feel like I was the villain. However still a damn fun game.
Wukkopi
18. Dec 2012 · 06:44 UTC
Idea is very original :)
GeorgeBroussard
18. Dec 2012 · 07:06 UTC
loren,

>> Had 8 hours total to work with

Well shit, that's super impressive then :)

>> Big points for a mechanic I've never seen before

Gotta echo the above too. Interesting to set up things beforehand then just sit back and watch it all play out in a very visual way.
lotusgame
18. Dec 2012 · 07:09 UTC
Game is interesting and pretty funny, but does get any harder.
Freakill
18. Dec 2012 · 07:22 UTC
Really good interpretation of what a Villain is! The game lookds really good given the focus to the Theme and Audio is amazing, I don't know why but in Retribution Time music moved me to Fez days :O I like the combination of having to click quick with the mouse but also trying to spread your ne of media, and how the spoiling they give to you is the counter attack for the critics. Simple but yet amazing game!
Suese
18. Dec 2012 · 08:43 UTC
It was an interesting experience.
killmonday
18. Dec 2012 · 12:42 UTC
Awesomeoness!
loren
18. Dec 2012 · 13:05 UTC
Wow, thanks all, what a great series of comments to wake up to. I really appreciate it!
Dioiminik
18. Dec 2012 · 13:22 UTC
From all entrys I've seen so far, I liked this one the most :D
MaTX
18. Dec 2012 · 13:51 UTC
Cool idea and nice realization. The gfx could use some work, but in general good job!
CireNeikual
18. Dec 2012 · 14:50 UTC
Nice concept! It doesn't seem to get more difficult though (or maybe not quickly enough?)
lucasncv
18. Dec 2012 · 15:02 UTC
LOVED your game, great mood!
shaneshanekavanagh
18. Dec 2012 · 16:01 UTC
Very clever approach.
haxpor
18. Dec 2012 · 17:08 UTC
Never thought someone would take this concept into game.
otus
18. Dec 2012 · 17:49 UTC
The concept is very abstract, so I find it kind of hard to understand what the game is about. Sure, some tips are given, but to someone who isn't in the mood to delve deep into what it all means, this game is plain boring.
The graphics and effects are kind of cool though.
loren
18. Dec 2012 · 17:53 UTC
Fair enough! I do appreciate that you played it, thanks!
Casino Jack
18. Dec 2012 · 20:05 UTC
Interesting concept. Unfortunately it lagged on my computer during the assault phase down to around 1fps, so it was a bit boring waiting for that to be over, but I can see myself enjoying it a lot on a smoother PC.
soy_yuma
18. Dec 2012 · 20:08 UTC
Crazy idea! Very original and fun. It's true that feels easy once you get the idea, though. Well done!
GameRespect
18. Dec 2012 · 20:13 UTC
Absolutely love it.
Mythalore
18. Dec 2012 · 20:25 UTC
I have no idea what's going on, but whatever it is it's amazing!
AnnaGavaldaKedavra
18. Dec 2012 · 20:38 UTC
it's a good idea and nice game. But if u just click on random middle guys you always win. It could be better if you have to create a well shaped chamber (is it clear?).
illugion
18. Dec 2012 · 20:53 UTC
I dont know what i was doing but it was sooooo cool! XD I liked the colors and sounds and everything
loren
18. Dec 2012 · 21:04 UTC
Thanks again folks! @AnnaGavaldaKedavra, yes that is clear. I agree with you. I will be making some pretty solid updates to this after the competition with emphasis on difficulty and strategy. Thanks for playing!
radmars
18. Dec 2012 · 21:05 UTC
hahah man. Excellent.
bitwise-constructs
18. Dec 2012 · 21:30 UTC
Very good! Unique idea that was brought to fruition with enough polish to make it last. My only complaint is that it need increased difficulty
gameXcore
18. Dec 2012 · 21:38 UTC
I might be going against the crowd here... but I really had no idea what I was doing, I survived 8 assaults before committing suicide!
bushmango
18. Dec 2012 · 21:43 UTC
Cooool! How do I get more little green people in my life :) Really pretty, I especially like how the line between the people gets thicker the more you click on. Not much to do besides click, however.
loren
18. Dec 2012 · 21:50 UTC
@gameXcore to last more than one assault, you must have had some idea of what you were doing ;) Thanks for playing, sorry about your untimely death :(
gameXcore
18. Dec 2012 · 22:10 UTC
Well, I knew _what_ I was doing, it was more _why_ that I didn't get, I think maybe I just didn't "get it" :p
loren
18. Dec 2012 · 22:22 UTC
no worries, glad you played it!
Tobias Wehrum
18. Dec 2012 · 23:02 UTC
Audio/Visuals: Top! Especially the audio is marvellous! I loved the ambient loops for retribution.

Is the game getting any harder over time? I stopped at 100k points because I didn't have the feeling it did. If there isn't one, congratulations for having me repeating the same thing over and over on the same difficulty level!

I think I understood the message in the game, but I don't understand how it fits the theme "You are the villain".

It took me *very* long to figure out that you can direct the counterattack. The reason is just that at first it seems like a click-as-much-as-possible-in-a-short-time, so I clicked all over the place and my counterattack seemed random. Only after relaxing and not wanting to win anymore, I tried out directing the connecting lines. I'm not sure if there is any strategic value in this though, as you should probably distribute it evenly, but I won even without doing so.

Okay, long story short: A very cool game for the 48h limit! Good job!
Tobias Wehrum
18. Dec 2012 · 23:05 UTC
Hurray for missing edit buttons:

*If it doesn't, congratulations for [...]
*[...] it seems like a click-as-much-as-possible-in-a-short-time, kind of game, so I clicked [...]
jujule
18. Dec 2012 · 23:08 UTC
I love the angle on the theme. Best I've seen so far. I love how it is "disruptive". Ha ! That's another word you could use, I believe.
Ashkin
18. Dec 2012 · 23:26 UTC
Interesting mechanic- it was nice that there was strategy in clicking rather than just chaos. The audio is fitting.
jerombd
18. Dec 2012 · 23:29 UTC
Clever interpretation of the villain theme!
loren
18. Dec 2012 · 23:46 UTC
Tobias, thank you for taking the time to write that! Unfortunately or fortunately in the eyes of the game, there was no difficulty change or challenge increase. Only had 8 hours to build, spray was scrapped early. In my opinion, the villain element comes out during gameplay, it's definitely abstract which I like. I appreciate that you played it, thanks!
zenmumbler
19. Dec 2012 · 00:04 UTC
I hate to use this meme but first I was like Ehh, but then I was like aaah! Cool VVVVVV style visuals commenting on the modern day villains, the Blogerati. This must be how Scoble feels. Also, amusingly this game has the most comments on it I've seen so far, which is fitting in many ways :)
dek
19. Dec 2012 · 00:46 UTC
Beautiful game, and very satisfying to play.
lucas-b.eyer.be
19. Dec 2012 · 00:58 UTC
I really like the idea and the sound. I did not see any way to "win" the game tho.
TakeNapEveryday
19. Dec 2012 · 01:26 UTC
Great stuff, very moody. The sound is what impressed me the most - I got a "Kid A" vibe from it. I don't mind that there wasn't much difficulty to it, after a few minutes I decided to lose to see what happened.
Faust
19. Dec 2012 · 01:49 UTC
Nice idea, and the word bullet is very cool.
LaughingLeader
19. Dec 2012 · 01:50 UTC
I'm not sure what was going on, but I know it was pretty damn cool. Great stuff!
Amos Wenger
19. Dec 2012 · 04:10 UTC
Liked it very much :) It plays smoothly, although I had a hard time figuring out where to click in the first place, but once I did, it was madness! Soundtrack/sfx fit nicesly, got hooked for a few rounds but stopped when I didn't notice a progression.

Good one!
SeanAtr0n
19. Dec 2012 · 06:22 UTC
perfection! success! I see what you did there.
Claite
19. Dec 2012 · 06:30 UTC
Beautiful idea! Once I figured out how it all worked, it was pretty dang fun! Well done!
ddionisio
19. Dec 2012 · 06:50 UTC
This is pretty awesome, and really sinister. Vanity and narcissistic, definitely a true villain!
bigbadwofl
19. Dec 2012 · 07:36 UTC
A very innovative and solid entry. Well done!
blob
19. Dec 2012 · 07:51 UTC
Interesting concept and visual design. You could post a version of the game with difficulty curve as a separate post jam link, that's allowed.
caasi
19. Dec 2012 · 08:39 UTC
Nice idea and implement, it reminds me about something happpened here in Taiwan.
PIXEL^3
19. Dec 2012 · 09:19 UTC
I like the idea, collecting enough good reviews to counter critics, but I felt it could've been executed better. At first it can be kinda fun, rushing to click as many as you can. But what I quickly realized was that nothing changed. The difficulty stayed the same level of easy the entire time so I could virtually play forever. And half of that gameplay is watching text fly across the screen. I apologize if I sound too harsh, but I'm not the programmer of the group so I can't begin to imagine what might of had to go into this. But from an 'average joe' view this game is a bit boring. Adding some difficulty, like a gradually larger media requirement, or mixing critics in with the media would've at least helped remedy this a little. On the bright side it's one of the more original games I've played.

~AlucardX60
Jiddo
19. Dec 2012 · 09:48 UTC
Very interesting concept, moody and well excecuted, though it would be nice if the gameplay evolved a little between rounds. It could become really cool given some additional work after the compo!
allinlabs
19. Dec 2012 · 12:24 UTC
very original, but it seems a bit too easy and repetitive... great take on the theme though
loren
19. Dec 2012 · 13:16 UTC
I might put up a post build, feel conflicted about it since the experience would be pretty different.

Pixel, not harsh at all! I appreciate that you took the time to play and write that. I agree that it is pretty limited and, if not before judging ends, I have plans for making this into a more complete experience. I didn't have much time to do more than I did unfortunately.
Pitoum
19. Dec 2012 · 13:27 UTC
Very clever! I love this type of abstract game. Beautiful, simple, addictive. Congrats!
adnzzzzZ
19. Dec 2012 · 14:36 UTC
Why is this so good? The retribution music is probably the best thing, oh god. I think this is one of the best I've played, good job!

RETRIBUTION IMMINENT
dremelofdeath
19. Dec 2012 · 15:02 UTC
Interesting concept, but way too easy. Needs to be a little more challenging. Very off-beat but new way to interpret villain (although I personally found it more along the "delusional" lines than villain). The effects are good and the mood is very symbolic. Good work.
Starspell
19. Dec 2012 · 16:24 UTC
Very interesting concept. I like the audio and graphical style. However I think the game would have been stronger with a greater challenge and with an overarching goal in mind.

I was playing for a long time and didn't get damaged once.
arch.jslin
19. Dec 2012 · 17:07 UTC
Really really unique game and it's quite fun to play. The meaning behind it is pretty profound too. It's abstract yet it's so real.
atrodo
19. Dec 2012 · 20:25 UTC
That's not only really well done but also very captivating of a concept. Very good job!
blackmagic
19. Dec 2012 · 21:16 UTC
don't understand how the theme is treated but there is a good bunch of ideas and pride. Great job. Thanks !
zeh
20. Dec 2012 · 00:06 UTC
That's a great, and innovative idea.
Twisted Devotion
20. Dec 2012 · 00:29 UTC
I really like this game! The graphics are so simple yet they add to the theme this game presents. The subtlety and meaning hidden behind the player's actions is something I find Absolutely delicious! This is a very original idea and I think it should be continued further!
ReveLorenfield
20. Dec 2012 · 01:05 UTC
Original and interesting idea.
Your game is simple, yet pretty catchy. Good job :) !
Christina Antoinette Neofotistou
20. Dec 2012 · 02:32 UTC
very cool!
donmilham
20. Dec 2012 · 04:01 UTC
I have to admit, I don't really get it. Very abstract and artsy. It was very interesting to play and full of emotion.
🎤 Loren
20. Dec 2012 · 04:23 UTC
Just posted a post mortem! :) Thanks for playing this folks, it really means a lot to me. I plan on expanding it in meaningful ways, will update when that starts.

@donmilham Thanks for playing and commenting :) I know it's a weird one, but the fact that you checked it out is what is important :)
dekart
20. Dec 2012 · 06:00 UTC
71900 points! Pretty inetersting, probably some more graphics will make it even better!
recursive frog
20. Dec 2012 · 07:29 UTC
There's a lot right here, and I really like the fact that you took your discomfort with the theme and turned it into something abstract and wonderful.

Like other said, I wish there were some sort of difficulty curve in this game, as it feels like the only way to die is to become bored of your own blowhardiness.
Jiggawatt
20. Dec 2012 · 09:03 UTC
Abstract and different. It's strangely fun for a while even if it all comes down to frantic clicking, and seems to have no difficulty curve whatsoever.
Hatscat
20. Dec 2012 · 13:03 UTC
funny game, and really original! but could we win? I go over 115000 pts and didn't saw the end
BarrensZeppelin
20. Dec 2012 · 15:20 UTC
The overall presentation is very nice, but the game's difficulty just doesn't increase rapidly enough (if it even does). I got bored to death after getting to something like 270k points, and not seeing decreased intervals of word collection...
🎤 Loren
20. Dec 2012 · 15:28 UTC
Fair enough :) Right now there is no increase in difficulty, unfortunately. Will be adding more after the competition ends, thank you for playing and for commenting!
chaosBrick
20. Dec 2012 · 17:34 UTC
This is one of these WTF-Games, right? Got me into some sort of trance °_°
ceronman
20. Dec 2012 · 18:16 UTC
Nice idea. It took me some time to understand how to play. Nice audio and graphics.
Kenaron1703
20. Dec 2012 · 18:51 UTC
Really good game, I love the graphics
Nisshoku
20. Dec 2012 · 19:21 UTC
Hugely funny idea. Didn't find it too hard. Good game. :)
Nolan C
20. Dec 2012 · 19:34 UTC
Damn, these games are just so innovative, it's crazy. Well done.
Per
20. Dec 2012 · 23:54 UTC
Interesting idea.
Nice graphics and sound.
DavidErosa
20. Dec 2012 · 23:55 UTC
Dude, that was cool, but I had no idea why I was winning :D
Puzzlem00n
21. Dec 2012 · 03:13 UTC
Dude, you are loaded with comments! What more can I say that they all haven't? Well, the story is a bit vague at first, but once I got it, it was pretty good. And there have already been discussions on the lack of difficulty curve. Other than that, fantastic work, really feels complete!
wzl
21. Dec 2012 · 13:13 UTC
What an odd game. Not sure if i like it or not :P
Interest visualizations though.
nilstastic
21. Dec 2012 · 19:37 UTC
Good: Sound and the idea wsa great, even though it was a bit difficult to grasp at first (had a wtf moment there..).
Improve: goats were missing. =)
rinaka
21. Dec 2012 · 22:45 UTC
Very nice, experimental and moody. Lovely use of typography as graphics -- the battles of comments look so good. I found gameplay intuitive and always stressful: you're either desperate to get attention or anxious to see if the critics will get to you. Contrary to some comments, IMO it is a necessity that the difficulty or gameplay does not evolve over time. After all, you're fighting to avoid change, right?
tcho_i_er
21. Dec 2012 · 23:01 UTC
Nice concept, i love how the assault take place where the words fight each other !
CMaster
22. Dec 2012 · 00:11 UTC
Neat idea, unusual take on villainy.
Seemed that just click=spamming was always enough to win mind, rather than thinking much.
Birchmountain
22. Dec 2012 · 09:47 UTC
Wow, this game really has it all. Great graphics, great gameplay, great sound and it even carries a message! But after playing your game i realize i have to give you something to improve on.

One thing i think you could've been done better is to get a more solid art style. I really love the bright colors and chaos that occurs during retribution, flashing words and colorful lines etc. But the praisers, the chamber and the GUI seems a bit out of place. Don't get me wrong, it looks great, but i think you could've been done even better!

You still get a five star in overall and you immediately rise to my top three!
Darkfrost
22. Dec 2012 · 11:15 UTC
Nice game! The tie-in with the theme was pretty loose, but then again, pretty much every game was this time (I blame the theme :p)

Simple idea, nice execution! Pretty hard to play on a touchpad, the simplistic graphics were nice, but varied in style a bit, good job though! :D
🎤 Loren
23. Dec 2012 · 01:56 UTC
Thank you thank you thank you for all the comments everyone. You're really making this first LD a great experience :D

@rinaka: I agree a bit with you that this experience might not need a difficulty curve. My goal for the update is to stick with this theme but explore some other facets of it in a way that shows someone's journey and not just an outcome like this experience.

@Birchmoutain: That's a good point about art style. I'll keep it in mind in the next build. Thanks so much for the feedback:)
Xeke_Death
23. Dec 2012 · 02:56 UTC
Interesting game, though I found myself at a million points and no damage before I decided to give in.
🎤 Loren
23. Dec 2012 · 03:02 UTC
Some might consider that success given the context :)
Eniko
23. Dec 2012 · 08:40 UTC
Really interesting idea, though possibly a bit too abstract for my liking. Would be cool if there was a bit more depth to the actual gameplay.
pereubu
23. Dec 2012 · 11:54 UTC
Great Concept, the feedbacks are great even if the game is a bit harsh to play :D nice job
Udrian
23. Dec 2012 · 12:52 UTC
Fun idéa, but I didn't really know what to do since it wasn't really that much to actually do =P
Mesene
23. Dec 2012 · 16:33 UTC
Nice game and audio, maybe a bit slow evolution challenge.
Well done :)
daredevildave
23. Dec 2012 · 19:05 UTC
Not sure I really understood what was going on I'm afraid.
Gjarble
24. Dec 2012 · 15:29 UTC
Oh my god, this is a lot of comments.

I love the wonderfully surreal ambiance. The game looks, sounds, and feels beautiful. I also like how you chose a villain that is not only quite abstract, but something negative (ignorance) in the guise of something positive (praise).

The instructions weren't quite clear- particularly how the player is supposed to "use your words" against the waves of retribution. I got it after playing the first time around, but it still wasn't entirely clear at first how the position of the media guys you click effects the way the praise shoots out of the chamber's mouth. Once I figured out that it was just weighting the angles, I was able to receive no damage just by clicking a bunch of guys that were vertically centered-ish, with a bit of angular spread (my first playthrough I survived 1 wave; the second, I quit after 252,100 points and 31 waves). I was able to (intentionally) lose immediately by just clicking people at the bottom-right of the screen, so placement clearly has an effect on victory, but there's a clear dominant strategy, so the game become monotonous and non-challenging. I would recommend incorporating some element that changes randomly every round (like the location from which the retribution approaches), so the player has to change their tactics accordingly, and has a larger chance of failure. The important thing is to make sure there's not just one thing the player can reliably do every round to ensure victory.

Also, since it seems from the comments like you weren't sure: you can use one of your entry links to link to a post-compo version, as long as you make it clear which version is the 48-hour version (it should be clear if you explicitly label your improved version "Post-Compo Version"). Participants are only allowed to vote on the 48-hour version. Be warned: you're not allowed to edit your entry page after judging ends, so if you want people to be able to easily find the post-compo version, you may want to post that link before then.
commanderstitch
24. Dec 2012 · 18:02 UTC
WOW what a fun and interesting idea. loved the humor, and the innovation and uniqueness in this game.
125800 points
14 assaults. hurray!
🎤 Loren
24. Dec 2012 · 18:15 UTC
Gjarble,

Thank you for the thoughtful comment! You have a good point about strategy and how one-sided the game gets, I agree with that. Regarding the post-compo version, I thought about throwing together my planned-for difficulty and strategy fixes, but while I was working through those, I had an idea for a better overall experience with a thoughtful gameplay arc and something that feels more organic rather than a one-shot playthrough. I'm planning on building onto it over the course of 2013. It should be cool, I'm excited for it :)

Thanks again for playing folks! Hoping there will be some interest in the final product.
SimianLogic
24. Dec 2012 · 19:24 UTC
Neat concept, but seems way too easy. Sound and graphics are very appropriate.
chrisamaphone
25. Dec 2012 · 03:11 UTC
neat concept. would be nice if the difficulty went up a bit as you play; as it stands i got bored of clicking before it got too hard to beat.
DDRKirby(ISQ)
25. Dec 2012 · 09:09 UTC
Might be a little too abstract for some, but I like where you took this, I think. Good use of textual assets to work around your art limitations.
WiseGAMER
25. Dec 2012 · 14:55 UTC
Creative and beautiful game
barigorokarl
26. Dec 2012 · 20:42 UTC
Do I have to understand, what is happening here? It's colorfull and I a not wrong. So, no, obviously it isn't of any relevance :-) Nice one! (Although I'm not sure, what the green things do and how I can control anything)
CoffeeOnimal
27. Dec 2012 · 15:26 UTC
Pretty nice.
Xavier
29. Dec 2012 · 23:36 UTC
Damn! I Feel ashamed! Still I can't figure out the idea of the game play. On the other hand, I like so much the graphic visualization and sound.
CappaGames
31. Dec 2012 · 19:50 UTC
Took me a sec to understand, but i think the gameplay is real innovative.
csanyk
02. Jan 2013 · 02:38 UTC
One of the strangest games I've ever played, and totally unique. I loved the graphical and auditory style. It gets repetitive and the challenge doesn't seem to ramp up very much (I played 16 rounds before I lost). And I'm not clear how it relates to the villain theme, but it is a very cool entry nonetheless. Words words words, now spew them back at me:P
azurenimbus
05. Jan 2013 · 00:50 UTC
Really cool idea, I don't remember ever playing anything like it.
PaulSB
05. Jan 2013 · 21:37 UTC
Very interesting concept, great to see some different thinking in an entry. Strategy was difficult to decipher. In fact I'm still not sure. But it looks and sounds great in its neon world of words.
leafo
07. Jan 2013 · 07:19 UTC
Interesting game. Good mood. Not sure about gameplay, I just kept clicking green guys and passed a bunch of waves then got bored. I liked the audio.
chrismwaite
07. Jan 2013 · 19:13 UTC
Such a unique idea and great technical implementation. Really enjoyed it.