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August 01, 2012
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colseed's entry
Posted on September 12, 2016 at 04:08

The case hummed in his hand as he ran.

"Next Hoplite, launch--!"

He raised a hand to block out the light as soon as he heard the Hoplite's jetpack fire. Not that it helped much, as the blue barrier flared to life in air, ten times larger than the bearer's physical shield.

"Hoplite 33 swap out, Hoplite 16 you're next--"

He could hear the tension in his captain's voice. One barrier placed wrong and the case - and him - would be shredded, and the rest of the planet soon after.

Conscious of his feet still padding through soft dirt and grass, he squinted under the nearest Hoplite's barrier at the specks of light swarming in the distance, growing in every direction. Kilometers at a time.

Frederic's voice came through the headset. "And to think they said no Rainfire system could maintain a field this big. Hah."

Abruptly, a jetpack fired from a nearby trench. Avian make - the sound gave it away instantly. A single soldier - "I see him. Launching." Frederic.

A shotgun report a moment after Frederic's 'pack firing. A scream, and explosion as the avian's side maneuver box detonated.

"Rainfire projectiles incoming, ten seconds." The captain's voice again. Terse. He looked ahead. Ten meters? Twenty? He wondered briefly why the activation site had to be at the top of a hill, of all places.

"Brace for - Hoplite 16, your shield's not--"

He dove into the activation site crater. The start of a grunt from Frederic, cut off by static. He looked up out of the crater, almost lazily, as a blackened boot flew overhead. It hit the dirt with a heavy thump that indicated it wasn't empty.

"Carrier, the case."

He slammed the case onto the concrete in front of him, opened it mechanically. Green light spilled out. "Anyone can activate this?" His voice was steady. Surprising.

"Anyone." He could almost see the captain nodding at him. Trying not to bite a hole in her glove again.

He looked across the landscape, at the dozens of lights speeding overhead, at the millions of glowing bullets accelerating across the plains lit as though it were day, and plunged his arm into the case up to the shoulder.

[sorry for the delay, i spent most of yesterday with a headache that intensified whenever i looked at a screen]

64Completition reviews (colseed)
Posted on July 24, 2013 at 21:42

Done in alphabetical order, since that's how they were listed.

------ Abysmal (Polystyrene Man) ------

I am a little green dude with sunglasses. I spend my first in-game moments jumping on rooftops, then run upwards, jump on a red platform button, get grav-lifted to another red platform, jump to a purple platform, fall off, land on the bottom side of another purple platform, become depressed once I realize I can't get back on the button sides of the platforms without going back up, and commit suicide. (After restarting, I realized there was some kind of green trampoline structure under the main platform that could be used to get back up to zero level without having to restart/lose coins, and got 101 coins before dying as result.)

So, impressions and things:
- Gameplay is fun. Collecting coins and getting beamed up by Scotty works well. Lower levels being darker is a nice indicator of depth.
- Controls are...slightly clumsier than I expected? Maybe it's the turning speed or something, but the player character controls a bit sluggish at times. Landing after falling for a while is rather difficult.
- I have no idea how to use powerups or how they work at all. I know the character turns pink after collecting all coins on a blue platform, and suspect that collecting all the coins on a purple platform is what makes that purple bar thingy show up, but what actual effects these things have is beyond me.
- Menus: flashing options/buttons are trippy and I don't know how to react to them. Also you may want to consider making it so that menu options can be more quickly selected by pressing the arrow key that most closely corresponds to its direction relative to the center of the screen - i.e. up arrow key selects the top option, down arrow key selects the bottom option. The rotating thing does work okay, I just found myself trying to select the top and bottom options by hitting the up/down arrow keys a lot.
- Seems like there's a bug when collecting coins - for some reason, upon collecting a few coins in quick succession, a giant pair of coins will start following the player around, sometimes flickering in and out of existence when jumping between platforms.

This set started moving to the left by itself, too.

And this set mysteriously grew to platform-eating size.

- How was performance?

Pretty good, generally - I ran it on Good quality in a 1024x768 window (default settings I think), and there was some lag when the level starts and when the player dies, but that was about it.

- Could you reach the top?

Alas no - I was lucky to get maybe 5 levels up.
I guess you could say I'm just abysmal at this game.

------ Blob: Invasion (Pirate-Rob) ------

"What the heck is that?!" - the protagonist, when the first enemy shows up (but also me, the entire game, trying to figure out how to do precise platforming in a grid-based system)

- Is the game too hard?

Right up until I figured out I could just switch to super-blob mode to make my platforming woes go away, yes. After that, no. The enemies were essentially no challenge - I tried fighting them at first, but then figured out that I could just run through the level while ignoring the enemies and get to the next level that way.

- Does the story make sense?

The reason the main villain is the villain is because he is too stupid to realize that all his problems could be solved by ditching the ship he's flying on, and only makes this realization once the player character points it out to him. Having realized how much of a liability he is to the evolution of his species with the recognition of his own stupidity, he - on a dime - makes the noble decision to remove himself from the gene pool by crash-landing the ship with himself still onboard. Also maybe because someone needs to pilot the ship to its demise and heroics blah blah.
So no, not really.
However, I will say that it could work - while the current iteration of the story is severely lacking, the premise is definitely salvageable. I mean, you'd probably have to completely rewrite/rethink the last half of the story (the ship captain's motivations, how the ship itself works, etc.), and it still might not work completely, but I think it's still possible to spin it in a good direction.
(Other things relating to story: Cursing was unnecessary and can be taken out. Villagers' dialogue was mildly amusing.)

- Should health packs be added in?

Seeing as I could just run past/jump over most enemies to finish levels without firing a shot, I don't think that health is really a problem. If I were taking the time to actually fight enemies, then maybe.

------ Fire Point (Cesque and Aeron) ------

I only knew how to climb stairs and ladders because everyone else has been having problems with it. Everything besides what you mentioned in that opening screen as being not-implemented/bugged is perfect and you should keep up the good work.

(didn't think that letting a person get set on fire so they would panic and jump out the window would be a valid way to save them as a firefighter, but hey whatever works I guess)

------ Magical Castle (Daggerhog) ------

"STAGE 5 IS NEXT / YOUR PASSWORD IS MEGA" - i c wut u did thar daggr

Pretty straightforward in operation, but having to experiment to figure out how to defeat the different types of enemies using the different spell types is what keeps it interesting. Admittedly the solution to most of them is quick-kill-it-with-fire, but things like the demon and the ghost were not so easy to figure out on first try. Plus the one-hit-kill feature complements this by raising the stakes nicely.

------ Maiko Fuse (hel) ------

Definitely improved since the last version. Bullet visibility/readability is much better, and having the powerups makes things a lot easier.

I know you've mentioned that they could be difficult to implement, but sound effects really would be a nice touch. As for the background music - it almost sounds...too mellow? For the first 3 tracks, at least - as soon as stage 4 starts and Akumazoku no Arashi comes on, flying and dodging feels about 10x awesomer than usual.

i *really* need feedback on the difficulty curve. at what levels people start to max out. when it *is* fun and when it isn't, and why.

I played 3 or 4 times before I started getting tired; I only ever died because I ran out of health, and usually around level 6 or 7. So some kind of health powerup might be nice I guess. And the game was definitely more fun when the more action-oriented/driving music came on. Appropriate music really does help the player stay alert and interested, I think.

I like how this is going though. Keep it up, etc.

------ No More Evil (Zac1790) ------

Arena shooter idea has potential, but needs work. Ergo, list of things:
- Melee combat is clumsy at the moment. Partially because the range on the bat is really short, but also because judging range is easier when attacking left/right versus when attacking up/down. Could be helped by making the swing visible and/or increasing the range? Not sure though.
- No way of telling how much health the player has left. Also you may want to make it more evident when the player takes damage, because right now the only indicators are the player's face changing a bit and getting thrown back slightly.
- Enemies aren't much of a challenge. The only reason I took damage was because I would accidentally bump into them when trying to conserve ammo and get close enough to clock them with the bat.
- Objectives aren't readily apparent. I wasted all the gas I was given and was confused as to why the game wouldn't let me take any loot after the matches until one of the game tips mentioned that you have to defeat a certain number of enemies to be able to do so. Similar thing for the level select - I only realized how the progression system (where each level that uses gas takes you farther on the road) worked after I had quit the game.
- Does saving/loading work at all? I selected Slot 1 when I first played and accidentally exited when trying to pause the game; when I restarted and selected Slot 1 again it didn't seem to have saved anything.

The crosshair is a nice touch for ranged combat, though - having that ground reference helps with aiming. And I like how there's a chance for the player to drop their weapon when hurt.

- How do you feel about the game's progression? Does it feel too grindy? If so, on what scale. In a battle, or as a whole, involving the accumulation of items?

It does feel a bit grindy when walking around and hitting things with the bat - partially because of how using the bat works at the moment, but also because the enemies aren't particularly intelligent and don't pose much of a threat.

- How do you feel about the game's difficulty? Are you unable to progress? Did you get stuck?

Rather easy at the moment, in terms of how combat plays out. Didn't progress far because I wasn't sure what I was supposed to be doing (used 3 gas cans to play 3 levels and then did one defense mission).

- Did you come across anything that could be interpreted as a bug?

Not really. I thought the dropping-weapon-when-hurt thing was a bug when I first encountered it, so you might want to make it more apparent when that happens.

- How many people did you play with?

Just me because I have no friends.
hue hue

------ Regions (Cosine) ------

I like this puzzler. Simple, but with elegant execution and deceiving difficulty.

Only graphical thing I noticed was that the path arrows will sometimes often clip behind the region tiles when the region tiles do their ambient-movement thing towards the screen. (seemed like this happened a lot more when I went to the intermission levels but idk)

comme ca

------ The Twilight Realm (Kilin) ------

(in progress)

colseed made a soundcloud?
Posted on March 22, 2013 at 02:32

colseed actually makes music? whaaaaat

Colmov - Main theme (original recording)

Written for that 1984 game I made back in 10th grade. Fun themes of oppression, the futility of resisting an oppressive system, stuff like that. Also robots and lots of paint.
(...i should probably submit that to the games database here too...herp)

Only uploaded one thing so far 'cause the other recordings I have lying around are kinda messy and don't do their compositions much justice. Hopefully will get around to re-recording those sometime soon.

Posted on January 14, 2013 at 03:14


Been debating whether to post a blog reviewing things I drew in 2012 but never showed anyone, but then worried about giving away future game story spoilers. So instead I decided to post a few not-so-carefully-selected sketches that are extremely spoilerful. (Sounds reasonable right?)

[DISCLAIMER: Most of these aren't finished, and even if they look sorta finished, I'm still not happy with them. Also I'm writing this at 3am and can't stop finding typos. lol.]

Look, I'll even put filenames and descriptions next to them:


(This looks familiar, you say? Like something I posted last year or something, perhaps in relation to a certain game demo called Walk I made? Well good to see you're paying attention, because I did post it already. Have a biscuit while you enjoy the review.)
Main things to notice about this: that I had too much fun with the lighting, and the green/purple/black color scheme. Next.


Another Walk-related sketch, as possibly evidenced by the color scheme. Might go back to this one eventually (shadows are still too light for my taste). This is the boss that you never got to see in the original demo, but which you might be able to see following this spring. Assuming things go well that is.


Look, a female soldier with a blue visor. She's been in existence for at least two Scary 4 Digits, but she has yet to acquire a name. Also you should start running if that visor changes color.


The game I was supposed to make for the most recent Scary 4 Digits, but which got replaced with a far less ambitious idea when I got to the two-weeks-left mark. Featuring a cast of characters with personalities, all of whom could kill one another at any time. Figure out the why, and you solve the mystery of the game.


Technically posted this already, just not here. The identity of the fellow in this picture won't be known for another ten years. muahaha.


Hey look more guys that look kinda like that one from Walk...oh god that one has a gun with a vacuum cleaner on it get back


Drawn while listening to a certain Corpse Party song. Consider it a hint at the sad part of the game.

And finally a couple of things I drew really really recently:



No descriptions because they were done following New Year's. You'll just have to wait till next year.


3am thoughts
Posted on August 09, 2012 at 16:32

(aka thoughts at three in the morning, 'cause that's when I finished the first draft of this blog)

3003 +1's given? BLOG #12 TIME

actually I'm just going to leave this game-art stuff here

(yeah it's that guy from WALK in case you didn't recognize him)
(still working on that game by the way - got collisions working half properly with Charlie's help, may try adding in things like slope walking next)
(the general hope being that I finish + release a full version of WALK in the next month or so, then charge forward into Scary4Digits with the fully operational platform engine developed from that)
(school will probably throw a nice big wrench in those workings though)


Read through all of Homestuck a few weeks back. I might say something about most of the its art looking like carp crap here, but the story was so amazingly done it didn't matter. Which is saying something.
(to be fair, the music helped)
(it's all Qwilderwibbenus's fault though)

It also may have completely changed my life priorities as a result of me taking it apart and reassembling it in my head directly after reading, but don't worry, you guys probably won't experience the direct effects of that for another 10 years* or so. ^_^

*or less


Played through about half of em so far; keeping observations in a text file like I did for the last comp judging. May or may not post them in blog form, seeing as I was mildly annoyed when I wrote them.
Plus it might be better for feedback purposes to actually use the comments sections of the entries. Centralization n all that.


i forgot what was supposed to go here
...probably some concluding music video I'll remember to throw in later

Model blog
Posted on July 11, 2012 at 22:00

Game: Piece 1
- for RPG4D, if I finish in time (but probably not, so for sometime after that perharps)

Looking to make a small-ish game to explain part of the story, because global conspiracies take too long.
So here, have some Blender things VVV

Demolitions expert (Japanese girl who likes blowing stuff up):

Mesh mostly done I guess, still have to rig / UV texture (and merge the head with the body mesh)
Speaking of which, head detail image because that thing took so long to make:


Very WIP mesh (fortunately rigging shouldn't be complicated)

Feedback appreckyated. :U

Europe from an American memory
Posted on April 10, 2012 at 22:46

Because Cesque told me to!

Probably best to read the handwritten things at 200% because I made the original image canvas too small :/
(shaded areas are where my memory derped most)

(also Malta)

Pony dismemberment
Posted on February 10, 2012 at 12:05

Isaac Clarke gets ponyfied?


(It's all Qwilderwibben's fault)










Posted on January 23, 2012 at 23:59

'cause it's Chinese New Year n all that

(might work this up some more, just felt like drawing the eye first...)

F4D 2011 game notes
Posted on January 11, 2012 at 16:23

in which colseed records his various observations in a text file and dumps it on the Internet


---Winter Dream (Font)---

Extremely laggy, and apparently adjusting settings doesn't work
Looks like it would have been good otherwise though. :(

---Transition (Flashback)---

Very very short, and with only a basic RPG fighting system implemented
Didn't really interest me to be honest. :/
AFTERTHOUGHT: why did i just have to install something that i can only spend five minutes playing
I guess it works on Android - that's neat
(...not that I have any idea of how to test it on Android)

---Kizuna (Purianite)---

Well done and decently polished
Runs like a 3D bullet hell with snowballs in the later levels. Heh.
Plus shotgunning spread-shotting 10 nutcrackers never gets old. :3

note to self: play again on harder difficulty and actually finish the game this time

*replay 1*

[still have to replay again]

---Frozen (JID, colseed)---

oh nooooo gravityyyyy aaaaaaaaaaaaaaaaaaa
*error messages*

---Epic Christmas (Mega)---

Fun - felt like one of those Megaman games or whatever they were called
why exactly are the jump button (x) and the throw snowball button (v) one key apart?...
boss fights were initially challenging, but easier once worked out patterns and how to beat them (so they were rather

interesting actually)
Health pickups would've been nice too. :<

also getting rabbits to jump down holes was funny
(although rabbits climbing up the vertical sides of shafts in Santa's lair were not quite as funny D: )

---Eternal Winter: The Spirit Breaker (Qwilderwibben)---


although the effects of red stuff bouncing everywhere is kinda neat

---Jared the Friendly Pumpkin - Christmas Edition (Stevenup7002)---

no comment

---Ogres and Elves (Iasper)---

Interesting concept (placing elves, going after gifts while killing ogres)
Having to continuously scroll up and down was a little annoying though.. (also small screen size :/)

---Persistence (Acid)---

Would've been nice if more was finished - I'm not really sure how I'm supposed to survive to be honest. :(
Also having to continually equip items was a bit of a chore...'specially when trying to hunt stuff using the rock-knife combo
(at least two equip slots would be nice - like one for each hand?)
(also, having to re-equip the rock after picking it up...)

---Snowball Commander (Unaligned)---

what is this i don't even
ohhh the AA shells explode where you click the cursor
Knowing that would have made this a lot easier the first five tries. -.-'

fun once you know what's going on, plus personality in quotes is nice :U

---Super Snowball Fighters (DaggerHog)---

*hits start*
why the heck is vivaldi playing
uhh ok

*wins first game*
*spams x*

[i think i did this for every level afterward, heh]
[also played as Alexia the whole way >:U ]

*finishes third level*

*last level starts*
*takes out all enemies without being hit, but is only team member still standing*
*plays it again*

[second playthrough as only Alexia: gets to final battle with triplets again]
*one triplet left*
ima just dance
*presses x in time with music until Brandon knocks out remaining triplet*

I also did a third playthrough as Brandon, but no teabagging or dancing was involved. :/

---Surrounded with White (SirXemic)---

how am i supposed to get this to work
ok, got the installer to work (yay)

immediate impressions: mouse sensitivity seems rather high, and left/right turning is...reversed?
it seems the objective is to go as high as possible [highest peak reached: 1460]

music is nice
I think I broke it to one particularly steep slope (i.e. ~vertical) and character went invisible, camera went

to some sort of above-view mode
(maybe supposed to be some sort of end-game thing? but I can still move around and get orbs to follow me...)

there was some neat action-kind-of music that started around then that was nice too

---The Fall of Sarenta (Kilin)---

somehow I sense Sarenta is related to Santa

*watching intro sequence*
ohh Terminys
nvm bout santa



*talky section starts*
what key am i supposed to hit? *starts randomly pressing keys*

"Another possessed sword?"

ughhh too many bullets all over the place -___-

---Deep Freeze (link2x101, anthonyloprimo)---

Puzzle concept seems interesting (though I personally wound up staring at each level for about 30 seconds and saying "whaaaaaat" before actually starting to place pieces)
(hints were rather nice to have, lol)
Not being able to remove pieces without restarting/losing a life was kinda a bummer though. :/

...and I only realized there was a help file after playing. haaaa I totally knew that
not really


Voting? mean I have to actually

UPDATE: added comments for Deep Freeze

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