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Feedback comments for LD15
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| Timestamp | Since previous | Game | DrPetter's comment |
|---|---|---|---|
| Cavern Escape | Something about these screenshots makes this game look interesting and I'd really like to play it, but linux means trouble for me so I might not :/ | ||
| Alien Artifact | Oh. I sooo wish this one had a wonderful soundtrack to ice the cake. It's very lovely. Minimal but full of style. My favorite part is how you put in a larger enemy variation - it's such a simple thing but it did make for a startling impact when I first ran into one, and it makes the enemy world seem like it has some interesting dynamics to it rather than just being generic identical grunts everywhere. You should have made this before the compo, then I would have become inspired to make a proper platformer!! :) | ||
| Sally Spelunker in CAVE EXPLORER | Heh. I wonder how many would have got the message if you had used less obvious sound effects? In fact, I wonder how many LD games were actually based on unwholesome metaphors draped in enough misleading cosmetics to make them unrecognizable as such :) | ||
| A CAVE FOR MY BIKINI BABES | Fun and cute, even though the premise is a little bit disturbing. I wish it would end the level when you run out of traps, since there's really nothing else to do at that point. Either that, or have some way of killing without using traps (like dropping them off high ledges) | ||
| The Walls are Not Cheese | Haha, it's Liero with 10x crazy jumping action. Eating through the walls is a lot of fun, and I love the enthusiasm of the player character. He just takes off like a dart and sticks to all kinds of surfaces, or goes through them. It comes across as a little bit buggy, but that doesn't matter in the least. This could be turned into a destructive evil spider-man game where you can jump up and latch on to a wall while completely annihilating your surroundings using some brand new death-dealing ability. | ||
| Glaucon and the Cave | I started inside a wall on level 3 and couldn't move. Space to throw torches seems to have a very large and weird lag - sometimes I would hit it and my torch would come flying a few seconds later. Scrolling is rather evil, where I have to move almost to the edge of the screen before it starts moving, and if I run into a zombie I have no time to react before I'm hit. Kind of spooky atmosphere though. | ||
| Cavern Chase | Cute and effective, but gets repetitive very quickly. I'm not sure if it gets harder as you go along, I don't think it does (on my first attempt the second lava pit was huge and had one of those bridges over it, but my second run had lots of very small gaps). Most of the fun I had was getting flashbacks from various old games I've played with similar environments ;) <br/>It would have been a lot more interesting if you had made it speed up gradually and added another element of gameplay, like something you'd have to avoid or collect from time to time. Also it was rather annoying with the tiny window. Low resolution is fine, but only if you can scale it up to see what's going on. | ||
| Sufi | Gameplay is perhaps a bit too simple, but the music adds a lot of atmosphere. I died at the beginning of level 4 (?) where there was a huge pit (I held down the right arrow key and didn't have time to react) | ||
| Rex's Cavernous Survival Horror Game Thing | My main concern is that the mouse pointer wasn't visible, so it was really hard to control the aiming (and prevent myself from clicking outside the window by accident). I only got one ammo crate, and then ran out of bullets pretty soon. Health pickups were raining all over the place, but I couldn't shoot so there wasn't much to do. Jumping feels rather broken, and I couldn't really get to the right-most platforms. Even if everything was working properly, it still lacks a goal or reason for playing. | ||
| Caves And Bombs | I win! Some of the puzzles were kind of tricky, but the layout was a little bit unbalanced (some areas didn't really have any challenge to them). The first explosive barrel was rather annoying as it had to be pushed a long way. It was obviously fun enough to play through in its entirety. | ||
| Coffee Caverns | I scored 41. It's good that the game gradually speeds up to keep things interesting, but maybe the speed-up is a bit too sudden. It's like it moves at a snail's pace for 10 seconds, then instantly jumps to full speed. Quite a bit of fun, for being this simple. | ||
| Cave Flyer (blue) | Initially I had a hard time controlling the ship, crashing all the time. Once I realized there's no real penalty for crashing though, I relaxed a bit and eventually managed to get all upgrades and visit all parts of the level. It was kind of fun and a little bit explorey. <br/>Maybe it would have been a little bit easier to play if there was more friction to ship movement? Another thing that would be interesting but actually make the game harder is if you lost all metal when crashing, so you'd have to nurse your ship back home after going on a raid. Maybe coupled with a number of allowed hits/bounces before death? It was not immediately obvious that I could collect metal by tractor beam, and at first I tried landing on top of them. Maybe you could have added a graphical indication like a beam of light between the ship and any collected piece of metal? | ||
| GoblinHome | I love the pose-off that occurs when you engage an enemy! They just kind of stand there, flexing their stuff, waiting for the other one to fall down and admit defeat. There's not much to it though, as a game. Yes, the mechanics of selection and path finding work, but beyond that you're just sitting there waiting for your guys to slowly pace across the room. Zooming was welcome in that you could see stuff happen up-close, but it acted weird and seemed centered around a point that wasn't visible on screen. It should zoom around a natural focal point like screen center. | ||
| Kung-Fu Kaverns | Simple but sort of fun. Maybe you could have put in a few more fu pickups to make it less starved. As it is now I would basically run low and cross my fingers all the time for some fu to turn up, and when it did I jumped at it immediately. It would have been more exciting if the bears moved. Random movement would have been easy to add and wouldn't have made it a whole lot more difficult. | ||
| XOUT | I escaped! It was surely a battle against the controls though. What got me most was the tendency for the guy to leap off ledges when you inched towards them, and the unforgiving downward bounce off ceilings. Delay when turning around was also unpleasant but could be avoided by turning first and then running. The guy feels kind of like a paper figure blowing around in the wind, he lacks solidity and predictability which means the player can't play with confidence. <br/>Player animation is nice and made it more enjoyable, reminded me of http://www.youtube.com/watch?v=KwfQEWE5tvM for some reason. <br/>As a side note, one of my favorite wall jump implementations is in the first Batman for NES, in which you couldn't hang on to a wall but rather just trigger a grasp-and-leap when you were falling next to one. That one had some other drawbacks like a lack of air control though. | ||
| Brinie | I have no idea what's going on. Is it completely broken? At least there are swarms! | ||
| Bat Cave Adventures! | Extremely simple but effective way of adding a sense of exploration and progress. Collecting blood isn't particularly challenging, but there's still the excitement of unlocking new areas based on earlier achievements. <br/>Some moving traps would obviously have been nice. Music was quite repetitive, but not bad enough to mute. The background graphics look like diarrhea, so I'll deduct one point there. | ||
| A Matter Of Life Or Death At The Caverns Of Deep And Dark | I wonder if this would play on my Eee? I hope you'll release a win32 port before I get around to trying that ;) | ||
| F = ma | I hate you. This is so annoying :) <br/>Took me like 10 deaths to even figure out what I could do and how (even though I had played a preliminary build a few days ago). There was no time at all given to experiment and learn the controls, and with this INSANE control scheme that's really critical. Sorry, but I just can't bring myself to play this properly. I would lash out on my surroundings and probably destroy expensive hardware. | ||
| Cavern Crawler (Final) | I like how the walls aren't 00FF00 green. I dislike how the ship rotates around one off-center vertex. I wonder why everything slows down to a crawl when the respawn counter shows up. It's reassuring to have my invincibility time displayed with sub-nanosecond precision though. |