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Feedback comments for LD18
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| Timestamp | Since previous | Game | Draknek's comment |
|---|---|---|---|
| Aug 23 04:57:00 | Survive 60 | I have weird input issues where the guy sometimes seems to want to drift towards the middle. Is that intentional? I'm not sure it adds a lot to the gameplay and it feels wrong. <br/> <br/>Background is cool but doesn't really fit with the game. <br/> <br/>Down as an alternate key for picking up enemies would be nice. | |
| Aug 23 06:44:00 | 1h 47m | dance dance dance | Love the gameplay here, and the setting. Don't change it to be sea anemones, that would ruin some of the charm! |
| Aug 23 07:08:00 | 24m 00s | Undermine | Really weird controls, they take some getting used to. Instructions screen isn't massively clear which doesn't help, and unfortunately the gameplay is frustrating even when you know what you're doing. <br/> <br/>I really like the idea though, I think it's awesome even though I'm rubbish at it. Enemy variety is good. <br/> <br/>Sound is nice, and for some reason reminds me of the music I made for my first LD game so points for unintentional nostaligia (although yours is better). <br/> <br/>Bug: running off the side of the platform doesn't kill you. |
| Aug 23 08:12:00 | 1h 04m | Collateral | Lovely game structure, and the gameplay mechanic is neat. <br/> <br/>Didn't have a problem with the difficulty level. |
| Aug 23 17:09:00 | 8h 57m | Doors and some other stuff | Oh man, this is so hard! Really cool though, and really satisfying to complete. |
| Aug 24 10:54:00 | 17h 45m | Bubble Tag | Graphics are very cool. <br/> <br/>It's not immediately apparent that it's going to be a hopeless struggle to just last as long as you can, so there's quite a disparity between the initial experience and the endgame. <br/> <br/>I'm not sure how I'm meant to avoid being swarmed by a whole bunch of enemies at once, but when that happens I don't seem to have any ability to stop them. |
| Aug 24 11:09:00 | 15m 00s | Dastardly Shapes | Had to compile it myself since you linked with SFML 1.6 and the version in Ubuntu is 1.5, but that's not your fault. <br/> <br/>Enemies should probably stay within the gameplay area. Possibly dead enemies should too. <br/> <br/>Time doesn't reset when you die. <br/> <br/>Supporting WASD as well as arrows would be nice. Collision could stand to be a little more forgiving, both on enemies against the player and on bullets against the enemies. <br/> <br/>A life system would make it less frustrating. One small screwup will send me all the way back to round 1 so I've only got as far as round 3 with the different yellow enemies. |
| Aug 25 10:09:00 | 23h 00m | The enemy of my enemy is my heat-seeking missile | Love the name. <br/> <br/>Played through to the save half level before I lost interest but there are some nice ideas in there. <br/> <br/>It seems that sometimes you can shoot a robot and it will get stuck on the terrain. I've only seen this happen to red or green robots, maybe it can happen to blues as well. |
| Aug 25 10:25:00 | 16m 00s | BOMBCRASH | As others have said, collision boxes are way too big. That's fine when you're colliding enemies into one another, but really annoying when trying to avoid them. |
| Aug 25 10:32:00 | 7m 00s | Omnicide | The game was too hard if I tried picking them up individually so I just held down the mouse button and grabbed all of them together. It was like a flying party of soldiery death. |
| Aug 28 04:44:00 | 66h 12m | Prot | Gampeplay was a bit easy, it might be more interesting if all the enemies could put you in danger. <br/> <br/>Liked the enemy that turned you into a flying octopus. Would have liked more variety like that. With more types of enemies I think you could get some interesting puzzles here. |
| Aug 28 11:10:00 | 6h 26m | HAckBotz | With a game like this I don't think you gain much by having lives: the only thing they accomplish is to make me annoyed that I can't start from the same level I just got to. <br/> <br/>I didn't realise that you could hack robots the first time I played. Some in-game instructions about that would be good. |
| Aug 28 11:13:00 | 3m 00s | Dodger | Turrets rotate too slowly for this to be much fun. <br/> <br/>I also would have expected the guy to move to where I click, rather than moving a set distance in that direction and then stopping. |
| Aug 28 11:19:00 | 6m 00s | Cave Flyer (green) | Graphics for the game and the mini-map are very different styles which is a bit weird. <br/> <br/>BG music is nice and unintrusive. |
| Aug 28 11:35:00 | 16m 00s | DIE ALIEN DIE | Borrowed music should not be in a competition entry: if you want to do that you should enter the jam. <br/> <br/>The third form is a bit odd in that you don't need to influence the movement of the enemies at all to get them to kill the boss. <br/> <br/>The eyes and a mouth form is a massive difficulty spike compared to the previous forms. Among other things, the collision boxes are way too large. In the end I gave up, I would have liked to finish but it just wasn't happening. <br/> <br/>You can move the player out of the game area which is a bit weird. Not sure if it's intentional or not. |
| Aug 28 12:33:00 | 58m 00s | Grabitas | I sometimes felt it was ignoring my z key-presses: making the eating period last a little longer would probably make it feel a lot better. <br/> <br/>I had to close any tabs with Flash content to get audio. When I did it was pretty awesome though. |
| Aug 28 12:50:00 | 17m 00s | Psychic Prison Break | Graphics and audio are great here. Conversation never quite seems to make sense, but that makes sense anyway due to the setting. <br/> <br/>It's unfortunate that progressing means redoing the same sections of dialogue until you get the "right" choices, I think that loses some of the immersion. |
| Aug 28 13:59:00 | 1h 09m | Wonder Cupid | Very satisfying when you hit a lot of them quickly without missing. |
| Aug 28 15:04:00 | 1h 05m | Metagun | Gave up in the room with the cubes that need to be moved higher to get you to the exit: too frustrating. <br/> <br/>Up until that the game was fun. |
| Aug 28 15:28:00 | 24m 00s | Mind Control Monster Mash | Control scheme isn't great. There's really no reason to have to click on a "mind control" button: there is only ever one action you want to perform on any given monster (brainwash or give orders). <br/> <br/>The mouse has a really annoying lag. I didn't consciously notice it at first, but it makes it feel really horrible to do anything. <br/> <br/>The zoomable graphics look fairly bad at some resolutions, as pixel art generally does when scaled up/down arbitrarily. I think this game would work best with a constant scale, having the whole city visible all the time without camera panning. That would fix some of the other awkward aspects of the control scheme and also you could touch up the art to make sure it looks good at the fixed resolution you choose. <br/> <br/>Some in-game reminders of the weakness triangle would be useful (i.e. on mouseover when you're giving commands), as I'm not going to commit that information to memory. |
| Aug 30 10:14:00 | 42h 46m | Money Thief | Some of the jumps are harder than they need to be. There are a few places requiring you to jump three squares horizontally and it just seems impossible. Possibly a framerate issue? <br/> <br/>Music is nice and fitting: did you record it yourself? |
| Aug 30 11:06:00 | 52m 00s | 48 Hours Later | You need to collect at least two body parts from each enemy you kill to not run out of ammo, and that's just not happening for me. Framerate issue? The body parts never bounce, they just turn static as soon as they hit the ground, meaning you have to catch them in the air, which is luck as much as anything. |