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Feedback comments for LD20
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| Timestamp | Since previous | Game | randomnine's comment |
|---|---|---|---|
| May 2 12:49:00 | The Last Survivor | Nice! The block physics feels really solid, except trying to get the blocks into 1-block-high gaps early on. Good puzzle design. Please expand this, I want to play more :) | |
| May 2 13:21:00 | 32m 00s | Appy 1000mg | Nice concept and beautiful graphics, but I just couldn't get along with the platforming - kept missing jumps without the jetpack when it looked like they were possible, and the jetpack itself failed to fire sometimes. Hope you do a version with sound, I'm sure it'll add a ton :) |
| May 2 13:38:00 | 17m 00s | Pitch In | Nice concept, but the timings and positionings were super fiddly in practice - some of the puzzles are quite fragile. <br/> <br/>Liked the music and the ominous Earth in the background, they sets the tone nicely. |
| May 2 14:06:00 | 28m 00s | Have You Considered the Benefits of Life Insurance | Nice little concept. I managed to buy all the gifts on my third run - if you get five or so people signed up in one corner early on, you can keep them safe, then once you have ten or so people in that corner you can start closing trapdoors faster than they open. You just need to get ahead of the curve :D |
| May 2 14:50:00 | 44m 00s | "Alone" | Tough but fun! I liked the way you set up the two characters' strengths, passing the item back and forth. Smart use of the theme. You could definitely do a ton of interesting levels with these mechanics (though some checkpoints would be nice!) |
| May 2 15:42:00 | 52m 00s | Take One of These | Cool little roguelike. It took me a little while to figure out how attacking worked, since there's no feedback, but I worked it out. :D <br/> <br/>Couldn't find out my rating though - when I got bored and tried to get killed, the enemies actually increased my health when they hit me. Bug? I was level 11ish or something by that point. |
| May 2 16:01:00 | 19m 00s | mainFrank | Cool intro! The second level could have done with some signposting - it feels like a huge area to explore - but it worked out :D <br/> <br/>Love the art too, it's very efficient and clean. |
| May 2 16:13:00 | 12m 00s | Condom Corps | Awesome concept! The game needs some kind of challenge or progression though. |
| May 2 16:21:00 | 8m 00s | Fiat Lux | Really nice artwork and a good foreboding feel in general. Some ambient music and a little more graphical polish would improve this a ton, I think. |
| May 2 17:05:00 | 44m 00s | Retrace | Tight. Feels very polished and final. |
| May 2 17:20:00 | 15m 00s | The Legend Of Super Grapple! | Awesome grappling and very shiny! <br/> <br/>Please make a whooshy-air noise for when you're moving fast so I can stop making it myself while I'm playing. :D |
| May 2 19:04:00 | 1h 44m | My little selling shop on Earth | Again, love the background. I hit that bug too though :( |
| May 3 16:00:00 | 20h 56m | Legend of Parasite | Cute idea. I'd like to see this explored further. |
| May 3 16:08:00 | 8m 00s | Better You Than ME! | Awesome. Could be hilarious with some further work and other enemy types, maybe in a "No Time To Explain" kind of way. <br/> <br/>(Spoiler? -- It's definitely a bit buggy at the moment, if you hold down "up" and "right" and mash "clone", you can survive indefinitely without needing to react to what's on screen) |
| May 3 16:18:00 | 10m 00s | Hagerbot | Interesting. <br/> <br/>The physics feels unbalanced - the robot takes ages to start moving, especially in the air, but stops very suddenly. I think if starting moving and stopping moving happened about as quickly, it'd feel tighter and easier to control. <br/> <br/>Sliding off a platform and jumping mid-fall is novel and really deserves some in-game explanation, like only being able to jump with thrusters that have to recharge. |
| May 3 16:29:00 | 11m 00s | Take This | Very shiny. <br/> <br/>Couldn't get first person mode to work at all - just gave a blank screen. (Windows) |
| May 3 16:41:00 | 12m 00s | Hooj | Some explanation of what you're trying to achieve would be helpful. It took me a minute or so just to figure out that you had to right click to move the ship! <br/> <br/>What does the turtle do? |
| May 3 16:57:00 | 16m 00s | Ludum - the Magic bird of AWESOME | Oh man, this is tough! Those helicopters... XD |
| May 3 17:07:00 | 10m 00s | Leaving the Vault | Some nice efforts at world-building. It'd be nice if the main character moved faster, or possibly if the environments were a bit more compact. It'd benefit from the rule "Show, don't tell" as well: perhaps you could show us what's on the computer terminals (especially in the reactor) and let us figure out what that means, rather than just telling us what we need to do next. |
| May 3 17:23:00 | 16m 00s | Let Me Save You! Your Faithful Companion | Genuinely funny. Nice one! |
| May 3 20:58:00 | 3h 35m | Bonifaco's Bazaar | Holy crap this is hard! I got there in the end, though, on something like my 6th go. Great little game. <br/> <br/>- It'd be nice to know how many you have of each item at all times. <br/>- Possible improvement to the crafting interface: have the 5 resources in fixed positions in a line, so they don't move around even if you run out of one, and have the user toggle them on and off rather than adding them to another box and then clicking there to remove them. Likewise, make all the craftable items stay in the same places for every combination, even if some get disabled. <br/> <br/>Instead of always rejecting soldiers you can't supply, how about having the option of giving them an alternate, cheaper item that you have in stock at a very low profit or breakeven? eg. if they come in for a bronze knife, maybe they'd take a club for 4g instead. <br/> <br/>And please, please slow it down a bit for those of us who weren't playtesting it for 48 hours solid :p |
| May 3 21:19:00 | 21m 00s | Wild Forest | Pretty... but very short! |
| May 3 21:32:00 | 13m 00s | Doctor Whoops and the Running Fellow | Pretty nifty. I hope you finish it :) |
| May 3 21:58:00 | 26m 00s | It's dangerous to go alone, take these shiny things! | I like this - it's a reasonably tough puzzler that could be developed nicely with a few more elements. <br/> <br/>It's not conventionally beautiful, but I appreciate the work that's gone into the graphics. They're quite technically impressive. |
| May 3 22:39:00 | 41m 00s | the Child | Interesting take on the theme. Felt very polished. |
| May 4 10:42:00 | 12h 03m | Resurgon Futuron | Fun game. Controls and camera are very tight - it feels good. <br/> <br/>Depth perception is a problem. I recommend lighting up particles near the ship, as if they were illuminated by the ship's thrusters, and likewise having some kind of shadow on the surface which indicates how close you are to it. <br/> <br/>The game encourages tedious, safe strategies because the levels are so demanding (you need to collect a very high percentage of the blue particles; maybe reduce this) and unforgiving (you die very easily, and can lose a minute or two's worth of effort). All levels except level 2 are vulnerable to a single degenerate strategy - repeatedly flying parallel lines (in level 4, down the vertical axis, and in levels 3 and 4, looping around outside the sphere until a path is safe and free). Level 2 was far more fun because it was shorter (so risks were more acceptable) and forced you to really engage with the controls. |
| May 4 11:36:00 | 54m 00s | EscapeBot | Not bad. Trying to jump up through 1-block-wide gaps is quite frustrating, though - I'd suggest making the character a bit narrower so it's possible. Also frustrating: unskippable adverts every time you die? |
| May 4 12:46:00 | 1h 10m | City Collision III | Couldn't get this to work in IE or Chrome. Sorry. |
| May 4 12:54:00 | 8m 00s | Deadweight | Crashed on 'snowed under' when I got hit by the red ball. Fun until then. |
| May 4 14:45:00 | 1h 51m | Tim: Legends | Good concept, good music, good sound, loved the radio. Feels very complete :) |
| May 4 16:25:00 | 1h 40m | Gemini | Solid entry. If I have one minor quibble, it's that I wasn't always sure where the water was - I found it hard to distinguish from the background. |
| May 4 16:48:00 | 23m 00s | A Spawn Named Bob | Awesome. Gameplay feels like Sparkster: Rocket Knight Adventures 2 and Yoshi's Island got together and had a stick figure baby. |
| May 4 17:22:00 | 34m 00s | Officer Alfred | Brilliant concept, near-perfect execution, let down somewhat by ridiculously fiddly precision jumping/climbing/timing on most of the later puzzles. <br/> <br/>Best LD20 game I've played yet. Excellent work. |
| May 4 18:17:00 | 55m 00s | Diamond Hollow | Compulsive, and very solid. The scrolling speed at the start is IMO too fast for beginners until you get about halfway through the upgrades, though. It'd be nice to see new content introduced as you get higher up, and a height indicator during gameplay would help when you're going for those height achievements! <br/> <br/>Good stuff. |
| May 5 09:56:00 | 15h 39m | ZombieRunner...Ware | 404 on the download link? |
| May 5 10:08:00 | 12m 00s | Clone Wolf | Neat concept - but in practice the clones just end up as extra lives, since only the guy at the front can actually do anything. |
| May 5 10:20:00 | 12m 00s | CAT in the city | Framerate was fine for me. Are you updating your competition entry with optimisations? That wouldn't be cool :) I'll assume it's just my PC handling it. <br/> <br/>Could use a skybox and some kind of objective, I ended up wandering the city aimlessly... though there's a nice atmosphere to it. |
| May 5 10:49:00 | 29m 00s | Attack of The Heavenly Bats | SO MANY COINS <br/> <br/>Need to tone down the upwards jump speed and aggressive bounce off the ceiling, but it's compulsive regardless :D |
| May 5 11:31:00 | 42m 00s | Take This | Smart system. Loved it. <br/> <br/>One quick refinement I'd like to see is if you could click and drag across multiple boxes to fill them in. |
| May 6 13:13:00 | 25h 42m | hollow | On the compo version: Fun toy, but it could use pre-existing empty spaces or undiggable rocks on the way up or something to keep it interesting. <br/> <br/>Only practical way I found of climbing at any speed was digging upwards and building directly underneath me. Part of the issue is that the digging is so square and the jump so short, there's often no way to jump up a tunnel you just cut diagonally. <br/> <br/>Enjoyable script regardless. |
| May 6 14:52:00 | 1h 39m | Dungeon Runners | I think I'd prefer this if the view range was extended. As it is, you're just plunging down darkened corridors until you either win by chance or inevitably lose all your heroes to attrition. <br/> <br/>Still, pretty solid. |
| May 6 15:30:00 | 38m 00s | Yhn | Good work! Fun little platformer. <br/> <br/>The collision with the moving blocks is quite unforgiving, and the hat spike should work when jumping up into them for consistency. Level 5 - the [x] should protect you from [x] without having to hold 'jump', really, as it's pretty tough to figure out what you need to do. <br/> <br/>A few checkpoints in levels 4 and 5 would be awesome. |
| May 6 15:52:00 | 22m 00s | Lonely Fortress | Good art, good sound, nice feel to it. The ledge grabbing works well. In-air acceleration is possibly a bit too high and makes it too easy to leap around the tower. It'd be nice to actually be able to fall to your death, essentially. <br/> <br/>Liked having Wheatley along, though I'd recommend having a second or two minimum delay between lines of dialogue - his lines can overlap as is, and even two lines in very quick succession ruins the illusion that he's commenting. I hope you get in a few obstacles he can help with. |
| May 8 21:11:00 | 53h 19m | The Last Robot Standing | Cool game! The jumps over the spikes are really tricky and I wasn't sure what determined how the enemy robots moved, but I liked it. And the music was neat. |
| May 8 21:29:00 | 18m 00s | Drum Hammer Dig | Neat, though with 0 = "dig here" and 1 = "don't dig here" it's pretty straightforward. And you can just learn the locations of the monsters to get a higher score, right? The level ought to be randomised. |
| May 8 21:48:00 | 19m 00s | Hangman | Neat. The physics felt a bit rough - the rope disappearing every time you touched a wall is harsh, and your velocity when you detach the rope seems inconsistent. <br/> <br/>You shouldn't ever require players to guess at the existence of and interact with something that's off camera. |
| May 10 14:45:00 | 40h 57m | A fine day in the parking lot | Fantastic art, good atmosphere. The guy's dialogue is very artificial and tutorial-like though. I think it'd be nice if it had a bit more character, like he's a real person reacting to what's going on, and he didn't talk directly to the camera. <br/> <br/>Again, wonderful graphics. |