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Feedback comments for LD21
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| Timestamp | Since previous | Game | Gjarble's comment |
|---|---|---|---|
| Aug 24 22:37:00 | Urth | You said in your journal that you were getting addicted to your own game- after playing it, I can see why! The design is absolutely brilliant. My only complaint is how the leaderboard pops up after every level in story mode if you have entered a name, but that's a minor quibble. I've only played a few games so far, but this is easily my favorite of those. <br/>(p.s.: I'm gunning for the top of that leaderboard). | |
| Aug 27 06:41:00 | 56h 04m | Astar | I love the design, and the graphics and music are cute. The pathfinding seems a bit buggy, though. There were a few spots that are 3 squares away (and thus, the player should be able to reach), but when they are moused over, the pathfinding shows a more roundabout 3-square route that stops one square away from the destination, as if it were 4 squares away and impossible to reach. |
| Sep 12 22:44:00 | 400h 03m | Stormcrow | A solid concept, but it needs a lot more polishing. I think the camera should be somewhere in between the default position and the fully-zoomed-out position... you should be able to see the enemies and have a chance to avoid them before they start attacking you. Also, you may want to change the controls, or allow the user to change them. Many laptops, for instance, lack both a scroll wheel and PgUp/PgDn keys, so they would not be able to zoom in or out. Finally, the instructions could use a bit of clarification- it took me a while to realize that the green line on the edge of the screen pointed toward the goal. Also, you should probably mention that releasing the mouse makes your ship fly to the last point you had clicked- knowing that made braking on the goal a LOT easier. |
| Sep 12 23:50:00 | 1h 06m | The Wave | I like the concept, and it's certainly fun to play. There is one thing that bugs me: the fact that the buildings in the left half of the city exit to the right. This makes it so, during the first half of the game, a building's residents drown once the wave has covered the entire building, but residents in the second half drown once the wave so much as touches their building (because then the exit is blocked). This makes it so, once the wave approaches half-way mark, a lot of people drown in a very short timespan, as for that brief period, the wave essentially drowns people twice as fast. |
| Sep 13 00:17:00 | 27m 00s | Room Escape | Nice work and fun to play. I get what the beeping represents (and it's brilliant) but I don't understand why leaving a plain ol' room causes the events of the ending (does it represent waking up from a dream?). Also, as far as the beeping is concerned, I'm not sure it's the best idea to have it go on for 2 whole levels, given their length and the challenge level of the game. I would suggest starting the beeping near the end of the last level, but here's a cool idea if you want it: Work the beep into some music, but as the game goes on, gradually strip the music of the other instruments, leaving only the beeping by the end of the last level. |
| Sep 13 02:01:00 | 1h 44m | Escape Velocity | I love the concept. I do want to let you know, though, that the controls don't work at all in Safari 5.1 on Mac OS X 10.6.8. I tried it again in Firefox 5.0, and it worked most of the time, but going through the exit occasionally led me to an empty room where I couldn't move, and I had to restart the game. I think it happened whenever I went through a door with black holes on it. |