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Feedback comments for LD22
BlueShaman's games and stats for all events →
| Timestamp | Since previous | Game | BlueShaman's comment |
|---|---|---|---|
| Dec 19 00:08:00 | Lonely Tower | Very cool- I need to come back and rate this once that appears... <br/> <br/>Sometimes the controls were highly confusing, but never aggravating. At the top of the tower, though, there were ladders which could get you embedded in walls. <br/> <br/>Comical, simple, nice game. :D | |
| Dec 19 17:03:00 | 16h 55m | Don't Make Eye Contact | Nice and simple. I was most disappointed in graphics by the eyesite. <br/> <br/>There were also some playing issues, when they started chasing you, and stuff. But fun overall. |
| Dec 20 16:16:00 | 23h 13m | Desert Adventure (with Kittens) | This is an absolutely beautiful game. <br/>However, I see some grammar/typing mistakes in it, which detract a lot. <br/> <br/>I also don't particularly like this type of game. But that was fun. :D |
| Dec 21 00:52:00 | 8h 36m | Snowfall | "Could not find the main class: Snowfall. Program will exit." Sorry. |
| Dec 21 23:26:00 | 22h 34m | The Word Alone | Excellent in everything, except: <br/>The small-masks of the buttons are driving me insane. They should be all the way to the edge. BALRAGAHGAHL. <br/> <br/>But otherwise amazing. |
| Dec 24 23:42:00 | 72h 16m | Beat the Dragon | Excellent idea, a few movement bugs (around the edges), nice controls and stuff. Cruelly terrible balancing. <br/> <br/>I got (once) four of the little helper people. One hit death is simply too difficult to make the game fun for long. But other than that great. (4/5 overall) |
| Dec 27 22:54:00 | 71h 12m | Station 48G | The killing seems off... The whole death mechanic needs work I think. <br/> <br/>Very intriguing beginning. I didn't get very far in the game, and the level editor has problems it seems.. <br/> <br/>Good looking start. |
| Dec 29 22:28:00 | 47h 34m | Mine Shaft of Doom | Installers are evil, and I would suggest a nicer host than Mediafire, preferably simply a webhost, or possibly a project management site like Github or something. <br/> <br/>But to the actual game. There are two major concerns I have with the gameplay of fighting off the monsters. Firstly, your bullets shoot from your gun, however, you don't aim based on that. Which means you have to aim to the left of enemies to hit them. <br/> <br/>The spawning of the monsters is sporadic, and is unfair when they spawn right next to you- either it should be fairer in placement, or you should have warning when they are coming next. <br/> <br/>The other difficulty is their persistence. When you leave the room, if they are following you, you will later enter and they will be right at the door. <br/> <br/>The intro scene is an interesting touch. I wish the rest of the game had that sort of novelty, though. <br/> <br/>In the end, the period of gaining enough ore to upgrade feels pointless, since it's essentially required in order to have any hope of winning of getting the best gun in only the first room, and then later attempting to go through as quickly as possible. It felt like a lot of time wasting after I got four or five rooms down and then realize that this gun was equivalent to the first gun in the first room. <br/> <br/>I really wish this game had more polish. The enemy spawning needs more indications and the map, for example, should be done so that it's stylized if it's intentionally supposed to look hand drawn, so that it doesn't look drawn in MS Paint. |
| Dec 29 22:30:00 | 2m 00s | Nihil | An hour to download... Yeah, how DO you manage 185 MB in 72 hours? Regardless, I'll be back. Roguelikes = <3. |
| Dec 29 22:45:00 | 15m 00s | Brains!!! | I only ever reached level 7, where I died. <br/> <br/>To me it seems that balancing for this game would be very difficult, and at some point (Level 7 for me) it's essentially impassible because there is no open space to be alive on. However, regarding this barrier, you did really well in the difficulty of the game. <br/> <br/>My biggest concern for the game is the level design. As far as playing the game is concerned, there really wasn't a difference between the levels except the zombie density at the beginning. <br/> <br/>Polishing up the game (more clear controls & direction, slow learning curve), adding more variety (in graphics, zombie type (probably by region because random mixing doesn't really accomplish anything as far as visible typing) ), and making the world more advanced (indoors of buildings, maybe, stairs?) would make it good. <br/> <br/>Adding procedural generation for the levels would be awesome (assuming it also had the extra detail, right now, as I said about the level design, it wouldn't really make a difference). |
| Jan 10 01:17:00 | 266h 32m | One Of A Kind | Devishly difficult puzzles; fun (although I couldn't finish because I'm not the best at solving this sort of thing :) ). The music provides excellent ambiance, although I wish sound was more immersively incorporated to the game. <br/> <br/>The puzzle mechanic was very interesting, with two complaints: a) A clearer color choice. The green and yellow, especially when dimmed, were nearly inseparable to myself. b) The lack of identification of one being picked as opposed to all of that color being lit. This would simply help thinking over the puzzles easier. <br/> <br/>Simple graphics which work very well and give a much higher illusion of detail. Very nice storytelling is done in this game. |