Foon → Ludum Dare Explorer → LD22 → Feedback comment stats → Cosr
Feedback comments for LD22
Cosr's games and stats for all events →
| Timestamp | Since previous | Game | Cosr's comment |
|---|---|---|---|
| Dec 23 02:21:00 | Alone in Love | I thought it was a little dull at moments. Just a bit of music would help that greatly I think. <br/> <br/>Overall it was neat. I liked how you did the dialog display, but in certain situations the player's dialog could obscure what someone else was saying. Not a huge problem overall though. | |
| Dec 23 03:07:00 | 46m 00s | Paper Dream | I really liked the animation of the main character. The flowing looked great. Overall the graphics had a really nive feel to them. <br/> <br/>The clicking to pick up objects seemed a little imprecise or innacurate. It was also a little annoying that, I guess, the player was picked up for selection, so that you couldn't pick something up if you were on top of it. |
| Dec 23 04:30:00 | 1h 23m | Lonely Island | Solid little game. It's a little strange that your energy goes down when walking over logs, even when you aren't dragging them. Also, the fire dancing was weird, but not really much of a problem. |
| Dec 23 04:55:00 | 25m 00s | Station 48G | This is a very nice start to something. I really like the look of it. <br/> <br/>The movement seems sorta jerky, or something...I don't really think it's too slow, but something about it feels weird. <br/> <br/>Falling out of the world (entering right most room at the top from the left) was fun. I wasn't expecting elevators to kill you if you ride them too high (this seems like a really strange thing to do). The transition to the title screen when you die is also way too sudden, but you probably already knew that. |
| Dec 23 05:16:00 | 21m 00s | Ydunn | That was really nice for what it was. What it was being really short. <br/> <br/>The graphics were pleasing and the presence of music was a nice touch that added a bit to the atmosphere of the game. It's always nice when someone finds time to add some nice sound to an entry. <br/> <br/>It took me a while to figure out that I could use the power of heart to defeat the enemies in the second room. Before then I kept trying to jump over them, and found that the respawning after death was a bit too sudden. It also felt like the collisions between the player and the enemies was a bit too unforgiving, but that feeling could just be a consequence of the sudden respawns. |
| Dec 23 06:51:00 | 1h 35m | Final Trip Soccer | Really impressive for 48 hours' work. Very interesting idea. <br/> <br/>It's fun, though at times it can be a little too frustrating to control the ball. It would be nice if there was an easier way to change directions with the ball, rather than having to run around to the other side of it, then accidentaly bumping into it and sending it rolling away because the player is too close when they try to turn. (if there is a way to do this, I'm missing it. Maybe it's possible using the tap space to control thing, but it would still be nice to have a quicker way) |
| Dec 24 04:42:00 | 21h 51m | The Invention of Colour | The audio really made this game. The graphics were good, the narrative was pretty basic, but the audio, voice and music, really added so much to the atmosphere of the game. And the atmosphere was great. <br/> <br/>The sound was really well done. I currently have the game still running on the credit screen and am listening to the sweet noisy music. |
| Dec 24 04:57:00 | 15m 00s | /follow | The graphics were really nice. The music was good too. <br/> <br/>Nice little narrative for such a short game, but at times the flow of it (puzzle, alone time, rinse, repeat) felt a bit repetitive, but overall it wasn't really a problem and worked well. If you wanted to expand the game it might be interesting to add a bit of narrative development to the alone times, to make them more significant (would be a nice fix to any repetitiveness I think). |
| Dec 24 22:45:00 | 17h 48m | BLIND | Overall, well done. <br/> <br/>The sonar seems a little inconsistant in counting the number of squares in a direction. Sometimes it would delay longer between blips and skip some. <br/> <br/>When I first played the game I was expecting the floating text to go away and be left with a black screen, and it took me a while to realise I was supposed to be playing. I think I might have prefered it that way, with a blank black screen (and fullscreen). |
| Dec 24 23:59:00 | 1h 14m | Abandoned | Great game. The grappling hook, with changing gravity, is a nice mechanic. Just the orientation and pulling blocks wouldn't really be enough to take the game farther, I don't think, but it's very solid for such a short game. <br/> <br/>I think just adding some animation to the player, where he aims up, might be enough to make it clear to the player that they can shoot upward. Adding visual cues like that might be a better way to show the player's capabilities than more tutorial text. |
| Dec 25 00:24:00 | 25m 00s | Alone in the Rain | Funny game, but overall it was far too random. A little annoying just standing around waiting for a refigerator that will just happen to fall in a place where you can push it into position to use as a step. And occasionally there's not really enough of a noticable warning before you get turned into gooey paste by a refigerator. Pulling the camera back a bit, so to speak, might give the player a bit more awareness so they have more warning to dodge, but that might not be the best solution. <br/> <br/>The falling damage is also far too sensitive. |
| Dec 25 00:42:00 | 18m 00s | They Hunger | Well done for the time spent on it. The lighting was effective, if a little rough, and I liked the particle effects from protectiles. The game might be more interesting if the zombies weren't quite so static, like if they wandered slightly or something. |
| Dec 25 01:07:00 | 25m 00s | And then, alone at Epsilon-1 | Very good game. <br/> <br/>I only read the last data log thing, that was lying around. I noticed them early, but didn't actually think I could intereact with them because I didn't get close enough to them at first, or something. Is the interaction range on them shorter than on hte hacking panels? <br/> <br/>Going up and down vertical shafts was a little awkward. I think it would have been better if you had went full out zero gravity, so that there was no real up and down, and the game's up/down was always orientated to the player (so you could end up upside down, or sideways and do 360s, etc). That would make guiding yourself into a vertical hall easier. |
| Dec 25 01:35:00 | 28m 00s | Step Off | Great game. Cure graphics. Had a lot of fun with it. <br/> <br/>Aiming was a little awkward at first, and it took some getting used to. For whatever reasons I think I keep expecting the projectiles to originate from the arrow rather than the character, so I instinctively use the arrow to judge throwing arcs. Maybe if you had a little arrow orbit around the character, rather than rotating beside him. <br/> <br/>I really liked the item variety, good humour there. Throwing 'Australia' at someone got a laugh out of me. |
| Dec 25 02:22:00 | 47m 00s | A Tale of Seven Kittens | Nice little dungeon crawler with a decent wealth of things going on. <br/> <br/>It would be nice if there was a way to gauge the strength of enemies, since it seems some have the same appearance but different levels or something and it can be hard to tell how strong they actually are until you're in trouble. |
| Dec 25 03:23:00 | 1h 01m | Puppy Shelter | Funny and depressing at the same time. Nicely dark humour, with a jab of truth. Good puzzles done with only a few simple mechanics. <br/> <br/>It's a little tedious having to euthanise each puppy after every level, rather than having a button that put them all down, particularly in the later levels with more puppies. It wasn't so bad once I figured out you could just hold the mouse button and drag over all of them, but that took me a while. |
| Dec 25 04:09:00 | 46m 00s | Courage Quest | Really great, and nicely complete. I only tried it once, but couldn't find all the lanterns. Didn't feel up to going through the world again, though you managed to make a nice variety of small environments. <br/> <br/>The sounds were generally well done. The jump sound effect annoyed me a little at first, because it sounded too much like my headphones were popping with static or something. It wasn't really a problem though. |
| Dec 25 07:53:00 | 3h 44m | Incomitat | I love what you've got started here. Neat little world to explore. <br/> <br/>The graphics are very nice, but the colour at evening is a little odd. I think it might be too light a shade or something, like everything's getting brighter as the sun sets which is strange. My first thought was that the island was being nuked or something, rather than the approach of night. <br/> <br/>The transition between map squares can seem a little sudden. Particularly going into water squares, where you're suddenly swimming with no shore (the rest are fine, really). It makes sense on the map, but is a little weird in play. <br/> <br/>The clock in the top right can be a little hard to read...it took me a fair while to figure out what it was and how to interpret it. |
| Jan 8 07:10:00 | 335h 17m | AB-ALONE | Hah, that ending was gooooood. Great game. <br/> <br/>I find it funny that I figured out how to finish the game while reading the guide, before I actually read the bit about how to finish the game. I had the game running in the background, then all of a sudden there was this sound I had never heard before. <br/> <br/>Took me a couple more tries to actually beat the game though. <br/> <br/>I don't think I would have figured it out normally. My first time playing I was always sleeping well before nightfall, not because I figured night was bad, but because I was always out of energy and that was the most obvious and fastest way to recover. <br/> <br/>Once I knew what to do, it was a little tedious, having to stand around so long for things to happen and my energy to recover enough to chop down another tree. |
| Jan 8 07:44:00 | 34m 00s | Never Alone Hotline | That was lovely. Great on mood and humour. The writing was generally very well done, nice dialog overall, and the few typos certainly don't ruin it. I'll have to play through again sometime (not now because there's more LD games to play) to see more of the dialog. <br/> <br/>You say in your post-mortem that you felt you could have been more expressive if you were writing in French (or something like that). If you were to do a French version sometime in the future, I'd be interested in playing that (French is supposed to be my second language, but I'm crazy out of practice). |
| Jan 8 08:14:00 | 30m 00s | Sinkhole | Well done, nice level generation. I got to level 10 before dying, and I'm pretty sure I died because the monster spawned on top of me (or at least it seemed like he did). <br/> <br/>Are you supposed to respawn on the same level when you die? I also assumes the game never ends? I stopped playing on level 12 (two levels after I died) because wandering around the same empty caverns couldn't keep me interested any longer. |
| Jan 8 08:26:00 | 12m 00s | Hermit (unfinished) | Hard to have a whole lot to say from what little is there. The tower looks really odd without any tiles under, or behind it or whatever (the blank black bits). |
| Jan 8 08:38:00 | 12m 00s | Alone in the Universe | It would be nice to have a bit more feedback from the game, particularly in terms of how you're moving, as in direction and what sorts of speed you've got (the sun as a reference frame would make sense). I think an arrow pointing in the direction you're moving would be more useful than one pointing at the sun. The sun's big and not that hard to find if you look around. <br/> <br/>Basically, I think this needs more of a hud. Normally I like minimalistic displays, but it doesn't really work here. <br/> <br/>Good job with the emptiness of space though. |
| Jan 8 08:52:00 | 14m 00s | Robot Armageddon! | I found the music kind of nice, but also kind of annoying at the same time. Which, in itself, makes the music interesting. <br/> <br/>Tough game, though. I found when I tried to change direction back and forth really fast I would end up stopping (I think because I was pressing one key before I released the other, or I was pressing one key, pressing another and releasing the second key without ever really releasing the first or something). |
| Jan 8 09:10:00 | 18m 00s | A Life Apart | Well done, I quite liked it for the most part. <br/> <br/>I definitely would have preferred something other than up for jump. It makes jumping and moving a little awkward. It was also rather unclear what exactly I could stand on top of when platforming, and it was a little too hard to see some of the pipes that reach out past the building. |
| Jan 8 09:26:00 | 16m 00s | I Was Here | Liked it, but couldn't beat it. <br/> <br/>Water was a bit too close in colour to the background. You also had to squint a bit too hard to see some of the secret passages, though making them lighter might make them too obvious. |
| Jan 8 09:55:00 | 29m 00s | The Tomb | I really liked this, and wanted to finish it, but didn't. After hitting a switched that told me I moved something, and being unable to remember anything I had seen that might have moved, I couldn't bring myself to wander through the entire tomb again looking for it (though I do remember something I hadn't thought to check now, but I'd have to start over again). <br/> <br/>There was a nice variety of environments to explore, but it might have been nice to have a few more features to them. <br/> <br/>Would have been really nice with a bit of sound. |
| Jan 8 10:01:00 | 6m 00s | I Hate Being Delicious | It's nice, but it sort of feels like an idea that hasn't been developed enough. A bit too simple. |
| Jan 9 02:07:00 | 16h 06m | kuudou | Man, that was cool, but way too short. I want more. <br/> <br/>It's a little too easy to resort to trial and error gameplay though. |
| Jan 9 03:02:00 | 55m 00s | Arzea | Overall, very well done. Very complete and it felt polished. The tiling style looked really nice. <br/> <br/>In general I'm not a fan of enemies respawning immediately offscreen. Maybe if you want enemies to return, it would be better to have a higher distance required for them to return, or only have them respawn when the player dies or something. <br/> <br/>It would also be nice to have a way to heal other than dying. I think having the save points heal the player would work well. That would avoid the situation where the player is at a save point, but almost dead, so they might as well commit suicide before continuing. <br/> <br/>Also, it's a bit of a shame to have most of the spells only be used once for a single situation. Though at the same time, having the same obstacles over and over again would get a little repetitive. |
| Jan 9 03:30:00 | 28m 00s | Snow | Very nice. I like how the environments were very surreal. That and the girl's Picasso-esque appearance really helped the dream-like feel of the game (hooking a fish with the moon? sure. perfect sense in dream-logic). <br/> <br/>Noticed a few little graphical bugs. Mainly, the flower was already laying on the path by the rabbit hole before I put it there, and the rabbit never appeared visually. And the bird didn't seem to leave my inventory, I swapped it for the moon after putting it on the cactus. Certainly didn't detract from the experience though. <br/> <br/>The gameplay was very straight forward, but it didn't matter because the game was interesting enough to keep me going. Definitely going to have to play through this a few more times to see more of the branches (and I look forward to doing so). Lovely little game all told. |
| Jan 9 03:58:00 | 28m 00s | alone I art | Loved it, until it became too repetitive. The different ways your character tries to smuggle out the art were great. But once I had stolen one piece of each type, there wasn't really much incentive for me to keep playing. I did anyways, but the longer and longer treks to get another art piece became more and more tedious. Could do with being shorter, maybe, or having some way to limit the amount of times the player has to keep returning to the same rooms to clear the place out. <br/> <br/>I finally gave up playing a little while after a guard who was chasing me got stuck and it wouldn't stop playing the chase music (annoying because it doesn't loop cleanly. AAAAAAHHHHHHHHH! wasn't noticeable with the stealth music, but it really got to me after listening to the chase music for a while). |
| Jan 9 04:30:00 | 32m 00s | Someone To Love | It was good, but I think the movement could use a bit of tuning. It took me so long to get up to that upper level, jumping up those little one tile blocks, that after failing my first return journey, I didn't really feel like trying to get up there again. There was only a couple of events left by that time anyways. <br/> <br/>The music was simple, but really helped the mood. Tee simple art and use of colour was effective. <br/> <br/>When you're at the edge of the screen some of the kittens thoughts are long enough to get cut off. |
| Jan 9 04:37:00 | 7m 00s | And Into The Night We Go Together | Really really like the concept, but I only gave it a try on Firefox. Don't currently have another browser, and I don't feel like installing one right now, so I can't play the apparent proper version (so I'll refrain from rating). |
| Jan 9 05:01:00 | 24m 00s | The Best Of Us | My biggest complaint is that the actual gameplay doesn't really live up to the narrative/voice acting (which is honestly a little melodramatic in a not so good way at times). Some of the sections, mostly the first and a little bit the second, go on far too long for what they offer. |
| Jan 9 05:19:00 | 18m 00s | Last Stand | It's fun, but it would of course be nice to see a bit more variety. <br/> <br/>I think I got to around 100 on my second try (forget exact number, though). It's fairly easy to get the enemies grouped together in one spot and circle strafe them. The main threat is when they first spawn on all sides of you, before you can get out of the middle. <br/> <br/>Not sure how I feel about the way the shields recharge while you're being hit. As it is, it's impossible for a single small robot to actually hurt you. |
| Jan 9 05:37:00 | 18m 00s | Live another day | I loved this (maybe that sounds bad). Took me five or six tries until I was able to live. Sometimes it just doesn't seem like enough positive words spawn to be able to survive. I think I'm mostly ok with that, but it does seem a bit too random (considering when I finally survived it seemed pretty easy). <br/> <br/>Little annoying to have to refresh to replay, but that's a tiny niggle, and having a replay button would probably ruin the mood. <br/> <br/>Well done, good job with the theme. |
| Jan 9 06:21:00 | 44m 00s | I Want To Be Alone | Very lovely game. Took a while for the mood to set in, but there is an overall sadness and loneliness to the game, told quite effectively through the music and the old worn down environments. <br/> <br/>The ladders were a little annoying, but other than that I didn't really have any complaints. <br/> <br/>Yeah, running windows 7 and the fullscreen wasn't working for me either. |
| Jan 9 06:40:00 | 19m 00s | My own footsteps | Alright, that was cool. Loved the dynamic music, even if the rest of the game wasn't quite as interesting. Started it up again a bunch of times after I beat it to play with the sound. <br/> <br/>The short draw distance actually worked quite well as it was rather disorienting. |
| Jan 9 06:50:00 | 10m 00s | Solitaire | Love the style. Could really use with some more sounds (I'll have to try your updated version). Really liked the little monologue news-ticker across the top. <br/> <br/>My first time playing, after eating, I spawned outside the room, so I couldn't reach my cup of joe. Guess the LD version is a little buggy. Also couldn't seem to progress past getting the email about cannibal Larson. |
| Jan 9 07:26:00 | 36m 00s | 5 DAYS | I realised on the second day that I wouldn't be able to keep both me and the cat alive until rescue and resolved that if only one of us survived, it wouldn't be me. That only helped to drive home the loneliness of the game. Well done. <br/> <br/>I am curious how they managed to keep five other people sustained on only those systems though. <br/> <br/>(Spoilers?) When the game restarts after ending, you keep your previous resources (so you can stockpile food, if you finish with extra). Is this part of the trick to properly beating the game, or an exploit? |
| Jan 9 07:34:00 | 8m 00s | Things you do alone... | Huh. <br/> <br/>I actually quite enjoyed this. The game got a chuckle out of me. <br/> <br/>Might have been nice to see where you could have gotten this idea with the whole weekend to work on it. As it is I think I would have preferred it without the bogus 'order full version' second level. It would have felt even lonelier that way. |
| Jan 9 08:03:00 | 29m 00s | Alone With Myself in a Box | I don't really like how you get money for destroying wall sections. It rewards you for putting up with the tedium of destroying all the walls after you beat a level (and you would end up significantly more powerful for doing so than if you only destroyed the one wall you need to move one). <br/> <br/>It would be nice to be able to autofire by holding down the mouse button. Having to click so much is annoying. And I would have much preferred to use the number keys to change weapons, rather than pressing 'e' to cycle (in fact I kept trying to use the numbers to change weapons the whole time I was playing, and then had to think for a moment about which button I was supposed to be pressing). <br/> <br/>It was fun beneath the complaints, though, and I liked the weapon names. Could have done with some sound effects to go with the music. <br/> <br/>I played up to level 5 (I think), tried it once, then quit. I only got that far by mining all the walls in most of the previous levels for money (see above). <br/> <br/>Also, sometimes when your score is really high, the number will wrap down to a new line and overlap with your HP. |
| Jan 9 08:29:00 | 26m 00s | Atlantic Flight ONE | Solid little survival roguelike, particularly for 48h. <br/> <br/>Rather despairing when it starts fading to black and you just can't find any islands, or there's none of the supplies you need on the island, or you die just as you reach an island with a wealth of the bottled water that you so desperately crave, almost within reach. <br/> <br/>Managed to beat it on my third try or so. |
| Jan 9 08:50:00 | 21m 00s | Do NOT Hug Me! | Well, that was silly. Very simple, but enjoyable enough that I tried it multiple times. Couldn't get to the boss, though. Which is a shame. I did manage to get slightly farther each time, however, so maybe I ought to give it another try sometime and see if I can beat round 5. |
| Jan 9 09:09:00 | 19m 00s | Out | Not bad. Would have been nice to see it more developed. It's simple, however it never really got to a point where it was all that interesting. <br/> <br/>I noticed the game lagged a bit at times while moving (Firefox 8). Seems to be sort of a thing with HTML5 games. |
| Jan 9 09:28:00 | 19m 00s | The Lone Adventurer | It looks nice, but the game is really rather rough. The jumping, with the sudden speed change down, feels really jerky. I also fell into a spike pit once, moved into the wall of the pit and the character slid up to the top of the ground, warping to safety instead of being impaled. <br/> <br/>It's also rather unclear what the deal with the ghosts is. Sometimes the run from you, turn transparent without hitting you, but I never figured out what the cause was. <br/> <br/>It would be nice if there wasn't such a disconnect between the gameplay and the little loneliness monologues of the character. |
| Jan 9 09:56:00 | 28m 00s | You Don't Need To Be Alone | I feel this was probably just too ambitious for a jam project. No one part of the game really feels polished enough. As a result, there's just not enough there to hold much interest. <br/> <br/>None of the dialogs or little events seem developed enough to really immerse the player or give them much of a sense of what they're doing. <br/> <br/>Not bad by any stretch, but it really shows that the scope was too much for the time frame. |
| Jan 9 10:11:00 | 15m 00s | Loneliness | Interesting, but could use some balancing, etc. It's hard to get the balls away from the cats and not get murdered very quickly when everything just spawns so close together in such a cluster. <br/> <br/>I found it was a little awkward to use the same input for aiming as moving. Though I suppose it does make sense that you can only shoot towards where you're moving, given the effects of your shots. <br/> <br/>After playing around in the instructions level I really liked the way the colour balls swirled around you as you moved. |
| Jan 9 10:18:00 | 7m 00s | KIitty | The graphics are fairly nice, but sadly there's not really much else to say. There's just not enough there. |
| Jan 9 10:30:00 | 12m 00s | Alone with... things! | I like the mechanic. Might be nice to see it taken further. Riding around on the chairs was fun. |
| Jan 9 10:55:00 | 25m 00s | TransDimensional Moon Rift | A little rough around the edges, mostly in a good way, but also in a few not so good ways. <br/> <br/>The inclusion of mouselook was very unclear, so it was annoying trying to pick up items. I didn't read the help until after getting stuck in the first room because I didn't notice the button, and even when I did read the help I did not pick up on the mouselook thing. Also, opening the menu to look for a help screen is not something I typically do when I start a game. <br/> <br/>The sounds got a little grating after a while. <br/> <br/>Good job overall, fairly solid game. |
| Jan 9 11:30:00 | 35m 00s | Leave Me Alone | Simple, but very finished feeling and well rounded, only really missing a bit of music maybe. |
| Jan 9 11:38:00 | 8m 00s | OMFG FFS will you LEAVE me ALONE | Not really a fan of the oversexed leading lady. I suppose it's a personal thing (I generally dislike that sort of thing on principal), but I never thought a game about a girl shooting stalkers could feel quite so...sexist. Hopefully that doesn't sound overly harsh, just being frank. <br/> <br/>I like the way the player is forced to juggle their different weapons. I think I would have preferred to use only the keyboard to play. I don't really like using the mouse only for clicking, since it's not used to aim or anything. <br/> <br/>I'm also curious as to why the nerd's death animation is so much more gruesome than the others. |
| Jan 9 12:13:00 | 35m 00s | Below | Very simple mechanics, but reasonable little puzzles. It's very complete feeling, though maybe it's a bit too simple in the long run. As is the mechanics fit the length well. |
| Jan 9 12:31:00 | 18m 00s | Nyan Nyan Stack | Well, I ended up getting stuck on level 3 (the flag was so close I could taste it). <br/> <br/>I found the controls a little finicky. I seemed to have trouble dropping things when moving and jumping at the same time. And the timing for a low jump was way too short. Haven't tried the new web version to see if it's any fixed. <br/> <br/>It was fun and silly and cute though. Very well done. |
| Jan 9 12:41:00 | 10m 00s | Midas | I loved this. A few of the puzzles were quite tricky, but they were all well done. Very effective at telling a little story. |
| Jan 9 15:30:00 | 2h 49m | ZERO2 | That was nice. I liked it. A bit of sound, particularly some ambient sound for the environments (maybe not music, not sure music would necessarily work well) would have added a lot the the atmosphere. <br/> <br/>I didn't really like having the eye as the default cursor. It meant that it was hard to tell whether something would have a little monologue description or not and so it led to a lot of random clicking on my part. |
| Jan 9 15:59:00 | 29m 00s | Super Smash Lander Suicide Party, Bro? | I think the lack of theme is an acceptable sacrifice for such a wonderfully proper mental game. <br/> <br/>It can be a little hard to tell how exactly the player's input is affecting things at first, and I can't really figure out the mechanics of the second final section (the bouncing section before the high five section). But that doesn't really matter because the game really runs on that what-the-hell-is-going-on sort of vibe. <br/> <br/>Also, I like the fact that it doesn't display score. Fits the because-it's-awesome attitude. |
| Jan 9 16:14:00 | 15m 00s | A dark dream | Nice concept. I definitely would have preferred keyboard control or something for the windows build rather than clicking the arrows on the screen, but that's a very minor issue. <br/> <br/>I think with the limitation of only being able to move left and right, there isn't really enough depth to the puzzle solving/exploration potential of the mechanic. It would be neat to see the light scattering mechanic expanded more. <br/> <br/>It's a little weird to have all the little light seeds disappear, especially mid flight, when you fling more, instead of fading on their own. Though making the player able to just fling more ad infinitum wouldn't really work out because they'd be able to just saturate the entire level. |
| Jan 10 01:24:00 | 9h 10m | Alone | Nice. I regret not playing it in the dark. Don't know why I neglected to do so. <br/> <br/>I was a little disappointed with how you handled the mental state thing. Having the questions directly effect your mental state, and having them be more or less the only thing that did so, didn't really make me feel any sort of descent into madness. It makes sense from the perspective that the answers to the questions determine whether you were insane to begin with (given your situation), but displaying the player's mental state and having it drop like they're taking damage doesn't really vibe with that. Might be more effective to keep the mental state hidden, and make a reveal at the end whether the player is insane or not. <br/> <br/>I was fine with the slow walking speed, but the slow turning speed was too much. <br/> <br/>The audio was a bit too sparse. A few ambient sounds for the whispers to jump out from would have been amazing. |