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Feedback comments for LD22
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| Timestamp | Since previous | Game | recursive frog's comment |
|---|---|---|---|
| Dec 18 22:23:00 | Dark and Alone | This has some awesome level design and a great art style. I find the control layout hard to manage, though. It's like my left hand has to splay everywhere to jump and move at the same time while my other hand is required to operate the mouse so it can't take over the jump duties. | |
| Dec 19 00:11:00 | 1h 48m | Head South | I really enjoy the music and scenery. I think you nailed the theme head on. I only wish the player weren't allowed to fall off the edge of the world by walking back north. :) |
| Dec 19 00:23:00 | 12m 00s | Alone ?! | Not bad for a first game! The only bug I ran into on my first playthrough was that when I died on level 5 and restarted, I immediately died again. Otherwise it all works as expected! |
| Dec 19 01:44:00 | 1h 21m | A Tale of Seven Kittens | This is a fun concept with a really neat graphic style. Were the ghosts that harm you and then disappear a reference to Gauntlet? |
| Dec 19 08:32:00 | 6h 48m | 0 ALONE | I really like how this game came together, though "game" seems a strange word for it. This seems simultaneously like the beginning and ending of a story. <br/> <br/>I sat and listened to the waves crashing for a long time. Peaceful after the ominous buildup. |
| Dec 19 08:42:00 | 10m 00s | Incomitat | This is such a large concept to be an entry in a 48 hour competition. I'm impressed by how far you managed to take this in such a short time, but as you say yourself, the only way this concept really shines is via feature creep. <br/> <br/>There's a lot of fun and interesting things you can do, and yet ultimately they seem to "mean" nothing. It's very existentialist. I found myself getting hungry and almost dead, after screwing around and having fun, and I asked myself "what did I just do with my life?" <br/> <br/>Keep the hunger, but maybe find new ways you can stave it off? Otherwise, just keep adding the strange and wonderful. |
| Dec 19 14:51:00 | 6h 09m | I Need Someone | I'm not sure I quite understood what I was supposed to do. I saw no items to pick up, so I beat down as many of the black phantom heads as possible, but still nothing happened? <br/> <br/>I like the style you've gone for here. |
| Dec 19 15:37:00 | 46m 00s | Castaway | That is interesting that you've used Haxe for this. Are you able to make use of its multiple target capabilities to export it to different platforms successfuly? <br/> <br/>Your sprite art is really beautiful. I think the knight visually looks too much like he's in a track-and-field competition when he's jumping, but that's the only thing out of place in the art style. <br/> <br/>I agree that the physics make it harder than it feels like it should be, but at the same time I see how you incorporated the physics properties into level design as well. |
| Dec 19 15:46:00 | 9m 00s | BLIND | Nothing happens when I try to run it either. Windows Vista 64. <br/> <br/>I double click the executable Jar file and nothing happens. Same thing when I right click and choose "Open" from the context menu. |
| Dec 19 23:29:00 | 7h 43m | ALONE! | It says good things that you laid out the text such that it leads the player to naturally take the correct path through the poem. I didn't even realize there was a possibility of falling to your death, though I did wonder what would happen if I went the "other way" from the one that the layout leads towards. <br/> <br/>Definitely make this into more of an actual game. As of now it feels like "just" an intro (albeit a really slick one) |
| Dec 19 23:38:00 | 9m 00s | Solus | You have some incredibly high levels of polish on this game. I really like the visual white noise overlay, and the soundtrack is just awesome. |
| Dec 20 00:39:00 | 1h 01m | [Greeble] | Feels like you're using a fixed timescale update, as there's a lot of random slowdown. <br/> <br/>I really like your animation style and illustrations. <br/> <br/>The idea of having mindless followers is really neat, but I would have liked to have seen a use for them, such as bait for monsters, fodder for traps, or perhaps to take over as the main character if you die yourself. |
| Dec 20 01:07:00 | 28m 00s | Containment | Hey there TehWut, good to see you have a complete game to submit! <br/> <br/>I agree with ncannasse's thoughts. I like the design of the main character and the overall atmosphere a lot. I *did* make it out of the first room, but it took a while to figure out what to do. Mainly this is because I didn't know what the controls were. <br/> <br/>I feel like I might have gotten stuck "forever" in one of the rooms and had to quit out of it. It was the room with several dripping faucets along the back walls. Is it possible to get stuck? Maybe you could give a reset button in case the user is stuck? |
| Dec 20 01:23:00 | 16m 00s | And then, alone at Epsilon-1 | That's an inventive use of GUI scripting you've got going on with your terminal hacking mechanic (or rather, I'm assuming it's an OnGUI script based on its appearance). <br/> <br/>I had a good feeling about this one based on the models and textures, and that if you could just come up with a good solid mechanic that you'd do well. It's pretty amazing what you can do with Unity just scratching the surface, and well-crafted art really helps with that. |
| Dec 20 06:55:00 | 5h 32m | The End | I think you came to the same conclusions as I did judging by your journal entries. I have to say that I really love the ghostliness of the other characters and the desolation of the setting. <br/> <br/>Also, this is possibly my favorite music track I've heard yet in the competition. |
| Dec 20 07:32:00 | 37m 00s | Flod Embarks | Is something amiss here? I follow the link for "web" and get a perpetual "Flod" page that is stuck forever |
| Dec 20 07:53:00 | 21m 00s | Embers | Damn. <br/> <br/>I really liked this one. Your listening idea and execution is great! |
| Dec 20 08:21:00 | 28m 00s | ASSAULT THE DARK FORTRESS | I can't believe you created all this in just 48 hours! I would have kept playing for a lot longer but I found a bug where I left one room and entered another... inside a wall! I was stuck permenantly. :( |
| Dec 22 05:18:00 | 44h 57m | My own footsteps | The fact that left and right in the 3D space seem to map opposite to left and right in the giant map gave me an incredible case of crossed-eyes. <br/> <br/>Nice Soundtrack, too! <br/> <br/>And I liked the ending, even! I almost didn't get the ending though, as I wandered out of the entire maze through that hole in the corner near the top. |
| Dec 22 05:30:00 | 12m 00s | Lonely Star | This game seems somewhat similar to mine, but with about 5x the budget for graphics, and 1 additional item. I really like this! |
| Dec 22 06:00:00 | 30m 00s | The Love Letter | I also think this is one of the most inventive takes on the theme for this contest. You guys did a great job overall, but I was quite confused that I couldn't seem to finish the game no matter where or how hard I looked. |
| Dec 22 06:12:00 | 12m 00s | Colorless Hope | That was quite a well-done game, but I almost gave up before the action started because like Hazard I too was completely baffled by the down + x combination. I'm glad I read the comments before giving up on this one! |
| Dec 22 06:55:00 | 43m 00s | She Loves You | What an inventive concept! I don't think I ever managed to fill up the left bar, though I came insanely close a couple of times. Still, I played this far longer than I would have expected. |
| Dec 22 07:13:00 | 18m 00s | Maze Explorers | I liked the basic idea for this one, but the "stuck" mechanic seems a bit unfair at times, as it doesn't really allow you to explore the maze freely. It seems like you have to explore on your own for as far as you can until you die so that you can have a mental map of the maze. This isn't necessarily bad, but at the same time I feel like it's a bit too unforgiving right now. <br/> <br/>Oh, and "Nom nom nom!" :) |
| Dec 22 15:07:00 | 7h 54m | Zomrilla Tactics | No source code? All I see is the EXE. |
| Dec 23 02:27:00 | 11h 20m | Ydunn | Indeed, the graphics are really nice, and the music matches and enhances everything about the scene, but the gameplay and the length really hurt the package. I think you should keep hammering away at this because it's got great potential if you can work through the mechanical oddities. |
| Dec 23 03:39:00 | 1h 12m | The Sheep & The Peach | Oof, that's just too much sad for one night. Once I saw where it was heading I just couldn't finish. Funny enough though, I got a bug wherein peach was calling for sheep before finding the flowers, and wondering where sheep was... but sheep was still hanging out at the house. |
| Dec 23 04:52:00 | 1h 13m | Separation Anxiety | Simply beautiful! I like how you were able to devote so much time to engaging puzzles levels in your 48 hours due to your artistic choices. |
| Dec 23 06:36:00 | 1h 44m | The Lonely Cupcake | I love the art style, and I wanted to like the game more than I ended up liking it. It's all because of the bug that olav_st points out where moving obstacles only move while they're visible on the screen, and the fact that they blink out of existence much too easily. This caused me to always be crushed by the 2nd can, with no seeming way to escape it. <br/> <br/>That cupcake has some incredible personality and I hope you'll keep it up. If you enjoyed the coding aspect you can probably get the physics and garbage collection aspects ironed out eventually. Otherwise, a developer looking for a team can probably help make this idea shine. |
| Dec 23 06:47:00 | 11m 00s | Munching Mammoth Mutant Frog?!! | Unfortunately none of the buttons or mouse did anything except click the reset button |
| Dec 23 06:58:00 | 11m 00s | The Library of Madness | Very nice entry! Somehow the fact that this is a roguelike makes it feel as though the designer is somehow trying to shield the player from the horrors of the cosmos... or perhaps is all too aware that the horrors of the cosmos cannot be represented in a form comprehensible to the human mind and thus a red C must suffice. <br/> <br/>Nice musical score too! |
| Dec 23 07:16:00 | 18m 00s | Asteroids: Alone Edition | My ears!!!!! D: <br/> <br/>But in the end, I LOL'ed. Nice job! |
| Dec 23 07:53:00 | 37m 00s | RGB | Even though it feels somewhat off-theme, I really dig this from a game design standpoint. This is a real hidden gem. |
| Dec 23 08:22:00 | 29m 00s | Alone Together | You get some extra points for being so inventive while staying on theme. Some might say you're stretching it, but I think it's perfect. <br/> <br/>There isn't much to the gameplay as it stands, but the concept is strong enough to make it worth playing. This feels like a smaller scale and more R-rated version of one of the Jam entries, "The Love Letter". |
| Dec 23 23:22:00 | 15h 00m | Safety 91 | Yeah, no build, no can play. |
| Dec 23 23:38:00 | 16m 00s | One May Pass | Nice concept for this game, and I really like what you were able to pull together in the time given. You did a very good job of pacing the action and letting people know the rules of the game world one step at a time. |
| Dec 24 00:03:00 | 25m 00s | The Breakup | I like how you approached the graphics, and it was an admirable shot from someone who says that graphics and animation aren't his forte. Nice job on that count. <br/> <br/>I agree with the others though, that the cutscenes are too slow. Also, the weird wall jumping mechanic wasn't very intuitive, and there seemed to be a lot of "leaps of faith" where you had to jump without knowing what's under you, which didn't work so well for me (I never died, but felt frustrated that things were hidden in that way). |
| Dec 24 21:23:00 | 21h 20m | My Own World | I really like the premise of this game, but the mechanics behind block drawing make it difficult to get into in the long term. <br/> <br/>I think the big issue I had was with the scrolling camera mucking up my attempts to draw blocks as I bounce or fall. It also felt like there was a bug in the drawing algorithm in that the preview would show the block I thought I was drawing but then when I release the mouse button the resulting rectangle was a completely different dimension (I drew wide, but ended up with long). <br/> <br/>I'd like to see a future version of this, perhaps with a slightly easier learning curve and a refined block drawing scheme. |
| Dec 24 21:44:00 | 21m 00s | Frostbite | You did a really great job on this one. You really had a good handle on how to balance the difficulty and to progressively make the game more challenging as it went while still being playable. Tight controls and really nice art style too. Congratulations on a job well done! |
| Dec 24 22:20:00 | 36m 00s | A Weekend Alone | This is delightfully meta! I don't recall spending quite that much time on the toilet or the fridge, but I think if I had I too might have failed at the 98% mark. Great show! |
| Dec 24 22:37:00 | 17m 00s | The Great Bordom | I'm really happy to see that you stuck with this and got as far as you did. If you've never tried to make a game before, it can seem like an insurmountable challenge to even get started. Hopefully you've learned a lot from the 3rd party code you have been working with, and will be in a better position the next time you decide to enter a contest. <br/> <br/>Like you say in your own journal, it's about sticking to the task and not giving up just because things get difficult. |
| Dec 24 22:57:00 | 20m 00s | Comatose | Unfortunately I could not run this game on Windows Vista. :( |
| Dec 24 23:39:00 | 42m 00s | Debug | Ouch, that sound is incredibly loud! I like the funny intro, and I really like the particle-lasers and the way they spray out. I always have a hard time with controls that require you to aim with the mouse in a top-down environment, though. |
| Dec 24 23:47:00 | 8m 00s | Leave Me Alone | So you made a game about notch? ;) Really nice backstory, and such charming graphics. I liked it! |
| Dec 25 00:55:00 | 1h 08m | Ravenwood | I found a secret place! <br/> <br/>I'm a big fan of the art style, and I love the soundtrack. The controls feel overly sensitive, though. I didn't feel like I was really in control of the kitty. |
| Dec 25 04:13:00 | 3h 18m | Erased | I like how much you managed to cram into this LD in the amount of time allotted. You had some really good ideas with the battle options and I can see where you were going with them. I like it that poison is actually useful here! |
| Dec 25 08:57:00 | 4h 44m | Soap | That's a really nice twist on the theme you've got there, and the controls and levels are fun too! I think that all you really need is polish on the graphics and sound and you'll have a rock-solid title on your hands. |
| Dec 25 16:41:00 | 7h 44m | Dread Maze | I think I would have liked this entry better if it didn't have performance issues. I played it on my Windows Vista desktop and found that as I uncovered more and more of the maze that the mouse became less and less responsive. Once the maze was almost fully uncovered I could hardly move anywhere, which made it difficult to win fights that should have been easy. <br/> <br/>I like the idea, but as it stands, the game punishes you for progress in a way it really wasn't intended to. |
| Dec 25 16:55:00 | 14m 00s | Comfort Zone | I agree with your post mortem that the placeholder graphics were strong enough on their own to convey what you wanted. Really all of it was strong enough. Nice job! |
| Dec 25 17:03:00 | 8m 00s | Dungeons of Solitude | I love the art style, and the sfx are really evocative of the 16 bit era, but the controls are very frustrating. It's all down to the pixel-by-pixel movement speeds, and the fact that enemies will hang on corners in a way that they cannot be stabbed, but also cannot be walked past without hurting you. Even once you discover diagonal stabbing, you still move while getting into the diagonal position and thus still run the risk of being hurt. <br/> <br/>I would say that changing the movement scheme to be tile based, and being a little more generous on the collision detection for the sword would make this an excellent title and a fine first chapter to a bigger story. |
| Dec 25 19:36:00 | 2h 33m | Omega Men | This is a surprisingly fun little game even with the various pathfinding oddities. Unfortunately I can't really give it high marks for the theme as there are three of you in all stages. <br/> <br/>My only real criticism of the gameplay is that it seems just too easy as it stands. I have to either be incredibly careless, or intentionally trying to die in order to lose. Maybe you should have permanent death for characters who get devoured by the mutants? That way you really have an incentive not to let anyone get splattered, and it would help stick to the the theme as well. |
| Dec 26 00:28:00 | 4h 52m | Fly Away Home | Sadly this did not run. No worries, I didn't leave a rating. |
| Dec 27 01:55:00 | 25h 27m | Alone in the Mansion | I think you're right that having some sound effects would really sell the game a bit harder. I think the idea is fairly solid, but the one thing I would change about it is that I would definitely disambiguate between jumping and climbing a ladder. I died several times because I tried or wanted to jump but could not because I was standing in front of a ladder and the game interpreted my desire to jump as a command to climb. |
| Dec 27 02:13:00 | 18m 00s | In the Ruins of R'lyeh | Your spinning the world mechanic fits nicely with the lovecraftian theme you have for the game. I am particularly impressed with the quality of the music track, but I feel like something without vocals and without an identifiable rhythm or harmony might have better served the setting... maybe something with shifting time signatures? <br/> <br/>I did not finish either, but I did quite enjoy the game regardless. |
| Dec 27 02:41:00 | 28m 00s | Charlotte Sometimes | If eld hadn't mentioned it I was going to. You really need to implement tile-by-tile motion and not pixel-by-pixel for the pushing mechanics. The art style and theme were really nice, but the pixel level motion caused you (judging by your blog entries) and the player needless headaches. <br/> <br/>It's a very minor point but I too would like it if the flowers revived more quickly. |
| Dec 30 06:02:00 | 75h 21m | The Knock | Amazingly, I just "knew" the last syllable. Once I looked at the ones I already had in hand, it just felt obvious. I think the time-challenge felt a little to "beat the user over the head," though. A more subtle cue would have gone a long way. |
| Dec 30 06:11:00 | 9m 00s | Desert Adventure (with Kittens) | Very creative use of background coloring to illustrate the player's location! |
| Dec 30 06:53:00 | 42m 00s | Survive The Desert | Based on the screen shots, I did not expect to like this nearly as much as I did! You have a great combination going on here with the music and the gritty imagery, along with the fascinatingly bizarre scenery. I only wish I had more time to wander the desert and map it out. |
| Jan 3 18:33:00 | 107h 40m | Alone | This was a really well-done concept. I like the effects on the consoles, and if I didn't know better I'd say there was a white noise filter overlaying the player's view at times. |
| Jan 4 08:20:00 | 13h 47m | One-Player Co-op | This is definitely an overlooked gem of a game in this competition. The gameplay is solid, and while the difficulty does take a steep incline after several stages it's nice that you've made it so challenging. I feel though that controlling the little helper sometimes feels twitchy and I never really got the swing of just exactly how far it moves compared to your moves and why. <br/> <br/>This was a really nice take on the theme. |
| Jan 5 04:18:00 | 19h 58m | Super Smash Lander Suicide Party, Bro? | This entire game was just over the top. The end sequence was completely unexpected and yet completely in-character. Because it had nothing to do with the theme I really can't give it an overall 5 as much as I would love to otherwise. On the other hand, this is one of the most fun entries I've played yet! |
| Jan 7 15:30:00 | 59h 12m | Forever Alone | Thanks for pointing me over here. I have to agree with marudziik. Very believable. <br/> <br/>As to the game itself I feel like it could have used a bit more detail in what your actions are for / what you're doing. (What was I studying? Was I getting tired? How was I doing in my classes?) Just some randomized flavor text for each of the options would be nice, and maybe an ascii representation of a wall clock or something would have helped keep straight what time it was. |
| Jan 8 15:36:00 | 24h 06m | Jim just wants to be alone | Your art style is pretty fun. I really like the jumping poses and (I can't believe I'm saying this) the lens flare was a nice touch. The "life bar" was fun as well. <br/> <br/>In terms of controls I think Jim feels a little too "floaty". Also I'd like to have seen more frames of animation for the movements. <br/> <br/>Your game over screen is kind of strange though, in that it appears that the women clearly aren't colliding with each other's visible pixels. On the other hand, it reminds me of my own game's "YOU WON" screen. ;) |
| Jan 8 15:52:00 | 16m 00s | AloneWithZzZobmies | I agree with a lot of the previous comments and have little to add. I'm glad I stuck with the game through the quest to find the flashlight, as that was a very frustrating "quest" that was opaque and that forced the player not just to stumble around blindly but also it removed your biggest asset, the lo-fi textures and reinforces the lack of sound or music. <br/> <br/>The collision is kind of weird too. I was unable to pick up a lot of the items in the garage. Then when I went out to experiment with the ones I did have, simply standing too close to the front door seemed to kill me? |
| Jan 8 16:03:00 | 11m 00s | Dwarven Isolation | BOOOOOOOOOM! <br/> <br/>Not only was the game itself fun, but so was the game over screen. Kruth Diamondbeard met Kruth Carpslayer indeed! |
| Jan 8 17:01:00 | 58m 00s | Someone To Love | I love almost everything about this entry except the jumping controls. I wasted sooooo much of my time just trying to get up that first set of platforms while watching the poor kitty feel sad. I know it isn't impossible, but it felt that way at times given how twitchy everything felt. It made me feel quite helpless. <br/> <br/>But the art style and the music combined were just cute beyond all reason. If you were to clean up the jumping a bit and rethink the level design it would be solid gold. |
| Jan 9 20:48:00 | 27h 47m | Busy King | This is a delightful concept! I do wish you'd succeeded in getting sound put together for this entry, but even without sound it is really nice! I did see some bugs here and there, mostly relating to the subjects mysteriously teleporting around, but I also found on in which the wizard decided to move from his room to the left. forever. He passed through walls on his way out of the world. |
| Jan 9 21:00:00 | 12m 00s | Lonely Robot's Kitten Quest | I think it would be better if the audio listener were attached to something other than the robot, and that is always oriented in the same direction such that if the cat is to the "right" of the player's position the meow always hits your right ear and if the cat is the the "left" of the player's posiiton the meow always hits your left ear. As it stands the meows are projected to the right and left ear based on the rotation of the robot which is incredibly disorienting. <br/> <br/>Also, a cast shadow would go a long way to helping people know where they are when they're jumping. <br/> <br/>Is it a known bug that the cat will refuse to follow you? I'm sitting here trying to make the cat follow me but nothing happens. |
| Jan 10 04:41:00 | 7h 41m | There Can Only Be Static | I wish I'd found this while ratings were still ongoing. I'd have happily rated this highly! |