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Feedback comments for LD22
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| Timestamp | Since previous | Game | KevinZuhn's comment |
|---|---|---|---|
| Dec 27 02:23:00 | Jump Alone | I think the disappearing mechanic is neat(and using the bombs on unseen enemies was pretty cool). The art was nice and I liked the dynamic music! <br/>My problem isn't that the game is difficult, it's that it's unforgiving. With a mechanic that guarantees me a spiky death on most plays it's troublesome to start over from the beginning after every mistake. In most die-by-spikes games you have very fast and responsive movement, so you don't lose much time, but this game requires very slow and thoughtful movement since you spend half of it blind. It would be nice to have either a health bar or checkpoints to mitigate that. It's annoying that moving platforms never reset, so my only option is to die when I've botched one of those segments. <br/>Still, an interesting game, it'd be fun to see more of it. | |
| Dec 27 04:55:00 | 2h 32m | Lost in Space | I liked the pipes and the block pushing puzzles, did not enjoy ball tossing, or target clicking. I thought the java bit was fine since it was easy enough to Google search. <br/> <br/>In general, this game needs a lot more feedback for the player. For instance, something to indicate what parts of the ship are clickable and what minigames have already been played. Most minigames could use indication of when you've clicked on the right thing, and a help button for bringing up the goals and controls again. |
| Dec 27 05:15:00 | 20m 00s | Cave Runner | A lot of the levels are very similar (jump across platforms over a big pit of spikes). There were different challenges here and there (fall to a specific point, wedge into a gap, etc.) but then the rest of the level would be jumping across platforms over a spike pit. You could drop a lot of the levels and challenges that feel similar, and be left with a tighter, more varied game. <br/> <br/>I was also disappointed that the multi-character thing didn't go anywhere! |
| Dec 27 05:43:00 | 28m 00s | A World Alone | I liked the reveal from bedroom to planet, and the environment was nice. I thought the drone voices did lighten the mood, but I feel like that competed with the feeling of being alone. <br/> <br/>Three minutes is kind of a long wait for the beacon. When I did it straight away, it felt impossible to keep the drones away for so long. When I banged up the drones before hitting the button, it felt like I was just standing around the whole time. <br/> <br/>Either way, a cute game, and I liked it! |
| Dec 27 06:07:00 | 24m 00s | Populating_Racing | This game is fun and compelling. The unlocks, the ranks, and the constant need to beat my ghost kept me playing. Drifting is also wild fun! Nicely integrated with the theme, though I admit I had no idea what was happening when the car first started shooting out plants (I thought it was leaking). <br/> <br/>I also took a while to get started, since I didn't know what the accelerate key was. I only found the controls in the help menu later. It would be fine to put the controls right in the HUD, at least on the first level/first playthrough. |
| Dec 28 03:32:00 | 21h 25m | Snowfall | I got the main class error as well, so no playing for me... |
| Dec 28 04:01:00 | 29m 00s | Leave Me Alone | I had a good time playing this, and I thought the stream of huggers following your movements was cute and funny. It was probably too hard, at least starting off, but the difficulty made me keep playing. <br/> <br/>There were definitely collisions that caught me by surprise, since barely clipping an object caused me to enter a falling state and then slide until I hit a wall (which could sometimes be very far away). Some of the objects are too thin and/or blend in, and some platforms look low enough to run under, but require rolling. <br/> <br/>I wish there was a form of air control in this game, since a lot of the cheap deaths and frustration came from doing a big leap only to have some hazard enter the screen directly in the path of my jump. A stomp move, or a hastened fall would help greatly, since I'd have a chance to react to bad jumps and hazards and save myself! |
| Dec 28 04:26:00 | 25m 00s | Fernands War | This game is great! Granted, way hard and unforgiving (at least where saws are concerned) but regenerating health did a lot to help my patience and perseverance. <br/> <br/>I didn't see a strong relation with the theme until I tracked down more of the log files. I still haven't beaten the game, but I got far enough to understand what's happening. The logs really bring the game together! |
| Dec 28 04:57:00 | 31m 00s | Stinky Pete | I played with the improved controls. The movement does feel good, but I had a lot of trouble with collision (making it through small vertical gaps, and over corners mostly). <br/> <br/>The levels and challenges were well designed and interesting! I actually thought the theme was decently strong, since Pete couldn't get near anybody without almost killing them. I feel for the guy since he spends so much time saving people that dislike him. He's like a stinky Batman! <br/> <br/>I gave up on level seven or so, after finally getting through a gauntlet of tough puzzles only to fall in lava that was below the screen. |
| Dec 28 05:22:00 | 25m 00s | Outpost Alone | It's a shame you switched ideas so late, I would have liked to see this more fleshed out, with all of those cut features intact! |
| Dec 28 05:29:00 | 7m 00s | December is a Good Month for Dying | I was forced to try this alone. I'd like to get my friends together later to attempt a real multiplayer, though I suspect the game is best with strangers. <br/> <br/>I think the mood and theme are spectacular when you spend most of your time wandering alone hoping to see another person, only to open fire on them once you do. Doesn't make it very fun, though. |
| Jan 4 05:40:00 | 168h 11m | Alone in a cave | I've never seen a stealth game like this one! The puzzles and mechanics were neat, and the atmosphere was pleasantly dreary. <br/> <br/>In addition to the movement speed being faster, I wish there was an undo key. Not just for taking back foolish moves (thought that would be nice) but so that I could cancel out of using a particular item after clicking on it accidentally. Unless there was a way to do this already built in? <br/> <br/>Would be glad to see an improved version of this when it's done! |
| Jan 4 05:52:00 | 12m 00s | Waking Up | I guess he was sleepwalking while dreaming of being alone in prison. The loose brick is equivalent to the computer plug, and if you don't mess with it, the computer is plugged in when you wake up and you get a slightly different ending. |
| Jan 4 06:09:00 | 17m 00s | The Seventh Day | Had a lot of fun, the graphics and gameplay are so well done, and it's pretty addictive! <br/> <br/>The unlockable powers didn't strike me as very useful (though they were fun). The anvil was hard to aim and didn't do enough damage to 'big' people to make it worth the cost, and when I finally unlocked the hailstorm it didn't have much effect at all. Couldn't get to the final ability due to difficulty, but I'll try again later! |
| Jan 4 06:30:00 | 21m 00s | My.Masterpiece | I would have liked to see more enemies and more use of the paint blocks, but what's here is good. |
| Jan 4 06:52:00 | 22m 00s | Book Of Hyperion | I couldn't finish it due to a combination of bugs (inability to trigger switches, flying through walls) and getting mobbed to death. Still, what was there was impressive and ambitious, and I liked it! <br/> <br/>I thought the target-based fighting in the first version was really interesting and I'm a bit sad you removed it in the later version in favor of more traditional Zelda-style stabbing. I think the targeting could have worked if you didn't require a menu command for attacking (and if fireballs went towards the target as well). |
| Jan 5 04:37:00 | 21h 45m | Party Quest: Never Go It Alone | This is a funny take on the theme! I thought the character dialogs and the rock were great. I like how even the opening menu integrated the theme/joke! Gameplay was smooth and graphics were pleasant. Wish there was music in this one. <br/> <br/>I was a bit annoyed that I couldn't skip some of the earlier parts after dying. I tried to walk straight to the sewer entrance and gave a frustrated sigh when I realized that I had to run around town talking to everybody again. <br/> <br/>Anyway, great game! |
| Jan 5 04:51:00 | 14m 00s | Diamond Darkness | The color switching as it is detracts from the fun and the mood, since I'm mad at the controls moreso than mechanical difficulty. I wish you could either pick the colors by hitting the numbers keys, or that there were only two to three colors to choose from. It would still be difficult and interesting, but I could flip colors by gut reaction and enjoy surviving instead of constantly scrolling to the wrong color and dying. <br/> <br/>Lighting effects are great and really fit the mood. You could maybe do a radius of twilight, but if enemies moved more slowly, I don't think it would be necessary for players to see them coming. Fast moving and invisible makes for a frustrating combination. |
| Jan 5 05:12:00 | 21m 00s | Colorless Hope | I didn't realize the first playthrough that I could stomp enemies to death. It was a lot more fun and/or challenging when I was forced to contend with rockets in between sword swipes or gunshots! There were a lot of mechanics that would have been cool to see more of (flames, wooden smashable floors, lift fans, climbing wires). Still, it was fun, cute, and well-made! |
| Jan 5 06:05:00 | 53m 00s | Dig Dig Dig! | I liked it in general, but it felt kind of empty around the midgame. It would be nice to find something new now and again. It could help to keep the red and blue ores below a certain depth so it feels like a find when you run into them! I got very excited when I thought I found a strange object in the ground, only to find it was my mouse cursor. <br/> <br/>After a while, the drill noise got...boring (haha) |
| Jan 5 06:35:00 | 30m 00s | Last breath | This game has a lot of style! (Maybe a little too much, the game slowed down for me due to the many graphical effects) <br/> <br/>I feel like failing and starting again are just a part of this game, since it takes a few deaths to get a good look at the layout. It's not a very long game, so I could tolerate a loss or twelve. <br/> <br/>I would have liked the ramp in difficulty or rapid change in gameplay to have been smoother, and I think the dog sticks to walls too readily. I wound up grabbing a lot of corners I didn't mean to (granted, it usually helped me evade the shadow, but then I felt like it wasn't my win). <br/> <br/>But those are all piddly concerns for a really great game! |
| Jan 5 07:02:00 | 27m 00s | Final Trip Soccer | That false opening was beautifully done, I was definitely surprised when the game shifted gears and delighted when I found out I'd be power-kicking soccer balls through alien goop. <br/> <br/>The ball grab move could be more powerful, or at least indicate some kind of radius so that I know when I'm in the right position. I'd usually stop running and hit space only to have the ball roll too far away. <br/> <br/>This is some innovative, wonderful stuff, I hope it grows into something larger! |
| Jan 5 07:57:00 | 55m 00s | The Last Geek | This definitely feels like a complete game. I thought the body parts thing was very motivating in getting me to finish all of the levels, though I was disappointed that each room wasn't themed or shaped like its relative part. Many of the rooms kind of blended together as I played. They could have been more distinct by focusing on specific obstacles (a room of nothing but lasers, a room of only spinning blades, etc.) Those rooms that were distinct, such as the room of spikes where you have to use seeds to collect more seeds, were the most memorable! <br/> <br/>This game is a lot of fun and it's very satisfying to work through! |