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Feedback comments for LD23
FireSlash's games and stats for all events →
| Timestamp | Since previous | Game | FireSlash's comment |
|---|---|---|---|
| Apr 24 01:29:00 | Particle Drop | The lightning is a nice touch | |
| Apr 24 01:51:00 | 22m 00s | Full Circuit | Echoing the above difficulty concerns. Game feels very polished otherwise. If I was more patient and deliberative about puzzles I'd play this for hours. |
| Apr 24 01:57:00 | 6m 00s | Most of us live in a tiny world | This seems to convey the opposite of the theme (Implying the world is a massive uncaring beast). |
| Apr 24 02:02:00 | 5m 00s | UpVote | The game rules are a bit unclear. I ended up figuring it out (I think) but they could be explained better. <br/> <br/>Also I couldn't get the game to actually close, had to murder it in task manager. |
| Apr 24 02:07:00 | 5m 00s | BioBattle | This could use some balanace tweaks, as it appears the best advice is to just attack every turn. My AI opponent used defense almost every turn but I was still hitting for a ton of damage with. <br/> <br/>Love the customization. Would have liked to see (hear) some audio. |
| Apr 24 02:10:00 | 3m 00s | Stade 2 (Mr.Oizo) | Words cannot express how much I love the styling of this game. |
| Apr 24 02:22:00 | 12m 00s | Sword of Altaria | I found the controls a bit frustrating. If you're holding right and want to nose down a bit, you get that, but when you release down he doesn't resume going right. The sword collision detection is also pretty vague. I found I can kill an enemy above and below me by slashing to the right, which makes little sense. |
| Apr 24 02:29:00 | 7m 00s | TinyBot | There are a few places in the level design where I feel like something was placed purely with the intent of being frustrating. However I love seeing massive people walking around in the background. Also more games need destructible things. |
| Apr 24 02:37:00 | 8m 00s | Pocket Strife | Took me a while to figure it out. Interesting design. Controls could use some love as well, but I found it entertaining. |
| Apr 24 02:43:00 | 6m 00s | Estrape | The controls are a bit frustrating. I'm also not sure what I'm supposed to do to get people from the planets to my ship. the ropes seem to get some at random. It might be helpful if you explain the mechanics a bit better. |
| Apr 24 02:52:00 | 9m 00s | The Lost Isles | Note; Chrome will whine about this file, comes back clean from VirusTotal. <br/> <br/>Levels require forward thinking, some switches make the level unbeatable if you press them, which is kind of annoying but once you get into that mind set it's not that bad. <br/> <br/>Didn't even notice the music at first, its really quiet! |
| Apr 24 02:56:00 | 4m 00s | 9Lives | Love the style, but I agree the art is really small. Needs to be scaled 2x or more; as it stands I have no idea whats happening. It took me almost a full minute of flailing to figure out what to do on the first screen. |
| Apr 24 03:04:00 | 8m 00s | Untitled, So Far | Am I the only one getting a weird flickering when running this? Makes it incredibly hard to play. |
| Apr 24 03:09:00 | 5m 00s | Panopticon | Nice atmosphere. Controls got annoying when I found out I cant move diagonally. |
| Apr 24 03:16:00 | 7m 00s | Trucking the Universe | Had a blast playing this. I was going to mention buggy collision until I noticed the planets themselves are moving too! |
| Apr 24 03:21:00 | 5m 00s | Tinyville Confidential | This game gives me bad flashbacks from high school <br/> <br/>Interesting little game. Wonderful visuals. Would love to see it finished. |
| Apr 24 03:26:00 | 5m 00s | Stellar Nurse | I spent more time playing this than I should have. |
| Apr 24 03:30:00 | 4m 00s | Super Tiny Adventure | Tiny to the point of my eyes kind of hurt now. |
| Apr 24 07:31:00 | 4h 01m | Magma Defense | I noticed that if you take a hit on the side of a magma wall it does almost no damage, so you can clear a wave with a massive planet by just chipping away at a sheer magma wall the entire time. <br/> <br/>Neat idea though! Would love to see it expanded upon. Maybe randomize missile launch points and intervals for more fun :) |
| Apr 26 06:22:00 | 46h 51m | Ant Command | Echoing the above: Awesome graphics, gameplay needs some work. This would be an awesome candidate for some post-compo love! |
| Apr 26 06:26:00 | 4m 00s | Tiny Religion | You don't need to package installers with XNA apps. I actually suggest you don't for LD, since it's a pain to have XNA games cluttering up your install list. I usually list the XNA and .NET4 installer links on my page for those who don't already have them. |
| Apr 26 06:34:00 | 8m 00s | Oomple | Pages don't seem to vanish when you press the button. There's also probably a better way to indicate the pickup area than a red rectangle. <br/> <br/>Keep working at it :) |
| Apr 26 06:36:00 | 2m 00s | boing SMASH | I laughed for a good minute when I heard the sfx. "Boing smash? thats a weird na-OHHHH." <br/> <br/>My only complaint is that it's somewhat hard to tell exactly where the ball is going to hit. <br/> <br/>also +cool points for the amiga ball. |
| Apr 26 06:39:00 | 3m 00s | Wulcan | I love shmups, but I'm bloody terrible at all of them it seems. |
| May 13 19:05:00 | 420h 26m | Inlander | Neat little game. The fun of games like this is continually adding features and bits to them, so by all means work on that post-compo version and see what comes of it. :) |
| May 13 19:09:00 | 4m 00s | Stuck In the DOM world | This calls for a post-compo version! :) |
| May 13 19:20:00 | 11m 00s | Nano Commander | The pathing is infuriating and requires lots of micromanagement to keep them from just forming long lines or other bad constructs. However as someone who's implemented pathfinding before, I can forgive this on a 48 hour deadline. (Death to A*) <br/> <br/>Nice to see an RTS in here! A highly under-loved genre in LD |
| May 13 19:22:00 | 2m 00s | Tiny Ferrets | Post-compo time! |
| May 13 21:29:00 | 2h 07m | Science 101 - The Sewer Chronicles | it's an interesting idea, but I found the constant growing a bit frustrating at times. Cleaning up the collision might solve this. In games like this it's usually best to undersize your collision rects and be a bit forgiving where possible. Obviously that can cause other problems with pushes and the like so sometimes it's good to have multiple collision shapes depending on what you're colliding against. <br/> <br/>I've got a quick post on using Reach in XNA here: http://www.ludumdare.com/compo/2011/08/19/xna-users-increase-compatibility-with-reach/ <br/> <br/>As others have mentioned, you should always build XNA games with the Reach profile where possible. |
| May 13 21:32:00 | 3m 00s | BatterSwat | I suspect a bit of tweaking would do this game a lot of good. In future attempts i suggest you spend a bit more time play testing (It often helps to throw test builds out into the LD IRC channel for others to play around with and get feedback on) <br/> <br/>Bonus points for itty bitty bears. |
| May 13 21:36:00 | 4m 00s | The Tiny World of Pixels | I loved the animations and the concept. I think you got a bit ambitious and the gameplay suffered as a result, but this is another fantastic case of a game that would be a fantastic candidate for some post-compo love. |