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Feedback comments for LD23
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| Timestamp | Since previous | Game | mcc's comment |
|---|---|---|---|
| Apr 24 04:59:00 | Fracuum | :O :O This is *awesome*. I just died at the end of my first playthrough attempt... I'm amused that when I was in the early going, I went, wow, this game is not very challenging at all and shots don't hurt you much, and so I foolishly wasn't trying to conserve my health... then when I hit the difficult part I was like nooo what have I done. Will probably post some thoughts once I've beaten it... | |
| May 14 01:01:00 | 476h 02m | Ra Ra | This is really cool, there's a lot of depth to it and I feel like I could spend a lot of time playing it just since I've never seen anything quite like it gameplay-wise-- I mean, it feels like something I want to spend a lot of time with to work out all the unique subtleties to the gameplay. <br/> <br/>This had kind of bad performance problems on my computer, which is probably the worst macbook ever made. |
| May 14 01:06:00 | 5m 00s | Dr. Biology's Educational Game | Original and interesting puzzle concept here. This game made me think of Q Billion. <br/> <br/>This game seems "small" and that's probably a good thing, I liked the efficiently minimalist graphics. I feel like I could play this for a long time when I have more time to devote to it. |
| May 14 01:21:00 | 15m 00s | A Super Mario Summary | Hm, I made a comment and then it didn't appear when I reloaded. Odd, will try again: <br/> <br/>This was just a really amazing game, I think this and Fracuum were my favorites of the compo. This just works at so many levels, I love how there were effectively a lot of different layers to the levels because of all the optional challenges. <br/> <br/>The Mario-but-not-Mario graphics were great, they reminded me of Mario Teaches Typing in a good way. I liked Bowser's mullet. <br/> <br/>I did get some mechanics glitches (I played the 48 hour version), for example I had troubles where I would hit the sides of paratroopers while trying to jump on top of them. <br/> <br/>What's particularly amazing to me is that such a "large", depth-filled game was made in an LD timeframe. Despite the 48 hour scope I enjoyed this more and got more out of it than some of the stuff I've paid money to the actual Nintendo for in the actual Mario Bros line lately :D |
| May 14 01:29:00 | 8m 00s | Tinyverse | This was a neat little game, I had some trouble actually playing it though. The big problem was that right-click-drag is an almost impossible operation on a mac trackpad. I wondered overall if this might have been a more workable game with some alternate ways of doing "interface" (camera, move planet, move people). For example, why do you need to drag the people when moving them? Might a single click suffice and then they go along the one active line? Some of the writing also seemed a little awkward, also. <br/> <br/>I really really liked the style though, the thing with diagrams and text naturally overlaid on the game world gave the whole thing a great space-age feel and just the act of rearranging the little universes felt really cool. |
| May 14 01:32:00 | 3m 00s | Run, Unicorn, Run! | Oh, this is neat. This took awhile to get going, which almost made me give up on it, but once it speeds up this actually is a really fun and fairly innovative take on the canabalt genre. Maybe clean this up for a post-compo version and give it some music? <br/> <br/>I just want to note that this game and my game ("Breathe") are the only games in this LD48 I'm aware of to incorporate MLP-themed art :) |
| May 14 01:41:00 | 9m 00s | Unforbidden Planetoid | Played this awhile back so this is from notes: <br/> <br/>For starters, this is absolutely gorgeous. The graphics and sound were stellar. <br/> <br/>I had problems getting this game to run. It takes me a couple tries to actually get into this game on my Mac (running Snow Leopard), when I try to open it it usually hangs for a long time at the title screen. Sometimes it starts playing music on top of the title screen after this, but doesn't let me progress; if it freezes in this way, when I quit, I get a brief glimpse of the game before the window disappears. Once I ran, I had problems with framerate and sound stutter. <br/> <br/>Once I got into this, I was impressed with the promise of the engine. Moving around the planetoid was really cool, it looked good, it felt good. The one mechanics issue I remember is, the double jump felt extraneous. There rarely seemed to be times you needed to use it and it felt awkward to use. <br/> <br/>It was really cool to get down to the "heart", fire bullets, and try to outrun your own bullets. <br/> <br/>In my notes I wrote "head through one jump". I think this means I managed to get my head partially embedded in the ceiling one time? Your guess is as good as mine. <br/> <br/>Of course I kinda wished there was more happening-- more events and objects to serve as landmarks and help me know where I am, more of a "game" there. I eventually made it down to the center out of curiosity but there's of course not much incentive to play on with this just sort of an engine demo as it is. However it's a *really good* engine demo. I can imagine all sorts of great stuff you could lay onto this template or great situations if there had been enemies, doors, challenges etc on top of this same map. I would really love to play a "final" version of this if you come back to it. |
| May 14 02:03:00 | 22m 00s | Craemle Zone | This was... hah, wow, this was something different. <br/> <br/>The music was neat and creative, and the writing/voiceovers made me literally laugh out loud (not LOL, I actually laughed) multiple times. The voice acting was, I think, the best I've ever encountered in an indie game, and I guess I can only say that because so few indie games attempt voice acting, but it actually was quite good. I spent the next week walking around going "the arrk of outerr spaaace.." under my breath. I wasn't sure if the introduction and end were meant to be taken as parody or not. <br/> <br/>The object-gathering thing was a decently neat mechanic and helped the loopy feel, though I had trouble telling what some of the objects even were. The voiceovers seemed to be misleading me sometimes about whether or not I'd satisfied conditions or if there were more conditions to be done. I'm still not really sure what the rule was for the third object, or if it even mattered what the third object was, I somehow got the game to accept what I did but I'm not sure how. I did like the fact the game never *explicitly* told me what the heck I was supposed to be doing. <br/> <br/>My one complaint about the game was that the actual process of moving the spaceship around was not very fun, it was hard to control and felt like work. This is problematic because the later parts of the game involved a lot of trekking back and forth. That's of course the kind of thing that's hard to get right in an LD timeframe and it didn't stop me from considering this a great LD game. But if you choose to do a post-compo version I think it would elevate this game if the play control were a bit tightened up. |
| May 14 02:06:00 | 3m 00s | Pretentious Game | This was pretty neat but it is um sort of pretentious |
| May 14 02:09:00 | 3m 00s | Tiny Quest | I liked this a lot! The look and feel were great. <br/> <br/>I felt like the worms were unsatisfying as enemies. The little dinosaur dudes were very satisfying as enemies. <br/> <br/>The only problem I had with the game was the jump "feel", it didn't feel quite natural somehow. The double jump *was* a bit glitchy but that didn't really seem like a problem, that was just a timing issue. <br/> <br/>I think this is the only LD game I've ever seen with a boss fight, so good job on that. |
| May 14 02:14:00 | 5m 00s | Cows and Stuff | I liked what a large scope this game had and how much structure and design the game world seemed to have. The sort of Legend of Zelda exploration genre is one of my favorites and this was a really respectable entry toward that genre, esp. for a 48 hour game. The one problem I had was the difficulty. The game went from way, way too easy to way, way too hard, there seemed to be no way to deal with the ghosts as far as I could tell. |