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Feedback comments for LD24
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| Timestamp | Since previous | Game | Mclogenog's comment |
|---|---|---|---|
| Aug 27 02:54:00 | Grow | Pretty neat, especially the visual style. For some reason the audio cuts out after playing again, and that takes a lot from the experience. Some additional (easier) enemy types or obstacles would go a long way. | |
| Aug 27 03:22:00 | 28m 00s | Advancer | I really like this idea of the world gradually becoming more difficult and complex. I also like the world design, backtracking through re-skinned areas and sometimes able to explore them more fully. I wish the changes had been more gradual though. <br/> <br/>The most frustrating part was the collision. The player was easily hit by enemies, but the range of the attack was so small that attacking without being hit was rare for me. This was especially frustrating in the castle where some platforms were so small the enemies were unavoidable. <br/> <br/>Altogether, I had fun and felt challenged. |
| Aug 27 03:53:00 | 31m 00s | Badass | Kind of like a mix between McPixel and Brodyquest. (Not a bad thing!) I wish mashing X wasn't such an effective strategy, though. |
| Aug 27 04:49:00 | 56m 00s | Flitter-Flatter | I like the idea, and the execution was mostly good. After about ten minutes, however, the grinding repetition it took to see that final area was annoying. The final area was good, but it was hard to equal the expectations built during the grind before it. Just a little more variety or some stronger pacing and this would be really cool. |
| Aug 27 04:59:00 | 10m 00s | Terra Tam: The World Warrior | Terra Tam made me smile several times. I'm not sure how much variety there is, or how much my input mattered in the outcome, but I still enjoyed it. The artwork also feels great, especially its texture. |
| Aug 27 18:22:00 | 13h 23m | OF SPECIES | Fantastic graphics and mood. The little worms seemed a little arbitrary and unavoidable, since I ended up clicking everything I could find, but that almost makes them worse for the anticipation. This spooky point and click format could work really well for a longer experience. |
| Aug 27 19:18:00 | 56m 00s | Uberlution | Great art and smooth controls. It took me a while to find the first edible character, and played like a stealth game while I was looking, which I liked. I also enjoyed that there were always bigger enemies to avoid, speaking to the condition of these little creatures but also to the condition of human society. I might be reading too much into it, considering how silly that ending is, but it's a neat game all the same. |
| Aug 27 19:53:00 | 35m 00s | Unstable Planet | I played through three worlds and really enjoyed it! The controls feel great, and the procedural design was pretty good about giving me challenging wall jumps. I wish it was more difficult though. There weren't a lot of guards even late in a level, and I never died. I also wish it would've been a little closer to the theme, but I still had a lot of fun with it. |
| Aug 27 20:35:00 | 42m 00s | Outside of the Test Tube | Took me a few tries to beat it. My winning strategy wasn't very interesting and only required canons, but I suspect that's mainly my fault for being unfamiliar with this type of game. That said, it's some really impressive work. If you keep developing it, and make it distinct from plants vs. zombies, this could be really neat! |
| Aug 28 01:18:00 | 4h 43m | Religion Evolutionary Simulator | I like the idea of evolution simulation games, and I get a kick out of stuff like Conway's Game of Life. The ideas here are neat, but it's a little difficult to read the results of the different stats. For example, I don't know if the hypothetical religion starts at a single nation and then spreads (and if so, which does it start at?), or starts at all nations. The percentage breakdown helps, but is still a little confusing. Being able to define multiple religions, or nation-wide philosophies, and see how they compete would be really neat. It would also be interesting to modify more properties of religion e.g. consequences for apostasy, effects on class structure, severity of internal rules, extent of role in government, etc. All of that's outside the scope of 48 hours though. <br/> <br/>I guess what I'm saying is that this is cool and has a lot of potential if you mean to keep working on it! Also, your game reminds me of a Richard Dawkins essay "Viruses of the Mind," worth checking out. |
| Aug 28 05:59:00 | 4h 41m | Curse of Hardai | Great art style and design idea. It took me a while to get used to the controls, since I was expecting some momentum in the air. I kept trying to correct my jumps and instead fell short, but that's my failing more than the game's. The procedural design is strong early on, but toward three generations it starts placing obstacles in inconsistently unforgiving ways. A little fine tuning (and some way of letting players know how far they've gone) and this could be really neat! |
| Aug 28 06:21:00 | 22m 00s | Evolution | The game looks great, and plays nicely too. I wish there was a little acceleration and momentum or a floaty feel to the player, though. It would do a lot to the sense of being under water. Slightly bigger collision on the pickups would have been nice too; I found the required precision a little frustrating with the current movement. The inability to shake off the squids was also a little frustrating. As a whole though (and in 48 hours) this is great work! |
| Aug 28 16:29:00 | 10h 08m | FLOWERBOT | Great atmosphere and art! At times (such as the large fans) I confused background and foreground elements and couldn't figure out why I kept dying. That might be mostly me, but I think more to distinguish the layers would help. I didn't have any issues with collecting the upgrades in the wrong order, but I see how that could have happened. In future versions, the level design could be a little more gradual and consistent. (e.g. introducing players to a pit of death, and then expecting them to jump down a bottomless pit seems like weak level design.) Also, for some reason the game slowed down to half speed after I'd used the blaster for a bit. Still, it's a neat art style with some solid mechanics, and you'd do well to keep working on it. Great work for the available time! |
| Aug 28 18:58:00 | 2h 29m | Schrodinger's Kittens | A fun little game! The control of multiple characters reminds me of passagebalt, but more forgiving. There might be something to explore in the way a sine wave forms from offset jumping groups. And it wouldn't be too difficult to throw in slightly random variation to speed and jump height and select mutations in favor of longer survival rates; then it'd be evolution-y. Some cat-relevant artwork (rooftops and fences?) and hoards of meow sounds, and this would be amazing. |
| Aug 28 20:00:00 | 1h 02m | Time to Grow up! | Impressive amount of asset work for 48 hours! I wish there was more gameplay or interactivity to it though. Even some really simple implied narrative could do it. I also don't see the connection to the evolution theme, but it seems like a good foundation for building something. |
| Aug 28 20:28:00 | 28m 00s | Bakeneko | I'm not sure how well I understood the game.(There was a lot of text for what seemed to be essentially auto-aimed tower defense. I wound up strumming the 1-4 keys without much thought while clicking between worlds based on what was approaching, and this worked really well (too well?). The cube aesthetic is great, especially when the world is assembling, but it's a little low contrast and dark. For future versions I hope the explanations will be more transparent and the mechanics would provide more complexity. |
| Aug 28 21:02:00 | 34m 00s | Diverge | Fun! It took me a while to figure out what was going on, and I lost a few lives to get there, but I enjoyed it once I knew what to do. I also really enjoyed the simple art style; the background color changes helped a lot for the sense of direction. For future versions, I wish I wasn't required to die to pick up new traits, swapping from existing traits would have been better. As is, I was required to backtrack a lot of simple obstacles to reach the required final states. Anyway, great job! |