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Feedback comments for LD25
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| Timestamp | Since previous | Game | Jwatt's comment |
|---|---|---|---|
| Dec 17 04:39:00 | Happy Little Murder Friends | Whoa. This has plenty of content for a compo entry. And it wasn't for nothing, this is great fun to play. | |
| Dec 17 04:47:00 | 8m 00s | Earth Destroyer | It would have more longevity if the destruction wasn't so obviously constrained to a grid. I'd love to destroy the houses with some kind of beam that carves out pixels. <br/> <br/>Oh, and the music fits this perfectly. |
| Dec 17 04:52:00 | 5m 00s | A Game in Which You Attempt to Squeeze as Much Oil as You Can Out of a Poor Island Nation. | I like management games, and this is reasonably functional for an LD game. You could use a graphics artist, though. |
| Dec 17 04:58:00 | 6m 00s | Unsave the Princess | Oh you clever you. |
| Dec 17 05:12:00 | 14m 00s | Soulless Robot Rampage | Upgrades are always neat, it's just that they seem to determine everything in this game. The player's role is to passively sit and listen to the cool music. The comments were what kept me going until I maxed out. |
| Dec 17 05:30:00 | 18m 00s | The White Rabbit | I'm a sucker for these "art games". I'd love to learn Unity and make one of my own in a game jam some day. Everything in the presentation contributes to the narrative, and its open-endedness is intriguing. <br/> <br/>I felt like I was being talked down after having done something wrong. A bit alienating, a bit victimizing. It's a different, abstract take on the theme for sure. |
| Dec 17 05:36:00 | 6m 00s | NONEX | Abstract, subtle. It shows promise, but plays awkwardly as it is. |
| Dec 17 14:43:00 | 9h 07m | Blight on Happy Land | Noooo! You monster! You used the control scheme where "up" is top left rather than top right! |
| Dec 17 15:01:00 | 18m 00s | Kong Fu Bike | There's something inherently funny about the physics and the low production values. <br/> <br/>Many Ludum Dare games try too hard to be lolsorandom using text. Sometimes no words are needed. |
| Dec 17 15:22:00 | 21m 00s | Event Horizon | I do like the concept, but I only see asteroids like once every dozen ships, so I can't get much out of the traction mechanic. |
| Dec 17 15:52:00 | 30m 00s | Minion's Defense | Honestly, I'm trying my best to find something good about this. The gameplay consists only of tapping a button, hacking and slashing at an enemy that could as well be invincible. There seems to be no action, no strategy, nothing to keep you going. There's seeds of AI and tower defense mechanics, but they haven't been developed far enough to be useful. <br/> <br/>And what particularly strikes me as lazy is the game's complete disconnection from the theme. It doesn't help the impression that the author didn't give a damn. |
| Dec 17 16:47:00 | 55m 00s | Greed | Well, this is a fresh take on the theme. |
| Dec 18 08:33:00 | 15h 46m | Burglary | Great, great gameplay. My favorite part about this is how the lockpicking and lighting mechanics are connected. Both are fun as isolated cases, but you've also implemented the It's essentially a balance between more risk to get caught and easier lockpicking. This is something other game designers could and should learn from. <br/> <br/>Also, too often in indie stealth games you're caught the moment a guard sees you, without giving you a chase scene. Chases are a blast! <br/> <br/>Definitely could profit from better presentation, but I'm glad you prioritized your entry for gameplay instead. It's a fun and complete game as it is, so a post-compo version with less programmer art, more suspenseful audio, and possibly more things to watch out for could only be a success. |
| Dec 18 09:07:00 | 34m 00s | Rogue Thief Stealer Person | Neat 3D, not much in terms of gameplay. |
| Dec 18 09:20:00 | 13m 00s | Bad Business Croc, Nobody Likes You | This shows how even a simple game can be memorable with tons of polish. <br/> <br/>Glad to see you did a post-compo version, the option to buy itens makes the game strangely more addictive. |
| Dec 18 09:43:00 | 23m 00s | Rex (Applet) | Pretty tongue-in-cheek. I like the gimmick of using objects as shields before eating/throwing them, that's something you could've explored more. I felt like you should add more pressure to take this game to its full potential, since dodging projectiles is a pretty shallow way of interaction. <br/> <br/>Oh, and it's weird how the people stay alive and blinking for a while after they're dead. |
| Dec 18 09:51:00 | 8m 00s | Dracula Super Goat Hunter | A solid entry. There's some cool ideas, like how collecting takes scaring first, and the incorporation of screen wrapping in your level design. The music is tasteful, but the sound effects are a bit jarring. |
| Dec 18 09:55:00 | 4m 00s | Another Day at Villain Inc. | Could use some indication of health. |
| Dec 18 10:17:00 | 22m 00s | A small village | The prompt to "find the gatekeeper" at the start is misleading if you have to kill everyone. <br/> <br/>I wasn't very impressed by the rest either. There's not much interaction beyond throwing blocks, and even that is clumsy. |
| Dec 18 10:29:00 | 12m 00s | Aximilator | I can't believe I actually had to install a game in 2012. <br/> <br/>And it didn't even work. The cursor just blinks at the main menu and none of the options respond. |
| Dec 18 14:14:00 | 3h 45m | Executioner's Calling | That resolution is poison for laptop users, I can barely fit all the important information on the screen. <br/> <br/>Anyway, the gameplay itself has the fundamental problem that the prisoners approach junctions simultaneously, and all junctions also switch simultanelously. You wouldn't have to design the order as carefully if the player could toggle junctions individually. This'd also add more micromanagement, which is what the game is all about. <br/> <br/>3 stars overall, leaning towards 4. Being a jam game, I'd expect more content. |
| Dec 18 14:26:00 | 12m 00s | SpaceGreed | Competitive level design, what a great concept. Multiplayer is ambitious for Ludum Dare, and you approached it well. <br/> <br/>The main flaw here is the interface. Going back and forth across screens isn't very intuitive - I only figured the nature of this game with some experimenting. And the editor is simple enough to not have to rely so much on menus. <br/> <br/>I'd be thrilled to see a post-jam version. It has so much potential. |
| Dec 18 14:53:00 | 27m 00s | Shorty & The Big Deal 2600 | I love the trading system, hunting for efficient deals is what sets this game apart in terms of innovation. The Atari-themed presentation is heartwarming. <br/> <br/>All the pieces of a good game are there, now you just need more content like you said. |
| Dec 18 15:21:00 | 28m 00s | DR. MADDOC Takes Over The World and Kills 3D Forever | Plenty of mood here. It's more like a short story than a game. That's both a strength and a weakness. |
| Dec 18 21:15:00 | 5h 54m | It Should be a Crime! | Weird game. I see what you're trying to do, but it doesn't feel challenging or rhythmic enough. You can kind of dash to the end, the queue mechanic is only superficially explored. These kinds of games need strict limitations to feel right. |
| Dec 18 21:31:00 | 16m 00s | I Wana Be The Villain | A direct approach for this theme. Who doesn't want to be an evil tyrant ruling the land? But I felt it lacks two things: pressure and control. Too much of the game consists of waiting around, and too many of the game's functions are invisible or abstracted away. |
| Dec 18 21:44:00 | 13m 00s | Otaku Night Out | The game froze when I killed the thugs. On the far right end of the imaginary gameplay-art slider, not really relevant to the theme either. <br/> <br/>Also, there is a streetlight in my room, and its reasons for being there are likely to eat my sleep for the following days. <br/> <br/>Also, NIPPONRAMEN |
| Dec 18 22:04:00 | 20m 00s | Dungeon Mastermind | Failed to load in Opera, but works in Firefox. <br/> <br/>Audiovisually, this is in the highest tier of entries. The gameplay is fairly unique and simplistic enough not to collapse under its own scope (like many management games in Ludum Dare). <br/> <br/>I feel like the interface is hiding something from me. There's not enough feedback on what I'm doing and whether I'm doing it right, so it's hard to learn. But I guess that's kind of the point in a game about deduction, so yeah. |
| Dec 18 22:15:00 | 11m 00s | Nibble | Holy wall of text, Batman. I know you tried to set the mood and all, but after a restart or two, the only mood is annoyance. There's also a bug with respawning not working occasionally, despite having lives left. |
| Dec 18 22:34:00 | 19m 00s | The deathray | It's like a pocket world, the base seems functional with all the gadgets and drones. It's immersive how you're managing it from the inside, not from an abstract strategy perspective. <br/> <br/>But the music... please make it stop! I can't take it anymore! |
| Dec 18 23:02:00 | 28m 00s | You Are The Virus | Could use some puzzle elements rather than being just a test of reflexes. Something like not being able to step on nodes already hacked (which would naturally require changes to the level design). |
| Dec 18 23:24:00 | 22m 00s | Bertie the Butcher | Simple as they may be, you got a lot out of the mechanics and strategies at hand. The clear level progression is pleasant and held my interest all the way to the end. |
| Dec 19 07:31:00 | 8h 07m | Abrupt Salvation | Oh my lord. Ahhahah. The dissonance of blowing screaming people up while a triumphant Sigur Rós song is playing is some of the best humor I've seen this LD. And blowing things up is, as we all know, amusing in itself. The low framerate on my puny laptop made some of the platforming parts more frustrating than they should be, even on low resolution and quality, but that's not the game's problem. <br/> <br/>Good game, good use of Unity, everyone gets a present. |
| Dec 19 07:36:00 | 5m 00s | Le Chasseur | There seems to be a graphical bug that prevents me from playing properly: http://i.imgur.com/pyKCy.png <br/> <br/>If you have a solution, let me know, I'll check back because it looks like worth playing. |
| Dec 19 08:05:00 | 29m 00s | BUTCHER | The audio adds a lot, quite unnerving. Controls are kind of sluggish, the victims seem to be casually walking even when a serial killer is chasing them. |
| Dec 19 08:11:00 | 6m 00s | Namcap: Reverse Pacman | Deconstructions are well in line with the theme. It's a bit difficult to effectively micromanage, particularly after Pacman's had a power-pill and you can't tell who is who. |
| Dec 19 12:24:00 | 4h 13m | Dr. Vile in The Greater Good | More than the sum of its parts. Some deaths feel kind of cheap because of unresponsive combat. Being chased by an angry mob is fun, but their pathfinding seems to lag the game considerably. <br/> <br/>This would be on a whole different level if the materials had some in-game benefits through a crafting system. |
| Dec 19 19:20:00 | 6h 56m | The Torture Chamber | I was promised a torture chamber and that's all I got. Fair enough. |
| Dec 19 19:32:00 | 12m 00s | Super Agent Run | Wall jumping? More like wall humping. |
| Dec 19 19:59:00 | 27m 00s | No rest for the wicked. | Delightfully surreal as your games always. It's like, yeah I get -how- this works, but I don't get the -why-. I guess it requires no further context or progression because the gameplay holds up alone. |
| Dec 20 09:08:00 | 13h 09m | ECHO CHAMBER | Abstract and different. It's strangely fun for a while even if it all comes down to frantic clicking, and seems to have no difficulty curve whatsoever. |
| Dec 20 09:35:00 | 27m 00s | Extinct : Humankind fade in the mist | Ooh, this is a fresh take on defense games. Loving the puzzle aspect of it which forces you to think like a programmer. The prehistoric motif is memorable and well presented. <br/> <br/>Great game, but not quite flawless. The difficulty curve could be more refined - it feels like the second level was easier than the first, for example. And the AI has obvious bugs, most clearly in level 3. Sometimes in crossroads, they manage to clear one path but then take the other one anyway. It seems their behaviour isn't perfectly predictable either (they do different decisions with the mammoth even in identical setups), and I'm not sure if that's a good thing considering the planning this game requires. <br/> <br/>I wrote a lot about the flaws, but that's just because I think this game has potential and I want to give you ideas for a post-compo version. Even now, it's a 4-star game that stands out from most other entries. |
| Dec 20 17:33:00 | 7h 58m | Villanus Haerfest | Yeah, it's pretty easy and basic. You should've at least done more with the gnome/goat mechanic, as once you've realized what they do, you have no incentive to talk to them again. |
| Dec 21 18:14:00 | 24h 41m | Double Tap | A pretty compelling "short story", high mood points. Yes, it only exists to deliver a message, and I prefer any possible social critique in games to be subtle, but I have to admit the delivery makes it a clever take on the theme. |
| Dec 21 18:32:00 | 18m 00s | Atomic Creep Spawner!! | The idea is fun and well executed, it stands out from the sea of entries. Hoping to see you take this even further with more content. <br/> <br/>The only flaw I found was that the game crashed after the first level on Opera. However, I tried again and didn't encounter that anymore. |
| Dec 21 19:05:00 | 33m 00s | Tale of Scale | Well, that was a mindfuck. I love how Ludum Dare encourages people to make innovative experiments like these. Definitely needs fleshing out, but this could be the egg from which the next Portal hatches. |
| Dec 21 19:13:00 | 8m 00s | Evil Robot of Doom Crushes Innocent Town due to Parliamentary Disagreement | The graphical style is interesting, but results in some awkward controls. |
| Dec 21 19:28:00 | 15m 00s | The Hill | Fancy, fancy. Another entry that's more like a short story than a game. Those are cool, but it really could've used more responsive gameplay. |
| Dec 21 19:38:00 | 10m 00s | Twisted Neighborhood | Good use of physics, but that's what made it resource-intensive. This game is great for giving you a feeling of power. |
| Dec 21 19:53:00 | 15m 00s | MEMEX | Real artsy, but you also managed to tie some gameplay into it, which has some gimmicks instead of being just a repackaged Sokoban. I love that the way you complete levels affects how you experience the story. |
| Jan 5 18:20:00 | 358h 27m | the BRINK | Seemed a bit glitchy and laggy. I like the presentation, the audio in particular feels like it really adds to the atmosphere, rather than being a "necessary evil". |