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Feedback comments for LD25
Rialgar's games and stats for all events →
| Timestamp | Since previous | Game | Rialgar's comment |
|---|---|---|---|
| Dec 17 14:51:00 | PedoSim | Darkest of humors, but funny nonetheless | |
| Dec 17 17:22:00 | 2h 31m | Victor Grozny | Great game, I personaly think the knob-controlls add to the atmosphere, allthough it seemed to me as if they only responded to up and down movement. <br/>Making the knobs stop at min/max value would have helped to recognize the end of the frequency/descrambler spectrum. |
| Dec 19 14:53:00 | 45h 31m | Evil Chopper | nice game, really enjoyed it <br/>just so you know: one time I lost level 3 and the player model was still there when I reached the same spot again |
| Dec 19 15:03:00 | 10m 00s | The Fall of the Shapes Father | once I found out keeping A pushed the whole time solves the "when to slash" problem, it kept me going to the end. The story was quite interesting, but then end was a bit anticlimating, I would have liked a boss fight there. |
| Dec 19 15:07:00 | 4m 00s | Elfie | very much enjeyed this little elf-slaughter :P <br/>A score counter would have been very nice |
| Dec 19 15:26:00 | 19m 00s | Feed the Towers | Nice concept, balancing is difficult. I have some ideas for improvements (not all are new): <br/>1.: make enemies towers get better with each kill, so spamming will only make them stronger and stronger. <br/>2.: make my creeps attack towers and let me get money for damaged / destroyed towers, so strong creeps can get me money in other ways then income <br/>3.: make towers become stronger with time / introduce a time limit, so just sitting around and aggregating money for a long time does not pay off <br/>4.: let me level up my creeps, so they get stronger/faster without becoming much more expensive, but let the ugrade itself be expensive. <br/>5.: limit the maximum amount of money one can has at a time (maybe make this upgradeable, too) |
| Dec 19 16:15:00 | 49m 00s | The Thief | Nice game, very entertaining, some recomendations: <br/>1. give the player some hint about how far away the car is, like a progress bar or just a percentage display <br/>2. use noise filtering when recording sounds near to your computer, the noise of your fan is a bit annoying (audacity can do this) |
| Dec 19 16:38:00 | 23m 00s | You Are The Ghost Beta | Nice concept, has potential to good fun. <br/>It get's quite annoying, when pacman just runs over a large pill over and over and stays in the "I'll eat you" mode for a long time. |
| Dec 19 16:49:00 | 11m 00s | A small village | Nice idea, I like how everyone has something to say. The game itself is very easy, as soon as you find out where to go. As was allready said: capturing the mouse, more story, more challenge would make it a great LD game. |
| Dec 19 17:00:00 | 11m 00s | Red Legion | Nice twist, really enjoyed this one. |
| Dec 19 17:21:00 | 21m 00s | Incredibly awesome bomb terror | not bad, allthough I almost got epilepsy. Some recomendations: <br/>1. the result of "look at room" could be present upon entering a new room, so I don't have to do this in each room <br/>2. the list of possible actions was nice, but should be present all the time <br/>3. make some actions (esp. "look at"), that do not help in the story, but are funny. "look at goat" has a lot of unused potential :P <br/>4. no PINK |
| Dec 19 17:31:00 | 10m 00s | Kill Kong | great entry, congratulations. Kong not turning around makes for a good "attack from behind" strategy, not sure if this is wanted:P |
| Dec 27 00:30:00 | 174h 59m | End Boss | Great Game, could not stop trying till I won. I especially like how you need to protect the inner parts of your ship, because loosing them means loosing everything attached to them, too. <br/>To my mind, the boss could use a little more color, though. |
| Dec 27 01:03:00 | 33m 00s | Die Block | Very nice concept, but lacks in the realization. <br/>1. does not work in FF for me, shift+click does nothing (used chrome instead) <br/>2. mouseup is sometimes not detected, which gets very annoying <br/>3. why the heck do I loose, if two moving blocks of different colors meet? <br/>4. at least tell the player the boxes represent opposing factions that are going to kill each other, imagination will do the rest <br/>5. show the player, how many blocks he has picked up (e.g a little number in corner) <br/>6. solve the case of placing a block, where a moving one is, currently it just hides the moving one, which can lead to exploits (wanted? - say so ingame) |
| Dec 27 01:18:00 | 15m 00s | Escape of the Blob Monster | ok, I get what you tried to achieve here and like the direction its going, what I would change though: <br/>1. Fix the getting stuck somewhere thing, it makes players quit. <br/>2. Give the player a sense of a target, e.g. showing the remaining number of fairies or how many there are in total <br/>3. more colors, add some fill, let boxes be paintend in front, so the blob vanishes when colliding <br/>4. I personaly do not like atonal music, but that's just me <br/>5. Gravity and movement speed should correlate somehow, so either increase gravity or decrease movement spead, or let the player see a reason for the difference (being in space, having glide-wings, something like that) |
| Dec 27 01:36:00 | 18m 00s | Mortal Fear | Great, I like this one very much, some little suggetions for further greatness: <br/> <br/>1. I could not really see the interface, because it left my screen when I scrolled. <br/>2. create a minimap with my vampires highlighted. <br/>3. more contrast, at least to the icons/badges. <br/>4. add a daytime display <br/>5. introduce some easy scrolling, like click+drag or moving the mouse to the edges of the screen <br/>6. Improve the AI, the other clans just got themselfes killed by the police <br/>7. introduce some micro-management assistance, like simple AI or group actions <br/>8. make it more clear what to do at day, I had a hard time figuring out those "save-tiles" thats just beacause its so great I cannot stop thinking about it XD <br/> <br/>Hm, quite a lot suggestions... but |
| Jan 2 12:58:00 | 155h 22m | White Wizard Tower For Sale | A lot has allready been said, just one additon from my side: <br/>a kind of skill tree would be nice, like starting with a simple left->mid fireball and making it more powerfull the more orbs of the figure I actually hit |
| Jan 2 13:48:00 | 50m 00s | LeVillian | Great one, some comments: <br/> <br/>I hate the unkillable hero, he is just annoying and I ended up making him stuck in pathfinding, maybe make him respawn at a certain location instead of beeing unkillable <br/> <br/>When I summoned units, old ones vanished, sometines the ones that where stationed to keep a village, that was very annoying, as I had to run back and recapture them <br/> <br/>When the hero (or anyone else) approached a captured village, my close combatants left it and fought, I would have liked at least one per village to stay there instead |
| Jan 2 13:59:00 | 11m 00s | Crobal and friends | ok, runs, I can walk around and stomp things down, which is great, but is there any target? |
| Jan 2 14:13:00 | 14m 00s | Interfection | great idea, but very difficult to play. <br/> <br/>the difference between people and beacons is very small, maybe make beacons circles, or a different color. <br/> <br/>I had no idea which range of mood is the "uncertain" one, so I could not aim for it well, maybe mark the optimum with a line in the graphic. <br/> <br/>Just a story idea: let the "evil beacons" be propaganda speakers - "make people follow your evil scheme but don't become to obvious" |