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Feedback comments for LD26
CosmicAdventureSquad's games and stats for all events →
| Timestamp | Since previous | Game | CosmicAdventureSquad's comment |
|---|---|---|---|
| Apr 30 03:20:00 | Rude Bear Rising | Strega: <br/>Interesting game. I was pretty mesmerized by the graphics and presentation. Definitely a weird experience. I had a lot of difficulty attacking enemies and telling if I was actually damaging them. <br/> <br/>(this is a team account) | |
| Apr 30 03:28:00 | 8m 00s | This is not a minimalist game | Strega: Neat concept. I liked the feedback when you jumped on objects to destroy them and change the world. It took a bit of trial and error to complete, but I managed to beat it without using the walkthrough. <br/> <br/>(this is a team account) |
| Apr 30 04:22:00 | 54m 00s | Onion Harvester | Strega: <br/>Cool game. I loved the effect you have for when the player revives. <br/> <br/>(this is a team account) |
| Apr 30 19:31:00 | 15h 09m | Potato Dungeon | Strega: Awesome game. Really nice graphics and great simple combat. I feel like the some of the enemies have too much health though, at times I would just sit there and wait for them to kill themselves. Maybe you could have the player velocity correspond with how much damage you deal. <br/> <br/>(this is a team account) |
| May 1 03:18:00 | 7h 47m | Small Tale | Rosypenguin: Interesting how your choices affect your battle with the dragon; gives a high replayability value since I want to try to find different outcomes. The controls are unintuitive though, I can't get used to pressing S to jump when many other 2D platformers use the up arrow or W. Otherwise, interesting gameplay and solid pixel art work! <br/> <br/>(this is a team account) |
| May 1 03:33:00 | 15m 00s | The Minimalizer | I have the same problem where the game is running crazy fast and really difficult. Platforming is twitchy and turrets are shooting a solid wall of bullets that follow me! D: It sounds like you addressed the speed problem so maybe it's just the browser I'm using? :S <br/> <br/>Other than that, the music is fun and dialogue is hilarious. I allo like how there is a respawn point at each new screen. Great job for a compo entry. <br/> <br/>-Rosypenguin <br/>(this is a team account) |
| May 1 04:11:00 | 38m 00s | Alien Raid | This game is really fun! <br/> <br/>Some nitpicky things: Camera controls would come in handy; I can move the camera from my base to the attacking aliens but I'd have to right-click every few buildings along the way to pull the camera over. Or if I am flying my rocket far to the right and want to build a new one, I'd be forced to physically fly my rocket until the factory is within view. Oh, and in the rocket's description, it says "right mouse button to fire" when it should be left click. <br/> <br/>Overall, gameplay is compelling and sound design is great (I have to say, destroying an alien and hearing it squeak is pretty satisfying). The game does get pretty easy once you can build a couple rockets in between waves, but it's still really fun and I could keep on playing. Good job! <br/> <br/>-Rosypenguin <br/>(this is a team account) |
| May 1 04:27:00 | 16m 00s | Steve Can't Zen | I laughed out loud in sheer WTF-ness throughout this game. So bizarre. Great game, so glad I played it all the way through. <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 1 04:51:00 | 24m 00s | Match teh Octagonz | I agree with the others on difficulty to distinguish color choices, and would like to add that perhaps if the bars were thicker (or even completely filled in the hexagons with color) they would be easier to tell apart. I do love puzzle games, and I think if you made specific levels in increasing difficulty rather than procedurally generated levels it could be really fun! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 1 05:02:00 | 11m 00s | core9000 | Very polished game with a great minimal visual style. I especially like the effect when a player is hit. It was interesting reading through your brainstorming notes as well and seeing your thought process for this game. Nice job! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 1 05:13:00 | 11m 00s | 3: Who needs 297 anyway? | Nice fast-paced reflex game. The game was quite big on my laptop screen however, and pressing up/down would shift the entire browser window along with it. I found that rapidly pressing W and S in quick succession can let my guys survive for quite some time :P Maybe like madlee said, an incentive to move around can add another level of interesting gameplay without really getting rid of the minimalism. <br/> <br/>Otherwise, a fun little game. I love the smooth frame-by-frame animation of the soldiers! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 1 05:31:00 | 18m 00s | Eternal Journey | I remember you guys' Dr. Vile game from the last LD! Another great job, with a great vibrant and engaging art style reminiscent of Ridiculous Fishing. However, in terms of minimalism I think the game is a little complex with four skills for each of the five heroes and plenty of things to buy in the store. Of course, each person interprets "minimal" differently. <br/> <br/>I would also like to see some feedback on the buttons in the UI, like give them down states when clicking and off states if the player doesn't have enough money to purchase an item. Otherwise, solid game! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 1 05:44:00 | 13m 00s | Mobius | Nice concept for a one-button puzzle platformer. The game has a solid foundation and I can see some really unique level possibilities comes out of it in the future. I would like to see levels that are based more on puzzles rather than timing jumps. Also, a restart button would be nice so we didn't have to wait for the player to fall -- sometimes a rather long fall. <br/> <br/>Hope you guys keep developing this! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 2 02:47:00 | 21h 03m | Less is More? | Nice use of the Mondrian style! The first handful of levels are more trial-and-error rather than puzzly, but I eventually figured out how the colors reacted with each other. Great job for 48 hours! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 2 03:12:00 | 25m 00s | Guesses | Wow, that was frustrating but oddly entertaining. I have to say, finally being able to fix the keys is very rewarding. I love the minimal colors, but as someone mentioned, it's hard to see where the white platforms end and where the edge of the game begins, so I didn't even know I could fall through some areas. Of course, that could have been intentional of you for added frustration :P <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 2 03:45:00 | 33m 00s | F*** This Job | So many things done right here! I felt the levels ramped up quite nicely in difficulty. I always felt like I had complete control over my character and every time I died I knew exactly how long I had to jump to make succeed. There was so little delay between the point of death and the point of restarting that it felt very smooth and natural to just keep going until I beat all 24 levels and saw the sunset :). I was impressed with the sheer amount of content! A level select, action replays, and 24 well-designed and distinct levels. Awesome job! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 2 03:50:00 | 5m 00s | Gods Will Be Watching | Very Cool. Liked the graphics. I played until I beat it. I probably died forgetting to add more wood to the fire more than anything else. I got down to just the engineer and the dog and then the game was easy after the radio was repaired. I wish the transitions for the choices was faster, sometimes I would click and it would not register. I think it would be nice for the food, ammo, med, and radio if you could just see their status by mousing over rather than having to click the option. <br/> <br/>-Strega <br/> <br/>(this is a team account) |
| May 3 17:34:00 | 37h 44m | Newborn | I'm not sure what I'm suppose to be doing in the game. I got out of the starting room, but that was it. I was lost after that. I tried exploring, but didn't seem to be getting anywhere, and then jumped off and somehow landed on top of another structure, but just as lost. Neat style though. <br/> <br/>-Strega <br/> <br/>(this is a team account) |
| May 3 17:44:00 | 10m 00s | Orb | Loved the aesthetics and feedback in the game. It is a cool take on breakout. Completing a level is extremely satisfying. The sound design is great. I had difficulty predicting where the ball would bounce and rebound to. Overall, great! <br/> <br/>- Strega |
| May 3 17:52:00 | 8m 00s | A Minimal Conflict | Neat game. I wasn't sure how the aiming worked at first but it seemed like I just shot at the closest target. It was sometimes hard to tell which ball I was controlling because the color was so similar. Does the game just go on forever? <br/> <br/>-Strega <br/> <br/>(this is a team account) |
| May 3 17:59:00 | 7m 00s | ERASERLAND | Very Cute! Each stage was very unique, and the goals were so simple you didn't even need instructions. Release more levels! Make it mobile! <br/> <br/>-Strega |
| May 3 18:46:00 | 47m 00s | Frame Aim | Cool for such a small time frame. I can see how this could become a more full game if you had multiple stages and made it so you lost if the blue cube hit the red lines while you were moving them. <br/>-Strega <br/> <br/>(this is a team account) |
| May 3 21:16:00 | 2h 30m | Mini male | Wasn't sure if I was playing the wrong way, but I ended up just standing still near a wall and holding down the shoot button. I can see how this could become a pretty neat platforming/megaman style survival game though. <br/> <br/>-Strega <br/> <br/>(this is a team account) |
| May 3 21:24:00 | 8m 00s | Multiplied Screens | Neat puzzler. Reminds me a little of super hexagon. I wasn't sure how to play at first, but figured it out after a few tries. The mechanic is pretty hard to predict. I found just tapping the x button a lot to keep from moving seemed to get me pretty far. <br/> <br/>- Strega |
| May 3 22:01:00 | 37m 00s | Everyone Together | Very interesting puzzle mechanic. I like the progression and introduction of new constraints. <br/>- Strega <br/> <br/>(this is a team account) |
| May 3 22:03:00 | 2m 00s | minobi | Love how much ninja-personality you were able to put in a 4x4 sprite! The level design is pretty tough, with a lot of timing involved, but it's fun and challenging. I eventually got pretty good at it, nimbly dodging the turrets and sneaking up on unsuspecting civilians! <br/> <br/>-Rosypenguin <br/>(This is a group account) |
| May 4 04:34:00 | 6h 31m | shon | I love the ambience and the overall mood; the difficulty scaled very nicely and I really liked how you allow the player to choose the number of cores they want to start with. Awesome job! And thank you again for playing our game on your Twitch stream! <br/> <br/>-Rosypenguin <br/>(This is a team account) |
| May 12 05:57:00 | 193h 23m | Balls Balls Balls | Cool game! Gives me a glow in the dark mini-golf vibe. I like the puzzle mechanics and use of the title screen as a sort of soft tutorial. <br/>- Strega <br/> <br/>(this is a team account) |
| May 12 06:17:00 | 20m 00s | Antichromatic | Nice metroidvania style game with a dimensional shift platforming mechanic. It was really hard for me to get used to using space bar to shift, I kept pressing it when I intended to jump and getting myself killed. I liked the effect you did for the environment. <br/>-Strega <br/> <br/>(this is a team account) |