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Feedback comments for LD26
Erunaamo's games and stats for all events →
| Timestamp | Since previous | Game | Erunaamo's comment |
|---|---|---|---|
| May 8 03:38:00 | MinimalismRPG | Mouse controlled view cone is a very nice idea, but it flickers too much for me. | |
| May 8 03:41:00 | 3m 00s | GridRunner (Provisional Name) | Turns are way too slow, plus everything looks the same so you have to investigate constantly. |
| May 8 03:47:00 | 6m 00s | Pyramid | I wanted to play a minimalist roguelike first, and this one was very satisfying. Strong use of the theme, entertaining flavor text, fun to play. One frustrating thing: when you die, the screen fades out too fast to read how far you got. |
| May 8 03:51:00 | 4m 00s | mungeon | Gliding movement, speedy maze exploration: fun! Combat: pretty dull, not enough feedback. Got bored after a few levels: noticed little or no progression of challenge. <br/> <br/>I'd probably enjoy a less minimalist game with this engine. |
| May 8 03:58:00 | 7m 00s | Like Rogue | Floor patterns are rather eye-popping, which makes it not much fun to judge distances to enemies...which is most of the gameplay. |
| May 8 14:55:00 | 10h 57m | Minimalist RTS | Satisfying minimalization of the genre. Maybe "Easy" level could be a tiny bit easier? <br/> <br/>I'd like to see the buttons flash or something. Because units are created under the buttons and emerge seconds later, there's no immediate, consistent feedback that you've made a unit, except that the number goes down by 1. I guess there's a sound too, sometimes, but not always. I found that I was watching the number or watching for units to eventually emerge from the under-the-button area to make sure they'd really been created, when I should have been watching the field. More button feedback would fix that. <br/> <br/>Sometimes it's hard to see the enemy amidst all the blood: both are red. (Why are tanks making blood splashes anyway? Hmmm.) |
| May 8 15:04:00 | 9m 00s | Get Rid of Shit! | Having to trigger waves manually felt weird, but kept the gameplay manageable. I lost the game pretty much randomly when something happened across the room from me: it seems like you can only prolong the game in a statistical sense: the more you fall behind, the more likely you are to lose, but when you eventually lose it'll be pretty random, nothing you can directly intervene in. |
| May 8 15:21:00 | 17m 00s | Engage | Seems like a promising start but feels very unfinished. Spiraling bullet labels did not charm me. Totally black world requiring me to find my way via text coordinate displays (to 3 decimal places??) was plenty minimalist, and sort of an interesting experience (like submarines at night?), but not really charming. <br/> <br/>An AI came to find me but just spiraled around me. Did it shoot at me? I don't think so. Killed it all too easily. <br/> <br/>I killed myself by outrunning my own bullets. <br/> <br/>Traditionally, triangle-ships are pointier, so you can easily see which is the front. <br/> <br/>The engine seems to work pretty well: I get the impression that the flying-around physics are pretty fun, though without scenery it's hard to tell. A more polished game built on this foundation might be pretty cool. Reminds me of Netrek <http://en.wikipedia.org/wiki/Netrek> |
| May 8 16:31:00 | 1h 10m | This Is Water | Fun at first, really liked some of the prose the first time through. Got boring as the same events repeated with no indication of how many times. (Every kind of monster has talons?) Did not know if I was progressing or in an endless loop, except by seeing that comments spoke of an ending. <br/> <br/>Really liked how the first scene played with interpretations. |
| May 8 16:47:00 | 16m 00s | Defender. | Pretty hard to aim. The art is nice, and I like the surreal scenario, minimalist yet high-stakes: "Ready the slingshot! A cube is mashing!" |
| May 8 17:14:00 | 27m 00s | Def | A really satisfying minimalist TD. The not-quite-just-blocks art is really polished and appealing; I love the restart flare for example. <br/> <br/>I like TD's but I'm not very good at them; for me this is nicely balanced: I don't have to panic and rush at first, but it's not forgiving of poor tactics either. Feels like a genuine distillation of the essence of TD, and I just love the pheromone trails concept. |
| May 8 17:40:00 | 26m 00s | Mondriaan | Great use of the theme. The black lines really add a lot, even though they add nothing. Warping from one side to the other was a pleasant surprise. |
| May 8 18:30:00 | 50m 00s | Cimi Mal | Exploring this world and its rules is pleasantly disorienting. Love the bobbing water cubes. <br/> <br/>Didn't finish but will return to play again. |
| May 8 18:37:00 | 7m 00s | CubeLike | Um, Mac laptop. No numpad. No numpad +/-. No stairs? |
| May 8 18:49:00 | 12m 00s | Minyrinth | Clever, entertaining concept. Addictively hard, arcade mood - pretty fun, though I can't imagine playing for very long. |
| May 8 23:51:00 | 5h 02m | Balls! | Pleasant visuals and sound (I especially like the butterfly, a small touch that adds a lot of life to the world). Potentially fun game concept (I like rolling ball games in general) but it was hard to enjoy playing because it's pretty hard to control the ball. The character's arms face forward in a "pushing" posture when you're standing still, but not in the run cycle. Is this a hands-off soccer game? I'm bad at soccer...and this simulates that feeling nicely. <br/> <br/>Make the character put out her (his?) hands to guide the ball (and actually do provide somewhat more control) and I'd probably like this a lot better. |
| May 19 17:16:00 | 257h 25m | llab | Very neat idea. To me it feels like it needs more tuning to be truly fun: it's hard to steer where I want to go. Part of that is the fun frustrating challenge of a tough unforgiving game, but part of it is...just plain hard to steer. Also bouncing off corners of things seems to change your energy unpredictably. |
| May 19 17:20:00 | 4m 00s | Minimalist TD | As a TD novice, I found this satisfyingly tense for about 30 waves, then too easy...but still fun until about wave 80. I like the old-school graphics. |
| May 19 20:10:00 | 2h 50m | TOWER DEFENSE REWIND | Neat idea, simplifying at just the right rate suits the theme in an interesting way. Gameplay is certainly a fresh take on resource management. The (convincingly old-school) sound effects get annoying pretty fast. (It's ok, so do mine!!) |
| May 19 20:23:00 | 13m 00s | Defenders of Order | Really clever gameplay, and cool contrasting art styles: In my view, an unexpected but satisfying use of the theme. Kinda too hard: couldn't survive long. Polished sound. For some reason I really like the particle effect you use for beam weapon damage. |
| May 19 20:48:00 | 25m 00s | Alien Raid | Pretty fun! I like the 1-D RTS concept. As a RTS novice I appreciate that it's not too hard at first, but it does seem to matter what you do...I can imagine replaying this a few times to improve. The controls are pretty convenient once you get used to them, and I like how the astronauts bounce around in the low gravity: it looks both whimsical and realistic at once. |
| May 19 21:10:00 | 22m 00s | Milton | Neat idea, very polished presentation. I like the visual style. Gameplay is sort of easy, sort of hard...pretty cool game. |
| May 19 21:21:00 | 11m 00s | Keepy Uppy | Fits the theme all right, and it's classic non-computer gameplay I don't recall seeing in a computer game before. Cute. Pretty hard, but then it should be. |
| May 19 21:36:00 | 15m 00s | Balls Balls Balls | Since my game also involves capturing particles in mild attraction zones, I'd better say I like this one! Gameplay feels like miniature golf...the "hill" vector fields seem very strong; pushing things up steep hills isn't totally fun. |
| May 20 16:26:00 | 18h 50m | Balls | Fun puzzle concept. But I found the squares pretty hard to see and the arrows pretty hard to use. It was hard to tell how they'd work in a given position without trying it. |