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Milo

Feedback comments for LD26

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TimestampSince previousGameMilo's comment
Apr 29 20:44:00 Dwalk This game was sort of tricky alone (but doable, still). Sometimes it seemed like I'd get into an impossible situation where my guys would be separated by an enemy and the enemy could keep one from getting behind the other. <br/> <br/>I quite like the idea of people turning into rocks to crush things, though. It's neat.
Apr 29 21:00:00 16m 00s Milo's Bridge I unfortunately didn't make it to the final wave (I made it to wave 15, then lost). I was excited for each new wave though, because I wanted to see if new things would arise. It did, by the time I lost, start to feel repetitive, since the game had a slow pace (I didn't have to dodge much of anything or move quickly) and mostly had me hitting enemies with my dagger from behind.
Apr 29 21:14:00 14m 00s Mandala This is a very neat idea, although it does not offer me many meaningful choices...
Apr 29 21:19:00 5m 00s MINIMALISM This is quite minimal.
Apr 29 21:28:00 9m 00s Mondrianalism This is quite cool. It's not like anything I've seen before, and works quite nicely. I'd love to see more levels, but what's here is cool and took some thought. <br/> <br/>I think that a discrete grid as opposed to the continuous situation that currently exists might work better (since then players wouldn't need to position their cursors so precisely). This is a rather small thing, though.
May 1 02:10:00 28h 42m Minimum Friction The binary didn't work on my Mac; I think it needs to be packaged with SFML libraries, or at least that's what the error message seemed to say. I'll see if I can get it to work tomorrow.
May 1 02:11:00 1m 00s Min This game is by far the most succinct I've found in accomplishing its goal of being minimal.
May 1 02:21:00 10m 00s Compactor This is pretty neat. I like that you have to use your enemies to help you - and you get to choose, specifically, how to do that. I felt like more variation, like having more than one enemy type, might have made the game feel engaging longer, although as it, it withstood a few plays.
May 1 21:03:00 18h 42m 0 This is a really neat puzzle. I only got through a few levels, but they were well worth it, since they were challenging enough and since some new mechanics were revealed before I had to give up.
May 3 02:10:00 29h 07m Castle Defense This is a very simple game, although it felt like it could use something more in terms of a challenge - after repelling the first few green things and buying upgrades, it seemed like I was waiting for enemies to appear more than actually doing anything. Also, the 1st upgrade did seem to work on my Mac.
May 3 02:20:00 10m 00s COLORFORM I found this somewhat too difficult - I died a whole lot without getting much better. Usually, when every platform was only one of two colors, I had issues. The music was really awesome though, and I had to keep trying for quite a while before I found it necessary to give up.
May 5 16:50:00 62h 30m Cage's Ghost Fun. I liked the idea of having power-ups inside blocks that could be shot. I feel like there are some issues with the generation of blocks making it difficult or impossible, but other than that, I enjoyed the game a lot.
May 5 21:34:00 4h 44m SINE This is a neat concept and I liked hearing the ball move while I played, but I felt like there were really two different games with conflicting goals, since making music was an opposite goal from getting a good score. Perhaps it would be better if the fastest path to the goal made some sort of intentional melody or something like that? (or as bummzack suggests, a sort of "combo" thing).
May 5 21:50:00 16m 00s I'm Not a Paper Person! This is a pretty interesting puzzle. I got stuck on one level fairly far in, but until then, the difficulty seemed to increase nicely (although a lot of this increase was in time pressure more than intrinsically more difficult puzzles). I agree that animation would help this - if only because the arrows, as they are now, are kind of confusing since I usually think in terms of flips rather than rotations. I do like the graphics here though - it's got a nice aesthetic, and the audio helps reinforce that.
May 5 21:59:00 9m 00s Allied The game works well, although I wish there was some break between the waves and that the enemies would spawned further away.
May 6 01:25:00 3h 26m Swimming Fool This is a beautiful game - it's so well-polished. Every bit of the exterior of the game - its graphics, its audio, its dialog, has a nice character. It was a satisfying story, although I wish there was more substantial gameplay outside the dialog.
May 6 21:14:00 19h 49m Mind the Gap This game was quite fun. It had a nice relaxing mood, but plenty of serious gameplay. I feel like it could be improved with a pause button that allowed you to keep building/planning - it feels like time pressure doesn't go well with a game that should require careful thought. The game is plenty addicting and innovative as it stands and definitely deserves to be developed further.
May 6 22:05:00 51m 00s You Must Escape This was a very dark game. It was very fun to play through, but also terrifying.
May 6 22:18:00 13m 00s The Choices We Make The game seemed like a good idea, but the execution left more to be desired: the controls for the camera moved too quickly and disoriented me and the narration felt like it stated its idea that getting rid of the blocks was wrong, but it never really developed from there.
May 6 22:26:00 8m 00s Minimality I like that the theme in this game is a tool available (or further, essential) to the player. I'd love to see it developed further (since at the moment, I only have to use it with the beam obstacles and it'd be cool if there were more challenging uses of it that were necessary), but it's a fairly solid game as it is.
May 7 01:46:00 3h 20m 100% Safe Download This was a nice game. It seemed easy the first play through, when I didn't defeat the computer, but it was waaaaaay more challenging (in a good way) when I did defeat him. <br/> <br/>(Also, why are my instincts to collect dots so strong?)
May 13 01:07:00 143h 21m Nesting I liked the game. I'd like it if there was some better way of displaying the constraints than with words shown on mouse-over. I feel like this would allow further development of levels to make them harder, since the current ones are all fairly easy. The game does do a good job of building up to the mechanics, teaching the player.