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Feedback comments for LD26
scriptorum's games and stats for all events →
| Timestamp | Since previous | Game | scriptorum's comment |
|---|---|---|---|
| Apr 29 03:45:00 | Flowf Against the Potatoes | I'd like it if you could move diagonally by pressing two keys (up and left, for instance). It takes a little too long to get challenging. The opening music is great. +1 for the potatoes, even though they look like tomatoes. | |
| Apr 29 03:50:00 | 5m 00s | The Only String | Rock on! Wooo! |
| Apr 29 04:12:00 | 22m 00s | BasedBall | gg 2u2 |
| Apr 29 05:02:00 | 50m 00s | Wandering Darkness | Nicely done. 12:15. |
| Apr 29 05:23:00 | 21m 00s | Doad | I like that you made a game out of trying to unlock menu system secrets, but I wish there was more to it. Also, I set my fly controls to fart and it didn't work. |
| Apr 29 05:42:00 | 19m 00s | hru | Nicely done. |
| Apr 29 14:46:00 | 9h 04m | Laser Drift | This was fun. This is more like piloting a boat, or drifting on ice. I would like tighter steering controls - it's very difficult to drive in a straight line because that requires such a minute key press. |
| Apr 29 15:31:00 | 45m 00s | Mondrian Click | Thanks for the clarification regarding the ripples. I thought the input was just wonky. If you added a sound effect for a failed click due to a ripple that would help clue folks in. |
| Apr 29 19:38:00 | 4h 07m | Shoodir | This goes from very simple for a minute to OMG BLOW THE FAILSAFE!! in a few seconds. For greater difficulty, I'd suggest taking a life for accidentally shooting the box, and a firing delay or recharge cap. Also later enemies should take a less predictable path to the box. Maybe give each type of monster a different type of attack vector. |
| Apr 29 20:16:00 | 38m 00s | Gut Buster Zombie Dash | That is a log freakin way to the chopper! The wall collisions were initially frustrating but later I just adapted to them - walls are sticky, so back up and go around. I like the army of zeds marching in the back. I can see this being more fun with an action key and greater item variety. I didn't quite get the meaning of the ... weight meter? It varied a lot. |
| Apr 29 20:25:00 | 9m 00s | Save the Potato, Save the world. | I love the robot animation! Nice work. |
| Apr 30 15:40:00 | 19h 15m | ClickStory | The interface needs some work. It's difficult to tell that at certain spots you can type in input and where/how you should enter it. I got to the mysterious boss, tried typing "He calms the boss" since I had the calming wand, and it said "suddenly, nothing happened." After this I couldn't do any more data entry or get responses from clicking on anything. (On Chrome.) |
| Apr 30 19:20:00 | 3h 40m | Game Formerly Known as BlockBuilder | Good game. A bit too hard at medium. I can think of two improvements I'd like. When holding a block, add an indication to the face of the block I'm pointing to, so I know I'm in alignment and can release it there. Early on, I thought I was suppose to match the side of the carried box (rather than the pointer) to the side of fixed box. Also, I'd replace RMB free camera movement with fixed - just flip me to the other angle when I tap RMB. It's frustrating to lose because you can't get to the other side quick enough. |
| Apr 30 20:30:00 | 1h 10m | Timining 1D | "Again?" asked the game as it laid the crown of nerdiness upon my head. That was fun. After you craft the best items it gets a little grindy as you go on a long walk hunting for gold, but you knew I'd keep going, didn't you. |
| Apr 30 20:50:00 | 20m 00s | SDFJKL | Really fun and challenging. It really tummy-patting/belly-rubbing skills to control both hooks simultaneously. Nicely done. |
| May 8 18:56:00 | 190h 06m | MEGAMINIMAL | Charming. First level is too easy if you just keep moving in a single direction. Gets tricky quick. Nicely done. |
| May 8 19:24:00 | 28m 00s | Spike Line | Was the noise supposed to be music, or variation on a heart monitor? I'd have preferred you stuck with the traditional beep, but hooked it in when you jump. The jumping feels a little sluggish and sometimes you can get in a jump loop - jumping continuously without break - which feels unfair when it ends in death. I thought the motif was morbid but decent. What if you added three lives, and every death ends with a flatline and Dr. Yorwba yelling, "CLEAR!" |
| May 8 19:31:00 | 7m 00s | Long live the King | Nice one, Lythom. I like the lighting effects, and how you worked that into the gameplay. |
| May 8 19:49:00 | 18m 00s | Escape the Minimalism | Dammit. I couldn't escape the minimalism! |
| May 8 20:03:00 | 14m 00s | True treasure of Kartoffelschloss | But I need my hatred! It makes me stronger! |
| May 8 20:29:00 | 26m 00s | Mind the Gap | Would really love a pause button, even if it were a timed pause, just to re-layout everything. Or give us a way to plan the new tracks while the old ones are running, then switch to the new tracks. Any it's a nice pick up and deliver game. |