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Feedback comments for LD26
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| Timestamp | Since previous | Game | Yann's comment |
|---|---|---|---|
| Apr 28 10:20:00 | Steel Guy! | Well done (: | |
| Apr 29 21:23:00 | 35h 03m | Way Home | @unclejunkie <br/>Hey well done (: it's lacking a bit of feedback to really understand what happens, and the starting screen text is too slow whereas the instruction text in the game fades too fast (should put a button for the player to chose when to close it I'd say) <br/> <br/>But overall it's looking pretty nice, I like the ambient sound, a bit less the sfx (maybe too loud or too 8-bit), and the idea is a good starting point. <br/> <br/>I would encourage you to continue working on this game. (: <br/> <br/>Well done! |
| Apr 29 22:01:00 | 38m 00s | Battery | Hey neat, very hard, but neat (: |
| Apr 29 22:11:00 | 10m 00s | Arena | Hey pretty neat graphics, I like the subtle reflection on the floor. <br/> <br/>As everyone else said, controls are indeed a problem and I've never really came across a good solution for isometric control. So I usually refrain from using isometric representation when controls are so important. <br/>I would have probably settled for frontal iso. But yeah it's less graphically interesting (: <br/> <br/>Anyway that's a pretty well done game o/ |
| Apr 29 22:28:00 | 17m 00s | Equalizer | Nice idea (: <br/>Few little things could be improved to help the player understand what is going on, thus making the game more fun: <br/> - put an indication (arrow) when picking a box will change gravity, and in which direction <br/> - indicate deadly pit with maybe spikes or circular saw.. something deadly. because sometimes, because of scolling you don't know it's a deadly pit. <br/> - being able to zoom out so you can plan your action ahead to solve the puzzle <br/> - when you are in reversed gravity, maybe jumping with down arrow instead of up <br/> <br/>Cool puzzler overall (: |
| May 1 01:34:00 | 27h 06m | Balls! | Darn your game is as horrible to handle as it is pretty :D <br/>I had so much problem controlling the character and also if you push the ball on a slope you have the tendancy of walking over it. Pretty frustrating. <br/> <br/>But! I finished the game anyway (: |
| May 1 08:28:00 | 6h 54m | Mini-Malice | Hehe indeed we had the same idea for the title (: <br/> <br/>Nice simple game. <br/> <br/>In a game design standpoint I understand why you've choosen such control (we have rotation speed has to be considered when we want to reach some area) but I find them quite frustrating and hard to use. <br/> <br/>But like the idea. |
| May 1 09:07:00 | 39m 00s | Potato Dungeon | Pretty impressive (: <br/> <br/>For some reason, I had a weird bug for the boss fight: I could hit both tiny pig soldiers until I killed one and then the other didn't register the collision of either my or my horse's sword. I guessed you somehow destroyed the two collision. After trying a few time I succeeded though. <br/> <br/>But overall nice game idea, and you managed to find some really cool pseudo-coop mecanisms =) |
| May 1 09:40:00 | 33m 00s | A Simple Circle | Nice ideas, and cool mecanics (: <br/>At some point I got stuck and ragequited though and then I remembered that I had some sleep deprivation. So I gave it another try today. <br/>Definitely a good entry (: <br/>The thing that made me ragequit I think is that you spend some time figthing against the UI.. You don't have any indication if you'll drop a piece at a valid place or not. It would have been easier if the piece turned red when invalid, or something like that. <br/> <br/>But some good puzzle overall o/ |
| May 1 10:10:00 | 30m 00s | Save the Potato, Save the world. | Ok first minute: holy crap, what is that? where I go? what do I do with this rock potato taters. <br/>After this first phase, few death and finally reaching the bag (oh you were there all along?)... I told myself "wow... those 4 taters? without dying?.... And then little by little, starting from the furthest away (most difficult) to avoid having to redo everything each time. <br/> <br/>Overall nice idea and graphics. Discovered toward the end that you could wall jump ("ho... can be usefull"). <br/> <br/>And well done with the animation (: |
| May 2 13:07:00 | 26h 57m | Stalker | The game is nice, definitly well made, Graphics, UI, Atmosphere,... <br/>The bad side is that you're often down to hunt for clickable areas with for sole feedback the mouse cursor shape. <br/>I think it kinds of break the mood, I opened the chrome console and thankfully you used the DOM to script your areas so I just had to hover some div element to figure out where they were. <br/>It then made the game better since now that I knew how I could interact with the game, I could focus more on the story. <br/> <br/>The end is indeed weird, and unfortunately there wasn't really any challenge in the choice you can make in the dialogs. Though it would have been hard to elaborate some complex story tree in just two days (:. <br/> <br/>As far as the theme goes, on one side your graphics aren't really minimal, as well as your story, on the other end the UI and the interaction are. Sooo I guess you're half in / half out of the theme. But well to me the theme is just a pretext to make things nice, which did rather well (: |
| May 2 17:13:00 | 4h 06m | The Call | Hehe nice, though, unless I miss read the option menu, you should add something to be able to delete the saves so we can test the game again. I had to go through the .py to find out that you were keeping stuff on AppData. <br/>Wanted to see both ending ;p <br/>So yeah interesting! <br/> <br/>I Didn't try your post-mortem, but it could be fun to have a tree of possibilities and maybe Debbie can call you as well (which would make hanging up part of the gameplay maybe), she could say something like "I know you're not Dan but if you play the role you'll be rewarded", blah blah and another scheme on Mark and you could have the choice to side with either Mark or Debbie or none of them :D... etc |