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acro

Feedback comments for LD27

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TimestampSince previousGameacro's comment
Aug 29 19:08:00 10 Second Spike I kinda assumed the grass meant safe spots, but then there isn't actually any cue, so I found myself waiting for the spikes to appear - and with that, the 10 seconds seems a bit too long for trial and error. The graphics are cute, but a bit flat (different hues, too-same value). Rather original, though, and quite compelling. I only quit because of the jitter/slowdown when jumping far.
Aug 29 19:33:00 25m 00s The Compass good effort on features - the noise screen on gps, cave visibilty, everything - i take it at least some of that was prepared in advance of the competition? it seems like a lot. There was no sound for me (Windows 7) double-clicking on the jar, but running with java -jar it did work. I have no idea why that should be. The '10 second' thing seemed tenuous. Also I didn't read the controls properly first time, and was eaten by a bear while reading a journal entry.
Aug 29 19:43:00 10m 00s Tower Infinity clever use of 10 seconds! I didn't feel like I was getting anywhere, though. Is it winnable, or genuinely infinite as the title implies? Spamming behemoths wasn't as effective as I thought it might be... Only criticism, there's somehow too much text and it's a bit fiddly getting started.
Aug 29 19:50:00 7m 00s Every Ten Seconds A Kitten Drowns hilarious eye-catching text on the main screen there :) And simply inspired use of kittens :) I didn't actually use the upgrade system - will probably try again, though. Would've been good to have some SFX for when kittens appear/drown, as I somehow didn't see them all and didn't know when one had drowned off camera that i'd never even seen. but all in all, good fun.
Aug 29 20:01:00 11m 00s My Lovely Nurse-chan can Kill all these Monsters by Herself! nice graphics, and loved the voice sounds on inoculations - and the game is slick and nice, with two things letting me down a little - it didn't seem possible to see/reach everyone in time, so don't you inevitably lose pretty fast? The game then insults you at the end. So that wasn't fun. How calibrated is the difficulty? It seems pretty harsh.
Aug 29 20:14:00 13m 00s CatWalk: Final battle wow, so much content and stuff going on! the extreme language in the first level was unexpected and therefore hilarious, and the cutscenes - SO MANY! Didn't have much idea what was going on, but enjoyed it all! Holding up and pressing X seems to turn you into teleport lines and you can't move, and pressing X resets the level...? anyway, great job on the art+animation! Was there a tie-in to the '10 seconds' theme?
Aug 29 20:26:00 12m 00s Lodestar beautfil lowpoly look to the background, and great colours. I didn't realise the 10 seconds were the only chance to grab 'towers', and after that I lost immediately, having not clicked on any Dolphins. After that, clicking on more than 2 dolphins made it impossible to lose - so, it needs a bit of difficulty adjustment. Art and sound is top notch, though.
Aug 29 20:33:00 7m 00s Timespunkers Incredibly good! The graphics are AMAZING (Was that a Dune level? Were those CHIBI FREMEN?!) So much variety, all looking great. The break room is fantastic, as well. And the controls felt really tight. great job!
Aug 29 22:39:00 2h 06m The Cave Of Lights simple graphics did the job, it's clear you spent a lot of time playtesting and making the whole thing really smooth and polished - the quality really shows. For a 48h game, this is very, very well done indeed! Good use of the theme, as well. This held my attention completely and I couldn't stop until the very end.
Aug 29 23:12:00 33m 00s Dungeon of the Ten Seconds I haven't seen any other BGE ludum dare entry before - do u know if there have been any? I'm downloading the rar, hoping it contains the .blend, as I'm curious to see what's all in there. I'm very interested in your whole process, as it's something I considered before LD26 (and in the end I just used Blender to make all the prerendered sprites for that). So it'd be good to know how your time was spent, etc. <br/>As for the game, it's a little disappointing that the critical path through the maze is so short, and even after all the F1 help text I never worked out how to fire the fireball (as noted in the other comments) - so the controls could definitely improve. The lighting was a little bit underdone so lots of areas blacked out - but I can understand that, you probably didn't have time to increase the lighting everywhere and AO/shadow-bake to make the walls look ok with that, so how it is is a fair compromise. <br/>I wasn't aware that mouselook in BGE needed much/any scripting, as there are quite a lot of game engine demos showcased on BA or BN that use it. But if it does need it, honestly, the scripting system in blender is particularly easy and fun to get into and python is easy to use - don't be afraid to just try something with it even if you think "it's too complicated" or you think you won't understand. All the best!
Aug 29 23:42:00 30m 00s Timed Strategy I'm amazed you did this much in 48h, with all the elements needed, AI, progression, units, FoW, and levels. I was a bit dense to start with: at no point do you explain that the player is BLUE (I thought the camera starting on the right was just to show you how to move it with WASD) and it doesn't explain about moving units, whether you can select buildings, etc. I spent the first few minutes frustratedly trying to issue orders to a red tank. I'm advance wars' biggest fan, and so really wanted to like this, but maybe my assumptions worked against me (orange star?). Anyway, once I persisted and realised I was blue, it got pretty darn good. The worst thing is the pathing - the fact you can't have a unit path through another unit, so they all seem to roadblock each other (unless I missed something else). I think I crashed it by somehow getting an infantry unit to occupy the same space as a scout truck. <br/>One other oddity you might be aware of: sound doesn't work (Win7 64bit, latest JRE7) when you double-click to run the jarfile: it only works from commandline java -jar (and a load of debugging lines spew out as well). <br/>This is really great for a compo game, I must admit.
Aug 30 00:16:00 34m 00s MAGIC DUEL Hey, the concept is nice and fairly original for the 10 seconds. I like the webcomic-style manga characters and the element cards (they look very appealing and well designed, despite probably taking about 10 seconds to draw :P ). Less good is the lack of explanation as to what elements do, and how I almost won in 5 rounds, then was beaten by fluke hits and winners by the AI (fire beats water? Rly?) Also highly saturated blue and red constrasting like that is physically painful to look at.
Aug 30 00:26:00 10m 00s Grab the Fat Guy weird to control (multi-jump sticking, hammering up to climb, boxes, too-fast acceleration) various quirks, etc, ALL OF WHICH CANNOT DETRACT from the fact that you have a Jack Bauer audioclip counting down and a cute bubble-headed girl and a hapless fat kid dying repeatedly and hilariously on fire or falling to the pavement. I can't believe I just said that, but I cannot stop laughing. Fantastic!
Aug 30 00:50:00 24m 00s Realities I really quite liked the way the feeling of loss/frustation creeps up on you as the control loss prevails. It struck a chord with me of 'trying to fly' or attempting something, but being unable to maintain it, and there's a vague sense of loss to it. But, sorry, there's very little else to latch onto and I don't feel it did anything meaningful with '10 seconds' or the black-out intervals. It's bold of you, but I feel maybe it should be marked as a 'not-game', as I was kind of misled by the initial expectation of more control/engagement. That may have been your intention to play on that; I'm not sure. It has made me think a bit, but for me it doesn't evoke anything particular beyond what I've said.
Aug 30 01:00:00 10m 00s Capitall It looks gorgeous! The shaders on the pillars and the tron/glowy feel is superbly well done. From your video it seems maybe you got too good at it while playtesting! I find it impossible, and as a result repeated attempts are frustrating and kinda unrewarding, which is a shame. I managed hi scores of 0, 1000, and 0. So, congrats on the extreme quality of the gfx, sound, and controls, it's just a shame the gameplay is so tough.
Aug 30 01:16:00 16m 00s Bloodlust: Damsel Destruction A great idea that fits well with the theme - I wish I'd thought of it! Good overall atmosphere, theme, title screen, music, etc - it feels like a proper horror game. The difficulty of catching one in time is just far too tough, though and it's hard to tell when gameplay actually begins. Mouse-turning seems far too fast, and the webplayer is bigger than my monitor for some reason so it has scrollbars and doesn't capture mouse properly. I've not seen this with other Unity entries, so perhaps it's something that can be set in the ide.
Aug 30 01:33:00 17m 00s Proletarian Ninja X Deserves to win outright. Addictive, cool, amazingly well animated and produced. Visceral, silent and deadly... <br/>I spent so long trying to perfect and pass the later stages - just brilliant.
Aug 30 15:02:00 13h 29m My Tenth Adventure clicking the phone, awaiting the (very nice, smooth) animation, and playing the minigame for +10 secs... takes about 9-10 seconds. So I can either do that, repeatedly trying to gain at most 1-2 seconds, or I can attempt to figure out what to do to "pass". But, on such a tiny time limit, it's not intuitive; it's trial and error, with no time to experiment. That's especially bad because the failure condition not only doesn't leave any chance to retry, but it takes you to another seemingly arbitrary level. So in terms of design, it doesn't work. But in terms of quality audio and art, it's completely outstanding.
Aug 31 21:30:00 30h 28m Weapon Cooldown Starts off a bit slow (over 10s before first enemy) and could use some more enemy variety but well done on finishing a game! Also I noticed that I became invincible after I died the first time and didn't take any damage when colliding with enemies throughout.
Aug 31 21:34:00 4m 00s In10's Love the gfx and the game mechanic makes for some frantic gameplay. Well done!
Aug 31 21:41:00 7m 00s T-X Frantic gameplay but could use some work on the feedback. I wasn't sure if I'd won a stage or not. Would be nice to hear some sound effects and have some sort of scoring system. Good work on the different types of enemies.
Aug 31 21:48:00 7m 00s SlimeZone Fun game and I liked the minimalist graphical style. Would love to see a multiplayer version. Would be nice to have a mini map to see where you are in relation to the goal and some improved enemy AI.
Aug 31 21:54:00 6m 00s 10seconds Good use of the theme, the achievements kept me playing. Well done on your first LD!
Aug 31 21:59:00 5m 00s Grind Very challenging and good use of the mechanic. Would be nice to see it developed further. Well done.
Aug 31 22:07:00 8m 00s Time Frame Literally, properly 'awesome'. I don't think I saw everything, and will play it again. I was a bit bored with the start. The most prominent things to walk towards - those high spire towers - seemed climbable from a distance, promising much, but just misleading. That felt like too much walking, but maybe was my own fault. The last few minutes more than made up for it. The theme link seemed a bit tenuous, but the timespan/slow idea is extremely co
Aug 31 22:07:00 0s Amp'd on Health Potions Fun frantic gameplay and a good use of the theme. I liked the retro graphics.
Aug 31 22:14:00 7m 00s Bragmor the Barbarian the graphics and audio make this so enjoyable! The characterisation is amazing for such a short production. "Haha! I'm strong now!" The gameplay is a bit clunky and the strikes/enemy clipping is a bit fuzzy, but I can't believe how many graphics assets u made given the time frame! Very impressive!
Aug 31 22:29:00 15m 00s Bloody Bob Sooo much fun, and the cutscenes are really great! The main section was kinda easy and there's not much variation in what to do, but what's there is very enjoyable and the status effects were nice. Great animation and sound, too.
Aug 31 22:36:00 7m 00s Second Legend Lots of content and I like the graphics. Would be good if you could move faster and the enemy AI could be a bit more aggressive, just now it's too easy to avoid the encounter.
Aug 31 22:43:00 7m 00s CatAstroFree Great graphics and music. I liked the ghost trick mechanic once I got the hang of it. The randomness could be tweaked a little, a few times I died straight away because there was an object right in front of me. Good fun though, well done!
Aug 31 22:45:00 2m 00s Legend of Troll I think the queen is a bit glitchy - when i first pressed X she appeared but then left again immediately so I didn't know what to do. It's not very intuitive, but having said that, after reading the website description and trying again I did work out what to do eventually. I like that you tried something a bit unconventional and different, and the sound and art is absolutely outstanding.
Aug 31 22:55:00 10m 00s Ten Seconds of Night OK, without reading ur description (I tend to play first and ask questions later) I rather enjoyed this - had no idea what was going to happen, but this is a *great* idea and a fun and clever mechanic. One thing, though. My Skyrim character is a werewolf, and I like playing as one! So, how come I get game over for successfully killing everyone? Surely that's the goal? Or was I meant to get myself caught? This could be really something special with just a bit more expansion on the gameplay ideas. I quite like the dinky toy-town look of things, too.
Aug 31 22:55:00 0s The Office Duty Good graphics and quite challenging. I found the wall jumping quite difficult to pull off though.
Aug 31 23:02:00 7m 00s Out Of Time I enjoyed this one. Short, fun and good use of the theme.
Aug 31 23:07:00 5m 00s Weirdocalypse Unable to downlaod the game
Aug 31 23:39:00 32m 00s Cowdown Very clever theme use - the best I've seen, in fact. The game's also very pleasing to the eye. The platform sequences are really very tightly timed, though, and unforgiving. That's not necessarily a bad thing, I will probably return for another go later, but I grew really rather frustrated with the 2nd level as there's virtually no margin for error. The audio seems too loud and I wasn't a huge fan of the sound effects, but they did fit in with the feel of the game.
Sep 1 00:13:00 34m 00s Watching Them Go I'm rating this higher than anything else I've seen. There's just so much gameplay here, great atmosphere, a nice feel to the gameplay/physics, and real challenge. Those Executors are reminiscent of Scrabs from Abe's Oddyssey, and I get an immediate terror reaction seeing them. Killing one feels amazing. The bow feels amazing. The fact I accidentally killed the guy who gave me the bow... feels amazing. The pixelly death animations are brilliant. And somehow, the hapless bridge-helper guy at the start of the yellow-background area always gets shot in the face by the arrow I loosed to drop the suspended rock. I am currently pleasantly stuck messing around with the placement of rocks at the old guy, but I know how to do it on the next attempt. Did you really make all this within the time limit? It's absolutely fantastic! The only annoyance is the glitchy player state machine for wall grab/climbing and facing direction. I'm choosing to mostly ignore that because the rest of it is so goddamn good.
Sep 1 00:55:00 42m 00s TenSeconds Compelling, great fun, and well polished. A shame there's no sound, but I liked this very much. As a puzzle game, it works well. I lost track of time playing it. The 10-sec reset was quite a bold and risky move, but in fact it works remarkably well - it makes every single section into a tight race. The only thing I would want to see changed is the lack of visual indication that Low-gravity is active (it was annoying that it reset after every 10 seconds - but would've been fine it I could SEE that it had switched back off). Also, the controls are weirdly mapped, and only explained once. After I got the gloves the first time, I had to quit the game, write the title screen into a notepad document, then replay. <br/>...and after writing this I only just realised this was a 48h compo entry, not a jam entry. Well done indeed!
Sep 1 01:09:00 14m 00s Day of the Vampire You had me at "you're a vampire" - then the game won all my affection with the fast-beat running animation, and the digging mechanic feels so fast and fluid! Great execution of the ten seconds theme, a decent challenge all the way through, and especially in level 3. There's a great deal of game mechanics as well considering the 48h limit. Nice one!
Sep 1 01:33:00 24m 00s Ten Second Samurai The stylised graphics look kinda cool, but... the overall design doesn't work as it is. Well done for trying something bold and different, I really mean that. If I may offer some observations - the problem I had is that there's no clear correlation between the keys I press and what's happening on screen. The "camera" moves to follow the lurching motions between the two combatants, but this constant motion means I don't know when I've done something by hitting a key, or whether it would have happened anyway. This is more of a problem than it might be, because I can't tell which combatant I'm meant to be, so I have no sense of what I'm actually controlling. I can guess one of the red bars is my health (I think it was the top one?) and a blue bar is my stamina (top right?). I'm still not sure about that, but the blue stamina bar seemed to have the most immediate change when I pressed a key. Perhaps a different colour association could make the player more prominent and underline his HP and stamina bars). The red/blue kendo stances at the top and bottom didn't seem to correlate to key/direct events either.