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Feedback comments for LD27
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| Timestamp | Since previous | Game | dalbinblue's comment |
|---|---|---|---|
| Aug 26 02:34:00 | Captain Timewarp | Cool idea, a lot like P.B. Winterbottom. The controls are really floaty making the game difficult to get the character to where I need it to be. It might be easier to control if you limit the maximum horizontal velocity, change the acceleration to be much higher so that you can aim a little better. Also, for some reason I found the first level the hardest. | |
| Aug 26 02:44:00 | 10m 00s | 10 Seconds to Save the Kingdom | Nice graphics. I was a little confused when I died, there were no gas bubble on the screen (does life just slowly drain or something?) If so, the game ends automatically far too soon as it was still quite easy. Also, the first time I ran the game I think it crashed while the digesters were eating a knight the same time I was clicking on it. The pause button didn't appear, but everything just stopped and I couldn't get it to resume without refreshing the page. |
| Aug 26 02:56:00 | 12m 00s | Sundial | The music is fantastic. I would love to hear it with more realistic sounding instruments. As for the game, my only gripe was that it was very hard to tell if there was an enemy coming for you when you weren't right next to a light until it's too late, even if you went slow, making the game very frustrating when I would get far and get attacked in the darkness repeatedly. |
| Aug 26 03:08:00 | 12m 00s | Ten Magic Seconds | The graphics are nice, but I hit two issues that made the game a bit frustrating. First, more than once a group of jumping spider would spawn right where I was standing, killing me instantly, and second, the large round creatures will trigger a hit even if we aren't touching. For the second issue I think the issue is that you are using a square bounding box for the enemy, which means in the corners collision will be detected even though the enemy is several pixels off. You can mitigate this will a smaller bounding box or by using distance from center to detect collisions on round enemies. |
| Aug 26 03:13:00 | 5m 00s | Don't let Them Hug you! | I think I found the people exploding out of other people when spawning to be the most entertaining. The game did eventually crash, but it was just hilarious to see piles of people hugging me. |
| Aug 26 03:31:00 | 18m 00s | When The Sun Sets | The music is great, and the art style is nice, but I'm having difficulty understanding what is happening in the game. Some symbols just disappear, the wife/daughter mourns (which does make sense), and you turn into a pulsating cloud when you are over the woman on the top, and even though the sun set you can still move around. I'm not quite getting what the game is trying to tell me. |
| Aug 26 03:50:00 | 19m 00s | Vacuous | I like the Vectrex style. Unfortunately got an error after defeating the level three boss: <br/> <br/>main.lua:905: attempt to perform arithmetric on global 'num' (a null value) <br/> <br/>Traceback <br/> <br/>main.lua:905: in function 'activephase' <br/>main.lua:1530: in function 'update' <br/>[C]: in function 'xpcall' |
| Aug 27 00:43:00 | 20h 53m | Rick Rodo's Rival Restaurant Rush | The music was great and the graphics were good, but the gameplay got very repetitive after a few levels, and the spoon tossing at close combat got frustrating. It looks like when you fight a waiter the "tell" he does just before throwing the spoon does not trigger so you can't dodge except to wait for him to throw then pop up and attack blindly for a short period of time. |
| Aug 27 00:46:00 | 3m 00s | Death Star | MediaFire pulled the download, can you put it somewhere like dropbox or another site for download? |
| Aug 27 01:00:00 | 14m 00s | Grig Saves Time | The first few levels were okay, but by the third or fourth with seven enemies rushing into an a four block section it became incredibly difficult to get an attack before you die. It took me a good 30 tried or so to get that level cleared. |
| Aug 27 05:17:00 | 4h 17m | Get Out! | Nice game, with a good level of fear induced stress with the spacebar not working initially (the first time I needed to relight the flashlight I pressed it, then started rapidly mashing the button hoping for a light. One thing I did notice is that there seems to be something odd with the normals in some areas as the lighting seemed inconsistent with what I would expect from a flashlight. Sometimes one object or wall would me much brighter event if I wasn't pointed directly at it. <br/> <br/>P.S. Thanks for your help in debugging my game. I have the issue fixed now so you should be able to run it. |
| Aug 28 02:51:00 | 21h 34m | Lepton Epoch | Very creative use of theme (and educational since I went and looked up leptons and spent a while researching the topic). Ran into a bit of an issue though. About the third or fourth attempt at level two, the textures for the leptons turned into while blocks, then at the end of the game the ending was just a blank white screen. |
| Aug 28 03:24:00 | 33m 00s | Finding Love | Interesting use of the theme. Unfortunately, shortly after starting the game, I got hit with a random encounter with three enemies that countered nearly every attack and caused so much damage that I couldn't defeat them after about twelve attempts to no avail, I had to stop. |
| Aug 28 04:25:00 | 1h 01m | Time Surge | Absolutely fantastic! As a question, is there more than one ending, as it seems there could have been one more thing I could have done in the last room. |
| Aug 28 04:46:00 | 21m 00s | Nyan's Invaders | the game could definitely use a way to restart if you lose. Other than that, I think there might have been something odd with the collision detection (or me) as several times I was pushed back and didn't see any projectile actually hit me. |
| Aug 30 23:15:00 | 66h 29m | HowToBasic: The Game | Okay, that was just some stupid fun. I'd love to see move of this. |
| Aug 31 01:33:00 | 2h 18m | Super Mega Penguin X | A solid entry, had some difficulty with a few later levels where the platforms were really small and it took longer than ten second to complete. Basically, I needed the light for pretty much the whole level but could not complete it in time, so it took a while to memorize some of the jumps. |
| Aug 31 01:45:00 | 12m 00s | Unacrystal | A good game, but surprisingly frustrating that you can't move backwards diagonally. You can move forwards diagonally, but not back, and that kept tripping me up. |
| Aug 31 01:55:00 | 10m 00s | Nut - timeout | Has a very Dr. Seuss feel to it. The game play is very repetitive though. |
| Aug 31 02:11:00 | 16m 00s | Test Chamber | Felt like VVVVVV or Metal Mech with more of an emphasis on puzzles (which is a good think), as a note on level design though, on I think the fourth level, where you need to unlock the path up, you have spikes that aren't visible until you move up. Since you can't see them until you go up, most people will die the first time through. For a puzzle game, where you have already solved the puzzle this is very frustrating. You would be better off if you did one of the following: <br/>- Remove the spikes, <br/>- Make the spikes visible, or <br/>- Train the player to expect spikes by placing the same blind spike traps early in the level so the player can detect the pattern. If you did that, the player is more likely to blame themselves for failing the level then on the game for the cheap shot. |
| Aug 31 02:20:00 | 9m 00s | Lab of Broken Time | Props for the nixies tubes. The game feels solid and really smooth except for the slow jump, which I'm guessing is either from a slow pre-jump animation or that jumps only trigger on some sort of time boundary. |
| Aug 31 14:39:00 | 12h 19m | EcoStar vs Aeronox | It's been a long week, so I just got down to playing the game. It's an incredible amount of polish there for three days with fantastic graphics, sound, and control. I really enjoyed the game and glad you put together a dream team. <br/> <br/>Two little nitpicky thing to make the game better though; the didn't feel frantic or epic. The waves felt very controlled and relaxing because you knew you had time to deal with the enemies. I think a small touch of having an enemy or two either come from the sides or slide in fast would add some tension by breaking up the pace a bit. <br/> <br/>I would have also liked to have seen some much bigger enemies near then end. Everything was scaled pretty small, and a ridiculously large boss or just some physically scaled up enemies with slightly better health and attacks at parts would also help to make the player feel like they are progressing more and accomplishing more. <br/> <br/>These are minor items, and most things that would be hard to address in a three day time frame, but they are something to think about if you pursue the game later. In any case, awesome job on making such a polished and fun game. |
| Aug 31 15:06:00 | 27m 00s | Labyten | Made it through level 106. It's a super simple game, but fun. Two things to note though. One, you should probably come up with an algorithm to determine the player can actually get to the exit in the given time, as at the last level I was going with max acceleration and speed and was nowhere near the exit by the time the timer ran out, and I was running towards it the entire time. <br/> <br/>Second, the music was not written within the 48 hour time period. If you are doing the 48 hour competition, you cannot use music created before hand (this music was from at least May 2013), only publicly available samples for instruments to make music. If you are Eric Skiff, I don the proverbial hat to your composition skills, if not, good choice of music, but you should really change your entry to a jam entry for using music from outside the competition where it is allowed, or remove the music. <br/> <br/>The game is fun through. |
| Aug 31 15:33:00 | 27m 00s | Time and Time Again | Cool concept, feel stupid though. Got the password, but couldn't find the disk. |
| Sep 1 14:01:00 | 22h 28m | Blobb has enough time | Fun up until "Every loves to push barrels". At that point the collision detection made it very difficult to play s you would be pushing the barrel and it would catch on the large collision box for the small stones. An easy way to fix this is to clamp all movement to the block boundaries (or half block boundaries like in the "Legend of Zelda") which would make it easy for the player to line up a block with the gap he or she needs to push it through. |
| Sep 12 00:49:00 | 250h 48m | Life Flash Before Your Eyes | I really like the non-linearity of the game. I got stuck after a while, and couldn't figure out what to do with "Alex" or get much use out of "kitchen" which is probably where I needed to put together to proceed. Really innovative idea. |
| Sep 12 01:12:00 | 23m 00s | 10 Seconds to Apocalypse | Oh this is cute a simple platfo... Oh god, the blood... it's everywhere! <br/> <br/>Nice graphics, and solid meatboy like gameplay. As a small design note though, the small lava bubbles on ground on level three are not obvious that they are a obstacle and I died a few times before realizing it was an obstacle. |
| Sep 12 01:33:00 | 21m 00s | PYRAM1D | Fun platformer, and I really like how you represented the health of the player. I did find it really difficult to attack enemies without getting hurt if I had to jump to attack and the theme was a bit weak, but otherwise a solid entry. |