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Feedback comments for LD27
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| Timestamp | Since previous | Game | Dooleus's comment |
|---|---|---|---|
| Aug 26 02:36:00 | Chroma-Chrono-Block | The difficulty of the red maze in the second level, coupled with the floaty nature of the movement, completely frustrated me to the point of quitting. <br/> <br/>Interesting concept, and the graphics are functional, clear, and also pretty nice to look at with the 3D effect while moving. The audio leaves a lot to be desired, though, as without music the game feels pretty bleak. A sound for changing colors would have been nice, too. | |
| Aug 26 02:52:00 | 16m 00s | The Devil That Comes | The concept is interesting, but ultimately this game is too stressful for me to have any fun with it. I got pretty far, but I have no idea how far I was from finishing, and it became almost impossible to keep up. I am not the fastest typist in the world, but I think the premise makes it a little inaccessible. I'm not sure how the theme fit into things, also. The atmosphere is well done. I did notice a couple typos, but not so many that it seriously detracted from the experience. |
| Aug 26 02:59:00 | 7m 00s | Time Gate | Atmosphere is lacking due to lack of music and no time-up sound. The concept itself could have been a little more interesting, too, I think. Sometimes the red circles would be directly on top of a green or blue circle, which was frustrating. Definitely playable, but doesn't hold my interest for very long. |
| Aug 26 03:14:00 | 15m 00s | Space-Time Adventure | The concept is great, but the random nature of the level generation makes it kind of pointless. If you had levels with a clear difficulty curve that had a guaranteed solution, this would be a lot more compelling. The art is great, and the music is good enough (if a little repetitive). Would be nice if there were sound effects for asteroids colliding or the character deaths (or as you put it, not being alive :D). |
| Aug 26 03:23:00 | 9m 00s | 10 Second Paper Flight | The wind element adds a level of randomness to the flight path that I think detracts from the basic premise of the game - finding the optimal angle and release speed. Somehow, I got a perfect flight the first time, but was completely unable to get more than a few seconds after that. I think a list of the attainable achievements would be good, too, so players know what they are trying to do beyond getting a 10-second flight time. The music was acceptable for the style of the game, but not exactly pleasing; the art was similarly basic. |
| Aug 26 03:39:00 | 16m 00s | Knight's Temper | I played the web version, and had difficulty because the window is larger than my resolution. When I switched to fullscreen I encountered a new difficulty: whenever I pressed ESC to skip the intro, I exited fullscreen mood. <br/> <br/>The concept is pretty interesting, but I wonder if having a countdown to your next attack would be a good idea? Or possibly having your attack recharge every 10 seconds but having to push a button to actually expend it? The art is great, the sound is good, but the controls felt a little weird - sometimes my character would pull in one direction while moving, and I encountered some odd behavior with the ledges which caused me to fall to my doom (which looked pretty cool, I must say). I would have liked to see something happen beyond the game stopping when the player is touched by an enemy. |
| Aug 26 04:04:00 | 25m 00s | Seconds | Love the play on words with the theme. The writing was also great. Actual laughter was produced when I had to 'prepare the duck' but failed, and then I failed to prepare the veggies for the duck, and yet somehow the customer loved his dish because I got enough of the other steps right to make him forget that his plate had no duck or veggies on it. <br/> <br/>The actual gameplay part of it was pretty well done (get it?), with a pretty decent difficulty curve and tight, responsive controls, but some of even the later puzzles could be solved by waiting around near the spawn for the green circle to come close. There was at least one instance where it seemed to be impossible to reach the goal in 10 seconds, but with the scoring being as forgiving as it is (who needs food when you've done such a lovely job turning on the stove and heating up the oil?) it didn't bother me much. <br/> <br/>Could have desperately used some sound and music, even something really basic would have sufficed (and probably matched the art style as well). Also would have liked to see a list of how many of the customers were satisfied at the end of the game in addition to the points total, to keep the personality that is so strong in the game alive in the endgame. |
| Aug 26 04:13:00 | 9m 00s | Hungry King | Art, music, sound, and concept are all great. The physics of the food seem a little wonky, though. I'd like to see it drop a tiny bit slower and be a little more forgiving to avoid having a giant sausage plugging up my pothole (heh heh). The bouncing food mechanic could use some more feedback, too, such as having a little multiplier text follow the food after it's been bounced, along with a pleasant little bleep or bloop. |
| Aug 26 04:21:00 | 8m 00s | Specky | The control scheme is interesting, but ultimately it seems like the most effective choice is to just use the keys at the extreme ends, as they move you the fastest, providing you with the greatest mobility to dodge rocks. <br/> <br/>I like the sound, don't hate the music, and the art is not bad at all. The dialogue between the universe and Specky was entertaining at first, but lost its charm as it started to get repetitive ("The gravity's getting stron" twice in a row killed the vibe for me). The theme seems a bit shoe-horned in, too, with the fact that it's 10 seconds after the universe is created having very little to do with the gameplay. Still, it's better than disregarding the theme completely, and it's a pretty good hook for the story. |
| Aug 26 04:34:00 | 13m 00s | Agent Dan | Not a bad concept, but could be executed a little better. Would be nice to have an indicator that shows where the traitor is when he's offscreen. The start collecting mechanic adds a nice extra layer of depth, but they could be a little more spy-themed. The art is a bit overly cartoony and could use a little more polish, but I do like Dan's character design, especially that distinguished 'stache. <br/> <br/>Definitely needs some spanky spy-theme guitar riffs for extra atmosphere. The voiceovers sound pretty good, although Dan's line is a little too quiet. More sound effects, like wind wooshing and the parachute opening/fluttering would also be nice. |
| Aug 26 05:07:00 | 33m 00s | Offspring | God-games are not my forte; I'll just get that out of the way up front. The art, sound, music, and introduction story are all very nice. The music and sfx set a perfect mood for the gameplay and the tiles are clean and fairly easy to read. The meteorite sound is perhaps a little too loud, but that's probably not so unreasonable and it doesn't seriously detract in any way... just a small nitpick. <br/> <br/>The gameplay itself is a little tedious at first, having to un-lava everything doesn't really give much of a feeling of accomplishment, but when you start growing algae and fish and everything, it starts to become more engaging. <br/> <br/>I'll confess I didn't make it past the stages of rodents cropping up, as I lost interest with trying to figure out how to progress from that point, but as I said this is not my preferred type of game so it's probably more my fault than your game design's. So, keeping in mind that I didn't really delve deeply into it and also that I didn't read your spoilers in order to have a more organic (heh) experience, it doesn't seem like there's a lot of risk of failure here. Your fish and other wildlife don't seem to starve if you neglect to place food near them. <br/> <br/>The theme seems pretty loosely fit into this, as well, since as far as I can tell you just arbitrarily described your little helper planet 'children' things as 10 seconds each and made 6 of them so that they add up to a minute. Maybe this is expounded on later, but it seemed pretty irrelevant after the introduction was over. <br/> <br/>Overall, I'd probably enjoy it more if it was a little less puzzley and a little more arcadey, if that could be accomplished within this kind of game. Like I said before, though, the aesthetics are great and definitely kept me playing longer than I had expected to. |
| Aug 26 05:17:00 | 10m 00s | Every Ten Seconds A Kitten Drowns | The graphics and interface are pretty decent. The controls are a little unsatisfying... I would like there to be a bigger sense of speed and weight in the boat, instead of just stopping when you let go of the movement keys. I had an issue with not collecting a cat even though the side of my boat was touching his raft thing, so it might be better if there was a slightly larger area for the collision detection. There were also some issues with getting stuck inside of the rescue station. <br/> <br/>The music is not good, nor does it put me in a kitten saving mood, and the lack of sound effects really detracts from the atmosphere. |
| Aug 26 05:28:00 | 11m 00s | Bob Loblaw's Blob War | The art and sound effects are okay. The music doesn't do it for me, and I hate the way it restarts every time your turn starts, as it's not on beat and it sounds very jarring. <br/> <br/>The gameplay is not super deep or engaging, and I really dislike that the 'Place Unit' button is across the screen from your side of the map, as it makes playing with a touchpad mouse extremely difficult - I could never place as many units as I wanted before running out of time. <br/> <br/>The concept itself is kind of interesting and seems like it might have some potential for depth, but the implementation is not super engaging and kept me from wanting to improve. I think having a simpler unit creation control scheme would improve the gameplay drastically, since it relies so much on quick mouse movements. Perhaps a right click to scroll through the unit types and a left click to drop it? |
| Aug 26 05:45:00 | 17m 00s | 10 for Hug | The art looks quite nice, but the lack of sound effects detracts from the experience. The music does a good job of setting up a dark mood, which strangely somehow seems to work with the contrast of the character's sprite. I think the music should continue to loop instead of restarting when the level restarts after death, though. <br/> <br/>The movement and jumping would probably feel a little better if they were faster, and the block moving mechanic is not super engaging, in addition to the glitchiness of the physics-based blocks. I think this concept would work better as a pure platformer with maybe some light puzzle elements, while using only movement keys to interact. |
| Aug 26 06:16:00 | 31m 00s | Hankerin Rocket Jocks | Love the art and the sound effects. A little background music would be nice, but I don't really miss it for this style of gameplay, and I think the silence between the countdown sounds and the rocket blasting off and the coin noises actually works really well. <br/> <br/>The concept is cool, and a great interpretation of the theme. I had fun stacking the food items careful at first, but I quickly switched to a strategy of 'click as fast as possible and overload the screen with food' which worked surprisingly well - the only level I didn't pass in one or two tries was the last one. If you wanted to dissuade the player from this style of play, you could limit the number of food items that can be placed for each attempt. <br/> <br/>I was a little disappointed that there was no win screen. Even returning to the title screen would have been better than repeating level 12 again. I figured it was the last one due its name, but I was robbed of some of the satisfaction of beating it by not having the game give me any recognition of that fact. That's probably the only thing preventing me from giving this a 5/5. |
| Aug 26 06:34:00 | 18m 00s | Super Time Shoot | Seems like we had a similar idea for concepts. :) <br/> <br/>The art style is not bad. I especially like the way the enemies dissolve when they die. The vocoder weapon names sound great. The lack of sound or explosion for when the player dies is kind of a let-down, though. There definitely needs to be some beat-heavy music to set the mood, too. <br/> <br/>I think the weapons could be balanced a little better, and some visual feedback of the cooldown on some of the longer recharging weapons like the shockwave would be good. I kinda wish you could use keyboard buttons to shoot, too, even if it would limit your aiming abilities. I tried playing it with a touchpad on a laptop and it just didn't work well. It would work with a gamepad if it had directional shooting, too. The movement feels a touch too fast for me, as well. |
| Aug 26 06:52:00 | 18m 00s | Mayfly | Interesting gameplay, but the flying is not floatey which is what makes keeping up with the cupcakes long enough to eat them so difficult. You could also have made the cupcakes take less time to eat. I like the art style, but that music was really annoying after about 30 seconds. Would have probably been okay with just the guitar, but that vocal part is not pleasant. Could use some more sound effects, like one for when you finish eating a cupcake and reset your time, one for finishing a level, and maybe some others (flying sound?) |
| Aug 26 07:16:00 | 24m 00s | 10 Seconds Before the World Ends | Solid concept and gameplay, good character design and animation, okay sound effects (though there definitely could have been more of them). Not in love with the backgrounds, they didn't seem to fit with the character sprite well. Desperately needed music in addition to the clock ticking sound. |
| Aug 26 07:27:00 | 11m 00s | Tower Infinity | I like the art style and the sound effects. The gameplay is pretty simple and doesn't offer a whole lot of depth. It's not really what I would call tower defense, despite the fact that you are defending a tower. <br/> <br/>Also, I believe that using a music asset that you did not create is in violation of the rules of the 48 hour compo. |
| Aug 26 07:35:00 | 8m 00s | MUD | Fun concept, solid gameplay, intuitive controls. Art could use some polish, and the lack of sound or music really hurts. |
| Aug 26 16:19:00 | 8h 44m | The only one | I really enjoyed this. The gameplay mechanic is a great interpretation of the theme, and ties in with the story beautifully. The story itself is great... very sincere and powerful. The ending is a little underwhelming to me but that might just be because you set it up so wonderfully. The art style looks great and matches the story beautifully, as does the music and the text-reading sound effect. It could have possibly used a couple additional sound effects for things like doors or getting the items, but it didn't bother me much. Overall, a very polished and engaging experience. Great work! |
| Aug 26 16:25:00 | 6m 00s | Jumitris - stucktris | Interesting idea. Intuitive control. Would have liked an indication of which shaped block was going to fall next. Not a super engaging interpretation of the theme - it seems like if the blocks were going to stay past 3 or 4 seconds, they would have no trouble staying for 10 seconds, which made it feel a little arbitrary. The sound effects are alright, but the music is not great. The faces on the blocks are a nice touch which give the game a little more personality. Overall, not bad, but not enthralling, either. Some small touches would make it more rewarding and addictive. |
| Aug 26 16:34:00 | 9m 00s | Clonogram | The concept is pretty cool, but I'm not in love with the controls. I think it might play better if the movement speed was a little lower. The premise of having your clones collide with you seems like it's got some real potential that could be explored further than you've taken it. The sound effects are pretty good, and the music is great. The art is alright - clean and easy to read, if not exactly stellar. The interface looks great. Overall, a cool idea that I think could use some refinement to be more engaging. |
| Aug 26 16:50:00 | 16m 00s | 10 seconds to live | An interesting idea that could be executed a little better. The theme is pretty loosely tied in - gaining 10 seconds or losing 10 seconds of life depending on how you respond to people. I would have liked for there to be a little more to the dialogue mechanic than just a positive and negative response. As it is, it doesn't feel like you're really connecting with the other characters very much. Might be nice if the player had to solve some simple puzzles or help the other characters in some small way in order to be rewarded. <br/> <br/>It's a bit tedious to move around and talk to everyone, and there is an issue where it seems like pressing enter makes you talk to the last person you bumped into, even if they are on the other side of the map. The art is simple but functional. The music is thoughtful and matches the mood, but sounds a bit too basic - would have been good to build on the theme a little more. Some sound effects for the dialogue would have been a nice touch. The writing could have been a little more engaging - there are a couple thoughtful remarks, but it's mostly forgettable, which is not good in a dialogue-driven game like this. <br/> <br/>I played through once, but I didn't experience enough challenge or emotional resonance to care to try and get each ending, especially with the time a single playthrough takes. |
| Aug 26 16:56:00 | 6m 00s | 1010 Runner | A pretty weak take on the Rainbow Unicorn-style game. The player should be further to the left of the screen instead of squarely in the middle so that you can see the obstacles sooner and react instead of memorize the level layout. The graphics and music are very rough, and the controls don't feel great. The theme could have been implemented more interestingly, but at least it's present. Overall, not very engaging and doesn't bring much of anything new to the table. |
| Aug 26 17:56:00 | 1h 00m | The Duellists | Fantastic art. The concept is fun and executed well. I would like to see either difficulty levels or perhaps an endless mode where you opponents get progressively harder. The accuracy mechanic feels a little unfair to the player, since the enemies don't seem to have a similar system. <br/> <br/>The theme seems a bit loosely interpreted, but the 10 paces vs. 10 seconds actually feels fresh after playing so many 'finish the level in 10 seconds' games. <br/> <br/>The sound effects are great, but the atmosphere could be greatly enhanced with a couple of short music loops - a title theme, a round end theme (possibly with win, lose,e and draw variations) and a game over victory/defeat theme would add a lot of character to the game. <br/> <br/>If you have no musical inclination, I may try to whip something up for you in the next couple days, as I really like what you've got so far and would be happy to collaborate, if you're interested. <br/> <br/>Well done! |
| Aug 26 18:09:00 | 13m 00s | Lil' Kingdom Strives To Survive | Cute art style and sound effects. Not in love with the music, but it works okay. The gameplay mechanic is not my idea of fun, but I don't particularly like micromanaging things. It's a solid concept and a pretty good interpretation of the theme. |
| Aug 26 18:16:00 | 7m 00s | Sky Trader | Nice art and good mechanics. Pretty weak implementation of theme in my opinion, but it is present (fuel cans last 10 seconds). The pirate behavior was a little exploitable - you can just hover outside of their follow range and shoot them without any reaction from them. Desperately needed audio. Overall, pretty fun to play with a good amount of depth added with the trading system, just needs some more polish. |
| Aug 26 18:24:00 | 8m 00s | Potato Lagoon | Fantastic art and audio, and the gameplay was very engaging too. Somewhat weak thematic interpretation, but that's easy to overlook when everything else is so strong. Side note: I tried to go to your soundcloud page via the link in the game but for some reason I'm just getting a blank page with the soundcloud toolbar at the top, and it still happened even when I took the s out of https:// or typed in the address manually. I wanted to follow you. :( <br/> <br/>Anyways, great work! |
| Aug 26 18:55:00 | 31m 00s | Hair Cop | Great art style and concept. The sound effects aren't bad... they serve their purpose, but could have been designed a bit better. The bad guys get alerted too easily - they should have to have a line of sight on you. The second level was unbeatable for me, couldn't figure out how to reach the lower platform without hitting the spikes. Definitely needs a super cheesey '80s style chiptune soundtrack to complete the atmosphere. Not a bad interpretation of the theme. Tight controls (with the exception of that falling mechanic which is what I assume kept me from beating level 2). |
| Aug 27 03:13:00 | 8h 18m | Barricade | The art and sound effects are good. Needs some pumping music, possibly with a more subdued version for when the enemies get deactivated. Not a fan of the button mashing weapon firing, though - definitely a repetitive strain issue which is a big dealbreaker for me. I would much rather be able to hold down a direction to fire, and it wouldn't compromise the gameplay at all. <br/> <br/>The concept is pretty interesting but I think it could have been explored in more engaging ways - every level seems to play out the same: mash attack at choke points until the enemies are deactivated, then kill as many as you can before they reactivate and you resume mashing attack at the same choke point. Maybe if there were two kinds of enemies and when one was active the other would be deactivated would be more interesting. Anyways, it's got a certain charm to it but I really just can't get past the control scheme. |
| Aug 27 03:34:00 | 21m 00s | Clocked In | Great art and concept. Controls felt good. Difficult without being unforgiving. Enjoyed being able to break my own path at times. The music doesn't loop perfectly, which bugged me a little, but that's probably my only criticism here. Good use of the theme, and solid gameplay. |
| Aug 27 11:44:00 | 8h 10m | Bubble or Nothing | Super charming, very funny, and challenging gameplay to boot. I felt like the collisions could be a little unfair - I hit a lot of obstacles that it looked like I would miss, and I missed a lot of medkits that I thought I would hit, but seeing the death descriptions for the different obstacles made it less frustrating and more entertaining. The music is inspired, for sure, but unfortunately doesn't loop completely seamlessly - but that's a minor issue. I would have liked some sound effects for hitting the various obstacles and the medkits. The theme is used to great effect. The phone calls from Mom and the cutscenes between levels are great rewards for finishing levels, and the ending is perfect (what a twist!) <br/> <br/>Overall, super solid experience. Great work. |
| Aug 27 16:06:00 | 4h 22m | Sky Turkeys Extreme | Very fun, good use of the theme, sound effects were spot on, and the art style, while basic, does its job perfectly. The music is not bad, but I don't really like the guitar sound in there all that much... might have been better with just pure synth, staying true to the aesthetic. Also left me wanting for some big arpeggio sweeps, but that's just my inner shredder talking. :) The screen shake is a great touch. All in all, very enjoyable - challenging yet accessible. |
| Aug 27 16:19:00 | 13m 00s | Lights | The sound effects and art style really work well in establishing the atmosphere. I don't enjoy the jumping being as unforgiving as it is - leads to a lot more frustration than it needs to. The '10 seconds to complete the level' mechanic being the central point of the gameplay is a bit frustrating to me, too, when coupled with the difficulty of the first-person platforming. Nice use of truisms in each level, definitely adds an extra layer to the atmosphere. |
| Aug 27 16:33:00 | 14m 00s | RetroType | Great art and sound. Could have maybe used a little music, possible getting more complex as the level increases. I had a few instances of getting the same word twice, and I think it would be better if that was prevented somehow. Good thematic interpretation. |
| Aug 27 16:47:00 | 14m 00s | The Five Trials | I liked the various minigames, although the dancing one was a little weak. The platforming felt a little off since your player jumped when releasing up instead of when pressing it. The writing was pretty decent. The art was quite crude but had a good amount of character (the dancing fat dude was especially fun). The lack of audio really hurt this one, though. The theme also seems pretty weakly implemented. Overall, it was engaging enough to keep me playing to the end, but ultimately pretty forgettable. |
| Aug 27 16:54:00 | 7m 00s | Interim | The framerate was really low for me. For some reason after completing level 2 it told me there were no more levels, so I had to pick the next one manually from the main menu, and then after completing the actual final level, it took me back to level 2 again. The level editor button was greyed out and did not function. The graphics looked pretty decent, but the aforementioned fps issues were disappointing for me. The lack of audio also hurt the atmosphere quite a bit. The thematic implementation was pretty weak, since none of the levels took even close to 10 seconds to finish, and most of the obstacles would kill you before you ran out of time anyways. The art and color choice were nice, though, and there is some solid potential here - with a lot more levels of increasing difficulty and more importance put on the 10 second time limit, this could be much more engaging. |
| Aug 27 17:14:00 | 20m 00s | Subject 127 | First of all, what I liked: The art is clean and the introduction sequence sets the mood very well (even if the writing isn't exactly riveting - it does its job.) <br/> <br/>Now, my gripes: <br/>There were some big issues with collision detection - getting stuck on walls and ceilings during jumps and going THROUGH the walls and floors at times... definitely very frustrating in a game like this. The level 2 design (camera after camera after camera) could have been a lot better designed - putting the same obstacle in that many times in a row just kills all novelty of the stealth mechanic, which at first I was really excited about. <br/> <br/>The timer mechanic had a similar pitfall - in the first level, it works well enough (though it is a little unforgiving, requiring a high level of platforming skill in the first level is bad enough, but coupled with the bugginess of the collision, it's seriously flawed here.) In the third level, getting hit with the timer-activating laser effectively means that you cannot finish the level in time, but since it doesn't kill you, the only sensible option is to jump into a pit to restart. This approach is not a fun one - instead, this particular obstacle should either mean instant death or it should be an unavoidable part of the level design which doesn't prevent the player from finishing. <br/> <br/>The actual game camera should not follow the vertical movement of the player so closely, as it makes landing on a platform at the same height as the last one much more frustrating than it should be - level 3 was where I gave up due to this problem in addition to falling through the floor one too many times. <br/> <br/>There seems to be some inconsistency in the writing as well - the villain says he will blow you up at the end of the 10 second countdown, so why does it say some about releasing gas the first time you encounter the laser that starts the timer? That was a little fourth-wall breaking... <br/> <br/>The lack of audio really hurts the atmosphere, too. As I mentioned, I couldn't bring myself to get past level 3, but from what I saw the level design could definitely use some improvement. I just noticed in your screenshot that you can duck, as well, although I don't believe that was ever explained in the game - I simply jumped past that particular obstacle. |
| Aug 27 17:19:00 | 5m 00s | Under Water | Good mechanics, very fresh. The art is good at establishing the atmosphere - love the plants swaying, the bubbles rising, and the character's health/breath indicator is fantastic. Definitely needs audio, though - felt very cold without anything there. It was also a tad on the difficult side - maybe starting with a few built-in air pockets, and later having to using the plants to survive would have been a better way to go? Anyways, the difficulty put me off getting further than a few screens, so I'm not sure how much more content there is here, but I did enjoy the freshness of the gameplay for the short period I spent with it. |
| Aug 27 17:27:00 | 8m 00s | The Cave Of Lights | Fun mechanics, good difficulty curve, and a cute, polished art style. The audio is nice, too, and fits the art perfectly. Lots of fun... great job! |
| Aug 27 17:44:00 | 17m 00s | Castle of Doom | I love the art, and the sound and music are both very well done, although I didn't like the lack of a jump sound. The jump also felt a little bit too fast, especially compared to the movement. <br/> <br/>The random level generation is a good idea in theory, but with the levels having to be so short with the 10-second limit, it doesn't really feel fair to me - there are some that are ridiculously difficult, and then some where all you have to do is jump a couple of times and you're done, with no threat of death at all. I also had a level where I was immediately dropped into lava, which was obviously not thrilling. <br/> <br/>I think having predesigned levels with a clear difficulty curve would make more sense in this format, or at least having the level generation have some logical progression of difficulty. The randomness does add a replayability factor, but it simultaneously diminishes the feeling of accomplishment you get from progressing. <br/> <br/>I also think having a short count down at the beginning of the stage might be a good addition, as it would give the player a little bit of time to assess the level before throwing them into panic mode, scrambling towards to exit door (assuming the level difficulty isn't completely shot by the randomness). <br/> <br/>In short: fun concept, but a bit too abstract for my tastes. |
| Aug 28 03:00:00 | 9h 16m | Puzzle Dash! | Had a lot of issues with the game not recognizing my diagonal movements on my tablet. Really wanted to enjoy this as it's a great concept but that really killed it for me :( <br/> <br/>The art is great, but the audio and music could definitely be more polished. |
| Aug 29 19:51:00 | 40h 51m | De Bomb Da Bomb | A little difficult to understand at first - the character art style made me think that it was a side-view instead of top-down for a minute. The switching mechanic could have been explained a little bit - I couldn't figure out why I couldn't switch to the 4th guy at first. Collision could be cleaned up a little, too. <br/> <br/>The art is good, aside from the perspective weirdness, and the music is cool, too, but it could have used some sound effects for opening doors, the bomb ticking, maybe for switching characters, etc. Would have been nice to have more levels, too, as the three here aren't particularly difficult. Still, it's a fun concept and relatively polished. |