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Feedback comments for LD28
HuvaaKoodia's games and stats for all events →
| Timestamp | Since previous | Game | HuvaaKoodia's comment |
|---|---|---|---|
| Dec 15 01:07:00 | Light and Mirrors | A neat little game. <br/> <br/>I would have liked the gameplay more if the mirror could be rotated while the laser is on, but that would have ruined the lasers fired scoring. <br/> <br/>And I know I shouldn't say this but there might just be a few too many particles. | |
| Dec 18 16:29:00 | 87h 22m | Power Ball - The Cube Apocalypse | It's not and untitled alpha. Points for that. <br/> <br/>The first two gamemodes are way too easy. I can survive in the second one for as long as I want thanks to enemies making too little damage and an endless supply of bananas (that's a bug right?). <br/> <br/>On the other hand the third mode I'm a fan of. It's more hectic and doesn't suffer from the infinite bananas. <br/> <br/>The highscores should be separate for each gamemode and they don't seem to be saved anywhere outside the application. |
| Dec 18 17:40:00 | 1h 11m | Alien Plant | It's not and untitled alpha. Points for that. <br/> <br/>The controls have a few issues. <br/>They should be rebindable and the gun could have autofire to spare my poor mouse. <br/> <br/>The gameplay itself isn't very exiting after the thrill of flinging tiny people around subsides. This could be mended by adding some challenge, as currently it's relatively non-existent. <br/> <br/>Have the enemy/human troops behave more aggressively by moving around. Mobilizing the airforce could also bring some dogfighting action to the scene to spice things up. |
| Dec 18 17:55:00 | 15m 00s | 2 Potato or not 2 Potato | It's not and untitled alpha. Points for that. <br/> <br/>Great music and funny surprising dialogue. <br/>Tad short, fugly potatoes (they look more like nuggets). |
| Dec 19 17:58:00 | 24h 03m | Backwater Rider | It's not and untitled alpha. Points for that. <br/> <br/>As a fan of space exploration games this one is right up my alley. It’s overall a competent build and worth further development but the ambitious scope shows as some issues. <br/> <br/>Star map: <br/> <br/>Some stars cannot be clicked very easily (the hitbox seems to be a bit off). This makes it impossible to select stars very close to each other. Stars under the hud cannot be selected either. I also find it odd that in a 2d representation of space two stars close to each other can have wildly different distances from your position (e.g. 48 parsecs & 186 parsecs). <br/> <br/>Gameplay: <br/> <br/>The cave exploration is a tad bugged. Sometimes the droid flies through walls, doesn't go to the selected direction or is lost when there still is an unexplored direction to go. <br/> <br/>Interface: <br/> <br/>There should be a summary for acquired parts, fuel and money after the action turn. I found the automatically scrolling text to be annoying as it goes on too fast. I'd rather just have next and skip buttons. <br/> <br/>World generation: <br/> <br/>It seems the game uses a randomized event based system for generating the interactions in the galaxy. <br/>This causes a severe discord between the properties of the planets and the events taking place there. It would be nice to be able to deduce the best choice of action based on the planets appearance and stats. For instance a planet with volcanic activity wouldn't have much sentient life on it and a planet with signs of an ancient civilization would always have ruins. <br/> <br/>Easiest way of achieving this is to tie events into planetary stats. A harder path is to introduce more complex simulation elements into the world. <br/> <br/>Let's end on some high notes. <br/> <br/>The graphics are quite nice with a fancy galaxy background and moons orbiting planets on the planetary screen. The menus are sleek and functional as well. |
| Dec 21 21:59:00 | 52h 01m | Master Thief | It's not and untitled alpha. Points for that. <br/> <br/>A fine concept, but gameplay, to me, is too simplistic. <br/> <br/>Take some pointers from games like N, Mark of The Ninja and Stealth Bastard. <br/> <br/>Predictable enemies which are relatively easy to bypass on their own, yet in combination with each other create interesting and challenging dynamic situations. <br/> <br/>More interactions with the world (Doors, switches, airducts, traps, keys, robots... You name it) which can be tied to overall objectives (go there, steal that) or to sub-objectives (how do I get past this turret?, how do I open this door?). <br/> <br/>A more refined and complex movement system (sliding, crouching, running, wall/roof-climbing, etc.) and/or gadgets (grappling hook [ninja rope], stun/emp. devices, smoke bomb, hacking device. etc.) <br/> <br/>And possibly stealth, even if the main character is a master thief only in sarcastic sense. |
| Dec 21 23:13:00 | 1h 14m | Watch Out for Bears | It's not and untitled alpha. Points for that. <br/> <br/>In fact It's a very well polished game, apart from the hud text glitch and the audio assets. <br/> <br/>Gameplay wise I find the adherence to the jam theme to be a hindrance. Having only one tool at hand meant that I exclusively used the berry bucket and dodged the bears with superior agility (a bear would catch a man in RL no doubt). <br/> <br/>Another annoyance is the classic "Only one collectible left. Have fun trying to find it!" problem. <br/> <br/>In short the gameplay should be more interesting in some way. <br/> <br/>I suggest adding light and dark mechanics. Raiding the berries at night with a flash light, which attracts bears if turned on, only having to collect as many berries as you want, for a score, in a bigger forest would solve aforementioned problems. Carrying multiple tools is something to consider as well. |
| Dec 22 18:54:00 | 19h 41m | A Cup of Christmas Fear | It's not and untitled alpha. Points for that. <br/> <br/>Extra points for the mood. Really freaky non-Xmas vibes going on. <br/> <br/>The mechanics at play need some work. If I can destroy a random amount of the zombies once every turn, what is the best time to do so? The beginning of the turn, always. <br/>That's when they swarm towards me and using it later has no positive effect as the amount is random no matter what. <br/> <br/>Another weird gameplay conflict is the fact that I need coins to win, but they can also be used for a short invincibility powerup. <br/>Why would I ever use the power up then? The game is only going to get harder with time. Better collect 8 coins as fast as I can and leave. <br/> <br/>Also the moment to moment gameplay revolves around kiting the zombies and running in circles. Not very exciting after a while. <br/> <br/>Here are a few ideas: <br/> <br/>-Have the amount of zombies destroyed by pressing E grow over time resetting the value when the power is used. <br/>-Don't reset everything when a new turn starts. Just throw in more zombies from the edges of the screen. <br/>-Have the amount of used coins increase the duration of invincibility or trigger a more potent power. (e.g. 3 coins -> invincibility, 6 coins -> destroy zombies on touch/make them attack each other/become invisible/etc..) <br/>-Winning could be tied to survival (20 round to go!) or just scrapped completely (a little bit of winter depression eh!) |