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Feedback comments for LD28
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| Timestamp | Since previous | Game | JoeProgram's comment |
|---|---|---|---|
| Dec 16 03:45:00 | FowL Play | The controls were spot on! I would have loved to know what the mysterious man offering me a choice of weapon was more about. I really liked figuring out how to glide as a chicken, and would have loved more sci-fi chicken skills. <br/> <br/>Did not post a time, died twice and accidentally closed it a third. | |
| Dec 16 03:56:00 | 11m 00s | Asshole Ducks | The controls were great! I liked the way you could shoot the food directly down the duck's gullet - sort of a foie gras simulator. I didn't like it when I ran out of white ducks - I ended up having to feed an asshole duck. Maybe it was because two good ducks ate the same food. |
| Dec 16 04:08:00 | 12m 00s | Choose Wisely | Cool - every time I chose a power, I wondered what the other ones would be. Particularly for more limiting choices like wall jumps - it would be cool to see how to get through the level in a different way. <br/> <br/>The controls felt floating to me, and I had a hard time telling when I could safely fall down, and when I would be falling into oblivion. |
| Dec 16 04:17:00 | 9m 00s | The Depths of Kargron | Could you make the player move more quickly? I found it was hard to figure out where to go, and had to scout the area before I knew what to do. |
| Dec 16 04:34:00 | 17m 00s | You only get Juan | Great selection of enemies and weapons - they all felt really different. The minimap is a great add too - it works great with the slime trail monsters. <br/> <br/>I would have loved to have started with fewer enemies, and see noticeably more with each round - it would have given me more to think about when choosing my weapon. <br/> <br/>You've got your mouth sounds down, but just in case you want a second resource, this website is a great generator for 8-bit sounds: http://www.superflashbros.net/as3sfxr/ |
| Dec 16 04:53:00 | 19m 00s | Evosea | What ruthlessness amongst such adorable sea creatures! I would have loved some particle effects to help me understand when I was being hit. It took a while for me to understand that after I killed everything, I should walk off screen to go to the next level. |
| Dec 16 05:12:00 | 19m 00s | Nent | Yeah, this is a strong entry! The way the circles melded was quite mesmerizing - I would have loved it to have a positive effect so I could have done it more intentionally. I played three times - the first time figuring out what I could do, and ending up with a score somewhere around -10,000. The third time, I almost broke even at -150. <br/> <br/>Would have loved hotkeys for the powerups - both my hands were involved with dodging and shooting. <br/> <br/>You've got an interesting feedback loop going on - the game is both ambient and terribly punishing. It reminds me a little bit like Dustforce (on Steam) - there's no lose condition, but the game grades you harshly. In this game its a little more frustrating because you want the upgrades and you can see them being taken away from you, but it's not bad. With a little tweaking to the base design, I think you could end up with a game that could really appeal to both casual and hardcore players. <br/> <br/>Nice work! |
| Dec 16 05:20:00 | 8m 00s | You Only Get One Ludum Dare 28 | Nice! Though maybe after virtual you presses the computer button I should have to continue to mash my mouse button for 18 hours ;) <br/> <br/>The only part I found a little confusing was the "One Control, One Level, One Message" screen. At first I thought I was making a choice between these three, or there would be three minigames. Doing it like a movie trailer - with each of these fading in and out one at a time - could have helped me understand this was a presentation of information, ad not something I would be interacting with. |
| Dec 16 05:30:00 | 10m 00s | A Cat and a Jetpack | A little too difficult for my tastes, but I think it was what you were going for with the flight of the bumblebee raging in the background. The mechanic was very cool - I hope you make a slower version, as attacking enemies with jetpack flames is a great idea! |
| Dec 16 05:54:00 | 24m 00s | Only One: A Gentleman's Game | "Only One" cannot be described, it must simply be experienced. <br/> <br/>It took a moment for me to recognize the barrage of slaps coming my way - a more distinct slapping sound would have served me well. |
| Dec 16 06:05:00 | 11m 00s | Cat Gentlemans Play: Insult Spinner 10 Cents | There's some real player narrative going on here. In the third act, by tapping the keys rapidly, you can simply dance a tidy jig to the tune rather than all that gunshot business. <br/> <br/>Be sure to check out the other gentleman slapping contest game(?!?): http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30068 |
| Dec 16 06:22:00 | 17m 00s | The One Familiar | Made it to the "What Lurks" level before giving up - those spiders are nasty! <br/> <br/>The boomerang ball is cool, would love to see a full game with the mechanic. For the key zones, I'd suggest disabling them permanently once the key touches them. Its easy for the key to bounce back out, so that many of the moments where I was experiencing accomplishment were followed with disappointment that it didn't stay. |
| Dec 16 06:39:00 | 17m 00s | Make it count! | I love the menu - it feels really slick. I enjoyed the stealth mechanic of figuring out how to sneak up on the enemies. It would be nice to be able to use the knife before the gun too, to make it more of a choice than just having to shoot the first enemy each time. |
| Dec 16 06:48:00 | 9m 00s | Thirsty | I thought the coyotes were cute until I learned they are vicious water-stealing brutes! Having a few more wells scattered about would have been good. |
| Dec 16 06:56:00 | 8m 00s | Jump If You Can | I really liked the smooth loading between levels, where the end of one becomes the start of the next. Sometimes doing it did make it harder to read - I couldn't tell which coins I should be going for, but nothing that couldn't be fixed with just a little more time. |
| Dec 16 07:10:00 | 14m 00s | Schrodinger's Kitten | Ah, this demonstrates that weird Monty Hall probability problem. The golden kitten will be mine! <br/> <br/>Would have loved a zombie kitten meow sound effect. |
| Dec 16 07:13:00 | 3m 00s | Just. One. Second. | Closes as soon as I open it. Running on Windows 8. |
| Dec 16 07:25:00 | 12m 00s | One Touch Of Music | Really nice work - the polish on this really shines. Put it on iPad or submit it to a neurogaming company. |
| Dec 16 07:40:00 | 15m 00s | Flowing Death Fist | Nice - like a more violent Boomshine. As so much of this game is just watching an interesting dice roll, it would be cool to have some results screen achievements - like hitting all the medium ones. The screen shake did get to me a little, as I've been staring at a screen all day. |
| Dec 16 15:13:00 | 7h 33m | Eldritch Racing | Wow, those tendrils of power look great! I also loved the way you setup the choice of item - it was a fun use of language. I couldn't really see the road or shoot though. If the player is supposed to be doomed, it would be fun to have an ailment afflict them rather than just losing. |
| Dec 16 15:23:00 | 10m 00s | Don One goes to space. | Made it to the double red launch ramps, but no further. I loved the big floating text boxes - really drove the humor of the game. It was also great that Don One hoists himself up when he runs into the side of a platform. <br/> <br/>It would have been nice to be able to see a little bit further, and I had trouble seeing the black platforms. |
| Dec 16 15:47:00 | 24m 00s | Casual Friday | The game has such a cool look to it, and I love how the characters bob back and forth as they walk. <br/> <br/>Until I read the comments, I didn't understand that you could click fast enough to beat the enemies. It would be nice if you got a little break each time you lost a heart - a bigger pushback, or temporary invulnerability. Most times I was just killed immediately. |
| Dec 16 15:55:00 | 8m 00s | YOGO Mom! | Oh man, I hope that's pet poop appearing on the kitchen floor, and not indie dev poop! I would have liked the different types of objects to have consistent lifetimes, so I could learn what would stay out for a while, and what would be removed right away. |
| Dec 16 18:08:00 | 2h 13m | One chance to save your ass | Yeah, this is a really interesting puzzle mechanic! I love how you really have to pay attention to the whole field - just because its a space you're not planning on stepping on doesn't mean you can ignore it. <br/> <br/> I would suggest two changes: <br/> <br/>Make the rock heights easier to distinguish. The higher rocks are a little lighter, but particularly with the irregularity of the texture, can make it hard to tell when a taller stone is in front of a shorter stone. Outlining or burning the edges of the stones could help. <br/> <br/>Have a restart button. Its easy to lose any possible solution in the first few moves, and then I'd just have to spam random moves till I hit a lose condition. <br/> <br/>I liked the way Jim bowed to me at the end too! |
| Dec 16 18:16:00 | 8m 00s | Our Man, Dragon | A fun idea, good controls, and a cool Darwinia aesthetic! The engine is all there - it just needs player feedback and balancing to bring it home. |
| Dec 16 18:23:00 | 7m 00s | One Turn | Interesting - I like the idea of being able to plan out all your tactics, then watch it play. The random setup of the levels were pretty unfair sometimes - would have loved some hand-crafted levels! |
| Dec 16 18:32:00 | 9m 00s | The One Fork Restaurant | Fantastic! Having worked a time management game myself, its nice to see the core of the medium so elegantly boiled down to its simplest form. The premise is excellent, and could be easily be extended. Maybe the chef needs to use the fork to cook too, or there's also one spoon and one knife going around. <br/> <br/>Nice work! |
| Dec 16 19:14:00 | 42m 00s | Who's the Worst Person in the World? | Yeah, really interesting! I loved how you mixed the real-world knowledge about current dictators in. The endings all felt different and ethically ambiguous. The fact that the story only has one actual choice in it, which would usually be a flaw in an interactive medium, fits the game competition and subject matter so well. <br/> <br/>My one piece of advice is that neither Mark's friend nor sister felt very likable. They both give intelligent, interesting responses, but it was weird Mark thought poorly of his only two close relationships. <br/> <br/>In terms of my final choice, I felt that the serial rapist was the best choice. I think the death of a dictator can usually just splinter an organization, rather than fixing the underlying problems. I don't think I could have been so coldly logical in real life, but it seems like it would have done the most good with the fewest unintended consequences. |
| Dec 16 19:31:00 | 17m 00s | Scrap Wheel Robot | And they say games are too easy these days! I like this game, though the best way to play it would be with your friends laughing at you over your shoulder. It's got the same fun as QWOP, but actually feels controllable, if barely so. I made it to the second set of Washers in Level 2 before giving up. <br/> <br/>It did take me 7 or 8 lives at the beginning to understand how the controls worked. The problem is that if you just start with Z and X, they don't do anything until you start falling over. Having those work immediately - even if it kills the player - would make it easier to learn. The sketch of the controls is tricky too - I actually thought it was a joystick. <br/> <br/>Nice work! |
| Dec 16 19:44:00 | 13m 00s | That one spot | Cool, reminded me of that Simian Interface game (http://vested-interest.co/simian/browser/). One bug I found was on the second level, where my winning point was actually below the browser on my Windows task bar. I had to resize and move the window around, and I'm still not quite sure how I got it. |
| Dec 16 20:10:00 | 26m 00s | CodeKube | How are you assigning one component of a position Vector3 without creating a new variable? When I do that in Unity, I get a: <br/> <br/>"error CS1612: Cannot modify a value type return value of `UnityEngine.Transform.position'. Consider storing the value in a temporary variable" |
| Dec 19 17:48:00 | 69h 38m | One Take | Very clever! I played it through twice just to see how the endings would be different for the last sentence in the newspaper. I would have loved an extra moment to read what the first instruction ones before the scene began - it was usually the most stressful. |
| Dec 19 18:23:00 | 35m 00s | OP is OP | The alternate paths for alternate powers was very cool - it made we want to know what the other powers were, and figure out if they'd be easier or hard to use. I'd love to have had more of a description when picking my power, or at least a name - there wasn't a good way to predict what power you were choosing. Wasn't a fan of the asteroids or solar flares on the final level - I hid inside a cave to avoid getting hit by the solar flare only to have an asteroid kill me. |
| Dec 19 18:29:00 | 6m 00s | Game of One | Oh, I wouldn't have known that I needed to press the refresh button a few times to see the full game. I think the joke would be easier to find if it happened within the game rather than within the webpage. |
| Dec 19 18:41:00 | 12m 00s | GRAIL | The art and animation is fantastic. I found myself enjoying the punishing nature of the game more towards the end once I felt more competent. I died 27 times. |
| Dec 19 19:19:00 | 38m 00s | Underbyte | There's so many cool things here. I love the cannibalistic nature of the beings, all trying to steal each others bits despite being the same people. Getting the blocks to smash together was really satisfying too. I found it was a little too easy to push the blocks into a corner repeatedly - would have loved some move to get easily get them away from the wall. |
| Dec 19 19:31:00 | 12m 00s | Monocraft | Very fun! I like the purity of the idea, but I'd definitely play it a few times if it was one block per day! |
| Dec 19 20:05:00 | 34m 00s | GAMEHAX | There are so many, "Wow, What?!" moments in this game. I love it. The sheet of paper to write down game codes is hilarious. |
| Dec 19 20:12:00 | 7m 00s | YOG1D | Whoa! After playing this game, I totally have the ghosted effect on my vision for staring so intently at that white line! <br/> <br/>Loved the design challenge, but would have preferred it to be easier to get through. Sounds could also have kept it to the idea while helping communicate more of what's happening for the player. |
| Dec 19 20:38:00 | 26m 00s | Lumen | This one is so elegant! I love the little touches - the lights that activate as your lantern gets near, the tiny poof of light whenever you die so you can see what hit you, the little bit of recoil on launching the lantern. Would have loved to see a level that was all glowing grass. Nice work! |
| Dec 19 20:56:00 | 18m 00s | Cure the infected! | The spreading mechanic is cool, but the feedback loop is too intense. If you get patient zero right away you skip the level for free, but if you don't you be cleaning up for minutes. Would have loved to have a lose condition I was trying to avoid - like 10 people sick - have vaccinated people stay vaccinated, or have a splash damage weapon that could cure groups of people. |
| Jan 7 17:12:00 | 452h 16m | Hamlet | I would love it if the game started in the dressing room, giving the player time to figure out how to move, move offscreen, and practice lines, and talk to people. |