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Feedback comments for LD28
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| Timestamp | Since previous | Game | Jwatt's comment |
|---|---|---|---|
| Dec 17 05:41:00 | Thrust Issues | A game about awkward controls is no excuse for awkward controls. | |
| Dec 17 05:47:00 | 6m 00s | Last Squadron | Got a wacky feel to it, almost like it was made while drunk. Guess that's just cause for some mood points. |
| Dec 18 20:18:00 | 38h 31m | Agent LD28 | A solid 4-star entry. It's like some sort of twisted dark comedy social commentary, but the gameplay idea of causing reactions is fun just for the sake of itself. |
| Dec 18 21:13:00 | 55m 00s | Code Tower | My beautiful RPN tarnished by being featured in a mobile-y game! Nooo! |
| Dec 18 21:20:00 | 7m 00s | Out | This is surreal. The movement was well done, most obviously in the bottle. Things turn and rotate dynamically. |
| Dec 18 21:26:00 | 6m 00s | CUOP DO SACI | Pleasantly silly, but the lack of actual gameplay makes this a novelty entry. |
| Dec 18 21:37:00 | 11m 00s | What The Sock | Meh. Pretty repetitive, at least it's got some humor in it. Also I might add that I really dislike that graphic style. |
| Dec 18 21:42:00 | 5m 00s | No Way Out | This actually made me feel nervous. Here's some mood points for that. |
| Dec 18 21:52:00 | 10m 00s | You Only Get One Limb | Ragdoll physics are always hilarious, this is a nice way to combine them with proper gameplay. |
| Dec 18 21:59:00 | 7m 00s | Jim's Night At Work | Some of the notes would bug and remain on screen despite pressing Space. |
| Dec 18 22:45:00 | 46m 00s | BL1ND | Oh, ain't this a clever proof-of-concept. Glad you already have plans for a post-LD version because this idea deserves to be taken further. |
| Dec 18 22:53:00 | 8m 00s | One Douchebag | Okay, I have to admit I found this funny, props for the song in particular. Not much of a game though. |
| Dec 19 00:19:00 | 1h 26m | Natural Sheep Care | This is a well-made game, can't deny. Surprisingly addictive for its simple resource management. <br/> <br/>As opposed to other commenters, I didn't find it hard at all, in fact it's quite relaxing. Just keep upgrading the sheep's health, stand close to a teleporter in dangerous areas and let the sheep's health drop to less than 10 while it's grazing. Also let the wolves pile up so you can take out a few with one shot. |
| Dec 19 00:37:00 | 18m 00s | Data Stains | Very 2010s. LD needs less platformers and more creative experiments like this. You get my seal of non-foolgarbage. |
| Dec 19 01:18:00 | 41m 00s | TekkuNikku | Great use of the theme. Super funny and unique, with a memorable graphical style and lots of polish to boot. |
| Dec 19 12:29:00 | 11h 11m | Hidden Prison | I appreciate the thought that went to this, Metroidvania-style level design is always fun. My biggest nuisance was the music, which sounds somewhat derpy with all those hard chord changes. |
| Dec 19 12:54:00 | 25m 00s | Replay | The replays get obviously bugged sometimes, couldn't get past level 3 because of that. The idea isn't that bad, though I've seen it before in some Flash game. |
| Dec 19 13:20:00 | 26m 00s | The TORPEDO | So, this game mainly suffers from usability problems. You spend a lot of time explaining the obvious, and the Next button is only tangentially mentioned in the jungle of instructions. Also, there wasn't a Next button on the intro, which is further disorienting. <br/> <br/>The reload button looks just like your browser's one, and even the text says reload, so I kept refreshing the page. That was silly. <br/> <br/>Also, I don't get why the ship's position is randomized every time. Makes no sense when these kinds of games are about improving your estimations iteratively. <br/> <br/>It's promising, but it shows that you ran out of time. |
| Dec 19 13:58:00 | 38m 00s | PUSH | This was tricky but rewarding. Great ideas throughout the levels, it never seemed to get boring despite having a lot of content. Definitely had fun. |
| Dec 19 14:39:00 | 41m 00s | Handle with care | FUCKING ARROWS/5 |
| Dec 19 14:55:00 | 16m 00s | The Naughty List | Gets pretty repetitive fast. I felt the random spawning adds fake difficulty. |
| Dec 19 15:25:00 | 30m 00s | One Direction | A bit of a twist to an old idea, nice to see there are multiple solutions to each level too. I've seen so many of these games that it felt pretty easy. The music was a bit annoying. |
| Dec 19 15:33:00 | 8m 00s | One Outcome (is all you get) | One of those conceptual games. Well, there's not much "game" to it, but it's pretty moody while it lasts. Also remember E=mc^2 yo, energy does not simply separate from matter. |
| Dec 19 15:41:00 | 8m 00s | Drug Sweeper | Businessman foolgarbage (with candies and crashes). Probably shouldn't even bother submitting games that are this unfinished, honestly. |
| Dec 19 15:55:00 | 14m 00s | Going Down | This was fun while it lasted. Gets chaotic near the end and turns into button mashing, but it's pretty amusing nonetheless. |
| Dec 19 16:58:00 | 1h 03m | The hunter | A very tense kind of game. Done well, save for a few bugs/oddities. |
| Dec 19 17:08:00 | 10m 00s | The Gift | Glad it was so short because nothing happened. |
| Dec 19 17:14:00 | 6m 00s | YOGO swat member | An absolutely pointless reflex test. It's like Hotline Miami in a parallel universe of the worst possible remakes. |
| Dec 19 17:18:00 | 4m 00s | 30 ducks, 1 Stone! | This game is a joke. |
| Dec 19 17:25:00 | 7m 00s | The Last Rock | Despite being short, it managed to be quite repetitive. No challenge to it at all. A reluctant bonus point for the bulldozer, which was the best part of this little presentation. |
| Dec 19 17:30:00 | 5m 00s | SHIFTER | Not much variety in this one, at least there was the story to read. Extra graphics point for having indications for the path. |
| Dec 19 17:33:00 | 3m 00s | Only one Cookie | The novelty of the joke wears off fast. |
| Dec 19 17:39:00 | 6m 00s | You only get one stone | Surprisingly fun/relaxing in a cookie clicker way. A great game to just leave at the background and check back every once in a while (which I translated to mood points). The graphics are total programmer art, but at least you can tell what everything is. |
| Dec 19 19:00:00 | 1h 21m | Fighter's last hope | This was very "2013 jam game trying to be a "2005 Flash game trying to be an Amiga fighting game"". |
| Dec 19 19:12:00 | 12m 00s | Go Long!! | This is just beautiful. Everything from the camera manipulation to the audio and the lack of instructions forms a melting pot of confusion and hilarity. |
| Dec 19 19:33:00 | 21m 00s | FASTBACK | Not really as fun as you'd expect from a game labeled a "very fast-paced FPS". A lot of the difficulty is artificial, the mouse being too sluggish and the AI erratic. Also it has that problem of the physics feeling too much like an Unity game. |
| Dec 19 20:01:00 | 28m 00s | Keyboard Crasher 2.5D | I've said it before, but a game about awkward controls is no excuse for awkward controls. <br/> <br/>The fundamental idea behind this (=player's input gets processed) could've been implemented better in a puzzle sort of way, with some predictability or a way to influence the processing. You'd probably end up making a turn-based game in that case. Right now it's just unplayable. |
| Dec 19 21:31:00 | 1h 30m | superfrozenkittengetsonlyonesecretbottleforyou | I told you about drugs man <br/> <br/>It'd be fun to explore, but the (seemingly unnecessary) time limit hinders that. |
| Dec 19 21:54:00 | 23m 00s | Spectral Sword | I like games like this that question the basic tropes of game design. This one essentially swaps hit points for a more unique and engaging way to measure damage. It seems to even produce some interesting gameplay despite being simple, and the flashback to dungeon crawlers is appreciated. <br/> <br/>Gets my seal of "please develop this further". |
| Dec 19 22:20:00 | 26m 00s | blomster | It's so well designed, it didn't even feel like a 48h game. Heavy mood as usual with your games. Some clever stuff going on, while still being taught in an implicit way. Pretty impressive. |
| Dec 19 22:53:00 | 33m 00s | Make it Count | I feel like this game suffers mostly from trying to be too faithful to the theme. It's perhaps the most obvious idea one could have, and there isn't any added variety like ways to influence the bullet's trajectory. The presentation is similarly mechanical, with "that one font" and pseudo-chiptune noises. |
| Dec 20 12:21:00 | 13h 28m | Space Wreck | I appreciate the idea of a first-person resource management game. I'm left wishing this was more complicated/involving though. |
| Dec 20 12:33:00 | 12m 00s | Shot At Glory | Woah, didn't expect to see a bullet hell with this theme. A pretty unique take on those. <br/> <br/>With more polish and better designed challenges this could be a success. There's some variety in the challenges as it is, but the patterns just don't feel very carefully tweaked. Can't really put my finger on what this is missing mechanically, maybe I'm just too used to Touhou controls and attacks. |
| Dec 20 12:46:00 | 13m 00s | Farm Fortress | Despite being a fan of resource management games, the lackluster usability kind of ruins the potential. There's simply not enough information shown to the player. Little things like highlighting selected tiles, showing your gold income in a meaningful way, AND NOT BEING ABLE TO BUILD A FENCE ON TOP OF YOUR ONLY HOUSE GASFASDA would already come far. I can't believe you don't even show when the next batch of enemies is going to attack. <br/> <br/>It starts off really sluggish, and the endgame comes soon since there's not that many upgrades. Surprised this is a jam game, because with 3 days' work, one would expect more content. |
| Dec 20 13:59:00 | 1h 13m | Life: The Cynical-Hipster-Tetris Version | The secret to happiness is making games. |
| Dec 20 18:07:00 | 4h 08m | Dangerous pursuit | Well, that was... short? |
| Dec 21 00:32:00 | 6h 25m | Berathen Jam | Could use some more challenge. Absolutely no relation to the theme, but nevermind that if it helped you finish a game. It's like I'd heard that track somewhere before, though. |
| Dec 21 00:44:00 | 12m 00s | Ursa Miner | Super laggy, unintuitive controls. The vaporizer *is* pretty cool though, I saw that development video when you posted it and was looking forward to trying it out. <br/> <br/>Demo Effect: The Game, I guess. |
| Dec 21 01:31:00 | 47m 00s | Disposable | Block placement was a bit derpy with that projection sometimes. Adding shadows or letting the user rotate the camera freely could help with that. <br/> <br/>Of course, a multiplayer game of any scope is pretty ambitious for LD. I like to think that simple as this is, it raises some philosophical points about impermanence and anonymity in the process. Or it's just a toy and I'm overanalyzing. |
| Dec 21 01:47:00 | 16m 00s | One Trick Pony | The audio is the only redeeming factor. |
| Dec 21 12:59:00 | 11h 12m | Nirvana [web] | Pointless gameplay. Even for the simplest type of platformer possible, you didn't even get the physics right with the stairs. At least there was some story that was probably trying to be funny or to have a moral. |
| Dec 21 14:22:00 | 1h 23m | Bursts | It's a decent game for what it is. The controls and enemy paths feel right, with "juice" like the screen shakes, and I like the dungeon system. But yeah, the cursor should stand out from the darkness, and you should indicate how many shots enemies can take. Some non-programmer graphics/audio would make this more appealing. <br/> <br/>Also, it bugged for me once and I got a completely empty map. Can't replicate that one. |
| Dec 21 14:41:00 | 19m 00s | The Hotdog Parable | My favorite thing about this game is how it feels alive in a way. The day/night cycle, the hot dog van driving to your stand, the random events. <br/> <br/>Meanwhile, my biggest grief is that I seem to get robbed (or something) all the time and there's no way for me to prevent the sudden losses of money. That just seems like a design flaw to add fake difficulty. It's keeping me from getting anywhere at the start for a long while. Not quite gamebreaking but super annoying. <br/> <br/>The overlapping menus are a bit ugly too, not a good use of the limited screen space. Otherwise it looks and sounds good. |
| Dec 21 15:47:00 | 1h 06m | 0RBITALIS | I am a physicist and I approve this game. |
| Dec 21 17:18:00 | 1h 31m | The Last Planet | The difficulty curve is spot on, I can tell this was playtested enough. I appreciate the spherical coordinate physics, it just could use some kind of a reminder of which direction is relatively left and right. Props for being able to shoot horizontally, vertically -and- diagonally. <br/> <br/>In addition, it looks and sounds alright, too bad you used that terrible font and sfxr blips. |
| Dec 21 22:50:00 | 5h 32m | Infinite Fame | The idea of using enemies' weapons against themselves is pretty good. The execution leaves some fluidity to be desired, and the applet lagged a lot for me in addition. <br/> <br/>The graphical style is alright, but the music is the worst I've come across so far. Not only is it annoying but it also had to start at FULL VOLUME when I played. Killed my buzz before the game even gave me any. |
| Dec 22 14:37:00 | 15h 47m | A Precious Arrow | So this game is basically about evaluating which monsters you should kill, instead of just bashing everything. I appreciate games with some strategic value like that, and enemy behaviours support the gameplay. <br/> <br/>One drawback is that the levels don't feel equally designed around the idea. I could use some more information about where I'm going to get new items, and more options to backtrack. Like, I got into the strawberry boss fight before I was supposed to, and had to restart the game. It felt like a punishment for doing well. <br/> <br/>With more appropriate level design, you could also safely have a checkpoint on each screen transition. I get that this is meant to be retro and all, but it's the year 2013, and by now you have the freedom to question NES games' fake difficulty/length that comes from replaying sections. <br/> <br/>Nonetheless, this game had a definitive feeling of exploration. There's quite a lot to be seen for an LD game, so good job for that. |
| Dec 22 17:14:00 | 2h 37m | Constrained | "I only had X hours" is not an excuse. You had 48 hours, or even 72 if you'd jammed. Whatever obligations you might've have during all that should still have left you with plenty of time to do more content. <br/> <br/>Regardless, I think it's a promising concept, and I like the way you need to collect the arrows in the right order. The minimalistic presentation is appropriate. |
| Dec 22 17:32:00 | 18m 00s | One Button Computer | Foolgarbage with a cool interface. |
| Dec 22 17:38:00 | 6m 00s | Uno, one | Just another platformer in the end. Audio's the best part though, the way the sound effects complement the music is memorable. |
| Dec 22 17:44:00 | 6m 00s | Monogon | Quite a lot of different scenarios from the main mechanic, nice job utilizing the potential of the idea with the level design instead of just throwing it out there. |
| Dec 23 13:30:00 | 19h 46m | You Are Disabled | There doesn't seem to be any meaningful gameplay to this. You just hold right and talk to every creature. It's like the entire game is a cutscene and the whole time I was just waiting when it actually starts. "Yeah I get it already, I'm a cripple". <br/> <br/>It's got its fair share of mood, and I guess it's trying to make a point, but there's nothing particularly engaging about this interactive way of conveying it. |
| Dec 23 22:44:00 | 9h 14m | TITAN SOULS | A fairly moody and difficult game that's still intuitive. Probably the best audio design I've come across so far. <br/> <br/>The tileset bugs out regularly, you can go inside walls at several places. I guess I should like the risks involved in just having one life, but in practice, the controls feel somewhat clumsy since you have to stop to fire an arrow. It makes deaths feel frustrating rather than justified. |
| Dec 25 16:00:00 | 41h 16m | DISTANT WORLD FOR THE BOTH OF US | Oops, forgot to rate this one when I first played it. GUDGRAFIX but much to my surprise the gameplay's tolerable too. |
| Dec 25 16:09:00 | 9m 00s | You only get one pixel | I like conceptual experiments like this in LD. Seems like something is forming there, it's not a purely random mess. <br/> <br/>However, the first time I tried, it complained I didn't have a color selected even though I did. Tried again and it fixed itself. |
| Dec 25 16:16:00 | 7m 00s | "a sword game" | Pretty indie. A bit of awkwardness in the controls, like the way the sword slings itself away when it touchs a wall, but I guess it's somewhat excused by the level design that forces you to think about it. |
| Dec 25 19:26:00 | 3h 10m | Protecto El Dorado! | Quite fun in a Super Crate Box-y way. The physics feel right for the most part, which is the most important aspect in these games. Dislike those obvious bfxr sound effects though. |
| Dec 26 14:52:00 | 19h 26m | Son | SUPER INDIE STEALTH 2100. Can't deny it looks unique, and I didn't even think the graphics were hindering the gameplay. It's a pretty plain stealth game in the end, though. |
| Jan 1 02:33:00 | 131h 41m | Springer - You can only jump | Haha, what the heck was the deal with those rockets? They seemed to have no relevance to anything. First a typical platformer where you just jump a lot, and suddenly rockets knocking over boxes for no reason. |
| Jan 1 17:26:00 | 14h 53m | Spring Crate | Kind of a dull execution, but there's room for expansion in the concept of a turn-based platformer. Would've loved to see enemies or just anything more interactive than bouncing around. The audio is derpy too. |
| Jan 5 14:42:00 | 93h 16m | That one spot | Pretty unique, not badly implemented. I think I could've used a higher mouse sensitivity to try out different configurations. |
| Jan 7 19:45:00 | 53h 03m | Rude Bear Resurrection | Yeah this is pretty clever, one of those ideas I should've seen before but haven't for some reason. Gotta love social experiments like this. |