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Feedback comments for LD28
Waynetron's games and stats for all events →
| Timestamp | Since previous | Game | Waynetron's comment |
|---|---|---|---|
| Dec 16 10:26:00 | One World | Cool concept. I chose to max out team size, played through to the end. The battle mechanics were really simple. Could have taken that much further. | |
| Dec 16 13:28:00 | 3h 02m | Destroy The Core | Waiting out the tutorial after dying is sooo frustrating. <br/> <br/>The controls feel great. That's my one big compliment. Just feels good mousing around, firing and rolling. <br/> <br/>The chatter audio at the start also made me laugh out loud when I heard it the first time. |
| Dec 16 23:28:00 | 10h 00m | Loose Cannon | I think mouse aiming with keyboard movement would have been more fun to control. The controls and the repositioning lag frustrated me more than anything. I guess therein lies the challenge, to implement the theme in a way that opens up new gameplay options and adds to the genre rather than detract. <br/> <br/>I did like the variety of enemy types. And the difficulty progression felt pretty good. Although a health bar / way to die would have been nice. |
| Dec 16 23:37:00 | 9m 00s | You Only Have One Pair of Underwear! | For a game that requires a lot of fast scanning and quick decisions the graphics are too complicated. I'd aim at reducing the number of colours, lines and details. <br/> <br/>What you want are simple colours and obvious silhouettes. And for the background to have contrast with the foreground elements. |
| Dec 17 00:08:00 | 31m 00s | One Arrow | Great! <br/>The visuals are fantastic. The artist did a superb job. It reminds me of Tiny Thief. ..I wonder if 5elephants is 5ants... or is that just a coincidence? <br/>Anyway, nice colours, animations and visual cues. All goes towards a fairly intuitive experience. <br/> <br/>Not introducing the double jump at the start meant that I never found it until coming back and reading the controls again. Odd choice, perhaps just mentioning it at level 3 could fix that (unless you did and I didn't notice). <br/> <br/>The arrow pull back was a tad slow, compounded by the fact that there's no way to cancel once you start to charge it. I'd ditch the bow setup animation and have it start pulling back the bow immediately. Then you could have the option to release early and fire a weaker but arcing shot. Then I could fire over things, opening up my choices a bit. |
| Dec 17 00:34:00 | 26m 00s | The Samurai's Lonesome Heart | It wasn't obvious that I needed to hit the enemies sword. I kept trying to hit low and middle on the first enemy to get underneath his weapon. <br/>Simply having the first enemy with is sword at mid would help I think. Once the user has disarmed that first enemy, then it is more obvious what the goal is. Either that or have the first baddy just stand there rather than running at you. <br/> <br/>I like that the sound and visuals work together to set the tone and mood. Feels very Japanese. |
| Dec 17 01:01:00 | 27m 00s | Fat the police | Nice pixel art and the music is fitting. <br/>But damn, that interface and those controls are just so hard to use. I gave up before completing the first level. Took me so song to figure out how to even roll the policeman. |
| Jan 5 16:39:00 | 471h 38m | TITAN SOULS | Big fan of the pixel art. The open world / choice of boss order brings me back to the original Zelda, in a good way. <br/> <br/>But I felt the game way too hard (I feel like a bit of a hypocrite saying this as this was also the main criticism towards my entry). Had I not had to walk back to the dungeon every time I died it may not have been so punishing. Having 3 hearts could have made it a little more forgiving. Just my 2c. |
| Jan 6 04:42:00 | 12h 03m | Underbyte | To tie it to the theme: I like to think that Mario only really has one life. But there are actually many clones that die and end up in the Underbyte. Tragic, really. |