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Feedback comments for LD29
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| Timestamp | Since previous | Game | 5T4MP5's comment |
|---|---|---|---|
| Apr 28 22:47:00 | Wriggle Worm | I enjoyed the game. The controls felt good, and the collision is just forgiving enough to make me feel capable very quickly. (it seemed like I could get away with some collision with tails). I assume you are making your connection to the theme through the use of the worms. That would be my one criticism. The worms, being as abstracted (artwise) as they are, didn't really hit the theme for me. Otherwise, this was a really fun play. | |
| Apr 29 02:46:00 | 3h 59m | The Worlds Beneath | Really nice atmosphere. The small animations you placed on the player really did a lot for it. I found myself quite engaged given that the mechanics are minimal. It was a good choice to go for a less specific story, and convey the feeling of discovering something away from home, and then returning. Good use of the theme as well. |
| Apr 29 04:16:00 | 1h 30m | Gun Bat | This is a really interesting idea, and you executed well. It seems like rotating a bit and shooting works for a good while. But once I got to near the 100 second mark, I found that actually listening was affective. Really enjoyed it. |
| Apr 29 15:41:00 | 11h 25m | Ores! | The core idea of using the radar to detect the ores is interesting, and applies the theme really well. While a cool down on the radar seems like a good idea, it would be far less frustrating to deal with if it was shorter. Also, some element to add more difficulty would be great. I understand making enemy AI tougher to deal with in 48 hours isn't really reasonable. But, I wanted to make the note, because I think the core idea is strong |
| Apr 30 01:44:00 | 10h 03m | Clone Escape | The limited ammo worked really well to enforce the stealth aspect of the game. Crouching felt like it was just effective enough to keep the game interesting. Well done. |
| Apr 30 11:37:00 | 9h 53m | Alienaria | I dig the idea. Some technical issues (it's a game jam, so not exactly a big deal), like not dropping down when standing over empty space. I also would like to have seen the bullet spawn a little earlier so you could dig more easily through rock right near you. Neat idea, and a cool simple look. Nice work. |
| Apr 30 11:44:00 | 7m 00s | Abstraction | This is a really clever use of the theme. I won't disagree with other people, that I would have liked to have seen a bit more. Showing an enemy (surfacing the code for their movement, collision, etc...) would have been really neat. Either way, cool idea, well executed. |
| Apr 30 23:51:00 | 12h 07m | Undermined | This was an interesting idea, and well executed. It has a Papers Please like tone, and I like the balance. It seemed like everything went to hell just as I was getting to the end. Well done! |
| May 1 02:45:00 | 2h 54m | The Guy Who Fights Underground Monsters | The attack felt good. The jump was a little weird to figure out, but aside from a couple of spots the level felt good. Nice work. |
| May 1 03:35:00 | 50m 00s | Beneath The Clouds | I seem to agree with a few other commenters. The mechanic is interesting, but the game doesn't go further than that. I would say this is a really good prototype, and I would be interested to see the idea developed out into a larger system (types of plants with strengths/resistances and weaknesses, etc...) Nice work. |
| May 5 14:05:00 | 106h 30m | Super Iceberg Hero | The slowly increasing speed of the iceberg works nicely against the time pressure to score as much as possible before you melt. The momentum of the game picks up nicely. Well done. |
| May 5 14:12:00 | 7m 00s | fall | This is a tight little faller. I'm not sure I understand exactly what is up with the grappling hook. I grappled to a wall, and a "You Won" message appeared. That was a bit confusing. Otherwise, I had a lot of fun with it. Nice Work. |