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Feedback comments for LD29
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| Timestamp | Since previous | Game | Chaoseed's comment |
|---|---|---|---|
| Apr 29 05:24:00 | Above the Core | I do like this type of game, but it's not very innovative...If you add more features in the post-comp version I might give it another look. I definitely like the "graphics" and interface, even if it IS just CSS and such! | |
| Apr 29 05:30:00 | 6m 00s | Super Surface Shape Shifter | It was a little tough to figure out what to do. It needs instructions. Once I figured it out, though, it was all right. The graphics and sound were kind of simple, but they fit perfectly. |
| Apr 29 05:38:00 | 8m 00s | Hyper Seed | Pretty fun! Outstanding choice of music, and having it synchronized to the action was great (although once the tune is over, it just stops; maybe make multiple levels?). The "roots" being bare bars of color was all right, but it didn't really make me think "tree roots". In my head I'm picturing roots throbbing and swirling around as they dig through the ground, but who knows if that's feasible. It was fun to play, and I would definitely play it on my phone. However, somehow I am picturing it going more slowly but with more obstacles, like almost a DDR kind of thing. You should try playtesting with different combinations of obstacle speed vs. amount of obstacles to see what's most fun. But in all, good work! |
| Apr 29 08:04:00 | 2h 26m | Fish & Chips | It's all right. Once I actually got into gameplay and figured out what was going on I kind of had fun. But the real issue I had was actually figuring out how things worked...I still have questions, like, how do I know I've collected enough food to feed my family? How many offspring do I need, again? And was there a time limit? Moving to a new place seems to make it another day, but going up does the same thing, so is there a difference--would I want to do one rather than the other? I just feel like I don't have enough of a grasp to really enjoy things... |
| Apr 29 22:24:00 | 14h 20m | Deep Down | I'm missing something...I wanted to see instructions, but right-click only brings up this little window that says "Go Fullscreen, About Unity Player, Setup". I don't know what I'm supposed to do... |
| Apr 30 02:59:00 | 4h 35m | The God Beneath | Pretty good. I was worried I would run out of HP before I reached the end, but it turned out to be pretty short. One problem I had was that I expected to be able to shoot the critters that come out of the walls, but apparently they're invincible. What if you have some of the jellyfish first, so the player is able to shoot stuff, and then once they see the monsters with no HP totals they realize those are invincible? I like the mood and the concept of it; unfortunately the text needs some editing...and I think I'd like the whole thing to be expanded so the story has time to develop. All in all, though, good work! |
| Apr 30 20:38:00 | 17h 39m | Square Rooted | So it's basically a Sokoban variant, but that's okay. The graphics are excellent, and the whole thing seems to have a great mood. I wasn't too convinced by the theme usage, though. In all it was good work. ;) |
| Apr 30 21:08:00 | 30m 00s | Sunapsis | Interesting! It reminded me of Kohctpyktop; that's a good thing. ;) You could do the same sort of puzzles in that game, I think. I liked the graphics and how "squishy" they were when you connected or disconnected stuff; however, sometimes it was finicky, like I had trouble grabbing the exact connection I needed. It needs a better tutorial or better instructions, I had to stare at it for several minutes before I really got what was going on. Also, the whole signal thing seems kind of inexact; I feel like I couldn't calculate exactly the number of neurons I needed for a one-cycle delay. Sometimes it seems like 4, but in the other level to get a 2-cycle delay I needed about 12 it seemed...Good work, though! |
| Apr 30 21:19:00 | 11m 00s | Beachcomber | I definitely like the clay graphics, it make for a kind of strange, yet cheerful sort of mood. The gameplay was all right. It was a pleasant surprise to get the raft and find out there was more to the game than is first apparent! Three endings, huh? There is definitely potential for a lot of stuff here... |
| Apr 30 23:23:00 | 2h 04m | Nether Mind | There's a good idea in there, but...The whole thing is kind of unclear. I didn't really know what was going on or what motivated it all. The text needs some editing, I think, and there should be more of a chance for the story develop. Am I a barrel girl? What is a barrel girl? I solved the one puzzle, which was kind of interesting once I figured it out, although I had to squint at all the tiny Japanese food icons and make a guess...I have a digit code, but what do I do with it? Oh well. I wandered around, but the speed is slow and the world is so large that it got tedious. I feel like there's potential here, but... |
| Apr 30 23:26:00 | 3m 00s | Dr. Pepsi Marriage Consultant | Wait, if it's a "Web" game, why am I downloading it? |
| May 1 04:22:00 | 4h 56m | Final Move | The graphics and presentation are top-notch. The story is a little underdeveloped, though. The main character was kind of a jerk; at least he's aware of it, but it turned me off a bit. The mind-reading thing was all right, but it really didn't come into play much. The whole thing left me with a lot of questions, like, why is he so calm about dying? why does he bother with the chess game? And so on. What this does mean, though, is that there's room to expand the game if you like. ;) |
| May 1 05:14:00 | 52m 00s | Vaults Inc | I like this a lot! The sad truth is that I never played any of the Fallout games, well not for any length of time. Still, the basic idea is pretty simple (and the 'opening cutscene' explains it well), so that's fine. I love the graphics and sound; you could probably go even MORE retro in the aesthetic, but that's fine. It's basically a board game, which is totally all right with me; I love the kind of games where you place stuff on the board (SimCity the CCG, etc.). There were a couple problems, though: When I first load the game, I can play through it, but the game ends after one turn. I know the amount of turns is random, but I want to use more strategies! After I finish that game, though, I can't play another; I can start the game, but I cannot SELECT blocks on the market/promotion screen. Since I can't select them, I can't ever buy them. All in all, though, I'd love to play this more! |
| May 1 05:20:00 | 6m 00s | Enlightened | I'm always up for more board games, and this has a pretty cool premise. There's a lot of possibility here. I would definitely like to see an AI so I could play single player. You could have different levels, even randomly generated ones? The mechanics are fairly simple, I wonder how balanced they are; you could possibly add more features...But anyway, I liked it! |
| May 1 05:28:00 | 8m 00s | Find the Booty | It's kind of fun. Once I was able to read instructions, of course. ;) (Although, the problem on that page is that I keep moving the page up and down when I try to move in the game--and vice versa!) I think the path-finding part is pretty solid in terms of game mechanics. The digging is kind of pointless, though, since you always know what you're going to get. Maybe more events, random outcomes perhaps? Good work though! |
| May 1 06:23:00 | 55m 00s | Wireside | Really fun! I'm a big fan of the premise, it seems like there just isn't enough of that sort of thing in games today. The gameplay was reasonably solid, although the characters don't seem different at all (other than the icons, which are awesome), and I was puzzled about the difference between Attack and Break (I suppose I should have read the instructions more carefully). As for controls, I have a habit of clicking just off the text, which makes the option disappear...so I have to go through the selection process again; kind of tedious. I mean, obviously you want some sort of "cancel", but maybe, well I dunno. After a while it succumbed to kind of the same thing that a lot of tactics games get (and believe me, I've played a lot), which is the "move each person...end turn...move each person...end turn" kind of tedium. Maybe you can have an option for "fast play" where the characters don't move but rather "teleport" to their new locations. Let's see, the audio is great; I especially love how it subtly changes between the two "realms" and also when you get attacked. I would love there to be a save function so I can come back later instead of having to go through the entire game in one setting. And speaking of which, I had a problem on the third level: Two characters sit in the left room and spawn avatars, the other is in the middle with her avatar at the switch. Flip the switch to let the avatars into the top, flip it again to let in the security gems. I damage the gems but they kill me; all right, I'll spawn avatars again...in order to get them into the top room I flip the switch, which *resets the gems*? The level is impossible??? <br/> <br/>But in all, I definitely want to see this game developed more. ;) |
| May 4 06:03:00 | 71h 40m | House of Clouds | Not bad, not bad. Your basic Lost Vikings kind of game. ;) The graphics were a bit simplistic, but I liked the banana enemies. Sound, kinda the same. The scrolling and level layout was quite good. I noticed something where the turret control only caused one turret to fire, and it was initially offscreen, so at first I thought it did nothing. I don't know if that's a bug or a poor decision, I just thought I'd bring it up. In all, there's a lot of possibility here! |
| May 4 06:10:00 | 7m 00s | Mimic of the Deep | Pretty fun! Audio good, graphics eh but you know that. I really like the implementation of the octopus and its tentacles, as well as its variant shapes. I liked waiting until a bunch of fish were around me and then crunching them up. It seemed kind of easy, though. Also, I didn't run into any big fish? Hm. Good work, though! |
| May 4 06:28:00 | 18m 00s | Read Between the Tropes | You have some writing talent! It wasn't a chore to read through that whole thing, twice. (A lot of people couldn't pull that off. ;) ) I liked the stories well enough. Although...I'm not sure about the premise of the thing; tropes aren't universal building blocks, they're more like patterns people notice in various stories. Not only that, the stories didn't seem to be ABOUT tropes, they were just about something and you highlighted some tropes; seems like a missed opportunity. Also, you didn't make much use of the capabilities of Twine, as far as I can tell; I mean, there were a couple of branches, but each story had its general shape that didn't get deviated from (of course, I only played each one once...). Still, in all I enjoyed it, and I definitely think you should do more with Twine! |
| May 5 11:29:00 | 29h 01m | Orpheus | Well, for 48 hours, certainly it's an accomplishment. ;) It seemed a little simplistic...I got frustrated because you have to go back to the beginning of the 'world' with each death, so it discourages you from experimenting. Also it seemed like every now and then the character would move without any input from me, occasionally killing me. Going from "beneath the surface" to "Orpheus" is actually pretty cool; I suppose everyone knows the story, but maybe it would still be nice to have an intro or something... |
| May 5 11:56:00 | 27m 00s | UNDER | Man, this is tough! I think you did a great job on implementing all the mechanics, though. The (I think?) randomly generated levels are cool. It has a good mix of suspense and then frantic action. The instructions are a little terse; it took me a while to realize that "attack" alone is melee, but "attack + aim" is shoot. The flashlight is interesting...I suppose the reason the flashlight batteries run out is to keep the player frantically searching for more? The funny thing is, when my flashlight ran out I almost felt like it was better because I could see around myself instead of just a narrow cone in front. Anyway, good work! |
| May 5 11:59:00 | 3m 00s | Tell Me About Your Childhood As A Nervous Goldfish | I haven't played it yet, I just want to say that I love the title. |
| May 5 12:02:00 | 3m 00s | You Don't Want That | I love the idea and the fact that you went through and implemented it. (I do rather enjoy creepypasta...) Unfortunately it seemed like after a while I got stuck, or I didn't know what to do, or something. It felt like I was at a dead end and, though I wanted to know how it turned out, I wasn't able to. (Yes, I checked the source code on some of the pages at least.) Still, good work! |
| May 5 12:09:00 | 7m 00s | LightRunner | Interesting. Kinda fun...It's difficult to learn how your character moves because usually you can't see them! Hm, what if it started out dim so you could see your character a bit, and you dodged stuff for a while...then it got dimmer, so things were hard to see, and then eventually it was completely dark except for torches? That would give the player a chance to learn the moves. Anyway, you got something playable in 48 hours, which is an accomplishment. ;) |
| May 5 12:15:00 | 6m 00s | Super Iceberg Hero | Pretty amusing idea for a game! I got the basic idea, but I feel like I might have missed one or two subtleties. Does sinking ships actually increase your size? Is it possible to grow back to a large size after shrinking to a smaller one? On another note (haha), I thought the music was a great fit and helped set the mood you were going for. Good work! |
| May 6 12:37:00 | 24h 22m | Water SkiFree | Not bad! The gameplay is actually reasonably fun...It just got a little monotonous after a while. I like the graphics of the sea critters looming up out of the depths. |
| May 7 14:12:00 | 25h 35m | SlippyBlocks | Kinda neat. I commend you for actually finishing something that is playable, at least. ;) |
| May 7 14:19:00 | 7m 00s | pIMGale | I would never have thought of doing something like this, so that's good! And you did it with Twine? Interesting. The experience was...kinda random, I wasn't sure what the point was. Personally I think it could have used a bit more writing and explanation. In all, though, I'm glad you made it. ;) |
| May 7 14:26:00 | 7m 00s | Fishing On The Ice | My basic reaction to the game is "Haha, what?". I enjoyed it. ;) I especially liked the graphics, especially the guy walking. However, the gameplay was a little simplistic for my taste. |
| May 8 01:46:00 | 11h 20m | Hellhole | Not bad, not bad. I liked the variety of attacks, although after a while I found myself just mashing the buttons, as that seemed most effective. I liked the different enemies. Graphics and sound were serviceable. The controls were very...slide-y, I didn't exactly like that. I bet if you went back for playtesting and editing it could get a lot better! |
| May 9 02:24:00 | 24h 38m | Ablate | Interesting, I like the idea! I wasn't sure how to balance time between digging and building...Although, maybe if I practiced for a while I'd be better. I didn't really bother building a base because I didn't find any uranium, so there was no way to make a reactor. So, I just kept digging downward. (Hm, the first time I played, I saw reactors in the construction menu, even though I couldn't build them. But on subsequent playthroughs I don't see them at all.) So it's a neat game, I feel like it's missing something, but pretty cool anyway! |