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Feedback comments for LD29
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| Timestamp | Since previous | Game | Draknek's comment |
|---|---|---|---|
| Apr 28 10:59:00 | Upstream | Nice concept! <br/> <br/>Levels not quite as compact as I generally like in my puzzle games (too much pushing things all the way across the whole level) but that works to make it feel more like a sea than an artificial puzzle. <br/> <br/>Sound isn't working? It's in the source-code version but not the actual game. | |
| Apr 28 12:02:00 | 1h 03m | Beam Islands | This is fantastic! Great work, lovely puzzles :) |
| Apr 28 22:18:00 | 10h 16m | The World Beneath the Surface | Presentation is rather at odds with the story, haha! I can't make myself see the visual style as anything other than "abstract puzzle game". <br/> <br/>Wish the blocks disappearing triggered again so that the explosion graphic always disappeared instead of only sometimes. <br/> <br/>Wish I could move the cursor through solid tiles (and it just changed colour to show you can't swap): the way I have to navigate around them is awkward and doesn't add anything. <br/> <br/>Realising I'm glossing over the good stuff, just trying to give useful feedback :) |
| Apr 28 22:30:00 | 12m 00s | Sir Face goes Beneath | As others have mentioned, graphics aren't always super-readable. <br/> <br/>Some levels have solutions which I don't think were intended. <br/> <br/>Ends abruptly. In general I'd suggest cutting game mechanics which you didn't properly explore, as opposed to shoehorning them in at the end. <br/> <br/>Congrats on completing your first Ludum Dare! |
| Apr 29 15:20:00 | 16h 50m | BENEATH the SURFACE | The webpage this is embedded in doesn't have scrollbars, so the only way of seeing the bottom half of the game was to resize my window. Browser bug? <br/> <br/>Mid-air jump seemed unreliable: it's not a fixed number of mid-air jumps but I couldn't work out why sometimes I could jump in the air and sometimes I couldn't. Needs time between jumps to recharge? Not well communicated. |
| Apr 30 16:01:00 | 24h 41m | Sinful Horse | That was the most perfect ending possible. |
| May 3 22:35:00 | 78h 34m | Beachcomber | Well that was... err... something. |
| May 3 22:49:00 | 14m 00s | The Deep | Not a fan of the way that fish hurt you but don't collide with you in any way. Think it would feel a lot better if they pushed you around ever so slightly depending on their size. <br/> <br/>Would also like to get rid of most of the numbers: if you had a health bar rather than numbers, and if you could see the number of treasure chests being dragged behind you. Probably do need to keep a number for score though. <br/> <br/>It's very awkward how dying reduces your score as opposed to reseting it to zero. Weird situation where if my score goes negative then the best thing to do is to reload the page. Doesn't add anything. <br/> <br/>Music very unsettling. |
| May 3 23:18:00 | 29m 00s | The Valley Rule | Minor, but that rest of it is so beautiful that I wish up/down made me look slightly up/down, just so I can see it responding to those inputs. <br/> <br/>Awkward how I can't walk over a depressed switch. <br/> <br/>Block pushing is a tad slow. <br/> <br/>These are not massive problems, this is lovely so there's not a lot to nitpick. <br/> <br/>Less minor: Should do a one-time save whenever you get a key or an ability. The wall-climbing challenges in the bottom section are too harsh/not fun. <br/> <br/>I like this enough to want to complete it, but I'm just not enjoying this walljumping so will have to stop here with 3 keys. A real shame, I hope you'll change this in a post-competition version rather than just going "nah, it's meant to be hard". |
| May 5 13:44:00 | 38h 26m | Digging for Gold | For puzzle games I almost always want undo, but I realise that wouldn't have been a priority given the limited time. Some of the levels are quite big and accidentally making a bad move near the end of a level is frustrating. <br/> <br/>If it wasn't for the jumping, I'd want to get rid of the smooth movement and have everything be tile-based. Probably would still prefer that even though it would make jumping more arbitrary (go one up and two along). Maybe I've spent too long with PuzzleScript! <br/> <br/>Glad you had time to finish and submit this! Good luck with the next thing :) |
| May 5 14:22:00 | 38m 00s | The Captain's Holiday | Really hard to read with everything all in caps. Might be okay, but also the comma and period look really similar in this font. <br/> <br/>The justified text is also occasionally awkward with massive spaces. <br/> <br/>In the cavern, the textbox bg should be over the white silhouette? <br/> <br/>Lots of content here! I really have no idea how much story is hiding away. |
| May 12 16:30:00 | 170h 08m | Everybody Hates Water Levels | Since it's not fullscreen, I can easily click outside the game and lose focus. <br/> <br/>WASD should be the default rather than arrow keys. Or even better, they'd both work and you could use either without configuration. <br/> <br/>The initial oxygen bubbles looked like they were a hud rather than in the world. <br/> <br/>I can die by shooting too close to the wall? :/ <br/> <br/>Volume levels of sfx are too high. <br/> <br/>Didn't get out of starting area because it takes too long to get anywhere. |
| May 12 16:44:00 | 14m 00s | BULLA | This is... umm... yeah. |
| May 12 16:54:00 | 10m 00s | Behind Mirror | I really want to keep playing this, but there's just not enough checkpoints for me. If there were twice as many checkpoints, I'd probably enjoy it twice as much! <br/> <br/>Looks lovely :) |
| May 13 23:31:00 | 30h 37m | Hare's Harvest | Already been mentioned, but this would feel waaay better if I could hold a key down to keep moving in that direction. <br/> <br/>Levels could be smaller to demonstrate the concepts: found particularly with the "farmer will shoot foxes" level and thereafter <br/> <br/>Restart fade is really long <br/> <br/>As with all puzzle games, could do with undo :) <br/> <br/>Not finding the puzzles interesting yet (got to "dogs can't chase into burrows") - rather than introducing the gameplay elements all at the start, what I'd prefer is introducing one gameplay thing, then having a bunch of puzzles using that thing (and maybe previous things) that show why that thing is an interesting mechanic. <br/> <br/>In other words: these early levels are all tutorial, no fun :( <br/> <br/>Ugh, this level being in two parts with no undo means screwing up the latter half means having to redo the first half, which is awkward because of controls. I'm out! <br/> <br/>Graphics are lovely though :) |