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parDal

Feedback comments for LD29

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TimestampSince previousGameparDal's comment
Apr 28 03:21:00 Underground Racing 2 Well, I gotta say, just loved that music, I really want to know what the woman is saying but guess I'll never know. <br/> <br/>Initially, I thought it was a normal top-down 2D mario kart-like racing game, but then, I saw the magic behind the "underground" part, amazing, would love to see this in a polished and less rushed version. <br/> <br/>Also, oh my god, how the hell you coded that AI in less than 48 hours? That's just unbelievable.
Apr 28 04:00:00 39m 00s Paranoia Well, I took a while to beat this one, but I managed to make it. <br/> <br/>For starters, the game is really well polished, good graphics, nice music and couldn't find any bugs, and we're talking about LOVE programming here and not some kind of construct drag 'n' drop stuff, so yes, pretty amazing. <br/> <br/>About the game itself, the gameplay is pretty simple, but effective, your major error was not developing it much, I didn't have any big difficulties until the last level, that really made me stop to think. With some effort can be worked in a pretty decent puzzle smartphone game (if you remove the story, oh, and talking about story.) <br/> <br/>The idea was not bad, but your implementation in-game is pretty shallow and uninteresting, couldn't relate to any character and the ending was pretty disappointing. <br/> <br/>Hope I wasn't too bold, my game is not all that good either, 48 hours of hard work isn't easy to anyone. <br/> <br/>Congratulations for participating. <br/> <br/>pr0tip: Next time, if possible, include the instructions in-game.
Apr 28 04:14:00 14m 00s Surface Of The Skin Ok, I tried playing your game for 10 minutes like you recommended, and... I couldn't quite get it, it felt surreal and the music was fine, but the I didn't feel the interactivity part, maybe I need to play some more times, but I'll rate based on the experience anyway. <br/> <br/>Also, I felt you put quite some work on this one, good job.
Apr 29 08:07:00 27h 53m Dwarves Manager, NES Game Fantastic premise, but the execution was really bad. <br/> <br/>The gameplay is pretty basic and confusing, the fireballs kinda glitched a little (so sometimes I didn't know how and where to dodge) and the motivation to keep playing is real low, you should've invested some time in giving that gold some value. <br/> <br/>But, well, I can't criticize too much, I ought to praise your initiative in coding at low-level and for NES in a 48-hour solo jam, that is pretty risky and is commendable that you made something this solid, amazing. <br/> <br/>Also, I checked some screenshots of the original game on the play store, it looks pretty neat, it's a shame I don't have a smartphone to test it out. <br/> <br/>Congratulations for participating.
Apr 29 08:32:00 25m 00s CTS 10 hours? Like... are you serious? Damn. <br/> <br/>I'm not a 3D modeling specialist but those tunnels looked a little complex to be made and coded in so little time and i'm not even talking about the lighting and the torch. <br/> <br/>About the gameplay as a whole, I'll have to quote @hexabeast "The spiders are easy to escape, just run forward", ironically I was the polar opposite, because of this long-time bug-hate of mine I prioritized purging those little monsters, what was kinda frustrating, because no matter how I spammed the mouse buttons and tried to kept a distance, I always got some damage, but not little damage, I finished the game with about half of my HP, I don't know if that's supposed to be normal for an such short experience (Understand that I'm not criticizing, I'm just pointing out that in the little "fight or flight" choice in your game, "fighting" tends to be disadvantageous, which is ironic, considering the size of your enemies). <br/> <br/>Oh, and somehow I managed to get lost in your little cave, normally you could see that as a design fail, but I would say the complete opposite, getting lost in a game like yours contributes with the feeling of claustrophobia and added some fine difficulty aside from those hell bugs. <br/> <br/>Anyway, congratulations for participating. I'm very curious to know what would you do if you'd worked the full time. Hope you participate the next LD so we find out. <br/> <br/>P.S.: for what CTS stands out?
Apr 29 08:34:00 2m 00s Beneath the Surf Ace Sorry dude, you lost this pun. <br/> <br/>http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&amp;uid=27397
Apr 29 08:56:00 22m 00s Ben Eath: The Surf Ace I just can't stop laughing when I read this title. <br/>Simply the best "interpretation" of the theme until now. <br/> <br/>HAHAHA OH MY GOD THIS MUSIC. <br/> <br/>Well, I'm happy to see someone programming in the same engine as myself (like, really, I didn't see any other game in GM:S until now). First of all, I think you noticed that Gaem maker isn't the best engine for programming adventures, next time I would suggest you to test coding in AGS or similars. <br/> <br/>Second, the gameplay is pretty bad even for 48 hours, you could made the dialogs trigger by button pressing + collision and not just the latter. The design is pretty disorganized, for example, I gave the bucket to the kid without even knowing he wanted it (I spoke to him first time AFTER getting it) that could happen with any character as they are scattered along the beach without anything limiting the player to talk them, this freedom can make the players confused if they don't follow the order of actions you had in mind. <br/> <br/>Besides that, I laughed a lot with the bechdel test part and the ending was just fantastic, it would be nice to see a longer and well-polished remake of this one, you have potential. <br/> <br/>Congratulations for participating.
Apr 29 09:29:00 33m 00s Gray Surface For a 7 hour game, this is incredibly well polished, It's not the first game i'm reviewing by someone who completed the jam in less time and I am inclined to ask the same question that I asked for those like you: If you did THIS in 7 hours, I wonder, what would you made if you explored your full 48-hour potential? <br/> <br/>@pansapiens pratically resumed any kind review I could do, but I can contribute with one small detail, the cube sneaking thing is very tense, that's nice, but it's too punishing because you don't have any clues that it's close to sneak you and since it's one hit kill, that's pretty unfair (if it wasn't, the damage that it could make would be a good signal, although a pretty bad one), good horror games add some bizarre and frightening sound or voice just before some monster/creature sneak up behind you, that not only creates terror, it also alerts players of incoming danger as well, in another words, a pretty convenient mechanic, you could've done something similar. <br/> <br/>Well, that's about it, congratulations for participating.
Apr 29 09:52:00 23m 00s Beneath the Surface Simplicity is a keyword for your game. <br/> <br/>You managed to make what a few managed to accomplish (and I exclude myself from this), a good, solid and entertaining experience. <br/> <br/>First, I would like to praise the pixel art, it's just... fine. (Really, I don't know how to express it in words, it's not excellent, but not bad either, considering that the latter is the common ground among the compo participants, you did it very well.) <br/> <br/>Second, the gameplay is effective, the sliding mechanic is kinda hard first, but as soon as you get the practice, it turns to a nice challenge, considering that the difficulty constantly turns up, it's even better. <br/> <br/>I just missed some music, well, maybe you didn't have the time.