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Toadpud

Feedback comments for LD29

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TimestampSince previousGameToadpud's comment
Apr 27 18:25:00 Sword and Shovelry Good work! It's pretty fun. I enjoyed it even more after I realized exactly what was going on. I didn't notice the arrows were pointing to the shells, or that my sword wouldn't inflict damage until I collected all 3. <br/> <br/>I'd say the art is pretty good as well, and you have pretty good gameplay. The biggest flaw is with collision. Sometimes it's hard to get around trees, and the sword fighting is a little awkward. <br/> <br/>Not bad, though. Overall I like it.
Apr 27 18:41:00 16m 00s Beneath The Surface @madalaski The bulk of an iceberg is below the surface :) <br/> <br/>@tastyoishi The music isn't bad, but the gameplay is pretty confusing with little explanation on how to play. I think it could use a better tutorial or simply more explanation. I didn't understand why my iceberg grew when it did, or why I floated over some ships, etc. <br/> <br/>Good work on getting a game done, though! I didn't even participate this time around :P just trying to leave the best feedback I can for the ones who did. Good luck.
Apr 27 19:37:00 56m 00s The developers conundrum Haha, that was great. I like the simple aesthetic, which works with the overall simplicity of the rest. ;-)
Apr 27 20:10:00 33m 00s We Grow First of all: you should probably put the title somewhere on the webpage. I found the game through your tweet, then lost it somewhere in my feed, and had to go searching for the title so I could leave you some feedback. :) <br/> <br/>It's really impressive for 48 hours. Well done. I like the minimalist aesthetics and I'm actually curious how much are the graphics were done programmatically. Are the stairs the only actual sprite? <br/> <br/>The writing is pretty good and there were some places where I was impressed with how the gameplay and the "story" were well integrated, such as when you introduced the green pieces. <br/> <br/>I think at least once while playing, I had pieces tunnel through walls because of physics bugs. Not the biggest problem, though. <br/> <br/>You did a pretty good job on the sound design, as well. Maybe some ambient music could have made it more interesting. Did you use SFXR/BFXR for the sounds? <br/> <br/>*Spoilers* I'm not exactly sure what the ending was supposed to mean.
Apr 27 21:12:00 1h 02m Ascension It is very laggy, as you warned it might be. Are you rendering the entire level map at once? You might be able to fix the problem by checking if tiles are visible before rendering them.
Apr 27 21:19:00 7m 00s Mask Nice art, atmosphere, and premise. The gameplay starts out pretty easy and then quickly ramps up to punishingly difficult. The first time I opened the game, it froze at the intro screen.
Apr 29 03:36:00 30h 17m Infection This is very impressive for a Ludum Dare game! I got to the second stage, and saved the ailing patient for another 50 years, 7 days. I definitely could have spent more time playing this game, and I think I will revisit it if I have time later. <br/> <br/>Here are my observations: <br/>-The controls and feel of the game are very polished, including things like great sound design, screenshake, and other features which make shooting enemies a pretty satisfying experience. This is a surprising amount of quality to find in a 72 hour game. <br/>-Sometimes it feels like the player fires just a liiiiittle bit off from where I was aiming, which could be a minor calibration issue or it could have something to do with how it's a little bit difficult to distinguish the reticle from the ground. I think you should add some contrast to it so it's easier to keep track of where you're aiming. <br/>-The art, sound, and overall aesthetic polish are really remarkable. Good work on all that. <br/>-I wasn't quite sure what was causing the "Infections" counter to increase, which is probably a problem, although I bet it's my fault. <br/>-From what I played it seemed like the enemies were mostly the same in terms of gameplay behavior, although it is impressive how you managed to get so much visual variety in the enemies. <br/>-If the enemies in fact behave differently, it's probably not a good sign that I couldn't tell. You probably want your types of enemies to be clearly distinguishable in appearance and behavior, like the classes of TF2 which each have very distinct purpose and play style. <br/> <br/>Like I said, this is just all of the critical feedback I could think of because I think honesty is really important for making improvement in the future. You really did an amazing job on this, so congratulations! It's also impressive that you did so much with just 2 people. I am interested to watch your art creation time lapses as well, since I'm a programmer and have little knowledge of such things. :)
Apr 29 19:16:00 15h 40m Balancitos I think you've achieved genius here with a game that is incredibly simple yet staggeringly difficult. I like how you've made it enjoyable to keep the little citizens alive as long as possible, without reducing the gameplay to a pursuit of points like this kind of game typically does. It's fun simply because the gameplay is challenging and the game is aesthetically pleasing. <br/> <br/>You're right, though, the interface needs some work, although I would still suggest you keep it simple. You don't need a complex menu system or anything, it's just the "Reset" button doesn't fit the style of the game very well.
Apr 29 21:32:00 2h 16m The Sea Has No Claim Yeah, this is really impressive. There's quite a few gameplay features considering your time frame. I played the post-compo version which had very polished interface, wonderful sounds &amp; aesthetic, just a very polished experience. <br/> <br/>I'd say the biggest problem is the first stage of playing, where little direction is given. It took me about 3 plays where I did it absolutely wrong before I realized I needed to deploy the sonic buoys 1 by 1 in order to pinpoint the wreck. After that, the mechanics flowed nicely and I was able to learn the rest. It just took a while to figure out the basis of the gameplay.