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Crefossus

Feedback comments for LD30

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TimestampSince previousGameCrefossus's comment
Aug 25 06:08:00 Inverted | Endless Runner So... The bugs are holding it back from getting a 5/5 in fun. It's so close. I like the art style.
Aug 25 06:18:00 10m 00s The Life of a Pixel World Liked the colors and the feedback of the mouseover. Could use objectives/end game as it got stressful/tiring. Could use more negatives to avoid. Enjoyed the sfx, it gets exciting with many pixels
Aug 25 06:33:00 15m 00s Battle Of Solis There are a lot of rules, but the descriptions are pretty good in game. It's a bit frustrating towards the end because they keep respawning before you can finish even if you kill them.
Aug 25 06:48:00 15m 00s Isles in the Sky Technically impressive, but not that fun for me. The controls feel a little slidey. I liked the green boxes that tell you when you can place. I've played too much minecraft so I'm sort of over collecting and building stuff, but other people might be into it.
Aug 25 18:32:00 11h 44m Chipset-0 I played the game twice and was satisfied. I'm really impressed by the level of polish - lighting, sfx, music, good humor everything. I would love to see that timelapse!
Aug 26 06:53:00 12h 21m Chris and Roddy Great graphics, although the text seemed to be a little blurry. I liked the screen effects. After I figured out what to do it became a little tedious, especially because there isn't enough room between the phone and the boxes if you have the boxes at the top. It was still very rewarding to solve though. Gj!
Aug 27 04:14:00 21h 21m SHIT RUNNER Absolutely hilarious with great audio. The only thing is it's a bit hard to see where you are going. I guess that happens in a night club.
Aug 27 07:25:00 3h 11m NOODLE FEELING The controls and collision were well done. I thought I would get stuck more, but reversing direction works. I can't tell if there is more to it, but fed the main noodle man a few times and stopped after that.
Aug 27 07:30:00 5m 00s A Tale of Two Megacities I had fun trying to figure out how to reach the goals once I read the help. There is a lot going on here between the citybuilder, music, story, voice acting... I'm definitely impressed. <br/> <br/>Strangely what bugged me the most is the presentation of the game in the browser window. It could be spaced a bit more, as there is no padding above the flash object.
Aug 27 20:41:00 13h 11m elemens I like how the objects you can pickup correspond to each theme. The tiles are well made, you even had some breakup tiles for the surface. I'm also impressed by the animations, idle - falling, jumping, run cycle that have a great style. <br/>If you die on the ice palace level it kind of stinks to restart the entire game. <br/> <br/>I also somehow missed the last text that says that the game is over and replayed again trying to carry ice/a pouch.
Aug 27 21:15:00 34m 00s Hello World Love the parallax, dotted lines with transparency fade. The difficulty curve was nice and there are varying strategies. <br/> <br/>You could teach about the data bouncing between satellites earlier. I was overwhelmed on the last level when it's getting destroyed. <br/> <br/>The camera could start zoomed out or even make a transition from zoomed out to overview at the start.
Aug 27 21:41:00 26m 00s Blue Screen I love how you used the theme. The sneaking aspect was done well and the movement (including the footsteps) added to the suspense. You had crouch but it wasn't really used, I guess it's okay or even fun? <br/> <br/>The blue color designating the screens was smart in virtual world. <br/> <br/>I like the enemy design of the cones, but the strategy for everything seemed to be the same in virtual world.
Aug 27 21:56:00 15m 00s Bump Da World Maybe the planets should not stop if you drag slightly outside of the window. I like the polished look of the UI text and planets. <br/> <br/>The difficulty seemed to be a little too easy at the start and too hard after a while. The gameplay was slightly one dimensional, although I like the addition of the asteroid. <br/> <br/>Maybe you added more elements like these instead of simply increasing the speed it could be more fun.
Aug 27 22:08:00 12m 00s BOND Audio would have helped for sure, like sound fx when you collect a key or the box landing on the lower characters level. <br/> <br/>The resolution is a bit too small for my screen (1680*1050). The arrow spinning above the head may be unnecessary. Could use a sky or background &amp; parallax. <br/> <br/>The gameplay has a lot of potential but as you said the jam version didn't quite deliver.
Aug 27 22:35:00 27m 00s Burger Beat The restart controls should just be space since you already have your hand on that key. Starting could just be space too. <br/> <br/>I like the run mechanic and jump but it was a little hard to get used to at first. I think it's because I was assuming you had to use a rhythm but you can just spam left and right as quickly as possible to get the best movement. <br/> <br/>SFX would improve the game for death or maybe even running.
Aug 27 22:48:00 13m 00s ConnectTheWorlds I like the celebration music. The Burn button should just be held down and maybe the power should stay at the previously selected one and default to 1. It does start to have a nice ritual feel to it though, like starting a car or ... controlling a spaceship. Maybe make the buttons glow or a tutorial for the first planet? <br/> <br/>The background/stars are done well but the foreground/rocks are a little rough on the edges. <br/> <br/>You did a great job of balancing when the ship blows up, as I never felt like I should have lived when I died. <br/> <br/>I love the feedback when your velocity is too high (sound and explosion effects)
Aug 27 23:06:00 18m 00s Arktrail I really like the parallax stars during the jump and overall pixelated art feel. <br/> <br/>The overall mechanics are interesting even though I don't get it. I actually wish there was a limit to what you can build because it gets a little tedious to add stuff and I can't tell if the ramscoops even add fuel (the reason I usually die). I seemed to get a little further each time but I'm probably missing something. Ah as reading now "placed ship sections do not function until constructed by crew". I think that's it. <br/> <br/>Extremely polished overall.
Aug 27 23:42:00 36m 00s Pos-Neg The wall collision is a bit buggy/doesn't work and you can get lost transferring in between rooms. Part of me likes how it's randomly generated, but at the same time it makes me wonder where I'm supposed to be going. <br/> <br/>I did reach the portal to flip positive/negative once but I got stuck after that.
Aug 28 05:56:00 6h 14m Link 27; I liked the pop sfx for connecting a new person and especially like how the camera zooms out/shakes when you connect people. The movement/step sfx was a bit harsh. <br/> <br/>The bullet guy was very clear what his function was but I couldn't tell the other npcs functions without referencing this page. Maybe they could have some visual that represents their function. <br/> <br/>Overall art style is consistent. I like the trucks and idle animations. <br/> <br/>Music choice for menu is pleasant but the game music is a little jarring. <br/> <br/>It was nice to have the police lanes so you can see where danger is, but if they spawn in at the sides it felt a little unfair. I guess it could be apart of the strategy to stay away from the sides.
Aug 28 06:10:00 14m 00s 4 Dimensions Instead of complete black it might be nice to see some texture on the different floors. The death zones are well defined but the sharp edges could be smoothed perhaps? Maybe with a couple pixel transparent gradient. <br/> <br/>The arrow over the head helps to identify the direction, yet blocks the great character art. Maybe put it in the ground in front of the character? <br/> <br/>I liked the different levels of difficulty since you could simply continue on even though some of your characters may have died. <br/> <br/>Putting death right in front of the player on level 3 is a little harsh. <br/> <br/>Overall great job.
Aug 28 06:19:00 9m 00s Worlds Collide Slick ui, although the dropdown transition feels a little slow if you want to get into the action again quickly. <br/> <br/>I like the nebula layer on top of the stars. <br/> <br/>The movement of the ship felt really good with a lot of control. <br/> <br/>The planets turning from red to blue was a good idea to let you know you can pick them up, however it was ambiguous for some other planets and I wasn't' sure if I would die or pick them up. Since you lose if you can't pick something up it's super important to know.
Aug 28 06:30:00 11m 00s Ice Cream Aliens The camera control could use some work (possible right click to have complete rotation control?) however it does work somewhat without being too frustrating. <br/> <br/>I like how you didn't lock each section so that you could rush past it if you die (like falling onto the first straight away). However, there should be checkpoints especially for the "fake arrow" on as I didn't want to replay the entire game to get there again. Maybe make the fake arrow more obvious? <br/> <br/>The chat bubbles were nice, however maybe they could have the same text on both sides so you can read it if your camera rotates around.
Aug 28 06:44:00 14m 00s Green Dragon Great graphics overall there is just that one white planet/shape that needs to be antialiased. I loved the multicolor flashing gravity bomb; it made you feel really powerful. However it might have been better to keep the control of your ship instead of spinning it after take off. <br/> <br/>The positional audio worked extremely well and the audio was enjoyable.
Aug 28 07:17:00 33m 00s The Never Ending Cycle The enemies had a good amount of health so that the battles didn't take too long if you chose to engage. I like the exploration aspects that helped you to find upgrades. <br/> <br/>The regular battles weren't very interesting but the boss battles or enemies that did greater damage allowed for some interesting choices.
Aug 29 04:59:00 21h 42m Stanley Squeaks and the Emerald Burrito Maybe you could have each tile you touch glow the green laser color so that the connection between it being destroyed is more clear. <br/> <br/>The art style is pretty polished. <br/> <br/>The time it takes to destroy the platforms seems long if you have to redo the level multiple times. The freeze feels a little glitchy/hitchy .. maybe there is a way to make that feel smoother. <br/> <br/>Music would help the feel a lot. The sfx are good overall but could get polished off.
Aug 29 05:11:00 12m 00s Sunny Days I like the sunflower animation/shader. Could use music but the sfx work well. Walk/jump/fall animations are good but the landing feels weird because you are forced to stop. <br/> <br/>The airtime of the girl might make for interesting gameplay if you had wind or other elements. Just having teleporting/mario castle door puzzles leaves room for innovation.
Aug 29 05:23:00 12m 00s Mega Golf I really loved the way you move the ball. <br/> <br/>Could give a goal or par for each level. There didn't seem to be much risk of losing, although that was perfect for the first level. <br/> <br/>More terrain textures/decorations would be great. Maybe have some terrain used more interesting ways ie hills etc in a way that strongly influences gameplay. <br/> <br/>The negative/ran out of money sfx was too painful to the ear.
Aug 29 05:57:00 34m 00s Gatestone The lighting gave it great mood. <br/> <br/>The particles in the nether could use a light around them like the fire spell or just be darker as it becomes night. <br/> <br/>If you can't harvest a bush it could be red and say "requires knife" or whatever. If your inventory is full and that prevents you from harvesting you could give a similar message or feedback. <br/> <br/>The portal indicator didn't seem to be based on the player location even though it probably was. It felt a little off. <br/> <br/>The exit to menu button should go on an escape menu and not the crafting menu.
Aug 29 07:13:00 1h 16m Incantation Very polished art. I love the game mechanic, but it needs a bit more tutorial levels for the beginning. In particular jumping in shadow world/switching while standing on tall static shadows. <br/> <br/>If you end up inside a shadow getting pushed out feels buggy although I can't think of a better way right now. <br/> <br/>The static shadows feel strange since you can control the rest of the shadows. Of course they are key to making the gameplay interesting so again not sure on the fix. <br/> <br/>Missing some sound fx for jump or switch etc.
Aug 29 07:34:00 21m 00s Kid Got Lost There is already the sound fx for the ghost in the normal world while they are near you so there might as well be some visual cue to warn you not to switch as well. That's one of the most frustrating parts at first until you learn to listen. <br/> <br/>The art is super polished. <br/> <br/>The level design or what you're actually doing needs some work to be more fun.
Aug 29 07:46:00 12m 00s DINO BOLT Excellent job overall although the theme felt a little forced. Extremely fun although not too innovative.
Aug 29 08:06:00 20m 00s Glue The World I like the visual feedback of not connect vs connected. The next level animation and sfx were great/rewarding. Dying at the top and bottoms/off the play area seemed unnecessary and surprising. If you want to block the player for specific levels maybe use lava instead. <br/> <br/>The jump could be variable instead of fixed height so you can jump into smaller spaces with skill instead of hitting your head on lava/etc. <br/> <br/>Some level design felt amazing - especially the level where you use the water to go from the outside to the inside and the earlier level with the gigantic lava block , but the initial levels feel a bit repetitive. <br/> <br/>Extremely innovative... polish up the graphics/audio and publish :D
Aug 29 08:17:00 11m 00s Connecting LD30 to the Real World Tons of possibilities for gamifying it. It might be fun to have quests where the player has to rate/comment specific people or x num of people from certain countries.
Aug 29 08:26:00 9m 00s deer hunter The movement feels spectacular, especially the roll. The boss fight was interesting because of the different moves and modes the boss enters. <br/> <br/>The arrow charge feels strange feedback bar on the ground feels like it's in a weird position, but the function was fine. <br/> <br/>Audio/sfx would be great.
Aug 29 08:56:00 30m 00s Ennaffa Could use checkpoints, the character feel was a bit sluggish, scale a bit off. Extremely impressive for how much you got in for a compo game. I like the effects that lead you. <br/>There seemed to be a bit of unused and dead space in the levels that could get cut out to help guide the player initially. <br/>Having the bright cell shaded texture be the elements that are not in the dark/red world works somewhat but is a little inconsistent.
Aug 29 09:13:00 17m 00s Converged Could use more feedback on what's going on with the scientist count. Have a goal like 2/5 scientists killed? It's already fairly difficult, maybe don't reset the kill count? <br/> <br/>I didn't really figure out the ai totally so maybe define it more clearly. I loved how they could kill each other and themselves from ricochet. <br/> <br/>The box randomization helped a little but different levels would be great. I loved the fog of war.
Aug 29 09:44:00 31m 00s Find my Sun The movement needs a bit of work to feel better. Jumping can be frustrating.. consider allowing jumping while rolling? Movement feels sluggish. <br/> <br/>I love the story line and especially the moon character during the cutscenes. <br/> <br/>Some of the art is fairly pixelated in contrast to the smooth lightning bolts and polished planets. <br/> <br/>Difficulty was a little intense and frustrating because I didn't feel in control.
Aug 29 09:55:00 11m 00s Sinister The movement felt great although it was so short. Hiding the key at the smart was clever. You just needed more to do. The animations and graphics are amazingly detailed for 48hr. <br/> <br/>The audio track fits and helps the mood along with the pacing of the story but could be helped by sound effects/ambiance.
Aug 29 10:05:00 10m 00s Connected Retro Worlds I didn't quite understand when the rockets explode until a couple playthroughs. <br/> <br/>Good audio and visual feedback for destroying your targets. Nice presentation of score and other ui elements.
Aug 29 10:59:00 54m 00s Press space to start I loved the presentation of the text and the storyline. You could have more control over when you stop instead of decelerating. I ended up tapping the arrow keys to move with more control. <br/> <br/>The last level was pretty challenging but rewarding once solved. <br/> <br/>Great work overall, extremely innovative and theme fitting!
Aug 29 11:08:00 9m 00s Connected Worlds Controls sometimes seemed to stop working. <br/> <br/>I thought there was a disconnect between the story and the gameplay. You're supposed to stop the bad guy, but you end up avoiding the balls/enemies completely. <br/> <br/>Not sure if there are any win conditions as the balls just divided a lot. I like the contrast for the boarder.
Aug 29 11:21:00 13m 00s Protect Both Worlds Having to tap the mouse to fire kind of detracted from the experience for me. <br/> <br/>Impressive amount of work for 48h. <br/> <br/>On death perhaps zoom in on the enemy that killed you so that you could show off your hard work on the enemy :D <br/> <br/>The layering of the black bars/ bg/ game area seemed excessive - maybe just use the tan for the entire background?
Aug 29 11:29:00 8m 00s Lost with a compass For me could use an end objective for a sense of completion besides score. <br/>I do like the game over sound, text, and overall polished ui.
Aug 29 11:41:00 12m 00s WCOM The spacing of the font for the story made it a bit hard to read. Sfx/audio could really help. It gets a little repetitive, but the first level was decently fun. Maybe if you had some other mechanics in the level to mix up recovering the artifact like a boss or gate/button etc. <br/> <br/>I liked the fadeout and win screen for each level and feel of the machine gun although I would love to be able to shoot in all directions maybe like a twin stick shooter (or wasd + mouse).
Aug 29 11:53:00 12m 00s Antbassador A little bit too frustrating, but extremely hilarious the entire ride. I was blown away by the graphics and menus.
Aug 29 12:36:00 43m 00s Lethal Reflection Could use a tutorial mode to describe the mechanics as it's a lot to take everything in at once from reading paragraphs. <br/>Energetic music would help.
Aug 31 02:45:00 38h 09m Space Age No need for confirmation every place. If needed give a sell instead. <br/> <br/>Would love to see more feedback for how much each building produces (+xx when it generates? or/and on the menu or mouseovers) and the 30 second timer. <br/> <br/>The UI is pretty clean. Good padding and contrast. Maybe find an aa'd font? <br/> <br/>To increase tension you might show the enemy progress or at least what stage they are on all the time as a bar or something. <br/> <br/>GJ overall.. you had me play until the end :)
Aug 31 02:53:00 8m 00s Holiday Nightmare Movement could have felt a little better. Perhaps faster? I also felt a little weak/or it's too hard. The audio loop was good but got old quickly. <br/> <br/>I like your interpretation of the theme and fitting game name.
Aug 31 03:04:00 11m 00s The Asteroids I Call Home I would have liked an ability with a cooldown to boost my velocity high enough to destroy a ship. It would give you something to manage besides your direction and provide a good way to get going again if you get stopped. (Could use space?) <br/> <br/>Beautiful particle effect work and character. Maybe use smoothing groups on the planets? That stood out to me. <br/> <br/>Good sound work.
Aug 31 03:12:00 8m 00s Portal DAGger Ditto on the diagonal movement. I came to the comments when I was stuck in a loop. After that I eventually got to the end. <br/> <br/>My solution was really just brute force as I couldn't exactly follow what was going on other than going to another spot if I thought I did something before. The green dots seemed to help guide though so good job there. <br/> <br/>Fun music.
Aug 31 03:26:00 14m 00s Trade routes This was my first idea (without implementation details) before I chickened out and went to something easier, so more power to you for giving it a go! <br/> <br/>I like how you added in the dynamic risk (since everything moved) of the pirates and you had me hooked until I won :) Gj! <br/> <br/>Selecting/changing the trade routes seems a little strange. I lost which ship is which visually.
Aug 31 03:32:00 6m 00s One Clean simple visuals. I like the win sfx. Maybe could use an indicator when you try to move in a direction? I had to restart a few times before memorizing it. <br/> <br/>Maybe the 3rd level could stay left and right instead of putting it above to incrementally increase challenge. <br/> <br/>Fun idea overall.
Aug 31 03:43:00 11m 00s Celestial Impact The jump needs some work, but the movement still gave a great deal of control overall so I was able to improve after adjusting my expectations. Good checkpoints. <br/> <br/>Maybe convey the top information graphically? Heads for lives/timer icon? Could use a little more space from the edges.
Aug 31 03:57:00 14m 00s Grow your Planet Great audio and art. I wouldn't have beaten it without the guide. The fruit/bird was tricky even with the guide. Pretty calming game.
Aug 31 04:19:00 22m 00s R-elink: A link between worlds Great idea but the movement felt a little clunky/slippery/slow and the gameplay was a bit of a chore. I think the time to bring up the device could be faster maybe? Music doesn't seem to fit. <br/> <br/>The gap before the boxes at the end had me replay the last level... opps. The grass/trees is a little distracting although very pretty. I didn't understand I could click those boxes to destroy them for a little bit since the colored objects were the linked ones. I was searching the grass for some colored object. <br/> <br/>Very good looking and amazing you can do this in 48hrs!
Aug 31 04:50:00 31m 00s Balance I somehow missed to press space for a bit until I read this page carefully again! It's the first thing you see in game to :( Opps... maybe if the Player hasn't swapped to civ. side for a bit then you could show a message? <br/> <br/>Love the art style. The game is actually fairly interesting since I initially had too many buildings and had to find the... balance.
Aug 31 05:26:00 36m 00s Heart Earth Spaceship sfx are the best. I would have liked to see lose conditions or at least something funny happen.. maybe picking too many flowers? The triggers where the ! appear could be larger.
Aug 31 05:52:00 26m 00s New Ludum Dare Game Interesting start. I like how you replace the text for multiple "no not reallys" with some humor. I kinda wish the end was something positive instead of earthquakes :D
Aug 31 09:25:00 3h 33m Hexahedron I liked the menu and the mouseover text. I would really like a free camera and being able to move while placing. <br/> <br/>Maybe keep placing until you rightclick again? I know shift is there but I use it a lot. <br/> <br/>Having other players worlds load is spot on for the theme. <br/> <br/>The random generation is okay, but I'd rather have more freedom in where to place things. At least let me clear it out. <br/> <br/>Having an option to teleport home when you're looking at another place would be great. Why not just be able to teleport to your neighbors? Unless the movement starts to feel really good it's just a chore to get there.
Aug 31 09:39:00 14m 00s Doki Doki Planet The square in the corner of the dialog seems like a close button but it's not. I like the tutorial at the start, maybe you could also teach about selecting options because the dialog with options looks like normal display text. It took me a second before I tried to interact. <br/> <br/>I really like this take on the theme. <br/> <br/>The gameplay seemed a little too random or I'm missing something. I would have liked to be able to recover from losing joy but often the round after I would lose the game. Being able to respond appropriately to each even would help a lot. <br/> <br/>Excellent art.
Aug 31 10:04:00 25m 00s FACED Each level could have a number to identify it in the actual game. I had to find out where to go after the tutorial. <br/> <br/>More polish like a reward for completion (sound, etc) could help. <br/> <br/>The music could start intense or be variable based on how many sad faces there are and lighten up/slow down as you solve the puzzle.
Aug 31 10:21:00 17m 00s UnderWhelmed I wish there was more to do than walk/talk to people. The bug you're aware of popped up a lot and stopped me from getting the full story. <br/> <br/>The walk could use a little more love. I love the art style overall. Sometimes you could see the pixelation or artifacts that could get cleaned. <br/> <br/>The mood/emotion was pretty good because of the reflection where as it may have just been annoying without it, like thinking about other perspectives.
Aug 31 10:41:00 20m 00s Ludum Galaxy 64 It might be nice to have feedback for the gravity of each planet. The first time I left I was really confused. <br/> <br/>The warning for low shields is good, but it comes too late. It could just be a light or indicator at first instead of something more annoying. <br/> <br/>I loved the art overall, especially the particle effects and trail.
Aug 31 11:02:00 21m 00s Link'emAll It was a bit hard to click on the desired planet. Maybe you could use a zoom in/out system? It's kind of nice to have the overview though. <br/> <br/>I liked the gameplay and the strategies that evolved after learning from my failures. <br/> <br/>I liked how you didn't need to click both planets in order to make your connection. Of course you just need to click the one you want to go to. <br/> <br/>Could use star b/g/music/sfx..etc <br/> <br/>Great work...one of the most innovative so far, even though it's sort of a literal interpretation.
Aug 31 11:18:00 16m 00s Asteroid simulator Would have been 5/5 for fun if not for the wonky controls (although that could be me). I ended up just using the boost, which was extremely fun and worked. However in order to complete some levels this meant I would have to save my energy. <br/> <br/>The art was crazy enough to get you some stars. It felt interactive and energetic.
Aug 31 11:40:00 22m 00s Schizophrenia I liked how you could rebind your keys. You definitely need two hands so enter actually wasn't a terrible default choice. <br/> <br/>Fairly fun with a good jump. Could use checkpoints or shorter levels. Or you could train the player/prepare them earlier in the game for the future.
Aug 31 11:54:00 14m 00s Control Turbo mode helps a lot. I suggest putting that information first in your description as there is just no way to play the game so slowly. There needs to be a button to press for next day or a countdown so you know how long. The day timer could also be a lot faster. <br/> <br/>Interesting and complex but the timescale is too long. You might even do away with time entirely and just react immediately based on what the player does. <br/> <br/>There might have been a bug after viewing the people and then pressing x because they were still being drawn (I was in turbo mode). <br/> <br/>The music may have worked if it was played in the loony bin (if you could get that detailed). It's just a little too chaotic for this type of game. A calmer, or more serious track may work better.
Aug 31 12:02:00 8m 00s System Divergents I tried to respond based on the rps answer but that didn't seem to work out. <br/> <br/>The music and ui menu rollover sfx were great as well as the art of course. <br/> <br/>Decent mood from the artwork and the audio.
Aug 31 12:20:00 18m 00s Star Turtle 64 The humor was obviously the strongest point along with the audio design. I love how it built on top of eachother. <br/> <br/>The wide open spaces kind of felt dead and tedious to find the keys. I ended up just running past everything without using my skill. <br/> <br/>The repetition of the world design was actually fairly comforting (locked door, get key, boss).
Sep 1 05:29:00 17h 09m Cohack I like the feedback of selecting tiles and moving (the rotating pieces). I didn't understand how to attack at first. After reloading the game it seemed to work, but you have to click twice sometimes. <br/> <br/>As other people have said, team colors are definitely needed. The knife and cannon are good icons but I'm not sure what that credit card looking one is. (I guess you might have a name in the stats screen though.) <br/> <br/>Good music and sfx.
Sep 1 05:47:00 18m 00s Chalinkamachoo Love the sfx, especially when you rescue the blue guy and the boss sfx. I would have liked to try to kill the boss more, but the initial collecting is a little slow/tedious. <br/> <br/>Another skill like a movement boost or something powerful but on a cd might help it some. <br/> <br/>The boss mechanics were interesting and a joy to fight &amp; watch. <br/> <br/>The bow being "stubborn" is just frustrating... I would have liked it to be predictable even if it's different from the normal bow.
Sep 1 05:56:00 9m 00s Resurrection Machine The powerups could be a little more evenly spaced maybe based on distance traveled as I went a game without getting any. The game is kind of boring without the multi missle so maybe add other powerups too to spice it up?
Sep 1 06:16:00 20m 00s Split//Maze I liked the textures for the walls and the ball graphics. The wall feedback (Graphics and audio) was nice in case you weren't paying attention to the screen you hit a wall on. <br/> <br/>The timed trial mode was fun but I didn't like having to restart the game when lost. I would have kept playing if you could just retry the level you lost on. <br/> <br/>The random mode was kinda fun but since you can't lose there becomes no reason to play at all.
Sep 1 06:50:00 34m 00s Emergence I didn't realize you needed to click on the buildings to create a tank at first. The sounds of the enemy tanks taking off also threw me off at first. <br/> <br/>It might be nice to have indicators on the edge of the screen or something on a minimap when the enemy lands on one of your bases. <br/> <br/>At first the map was uncontrollable because I didn't know about arrow keys, but found that out by testing (your rules does have it, however there are a lot of rules on that page!) A minimap or something here may help too. Over time I got used to the controls though. <br/> <br/>More levels would be fun as this one is fairly easy to win. <br/> <br/>I loved the particle trails and the sense of domination once the money started rolling in.
Sep 1 07:03:00 13m 00s Four Sided Sanctuary Maybe have goals other than progressing to the right and staying alive? <br/> <br/>The pacing could go from easy to hard by generating obstacles on the top OR bottom and then both. Right now it seems to be totally random with no sense of progression. <br/> <br/>I love the music and sfx, and distinctive art styles for both worlds. The story is also cute and comes through in the gameplay.
Sep 1 07:11:00 8m 00s Road Rage Dying from a transition and hitting a barrier in between lanes feels wrong. I think ti's from the size of the car and the way it switches lanes, but I'm not sure. The controls take a little getting used to but they work out. <br/> <br/>Maybe ramp up the pacing a bit more (don't put death barriers in until a little bit). <br/> <br/>Music is a bit intense. It feels like two tracks are playing. SFX are nice.
Sep 1 07:18:00 7m 00s Connected Words Good feedback when you get it wrong.
Sep 1 07:33:00 15m 00s Firevania I like the (bug?) with the freeze gun resetting your jump ability since it gave you a lot of freedom and was fun. <br/> <br/>The humor didn't really come through for me.. maybe if it was even more ridiculous and more visual? <br/> <br/>The bright tiles and contrast between worlds were great fun.
Sep 1 07:50:00 17m 00s Shattered Worlds Movement was a little frustrating for a platformer but I guess it was supposed to be nonstandard. <br/> <br/>Great take on the theme. <br/> <br/>Some of the sfx (bfxr?) were a little abrasive. I loved the music.
Sep 1 08:00:00 10m 00s Lands 101 Interesting exploration game. I'm not sure if there were any goals, so if there were I didn't find it. <br/> <br/>I like the radial presentation of the levels and the general art feel. I also liked how it was nonlinear and you could explore in any order and for as long or short as you wanted.
Sep 1 08:09:00 9m 00s The Moon Has Come Could use checkpoints since I might have retried more if I didn't have to restart completely. The initial part of the game is a little slow. <br/> <br/>If you could see further that could help you plan since sometimes it's a little bit of blind luck. <br/> <br/>Good backgrounds and storytelling.
Sep 1 08:26:00 17m 00s Dreamless I love the sound fx and audio, they really helped create the mood. The writing was also very strong and humorous. I actually solved a level before talking to the guy and replayed it just to read what was said :D <br/> <br/>I think the level before last was a little frustrating because of how accurate the level design made you be. I had solved the puzzle in theory but had to replace them like 5 times to get it perfect. <br/> <br/>Obviously could use a walking animation to go with the nice sfx.
Sep 1 08:53:00 27m 00s Psychiatric Hospital Could use more feedback for how the puzzles are going (especially the clock one) and a reminder for interaction inside the world being ctrl. <br/> <br/>The audio fx were good sometimes (like the snap when you solve the clock puzzle) but I didn't understand them sometimes... like the police siren? <br/> <br/>The graphics need another pass since the main character is a little too pixelated in a blurry way. <br/> <br/>Overall I like the idea of solving short games to beat the main one. The twist at the end and the cutscene effects are great.
Sep 1 09:03:00 10m 00s A letter for God I love that your choices usually have unintended consequences because of the problem complexity. <br/> <br/>In general it leaves the creative power that you might get as a god out (since there are only 3 choices). Often some basic viewpoints are left out.. like with beiber there is no neutral choice. <br/> <br/>The graphics were good but disconnected a little bit. The menu worked great but could have had more work.
Sep 1 09:25:00 22m 00s Siphon - Ent Garr Fon Kull It seems to take too long to generate resources. It might work better for a full game but for LD the timescale is very long. <br/> <br/>The game is really polished... I'm surprised you are able to do this quality of work and a complicated game in such a short time.
Sep 1 09:34:00 9m 00s Morpheus There is no sense of progression and sometimes you spawn in different places (a black room - bug?, and then I was spawned inside a trapped room). <br/> <br/>The chains/blades need a more clear visual of where the danger is. When I was trapped and trying to die from them I couldn't. I didn't feel that much in control of when I was going to get hit or not. <br/> <br/>The run cycle was pretty good and didn't feel slidey, though maybe a little stiff. <br/> <br/>The audio was creepy and good, especially the axes. Good storytelling since you could follow along with what was happening (prison-&gt;dream).
Sep 1 09:51:00 17m 00s Fourteen Interesting/fun mixture of minigames. I like how they all fed into each other. At first I thought you needed to man the tank but after a few tries I finally understood that they were totally separate entities. Maybe if you block the player from going to where the tank is with dirt or elevation that could be more clear. <br/> <br/>Audio/sfx would really help. <br/> <br/> The ammo building game was a little tricky and definitely harder to master than the rest for me, but didn't really seem to matter since I always had plenty of ammo.
Sep 1 10:07:00 16m 00s Rosewood Crag The movement is really fun, especially the dash. I love the variety in enemies since they give you a reason to do the duck. The level might work with more room to the right and left instead of going vertical (Because of your dash). <br/> <br/>I like the red but it may be a little too much, possible change the ui a little or increase the contrast a bit? Not sure.. But i love the detail in the pixel art! Great job. <br/> <br/>Needs goals/level progression.
Sep 1 10:25:00 18m 00s DoNotConnect!! The text was a little hard to read. While not mind blowing, the gameplay was still extremely fun and addictive. <br/> <br/>If there were different levels (with a set number of planets) that introduced new elements in each one like planets that draw you in with their gravity (although that could be annoying). You get the idea...
Sep 1 10:52:00 27m 00s Space Pioneers I was a little confused at first but on the second playthrough I was able to win. I'm still not sure what causes you to beat/win a planet you are connected to that the enemy is as well. <br/> <br/>The graphics are really amazing... I couldn't believe the detail when I zoomed in. <br/> <br/>The map navigation is pretty straight forward and works.. good job there.
Sep 2 05:35:00 18h 43m Hungry Hungry Overlords It needs more feedback for success/failure/population change. Could use a tutorial otherwise. Maybe have a pool of fish that you can drag from instead of arrows? <br/> <br/>Manufacturing the creatures from outside the splicing window feels a little odd. <br/> <br/>Beautiful art &amp; music.
Sep 2 05:45:00 10m 00s Dependant The game link is to a maze game with elves that pop out of boxes and block you when you backtrack.
Sep 2 05:53:00 8m 00s Monster Dude's World! Good graphics. Could sync the walk cycle with your movement. A bit easy. I didn't even realize that there was more danger than the pits until I read another comment.
Sep 2 06:03:00 10m 00s Parallel Guy You had good intentions with the music but its gets a little repetitive. Is there a way to have it continuously play? You could also restart faster/lose the transition on death... if the game is supposed to be that hard then you need to be able to restart quickly. <br/> <br/>I would suggest having levels where both ship paths are synchronized so the player can get used to controlling both. The 2nd level seems a bit too difficult...I tried it about 10 times and couldn't find a way past the right asteroid. It might be a case where you played your own game a lot and made it a bit too difficult. <br/> <br/>You can edit the submission and change the title of the link to "windows" instead of web. <br/> <br/>I liked the asteroid/barrier graphics in the middle that definitely looked dangerous :D.
Sep 2 06:22:00 19m 00s A Cat Between Worlds I love the title screen music. I wish the other levels had a similar feel to their music. The idle animation for the cat is awesome. <br/> <br/>The jump is a bit hard to control. The game seems to be more about level memorization over skill. <br/> <br/>Works w/virtualbox ubuntu 64.
Sep 2 06:33:00 11m 00s ConnectAndGo 1.0 Playable The graphics were great and I liked the story telling. Good feedback for progression and failure. <br/> <br/>It got a little bit boring. If it was quicker and there were different objectives or obstacles in more levels it might have been more fun.
Sep 2 06:55:00 22m 00s Souzou Cliff I like the way the story was put together and led up to the reveal of controlling both characters at once. The story to gameplay ratio was a little high at until that point though... but maybe it was worth it? <br/> <br/>For me the platforming was brutal and really frustrating, especially if you were near the end when you made a mistake. <br/> <br/>Beautiful graphics and sound that supported the mood, although could use some sfx for feedback or ambiance.
Sep 3 11:38:00 28h 43m Oathkeeper I also had to come back here to re-read the double jump after initially getting stuck. I got to the boss and destroyed him, although as others said he is a bit fast. It might be more fun if he had some other mechanics since he just chases you right now. <br/> <br/>The switch option got me as well.. I probably switched 10 times on accident. <br/> <br/>I love the player animation.
Sep 4 04:08:00 16h 30m FLIP! I loved the contrast and clean art design of the levels that compliments the theme. Great audio, but could use a couple more sfx. <br/> <br/>The levels all seemed to be solved with the same strategy for me and became one note (Get to the end with one, now the other, repeat). I think I got stuck for about 20 sec on the 3rd level, but other than that it was too straight forward. <br/> <br/>I would love to see new elements in later levels. Maybe one opens something for the bottom so you can't just go straight to the goal? <br/> <br/>Definitely fun at first and it was nice to have a voice/text that gives the game some more personality.