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Feedback comments for LD30
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| Timestamp | Since previous | Game | mildmojo's comment |
|---|---|---|---|
| Aug 27 06:45:00 | Stanley Squeaks and the Emerald Burrito | Were the log removals random? I got an unwinnable version of the last level three times (all logs removed between the rightmost two stone platforms) before a winnable version showed up (some logs not removed). The first time I played the level with the black platforms and the burrito below the start, the skull didn't destroy anything after I collected the burrito, making the level unwinnable. The second time worked fine. <br/> <br/>I wanted the hamster's jump to have a little bit more suspension time, but otherwise the controls felt pretty good. The art was lovely. The skull in particular was nicely made and the character animation was well done. I liked the decision to freeze the character when collecting the burrito. <br/> <br/>The world needs more gemstone burritos. | |
| Sep 2 04:59:00 | 142h 14m | Sinister | Really, really pretty. My Haswell i5 laptop isn't fast enough to play it, though, so I won't score it. |
| Sep 2 05:58:00 | 59m 00s | SWARM | 95200 w/133 kills. Cute game! Near CGA palette. Looks like you picked a simple mechanic and got the job done. <br/> <br/>Once enemies start spawning in large numbers, they appear as a dense horizontal wave. They could maybe be less like waves and more like rainfall? |
| Sep 3 17:32:00 | 35h 34m | The World Within | Nice work! Incredibly pretty graphics. I liked the tie-ins between the real world and the imaginary world, too. It felt very complete. <br/> <br/>I would've liked to see the text in a nonstandard font, which is a really minor nitpick and common to most LD games. |
| Sep 3 18:03:00 | 31m 00s | Nexxuz | Voxel Zaxxon! Nexxuz looks terrific. You put together a bunch of great-looking levels, here. Wow. The city, in particular, has an incredible amount of voxel detail. I appreciated the Zaxxon homage level, too. <br/> <br/>Adding the warp columns halfway through each level was a wonderful idea. Before you figure out how they work, you spend some time bouncing between levels that you might not even have the right equipment for, and these shortcuts keep you from wasting time. <br/> <br/>I did find it pretty difficult to locate my ship over the terrain. I think Zaxxon used a shadow; a static shadow or even a hover light projected straight down from all flying objects would help with that. <br/> <br/>I'm pretty sure I destroyed all the bosses; does the game end? I flew to the end of bossless levels a few times before I quit. |
| Sep 4 17:57:00 | 23h 54m | Trappy Tomb | Lagged a bunch in Firefox, but played fine in Chrome. Nice work! Good variety of traps, and I like the way the bats track you in a periodic, Jumpman-esque way. |
| Sep 4 19:36:00 | 1h 39m | Space Breakers | Very pretty graphics, great selection of enemies and powerups. I'm glad the blue ball bounces off the bottom of the screen, much less frustrating. I found myself only moving side to side as if it were a regular breakout game; too much muscle memory from hours of Aquanoid and Super Ball. <br/> <br/>The enemies were difficult to target with just the ball and paddle. I wonder if there are other enemy movement patterns for which the ball + paddle would be a better weapon? |
| Sep 4 21:58:00 | 2h 22m | Dominions'n'dominoes | This is really great. I love board games, and this feels like a well-planned game. It took me a while to realize that what a world "wants" is not what it needs to operate; just needs to be colonized. <br/> <br/>This would probably be more competitive if I tried it with friends. Like other role-taking games (San Juan, Puerto Rico, Race for the Galaxy), a lot of the strategy is in taking roles to deny other players the benefit they most need, and the AI doesn't seem to do that. <br/> <br/>This is a great example of a computer board game. IRL, those directed graphs of trades would be difficult to score every round, but the computer makes short work of it. <br/> <br/>There were a few UI issues that I think others have mentioned: <br/>- When other players are taking their turns, you can hover over their cards to get descriptions. Not a huge deal. <br/>- Each planet's production/consumption should always be visible, IMHO. Hovering is kinda sorta okay, but there are times when hovering *doesn't* show planet info (like when placing a new planet), and that's frustrating. <br/> <br/>Nicely done, overall. Hard to believe you made it in such a short time. =) |
| Sep 11 19:16:00 | 165h 18m | Rift Knight | Really nicely done. Great flow. Triple jump, sticky walls, and crazy flying horizontal attacks feel incredible. |