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Feedback comments for LD30
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| Timestamp | Since previous | Game | Nick Weihs's comment |
|---|---|---|---|
| Aug 25 05:31:00 | 99 LuftWaffels | My network of sky pigs is entirely dysfunctional | |
| Aug 25 05:37:00 | 6m 00s | Bumper Planets | The mechanic is solid, even though it's a pretty simple prototype, it shows promise. |
| Aug 27 09:28:00 | 51h 51m | Hello Worlds | Such a sweet soundtrack. I'll probably be listening to this at work tomorrow. |
| Aug 27 09:36:00 | 8m 00s | Sinister | You definitely have the art and music in the bag man, even the mechanics of jumping and moving were solid. It's too bad you had to cut so much, especially since it seems like your last LD had the same problem. Please please please, next time prioritize your game design first and I think you will really create something special with the potential to go far beyond LD. |
| Sep 2 02:20:00 | 136h 44m | The Maze Of Worlds | Very nice level design and exploration of the mechanics with very little wasted. I enjoy it when people focus on level design first. |
| Sep 2 02:36:00 | 16m 00s | Meowrror | Very nice job with the art, and I liked the fundamental concept. The sound effects/music could be better if there was a lot more variation, but I thought the pacing of the difficulty was well done. I would have liked more creativity in the level design, maybe having different room sizes, different movement mechanics, etc. |
| Sep 2 02:51:00 | 15m 00s | Schizophrenia | Very difficult game. Couldn't make it past the 3rd level. I think difficulty could ramp up a lot easier if your gravity and jump strength were lower. The level design was good and you explored a lot of different jumping puzzles using simple mechanics. One final note, your main menu was very difficult to read with the scrolling background. |
| Sep 2 03:08:00 | 17m 00s | Bipolar World | Excellent job overall. I particularly liked the theme interpretation and the art. The only major complaint I have was that some of the jumping puzzles felt unfair because I couldn't see what was coming up in time. The difficulty was well paced. |
| Sep 2 03:18:00 | 10m 00s | Onomo | I thought this concept has a lot of potential. I would suggest next game jam to focus on mechanics first without worrying about the art. The art style and mood were both very strong, but lacking any gameplay, there's not enough tying things to together. |
| Sep 2 03:29:00 | 11m 00s | These Cosmic Chains | Very nice little game with strong basic gameplay. I didn't get terribly far into it, but I did find the controls were interesting and the gravity added a lot to the mechanic. I especially like the physics on the chain, but the collision was rather unforgiving. |
| Sep 2 03:47:00 | 18m 00s | Chalinkamachoo | This game was super fun. I picked up my cloud buddy and charged up for the final blow, but I think the game bugged out =( <br/> <br/>I really like how you tied together a lot of different elements and made a fun experience without explaining too much. The audio was hilarious and added a lot to the mood. |
| Sep 2 04:27:00 | 40m 00s | The Beginning | I really enjoyed this game having actually got to the end. Still a little baffled on the lasers. I feel like the mid levels were a bit overtuned and long, but you said you fixed that. Still, I think it ramped overall pretty well, and the ending was super great. Nice job. |
| Sep 6 05:57:00 | 97h 30m | Warp Paint | Very nice job on this. The puzzles were well designed, especially for a game jam. The way that you revisit old areas as the puzzles get more complicated was mind bending. The controls were a little too quick and got a bit frustrating. |
| Sep 6 06:13:00 | 16m 00s | BOND | The idea had a lot of potential, but I'm only reviewing the actual jam submitted version. I liked the way the worlds were connected through dropping items from one side to the other and how the collision affected both characters. Sorry you didn't get to finish. |
| Sep 6 06:27:00 | 14m 00s | Inverted | Endless Runner | The base mechanic is pretty good. You need to make it so that there are no impossible situations. The music was nice and intense. The small spikes were difficult to differentiate especially when they were on the blue side. |
| Sep 7 06:01:00 | 23h 34m | Faction Wars | Great job making a 4x game in 72 hours! Even though the graphics were pretty minimal, I still managed to figure out what to do without much difficulty. I liked the fact that the game didn't get too difficult at the start, but it didn't seem to ramp up very much and I ended up just steamrolling through the rest of the game. I think you could have made the AI a little stronger and this game would have been significantly more fun. The simplification of the 4x experience really worked well in this game. |
| Sep 7 06:16:00 | 15m 00s | Prismatic | I enjoyed figuring this game out. The puzzles were pretty easy to follow, usually it was just a matter of figuring out which dude could actually do something. I feel like by the end, there wasn't enough challenge, but it was still pretty fun. The hit detection on the enemies seemed a little off, the player's attack was much longer range than the art signified, and the one hit kill was unexpected. I would have liked mid-level checkpoints as well. Nice job on this one! |
| Sep 7 06:35:00 | 19m 00s | Connected Worlds | Very nice job utilizing simple mechanics in a lot of different situations. I would have really liked a pressure sensitive jump for dealing with the cows. Overall, I think the game could have used a little more challenge ramp up especially at the end, but overall really solid puzzle design. |
| Sep 7 07:03:00 | 28m 00s | Through the Mirror | This game was difficult man! I think the intro and ending segments were really well done and set up the mood very well, but that was pretty quickly lost in how fast it ramped up. I feel like the movement momentum was totally unnecessary and made it very difficult to just where the player would go because a lot of the puzzles involved me holding the direction to push through. By the end, I was very frustrated since I felt like you really went out of your way to kill the player as much as possible. The music was soothing, but didn't really fit in well with the challenge and pacing of the game itself. Overall though, the game was nice and polished and the I felt like the puzzles were the major focus of your development with is the right way to do things for a game jam. Good job! |
| Sep 9 06:12:00 | 47h 09m | wrldDIVISION | This idea has a ton of potential, but I feel like the actual level design resulted in some awkward flailing around. If you could clean that up and make the solutions to the levels a bit more elegant, I feel like this has the potential to be a full release. |