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Feedback comments for LD31
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| Timestamp | Since previous | Game | ceosol's comment |
|---|---|---|---|
| Dec 8 22:30:00 | Tightrope Theatre | The graphics were great and it was a neat twist on a ordinary platformer. However, I thought it did not meet the theme. If it was "entire game in one scene" then I think you would have had an incredibly creative interpretation. | |
| Dec 8 23:15:00 | 45m 00s | The Last Panda | Nice job, it seems like you put equal time in to all of the aspects instead of just focusing on one. It makes it well balanced. |
| Dec 8 23:25:00 | 10m 00s | Autumn Physics | I love the gameplay. I think it is very unique in a sea of platformers :) <br/>I think would do well post comp. One change is that the ball feels very heavy. With so many straight/sharp edges, some of the random pieces make it impossible to hit all of them. I do like that you kept it all on one screen, but having to scroll down to hit the play button made me miss some of the action up top. |
| Dec 8 23:48:00 | 23m 00s | Like a Fairytale | Loved the interpretation of the theme. It was fantastic. The gameplay itself was little lacking. But then the storyline completely made up for it. Going forward, I think you should have the gameplay relate more to the storyline. Maybe have metaphors become things to squish (in addition to "You gave me butterflies..." actually making butterflies appear. Also, you might be able to make the gameplay somehow relate to a heart monitor... either have the attacks on the butterflies cause a zigzag heartbeat spike... or maybe in another way. |
| Dec 9 02:58:00 | 3h 10m | Heer Dunter | Very clever. I love how you interpret the themes of these jams. It was definitely fun for a bit and made me laugh. I think this will have a huge following just because of how silly it is :) |
| Dec 9 04:17:00 | 1h 19m | Mission Control | I love idle games. It might be better if you had messages on a delay timer. That way you could walk away without having to click through all of the transmission messages... but still sit a read them if you wanted to. <br/> <br/>I think you did a nice job on mission generation. Some of the transmissions are pretty comical too! |
| Dec 9 04:25:00 | 8m 00s | Interception | So you plug you ps3 controller in and it works as a gamepad? I've never tried that. I'll come back to this later to test |
| Dec 9 04:33:00 | 8m 00s | Snake Rider | I got so many of the -1000's lol. Nice game. Definitely continue this post comp. I would try to add more turns "types", I was generally seeing maybe 3: dip down 3 squares, loops up 3 squares or turn back on itself. It is a good twist on the idea of platformers. |
| Dec 9 04:59:00 | 26m 00s | The Worm | "Sometimes you just want to listen to some dubstep, be a worm, and eat people." -Thermite <br/> <br/>Ain't that the truth. I think you should definitely expand on this game post comp. It would be nice seeing it without the constraints of one screen. |
| Dec 9 13:32:00 | 8h 33m | Return of the Floppy | Since the background was flat, it gave a sense of a lot of movement offscreen. I think it was a creative take on a dodge game. For future development, I would add a requirement to collect data. Otherwise, like someone else said, you can just hide in the corner for a while. As someone else pointed out with health, the file collection could also serve as a health meter where viruses make you lose data. |
| Dec 9 13:50:00 | 18m 00s | Summoning of the Santa | Actually, this is the best game I've played. I'm so sick of platformers everywhere :) <br/> <br/>The box seemed a little long. I think that's because I wasn't viewing it as a puzzle/math game. The nested doll feel is fantastic. I think you should expand on this and make it a full game. Maybe have different levels/dolls with different puzzles. Have a young children's level where it is a set of matching puzzles, like your tree. Then have a simple math group for elementary age children. And have a more intense logic combination for young adults and older. Parents would eat this up, especially with a holiday theme. (one last thing) My sister in law says that she only spends money on mobile apps when it something my niece can play. Think about that :) |
| Dec 9 14:20:00 | 30m 00s | Dot Dungeon | Fantastic game, you have so much detail on such a small scale. I think you could package and sell this game as is. If you added some levels and maybe different weapons/enemies/surroundings for those areas... forget about it. This would be ranking up there with some of the best dungeon crawl games. <br/> <br/>Two critiques: 1. The shooting weapon has too much collision with the walls - in some rooms you only have a couple of pixels to stand where you can actually shoot. And 2. when you get the map reveal - it makes it harder to navigate because you can't tell rooms you've been in since all doors become open. |
| Dec 9 14:39:00 | 19m 00s | Turing 404 | Really fun to play. I finally passed on my 3rd try with 5/10. I agree with t4u on skipping text, but only the beginning part. Once the test begins, I don't think you should be able to skip. But the beginning part seems to take a long time when you are playing a second time. |
| Dec 9 15:32:00 | 53m 00s | Gaia vs Humanity | I disagree with most of the comments. I think that it is properly balanced for cost vs. upgrades. What I hit is that you can never get to zero pollution. I managed to get to 1 a couple of times, but if you kill that farm it goes up to 2. I'm assuming year 20,000 with level 10 meteor counts as a win? :) |
| Dec 9 16:03:00 | 31m 00s | Abelian | Really nice entry. I think the transitions between levels are really smooth. I couldn't play much because tiny little lag spikes were killing me like crazy. But it was really neat. |
| Dec 9 16:40:00 | 37m 00s | Shiftavoid | I really like this game. The bgm is a nice mix, as well. Even though I like both separately, I don't think the bgm really fit the game. It seemed out of place. Maybe have the trail coming out of the ball pumping to the beat of the music? Anyway, nice level design and gameplay :) |
| Dec 9 17:45:00 | 1h 05m | Yuki and Snow | The combination locks on the chest and phone seem to be broken. I tried all of the combinations that you can get by examining objects and none seemed to work. Just by happenstance the things unlocked as I was clicking through possibilities. I don't even know what I was on when they opened. Was there a purpose to the cat other than looking cute? <br/> <br/>Don't take all of that to mean that I didn't like the game, I thought it was fantastic for 72 hours :) |
| Dec 9 22:56:00 | 5h 11m | Snowman Runner | I still wish you had utilized your 3:2 screen dimensions to make an oval track. It might not seem like it, but I believe it would have made for even better gameplay. You would have had two types of navigation areas to play through. <br/> <br/>The music is neat. What program did you make it with? |
| Dec 12 18:42:00 | 67h 46m | Slimey's Quest | Great job on this. I thought you adherence to the theme was fantastic and the transitions were awesome. I felt the guy was a little too "slidey" on the platforms. The part with the spring in the center of the board was much more difficult than the rest of the game because the guy hits the ceiling. Other than that, I think your puzzles had excellent construction for the time frame. |
| Dec 12 18:51:00 | 9m 00s | Attack Of The Beaver | I am in the credits, so I won't rate the game. It was a fun project to have contributed to. Please don't down rate the different art styles too much. I just threw in a couple animations and then was too busy with my solo project to finish the rest :) |
| Dec 12 19:01:00 | 10m 00s | Entertainment Software for Lonely Children | Very interesting. I get a very lonely feeling when playing this game. As far as a post-comp version, I do not think that a one player pong would be received incredibly well. However, the idea of a single player doing both sides of a two player game is great. Definitely apply this to a different type of game and I think it would make some interesting products. |
| Dec 12 19:10:00 | 9m 00s | One SCREAM! for the game | Fun little entry. Most of the time it didn't seem like you needed to shoot, however right when you were reloading, you needed bullets so bad. |
| Dec 12 19:17:00 | 7m 00s | Mossnaso | This was a great game. It was very smart having most of the bad guys using simple AI. I'm sure it left more time to get the artwork done. It looks like you had a box set up with clay laid out in patterns. You took a picture, and then cartoon 2-tone stylized it. If that is how you went about it - brilliant way to make the building. If you didn't, then I am amazed at your artistry. |
| Dec 12 19:26:00 | 9m 00s | Pickup Styx | Very nice frogger entry. I thought your mechanics for getting everything on one screen were great!. However, as the river widened, the number of actors on the screen started dropping the fps to unplayable levels (since timing was everything). I didn't count that against you since my computer has never liked playing flash games, anyway. :) I was still able to get the jist of the game. |
| Dec 12 19:46:00 | 20m 00s | Floor is Lava | I really like the direction that this is going. I too think that the controls were a little "floaty". The circles were sometimes right above the lava, maybe make the y center at minimum halfway up the screen. What you could do is lower the jumping height and make more platforms appear in the upper areas of the screen. This should alleviate difficulties with being trapped at the bottom and requiring lofty jumps. :) <br/> <br/>Nice take on an infinite runner/platformer! |
| Dec 12 21:06:00 | 1h 20m | Pipe Quest | I think this was a really cool entry. There are many things you can do with the super punch. Right when I saw the top and bottom long line of spikes (that I assume you have to punch through), I just gave up without trying. I agree that the controls feel very slow, but I hope you continue post-comp :) <br/> <br/>I did not see the theme represented. I don't know how others felt about it, but you might want to opt out of theme so it does not affect your overall score. |
| Dec 12 21:17:00 | 11m 00s | Attack of the Screen Scrollers | This is a really neat idea. The take on the theme is impressive. It literally is the screen being the main object in the game. I felt that the controls were very slow, having to be right on top of the guys to shoot and needing to move your mouse all the way to the other side to shoot that group, while 10 more guys just landed. <br/> <br/>Just an idea, maybe have a direction control for the lasers, off of the x,y of the mouse compared to x,y of dude. The dude would then shoot in that direction when you click (or press space). This would give the player the ability to quickly change attack directions without needing to move the mouse much. It would also be cool in post-comp to have special multi-hits that activate every 5 seconds or ever 10 kills or something. |
| Dec 12 21:26:00 | 9m 00s | Disco Kitty Nightmare | I too think the music is amazing - obviously it is perfect for a disco kitty :) <br/> <br/>I have absolutely no clue how to play. For me, only two direction keys seemed to work. I shot a bunch of guys and nobody seemed to die (except for me). That being said, I still really enjoyed this game... wait the music just changed while I was typing this... just awesome! :) |
| Dec 12 21:58:00 | 32m 00s | They Call Me Trap Savage | This was fun and interesting, although I did not see the connection with restocks... it seemed to just randomly happen regardless of what number you set it to. I'm glad you opted out of audio, because it started getting annoying after a short time. <br/> <br/>The illuminati guys were really funny, but I never saw a cop. I started shooting everyone, even buyers, and still no cops. |
| Dec 13 02:17:00 | 4h 19m | Night Care | It doesn't run for me. |
| Dec 13 02:40:00 | 23m 00s | Entire Screen Dungeon | Definitely sound needs to be looked at, it gets really loud really quickly. It was definitely a neat concept, however the controls need to be tightened up. I was finding that even tapping on a key would send me a block and a half away. It made it difficult since the game is completely based off of positioning. Nice job getting it done for the jam, though. |
| Dec 13 03:05:00 | 25m 00s | Space Guardian | Fun little game. For future development, I would look into the firing mechanic. Since you are spinning the (satellite???) thingy around the planet, it makes it hard for precise shots on far away asteroids. You can be firing away and missing, notch the satellite a little and be missing on the opposite side. It almost makes it more worth while to wait until the asteroids are right on top of you before firing. |
| Dec 13 03:18:00 | 13m 00s | Battle for Ethonia | I was thinking of a similar idea for if the theme was going to be "play both sides". I really like the concept... however the game seems fixed since there is no real way to spend down money. I tried having one side stop to force the other side into expensive repairs for a bit, but then the 3 archers attacking became invincible and I could not recover. Good job, though :) |
| Dec 13 03:43:00 | 25m 00s | 1 Screen | Thank you for the comment on my game. I am so glad that someone finally understood the concept :) <br/> <br/>Your entry is loads of fun. Having everything breaking and being thrown around gives some visceral satisfaction. My only real complaint is that there isn't a real goal other than breaking things up. Instead of focusing on the bommerang in post-comp, maybe switch gears to developing a purpose. You won't be confined to "entire game on one screen" anymore, so use that to your advantage. One of my favorite parts in the various "Lego" games is when you having to construct something to complete a goal. In your game, you would not specifically need to construct anything, just destruct enough to make a pile of pieces that you can climb or weigh down on a trigger button or something. |
| Dec 13 04:19:00 | 36m 00s | The Nth Dimension | I think this would do well post-comp. I would even say to keep it all on one-screen because the biggest draw is the complexity that having the world all there brings. Like the others have said, I would change the orb/gauge/timer stuff to make it more balanced. However, in post comp, I think you could add in many addition challenges (10 sides? 20 sides?) like having the damaged looking teleporter needing to be repaired by water creature droppings or whatever. |
| Dec 23 15:07:00 | 250h 48m | Against All Odds | really nice game. I had two issues, though. When firing, my guy would stare in the direction of the gunshot for a split second to a couple of seconds. This tiny lag blip make it difficult to play. The second issue was that the game would freeze at the restart. I was running os/x. <br/> <br/>I didn't hold that against you because I figured it was on the mac side of things. |
| Dec 23 15:21:00 | 14m 00s | Christmas Robber | This was a really interesting game. I think you should definitely develop this concept post-comp. As you've seen with other comments, definitely work on the controls. With the spawn rate on both side, you need really smooth controls for switching. Clicking the pictures doesn't cut it. I was even saying in my head, "black reindeer, brown yellow, purple santa" and the game was still incredibly difficult. The other option is allowing the player to change the pictures with keyboard and click to spawn the guy. You could still have the same spawn delay as before, but at least the player wouldn't be killed by a spawn occurring while they are switching pictures. |
| Dec 23 16:47:00 | 1h 26m | AXROW | Really neat entry for 72 hours. The graphics are beautiful. A few critiques, it doesn't mean I disliked the game - just trying to help: the controls feel sluggish. Maybe increase the speed of the characters. The spam shots feel a little off. The graphic of throwing/shooting has a 2 second delay, yet the "bullets" are coming out without delay. Create a shoot boolean where you cannot shoot if it is true. Set to true when Ctrl is hit and set to false after .5 or 1 or 2 seconds. That way you can match the firing animation. <br/> <br/>Lastly, I am attempting to create AI for a 2-player shoot em up game like this one. If you want to talk about creating a single player version of your game, feel free to shoot me an email ceosol.feedback@gmail.com |
| Dec 23 16:56:00 | 9m 00s | Shifting Dungeon | This is an incredibly neat concept. The dungeon transitions seem really smooth. The controls were a little too "floaty" for my tastes, both in moving and attacking (I couldn't tell exactly what the hit radius was). I think a post-comp version would do very well with the changes you talked about making. Great job on this done in 48. |
| Dec 23 17:19:00 | 23m 00s | BoxCollecter | I finally managed to get it to work. Fullscreen in firefox. The controls are left to buy and right to place (opposite of what is written). Explosives don't seem to do anything, so stick to surrounding the yellow with houses. <br/> <br/>Instead of making this a christmas box game, I think it would have been a fantastic curling game. It would have been better received that way since the mechanics (speed, weight, collisions) are almost a perfect match for the sport. |
| Dec 23 17:33:00 | 14m 00s | Mobster Massacre | Awesome game for the amount of time put into it. Best part in my opinion was running away and shooting behind you. That made me laugh :) <br/> <br/>I saw a video on "game feel" for shooters. I think the pointers said in the video would apply here. There were at least 20, but I'll only list a few: bigger bullets; faster enemies; less hp on enemies; faster respawn. |
| Dec 23 17:53:00 | 20m 00s | Dispense With Chaos | This is a solid entry. It is a little difficult to control the blimp. Remembering 50 things on the ground and having a half a second to see what is coming next does not work too well together :) <br/> <br/>I definitely agree that the time should have been shorter. Speed it up to 5 minutes or even 3 minutes with faster board conversions. But overall, the physics were great and you really exemplified it but having changing terrain. |
| Dec 23 18:07:00 | 14m 00s | Untitled #31 | Absolutely love the zoom part of it. I've seen a few whole dungeon on one screen entries and they could all do well with your zoom. I get the point of the game, but it was difficult to play without any graphics. There were things everywhere and having them all as boxes made it confusing. Anyway, controls seemed solid and overall it made for a fun couple of minutes. |
| Dec 23 18:27:00 | 20m 00s | The Unexpected Adventures Of Doctor Supertronic Flying Machine. | This was an awesome game, but didn't really apply to the theme. Loved the different objects coming in (a toaster at one point??? hahaha). I thought the music and fly noises were wonderful. However, it was really slow. It took five minutes to get to 20 things on the screen and then my fly got randomly squished on nothing. |
| Dec 23 18:46:00 | 19m 00s | Beautiful Yoga Explosion | I didn't play the post-comp, yet, but I think this has a nice open concept to develop further. It might be beneficial when distributing the game to write up some AI for a single player version. You already have a solid foundation of mechanics, but very few people can get two people on one keyboard to play. I know you wanted avatars, but I think the balls in the curved terrain kind of makes sense :) |
| Dec 23 18:59:00 | 13m 00s | Hamburger in Hell | This game definitely made me laugh. However, I too was running laps in the end just shooting forward. The pushback when hit was a bit excessive considering how little time you had and how far you had to run (randomly, granted). I got trapped because you can shoot diagonally and there was an enclosed "Staircase" with 5 donuts in there. There was no way I could set up the shots and make it to the next frame while avoiding getting pushed back a couple of inches. <br/> <br/>They may have sounded harsh. I really did enjoy playing this entry. With a couple minor changes, you could easily pack this up and distribute it. |
| Dec 23 19:07:00 | 8m 00s | Centipede | Very nice tech demo. Since you recognize the limited time you had to put in to this, maybe you should have opted out of some categories. <br/> <br/>Good luck with further development. You have a pretty solid base right. |
| Dec 23 19:52:00 | 45m 00s | DEATHMETALSLUG | Good, solid entry considering how much you have going on. You need to make sacrifices somewhere. You went with tons of content at the lack of testing - totally understandable :) <br/> <br/>I am very impressed with the amount of AI happening. Even though the AI was a tad overpowered, it was some stellar work. |
| Dec 23 22:02:00 | 2h 10m | Captain Wupcroix | Totally didn't get what was going on at first, but then I read your note about the spyglass. Absolutely beautiful. You shouldn't have opted out of innovation or fun, because this one is off the charts. I don't even care about the so called "lacking gameplay", I would love sailing around worlds and looking through the spyglass. Most gamers don't understand real design (hence the infinite number of platformers). Kudos on making something that has never been done before. <br/> <br/>Again, I wish you didn't opt out of most of the categories. This was awesome. |
| Dec 23 22:08:00 | 6m 00s | Screen-Warrior | The audio was kind of annoying. And the game is really slow to pick up. Once you are around 10,000 and they start spawning like crazy - that is a lot of fun :) |
| Dec 23 22:26:00 | 18m 00s | All the World | Since you used outside bgm and sfx, you should probably opt out of audio. <br/> <br/>I absolutely adored the strings attached to the graphics. It made me feel like I was watching a puppet show. I wish you had that style for the entire thing... the car and enemies seemed very out of place. I didn't count that against you, though, I understand the time constraints :) <br/> <br/>I didn't like the feel of the controls. Gravity felt a little bit too strong (i.e. bullets being pulled downward and car jumps barely going anywhere). Other than that, I had a lot of fun playing the game. And I am usually not a fan of platformers. :) |