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Feedback comments for LD31
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| Timestamp | Since previous | Game | dorkster's comment |
|---|---|---|---|
| Dec 8 04:00:00 | iJ | First off, I really like your art style, so good job on that. I'm sure creating those assets took a large chunk of your time, but here's a few things I think could have made the game feel a bit more fun to play: <br/> <br/>- UI responsiveness. In other words, things to give the player more feedback on where their mouse is/is clicking. The buttons to select attacks should have altered graphics when hovered/pressed. The enemy tiles under the mouse cursor should highlight when they are a valid target. <br/> <br/>- Sound effects. I know you opted out of Audio for judging, so you probably just didn't have time to get to this. However, I feel even some quickly generated sounds from something like sfxr would have helped you in the "game feedback" department. <br/> <br/>In closing, I say keep working on it if you're still interested. I like turn based rpgs, and I think your art style alone makes it something I would buy. | |
| Dec 8 04:24:00 | 24m 00s | Vibrant City | Wow, this was intense to play. It took me a bit to understand that I needed to be near the edge of a rooftop to take out vibrants. Once I got that down, trying to stay on top of all the possible targets was mind-consuming in the best way. I thought the gradual progression of the number of people on the ground was a nice touch, and was a good way of letting you know how far in the mission you are. <br/> <br/>I would definitely buy a complete game with this concept and style. |
| Dec 8 07:20:00 | 2h 56m | Zoom | Pretty addictive for how simple it is. I like the scaling effect between levels. <br/> <br/>I couldn't figure out if the game has an "end" level to reach or if it's infinitely generating. If it's infinite, maybe keeping a score and awarding points for kills/money/progress would help gauge performance between runs. |
| Dec 8 08:06:00 | 46m 00s | Shellshock | Excellent idea and well made! |
| Dec 8 08:26:00 | 20m 00s | One Room Dungeon | Great job on this. I think you did a good job balancing the difficulty. It's difficult (my top score is 4), but it feels entirely possible to do well. <br/> <br/>Although, I wish I could swing the sword up/down like others have mentioned. |
| Dec 8 09:07:00 | 41m 00s | Skids | Kind of fun, but I think the turning radius (while drifting or otherwise) should be a little bit tighter. I had more trouble trying to avoid under-steering into the walls than worrying about the other cars. Maybe I'm just bad at it :P |
| Dec 8 19:44:00 | 10h 37m | -CHAMBER- | Difficult, but great concept. |
| Dec 9 12:02:00 | 16h 18m | Mobius Dungeon | I want more! :D <br/> <br/>Amazing job. I would pay for a full game of this. |
| Dec 9 20:40:00 | 8h 38m | I've Seen This Room Before | Great job. It took me a bit to understand what was going on, but it was a nice "ah-ha" moment when I figured it out. <br/> <br/>I couldn't get the Linux version to run, but the Windows build worked just fine in Wine. Below is the error I got on Linux: <br/> <br/>./ludum-dare31: : ATUSHûHìH-Ó : Error 43356896 |
| Dec 10 18:10:00 | 21h 30m | Erik Martin | Not bad, but I think the hitbox for the player ship is too big. There were several times where a bullet was not near my ship, yet I still got hit. |
| Dec 10 18:35:00 | 25m 00s | Cave of Mirages | Great job! It's tough but fun, and there seems to be a lot to it. |
| Dec 10 19:04:00 | 29m 00s | Cramped-An Entire Platformer on one Screen | Nice work. Personally, I think the pre-level text gave the puzzle solution away most of the time. I would have preferred it to be more cryptic. |
| Dec 10 19:21:00 | 17m 00s | Sorry the Snowman | Oh that is naughty. :D |