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Feedback comments for LD31
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| Timestamp | Since previous | Game | elliottd's comment |
|---|---|---|---|
| Dec 8 15:09:00 | Frosty Ninja | the control is smooth but it feels like there is some inconsistency in your jump height. I couldn't reach the crates, so i thought they were going to drop. when they didn't drop i found you could wall jump, but then I could also just jump high enough sometimes? I guess it's a doubling velocity thing with the air jump. I would reconsider how you implemented that. maybe use a maximum or a container of distance to give instead of just a velocity or acceleration boost. Good job! | |
| Dec 8 15:26:00 | 17m 00s | Shopping Preventor! | I found the interaction boiled down to matching the speed of the people and drawing a diagonal up or down. I think that felt kind of awkward with mouse input. the way customers could pass through you seemed to deny the illusion of a physical interaction. I think there is a lot you could do to make that feel better. nice scoring system |
| Dec 8 15:34:00 | 8m 00s | Snowman Escape | I like the robot snowmen and the colour scheme. the movement is a little stiff but responsive. I don't think snowman can escape. |
| Dec 8 15:46:00 | 12m 00s | Ludum Fortress | nice. pretty fun. I found a couple things confusing. You made a really nice hurt effect, the screen goes red and winces and there is sound, but you used that when you kill an enemy and used no effect when you get hit besides your health going down. upgrading your movement seems to not stack even though you buy it again, or maybe it degrades and you choose to upgrade it again each wave? that could be more clear. you could use rotated line sprites instead of dots for the trails. Good job |
| Dec 8 15:58:00 | 12m 00s | Wandstep | Really nice mood. Strange puzzle control system. I like it but I didn't play long enough to understand how to fire with intention. Also not sure what was populating the trigger equation (oh it was the mushrooms). nice degree of completion |
| Dec 8 16:18:00 | 20m 00s | Seaweed oh Seaweed | good work. same feedback as everyone here. start with more time to make a couple and understand how to play and then shorten the time. a visual indicator of how much time would be good too. also maybe scoring only begins once you get down to your 0.4 second window, if that feel important. you could show 5 symbols that get completed and crossed off as you complete the long duration intro rounds. |
| Dec 8 16:27:00 | 9m 00s | Super Cave In | This is really good. the drilling animation is adorable. sound design and visuals are nice and go together well. wrapping screen is cool. I dislike the inertia on the character, otherwise the control feels good. You just need to have better higher acceleration to a limit |
| Dec 8 16:40:00 | 13m 00s | This Is How It Comes About | really nice mood. I like the interface. well done |
| Dec 8 16:45:00 | 5m 00s | Everything Wanna Escape From Screen | This would be nice with touch controls. it's too awkward to move my mouse like that. really nice. |
| Dec 8 16:51:00 | 6m 00s | Milk and Cookie Dungeon | nice colour palette. controls are responsive but stiff and you get stopped a lot (walls, changing direction sometimes, attacking, and sometimes just for no reason?). can't attack up or down, but it seems fine. I wasn't sure if the game closed because I defeated shirtless buff santa or because he defeated me. probably he defeated me but there was no indication. nice game. |
| Dec 8 16:56:00 | 5m 00s | Near Jay Objects | Neat that shooting is controlling your position and rotation as well as removing obstacles. nice blur effect for spinning. |
| Dec 8 17:03:00 | 7m 00s | Frostbite | wow really cool. pressing shift a couple times triggers the sticky keys popuup. consider using a different key. really nice work. I think a persistent game (inside the game) world would be neat in that it would make you hold two mental maps at once. the level structure of the 2d game sort of means you don't need to do that. |
| Dec 8 17:06:00 | 3m 00s | Screen Door Panic! | really annoying. five stars |
| Dec 8 17:22:00 | 16m 00s | birdsong | really fantastic |
| Dec 8 17:28:00 | 6m 00s | Memories of Seasons | nice work |
| Dec 9 23:23:00 | 29h 55m | 7 Days of War | nice job. consider using a short acceleration to a max speed for player movement. that might make the control feel a little better. |
| Dec 9 23:34:00 | 11m 00s | Crab with Tentacles | seems like a neat idea. I was getting very strange drop in frame rate whenever moving one of the hands which made it unplayable (and a weird noise but that's likely to be the intended sound). not sure. I like the simple art style as well |
| Dec 9 23:39:00 | 5m 00s | Flight of the Night | nice work. lighting adds a lot to the mood. could really use a little bit of velocity for the movement |
| Dec 9 23:48:00 | 9m 00s | Survive the Night | i was confused about the controls, i missed the R to light the fire message and it seemed I couldn't pick up the logs even though there was a carrying count in the top next to the sticks. could use a little bit of velocity to the character movement. good job |
| Dec 10 00:37:00 | 49m 00s | Penguin Savior | nice very soft lighting on everything. I feel like the player should have a higher acceleration to feel responsive, but as it is it feels like you are on ice so maybe that was the intention. the fail message is a little harsh. my character got off of the 2d plane (went into the background a bit and fell off the platforms. you might be able to fix that by setting the constraints on the character's rigidbody. if you have implemented the character without one, you could explicitly set the character's z position every frame. good work |
| Dec 10 00:43:00 | 6m 00s | One life hero | nice work, seems to have a high degree of completeness, though i think the map that was generated for me had no connection to the door the key was for. |
| Dec 10 00:51:00 | 8m 00s | The Fast and the Flatulent | really neat use of the mouse for operating the joystick and punching the distraction guy, worked really well with the 3 buttons. and i like the third button managing something that is not in the game, though i dislike that there is no reason to not be pressing it and you can't hold it down. also everything is really quite ugly (sound, graphic style, fart jokes, smoking) though I really respect this work despite my distaste for it. Really well done. |
| Dec 10 23:02:00 | 22h 11m | A Link Between Screens | great work. I really like the screen swapping mechanic. I think the character control would have felt a little better with a faster acceleration to their max speed. |
| Dec 11 19:23:00 | 20h 21m | Tightrope Theatre | The awkward acceleration on the character fits the theme of the game well, wonderful degree of completion |
| Dec 30 00:58:00 | 437h 35m | Greeny GRUB | nice accelerations on movement controls. I think ending the level immediately when i collect enough greens is a little jarring and also sets up some confusion when grabbing the first green the first time you need more than one (does scaling down mean something new?). you could have all the dots freeze while the collected green scales and while the sound plays. nice game, i like how it gets right to it! |