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Feedback comments for LD31
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| Timestamp | Since previous | Game | codeapparat's comment |
|---|---|---|---|
| Dec 8 21:30:00 | Punch Squad | I don't really know what's going on, but it's fun to try. :) It'd already be pretty good if it were a 48 hour project, but with just 10 hours of work that's quite impressive. | |
| Dec 8 21:47:00 | 17m 00s | The Bathhouse Wars is complete | The art is hilarious. What a weird scenario for a game. That's a good thing, BTW. :) <br/>The gameplay isn't anything new or exciting really and i didn't manage to get past level 3 because the hand follows the mouse too slowly to manage 3 soaps, but i had a good laugh, which is something that most other games probably won't achieve. Thumbs up, overall. <br/> <br/>You should probably state somewhere that you have to click and drag the hand. Tried every key on the keyboard and mouse and gamepad and only figured that out when i was just about to close and abandon the game. |
| Dec 9 04:16:00 | 6h 29m | Law Breaker | As always, so good it makes me feel inadequate for participating. :P In all seriousness, very impressive. |
| Dec 9 04:49:00 | 33m 00s | Space Diggers | Great idea and art. But understanding what's even going on takes a while. |
| Dec 9 12:12:00 | 7h 23m | Snowball juggling Olympio | Lovely art and highly polished. Feels like a finished product. Controls great too, giving me no chance to blame my inability to juggle onto the controls. Awesome. :) |
| Dec 9 22:26:00 | 10h 14m | Snowy Eel Perimeter | Very cool idea! With the soldiers moving in a line and you trying to dodge the eel with your growing "conga line" it felt a bit like the old classic "snake". The shooting effect is awesome too. It's a bit of a shame that the soldiers shoot themselves so easily even when moving in a straight line. firing a full broadside with your conga line of soldiers and pushing the eel off-screen would be pretty cool. :) I'd love to see a post-compo version with some tweaks and win conditions. |
| Dec 9 22:53:00 | 27m 00s | Omn Nom | Haha, the music is awesome! Overall a fun PacMan clone. I responded to your question in the comments of my game. It's usually best to have at least the option to download the game without an installer for Ludum Dare, cause many probably have XNA4 installed anyway and installers tend to clutter the system's registry. |
| Dec 10 00:08:00 | 1h 15m | One Does Not Simply Walk Into More Doors | Lovely art and music and a challenging yet fun gameplay mechanic. What else could you wish for? :) |
| Dec 12 02:46:00 | 50h 38m | Of Carrots And Blood | The graphics and music are great! <br/>Some constructive criticism: <br/>The difficulty ramps up WAY too slowly. You can't keep the excitement up when you do the same thing for 5+ minutes without much challenge. Also the ability to move seems pointless, because it doesn't give you any benefit over just standing in the middle. Collectible power-ups would have been a nice way to make it more interesting and make movement useful. Also the carrot throwing sound is way too loud for a sound that's playing pretty much constantly on loop. |
| Dec 12 03:28:00 | 42m 00s | Tightrope Theatre | Art and sound are great. The overall amount of quality, polish and content is absolutely astonishing for a compo entry. Some (high-level) criticism: I do suffer a bit of platformer-fatigue. It's probably the most common LD genre and it's getting a bit dusty. The tightrope idea is a nice twist, but impacts gameplay only slightly. Also that movement physics work very different on moving and static ropes is quite irritating. Finally, i get that the idea is that you look at the same stage the whole time while the scenes get set up behind the curtain, but i think it doesn't carry the theme too well. The levels still feel very disconnected from each other, the curtain just like a loading screen. Some connection between gameplay and theme would have been nice. But as i said, that's complaining on a high level, as this is certainly one of the most incredible compo entries. |
| Dec 12 04:05:00 | 37m 00s | 20 Days at Sea | Absolutely wonderful art, music and atmosphere. The ending, while surprising and funny, totally breaks the mood of the game. I would have preferred a 'serious' rescue ending, i guess. Overall most likely one of the best entries this year. |
| Dec 12 05:42:00 | 1h 37m | Galaxia | Ohh, a clicker game, wonderful! :) It's great and i love how it spirals completely out of control once you get those factory-facotries and suddenly building literally trillions of colony ships a second is no big deal. I seriously wanted to get to 100% (does anything happen when you do?) but stopped when it had my CPU running at 100% for it's computations. I had 3502770349245690982 planets at this point. :) |
| Dec 13 02:19:00 | 20h 37m | Leaving | Lovely and very polished art and beautiful music that matches the mood and pace of the game very well. Manipulating those naive blobs feels so mean... which is quite unique. I liked the rock smashing to get gold, but having to select the areas for digging felt a bit tedious. I would have preferred when they'd choose the place to dig automatically. Overall, amazing entry! |
| Dec 16 10:54:00 | 80h 35m | Final Swap | Art, Sound and Music are absolutely incredible! The weak point is the core combat mechanic, IMO. Waiting for the desired abilities to queue up is mostly boring. Elements and daytime were seemingly meant to spice it up, but are pretty much meaningless in the end, because you don't have control over abilities and thus have to roll with whatever comes up next anyway. I get that you wanted to do something innovative, but traditional ability selection would have been simply more fun, in my opinion. |
| Dec 16 11:06:00 | 12m 00s | Ricochet Heroes | Overall very cool entry. Art, Music, Humor and Idea are great. I don't see any connection with the theme, though. |
| Dec 16 23:54:00 | 12h 48m | ARENA++ | The shrinking and expanding arena is a great gameplay idea. But player movement is so sluggish that it's pretty much impossible to dodge enemy shots, in turn making it impossible to reliably beat levels within the time frame. Thus the player feels like he has hardly any influence on how successful he is in the game, which is frustrating. |
| Dec 17 00:04:00 | 10m 00s | Sentinel | Art, music and atmosphere are incredible. Swinging the sword yourself is a fun gameplay mechanic, but i wish there'd be more to it than just wildly swinging it in a circle. Right now, the initial fun of swinging the sword vanishes very quickly. |
| Dec 19 13:10:00 | 61h 06m | The Aardvark and the Manatee | The art is so cute and beautiful. Incredible! The art, the relaxing music and the smooth animations create a very unique atmosphere. Playing the Aardvark by day and the Manatee by night is a nice idea to do something special with the theme. I wish the gameplay had more depths, though. More exciting mechanics or an actively told little story would enrich the experience. For example, giving the Aardvark some task that benefits the Manatee would create a nice symbiosis between the two. Overall, very lovely entry. |
| Dec 23 18:23:00 | 101h 13m | Sheep enchanter | Very nice idea and i like the style. Quite difficult and it seems hardly possible to get the fancy sheep into the goal without sacrificing some sheep on the way. It might be better if sheep would follow you exactly in your footsteps, thus making it easier to navigate them through the wolves. It's a bit frustrating that there seems to be no way to drop off sheep at the goal, thus not giving you the ability to go back and get the remaining sheep. A point system where you get points for each rescued sheep (more points for the fancier sheep types) would make rescuing sheep much more rewarding. |
| Dec 23 18:57:00 | 34m 00s | Game System | Very nice idea and great interpretation of the theme. That items only carry over to the other games when you DON'T turn off the console between games may make sense when you know what's going on, but is way too arbitrary of a condition otherwise and will likely get the player stuck and frustrated. Thus, getting rid of the ability to turn off the console would actually be better, in my opinion. |
| Dec 23 19:10:00 | 13m 00s | Space Debris | A very cool idea. Too bad you couldn't develop it further. It's most irritating that parts vanish several seconds after being hit, thus not giving you a clear connection between the hit and the damage. Finding your ship in the beginning can be very difficult. |
| Dec 23 19:32:00 | 22m 00s | Screen King | Nice! More exciting and fun than i thought it would be. Time wraps back to 1s if you survive longer than 60s, which somewhat defeats the purpose of having a timer in a survival game. Great to see someone else from the microphone-recorded-game-sound-users-club. :D |
| Dec 27 09:39:00 | 86h 07m | Pengie | Amazing compo entry! Challenging and fun gameplay, cute models and animations, game events give good feedback. Title screen, instructions and score tweet option give an additional polished feel to the game. The sound is minimalist, but does the job. The game is not exceedingly innovative, but totally hits the retro-feeling. The theme as a condition is met, but the game does not go beyond by doing something special or gameplay-defining with it. I feel like there isn't much room to expand it further, but it does stand well enough on it's own as a fun mini game. Overall pretty impressive work for the 48-hour compo. |
| Dec 27 10:02:00 | 23m 00s | Trapped?! | Fun game with cute art. The core gimmick is innovative and fun and i see how it was inspired by the theme, but in the end doesn't fit "Entire Game on One Screen" too well. It's also quite glitchy and can cause the character to get stuck off screen or wildly teleport all over the screen at times. Overall a great entry in the 48-hour compo. |
| Dec 27 10:12:00 | 10m 00s | The Shift | Great idea for implementing the theme and amazing execution in all aspects. Certainly the most heart-pumping entry i've played this Ludum Dare. :) |
| Dec 29 12:17:00 | 50h 05m | Orion | Incredible! Art and sound are perfect and create an amazing atmosphere. Playing it for the first time felt quite tense (in a good way), not knowing what to expect and so many controls to familiarize with. |
| Dec 29 12:24:00 | 7m 00s | Crumble | Very innovative gameplay mechanic and a clever way to handle the theme. Fun and a bit challenging too. Awesome! |
| Dec 29 12:41:00 | 17m 00s | Dungeon | The music is pretty nice. The gameplay, however, is not very exciting. The player just has to move onto a position in the enemies path once and just hold down the mouse button for the rest of the game, even for the boss. Enemies that take different paths would be way more interesting. Also, having movement tied to mouse aim feels awkward. Moving with WASD and free aiming with the mouse would feel much more natural. |
| Dec 29 13:00:00 | 19m 00s | Worms | The worm movement is equally amazing and disgusting. Thankfully we can trample them. :) The FPS controls feel a bit awkward when used with a fixed camera, more like steering a vehicle. Different controls would make the game more snappy and fun. Some kind of challenge or losing condition would help to make it more exciting. Maybe a bigger worm that moves across the screen and you have to avoid it while crushing the smaller ones. The graphics are simple, but have a certain mood to it that i somehow like. Disgusting enemies in a game with ultra-simple and cute graphics is an interesting theme. |
| Dec 29 13:15:00 | 15m 00s | something | I like the game idea a lot and the fiery glow creates a great mood. When it works. Sadly, anything above 2 light sources caused the lights to glitch out and flicker. I'd love to see a version without light glitches and a bit more stuff happening on the ground. I like that the player only influences the balance. |