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Feedback comments for LD31
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| Timestamp | Since previous | Game | hissssssssss's comment |
|---|---|---|---|
| Dec 9 01:49:00 | Legend Of Single Screen | This was cute! The characters had all kinds of things to say, which I wasn't expecting. Nice little jab at RPG conventions. | |
| Dec 9 01:55:00 | 6m 00s | The Paper Dance | The only complaint I have is that the degree to which my dancer bounced off of obstacles felt a bit extreme. Other than that, everything about this was incredibly lovely. <br/> <br/>Congratulations. :) |
| Dec 9 02:05:00 | 10m 00s | Blue Window | This is a very cool mechanic and I loved the types of things you did with it! <br/> <br/>(One small thing: I know this is a jam so time is pretty scarce, but the default camera settings in Unity tend to make me and other sensitive people a bit motion sick. In the future, if you could turn down the sensitivity a bit, that would be awesome.) |
| Dec 9 02:22:00 | 17m 00s | Snow to Basic | This was cute, and I really enjoyed the music! |
| Dec 9 10:37:00 | 8h 15m | birdsong | I tried playing this, but it exited immediately without displaying an error message. The screen went black, and I heard a few seconds of music, and then I got kicked back to Windows. <br/> <br/>I don't know if this error is the same one rabbit got, but I did install the DirectX component you linked to and that didn't fix the problem. <br/> <br/>I was really hoping to play this! I'll check back again to see if there's a fix. |
| Dec 9 11:11:00 | 34m 00s | One Act | Pretty awesome prequel. I loved the dialogue, and it felt frantic sometimes, trying to consult the script and confirm the actions and dialogue. I would have loved another stage or two, but this is the compo so I know how things can be. <br/> <br/>Awesome job! |
| Dec 9 11:36:00 | 25m 00s | 7 Days of War | The game was kind of bleak and hopeless, so I'm not sure whether it's a good thing that it also feels unwinnable? Crates would get hit by bombs long before I could ever walk to them--I never felt like I was actually able slow my inevitable doom. <br/> <br/>Still, the mood was really nice. Congrats on completing your first LD! |
| Dec 9 11:43:00 | 7m 00s | Light in the Dark | This didn't really grab me at first, but then it got better with a few replays, where you can see yourself in other branches of the story. |
| Dec 9 11:48:00 | 5m 00s | Dungeons & Margins VII: Financial Fantasy | I think you meant to embed an iFrame, but it's not showing up for me. <br/> <br/>If you can get it running or release a downloadable version, I'll definitely give it a try! |
| Dec 9 11:58:00 | 10m 00s | Rude Bear Ride | Tackling a multiplayer game in a game jam is no joke. I think you pulled it off pretty well on the keyboard, but I definitely want to try again with some USB controllers! |
| Dec 9 12:08:00 | 10m 00s | Key Point | I love the level design here and how you handled the concept of having everything on one screen. There were some frustrating bits involving block collision--sometimes I'd get stuck on the corners of blocks, and trying to jump straight up through a 1 block gap like on screen 3 was far more difficult than it should have been. <br/>Still, this was really delightful! |
| Dec 9 12:15:00 | 7m 00s | Snake Runner | This is unpolished and buggy (I fell through walls a lot), but you had a very cool concept. I think you should continue to work on this outside of LD31. Congratulations on participating for the first time! |
| Dec 9 12:31:00 | 16m 00s | Snowman Soul Slaughter | Kind of a silly game. I couldn't find much of a use for parrying, but maybe I just suck? |
| Dec 9 12:39:00 | 8m 00s | Bad Television | I'm not very skilled, but I had a lot of fun with this! |
| Dec 9 12:49:00 | 10m 00s | Chromyrinth | "The version of this file is not compatible with the version of Windows you are running. Check your computer's system information to see whether you need a 32-bit or a 64-bit version of the program, and then contact the software publisher." <br/> <br/>I'm running 32-bit Windows 7. <br/> <br/>I'll check back again to see if there's a fix, because this looks interesting! |
| Dec 9 13:22:00 | 33m 00s | Get Bigger! | I played this way more times than I thought I would! I enjoyed it a lot. |
| Dec 10 01:18:00 | 11h 56m | Tree and Fairy | This seems like a good start to a game. Was bumping into enemies the only way to reduce their health? I couldn't figure out why my health would replenish, either. |
| Dec 11 02:34:00 | 25h 16m | The Legend of Hyperlink | This feels incomplete, but I love the idea. I would have loved to see what kinds of puzzles you could come up with for this concept. |
| Dec 11 08:20:00 | 5h 46m | snowlr | Haha, captures the style perfectly. |
| Dec 11 08:37:00 | 17m 00s | Snowball | I feel like this needed some interface elements and a bit more structure to make it feel more fun and gamelike. If it had numbered levels and a limited number of snowmen or snowballs per level like Duck Hunt, or if your health were displayed and you were fighting for your life. As it is, it's a fun distraction for a minute or two, but there's little urgency and the scoring is too random to make playing fun. |
| Dec 11 08:39:00 | 2m 00s | Derelict | The .exe crashes when I try to run it, without displaying an error message. I'm running 32-bit Windows 7. |
| Dec 11 09:08:00 | 29m 00s | 'Hoff Time Shuffle | Having to manually reenter dates every time I wanted to travel somewhere was really annoying, especially since I could only scroll through the numbers one way. I was also disappointed by how little I could use or interact with things. Some objects couldn't be tried at all, for whatever reason--the cannonball, crayons and bucket. Blank canvases? Why can't I try and use the crayons on them? I just saw too many "I don't think they want that"s and "Are you mad?"s on things that seemed totally reasonable, like using the tie on yourself (to wear it, of course!). <br/> <br/>But I can see that a lot of work was put in here, and I enjoyed the concept of what you have so far. The graphics are adorable. |
| Dec 11 09:22:00 | 14m 00s | MINIMALISTIC MASSAGE (squirrels in space) | I think the level design is a bit claustrophobic for how floaty the jump is. It's hard to get through small gaps with precision. I think wider spaces and more opportunity for the players to chase and collide with each other could work wonders here. <br/> <br/>Kudos for tackling a multiplayer game in the jam, though: it's not easy, and I think you've done a pretty good job of it, all things considered. |
| Dec 11 09:33:00 | 11m 00s | CoinSlot | This reminds me of The Incredible Machine. It's not super replayable, but I love the idea of creating a massive machine out of everybody's screens. Great job! |
| Dec 11 09:51:00 | 18m 00s | Pinball Wizardry | I enjoyed how chaotic and hectic this was! There are some collision issues but you've got the start of something great here. |
| Dec 11 10:05:00 | 14m 00s | Like A Boss (Battle) ! | I found it a bit frustrating that I couldn't destroy blocks with my attacks, so I'd often be helpless and held hostage to the environment, watching blocks descend and there being nothing I could do do dodge them. <br/> <br/>If I could destroy blocks, I'd have a lot more agency in how I fought the battle. I like the set-up for the battle, though. It's pretty cool. |
| Dec 11 13:56:00 | 3h 51m | Little Office Troubles | The graphics and audio are lovely, and the gameplay is simple but fun. <br/> <br/>I really love what you did with the controls. It would have been easy to designate one or two buttons per screen, but you made entire swathes of the keyboard connect with a single screen, allowing somebody to mash random keys and feel like a guy in a movie. Amazing choice. |
| Dec 11 14:04:00 | 8m 00s | Ferchault's Island | This is pretty cool! It needs a Give Up button when you run out of ships and money, though. Or maybe there's some way for the island to generate its own resources, however small, somehow so the player doesn't "lose" long before the island falls. |
| Dec 11 15:30:00 | 1h 26m | Monster Buster | Like others, I had problems with movement after battles. Certain directions would stop working for some reason and I couldn't advance. <br/> <br/>I like limited-resource RPGs, so I'd love to see what the game would be like if you fixed the bugs. |
| Dec 11 17:22:00 | 1h 52m | Scratch Track | This is very cool! I really enjoyed playing this, and wish there were more levels. |
| Dec 11 17:37:00 | 15m 00s | EXPERIMENT#532 | Pretty neat! Small bug: If the lights are off when you die and then you restart the game, the lights are still off. |
| Dec 12 14:09:00 | 20h 32m | Spirit of Nakagawa | This is silly, fun, and well put-together for 48 hours! I definitely enjoyed it. It would be cool to be able to play with friends, but it's not a knock against the game that you can't--48 hours isn't a long time. |
| Dec 12 14:21:00 | 12m 00s | Crime Prevention | You're pretty brave for making a second game after the compo. I think after I finished my game I didn't even want to be anywhere near my computer. <br/>One hour (or in this case 1.5) hour jams always produce unique and interesting results. I can't say this is good as a whole, but it DOES exist, which is more than can be said for a lot of high-concept ideas that nobody ever bothers to hammer out. The idea is cool and I don't think anyone would complain if you came back to try and flesh this out a little! |
| Dec 12 14:32:00 | 11m 00s | Whole Life On One Screen | I loved this take on the theme, even though as a game it feels a bit incomplete. You really made it feel like a glimpse into someone's PC. <br/> <br/>There seems to be some problems with clicking on things after a couple days. Clicking on one icon (like MMORPG) will bring up the Banana Browser instead, for example. |
| Dec 12 14:59:00 | 27m 00s | Helga Kills Everything | This is an absolute riot! Well done! <br/> <br/>One bug I noticed: I died, and at that time a wizard was throwing a dagger. When I went back to the title screen, the dagger continued on its path and hit the Toggle Music button, triggering it! I had already swung at Play so I had to play that round with no music. XD |
| Dec 12 15:16:00 | 17m 00s | Ludum Dare Pinball | You've captured the classic pinball feel here so well, especially with the graphics and sound! Fantastic job on that. <br/> <br/>That said, I think the table design could use some work. The angles where things are placed seem to make the ball drop straight between the flippers quite often, there really isn't much to hit in the middle, it lacks some kind of loop to hit the ball around (not essential but a lot of tables have them) and it's hard to loft the ball in any meaningful direction using the bottom flippers. <br/>Most importantly, everything needs a little more snap and weight to it. The ball is a little too slow and light, and the bumpers should probably push back more aggressively when they're hit. <br/>Don't take those criticisms as a sign that you did a bad job, though. This is really wonderful for 72 hours and I played it for a long time. |
| Dec 13 01:09:00 | 9h 53m | GrayGrid | Great job with this! The spinning puzzles were especially tricky. You've animated the green square just enough: any less and it might be jerky, any more and it might disrupt the minimalist aesthetic you've gone with. |
| Dec 13 01:14:00 | 5m 00s | Neon Jellyfish Heart Attack | Couldn't not try it with a name like that! <br/>I liked how well the simple gameplay was executed. My only gripe is that hearts that spawn in the middle are a death sentence, since a new jellyfish will immediately spawn next to you. |
| Dec 13 01:26:00 | 12m 00s | Brofist Simulator 2014 | This was goofy. I wish that it was harder: winning and losing both could go a lot faster. |
| Dec 13 17:33:00 | 16h 07m | Crate Collecter | I love the crazy crate bonus. The game is simple but Crazy Crates gave me something to look forward to. |
| Dec 13 18:05:00 | 32m 00s | Frank's New Job | It's clearly not finished, and super linear as a result, but I like what you have. I would have loved to spend more time with these characters to see how they interact. And your art is fantastic! |
| Dec 14 06:06:00 | 12h 01m | Coward | This was really fantastic. You really nailed this style of gameplay. <br/> <br/>-On Level 3 I got an Orange piece of equipment! Super Shiny Leggings with +675 stamina, +450 health, a value of 2500 and 12.0x prestige. The dungeon wasn't a problem after that. That was the only orange I saw before the scores reset, so I must have been really really lucky. <br/>-I wish you would give a pop-up notification when the server's scores are reset. Maybe a note of your final score and place in the leaderboards? Give the whole thing a minute to turn around? It switched almost instantly and surprised me. <br/>-I wish that I there was a sell-all button or something. I was getting stuff faster than I could sell it. Dragging items to the shop to sell individually took too long. <br/>-I didn't seem to be able to drag items directly from my hero to the shop. I had to put them in my trophy case before I could sell them. <br/>-Finally, you have some floating point errors happening: Items would be, say, +0.300000000000002 Prestige. I don't know how you would fix it, and it wasn't a huge problem, but it looked weird in the interface! <br/> <br/>I enjoyed this and would love to see an improved version of it! Please consider continuing development! |
| Dec 14 06:20:00 | 14m 00s | Octorope | The puzzles were a bit simple, but the whole thing is very structured and feels complete for a jam game. <br/>I loved your graphics, and the script was funny too. This was great. Awesome job! |
| Dec 14 17:02:00 | 10h 42m | Ricochet Heroes | This was fantastic! My only gripe might be that once a hero engages with an enemy, even by tilting you can't seem to escape. I lost heroes to bears every single time, and no single hero seemed able to kill one. <br/> <br/>That said, you've combined two genres so, so well here, your visuals and audio were both excellent, and I had a lot of fun with this! |
| Dec 15 14:07:00 | 21h 05m | Force Feedback | This is the perfect example of humor through gameplay. I don't know how you came up with this, but it's a real treat. Well done! |
| Dec 16 03:37:00 | 13h 30m | Slam Dunkin's Beat The Crap Out Of Everybody | Well, as others have said, you fall down almost immediately and the single-player opponent doesn't do anything, which makes strategic play pointless and even impossible. But the ragdolling is pretty funny. Tell your kids I love their character designs! |
| Dec 26 16:54:00 | 253h 17m | Bionic Bliss | I enjoyed this! At first it seemed like the "correct" responses were a bit obvious, but then near the end the customers started to shake up the pattern a little bit. <br/>This is really well-polished too. Fantastic job for 72 hours. |
| Dec 28 06:15:00 | 37h 21m | Remote Control | Heh, your idea was similar to mine, but I like the way you've executed it as a puzzle-platformer. There were a few bugs, though--it was easy to get stuck in objects when changing channels, and if you "died," sometimes I would get stuck in some kind of infinite static loop. <br/>By being very careful and by following the walkthrough I was able to finish it. I don't know what made you choose this type of music, but it's a nice, mellow, weird kind of track that fits well. |
| Dec 29 04:46:00 | 22h 31m | Afterlife Tesla's Disco Party with Flat Buds | It took me a long time to figure out what was going on. I read the instructions beforehand and still had a hard time with it. It took reading the comments below for me to begin to grasp the mechanics, and I bet most people won't be that patient. <br/> <br/>I think the biggest problem is that the interface is a very bad match for the mechanics. Because the buttons are on the same field as the shapes, I'll bet a lot of players were clicking at or around the shapes they wanted to destroy, rather than one of the many (too many!) squares at the intersection of the desired colour and shape. Why are there so many clickable squares? Moreover, when a square gets triggered by the sequencer, it lights up the row and column, which seems like a neat juicy visual effect but is actually very, very misleading. The average player will probably assume that they can destroy shapes in that row and column when a square is triggered. <br/> <br/>My suggestion would be to ditch the large grid entirely. Have the device and a smaller, clearer 4x4 control grid in the bottom center and have shapes approach from the top and sides. Have the device emit waves that expand outward from the device to strike shapes and hit them with lightning instead of a wave moving from left to right. That way you can keep the core mechanics intact while maybe losing fewer players with a confusing interface. |
| Dec 29 08:01:00 | 3h 15m | Escape Character | This was adorable. I also had some problems both with clicking and collision detection, which made the Quikies screen basically unwinnable, but this game was so charming that that didn't mar the experience. |
| Dec 29 08:17:00 | 16m 00s | The Chase | I agree with what others have said about the friends being a hazard that block your path. It also wasn't clear under what circumstances my "health" bar would deplete, or even what that health bar represented. <br/>I also didn't find the music very appropriate. For women, walking and trying to avoid street harassment is tense, but the music made it sound like a scene in an action movie! <br/> <br/>I like that you took a simple avoidance mechanic and tried to say something important with it. Best of luck if you continue developing this! |
| Dec 29 08:23:00 | 6m 00s | Ever Expanding Dungeon | Echoing what others have said, I like the idea of the dungeon slowly getting smaller as you play, but in practice it makes the make too difficult to play very quickly. It would have been nice to see some variations in the types of rooms too, and some way to fight back against the trail of enemies that starts to accumulate behind you. |
| Dec 29 08:28:00 | 5m 00s | Super Hide And Seek | I don't know what exactly you used to calculate the enemy movement, but the enemies move in fits and starts, sometimes not moving until you move or click, and other times they move constantly. They were unpredictable, but not in a good way. The walls also seemed meaningless. <br/> <br/>This was a good attempt, though. If you could clean up a few things like collision and movement, it would be enjoyable. |
| Dec 29 08:58:00 | 30m 00s | Theyfend | I won but I don't exactly understand how I won. This was fun to play around with and figure out how the letters moved, though, and the audio was awesome. |
| Dec 29 09:02:00 | 4m 00s | Racecar | The turning is wonky, but I like the simplicity of this. |
| Dec 29 09:19:00 | 17m 00s | Party Pleaser | At first I thought the main character's bug-eyed stare was that of a man who is work-weary and needed a good party. But then I slowly realized that it was a gaze of horrified dread. Work is recreation for this man, because when he has to clock out and go home, his "friends" insist on coming over and the real chore begins. <br/> <br/>No, I can't throw out that piece of trash for you. How about, you're standing right next to the trash can and you stop being a lazy piece of human garbage? <br/> <br/>I've been to parties. This game speaks to me. |
| Dec 29 10:21:00 | 1h 02m | Mobile gamer simulator | This is a cute minigame collection! Each game could have individually used some polishing (a lot of the enemies were too small, for example), but the finger-on-screen control was novel. |
| Dec 29 11:44:00 | 1h 23m | Complete The Ludum | This game is pretty punishing. I think you had a good idea with the zooming mechanic, though. |
| Dec 29 12:03:00 | 19m 00s | Laundry Day | This was goofy, and reminded me a bit of Work Time Fun, but there's a surprisingly nice friend on the other end of that phone that boosts the Mood score for this game too. <br/> <br/>It feels silly to say this about a laundry simulator, but I'm really, really impressed. Amazing job! |
| Dec 29 12:19:00 | 16m 00s | League of Miniheroes | This is pretty polished for 72 hours, and I like that you have the option to play alone if no one is online. |
| Dec 29 12:37:00 | 18m 00s | Spiral Wings | I love the way the dragon twists and deforms as you move the cursor. It improved how the game feels by a lot. |
| Dec 29 17:30:00 | 4h 53m | Mr. Duck and the room0 | I loved the tiny duck character. I could watch his walking animation all day. <br/> <br/>Creative idea with gradually adding enemies to the same level. |
| Dec 29 17:52:00 | 22m 00s | Screen One | The atmosphere in this game is just darling! I wish that the gameplay were a bit improved. I feel like there were too many customers, not enough empty seats, and things happened too infrequently for my input to matter. I left the game untouched for periods of time, only needing to do something when a phone started ringing. The changing seats mechanic never came into play. <br/>Also, the movie is way too long. I'd rather do two or three short levels of escalating difficulty in the time it took to do one long one. <br/>Still, this game has a lot of charm, so great job! |
| Dec 30 00:57:00 | 7h 05m | Asking Out Simulator | I liked the concept, but often the options I could pick and the results seemed surprisingly different from each other. And oftentimes the orange text would backseat drive and lecture me when I did something "wrong." How am I supposed to know that I'm lying when I say I'm the cute person in the photo? I can't see myself or the photo! |
| Dec 30 01:04:00 | 7m 00s | Who Done it? | Congratulations on your first LD! <br/> <br/>I found the responses from the suspects odd. A lot of them shared lines, and sometimes I'd ask a question and their answers would make no sense. Sometimes they screamed "LIAR!" for no apparent reason. One guy said he was visiting a friend and when I asked about his alibi he said he was alone at the time. <br/>I think if you cleaned up the responses a bit (there are a few typos too), the game would be improved. |