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Feedback comments for LD31
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| Timestamp | Since previous | Game | mdzimmer's comment |
|---|---|---|---|
| Dec 9 01:46:00 | Road to Heaven | Good core mechanics and models. Interesting premise. A few more turret or enemy types are needed to flesh out the game-play. <br/> <br/>I don't think the isometric camera angle lends itself well to having a fixed camera. I felt restricted and unable to follow the action. <br/> <br/>I found it unclear how much money I had to buy turrets with. | |
| Dec 9 02:10:00 | 24m 00s | The Screening | Solid art and sound make for a great atmosphere. The game's sense of humor adds a lot to the experience. The concept and goal are clear and well presented. <br/> <br/>It is a bit arbitrary at first what tests will produce what attribute in your subjects. It's also unclear what chance you have of succeeding with your selected team. These made me feel dis-empowered, as my decisions did not seem to be informed. |
| Dec 12 23:23:00 | 93h 13m | Legendary Legionnaire Winter Massacre | Arrows sticking into walls and camera shaking were nice effects. Combat had good feedback. Crossbow and sword are smart combination of distinct weapons. <br/> <br/>Game could have used a pause button (especially for a reviewer tabbing out to take notes!). Stats don't shake with HUD during camera shake. Enemies could have used a simple intro animation so they don't simply fade in. In my play-through I never got to use magic. |
| Dec 12 23:29:00 | 6m 00s | PixelFighterZ | Interesting concept with a good start to an art style. <br/> <br/>Movement is sticky and shakes the camera. Player, enemies, and bullets are hard to differentiate. Contrails and gradient tiles are too visually loud and make the game hard to understand. <br/> <br/>As you noted it could have benefited from sound and a menu ;) |
| Dec 12 23:38:00 | 9m 00s | Just a Little Screen Time | Voice acting and 3D were well executed and set the game apart. Channel changing effect is cool. <br/> <br/>At times it was unclear why you could not progress past an invisible wall. Personally I could not understand the puzzle and did not get far. <br/> <br/>Being able to switch to the channel you're currently on combined with no HUD made it unclear which channel I was currently on. |
| Dec 12 23:46:00 | 8m 00s | Tree and Fairy | The background music was chippy and punchy, quite enjoyable. <br/> <br/>Entities could have used a few frames of animation. The controls were unclear. I could only figure to attack by ramming myself into the enemies, which was not engaging since your avatar moves so slowly and is hurt by ramming. <br/> <br/>There is a lack of sense of progression since there are no clear waves or goals for the player. |
| Dec 12 23:55:00 | 9m 00s | That Dangerous Bridge | Very solid pixel art style. Punchy music. Simple and clear UI. Pause button is greatly appreciated. Nice sound effects. Good variety of traps. Item bob while jumping is a nice touch. <br/> <br/>Music was a bit loud. Pausing removes the bridge and player. X for jump is an odd choice, spacebar may have been better suited. Picking up items could have used a sound effect so it's clear when you can turn around. <br/> <br/>I'd recommend expanding this if you have the chance, it's definitely something I'd play on my phone. |