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little-burrito

Feedback comments for LD31

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TimestampSince previousGamelittle-burrito's comment
Dec 8 10:10:00 Thermonuclear War Very fun little game! (SPOILER ALERT) Lovely how you have to use the intern, lots of humour and good fun.
Dec 8 13:08:00 2h 58m Tightrope Theatre Very well made classic platformer with some new elements. The 24 levels were very impressive and didn't feel like they were just mass produced, but they actually all had something unique to bring. The difficulty curve was not completely coherent for me, and there were a few times where I felt two levels should have changed places with each other to make it less jumpy (this is being harsh, because the game is very well made). The challenge of the difficulty curve takes on a new meaning when making 24 levels though, compared to just a handful. The additions to classic cookie cutter platformer in terms of the unicycle really works and adds an interesting element to the game. One of my good friends is a tightwire artist and my girlfriend used to be a spotlight operator, so the theme hit very close to home for me :)
Dec 8 13:31:00 23m 00s Gridception Absolutely wonderful take on the theme. Very good level design, the whole system is really solid. I'm impressed by your ability to take a simple concept and stick to it, just exploring and developing what's possible within that set of rules. Very well done!
Dec 8 22:10:00 8h 39m Turtles World Playtime: 78.914 (I have a button bound to double click that I just couldn't resist using). That greedy turtle is also a slave driver! <br/> <br/>The way it is balanced right now, I think the game focuses more on clicking than moving, and more movement force added per click would help. That way it would focus more on planning and maneuvering rather than button mashing, while still keeping the controls intact. I think the plans you have are great. They would add a layer of complexity so that the game doesn't fall into the trap of the linear "click everything you see, nothing is wrong, fight against time"-style. With a secondary, parallel task, this has the potential to become totally addictive :)
Dec 8 23:19:00 1h 09m Cramped-An Entire Platformer on one Screen Nice puzzle game! I was very impressed with the level design and the difficulty curve. It was easy to get into and fun to play - it's a nice take on the slider puzzle with some new elements added. At first I was a bit shocked by the graphics, but I just needed some convincing as they went from shocking to charming in book :)
Dec 8 23:25:00 6m 00s Make War, Not Science! I'm getting the same error as chaosed0. I haven't manually installed any gcc stuff on my computer, and I'm running Windows 7 64 bit.
Dec 8 23:46:00 21m 00s Your Are The Ball That's MR Potato head to you, sir! :) <br/>I feel like the controls and the imbalance between the powerups are hurting this otherwise fun game a bit. It feels like you either have no control over the ball or you're trying to cheat by going very slowly, at least that's what happened to me. Regarding powerups, some of them are incredibly powerful and basically win you the level in a few seconds (fire ball + shooting combo for example). Also, when there are so many powerups, it feels like they lose their value, and the same goes for completing a level when you have a ton of powerups still in the game. That makes it not feel like it's thanks to you, so it becomes less satisfying to win. Still, it's a fun concept and with just a little bit of tweaking it would be great!
Dec 8 23:58:00 12m 00s Entertainment Software for Lonely Children Wow, this is a touching experience. I think more people can relate to this than you might have intended. I think we've all done this, and the atmosphere and style is so likeable that no matter what advice you would have written I would have just made it apply to me, even if it shouldn't. <br/>The inverted controls is a great idea and makes the game interesting - somehow it doesn't feel like you're playing against yourself - but for me this one is all about the mood. My mind would just take turns switching between seeing me playing this game and seeing the imaginary child you doing it (in front of a giant computer, like the one in Dexter's Laboratory). <br/>I hope you feel better than you seemed to do then &lt;3
Dec 9 14:29:00 14h 31m Meteommo I'm not really sure I can rate this, but well done, it's definitely multiplayer :)
Dec 10 13:35:00 23h 06m 7Blox Cool interpretation of the theme. It was pretty fun to play, and already at speed level 3 or 4 it starts getting intense, and then it just goes upwards from there. I think the time between the increases in speed is too high. If that would be shorter (and possibly smoother), a game round would become shorter too, which I think would give the game a greater replay value. Now there's a pretty long moment of just waiting for the speed to increase through the easy parts if you try to beat your high score. Fun concept, I definitely think this could turn into a fun and addictive game if polished.
Dec 10 14:51:00 1h 16m i_tried Wow, after one month of programming, this is incredible! The dual gameplay is a great idea, and it totally works. The way it is now, with two buttons for the two actions, the snowflakes and the shooting could possibly have been on the same screen, although that wouldn't necessarily make it more fun - the way it is now it just feels a bit pointless to use right clicking for the right half and left clicking for the left half. <br/>The diminishing returns on the upgrades is great too, very well implemented and decently balanced. <br/>The way it's implemented now the snowflake clicking feels a bit tedious, and one of the reasons for that is that it feels like you're just counting your clicks. If you would give everything snow related higher values, that would help a lot in making it more abstract. Just multiply it by whatever arbitrary number. The scale with which the upgrades become less cost efficient is a great addition, and that doesn't need to go. It's just that when you click a snowflake, it disappears, and you get 1 snow, that makes it much more obvious that you're essentially just counting clicks than it would if it gave you 7 points. Or 10, or whatever. Something that doesn't make you instantly realize "I will have to press this button exactly 148 more times to be able to afford the next upgrade - and that's if I do it flawlessly, hitting a snowflake with every single click". <br/>There are a couple of smart strategical points that you've created too, and that I'd like to highlight. 1: the angles the snowman can shoot in. This makes it a lot less obvious how to defend yourself. 2: the speed of the snowflakes and enemies increase over time, meaning that "mining" snow flakes is more efficient at the top, where they all spawn and stay for a little while, than it is in the middle where they're just everywhere. As for the enemies, it becomes harder estimate when you need to shoot and in what direction to hit them. 3: obviously the two games running in parallel, making you choose whether to defend yourself or whether to mine. <br/>I'm missing some sort of indicator for the health of the enemies, right now you don't really know if you need to upgrade or not. Also, it would be nice of the enemies became stronger (and/or more plentiful perhaps) as you went along. That would help emphasize the need to make these strategical choices. The way it is now, you can choose to just defend yourself, and that way you'd be able to reach as high levels as you'd have the patience for, which means that you can choose to play the game in a way that pretty much requires no skill. With some sort of time restraint (like enemies growing stronger, for example), this wouldn't be possible in the same way. <br/> <br/>Anyway, that was a mammoth post! I'm really impressed, you've got potential! Looking forward to seeing you in the next entries :)
Dec 10 16:28:00 1h 37m Happy Christmas, Deer Really nice, I think the controls are solid, the difficulty levels up a great pace which makes it very replayable, the parallax effect with the score and text in the background is amazing. Great touch that you can only axe things when the axe is actually swinging in front of you, so that also needs a sense of timing. Very well done, it all keeps an even level!
Dec 12 16:47:00 48h 19m Puzzle! Nice job, I really like this one. Very well made - the controls and everything work excellently. I have liked a button to hold down to pan with your mouse - if there is one I didn't find it. The snapping is excellent and the ability to choose your own settings is great. Well done!
Dec 12 16:57:00 10m 00s Defend the line Nice one! It took me a while to understand how to use the shield, and it's still a bit unclear to me when I can use new shields and when I can't. Same goes for the nuke. Impressive work writing it all in your own engine! The explosions are really cool, and the camera shake is awesome :)
Dec 12 17:07:00 10m 00s HehPal The music is awesome! I want to rate the sound! I got to 70 the first time, and right when it was starting to get really difficult, the music stopped and I thought it was over, only to get the "They call it Dubstep!" and the game just kept getting more intense! Such a cool feeling, nicely done. Extremely simple concept that just works, and it keeps increasing in difficulty in a well balanced manner, at least as far as I got. If it keeps increasing at the same speed, a late game might be virtually impossible. It's also smartly done that the two different shapes also have different colors, although I personally try to avoid comparing green and red, since red/green colorblindness is not very uncommon. Well done!
Dec 12 17:22:00 15m 00s Screen Space: 0 Awesome interpretation of both the theme and text based games! I really like the premise of the gameplay where you have only one screen, but it can fit more and more as there's more and more you can do. Really cool, well done! My game is also text based, but with quite a different take on it, you're welcome to check it out if you want to :)
Dec 13 01:44:00 8h 22m Blocked Wow! I'm blown away! Everything from the sound design to the levels, the transitions, the controls, the goal of the game, everything - I'm just amazed. There are so many incredible parts about the design - like that you have the feedback of which level you're on in the background, that you gain one cube every time you win a level, and lose one every time you lose, but still you can never have more than two - such well balanced choices. The countdown on the sides is great, it doesn't take too much attention, but it's always there when you want to know. The variation in the levels is great, and I'm very impressed by the timing that you've managed to create, so that there's always time to get to the goal no matter the complexity of the level. Also the starting screen. So well done. You've really succeeded in making a game that teaches itself to the player all the way from beginning to end. It keeps you on your toes all the time, and it's both forgiving and unforgiving at the same time in that you brutally lose a level as soon as you make a mistake, but it gives you a whole new life when you win. And if you do fail a level, you don't have a to replay it, which is great too, so you never really get stuck in that sense. If there's something I think could be improved, it'd be that I died a couple of times pretty much instantly as the level started (usually going from one of the floating scenes to another), and that sometimes the difficulty level sometimes changed a little too much between levels, so that you went from kind of easy to extremely difficult and back to kind of easy again. Still, there's really something to the difficulty level gap, because there's variation and that also helps in keeping you on your toes. Awesome stylistic choices, and I'm incredibly impressed with how solid a game you made in these 48 hours. I'm a fan! <br/> <br/>5/5 stars all the way through, except an n/a for humor as I couldn't really see the relevance.
Dec 13 22:42:00 20h 58m Labyrinthian Very cool, moody game! I love that there's no health indication or any other hud, and the sound design is great. I agree with Slashee the Cow on that some things require too many shots - that broke the atmosphere for me, because there were a couple of levels where a monster would start right next to me and I'd only sometimes manage to kill it even though I was spamming the fire button in their direction. For me it would have felt much better to more or faster monsters that would require fewer hits, because most atmospheric thing for me is when you just manage to kill when it's in the air, jumping towards you for the kill, and you're left there just panting! It almost happened a couple of times, but because of their health it felt a bit random when it did. The sound of the footsteps of the big monsters is super cool. And the narration totally works in the style. Very nice! Thanks for this game!
Dec 13 23:58:00 1h 16m Save the Giant I absolutely agree with theholychicken. Everything about the game is so cool, especially the graphics. I think the soundscape works, and just adding sound effects for the knife, the arrow and hitting stuff would pretty much be enough for me. For me the two things that break character movement are, like most people have said, that there's no mid air control (I think especially that if you're stuck against something and hold the directional button towards that object and jump, you just jump straight up, well above it, and land where you were), and that the player simply moves too fast, which makes the time window you have in order to make the jumps too difficult (for me at least). The the movement speed could also be kept, but the platforms made bigger and the distances between them smaller. Or just keep it like it is, but then it is really hard. Also, I would have liked something that made it clearer what the enemies were, their intentions and what to do with them. Not that they'd need a big sign or anything, but rather things like how they move, or maybe that you could feel more clearly how they change direction to attack you or something, so that there's also something in there that makes you react to them. That being said there are lots of awesome things in the game, like the night and day system, the delay between pressing the fire arrow-button and actually firing arrows, how huge the giant feels, the swinging ropes, the smoothness of the animations and transitions. All of that is really, really well done, and the polish needed to bring the controls up to par is very small I think, it's just unfortunate that that's the part that slipped this time. So you get a well done from me! :)
Dec 15 21:26:00 45h 28m The Eternal Bee Really cool! I wonder if getting a higher or a lower time is better...!
Dec 17 12:44:00 39h 18m Iaido Cool - I played it on my Windows 8 machine with a touch screen and it works really well (except that it's difficult to click all the way out towards the edges). Cool concept, this could work really well for phones and tables with just a little more work to make it feel complete. You could look into using PhoneGap to convert the HTML5 to "native" Android, iOS &amp; Windows Phone (and blackberry and like everything else too) apps if GameMaker doesn't support building for them directly. If you don't know what PhoneGap is, it's basically a tool that embeds your HTML code into a modified version of Google Chrome for that phone OS. It works really well in most cases.
Dec 19 00:20:00 35h 36m Dino Dash: Rex's Run Awesome work, great simulation of the old machines, and an awesome concept! I'd say the jump in speed around 5000 points is a bit big, I would have appreciated a smoother curve, but apart from that I love all of it! Hilarious and very well done.
Dec 19 21:51:00 21h 31m Scan Lines I recorded while I played the game: http://youtu.be/_wJdWK9gO-U <br/> <br/>Really, really cool game. For some reason the controls took some time for me to get used to, but the idea of the scan lines is soo good! I think it could be worth investigating letting them be slower, so that there's a bigger chance you might figure out what to do on the first try, because like this it almost became like you needed to die once just to have an idea of what would happen on the next level. On the other hand, this speed gives it much greater replayability and I'd love to see a speed run of this! Very, very well done.
Dec 19 22:51:00 1h 00m No More Boxes This is so cool! With a win condition, I'd buy this for my brother's Ouya in a heartbeat! It has the potential for such intense fights, which is helped a lot by the ability loop through the screen, the varied abilities of the characters and the fast paced switching to a new character when you die. Really cool, so well done! <br/> <br/>PS: I managed to build a tower of all 4 characters in the MADNESS EDITION (which, by the way, is probably the most fitting name I've seen so far in LD31)
Dec 19 23:19:00 28m 00s SchneeMannschaft I recorded when I played the game: http://youtu.be/QOH4RuCZB8o <br/> <br/>Overall it's a fun take on a football game, and I love the animations of the snowmen. A dash button or something to possibly give an edge (preferably something with a downside, so that it's a tactical decision when you want to use it) would have been a nice addition. And for my taste, the AI could have been a bit more competent (even if it wouldn't follow the rules), but it was still an enjoyable experience. Thanks!
Dec 19 23:43:00 24m 00s Bugged Out I recorded when I played the game: http://youtu.be/YaTs8VBymNU <br/> <br/>Really cool game and a super fun interpretation of the theme! I'm impressed by how polished the game feels. It would have been nice with another addition along the lines of the bomber to up the difficulty - it felt a little bit like surviving longer didn't require that much more finesse, but rather just clicking faster. I guess you would survive longer if you moved around more, but still - something that made it possible to be better at the game either by clicking better or by doing whatever that other thing is better. I think that could give an added depth to the gameplay. Apart from that, I think it's great. The graphics are great, the sound is awesome, the controls are very responsive and everything has just come together very nicely. Lots of cool design choices, like the mini game in the beginning, the score being displayed on the screen, the phun interpretation of the theme. Very well done, I'm impressed!
Dec 20 00:04:00 21m 00s LArse I recorded while I played this game: http://youtu.be/pBm9zoDyuss <br/> <br/>First of all, it's incredibly well animated, so very well done there! It's surprisingly fun, especially considering there's so little you can actually do (which isn't a bad thing). I can imagine myself playing this on my phone, possibly using the gyro to control the character. It feels really solid and well implemented. Well done!
Dec 20 00:18:00 14m 00s InstiGator I recorded while I played this game: http://youtu.be/k-mlO4_VXNs <br/> <br/>This game totally cracked me up - I felt like a cheeky monkey! The animations and the graphics style is perfect - everything from top to toe is just overwhelmingly charming. I love how the people calmed down after a while, and you had to hit them again or start losing points. The music totally fit too. In a way it felt completely random, but it's all "random" in a funny way that just totally works. The little 3D effect is great as well. I loved the game, and although it's really a bite sized piece of entertainment, not everything is supposed to be huge complex things. Sometimes you just need a little seed of joy in your life :)
Dec 20 00:29:00 11m 00s Collector I recorded while I played this game: http://youtu.be/l7aWeIurhdY <br/> <br/>Interesting little puzzle game, and the fire is a nice twist. At first I thought it was there to melt the ice, and figuring out what to do was a fun challenge. <br/> <br/>The game crashes when I exit it on Windows 7 64bit, but that's really a minor issue since I'm trying to close it anyway.
Dec 20 00:49:00 20m 00s HEAVY METAL SPACE PIZZA DELIVERY I recorded while I played: http://youtu.be/8E-kzQnZTmo <br/> <br/>Absolutely hilarious this one! The feeling of just burning all of your fuel into something is great. The camera shakes are very fitting, and the sound is great too. I like how the inertia affects the pizza as well. Man, it's a difficult game! Totally addictive, I'd probably play another 15 levels if there were any (and I'd probably hate myself if they kept getting that much harder as well!). Awesome! :)
Dec 20 01:18:00 29m 00s Wide Screen Defender I recorded while I played: http://youtu.be/6gEoegssYL0 <br/> <br/>It's cool how you can start scrolling the screen as you go along, that's a great way of increasing the difficulty. For me I'd say it's a little slow, and as the number of enemies increase I feel like the game gets slower in a way, because it takes so long to kill them all (even though I eventually lost, so it might just be that I don't get it). It's also a bit unclear what will kill you and what won't and how stuff regenerates. Still it's a cool game and I like the way it plays out and the difference between the weapons and the energy management. Really cool - well done!
Dec 20 01:44:00 26m 00s Snowball juggling Olympio Very impressive game, very well done! I've very recently started practicing juggling, and this feels very similar to it :) <br/>Really cool style, amazing animations and a great realization of a great concept. The tutorial did wonders, it made me go from barely being able to make one throw to actually being able to juggle. And the game modes just fit your theme perfectly. Very well done!
Dec 22 00:39:00 46h 55m birdsong I figured it could be interesting for you to watch the game being played, so I recorded my playthrough: http://youtu.be/_lae09-gv_c <br/> <br/>Overall - amazing game! It feels extremely polished, and the level design feels incredibly well thought through. There were some occasions where I felt like I perhaps took the wrong way (most notably I was stuck in the same place between 15:15 and 30:10 in the video). I'm very impressed with how you chose to place things just out of reach - that shows great knowledge of level design and the game mechanics. It took me quite a while to realize that there was a HUD and what information there was there, since it all kind of melted together with the map. All things considered though, I'm absolutely blown away by this. Talk about taking the concept to an entirely new level. And it's not just really cool, it's useful as well, since you've always got the entire (except when in the corners) map available at all times! It's absolutely incredible that you managed to stir this up with this level of detail in just 48 hours. I love the game (and you for making it). Thank you very much! And Merry Christmas :)
Dec 30 01:48:00 193h 09m Flowerpots and Tables Last minute comment: Intense! :D