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Feedback comments for LD31
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| Timestamp | Since previous | Game | monkeedude1212's comment |
|---|---|---|---|
| Dec 11 21:26:00 | Thieves' Honor | Bug fixes post submission date of that level are generally frowned upon. BUT the game: <br/> <br/>Great idea, good mechanics, multiplayer is a plus. SFX are a bit annoying, since there's seemingly no downside to shooting there's not a moment when you ever not want to be shooting. Controls a bit annoying, W is a bad jump key in platformers, better to use ASD and another key for jump. Would have preferred W for blink, mouse for shooting (lines up with the control isolation concept of your cursor control, firing and aiming, all being controlled by one hand, like a normal FPS). | |
| Dec 11 21:35:00 | 9m 00s | Boobs Of War | Sex sells I guess. Can't fault you there. <br/> <br/>Gameplay, not bad, but nothing exceptional. Would have liked to see more variation in the enemies, perhaps speeds, dodging, etc. <br/> <br/>Controls: Mostly good, though having to click for the single shot was a bit annoying. Would have preferred a steady rate of fire for holding down the mouse button. Or perhaps a charged shot for holding down the mouse button. As it is, it only encourages you to spam it which isn't fun and will break your mouse. <br/> <br/>Sound, music choice was fine, but the enemy groan is just annoying after a while. Something a bit more rewarding sounding would make it funner to kill them. |
| Dec 11 21:44:00 | 9m 00s | PhoneSnowman | Mouse to move the phone forward and back is clunky because its unintuitive. The phone tilting itself isn't a bad idea, its just not "easy" to do with the mouse, so it makes it less fun. You're using f and spacebar for other controls - just swap that forward and back horizontal on the mouse with two other keys (w+s for instance) and it'd be fine. <br/> <br/>Gameplay mechanics, clever - using your own "health" as the ammunition for attack, but also as a necessary method to traverse the map. <br/> <br/>Level design, good puzzles, but as you can see, most people have trouble clearing the first area because the idea of "I need to shrink to find down this hole" is still a foreign idea to introduce so suddenly. And as with most platformers, usually the first hole in the ground a "Can you do a simple jump over this gap" test. So everyone thinks they're supposed to clear it because there is no instruction. Then they hit the wall further over and think the game is bugged. <br/> <br/>Put the wall closer to the gap and have players start there, so players know there's no where else to go right off the bat, and then start to experiment. Or - if not that, put some kind of hint that going down that hole isn't insta-death, as we've been trained by other games to think that it is. |
| Dec 11 21:50:00 | 6m 00s | Squadron Commander | Like the idea, but clicking and dragging as a control input can be a bit cumbersome at times. Not too bad though. Runs at a really low resolution so it was tiny on my screen. <br/> <br/>But aside from that, great method of timing sequences and different AI strategies - good sounds that make it clear what's happening and fun to play. You opted not to be rated on humour - but your ending was the first one that made me laugh, so I gave you a good mood score. |
| Dec 11 21:58:00 | 8m 00s | CRT | Menu wasn't intuitive, and hard to read. Controls seemed a bit sluggish but it impacts everyone fairly. Good 3D graphics and lighting, the art style also fit the jam music well. |
| Dec 11 22:15:00 | 17m 00s | Nocturnal Garden | Good simple controls, and pretty easy to pick up and go with. <br/> <br/>Wasn't sure what I was supposed to be doing at first. I understood planting plants but it didn't seem obvious what collecting them did. Perhaps a different sound effect to suggest I was doing something other than the generic "interact". It wasn't until the light grew much bigger from the player that I went "Oh now I get it." <br/> <br/>Good music, colour palette, theme, all worked well together. |
| Dec 11 22:22:00 | 7m 00s | Tag The multiplayer | Would have liked some SFX or music. <br/> <br/>Everything else about the game is slick - controls are tight, multiplayer has no lag. Simple concept, but fun to play. <br/> <br/>I'd adjust the flashing rate on the person who's it, it's a bit eye strainy when it's so quick. Maybe a highlight on their colour instead of black-white too. |
| Dec 11 22:23:00 | 1m 00s | Snow Fight | No link |
| Dec 11 22:30:00 | 7m 00s | Straight Fighter | Tight controls, good feel, great sound effects and music. Good stuff for 48 hours. <br/> <br/>All it needs is graphics scaling, maybe some music, and networking for the multiplayer, and I'd say it's better than 95% of the competition entries! |
| Dec 11 22:54:00 | 24m 00s | Robot Madness | Suspenseful buildup, but you deliver the controls during the middle of it, with no other way to keep track of what they are. Also unskippable if you want to start it over to see the controls again. Then I issued the move command, and it crashed. <br/> <br/>Art was okay, but that was about the only part of the game that seemed finished. |
| Dec 11 23:08:00 | 14m 00s | SnowCard | Decent theme, good reward sound, simple enough mechanics. <br/> <br/>Nothing to really draw you in to keep you playing though - nothing about scrolling through to find the colours of the ornaments is enjoyable. Maybe if they had musical tones when you hovered over them, it'd be more interesting to search out the colours you need. |
| Dec 11 23:24:00 | 16m 00s | Victorian Circus | Good artwork, music, liked the theme. <br/> <br/>Controls were boring and the gameplay not really that exciting. Graphics glitchy at times, music cut out. Solid artistry, programming needs work. |
| Dec 11 23:28:00 | 4m 00s | Press the buttons ! | Random dropping level with the way the AI works meant you could build unwinnable scenarios. <br/> <br/>Buttons seemed a bit glitchy, not triggering green when you touched them. It was possible to get trapped between rocks and such. <br/> <br/>Otherwise not bad - just needs some proper tiling. |
| Dec 11 23:31:00 | 3m 00s | shootAbox | Good FX. If shooting is going to be stuck to orthoganals, better to use keys for shooting direction rather than relying on the mouse. Also shooting in the last moved direction works for these kinds of games. Or you can make shots move diagonally towards the cursor. <br/> <br/>Either way, its a good start - this is the basis upon which games like Binding of Isaac are built. |
| Dec 11 23:38:00 | 7m 00s | MoonStar | Needs a win condition to let you know you're done. The greyscale graphics are also harder to make out when you're using sprite graphics of different scales (background and player and level). <br/> <br/>Audio good, music good, enemies and ai and random events, all make for decent gameplay. I had fun, but this just needs a bit of polish. |
| Dec 11 23:44:00 | 6m 00s | Wizard Battle | While the theme was to fit the game on one screen, this clearly has two ;) <br/> <br/>All things considered though, gameplay mechanics weren't bad. Cool to have map traversing and battling going simultaneous, would be cool if you could escape opponents this way or something. <br/> <br/>Audio didn't really jive with me, but the AI and opponents were alright. |
| Dec 11 23:47:00 | 3m 00s | Thief Before Dark | Speed is frustratingly slow; and the jump feels weird especially as you stay in the air longer when you hold down the jump key versus releasing it. <br/> <br/>Would have liked to see some audio, but basing it just on what's there, it's a good foundation for a stealth based platformer. Perhaps rather than losing on site, AI could chase you unless they lose you in the dark? |
| Dec 11 23:51:00 | 4m 00s | Octogonal Switcher | Cool idea. |
| Dec 11 23:59:00 | 8m 00s | Shvoel | Nailed it. Hard to believe this was made in only 48. <br/> <br/>Music and jump speed feel perfectly timed, so the music feels like a part of the game. The effects are killer and make it addicting to play. Lots of different AI which create unique scenarios when combined against the player. Like other's have said, a combo counter would be the only thing missing from this. One of the best LD31 entries I've seen thus far. |
| Dec 12 00:11:00 | 12m 00s | Alien Harvesting Simulator | Ranges shown don't seem to match the actual ranges of the towers. No bullet visuals? Hard to tell who was damaging what. <br/> <br/>Otherwise, good foundations with both the turrets and walling, allowing you to customize what path the AI takes. |