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Feedback comments for LD31
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| Timestamp | Since previous | Game | Tuism's comment |
|---|---|---|---|
| Dec 8 09:57:00 | Das Tank Game | Sorry, I couldn't start the game... Clicked, pressed buttons... Not sure what I was supposed to do? Tried everything... | |
| Dec 8 10:02:00 | 5m 00s | Twisted Fantasie | I was really confused. Too much reading, first of all... But as soon as it started I could see it was a mobs-like. But... It didn't hold my interest. And crashed as I got to the middle bit. <br/> <br/>Sorry, I love boardgames-like things but this one was really tough to get into. |
| Dec 8 10:12:00 | 10m 00s | Approaching Grace | 86580!! Really well made! The sound is a really really nice touch, well done! I especially like the obstacles of the tombstones and the two player avatars, really adds tension when they get split up. Interesting mechanics! |
| Dec 8 10:26:00 | 14m 00s | I am Sigma | Really interesting, is it a Metroid tribute? Feels like it with the gameplay style and the fact he turns into a ball, though I see what you did there - it saved having to make walk animation :) <br/> <br/>I like it but it's too damn hard! I didn't know where to go at all, and after dying a million times to get somewhere to find out you can't pick the thing up there I rage quit XD |
| Dec 8 10:29:00 | 3m 00s | Find The Squares | SO hard, very interesting, simple. Not much else to say about it :) I got 3 :) |
| Dec 8 10:39:00 | 10m 00s | Bernard's Tomb | Ace! So simple yet so nuanced! I love the little creatures, the swarm is PERFECT. I think I got to wave 4 and then when I got close to the edge they just all CAME AT ME BRO and we all went off the edge. Fantastic entry! |
| Dec 8 10:47:00 | 8m 00s | Project 327 | Not my cup of tea... Great graphics, but as soon as wall of text comes up I just throw my hands up. Never did like turn based tactical combat... <br/> <br/>Kudos for an interface that was recognisable though. Sliders, buttons... But they weren't logically flowing, it felt. Go to the right, then back up then go down again... Not super intuitive. |
| Dec 8 11:13:00 | 26m 00s | CHANGE - A homeless roguelike survival simulator | Conceptually strong, but mechanically weak, unfortunately. It would have been good to have more intrigue in choices - I understand that desperation and choicelessness is part of the art of the concept, but even a beggar has choices - do you pester the same people 10 times? Would you get socked if you do? Who should you beg? Based on their looks? <br/> <br/>So I really applaud the idea but the execution is lacking. Hope to see more Papers Please type stuff! :) |
| Dec 8 11:18:00 | 5m 00s | Snow Storm | Errrrrr. <br/> <br/>I really liked it except I don't understand what was happening with the movement, I basically had no control over the "me" box of presents, half the time I was stuck under the table, and then after that I just few out the door to the right and never came back :/ <br/> <br/>Other than that I really liked the day/night thing and how that tied into Christmas as a countdown :) The game is fun, it's just... I couldn't do anything with it really. Would have loved to see more mechanics in terms of the shooting instead of just shoot and shoot. Ammo? Different shots? <br/> <br/>Still, good job :) |
| Dec 8 12:50:00 | 1h 32m | The Paper Dance | So gorgeous! I really like the way the movement worked - it really looks like a dance! But it could be a little more sensitive to my input, it took a lot of getting used to the way it behaved, and often I still couldn't tell whether I was in control or not. <br/> <br/>I also can't tell when the gam ended - did I hit something, or was it timed? Need more feedback on that. <br/> <br/>Also the scoring, too. <br/> <br/>Is the jumping good for anything besides looking pretty? If it is I couldn't tell. <br/> <br/>Mechanically requires a bit more :) But so gorgeous! |
| Dec 8 13:30:00 | 40m 00s | ScreenShots | Not sure if I saw everything, but if I did... Well, it's not a bad game, it's just there's not much to it? I'm not sure if I was taking damage, and the game is just two screens? <br/> <br/>The sound and music was awesome :) <br/> <br/>Was a great little thing, just wished there were more choices! |
| Dec 8 13:37:00 | 7m 00s | Skull and Crossbones | I like it! The idea of a pirate ship simulation is awesome, the way the cannons are set up is awesome (side cannons x 4 each side, the rear cannons being at an angle so you can chase people, good design). <br/> <br/>But the game is confusing, all I can do is stay in the box? I can't actually chase anyone outside of it? <br/> <br/>The cannonballs floating... That makes no sense :P <br/> <br/>Oh the control to cancel shot is super unwieldy. <br/> <br/>Would be great if some of those things are resolved :) |
| Dec 8 13:43:00 | 6m 00s | shootAbox | Good for a first try :) I like that it's not just a straight up shoot-at-the-cursor top down shooter but at least has the four directions thing. Though you could then have used the keyboard entirely to control the game instead of the mouse :) |
| Dec 8 14:03:00 | 20m 00s | BBQ DAD | 159! Pretty fun, there's been a lot of different games on this take but yours is brutally true to life AND funny :) Great voice overs :) I can imagine this *is* a real life dilemma faced by mane BBQ dads!!! |
| Dec 8 14:23:00 | 20m 00s | The Last Panda | Good production value, very nostalgic, I'll give you kudos for those :) I like the way the platforms floated around to provide different terrain, true to the spirit of the theme :) <br/> <br/>But there are several design flaws that result in poor gameplay... Basically your *only* option is to stay at the bottom by your chest to get much far at all. Because: <br/> <br/>1. The ghosts don't disappear when they start punching your chest, so they accumulate, so you HAVE TO go get them <br/>2. Your short range gives you no option to use the rest of the space to stop them. <br/>3. The ghosts being pretty much deterministic in their movements - they WILL get to the chest and they WILL get there very quickly. <br/> <br/>Unless there're some attacks that I missed or other things that would mitigate that. I don't know how anyone could get through to even level 10... Never mind 70!!! |
| Dec 8 14:32:00 | 9m 00s | Life Goes On | So... Is this some kind of metaphor for life and meeting people and making different friends? <br/> <br/>I couldn't discern any kind of mechanics at play, it all may be absolutely random and I wouldn't know... <br/> <br/>Now that's kind of a sound point to make, too, though... |
| Dec 8 14:32:00 | 0s | The Unexpected Adventures Of Doctor Supertronic Flying Machine. | Argh. I'm sorry, but I'm already using Safari as a secondary because Chrome, my first choice, doesn't like unity web player... Not about to download a third browser. Sorry man. |
| Dec 8 14:36:00 | 4m 00s | Floppy Screen | Get one screen in one screen to its screen on your screen :) Hahahaha :) <br/> <br/>At least you put in two lives, or else it was (and is) dastardly hard :) |
| Dec 8 14:42:00 | 6m 00s | Television Hero | I... think I like this!! Well, the concept. Honestly it's all very charming, but I think I stepped on two pixels on the carrot thing and instantly died? What's the point of "life" if it all goes away in one hit? <br/> <br/>But I love the idea and the presentation is actually not bad. Needs more love on the design parts :) |
| Dec 8 14:53:00 | 11m 00s | Gridception | Haha!! This is the first time I burst out laughing not because comedy in this #LD48! Well done sir! TAKE IT FAR! |
| Dec 8 15:17:00 | 24m 00s | War in VR World | It plays like one of those clickers, like Candyland or something, but I can see the depth in it... A bit more options would be better, strategic options, tactical options. <br/> <br/>I really want to like it but it feels like accounting :/ <br/> <br/>Oh and the interface - it needs just a bit of tweaking to be intuitive, it's already pretty good, but the intuitiveness is *just* short of good. |
| Dec 8 15:23:00 | 6m 00s | Frosty Ninja | Hahahaha! <br/> <br/>The music is great, I like it :) The movement is a bit random, I suppose you can say it's "hard to master", but a little less slippery would be good (the controls not the floor). <br/> <br/>The way you fall apart is great. <br/> <br/>The "wall jump" is a bit odd, maybe put something there to look like you're actually wall jumping. <br/> <br/>Aren't the voices from Worms? :) <br/> <br/>Wait, why can't i rate this at all?? |
| Dec 8 15:28:00 | 5m 00s | Chromashift | Really pretty! Gorgeous particles! <br/> <br/>But I really don't know what I doing half the time, or why I get "chromasick"... Or not. <br/> <br/>The mouse controls are completely unintuitive, I couldn't do anything with them, much better with keyboard. <br/> <br/>I feel like some effort at making it understandable will make it excellent! |
| Dec 8 15:36:00 | 8m 00s | Remote Control | It might look subpar, but the idea is really good. I don't know what to do after the key, I'm assuming get to the big guy or something. <br/> <br/>I think I would like there to be more of a "system", a way to tell that I'm going to fall or not fall besides trying everything. It's a really good smart idea, just needs a bit more design and polish :) |
| Dec 8 15:45:00 | 9m 00s | Attack with Stealth | Hmmmmmmm <br/> <br/>I get the idea is that you might fall off, and that's part of the gameplay, but I don't find that satisfying.... Unless there's actual one-screen multiplayer, being completely invisible is more frustrating than fun...! |
| Dec 8 15:49:00 | 4m 00s | Line Knight | A good game is based on interesting choices... After picking a class (i chose mage I think), there was literally no choice to make. Hit 1 and everything dies. And then the character went off screen... So... Am I missing something? |
| Dec 8 16:08:00 | 19m 00s | Baguette Quest | Oh mannnn, I really liked this, the humour is brilliant and the interaction is actually pretty good, but the controls are one huge problem. For me when playing a game, the difficulty should come in the game, not in how to get to that key quickly enough. So I've got my two hands straddled over the keyboard switching 123 with space AND enter and... Well, it doesn't feel intuitive. <br/> <br/>GREAT writing though, I loved it :) |
| Dec 8 16:12:00 | 4m 00s | Wandstep | I literally have no idea how it works, even after reading it. Maybe it's something that can be solved with more player feedback, or maybe not, I'm not sure. But I think some people would love this kind of puzzle games. I just don't get it, though. |
| Dec 8 21:59:00 | 5h 47m | Orion | This was lovely! I can't honestly say the game is "fun" but it was definitely a great experience. I can't believe the graphics, they're so great. <br/> <br/>A few things, though: <br/> <br/>Why is the planet or something always visible? The S shape to the right seemed to say I'm flying that path? <br/> <br/>The game crashed just a little while into cruising, not sure why... The graphics stopped updating but the game still went because I could hear alarms go off when I left it for too long, and then I pressed up or down and it would go away again. Was weird. |
| Dec 9 07:34:00 | 9h 35m | Layerd | It's a very interesting one on design, I like the design of having everything on and off on one screen to create different puzzles to solve :) <br/> <br/>I got to the bit where you press numbers to switch - i assume layers - and couldn't figure it out. I think the visual language there could be stronger for that. <br/> <br/>Interesting :) |
| Dec 9 08:52:00 | 1h 18m | Bugged Out | Dig the concept, dig the graphics, dig the effects, dig the sounds, dig the storytelling, it was all really cool... BUT. <br/> <br/>Everything, taken individually is cool, but some fatal bugs (haha) or slight lack of feedback made the game unenjoyable for me: <br/> <br/>There's a general sense of not knowing what you're doing - the web doesn't seem to go where you want it to, the attacks don't seem to connect when it looks like it's connected. I don't feel like I'm in control. <br/> <br/>I think a lot of it comes in the fact that I'm controlling 2D but seeing 3D - I'm not actually aware that the bugs are ABOVE the ground level plane? Well I suspect that they are but I have no way of telling. <br/> <br/>I think shadows beneath the bugs and the spider may solve this. Amazed by the amount of stuff you put into this LD as well as the previous! :) |
| Dec 9 09:05:00 | 13m 00s | The Best of Both Worlds | I like the idea, but it may be a bit too tedious for my personal taste! <br/> <br/>I'm in two minds about saying A) the sounds were great, they conveyed enough feedback for me to understand (for example) I fell into fire or B) the sounds alone were not enough and some visual feedback should have been implemented. I'm thinking B. <br/> <br/>I think a lot of people wouldn't get it if they played without sound (entirely possible) or didn't get the connection after the first 2 minutes. |
| Dec 9 09:39:00 | 34m 00s | Bear With Me | Pretty cool atmosphere! The music surprisingly does fit this game :P I also used a Robert del Naja but it didn't really fit all that well XD <br/> <br/>Is it all randomly generated terrain? Seemed so, which resulted in a few situations that were distraction from the "fun factor": <br/>1. It looks like there's a gap but I can't get through <br/>2. Dead end... With the bear right behind me <br/> <br/>An indication of how many candies there are left to pick up would be great as one could easily end up wondering around looking for something that's not there and that sucks. <br/> <br/>Luring the bear into a corner it can't get out of is a cool mechanic though I would have liked a smarter nemesis if possible :) |
| Dec 9 10:13:00 | 34m 00s | Alt-Tab | Awesome! I really like it, the combination of a bunch of things make this a really cool little gem. <br/> <br/>Loved: <br/>> Hearing yourself die in the background as boss walks past, (even if that doesn't make sense) <br/>> The clicking to return to work - very cool incidental meshing of control/theme <br/>> So minimal :) <br/> <br/>Crit: <br/>> I would have liked a single unambiguous metric of success - right now you could get bored and quit or fired after X time... It feels disparate. <br/>> The jump is a bit off - getting stuck on walls and sometimes being able to wall jump doesn't feel quite right. <br/> <br/>Rad stuff :) |
| Dec 9 10:19:00 | 6m 00s | Beat Jumper | Admittedly I only watched the video because I'm on OS X right now, but damn I really like it :) I'm a sucker for rhythm games, am making my own one called Beat Attack, so this is special :) <br/> <br/>Now, I feel like some things could make it more true to what it should be doing: <br/> <br/>1. Make the player action mean something to the music - so the sample plays when the player lands on a colour? Or samples NOT playing when the player doesn't land on it? Right now it's just music playing, and doesn't feel right as a rhythm game... Right now you can take out the music and the game plays the same. <br/> <br/>2. Or in reverse, make the music a cue that is a clue for what the player must do. Beat Trip does this very well :) |
| Dec 9 10:28:00 | 9m 00s | Of Carrots And Blood | Great: <br/>> Juiciness <br/>> Animation <br/>> Sounds <br/>> Juiciness! <br/>> The zombies moving through the forest seems to add a level of anticipation because you can't hit them there, which is cool, though if the carrots hit the forest itself and not went through it would have made more sense. <br/> <br/>But: <br/>> The carrot attack was way too loud and repetitive. Got irritating fast. <br/>> You're throwing a million carrots to save one carrot :) It's big, sure, but doesn't make sense :p <br/>> The first zombie arrow indicator seems superfluous, especially when there's already the zombie head in the forest one. <br/>> Too easy? Too easy. <br/>> Lack of variety in attacks and situations. |
| Dec 9 11:16:00 | 48m 00s | Mr. Jones and the Dark Maze | Moody, interesting concept, but there's very little in the way of actual feedback as to what's happening to you. If I don't know what's going on then I can't avoid it, if I can't avoid it and I die and not know how I died it won't hold my interest. <br/> <br/>The boulder was the clearest obstacle and I loved the boulder. I think it's a boulder. <br/> <br/>Does the level shift? That's at the same time cool and frustrating. Can't really learn anything if the level keeps shifting and you don't know what you're running into/towards! <br/> <br/>Cool concept and decent execution otherwise! |
| Dec 9 11:17:00 | 1m 00s | Serpedelic | WOW I REALLY WANNA PLAY THIS. DON'T REALLY KNOW HOW. |
| Dec 9 11:36:00 | 19m 00s | Voyage | I REALLY want to like this, I love experimental narrative experiences. IF they're done right. Right now there are some logical issues: <br/> <br/>> The flow of leave room > look at a map to see where to next > get there do something > go back to "your room" > teleport > go back "there" to find a number to punch into the next keypad > go to "your room" > teleport > leave room again... It's very strange to me. It doesn't make sense, and not in a mysterious way, it just doesn't make sense :/ <br/> <br/>Otherwise I got to the med wing thing and lost interest. Could really be interesting :) <br/> <br/>Bugs: <br/>> Suggest you find a new shader for the texts to they don't show up through walls - google "unity 3d text shader". <br/>> Suggest you lock the mouse pointer so you can use clicking instead of E - creative solve for not knowing how to lock mouse pointer though :) |
| Dec 9 11:42:00 | 6m 00s | 31 Sugar Free | The file doesn't do anything, running OS X, if I run the .app file Terminal opens... then nothing. |
| Dec 9 11:47:00 | 5m 00s | DoomZone | Not bad at all! Great juice, despite the sound making my ears bleed. Had to turn that down. Very stylish. I could hardly ever get any weapons because the hordes were just too much - I'm guessing you don't have the spawns keyed to number of players? You should do that :) <br/> <br/>Buggy though, I ended up playing the game on the title screen while pressing play and then died before anything spawned :) <br/> <br/>Fun oldie. Does the multiplayer controls use controllers? |
| Dec 9 11:56:00 | 9m 00s | Raptor Polo | Yep, the controls are a bit of a problem to get people playing, but hey it looks stunning and the mechanics seem sound! <br/> <br/>Speaking of mechanics, why can't you move forward with the ball? (I know why mechanically but it just doesn't make sense in the theme) And is the only way to get a ball flying by mouthing it first? Couldn't you ever hit it with the axe without biting first? (seems so) <br/> <br/>I think you could increase the interactivity by letting more things happen more of the time instead of it being a strict sequence of bite > hit. I do see you can hit them backwards though :) Fun :) <br/> <br/>Rad work guys :) |
| Dec 9 12:21:00 | 25m 00s | Dads Gold | Really cool, interesting mechanic there, I like the way you actually made sure each part was necessary during the journey with different situations. <br/> <br/>Was it fun? Not sure, but it was certainly memorable :) <br/> <br/>The writing was also a great touch :) |
| Dec 9 20:55:00 | 8h 34m | Houston, We've Got a Problem | Erm, I really wanted to like this, it LOOKS well polished, and it has a cool premise, but it doesn't "play" very well... It's like clicking a few things together without a clue of how they work, send them off without a clue of how they work, and then get a wall of (well written and sometimes humorous) text back without knowing how they work. <br/> <br/>There's no learning or meaningful decisions... I hope that you guys can figure out a way for a player to understand and learn from the experience to see how to improve future expeditions. Then it'll be a game! <br/> <br/>Again, great premise and amazing graphics. But needs improvement as a game! |
| Dec 9 21:07:00 | 12m 00s | King's Defense | I liked the way the ghosts were animated - that was a nice touch of using a 3d plane. <br/> <br/>But sorry, gotta be harsh here - there's not much game here - I can't turn my character, so my attacks were always going the same direction. Nor could I see my attacking - so I had to basically guess how I attacked. <br/> <br/>Then because everything followed a predictable pattern, and there was an unlimited and unrestricted attack, I just had to stand just below the second torch on the right, and hit space forever. I didn't even have to look at the game. Eventually I got bored at 1030 and quit. <br/> <br/>Excellent start as a learning game, I'm sure - now take what you've learned and think about a game's design! Good luck! :) |
| Dec 9 21:18:00 | 11m 00s | BACON DEFENDER: Ninja assault | First LD? Pretty good man! You have the same problem as me, I also opted out of audio, and I also put in a Robert Del Naja track that didn't quite fit :P <br/> <br/>I think it was pretty smart! At first I was like BLEH run into a corner and shoot across the stage - that got me typically like 50000+, but then I changed tact and moved to the middle and shot left and right... <br/> <br/>So my biggest complaint would be design-wise, there are no incentives to move around. The best thing you can do is to stand next to the box and shoot left and right and occasionally up at some dude jumping. <br/> <br/>I really like that there seems to be AI and they'd dodge bullets by air jumping. That's a really nice touch. <br/> <br/>Oh and the fact that the multiplier is show way up there in the corner means having to take your eye off the action, which sucks. Incorporate it into the game so you don't have to move your eye too much. And it's tiny. <br/> <br/>Good one :) |
| Dec 9 21:25:00 | 7m 00s | WELLFARE | Interesting! It's purely a choice based narrative, and seems to really have a lot of options, so well done on the writing :) <br/> <br/>Feels like I want there to be more of a mechanic... Personally. But well (lol) it's ok :) |
| Dec 9 22:00:00 | 35m 00s | Space Inquisitor | Pretty solid! I was surprised by the Google involvement :) It's like one of those old educational games - I played Eagle Eye Mysteries (and In EEM London), aw really loved them :) <br/> <br/>Didn't find much in terms of design fault, other than the fact I don't know for how long you could keep a modern person for with this kind of mechanic :) <br/> <br/>But that's for a longer term game of course! No problem now! :) |
| Dec 10 05:53:00 | 7h 53m | SL1M3 | Well polished, though for me it was a bit flat as it was basically a sokoban clone and those are just... EVERYWHERE. <br/> <br/>There's a slight problem with identifying a block and its intended destination or what they do - in the beginning when there's only a block and the goal, you can understand it, but later it becomes very confusing - if the visual link between objects, their destinations, and what they did (i kind of see that happening with the ice slide block that's supposed to look like ice). <br/> <br/>Also animation between a push and the end of the move would help communication too - again - the ice block just teleports to the end of the row, which is confusing. |
| Dec 10 06:40:00 | 47m 00s | Spacebank Heist | I'm on OS X and I have downloaded the game twice, but twice OS X tells me the file is damaged... So I can't run it! |
| Dec 10 07:00:00 | 20m 00s | Office Gaming Inception | Game did not run from me from Newgrounds, Running OSX. |
| Dec 10 14:52:00 | 7h 52m | Hunt The Yeti | Really good :) Unbelievable amount of polish in everything. Like really. <br/> <br/>The only criticism I might have of the design is your one fall into the water means you're back right at the start. That's REALLY HARSH, which is probably a conscious design decision, but that makes me basically ignore a huge part of the game design - jumping, because I don't wanna risk it. I see the movement accuracy upgrade... I would perhaps have changed it to "air speed" or something so you don't fly too fast while in the air. <br/> <br/>Really good, well done :) <br/> <br/>The only reason I might not run into a wall in shame is that this is a jam and not a compo entry :P Ok kidding :P |
| Dec 10 15:04:00 | 12m 00s | Arena | Soooooo beautiful :D Audio is great, animation is great, aw just so good :) <br/> <br/>I can only ever seem to use the spike power - mouse wheel doesn't change powers, nor does E. Is it something you acquire later? <br/> <br/>The spike creatures - would have been nice from a design perspective to see a bit more wind-up so I can learn to dodge their spikes. <br/> <br/>REALLY GOOD. |
| Dec 10 15:06:00 | 2m 00s | Grave Screen Of Death | I can't launch the game... The loading bar gets stuck at the last bit... And no more. OS X, Safari. |
| Dec 10 15:37:00 | 31m 00s | Maze Escape | This should be curriculum work for ANY game designer wannabes. You've basically designed what's effectively a condensed re-tellign metrovania minus any fluff. Everything worked amazingly, there's no wasted elements. <br/> <br/>It's incredible. AMAZING. <br/> <br/>So well designed. <br/> <br/>SO WELL DESIGNEEEEDDDDDD :D |
| Dec 10 21:49:00 | 6h 12m | FergusonTV | Really interesting, I liked the concept, but the execution leaves me wondering what I'm doing and whether my actions have consequence. If that was the point... Yeah it came across, but then it's not a "game"... <br/> <br/>It gets you thinking. Beyond that I'm not sure. <br/> <br/>Have you heard of that game coming up called "Riot"? |
| Dec 10 22:00:00 | 11m 00s | Resonant Flux | It's pretty, has cool juice, pretty decent sounds, controls are responsive, if a bit slippery. The drifty make up of the character is pretty cool. <br/> <br/>But ultimately it has one gimmick which is kinda pointless? Why switch levels with 1-0? It doesn't actually affect the gameplay in any discernible way, at least, for me. I couldn't tell why it wouldn't be less hassle with the same result to just advance to the next level at the end of each "stage". <br/> <br/>There are also no varieties between levels really. No new enemies. Maybe there are higher numbers but ultimately it's nothing new. |
| Dec 11 13:16:00 | 15h 16m | AntiPlane | Holy cow this is amazing. Immaculately executed platoformer with amazing concept. Dig it to pieces. <br/> <br/>I'm trying to think of some criticism. <br/> <br/>And that might be the click-everywhere-syndrome of adventure games - not knowing where to go sometimes, and just bumping every corner of every wall until something happens. So that comes down to providing more of a goal. Just a bit more, because yes the sense of wonder is great. Just not when I've circled the place 5 times :P <br/> <br/>Stupendous work! :D |
| Dec 11 14:19:00 | 1h 03m | Tightrope Theatre | Great game! Love the mechanics, it does feel like tightroping, except... yeah, it doesn't fit the theme! And the music is a bit grating - It's GOOD, just not for a long long time :) <br/> <br/>But still damn solid! And so much stuff! WD! |
| Dec 11 14:28:00 | 9m 00s | Ring Ring Ring | GREAT :D <br/> <br/>The sidestep could work better. But that's what top down FPS controls are. Broken. <br/> <br/>Amazing atmosphere. I must change my shorts now. |
| Dec 11 19:55:00 | 5h 27m | Razor Dodgor ( Razer Dodger) | It's not bad really, but unforgiving and slightly lacking in variety. Needs at least some kind of second-step to keep it interesting. <br/> <br/>I do like the movement of the character, it moves well. |
| Dec 11 20:01:00 | 6m 00s | Hockey Slash | I don't understand why you didn't include keyboard support... You basically wiped out half the possible player base. <br/> <br/>Then I brought mine out... And tried it... Control panel indicates it's working, works for my LD48 game No Mo Boxes, <br/> <br/>But doesn't work on yours. Tried closing the game, plug in controller, made sure it worked, still doesn't work... <br/> <br/>Sorry guy :/ |
| Dec 11 20:26:00 | 25m 00s | Cube Shooter 31 | It's not bad as a concept, I think there are a few things that you could have done for more fun factor :) <br/> <br/>1. Feedback - I don't know if my shots have any effect. I thought the larger blocks were indestructible. You should visually reduce their number per hit. That would make it feel better. <br/> <br/>2. Sounds! Any kind of sounds would work :) Don't just leave it out :) There are a lot of free sound resources around the internet :) <br/> <br/>3. The movement is VERY sluggish. Yes I get that makes dodging harder, and you want hard, but this is almost unfair most of the time. Giving speed + momentum makes people feel better about being in control. It's a concept called agency :) It's good for players to feel in control :) |
| Dec 11 21:44:00 | 1h 18m | Escape from the Credits | Loooooove the idea! The execution is, well, good enough, but I feel like I want a little bit more from the gag :) <br/> <br/>But a good one nonetheless on creative :) |
| Dec 11 21:55:00 | 11m 00s | True Story | Am I the only one who had to deal with that giant bloody banner? WHY EVEN IS THAT THERE?! <br/> <br/>Looking past that, it's a very well put together production. Really good animations. <br/> <br/>The random disabilities... I get that they're funny, and they add a layer of frustration... But I'm not sure that's good frustration, because it's not something I can include into my plan, and take away agency. If you're going to penalise the player, make it avoidable, or else it doesn't add to the game - it makes it less fun. <br/> <br/>It's pretty decent, really. Just wanted something a bit more in the ideas department! |
| Dec 11 22:00:00 | 5m 00s | Dartfield Basegolf | Hmmmmm I like it! Nice and original, has all the nuances of baseball without none of the bogged down crap most sports games have. <br/> <br/>THAT SAID. <br/> <br/>Would be nice to see an expansion of this idea with *some* of the bogged down crap sports games have, but made more fun and fast too :) <br/> <br/>A few problems - things feel utterly random (whether you got caught or not), and that kinda sucks. Some kind of visual interpretation of fielders would be best. <br/> <br/>The batting power interface is really confusing. REALLY. <br/> <br/>Otherwise good stuff :) |
| Dec 11 22:56:00 | 56m 00s | Flaming Resistance | So... A pretty standard platformer. <br/> <br/>The contrast of the platforms are so bad that I thought I was supposed to figure out some invisible platforms in for the first minute. <br/> <br/>Instant death with those fast bullets seemed unfun more than challenging. <br/> <br/>The 2nd screen where you could only stand around while those shots whizzed was just not fun. <br/> <br/>No air controls compounded the problem. <br/> <br/>I'd suggest trying other successful platforms and seeing how they approach their gameplay - that's fundamental and really important. I also learned platformers this LD. |
| Dec 11 23:12:00 | 16m 00s | Super Snow Girl | So ambitious :) Really good animations, goes without saying :) <br/> <br/>Also +1 for Scott Pilgrim vibes ;) <br/> <br/>So, here comes constructive criticism! <br/>> Of course... Sliding on the floor is not ideal. Walk animation needed. <br/>> No gameplay... You should have added in some life, that would have been the minimum requirement for a game to have any sense of direction and need to do something other than standing around. <br/>> You shouldn't be able to move while attacking <br/>> Try and keep the button count lower and closer together - you didn't need to use 1 and 2 for the other attacks, that made them unwieldy. You had so many keys around the ones you already use. Heck you should actually have... <br/>> ... used combinations. Like down + punch = that burrowing thing. Or holding the punch button for 0.5 sec to activate the snowball. <br/>> The snowball attack didn't suit this kind of game - stopping in the middle of attacks to pull and charge feels a bit off. <br/> <br/>Yeah I think that's it. Just gotta be more game-y. I can see you're a good artist learning game dev, keep it up, the best learning comes from doing :) I started learning game maker for the first time 2 years ago :) Last Sunday during Ludlum Dare I released my first (smallish) game. It's been unreal :) |
| Dec 11 23:33:00 | 21m 00s | OMNI | Awesome creative with theme use, very cool mechanics. Pretty good graphics. Really awesome :) <br/> <br/>Gripe: the way the mechanics makes the game play is a bit cautious slowy, it doesn't feel super exciting. But is fun. <br/> <br/>Then the way you die without knowing you die really irritated me. Also I felt like I didn't have to shoot the cat at all, it was gonna do what it was gonna do whether I shot or not. <br/> <br/>I never did finish the game because after the cat swiped me off for the 3rd time I've had enough. Strict pattern memorising attacks I dislike. It's not skill based, just gotta remember stuff. <br/> <br/>Falling off the screen during the cat fight felt ridiculous. Also I found that I often couldn't jump, specifically more so on the edge of the screen. What gives? It felt broken. |
| Dec 12 07:10:00 | 7h 37m | Farm Invaders! | VERY smartly designed, very deceptively simple, but intricately locking design decisions really add up to a great, albeit small, game. <br/> <br/>A successful theft was the biggest surprise for me. I was weighing things up by efficiency and decided to just let it happen, but DAMN NO GAHDAMN NO. <br/> <br/>Do you play any euro boardgames like Agricola? The combination of efficiency management and coloured cubes made me think of them :P <br/> <br/>As a bonus it even seemed like you have a message about farm murders. <br/> <br/>GREAT JOB |
| Dec 12 08:17:00 | 1h 07m | Hyperdodge | Really good! <br/> <br/>I love the effects, the bullet time is very cool, but inconsistent. I wanted to rely on them but I couldn't, sometimes they'd trigger sometimes they won't, so I ended up running away instead of engaging in cool manoeuvres. <br/> <br/>It was very twitchy and got a proper rise out of me, so emotionally engaging, that's good. <br/> <br/>There's a limit to how much of this one can take though. It feels utterly random and uncontrollable at some stage. Think it's too fast for any meaningful decisions. Which would be alleviated by the bullet time if it were consistent. |
| Dec 12 08:32:00 | 15m 00s | Prison Riot | Very cool and well polished, interesting and original mechanics, good sound, good graphics, I love watching the action move on the map AND on camera. But: <br/> <br/>>> There's a lot of stuff that's not really obvious, and even after trying is hard to understand at all - the cameras for example, I still don't understand why there are camera buttons, and why there are more cameras on the map than 4. The numbers at the bottom left too. <br/> <br/>>> There's a lot of sitting around doing nothing. I feel quite powerless most of the time. <br/> <br/>>> Very little indication of how things work - how do I know when a door's going to break? Or even that it would? How do I know when the guns shoot? Its range? What even is it doing? Washing machines... Don't know when they're gonna blow. Or if. <br/> <br/>>> Overall it was just very confusing having all that on screen at the same time, too. <br/> <br/>But dang you got a lot in here :) well done :) |
| Dec 12 08:54:00 | 22m 00s | Ball Room | LOVE THIS! :D <br/> <br/>Never have I seen so much game squeezed into two buttons and one screen :) Ship it! :) <br/> <br/>It can also be called Backtrack: The Game :P <br/> <br/>The interactions are so smart and well designed. I really have no words. I can only get 8 stars though, can't work out the rest. <br/> <br/>Also I think I cheated by squeezing the tennis ball into tunnels :P <br/> <br/>Also I think this is what Snoopy will play like as a game :) |
| Dec 12 09:13:00 | 19m 00s | Bionic Bliss | I loled so hard :) Great narrative driven little piece, amazing amount of detail paid to everything, would LOVE to see this grow into a bigger, more procedural story :) Like Papers Please but happy instead of sad :) <br/> <br/>Also... Has noone noticed that it's called Bionic Bliss... And "Blitz" on the logo? XD I almost couldn't find the game cos of this :P |
| Dec 13 08:37:00 | 23h 24m | birdsong | Awesome game! Seriously well designed and put together, great take on the ol' dual stick genre, the tension of physics bouncing around and the arena is just great. Just random enough without it being absolutely silly, great progression, great great :) <br/> <br/>One gripe is the lack of feedback on some things - for example when an enemy is "invincible" you should be able to tell - shots go through them without me knowing why. I'd like to know their "grace period" <br/> <br/>And an online leaderboard too! Instant classic :) |
| Dec 13 19:27:00 | 10h 50m | Beat Bop Delicious | Fun stuff! This is however exactly what should go on touch but not so much for a mouse :) <br/> <br/>I love the charm it has, it's like a step back from SpaceTeam, but still great fun. The indicators are great, I just wished there were maybe one more level of imminence so you're not so clueless as to why you lost. Does it have "hit on the beat" detection? That would be a great thing to have, to make it feel more musical :) |
| Dec 13 20:59:00 | 1h 32m | SumoBall! | A) Yay finally web version :) <br/>B) Whew, you weren't kidding with better frame rates for Windows version... The web version lagged so much, though I don't see why, as it looks really fairly simple in what the game needed to do. <br/> <br/>Ultimately, I feel there's a missed opportunity with exaggerating the size of the sumo ball - that's your biggest (ha pun intended) hook with that theme, and I didn't feel like it was much of a factor - have you played Sushi Cat? Yeah like that. <br/> <br/>And then beyond that... Any pinball lives and dies by their table design, IMO. So with a really sparse table the interaction potential is minimal... And so fun factor suffers. |
| Dec 14 11:53:00 | 14h 54m | Avoid Rage | Really great idea and execution! Was there any intelligence built into the thing to make sure there're impossible situations? <br/> <br/>Would be quite difficult to convert to touch, the directional precision controls are hard to get right without haptic. But it's still a fantastic idea :) |
| Dec 14 14:28:00 | 2h 35m | Greeny GRUB | Not a bad effort, the fun is kinda there just very dry. The controls are.. weird. I got used to it, but it's per keystroke rather than holding it down, right? I kinda like that but it doesn't seem to be exploited or intentional in the game? Good to explore that - that's something new :) |
| Dec 14 20:41:00 | 6h 13m | Tiny Combat World | Well, it's not really working, but I can see what there's supposed to be, so... Good effort. <br/> <br/>1) The shots are probably too fast - it's like invisible <br/>2) The enemies were also invisible? <br/>3) The hero is cute <br/>4) The jumping works I guess <br/>5) Enemies weren't getting hit... <br/> <br/>I think for next time, try using coloured blocks for placeholder - so you can at least see them, and still take no time to produce :) <br/> <br/>Good luck with it! :) |
| Dec 15 07:09:00 | 10h 28m | A Fine White Line | Great, moody piece, but it ultimately felt like battling a directionless set of UI to do something really trivial. <br/> <br/>1. I somehow "copied" the hammer a million times. Then the tool rack won't take it. <br/>2. There are only really 2 things to do yet it takes forever to do it. <br/> <br/>The music is really really really good though. Definitely gets the tension thing, but other than that the game gets in its own way more than let you enjoy it... Take care of that and you might have something really interesting :) |
| Dec 15 16:00:00 | 8h 51m | The Lonely Realm of Tom Thaum, the Space Wizard | Hmmmmmm, the premise really drew me, but it wasn't very "fun". I think it can be attributed to it being too hard and there not being enough emergence in the play - none of the systems affected each other. So if you're building you have to stop and go stop a meteor, if you're jumping you can't shield. Nothing felt particularly smart and a lot of the decisions are kinda made for you. <br/> <br/>Not being able to see meteors half the time is discouraging. <br/> <br/>The premise is great though, I believe there's something great in there :) |
| Dec 16 07:29:00 | 15h 29m | ☃ | Ha, interesting :) Took me a while to understand about the snowballs and the size and the road crossing aspect of it. I tried to dodge everything and that got very... meh. <br/> <br/>Once I realised I didn't need to dodge everything it was a lot better. <br/> <br/>The online score keeping is a great touch :) <br/> <br/>The sound, that sounded like a steaming iron :P <br/> <br/>The theme application however sucked :P |
| Dec 16 22:34:00 | 15h 05m | The Ball | Well, honestly, I've seen this game many times before, so I think it's thin on originality. Now, you might never have seen the ones before too so I'll give you that. <br/> <br/>I think that the mechanic has potential to be great, but there are some really frustrating bits: <br/> <br/>1. The hoop tends to get in the way more than be a scoring opportunity. The collision feels too heavy-handed. Possibly provide it as a bonus than a hinderance and let it ignore the ball going up (like platformer platforms. <br/> <br/>2. There's simply not enough upward force - it feels like you're reversing the down force up to get a bounce, right? That's good in theory, but when the ball never goes higher than it does previously (by hitting the bottom side of the hoop) it becomes all too easy to just lose all your height and peg in a lot of disappointment. <br/> <br/>3. JUICE! For something so simple you need a lot of juice to make it feel satisfying. A great example of this is Tap The Coin - find it on iOS app store if you can. <br/> <br/>4. The absolute randomness of the stars meant I could get stars without knowing I got one. That then feels cheap. Make me work for them. Place them away from the ball. <br/> <br/>Good luck with the game :) |
| Dec 18 21:08:00 | 46h 34m | Visibility Zero | Incredible atmosphere. <br/>Amazing graphics for a jam. <br/>Music, everything. <br/>Animations. <br/>Controls were intuitive. <br/>Great interpretation. <br/>So good. <br/> <br/>Man. I REALLY want to love this game, but it's just so damn inaccessible. After walking around forever toggling stuff, I simply have no clue where I'm going or if I'm doing something right/wrong. <br/> <br/>I *get* that it's supposed to be pitch dark and frustrating, but ultimately if I'm not having fun - or accomplishing anything, then I'm not interested. <br/> <br/>It's not a "difficulty" problem - it's a design problem. You gotta give the player a direction. An indication of progress. A funnel... Something. Often I don't even know if I'm walking forward at all, and that's a big problem. |
| Dec 18 21:15:00 | 7m 00s | Go Out Screen | I'm really not sure what just happened :) <br/> <br/>I'm not entirely sure why computers turn rooms, or why you forget about everything if you don't use a computer, or why the exit is at the top... <br/> <br/>But that's just me, I like themes to make sense :P <br/> <br/>Pretty good job if you disregard the things not making sense :) |
| Dec 18 21:23:00 | 8m 00s | Supermarket Bagman | Mmmmmmmm <br/> <br/>The effort that has gone into this is plain to see. Cut scenes and art and things are pretty good. <br/> <br/>BUT. <br/> <br/>Maybe I'm jaded, but what I see is a Super Meatboy clone? The story is pretty much Meatboy, the gameplay is Meatboy, and it feels like Meatboy... <br/> <br/>And then you've made the cardinal sin of employing the WORST WAY to deal with wall jumping, in my humble opinion. Requiring the player to push towards the wall, then quickly away from the wall after you press jump so that you don't fall back towards the wall... It's just torturous and unnecessary. You can test player skill in a variety of other ways, I feel that making the controls hard is the wrong way to do it. There are many other ways of employing wall jump. <br/> <br/>AND THEN you threw a timed stage in just as you learned how to do the wall jump. RAGEQUIT :P (also, it doesn't make sense that you die if you hit the bag of a vacuum cleaner :P) <br/> <br/>Kudos for good effort where it's due. but the rest of it needs some design love. |
| Dec 18 21:35:00 | 12m 00s | Ram Dungeon | Love the graphics, it's very well done :) Cool concept... <br/> <br/>BUT: <br/> <br/>The lack of informed choice is a problem in this, all you can do is replay the game a few times and see how much risk (dungeon upgrade) you can take in relation to the damage/health/hooves upgrade. <br/> <br/>I like the concept of a quick dungeon, but this feels like repeating a puzzle to solve it rather than having an acutally intelligently solved puzzle. |
| Dec 18 21:42:00 | 7m 00s | Laundry Day | Whether you intended or not, you've basically just made what almost every freemium bloody mobile game is these days :) <br/> <br/>And on a fraction of the budget too! Well done! :) |
| Dec 19 07:56:00 | 10h 14m | Save the Giant | Man. It's gorgeous. Everything is gorgeous and well animated. The premise is great. <br/> <br/>BUT. <br/> <br/>The controls are impossible. No mid-air movements means I couldn't even stand next to a platform and jump on it. <br/> <br/>The first enemy alone frustrated the crap out of me, I almost ragequit. There's no indication if you're actually doing damage and the blobs keep flinging you down to the ground level UNPREVENTABLY <-- that's the key, it doesn't feel like I have a choice or say in the matter. <br/> <br/>Then I jumped a platform and got stuck and the thought of having to go through the first enemy again just terrified me. <br/> <br/>There are some fundamental platforming control issues that are far more important than pretty graphics, though they are really pretty. I took a lot of tim in my LD48 just making sure the platforming was natural and feels decent. It wasn't perfect but it wasn't an obstacle. <br/> <br/>Good luck on this :) |
| Dec 19 08:57:00 | 1h 01m | Snowball juggling Olympio | PERFECT!! I love this so much even if I juggle as well virtually as I do in real life :) That is, I can't :) <br/> <br/>Incredible amount of stuff packed into this one - the experience is magnificent, tutorial and all. WELL DONE :D |
| Dec 19 09:54:00 | 57m 00s | rogodo | Simple. Could be juiced more :) <br/> <br/>There's a small bug where if you go back in front of a spike you got over a smidge too soon you die. It's a really small thing but makes it feel a bit meh. |
| Dec 19 10:05:00 | 11m 00s | Jelly Test | The concept is sound, I like it quite a lot, and there's already a lot in there, but a few things compound to it being difficult to enjoy: <br/> <br/>1. The controls - moving around corners for a blob should be natural, but as it is now I'd try and move around a corner and basically end up in a jump and die in some other way <br/> <br/>2. Random is nice, but random with zero prediction is terrible if I'm supposed to be surviving. The rockets come out of nowhere and it could be right next to you, and you have no hope of surviving it in that case. <br/> <br/>3. There's no indicator of a goal. There's no timer to beat your best time, there's no levels as far as I can tell. You're just... There. Always give your players a goal. IF there are more levels, I can't tell, so I quit before I could even consider "going for" the next level. |
| Dec 19 14:04:00 | 3h 59m | When Snowmen Attack | It's like a sideways Space Invaders :) <br/> <br/>It's a pretty good start to something cool, however there are a few buggy things that prevented it from being more enjoyable: <br/> <br/>1. The controls are inconsistent... I'm not sure how or why or when, but sometimes the movement gets stuck... Sometimes the firing gets stuck. I died once because I couldn't move. In a game that is real-time dodging, that's super frustrating. <br/> <br/>2. I'm not sure what the restrictions on the shots fired are. It's good to have a restriction or a player could just spam fire, but I feel like sometimes I'm restricted sometimes I'm not. So it's again frustrating. <br/> <br/>3. Game sounds are a bit loud and jarring. |
| Dec 19 14:59:00 | 55m 00s | Mobius Dungeon | Pretty good! I love the interpretation of the theme, even though I feel like it was being a bit liberal and cheaty with it :) But that's ok it's resulted in a good fun game :) <br/> <br/>The puzzles are well thought out and well designed, I like that :) <br/> <br/>Gripes: <br/> <br/>1. Why does the player have to "dash back" when going through rooms? I don't get the necessity of it. He should really just "teleport" there. <br/> <br/>The way the rooms don't connect correctly seems arbitrary when everything else seems systematic. That's weird in a world of systems. |
| Dec 19 15:07:00 | 8m 00s | 0000 : Press Z | So good! Great design, tight as hell, but damn so frustrating. Super frustrating. But I guess that's the point, despite my GRRRRRRRRR about it. Can't finish it. Too hard for me. |
| Dec 19 15:10:00 | 3m 00s | Walk the Plank | Hahahaha fun :) <br/> <br/>Simple but pretty good with changing up the constraints by simply changing graphics :) Now pump some IAPs and go mobile :P |
| Dec 19 15:22:00 | 12m 00s | The Operator | SO COOL! :D <br/> <br/>It's a shame that there's not enough content there, but what little there was I was absolutely blown away. I didn't look at anything before starting the game, and thought "oh look command prompt" <br/> <br/>When the 3D view came up OMFG I SHANT MYSELF :D <br/> <br/>Awesome :D <br/> <br/>VERY inspirational. Always wanted a hacking game that was worth a shit :) |
| Dec 19 15:30:00 | 8m 00s | Gingerman And The Christmas Tree | Hmmmmm so it was made *for* touch? Keyboard works much better though the touch potential is there. <br/> <br/>I was very excited when I thought the levels were procedurally generated. But when I realised they were not I got less excited :P <br/> <br/>But a cool effort :) Pretty :) |
| Dec 19 15:44:00 | 14m 00s | Space Dwarves | Charming game :) I really like how honestly retro it feels, it's like one of those properly old games that maximised what it had to play with :) <br/> <br/>At first I didn't know there were 3 dwarves. So you should make it clearer. <br/> <br/>Then the dwarf selection is kinda awkward, clicking a tiny target like that. I think a numeric selection a la Syndicate original would have been nice. <br/> <br/>then the dwarves are a little dumb? But that's ok if they don't have pathfinding, it's a jam :P <br/> <br/>The gold... that's supposed to increase abilities... Did that get implemented? I can't tell. <br/> <br/>I feel like I'd like more of an indication of when acid will advance/break through. That's a big vague thing so I never know if a dwarf is about to die or not. The same with rocks, I guess. |
| Dec 19 21:07:00 | 5h 23m | SCREEN HEAD | Dude! Fantastic concept, well executed, immaculately polished, the only real problem is that it doesn't really have much game in it - as in if you just screen hop all the time you're basically invincible. No challenge... But that can be easily fixed, right? RIGHT?? *whips out staple gun* |
| Dec 19 22:43:00 | 1h 36m | SCREEN_BOMBER | Great concept, cool execution. Levels that solved itself without all the pieces seemed... Broken. <br/> <br/>What's it got to do with the theme though? Or the name with anything else other than not fading to black at the end of each level? <br/> <br/>Thematically an incoherent mess, which might not be a bad thing if people like it. I didn't like it. <br/> <br/>But a great achievement nonetheless :) |
| Dec 20 22:31:00 | 23h 48m | Snow Buddy Loves You: A Snowoperative Adventure | Really interesting concepts, I enjoy the coop elements, except there was almost no need to coop - It might be better if the coop was forced neither of the pair could do what the other could. So split tasks. <br/> <br/>The shooting was only marginally useful to start with, then once I realised you could toss blocks it became dead easy as I could very quickly build the house without moving much. <br/> <br/>So the problems with shooting were: It was almost impossible to kill the fire things, so that felt useless, and the collision with the fire things was really difficult as they got smaller, doubling their futileness. <br/> <br/>I only managed to put my "buddy" back together once, his head refused to go back on many many times. It got frustrating. |
| Dec 24 05:27:00 | 78h 56m | Velcro | It's very interesting, really polished, but I feel like the controls let the concept down entirely. Maybe it needs to use a move controller or a analogue stick - playing with the mouse is just painful. <br/> <br/>I assume it does support the controller :) <br/> <br/>Without reading explanations I thought the arrow things are stuff to be dodged - it's BLACK which looks bad and pointy which looks damaging. So I think the visual communication aspect could be refined a bit. <br/> <br/>Otherwise good job :) |
| Dec 26 11:21:00 | 53h 54m | The Cubenator | Wow what a well polished set! Love the gameplay, the juice is amazing, the sounds and graphics, everything. It's basically a done deal :) <br/> <br/>It plays a little unsophisticated though, despite all the options you have, it comes a lot down to who gets to face the opponent more often than the other, and that becomes a game of if you win the first exchange, you'll lose the next one, etc, etc. <br/> <br/>Getting in a "lucky hit" with the grenade becomes pivotal, but it basically drifts in one direction + bounce, if you stay away from the other players' grenade zone you're likely fine... <br/> <br/>Not sure if you can select weapons or what. <br/> <br/>Oh and jump on the keyboard, imo, should be up (w), not space. Up is more intuitive on the keyboard. |