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Wertle

Feedback comments for LD31

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Dec 9 21:48:00 SmashTower Nice feedback on the hammer swing with the animations, especially on the bat, it felt really good to smash them. Music was really nice. The floor dropping out mechanic feels like it could be explored more to get interesting strategies and whatnot. Good job!
Dec 9 22:05:00 17m 00s #CorporateCrimewave I really liked the feel of the pathfinding-based timing to stay out of sight, I think it will work great with touch and it feels really different than most stealth games like this that I've played. Liked the transition between scenes, I think the art style is very cohesive. Wasn't sure how to rate on theme since there were multiple screens involved even though the gameplay sequences themselves took place on one screen, but whatevs, I think what you have works fien for the game. Nice work!
Dec 9 22:11:00 6m 00s Bugged Out Nice twist! I had trouble figuring out how I was aiming my butt. The visuals are lovely and the music feels appropriate. (like a spider). Nice work!
Dec 9 22:26:00 15m 00s The Aardvark and the Manatee Super cute! I thought it did a good job of conveying a very sad state in a subtle fashion through the gameplay. Once I figured out what was going on, and that I could never be with the aardvark, it made the whole thing really moody. It did take me a bit to understand what I was doing as the manatee. I liked how everything changed with the day/night cycle, it did great work to convey the mode shift (it would be cool if the sound also changed) Nice job!
Dec 9 22:34:00 8m 00s Peter Padder Pauleypop Great job on the mood. The art all fit together beautifully, and I liked the way the poetry(?) was integrated. Overall, a nice little experience.
Dec 9 22:44:00 10m 00s Carillon I like the idea of a tone matching game where you have to rely on timing, because you don't see that often. However, syncopated rhythm on the second round?? That's quite a difficulty ramp-up! :P Nice work.
Dec 9 22:49:00 5m 00s Desserts Killed Your Daddy Very silly theming, I like the turtle cakes! I would say that the hyper sensitivity to the movement made it extremely difficult and I often accidentally ran into enemies. Part of this is because the attack direction was dependent on facing, so if I wanted to attack something coming up behind me, I would often turn and run into that enemy before I could set up to attack. Nice audio feedback on hittin stuff.
Dec 9 23:02:00 13m 00s Quintuple Dimension Room Really nice work conveying the different modes with art, sound, and different mechanics. I'd say that the puzzle was pretty large so it was hard for me to hold in my head things that might be relevant across all four modes, especially since there were many steps involved. At one point I pushed a block into a corner, unable to push it back out, and was uncertain if I had gotten myself stuck or not, since I didn't know if I needed that block for a puzzle in a different dimension. Nice work!
Dec 9 23:13:00 11m 00s Slime Spire Showdown Super cute animations, I wish the enemies had some kind of tell for shooting, or at least on the ones with fast projectiles. The special felt a little weak, I think because the enemies have such high health that even when I hit all enemies on the screen, it didn't feel like I did much. When I went to the middle after a floor dropped, my character seemed to have the same visual feedback as when I got hurt, so I couldn't tell if I was taking damage when I thought I was in the correct spot. The movement felt nice with the acceleration/deceleration on the character. One thing you could do to really crank things up a notch would be additional feedback on enemy hits to give me a better idea of how I was progressing in killing one of them. Nice job!
Dec 9 23:21:00 8m 00s Avoid Rage I really enjoyed this game! The whole package is really cleanly put together and everything works great. My favorite thing is how the squares change to white when they are no longer a threat so you can distinguish them in your periphery. Great job on polishing up a simple idea and making it feel really nice. My score was 114.
Dec 9 23:34:00 13m 00s Thief of Insulo Nice job, I don't see too many puzzle games that do they lay-out-then-execute approach. I thought your ramp-up was nicely paced and I liked how every time you introduced a new element that it was set up so I could just run it immediately to see what that new thing did. If you want to polish it up further, aside from sound effects, something that might be nice would be some feedback for which tile I was mousing over before I placed something, just so I don't accidentally misclick. Also, individual undo or click-to-remove would be nice on levels with lots of placed elements. Nice job!
Dec 9 23:46:00 12m 00s Colosseum Brawl I really liked the aesthetic of this game. There was a lot of nice little details in it. I was a little confused with how my sword works as sometimes it felt like I couldn't stab for what seemed like no reason.
Dec 9 23:59:00 13m 00s Gone Pondin' I caught all 9 fish. I enjoyed the retro graphics a lot and how there wasn't a lot of flashy things going on. I'm really impatient, but I appreciate how the game does have a relaxing feel to it.
Dec 10 00:11:00 12m 00s Hunt The Yeti I super liked this game. It's very polished and made me happy. The digging and luring mechanic was really inventive and fun. The biggest problems I had were <br/> <br/>1)it was sometimes really hard to tell whether an enemy would fall into a hole or not (as the movement trajectory was a little hard to see). <br/>2)having a cursor range for when the drill would work was confusing. It was difficult to understand when my cursor was out of range. <br/> <br/>GREAT JOB!
Dec 10 00:36:00 25m 00s PostFour : Reconstruction I really enjoyed this game once I got past the overwhelming initial info and figured out what I was doing. As mentioned on stream, indicators of planet status on the map would be super helpful for making the whole game flow better. It was really cool that you used data visualization stuff to make this game. The music seemed a little intense for the situation, it started stressing me out. Also, it wasn't clear that you could do cross-species trade to stabilize everyone and then cancel trade, but some kind of tutorial or way of slowly introducing mechanics might help solve that problem. Sometimes I couldn't cancel trade and couldn't figure out why. Nice work!
Dec 10 20:49:00 20h 13m Deadly Dungeon I had a really great time with this (and found Mr. Jenkins!). It gave me so many vibes from Dungeons of Daggorath so the nostaglia factor was strong. I'm normally not great at dungeon crawlers because I have a hard time mapping 3D to 2D in my mind, so I looooooved that there was a map. It made the whole thing more enjoyable. Also nice work on the attack feedback. I wish that potions were click-to-pick-up instead of mouseover so I could save some of them for later. Seeing the shield made me think there was going to be some kind of defense mechanism. Dunno if you had that planned but ran out of time, but might be nice to add in post jam. Great job!
Dec 10 21:00:00 11m 00s Filthy And Guilty Loved the amount of character that went into the art, it was really nice. I thought you were trying to do some ambitious stuff with figuring out who to use to interrogate whom, and the revelation of different information over time, though some of it felt a little flat (maybe just time constraints to iterate on that style of interaction). There wasn't much build-up between figuring out what was going on and solving the case - when I won it was sort of a surprise. Also, even though everyone had a ton of character, I found myself spamming through the options to figure out the match because of the time pressure, instead of losing myself in the fantasy of the world. I'd say this idea is worth exploring further! Nice work.
Dec 10 21:09:00 9m 00s Illinois Smith and the Temple of the Sky I love this idea and how the wrapping is so nicely integrated with how you lose lives. There's a lot of feedback issues with the platforming, but if you want to keep working on this, there's plenty of resources out there to help make that feel a lot better. The visual of the wrapping screen looked really cool. I think there are some fun design implications of this (like how on your second life you are suddenly going the opposite direction, etc). Nice job!
Dec 10 21:19:00 10m 00s Razor Dodgor ( Razer Dodger) Pretty hard but I think the highest I got was like 47 or something? One thing that threw me off a bit was that the background was a grid and I was a square, so I kept using the background as reference for the razor locations, however the character is actually a bit larger than the grid squares, so I often collided on the edge when I was not expecting to. I liked the visuals on the razors for how they faded out after bouncing. Careful when using default text in html5 because it looks very different in style from the rest of your art. I know other people are saying they wish it was embedded but I don't like the embedded games on the entry page so I don't mind :) However, it would be nice to have it hosted someplace to avoid the browser issue. Nice job!
Dec 10 21:28:00 9m 00s Ex Nihilo Unfortunately, I couldn't get far enough to see what kind of interesting things you were going to do with the limited vision stuff. There's a lot of issues with feedback on understanding why I was dying. One thing that may have helped would be to hold on the game screen for a bit after I died so I could see what caused it, when it goes immediately to the game over screen I was just confused most of the time. The movement had a bit of a jitter that I think got me into trouble because I would collide with things while moving away from them. Permadeath isn't bad, but I think it needs a lot of supportive feedback to make it motivating to keep going instead of just frustrating (for example, getting back into the game as fast as possible can help with this). Nice work!
Dec 10 21:38:00 10m 00s Duck, Jump, Die Volume was super loud but once I got it down I really liked the music. The art was nice but the biggest issue is that it was very hard to distinguish background elements from obstacles and collectibles. You can address this pretty easily, though, by maybe saturation control, etc. The background parallaxing felt great, I just kept getting confused thinking buildings were obstacles. One thing that threw me off was that I couldn't duck immediately after landing a jump since I technically hit the button while still in mid-air. Supporting this would go a long way to alleviating some frustration that I didn't feel was my fault. Also, you may want to consider some feedback on the duck to let people know that it is a timed thing as it took me a long time to figure that out. Nice work!
Dec 10 21:44:00 6m 00s ATTACK ON RADMARS I like the concept a lot of what's going on with the mechanics and the indirect way you are dealing with the missiles vs just shooting them down. However, the camera made me extremely nauseated so I had to quit relatively early on x_x I'm not sure if there's anything to be done about this, like if it was a framerate issue, or the speed of rotation or what, but there you go. The art was super cute. Nice job!
Dec 10 21:56:00 12m 00s Robot Karma Joe I love the intro sequence and how you kept everything to one screen via the zooming, etc. I see what you mean about the soul mechanic, how right now there's nothing to keep you from just wandering around as a soul and getting all the eyes, I think if you figure out a way to make it necessary to take the risk of moving around in your body then you could do some interesting stuff with it. Also I accidentally shot a dude in the beginning and felt terrible about it :( Please mind our colorblind friends when you pick your feedback for which eyes have been activated already. Occasionally the background was really busy with the game objects, but you could address that in a number of ways, a little desaturation on the backgrounds might be the simplest way. Good job!
Dec 10 22:05:00 9m 00s So guys, physics is KINDA HARD So at first we thought that the only way you could hurt one another was with the ground pound, which made it pretty interesting. I kind of wish that was the only way you could deal damage because it made it feel really different from other fighting games. We couldn't figure out the little candy cane thing, like what conditions made it happen. I think the biggest thing that could improve this game is making a faster loop. 100 health and 4 lives is reaaaaaaaaaaaaaaaally long, and took away the fun of the initial fast action. Something like just x hits to die might be more appropriate to the pace. Nice work tackling a multiplayer game for the jam, I know that can be tough. Good job.
Dec 10 22:22:00 17m 00s AntiPlane Nice work with this concept! It was fun and surprising to see how things would change up on me. I'm curious if there's more you can do with this mechanic other than always going left and right to just reveal the next section. There were some problematic issues with the jumping that made some of the platforming really difficult. The lack of in-air control and no grace period for in-air jumping (like if I was trying to jump off an edge while moving in a direction, a few frames of grace period when I go off the edge would help a lot) made some parts really frustrating. I like how you got a lot of moodiness by putting the character way deep relative to the camera. I thought I was able to wall jump automatically without direction, but when I got to the part where the red dot closed the walls this didn't happen. Maybe some kind of stickiness to the walls could help here? Nice job!
Dec 10 22:33:00 11m 00s Snowman Race Super props for doing a networked game for compo. It was fun trying to get people in the stream to join, however, we had some problems where only one person could actually move (we did two on the phone, mine worked but the other did not). I liked that there was some vibration feedback when using the phone. There's a lot of bugs to work out but something like this would be really cool in an installation setting, where people could just wander up and play with their phones. Nice work!
Dec 10 22:48:00 15m 00s Super Resizer This was a super cool interpretation of the theme. Really innovative and cool. I had a really hard time figuring out how to play the game (for those reading through the comments trying to figure it out - you need to resize the window to touch the edges of the square), and even after figuring out how to play, I wasn't too sure what the ultimate objective was. Nice job!
Dec 10 22:58:00 10m 00s Space Diggers I had a really difficult time figuring out how the resource and space management system worked. It would probably be helpful to have some sort of tutorial segment where the concept of digging and releasing was introduced in a more gentle and clear manner.
Dec 10 23:08:00 10m 00s Owls Ever After I really liked this concept and enjoyed being able to scroll through the different years. I think if the scroll worked a bit faster or you could interrupt the scroll if you accidentally scrolled too far, that would feel much better. I wasn't super sure what was meant by the radio color indicator, though I'm pretty sure it meant the bottom bar. Some clearer feedback on that would be helpful. I'd love to experience this with some music if you had time to take it further later because I think it would add a lot to the overall experience. Great job!
Dec 10 23:16:00 8m 00s Constellations This was super cute and a really nice environment to swim around in. I wish there was more of a visual indicator between the different stars as sometimes the frown was hard to tell apart from the smile. The magnifier glass was a really nice mechanic and added a bit of difficulty having to control that in addition to making sure your fish didn't run into any bad stars. Beautiful aesthetic. Nice job!
Dec 10 23:22:00 6m 00s Space Guardian Nice game - well executed. I wish there was a bit more granularity to the angle of shooting as sometimes I couldn't actually shoot an enemy until they got closer. I didn't get too far into it, so I'm not sure if there are more enemies that do anything different, but it would be interesting to see what you could do playing around with the waves.
Dec 10 23:31:00 9m 00s THE AXE GAMES I really enjoyed this game. The lane switching felt super satisfying and the whole theme was just fun overall. The only issue I had was that it was confusing how the different lanes seem to be moving the obstacles at different speeds (or inconsistent speeds?), so it was hard to determine quick enough which lane to be in sometimes. I like the music as it fit the game really well. Nice job!
Dec 10 23:38:00 7m 00s FEMA Break Nice work finishing a 3D game for the comp, I thought this was a good way of getting it all on one screen by making it make sense with the theme of the world. I'm not sure if it was intended to be funny, but when I solved the issue of people being able to see me mess with the TV by covering the door with beds I unbolted from the wall it made me laugh out loud. Good job.
Dec 10 23:45:00 7m 00s Man on the Field I love how all these different game elements came together to make a really convincing whole. My favorite was figuring out that the reason for telling people to be quiet was to be able to see their health bar, that made me smile. It was pretty tricky to pay attention to everything at once, but you had a lot of great feedback to let me know exactly what happened when I did something wrong. I had a little trouble keeping track of the overall meta progression because I was so focused on the short term goals. Nice job!
Dec 10 23:50:00 5m 00s Snowman's Land: SNOVERCHILL Super props to making a networked multiplayer game in 48 hours! I got a bunch of people in my stream to play and it was, as promised, super chaotic, but fun! I like that you chose to put a lot into feedback (like the flying snowman parts) knowing that this would probably be impossible to balance, good use of time :) Nice work!
Dec 11 00:01:00 11m 00s Lump of Butter This game cracked me up with it's weird theming and silly animations. It was really hard, though, that dog AI is OP! I found it really tricky to steer the aiming without just throwing the butter off screen. I think there are fun things to do with the whole hot potato multiplayer mechanic. Nice work!
Dec 13 19:57:00 67h 56m i I like the chaining idea and think it has a lot of potential. Not sure why you didn't just list the controls on the description, I almost gave up without getting to play since it wasn't obvious (for anyone else having trouble, controls are listed in the readme). I could never get past the scissor fish thing, I think permadeath is tough in this context because you don't get a lot of time to play and experiment with the next phase before dying. Some sound effects would really take this a long way. Nice work!
Dec 13 20:10:00 13m 00s Lazy Hero This is wonderful. I really enjoyed that the game itself was still fun mechanically and didn't just rely on a throwaway joke. The Zelda tropes were really well done and I giggled the whole time. Super great work!
Dec 13 20:17:00 7m 00s Mind Traveller The game crashes for me after I choose a quality setting :( There wasn't any useful info in the dump.
Dec 13 20:25:00 8m 00s Skids The steering in this game felt great! I loved how the subtle driving and impact sounds had something really funny about them that made this pretty delightful to play. I'm not sure how I lived in the end, because I was preeeetty on fire and the last car seemed to be mostly intact, but I still won in the end. Nice job covering all the bases in a 48 hour game (sound, music, "tutorial," feedback, etc). Really solid.
Dec 13 20:42:00 17m 00s Just Dance Dance Discotron Central: Cobra War This game cracked me up! I had a lot of fun laughing at the silly poses, and trying to keep track of the answer options. Impossibly hard, yes! However, if you want to mess with this further, I think it could easily be ramped up. I wish the controls were just on the screen all the time, I think it's hard enough even knowing what you're doing that it wouldn't detract from difficulty or anything like that. Great job!
Dec 17 19:42:00 95h 00m CHRONOKICKER 202K I like the concept of the joint progression meter a lot. The execution was a little rough but I think there are fun concepts worth exploring here. A minor note, it would be nice if you were using the controller if the other person could use the wasd controls instead of the cramped numpad controls. I appreciate that you didn't count self-deaths, as there were many. Many many. The feedback on the kick was my favorite, I think it was the most enjoyable to use because of the animations and nice impact sound. The sword attack was pretty hard to hit with, a wider hitbox might be worth trying so you get more actual combat instead of flailing and self-deaths. Nice work!
Dec 17 20:02:00 20m 00s 0000 : Press Z Nice work on this super-hard game. I like a lot of the little details you got in, such as the weightiness of the jump and the trails on the platforms making it easier to position yourself to fall on them. Sometimes I found myself walking through spikes without dying, so that was a little puzzling, but overall I thought the level design provided solid challenges. I liked the enemy that only moved when you did, it was a good example of getting a lot of mileage out of little time and mechanics. It was nice that there was no game over for how frustrating it was, it's a nice match-up. Really nice work for compo!
Dec 17 20:31:00 29m 00s Tenebris Once I figured out what was going on with the light, I really enjoyed the tension it created trying to get to the next spot, but still having to be fearful of walking into a trap. I wish the light thing was a little more integrated mechanics-wise with what was going on in the rest of the game, but I definitely think it achieved that creepy-dangerous tomb feeling you were going for. Sometimes I would get a key and not realize it since it picks up on collision. it would be nice to show the key for a moment before it goes into your inventory if possible. Nice work!
Dec 17 20:45:00 14m 00s GTAlien Nice work on a 3D jam game! I like how the humor had a sort of dark edge to it, but still kept an overall light and silly premise. The animations looked great but were quite slow on the actionable parts like the swinging, etc, that made it hard to predict. It was a little confusing that it was click-to-move, you may want to consider looking at various RTS games to see how they reinforce that style of movement with feedback. Also when you click too close to a dead body, you don't move at all, which can get confusing. Really nice job!
Dec 26 15:57:00 211h 12m Republik Power & Light Really great job on theming everything to serve your narrative with all the text and warnings and stuff. It really took a simple concept and added that nice extra layer of polish to pull it all together into a solid experience. Also I killed everybody. Nice interpretation of the theme to one console interface, and nice visual touches to really sell that (like the skreen noise, etc). I found myself naturally trying to press the up arrow to repeat my last command, which might be a fun bit of super-polish if you consider it. Nice job!
Dec 26 16:25:00 28m 00s PhotoBound I really love all the different types of gameplay you were able to get out of this mechanic (puzzley stuff, twitchy platforming stuff, etc.). Super clever and there were lots of moments that made me feel really smart. Two nitpicky pieces of feedback: it'd be nice if the crates stood out more palette-wise from the rest of the environment. Also, the states of the bridge (on/off) were easy to see when the transition happened, but when I came upon one sometimes I didn't realize if it was on or off right away. Those are pretty minor, though. I had some trouble in the level where you had to run around and avoid the spikes while the camera went up, i kept dying but didn't think I was touching any spikes so was a little confused. Well done!
Dec 26 16:36:00 11m 00s ULTRA REKTAGON This game was super hard, but not in a way that I felt like I could improve myself skill-wise. It's more or less a memory game, like hyper-minimilist battletoads :P The difficulty came in learning what the next thing to happen was going to be, then dying, then remembering that step when you got to it again, versus something like super hexagon where the difficulty is more much reactive to the next thing coming. I thought the feedback for things blinking in was a little binary, and was confusing at times when something was in its "i'm going to kill you" state versus "i can pass through you." The sounds helped here a lot but there are probably some more things you can do with the visuals to emphasize this, since it's a pretty important piece of feedback in the game. Black bars on gray background are a little tricky to see. Otherwise, nice work for compo!
Dec 26 16:51:00 15m 00s Papercuts This was a super ambitious compo game and I could see a lot of interesting things that you were attempting. I loved the art style and the overall dour feel that you were able to get across. In the end, there were some issues with redundancy but I like how you still got variety in re-used scenes with reconstructed sentences. I really wish there were subtitles for the narration. Nice work!
Dec 26 17:07:00 16m 00s Bugs are Hell I think there are a couple of key things you can address if you decide to keep working on this game. Because I was so focused on paying attention to the ship(?), I didn't feel the impact of my killing the enemies because I couldn't see when it was happening and there was no feedback to tell me that I was actually killing dudes. You might want to try out how this feels if you can also destroy the projectiles, because that was the biggest source of noise that made it difficult to parse what was going on, though I'm not sure how much that would alter the gameplay. Otherwise, it was just really hard to distinguish the enemies because the projectiles visually dominated the screen, so maybe just work on making the enemies stand out and have more distinct feedback when destroyed (or mess with the size of projectiles vs enemies, etc). I didn't feel any value in rotating because I couldn't tell what it gained me, but I think i started to see the end effect that you were trying to go for. It might just be a matter of tuning rotation speed and projectile spawn speed. I did like the idea of losing sides as a way of representing health, but it was hard to see when that had happened. Might just be a feedback thing. Nice job.
Dec 26 17:16:00 9m 00s Frosty Ninja I loved the secondary feedback on all the animations, it made it feel really good to move even if the controls were tricky to get a handle on. I think having either the song playing OR the character VO would have been fine, but having them both going at once was rough because they kept stomping one another and it just sounded noisy so I couldn't appreciate the humor as much. Took me awhile to realize that the double jump is more than just double :P Nice touch with the shedding of snowman parts to represent health. Good work for the compo!
Dec 29 23:50:00 78h 34m Entertainment Software for Lonely Children This game definitely got across the frustrating feeling of trying to operate both player's controls at once. It seemed like it should be simple, yet was surprisingly difficult to control both of the pong paddles. The sounds and graphics were simple, but added a lot to the old school vibe you had going for this game. I really enjoyed it. Nice job!
Dec 29 23:57:00 7m 00s Tightrope Theatre I really enjoyed this game - it was really frustrating, yet fun. I think you nailed the feeling of balancing on a unicycle (as someone who has never ridden a unicycle). I wish there was a litter more leniency on jumping near the edges of the platforms as I found myself falling off the platforms multiple times when I felt that the jump button just wasn't being registered. The graphics were very well done and the music was super thematic. The death sound was a little harsh, but other than that, nice job!