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Feedback comments for LD32
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| Timestamp | Since previous | Game | 01010111's comment |
|---|---|---|---|
| Apr 22 15:44:00 | UNIVERSALIS | Very relaxing, I enjoyed collecting energy. I also enjoyed shooting the energy pellets, even though they didn't really do anything. <br/> <br/>I really thought the graphics overall looked great, but as individual elements, they kind of left something to be desired. Individual planet textures would be cool, or maybe even simplifying them to geometric shapes / platonic solids / toonshaded junk would have been cool. <br/> <br/>Audio was great, but in a very passive way. I think more variation, more experimentation, etc. would have been more engaging. <br/> <br/>Overall, it accomplished what you intended, I enjoyed flying around, flying far away to see the entire system, it's a really cool entry! | |
| Apr 22 16:05:00 | 21m 00s | DAGDROM | Really remarkable art style, great audio design, I loved the juiciness of the paint. <br/> <br/>I feel like analog controls would throw this over the top for me - I had a lot of trouble platforming. I also think some more juicy music would have made me stick with it longer. <br/> <br/>The art direction is just so solid though, amazing work! |
| Apr 22 16:23:00 | 18m 00s | I dont want to hear it | Really solid entry, but there were a few things I had trouble with. <br/> <br/>I feel like in the Rhythm Game Handbook (tm) dictates extra hits being ok, couple that with an unforgiving timer (and maybe a tiny bit of lag due to my soundcard's settings) and by the second stage I was completely unable to proceed. <br/> <br/>The graphics were cool (I loved the visualization), but they could have used a lot more work. The demons weren't readable, they just seemed like spiny shapes in the middle of all the action. <br/> <br/>Overall though, I love rhythm games, and I will probably try later to get to the last stage because I'm curious what the last emotion is. Great work! |
| Apr 23 05:33:00 | 13h 10m | Blockmancer | Really fun game, loved the idea. One thing I would change is the throwing mechanic. I think maybe a "Flappy Birds" type click and drag would be more intuitive. Love the music, it fit really well with the game. <br/> <br/>Some of the graphics could have used a bit more polish, but they work well for what you've done :) |
| Apr 24 21:22:00 | 39h 49m | Yalg'th, the Meta-Demon | Clever clever clever. I was going to mention how short it ended up being, but I'll chalk that up to my own superior intellect. <br/> <br/>I think with such a small scope, the graphics could have been much better, but The audio was rad and reflected exactly the right amount of polish I would expect. |
| Apr 24 21:32:00 | 10m 00s | Latvian Milk | Solid entry, I super enjoyed myself! Loved all the guns, loved the gameplay - think it could get a little more fast-paced and intense, would love to see where you could take it in a post-jam version. <br/> <br/>The graphics were the weak link for me, but they aren't bad, so you did a great job overall! <br/> <br/>Sweet gifs ;P |
| Apr 24 22:07:00 | 35m 00s | A Knife Made Of Whispers | I have two complaints about this game <br/> <br/>1) The gameplay didn't quite fit the mood imo. The 'story' of the game was very very somber, but the gameplay felt goofy and fun! I'm not sure how you could have made the gameplay fit the current story, but I feel like without the story (and the music accompanying the story) you could have made a slick B-Ball adventure platformer. <br/> <br/>2) The controls felt very floaty. I was playing on gamepad and I was constantly falling into pools and missing my mark. hitboxes felt very unforgiving (I had to remind myself that the weapon was a knife and not a longsword). <br/> <br/>HOWEVER, I loved the concept, and totally loved tossing the lantern around like a ball. The audio was very well made, but the music fit the story better than it did the gameplay. <br/> <br/>Amazing work as usual, always super psyched to play your games ;D |
| Apr 24 22:48:00 | 41m 00s | Daygore Bunko | Very fun entry. Love beating the crap out of the spooky dudes, the gameover audio is so good I never skip it. Like I mentioned, the genre-agnostic BGM is stellar! <br/> <br/>I would love to see more elbow grease put into the graphics, but on the whole it looks ok. <br/> <br/>Enemy and background variation could add a lot more to replayability. Also I feel like the gameover/levelup/intro "worlds" feel disconnected from the levels. It'd been cool to walk away from the fire into the level somehow, and I feel like it would tie it all together well. |
| Apr 24 23:21:00 | 33m 00s | Get Gorgon! | So the combat, art, and audio were all a little lacking for me, I would have loved to seen this as polished as possible. BUT - the mechanic was really fun! I was spooked, and despite the unclear directions (I didn't know gorgons == medusas) I picked it up within a quick playthrough. This is the first time I've played a game with medusa that actually felt like a proper medusa game! <br/> <br/>Excellent work! |
| Apr 24 23:36:00 | 15m 00s | Moss | Super good mood, very relaxing thunderstorms. The moss shader stuff was balling out of control. <br/> <br/>This would have been way way better with a working camera, and would have been over the top good with another mechanic or two - it wouldn't have to be combat or something else gamey, but something more to do would really incentivize more game play. <br/> <br/>Awesome work! |
| Apr 24 23:58:00 | 22m 00s | Glide Bomb | Really cool take on line rider! The real time drawing made it a lot more intense :) <br/> <br/>The lines were jaggy on my computer, so I want to try and play the web build later. If I find out why I'll let you know :) <br/> <br/>Graphically I think it'd be cool if you were able to juice up the lines with better art, and the explosion could be more impactful (check out this article, it's great - http://ctrl500.com/game-design/explosions-in-vlambeers-nuclear-throne/ ) but all around it's still a fun entry! Good work! |
| Apr 25 00:59:00 | 1h 01m | Rollout | soooooo dang good. I really didn't think it'd be that great and then it happened. great job! |
| Apr 25 02:08:00 | 1h 09m | Dischord | Really amazing amount of polish! Art looks fantastic and the audio is phenomenal, right down to the pop of the enemy projectiles. I found the core mechanic engaging for a little while, but after a few levels it got to be boring to me. Maybe it could have been more engaging if there was BGM that I had to stay in-rhythm with, or if the chords changed up every once in a while, but I just didn't feel like memorizing any of the sequences. <br/> <br/>Other than that, it was a fantastic entry! One of the most polished I've played! Amazing work! |
| Apr 25 02:21:00 | 13m 00s | Rock Paper Scissors ATTACK! | Awesome work! I think my favorite part of this game is the music, super catchy tune!! The throwing animation is also cool, but some of the frames seem like they're off-center, like one of the feet that should be planted moves around too much or something. <br/> <br/>I think you could try out some other mechanics with the same RPS premise - like maybe a 3-sided pyramid that you rotate to match the incoming enemies or something. What could have really helped this is if there were big explosions every time you hit an enemy with the correct piece. I'm also curious to know if enemies can shield the enemies behind them by absorbing incorrect projectiles. <br/> <br/>I can cheese the heck out of the left-click - managed a high score of 321 :D |
| Apr 28 03:00:00 | 72h 39m | Gun-chan | The wall of text in the tutorial made my eyes glaze over, and I lost one night to not understanding the mechanic. I think an in-game tutorial on day one would have made it easy to understand, because in the end it's pretty simple. <br/> <br/>Also finding people was frustrating, I get that it's kind of part of the timer mechanic, but the tension was just all "dangit where is everyone" instead of a driving force. <br/> <br/>There are some cool ideas in here though, and the graphics are great! The high-speed-dating-sim thing is a pretty fun take on things :D <br/> <br/>Great work! |
| May 12 00:28:00 | 333h 28m | keyTD | AH! Just realized I hadn't actually rated this one yet :) <br/> <br/>The other week I was telling you how I could see the game being cooler with other graphics, like tile-based stuff or something. After playing another few rounds (currently at wave 20 btw) I feel like it's fine the way it is, in fact if anything, I would suggest a simpler, sleeker look. The enemies could definitely be cooler looking, but I found myself looking at the keyboard to "realign" my hands during furious button mashing sessions. <br/> <br/>It's always tough to gauge the balance of tower defense games, but I felt like this was extremely well balanced. I never felt like the waves were way too tough, but I also usually felt a lot of anxiety, which I think is the point with TD games :) <br/> <br/>The audio is good, the mechanical keyboard sounds are over the top on my tower because I have a mechanical keyboard, but I love the audio on my laptop. <br/> <br/>I feel like cool geometry-wars style particle effects would have pushed the graphics from so-so to amazing! You should definitely practice that kind of thing because I feel like if you could do them well and quickly, the payoff on your games would be enormous! <br/> <br/>Anyway, great work as usual! You did a great job adapting the theme into a mechanic (which I feel was really tough this jam) instead of just making a game with a character that has a goofy weapon. |