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Feedback comments for LD32
BMacIntosh's games and stats for all events →
| Timestamp | Since previous | Game | BMacIntosh's comment |
|---|---|---|---|
| Apr 20 05:09:00 | Copycat | This is a lot of fun! I really like how the sword works. My only controls gripe is that forward/backward movement repeats itself a little too quickly - I died once or twice because I didn't release the button quickly enough. | |
| Apr 20 05:20:00 | 11m 00s | Pacifist Piper | This is an excellent use of the theme :) |
| Apr 20 05:52:00 | 32m 00s | Robowar | Wow, this is hard! I like the idea a lot, though. The shooting reminded me of a design tip from a Vlambeer talk - if you're going to give the player a button, also give them some reason to *not* press it (gun recoil, etc). There's no reason not to just hold the gun button down for the entire game here. |
| Apr 20 06:03:00 | 11m 00s | Can You Reach the Sun? | Very pretty game. I, too, was stumped at the cloud section. There were two leaps of faith to lower clouds, but I couldn't see anything after that. |
| Apr 20 06:15:00 | 12m 00s | The Legend of the Yo-Yo Salesman | Great teaser, the visuals are quite nice. Special moves are definitely what this game needs to round out the mechanics. |
| Apr 22 03:17:00 | 45h 02m | Punch/Foot/Gun | Art and audio is quite good! I didn't understand the gameplay at all though - I like the punck/kick idea, but the enemies moved way to fast to actually react and hit them. It also also seemed like I could easily get off two punches in the amount of time it would take to kick. |
| Apr 22 03:25:00 | 8m 00s | Kawaii Destruction | I couldn't figure out how to get past the level with 5 robots. It just restarted whenever I reached the end. The pixel art looks nice. |
| Apr 22 04:11:00 | 46m 00s | Space Negotiator! | Wiggly wiggly! |
| Apr 23 15:57:00 | 35h 46m | Killing Light | I had one a black screen when I got into the game. It seemed to be working because I did find some brown rock that was barely visible, but it was way too dark to play, unless I was really missing something. |
| Apr 23 16:04:00 | 7m 00s | Evil Cube: The Game | The sheep-shooting animation is great, hah. As other people have mentioned, click-to-move may not be the best control scheme for a game like this that's based on directional aiming. |
| Apr 23 16:16:00 | 12m 00s | Shaman War | Great music choice! My one gameplay gripe would be that it was pretty much impossible to catch up to an enemy once they got away from you. I think the level could have been shorter, since once this happens the winner is pretty much decided. |
| Apr 24 03:26:00 | 11h 10m | Global Warning | Nice idea! Definitely needs polish, but it's a great prototype. Communicating what's going on in terms of drainage would be good - maybe via a flow animation. |
| Apr 24 04:31:00 | 1h 05m | Weird Recoil | This is a really cool idea! TheMeorch covered the suggestions I was going to make already. |
| Apr 25 04:38:00 | 24h 07m | Apocalyptia | Beat it on my second try - I assume I beat it, there didn't seem to be a way out of the boss room. Neat game, nice aesthetics! |
| Apr 25 07:08:00 | 2h 30m | Throw Junk at Aliens | Delivers exactly what it promises. |
| Apr 25 17:18:00 | 10h 10m | Plan.IT | I like the idea for the resource collection minigame. You might have been planning these things, but collecting resources would feel a lot better if there were a little more feedback for when you successfully pick them up - some particles or a sound. Also, I kept losing shields and eventually died, but I couldn't make any sense of why that was happening - feedback there would have been helpful, too. |
| Apr 25 17:29:00 | 11m 00s | Empty Promises | Great use of audio feedback when thing happen. Tactical options in combat were a bit limited since the enemy moves faster than you and just gets right up in your face. |
| Apr 26 03:31:00 | 10h 02m | Pandarmageddon | Awesome animation on that player character. I noticed the aliens had occasional quips but I was far too busy to read them :P. |
| Apr 27 00:52:00 | 21h 21m | Mined the 'roids! | I'm getting connection timeout errors. |
| Apr 28 16:00:00 | 39h 08m | missls | I enjoyed making spiral art by shooting projects in different orbits. Also really liked how you could shoot back at the planet as you were being flung to your doom! |
| Apr 29 02:38:00 | 10h 38m | Bakery Man | I'm very curious about that blender, but there's no way to tell what it does without enemies :D. The movement feels a bit unresponsive because it doesn't react to new keypresses when a key is already down. Probably something you didn't get to. The art is great :). |
| Apr 29 03:17:00 | 39m 00s | Make Sure You Don't Hurt Nobody | I really dig the inversion of the typical shooter mechanics. I agree with others that the healing didn't feel impactful. Also, the optimal way to play is to press the button as fast as possible. Reminds me of a Vlambeer quote - if you're going to give the player a button to press, you should also give them a reason not to press it! |
| May 4 00:23:00 | 117h 06m | I QUIT! | This is actually really cool. Reminds me of F-Zero, haha - I enjoyed bouncing off walls and trying to go as fast as possible. For some reason all the graphics were extremely pixelated when I played. |
| May 9 22:22:00 | 141h 59m | WIP | Had to download the SDL DLL to run: https://www.libsdl.org/release/SDL2-2.0.3-win32-x86.zip. Nice art, you should show more of it in your screenshot! One gripe was that moving through open space was very slow - maybe you should have the enemy turn complete instantly if no enemies are on screen. |
| May 9 22:37:00 | 15m 00s | OrangeOcalypse | Nice, a hex-based roguelike. I would have liked a visible grid to be able to gauge distances better when moving. A 'wait' key would also be nice so you don't have to let the zombies get the first hit in those narrow corridors. |
| May 9 22:57:00 | 20m 00s | The Dumbest Weapon | I wasn't able to get too far since I kept falling to my death, necessitating restarting the game or accidentally shooting off one of my batteries trying to skip a dialogue. I like where this is going, though. The dialogue is very silly. |