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Feedback comments for LD32
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| Timestamp | Since previous | Game | Chris M's comment |
|---|---|---|---|
| Apr 21 04:14:00 | Everybody [BLANK] Charlie | There is a lot to like here, I was particularly impressed by the change of pace used at the end of the journey which goes some way to recreate the confused chaos of the tragedy. Smart to also include lighter touches (Candy Crush) to add more humanity to the piece and increase the tension. <br/> <br/>I hope this is the beginning of a long line of GroZaV stories! | |
| Apr 22 13:42:00 | 33h 28m | A Good Tunnel Is Hard To Dig | What a wonderful game. The difficult ramp is perfect; each level feels like a unique challenge with a bespoke solution. You managed to milk a great deal of variety out of the mechanics. The theming goes a long way to make the rules more digestible; I'm presuming you were 'to hell with' the LD theme! <br/> <br/>There were a few nuances to the rules that I thought could have been taught more clearly, for example the revelation that causing a collapse of one square will prevent your movement to the next tile (whereas multiple tiles will move and crush you). The red herring in the last level was especially devious, although it was a nice stumper to end on. <br/> <br/>Thanks for the feedback on Avenging My Gran, great to get some criticism from the puzzlescript master. Train Braining made me miss my connecting flight last week :) |
| Apr 22 14:21:00 | 39m 00s | Fireman Pissaro | Love the GB graphics and urine utilisation. |
| Apr 22 14:39:00 | 18m 00s | A nice Day in the Park | So proud to be a part of this! Great work mate, that the game defies genre is testament to your 'experience first' methodology. I would love to see more Avery-esque cartoon techniques incorporated in a project like this. Looking forward to our next jam :) |
| Apr 22 15:05:00 | 26m 00s | Her Majesty's Apathy Bomb | Good take on Stanley Parable ideas, esp. good to move the narrative to a fantastical setting. |
| Apr 22 15:21:00 | 16m 00s | How To Teleport | Nice idea, I almost think that due to the large amount of instant teleport games we've become accustomed to fast teleportation speed, which makes this slower pace quite refreshing. That said the rotation speed is far too slow. Would it even be possible to make it discrete? |
| Apr 22 15:27:00 | 6m 00s | Shark Lazer Hands | Fantastic leg animation! |
| Apr 22 15:30:00 | 3m 00s | Color Commander | Good design to adjust the hall width and follower circumference allow follower siphoning. I was a bit confused exactly how followers were stolen- perhaps you could make this more explicit. A lot of potential here, hope to see you iterate on this! |
| Apr 22 15:49:00 | 19m 00s | GLOV3.1 | Good ending! Kinda wished you used a new colour palette to make it more of a surprise :) <br/> <br/>I enjoyed a lot of this, although found it a little hodge-podgy; rather than develop one mechanic the gameplay continually shifts between mechanics. Nearer the end it builds up a rhythm, but I think we've made the same mistake in that our last levels are a lot of walking around without much real puzzling. <br/> <br/>Still, there's a lot of fun ideas here, and a lot of fun I had :) |
| Apr 22 15:53:00 | 4m 00s | Special Agent | Love this so much, your sense of style and humour are a great asset. I was smiling from start to finish! With more levels and polish a game like this would win a lot of fans. |
| Apr 22 16:19:00 | 26m 00s | Ageless Machine: Cup of Tea | Great story, although ending is stronger without Part IV making it explicit. |
| Apr 22 16:28:00 | 9m 00s | Fireman vs Zombies | Nice idea! This is every schoolboy's wet dream. |
| Apr 22 16:38:00 | 10m 00s | Grief | Nice homage to Super Meat Boy. Good polish with a nice game feel. Wish the levels were less punishing (I didn't finish) but know that a lot of players relish in this hard fun. |
| Apr 23 03:20:00 | 10h 42m | Defence the castle of dreams | Good job! Love how the punk visuals fit the slanted humour. I was compelled to complete the stages to find out what the next weapon did. <br/> <br/>The controls in the battle itself were a little cumbersome (at least with my trackpad). I would have like hotkeys for the weapons and an explicit cooldown counter. <br/> <br/>Nice idea to use the map- a quick and efficient way to create a sense of place and progress. |
| Apr 23 03:46:00 | 26m 00s | Free Samples | There is a lot of potential here, and for a first entry this is a strong submission. I suggest with future jams you try to limit your scope a little so you can focus on the core mechanics- I was unable to make it to the shop as I found the gameplay too confusing. There are great ideas but they need refining to make it a more engaging experience. |
| Apr 23 03:49:00 | 3m 00s | Saving Bacon | Nice theme, and smart move to find a new perspective in a well established genre! |
| Apr 25 03:44:00 | 47h 55m | Snowden Dickpics Simulator 2015 | This looks great, love the path generation from random tiles and the theme is pitch perfect. Looking forward to seeing the video. |
| Apr 25 03:56:00 | 12m 00s | Poacher Monkeys | 3700 on second attempt! Sure I could do better- I was caught out by not being able to delete/sell old installations. <br/> <br/>Solid offering for 8 hours, would like to see some more experimentation beyond the theme as well. |
| Apr 25 04:46:00 | 50m 00s | Porcupine Dogfight | Got to be one of my favourites of LD32 so far. Fits the theme perfectly, some really novel and dynamic gameplay with heaps of potential. Love how at one level the player is forced to decide between which 'mode' to play, and at another has to perform technically to out manoeuvre their opponent. <br/> <br/>At the moment there is an unfortunate dominant game strategy (position your balloon above the other and force it down), but with more work this could be something very special. |
| Apr 25 07:52:00 | 3h 06m | Concrete Escape | I'm having some trouble running the web and osx versions, anybody got a workaround? |
| Apr 25 08:04:00 | 12m 00s | Floats | Love the concept of making a game from what you thought of a screenshots of another game- this would be a fun basis for a jam. <br/> <br/>Wish there could have been a smart camera system here, as often I found the camera controls cumbersome and got in the way of my next daring manoeuvre. The design works well with the graphical style though, and the way you've integrated the tutorial and links is a wonderful touch. |
| Apr 25 08:12:00 | 8m 00s | Wok | Superb! Art, animations, sound (with dynamic changes!), sense of progression, zelda-inspired combat mechanic, you've done a huge amount in a few days. The cliffhanger ending is well placed, as the player definitely wants more. <br/> <br/>My only criticism is the combat- often I felt it safest to wait and bat back the projectiles. I wish there was some more nuance so I could develop my own playstyle and not feel obliged to wait. |
| Apr 27 15:00:00 | 54h 48m | Unconventional George | Nice take on Curious George, I laughed when I realised the 'insects' were butterflies :) |
| Apr 27 15:08:00 | 8m 00s | Retroflect | TBH I wasn't expecting much going into this, but it really surprised me. The idea is great, you've done good work with the game feel (esp love the way the audio and animations reinforce the feeling of impact) and the difficultly system you use works well to moderate the pace. <br/> <br/>As others have mentioned, the central control is too complex at the moment for the fast reactions the gameplay requires. |
| Apr 27 15:14:00 | 6m 00s | The Grand Carpet Hotel | Nice ideas, reminds me a lot of those old crazy amiga games. I was hoping for closer adherence to the Wes Anderson aesthetic though- something I don't think I've seen in a game before. |
| Apr 28 00:02:00 | 8h 48m | Hitchhiker's Tales | Pretty tricky! Why can't alien's be thrown into each other? The difficulty ramp was such that recoveries from mistakes are too hard- multiple levels might be able to help with that. <br/> <br/>Nice graphics and the UI has a a wonderful retro feel to it. |
| Apr 28 09:24:00 | 9h 22m | TUGBOAT | Nice idea! Didn't realise at first how the game was played (I think the UI is a little misleading) but had fun when it clicked. Loved the colourful graphics but the with all the debris flying around it was hard to distinguish between the fast moving objects. I also wonder whether the control scheme could be simplified- it did feel very satisfying to plant a ship into a wall, or bowl one into the others. |