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Feedback comments for LD32
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| Timestamp | Since previous | Game | hissssssssss's comment |
|---|---|---|---|
| Apr 20 03:37:00 | TypeFighter | Awwww, that poor dad. <br/>I loved this from beginning to end. The roll of all the words you used at the end was an awesome idea too. Are you taking metrics of this? >_> | |
| Apr 20 03:46:00 | 9m 00s | Nuclear Space Buckets | Do you know what happens when the two destroy each other simultaneously? I do! <br/>http://i.imgur.com/8r8Naiw.png <br/>This is a pretty simple multiplayer game, but it's fun to watch how people adapt to each others' strategies over time. |
| Apr 20 04:25:00 | 39m 00s | Just One Banana | I was surprised at how cinematic this was, so to speak. It wasn't a very polished game but I really felt like you tried to tell a story and didn't let anything intimidate you: cutscenes, and camera panning, moving back and forth across changing levels, programming in car chases, etc. <br/>This made me smile. Good job. |
| Apr 20 04:29:00 | 4m 00s | Catcall Simulator 2015 | An idea that immediately makes me wish I had thought of it. Nice job. |
| Apr 20 04:49:00 | 20m 00s | Gorilla Warfare | It was a bit hard to understand how damage was dealt, but your dogs and cats were cute. <br/>Tokushima is a pretty cool place, so props for including it! |
| Apr 20 04:52:00 | 3m 00s | Bar Fight | Crashes immediately when I try to run it on 32-bit Windows 7. No error message is given. |
| Apr 20 04:57:00 | 5m 00s | Ted's Quest | As others have mentioned, it's a nice idea, but the jumping bug and the camera make it difficult to play. I do like the setting as a series of lines on paper. |
| Apr 20 05:11:00 | 14m 00s | Rock Paper Scissors ATTACK! | Some type of feedback when you let an enemy past would be nice. <br/> <br/>I love the animations, especially the paper enemies bouncing along. |
| Apr 20 05:35:00 | 24m 00s | One of them | Wow. <br/>Thank you for this. |
| Apr 20 10:23:00 | 4h 48m | Battle of Tolzford | Short and sweet. <br/>But what happens if you keep fighting the guy? I didn't have the patience but I am really curious. |
| Apr 20 10:28:00 | 5m 00s | Dust Bunny Bounty Hunter | I liked the idea of disappearing and reappearing enemies. |
| Apr 20 10:42:00 | 14m 00s | Bakery Man | Unfortunately, there wasn't much to this. It was pretty cool to hit stuff with French bread though. |
| Apr 20 14:59:00 | 4h 17m | Shield Maiden | The shield throwing and retrieving mechanic is brilliant. I would love to see a full game of this. |
| Apr 21 05:09:00 | 14h 10m | Jar of Rainbows | Pretty great for two hours. It was a bit challenging, but not in an unfair way, and the design of the second level was actually interesting. Also, shooting rainbows is just the best. |
| Apr 21 05:36:00 | 27m 00s | Faux News | I loved the headlines that kept popping up. <br/>It didn't seem to make much of a difference which headlines I picked, though. My ratings never changed, the world state never changed, and my credibility just kept going up. |
| Apr 21 07:56:00 | 2h 20m | TLDR OTT - An Unconventional Weapon | I liked that this had a lot of different paths and endings, but I think the story lost a bit of coherence because of how many different settings and scenarios it tried to cover. <br/>Also there's a bug on the page for putting on your suit: a set injured = True shows up as regular text. |
| Apr 21 08:59:00 | 1h 03m | The B Team | This is an interesting puzzle dressed up as an RPG. It got fairly difficult, but it was interesting that you could brute-force your way through some challenges. <br/>The interface on the screen gets hopelessly mashed together at low resolutions. The controls were also a bit confusing. |
| Apr 21 09:13:00 | 14m 00s | Drunken Quest for the One Vodka | This game is surprisingly hard! <br/>I wish the combat interface were a bit cleaner. It was hard to direct my guys. I know that they're drunk out of their minds, so it makes sense, but it didn't make the game very fun. |
| May 11 10:53:00 | 481h 40m | Ice Story ( koori monogatari 氷物語 ) | I'm a huge Bubble Bobble fan, so I loved the idea behind this right away. I think only one real execution problem mars it, and that's the process of picking up the frozen dinos. As others have mentioned, it's difficult to get around the levels vertically. The dash carries you across the entire screen, and the dinos are stunned for a very short amount of time, meaning often even after you stun them, it's tricky to pick them up before they're back to normal. <br/>Aside from that, I like the multi-step process of taking care of the enemies. The graphics and sound are both fantastic, and you really made this feel like a complete, polished game. Awesome job. |
| May 11 10:54:00 | 1m 00s | A Knife Made Of Whispers | As usual, you've put together a really solid entry. A lot of people have already covered most of the bases: cool shader, really moody, feels like a complete game, controls/movement are a bit wonky. <br/> <br/>-The jump height seemed inconsistent to me. In Level 22, are you supposed to be able to jump and grab onto the walls? I generally couldn't, but I feel like one out of every eight jumps I actually could hook around the wall and grab onto it, out of reach of the cannons while waiting for the lantern to fall. <br/>As others have said, the horizontal movement felt a bit loose, and movement in the air and on the ground was unpredictable. Tighter controls would have made the game a bit easier to grasp, and could allow for levels that were more challenging, platforming-wise. I liked the feeling of throwing the lantern upwards, and some of the most difficult, yet satisfying levels were the ones that force you to get good at vertical throwing. Horizontally, it was hard to predict the distance and speed, and it was easy to try to set down the lantern and wind up punting it across the level instead. The lantern also had a bit too much bounciness when hitting walls. <br/> <br/>-That said, I liked the variety of levels you had. The early ones were a bit samey, but later on there were some that required a variety of tactics. The vertical shaft jumping between walls dodging birds, the one where you run a gauntlet chasing the lantern, and the one where you need to destroy only a few blocks were all standouts. The levels also did a good job teaching the game and easing players into facets of the mechanics even late into the game (like the one that forces you to try attacking bullets from a cannon). <br/> <br/>-The knife itself wasn't very fun to use. It was cool to have it connected to the lantern the way it was, but I feel like it could have had more...urgency, I guess? I got very, very excited in the early levels when I saw the lantern's radius shrink after swinging the knife, because I thought that would be a crucial gameplay element, but it never came into play, even on levels where I was basically button-mashing to attack. I like that the lantern and knife are connected, but while how I used the lantern affected the knife, the reverse was never true in a way that mattered. I wonder if there's a way to explore that? <br/> <br/>-Has anyone said yet that they hurled themselves into a pit? Because I sure did. It was purely instinctual: I overshot the lantern, it plummeted off the edge of the level, and without even a second thought I jumped down after it. The weird clenching I felt in my gut when I realized what I'd done will stick with me even after I've forgotten the parts of this game that weren't so great. (I was able to fall for a VERY long time alongside the lantern, an experience so atmospheric I consider it a feature, not a bug. In fact, if you're at all considering making more levels for the game...) <br/> <br/>All in all, it wasn't your best entry, but it was still really enjoyable to play. I think you should keep exploring this concept, if you have the time and energy. |