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Feedback comments for LD32
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| Timestamp | Since previous | Game | HuvaaKoodia's comment |
|---|---|---|---|
| Apr 20 17:54:00 | Nature's Assault | I love world simulations. Yours is very compact and functional, that is to say, lacking in areas of interest. <br/> <br/>Watching the world bustling with tribes and settlements is neat, but the absence of interactions between the tribes and the world wane that excitement soon. This also plays into making the player actions feeling quite powerless and redundant. Sure I can raise mountains and force whole tribes to relocate, settle and even fight, but as there is no personality to the tribes, apart from their names, the potential for drama is minimized. War! the most dramatic of human endeavours is rendered uninteresting by not knowing the participants on a low enough level. <br/> <br/>Differentiate the tribes with cultural and racial traits, make them act accordingly and drama ensues. <br/> <br/>Interface-wise hotkeys for the actions would be nice. <br/>I also vote for map zooming. I know graphics scaling in Java is a bit expensive (this might have changed by now) but in a turn-based simulation that shouldn't be a problem. <br/> <br/>Keep up the good work. The more simulations the merrier. | |
| Apr 20 18:23:00 | 29m 00s | Robot Restores Nature | Let's tally up the points! <br/> <br/>- It's not a game, as there is no victory condition among other things. (-1 pet peeve nitpick point) <br/> <br/>No mouse controller water hosing action (-1 interface issue point) <br/> <br/>Character movement is based on cardinal directions while the world is isometric (-1 perspective distortion point) <br/> <br/>The tile graphics remind me of the original X-Com (+1 nostalgia point) for whatever reason (+1 that definitely counts point) <br/> <br/>The plant growing mechanic is novel (+1 neat mechanic point) and visually pleasing (+1 pretty pixels point) <br/> <br/>The mood is tangible (+1 suitable audio point) <br/> <br/>Final score: 2 / potential infinity |
| Apr 20 18:44:00 | 21m 00s | Tree Trunk Trooper | The main mechanic is extremely unwieldy due to the fast and slippery movement system married with enemies attacking from non-cardinal directions. The directional keys just aren't made for to handle that combo. <br/> <br/>How about playing as the tree flinging leaves with buttery smooth mouse control, raising saplings to act as turrets and recruiting rocks to shield your forces. That's unconventional as well. <br/> <br/>When it comes to simple score-based arcade games gameplay-feel is king. Annoy the player and it's gameover man. |
| Apr 20 19:44:00 | 1h 00m | Calling Mr. Blacksmith | An enjoyable streamlined roguelike, now with crafting! <br/>I wouldn't call the weapons very unconventional though, weird maybe? <br/> <br/>The heavy reliance of RNG is the source of undoing here. <br/>15hp left, spawned in the middle of monsters, closest health item not even in sight! <br/>Though luck, try again? Not after the Nth time I won't. |
| Apr 21 16:11:00 | 20h 27m | Color Backfire | Seems like a solid foundation for an action puzzle game, but I can't say for certain as the enemies stop spawning on the 4th level after dying and restarting. |
| Apr 21 21:39:00 | 5h 28m | Avian Days | I strongly urge you to focus on the puzzle side of the action-puzzle-platformer genre. The bread crumb throwing and using flocks of birds as as tools are very interesting mechanics that the twitchy, slippery, imprecise movement system and extremely fast death machines do no justice. <br/> <br/>In other words, the ratio between figuring out what to do and pulling it off is lopsided. <br/> <br/>On a more specific note, consider making the bird nonlethal from the get-go. The speed of the projectiles and the delay it takes for enemies to recover from bird attacks are also too fast. Controlling the bread crumb tossing with mouse would come in handy as well. |
| Apr 22 15:28:00 | 17h 49m | ForgeCraft | An enjoyable match-X puzzle game with a sleek matching mechanic. <br/> <br/>The pressure created by the client requirements is a smart mechanic, especially having to maintain the optimal forge temperature, which forces the player to juggle between different goals. <br/>It's a bit disappointing that once you've gathered enough money for the 'max 50' upgrade the clients cease to matter at all, as I can just keep mining resources on my own. <br/>You could introduce a periodic maintenance fee or property tax for the shop in order to keep making money as a game mechanic. <br/> <br/>The interface is clean and effective. I would have liked hotkeys for increasing and decreasing the temperature though. |
| Apr 22 16:06:00 | 38m 00s | Armory of W.A.T. | The second weapon is hilarious, but other than that it's a standard 2D shooter and as such I have very little to add. <br/> <br/>You could continue developing this into any direction. I guess that's a positive. |
| Apr 23 11:21:00 | 19h 15m | Clashy Clouds | Doesn't load on Firefox for me, but worked just fine on Chrome. <br/> <br/>A solid arcade game, with some minor gameplay issues. <br/> <br/>I would like the wind direction and speed to change in a less predictable fashion to spice up the gameplay. This would require a wind direction indicator though, so that planning where to go next was still possible. <br/> <br/>Some of the pink clouds could spawn outside of the screen at a random interval, as currently there are very few of them and most of the time they are blocked by pollution and/or get pushed outside the area by the wind very fast. <br/> <br/>It's a tad odd that while you have a functioning health bar the game also ends automatically when the pollution's gotten too severe. This is not communicated in anyway and comes as a total surprise before figuring out the magic number that the city pollution should't go beyond. <br/> <br/>I would rather have the overall pollution have a periodic effect on health meaning that the player could easilly see how close they are to their doom, based on the cloud size and their health bar. |
| Apr 23 11:49:00 | 28m 00s | The Nameless One | The main mechanic has a lot of potential and the self writing book and the setting are very mystical and intriguing. <br/> <br/>A too ambitious of a project for 48 hours, yes, but I do that same mistake every time as well. |
| Apr 23 16:18:00 | 4h 29m | Giant Insects | The next time I go giant insect hunting I'll remember to bring a flashlight. |
| Apr 23 16:44:00 | 26m 00s | GraviGone | Delicious trick jumps ahoy! I found the gameplay quite enjoyable, but mouse and right stick aiming would make it even more so. |
| Apr 23 17:19:00 | 35m 00s | Pebble's Bakery | I would like to see a few minute timer on the shop portion of the game. Right now it's quite easy to keep milking the gullible customers for money ad infinitum without loosing a single roll. <br/>In Pebble's world money buys you nothing, so that really isn't a good incentive to keep going. After the timer ran out Pebble could eat all the delicious rolls himself and gain a few seconds of extra time per roll for the baking section next morning. <br/>This would also allow you to ramp up the difficulty on the shop section as the week progressed (or as you had more rolls to lure in hordes of people) making it harder and harder not to loose a single roll to the greedy customers. <br/> <br/>Some use for the money would be nice as well. <br/>You could, for instance, throw in a police officer who, if hit by an egg, would end the work day instantly and give you an expensive fine for assaulting an officer of the law. <br/>Bakery upgrades as well, of course, but you probably have many of those already planned out. |
| Apr 23 18:32:00 | 1h 13m | Game Project Warrior | Working on multiple projects at the same time would be ace. Needs some other way to adandon projects too, it's kinda weird to press the finish button and receive 0 monie$. <br/> <br/>The simulation needs more depth as well. Employees need to sleep, eat and take some time off at times. Their morale is also affected by the task they're forced to work on and who they have to work with. There is a lot you can do with the subject. |
| Apr 23 20:49:00 | 2h 17m | Navennni | I'm sorry, but I have to break it to you. This is not a game. <br/>There are absolutely no decisions to be made in the whole affair. Here's the only thing you can do: <br/>- Spam end turn until you have enough resources to build something <br/>- Build that something <br/>- Rince and repeat until you've build everything. <br/> <br/>Being robbed changes nothing as the only thing you lose is some time. Real life time I stress, something which shouldn't be wasted. <br/> <br/>The only reason Catan works is other players. Competition forces you to start thinking about how to spend your resources and which risks to take. <br/> <br/>You've probably already guessed what I'll suggest. <br/>That's right, artificial intelligence. Even a simple AI opponent that steals available land and roads would introduce decision making back into the mix. <br/>It wouldn't be challenging to beat, but you've gotta start somewhere and I promise you it's not hard to implement at all. |
| Apr 23 21:47:00 | 58m 00s | Stain | You said it yourself, more design, balancing and testing are required. I agree with the assessment. <br/> <br/>The main thing you need to implement is outside forces that change the state of the battle field. Enemies and gradual decay have already been suggested, both valid approaches. I'll throw in a few ideas: <br/> <br/>-Color spreading. Colors will take over adjacent tiles with a certain probability and delay based on their location on the color wheel. <br/>- Color bombs. A bomb appears on the a random tile, which explodes if even a single enemy reaches it, coloring nearby tiles a single color. It'll disappear after a lengthy period. Or an enemy appears with a bomb on top of it which will explode if the enemy isn't dealt with soon enough. <br/>-Plain old randomization. Some of the tiles start flashing at times and change color. <br/>- Global color effects. All the tiles will invert color for a time and then revert back. <br/> <br/>I have no idea how these and other ideas balance out, but I'll leave that to you. <br/> <br/>Cheers! |
| Apr 24 15:28:00 | 17h 41m | Myland | An interesting, well put together abstract propaganda simulation. <br/> <br/>A few pointers on the interface: <br/>- The automatic news feed adds to the atmosphere, but isn't extremely useful. Clicking on it should bring up a page with all the news visible. <br/>- The start of the turn statistics popups disappear automatically after a second or two. It would be more helpful if I could study them for as long as I want and dismiss them with a button press. <br/>- The population approval symbols seem to be the wrong way around. The progress bar goes from left to right, 100% meaning total approval, but the happy face is on the left at 0% and angry one is on the right at 100%. <br/>- The pros and cons of each media type should be explained. TV, for instance, is the most costly so why should I invest in it? Does it spread propaganda to other nations the fastest? |
| Apr 25 13:45:00 | 22h 17m | Seismic weapon city destruction | The overall puzzle game mechanics are functional and even enjoyable, but there are too many user interface problems in the way: <br/> <br/>- You need to work on your spelling and tutorial explanations. <br/>- The timer messages aren't very nice. It's a puzzle game, calling your players slow isn't a smart move. <br/>- A dragged bomb should be dropped when the mouse button is released not when the cursor stops moving. <br/>- The escape menu doesn't block or pause the game and it's drawn under text elements in the game. The volume sliders are also quite hard to use. <br/> <br/>There are a lot of levels, which is fine, but next time I'd urge you to work more on the interface making it extra smooth and easy to use. <br/>If the user interface doesn't work you're going to lose most of the players before they get to the later levels to begin with, turning the effort you put into making them rather moot. |
| Apr 25 14:51:00 | 1h 06m | Alien Crab in the Ghostmaze | I played through hell and got a lame congratulations screen, the screen shake gave me a headache, the extremely fast and slippery (ice! Really!) movement induced quite a few annoying mistakes... Anything positive? Some of the levels were somewhat enjoyable at least... <br/> <br/>High points for presentation and humour though. Allocate a few more hours to game design in the next Jam, ok? |
| Apr 27 15:25:00 | 48h 34m | MEDIUM | The mood and the graphics are great, but the gameplay is a bit lacking. <br/> <br/>* Creating an illusion, possessing a mind and shooting a weapon would all be much easier and fluid with mouse aiming. <br/>* The beginning, before the player has any powers, is the hardest and most annoying part of the whole game. Consider allowing the player to restart in the room that they died in or just increasing the amount of checkpoints. <br/>* +1 for enemies reacting to being shot! |
| Apr 27 15:51:00 | 26m 00s | Shaman War | The combat mechanic is suprisingly novel and challening, but at the same time it's somewhat frustrating. <br/> <br/>When an opponent is targeting you it should be apparent. Right now there is no indication of this which means a lightning bolt might just appears out of nowhere or there is such a cluster of shamans on the screen that making sense of the situation is just hopeless. <br/> <br/>I advocate adding a few GUI elements: <br/> <br/>1. An aura around the opponent who is currenly targeting you and/or a small arrow that points to them. <br/>2. Their dance moves should be of different color and bigger and maybe even duplicated on top of your dance moves so that responding to them is more easier. <br/>3. An indicator on who you are targeting. This might clash with the prior points so it's not absolutely necessary. |
| May 1 12:43:00 | 92h 52m | Vac n Smash | "Well Done, you're a recycling MACHINE!" <br/>What have I become!!! |
| May 8 18:40:00 | 173h 57m | HYPER DELUX BINGO QUEST STORY | Pretty nice. Pico-8 seems like a charming little thing. <br/> <br/>One gripe though. Whenever I restart the game (refresh the page) the numbers are all the same. The random generator seed number doesn't seem to change at all. <br/> <br/>I have no idea if changing that is out of your hands. |