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Feedback comments for LD32
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| Timestamp | Since previous | Game | TijmenTio's comment |
|---|---|---|---|
| Apr 20 15:46:00 | SFW | My highscore was about 350. I think you might need a bit more time at the beginning to set things up. I also got fucked up at the very start by some laser firing douchebag because I saw him too late. Still Very enjoyed it a lot, played it for about an hour haha. That explosion sound is stuck in my head... | |
| Apr 20 15:59:00 | 13m 00s | Meggaggun | I like that when you die. You don't stand up or respawn. Which is quite obvious. Because you're dead... Also, it it won't fade out. But I mean, that's quite obvious too because when someone dies, will they shut their eyes? Probably not. |
| Apr 20 21:46:00 | 5h 47m | They Come from Behind | Hah, neat mechanic! Really makes shmups interesting again! |
| Apr 20 22:12:00 | 26m 00s | Temple Pop | Like the use of colour. But yeah, agreeing with the previous comments. |
| Apr 20 22:41:00 | 29m 00s | Radisheriff | Great game with lots of cool content! Fights were interesting and daring. and I loved all the different animals. <br/>Didn't like the sounds so much. And I felt like it needed a lot more balancing. Some enemies were waaay harder but seemed to have the same chance to spawn. And maybe it's just me, but I'd pick the speed/time upgrades over the carrot anytime :p And try adding some more (visual) feedback next time! <br/>Btw your pixels seemed stretched sometimes. If you're using pixelart/low res, try scaling with equal round numbers! You can then just put black borders or whatever on the remaining areas. |
| Apr 20 22:58:00 | 17m 00s | carena | Love ur style brooo, it's so unique <3 |
| Apr 21 12:58:00 | 14h 00m | slappy the frog goes to town | So glad to see it finished :) It's amazing work, even if you think it's not what you wanted it to be. Dude you have some real talent! |
| Apr 21 13:08:00 | 10m 00s | Rude Bear Raid | Suck on it Alex, I beat you and sheep. But for real, this is amazing! I love that you have basically made a new genre and keep iterating on it. This feels so new and fresh and it's also executed superbly. It's not just some gimmick, I mean you also have that you can't see how much health you have left, so have to make this choice between turning into a trap or continuing with the chance of dying and not being able to set a trap anymore. I love this choice it's so meaningful to me! The art and music obviously come well so together too, I don't have much to say on that part. <br/>But then I'm not to fond of the level design. I feel like that there are some different paths you can choose from, but they will always come back to the same choke point. This way the game becomes a bit of a tug-of-war and leaves less room for tactics. There are still plenty of ways to outsmart your opponent(s), but I still fell like this is a missed opportunity. <br/> <br/>Anyway, cheers, you made something awesome and I had a fun weekend listening to your accent on skype lol. |
| Apr 21 13:17:00 | 9m 00s | LIMB-O | I feel like the game is a bit too static. You could make some more feedback visually. And obviously some audio, but I don't wanna criticize on that. I did really like the animations, especially of the main character. And the main mechanic of throwing your limbs was clever and fun :) |
| Apr 21 13:42:00 | 25m 00s | pick your poison_ | Love the vector art, it's really something else. Audio is crazy cool and the mood is intense! Tho I wished the goal would have been a bit more obvious! |
| Apr 21 13:45:00 | 3m 00s | Battle of Tolzford | Haha this is cool. Nice palette and plot twist. Way to use the theme to make a statement :P |
| Apr 21 17:03:00 | 3h 18m | Eurovision: world domination through the power of song | Came in last haha. Had a lot of fun listening to all the songs :) |
| Apr 21 21:27:00 | 4h 24m | Ballsack Battle | hahahahaha |
| Apr 21 21:29:00 | 2m 00s | DAGDROM | The audio is the best part. How did you even make it? It sounds like you smashed your on computer. |
| Apr 21 22:21:00 | 52m 00s | Daygore Bunko | Okay so, first of all the music and sound effects are just fucking great. Love. It. <br/>Then the thing is disliked the most what that the range of your guitar was so sooo short that I found it to be really really hard to hit the skellies. But oh well I did get the hang of out after some time. Another issue I had is a bit unfair, but there seem to be a lot of dev-related hotkeys i think :p for example pressing the right mouse button spawned more skellies O.o and at some point I think i accidentally pressen a button that respawned every monster... So I died a lot, which would be fine i suppose except that if you die - aside from the super cool end screen with the sublime guitar which I listened to for about 10 minutes lol - the game didn't restart for me. Even after a desperate attempt at effectively moving of my hand on the keyboard to hit all keys. So I had to shut down and restart. <br/>So yeah of course this is all meta stuff, but it did became a bit tedious because I died a lot, sometimes due to accidentally pressing hotkeys, and then I had to shut down and restart, see the intro again. <br/>So much for dislikes! Still want to make sure that you know I think the game is wonderful, audio superb, graphics super neat. Love the mechanic of transforming and gives a short-term reward for the main-mechanic (killing baddies) whichs adds up very well to the fun of it all! |
| Apr 21 22:57:00 | 36m 00s | BED✰HOGG | This is best thing I've played so far. Every aspect seems executed so good and all fits together perfectly! I love the take on the theme and I think that you have to exit in order to win as opposed to just getting a certain amounts of hits is so clever as it feels like you can actually claim your win instead of just winning. Which adds a lot to the feel of it. Amazing! |
| Apr 21 23:45:00 | 48m 00s | Adventure Lamp | Love the mechanics/use of the theme and i also love the graphics. Those little animations are so fucking coooool! |
| Apr 22 00:07:00 | 22m 00s | Shield Maiden | Very well polished in every aspect, but it's so unforgiving D: |
| Apr 30 12:08:00 | 204h 01m | A Knife Made Of Whispers | Alright, I finally managed to finish all of the levels. Holy shit there are a lot of levels. But tbh I feel like you would've been better off with less, better levels. The first 10-ish levels are all somewhat the same and the story kept me playing. After that the game finally gets harder, but eventually hits you in the nuts with it. Damn duude that last level was so freakishly hard. Now this shouldn't be a bad thing per se, but the somehow I wasn't blaming myself for my failures. The controls are kind of quirky because you accelerate fast horizontally but your gravity is really slow. Plus the friction is way different while holding the ball so you suddendly can't anticipate your jumps anymore. The thing I disliked the most was the ball throwing dynamics. Half of the time I was throwing it in a different direction than I was trying to. So that really felt like it was the games fault instead of my own. <br/>Other thing I'd like to say is that I didn't really connected with the character. That may sound stupid, but what I mean to say is that in games it's really nice to feel intrinsically motivated to achieve a certain goal. But I never really had a purpose in the game other then trying to get to another super hard level, throwing the ball in the pit all the time. The "thingies" you have to gather had no meaning to me and so I wasn't motivated emotionally to gather them. The ball was just a tool to me and the ultimate goal was unclear to me. Where am I going? Why am I going there wherever "there" is. <br/>I had trouble using Z/X/C to do stuff and I wonder if you could've made the controls more intuitive. <br/>Okay thus far for the bad stuff, I hope I'm not being to harsh, because I still really like your stuff a lot. <br/>I like that in a lot of levels there are more "thingies" you need to gather than the needed amount. This gives the player a meaningful choice to make of which route to take, to assess the situation and explore more as opposed to just linearly follow a level's design. <br/>As always you have stunning innovative visuals everywhere. I must say I'm not too fond of the black/white low res art-style, but the gausian blur at the edges of the light and the light effect itself make up for it. <br/> <br/>Took me a long time to write this, gonna stop now, I hope I was able to give some decent feedback. I love your stuff, keep it up! |
| May 5 15:08:00 | 123h 00m | Stoned Scarecrow | The pixelart is really good. I think that is the most notable thing about the game. Although I didn't like the game itself. You get waaay to little EXP. Basically you're giving the player a reason to replay the same part for about 5-10 times so the dynamics get slightly better and then you can finally see the next part. This feels like a chore. Why would you hide game content until a very repeating and tedious job has been done by the player? Then there is the shooting. I like the idea that the shooting pattern is a bit odd. That adds depth to it. However I noticed that you have to hold Z or P to shoot. Tapping doesn't do anyting and not holding down the button AKA not shooting has value either. Why would you even make a button for it then? I don't get it. <br/>I like the the pattern of the first mushroom enemy and the hand. Loved that hand. The other enemies had way too much health and not a very interesting movement pattern. The animations are good for as far as they are present. You could add a lot more visual feedback and the HUD felt a bit unpolished! Might sound a bit negative but I was hoping to give some constructive feedback. <br/>Other than that, well done! It's not easy to make something in 48h :) |
| May 10 21:51:00 | 126h 43m | UNIVERSALIS | The type of game really suits your nickname hah. Although it's not really a game. But that's not a bad thing! It's more of an interactive experience and that's cool too. However I think that for an interactive experience you should amplify it more with visuals and sounds. The use of what I assume are shaders is great, but there is quite a lack of diversity in the graphics overall. I like the ambient sound, but in that too; I miss more audio. Sounds for shooting energy and moving would add so much to this. <br/>Moving to the edge and looking back to see the whole system was breathtaking and I liked the movement pace. Not too slow, not too fast. |
| May 10 22:14:00 | 23m 00s | I dont want to hear it | I think this one is really really interesting to talk about. I'm not sure where to begin. A few (small) things I wanna say are that I loved the music and what the heck, there is an ending mini-game!? hah". <br/> <br/>I want to say a thing about the visuals too, 'cause I think it's very inconsistent. the demons, the head and the background/wavelines all seem to be of different styles. <br/> <br/>But what's so interesting is that of all the rhythm games I've player the is the first one where I really felt like I was jamming with the music itself. As opposed to something like guitar hero, where it feels like you're just punching buttons on the right moment in the right order. Some might say that's the same, but it's not. There a huge barriere in there that's not there in this game. And that's what's so great. I don't know how you achieved it and it even might be a misconception of me for using headphones. <br/>Another thing about this that is intersting is obviously the discussion of whether it should have following lines or something like that. I mean, maybe it does, because on my first try of the first song I got 30 mistakes and the second try had me making only 3 mistakes. But when you add the following lines I think it also breaks the immersion of you with the music, which I praised a few lines before. I think that there might be a solution somewhere in between. To guide the player in knowing when a note/demon will have to be pressed without using a cheap solution like following lines. Maybe if the demons that are slightly of rhythm should wobble/bounce in reverse, idk. <br/> <br/>Great work! |
| May 11 10:34:00 | 12h 20m | Get Gorgon! | I think the maze is way too big, Gorgon could anyway where and a few times when I was almost there some fking beast would kill me. I did get the hang of wiping the floor with those blue bastards and eventually I figured that they add a good danger sense to the maze. They are easy to one-shot, but when you get hit you gotta starting searching all over again. So that's kind of a good thing. I think Gorgon itself was super neat. The way you had to battle her(/him?) was cool, the purple petrified rats created a little forecast and in that way added a lot of suspense to the battle, like "OOOH SHIT PURPLE RATS HERE IT COMES FFFFF" - and then you close your eyes. I think closes your eyes need more feedback. Itreally disconnects from the tension you had before. Maybe that's normal for closing your eyes, but I don't think so. As a matter of fact, the whole game could use more sound effects/music/ambient and tons of visual feedback. <br/> <br/>Well, that's about it, enjoyed it, got to kill Gorgon, I'm happy :) |