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Feedback comments for LD32
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| Timestamp | Since previous | Game | Tuism's comment |
|---|---|---|---|
| Apr 21 08:34:00 | Nallies Party | Sorry to be harsh, but I really don't know how to rate this, I played on OS X and Safari, and could move forward until I saw "Oh no! The dragon!" and then literally couldn't do anything else. Pressed space... Didn't work. <br/> <br/>Good: The indication of progress lets me know what I want to do. <br/> <br/>Good luck! | |
| Apr 21 08:47:00 | 13m 00s | Flail Rider | A charming game, just seeing the GIFs and screenshots alone pull you in. <br/> <br/>I really enjoy the concept, the graphics and juice is OFF THE WALL. You had the frame-pause, sound, and the little blocks flying everywhere - everything just feels really good. <br/> <br/>I'm in two minds about the extreme difficulty, though. One-hit death to your car feels harsh, and coupled with he handling (which is pretty good, but doesn't offer much options) means that it's super difficult to get up to speed and get the sense of wrecking-everything excitement that I want from the game I saw in the gif. <br/> <br/>I understand that balancing that against having nothing to worry about and the game becoming too easy is a difficult thing, too though. I struggling getting that difficulty curve at all in my jam games. <br/> <br/>Overall, feels great! |
| Apr 21 09:11:00 | 24m 00s | Fathom | Off the charts! You built a metroidvania in two days. Seriously? Seriously :) <br/> <br/>The controls were the main point of contention in this. They were great most of the time, but can be a bit unwieldy. The way the time controls versus the bullet speed works means I'm often pre-emptively slowing time to wait for a shot to come, sometimes it does, sometimes it doesn't. Maybe an indication of some sort on the gun itself to say whether it's going to fire or not is useful, often I'm just staring at it in slow mo while I think I'm just out of its raycast or something. <br/> <br/>Could maybe do with a camera that looked ahead to where your mouse is closer to, maybe. Maybe just subtly. I think I overdid that in my game XD <br/> <br/>Superb polish. Seriously good! Absolutely should continue with this! |
| Apr 21 09:23:00 | 12m 00s | Dear Chancellor | Damnit now I really wish you hadn't lost half a day of work on this. Superbly done, channeling Sos in a big way :) <br/> <br/>Is this about Quantitative Easing policies in Europe or something? <br/> <br/>It's more a toy, but the juice is OFF THE CHARTS. Really good :) <br/> <br/>REALLY want to rate the music :) |
| Apr 21 09:34:00 | 11m 00s | TypeFighter | I really really like it! :D One of my favourite games in the past was THE TYPING OF THE DEAD, and this is as frantic as that. <br/> <br/>The only thing is that you have to still walk yourself... That seems unnecessary and counterintuitive. I stood for a good while before trying arrow keys. <br/> <br/>The restriction of using each word once is ingenious! <br/> <br/>I hope you continue with this somehow. It's really charming! |
| Apr 21 09:45:00 | 11m 00s | walkin' talkin' | I really like the idea, but it's really not clear what I need to do. There are words above and below the line, but I don't know if I should do those or not do those... And then it just become a case of whack-a-mole rather than finesse and conversation. <br/> <br/>Really interesting idea, if it could be implemented with an Eliza-like (or Siri-like, if you're under 25 :P) conversation engine it could be interesting. <br/> <br/>Oh I could walk all the way past like 10 rooms before it actually kicked me back to the beginning. |
| Apr 21 10:28:00 | 43m 00s | (mental)fairy | I was drawn in by the cool voxel graphics and the mysterious theme. It seemed interesting... I was expecting something calm and mental. <br/> <br/>Then it's a shooter that's basically way too easy. Hold down space, alternate left/right every half second or so. Once you're halfway with your upgrades you don't even need to left/right anymore. <br/> <br/>The music is pretty rad and the asymmetry, or what looked like asymmetry, is a great idea, but the gameplay as it is lacks big time, unfortunately. |
| Apr 21 12:05:00 | 1h 37m | SNIFF | I was just wondering the other day what to do with that new Unity free screen effects like the twisty thing :) Really rad, great presentation, nice concept, but it all seems pretty arbitrary - what I mean is that I don't know what I'm doing, despite there being a tutorial. <br/> <br/>The pills go through the orderly when you throw it at them - I guess the collision is only with the ground, which seems like a bug. <br/> <br/>Then a pill making you go through doors would do what to someone else? Surely the same thing? It doesn't make sense mechanically that way. <br/> <br/>Sometimes the mouse seemed to lock up without any reason I could tell. <br/> <br/>Generally good, but I'd like to see more mechanical consistency for this to be fun. |
| Apr 21 12:13:00 | 8m 00s | bloodshot | Amazing work! <br/> <br/>I really enjoyed how it's very conventional, while there's a twist there that's not instinctive, but makes sense once you play for a while. It enables learning and understanding, and that's great. <br/> <br/>At first I thought you were an alien there to suck blood..... Well you looked exactly like a Grey. So that looks anti-human and aggressive. <br/> <br/>The way the colour and concept tied together in everything is brilliant! having the blood drained out of you provided a very strong visualisation of the concept, and picking up the chunks to fill you back up, everything, was great. Same with the civilians. <br/> <br/>The graphics are just phenomenal. The balance is pretty amazing, that there's even sound is just stupid good. <br/> <br/>Please please tell me there's a way for me to learn that aberration effect? :D |
| Apr 21 12:25:00 | 12m 00s | Symmetric Torpedo | Really cool concept! The initial moment of *wtf* can be reduced a bit, but as soon as I remembered the title, things made sense. I think the interface doesn't help that matter - it would be good to remove/recede some of the clutter, and placing them in a more logical manner around the screen. <br/> <br/>For example, what's the significance of even having a load button? There's never a reason not to press it, so you might as well make it automatic. <br/> <br/>I love that here's a blocks game that has nothing to do with "matching" :) Good stuff! :) |
| Apr 21 12:32:00 | 7m 00s | KNIGHTS of the TURNTABLE | Guys, seriously, too gorgeous. Hands down the prettiest game I've seen so far. <br/> <br/>But. <br/> <br/>WHY NO DEPTH!? All this game is... Is seeing who bashes the button more???!!! I was expecting some kind of lance-tweaking mechanics and such. <br/> <br/>But seriously, so much beautiful animation and juice in here, it's great. |
| Apr 21 12:48:00 | 16m 00s | Eyes that Fry | There's an idea there, but several flaws put together make the game quite tough to play: <br/> <br/>1. Poor platforming controller - the character often stuck to walls, slid around, and couldn't go where I wanted him to go. A good platform control is *hard* and should never be underestimated. Especially with native physics - it's almost impossible. <br/> <br/>2. The fun in the laser-eyes is the fact that it bounces around - but being just about completely unpredictable means I often blew myself and the base thing up, which means I'd much rather NOT bounce the ray, which negates the fun in the core mechanic. Some kind of predictor (like in old snooker games) may alleviate this. <br/> <br/>3. Things weren't obvious - the level end thing looks like something you collect. But I couldn't get to it and was about to get frustrated. If you're supposed to shoot at it, make it communicate as such. <br/> <br/>4. The fiction of the game doesn't make sense - soldiers walking on the wall could make sense, but then why can't you? Consistency is the keyword here. <br/> <br/>5. The juice/feedback doesn't match the action quickly enough, when I blew my own base up I didn't know that my laser struck it as it was so delayed. The sound/shaking/visuals don't match and that gets confusing. <br/> <br/>It's all a huge learning experience! Good luck man! :D |
| Apr 21 13:06:00 | 18m 00s | Adventures in Spacetime! | Gorgeous, designed look, great track, but that's to be expected from the Cadence creator :) <br/> <br/>I really like the idea of gravity manipulation, it's just not very intuitive, maybe the juice in the bubble could be a bit more obvious, or maybe it's just a tutorialing thing that noone should have to worry about in jams :P <br/> <br/>The platforming controller was *the worst*. I'm guessing it's the standard unity FPS controller or something. There's so much slipping that made dumb jumps practically impossible half the time. I would perhaps had designed the levels that were more forgiving on the jumps. <br/> <br/>The mouse cursor wasn't locked on my standalone build... So my pointer kept going into my second screen, and that really made it super irritating too. <br/> <br/>Overall a great FPS puzzle proof of concept :) |
| Apr 21 13:18:00 | 12m 00s | Heist Time | The "time control" weapon is interesting, but right now it's basically a "back home" button - which means you entirely rely on knowing where their single start position is. Which doesn't make thematic sense. <br/> <br/>Otherwise, it's tightly designed with some really good tight bits. <br/> <br/>Oh, and the E - why do you even need a button to pick up? It doesn't really make sense. Touching should do it. Monaco has taught us that you don't even need buttons at all most of the time :) <br/> <br/>Great camera work, too! |
| Apr 21 13:56:00 | 38m 00s | Velo-City | Aw MAN!!! <br/> <br/>I LOVE THIS TO PIECES!! <br/> <br/>I've always wanted to make a game that really captures the essence of speed. WipeOut just isn't quite right, but close. Swooping over fields, etc. Flower and Journey, wierdly enough, got close to what I was looking for... <br/> <br/>But dodging - what you added - is essential to what I was looking for. Bullet time dodging, too. <br/> <br/>My first LD game previous was going for that kind of feeling sans speed - bullet time dodging stuff (video: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=35114), it wasn't great at hitting the mark, but yours. MAGNIFICENT :D <br/> <br/>Race The Sun had a bit of that but not quite. Not enough movement options. <br/> <br/>The music/environmental mix is brilliant, do you just key off events to time along the soundtrack? <br/> <br/>The biggest problem is that the keyboard struggles when I try to go right + E + space + forward. So I can't really feel the speed. Any chance of an Xbox controller build? |
| Apr 21 14:22:00 | 26m 00s | Cluster Mine | The mechanics work in a non-obvious way, for example it took me forever to understand the blue dots = score. Using the laser to mine hazards for fuel, then using the other laser to attract blue things but grow hazards seem... Arbitrary. I understand it from a design point of view, but it doesn't make a lot of sense thematically, and so it's hard to intuit. <br/> <br/>Feels like it could do with a little bit more juice, to indicate what's happening. A lot of the time I'm just roaming aimlessly. A sense of objective would be great. |
| Apr 21 14:51:00 | 29m 00s | Extreme Fighting Not Very Greedy Jews With Doner Kebab For No Reason. The Game. | I know you're going for funny but it's not particularly funny as stereotypes or satire goes :/ <br/> <br/>That aside - the money being thrown is so tiny that it's hardly visible, so... It's really hard to get anywhere, I found. <br/> <br/>Then, the wind up animation when you throw your bombs make it almost impossible to throw and turnaround - you always end up throwing the wrong way. Sooooo. <br/> <br/>It's a cool concept but it needs some attention to make it play worthy :) |
| Apr 21 15:01:00 | 10m 00s | Glatto Boy | Great graphics, decent concept (a bit derivative of Kirby but hey what's really original?), but I don't know whether it's the Unity player build that's terrible or something else. <br/> <br/>There's a constant stutter which I tried to ignore. <br/> <br/>Then the main mechanic of "eating" an enemy is confusing - I'm not sure when I ate something, and not sure when I haven't. When I throw something out, sometimes it appears behind me... or in front of me, whatever. Is it respawning? Surely it needs to do that when it's off screen? <br/> <br/>Level design wise, the first backtrack from the purple wall is terrible. <br/> <br/>It's a really pretty game, but I suspect you have suffered the same problem I did - too many "necessary" systems in concept leading to none of them being properly tweaked and finished and tested, which is a shame. <br/> <br/>Oh and shouldn't it be "Glutto" instead of "Glatto"? |
| Apr 21 15:12:00 | 11m 00s | The Best Policy | I really want to like this, but I think I'm too dumb to understand how Ad Hominem beats Genetic Fallacy.... Or something. <br/> <br/>Basically comes down to learning what each of the Pokemon moves do, and doing the most damaging ones and then doing the ones that heal you when you're down too far? Something like that? <br/> <br/>Do different attacks have different "elementals" so that one is more/less effective than another against specific moves? <br/> <br/>I really can't tell. It just all seems too random. Needs a pokemon-like system to really figure it out. <br/> <br/>Great idea, just difficult to engage with. |
| Apr 21 15:36:00 | 24m 00s | Crayon Poke | It's so good! <br/> <br/>Top notch animation, idea, execution, sound, everything. Has a very Mario 3 feel about it with some of the backgrounds but that's not a bad thing at all. <br/> <br/>Gorgeous, challenging. The many things don't entirely make sense (collect skulls?? why crayons?), but it's too cute and pretty to mark it down for that. <br/> <br/>It lags a fair bit from time to time and I have no idea why. Dunno if it's me or you. <br/> <br/>So good! |
| Apr 21 16:23:00 | 47m 00s | Mimesis | The mood was pretty good, atmospheric, dark. The gameplay however is flawed... <br/> <br/>The platforming is slidey and difficult to manage. That's what happens when you use the built-in physics for platforming without a lot of experience tweaking it. <br/> <br/>The drag and jump attack is very hard to aim - I know it's hard to do a prediction line in native physics but that's what we need for something like this. <br/> <br/>The inability to run up and down walls seem weird when you're a facehugger :P <br/> <br/>The countdown till the human exploded seems weird. If you're a facehugger that's what you want to happen - you procreate, but in this case it's a lose condition. That's weird, why didn't you just pop off instead of die? <br/> <br/>The restart time between deaths is too long when you're playing a one-hit kill thing like this. It gets irritating quick. <br/> <br/>The music and graphics are really good, the rest of it are just niggly bits that unfortunately are more important. |
| Apr 21 17:58:00 | 1h 35m | Mutiny on Samovar V | Music is way epic :) Where is it from? <br/> <br/>The gameplay seems violently random - like I have no choice but to mash the button I have and hope for the best. The ability to have a plan and be disrupted by your opponent reacting to it is in my opinion the essence of multiplayer games... This doesn't seem to be able to deliver that - especially since the platforming controller is so slippery (because physics yay) |
| Apr 21 18:08:00 | 10m 00s | Hugline Miami | Mmmmmmm <br/> <br/>Great audio visuals, great presentation, but the fact that it's not only a copy, but a very uninteresting one makes it all the worse for me... <br/> <br/>The movement is so slow. The point of Hotline Miami was the twitch play. So that's gone out the window. <br/> <br/>The "weapon" in the game is some kind of... heart ray? If you're going to call it Hugline, make it ACTUAL HUGS! The fact that you took a melee-centric game, slowed it down and removed melee confuses me a heck of a lot. <br/> <br/>Technically impressive. Design is flawed. |
| Apr 22 07:06:00 | 12h 58m | Ring Retorter | Excellent writing. I love the writing, it's all wit, but the mechanics themselves required a bit more attention to make the experience more fun. Maybe if there are only three answers and all are on screen at a time, and the list gets longer against stronger opponents... A timer.. (I hate timers in general but it fits in a boxing sense). <br/> <br/>Did you listen to the Frog Fractions soundtrack? The bit about the History of Boxing? It fits this *perfectly* :) https://www.youtube.com/watch?v=qIlTJIJS8p0 |
| Apr 22 07:16:00 | 10m 00s | Evil Cupido: Haters gonna hate | OK I see the effort, and A for originality in terms of the theme, but the mechanic boils down to hitting things with arrows, and the outcome works a bit like old school click everything adventure games in that it seems absolutely arbitrary. <br/> <br/>The lack of information about how you lose also sucks a little, though you quickly learn to just never walk forward. In fact, why even have the player walk at all? I completed the game without walking. <br/> <br/>The premise though, I really didn't like it. Make people hate each other... It's just unsavoury. But that's more personal, so no knocks against the game itself. |
| Apr 22 07:34:00 | 18m 00s | Blink Gun | Very very excellent. The concept is well conceived and the puzzles well designed. The polish is great, I *just* can't give everything five stars, but it's a really well rounded game. <br/> <br/>The physics on the character is surprisingly good - wrangling unity physics into a good platformer is no mean feat! I like how the rotating block is a good "trick" to getting corner climbing to work :) <br/> <br/>Great stuff! |
| Apr 22 07:47:00 | 13m 00s | Special Agent | It's really charming! Something it the comedic factor that really hit the spot. The subversion of expectations is really good, I think you may have stumbled upon something good given much more polish :) |
| Apr 22 07:56:00 | 9m 00s | Caffeine Rush | Mmmmmmmmm... <br/> <br/>The premise is good, the direction/design of the narrative is good, I love how the camera angles work to show you the boss in the beginning then work your way to it in the end, that's great :) <br/> <br/>But the game itself lacks any real agency/challenge... The awkward angle makes moving left into the screen deadly if there's an enemy, then the attack doesn't communicate super well. I don't know how many "hits" it takes to kill something. <br/> <br/>When you first got the mug I thought it was to prevent coffee from dripping on your head - it seemed to make the most sense given that the first enemy dripped coffee from overhead. So I tried that and promptly died. I remembered getting hit earlier and not dying, so I wasn't sure how many hits it takes to kill myself because there's no life indicator. <br/> <br/>Was interesting overall, just lacked nuance. |
| Apr 22 08:16:00 | 20m 00s | The Spooky Ghost | There is something really cool here, the ghost control mechanic is fun, but it's marred by many problems in details: <br/> <br/>The camera - when I was supposed to go down to a platform, I kept jumping the impossible jump and dying because I couldn't see the platform that's out of the screen. <br/> <br/>Indication of death - dying and sending me back to the beginning and going into a door looks exactly the same. That's kinda broken. <br/> <br/>Restarting isn't restarting because the enemies (i.e. your resources) remain gone - that's jarring and weird. <br/> <br/>I can possess enemies... Except the skeleton. Why? No indication of why + the impossible to tell death means I tried it many times and was confused as hell. <br/> <br/>Lack of direction - I almost completely missed the fact that when you're small you can go through the tiny gap to the right. That's frustrating, you needed to teach players that first. <br/> <br/>Really interesting, but too many problems to be enjoyable. Hope you polish this up! |
| Apr 22 08:29:00 | 13m 00s | NOPAEW | Man, I know it's supposed to be hard, but I feel like the difficulty hides what the game could be. The way that you lose all your stuff - keys AND ammo, combined with the common deaths, make it feel really unfair. You could end up in a situation where you need ammo and you got none. Or keys, and you got none. I understand then that the game is designed around not needing ammo or keys to complete, right? But then those things... End up being superfluous. <br/> <br/>So, a great entry, a great game, fucking hard, but I feel some design choices could have made to make it a BETTER GAME, not necessarily easier, but more fun and nuanced, and not waste the mechanics you've put in because noone could use them. <br/> <br/>Good job :) |
| Apr 22 08:57:00 | 28m 00s | Pebble's Bakery | Excellent game. The comedic value is amazing, and that's on top of being a well refined and tuned mechanic! <br/> <br/>There are just two things: <br/>1. Mouse is a crap replacement for touch, so I'm gonna look forward to seeing this on the app store :) <br/>2. The game needs a lot more variety in the end because the novelty of the great core mechanics wear pretty thin pretty quickly. My biggest question while playing was "when does this end?" or "what's next?" <br/> <br/>Over all REALLY good. One of the best so far :) |
| Apr 22 09:02:00 | 5m 00s | F.U.M.S (Fucked Up Missile System) | The "not moving to explode missiles" is ambiguous. I was wondering if you needed to decelerate or if there's a timer. I don't know how that actually works, so I don't know how to play the game effectively :/ |
| Apr 22 09:20:00 | 18m 00s | The Mighty Writer. | Really interesting idea that ultimately relies on TONS OF DEVELOPMENT TIME to be anywhere near viable. You'd need it to work almost naturally or else it just falls flat. Eliza and Siri wasn't made in 48 hours :P <br/> <br/>Following the instructions word for word is really boring, and making stuff up doesn't work, making it a difficult sell for me. <br/> <br/>Great concept. <br/> <br/>"Woods fires" didn't even work. Frustrating! |
| Apr 22 09:30:00 | 10m 00s | Insult Duelling | The second game I played based on Monkey Island's insult mechanic - while this is better as a "mechanical" exercise, the other one was much better written and more fun, though more limited. <br/> <br/>There's literally no way to beat the game until it randomly throws up something its used against you before. It's a slow grind to get retorts and pretty meaningless on top of that. <br/> <br/>I like that it tries something new but it's ultimately really, really boring and pointless and doesn't make the player feel like they've achieved anything. <br/> <br/>Sorry :/ |
| Apr 22 09:38:00 | 8m 00s | Beacons | Interesting idea, but falls flat due to a lack of... Game design? Everything you know must be read in the documentation, the game should really try to give you an idea of how things work in the game itself. Attraction/repulsion is utterly random, and shapes/movement are too abstract to communicate anything. In short: you need some juice that communicates. Your beacon placement's cooldown, for example. How long they last, for example. <br/> <br/>The problem isn't in cubes and primitives, it's in the way they behave and communicate. <br/> <br/>I don't think mapping up to top right and left to top left etc was a good idea. Isometric movement is really confusing if people have to react using cardinal directions. There would have been nothing wrong with up being up, etc. |
| Apr 22 10:00:00 | 22m 00s | Eye Rush | Well well, it's fun and well polished with a solid core mechanic, lots of juice, chaining is fun (if utterly mysterious, you need to expose that mechanic a bit more)... Just... Lacks any feel of progression I guess :) |
| Apr 22 12:05:00 | 2h 05m | PHARBA | Really interesting concept, but overall it felt like it wasn't a fun game in the end because of a few design choices: <br/> <br/>There's not really a reason to having three different colours, they all do the same thing, the "different cooldown" thing doesn't make a jot of real difference, and, while it made cool colour combos, the colours where mechanically pointless. If the paints had different mechanics associated, then sure, three colours. As it is now, it's much better to assign each player a different colour so that the game communicates what's going on better. <br/> <br/>The fact that there's no sound for footsteps after a player isn't coloured anymore is weird. Doesn't make sense and takes away from the idea that you're walking. <br/> <br/>Too much aimlessness... If both players didn't want to give away their position, you'd end up with... a lot of nothing going on at all. <br/> <br/>Overall you need more "tell" as to what's going on. Giving players a goal to shoot at is fundamental to gameplay. <br/> <br/>Multiplayer is hard to test anyway! So kudos for giving it a try :) <br/> <br/>Colour theory wise... Mixing different colours of paint will never get you to white :) So just no. Make it a muddy brown :P If your "metaphor" is paint then stick to paint :) |
| Apr 22 12:31:00 | 26m 00s | Pigeon Potente | The simplicity is a plus, the simplicity is a minus. I like the amalgamation of ideas that you've thrown into so much simplicity, too, though added together a few problems emerge: <br/> <br/>The first attack is great if you spam it, and because you can spam it it becomes a "how fast can you click" game on a mouse... as this was meant to be a touch game (I presume), there is no way someone could tap their screen as fast as they could click the mouse (I'm really really fast at clicking. No jokes), and that creates a balance problem. <br/> <br/>Level 2 attack is a good go-to too when you're tired from clicking. Three and four are situational. But then I find that the best thing to do is to cycle 3 and 4 until you get a heal when you can, and then keep using 2 until you need to heal, hopefully you remember in time and you heal and go back to spamming 1 or 2, depending on how tired you are of speed-clicking. <br/> <br/>If you don't have heals when you need one, you're screwed. If your finger gets tired you're screwed. <br/> <br/>It's a fun little idea and the juice is super good, but I think it needs more balance in this simplicity :) |
| Apr 22 12:42:00 | 11m 00s | Dreamscape | Great graphics, cool idea, I like the companionship things, that was interesting, though I found the game both too simple (your lightsabre pretty much destroys anything you could see before hand) and too frustrating (I was often getting hit without any clue why). <br/> <br/>The lack of variety between each procedurally generated room was a big let down, as you basically just ended up doing the same thing over and over again. |
| Apr 22 15:25:00 | 2h 43m | Nuclear Autumn | A pretty good atmosphere... But I really don't know what the point is and I couldn't find where to go and what to do. For a game to be explorative there needs to be intrigue and interest to be found. I got as far as the body of water with the scuba gear... And I had no idea what to do after that. The thought of backtracking to find more stuff was too painful as the game wasn't giving me anything interesting to engage with and the movement was super slow, so I left it. |
| Apr 22 16:25:00 | 1h 00m | Radiant Red | It's really pretty... And that's about the best I can say about this. It's obviously super derivative, but that goes without saying. <br/> <br/>The controls are hideously unresponsive, and the first person controls slip and slide so that I never feel like it's going where I want to go (ie where the camera is pointing). There seems to be an excessive force that I'm always "drifting" in my initial direction even after I've turned. It's really annoying. <br/> <br/>Then the clicking to grab weapons and whatever seems like a complete crap shoot... I don't know when I can click and how far I can click, so I basically mash buttons hoping something happens. <br/> <br/>I see what you're trying, but I don't see it being successful. And being a clone I feel like it's doubly meh. Especially seeing how it really doesn't fit the theme I guess you had prepared beforehand. Triple meh. <br/> <br/>The visuals are really pretty though. |
| Apr 22 16:42:00 | 17m 00s | ERR | Ye olde Crimsonland-like :) It starts off pretty slow, and the lack of options in weaponary (well, the lack of new weapons) make it quite repetitive pretty soon. Unless I missed something. <br/> <br/>The programmer-bug relationship is funny though :) |
| Apr 23 07:50:00 | 15h 08m | RELIC | It's barely a game, but I guess I say that in the best way I could mean it. The writing's pretty good, the graphics are decent, but as a "game" it was hold right, push enter a few times, jump a few really terrible platforms really slowly, and listen to some more MS Word robot reading. <br/> <br/>The moving platform is glitchy when moving down. It's almost impossible to jump while they're moving down. |
| Apr 23 09:47:00 | 1h 57m | HEAT | It's pretty complete, but I felt that it didn't really realise the concept's potential. It feels like the first bit was not punchy enough - the mechanics of missiles tracking myself could have been fleshed out during the normal section - I mean I flew into the missiles myself and they didn't track me - which counters what the scenario set it up to be. <br/> <br/>A more ambiguous rather than absolutely binary system would have been nice - it might track you if you got too close or if you generated enough heat through moving continuously, or something. <br/> <br/>Has potential :) |
| Apr 23 09:53:00 | 6m 00s | Lunar Combat | Love the concept! It actually works pretty well, the gravity seems to react well to player input, which is good. It's just a shame that the rest of the game is a bit lifeless - more juice would have made it really good! <br/> <br/>A bit more variety in the arena... And maybe not so much of a hard edge to the sides of the arena could be good. Wrapping perhaps? <br/> <br/>There's been a lot of flail-style games lately, this is a nice take on it :) |
| Apr 23 10:14:00 | 21m 00s | Floats | Erm... <br/> <br/>Nowhere in the game does it say anything about how to use the camera. It could and should have been automated. Right clicking is not something people usually use for camera movement in a "puzzle" game. <br/> <br/>It's pretty. That's definitely a plus. <br/> <br/>The gameplay is really quite lacking, though. "Operation" style drag and avoid isn't interesting, maybe with touch, but not with a mouse. Click on enemies to do damage? The mechanics are very desperate and doesn't make sense together. The way you call things doesn't make sense either. "artefacts" and "sockets"... none of them look like that and doesn't need to be called weird names to make it even more difficult to understand. <br/> <br/>Is it a puzzle game? Action game? Avoid-em-up? I don't know, I can't tell. |
| Apr 23 10:17:00 | 3m 00s | Weapon Quest | What do you do with Steam Workshop/Tabletop Simulator? I love boardgames, but it's nearly impossible to test a boardgames in the LD environment. Man, good luck to you on this :) <br/> <br/>Did you chuck it on BGG? You might get more plays/feedback there :) |
| Apr 23 10:27:00 | 10m 00s | Genemon | Duuuude, are you kidding me?!? I can't believe you guys pulled THIS off in the short amount of time!! <br/> <br/>The concept is amazing, it's just really difficult to control and understand, and the real time nature of it makes it really hard to get into it from the get go. I feel like I'm just spamming buttons as quickly as I can. I guess eventually I'll understand some of it but right now it's just spam spam spam. <br/> <br/>I feel like keyboard shortcuts are needed. OR put this on a touch device, though touch feels like it doesn't suit it as the buttons will have to be tiny tiny tiny. <br/> <br/>Superbly polished, well done (if you didn't start the game before 72 hours :P) I think it could become something cool if you just slowed it down a bit and made it easier to understand. |
| Apr 23 10:53:00 | 26m 00s | Dead Pixel | A pretty game. Music is great but not yours so can't really mark you on that. Other than that: <br/> <br/>There's not much visual clue as to what you can and can't hit. So... try everything. Which makes me feel stupid, not clever. A game in which you must try everything is just a slideshow. <br/> <br/>The pixels exploding shouldn't have collision with the player, too many times colliding with them just make the controls awkward. <br/> <br/>After throwing three pixels in the "watch your back" part you can't throw a fourth and so the game can't continue. Stuck. <br/> <br/>It's pretty. But yeah... Pretty pointless. Not enjoyable. |
| Apr 23 22:41:00 | 11h 48m | Roll Initiative | Man! That was good. And I hate dice. The presentation is slick, the music is awesome, the graphics are really pretty good. <br/> <br/>BUT :) (There's always but :P) <br/> <br/>1. It's a game about chance, and because it's about chance, the more times you throw, the more chances you have. So... Nothing is stopping me from just spamming down and space on the 8 sider. Nothing at all. So the game pretty much became meaningless. Needs an incentive to throw accurately or a disincentive to throw recklessly. <br/> <br/>2. RNG means if your number doesn't come up, it doesn't come up. Dice sucks :P <br/> <br/>3. The sound effects are completely terrible compared to the music. Guess that's why the volume's low. <br/> <br/>4. Love the doof doof screen shake to the music. Nice touch. <br/> <br/>5. That wasn't a but. Ooops. <br/> <br/>Great entry :) Lacking in a few areas but great. |
| Apr 24 09:02:00 | 10h 21m | HUGO THE LASERCAT KING | Fantastic work, great art, music, audio and polish, even with primitives. The pile of cats somehow not breaking everything was a joy to "lead", which was an achievement in and of itself! <br/> <br/>Some suggestions - the "damage" your cats are doing are kinda invisible, a better indicator than "stars" of them actually doing something may be better. <br/> <br/>The cats got stuck in the hole in the first stage and I have no idea how to get them out, or even if I should/could. Was frustrating. <br/> <br/>Good stuff! |
| Apr 24 09:54:00 | 52m 00s | Ice Story ( koori monogatari 氷物語 ) | MAN. I really want to like this, the graphics, the audio, the presentation is top notch. There's even a bit of lead-up story? So good. <br/> <br/>BUT. Sorry, gotta do this: <br/> <br/>1. Derivative. It's basically Snow Bros and Bubble Bobble.... but... <br/>2. With worse mechanics! The action queue of icing -> dashing -> picking up -> throwing into gate is super frustrating because it doesn't make intrinsic sense, and on top of that... <br/>3. Confusing as hell controls. Why z+x to throw? Why dash to pick up? The flow is unintuitive and thus difficult to pick-up-and-play. I don't think the dash is necessary. The throw isn't even necessary when you can just carry them into the portal. Neither of those ADD to the gameplay at all. <br/>4. The platforming is a bit off. Player character moves too fast, especially over gaps, so it's HARD to go down a level. Compounded with the inability to jump down, makes navigation really hard. <br/>5. The z+x is really hard to press, there's not enough looseness in having to press them at exactly the same time, resulting in my attempts at throwing into the gate making me jump up a level... And getting down a level is hard, so... Endless cycle of frustration. <br/>6. The level timing is a great touch, and offers some push to finish a level, but it's too fast, especially given the frustrating controls, and unexplained/untelegraphed to the player. <br/> <br/>Really want this to be a good game, see if issues can be addressed :) |
| Apr 24 10:33:00 | 39m 00s | ChromaGun | Superb! Love the presentation, the blob enemies look amazing, the environment effects and stuff are pretty great. The controls are pretty good, I can't think of a better system than what you have for the colours :) <br/> <br/>Sometimes it gets a bit too dark to see, I think you could have brightened things a lot more. Maybe it's got to do with the filters you slapped on. (Aberration is awesome in free unity I agree :P) <br/> <br/>The way the blobs moved slowly then charged super fast when it moved into a hole was weird. <br/> <br/>ARRGH WHY IS THE MOUSE NOT LOCKED TO THE GAME <br/> <br/>How do the blobs actually move towards colours? It seems like there's a weighted system of it finding an average spot between all walls of the colour it's attracted to? It's not very intuitive, and caused them to just plain get stuck, while you have to go paint them and some other wall another colour to get them moving - which I understand is part of the puzzle, but seems lanky and inelegant, as you'll end up spamming all the walls. And then they eventually all turn black, and that sucks. |
| Apr 25 06:07:00 | 19h 34m | Wok Quest! | I appreciate the alternativeness of the weapon, the pretty decently varied environments you got going, but overall the game is just too easy. Once you pre-heat the wok before going into the next room there's really nothing to stop you. <br/> <br/>Music is hella grating after the 3rd time it repeats, which is just past the title screen :P <br/> <br/>Are there any point to bacon? The game needs some other vector of play to do something with. |
| Apr 25 06:07:00 | 0s | Ultra Hat Dimension | I'd love a non-windows version... Looks interesting. |
| Apr 26 12:56:00 | 30h 49m | Throw Junk at Aliens | Fantastic! I can really appreciate a modular approach to the game in which everything is everything :) Being able to pick up dead enemies is a nice touch :) <br/> <br/>There are only a few things I think would improve the experience: <br/>1. Holding down the mouse button to throw could have been displayed a bit more obviously. <br/>2. The need to point your mouse at the thing you're picking up seems unnecessary, it feels like if you're by the object, or walking into it with directional controls, it should be clear enough that you want to pick it up. <br/>3. Being able to see some kind of trajectory to your throw would have been nice. Especially when the enemy is behind the fence. <br/>4. A bit more intelligence/variety to the enemies would have been great. The single-minded Crimsonland zombies get old fast. <br/> <br/>Fantastic! :D |
| Apr 28 02:24:00 | 37h 28m | APT: Advanced Persistent Threat | Lasted 26 days :D <br/> <br/>MAN that's cool. Harkens back to the Uplink days. I really really really wanted to play a decent hacker game ever since realising how flawed Uplink was. And now I play Netrunner. <br/> <br/>This feels pretty awesome, I enjoyed the streamlining of the process so it's not a huge chore (I'm sure real hacking is). I enjoyed the seemingly super variety in things to do. I enjoyed the way it presents both obfuscation and simplicity (the credit system is a long string but you only really look at the first number before the decimal, and the percentages during attacks is all you need to know, though the "flavour" to the side is great. <br/> <br/>there are a few problems though: <br/>I don't feel like I have enough agency - that is, I don't feel in control. All I'm doing is saying yes and no to things without context. <br/>Too little knowledge/info on things - for example I have no idea what Zeroday is when I bought it, and have no idea what it would do when I use it. <br/>The "hack" is just watching a meter go up and down - again, no agency. <br/>Losing the game here felt just like losing the game in Uplink. I have no idea what went wrong. <br/> <br/>But it's such a polished and complete experience, rad :) |
| May 5 05:44:00 | 171h 20m | Frazzle Dazzle | Very competent, feels complete :) Everything works and is reasonably polished. <br/> <br/>The concept works well, thought it feels like a theme-swap to replace goals/waypoints with guys with bad hair. The double jump also seems to just be there just because? I guess what I'm saying there's not a tight enough integration between the mechanics and the theme to my mind. <br/> <br/>Well designed levels lead the player around clearly enough. <br/> <br/>I would have like to know when my blowdryer was going to run out when I'm flying in the air. <br/> <br/>Good stuff :) |
| May 5 06:01:00 | 17m 00s | Doorman | Are there only 4 levels? I picked up 4/4 green cubes on the 4th and the game didn't go anywhere. <br/> <br/>The game idea is there - using a portable door sounds like fun. <br/> <br/>But it suffers from some basic flow issues: going from level to level I had no idea what was happening - getting "caught" and moving into the next level looked exactly the same. <br/> <br/>The picking up control feels superfluous - every time you walk past a door you want to pick it up, and every time you try you misclick... Either make it easier (and for there to be a reason to leave a door behind) or take away the need to manually pick it up. The dexterity barrier to dropping/picking up the door shouldn't be the game - the game should be working out the route to take. <br/> <br/>In fact with the mechanics as they are you should walk up to a wall, the door should be there, walk through, door picked up. It's like you have the power to walk through walls, that's it. <br/> <br/>If you had multiple doors, that would make the pickup/drop make sense. <br/> <br/>Good start! :) I can see it was a lot of work :) |
| May 10 19:08:00 | 133h 07m | Mass-X | It really looked great, and I can see that it's quite tightly focused around the core, which is a good thing. <br/> <br/>Really good art :) The sounds are a bit weird, that death/teleport errgaa sound is really weird. <br/> <br/>The central mechanic seems interesting, but it felt like there's little meat on the bone, I think it's more of a presentation problem than in the mechanics: <br/> <br/>- Death and transitions are abrupt and confusing - losing looks the same as passing the level, and in fact also looks the same as using your weapon (ok yes there's the laser bolt and the sound, but it's quite easy to miss). The distinction needs to be stronger. <br/>- The aiming is super tough because the aiming orb thing is quite difficult to manipulate. Give the nature of the weapon I think another solution could work better - like a mouse cursor with a line-of-sight line drawn from the player to the point, that cuts off if it hits an obstacle. <br/>- The walk cycle's a bit off, she looks like she's walking with both legs forward at the same time? <br/>- Half the levels amount to... click spamming. Maybe there needs a bullet time or something that lets the player feel like they're intentionally aiming and choosing rather than spamming shoot. <br/>- I can appreciate the self-referencial humour in the text presentation :) <br/>- The exit signs look more like "move left" signs and confused me for a while. <br/> <br/>Good job, original, though needs a bit more work to feel better! |