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Feedback comments for LD33
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| Timestamp | Since previous | Game | Andy Gainey's comment |
|---|---|---|---|
| Aug 25 22:20:00 | Veggie Defense | Way too many steps necessary to get to actual gameplay. (A login system especially seems excessive; I spent a few seconds just wondering what type of account it was trying to create and if I even cared to click the Create Account button, before doing so and finally seeing the explanation.) <br/> <br/>Then after dying, I was punished by having to immediately go through nearly all the dialog again. After two deaths, I gave up trying. <br/> <br/>All I can say about the gameplay experience itself was that it seemed like the fist/foot hitboxes were too small. I couldn't tell if I ever did any damage to the cherries, or if they died simply because they jumped on me. Never made any money, so I'm not sure what actions needed to be taken to get it. | |
| Aug 25 22:36:00 | 16m 00s | Ghosty Game | Once I realized that all the enemies had the same pattern of sleeping followed by two bursts, I was able to get through pretty easily. But before that point, I was getting frustrated by the almost complete lack of visual/audible hint that an enemy was about to send out a burst. I'd be floating by it and then immediately get hit with no opportunity to react. <br/> <br/>Since learning the pattern is the central element to the game, multiple levels could naturally involve enemies with different behaviors and patterns to learn, and also the combination of two or more enemy types whose behaviors interact in curious ways. Make the player have to think about how to adapt to increasingly intricate patterns. <br/> <br/>A couple minor glitches were encountered; got stuck on walls sometimes, as was mentioned by someone already. Also once got in a state where I couldn't go through a portal. But after dying, everything was working properly again. <br/> <br/>Couldn't tell what the alarm sound was meant to indicate. It would sometimes play when I got hit, but not always. It would also sometimes play when I clearly did not get hit. |
| Sep 8 21:27:00 | 334h 51m | Purple Monster Attack | Looked pretty and had good touches of polish, such as the bouncing people and the monster's dreads. <br/> <br/>Would have preferred a more traditional camera, rather than a fixed rotating one, especially given the lag it exhibits when the character is moving quickly to the side (I was able to get the monster complete out of frame; makes navigation frustrating). Also, the left/right rotations were inverted from what I would have preferred, but I was mostly able to adapt. <br/> <br/>Not much gameplay, as had been noted. Almost gave up before it ended and I realized that there was a timer and a kill count. (I managed to skip that part of your description above, whoops!) But even just basic UI elements with those two values on them would have prevented me from thinking I was just running around in a small tech demo with no objective. The fixed camera made it particularly hard to recognize that there was a moving shadow that could be tracked. <br/> <br/>Pleasantly moody music. I want to say that a few sound effects would have added a lot to the experience, but upon reflection, I realize that I felt as though I was watching a silent film, which could actually be a desired aesthetic which could be expanded upon. Nonetheless, I felt unpleasantly disconnected from the action, needing some additional feedback as I killed the people below the monster. Especially since I couldn't actually usually see the people below the monster, again due to the fixed camera. |
| Sep 8 21:57:00 | 30m 00s | I am Malware | I liked this one; it had a solid core, even if rough around the edges. Music and sound effects fit the mood well, and controls worked as I expected them to (other than Enter not working in the menus). <br/> <br/>One of the early bits of tutorial text disappeared before I had read it all; if it mentioned how to switch between the three malware types, I missed it; only figured it out after mashing buttons. I think they would have been more convenient on the right-hand side of the keyboard, so I could easily play with two hands, and thereby move/act and switch to a different malware type more rapidly. As it was, worming through a vent and then hiding as a trojan was awkward. <br/> <br/>Not knowing which pairs of vents were connected was frustrating. Maybe that was actually part of the gameplay challenge: Figure out the connections without doing anything that will get you caught. But since I entered the game with a different mindset, I found that lack of information annoying. <br/> <br/>I was confused by the tutorial saying one normally needs to go to the start to finish the level, but not actually being able to do so within the tutorial level. |