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Feedback comments for LD33
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| Timestamp | Since previous | Game | HuvaaKoodia's comment |
|---|---|---|---|
| Aug 24 18:33:00 | Oozin' in Space! | The basic gameplay is solid, but also repetitive. This is mainly caused by there only being one game mechanic (oozing) and the level consisting only of rectangular rooms with one or two spacemen each. <br/> <br/>With a few more mechanics like jumping, dashing or changing shape (you don't need to hide in a closet if you can turn into an innocuous fern!) and more varied level design with multiple passages around the place and exploration (try Metroidvanias and Gunpoint for reference) these faults could be rectified. <br/> <br/>I like the graphics and music (too bad audio isn't one of the rating categories). Overall a good job for a first go. | |
| Aug 24 20:04:00 | 1h 31m | The Congress of Monsterdom | I've only got one major complaint: the mouse cursor more or less disappears into the trippy graphics, meaning precise aiming is more difficult than it should. I suggest you add a custom cursor/crosshair to the game itself. <br/> <br/>Other than that I like the premise, audio-visuals and even the gameplay, repetitiveness notwithstanding. |
| Aug 24 21:01:00 | 57m 00s | Writhe: The Thing from the Omega Sector | The audiovisuals are ace, the gameplay not so much. <br/> <br/>To me it feels like I've seen this before. It's a sci-fi hazard based obstacle course and unlike other similar games there is no platforming, puzzles or exploration. This is a long way of saying there is no challenge. Kind of like a mix of N and Kirby, with no ability stealing and less dangerous hazards. <br/> <br/>Here are a few suggestions to make the gameplay more challenging: <br/> <br/>If you want to keep the slowly floating around and slashing things with tentacles mechanics, you'll need to make the adversaries much more formidable and rely on stealth to take them out. This would keep the stakes high at all times. <br/> <br/>Another options is to go with a more action oriented model, but this would require redefining the game mechanics to include faster movement abilities and different kinds of attacks. <br/> <br/>The current environment hazards play into both of these suggestions. They force the player to rethink their strategies based on the context. A group of enemies next to a few turrets require different tactics than the same group within an anti-gravity field. |
| Aug 24 21:42:00 | 41m 00s | U no take Loot! | A competent entry. There aren't enough hero driven tower defense games in the world. <br/> <br/>Unfortunately the gameplay balance is a bit off here: <br/>- The most effective trap is the spike trap. It always hits and does good damage. The problem? It is the cheapest as well. <br/>- When the enemies get to the money pile they just stand there waiting to be killed. As such they aren't much of a threat even if they get to the end. <br/>- Keeping the enemies back is way too easy. Fireballs can be spammed infinitely and dying is only a temporary stun. This is especially true when the money pile is in the end of a corridor. Just stand on it and spam away. <br/> <br/>Suggestions: <br/>- Enemies shouldn't drop money if they haven't stolen any. This way using traps would require more though as the money you start with doubles as your health. <br/>- Enemies should run away once they have stolen some money. <br/>- Enemies should be able to walk past traps they know of. So when the first knight dies on the spike trap the rest don't just mindlessly do the same. <br/>- Less potent fire attack. Maybe with a cooldown period. <br/>- A short period of time where the player can prepare traps and look at the map. It is kind of ridiculous that the dragon hasn't set up any defenses beforehand. <br/>- More minions like the goblins. They are great. |
| Aug 25 11:35:00 | 13h 53m | Monster Truck Rampage | Any small faults the game has (The controls are slightly sluggish, the civilians don't even trying to avoid the monster truck) are more than made up for the fact that the police tactic for taking down a crazed driver is to just ram him and explode on contact. |
| Aug 25 15:39:00 | 4h 04m | Minotough | A simultaneous turn based 1vs1 fighting game is a compelling idea, but so far I have not seen a lot of success in the field. <br/> <br/>The problem is randomness. If I cannot see what my opponent is doing, the gameplay devolves into a glorified version Rock Paper Scissors. Your game unfortunately falls into this category. <br/> <br/>The only good example I can remember from the top of my head is Book of Mages: The Dark Times. <br/> <br/>In that game you have 3 resources to worry about (health, mana and special) all of which are used to cast magic and defend against it. Both players take turns attacking and defending and the defender can see the attacker's move before reacting. Also the same move cannot be used twice in a row. <br/> <br/>In the end the game comes down to figuring out what your opponent can do and how to use that knowledge against them to drain their resources. All the information is public so different kinds of strategies are viable depending on your character build. <br/> <br/>You should try it out, it's a rather clever system. |
| Aug 25 18:14:00 | 2h 35m | Disturbed Mind | I was horrible at being a dictator... So now you know absolute power wouldn't corrupt me! Gimme, gimme! <br/> <br/>Found a little bug. Spamming a speech button gives and error of sorts and ends the game abruptly. <br/> <br/>Otherwise a solid effort, leans on trial and error too much though. Big points on presentation. |
| Aug 25 18:16:00 | 2m 00s | The Dictator Simulator | I was horrible at being a dictator... So now you know absolute power wouldn't corrupt me! Gimme, gimme! <br/> <br/>Found a little bug. Spamming a speech button gives and error of sorts and ends the game abruptly. <br/> <br/>Otherwise a solid effort, leans on trial and error too much though. Big points on presentation. |
| Aug 25 20:43:00 | 2h 27m | WAYWARD | An audio-visually pleasing entry with competent gameplay. I like how you can avoid confrontation with the wolves for the most part by studying the environment. <br/> <br/>There are a few technical issues though. <br/>The trees have some serious pop-in trouble in certain areas. They disappear and appear while clearly on screen. <br/>You can also exit the level in a few places and just walk into the ever expanding whiteness. |
| Aug 25 20:56:00 | 13m 00s | APT - Advanced Persistent Tabby | Those pesky humans sure keep their laptops in the weirdest, inconvenient places possible! <br/> <br/>Sounds like a job for Tabby the CyberKitty! <br/> <br/>There should be an animated series set in this universe. It would make millions.... of GIFs. |
| Aug 25 21:02:00 | 6m 00s | The Baby Eater | Goofy and fun, as much as child eating can be I guess. <br/> <br/>The keyboard controls could be refined bit. <br/>Pressing left, towards the monster, should eat, while pressing down, towards the floor, should discard. <br/> <br/>At the moment I keep discarding babies on accident. What a waste! |
| Aug 25 21:26:00 | 24m 00s | Electro Magnetic Purge | Very cool concept and execution. Partially at least. <br/> <br/>Technical foibles: <br/>- You should lock the cursor to the center of the screen with the Cursor.lockState variable. <br/>- There should be a key to toggle fullscreen. The right click menu just about works, except if you need that for something else. <br/>- Fullscreen should be supported. At the moment the HUD is cut in half in fullscreen mode. <br/>- The thruster sound is way too loud and annoying. <br/> <br/>Design and gameplay: <br/>- The first few enemies near the spawn are very annoying as they constantly shoot at you (and make an annoying sound to boot) and you cannot shoot back right away. <br/>- This might just be me but I totally missed the fuel canisters the first time around as I was running away from the aforementioned enemies. They could be mentioned on the HUD alongside the other components. <br/> <br/>Apart from these complaints I really like it, don't get me wrong. I'd love to see an improved and expanded post jam version. |
| Aug 26 16:49:00 | 19h 23m | Someone stole the Princess! | A clean, simple roguelike. <br/> <br/>I would have liked to see the following things: <br/>- The ability to wait a turn. <br/>- Different enemy types with varying dmg and hp. <br/>- Challenge. At the moment all I need to do to win is to walk the shortest path towards the exit, bumping into any enemies on the way, and I don't even need to pick up any potions. <br/> <br/>Rogue-likes have a lot of interactions and seemingly random events to create an environment that breeds challenging decisions. <br/>See: Net-Hack, ADOM, <br/> <br/>Another path you can take is the rogue-lite where a very tight gameplay design offers a similar, but less deep and random, framework for gameplay. <br/>See: 868-HACK (freeware version: 86856527), Hoplite, Desktop Dungeons |
| Aug 26 20:11:00 | 3h 22m | Shape-Shift Escape | A mercifully short point and click (I'm terrible at them!). <br/>You should have used the shape shifting mechanic more. Couldn't the monster also turn into inanimate objects? Change size? Shape shifting is great for stealth. Not sure how you'd do that in a P&C. <br/> <br/>Found a few bugs: <br/>- The shape shift animation has a slight glitch. <br/>- The guard at the security rooms says "hands off" even when the coffee has been spilled and while unconscious. |
| Aug 27 20:05:00 | 23h 54m | Destroy The Love | My favorite game of LD33 so far. All of the mechanics just feed so nicely into each other. <br/> <br/>It's all about collecting hearts, then the hearts turn into enemies, but you need them to advance and even to kill those same buggers, and then you jump a few too many times and you're out. Brilliant! <br/> <br/>It is exactly the kind of quick thinking reaction driven balancing act that I like. The third level is a killer though. Hot damn! <br/> <br/>A few non gameplay related issues: <br/>- The graphics are crude. Many people only look at the icon and screenshots when deciding whether to play or not (even more so in a real marketplace). <br/>- No web build. That's the second hurdle for many potentials players. <br/>- 170 megs is way too much for such a simple game. Did you use uncompressed audio? I'm genuinely curious. Surely it's not just Gamemaker being daft. <br/> <br/>Make as good a game next time, while pay attention to these technical issues and you'll have solid gold in your hands. |
| Aug 27 20:32:00 | 27m 00s | Yeti Scent | Pretty great this! <br/>I died of starvation 5 meters away from my bride with the third skull in hand, brilliant! <br/> <br/>I would play it again except for these few problems: <br/>- Carrying only one item at a time. I can understand if a yeti can't figure out how to carry three items, but he does have two hands for a reason! <br/>- The rabbit meat could have been slightly more filling and/or the hunger slightly less severe. There wouldn't be a single living thing left in the forest if yetis were this rapacious! <br/>- The fade to black didn't quite work in full screen at least. It only covered part of the screen. <br/> <br/>I'm telling you, brilliant! |
| Aug 28 17:07:00 | 20h 35m | Devil Love Cows | The task becomes impossible in the end, but I guess you can't avoid the wrath of the Heavens for too long when farming humans and all that. <br/> <br/>Overall a very nice absurd multi-genre game. |
| Sep 12 20:24:00 | 363h 17m | Tickle Monster vs Suits | Pretty great entry. <br/>Kids who were tickled too much should have turned into clowns. <br/>CLOWNS WHO HUNT YOU DOWN! <br/> <br/>Ahem, the tickle monster.. they hunt down the tickle monster. |