Foon → Ludum Dare Explorer → LD33 → Feedback comment stats → local minimum
Feedback comments for LD33
local minimum's games and stats for all events →
| Timestamp | Since previous | Game | local minimum's comment |
|---|---|---|---|
| Aug 25 10:42:00 | DESTRUCTION IMP | Hope you enjoyed your first LDJAM. It was a hard entry, which fits the genre of the game quite well. I really liked that I could hold down Z and not have to spam it. I don't know if it was possible to kill the enemies or just destroy boxes. I don't know if I killed any. So to make it clear what you can kill I think a health bar next to stuff you just hit would be neat. Either that, or powering up the weapon so you kill almost everything with one or two shots. Good feel in general besides that. | |
| Aug 25 10:57:00 | 15m 00s | Sucker Punch | The combo of the music and the sound effects were just marvelous. They really worked with the game and each other to build up the feeling of having very fun poking the boats. The graphics was also very well worked. The one place that felt quite neglected was the screen for when the game was over. It didn't give any feedback that the score was submitted, and for a post-jam version I would suggest giving that some more love so that it becomes a reward in its own when you've died. For the game itself I never got to a point where I figured out any strategy, besides kill all things. I was guessing that it was bad to let things reach the middle and bad to have appendage up and exposed, but maybe there's a possible improvement in the early phases of the game to make it visually clearer what the player should focus on. <br/>But don't get these comments wrong. I loved the game. It was mega boat poking-fun. |
| Aug 25 11:27:00 | 30m 00s | Project MONSTER | Very slick looking game. Well produced and I like the back story and theme abuse (if there's such a thing). It was quite challenging game, especially when encountering new enemies. Not knowing how they would behave. With that in mind I think it would help not punishing the player so hard as having to replay everything every time. Simplest solution is giving the player the ability to take three hits. Maybe actually changing the stats of the ship so it becomes more jittery or inefficient or something. Maybe because I liked my idea of getting pushed to the left by a negative flux (animations that now blow in game), I can't really let go of it. I think it would add to the game. Making you have to not pause too long in any place of the stage. As some others have commented, the target wasn't that readily visible and I think it didn't really follow the otherwise very consistent design. To work with the story and graphics is would suggest having the target as an unstable tile that flickers between the two colors used in the stage. And finally, at each stage load I think it would do good to have half a second where input doesn't fly the ship, because I often started flying before I had noticed the stage. <br/> <br/>That was a long comment. But I think this was a very well made game. Having proc gen work that well and having found such a well worked expression in a weekend. Really great. |
| Aug 25 11:46:00 | 19m 00s | I HATE HALLOWEEN | I enjoyed the game much. It's always nice getting to the end of LD-games and it's a hard thing balancing a game when you are so stressed about just completing it. I solved the final boss, since I was too stressed about staying alive, but just waiting for the correct mask-matching to come up. <br/>The music and graphics were really nice. I think the sound FX were a bit loud though. Especially since the game started without music and only the very harsh effects it felt a bit rough (and since the volume on my speakers was quite high I got a bit scared). <br/>The play-instructions could maybe just show up around the character the first seconds of play rather than at a separate screen. It took me a little while to get going and remembering the controls. <br/>To sum up: well made game! |
| Aug 25 12:00:00 | 14m 00s | Outing with Frankie | Simple game, very well made and well it is rare to have music like this and such level of attention to details in a LD-game. Fantastic work. If there's one place where I feel like the game could be worked on some more, it would be the mechanics or weights on rage. I felt like I too early on just was heading to end of outing. And one miss was the end of it. As a player it made it so, it didn't feel like it was up to me if I got to pet more or less animals. So if rage penalty wasn't as steep and if some animals gave more rage reduction. Maybe also ramping up difficulty with time (and if there was such a thing, doing it slower). Then, of course, if there was more variation on the photos and comments would of course also be a plus. But that's a lot of work. And so, for a LD-game, I think your entry is close to perfect in all categories! Great work! |
| Aug 25 13:24:00 | 1h 24m | I AM THE SUN | Very consistent how the audio and visuals work together. The controls where sort of hard in terms of staying alive. But I expect that was not the point of the game. I really enjoyed it. Must have been a lot of work going into it. I would have liked to encounter more story parts than just what I got from the bird and the death. I think the game could be really awesome if the story evolves over the course of one dying and dying and dying. Anyways, very beautiful and inspiring game. |
| Aug 25 13:37:00 | 13m 00s | Mr. Yeti's Fast Food | It really looked like a promising and fun game. Well made and great music/audio to go with the graphics. But it really was much much too hard for me. I played several times before I caught my first skier, and that is the only skier I've ever caught. So I think you need to add different difficulties where the skiers simply go slower. Or have the skiers get better/faster over time. I see from the high scores that others are better at it than I am. But only running around and failing wasn't so fun. Other than the difficulty though, it looks to be a superb entry! |
| Aug 25 13:52:00 | 15m 00s | You Are The Muncher | The graphics was really great. And I liked the game. It wasn't until I got the first snack I realized that the moving speed was only temporary and I did some exploring about before finding the snack... so it felt really sluggish and I was about to give up there. In other words, I think the snack should come earlier on. Also, since the music builds up with upgrades (cool feature), the first two parts should really be short, or music at a really low volume. Else it becomes quite tedious to listen to. If you plan on making a post-jam version, I would consider putting the tongue origin more towards the mouth of the creature. It also at times felt like it didn't orient properly towards the mouse position at all times (maybe hide the actual mouse pointer and give a cross-hair aim indicator). I think it is a promising game. I got killed by a cop, don't know if I actually could eat him, it seemed like not while trying. |
| Aug 25 14:06:00 | 14m 00s | The Mammoth: A Cave Painting | Very well done game. As I've discovered I love sad games, this was a perfect fit for me. In some locations I must have run a little further than expected so the hunters were spawning from right under my body, which was a bit odd. Other than that, it was a very good entry. |
| Aug 25 14:19:00 | 13m 00s | (You are the) monster gaiden | It looks like a fantastic place to start building a monster sim from! The selector hand was a bit hard to see in the left-most toy-area dialog. It also seemed like the dialog was below some other UI elements, which made it partly shadowed in one case. Other than that, very cute animations, a nice fitting tune and something that deserves further development! If nothing else, if you make it public, you could always use it as a starting point for the next ludum... |
| Aug 25 14:27:00 | 8m 00s | Moonlight | How on earth did you manage to get that good behavior on the humans in a game jam. That is extremely impressive. The game was very smooth and all parts, graphics, audio and such seemed to work very well together. The times I played it, I got about the same score each time. It might be a reflection of my skills, but also I found it really hard to do anything constructive about the humans shooting. The grenades/dynamites one could predict, but I was too busy hunting to see any clue on the gunners. So maybe giving them a laser pointer or something? <br/> <br/>To sum up: very very good entry. |
| Aug 25 14:40:00 | 13m 00s | A Bad Wolf King is Hard to Feed | Unfortunately I was really struggling with the controls and I can't really put my finger on what it was, but I just couldn't get to go where I wanted to in any ordered fashion. I found one coin/collectible, killed a sheep and activated a spawn point. But then I just got no where more. I also almost got stuck between the spawn-pad and its fence. The game shows a lot of promise though. Both music and style felt really good. |
| Aug 25 16:16:00 | 1h 36m | Monster Break Out | I liked the game. Well designed puzzles, even if I solved the elevator before I had even seen it. It would have been nice if the interaction controls were simplified. Either using no mouse and selecting interaction with arrow/wasd when in interaction mode. Or having mouse button down open the menu and the icon under mouse button up be the action selected. Each time getting caught, it all happened so fast it was disorienting the first times. It would have helped with a big "CAUGHT" splash over the whole screen and a short pause before game resumed. But as I started, I liked the game. And I particularly liked the ending. That was a very nice touch. |
| Aug 25 16:36:00 | 20m 00s | You Are The (Loch Ness) Monster! | Hello fellow Nessie-monster maker! Hope you had a fun first Ludum. It took me a while to understand that the arrows only directed her and space made her swim. I found it a bit too hard even on the first level, but that might have been because I tried to stay out of sight entirely. So maybe at least the first level should be easier, or it should be made clearer that it's OK to be seen a little while (if that was the case), just not photoed. Good entry though and quite similar, yet very different from my own take on being Nessie. |
| Aug 25 16:47:00 | 11m 00s | Alien Plant II | The sound and the terra-forming beam was really cool. That I was moving around so slowly was really annoying, but I suppose that's the cost of being so powerful. It was also interesting how burning up things (or so it looked), made them green. I got a bit confused when I had turned all 9 blocks green and the game still continued as it said that the target was to bring down the city. I simply though the timer was the time I had to do it in, else I would loose. So the aim of the game could have been made a bit clearer. It was a good game though, I enjoyed beaming around. |
| Aug 25 17:00:00 | 13m 00s | No Country for Troll Men | It took me one try to figure out I needed to fill up hunger completely. The thing with hunger going up when eating was confusing in general. I so wanted to eat a villager, but never managed, but playing was kind of fun. It was interesting how humans made it easier to find food, yet more dangerous. I didn't really understand how the defense worked, if there was some way to be smart about it or if you just had to take some damage each encounter. Nice game though. |
| Aug 25 17:11:00 | 11m 00s | Monster Training Simulator 2015 | I particularly liked the first mini-games calling out to the ship so it flowed backwards. The second one, I did press the correct letter when over the correct tile, but maybe it wasn't centered enough. If it needed to be centered, I think that should have been made clearer. This was the only part I never completed. I general a good game and well worked graphics. |
| Aug 25 17:24:00 | 13m 00s | Station Icegoden | So, I was not really understanding the game mechanics while player. It seemed like my station was huge and I had loads of space left when all that had value had been stored. So it felt like I hadn't understood at all what I was supposed to do. Which means it felt like I hadn't or had not need to bother making a relevant selection, just clicked around a bit. I think that was a bit unfortunate in regards to the end of the game. I think also the experience could have been made stronger using some freely available music and if the discarding of crates was an active move (with some crashing sound), rather than passively letting them just hang there until time ran out. That would have driven home the point even more, I think. Interesting concept though. |
| Aug 26 19:49:00 | 26h 25m | Manifest Destiny | Way to go gamifying your PhD! Though all but subtle, I love the contrast of engaging players in something they are used to as fun and then showing them that this might not have been only fun. I'm not 100% for those haha-what you didn't know twists, but besides that little thing. I enjoyed the game, very well made. Graphics especially. Well, the use of the theme was very good. One day I must do a game about watching yeast grow, just to have gamified my PhD. <br/> <br/>In all, really good work! |
| Aug 26 20:02:00 | 13m 00s | Nomzilla: Munching Mayhem | I really liked the animations. Very well done. There was something with the how the difficulty ramped though that made me loose interest in getting the high score after a while of playing without getting hit, so I just went around eating and not bothering too much about losing health. Maybe the enemies were too easy/and hard to know if they were armed or had thrown their spear or it was that they did too little damage at a time. Something in it could be tweaked though, to keep the player a little more on the edge. <br/> <br/>But other than that, a good game! |
| Aug 26 20:11:00 | 9m 00s | Cyber Butcher | I liked the graphics, but I had a really hard time with the controls and the audio. Sorry to say. |
| Aug 26 20:27:00 | 16m 00s | Damage Control | In firefox I just get a long long error pop-up trying to do anything in the menu, in chrome it loads the first level, but unless I missed somthing I could not do a thing. Just look at the screen as time ran out. I see that others are not having these issues so there might be something wrong on my end. |
| Aug 26 20:49:00 | 22m 00s | Famous Nessie | Nice solid Nessie entry (as I did one myself, I'm now on a quest to play all Nessie games). I had fun playing. If there was something, I didn't realize how (if it was possible) to control the camera-position, so it felt a bit random trying to avoid the visual field cones. Besides that, fun game. |
| Aug 26 21:00:00 | 11m 00s | Loch Beautiful Ness | I really liked the way Nessie was floating up and down in the water. It was confusing at first that there was a particular area within the cone that was good. The reason, I think, was that Nessie could enter the cone without it starting to change color. So I didn't notice the red, and hence not the green. If it had turned red directly, it might have helped, but it might also have been just confusing because the expectancy on the such a cone in game is very much that the entire cone is the same thing. Once I got a hang of it, it was kind of easy, especially since all the humans were standing still on a shore that was very straight. So I think it is a good start for a game, but it needs some more work on the game aspects and the feedback to the user. |
| Aug 26 21:10:00 | 10m 00s | Loch Ness | I really like the idea, especially as a fellow Nessie-game maker, but I couldn't find any reasonable strategy or logic to work with so it turned into pushing some of the buttons to see what happened. Which was that I died, of course. |
| Aug 27 16:40:00 | 19h 30m | Nessie: Quest for Fame | I really love those swim animations and the whole initial setting with looking down the water reflection - very nice. As you wrote in the comments, I can really see that you spent a lot of time on the graphics, and they turned out really great. Because we had her "posing" in our game, and since you have to good animations, it would have been cool if pressing up while already at the surface made her show off some. I might not have figured out exactly how the mechanics worked. I just got loads of photos from the tourists, but no Jack or any on the beach. So I might have been doing something wrong. Sometimes there was a seal in the photo too. |
| Aug 27 16:49:00 | 9m 00s | Loki In the 27 th and a 1 / 2 Century | I tried to play the web version, but without cursor lock it was next to impossible. I tried moving around on the floor I spawned but got reset back for no apparent reason. Then the next time I tried jumping down the shaft and I shot at some moving dudes, I think I got points, but nothing seemed to happen to them. Then I jumped down the shaft again and seemed to fall outside the world. So while it seemed like you've built a rather vast world, which would have been fun exploring, I didn't really understand it nor begin to manage the controls. |
| Aug 27 18:33:00 | 1h 44m | Monster of Lalahland | I had great fun tumbling around them sheep and progressing through the foul names. Nice graphics and who can say no to raining, tumbling sheep. Maybe the should have been a bit more bouncy too. For extra fun. I played it to the end and I don't have much to complain about. Well, maybe the hint shouldn't have popped up every time I touched the red area and maybe the lvl up should have been more clear, it took me a while to notice I was progressing. Great entry though! |
| Aug 27 18:51:00 | 18m 00s | Monster Movie | Great idea! Fun audio but a little hard. The graphics needs to be worked on some though, like the 'hiding area' sprite that feels not fitting the style of the game. I think the game could be made easier and reducing the need for explaining who is who by introducing them one at a time. Like having a first scene with only the lead actor and the monster's task to stay lurking in the shadows. But in general, a superb idea for an entry and something you should continue working on. |
| Sep 2 21:07:00 | 146h 16m | Quarantine Zone #1 | Interesting game. I got a bit confused when I reached zero infected while it said that I would win given that. So probably the bottom text should say something like "Get down to zero without killing innocents" and when reaching zero either let the player win directly or change text to "Now just stay free of infection for X days". I liked that the cards moved when you killed someone, but I would have preferred some other logic to that movement (e.g. "fall" up if possible, then fall columns left if empty space). At any rate, it would have been nice if that transition was a little slower so it was easier to see the movement. I think the game would also benefit if some cards moved around between days to make it harder to track who was the infection source. The move should be easy to see though (as with the other move). In all an interesting game. |
| Sep 3 18:49:00 | 21h 42m | The Hunted | I very much liked the music and how it felt it reflected the level of hunted I was. Graphics was nice too. I had some issues with the controls, it was sort of hard to get a good feel for them. I don't know if this was true or not, but it felt like getting light on you while having up velocity on you sort capped that jump. Which made the start of a level a bit in really annoying. But in general, the game was really nice. I would have, to increase the feeling of being hunted, liked the music to never decrease in stress level. Only increase and increase for every level you manage until you die. |
| Sep 3 18:58:00 | 9m 00s | Road To Hell | Really good graphics. I didn't find that the car reacted to any increase or decrease in speed that I attempted. I might well have misunderstood something. It felt very tempting to hit all cars, but after a while I assumed it might not be the point, so I used them to make the police run into them instead. But without being able to accelerate and if it was supposed to do it on its own, it was too slow. (Could have been interesting, quite rapid acceleration and you must run over cars to slow down.) |
| Sep 3 19:10:00 | 12m 00s | The Virus | I mean, being a microbiologist, the whole theme of your game is obviously cool. It took me a while to understand what I was supposed to do in the blood stream. I tried swimming into the blood cell, setting my on top of it. Until I figured I should click on it. I think I it would have been nice if the virus showed that it was tracking the mouse position or something to make it more clear. The interaction on the DNA I didn't grasp at all. I understand the puzzle, but I couldn't see anything selected on the DNA. If I should work from the top or the bottom or so. And nothing happened when I clicked the colors. Again, I must really have misunderstood something. Otherwise it would have been a really cool game. |
| Sep 3 19:20:00 | 10m 00s | Monstrous Bosses | I liked this game, and pacing would have been nice too for me, but I couldn't fire the employees. Having that blinking red bar I put them next to me over the door, I tried the way they were coming in, but I couldn't get rid of them. So that way it felt like it lost some game aspects to me. Unfortunately. But in all other aspects. A nice game. If one could reorganize the workers by difference efficiency philosophies, hire motivational coaches to come "cheer" them up etc. Those would be cool bonuses of bad-bossing. |
| Sep 3 19:33:00 | 13m 00s | Nom | For clicker game, it felt quite hard. Especially reaching the final goal. It would have been nice to be able to restart the game from within the game. It also was not so much one could to about the missiles, and it required quite some clicking. It was interesting though, that it really didn't get any easier due to the increase in price. There's something though that needs to be tweaked with the difficulty or such so that it keeps the fun up so that one just wants to get on going. I think it lies in having the ability to affect the missile somehow. Besides that, I liked the graphics a lot and it was a good game. |
| Sep 3 19:42:00 | 9m 00s | Ev0L | Very well worked game, especially how it all worked towards a common mood. The controls/camera got me a bit disoriented at times and made it hard to chase those friendly targets. I think a mouse/touch follow would have been really perfect. <br/>I swam around picking up a following, testing to kill the baddies and so, but there wasn't any clear indicator of progress or goal or if I had actually understood it at all so I let it be after a while. I don't mean to say that there needs to be a 70% done-bar, but if the background, music, others clearly showed a progression... And showed me if death meant reset from beginning or just reset without the shield of your minions. But in all else, a very good game. |
| Sep 3 19:52:00 | 10m 00s | Labyrinth of Loneliness | The graphics and the sounds worked really well together and it was a really good game. The cinematic effect of changing camera boxing while burning the bridge was really good. It would have been interesting if things got a bit darker/crazier for every bridge brunt. |
| Sep 3 20:02:00 | 10m 00s | Play | Very well done game. And nice how it plays out. I think it was perfectly difficult, that is, not really hard. I think that's about right when it comes to the difficulty of a game like this. All content and how it worked toward the mood, very impressive. |
| Sep 4 09:28:00 | 13h 26m | Monster Hunt | It seemed to be an interesting game, but either the interaction and feedback from the game must get clearer, or the concepts of the game have to be introduced slower. I got to build a wall, threw some rocks at random, but when it was time to aim for the people it seemed like I couldn't throw any more. It does look like the basis for a good game though! |
| Sep 4 09:36:00 | 8m 00s | Quadopus Goes To The Surface | The thing is, it is really quite a fun game. And taken into account the short time you had, very impressive. I could easily see this expanded by a procedurally generated bubbles to jump up on. A rising death from below and some meter for how far you've gotten. And high-scores to that. Then you have a nice addictive mobile app, or annoying rage quit arcade game in general. |
| Sep 4 09:49:00 | 13m 00s | Golbertz Party Sing-A-Long | Impressive! That's one of the best games I've played this LDJAM so far. It wasn't entirely clear to me from the start if being good would be the right thing to be to get the party going or not. But that was totally OK as I wanted to explore all outcomes anyhow. The art was just perfect and well the only thing is it could have been much longer and have a more in-game ending. It could be nice to have it so that some things should be dismissed (being evil). It could also be very nice if at some points one could choose either and the game would go down different paths for a while. But I get that the explosion of possibilities and the load of work. However I really hope you continue working on stuff like this. |
| Sep 4 10:28:00 | 39m 00s | Monster Idle | Why do I like clickers, I don't know. But it seems like I do. I liked the combo of managing auto-generation and clicking, but it took me a while to notice that that's how it worked. So having a separate background for the wolfman area would probably be good. It also was a bit annoying not to know what you needed for the next level. So maybe just show next unlock victims, but without showing who/what it was. |
| Sep 6 12:07:00 | 49h 39m | Quest for the Castle | Interesting use of webcam for the game. I would have liked the image to be a bit pixelated to work with the general style. And I'm not sure it needs to be longer, but maybe give the monster a health bar that the player has to hack down for a while. Monster still as passive as now. I liked the game. |
| Sep 6 12:24:00 | 17m 00s | Cruelty Free | I had fun playing this. As a scientist, I must say that those in your game are very sloppy about keeping track of their subjects. Great game though. Fantastic art style and fun how the story progressed. If something, I think the controls need some tweaking for after unlocking the super jump. They are floaty and it's hard to control. Other than that. Really good game. |
| Sep 6 12:45:00 | 21m 00s | Telepath | Superb mood and visuals, and audio to that. Very interesting stuff. As a concept game I'd say it is close to perfect. I'm quite envious, wishing I had similar CG skills. Just add a cursor lock to the web-version and more exploration candy. If there was a way to combine this with procedural generation of content, it could become something truly amazing. |
| Sep 11 16:24:00 | 123h 39m | Gammonster | I liked the audio a lot and the interaction with the game went smoothly. Sometimes it did feel like I had to wait a while or press space several times before I could actually roll the dice on my turn. But it wasn't any real problem. I have a hard time enjoying this style of board game IRL though, and on computer as well. Simply because it doesn't allow for tactics or agency on part of the player. So I would really appreciate if there were ways to be smart about things, like getting to add or remove dots on the dice to a limited extent. Given some pool of such ability. That would also help dealing with the short-cuts that the monster finds, it was really hard for my monster to ever get to the later half of the playing field. So I think it has a good start, but it needs to give more control over the outcome to the player. |
| Sep 11 16:33:00 | 9m 00s | Sand Castle Destroyer | It is a good start and congrats to first game in unity! It would have been good to lock the mouse and work some more on the players movements so it was easier to navigate around. The sand castles and their destruction was really nice. If the NPCs stopped a little while before their castles appeared it would have help the feeling of them actually building them. One way this could become really cool if you had to destroy as many castles as possible without anyone spotting you doing it. That is, give the NPC a visual field... |
| Sep 13 11:50:00 | 43h 17m | GH4ST | Cool idea for a game! Wish, as many have pointed out, that where were more actual levels after the tutorial to play. Also, though tutorial was really neat and since there is an undo anyway, it would have been nice if there was some indicator or the ghost's intentions/behaviors. Or if first time you press e.g. '2' you only select the second ghost and that shows a short bio to the side of the playing field. I didn't try to see how many regrets one had (but it might be cool to limit them to undo last five steps or so). In that case some reset level would be perfect. Final thought, the shift+right was rather awkward, I think the next level should load with a 1-2 second delay upon catching pacman. In all though, a very interesting game mechanic that you should consider furthering some more. |
| Sep 13 12:01:00 | 11m 00s | Mobs, Inc. | Very very good game indeed. A bit hard however, or I must have misunderstood something. The boss' communications skills aren't all there after all and I feel like I kill the adventures as they spawn. Still the boss just complains as tells me to get back to work. There's some tiny text on top of the enemies, but it's just impossible to read. If it's very bad to say ruin some of the cave features, then it would have been nice with some clearer feedback. In all some better feedback about when one is upsetting the boss or making him happy while playing would have been nice... Besides that though, insanely well made game. Very polished graphics, audio and those camera shakes... Great entry. |
| Sep 13 12:20:00 | 19m 00s | Delicious Cortex | Very well executed game indeed. My only wish would be that it had a fullscreen mode or adjustable hight. Playing on my TV (which claims to be 720p), I can't fit it fully so I couldn't see the healthbar if I wanted to see all the way down. I think the gameplay worked very well and minion management while not having any cool abilities yourself... it was very nice. I didn't notice, but if killed enemies became minions, that might be nice. The one thing that would make this game even better is to work on level design more so that it becomes harder to figure out which was is best/optimal to go. In part this can be solved by having the optimal way needing some backtracking or having forks in the road where both ways seem equally good at start. But more importantly, a dynamic world. Having some enemies walk around, give enemies a visual field. Stuff like that. Very good game though. Hope you do continue working on it. |
| Sep 13 12:34:00 | 14m 00s | First Person Giant Monster Game | The scale problem for the protagonist is really quite interesting. I think there could be a lot of interesting gameplay in it. Say you eat the humans instead, and eating makes you larger, so it becomes ever harder to pinpoint them. Still you gotta eat to survive. Or simply fending off swarms of annoying critters in general. Interesting emergent feature of the game. The shadow and the other assets in the game were very nice. It would have been cool if the camera shook some when a boulder hit the ground. Or you walked. And if that affected the humans. I would have liked some indicator of the aim, but not deadly important. Worse was that while the mouse was hidden (good) it was still active to stuff outside the window. So when looking down trying to hit people close, I accidentally got out of the game. I didn't figure out what the blue bar was, so some text or icon on it explaining its purpose would have been nice. The buttons were very huge in size too and could have been scaled down a bit (especially given the scale-thing with being a giant). In attempting a new engine, it was a very good entry. |
| Sep 13 12:50:00 | 16m 00s | Takodemon | It was hard to stay in the rhythm of the rotation as it accelerated as fast as it did, but it really didn't matter since you had balanced the difficulty so well. It is a fantastic game you have created. The visuals, audio and the fact that the content really is mostly about experiencing and not adrenaline of figuring stuff out -- it fits perfectly together. I would have loved some animation upon reaching the end of each level. Like if the letter-appendicies floated off you and then the eye faded out or followed after. Something. As I think the casual style fits very well and since I do hope you will make this into a full game, I hope you keep challenges on the easy side and instead work with discovery, dynamic events and embed a non-verbal slow-paced story to evolve alongside the progression through the game. |
| Sep 13 13:02:00 | 12m 00s | DAMNED | Very good graphics indeed. And the effects, sound and visuals work very well together to build up a solid atmosphere. It only needs more game-play. Either by making it arcady by having a ferocious hunger or by having a large world with villages, mountains and what not to explore. Have humans react to people missing/slain. Stuff like that. A great starting point for a very interesting game though. |
| Sep 13 14:46:00 | 1h 44m | Hop's Hope | Nice entry! Like how you worked on the visuals. I walked and walked and if day or night, not one princess seemed the least inclined. They did replenish my life though, I think. It would be good if that was more visible somehow. In general a good game, but I think it either needs to end sooner or have more sense of progression (in whichever way the story is intended to progress). |
| Sep 13 20:17:00 | 5h 31m | Me | I really liked the art in this game. The fight was a bit hard though, and after having attempted several times and got three-four hits in one go without any indication of how or if that progressed the game, I called it quits. However, it is a stunning entry and just needs to work some one how it communicates with the player. I also didn't find any way to exit the game (played the original version). You might have fixed some of these issues in your updated version. |