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Feedback comments for LD33
Robinerd's games and stats for all events →
| Timestamp | Since previous | Game | Robinerd's comment |
|---|---|---|---|
| Aug 24 17:33:00 | Monday Night Monsters | Nice mechanics, worked really smooth and I enjoyed playing it through! | |
| Aug 24 18:48:00 | 1h 15m | A Crown of My Own | Really nice work, this totally got me stuck :D Nothing to complain about really, except for that I didn't figure out the purpose of cooking. Didn't play through it to the end yet |
| Aug 24 19:09:00 | 21m 00s | Eye of the Basilisk | I really like how you interpret the theme, and the look-into-eyes mechanic was fun. Music was a tad too chaotic perhaps. |
| Aug 24 19:32:00 | 23m 00s | Patient Zero | It was nice until the screaming sound started. And I seemed to just die a lot. Not sure about how the mechanic of swapping should be used properly. Though, I really liked the art style of the buildings, especially with the red/orange directional light. Good work on that! |
| Aug 25 17:29:00 | 21h 57m | Unwelcome Presence | Really good work! Played through it all and enjoyed the exploration and puzzle elements. Nice mood in it, I got startled a number of times from enemies bumping in to me around a corner while dodging my way forward to keep going faster. <br/> <br/>The combat felt a bit rough and I ended up just ignoring all enemies instead of trying to fight them since that proved more useful. Not sure if it was intended. <br/> <br/>And finally: Controls/graphics will be one paragraph. Because I think I nailed down the reason to why people feel hard to navigate and relate their character. The fog becomes like a static layer of blockiness which is always fixed to the player. I realize this is because of the limited number of colors combined with how the fog is calculated. I think it can be solved by some combination of: <br/>A. making the gradient not totally greyscale but slightly towards a color, perhaps rgb(200,210,220) or so to make the blockiness more unevenly distributed. <br/>B. Make the fog start a bit further away from the player to at least give a small zone of reference to the environment. <br/>C. Try enabling HDR in your graphics settings if you haven't which will double the number of bits per color in the internal shaders. It might help, assuming that the fog shader actually makes use of it. <br/> <br/>Overall, really well done for this short time, and I hope to see more from you in the future jams. Good scores for you, and greetings from Sweden! |
| Aug 25 20:54:00 | 3h 25m | Monster | A very nice feeling somehow, almost meditating. Didn't fully catch why I'm a monster from dying, but I like it :) |
| Aug 26 17:48:00 | 20h 54m | Hero Mate | Congrats, you got my best ratings so far, and a really nice game for sure! I really like the use of the theme, and I can't really see anything bad about this. Great concept and a great execution! Thanks for letting me experience this. |