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ceosol

Feedback comments for LD34

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TimestampSince previousGameceosol's comment
Dec 14 04:28:00 SILooET I was at 124. I played a few more and got up to 223. That was a fantastic game. I like how most of the levels were under 20 seconds long. You did a good job "teaching" us the mechanics.
Dec 14 04:36:00 8m 00s Blue and Red It was cute and simple. It is lacking something in the gameplay. I don't know which mechanic you could have (not talking about Easter Eggs) to change it. Maybe something with outside influences - food, shrinkers, growers, etc. - that change what is happening causing you to strategize when to tap and when to let them get a little bit bigger.
Dec 14 04:44:00 8m 00s Deceit I had that getting on ledges also. It seems like if you are pressing an arrow key and hit up, you catch the corner of the ledge. If you press up and then an arrow key, you do not catch it. <br/> <br/>I think the darkness was a little bit too much. I got to level two and was able to kill the first few guys, but then kept dying. I tried moving around to find if there was one of those red 'V' things, but didn't see anything. It is nice in these game to be able to learn from your mistakes. If you can't see anything, how can you learn? <br/> <br/>Other than a number going up, what grows with the narrator? I was hoping that your light source would grow.
Dec 14 04:50:00 6m 00s Panda and Squirrel Very cute concept and graphics. I think it was very well executed. However, it was difficult to tell what was actually going on. You can't see what is above you so you basically keep blindly jumping. Sometimes I hit the yellow things, sometimes the redish brown things (that killed me?). I think one thing that might improve the game is having the squirrel bounce a little - like a Burrito Bison. I agree with Warzone that it was a lot of fun having a squirrel fly around. Why not extend his flight by bouncing off of the birds?
Dec 14 05:08:00 18m 00s Hearty's Quest I really liked the game, but it seemed very slow. I know you were trying to maintain the theme by using two button controls, yet the having to constantly turn around seriously cut into the gameplay. I think it would have been better with mouse click as an automatic turner (i.e. making three spin moves instantly). That still would have been two buttons (Z and mouse). <br/> <br/>Concept was great. The art really suited it well.
Dec 14 19:06:00 13h 58m Agropolis I love me a good simulation, and this one is very good. My biggest critique is that Orange is the only one that actually looks and builds like a city. Orange creates new blocks and expands in random directions. The other three all expand in the same way. It would have been nice for green and purple to change directions to look more like roadways. Also, blue (the capital building???) could have split after a certain time to make a plaza look instead of a giant block. <br/> <br/>I definitely think you should pursue this further. Already having touch controls makes it perfect for mobile applications. I would even say to keep the graphics the same because when it is zoomed out, orange (for now) looks like a city scape.
Dec 15 18:27:00 23h 21m Flower Power I think you pick great sound and music to fit with your overall concept. Everything meshes together very well.
Dec 15 18:47:00 20m 00s Brobots I did not mind the colors. <br/> <br/>I think it was a decent game. However, your adherence to the theme was very forced and took away a lot of the enjoyment. Having to click on the right side, then the left side, then the right side, then the left side... and finding that you only got 1/4 through a fairly small sized level became tedious. I think this would on mobile and might try downloading the android version. I hope you take our critiques to heart and continue developing it post comp!
Dec 15 19:02:00 15m 00s Spinning Around I think this was a really neat concept. Sort of like a fez, but without the same exact puzzle mechanics. I did not really get why the robots swung their arms as if they were walking... If almost seems like remade models were used for them. Also, I would leave out the orbs. They did not serve any purpose for the game. In order to beat you, you were forced to collect all of the orbs anyway. <br/> <br/>I would like to see this continued post comp. I think this would look and play great on mobile. You are have some nice puzzle mechanics. You could easily have ten levels as a tutorial teaching the player the base mechanics. Then make some levels with various interesting combinations.
Jan 2 23:24:00 436h 22m Hello Darkness The lighting was the main part of the game, however you had it centered around the torch instead of around the player's feet. If you think about this a 2.5D or even top-down, the lighting was being cast to the player's left hand side but not his right. <br/> <br/>I everything else about the game. The lighting irked me a little :)
Jan 3 18:40:00 19h 16m The Climbers I think this was the best incorporation of the two-button theme that I have seen. It was not a forced mechanic like most of the other game (i.e. able to do the game some other way - a better way - but forcing two-button controls). Your's flowed very nicely using two buttons. I definitely think that you should continue working on this post-comp.