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Feedback comments for LD34
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| Timestamp | Since previous | Game | mattlevonian's comment |
|---|---|---|---|
| Dec 15 02:31:00 | Growy the Flowy | Pretty damn well put-together. A fun little game. | |
| Dec 15 03:03:00 | 32m 00s | Splatter Trail | Cool idea, but there's no win condition? |
| Dec 15 04:11:00 | 1h 08m | Sentient Sewage | Seemed more like a tech demo than a full-fledged game |
| Dec 15 04:18:00 | 7m 00s | Hillary vs Donald - America's Greates Battle | Too many mechanics that weren't explained (or there wasn't relevant information displayed to act on it). Also the tutorial didn't cover all aspects of the game, yet it still managed to seem overwhelming |
| Dec 15 04:26:00 | 8m 00s | Asteroid Blaster | I would have liked it, but it severely lacked any sort of feedback for your actions. When I was shooting enemy ships, i couldn't tell if i was damaging them. I found it hard to know immediately whether my speed was locked or not, and controlling the ship was just generally harder than it needed to be. These facts stopped it from being as enjoyable as it could have been. |
| Dec 15 04:32:00 | 6m 00s | Partners in Crime | Really fun! Good execution on the two button controls theme. |
| Dec 15 04:36:00 | 4m 00s | Zircon | The only annoying part was it was extremely difficult to know which direction was which coming out of a spring jump, and I couldn't seem to place a bomb. The controls just felt sticky and annoying in general. |
| Dec 15 04:54:00 | 18m 00s | Evil Developer's Lair | You adhered to the theme too strongly. Removing the ability to move left was a questionable decision, especially since your jumps are somewhat tight. Also it's a little annoying that I don't have a shot charge meter and have to time my jumps to be at the same time as my shots. Also, a level forces me to jump without seeing where I will land, which is generally a poor design decision. Otherwise, great go at a platformer, really good job teaching the mechanics. |
| Dec 15 04:56:00 | 2m 00s | retrovirus | When I got past the tutorial screen it said start node not set and then nothing happened. Your build may be broken. |
| Dec 15 05:03:00 | 7m 00s | Marimo | Audio gets really loud in the water. Was not able to double click on the web build. Did not understand what to do. |
| Dec 15 09:01:00 | 3h 58m | Reach | Wow, the controls were tuned perfectly, everything felt great. As other people are saying, it took a while to figure out what to do (I think boiling it down to "get blue things while going up, get red things while going down" would have helped). I think the art assets all fit together really well, the high-res, abstract, sparse look is pulled off fantastically. It didn't really feel like it totally fit into the theme of the Jam, though. |
| Dec 15 09:13:00 | 12m 00s | Tri-Fission | Really interesting concept and pretty fun to play, if a bit punishing. However, I felt like the two-button control theme was just stuffed in there, and it ended up hampering the design. It would have been much more fun on a controller with an analog stick and a button. Also, the audio was really grating. Consider finding samples on the internet instead of synthesizing sounds. Just to nitpick (everything else was good besides what I mention), it could have benefited from a player healthbar. |
| Dec 15 09:19:00 | 6m 00s | Astro Cat Saga | It was really annoying to wait for the input repeat to get fast rotation. Have it instantly rotate whenever you hold down one of the keys. Besides that, I really liked the idea of playing with relative velocity and angular velocity. Pretty fun if you can look past the input issues. |
| Dec 15 23:47:00 | 14h 28m | Slozhna Potet | Looks beautiful, but it didn't seem to me like there was a win or lose state? Anyways, kind of fun as a physics toy. |
| Dec 15 23:56:00 | 9m 00s | Bonsai Master | I really liked it, a good execution on the theme. Maybe this was intentional, but I found it hard to build a mental model of what pressing the grow key was going to do, or why long branches were dying off. Also, the objectives were way too easy. I felt like the core mechanic was solid, but you failed to build it fully into a game. |
| Dec 16 00:01:00 | 5m 00s | Chicken Spin | Starts out a little slow, but once it picks up it turns into a fun little experience! The graphics are really nice, the visual style is cohesive and well-executed. |
| Dec 16 00:09:00 | 8m 00s | Fish Simulator 2k15 | Pretty good. My only issues were that it took a while to figure out the red/green target indicator meant edible/inedible, it was a little laggy, and the target indicator didn't pop up sometimes. It was fun to swim around though, and I got a little bit of an adrenaline rush when I had to dodge a ton of big fish. Maybe one way to expand on the play is to make it a little more sparse, but add better indicators of where big and small fish are, then having big fish chase you, and little fish evade you, turning it into a series of chases, rather than aimless wandering. Also, adding some distance fog to hide the fish popping in and out might be good. |
| Dec 16 00:53:00 | 44m 00s | Guardian | This is probably the best game I've played from this jam so far. The execution on the theme is perfect, and the combat puzzles were very intelligently laid out. The only issues I had were the graphics and the control scheme (I got screwed by the weird controls a couple of times), but those are nitpicks. Very cool idea, very good execution on the idea. |
| Dec 16 01:17:00 | 24m 00s | Herballistic | Felt pretty well polished, but it lacked a certain je ne sais quoi. Maybe a little more depth in the mechanics would have gone a long way. |
| Dec 16 04:18:00 | 3h 01m | SpaceHex | Way too punishing. There wasn't enough feedback, IMO, about the status of your station. The visuals were too crowded and it was hard to quickly understand what type a tile was. Maybe some indicators of where you are being attacked, better feedback about what your tiles are doing (exactly how many resources the miners are getting, how much repair the repair tiles are doing, the status of the shields, etc). <br/> <br/>That being said, I enjoyed it and found the concept refreshing. |
| Dec 18 05:37:00 | 49h 19m | White Rose | The juice was on-point: the particles, the feeling of landing a blow, the background and other visuals. All good. However, getting hit felt kind of crappy, and the enemies were very boring (I generally try to avoid making "direct seek" enemy behaviors in my games, because it is the least interesting type). |
| Dec 18 05:42:00 | 5m 00s | Sad Gorilla Boy | Damn, GREAT idea for two-button controls. The overall aesthetic was very weird and off-putting, but I guess that's what you were going for. Anyways, good job, wish it was longer. |
| Dec 18 05:48:00 | 6m 00s | YinYang | A good start, the switching between two colors is a well-worn mechanic, but still an interesting one to work with. However, the game fails to take it beyond a rudimentary level. <br/> <br/>Also, the game is very low contrast. Consider making the background the opposite color of the ball and floor. |
| Dec 18 05:51:00 | 3m 00s | Torque | I wish for more levels! Nice, well-polished execution of the old ball-in-a-rotating-maze game. Every player action felt great, it was visually organized, graphics and sound were crisp, etc. |
| Dec 18 08:01:00 | 2h 10m | Growing Spaceships | Wow, I ended up playing this for WAY longer than I thought I would. Even though there is no objective or measure of success other than surviving, cruising around and building a giant death wing is frickin' *fun*! <br/> <br/>I like how there are emergent, dynamic tradeoffs from the seemingly simple mechanics. For example, do I blast this ship and destroy its weaponry (thus leaving me without good salvage), or do I angle around and core-kill it in order to take its weapons? <br/> <br/>I think there is a lot of good fruit to be bourne from expanding this out with and adding more mechanics. |
| Dec 19 23:24:00 | 39h 23m | Kubble | Great game, the only nitpick I have is that waiting for all the actions to resolve during a turn took a little longer than it should have, so waiting after each key press got a little annoying. |
| Dec 19 23:57:00 | 33m 00s | Sea Level | Once I figured out you could plant trees on top of other trees, it became a piece of cake. Really love the feeling of the beginning, though: confusion followed by a dawning realization and frantic panic to climb higher. |
| Dec 20 22:01:00 | 22h 04m | Replication | Left arrow also worked as a control. Couldn't understand what to do, game lagged. |
| Dec 20 22:05:00 | 4m 00s | GreenGrow | Difficulty curve is off the charts, level 3 is way too hard. There isn't enough introduction to mechanics in-game. The death sound and motion of the camera is very jarring, makes it extremely unfun to die. Spawn point mechanic is broken and is very easy to bug out the game with. |
| Dec 20 22:23:00 | 18m 00s | Sanctuary Station | As other people have commented, this is a REALLY cool idea, and quite a bit of fun! It feel polished in graphics and interface (I especially liked the little indicator/gizmo for showing which chunk is going to which space). However, there are a few nitpicks: <br/> <br/>-The pods had way too much momentum, and I found myself getting frustrated when a pod just wouldn't do what I wanted it to in time and died as a result. <br/> <br/>-Similarly, I think basic pathing would do wonders for this game. Having to navigate pods manually around corners, in combination with their slow acceleration, was extremely annoying. <br/> <br/>-Audio could have been better used to cue when pods were close to death. The "new pod" sound could have been more noticeable. <br/> <br/>-Some more visual cues about when a pod is connected and how close a pod is to death would have been cool. Think something like the redness in FTL to indicate no oxygen. <br/> <br/>These are fairly minor things, though (besides the momentum/acceleration issue), and overall this game is just fantastic. Great work creating something truly fun and interesting. |