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Feedback comments for LD34
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| Timestamp | Since previous | Game | Piscythe's comment |
|---|---|---|---|
| Dec 14 17:09:00 | Last Fantasy Harvest Sun | I like this game idea, but I think it kinda got strangled by the 2-button theme. The actual gameplay was sound, if glitchy, but the interface left me with a headache. I can't think of a way to do it better with the limitations you had, but I found myself wishing for a mouse interface. I think this could have been helped with slower scrolling and more information density. The whole thing was exacerbated by the lag spikes I experienced, which worry me because the game doesn't have anything that could reasonably cause them. This could be a good game with a developed combat system, but as it was I found myself taking advantage of the bugs to speed my way to the finish. | |
| Dec 14 17:19:00 | 10m 00s | Careful with that watering can, Trevor! | Short and sweet. My only complaint about this game is that I wish there were more of it. Simple, easy-to-pick-up mechanics, appealing pixel art, and clever puzzles. My instinct to grab collectible things did not serve me well here. I could see a post-compo version of this becoming a successful web game. |
| Dec 14 17:24:00 | 5m 00s | Play with Dog or Cat | On the upside, the graphics are nice. On the downside, I"m not sure my definition of "game" includes this. I'd suggest trying to add happiness meters for both animals and a variable ending depending on which one you favor. |
| Dec 14 17:42:00 | 18m 00s | I've Bean Stalking You | This game looks really cool, but the gameplay is sorely lacking at the moment. The slow lateral movement was tricky to get used to, and, combined with the tricky collision, made platforming never quite work the way I wanted it to. This was compounded by a platform spawning in Level 4 that I couldn't figure out how to get to. It might have been flat-out unreachable. I want this to be a cool action game, but right now it's something else entirely. It sounds like you know what this game should look like, though - I intend to come back and try the post-compo version. |
| Dec 14 17:48:00 | 6m 00s | Giant tree battle | For Team Evil! <br/> <br/>...now where's my autoclicker? <br/> <br/>Really, this would be improved if we could see some global statistics instead of just the battle-bar. |
| Dec 14 17:52:00 | 4m 00s | An Outpost | Could not run (Error: Java Runtime Environment Not Found.) I have Win7 and Java 1.8. |
| Dec 14 17:59:00 | 7m 00s | Drone, the Package Collector | Gah! I feel like it's possible to master this with enough time, but the controls are not easy to learn. |
| Dec 14 18:17:00 | 18m 00s | Wayward Souls | The voice acting is amazing. Trying to figure out the platforming physics and wonky screen wrap, not so much. On the bright side, I laughed, especially at the ending. |
| Dec 14 18:51:00 | 34m 00s | Pixel Nations | This looks really cool. There are a few big issues here, though. First, it could use a bit more instruction - no where in or out of game is it mentioned that you can increase Yellow income, and I never figured out how to use the geostation. Second, either I'm missing something, or units take forever to produce. I never actually managed to make a new unit. That was also because of 3), the game keeps crashing. It's really cool that you made a good-looking turn-based strategy game, but I can't get anywhere because of the crashes. I'd like to see a bugfixed post-compo version. |
| Dec 14 19:01:00 | 10m 00s | Chaotic Potato | With such a dynamic arena, I think a different means of navigation is called for - a rocket boost would fit the theme. Also, the jump noise is all kinds of annoying. Also, I got stuck on my first attempt at the tutorial. On the bright side, I like what you did with the planets, and the enemies are varied and interesting. There's potential here, but it needs a bit more polish. |
| Dec 14 19:19:00 | 18m 00s | Save the Oak | This game made me think of impending doom more than growth. I really wanted the tree's health to be tied to its growth, but alas, I found myself desperately dashing around trying to prevent each and every blow. It was difficult balancing seed collection with keeping both sides of the tree within my weapon's video-game-flamethrower reach. |
| Dec 14 19:29:00 | 10m 00s | Warlock's Lair | This looks pretty solid - you got the hectic retro feel down well. Deaths are sudden, making it a reflex challenge. I had to go fullscreen to use the RMB with the web player. Also, a warlock and a wizard are not quite the same thing, as D&D, WoW, and Harry Potter have taught us. |
| Dec 14 19:41:00 | 12m 00s | Double Punch Man | This looks really cool, it's a shame I still haven't figured out how to not suck at it. Doulbe tap dodging is tricky, and I don't feel like I can afford to fight the controls when even the easy opponent telegraphs so little. The sounds are good, but the music does not make me think of a boxing match at all - it's too slow for that. The double punch is an awesome idea, but I don't think this was the right game for me to pick up this genre. Though I had fun playing it, I ultimately found myself jealous of Saitama. |
| Dec 17 19:23:00 | 71h 42m | Magical Girl Cannon | Wow. This game is visually pleasing, has an excellent soundscape, and provides a compelling experience with a rising difficulty curve. Though it might be billed as a bullet hell game, I found it to be more about resource management: dodging enough to stay alive while beating the enemy enrage timers. The weapons were good for this; each one was unique and required skill to use. I like how the collection mechanic and weapon E encouraged the player to risk closing with enemies. Unfortunately, the gameplay eventually started to become monotone, as the same enemy patterns repeated until I was ground into dust, while I was never quite clear on my hitbox. Also, the game crashed when I pressed a key after dying. |
| Dec 17 19:34:00 | 11m 00s | Rebel Dancer | This is really nicely polished for a jam game. The sound and graphics are all cohesive and appealing, and the action has a real impact. It's inherently satisfying blowing through a crowd of enemies, but I found the combat mechanics unintuitive - I couldn't tell why sometimes I would rush in and get hit, while other times I could just mash through a huge mob. Also, the off-center text bugged me, though I give you credit for having the good sense to make the cinematic skippable. I expect that I'll come back and visit this one again sometime. |
| Dec 17 19:48:00 | 14m 00s | Space Laser Omega | Honestly, I think this one looked better on paper. It's a cool idea, and I think it has real potential, but I found it just became a grind after a while. I would enter a level, spend 30 seconds sniping turrets I couldn't see (not that fighting them up close is satisfying - it would be were it not for this game's unfortunate paucity of explosions), then spin in circles for a while trying to pin down planets with my mouse, then spend the money on more dakka. Seriously, the laser upgrade was the only one I found appealing. Drive-by terraforming means you never need to came about battery capacity, and I never felt a need to go faster. I think this would have been better with mechanics that forced you to deal with the planets and enemies at the same time instead of focusing on the enemies and then farming planets for a while. |
| Dec 17 20:09:00 | 21m 00s | The Organization | Wow! You really illustrated that even secret organizations have boring desk jobs! But seriously, the pace is slow and after a while of playing I felt like I'd gotten nowhere, with my organization's increased capabilities offered no tangible benefit. I think it also would have been more interesting with forced action instead of just passing until you see something good. The opening sequence was excellent, and I think an expanded version of this has potential. |
| Dec 17 20:20:00 | 11m 00s | Space Dual | This is a really cool idea, but I want more from it. The enemy hp not increasing while yours does results in a difficulty curve with a negative slope. The mechanics are fun, and it's satisfying to deliver a devastating combo while anticipating an blocking enemy attacks. I want to see more cards than just attack/resource, though, to push the action. Like a shield that blocks anything but can't attack, an attack that moves faster than usual. A two-player mode would be a welcome addition as well. |
| Dec 17 20:44:00 | 24m 00s | Survive the Moco | The music is cool, but I'd like to hear it past the first riff. It's usually a bad sign when a survival game tends to last less than ten seconds. The difficulty of shooting while moving combined with the multiple streams of splitting enemies that will each eventually overwhelm sustained peashooter fire makes it extremely difficult to survive. I'd suggest starting the spawn rate a couple orders of magnitude lower and gradually increasing it. Also, have shooting while moving that isn't broken. |
| Dec 17 20:55:00 | 11m 00s | Ogre Smash | Huh? This is a cool idea, but the graphics were completely messed up for me. The ogre would walk straight past things, then interact with empty air. When I said to ignore something, it the ogre would go back, then start walking in the other direction. The consequences of my actions weren't exactly clearly illustrated either - well, except for my death, which was exactly the outcome I expected from trying to Smash a dragon. It's a cool idea with nice atmosphere, and a fully developed version of this would be really cool, but as it is, it's not a cohesive experience. |
| Dec 20 16:33:00 | 67h 38m | Destructive Power | This is a really cool idea. I liked the tools available, and it was fun at the end scrambling to defend. The difficulty curve was off, though. The game started slow and stayed that way for a while, then quickly became extremely difficult. Also, the interface buttons need work - letting go of them outside of the playing field leaves them stuck there. <br/> <br/>Score: Attempt 1 / 2270 Points |
| Dec 20 16:51:00 | 18m 00s | LOAD"KHOMODORIA+2.RPG",8,1 | This game has a solid and cohesive graphical environment, an interesting story, and good audio. The only thing it's missing is gameplay. The two-button path choosing might have been better with more interesting choices than "find the key first or the locked door first." Really, there wasn't a point where I understood the impact my actions were going to have on the game. If I get hit by the fireball traps, what happens? Is there a strategy in combat, or do I just hit things until they die? What, if any, impact will my choices have? I'm glad there wasn't grinding, though. As a tech demo, it's excellent, but it needs something else to be a fun game. |
| Dec 20 17:19:00 | 28m 00s | Mana Clicker | Huh. Very interesting idea, but it could do with a bit more direction. It took me a while to figure out that nodes could make connections, longer to work out how to do upgrades, and evne then I had no idea how to be effective with the available tools. |
| Dec 20 17:33:00 | 14m 00s | The Regrowth of Layeon | I couldn't figure out how to get into the armoury. None of the commands listed in Help got me in (inspect armoury, inspect the armoury, go to armoury, go armoury.) "yell at armoury", "punch armoury," and "stab armoury" didn't work either, but I wasn't expecting those to. Also, Enter should enter commands. This looks like it should be interesting, but the command parser needs some work. |
| Dec 28 13:26:00 | 187h 53m | Attack of the Vikings | I'm not sure what to make of this. The mechanics are inventive, but it took me a while to work out how to be effective. Momentum can easily turn against the player, and the player character seems to get in the way more than anything else. The fling really does need an attached power arrow. Also, the UI buttons are tiny. I liked the challenge scaling as the plant neared the top, but it was very easy to get knocked all the way back down to below the starting point. |
| Dec 28 13:50:00 | 24m 00s | Growth of the Hive | I think this one might've been a little ambitious - you have some really nice concepts implemented here, but the whole thing feels half-baked. I certainly didn't feel like a swarm with the sharp time limit and relatively slow teching, and was disappointed to find that the recommended map basically ignored the teching and instead just had the player run around killing stuff. The RTS implementation is a start, but I found myself wishing for pathfinding, tooltips, and attack-move. Not very many people get anywhere near this far into an RTS engine during LD, and there's a good reason for that. I certainly wouldn't advise you to abandon this, though - another 3-4 days and you can have something really cool. |
| Dec 28 14:07:00 | 17m 00s | Bryan | Really sweet art, but the gameplay felt odd and incomplete. I don't understand why RMB is the attack button when LMB does nothing. The real problems was when I reached the boss, and we were evidently unable to damage each other. The boss music was cool at first, but then it faded away and I just found myself hammering away at a seemingly-invulnerable tree-bear with no health bar and easy-to-dodge attacks that didn't actually damage me. |
| Dec 28 14:24:00 | 17m 00s | Santa Claus Down | Rules of driving: <br/>(1): It is not safe to drive on the road, please drive off to the side. Hitting trees does not matter, but cars will aggressively slam into you with no sense of self-preservation and then explode. <br/>(2): Your truck has the turn radius of an aircraft carrier. <br/>(3): Remember: truck cars are held together by elastic rope. Please plan accordingly, and hope you can extricate yourself from any trees or building edges you get caught on. <br/>(4): No one likes green cars, especially people who drive them. <br/>(5): Please be aware of the correct direction of travel and avoid all invisible walls. |
| Dec 28 14:36:00 | 12m 00s | Beard Fighter | This is such an amazing idea. I don't like button mashing, but this whole scenario just had me grinning. I made it to the final boss on turbo, but kept losing by half a meter's margin. The graphics and soundscape are so perfect though. |
| Dec 28 15:55:00 | 1h 19m | Frogtale | So I shot the monster and now it's bigger. And scarier. Why was that a good idea? Oh, right, fill it to bursting. <br/> <br/>Very solidly done, with a good atmosphere and music. I liked progressing from barely remembering how to lead shots to running circles around enemies. The boss had cool music, but it could have done with a stronger attack pattern. |
| Jan 3 16:26:00 | 144h 31m | Temple of the Anonymous Evil Elder God | Even though Hailstorm is the most OP thing, I'm glad I had it because that fire dungeon looked like a grindfest. Instead, I was able to one-shot everything except some of the slimes with a 0-cost all-targeting ability. So did the undead dungeon, but I just rushed through that and then one-shotted the final boss with Ardent Strike. At least I had to switch to Vengeful Blizzard / Unlimited Potions to quickly deal with the undead trash. <br/> <br/>Also, your female character writing has some serious issues. I cringed every time the priestess said something, and the Yuki-Onna wasn't that much better. |