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Feedback comments for LD34
Rogod's games and stats for all events →
| Timestamp | Since previous | Game | Rogod's comment |
|---|---|---|---|
| Dec 14 00:15:00 | Are you grown? | What was that? <br/>That's more of a curious art project than a game... <br/>Also could use some work on the wording/spelling. :( | |
| Dec 14 00:18:00 | 3m 00s | AsteroidRush | You need to package the whole game when you submit. |
| Dec 14 00:24:00 | 6m 00s | circular triangulation | Nice idea, but frustrating to play. <br/>There doesn't seem to be much dictating which planet I get pulled towards when I jump. <br/>And jumping over the red dots when I get larger is just impossible because you don't move fast enough. <br/>Also the simplistic art style gets old quick. <br/>I'd have wanted to see some background or other entities moving around the place. |
| Dec 14 11:27:00 | 11h 03m | Forks and Porks | Not really sure what I'm actually doing - the controls seem fairly unresponsive and I feel I have little impact on what happens. And everything is extremely sporadic. The pigs sound like they dog-toys in a blender. <br/>I suppose it "does" fit the theme though, I just wouldn't exactly call it a game. |
| Dec 14 11:29:00 | 2m 00s | I've Bean Stalking You | This was kind of cool, but unfortunately very repetitive. <br/>Also the jumping and running seems to be completely random (rather than based on which direction your sword is in as I think you intended) <br/>The mood was good, the graphics were innovative but the enemies were unchallenging and platform jumping puzzles get really old, really fast. |
| Dec 14 11:34:00 | 5m 00s | An Uneasy Feeling | Not sure how this comes under 2 button control or growing. <br/>The controls felt stiff, the jumping felt like I was on the moon, the button on the menu don't respond correctly to mouse position, the animation sticks sometimes and generally I don't feel I know what's going on. - There is no clear indication of what is affecting me in what way until I either randomly lose control or die. <br/>The mood & audio were good however, even with limited graphics. Although possibly more sound effects could have been used. |
| Dec 14 11:41:00 | 7m 00s | Speed | In a way I kind of like this, but in others I kind of don't. I get that it's only using 2 buttons for controls, but I feel this would have been a lot more playable if the roads didn't have any deadends - if I could continuously drive around the streets it would be quite fun. Also being a bit further zoomed out would be preferable, maybe as the vehicle gets faster, the camera goes up. <br/>The sound art art style were lacking, but it felt nice to be in a world that had some variety - you could very easily have just made a gridded street pattern and had fuel cans everywhere. <br/>But it's playable, and responsive, and at the end of the day, not a "bad" game. |
| Dec 14 11:46:00 | 5m 00s | Santa Delivery Service | Well that was dumb. <br/>I can't even get past the second house. I expected when the bells chimed, they would actually chime. An audio cue would certainly help me to line up the jumps properly rather than looking at the bottom of the screen the whole time. <br/>And how are you supposed to speed up enough to make the jumps if you're constantly slowing down to wait for the next bell chime? The houses aren't long enough to afford you this timing. <br/>Nice job on the art though, I can see where the effort in this game went. |
| Dec 14 11:59:00 | 13m 00s | World Grower - Growth of the civilization | It got old really fast. The theme is nice. It's quite cute and fun to play for a bit. I like that you can upgrade things and that it has a tutorial. I even like the music, however sound is a tad lacking. The art style is suitably minimalist and going for a style, but feels kinda lacking - maybe some 2-frame animation on the buildings mighta helped. <br/>Not my kinda game as you can imagine. - Clicker heroes sounds like the worst thing ever to someone who grew up playing Sonic2 & Quake. :P |
| Dec 14 12:07:00 | 8m 00s | Higher, Higher, AAAAHHHHH I'M ON FIRE!!! | Hah, this was quite fun. Very challenging and clearly a light-hearted tone to the thing with the sounds. Shame it got really laggy and jittery for me after level 3 so it was basically unplayable. The restart mechanic could do with being a bit more concrete though - maybe a timer would have helped - also he should self destruct when stuck in a wall/ceiling. :P |
| Dec 14 12:14:00 | 7m 00s | Spriggan | Well I can't get past the first enemy for the same reason. The game mechanics past jumping and moving are flawed. The style is nice, the game feels good to play, but there doesn't seem to be much I can "do" to stop my inevitable end. I thought maybe because I'm supposed to grow that I've gotta go in the water? But no, that kills me too. <br/>Also, unoriginal audio - sounds could have been ripped from Spelunky. |
| Dec 14 12:20:00 | 6m 00s | Currant Matters In Bird Town | This feels incredibly rough, there's no sliding collision - I get stuck to everything, the artwork is bland, the music stops when a sound is played, the NPCs talk waaaay too much for a concept so simple and the background clips through the trees. <br/>This feels like a reimagining of an old 80s game for Commodore64. <br/>I like how you've interpreted growing as a theme though. |
| Dec 14 12:27:00 | 7m 00s | Kubka | This definitely seemed more like a pre-smart phone mobile game. It was nice. Hard, but nice. The graphics were consistent and refined, the audio was repetitive and annoying but it was at least a game and definitely pulled off the whole growing & 2button thing. Good job. |
| Dec 14 16:43:00 | 4h 16m | Pikki | Hah, this isn't usually my style, but I liked it. <br/>I got to the end of the second stage and presumably died. <br/>Nice effort with the art and game style though. <br/>Not sure the audio lives up but it didn't detract in my opinion. :D <br/>Definitely my favorite thus far. |
| Dec 14 17:57:00 | 1h 14m | Growing trough the rocks | All I get is a number appear after a flash of something. <br/>It's like it's running way too quick and that's the score showing up at the end. <br/>Also why is it called fat.jar? |
| Dec 14 20:02:00 | 2h 05m | Santa goes to town | Well the first thing I did was turn 180 and crash the game by leaving the map. <br/>I then got frustrated that you can't walk off a fairly small ledge without exploding and dying, and that the minute you start level 5 you die about 5 times because you don't know what's going on. <br/>Some kind of countdown or push-to-start at the start of the level would have gone a long way. <br/>Some audio feedback on the controls and maybe "not" the mouse would have been more appropriate - the controls just feel slow and unresponsive so I end up walking into walls I don't mean to. <br/>Also why couldn't santa be a bit taller? I can't see him directly behind walls 1-whole block high. Or make him 0.5f alpha and appear infront of the wall so I still know where he is when that happens. <br/>Overall not bad, but annoyed me at the sloppy execution I'm afraid - this could have been awesome with a few little fixes. |
| Dec 16 14:16:00 | 42h 14m | AquaLution | Not really sure it constitutes a game when you can just hold 2 keys and it performs about the same as if you have some intent behind it. <br/>I did not feel in control of the character, some clearer indication of what keys were doing what every 10 seconds would help - and maybe an audio cue of when it changes. <br/>Some of the fish sprites got sheared off in an odd direction after time and the music was boring and unimaginative. <br/>There was also no clear border so I didn't feel I knew when I was going to pop out the other side of the map. <br/>Also generally in a game, the up arrow (on the arrowkeys anyway) makes the player go forwards, so why was the direction indicator for "forwards" to the right. This was counter intuitive and just felt sloppy overall. |
| Dec 16 14:26:00 | 10m 00s | FLOW | I'm not really sure this constitutes a game as opposed to a show-offy arts project. - It was a 48hr "game" programming event. <br/>This game has managed to bore me. Not excite me; bore me. This isn't what games were invented for. Games are for fun, so you can relieve yourself of boredom, not to induce it. <br/>Also how in something so simple have you managed to make the line bug out when transitioning sometimes? It'll just oddly change shape the second you press a key and pretend that was the line you were looking at all along. <br/>If this wins, I will be sorely disappointed in the voting and will go back to playing pong, half life and chess - some real games, with actual content and a purpose. |
| Dec 16 14:31:00 | 5m 00s | Chicken Spin | Hah, you chose the same idea as me but with ducks :D! <br/> <br/>Love it, made me happy and was fun to play. <br/>Good job, nicely polished too (although you're console was a bit odd and had a few typos) <br/> <br/>:D |
| Dec 17 10:20:00 | 19h 49m | CodeTyper 0506 | Nice idea but, it didn't fit on 1600x900 properly (so I couldn't see the far left key) and it had no escape-to-close. (I really hate having to close unity projects with alt+f4, it feels so sloppy) <br/>Also some kind of safe-zone would have been nice so I don't end up typing random keys trying to find a letter. |
| Dec 17 10:39:00 | 19m 00s | Director Morse | This is awesome :D <br/>I can't find anything to chop trees down with and I don't plan on digging up every square, but man this was a cool idea - it really worked and it was really satisfying to get the robots moving around after a while of figuring out morse code. :D |
| Dec 23 20:35:00 | 153h 56m | Snek | No ability to restart & not particularly long game but fun for a moment or two. Also nice idea with the radius growing rather than the snake's length. <br/>Definitely followed the theme and felt fairly polished. |
| Dec 27 23:58:00 | 99h 23m | Two Button Takeover | I played to $10 and expected something to happen at this point due to how slowly the money goes up. <br/>It would have been nicer to have some kind of visual or audio feedback to let me know when I am gaining money, or how well I have done it. There didn't seem to be any reasoning or logic behind the money gained or the difference between G and H. <br/>This could be kinda fun I guess, but it's seriously lacking in playability, it doesn't create fun, it enduces boredom, so the entire concept of the game falls flat. <br/>Also having some variation on graphics would have been nicer; why do all the cars look the same and travel at the same speed on the same side of the road? Why does nothing else move? Why is there no sound? What is the goal/what is the player aiming for at any stage or overall? <br/>Don't get me wrong, this could have been something, but you really need to put more than 4 hours of work into something to call it a game if this is the best you can come up with for a 48hr game programming competition. It feels like you didn't even test it to check the entertainment level. |
| Dec 28 00:07:00 | 9m 00s | TrainWrecker | Hah, I initially thought "wow, this is stupidly difficult" But I got the hang of it after a couple more tries. Got a few carriages and pwned some squares with my laz0rs or something xD <br/>Shame the graphics weren't top-down city-scape with cowboys or something, that would have made it a lot more entertaining. <br/>The concept was kinda fun and it sorta follows the 2 button controls (except having 3 buttons and a mouse) and follows the growing theme so the only low vote this gets is on graphics. :) |
| Dec 28 00:16:00 | 9m 00s | Color Dodge | Very hard to avoid things because of slow movement but incredibly difficult to lose (I had to try harder to lose than to advance a stage), hard on the eyes (I'd hate to be colourblind and trying to play that), no audio, boring graphics and unoriginal idea. Sorry, doesn't get my vote. |
| Jan 4 22:44:00 | 190h 28m | Thrust | It's ok as a game, not amazing, but ok. <br/>The graphics are acceptable but fairly unimaginative and difficult to focus on at points. <br/>The controls and the style aught to have been left/right with the map scrolling vertically so you can press left or right quicker - using up and down means you're constantly moving your finger between them delaying your reactions. <br/>Also got frustrated that the pickups can't always be picked up. Their position should be calculated so as to be both a challenge and also able to get back to a safe place afterwards, not just placed at random with no assurance that you can make it back to safety. |
| Jan 4 22:51:00 | 7m 00s | LEVEL UP! | Hah, this was awesome. <br/>Very little I can complain about (besides maybe the lack of crosshair making it hard to aim properly and the length of time the score takes to appear) but the rest was flawless. <br/>Concrete concept, easy to get to grips with, fun to play, hard to play, variety of events and a well rounded style both visually and audibly. |
| Jan 4 23:11:00 | 20m 00s | Repair Runner | Not sure what this has to do with growing or 2 button controls for a start. <br/>The level design is boring, the mouse movement is floppy, the mood is repetitive and the enemies are unchallenging. <br/>There is no health bar, so I don't know how well/poorly I am doing. There is nothing to suggest what kind of vehicle I am actually driving. (A rover could mean a car, but then why does it handle like a spaceship with a laser-gun, and if it's a ship, what is the need for elevators) <br/>Sadly un-fun to play on account of long corridors, unimaginative visuals and sluggish gameplay. <br/>Reminds me of the kinds of "games" I made in the first 3D engine I could get my hands on at the age of 12. <br/>This might have really worked if it had been retro-styled to look like Hovertank or Catacombs with some cheery sound effects and enemies and some backing audio to set the mood. <br/>Not the worst compo entry I've seen however, it was at least a game, with a beginning, middle and end, and I did manage to complete it. xD |
| Jan 4 23:20:00 | 9m 00s | Grow a Goldpile | Awesome little game, I was coming to the end of my spree of voting and saw this and decided to download it because I wanted to play it, not because I wanted to vote on it. <br/>Shorter than I expected, but a neat little concept that could easily be expanded on (and has already inspired me a bit). <br/>Possibly could have used some polish around the edge and maybe an objective but it has a clear purpose none-the-less. :) |
| Jan 4 23:36:00 | 16m 00s | Never Ending Balloon Bank | Not sure what the point was, this has gained one of my lowest ratings because it basically isn't a game and looks like it was drawn in Paint and programmed with PowerPoint. <br/>Not sure what took you 48 hours on this, but I could make this functionally in about 4 languages spending no more than 15 minutes on each. |