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Feedback comments for LD34
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| Timestamp | Since previous | Game | terry90's comment |
|---|---|---|---|
| Dec 15 09:47:00 | Crusader Climber Quest 64 | such a fun game ! :D | |
| Dec 15 09:54:00 | 7m 00s | Hero of the nest | quite a bit of fun ! |
| Dec 15 10:01:00 | 7m 00s | Winter Quest | Unable to go past the menu screen. Could only make it look good by playing it at 1440p. Lovely menu screen though. |
| Dec 15 10:19:00 | 18m 00s | OSHIYA! PUSH! | Love it. Nicely done. Followed the progress on twitter and put it on my list right away! Well worth it. Good job guys! |
| Dec 15 10:50:00 | 31m 00s | Secret of the Little Lamb | Fun game. Had the same problem with the webplayer though. |
| Dec 15 13:53:00 | 3h 03m | Tokyo Wars | Excellent game! <br/> <br/>Things I really liked: <br/> <br/>* Very consistent art style, car animations were really good! <br/> <br/>* Explosions and weapons fire felt very polished <br/> <br/>* Variety of weapons made combat a lot of fun (proxy mines are so satisfying! <br/> <br/>* Maintaining fuel and ammo was nicely balanced and had just the right amount of urgency. <br/> <br/> <br/>Improvements I could think of: <br/> <br/>* The corners do indeed get in the way, and part of that is due to the slow response rate in turning. It would be cool to make the player car hop the corners. <br/> <br/>* Some highly visible (at a glance) landmark squares would be a nice. <br/> <br/>* A pause menu for quit, restart, audio options would be a good addition. <br/> <br/>* Hide the mouse cursor and create a visible control ring around the player with a forward indicator that shows input so the player can get used to the delay in the turn. In the heat of battle my mouse cursor would travel away from the car and it made response even more low. Sticking the control feedback to the focus point would help quite a bit. <br/> <br/>* Explain the turn rate with tires squealing or some visual aid. <br/> <br/>* Lessen the Extra Life drop rate, and make it something that all cars go for, kind of like a battle royal or king of the hill where the reward is an extra life. <br/> <br/>* Sometimes the last car takes a bit to find, maybe some kind of shift in the gameplay like sudden death or a compass indicator would keep the flow going. <br/> <br/> <br/>Most of these improvements would soak too much time in the jam, but as with any gamer, I'd like to see more of a good thing! Really enjoyed this game! Well done! |
| Dec 15 14:26:00 | 33m 00s | Son | For other testers, the controls I've found so far are: <br/> <br/>Spacebar - jump (x2 for double jump) <br/> <br/>X - Fire some sort of element that destroys the creatures (limited fire rate) <br/> <br/>Left / Right Arrows - Walk <br/> <br/>I like the premise for the game, and the art is decent for the style. However, the story and the gameplay don't match up. I thought that by "absorbing the darkness" I should just walk into the enemy creatures. Part of that is the lack of any explanation for the control scheme, but mainly it has to do with adapting the gameplay to the story. I have no idea what I'm firing at the creatures, and there is no sense of progress other than more scenery to the right. <br/> <br/>This can be a great game, it just needs a little love. <br/> <br/> <br/>Things I liked: <br/> <br/>* Introduction story was nice, and with a little more attention it could give the player quite a bit of motivation. <br/> <br/>* Art style was a nice mix of subtlety and function. <br/> <br/> <br/>Improvements: <br/> <br/>* Pace the story with the gameplay. Introduce the creature, pause the gameplay and explain what it is, what you need to do, and how to do it. <br/> <br/>* Show impact animation, die animation, and give the player some sort of reason to keep mowing through these creatures. <br/> <br/>* Vary the eyes animation cycle on the houses so it doesn't look so uniform. <br/> <br/>* Tidy up the UI a bit, pause menu, etc. |
| Dec 15 14:52:00 | 26m 00s | Elemental Force - The Medallion's Guardian | Nice art style, good introduction. However, the gameplay isn't balanced very well. I couldn't make it past four columns. That's either a testament to my horrible gaming skills or the difficulty ramp is a bit extreme. All the elements (pun intended) seem to be there to make a fun game, it just needs some fine tuning in the level design to get the player invested in playing it. <br/> <br/>Things I liked: <br/> <br/>* Art style was really nice and consistent. Color palette was easy on the eyes (great). <br/> <br/>* Elements were explained well, and the dual functionality in the game had good potential for a variety of obstacles. Having even more complexity in the obstacle (e.g. lava to rock) was also a nice touch. <br/> <br/>* Good animation on the character and lava <br/> <br/>* Music is great, and matches/inspires the urgency. The run speed feels right because of this. <br/> <br/> <br/>Improvements: <br/> <br/>* Speed felt good, but the obstacles came up way too fast in the beginning. Perhaps a slower speed to adjust to the obstacles? OR Pace the obstacles out a bit more? <br/> <br/>* Make the visual feedback on player life bigger. <br/> <br/>* Pause Menu <br/> <br/>* Mouselook for element selection? Direction the mouse is dragged in to shift elements... X is way too slow for the frequency of obstacles. |
| Dec 15 15:02:00 | 10m 00s | A Glitch | Nice retro game, good introduction as well. The background could use a bit of 8-bit love. The music was excellent! Controls are introduced nicely. The direction the player needs to go in could be explained a bit better, either through level design (visual pointers) or story. I'd like to see more of that story implemented in the level, as it's an innovative way to keep the player engaged. |
| Dec 15 15:40:00 | 38m 00s | Protoplanet | I like the minimal approach, and the soothing music fit the chaotic ballet rather well. There are, however, some issues with balance. For instance, I watch other asteroids gain mass at a far faster rate than I can absorbing the same amount of material. The green accent didn't immediately register as imminent danger. Red might be a better color to show accentuate larger asteroids. Over time the play space becomes empty with no indication of where to go. The shadows of other objects only work to define space in close proximity, so that mechanic becomes less effective over time. Even with these issues this is an enjoyable and relaxing game. |
| Dec 15 15:56:00 | 16m 00s | Snow World | Awesome implementation of the control scheme. Very fun to play! The balance between guarding and striking never feels off, can't commend you enough on that! <br/> <br/>Every bit of this game is good, the only thing I might want more of is life / healing items, especially for the branching paths. It makes choosing the more dangerous path worth it. <br/> <br/>Great game!! |
| Dec 16 08:41:00 | 16h 45m | FLOW | Ok, after trying the web build (which was completely borked), I downloaded the Windows version and it was much better! I think it needed to be a little more obvious which was to go, although I could hear what was supposed to be happening I think. After the first puzzle piece I wasn't sure if anything changed and gave up after a while. Good mood though! |
| Dec 16 08:59:00 | 18m 00s | Nia in Mushroom World | Atmosphere was cool, and the graphics were great (would have rated them highly!). SFX could use some rethinking, but it was a charming little game nonetheless! |
| Dec 16 09:19:00 | 20m 00s | Golden Rush | really good looking game! I loved the way the fish moved, although the controls themselves were iffy. Would have liked some music, but the SFX were nice. |
| Dec 16 09:29:00 | 10m 00s | Breathe | Great music - wanted more SFX though, for charging and things. Awesome mood and lovely visual style. Controls were a bit too delayed though I think. |
| Dec 16 09:44:00 | 15m 00s | Drez-eX | The movement looks wonderful, and I love the way it grows. Great mood. Found the red orbs a bit too punishing! I LOVE that your broken tails continue to swim around. Nice. |
| Dec 30 10:22:00 | 336h 38m | Gyra | Fun little game. Super simple but fun |