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Feedback comments for LD34
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| Timestamp | Since previous | Game | TheMeorch's comment |
|---|---|---|---|
| Dec 15 04:29:00 | Upright | I enjoyed this a lot! Surprising level designs that take advantage of the mechanic really nicely. As others have said, it can feel a little slow at times -- though having things move faster might make a difficult game even harder. If you could find a way to make that work, I'd love to see a larger collection of levels in the future. <br/> <br/>The pixel's comments are a really nice touch. | |
| Dec 15 04:34:00 | 5m 00s | LOW MEM | That was great! Such an elegant mechanic explored nicely over the set of levels. I would love to see more! |
| Dec 15 04:45:00 | 11m 00s | 2 button metroidvania | I admire the way you started with an interesting design question/problem and found ways to make it work. I almost got stuck, but I'm glad I kept going and found the secret ending. Really impressive work. Great art and music too! |
| Dec 15 05:17:00 | 32m 00s | Ludum Vitae | This was lovely -- I could see this mechanic used in a more traditional game, but it's also great in this form. The art style and audio match the mood perfectly. <br/> <br/>I hit a freeze during two playthroughs, but I really enjoyed this nonetheless! |
| Dec 15 05:31:00 | 14m 00s | Snow World | Fantastic distillation of an RPG into a two-button control scheme -- and at the same time incredibly sprawling. Great art, music, everything. Amazing! |
| Dec 15 06:33:00 | 1h 02m | CHILL PILL | Great execution and presentation on a fun arcade-y idea. Finally seeing how the Growing theme got incorporated was surprising and hilarious! |
| Dec 15 06:40:00 | 7m 00s | SideQuest | This made me smile. At first, I didn't understand why it was so short! Nice execution of a funny idea! |
| Dec 15 06:46:00 | 6m 00s | MILK TEETH | Wow! That's some of the most visceral interactivity I've found in a jam game. You've done a fantastic job of controlling the feel of the experience. Also it's just twisted and hilarious, great job! |
| Dec 15 23:32:00 | 16h 46m | Astral Gardener | This is really cool! The platform creation mechanic is really neat -- it provides some really nice open-ended gameplay. I also appreciate the restrictions you placed on the mechanic (i.e. the player can't move, and the platform keeps rising as you move it side to side) -- it makes for some interesting tension. Nice work! |
| Dec 15 23:43:00 | 11m 00s | fight or flight | Despite experiencing major performance issues once I got into combat, I really enjoyed this and played it to the end. The art is fantastic, from the sprites to the lighting, to the blood splatter. The 2-button controls are also really satisfying, and don't feel like they're shoehorned in just to fit the theme. Great work! |
| Dec 16 00:30:00 | 47m 00s | Auto Racer | This was really fun. I love the blocky art, and the levels provide a nice gradual increase in complexity and difficulty. It seemed like hitting only one car almost inevitably prevents you from getting beating a level -- if that's the case, it's somewhat frustrating to have to finish a race after a collision. It could be interesting to provide more opportunities to come back from a collision if you play well (or just auto-restart a level after a collision). Nice work! |
| Dec 16 00:48:00 | 18m 00s | subatomic borrower | I like the art style, and what I played seemed like the start of a cool adventure. Not being able to change directions in the air once you've started moving in one direction make the platforming excessively difficult, especially given the precision platforming required for some sections. Making the small change to allow in-air control would instantly make a huge difference. |
| Dec 16 00:55:00 | 7m 00s | Frog Well | Once I realized that you're not trying to jump from platform to platform, but rather that you can basically fly infinitely and change directions at will, this got quite addicting! Backspace isn't the best button for a web game, as some browsers will interpret it and go back a page. If you keep working on this and massage the platform generation to provide more pathways designed to be traversed by the frog's diagonal flight path, this could get even better. Great work! |
| Dec 16 03:45:00 | 2h 50m | Super Smash Buttons | Awesome artwork! It was a great surprise when I realized that there was a second game after the first one that put a new twist on the concepts of the main game. Nice work! |
| Dec 16 04:00:00 | 15m 00s | Orbital | Lovely vector graphics! Lander games often frustrate me because the motion is so slow and they often require lots of restarts -- that said, this is a great execution of that genre, with a really nice scaling of difficulty over the course of the levels. Great job! |
| Dec 16 04:10:00 | 10m 00s | Mind Minion | It was fun watching the little enemies attack each other! At first I was confused -- since you can click the A and B buttons with the mouse (and I tried that first), I figured that was the only way to play, despite it not really being possible to click the on-screen buttons quickly enough to mind control an enemy. Just a little minor point of confusion that could be avoided by disabling the ability to click the on-screen buttons. Nice work! |
| Dec 16 04:18:00 | 8m 00s | BallBall Babbaballoo! | This is great! It's a really satisfying challenge to control the ball around the obstacles, given that your control over it differs along each of the 3 axes in a way that is totally natural. <br/> <br/>The only thing I would look into is the fact that players are very likely to momentarily hold both the left and right buttons when they're changing directions -- the current result is an awkward staggering of the camera. Adding a longer wait time before the ball speeds up when you hold both buttons might help. <br/> <br/>Anyway, great job! |
| Dec 16 04:27:00 | 9m 00s | omg IT'S A TIE | What an interesting mechanic! It's hard to wrap your brain around, and I've never played anything quite like it before. Given how challenging it can be, it might be best to remove the timer requirement and instead reward (but not require) beating the timer -- or make the timers more lenient but reward beating levels much faster than required. That way players can really explore these cool mechanics at their own pace. <br/> <br/>Nice work! |
| Dec 16 04:35:00 | 8m 00s | The Gun that Makes Things Bigger | Great core mechanic! If you work on the collision detection a bit and maybe make the timer less restrictive, I'd love to see this explored further. Nice work! And great art, too! |
| Dec 17 03:49:00 | 23h 14m | Pigeon | This was fun, and I really like the art! I found myself just flying up and leaving the tree behind very often. Maybe limiting how long you can fly without landing on a branch would work? Either way, I had fun with this -- nice work!! |
| Dec 17 03:53:00 | 4m 00s | The Everything Building | This is fantastic -- utterly charming, fun, and frankly addicting. Great art, great music and effects, and nice elegant gameplay. It seemed to take a really long time for the difficulty/tension to build up, but that's something that be tweaked with playtesting over the course of more than 72 hours! Awesome job! |
| Dec 17 03:59:00 | 6m 00s | Precision Rainbows | You've done a lot with a simple mechanic. It's quite fun to play. I couldn't really figure out what the strategic advantage would be that would make me want to activate speed-controlling icons in multiplayer, but it still made for a dynamic experience. Nice work! |
| Dec 17 04:09:00 | 10m 00s | Idol Hands | Wow, it's rare that I can be so apparently terrible at a game and have this much fun playing it. Hilarious, beautiful, awesome work. |
| Dec 17 04:13:00 | 4m 00s | Mt Etubo | Really impressive work -- I love the music, the art is really nice, and it's just fun to play. Great job! |
| Dec 17 04:17:00 | 4m 00s | One Man Spaceship | What a fantastic idea! And good execution of it! Hilarious sound effects, too. Nice work! |
| Dec 17 05:30:00 | 1h 13m | No Space For Cows | Great presentation, with a unique visual style for the character and the world itself. As a player, I wish there were more I could do to stop meteors from hitting the planet -- maybe if double tapping a direction made the character sprint? Anyway, really fun to play -- great job! <br/> <br/>By the way, if I understood the credits right and you didn't make the music, you may want to opt out of the Audio category. |
| Dec 17 05:53:00 | 23m 00s | Immortal Growth | Very promising game, with a unique art style and a unique control system. The control of the character and the interaction with the people are a bit too unreliable, though -- if you touch that up, I'd like to see where this could go. Nice work! |
| Dec 17 06:01:00 | 8m 00s | Parascythe X | Wow, this is a really nicely implemented shoot em up, with great art and music. I'm really intrigued by the upgrade mechanic -- it has a really interesting tension to it, though I think it has some issues in terms of usability, since the player has to look at the bottom of the screen to check their points and check the upgrade. Maybe there's a way to put that information around the ship itself or something, so that the player can keep their eyes where they need to be? Awesome work! |
| Dec 17 06:07:00 | 6m 00s | Torque | Cool mechanic, and a nice exploration of some of its potential -- even in just a few levels. I'd love to see more levels and find out what other interesting ways of using these mechanics that you can find. |
| Dec 17 06:23:00 | 16m 00s | Two Button Ripple | Interesting mechanic -- as you work on this further, I would try to find ways to lead the player to naturally discover how everything works, rather than relying on them retrying old levels. |
| Dec 17 06:36:00 | 13m 00s | B0T-4NY | It's awesome that that you were able to make a game like this for a jam. Impressive work! |
| Dec 17 06:52:00 | 16m 00s | Sea Cucumber Runner 2D | Absolutely lovely artwork in this game. I just love the style! <br/> <br/>There seems to be a little stutter whenever I hit the ground -- it looks like it might be because the character is actually falling ever so slightly through the ground upon landing, but I'm not sure. <br/> <br/>The game definitely is challenging, but I worry that it's too much in the direction of frustrating/tedious challenge, at least at the start. |
| Dec 17 07:17:00 | 25m 00s | RitualCraft | I love the interface, and I really enjoyed the ritual gameplay. I think this could be expanded into a really cool larger game. |
| Dec 17 23:27:00 | 16h 10m | BIPOLAR | Wow, that's a really interesting movement mechanic -- once I got the hang of it, I enjoyed playing around with it a lot. Great presentation too, from the audio to the visuals. Nice work! |
| Dec 17 23:32:00 | 5m 00s | CLON | Good execution of a classic. The 5-second survival requirement after your opponent dies is a thoughtful addition. |
| Dec 17 23:39:00 | 7m 00s | Riders On The Steppes | You really managed to create an epic spectacle with this. I'd love to see more twists on the gameplay over time if you keep working on this. Great job! |
| Dec 17 23:47:00 | 8m 00s | Witchgarden Leafiosa | Wow! The sense of discovery that you inspire with the visuals, music, and open ended gameplay is really impressive. The 2D-on-3D art style is particularly striking. <br/> <br/>I'd love to have the main character move more quickly, and adding a little shadow below her would help with platforming. <br/> <br/>All in all, beautifully done. Congratulations! |
| Dec 19 04:27:00 | 28h 40m | Deflext | This is really cool. The yellow line is an interesting way to help provide an understanding of the orbs' position in space -- it's still really difficult sometimes. I would recommending have a more forgiving/wider sword, at least at the start. I had a lot of fun playing this, nice work! |
| Dec 19 04:36:00 | 9m 00s | Cowboys Vs. Ninjas | This is a great, hilarious concept. Even if intentional, I think the tough controld detract from the experience, but if you work on them in the future, this would be an awesome, unique experience. |
| Dec 19 04:46:00 | 10m 00s | Gyra | This is absolutely fantastic. One of the best game's I've played this jam. You've got a unique, simple mechanic that has a surprising amount of depth -- changing size to dodge enemies, trading greater spin speed at the risk of having an enemy touch your larger size, timing the spinning to hit enemies. Really awesome, with an impressive degree of mastery possible. <br/> <br/>I hope you keep working on this -- maybe adding new enemies, ways to regain health, etc. Great job! |
| Dec 19 05:02:00 | 16m 00s | Run for shelter | Lovely artwork. It was sometimes frustrating when the other people slowed me down -- but that's totally intentional and conveys what you want it to. Great work. |
| Dec 19 05:12:00 | 10m 00s | Enliven | Just super impressive work. Beautiful art, beautiful music, and an impressive bunch of mechanics. I only wish the beanstalk moved more slowly. Amazing all around! |
| Dec 20 07:34:00 | 26h 22m | Neon City Getaway | Amazing. Great execution on all fronts. The steering automatically tending back toward north is a subtly brilliant touch that I didn't see coming. Just fantastic work -- I hope you keep working on this in the future and add a couple more twists to the gameplay. |
| Dec 20 08:56:00 | 1h 22m | Toppa! | This is a really good example of what you can do with a limited color and shape palette. If you keep working on this, I'd be curious to see other ways of expanding the gameplay, aside from just speeding it up. Nice work! |
| Dec 20 19:04:00 | 10h 08m | qBen | Very cool idea and slick presentation. I agree with others who have said that it's not clear enough which blocks are what color. I'd highly recommend fully texturing the blocks to differentiate them, instead of a thin outline. Also, with the fixed camera, it can be difficult to tell where a block is in space -- if you keep working on this and add a movable camera, I think that would help a lot. Great job so far, I hope you continue this! |
| Dec 20 19:09:00 | 5m 00s | Plutonium FREE | Great music, great character design, and fun gameplay! Having the two sides be so far apart really makes the gameplay more frantic, because you need to keep checking from side to side. Nice work! |
| Dec 20 19:21:00 | 12m 00s | MANE | Great art and music, and a fun runner. I'd recommend having the music not restart every time you die -- it makes it much more frustrating to lose and people don't get to hear the awesome music! Also the hitbox definitely seemed to behave oddly at times. I'd love to see this extended with procedural generation. Nice work!! |
| Dec 20 19:27:00 | 6m 00s | Life Is Short | Great execution of a great idea -- it really conveys the meaning nicely through gameplay. You've already got an impressive number of systems in play here, and I'm glad you want to keep working on this. |
| Dec 20 19:38:00 | 11m 00s | Orbital Defender | The music and stark, slowly growing visuals make this really entrancing. Great work! |
| Dec 20 19:50:00 | 12m 00s | THE GARDENER | Nicely done -- the contrast between the gray tile levels and the colored vegetation is quite beautiful. I enjoyed playing this. |
| Dec 20 19:55:00 | 5m 00s | Stardust | Interesting take on the theme. Adding stars or other background elements would go along way toward letting the player where they are and where they're going. |
| Dec 20 20:02:00 | 7m 00s | Gjallarhorn | The slow zoom out is just epic, fittingly given the rest of the game's presentation. This was a lot of fun, good work! |
| Dec 20 20:19:00 | 17m 00s | Jungle Climb | Fun runner! I couldn't tell if the boulders became more numerous or faster over time, but if you let the player see further ahead, you could probably increase the difficulty more over time. Currently, it's actually quite hard unless you use an exploit (standing on the very edge of the level). |
| Dec 20 20:24:00 | 5m 00s | Garden Grow | This is fantastic. The platforming feels really good, the music is great, the artwork is nice. I had lots of fun playing this -- thanks! |
| Dec 20 20:31:00 | 7m 00s | Tri-Fission | Really cool combination of mechanics. If you keep working on this after LD34, I think it could benefit from using more than 2 button controls (specifically for selecting) -- still, having the game slow down while selecting makes it totally work. Nice job!! |
| Dec 20 21:11:00 | 40m 00s | animal islands | This is really fantastic, unique, and beautifully presented. I think the game is actually more interesting in "easy" mode -- too often in "hard' mode, I felt like I had to just flip a coin, whereas in "easy" mode I could sometimes be more strategic. <br/> <br/>It seems like many of the options the player are gets are trivial -- one should always pick safe terrain over an animal or a dangerous terrain, right? Maybe the choices should always be between 2 tiles of the same type. <br/> <br/>I hope you keep expanding this game! |
| Dec 20 23:25:00 | 2h 14m | EarthWard | This is so good! Probably the best music I've heard in this jam. Great artwork, too, and the game is just really fun. <br/> <br/>It's a little jarring when the character loops from one edge of the screen to the opposite site -- if you could make the background loop instead of the character, it would be less jarring. <br/> <br/>Also, when I ran out of fuel, I just had to float around hoping to find more fuel, which was odd -- I'd either make it easier to refill fuel when you're out, or make it a game over when you're out. One solution might be to make it so shooting propels you slightly backwards. <br/> <br/>Anyway, terrific work, congratulations! |
| Dec 21 00:00:00 | 35m 00s | Can't Jump | This is an interesting idea, and you have some cool mechanics that work with the lack of a jump. The difficulty curve seems a little unsmooth, though -- some of the earlier levels are much harder than the last couple of levels. |
| Dec 21 00:46:00 | 46m 00s | The Dino Run | I really like the dive mechanic. It adds an element to a runner that I haven't experienced before. I wish the game started a little faster, just so it's more fun when you have to restart. Nice work! |