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Feedback comments for LD34
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| Timestamp | Since previous | Game | Tuism's comment |
|---|---|---|---|
| Dec 14 17:22:00 | Run for shelter | Solid little experiment :) I'm ambivalent about the fact that it felt like I didn't know what to do other than the video game convention of go right. Also that the buildings didn't look like they were actually over your head to block missiles. One the one hand it's cool to not be spoonfed but on the other hand it didn't feel intuitive. <br/> <br/>The feeling of panic +1 <br/>The feeling of getting stuck in a crowd +1 <br/>But not sure if it's "fun". <br/> <br/>Good effort. VERY short. | |
| Dec 14 17:32:00 | 10m 00s | Express Bonsai Cultivator | Really wanted to check this out but... No move controller :( Can't you make a mouse replacement? |
| Dec 14 17:41:00 | 9m 00s | Cheese Mountain | Ooooh, I like this one :) <br/> <br/>It's very rough around the edges, could do with a lot more love in the details, but I dig the concept. <br/> <br/>- the trick with bumping the left to straighten out the stack seems cheap <br/>- the mice should be less slidey <br/>- the mice could be more alive and do different things <br/>- more variety in general <br/>- the way the mice disappeared if they don't stack seemed like a waste, like they could be doing something else. <br/> <br/>Like the concept! :) |
| Dec 14 17:43:00 | 2m 00s | Vine | Windows only sigh, would have loved to try it :/ |
| Dec 14 17:51:00 | 8m 00s | PowerDefense | While the concept is interesting, the execution leaves very little room for interest... <br/> <br/>There's no risk/reward. The best way to play the game is to tap left and right to the timing of your shooting. The super fast guy will either be taken out by a shot you previously shot or superhuman reflex. But with 200 lives there's not all that much sense of urgency. <br/> <br/>Making it harder makes it impossible - there's no skill that you can employ to tackle difficulty, you're not shooting faster or more accurately, you're just shooting. <br/> <br/>So... There's no room for skill. The values need to be balanced more, as well as the moment-to-moment gameplay loop - what feels good? Can you miss? If you can miss then there's skill. If you can perform poorly there's skill. <br/> <br/>A good exploration! :) |
| Dec 14 18:03:00 | 12m 00s | Radivader | Some really good ideas, many of them in fact, but the overall mash of them doesn't feel exciting. If this were a landscape, it'd be pretty flat. I think a good game needs to have some rhythm, highs and lows. This one feels like a straight line. <br/> <br/>- The player movement could do with some organicness. Like have the rotation accelerate a bit, so that the player can adjust in smaller increments while not letting them being stuck rotating too slowly. <br/> <br/>- The upgrade system is cool, but ultimately the impact of each small thing feels too small for me to care a lot about each click. <br/> <br/>- Progress = death? Where's my risk and reward? Do I progress forever no matter how well/badly I play? <br/> <br/>- Didn't realise the plane wrapped. I think in that case the shots should wrap too and have a range that disappears after its range. It doesn't make sense to have the ship wrap but not the shots. Do the enemies wrap? Think they should too. |
| Dec 15 15:59:00 | 21h 56m | The Wild Flower's Song | Played on itch.io. no sound? <br/> <br/>I like the pretty style, that's really interesting, but I feel like it can barely be called a "game"... I could just leave it running. The branches and the poem are pretty, but ultimately not interesting to me. Maybe it's just me. I didn't like Monument Valley too and it won like a million awards... <br/> <br/>I feel like I couldn't make round shapes like the rest of the branches were - my lines were zig zaggy and that felt out of place. <br/> <br/>Would have liked to see a zoomed out view of my creation - I feel like that that would add a lot more to the creative aspect of this. To be creative and be recorded as such. <br/> <br/>Pretty thing :) |
| Dec 15 16:08:00 | 9m 00s | Two Trees | Literally two buttons (on screen) and literally growing :) <br/> <br/>Mmmmm, the interactions that you describe is awesome, but what's on screen isn't very interesting. The pace has something to do with it - I don't feel like I'm actually making any difference to the game. <br/> <br/>Is it always supposed to be a tall thing on the left and a short one on the right the does nothing? <br/> <br/>The scrolling is VERY slow and makes it really hard to see anything beyond the first screen - and the tree will just grow out on the left side too. <br/> <br/>The two buttons are confusing... There is a problem with the toggle as in they don't display what's actually happening - so if I see "fruit" i'm actually doing branches, and vice versa. <br/> <br/>It could be an interesting screen saver thing, but... Dunno if anyone cares for screen savers anymore. Personally I feel a game needs some kind of interaction beyond looking at a thing growing, and if it's a thing growing, I want to be able to affect it A LOT to express myself creatively. <br/> <br/>Perhaps it just needs a lot more going on before it gets interesting enough for me. |
| Dec 15 18:41:00 | 2h 33m | Don't Mess With Totems | On OSX... Downloaded, unRARd into two files, both of them doesn't run :/ |
| Dec 15 18:43:00 | 2m 00s | Streamline | Dude! Ship it! Fantastic concept and execution, the little subtle bits of juice are fantastic. Really really cool! <br/> <br/>Are the levels procedural or hand-made? <br/> <br/>Fantastic fantastic. The extra mechanics are great. Love it :) |
| Dec 15 18:51:00 | 8m 00s | Concrete Jungle | Whoa! Fantastic entry! :D <br/> <br/>I really enjoyed the aesthetic and the feel of the plant, it really feels alive, that is really fantastic stuff just there. <br/> <br/>The time-lapse effect is SO GOOD! It fits the theme and the feel SO well. LOVE IT. <br/> <br/>I kinda wish I knew more about what the plant is doing. When I started I kinda just bunched into a ball trying to get somewhere and not knowing how. I think some kind of cursor indicating where you are (the head, if you will) might be nice, if at least for the beginning bit. <br/> <br/>Lovely stuff :) |
| Dec 15 18:59:00 | 8m 00s | Notwell | Coo mechanics! I at first didn't realise you could shoot, so it would have been nice to have some kind of in-game indication of that. <br/> <br/>The gun shooting and hitting are super meaty and thumps and feels great. <br/> <br/>The movement of the ship could perhaps be a bit more nuanced, so I can move small increments and not be definitely doomed because I can't move into a smaller gap because I have no finer controls. |
| Dec 15 19:53:00 | 54m 00s | Mobsferatu | The presentation is fantastic, great graphics, great subtle bits all over the place. That's quality. <br/> <br/>But. <br/> <br/>The game... well, I get that darkness is the theme, but I can't see what's coming up, and progress is mostly trial and error, and I don't know what errors I'm committing. It's not clear for example that the door I keep dying at needed a number on the top left to be 6 to get through, and that I must go backwards from my checkpoint point to collect stuff to get that to 6. And it's not clear that I have to go backwards once I pass that, to jump on to the left into blind darkness to progress. And then die immediately, and then have to do that all over again. <br/> <br/>So, I feel like the game should be pretty cool, but I don't feel like I can see enough of what's going on to actually play it well. <br/> <br/>Also the nature of the two controls you've chosen means that sometimes I see a thing, hit a button instinctively, then want to turn around, which turns into a dash, then I die. <br/> <br/>So a lot of it feels like a memory rather than a reaction exercise :/ |
| Dec 15 20:37:00 | 44m 00s | 2 Growing Buttons ... | Really cool idea, dunno what you want to do with it, but it could probably extend into something more :) <br/> <br/>Playing it not on a touch device is silly :P |
| Dec 15 21:41:00 | 1h 04m | Raven's Myth | Great graphics, I enjoyed the tweens on the soldiers. <br/> <br/>But the gameplay is completely lacking, you basically hold the button down and spam, and the aim's so random that you basically can't care much until they get close to you. <br/> <br/>The big laser cannon? You don't even know when it's ready. But it probably doesn't matter too much, you just hold down and spam. Spam spam spam. The game really needs more variation to give skill a chance. |
| Dec 16 11:36:00 | 13h 55m | Harmony Bloom | So esoteric! I liked that you're trying something very different, but I feel like it missed the target on being a game... Unless I missed something completely :/ <br/> <br/>- Where's the gameplay? Progress amounts to matching exactly what's given with what seemed like an overly complex set of controls. Simon says, without any real-time challenge aspect. <br/> <br/>- The travelling between bits seemed very unnecessary and uninteresting. The same gripe I had with Shadow of the Colossus and Titan Souls. <br/> <br/>- I couldn't work out what to do with empty blocks and gave up. Leaving them empty resulted in the crack of a wrong option. Couldn't see any other control options. <br/> <br/>Otherwise: <br/> <br/>- Amazing graphics, Sword & Sworcery esque, of course :) <br/>- Pleasant sounds, though a bit sparse. <br/>- The bird metaphor was cool, but there was a bit of a disparity between having a shadow indicating where the bird "was" vs where your click lands. It's weird. <br/>- Great juice and details. <br/> <br/>Cool experiment, perhaps needs a bit more thought on the mechanics to make it work-outable rather than rote copying what's there. Of course, I may have missed something completely :/ |
| Dec 16 12:13:00 | 37m 00s | Super Lefty Garden Fighty | Oooooooh. This one's tough. I like it, but it's too close to a few other games like this without adding much new for me to really push it to 4 stars. <br/> <br/>By the way the web build doesn't work in Safari, just thought you should know that. <br/> <br/>The graphics are fantastic, the way the trees grow and sway is extra cool detail. The colours are fun and everything just looks great :) <br/> <br/>Sometimes the combo thing seems to miss, I have no idea why - I would press right and I *know* there's an enemy there, and I would miss. That was hugely frustrating. <br/> <br/>Some variety would be cool, enemies that require a different pattern of input. Have you played these games? <br/>- Kung Fury (has a range thing so you won't always hit and you can "look ahead" to plan a little. <br/>- Melody Muncher (from the previous LD, 33) <br/>- One finger something something death something. |
| Dec 16 12:31:00 | 18m 00s | UPSQUID | Fantastic! :D Really liked your control scheme, has a nice degree of granularity in it while being pretty clear once you understand it. My own LD game was kinda in this direction but utterly different :P If you know what I mean :P And my game was also a bit downwell-influenced, haha :) <br/> <br/>There's a little problem in the mechanics being understood, collecting stuff explodes, which feels like damage, I was really confused by that for a while. I also didn't register the bar at the top was to be kept filled by collecting/hitting those things initially. <br/> <br/>Rad stuff otherwise :) |
| Dec 16 12:53:00 | 22m 00s | Full Metal Democracy | Fantastic polish, fantastic presentation. Feels like a complete product. The tanks move beautifully and all the juice and bits of detail are just fantastic. Lovely minimap and all that jazz. <br/> <br/>Except... <br/> <br/>The gameplay is really uninteresting. There's not really any choice other than to move to the nearest hotspot, and there's no challenge other than to not dilly dally. <br/> <br/>And despite everything that's in there, I really REALLY felt the absence of sound effects, heck, especially with the soundtrack playing. Sound effects are easier to make than music thanks to the likes of BFXR, so I would prioritise that first! |
| Dec 16 13:01:00 | 8m 00s | Crow Wing | Hmmmmmm. <br/> <br/>The mechanics feel completely arbitrary, and sometimes doesn't quite follow its internal set of logic. Sometimes I would walk along flat stuff and become a ledge grab. <br/> <br/>It feels like a sokoban game, which is a good thing, but I feel like the internal logic needs to be stronger for it to become a puzzle to solve rather than a thing to try everything to see what works. The saving grace was that "everything" was two buttons and things happened really quickly so it was easy to try everything quickly. |
| Dec 16 14:04:00 | 1h 03m | Snow World | Mmmmmmmm I'm really in two minds about this! Presentation is top notch, the sounds are good, great graphics and animation, but: <br/> <br/>- Gameplay feels stunted... Feels like there's just not quite enough to keep me engaged beyond pressing block when I see stuff coming. Some attacks are hard to read, but overall there's not much in reading the enemy, which should be the case since it's a game about watching incoming attacks. <br/> <br/>- I feel the singular use of the charge bar was a missed opportunity - maybe releasing at different lengths of it does a different attack, and maybe a heal, or something more tactical, to give me choice. <br/> <br/>- The pickups and equipments are a nice touch, but I never know if they do anything (I'm guessing no) and thus it's just a case of pressing the button more. <br/> <br/>Lots of great detail, but I wish all of it conspired towards a better game rather than more pixels to push! |
| Dec 16 14:20:00 | 16m 00s | Reap | Y U WINDOWS ONLY D: |
| Dec 16 14:26:00 | 6m 00s | Longbeard | Man, great work as always, even though the game just wasn't very good, that you took on the eccentric challenge was commendable :) <br/> <br/>The core mechanics are a bit shaky, using the bouncy beard as an extension of yourself, while sounding novel, is a bit frustrating in practice for anything other than really simplistic actions. I think maybe if you got more mechanics and variations in, like sticky beard or something, it might be interesting. <br/> <br/>Who knows! But the platforming is solid as always. And gorgeous. So gorgeous :) |
| Dec 16 14:37:00 | 11m 00s | CMDR LR | I enjoyed the setup :) Kittens and such :) <br/> <br/>One big gripe was that I felt the controls were not only inverted, that you put them so far apart means I had to do it with two hands. If they were closer together I could choose two hands or one. <br/> <br/>I had to flip my keyboard upside down to feel like I knew what I was doing. <br/> <br/>My game this time BOOST was also based around this kind of mechanic, I think I got my controls quite intuitive, if you'd like to check it out. http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=35114 <br/> <br/>Would have liked a little bit of grace in difficulty by giving the ship a little bounce when it touches a wall, instead of just taking all my life because I'm touching it constantly in half a second! <br/> <br/>Good solid entry :) |
| Dec 16 14:43:00 | 6m 00s | Glow&Grow | Oooooh, this is an interesting one. <br/> <br/>My first reaction was that I didn't like that it was colour coded - it's the same problem as playstation games with quick time events where they expect me to remember up is triangle and down is X and right is circle in the heat of the moment. <br/> <br/>But then since there was only two, it was forgivable. When the colour palette changed I was pretty fucked for a bit. So again, don't like the colour correlation. <br/> <br/>Then I realised the core was growing with the number of successes, making the dots hit quicker. Game getting more difficult as you earn an advantage is cool! <br/> <br/>Then realised it was synced to the music somehow, and that's also really cool. <br/> <br/>You've hit both themes well with this! So that's really rad :) <br/> <br/>I just want some kind of system that makes it not have to be colour coded. And longer, better music. And I guess more patterns. <br/> <br/>Rad :) |
| Dec 16 15:02:00 | 19m 00s | The Seed of Love | You should separate the different platforms' files. I think a few people would be turned away by the fact I have to download files I don't need. <br/> <br/>Now to the game :) <br/> <br/>Ah, puppy love. A well written and cutely illustrated story. Reminds me of many many stories that I've read in my youth, mostly in manga :P <br/> <br/>The choices were esoteric, like how you treated the plant would directly influence how you were in real life. That was weird but I guess you could sell it. But then it affected how other people treated you. That didn't make sense at all. <br/> <br/>But still, a nice story. And stories are what makes us human. |
| Dec 16 15:48:00 | 46m 00s | Grow Up | +1 for hitting both themes :) <br/> <br/>So I don't quite understand what you're going for - high score or height? Why have two measures? If you added the height to the score at the end it might make it clearer what you're going for. <br/> <br/>Because of the ambiguity, the water feels like just something I should avoid to not go faster, because going faster is bad because it makes you more likely to hit planes. But it's presented as a positive thing because it does feel good to go faster. So there's a design opposition between "feels good" and "is a better idea to do". If anything right now growing faster alleviates boredom, as there's really not much to the game if you don't go faster. <br/> <br/>So I think there are some design things to think about in this game :) |
| Dec 16 16:03:00 | 15m 00s | Rolla Grolla Arena | The theme usage is pretty cool, interesting ideas combined. However over all it feels like it needs a bit more design care: <br/> <br/>- The controls don't feel "tight", I don't feel like I am in control of my character. The initial startup speed is slow for too long and the top speed is mad, and turning around isn't even an option really once you get going. <br/>- The jump is unreliable - It seems you have to release both buttons at *exactly* the same time - the exact same frame, which is unrealistic for anyone to consistently do, which means frustration. I suggest a solve by flagging when both buttons are down, then flagging when both buttons are released, to trigger the jump. <br/> <br/>And even then multiplayer games are tough for LD! It's hard to get a feel for it for players! |
| Dec 16 16:05:00 | 2m 00s | You and your parasite | Y U WINDOWS ONLY :( sadness :( |
| Dec 16 16:09:00 | 4m 00s | Sickle & Sword | Whoa! So good! Really enjoyed that you hit both themes so well with this, despite meh graphics that actually works pretty well. I started the jam with a somewhat similar idea (build a town through Y/N decisions), but I realised I didn't know how to implement big interesting systems quickly. Yours works out great! <br/> <br/>I really enjoyed the narration that made it super clear what was going on all the time. <br/> <br/>Sometimes things seem to appear before the narration, which was a bit weird (like a chest would lie there for a long time before the chest thing said anything). <br/> <br/>Love love love :) |
| Dec 16 16:12:00 | 3m 00s | Clouk | I see the potential and the polish, but sorry you didn't finish :( <br/> <br/>I'm not sure that the chicken following the mouse was great. For the longest time after I booted up the game I thought it was a broken endless runner and I would dive off the edge of a broken stage. <br/> <br/>Stopping the chicken when you shoot is a decent counter to the running towards the cursor thing, but it's not quite enough. I guess you should just revert to traditional left/right controls. There's not really a a reason why the current scheme would be better than traditional controls for fun or mechanical or thematic reasons. |
| Dec 16 16:20:00 | 8m 00s | Gun Growers | So the controls were too drifty for me to feel like I was in control. <br/> <br/>Then, I don't think I got to the point of the game because the enemies were basically too strong - or I wasn't equipped to kill them. It would have been nice to be able to turn around!!! I was stuck facing right. Which sucked. Then when I landed ON a bunch of zombies, they killed me and I couldn't do anything about it because I can't shoot down or fall through or anything. And I couldn't kill them earlier because I couldn't turn around. <br/> <br/>Frustrating. Not sure what "gun seeds" were for :/ |
| Dec 16 16:40:00 | 20m 00s | Crane to Freedom | hahaha :) Very cathartic and much more enjoyable than it should be :) <br/> <br/>The to freedom thing reminds me of that game 1000000 (by the guy who made You Must Build A Boat). <br/> <br/>I think the Whale is an allegory to Moby Dick isn't it? Can't get it. FFFFF. <br/> <br/>What I would have liked to see <br/>- some way to say grab now (perhaps both buttons together or double tapping down) <br/>- better "handles" so that I could grab things by protruding bits more reliably. |
| Dec 16 16:59:00 | 19m 00s | Holiday Rejects | Solid :) A nice take on the old two button yes/no game - the simple yes no thing is different because of timing, and trying to remember that stuff gets hard when the queue gets longer than 3 parcels. <br/> <br/>Good stuff :) |
| Dec 16 17:04:00 | 5m 00s | Growees | Mmmmmm. <br/> <br/>This is a highly polished take on a game concept I've probably seen replicated 100 times. I'm pretty sure there are people out there who can solve these things as fast as those other people who can solve rubik cubes. <br/> <br/>So, sorry, low on innovation but MASSIVE polish, which isn't really the point of LD, imho! <br/> <br/>Well done still, it's REALLY beautiful. Credit where it's due. |
| Dec 17 05:04:00 | 12h 00m | Eat or Feed | You made this in Unity but didn't make a OSX build and didn't specify that you only have a windows build. Thanks for making me download the files for nothing :( |
| Dec 17 05:39:00 | 35m 00s | Just Me and Only Me Against The World | Off the charts! The lack of sound is a downer, but the rest of it is just fantastic :D If Badlands were a platformer, this is what it would be :) <br/> <br/>The visual juice is fantastic, the overall platforming is responsive and interesting. I liked how the slopes affected the characters. <br/> <br/>The chaos of the play is both cool and frustrating, you can really only watch out for so many of your characters at a time, so it's a bit button mashy. But satisfyingly so. <br/> <br/>Missing sound feels pronounced with the arcady feel. A shame because I believe it could have been decently audible in an hour with BFXR. <br/> <br/>Good stuff :) |
| Dec 17 06:01:00 | 22m 00s | Agent Hooker | Great great polish and presentation. Great concept and just all round great juice and everything. Even the pace is top-notch. <br/> <br/>The difficulty seems to fall off a cliff at the stage with two lasers down a shaft. And it got VERY frustrating so I just gave up. <br/> <br/>A gripe was that mouse controls seems to be the only thing that would work for this game, and yet it feels like it requires touch precision to work well enough. If you can figure out another control scheme that's intuitive I believe you have something special. <br/> <br/>But it's already pretty good as it is :) Rad :) |
| Dec 17 06:06:00 | 5m 00s | Family Board Game Night: The Board Game | Kudos for going the boardgame route :) I doubt you'll get any plays but kudos nonetheless. <br/> <br/>And... Has nothing to do with the theme? <br/> <br/>Going through the rules and the cards it seems to be utterly unstrategic and completely luck reliant. So if I wanted to spend two hours seeing how lucky I am I would play something like... Actually I don't :/ <br/> <br/>If you would like to get further feedback on this from a more appropriate audience, I suggest posting this to Boardgamegeek.com's forums, there's a game design forum there and the people are awesome :) |
| Dec 17 06:12:00 | 6m 00s | The Dice Tower of Babylon | I haven't got tabletop sim so that's a problem, but I do have a bunch of dice, so I'd be keen to try this physically sometime :) <br/> <br/>I see the print and play, I guess I'll have to see how I can duplicate that onto my physical dice (cos no way I'm hand-building 10x number of players dice by hand). <br/> <br/>Kudos :) |
| Dec 17 06:15:00 | 3m 00s | Red Concert | This has what to do with the theme? <br/> <br/>A lot of work went into this, which has a fairly cool amount of content. But the game itself is pretty 1994... Duke Nukem... Which can be understood as retro, but in this case is very, very slow. <br/> <br/>The weapon system is cool, but feels unpolished. It's really hard to pick up an object (by E or by walking over pickups), so hitboxes could have been extended. Why couldn't I pick up trashcans or flower vases, etc? The game could have been balanced around that :) <br/> <br/>Wasn't ever actually sure what the boss was doing. He went through the fence without breaking it, which was odd. <br/> <br/>Wished the game was faster. The enemies were kinda dumb especially because they weren't zombies, but had zombie behaviour. <br/> <br/>Good attempt :) Needs more design though, I think. |
| Dec 17 06:32:00 | 17m 00s | Akuto | Beautiful presentation, the model moves really nicely, and what's there feels really good, you must have put a lot of time into getting that central hit to feel right, which is fantastic. <br/> <br/>The Hotline Miami style one hit pace tells the story of the ronin very well. <br/> <br/>But it's a one-trick pony with a couple of flaws: <br/> <br/>1. The camera angle is terrible. I have to constantly remind myself what pressing up means, and that completely kills the intuitiveness of combat, especially considering it's supposed to be simple one-button. <br/> <br/>2. Similarly, having to remind myself that I cut to the left of my character on top of remembering that up is not up... argh. <br/> <br/>So I can't even imagine how to play the game intuitively (which was what's needed) with those things bogging it down. <br/> <br/>Also, has what to do with the theme? |
| Dec 17 06:58:00 | 26m 00s | American Excess | Funny, but not really fun. The random changing of the directions mean that I end up really doing nothing but bashing a button until my guy turns in the way I want him to. *maybe* I can use the second one to "store" a direction I want, but that's so difficult that it's not worth doing against the time pressure. <br/> <br/>Top notch presentation. Unless that's all boilerplate copy pasted from before, I would have much rather seen you guys spend the time on working out a more interesting game design. <br/> <br/>But really top notch presentation. The announcer is hilarious :) |
| Dec 17 07:05:00 | 7m 00s | Dont ask me to stop being a pig | Just misses the boat on being great. <br/> <br/>+ presentation <br/>+ graphics & animation <br/>+ easy to understand <br/>+ fun <br/> <br/>- repetitive, could have done with some variation (besides the minigames, some of them were great but some were just kinda pointless) <br/>- not enough information (what does +STR do? +AGI do?) <br/>- a bit of a pause between activities would have prevented me from pressing the button to choose without meaning to. |
| Dec 17 07:08:00 | 3m 00s | Hanami - Push-Up Farming | Everything is pretty cool, but I have no idea what I'm doing and I can't focus on two bars at once. Too hard for me :/ Is it supposed to be a two-player game??? |
| Dec 17 07:27:00 | 19m 00s | The Village | So here is a JRPG type of fetch quest game. But JRPGs have a sense of progression between the DHL-style delivery of stuff, and those kinda form the meat of the game, while the "go here do that" form the bone of the game. <br/> <br/>You have bones without meat, so I feel like I was just very slowly walking around and walking and walking. <br/> <br/>The camera was a bit irritating, I don't see the point of it zooming into a level where I literally can't see anything around me. It might make sense if the game needed a tighter view of your surroundings to find stuff, or something. <br/> <br/>The lack of direction made it REALLY tedious. I don't know where I'm going, and that really sucks. Imagine a click-everywhere adventure game but instead of a mouse cursor, you have a slowly moving cursor controlled by arrow keys. This is that. I want to at least know where I should be looking, which direction/area, etc. <br/> <br/>Then the solve mechanism is very unclear, and seems broken sometimes. For example the guy who wants fire, I should have found fire, the game tells me I have fire, then I use the fire to get to him. Instead I meet a guy who says he has fire, then I lead him back to the village, no message of success, I don't know what's going on, then I go to the guy who wants fire, and all of a sudden I am making fire. The causality here doesn't make sense. The same with the coin guy. <br/> <br/>The last person who's "tied down"... I couldn't be bothered to search the entire map for something I have no clue about so I left. <br/> <br/>Good exercise in game design, I hope you learned something out of it :) |
| Dec 17 07:50:00 | 23m 00s | All Hail Hair | Interesting take on a clicker game, I felt the lack of information made it quite tedious. I didn't know how my investments were affecting the game, so all I could do is just mash randomly. Should have been able to see a definitive view of rate of growth, for example. <br/> <br/>The presentation is super quirky and interesting. 800 seconds for me too to get to random surgery. Guess that's about the same for everyone. <br/> <br/>Puberty Simulator? |
| Dec 17 08:08:00 | 18m 00s | Line/Dash | Really cool little game, super juicy, polished, minimal in a good way. Needs music, but still great cos sounds is good. <br/> <br/>The speed and the pacing is all pretty great. Lovely :) |
| Dec 17 08:14:00 | 6m 00s | Eggstreme Rolling | A competent runner, the spawning RNG can be cruel. Feels a bit under-varied. And what's the escalation? Does the game go faster the longer you go? There's not really any indication of that. |
| Dec 17 09:28:00 | 1h 14m | hack.source.net | Mmm, too tough to get going, completely multiplayer. Sorry. |
| Dec 17 12:29:00 | 3h 01m | become a game developer in 60 seconds | I feel like there're bugs in here, sometimes the 1 or the 0 wouldn't get picked up. <br/> <br/>A cool little set of interesting bits, well executed, but no real metric for challenge? It's not a "real game" :P |
| Dec 17 12:35:00 | 6m 00s | Decider in Chief | Sorry, though the writing isn't bad, there's just not very interesting decisions to be made, especially for something as grand as becoming the president of the USA. |
| Dec 17 12:56:00 | 21m 00s | Snowballin' | Another take on the eat and grow and can't eat smaller things theme - the problem here is that it's REALLY difficult to tell what counts as smaller and what counts as bigger. That's very important information. <br/> <br/>The camera doesn't always work and often I'm stuck pretty much going blind with no idea what's going on. And lag. <br/> <br/>Solid game and looks great, the terrain generation is ace :) |
| Dec 17 13:09:00 | 13m 00s | Sluggy's Fruit Emporium | A real shame I can't try this baby :) Has nothing to do with the theme, but hey so what, right? Well done :) |
| Dec 17 13:12:00 | 3m 00s | Zen Jen | So... a meditation JRPG? <br/> <br/>The music is very good, calm and soothing. The gameplay part is part confusing part relaxing... It's hard to tell at all when I'm allowed to press the button, and in the beginning the assumption was to press on all dots. Then, how do I know what the "hit area" is that would pick up the dots? Without those information the player kinda just hit randomly to hope to catch as much as possible. <br/> <br/>You could argue that meditation is not a precise activity, but this is a game :) |
| Dec 18 07:28:00 | 18h 16m | Awkward Missile Command | The idea is there, and I get that using the mouse adds difficulty, but I'm not a fan of games that make controls difficult for the sake of padding the challenge. The challenge, to me, should be about mastering the controls to overcome the game, not to make sure it's hard to control for the game to be a challenge. <br/> <br/>The presentation is top notch. You even managed a tutorial which is rare in jam games. Kudos for that. |
| Dec 18 07:32:00 | 4m 00s | The Procrastinator | Weird, couldn't run it, came up with an error "MissingKeyMissing Key-Pair-Id query parameter or cookie value" |
| Dec 18 08:22:00 | 50m 00s | The Last of Egg | The jumping! THE JUMPING. The delay was too long, and I thought it was buggy when I was on the ground and couldn't jump again. <br/> <br/>Besides that, it's pretty, but it also pretty much does nothing. So er, nice parody? |
| Dec 18 17:42:00 | 9h 20m | Snow Goat Avalanche | A good try :) A basic runner with basic mechanics. Like the implementation of the theme - goat goes flying, that's fun. Would be good if you spent more time on mechanics - more interesting movement, lay of the level, progression and such. <br/> <br/>Still a decent simple entry. |
| Dec 18 17:47:00 | 5m 00s | Repulsion | You're right, it's a mind bender. Though I think unnecessarily so. Games like Super Hexagon works because it's simple enough to go into autopilot and rely on your intuition. When you have to start over logic-ing and its super fast 's it becomes not fun. <br/> <br/>It doesn't feel consistent as to how to lose. Sometimes I miss blobs and it's game over immediately, sometimes I miss and nothing happens. Can't tell what's going on. <br/> <br/>The trails are confusing too. The colours in the back are too, it feels like they means something but I can't tell what. <br/> <br/>There's just too much going on to be simple enough for a good reflex game. |
| Dec 18 18:24:00 | 37m 00s | NO HOBO | Initially didn't really understand the whole meter thing. It wasn't clear that it was growing. I think more increments instead of 4 discreet steps would have made it easier to understand. <br/> <br/>Then when I understood it the game was just way too easy. Wait till the bar fills, bash, when cool down comes up, stop. Repeat. <br/> <br/>Would have done with a bit more nuance :) |
| Dec 18 21:00:00 | 2h 36m | RitualCraft | Okay, the game isn't really my cup of tea, reminds me of those Facebook wait-for-energy-to-progress games, but of course without the energy thing. Working out cryptic clues against ingredients didn't seem interesting to me... <br/> <br/>Though the presentation and graphics are really awesome. Lots of details for a jam game. Well done. |
| Dec 19 00:24:00 | 3h 24m | Ortogonalis | Interesting take on a pure timing game, super abstract, but works well enough. Not too much depth to it though. |
| Dec 19 00:29:00 | 5m 00s | Damacreat | Text text text. <br/> <br/>Then the game itself didn't give you much visual cue to get anywhere. Initially I just spun in place without knowing what to do or where to go. Then after I figured out the controls (which were very strange, why map them to buttons so far apart?) (And they were definitely the wrong way around. Asking people to flip their keyboards... Why didn't you just make a second set of keys that was inverted? Wouldn't be hard). <br/> <br/>Everything was so slow, I think things needed to be faster. <br/> <br/>The inertia was too strong - it was basically super hard to get the ball to go where you want it to go. And when you get there, you overshoot and realise you have to try and stop on it for a while. <br/> <br/>I didn't get to eat anything, I tried a few times, then got really frustrated and left it. |
| Dec 19 16:34:00 | 16h 05m | White Rose | The graphics are great. The music is nice but I'm guessing not your own. The presentation is fantastic, movement is nice, the juice is nice, everything is great! <br/> <br/>Except... No gameplay. Push buttons and that's it. The monsters don't present any threat after you understand you can punch more than once. <br/> <br/>I really want to like this but it's just so... Just pretty! Just so pretty! |
| Dec 19 16:38:00 | 4m 00s | subatomic borrower | Interesting concept, that much's there. Besides that though the game itself doesn't do much... Follow a bunch of prompts and proceed. The platforming controls are competent but feels flat, unalive. <br/> <br/>The fact that the game needed to tell me "hint" shows a lack of design... You really should guide the players in other ways. Distinguishing between what's supposed to be a platform to stand on vs not was impossible there were those faint blue lines in the end, but that's again, taking an immersion-breaking shortcut. |
| Dec 19 16:57:00 | 19m 00s | Harvest | Wow, pretty rad for a compo, it's almost basically complete. So kudos just on that alone :) <br/> <br/>The gun to the crate thing wasn't immediately obvious. Also why can't you just throw the crate to smash it open? <br/> <br/>The screen size is TINY leading to it being difficult to see and control. Especially since you have to click precisely on the item. I feel like the pickup shouldn't have to be precise control, you should be able to hit a pickup button to pickup the nearest thing (perhaps highlight the nearest interactable thing at all time) <br/> <br/>Okay this isn't for the compo, but post compo you'll need more variety, but I don't think that'd be hard. <br/> <br/>Can't believe you made Nuclear Throne Harvest Moon for LD :) |
| Dec 20 15:08:00 | 22h 11m | Grow Your Hoard! | Solid! I like it despite it looking a bit aged. The game has much more depth than at first blush, it's interesting that it seems your goblins' numbers are limited and the money you make goes right back into maintaining your horde. <br/> <br/>I often feel quite ineffective though. The arrows are so bloody fast that covering enough ground to block one is mostly impossible most of the time. It sucks watching a fast arrow track across the whole screen to hit the guys you've protected the whole time. And then seeing that happening over and over. Maybe that should be a bit more balanced, I made VERY LITTLE progress. <br/> <br/>On progress, it would be nice if there were more upgrade-y things than just goblins. Ogres are interesting but ultimately they're super random dice throws, you can't do anything to protect them in a game with protecting stuff as the central mechanic. <br/> <br/>The character movement could be a bit more natural, and the dash I think could have been more useful. Right now when the soldier comes I go into button bash mode to try and kill it in time. Indicating a hit there would be great, and life bar for them, too. <br/> <br/>Overall an interesting concept that needs a bit more tightening up to keep attention :) |
| Dec 21 11:00:00 | 19h 52m | Star Warrior | Wow, superbly stunning, I was really excited at first, but then the game mechanics themselves don't live up to the hype of the visuals :( <br/> <br/>The hold to charge and release to shoot thing means you have very little accuracy control. And since you have to fly straight at the worm to shoot it, coupled with the hills, meant that it was VERY VERY VERY hard to land a hit. At all. <br/> <br/>Then the worm almost alway spawns right under me and kills me instantly. Unavoidable deaths aren't fun. <br/> <br/>I would want to see more nuance in the controls, right now it feels quite dead, and not like a real spaceship (X-Wing if you wanna go there). <br/> <br/>Otherwise the presentation is mad good. The sound effects got very repetitive, so not perfect. <br/> <br/>Well done :) |
| Dec 21 11:03:00 | 3m 00s | FRUITWOLF | Perfection. Congrats on getting my first and probably only 5 stars all round. Everything is fantastic, from the way the little fruit guys move around, the way they clump into colour groups when you wanna pick them up, to the way that all the guys together create beautiful chaos. The fruit behaviour during combat is amazing. Not attacking till you throw them, but chills and follows you and still attacks when things get close enough. It's so good. <br/> <br/>The visuals are amazing, the animations are amazing. Only gripe may be that everything is too black and the green lines could have been thicker at least to give the visuals a bit more punch. But the colours are expertly used and serves prettiness as well as intuitive guide. <br/> <br/>SO GOOD SO GOOD! <br/> <br/>And that ending! More good! <br/> <br/>Great music! <br/> <br/>GREAT EVERYTHING :DDD |
| Dec 24 13:38:00 | 74h 35m | 2 button metroidvania | The idea is good, the execution pretty great, but the actual outcome wasn't... fun. It's very tedious. I think this is one of those to file under cool idea but ultimately not the best thing to do with two buttons. <br/> <br/>If you ever played King of Thieves, this has that kind of feel to it, except I can time KOT with one touch, and this is a sequence of button hits... When I fail I feel like I'm unlucky rather than unskillful. <br/> <br/>Cool exercise though :) |