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Feedback comments for LD34
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| Timestamp | Since previous | Game | YinYin's comment |
|---|---|---|---|
| Dec 14 12:29:00 | Destructive Power | Sadly doesn't start on windows 8.1 (mouse cursor loads for a second and it pops up in the task manager, but it's gone again right after). | |
| Dec 14 12:37:00 | 8m 00s | Eatvolution | It would've helped if your amoeba was less stretched like all the other cells to better judge/compare size. Or maybe having a faint circle glow around/below every object indicating the exact size. |
| Dec 14 12:52:00 | 15m 00s | Rosebud (Growing) | It took me one agonizing long first run during which I never got over level 3 to realize that running into sticks isn't good, haha. <br/> <br/>Then I made it up to level 10, but had a lot of trouble quickly telling green and yellow drops apart. <br/> <br/>And all that while thinking I can only move left and right! (lots of games including mine work like that because of the theme/s) <br/> <br/>It's substantially easier using all directions. If the objects were spaced out differently it could've also worked with just left and right I guess. |
| Dec 14 13:03:00 | 11m 00s | Evilator | Oh boy this was fun. I killed so many people without any bad intent. They've had a little too much trouble taking a small step (1px height?) just outside the elevator when I parked nearly perfectly (I figured they need to drop). <br/> <br/>It would've been great if all the UI also used quick pixel graphics and fonts. <br/> <br/>Also can you visually tell what story you are on without counting from top/bottom? If so I missed that. |
| Dec 14 15:31:00 | 2h 28m | Potatiana Jones | I liked the concept, but the execution didn't really blow me away. <br/> <br/>A music/sound mute/toggle would've been nice. The floating icons during the levels were confusing (especially the very first one). The drop inside the first level leading you out of bounds was jarring (and not required since there is a reset key?). I would've really preferred some regrowing seeds instead of forcing the player to suicide or reset upon running out. Sometimes vines didn't grow on dirt patches making me waste my seeds. <br/> <br/>The second level ramped up in difficulty quite suddenly and it was weird that you could climb below a vine that had not fully grown yet. The grass seeds got me stuck/overgrown inside a pit the moment I got them. <br/> <br/>As already noted having spaces to shoot at out of view is problematic as well (I crossed the large gap without every planting a vine in between, and the following chimney also has the ceiling dirt out of view). <br/> <br/>The seed switching buttons being all big and distracting for two whole levels of not having more than one seed type (if any seeds left at all) wasn't helping. <br/> <br/>The game would benefit a whole lot if there was more polish on fewer features. |
| Dec 14 15:56:00 | 25m 00s | Croc Climber | I didn't recognize the spikes for what they are until I jumped in, haha. |
| Dec 14 16:11:00 | 15m 00s | JetTeam | I loved how each squad member had a name :D |
| Dec 14 16:44:00 | 33m 00s | Growing Orbs | The not so hard edition was still super hard. <br/>Music restarting on every reset was quite annoying. <br/>And I would've preferred if the triangle was just directly tied to mouse movement rather than having to click/hold. |
| Dec 14 16:58:00 | 14m 00s | Button Flower | Why can't I just eat all those cookies? |
| Dec 14 16:59:00 | 1m 00s | Sugarcane | I'm missing MSVCP130.dll it seems. |
| Dec 14 17:00:00 | 1m 00s | Snake | Doesn't run on windows 8.1 (only pops up shortly in task manager). |
| Dec 14 19:41:00 | 2h 41m | Run Forest | The mood is incredible. Love the audio. Except for that one single floating block to overcome 3 deers it wasn't all that challenging, but I had a lot of fun with the levels where you needed to ease down on the right button to not fall and thus fall back closer to the crumbling front. <br/> <br/>At some point the level intro text only spouted the "do you want to try again?" line or none at all. |
| Dec 14 19:47:00 | 6m 00s | Ep | An indication on when tiles are about to disappear would be great. I've only died to that so far. <br/> <br/>The music loop sadly didn't pass the long term annoyance test even though it was catchy at first. |
| Dec 14 19:51:00 | 4m 00s | grOw | This would be really great if it had some sound. |
| Dec 14 22:47:00 | 2h 56m | Sticky Stuff | 5 stars across the board, it's a gem. <br/> <br/>Especially love how the player input sounds fit right into the music. |
| Dec 14 23:03:00 | 16m 00s | Slash & Dash | Excellent. 5 audio and mood stars for sure. <br/> <br/>Also just slightly below your screenshot high scores on first try 21000. |
| Dec 14 23:57:00 | 54m 00s | Enliven | If you had just realized this a tiny bit earlier and started to wrap up what you had. A little intro and ending would've done the trick. Level amount and mechanics were all juicy enough - even if you had to perhaps cut one level/mechanic. <br/> <br/>Overall it looks, sounds, plays and feels good enough to me. Lots of stars shall rain either way. <br/> <br/>The only thing I would wish for in a final version would be short hops (jump low for a tap, normal height for a hold) as well as respawning seeds instead of being forced into a level reset. |
| Dec 15 00:15:00 | 18m 00s | NO HOBO | That hipster hobo line is quite low ... |
| Dec 15 01:32:00 | 1h 17m | Garden Grow | 311 <br/> <br/>nice |
| Dec 15 12:22:00 | 10h 50m | CHILL PILL | NO CHILL <br/> <br/>That's the best growing two button theme thing I've seen so far. |
| Dec 15 18:16:00 | 5h 54m | Beetle Thomas | 21.869! Just can't seem to get past that stump just beyond the new terrain. Always a bit too small. <br/> <br/>This entry does much better on meeting the theme than my beetle! :D <br/> <br/>Here is what I liked: <br/>The parallax background, it's beautiful. The foreground terrain could really do with a similarly calm style to make the other objects pop out even more. <br/>The kawaii beetle sprites, a nice over the top combination. <br/>The puddle warning sign, really useful. <br/> <br/>I've had a lot of trouble gauging how large the ball needs to be for the ground obstacles. Just fitting below stuff overhead was easy enough, but how large exactly do I need to be to get over a stump? A fix would be making the exact height of all ground obstacles really obvious and requiring the ball to be at least twice as high (rotational axis being above the height it has to get over). Because the height of overhead obstacles *is* really obvious, which makes them easy to get past. This would mean you'd have to drop the puddles/holes or make their interactions a little more dynamic (perfectly getting stuck in the hole or simply losing size while moving over a puddle instead of breaking for example). <br/>Some simple visual true/false indicator of whether you will get past the next obstacle at your current size would do as well (you can be subtle about that by for example making the beetles expression look worried if you won't make it and normal/calm if you will). <br/> <br/>I also wish there was either some way to manually speed up, so you can get past the early section you already know quickly (hold both buttons perhaps), or instead making the obstacles random/different every time. I stopped going for a higher score because replaying the beginning got boring. <br/> <br/>And it would've helped if the story/description was in game additionally to some sort of progress indicator. Had I known how close I got to feeding the family I might not have given up. <br/> <br/>Last thing: qwertz keyboards. They exist and I'd like you to never again use the all too common XZ button combination without thinking about those. |
| Dec 15 20:04:00 | 1h 48m | Planet God | Could not launch the windows version either. <br/>Am on 8.1 |
| Dec 15 21:25:00 | 1h 21m | Very Hungry SNAKE | At first I was 'meh' ... <br/> <br/>When the screen started scrolling I was 'well okay'. <br/> <br/>But when the GTA police rampage chimed in I was *sold*. <br/> <br/>That was quite an epic fun blend. |
| Dec 15 21:43:00 | 18m 00s | Where It Begins | Too short and unpolished. But still very beautiful and powerful. <br/> <br/>That shape shifter eye and the trees reminded me a lot of ektomarchs work. |
| Dec 15 22:38:00 | 55m 00s | MONSTER KING | It totally works in chrome. <br/> <br/>The main character is adorable. <br/> <br/>With the difficulty XZ controls were however really bad on a qwertz keyboard D: |
| Dec 16 08:59:00 | 10h 21m | Sushi Pit Cephalopod | Without 8 sticks this was really difficult due to ghosting on the keyboard. I wish it would've also simply allowed 8 buttons on a controller. |
| Dec 16 09:27:00 | 28m 00s | Grow The Hole | So at first I thought I have to only collect purple stars as they matched my colour. Then when spiky things started to chase me I noticed that I do grow upon collecting anything. <br/> <br/>This is the first game I play here that actually zooms out upon growing, so that's good. Unfortunately that also made the controls more sluggish - which made it less fun to play as I progressed. <br/> <br/>Finally I conjoined with a fellow black hole because that looked like a good level exit ... oh well. <br/> <br/>I wish it had more different interactive sound effects. |
| Dec 16 10:30:00 | 1h 03m | A Shot in the Dark | I really like this. The controls were a bit clunky, but I really like the character model/animation and concept. <br/>It just needed to be a bit more snappy, faster swap between perspectives and a less agonizingly long and not immediately visible arrow charge (lerp it so the initial backwards movement is quick, but a full charge still takes some time!). Metroid Other M comes to mind as a good example of snappy perspective change like that (this could be great on a WiiU with the remote really). <br/> <br/>You could also add more conventional wasd/analogue stick controls for movement in the future without the theme restrictions, but pointing where to go did work well enough. <br/> <br/> <br/>The shadows being far off from her feet at some point were a bit weird (they seem to work right in the last level). <br/> <br/>Sound or animation (even just a colour change) was really missing on the buttons. |
| Dec 16 11:02:00 | 32m 00s | Dryad | Top notch mood/ambience. The controls were quite unintuitive and it would've been great if they were introduced as you need them instead of crammed into a menu. |
| Dec 16 11:13:00 | 11m 00s | BUBBLEGUM UPPERCUT! | A double tap dash is always a bad idea if you also need precision twitch movement (placing yourself just right to avoid damage or hit a foe above). It would help if the uppercut had some more horizontal control, even if it was just a little, instead of going so straight for quite a while. If the dash took care of enemies as well that would help a lot too to make this game more fun. <br/> <br/>Otherwise it worked rather well. |
| Dec 16 11:34:00 | 21m 00s | Pandora | Hm, can't say I've had fun defending turrets for turrets sake. For some reason I couldn't put a fence on the left entry at the top (instead a fence got placed right inside the centre room). At some point enemies got stuck outside of the level, which made me unable to progress at 9850 points. <br/> <br/>The controls would've been a lot better if you could directly right click a turret to select it instead of the tedious right-left click (still show the overlay if you right click anywhere else, but accept any button for selection). |
| Dec 16 12:23:00 | 49m 00s | Parascythe X | Quite hard to tell obstacles apart from background sometimes. |
| Dec 16 15:31:00 | 3h 08m | This Little Piggy | Why can't I stomp the puny little humans. <br/> <br/>It got pretty boring when I stopped growing with no increasing difficulty in sight. |
| Dec 16 16:09:00 | 38m 00s | Growing Silent Night | Crashed during the first call. |
| Dec 16 17:41:00 | 1h 32m | CMDR LR | Can't say it's innovative or humorous, but 5 stars in every other category. <br/> <br/>I'd love to see more levels, perhaps even a larger cave adventure with less blocky/arcade style progression. |
| Dec 16 23:19:00 | 5h 38m | Bridge Balance | 778 <br/> <br/>Wasn't as hard as other streamers made it look. |
| Dec 17 00:28:00 | 1h 09m | Stickman Sam in the High Fly Sky | Quite fun. I had a lot of trouble fetching the pick ups while flying loops to avoid the birds. <br/> <br/>The falling tumble reminded me a lot of my own game :) alternating that and flying was great. |
| Dec 17 00:35:00 | 7m 00s | Carp'e Diem! | Very well done. <br/> <br/>The only gripe I have at times is that the camera doesn't pan out far enough showing me things ahead of me (since that's the shooting direction). |
| Dec 17 09:57:00 | 9h 22m | Z4KM4STER - Zookeeper DJ | Exceptionally good interactive music that doesn't break if you miss something. Very nice. Only the bananas were a bit dim. |
| Dec 17 10:23:00 | 26m 00s | CodeTyper 0506 | Bright green text on a bright grey screen was a rather bad contrast. <br/> <br/>While I get that having all control buttons on the right is what created most of the difficulty I think putting either delete or reset on the left would benefit the game (you would still be able to go too far or too short for hitting enter). |
| Dec 17 11:59:00 | 1h 36m | GLYPH | same problem as candlesan |
| Dec 17 12:13:00 | 14m 00s | Abyssal Zone | web/windows port please I wanna play this |
| Dec 17 22:37:00 | 10h 24m | HamsterX | Short moment of glory http://i.imgur.com/ZZ2xw8D.png <br/> <br/>But I think I've seen 9k scores before? Does it clear periodically? |
| Dec 18 19:13:00 | 20h 36m | Damacreat | Could've used a camera zoom out as you grow and a goal to reach. Once you are larger than the majority of other objects you can simply set a moderate course and let it fill the screen all by itself. |
| Dec 18 19:34:00 | 21m 00s | Orbital Panic | Some parallax background movement would've been nice. |
| Dec 18 20:12:00 | 38m 00s | Walden: Thoreau It All Away | Ending? <br/> <br/>Too bad I didn't reach it. |
| Dec 18 20:33:00 | 21m 00s | Flobe | Well ... the controller available to me right now only has a dpad, so I could only turn and stretch the left end while the right remained stationary. <br/> <br/>I don't quite know why you wouldn't simply keep wasd + arrow keys in there for alternate controls (one game here uses 8! analogue sticks and two buttons - but you can still use number keys instead, because who has 4 xbox controllers lying around ...). <br/> <br/>At some point during both runs I did the bar got stuck and I couldn't move it any more ... |
| Dec 18 21:03:00 | 30m 00s | Growth | It's weird how the hands default to horizontal if you mash the button. <br/> <br/>Also the double hands failed to work on the first loop, so I only went from one to four. |
| Dec 18 23:15:00 | 2h 12m | Swarmonian Explorer | This was splendid and has a lot of potential. <br/> <br/>As I've already said it desperately needs some interactive audio. <br/> <br/>I also think the switch tiles might read a lot better if they had a yellow hue similar to the related dots. Maybe make the exit tiles a shiny/brighter variant of it as well, to make the connection even more evident. This would also free green for a different use possibly related to your health dots (recharge/multiply up to an upgradable limit when greens are on warm sparkly green tiles? decimate on bright bubbly acid green tiles? definitely beats having every type always just wait around for the active swarm). <br/> <br/>Would love to see many more pikmin like features for each colour and perhaps even more colours. |
| Dec 18 23:54:00 | 39m 00s | Ourobos | Wait, what? Does this game have an ending? <br/>I fell through a door into a black screen and gut stuck there. |
| Dec 19 10:50:00 | 10h 56m | Cube Wars | The varying level music was a bit too samey for me. It didn't really add a lot of variety. Similar thing with the levels themselves. If the different colours also produced noticeably different structures (straight/windy corridors, open square/wiggly spaces, few/many obstacles) it would make the game a lot more engaging. You'd be happy or afraid upon seeing a certain colour pop in. <br/> <br/>I kind of expected the crates to drop power ups. Their damaging explosion wasn't quite clear till the point where it killed a lot of enemies at once that were far away from my bullet stream. If the power ups were dropped by crates (could retain exploding ones with a different colour) and also looked different depending on what they are, it would give the player a little more control over the action rather than just numbly shooting and collecting everything there is. There'd be things to decide besides how-do-I-approach-this-crowd. <br/> <br/>Collision detection was a bit weird in some corner cases. Standing too close to a wall would often eat my bullets regardless of which direction I was shooting and the fire rate power up allowed me to hit through a single block wall. <br/> <br/>Also the limited controls kind of hurt the fun of this game to me. With traditional wasd movement it would be way more fun. Considering the two button restriction I would experiment with two buttons for forward/backward movement and both for shooting (since most of the time you stop to shoot anyway since charging towards the target is usually a bad idea). |
| Dec 19 11:15:00 | 25m 00s | Turbo Tram Drift | Needs sound effects! <br/>Stick the camera to the tracks! (you can still make it shake along with the train, just keep it pointed in the direction you are going, not where you are facing) <br/>Maybe consider using splines for some smooth curves instead of 90° street corners only. <br/> <br/>There were also a few times where two trains blocked the path and the controls were rather lacking to deal with the situation. <br/> <br/>I'd suggest allowing a slow down without hopping onto both tracks by holding left and right (particles and sound will make it evident enough). You could still allow breaking during a multi track drift if it works like this: <br/>While holding left on the left track, adding right will break without any track change. Releasing left during that break will make the back wheels switch to the right track and you can keep breaking by holding left again. Repeat to also switch the front wheels to the right track. <br/>This would look pretty cool for drifting through a corner from the inside track while controlling your speed as well as giving you a bit more control over which wheels you are about to switch (front by only tapping towards the other track, back by releasing the direction of your current track while breaking). <br/> <br/>tl;dr: add more control over speed and track switching (front/back) for differing hold/release scenarios of both keys. |
| Dec 19 15:37:00 | 4h 22m | Epic ooze escape | I wish I could enjoy these ascii dungeon crawlers to play enough for a reasonable review. I've already tried a couple of times some days ago, but it always ends with me barely reaching the second screen and eventually quitting with a 'nope'. :c |
| Dec 19 16:17:00 | 40m 00s | 2 button metroidvania | My thoughts on the ^^AS checkpoint: please kill me. <br/> <br/>Both before and after finally reaching it. <br/> <br/>My verdict: it does absolutely not work. |
| Dec 19 18:33:00 | 2h 16m | UPSQUID | Sadly far too small for the angle and position judgement required on a big screen. I sized up the game_swf div to 600x900 to make it playable in the first place ... and then enjoyed it a whole lot. <br/>(tried loading the swf directly before that but this made the squid and title spawn next to the level with no way of getting back in or eating anything) <br/> <br/>Needs a full screen option. |
| Dec 19 18:52:00 | 19m 00s | StarShibe | Two buttons and a growing skeleton. Nailed it. <br/> <br/>Only really scoring low on graphics, because these were not only inconsistent in quality (rough hand drawn characters and different quality/detail levels for terrain/water/objects/materials all over the place), but often also somewhat hindering the game play (target reticule being easily covered, movement of your own ship being a little unclear unless your wing mates were close by and stationary, camera and ship making rather unfitting movements) as well as turning the aileron roll into all kinds of Lomcovák maneuvers (I had to look that up!). Seems like you are spinning around a world axis rather than the objects transform.forward. <br/> <br/>Good fun regardless. |
| Dec 19 20:31:00 | 1h 39m | S.E.N.T.I.N.E.L. | Web version works now. Great job. |
| Dec 19 20:44:00 | 13m 00s | Blood Cleaner | Better put the one drive link up there. |
| Dec 19 21:18:00 | 34m 00s | Andi, You're a Star | Love the black hold ending. When going for a high score an indicator when you are close to being too large would be great though. |
| Dec 19 21:43:00 | 25m 00s | Kitty Glacier Surfing | Aww, got the white unshaded objects as well. No way to play like that. |
| Dec 19 22:29:00 | 46m 00s | BoltStorm | The camera was rather bad in a lot of places, so I ended up camping on a wall. Reached level 41 while lazily swinging my aim back and forth between the spawn points. Got bored of doing that and waited for death. <br/> <br/>Besides that it is very nicely polished. |
| Dec 20 20:48:00 | 22h 19m | Square Exit | I liked this a lot. <br/>It got a little tedious and could use more mechanics, but just moving around already felt pretty good. |
| Dec 20 21:09:00 | 21m 00s | Tech Rider | I loved the menu music and finally playing something fzero like here, but it all ended in frustration D: <br/> <br/>Here are the problems: <br/> <br/>No rail parts in a track and drop-offs are usually one of the toughest features to introduce in such a game, you outright started with that. <br/> <br/>Not being able to skip/hop over those no rail corner drops was very frustrating. Either doing that automatically or adding a hold left+right short hop would have helped the game a lot. <br/> <br/>The second track suddenly introduced full turns after I thought this would only go straight (and wondered why you made the vehicle turn rather than move sideways). <br/> <br/>I thought the green arrows on the ground would redirect me - having an interactive effect much like boost pads. As a simple decoration to notify me of a corner they were all placed too late (I need to know about the corner before it's coming, not when I'm already falling off behind it - you did get it right on the third track). |
| Dec 20 21:37:00 | 28m 00s | PISTIL PISTOL: BOTANY BLAST II | The whole get set back when hit mechanic was a bit too unclear. <br/> <br/>Hitting targets and getting hit as well (explody green things instead of red bullet was just a little too late of a feedback and the sprite change before was too subtle). |
| Dec 21 11:14:00 | 13h 37m | Loss of Fluid | touchdown on first try! <br/> <br/>this was epic <br/> <br/>desperately needs a skip for the intro though now that I checked how it plays out if you crash |
| Dec 21 11:35:00 | 21m 00s | Super Lefty Garden Fighty | That green lightning looks horribly out of place among the pixel art :p |
| Dec 22 11:30:00 | 23h 55m | Jetpack Every Day | That was neat. <br/>Too bad it had not sound. <br/> <br/>Would have been a lot more fun if power ups stacked, like getting a triple rapid fire homing missile. <br/> <br/>Also I would have preferred the standard shot to be perfectly straight instead of having such a large stray. |
| Dec 22 11:45:00 | 15m 00s | Kitty McBlubberton | 217 kg! <br/> <br/>You should've definitely spend a few minutes on searching for some fitting sound effects and music. |
| Dec 22 18:37:00 | 6h 52m | Mead Runner | Text upon running into things has bad contrast to many parts of the scene. A subtle black outline or slightly black boxing it would make it more readable. <br/> <br/>Main menu takes forever to load without any progress bar - instead the whole game freezes. Makes replaying the game rather painful. (it displayed as offline - I guess some failed network call causes the delay?) <br/> <br/>Music sounded quite off key and once the percussions chimed in also out of rhythm. <br/> <br/>On top of all that the collision detection was extremely punishing. Either having a bit more leeway or being allowed to collide a couple of times with audio/visual feedback before failing would've made it more bearable. <br/> <br/>The graphical assets and lighting worked rather well though. |
| Dec 23 21:44:00 | 27h 07m | ORB LORDS | Would've been great if the two lords had also held down the keys alongside me, since holding up a paddle in pinball can be so crucial. |
| Jan 1 15:23:00 | 209h 39m | Edo Arena | I sadly always got stuck on the item shop. No inputs worked. |
| Jan 2 11:13:00 | 19h 50m | Glow&Grow | Some colour contrasts weren't all that good. The magenta pellets on a similar background as well as the orange on a similarly bright grey. <br/> <br/>You could do something special upon holding both directions (clear/absorb all visible for example in return for losing a portion of your collected shells?). |
| Jan 2 17:17:00 | 6h 04m | Choo Choo | Arr too bad the little wagons didn't start growing and bursting with passengers as you pick up more and more. <br/> <br/>A temporary slow down via holding left and right would've been really helpful on the more complex levels - could've rewarded not using it by adding bonus points for clearing it fast. |
| Jan 4 10:19:00 | 41h 02m | Knitted Fighter | Opponent keeps walking through my lines and walls :c |
| Jan 4 21:42:00 | 11h 23m | hARBOuR | I saved the galaxy!? Somehow? One human left, loved the fact that there was a reason for having several beyond different stats (initially thought this would just be a difficulty setting and finishing the game with the weakest would be a challenge). <br/> <br/> <br/>I really liked the graphics. The audio however was agonizing and the controls, especially jumping, were pretty rough. The exit triggers didn't seem to work initially and it took me some time to figure out I could double jump (a notion on that would've been great) - only to finally get the lower exit working, which didn't require double jumping at all. <br/> <br/>Also had a lot of trouble recognizing when I was loosing energy. I lost those two humans rather suddenly - first due to water, second due to ... I don't know? Was missing more feedback beyond the bar going down. |
| Jan 4 23:47:00 | 2h 05m | ZZXXX the Gremlin | Good job on getting a version running with music last minute :p <br/>I liked the music and pixel art of the actual game play segment. <br/> <br/>The game play itself is rather confusing. It took me a while to figure out that a typo is made when I touch the right orb as the letter passes (and is she making the first typo on her own? I'm missing feedback on the text scrolling through to actually see the text missing a letter - or just the fact that I successfully did a thing). I still don't know why I would ever want to reset an orb. <br/>I got up to the coffee leaking bit - but then couldn't figure out what amount of typos I want to hit at the end. Any seemed to hand me some kind of 'bad ending' - although the story and ending descriptions made it rather unclear why they were bad per se and what I was truly aiming for ... <br/> <br/>I'd suggest you to focus less on story and more on mechanics (especially the player-game feedback loop) for your next game. |
| Jan 4 23:51:00 | 4m 00s | Hacka Runna | hahahahaha - keep getting stuck jumping/falling into a wall. How do I reset? |
| Jan 5 00:01:00 | 10m 00s | Coalesce | I couldn't see the blue line I got placed on at all. <br/>And I have no clue why you did not prioritize a single player mode for this. It would be perfectly playable alone. Even some basic AI could easily be thrown in if you really need another ball eating away blobs. |
| Jan 5 00:07:00 | 6m 00s | Star Jumper | Mouse buttons would've been a better choice to Q and E |
| Jan 5 00:17:00 | 10m 00s | Cityblock | Why don't green areas count for anything as well ...? <br/> <br/>Also being able to scroll wrap around was a bit confusing - could I actually move the area getting judged that way? <br/> <br/>I think I might've much preferred aiming for a mixed city including green patches (would require different kind of blocks being dealt). |
| Jan 5 00:20:00 | 3m 00s | Thrust | I liked the zingy pickup sound. Matched the ship visuals. <br/> <br/>Music loop got tiring before it actually looped the first time though ... and the high submission doesn't work. In fact no buttons below the name input worked for me. |
| Jan 5 00:26:00 | 6m 00s | A Machine With Growing Capabilites | A couple of buttons too many. really needed keyboard/controller input as well. Enjoyed it up to the 4th button regardless. |
| Jan 5 00:33:00 | 7m 00s | Circle Runner | Pretty neat. Once the boost arrows came it it got frustrating though. Would've much preferred a hold both mechanic to jump whenever I want. And a bit more traction. |
| Jan 5 01:08:00 | 35m 00s | FleshTotem | I went down rather randomly mashing 123ef with all fingers of my left hand. Something definitely needs some kind of automatism. Be it picking up things, healing or deploying a certain corpse type. Really you could've gone easy on yourself, the player and incooperated the two button controls as well. <br/> <br/>It was still pretty solid beyond that. Just the preview screenshot already had me laughing. |
| Jan 5 01:26:00 | 18m 00s | Orbital Defender | Like my own entry this could've picked up pace a bit more quickly. More specifically, it could've started to shoot back sooner, cause that's the point where it got interesting. <br/> <br/>Ultimately I still got bored and waited for it to grow. |
| Jan 5 01:51:00 | 25m 00s | Desperate Vessel | Using that preset touch button graphic as a helper to get back on screen was smart. Unfortunately it distracted me from what I was controlling at first (pink square went off screen faster than I could notice it being relevant and all my inputs did was spin the circle). <br/> <br/>A better solution would've been adding a marker/arrow ad the edge of the screen when going off that way. Perhaps with a little cut out bubble showing your pink cube so you still see what you are controlling. |