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Alex Rose

Feedback comments for LD35

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TimestampSince previousGameAlex Rose's comment
Apr 20 18:36:00 windowframe So, the game was really good, to start. As I gave you running commentary I think you know how I feel about it anyway. It was very clever. <br/> <br/>Now for the LD Feedback loop stuff. My feedback is really more of an opinion from just me this time so I'm not sure how valuable it is but still: <br/> <br/>As I said, I got a bit confused about the mechanic at first, like.. I didn't fully understand the capabilities of what I could do until much later. But it wasn't like an "aha" moment thing, it was more like a "brute force trial and error" thing where I felt it could've been introduced in slightly smaller steps to make me fully understand it. <br/> <br/>I mean, at first I was playing it like a platformer, but by the end I was examining levels, thinking about it and then deducing the solution, which worked. Like, I'd almost call it a puzzle game with platforming elements. The point of the game is to solve it. <br/> <br/>And I think something that kinda threw me off about that is that there are levels which aren't about solving a solution, they're about twitch platforming. I feel almost like there's two games here, the boss levels and the normal levels, and honestly I think the puzzley levels are all you need - those bits of gameplay felt unique, while the platforming bits felt like another twitch platformer (of which there are loads, I am also guilty of contributing to this problem) but with a reduced field of view. <br/> <br/>I don't think those levels really explored the mechanic in the same way the other levels did - they didn't involve the stake/window stretching feature at all and I think that was your great idea here, the unique, interesting mechanic, I don't think you needed the other stuff. <br/> <br/>Either way, it wasn't like the platforming bits were /bad/, they played well and they weren't too frustrating, they just felt a bit unnecessary. But again, that's just a personal opinion and I can see how someone would completely disagree with me and think the bosses enrich the game experience so whatevs. <br/> <br/>It's another great game man, you strike again. Good job.
Apr 20 18:39:00 3m 00s Disarranged It was very funny, the falling animation was hilarious. I think gameplay wise it wasn't the best thing you've come up with but I also realise that wasn't really the point, it was just a fun project with a mate. In that, you've succeeded very well. The "soundtrack" is great too. <br/> <br/>Only think I would've changed is making the kitchen more destructable or not making it so it was salt and pepper or whatever, really small things you had to destroy, first time I went in there I couldn't tell what I had to kill at all. <br/> <br/>Think you might be a contender for the humour medal. <br/> <br/>Nice one.
Apr 20 18:42:00 3m 00s Vogue Ninja Looked rad as fuck. I was really confused in the beginning, I think it could've been slightly better explained. I came back to look for a control description on this page and found nothing. I mean, I worked it out after a couple of minutes but still, my start to the game was pretty clumsy, it wasn't until I got to the second orb thing that I knew I could even transform. Found a gamebreaking bug where the trees disappear too :P. <br/> <br/>Physics/controls are really nice, looks amazing (technically very impressive too, is this fake 3d?! looks low poly!), pretty funny. Good entry all round.
Apr 21 14:58:00 20h 16m Shifty the Spellthief Nice idea, graphics were cool, good fit for the theme. <br/> <br/>I felt the gravity was a bit heavy. The main thing though was that I feel the shapeshifting should've been a "hold" rather than a "press" thing. If I shapeshift too early before the guard sees me, I unshapeshift right in front of him. If I shapeshift in front of him he still gets me. <br/> <br/>I ended up finding it way less hassle to just jump on their head all the time and ended up never shifting. It'd be nice to have other forms too. <br/> <br/>Other than that, solid entry. Nice one.
Apr 22 22:12:00 31h 14m Slime Tech Tried in firefox and chrome to drag the attractors into full screen to no avail.
Apr 23 23:10:00 24h 58m THIS IS AMAZING It's a novel idea. It improves a lot towards the end. I think you could skip a lot of the first 8 levels, they aren't really about thinking, just dragging and dropping, and by the third level you already understand the concept. <br/> <br/>However, after that it picks up a lot and gets much better. <br/> <br/>The only thing I can think of to improve the game would be snapping. It's clear the player is only ever going to want to put a dot into the corner of a shape, so it would make sense to just instantly snap any dots within a reasonable range of the corner so you don't spend a while meticulously moving things to just the right point. <br/> <br/>Good use of the theme, audio is decent. Nice one.