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Feedback comments for LD35
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| Timestamp | Since previous | Game | danbolt's comment |
|---|---|---|---|
| Apr 18 05:13:00 | Stasis Core | Glad to see that you did the Compo once more! :) <br/> <br/>The shielding/dodging reminds me of Dark Souls a lot, and that makes me happy. The cage-y mechanics are always neat to explore, and I feel like I learned each time I played the game. The element of progression was nice in that regard. <br/> <br/>I got a bit frustrated initially that I couldn't aim in any direction, but after a while I realized that wasn't quite what the game was going for and I enjoyed things more after that. <br/> <br/>Otherwise, lots of fun. I enjoyed it! | |
| Apr 18 05:27:00 | 14m 00s | Biscuit Switch | On the first try, I stumbled around like a blind baker, totally unaware of how to fulfill my television master's orders. On my second try, I became hard and systematic, counting every last sheet of dough that came out of the roller. Success and profit was not frantic at all for me, just like the real world? <br/> <br/>Cynicism aside, I loved the presentation of this game! The colours were fun and had a cute flair. I'd love to hear about how you made the inky pixel art. I haven't ever seen a game in Clojure too, which is awesome to see as well. |
| Apr 19 04:00:00 | 22h 33m | 5h1ft | Cool top-down shooter! I liked how each weapon encouraged me to take on a different strategy. Some certainly felt preferable to others, or I felt like the shotgun gave me the most productivity compared to the double pistol. The music was really fitting too. <br/> <br/>Played with WebGL on OS X. Thanks for porting it to Chrome! |
| Apr 19 04:11:00 | 11m 00s | ShapeDriller Company | Neat idea! I liked how you were finding the right tool for the right objective. I feel like you could expand on this with Dig-Dug mechanics and it would play great. CRAb is a funny company name. <br/> <br/>Part of me wanted to go faster to speed up the game, but when I went too fast I died quite quickly. I was a bit conflicted there. But overall, super cool! |
| Apr 19 04:19:00 | 8m 00s | ShapeShiftShip | This is a cool idea! I had a bit of trouble with the controls at first, and I wasn't 100% what my goal was, but it was a lot of fun playing around. <br/> <br/>The graphics made really good use of WebGL's capabilities compared to a lot of Unity-in-the-browser stuff I've seen. The sense of depth also reminded me a bit of A New Hope as well, which is always a good thing. :P |
| Apr 19 04:38:00 | 19m 00s | SUBJECT 26 | The story unfolded really well! The initial dialogue explaining the facility felt a bit silly-dystopian, but as you progress and hear more messages by the others, things become much more tense. I enjoyed the experience a lot! |
| Apr 19 04:48:00 | 10m 00s | Souleater | I burst out laughing with the pool of child tears bit. Comedic! Did you draw the environment as an image? It had a cool, almost painted look to it. The gliding mechanic reminded me a lot of Sonic 3 and Knuckles. <br/> <br/>I kept "dying" under the volcano, so and I wasn't really sure where to go from there, sadly. Otherwise, it was neat to play. I wanted to explore the king's palace in the beginning. |
| Apr 19 05:00:00 | 12m 00s | 2ShiftDrift | Reading your postmortem, the forcing oneself to "jam for the sake of jamming" really resonated with me for LD35. I felt like I pushed myself into doing something I wasn't 100% prepared to this past weekend, and the lack of polish really shows in my submission. It's nice to hear that from another developer. <br/> <br/>But the game though! The spritework is really slick, and I like how the player changes shape when they boost. The little LD35 painted onto the track is a cute touch as well. I felt I never really got that great at steering, especially while boosted, but maybe that was something I was missing. Otherwise, thanks for uploading! |
| Apr 20 05:43:00 | 24h 43m | Facade | The gameplay progression was really sharp. Well-done! I appreciated that the polygons could look past their differences and save the day. <br/> <br/>I'm happy you have the source on GitHub too. I'll be sure to check out the pathfinding code! |
| Apr 20 06:00:00 | 17m 00s | Monster Shift | The art is sweet. I really liked the variety in the monster types too. <br/> <br/>This reminded me a little of the old free BSD game 'robots' you used to play in UNIX mainframe terminals. I'd love to see a unique spin with this concept and that game. |
| Apr 21 05:22:00 | 23h 22m | I am Ned and I am a Hippo | I loved the wikipedia link-opening in this game. I felt treated like an adult for once. |
| Apr 21 05:25:00 | 3m 00s | Shift that Shape! | Good first project! The game overall was well-laid out, and easy to understand just by playing and experimenting. <br/> <br/>Keep up the good work! |
| Apr 21 05:31:00 | 6m 00s | The adventures of Wizard Hamster: The epic battle with dreadful Robot Cactus! | Cool game! I liked the instantaneous hamster-zapping. The fatalistic flair was fun to play. <br/> <br/>Sometimes, I found it a bit hard to line the hamster up with the specific object I was trying to imitate, and that was a bit frustrating. Thankfully, the quick nature of the game allowed me to get back and try it again. This would probably make a nice ad-supported mobile game. |
| Apr 21 05:35:00 | 4m 00s | Shape has to shift | Cool idea. Having your form affect the physics is a neat way of doing things. I liked how simple the controls were with a two-button mouse. I could also kind of do it on my MacBook trackpad as well! <br/> <br/>I found the game a bit quick, though, and sometimes a bit hard to have a good handle on what was going on. Maybe a bit of spacing or pacing, plus a few changes to the UI, and the game's idea has some cool stuff going on. |
| Apr 21 05:42:00 | 7m 00s | Amorphosis | Good one-touch game! I can see how a this game translates to mobile really eloquently. The faces were fun to watch change as well. <br/> <br/>I found I had a really short window to change to the next pattern, and I got the impression that there were holes I didn't have any forms for, which was a bit frustrating. Overall though, the core mechanics are in a good place. |
| Apr 21 05:46:00 | 4m 00s | ORIKAMI | This is very good. I liked the symbolism flipping left and right. <br/> <br/>I'd love to see a postmortem written up about this later. |
| Apr 21 06:02:00 | 16m 00s | Morphing Maria | I really admire how well-structured your puzzles were! I could have benefitted from that a lot. <br/> <br/>I really enjoyed floor 10's gameplay compared to some of the earlier ones, probably because of the resource management with the boxes. That was cool. <br/> <br/>Thanks for uploading! |
| Apr 22 04:24:00 | 22h 22m | That Blue Square | Good game! Apart from one or two things, I felt like the difficulty was the right level, and I enjoyed solving the puzzles. The "floating" mechanic made me feel smart, which is always a good way to entertain your player. <br/> <br/>I found that some of the pits required me to make "leaps of faith" into spikes, which kind of went against the spirit of the game. That was a bit frustrating. Some sort of "level complete" effect would be cool tool. <br/> <br/>Otherwise, a nice submission! Good work! |
| Apr 22 04:37:00 | 13m 00s | Space Petting Zoo Crisis! | I love games that use smartphones as personal controllers, especially over web, so you're making me fall in love with you right now! The idea seems super cool to do with friends. I think I'll have to give it a go when I have some buddies over. <br/> <br/>The only two things I found a bit hard was traversing across the map, especially just to switch two power generators, and the "janky" motion when moving. If there was some sort of animation smoothing, that would be really cool. <br/> <br/>Otherwise, super idea. Thanks for sharing! |
| Apr 22 05:04:00 | 27m 00s | Shape Collector | Fun game! I like how you used web technologies not typically seen in game development. |
| Apr 22 05:31:00 | 27m 00s | Servants | Good job to the three of you! I could see elements that each of you brought to the game. <br/> <br/>Also have to love the Frank/Stein elements in the game as well. ;P |
| Apr 27 05:42:00 | 120h 11m | Snakoban - 倉庫蛇 | This is an awesome idea! I love the two game ideas combined, plus the simple humour that comes out of it. <br/> <br/>The up/down arrow keys seem to make me scroll on itch.io. If there's anyway to disable that on Chrome that you know of, that would be great. <br/> <br/>Otherwise, great upload! Thanks for submitting this! |
| May 6 07:15:00 | 217h 33m | Mike Rand in Fantasy Land | I love that you have gamepad support! I find playing the games are much more enjoyable that way. <br/> <br/>I liked exploring the world, especially with how you could go indoors and outdoors. The jumping physics was a bit hard to master, but it was fun when I got a good double-jump and killed a baddie before landing on him. If there was an option to crouch and attack (à la Zelda II). Otherwise, it was fun exploring. Good Metroidvania mechanics! |
| May 6 07:20:00 | 5m 00s | Modified Ballistics | Neat idea! As others have mentioned, aiming can be a little difficult, but the creativity is on point. |
| May 6 07:24:00 | 4m 00s | Fast Dungeon | Tough as nails, but really cool. I'd love to see it with gamepad support! <br/> <br/>I really liked the shading with the sprites, and how your icon faded into a skeleton. |