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Feedback comments for LD35
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| Timestamp | Since previous | Game | Gjarble's comment |
|---|---|---|---|
| Apr 21 15:11:00 | morphing fantasy | You may want to mention that this game requires the Visual C++ Redistributable for Visual Studio 2015. I tried to run your game and got an error saying that the file msvcp140.dll was missing; I fixed it by downloading the Visual C++ Redistributable. <br/> <br/>Anyway, an RPG is very ambitious for a game jam, and I'm guessing you built it from scratch rather than using an engine. That's not an easy task, so good job for completing it! Unfortunately, I couldn't find the first boss before I stopped. The level was very large, and even after I had fought maybe 15 or so battles, I was only able to explore a small fraction of it and couldn't find anything other than trees and rocks. Also, clicking on an enemy to attack didn't work much of the time. | |
| Apr 21 15:38:00 | 27m 00s | TowerShifter | Nice concept, and the graphics are great. I found it kinda funny that my primary strategy was to summon smaller animals in front of me to act as meatshields so the towers didn't shoot me. I also did not get the popups with the stats for each animal, but it was simple enough to deduce some things about them just from playing: the Bear is slow with high defense, the Bird is fast with low defense, and the Fox and Wolf are in between. That said, it wasn't exactly clear to me why I should choose one animal over another at any time. I guess part of this is because I don't know what the towers do, or how they affect the animals differently. For instance, how does being an Air animal affect the Bird differently from the other animals? Does it dodge shots more easily? Can some towers not reach it? I did figure out that the yellow towers *only* shoot the Bird, but I don't see a difference between the red, green, and blue towers. If some of this information was clearer, it might be easier to form a strategy. |
| May 1 16:26:00 | 240h 48m | Skeleghost | I love the surreal music for each of these levels. I agree that it should be clearer which walls the ghost can pass through and which it can't. I do also wish there was a visual distinction between doors that teleport you and doors that exit the level. I do like how you designed each level to require both the ghost and the skeleton, though. |
| May 1 19:56:00 | 3h 30m | Perfect Form | Very cool concept! I was a bit confused as to what was going on at first, but I started to enjoy it once I understood the rules. You deserve a lot of credit for communicating such abstract mathematical/geometric concepts through a relatively intuitive gameplay process. <br/> <br/>Still, there were many levels where I felt like I didn't really know what I was doing and just got lucky by clicking the right series of buttons. This was because it was very hard for me to imagine what the shape would look like after multiple transformations, especially for the operations that change the number of vertices, like Snowflake, Radial Mirror, Delete Vertices, and Invert (I'm still not entirely sure what Invert does). If you're making a post-jam version, I'd recommend lowering the difficulty curve of the first two modes by not introducing these transformations until much later in the game. This would give players time to understand the rules of the game before you ask them to also understand some of the more complex kinds of transformation. |
| May 1 20:32:00 | 36m 00s | Paranormal Investigator | Very neat! I love the concept, and the difficulty feels balanced (aside from the obvious-object problem, which you appear to have already fixed). |