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Feedback comments for LD35
Hectigo's games and stats for all events →
| Timestamp | Since previous | Game | Hectigo's comment |
|---|---|---|---|
| Apr 21 05:32:00 | Down the Drain | It's a fun concept that fits the theme nicely, but could use some polish - it was frustrating that it was not possible to turn back to regular water before the timeout ended, and the feel of the controls and collision handling could be better. | |
| Apr 21 05:48:00 | 16m 00s | Fast Dungeon | The controls could be improved by adding a bit of inertia, increasing jump height and requiring a new space bar press for each jump. Making the spikes not kill you from the side and less punishing restarts would also make the game less frustrating. I quit before the end after repeatedly getting back to the beginning. <br/> <br/>Nice graphics and great music though. |
| Apr 21 19:15:00 | 13h 27m | Nightshift | My biggest gripe with the game is that it's simply too easy to skip the dialogs. A half a second delay before they react to a press of space would do a lot. Other than that, it's a pretty solid shmup with good controls and nice pixel art. Really like all the animal characters! :) |
| Apr 21 19:27:00 | 12m 00s | Neo Shifter | Tone down the flashiness a bit, and the graphics would be perfect. The use of diagonal shapes is really cool. The gameplay has a really nice flow to it too. |
| Apr 22 18:30:00 | 23h 03m | FTWL | A really pretty and atmospheric game, but the mechanics left me wanting for more. Also some parts could have used polish, like the X "shockwave" effect graphics, and collision handling. The cage things didn't really communicate clearly what you were supposed to do with them. |
| Apr 22 18:49:00 | 19m 00s | Runaway Clothes | Got stuck on the second level due to a collision bug. Even until that point the gameplay was more frustrating than fun, though I dig the druid with speedos. The graphics are lots of fun in general! |
| Apr 22 19:07:00 | 18m 00s | TowerShifter | The graphics are pretty nice and colorful, but the towers could use something more design-wise. Gameplay-wise it wasn't really communicated well enough which of the different creatures should be chosen to counter the towers, and I'm not sure if there's much reason to have the summon button. It seems like the best idea is just to summon as much as possible, so it could just be automatic. Though maybe I missed something since I never got to the end of the level. |
| Apr 22 19:30:00 | 23m 00s | Memento Mori | You have a good concept here, but I think you could have made it work much better by having less gamey elements, or exploring less traditional game mechanics. It's hard to get immersed in something when battling with glitchy physics and trying to make frustrating jumps. To me the game would be a better experience if it wouldn't have the whole platforming element at all. The graphics is also just a tad too much of a mishmash of different styles, but I really enjoy the minimalistic audio, it fits the game perfectly. |
| Apr 22 19:42:00 | 12m 00s | ORIKAMI | This game is perfect in all of its simplicity. I really love the symbolism that really clicks at the end of the game in one of those 'a-ha' moments and is plain enough not to feel melodramatic. The gameplay is nicely tuned too. |
| Apr 22 19:58:00 | 16m 00s | A Soul of Clay | A well written, spooky story with a concept that fits the theme nicely. The graphics were clear enough and did their job, but that's where I'd start improving the game if developing this further. Also adding sounds to the interaction and maybe some ambient sounds would make the world feel more alive on top of the already well executed music. |
| Apr 22 20:05:00 | 7m 00s | SandShifter | It seems like you ran out of time with this one, but there's definitely potential with the mechanics. Interacting with the sand could be sped up. |
| Apr 22 20:18:00 | 13m 00s | Photagogue | There aren't many ways to be cooler than punching a raptor in the face after doing a backflip while wearing shades and a well-fitting suit. The platforming was solid enough, though maybe just a tad more inertia would have made it feel even better. Love the music too. <br/> <br/>All that being said, more frequent checkpoints or at least some way to recover health would be appreciated. |
| Apr 22 20:26:00 | 8m 00s | Shape Rave | Love the graphics in all their colorful, psychedelic glory, though it was a little hard to tell how far the obstacles are. Some type of player shadow would help with this. Some indicator for which way to press to get each shape could also help (or maybe a dedicated button for each one?). The audio is perfect. |
| Apr 22 20:36:00 | 10m 00s | Shadow of the Red Hand | This is just too cool. The gameplay could use a little bit of polish, it felt a bit floaty, but on the other hand (ha) never glitched. The whole concept with the shadow puppetry is great and imaginative, full points for theme. Taken a little bit further this could be a real stand-out game. |
| Apr 23 05:49:00 | 9h 13m | Shift the Shapes | It's a fun, simple and unique concept for a puzzle game. Got a little bit of time to get the hang of it at first, then the levels felt easy for a while but the challenge picked up nicely again when the second color was added. It could be more fun to have a variation with easy levels but some time pressure or score based on number of moves. Got stuck after level 11, is that just the last one? |
| Apr 23 05:56:00 | 7m 00s | The Adventures of Box Boy | Solid little platformer. |
| Apr 23 06:07:00 | 11m 00s | You're a Floor Lamp Now | I'm happy with my first day as a floor lamp. It's good to be of service to mousekind. |
| Apr 23 18:44:00 | 12h 37m | Extanation | The art style is gorgeous, but the gameplay is a bit frustrating with collision bugs and camera that lags behind the character. Lack of muzzle flash is also odd especially since the rest of the graphics are great. |
| Apr 23 21:17:00 | 2h 33m | Shape Escape | Often you see games with kinda shoddy physics in game jams, but this was excellently done, one of the best examples of physics based gameplay I've seen. The levels were maybe a little bit too difficult, but never felt unfair, and there was a good amount of variation and every shape was useful. The character models are really fun too. With a bit of music and polish on the level graphics this would be a real winner. |
| Apr 24 06:31:00 | 9h 14m | Ghost Bird | A solid entry, and the filter on the graphics is neat, but the game could use more polish. Just toning down the difficulty a tiny bit would make the game more enjoyable, like slightly increasing jump height and decreasing spike height. And if you make a hard game with retries, make sure that the delay between retries is minimal, not having to wait does wonders for keeping frustration in check. |
| Apr 24 06:43:00 | 12m 00s | THIS IS AMAZING | It's an interesting concept for a puzzle game, but the levels were way too easy - maybe it needs some additional twist to really shine? Also while the level selection screen was good-looking with polished transitions, it also felt completely unnecessary to go back there after each level. |
| Apr 24 07:12:00 | 29m 00s | Moveless Chess | Pretty cool idea. If you take this further, make sure to change the small font. Also the pieces can be a bit hard to distinguish, the king should stand out more. Hilighting which areas each piece is threathening would make it more interesting also for chess novices I think. |
| Apr 28 05:50:00 | 94h 38m | Secret of the Lizard People | Fun stuff, a good variety of minigames and it was great that it worked even on mobile, though the driving game was pretty hard. Could be funnier still if failure/success would have more consequences. |
| Apr 28 20:26:00 | 14h 36m | Tremor | Liked the effects and the music, good mood, though the flashing was a bit too much. The style of the drawings is cool too, especially the use of colors. In terms of gameplay it's not very interesting, just another endless runner with not a lot of variation, it could have been better if it was slower paced and the level would change when the flash happens. |
| Apr 28 20:40:00 | 14m 00s | Maelstrom Mayhem | I like the concept, and it's cool that all the different shapes have clearly different attacks. It's very clearly presented as well. I think it might be better if the player had some kind of an edge over the computer controlled opponents though, now the match is often over too soon, you don't feel like you have a huge effect on the outcome and the excitement doesn't have time to build up. <br/> <br/>I'd also easily give you a high score for the graphics if it wasn't for the level suddenly ending at the edges. Maybe the maelstrom in the background could also have some kind of an effect on gameplay? |
| May 5 05:17:00 | 152h 37m | ShapeShepherd | Cool concept, but I would have liked to see some more complex levels. Hard to say how much potential the game has just based on these introductory levels. |
| May 5 05:28:00 | 11m 00s | AviaMorph | The game looks nice, but the controls are unwieldy. The indicator for when berries are running out is also not very noticeable. |
| May 5 05:43:00 | 15m 00s | Shifting planes | I could not figure out that the blue character had double jump at first, that made me get stuck for a while. But overall this is an entertaining enough puzzler, got through all the levels in the end. <br/> <br/>I hit a couple of bugs: the character seems to get stuck completely if you press space when there's no portal. Also the character would sometimes get stuck on walls when jumping. <br/> <br/>Was there supposed to be audio? I don't think I heard any sound effects. |
| May 5 06:24:00 | 41m 00s | Agent Shift | Fun game, but the difficulty is pretty random - in one game, I got around a dozen clues, and still didn't know the answer for sure - in another just two clues were enough to pinpoint the location. <br/> <br/>The feedback that Alphish gave was good, that would improve the game a bunch. <br/> <br/>Getting more info about each bar / action when hovering over them would be a great addition, and reduce the need for the long tutorial. <br/> <br/>Liked the music. |
| May 6 16:38:00 | 34h 14m | Lumen | This is a really solid game with 5-star mood, though occasionally there were small glitches in the platforming. Love that the page background color changes. <br/> <br/>Also, best tutorial ever. <br/> <br/>About the slowness, it's probably caused by lots of putImageData use - it kills performance when data is shuffled between CPU and GPU. In a way it's not that bad to use it in a prototype like an LD game, but even then it would be better to at least collect all the tiles you're going to change inside a frame inside a single buffer and then do a single putImageData call per frame. |
| May 6 16:48:00 | 10m 00s | Poly-go-on | Smoother turns at the corners would improve the game feel a lot, also maybe the pause between levels is a bit too long. The difficulty takes quite a while to pick up too. I like qu2's suggestion that the track could cross over itself sometimes. I do like the simple elegance of the concept, it's definitely something you could make into a mobile time-killer with some more development. |
| May 6 16:57:00 | 9m 00s | ShipShapeShift | I shifted my ship into shipshape shape many times. <br/> <br/>I think the game would be more interesting if there was a challenge mode where you're trying to complete the level with the least possible amount of moves, that would require more thinking. Also a timer and more complex ships could add to the challenge nicely. |