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Feedback comments for LD35
LeftRight92's games and stats for all events →
| Timestamp | Since previous | Game | LeftRight92's comment |
|---|---|---|---|
| Apr 19 16:56:00 | Son of God: The First Transmorpher | A good looking game but the controls were annoying and the transitions from land to water weren't as good as they could be. | |
| Apr 19 17:07:00 | 11m 00s | Robotic Egg Garden | The nutrients don't seem to be flowing in the web version for me... |
| Apr 19 17:11:00 | 4m 00s | Memento Mori | Please make a WebGL build. |
| Apr 19 17:31:00 | 20m 00s | Liborio the Shapemancer | Great game, really enjoyed it. I wanted more. My only critique would be to have the character move a bit faster. |
| Apr 19 18:10:00 | 39m 00s | Battle of Britain 2 | Regretably frustrating due to the flight mechanics making moving difficult. |
| Apr 19 18:37:00 | 27m 00s | Cat-Astro-Phe | Attack speed seems arbitrary variable and a lower spawn limit would be nice. Good graphics and sound though. |
| Apr 19 18:51:00 | 14m 00s | Squirm | Very creepy. However, I felt like I wasn't getting quite enough direction and got lost too easily. Got stuck in a room, not sure if that was an intended end of game or not. Good entry |
| Apr 19 19:02:00 | 11m 00s | Quadrilateral Circle | Really nicely put together game, shame I'm terrible at this kind of thing. |
| Apr 19 19:29:00 | 27m 00s | Mighty 10tackle | Well, that was mayhem, but good fun. |
| Apr 19 19:38:00 | 9m 00s | KAIJU VS | The player has very little discernible agency in the creation...almost to the point where it may as well be randomly generated. |
| Apr 19 19:50:00 | 12m 00s | Shape has to shift | Ran too fast for me to keep track of what was going on... |
| Apr 19 20:19:00 | 29m 00s | The Shamankeeper | Regretably, the game seemed to end before it even began... |
| Apr 19 20:37:00 | 18m 00s | Boyd, P.I. | I'd love to keep playing this, but it crashes every time I try to restart. Good to hear some narrative in LD too. |
| Apr 19 21:05:00 | 28m 00s | Galactic Wars | Please make a WebGL build |
| Apr 19 21:12:00 | 7m 00s | Hexshaper | Difficulty curve was a bit steep, but clever idea |
| Apr 19 22:25:00 | 1h 13m | Sparrow & Flitt | Really interesting core mechanic. Definitely needs checkpoints and more levels. |
| Apr 20 00:32:00 | 2h 07m | ROVERBOARD ⚔ HOVERSWORD | Music was cool but the shapeshifting mechanic seemed tacked on and made the whole game too easy... |
| Apr 20 00:46:00 | 14m 00s | Go On A Journey | Music was good but you screaming down the mic at the start was really annoying. Mechanically it was interesting though. |
| Apr 20 22:37:00 | 21h 51m | Hide And Seek | Can't help but feel it would have been more fun with a little more direction... |
| Apr 20 22:44:00 | 7m 00s | Space Shift | Felt like either shapeshifting needed to be more controlled or to warn the player they were about to shift. |
| Apr 20 23:33:00 | 49m 00s | (Web) Pyramid Escape | Really liked the concept and quite fun to play. However, I feel like if you're going to pick a graphic style you need to stick with it. The lights made your colour palette too large and the particles and rotating pixels are just out of place. |
| Apr 20 23:38:00 | 5m 00s | Amorphous Space Widgets | Interesting concept but I'm not sure I understand it fully. Would definitely have benefited from some tutorialisation. |
| Apr 21 15:32:00 | 15h 54m | Morphing Maria | Really nice entry, just slightly disappointed some of the puzzles were self-solving or too easy. Would like to see more |
| Apr 21 17:56:00 | 2h 24m | Dance Dance Pathogen | Good fun, but very difficult...I want a baby easy mode |
| Apr 21 18:02:00 | 6m 00s | Mr. E | Clever game and a nice change of pace compared to some other submissions. The one thing I would like is to know how many I need to look for at the start of the level, sometimes it's hard to keep track of which ones you've found while looking for ones that might not be there. |
| Apr 21 18:05:00 | 3m 00s | Pedro Custodio and Fynn Levy's 'The Year I Died, 1997': A VR Experience | Not quite a game in the classical sense, but an interesting experience nonetheless. |
| Apr 23 00:23:00 | 30h 18m | I Have Brig Plans | Really nice game, however I felt it was overly similar to the game you made for last Ludum Dare. You're a really interesting designer and I'd like to see something fresh... |
| May 2 07:37:00 | 223h 14m | Slicer | A really good concept, but I feel the fact you went for a near reactions-based difficulty detracts from the game. |
| May 2 20:47:00 | 13h 10m | Geometry Shift | A good core mechanic, however there definitely needs to be something more to help direct this game towards its potential. Whether that be visual flair or additional mechanics is up to debate. |
| May 4 01:50:00 | 29h 03m | Push Putty | As many have commented, the rules were a little tricky to work out, but in the end it all makes sense. Solid entry. |
| May 4 02:11:00 | 21m 00s | Frog Princess | Good basis, would like to have seen more, both mechanically and in terms of levels. |
| May 4 02:27:00 | 16m 00s | AviaMorph | Controls clearly weren't implemented properly. Couldn't turn around... |
| May 4 02:48:00 | 21m 00s | Polygon Phase | Game throws a js error on Play. Running on Chrome. |
| May 4 03:05:00 | 17m 00s | Geomorpher | Really nice game, the random colours difficult change threw me off hugely :c |
| May 6 13:57:00 | 58h 52m | Lumen | Interesting premise, but unfortunately the poor contrast between the background & platforms along with some dodgy collision checking put me off. Doesn't *technically* follow the theme of SHAPEshift, but I really enjoyed the atmosphere you created. |
| May 6 14:03:00 | 6m 00s | Poly-go-on | An interesting premise but lacks any challenge or flair that would be needed to really come into its own |
| May 6 14:08:00 | 5m 00s | ShipShapeShift | Fun but unfortunately repetitious, maybe could've increased the difficulty curve slightly? |
| May 6 14:23:00 | 15m 00s | Splash 'n Shift | Really cool little toy. When it comes to LD, I really like seeing little things that are well made rather than large things hastily thrown together. This really played to my enjoyment of that. |
| May 6 14:27:00 | 4m 00s | Jewel Thief | Unfortunately, it was too easy to just hug the top/bottom wall and sprint to the end rather than bother with the shape shifting (or even the shooting). Essentially, you've got a game that's tried to weave stealth mechanics and action mechanics and they don't play well together. <br/>I enjoyed the clean, minimalist style, it definitely worked in your favour. Overall, I liked the core concept, just needs a little more work and it'll really start to shine. |
| May 6 14:56:00 | 29m 00s | The BladeShifter Tales | Nice submission, however I feel it has a few flaws. <br/>The ability to kick/punch felt largely redundant and the fact that you gained health for every enemy you killed made you nearly invincible, given how trivial most enemies were to kill. Overall, good core concept on the design front, but I felt like more attention could've been paid to the nitty gritty stuff. <br/>The animation for the character and enemies was nicely done, praise for that. However, the lack of environment art detracted from the overall experience, especially when you start the description of your game as 'Trail through ruins of previous civilizations'. <br/>The levels themselves felt largely unstructured, although this may have been due to the lack of environment art. Some blocks or areas felt unnecessary or redundant. <br/>Your composer really did a good job, it's not common for an LD game to feature multiple original tracks. <br/>Overall, nice game and enjoyable to play, just need to tighten up on the design front. Good job, but I was hoping for more from someone, by the look of you account, with this much previous LD experience. |
| May 6 15:02:00 | 6m 00s | VoxShiftRun | It was easier to dodge left and right to avoid the blocks, but congrats on your first jam. |
| May 6 15:11:00 | 9m 00s | Mofius | Sweet, but regrettably short. I feel a team of three could've achieved more, especially given the level of skill displayed here. Really nice submission, want more. |
| May 7 14:33:00 | 23h 22m | Shadow Tail | Good job for a 12 hour effort, shame you didn't have more time. A really nice idea and it was a refreshing change from many of the other games produced for this LD. Regrettably, I was unable to finish it as I didn't seem to be able to break the fence with Brutus. <br/>I encountered a few bugs with collisions/camera but you seem to be aware of them already. |
| May 7 14:37:00 | 4m 00s | Mountain Fold | Really enjoyed the art style and you seemed to have enjoyed making that aspect too. It's a shame the level generation creates jumps that are impassable at times. |
| May 7 14:40:00 | 3m 00s | Stakkers | You should put your web version up on a proper host, rather than just offering a download zip. |
| May 7 14:51:00 | 11m 00s | Wispers Of The Afterlife | Regrettably, there doesn't appear to be much actually here...your artists appear to have put in the work, but it looks like the rest of the team dropped the ball. |
| May 7 14:55:00 | 4m 00s | Galaxy Survivor | A simple game that's been quite well executed...the main thing holding this back from getting higher scores is the lack of content |
| May 7 14:57:00 | 2m 00s | ShapeShifter | Looks interesting, please host your web build somewhere rather than just offering a download...kind of self-defeating otherwise. |
| May 7 15:07:00 | 10m 00s | Shift It | Good fun, but very slow to start, would've liked to jump in more around the level 4/5 kind of mark. The hitboxes are way too small, I missed too many things that passed right through me. <br/>One thing that threw me off that you might not have picked up on was the fact the square was before the circle in the button order. Most of the other games that did geometry based gameplay put their shapes in order of number of sides (ie circle, triangle, square, hexagon, star etc). While it's definitely a minor thing, it really threw me off unfortunately. <br/>Overall, a solid and fun submission, but I would've liked to have seen something more fleshed out from someone with your LD experience. |
| May 7 15:17:00 | 10m 00s | Drunk'n nuts | Real promise here and I enjoyed watching your updates during LD, just a shame there's so little content coming out in the release version. The art and music is great and it plays very responsively, I especially like that each transformation has its own theme. A shame you didn't have a dedicated bod working on levels. |
| May 7 15:45:00 | 28m 00s | ShiftMania | Not really much point to make the car wider and the collision physics got me stuck in a wall. Nice concept and I enjoyed it overall. |
| May 7 15:47:00 | 2m 00s | Shaper | I had no idea what I was supposed to be doing... |
| May 7 15:57:00 | 10m 00s | SharpShifter : Buckle Up, Britches! | Nice submission, I enjoyed it, but felt like it needed a little more fleshing out. <br/>I ran into an interesting bug where if you held down punch and move at the same time for a little while you'd be teleported once you released them. <br/>You also need to watch your z-draw, some bandits were being drawn behind the saloon when they should have been in front. <br/>Liked the art, loved the music. |
| May 7 15:59:00 | 2m 00s | Trollslayer Road - a text adventure | Regrettably lacking. |
| May 7 16:33:00 | 34m 00s | Element Shifter | A really solid entry, seeing another local multiplayer game makes me happy. A little more flair could push this game a long way. |
| May 7 16:39:00 | 6m 00s | SHIFTRUNNER | Needs a loss condition (obviously, being a dreaded 'infinite x' game, no win condition). Currently, the transforming serves no other purpose than to fit the theme. Also, you can teleport to safety by clicking elsewhere. <br/>That all said, I really liked the sprites. <br/>At the moment, you've got the shell of a game here, needs more work before it becomes viable, but you seem aware of that, so congratulations on completing your first LD. |
| May 7 16:56:00 | 17m 00s | Shape Invaders | Fun little game! As you said you were focusing on the art/sound, I'll focus primarily on that. <br/> <br/>I really liked the main theme and it was suitably 'game overy' on the game over screen too. However, the track played during the game was something of a funeral dirge and didn't match the feel you were trying to create with the art and gameplay. Additionally, the fact that it was drowned out by the sound effects made it difficult to hear. <br/> <br/>Graphically it's very pleasing, however, a big nitpick I have with games that use pixel art, especially if the sprites are any smaller than 32x32, is that pixels shouldn't partially overlap or 'slide'. Pixels are supposed to be atomic, therefore when you see them moving cleanly it breaks the visual style that the art style possesses. <br/>Individually, however, I liked the bold colour palette you went for, each sprite is nicely made. I see you spent a lot of time working on the explosions and they look absolutely great. <br/> <br/>Overall, solid entry given your background. It's always cool to see LD participants trying things outside their comfort zone and pushing themselves to learn, so commendations there. <br/> <br/>(Just as a sidenote, two bugs I caught: 1) the score doesn't reset between tries and 2)if you click the menu button in the game it layers the game over screen on the menu screen) |
| May 7 18:05:00 | 1h 09m | Mind Shift | I didn't notice the schakra symbol first time I played, it was easy to miss, so I'd rework that to be more obvious somehow. Thematically, the game was nice but it was uninspired and didn't really offer any interesting gameplay. Visually, it was simple, but pretty and worked well with the audio. A solid entry. |
| May 7 18:14:00 | 9m 00s | Lucky Grenades | Interesting concept and I really enjoyed the music. <br/>Unfortunately, the pathfinding algorithm you chose means enemies bunch up into a single blob all to easily, making it possible to just circle round the enemies indefinitely and forget the attack altogether. You need to get some path prediction or group coordination (simple vector driven swarms could work) going. <br/>The titular 'Lucky Grenades' not only felt redundant but also completely over-powered. It was possible to wipe an enemy out within a second of them appearing. I'm guessing they were invisible because you ran out of time to work on the art for them? <br/>Overall, a nice looking, awesome sounding little game with a solid core concept, however the execution needs work. |