Foon → Ludum Dare Explorer → LD35 → Feedback comment stats → SuperIzzo
Feedback comments for LD35
SuperIzzo's games and stats for all events →
| Timestamp | Since previous | Game | SuperIzzo's comment |
|---|---|---|---|
| Apr 18 15:35:00 | Particle Shift | I'll start with the second game "Runner" as I enjoyed it more :) <br/>The idea is very good, and you can (and probably should) explore it and expand on it - a 3D flappy bird/ hole in the wall. <br/>This version of the game however has a few flaws: <br/>1) you should take into account the size of the walls with respect to how far the ball is from the camera, I shouldn't have to go off screen to pass through a holes <br/>2) it is hard to judge distances from this camera angle, because its perspective things move sideways as they come closer, consider casting a shadow of the ball onto the walls, a directional light behind the camera should do the trick (you can also project a marker) <br/> <br/>Some notes on the first game: <br/>If you fail a the last section of the first tutorial you have to repeat the whole thing. It is an odd design choice because you would normally expect players to have learned the mechanics shown in the previous sections. <br/>Also when you add timed mechanics like the "O" key, it is good to provide some form of feedback on the remaining time like a cooldown wheel, or a timer or just play sound (alternatively you can signal the players right before it runs out with blinking or gradually speeding up). On the second level I am greeted with a wall and I'm not sure how to proceed, I tried climbing all 4 walls but the camera doesn't follow me anywhere. | |
| Apr 18 16:33:00 | 58m 00s | Maigune | It was really fun, the level and the mechanics are well designed and also appreciations for the controller support. <br/> <br/>What was the intended way for getting the first coin? I got it by abusing the triangle to catch the edge of a block above that has no wall connection, but I think that's a glitch as you have to snap perfectly to the grid to be able to do it. |
| Apr 18 17:21:00 | 48m 00s | Monster Shift | It's a fun little game. I played it a couple of times and find shapeshifting unnecessary as a mechanic, it's supposed to add a stealth element, but the game can be easily beat (in roughly 30 seconds) by simply running around and avoiding enemies while searching for the ship, without having to transform at all. <br/> <br/>To make it more relevant as a quick patch on the idea I could recommend greatly reducing the health to make players care a bit more and making the three races attack each other and not just the player, thus allowing you to explore safely in the protection of your allies while in the correct form, but punishing you a lot more while in the wrong one (especially if you make the speed of the player character less than the mobs'). If you want you could also take this further and add rock-paper-scissors e.g. something like Quickling beats Owlbear beats Displacer Beast beats Quickling so that you not only pick the larger group to join, but also consider which is the stronger group overall. <br/> <br/>Good luck and keep it up :) |
| Apr 18 17:42:00 | 21m 00s | Shape Shifters | Awesome idea. Really enjoyed this one. |
| Apr 18 19:39:00 | 1h 57m | Go Spell It On A Mountain | I beat the beast and many died, but I don't care, I'm on a mountain top! <br/> <br/>I downloaded the Windows version, but the UI problem is a little more difficult to workaround if your monitor doesn't support 1360x768. Unity (NGUI) allows positioning and resizing GUI elements relative to the screen size. <br/> <br/>Also I see this a lot in Unity games, you don't need to include the "player_win_x86.pdb" and "player_win_x86_s.pdb" files in the zip, they take a lot of space and are only useful for debugging. |
| Apr 18 20:26:00 | 47m 00s | Dream Walking | Hey, it's a fun maze game. I couldn't complete it because after playing for some time it started lagging for some reason and I had to restart, but lost all the cookies. Having a save option in this case would have helped. <br/>Anyways, good luck :) |
| Apr 18 20:39:00 | 13m 00s | Michael | The shooting (I'm gonna call it that) uses an interesting mechanic I have not seen elsewhere - matching your crosshair to other randomly moving ones in order to kill what's behind. It would make a nice casual mobile game too :) |
| Apr 18 22:35:00 | 1h 56m | The Mech Republic | Awesome game, best I've rated so far. |
| Apr 18 22:47:00 | 12m 00s | Bortman | One of the better games I've seen. I like the art style. |
| Apr 18 23:19:00 | 32m 00s | Quadripartitus | Very cool visuals and a good selection of shapeshift forms. |
| Apr 19 08:31:00 | 9h 12m | A walk to the top | Nice game. Would have liked to see a bit more plausible but fake solutions implemented in the level design as currently there is one of two approaches and the solution is obvious. A third element (besides stairs and arrows) might have helped. But overall it was a rather enjoyable game. |
| Apr 19 09:25:00 | 54m 00s | The Esoteric Order of Shapeshifters | Gameplay wise this is really fun and enjoyable. I would like to play more of it, perhaps with even more elements, laws and creatures. |
| Apr 19 10:56:00 | 1h 31m | Literal Shifting | I would buy the OST. <br/>Jumping doesn't work every time, but I get this game was never about the jumping, its meaning is much deeper than that. A serious take on liberty and a tribute to the freedom fighters with an unexpected twist. Great work. <br/>I appreciate the humor, best of luck :) |
| Apr 19 11:28:00 | 32m 00s | Meander | At first I thought it was just a walking simulator. I was wrong. This is really cool, and it happens so smoothly that if you don't pay attention you may not even notice what is happening and I did try to catch it red handed. <br/> <br/>I just wish there was an objective of sorts, it would make an interesting game. |
| Apr 19 11:54:00 | 26m 00s | Mighty Morphin Cactus : In The Dark | Nice and simple. It lacks depth and the only real challenge is memorizing the map through exploring. However for a first Unity project it's quite good and looks more polished than many games I've seen. <br/>The texture work is quite nice too. |
| Apr 19 12:14:00 | 20m 00s | V for Virus | Really nice. <br/>Great music and awesome art. The gameplay was also fun and challenging. The only problem I had is after palying for a while it starts lagging - something is probably not being destroyed off screen and accumulates over time. <br/>But all in all it's a great game. |
| Apr 19 12:27:00 | 13m 00s | Dice Delve | Excellent. A really great idea. I love it. |
| Apr 19 12:39:00 | 12m 00s | Squircle | Amazing. This game deserves a sequel. 5* |
| Apr 19 14:07:00 | 1h 28m | CYGLiDE | Don't listen to people complaining about the controls, they are spot on, it is a really enjoyable game. <br/> <br/>It doesn't quite fit the theme but it is very fun to play and I would love to see it made into a proper game :) |
| Apr 29 07:46:00 | 233h 39m | VHS WARS | Very cool and solid gameplay, I really enjoyed it. |
| May 2 19:38:00 | 83h 52m | Geo Shifter | Fun idea, and the addition of a working online leaderboard to a 48h entry is impressive and a big commend for adding a color blind mode. <br/> <br/>I'm in 4th place and played three times, so I guess that's reasonable enough effort to warrant me the right to critique :) <br/> <br/>Now, you probably know most of this, but... <br/>* the game feels difficult, because the movement speed of the enemies can be as high as the player's and they will always move towards him/her. As far as PvP advantage goes the rules are the same for all and it's all fine, but players don't like feeling powerless. What's more the inability to escape enemies reduces the number of tactical options you (as a player) have to one - the only way to survive is to kill. Two ways to solve this are - make the enemies slower OR make them occasionally follow different paths (e.g. random) so that the player can avoid and potentially outrun them; it would make the game more interesting. <br/>* there is nothing wrong with having a green on red health bar, however, the magenta hearts blend too well with the red background and in the heat of the action it is hard to tell how much life you have left. I have problems with a few other color choices as well - the blue triangles (especially the small ones) blend with the black background and green circles blend with the player's avatar. <br/>* the mouse would have made a more intuitive shoot control than the arrows (not to mention it would have allowed shooting in 360 degrees) <br/> <br/>I hope you find this useful, and good luck :) |
| May 2 21:01:00 | 1h 23m | ShapeCraft | Nice and challenging gameplay. There are many things I like about this entry, but personally I find "nice game", "thumbs up" and positive comments in general to be not as useful, so I'll point out a few problems. <br/>* the game over screen: there is no restart button, and on gamejolt I have to resit an ad every time I want to replay the game <br/>* On the other hand the ludum dare frame is cropped at the white bar and it wasn't entirely obvious where I was supposed to press to start. Also it doesn't "eat" the keyboard input, and "space" just scrolls me down. <br/>* there is no metric for progress or achievement. As a player I do not feel rewarded for playing and I do not know whether I am improving at the game or not. <br/>* blue and light pink bullets on a light blue background. Individually bullets stand out on their own, but when you try to focus on the big picture (as you do in top-down shooters) they blend. There are few ways to improve the visual contrast - different colors, sharp outlines and/or making them blink. <br/>* discrete collision detection. When the frame rate drops bullets start moving through their target, I know this is not a trivial issue to solve during the compo, but it's worth a mention. <br/>* another one of those is - if you tab out the game runs in the background, but not entirely, some parts of the logic (like shooting, or maybe the collision) are not resolved and it makes it possible to skip section of the game, which is also how I know that it has no end :) <br/>* finally, splitting the attention of the player on 4 health bars instead of one makes it difficult to track how alive you are. I suggest also adding a more pronounced health bar widget which displays the lowest percentage (plus/minus maybe a small fraction of the others). <br/> <br/>Anyways, nice game, good luck :) |