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Feedback comments for LD35
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| Timestamp | Since previous | Game | WetDesertRock's comment |
|---|---|---|---|
| Apr 21 21:44:00 | Cyan | I didn't manage to beat this until I came back to it to listen to the music again. I'm not very good at platformers, and the controls didn't help (and yes, I saw I could change them via patching them). I did get more used to them after awhile. I'd have to say that was my main complaint. <br/> <br/>You were afraid that it was a rather short, game, and for me I spent around 30-40 minutes not beating it (and then ~7 minutes beating it while writing this). So that says something about your game and about my skill. I didn't get too tired of it, and I'm not very good. <br/> <br/>Your graphics were spot on, you had a concrete style, nothing out of place (maybe the tweens on the death screen were out of place, not sure I care though), and everything was cohesive. <br/> <br/>Sound wise, nothing stood out to me. The sounds were generated in sfxr, which is alright (in the style of the game), however I never find those super interesting. <br/> <br/>The music was good, however now that I think about it, I think its weakest point is the fact that there isn't a ton of space in the song. No chance for it to breathe. It wasn't just one part, I think it was a combination of factors. Every part by itself sounds good. <br/> * Your bass line is super active (and maybe could use a low pass filter? Probably just personal preference at that point) <br/> * Your melody line compounds on top of the bass line <br/> * Drums are a bit present in the mix <br/> * Nothing really has any release, no trails after the notes. <br/> <br/>I preferred the winning music (although I'd probably say it wouldn't fit in the main game). <br/> <br/>All that being said, I don't think your music is bad, I just think it was a bit claustrophobic. <br/> <br/>The level design was well done, the difficulty progression very smooth. <br/>That being said, I wish there could've been bonuses along the way. It didn't seem to have a "plot". The challenges were similar, they just got harder. However, it is a LudumDare game after all (and my game didn't really have level design itself, so who am I to say). <br/> <br/>Really well done, I think this entry is spot on. | |
| Apr 27 03:05:00 | 125h 21m | Turbo/Glide | I really liked what you did with the game. The physics felt "right" however they did bug out once and awhile. <br/> <br/>Your game was also really frustrating at points for me. Reasons why may of been the controls, sometimes I mixed them up. However I have a feeling that is a me problem and not a game problem. Another thing I noticed is that it seemed like a guessing game for when I needed to lift off and what not, it made it really hard to reproduce what I did in the previous attempts. There are a few methods you could use to help this. The first would be added details in key spots (ie a light where you need to switch to a plane). That however may be a bit too obvious and you want your player to make their own decisions. The next method is just adding more detail to the game. It is pretty sparse as is, and adding grass, lights, a sky, any sort of prop would help give the player something to know where they are. All of the landscape looks the same, making it hard to know where you are. The last method I could see to help this is to zoom out the camera. You are really close to the player, and while this may be nice, zooming out would help you see more of the stage at a time. You could get even fancier and have the camera be dynamic, zoomed in when you were slow, and zoomed out more when you got faster. Or something like that. <br/> <br/>Your sound was grating. I think you could've mixed your car revving sounds much lower. It was too loud and got annoying after a bit. Another thing you could try is to make it a little more dynamic, have it rev up and simulate it shifting gears. You could also ry putting a low pass filter on it. Higher frequencies tend to get more annoying faster. Or so I have found. <br/> <br/>Your music is also at a constant volume, it never seems to let up. Perhaps making the lead synth get quieter when the whole ensemble gets introduced. You can also have it drop out once and awhile. Maybe try adding a delay to it. The drums were also too present in the mix I think. A good way for mixing drums is lowering the kick and raising it up until you can just hear it. Same for the rest of the set (this works the best when they can be controlled individually). You have a lot of interesting aspects to this song, and your lead synth tends to cover them all up. <br/>Another part to it being too "loud" is the fact that I never heard the second part of the song where the lead synth actually does drop out for 10 bars or so. The music restarts whenever you die. Perhaps you should make the song loopable and loop so the player can hear the whole track. |
| May 9 03:13:00 | 288h 08m | Barber Blues | I think this may be one of my favorite uses of the theme that I have seen this LD. Enjoyed the music and the lumberjack feel. <br/> <br/>My suggestions for improvement would be to: <br/>Make it so you could click on people coming through the door <br/>Make it less random when you get a customer, although this isn't really a big deal. <br/>Make the razor shave in lines rather than splotches, so it draws a line of removed hair between where it last was and where the mouse moved it to. <br/>Maybe have the razor not rotate after you start shaving? <br/> <br/>I did enjoy how they never said anything negative. "I'm sure you will be a great barber someday!" <br/> <br/>The sounds were also top notch, good job :D |