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Feedback comments for LD35
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| Timestamp | Since previous | Game | YinYin's comment |
|---|---|---|---|
| Apr 19 14:08:00 | "Wizard Prototype" - Unfinished- | I'll not delve into the bugs I encountered (respawn death loops, transitions not covering the whole screen, fish glitching out of bounds) and instead get some thoughts out on things I reckon would not have changed under ideal circumstances :| <br/> <br/>It was a bit sad that the first/original form is entirely outclassed by the first spell (the bunny). It jumps higher and shoots further. Not sure if I'm missing something, but even the turnip seemed to have more value as a joke and hint at the boss. <br/> <br/>I think you could've done more with up/down inputs. Not necessarily adding anything new and complicated, but for example using down for the aerial mole action and thus allowing the ground attack in the air. I can understand if that was deliberate to tie the mole controls closer to the ground, but why can't I dig down while standing in that case? I got stuck for a while on the first digging room, because digging down wasn't very intuitive. And it makes the mole rather unpleasant to play even though the attack is so powerful. <br/> <br/>I wish you would've used some environmental effect like wind (horizontal gravity on flying characters) or introduced the bird spell after the no flying levels. Anything besides sings forbidding it, while bird enemies keep merrily flying at your face. <br/> <br/>Also I got all spells besides the one below the turnip. Is that one implemented? <br/> <br/>Overall sadly not the snappy kirby controls I hoped for with the visuals (no perceivable ground acceleration, no short/high jumps, no collision interactions - I love how kirby can squish bump into walls). The character switching via menu to adjust to situations was quite tedious. Don't think I'm interested in seeing it finished as it lacks flair setting it apart from kirby (maybe it's the missing music?). It didn't hook me like ourobos. <br/> <br/>I'd say once again the scope was too large and you put way more focus on quantity over quality. Reserve a whole day for testing and polish maybe? One good world and boss can be way more satisfying than a long chain of both. <br/> <br/>Nothing for you to test back this time :c I focused on learning mechanim and creating satisfying platformer physics. Achieved these goals, but got no actual content done. | |
| Apr 19 14:36:00 | 28m 00s | Sub Dragon | Unfortunately the vertical axis for my xbox controller is inverted in this game :( |
| Apr 19 15:44:00 | 1h 08m | Party at the Knightclub | Welp, I turned into the sewers and that got me stuck. <br/>The bridge doesn't stay lowered if you immediately go back to get another body. <br/> <br/>Really liked the art and most of all camera movement. <br/> <br/>I'm sad you couldn't at least finally shift back into your body and cue the credits. Would've been a decent enough ending point. |
| Apr 26 16:29:00 | 168h 45m | Photagogue | This'll be harsh, but honest. The only thing I liked about it was the few dinosaur sprites/frames it has. Those look good. <br/> <br/>The music got annoying very quickly and didn't fit the scene/action. <br/>Sound effects were minimal, tired out very quickly as well and didn't telegraph any extra information. So fortunately I could mute the game after hearing everything once. <br/> <br/>Controls were extremely clunky. Both holding attack and jump only worked if I didn't hit anything else in between and seemed more of an accident than deliberate design feature (?). The wall jump chimney was particularly frustrating as naturally you'd try to jump over the lowest spike wall and start to wall jump from there. Since you barely cannot jump high enough you have to jump onto the left wall first and then carefully slide the not spiked sections up and down between wall jumps. At some point I just started to jump tap up the left wall. Invincibility frames make the penalty for going past spikes quickly so low that there is little reason to put up with this. Also wall jumps generally feel a lot better if you take away x control from the player for a bit and auto push away from the wall (better for a dedicated button instead of up direction though). Naturally that wouldn't allow for yo-yo wall slide sections, but those are awkward anyway. <br/> <br/>As you can see at the end of my recorded run (https://youtu.be/NRTTJFzBJfk) spikes also don't do anything to prevent me from jumping into walls ... <br/> <br/>The worst offender on the whole game however were the dinosaur attacks. I still don't know how or when they are active. Sometimes I even seem to get them stuck inside an attack action and thus take as many hits as I dish out. You've put some effort into giving them walking and getting hit frames, but absolutely nothing telegraphs when they are attacking (apart from the fact that they sometimes animate faster and rush towards you - but that never correlated with actually getting attacked). And this is way more important than the other animations. Walking animation could've been scrapped for the purposes of this game and getting hit could've been indicated by blinking much like the player. <br/>A colour (brightness/hue/...) change to indicate when dinosaurs damage you would've already done the job. Better would've been at least a single distinct frame that has a different shape to all the other frames (walking/getting hit and so on are just variations of the same shape). Anything that can be recognized very quickly. |