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Feedback comments for LD35
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| Timestamp | Since previous | Game | yokcos700's comment |
|---|---|---|---|
| Apr 19 03:38:00 | You Are What You Eat | Good fun, very well balanced, good sound design, funny ending. Main problem is how I have to stop to read text at the start of each level. If I could spam click to skip that quickly, all would be well :P | |
| Apr 20 20:25:00 | 40h 47m | Shape Shifty Bang Bang | So for some reason I was was able to go offscreen. Also I appeared to be immortal on my second run. <br/>There's not really much reason to not turn into a triangle and just laser everything forever. <br/>But my god killing polygons has never been so fun. You really nailed the juice factor here, killing things is so very satisfying! |
| Apr 20 20:51:00 | 26m 00s | Hotline Trump Tower | There's a lot of problems here. Enemy hitboxes seem to be rather inconsistent: Sometimes I have to mash click on an enemy corpse to become them (awesome mechanic by the way), sometimes I have to punch an enemy in the face three or four times because the first times don't register. Hotline Miami is very generous with enemy hitboxes in this way. Also I can't help but think things would be nicer if the camera automatically followed the cursor. The lack of sound effects is kind of weird (enemies can hear gunshots but I can't?). In general I think this game suffers from death by a thousand papercuts: There's a lot of little things wrong with it which add up to make my experience generally unenjoyable. |
| Apr 20 21:03:00 | 12m 00s | Werectangle | I'd say it was easy to understand but I failed completely to understand anything about the boss. Collision boxes seem a bit iffy. Looks like you use c_green for the healtbar; c_lime is a much nicer looking choice. I love how the grown up wrecktangle looks. |
| Apr 20 21:10:00 | 7m 00s | Green Box Game | Protip: You can win easily by mashing space. <br/>Yeah, cool idea. Obviously suffered from the lack of time. |
| Apr 23 21:58:00 | 72h 48m | Hedron Collider | Man I like this one. Thrilling music, good difficulty (if maybe a bit too easy), solid aesthetic. Good stuff! |
| Apr 23 22:08:00 | 10m 00s | Blink | Sound effects would be nice and the music is a bit repetitive but my god that ramps up quickly! By jove I love the colourful trail behind you when you're white and the little dying animations of some enemies! Although I have *no idea* of how to survive when the game goes full bullet hell on me D: |
| Apr 23 22:21:00 | 13m 00s | Ward 52: Bullet Hell | So it seems that when I die I get sent back to the start of the first level. No bueno. <br/>The music's kind of meh, the gameplay's just kind of throw yourself at the guard and hope for the best. Seems like a solid idea but the time constraint really shot you in the foot for this one. |
| Apr 23 22:47:00 | 26m 00s | I just want a taco | Not really much gameplay to speak of (but still fun) but my god the sense of humour is on point. 'Eating' people and birds and things is quite satisfying indeed, the juice is on point. ★★★★☆ |
| Apr 27 10:01:00 | 83h 14m | Crescendo | Surprisingly fun, and I appreciate the unusual source of difficulty. It's not the usual 'Avoid enemies and their projectiles' and more 'Push your way through all this crap and GET TO THE PORTAL!' Took me a while to get that. Calling it a portal doesn't help, you don't seem to really go anywhere. Enemies and XP stay on the screen when you enter a portal, from what I can tell. In lategame it's hard to tell the difference between yourself and your projectiles because they're the same size and colour and similar shape. Also I wish I could see the shockwaves around the portal from a bit further away. But damn, what an aesthetic! The audiovisual syncing is on point! |
| Apr 27 10:12:00 | 11m 00s | SEMILUCID | Thematically, this is pretty cool. Instead of HP you have some abstract notion of how asleep you are. The whole 'go kill all the enemies' phase is pretty cool... for a while. Gets boring once you're hunting around a reasonably large level for one last monster. The levels, by the way, kind of lack distinguishing features. You could have done something as simple as having different areas of the level be different colours to achieve this. (Speaking of level design, I often found myself in situations where I had to take damage) In general, I don't think this game benefits from being procedurally generated. You could have made a better game if it were simply set in a large rectangle or a more complex hand-made shape. |
| Apr 29 04:35:00 | 42h 23m | ShipShift | It'd be nice to have some warning before enemies spawn in or have them always spawn offscreen. I notice that the combat is kind of bland. Go ahead and add some juice! Some explosions, particle effects, screenshake! Even very rudimentary sound effects will really add to this game! |
| Apr 29 05:16:00 | 41m 00s | The Depths Below the Caves | Oh wow did not expect the cave to be shapeshifting. It's a pretty damn cool idea. Could do with some sound or challenge or something. |