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Feedback comments for LD36
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| Timestamp | Since previous | Game | AODQ's comment |
|---|---|---|---|
| Aug 30 03:24:00 | War party | Really dig it! The UI is nice albeit a few bugs. The art is real simple but gets point across well. I like the premise as well but unfortunately it seems that you can not lose (enemies don't attack the castle). At least, I think? In either case they don't progress, just sit there. This sort of ruins the entire game b/c there's no motivation to ever upgrade your players. It's fun just watching the two sides go at it. | |
| Aug 30 19:28:00 | 16h 04m | Elsa, Caster of the sun stones | There is a lack of friction and when you attack the character does not apply velocity which just makes it hard to navigate. Not to mention if you miss a tile you will slip into the void of space forever with no escape. The images are blurry and the tiles don't clip properly, and neither does the player intersect properly with the tiles (negate your velocity on collision with a tile along with just setting position to the edge). In your screenshots this is a different case so I wonder if it's that you render using linear interpolation rather than just nearest-pixel. There is a fundamental problem in that the enemies don't seem to ever attack your base. <br/> <br/>However, jumping on enemies and killing them (when it does work) is satisfying. The UI is comfortable and the tooltips are a great idea. Two distinct enemies coming from either side is a nice idea, and the moths attacking at an angle which tracking you was done well, except they will stop their attack animation if you fall out of their attack distance. The 'lens flare' that occurs shortly after you attack is a nice touch. |
| Aug 30 19:41:00 | 13m 00s | The Unreal Odyssey | Hey, don't listen to the critique about the map being confusing. I got the idea behind the game very quickly, the spyglass is used to find your orientation and position in correlation to the starmap. Sextants can be considered ancient technology, right? :) Took me about a minute to find the island. I wish the game was done on a larger scale but this was still nice and a good concept. The lowpoly models are nice, but the shadows has an issue I'm sure you're aware of. Really the only complain is the boat lacks a texture. |
| Aug 30 19:59:00 | 18m 00s | National Egyptian Slave Racing League | this game is just hilarious, wow. You can actually whip the AI's slaves and veer them off the course which is even more hilarious. A lot of content as well even if there were 3 people on the team. The models are really nice as well. I was actually surprised when the sound effects changed when under a tunnel, a nice subtle touch. It doesn't quite make sense why when i whip the left side, the right side starts to move, but I think you caught that by allowing inverted controls which is good. The screens throughout the arena showing off different angles of the game is really nice since most of the game you'll be looking forward. <br/> <br/>One problem is if you hit R while trying to get to the start line you can't start the game. Also you can fly off the map before the race starts but that's not really an issue. Those are the only problems I could find with the game, great work. :) |
| Aug 30 20:06:00 | 7m 00s | Ball Shui | There's a fatal flaw in that you can just move the ball to the end guy by just dragging the floor pieces over the ball and to the end. I don't enjoy these puzzle games so I didn't play it long but the art direction was nice, but the music was kind of grating since it always seemed to cut off in the middle to loop. |
| Aug 30 20:17:00 | 11m 00s | The Huckster | It's at a perspective so the angles don't really make sense (i can't step behind a wall, as i collide with its ceiling, yet somehow i can when going through sideway doors?). The narration, art direction, etc is nice. The controls are very fluid and comfortable. The puzzle game is cool with the whole wire system. I think I misunderstood how i was supposed to complete the level where you're first introduced to moving tiles as i tried to bring the block with me only for it to be trapped in the black area where i could not access it again. |
| Aug 30 20:24:00 | 7m 00s | Ancient Technology | You can't turn the bottom-right row (the ones that control motions) buttons off. The first column can't be turned on. The first block first row gives you horizontal blocks placed over on vertical axis, the column representing which colour, the second row is for horizontal blocks, third is like the first but larger, and the last row just affects the texture. top right second block affects magnification, top left the background, and the bottom row motion, the rest of the block seems to add pixels at different scopes. It was fun figuring out what the buttons do but there is nothing really here to create an interesting thing to look at. |
| Aug 30 20:31:00 | 7m 00s | WindPowered! | the button combination doesn't work all the time (as in, I can just skip it as the collision is wonky). How the people's heads were fans and the man pointing in the direction he wanted to go, as he was the master of the wind, was cool. In fact, I too am the master of the wind, http://pasteboard.co/f05DaGDj7.png . If you just go up really fast then you are moving too fast for collision detection to work :) The upgrades are cool too but not necessary once you realize this. |
| Aug 30 20:42:00 | 11m 00s | Ice, Fire, Сodfish and Sheeps | The game is fundamentally broken and confusing. I have no idea how each part affects the other. I believe if you sacrifice all your sheep then fish only take one wool away. So the only way to survive I've found is to just sacrifice all your sheep in the beginning so you can eat all the fish, then just got only fish at that point and wool when you need it. <br/> <br/>summer: 2 wool, rest fish. winter: If first day, sacrifice 11 sheep. Put the rest into fish. <br/> <br/>With this strategy you will never lose. The art though is nice, but like I said, the game is fundamentally broken. |
| Aug 30 20:53:00 | 11m 00s | Age of Garbage | Hilarious dialogue. The throw indication is very fidgety as well. The controls are frustrating, but so would be having to throw garbage behind my back with tiny dinosaur hands, so it's more of something I can appreciate. I just can't imagine how a dinosaur could even manage to use a keyboard and mouse to play unreal tournament. I'm not even sure how the dinosaur managed to put shades on at the end. |
| Aug 30 21:03:00 | 10m 00s | Arch Journey | needs a jump sound effect, kind of breaks the immersion when i can jump and move w/o sound fx. I love how you can just kill the starting people even though they're just minding their own business and won't even bother to retaliate or flee when you attack them. I'm just casually walking down, and killing innocent people along the way. This makes getting better attacks kind of useless though. <br/> <br/>I loved the simple, and somewhat confusing art style, but the position of say doors and so forth need to be adjusted. The walk animation is fluid and communicates a sort of 'swagger' well, the syncing with the walk is nice. |
| Aug 30 21:21:00 | 18m 00s | The Legacy of the Pharao | My mummy seems to get drunk, kidn of weird, not sure if intentional, but it happens at near random i believe. The later levels seem unfinished. After awhile, as well, my light seems to start flickering, and walk animation stops working. Not sure how to beat one level b/c i can't find the end gem, too many long hallways that end at a dead end as well. |
| Aug 30 21:26:00 | 5m 00s | Charioteer | I was trying to conserve ammo then i realized I could just drive the enemies over. Ammo becomes sort of useless then unless you're going for points. It would have been if you had a motorcyle-chariot and player entity, and the player just followed the chariot like you would expect, kind of flinging around all over the place and hard to control. That way you could still run enemies over with your chariot, but if they hit the actual player you're screwed. Still good overall for a first entry. |
| Aug 30 21:39:00 | 13m 00s | The Truth About The Pyramids | Trying to hit the pyramid with the rocket was just too luck-based. I like the idea though, and the rocket having a 3D perspective was a nice touch. I was just unsure if i was making any progress or not. A health bar would have done wonders. Instead I just watched the cool-ass pyramid just massacre an entire village. Of course while I unleashed massive rockets of dead upon them :) THEY'RE DEAD! . So I liked my personal version of the game where you work with the pyramid to destroy an entire village better, but I did come back and beat the game. But the pyramid just continues to attack the people even though it says I won! :( |
| Aug 30 21:51:00 | 12m 00s | tEGGnology | Very nice idea. That egg cracking effect is very pleasant. The walking animation is very fluid, especially when switching from moving forwards to backwards, even the little details like the light glare coming from the many layers of trees. I wish there were more upgrades though, i can barely make it to the dinosaurs :/ |
| Aug 30 22:02:00 | 11m 00s | Kungo | what a bizarre game.. there doesn't seem to be really a point of using dinosaurs because i can just destroy all the spawners/ships myself. And they are pretty unreliable anyways. I beat the game though. I think that there's just way too many things going on and a lot of them haven't been balanced properly. |
| Aug 30 22:08:00 | 6m 00s | The Crush | The wall crushing mechanic just doesn't work properly. It's too prone to just stop. Not to mention just touching the wall crushes you, and the physics are just wonky. I think a lot more work could have been put into this, esp w/ using premade assets |
| Aug 30 22:18:00 | 10m 00s | Obsolete | Awesome intro and menu screen. The 3D overworld with 2D fightscenes was very cool. The fighting though is very thin, you just do dialogue and then guess which one you're supposed to press. I like the idea though of just fighting other technology and amassing their parts. I somehow triggered the final boss as well |
| Aug 31 18:59:00 | 20h 41m | Ancient Invaders | Cute art! I don't have anyone to play it with but i found out i could still attack while switching characters. It's hard to control the second player but it still made it possible to destroy the rocks and so forth. If there were some simple AI for my team mate this would have made the game much more enjoyable for the lonely like me :) |
| Aug 31 19:07:00 | 8m 00s | Temple Balls | i don't understand why the ball has problems with torches and spikes that it could easily just run over, but in either case this game has a lot of polish with it. I do not enjoy upgrade games like these that require you to play the same exact part repeatedly to only progress by a tiny bit each iteration, but nonetheless I imagine the target audience of this game would be pleased. <br/> <br/>One annoying bit is that the animation for rock death plays when you hit the corner of a jump. So you kind of have to jump before that point, which is counter-intuitive when you try to max your jumping distance. The upgrades don't really add enough to the gameplay either for me to want to try to beat the entire game. |
| Aug 31 19:18:00 | 11m 00s | Fiery Sword | needs sound effects direly. A bar for health would have been very nice as well. Along with some wall textures. The dash and attack animations are beautiful. Maybe holding the dash key down would allow you to run faster, so there's a dash for combat and sprint for long-distance travel. The signs were cool as well. It seems also when i get killed by a skeleton (or possible just the room I'm in), I don't go back to the menu screen. The game in general requires you to find what the most optimized course of action is if you plan on beating it in a timely fashion, which I enjoy. |
| Aug 31 19:40:00 | 22m 00s | Oscilloschaos | I love the idea of the game, the graphics are adequate ( the notes on the side along with the dials were a nice addition ) but I wish there was more of an attempt to mimic an actual oscilloscope. I like having to fix it with shaking the oscilloscope to fix but again i don't think the right 'effect' was used to show that it was damaged. Other than these (very minor) annoyances, I enjoyed the game overall. I found the best strategy is to just storm to the end endlessly until you get lucky. Only exception for this is level 10, 11, and 20, the latter of which I could not beat. The collision was a bit off as well, I think you made it that way so you could build walls, but perhaps having a different enitity for walls would have been a better solution. good game :) |
| Aug 31 19:47:00 | 7m 00s | Allan | A game written in C++, woot! Awesome 3D effects and perspective. The z indices were a bit off in some places. Like others have mentioned, it's just a bit too dark and there's no way to change that. Also the game crashed when i charged into a turret :/ |
| Aug 31 19:57:00 | 10m 00s | DysAstrum | I love the strings to indicate enemies, it makes it so your position has a strategical advantage (if you are above your opponent, you know their position but they do not know yours). The upgrades are cool but things are just a little to frantic to be able to dodge anything so you just end up tanking it all. Also I wish you could destroy the planets or something, even though they do look cool on their own. The sound effects are awesome. Also screen just takes a little too long to pan to my position. |
| Aug 31 20:03:00 | 6m 00s | Jurassic Ark | Wish I could see the dino-town explode. Controls are a bit too slow. Grahpics/intro are awesome. Having near-destruction experience by moving super fast and turning around just in time to not crash was a memorable experience. Clouds are a nice ambience touch. |
| Aug 31 20:09:00 | 6m 00s | Flight of Daedalus | Controls need some work, they're a bit floaty, takes too long to change direction. Not to mention if you hit a wall, it doesn't set your velocity to zero. The ladders were confusing, as I didn't know where I was b/c every level looks more or less the same, and some enemies blended into the background. A good attempt. |
| Aug 31 20:14:00 | 5m 00s | Bobby Bow | I agree with johnbjuice, I've seen some comments you've left and they seem to not give any critique or reference the game at all. The menu background hurt my eyes; the game overall needs a lot of improvement. |
| Aug 31 20:20:00 | 6m 00s | NERESIS - The Great Neon Shieldbarer | Love the HUD! I don't enjoy that I have a shield yet can't block attacks though :/ . There is no restart after you die as well. After you kill an enemy sometimes they go back to standing position shortly after their death animation. And sometimes when you attack you just don't do any damage at all. |
| Aug 31 20:33:00 | 13m 00s | Babel | Controls are fluid. When you jump the camera doesn't scroll with you which I think is a mistake. I also wish the stuff i had to type either popped up instantly or didn't realign itself as it was being updated, makes it so i pretty much have to wait before I can type. The sloped blocks' physics behaved just like a AABB and would sometimes just flip randomly, not sure if intentional or a bug. I really did enjoy the game though, I got to about 850 meters, reminds me of Tower of Greed which is a game I hold near and dear to me. Some of the blocks are confusing (they look as if they do something special yet don't seem to do anything?) <br/> <br/>Also very rarely the input message will not pop up for a few seconds. I wish that the input used words instead of gibberish, even though I type at 150+ WPM it's much easier to type a string of comprehensible letters rather a combination of letters I've never typed before. |
| Aug 31 20:45:00 | 12m 00s | Gemu Namae | simple, but done fairly well. I wish there were air control. Don't listen to Nanimono! Stick with C++, it's well worth it! Look at the game he made, there are no objective, goals etc. Just random textures made in a premade engine, yea, nice "real game." It's entirely possible to compete with those who use Unity and so forth using a systems programming language. My suggestion is to write your own game framework before the LD, it helps the process a lot. |