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Feedback comments for LD36
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| Timestamp | Since previous | Game | little-burrito's comment |
|---|---|---|---|
| Aug 29 17:08:00 | Icarus | I really like the twist of height management that you've put into this one! It could have gained from enemies that are defeated in different ways - like some that need to be avoided completely avoided or something, because it gets a bit stale when you just need to shoot more, that isn't really more fun (to me). In fact, I'm not sure about the arrow mechanics - maybe it could have been nicer if an arrow is always a one shot kill, but you can only shoot it if you charge it completely or something like that (now arrow spamming became a thing for me when attacking from above). The challenges you made were nice, although I couldn't make it through the first one. In the campaign it's interesting how there seems to be some different strategies that are all viable to get through the levels. For some of them it seemed better to just go fast and select a few enemies that you kamikaze through, whereas you could also try to stay low and avoid a lot, or fly high and shoot everything to get hearts. I felt like the random vertical position of the enemies was a bit problematic on what I think is the last level of the campaign. Sometimes the red dragons lined up so I had no way of passing through them, while other times it was no problem, so I lacked a consistent difficulty there (and I didn't make it through that level). Overall a fun concept that could be made into a really cool mobile game with a little bit of work on the level design. Well done :) | |
| Aug 30 19:29:00 | 26h 21m | The Legacy of the Pharao | Intro - very clear what's objective of the game is when you see the light come in, bounce off the mirrors, light up the room, and you see the message that you managed to light up the room, press any key to begin. The back story text was not even necessary for me. <br/>Idea - Nice, clearly relevant for the theme :) Not very original perhaps, but not everything needs to be. <br/>Controls - I feel like the character moves a bit too slowly. I had the feeling of waiting for my character to arrive, rather than just walking somewhere. About placing the mirrors, I managed to send the light diagonally by placing the mirror a bit off. Perhaps a grid system could have helped here? It also seemed (I only noticed on the last level) like I walked much faster to the left faster than to the right? Perhaps that was because the light was coming from the right and it pushed me (I'm thinking Unity colliders or something)? <br/>Levels - They were a bit too big for me, since they were mostly unused space. What's fun about the game is figuring out how to solve the puzzles, not so much walking around the level. The rooms felt quite straight forward, whereas the last one was more interesting. John Romero (who made the levels in the original Doom game) said that he always made the first level after he made all the others, because that's when he was the best, and that's when you need to really guide the player. I think it could have been worth spending more time on investigating what different kinds of challenges could be constructed using the means you have. For example, could a level need to be cleared in multiple steps by repurposing a mirror later? For that there could be a maze that's completely dark until you manage to get the light in there and see what's going on. Once you see the inside of the maze, you can go back and move the first mirror so that it enters the maze in another place, and then you can place an additional mirror or two inside the maze to finish the level. It could also be adding elements like melting ice blocks with the light so that the player can get through to place a mirror on the other side or something like that. Anyway, the last level added a layer of complexity where the light moves through something that the player can't, which was great and a step in the right direction! That could already have been level 2 for me - it's nice when there's a tiny new twist on each level (I'm talking like you had years to make this game, I know!). The extra pots strewn out didn't really do much for me. <br/>Other thoughts - Very nice how the light really lights up the places it enters (I would have loved if that also took part in the puzzles). I imagined the game was in super slow motion, and that zombies move at 2/3 the speed of light! <br/> <br/>So yeah, it was a nice little game with a good theme :) Well done! |
| Aug 30 20:52:00 | 1h 23m | Asteroid Wars | Excellent game! Eeeexcellent game! Ok, let's break it down. <br/> <br/>Graphics - amazing. It's an awesome twist with the old TV style, which is very well implemented. I had to stay to just go between the main menu and the about second a couple of times because of how great the transition looked. Everything is super simple, yet very clear! The camera shakes add a lot to the experiences and it's just very well executed. <br/>Sound - Good music, and great sound effects! I'm playing this on my laptop in a big cruise ship, and sometimes a shot managed to get synced with the engines rumbling and I felt like I was in a movie theatre :) <br/>Controls - The "in-game" controls are all they need to be, but it's a little confusing how they translate to the menu screen. Something like selecting what you want to upgrade and moving it to the right as many times as you like, and then buying it with the shoot button would have been clearer for me, since the enter and escape buttons weren't used before. <br/> <br/>Other stuff (I don't have the energy to be specific anymore... :) ) <br/>Asteroids is a very difficult game, and I like how you made it into a rogue-like. I only made it to level 4 with many tries, so to see if there was more, I went into the ram and upped my money from 136 to 200000 and bought all the upgrades. Got to level 7 and felt bad (in a good way). Then I realized that if I went out to the menu and back in again, I advanced one level. I double-cheated (money and level skipping) my way up to level 42. Beat it. Died on the next one. Anyway, regarding the theme, I was expecting to see some old school computer game references, and this one totally did Asteroids justice. So yeah, playing this game took about an hour of my life, and I'm happy it did! Very well done! <br/> <br/>I probably forgot to say a bunch of things, and I hope this whole feedback makes sense. Feel free to ask questions :) Now I'm heading to bed! Good night! :) |
| Aug 31 07:49:00 | 10h 57m | Light the Beacons | Played it on my phone. Interesting mechanic of resource managing your focus and I imagine your mouse on PC. I think it's much easier on the phone since it's really easy to press things that are far apart in quick succession (although the hitboxes seemed a bit small for the fingers). However, in the state it is now, it's not really very entertaining, as the gameplay is static and too easy for me to have any worry that I would lose at some point. But still a nice effort :) |