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Feedback comments for LD36
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| Timestamp | Since previous | Game | LoneSpelunker's comment |
|---|---|---|---|
| Aug 29 00:50:00 | Sacrifice | This is a cool little diversion! Loved the presentation of the little community, the drama of the sacrifice scene, and the unnerving mechanics. <br/> <br/>I wasn't sure whether the choice of sacrifice actually played a role. I caused the famine to pass, but I couldn't tell whether that was due to anything I did or not. If I had a suggestion, it would be to add some kind of feedback into the game to help you know what your decision's effects were (besides the obvious). I could see this being pretty compelling if it were fleshed out more, in much the same way "Werewolf" and its ilk are. | |
| Aug 29 01:15:00 | 25m 00s | THE BOX | Nice implementation of a word scramble puzzle. I had fun with it. The clues are nice and cryptic while still giving actionable hints. |
| Aug 29 01:20:00 | 5m 00s | Ancient Maze of Epla | Fun, challenging puzzles. It's a nice little twist on the usual Sokoban formula that makes you think. Well done. |
| Aug 29 01:42:00 | 22m 00s | Abacus Fighter | Wow, this is a really clever two-player design. This would be a good activity for kids learning the concept of place value. |
| Aug 29 01:58:00 | 16m 00s | CAVEMAN | I like the feel of this game, and the low-fi graphics make it approachable. I found it very difficult to play on a laptop, so I didn't get far, but I enjoyed the time I spent with it. |
| Aug 29 04:31:00 | 2h 33m | Trireme | Interesting mechanic. I'm a sucker for a PICO-8 game, and this was fun to try out. I'd love to see this fleshed out more. Some things that I'd like to see: <br/> <br/>* Larger instructions. The arrow key graphics are a little hard to parse, especially when animated. There's plenty of room for gorgeous pixel art on the stage. <br/> <br/>* Have the ships do something. Maybe ships are sailing your way, and your ships fight them. The goal is to push the enemy off the left of the screen with your own ships. Larger ships can deal more damage and last longer, but take longer to make, and small ships are quick to make but do less damage. <br/> <br/>* A cursor showing where you are on the ship. I think those little dots underneath *sort of* do that, but it seems like you have to do multiple things for some dots, and it felt a little confusing. (Luckily, the onscreen instructions help zip through that.) <br/> <br/>Overall, a fun little diversion. Enjoyed it. |
| Aug 29 04:40:00 | 9m 00s | Ancient Technologies | Got 8925. Not bad. Really recreated the feel of the 2600 rather well. |
| Aug 30 16:20:00 | 35h 40m | Linear A | This is a really interesting and fun game. Ended too soon. <br/> <br/>@pressxtoskip - That tablet seems to be a reference to the golden treasure Jason and the Argonauts find in a tree - if you know the story, you can figure it out! |
| Aug 31 05:27:00 | 13h 07m | Key Adventure | This was a really solid little game. Played great from beginning to end. I was able to get all 16 keys on the first try, but it was touch and go a few times until a heart showed up. Well done. |
| Aug 31 05:32:00 | 5m 00s | Double puzzle dungeon | Nice. Worked really well for me, and I was able to get through to the end with little trouble. You have a solid first-person dungeon crawler engine here you could use to flesh out a larger game. |
| Aug 31 05:43:00 | 11m 00s | red spade ♠ | Wow. Clever, original, compelling, and fun. Great job. |
| Sep 1 06:07:00 | 24h 24m | Disgolem | Fun game. The rhythm elements were well-represented, and the on-the-fly logic made for a fun twist to the standard rhythm formula. Enjoyed my time with the game. |
| Sep 1 23:53:00 | 17h 46m | R. Lastey, archaeologist | Fun little diversion. I liked the variety of the puzzles and activities, and the art style was pretty charming. Good job. |
| Sep 2 00:01:00 | 8m 00s | The Trade Network | Really clever puzzle design. I'd love to have a mobile version of this with a bunch of different puzzles to try out. |
| Sep 2 19:23:00 | 19h 22m | Generation 0xDEADBEEF | Nice game. I really enjoyed the "hack the world by understanding how it is represented" idea; it's fresh, clever, and original. I could see this being fleshed out into a really deep and engrossing long-form puzzle game that would do well on mobile, especially. <br/> <br/>(...but why a sloth?) |
| Sep 2 19:29:00 | 6m 00s | Ice, Fire, Сodfish and Sheeps | I love the look of this game, and really want to play it. However, when I try to play the game in my browser (Safari 9.1.3 under OSX), I get this error: "An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was: NotFoundError: DOM IDBDatabase Exception 8: An operation failed because the requested database object could not be found." <br/> <br/>This game looks really interesting, though - reminds me of King of Dragon Pass. Bookmarking for later. |
| Sep 5 07:42:00 | 60h 13m | Doodle Royale | Nice. Managed to win the game. Though there were some pretty large enemies that seemed threatening, it was the little spider monster that hit me by far. <br/> <br/>If I were to choose one suggestion to improve the game, it would be that it needs more weapons and/or more balance between existing weapons. The club and the can are too swingy, making it easy for monsters to hit you. The shotgun lets you stand from far away, making it far more powerful. The end result is that you choose one and stick with it. It would be nice if there were a reason to switch weapons. <br/> <br/>Overall, though, quite a fun little game. The "doodle" art style was charming, and the controls worked well enough to play it satisfactorily out of the gate. |
| Sep 5 07:59:00 | 17m 00s | Fireworks Grandmaster | This is a fun and clever little mechanic, trying to interpret the customers' mood and translating that into a firework display. <br/> <br/>Suggestions: <br/> <br/>* Make the firework explosions smaller on the screen. They are kind of ridiculously large compared to the buildings, and they often go off the screen. If nothing else, you probably want to save the really large displays for later in the game. <br/> <br/>* I'd also make the "shows" longer; after all the reading and constructing, having only a handful of rockets go up is kind of a let-down. We should be able to see a whole series of rockets go up. <br/> <br/>* It would be handy to have a way to go back and see what the customer said again after we know what the options are for putting into the rocket. (Or a more obvious one if there is a way to do it.) <br/> <br/>Overall, though, good job. A fun premise, and a well-executed fireworks display. |
| Sep 5 08:13:00 | 14m 00s | Lost Temple | Nice. I liked the style and presentation of this game. <br/> <br/>Unfortunately, I was largely unable to play it. There was something up with the jumps in that second level where when I'd try to jump over to the platform where I'd moved it, the character would start moving significantly more slowly, and it ended up making it impossible to get across that level. (Assuming I get what you're supposed to do - step on the pressure plate to move the platform about halfway between the two sections, and then jump from one to the other to get to the second pressure plate, yes?) It ended up feeling really "floaty" on those jumps, and I suspect it wasn't behaving as intended. <br/> <br/>Also, I felt bad for that cat down in the well in the first level. You should be able to rescue it. (Or can you?) <br/> <br/>As other commenters have said, the music was pretty good for a compo. Well done. |
| Sep 7 00:37:00 | 40h 24m | Da Vinci vs Ancient Creators | This is a good start for a horizontal "shmup", but it needs some work before it will be truly engaging. Here are some suggestions: <br/> <br/>* The enemies need to do something other than move in a straight line. There are places you can sit in the battlefield and never get hit. I can just press the space bar and have an arbitrarily high score. <br/> <br/>* The hit detection and enemy shots don't seem to match up well. I'd recommend smaller sprites and some really precise hit detection if you want to make a game like this, because otherwise, you're just guessing where your hitbox is. <br/> <br/>* The enemies need variety. I quickly lost interest when it became clear that there weren't any new enemies coming. This is particularly true for the audio effects - the same audio effect over and over again led to a somewhat aggravating soundscape which I think could be avoided if it weren't always using the same effect over and over. <br/> <br/>* Some background variety would be good, too. <br/> <br/>I realize all the above is really difficult to get into a compo over the span of 48 hours. What you were able to stand up - even with the points above - is still impressive and something to be proud of. The graphics, controls, and gameplay all work, and the game is certainly playable. If you intend to take it further, you certainly have a base from which to start! |
| Sep 7 01:41:00 | 1h 04m | Village Store | Charming little game. I liked the mechanic where you have to fit the items in the bags. I'd like to see even more in that realm, such as not putting a heavy watermelon on top of crushable bread. <br/> <br/>One problem is the "not giving beer to minors" thing; if you're going to do that, it needs to be more clear who you are currently selling to and whether the person is a minor. This could, in fact, be another new element - you need to "card" the customer if they are buying alcohol, rather than just trying to make a judgement call based on how they look. <br/> <br/>I could see this game being fleshed out and being made into a fun little math game for kids. It would be a little on the "drill and kill" side of things without some expansion, but for kids who just need some practice with their low-end addition, they might as well be playing a game like this rather than just doing problems on paper. |
| Sep 7 01:48:00 | 7m 00s | Happy Hunting Ground | Fun little game. I liked the art style you chose for the game, reminiscent of the cave paintings at Lascaux and other places. <br/> <br/>For some reason it seemed a lot easier to shoot at things on the top level than below, but it was fun either way. When you nail that far shot, it's pretty satisfying. <br/> <br/>The sabertooth tiger is a nice addition, but it comes so infrequently and it's hard enough to notice that the game ends surprisingly. I'd recommend making it bigger and making more of them. <br/> <br/>Overall, nice little game. Tell your kids they did a great job on the graphics, too! |
| Sep 7 01:57:00 | 9m 00s | Baba Yaga | Nice little game. The pestle is a little hard to control, but it sounds like that's intentional. I was able to get 7 targets, but I one of them I landed on but didn't collect - not sure why. <br/> <br/>(You might want to block people from going left, and have some indication of the direction they need to go. I accidentally went off the left side at one point, and was unable to correct for obvious reasons.) <br/> <br/>I thought the parallax effect in the background was really well done. Gave a real sense of depth and speed. I'd like to see the foreground sprites done with that level of detail, and perhaps animated. |
| Sep 7 02:04:00 | 7m 00s | Watch for Falling Rocks | Frantic and fun, with a charming art style and interesting progression! <br/> <br/>This is easily one of the better games I've played from this compo, and I enjoyed my time with it. I managed to survive two and a half days on my first try, and there were some moments when I felt like a boss by flinging those logs at the right time. Nice. |
| Sep 7 02:10:00 | 6m 00s | Boulderama! | Nice start to a game. The boulders rolling with the rotating hexes worked really well, and was a fun thing to tinker with. <br/> <br/>I agree with other commenters that the hexes should rotate faster. It made the pace of the game feel a little slow. <br/> <br/>You might also want to have some way of easily supporting one-button mice - on OS X, you can only rotate left. For instance, let the player hold SHIFT to rotate right. <br/> <br/>Or, better yet, let the players DIRECTLY rotate the hexes, where you click on the hex, and move the mouse around radially and the hex moves at whatever rate you rotate the mouse around the center of the hex. That would be very tactile and satisfying, I suspect. <br/> <br/>Anyway, I enjoyed my time with this game. I liked the art style and the concept of the game. Well done. |
| Sep 7 02:23:00 | 13m 00s | There is no instructions!? | This game looks fun - reminds me of Myst and other environment escape games of its ilk - but I had real trouble controlling the camera. It wasn't capturing the mouse, so I could only turn so far left or right, and the motion was quite jerky. I didn't feel like I could be very precise with the controls, and the motion felt inconsistent. <br/> <br/>The game does seem very inviting and I did want to explore this little world. The symbology and the mystery were inviting, and I would have liked to have been able to delve deeper into it. You clearly put a lot of work into the environment and the puzzles, and it looks like it would be a fun game to play if I could navigate it. |