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Ryusui

Feedback comments for LD36

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TimestampSince previousGameRyusui's comment
Aug 30 06:39:00 Orgog's Prison Made it three levels in. Those archers are savage! XD <br/> <br/>I'm thinking either the player needs to be able to move and possibly shoot faster, or the archers need to fire more slowly/less frequently. There's really no good way to deal with archers without taking damage, especially when you're being zerged by orcs streaming out of a burrow (might wanna fix that typo while you're at it ;) )
Aug 30 07:11:00 32m 00s Isaac's Descent Beautifully put together, and quite a bit of content. I love the mechanics of the spells at your disposal. :3
Sep 1 21:50:00 62h 39m Knocker-Upper Love the atmosphere and the level of polish. If I could name two gripes, it's that it's not clear how many hits it takes to wake up a target (it seems to be slightly random?), and each level ends immediately after reaching the end of the road - a second or two extra to hit any targets I might have just passed would have been appreciated.
Sep 1 21:54:00 4m 00s Forty Two Not so much a difficulty curve here as a difficulty cliff. XD Still, very polished - I just wish it was possible to remove a block without redoing the entire grid.
Sep 1 22:03:00 9m 00s Buried Maze The enemies are nicely unsettling. I wish there was more feedback regarding what I was doing, though - I explored the whole thing and found the "exit," but I couldn't figure out what the blue and green eye switches(?) were supposed to be about.
Sep 1 22:09:00 6m 00s MistIslands This is really impressive. It's a shame you didn't have a native English speaker go over the text; everything looks so professional but the text is really really amateurish. ^_^;
Sep 1 22:27:00 18m 00s Terminal Condition PHEW. I managed to escape with less than a minute left on the clock. Good times. XD
Sep 1 22:36:00 9m 00s The Pogo Stick of Power I love the "Game &amp; Watch" aesthetic. The start of the final level is pretty brutal, though. XD
Sep 1 22:47:00 11m 00s The Great Sphinx Pyramid Played the Post-Jam version. Just plain cannot figure out the room with the three pushable columns. ^_^; Other than that, great concept, but I agree some things need to be indicated better (and you need to fix that glitch where the player half-phases through the stairs).
Sep 1 22:52:00 5m 00s The Coterie Not a fan. No tutorial, no interface feedback...I feel like I'm clicking stuff and getting a response half the time, the other time not, and I have no idea why. Also, fullscreen-only? Why isn't there a windowed option?
Sep 2 00:49:00 1h 57m Blunderbuss I really like the overall concept and premise. I do have a few gripes, though. There's some levels where it feels like you have way too much thrown at you at once - it's a struggle to keep your weapon loaded and deal with everything else. Maybe there should be some kind of "scratch damage" weapon, like a bayonet, good for killing enemies that are almost dead but not much else? Also, I really wish the particle effects wouldn't obscure the button prompts. Finally, I wish the game had an actual boss theme. ^_^;
Sep 11 22:28:00 237h 39m Ancient Maze of Epla Brutally difficult. ^_^; Graphics are good, but music is a bit repetitive. Also, are you supposed to be able to pick up a techcard if a boulder is occupying the space?
Sep 11 22:31:00 3m 00s Lost Temple Short but very well-made. Love the concept. Solid graphics and music, too. My only issue is that jumping feels a bit "floaty."
Sep 12 01:38:00 3h 07m OLDNYUZ I like the general concept, but the interface could use some work. Like others have noted, it's not clear you can direct your spies to locations that AREN'T cities. I do like the idea that you can direct them to special "bonus" locations, but it'd be nice if the destinations otherwise "snapped" to places of note.
Sep 12 01:59:00 21m 00s Of Health and Madness I like the overall concept, but sometimes the connection between choice and consequence feels...arbitrary. It would be nice if you got a message explaining WHY you lose health/hunger/sanity for each choice.
Sep 12 02:07:00 8m 00s The Collector Frustrating. I thought I was dying to an invisible deathtrap right at the start, only to realize there are trap floors which are marked EVER-so-faintly. Collision detection is likewise too punishing for this to be any fun. This is a game that just plain hates being played.
Sep 12 02:17:00 10m 00s Portal to Darkness It's an interesting idea, but the controls don't work. I click the arrows, but they flip back and forth on their own when I press the spacebar, and invariably I find myself shooting at the Cthulhu-thing instead of picking off the monsters on either side.
Sep 12 03:30:00 1h 13m Dino Lazer I like the general concept of how different weapons consume different amounts of energy. That said, it feels like I get too much thrown at me too fast - it's hard to destroy everything that comes at me before I get overwhelmed. The graphics are actually quite nice, and I love the Amiga imagery you used. XD
Sep 12 03:49:00 19m 00s HEAVEN Slime This is a REALLY NICE game. I love the concept, I love the execution...my only gripe is that, as noted, the margin for error is punishing. It'd be great if we had some more precise indicator for how much "oomph" we were putting into our jumps, maybe some kind of background detail allowing us to better measure distances between eyes as well.
Sep 12 03:59:00 10m 00s TrainStack This is a really promising concept and really well-polished, especially the tutorial and the new mechanic explanations, but the puzzles themselves are a bit obtuse for my tastes. I'm glad you included a solutions guide. ^_^;
Sep 14 18:38:00 62h 39m Azteciablo Maybe I'm just not into this kind of game, but combat feels rudimentary, and the AI is just plain better at it. Given how weak healing items are, the best I can seem to hope for is killing a few enemies and grabbing some low-level gear before I run out of health.
Sep 14 18:47:00 9m 00s Clocks Solid little platformer. I agree, though, that the whole "waiting for moving platforms" thing kinda spoils the experience, especially when it obfuscates some of the puzzles (like the clock part hovering over what appears to be a deadly fall, unless you wait long enough for the bottom-most platform to cycle back).
Sep 14 19:03:00 16m 00s Lanterns Light Ambitious, but the interface could use a little polish. It's a bit annoying how you can't use the keyboard to select commands, or use the mouse to pan the camera. (And is there any reason why "End Turn" isn't in the same cluster as the rest of your commands?) It also feels like the game is rather unfairly balanced in favor of the zombies: it's far too easy to accidentally feed your lanterns to the zombies. Maybe zombies should have fewer movement points per turn, as well as take fewer hits to kill?
Sep 14 19:22:00 19m 00s Ravan Controls are okay, but collisions are pretty janky. The diagonal jumps require a frankly absurd amount of precision, and the discus is such a tiny projectile (and it takes so long to return!) that it's frankly useless. Also, no fair making the cubes jump back up onto the platforms. It's your fault for making them bounce back so much when hit; I feel cheated I can't kill them by knocking them off (however clever an implementation it might be).
Sep 14 19:36:00 14m 00s The Ancient Cave Clever concept, but the physics are kinda wonky, and the puzzles veer towards the obtuse. In particular, I liked the spirit of the timer puzzle (even if it did evoke the most maddening Megaman setpiece!), but I wasn't a fan of how it wasn't clear you could "queue" two activations - or that you could ONLY queue two activations, which made the puzzle a lot more finicky to solve. Also, is the screen suddenly blacking out when turning the rightmost wheel in the final room a glitch?