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Wan

Feedback comments for LD36

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TimestampSince previousGameWan's comment
Aug 30 18:08:00 The Lost Caveboy Hi Omid, sorry but I had to disable your entry in the Feedback mini-site, since copy/pasting comments is unfair to others.
Aug 30 19:23:00 1h 15m STONECONF 12,016 BC This is the best entry I've played for LD36 yet! The fact that it's the first one helped though ;) <br/> <br/>After a few attempts I managed to survive for 10 days but not arrive in time. It took a few minutes &amp; deaths to get more comfortable with the gameplay (notably how eat/drink/rest can be done almost everywhere, without missing a special event), but once I got it I found the game really fun to play and quite well balanced. <br/> <br/>The main issue I have is that I've got no idea how far I am from the conference, making it impossible to gauge whether I should take more or less risks. For instance, for my last playthrough, maybe I was close to winning, maybe I played really badly, I have no idea... If I did have that info, I might have tried another run. <br/> <br/>It would have also helped with immersion to prevent from resting outside from "calm places" maybe. Resting right besides the spider web was a bit strange! <br/> <br/>Overall I enjoyed the game though: it's true there was not a lot of events, but knowing them didn't take the fun away as I still had to find the right balance of actions for survival. Not being able to search for resources by night was a nice touch. Good presentation too, it reminded me of "Papers, Please" :)
Aug 31 20:08:00 24h 45m Warring Townships You went with a very ambitious game here! I think its the second RTS I've ever played as an LD entry, and the first one for the compo. <br/> <br/>I'm impressed in particular with the terrain generation, plus the camera controls are fitting, and the unit list/selection menu is a cool idea. Also you managed to squeeze out a mini-map, nice job :) <br/> <br/>I assume you ran out of time but there's indeed some parts of the game that would have required more work, like AI, unit creation (no resource management), unit control (no multiple unit selection, slow reaction time from units) and overall polish (lack of feedback when giving orders mainly). Also it made me laugh to see an unit have something like 9.428615/10 HP x) <br/> <br/>Overall what removes the fun from the game is mostly the lack of strategy: we can't really enjoy the variety of units and their strengths/weaknesses, and especially the enemy AI seemed pretty passive. <br/> <br/>Now it looks like your main goal was to explore what it takes to make a RTS, and look into terrain generation in particular, so the entry is pretty successful in that regard. The amount of work is impressive, congrats!
Aug 31 20:15:00 7m 00s Guidance Impressive work! The game was pretty easy to pick up, then fun and relaxing to play. <br/> <br/>It definitely fits that recent trend of minimal, "no bullshit" puzzle games that I happen to enjoy very much :) <br/> <br/>Now you just have to add 40 levels and press "Publish to iOS/Android"! <br/> <br/>(NB. If you're still interested, I finally published the English version of my interactive story!)
Aug 31 20:38:00 23m 00s Ancient Robots Finished the game! I was afraid for a moment that I'd have to pick all 5 stars to finish level 3, but your first comment here reassured me :P <br/> <br/>The game works really well with a lot of different ways to approach situations, while leaving a little part of puzzle solving to how lucky our draws will be. <br/> <br/>A typical example: for the final level I aimed for the bottom star on the island. After a few turns I ended up just above it, rotated to the right. Unfortunately, I couldn't get a "turn right card" to finally face the star... BUT, I realized I could still win by just playing "move forward", then "move backwards" :D <br/> <br/>I also love the effort you put into animations, it really sets the mood for a card game. <br/> <br/>5/5 Fun &amp; Innovation, 2/5 Audio ;)
Aug 31 21:30:00 52m 00s Aqueducts of Solomon I'm very very impressed by this entry, especially game-design wise. I'm pretty sure this can't be the first board game you're making! <br/> <br/>Whie it took me a while to understand the rules, cards and basic tactics for the game, by the second game I started to really enjoy it. I'm not sure if it's based on an existing board game but it felt really original to me, and got my mind running to see how it could be adapted into a physical, multiplayer game (I'm pretty sure it can! I'm picturing a game with no time limit, just a modular board shared between all players). <br/> <br/>The graphics are great, and the game theme on point, reminding me of various board games (mostly Amyitis). The UI is very polished too, and the only wishes I'd have would be to display the current year on the main screen, and maybe to add a Cancel button on Roads/Aqueducts (though for the latter, I suspect it was omitted to simplify the code). <br/> <br/>While it would have been a pretty good Jam entry, the fact you made it all alone in 48 hours is really impressive, and shows talent in all of graphics, coding, game design &amp; time management. Congrats!
Sep 1 15:37:00 18h 07m OLDNYUZ It took me a while to figure out the "world trend awareness" bar was actually the progression bar, otherwise the mechanics and controls are really intuitive, and the gameplay original and interesting. <br/> <br/>For some reason the awareness started increasing slower and slower the higher I went, make me wonder whether full awareness is actually reachable... I suppose it's not, and there must be a message behind that, but I found that a bit frustrating ^^ <br/> <br/>Otherwise it's all good, my favorite part being the original and intuitive approach to UI.
Sep 1 15:54:00 17m 00s Do robots dream of flying dog baskets? A simple and pretty exploration game. <br/> <br/>Controls and physics occasionally get in the way, but the graphics work quite well, and the cute story fits the theme nicely! I found the "puzzles" a bit bland but overall the game is fun for the time it lasts. Good job!
Sep 1 21:46:00 5h 52m Legend of the Psychedelic Skull Played the HTML5 version, which worked great for me! <br/> <br/>I liked the idea of going through time while killing enemies, and had fun at first, but I eventually found the game a little repetitive with little depth. <br/> <br/>The most frustrating part is that enemies often enter from one spot to exit very close to it, leaving little time to shoot them. When this happens 3/4 times in a row it just gets boring :P I ended up giving up on level 5. <br/> <br/>To fix that issue I'd suggest making the enemies trajectories a bit more interesting, if only by restricting their exit to the opposite wall that they came from. <br/> <br/>Other than that the controls were very good, making the base gameplay enjoyable, and the game was overall pretty intuitive. Maybe I could have enjoyed particles and effects to add character, but overall it was fun!
Sep 1 22:12:00 26m 00s The Operator Excellent entry, I didn't have so much fun doing boring work since "Papers, Please"! <br/> <br/>The tutorial is excellent and sets the mood of the game perfectly. Then the main gameplay was very pleasant, with enjoyable basic actions (moving cables around and pushing buttons was well-polished) and actual tactics for optimizing work. <br/> <br/>The two downsides I came up with this otherwise perfect entry are: <br/> <br/>- I found the "Day 3" mechanic to be a bit annoying, as toggling the name list wasn't entirely practical (I would have liked to dismiss it by just clicking on it), and gameplay-wise it just wasn't very fun to skim through a list repeatedly under time pressure. Maybe you could have made the difficulty ramp up more nicely by having a "name call" pop up just a couple times during "Day 3", and increasingly in the following days. Also a 4x4 board might have sufficed, making it easier to look for a name and end up slowly learning them by heart (either that or making the same names come up often during the first days). <br/> <br/>- The game was quite unforgiving, as a couple imperfect delays and a single blunder (getting a single connection wrong) can get you fired. Leaving some room for error would give us more time to get used to the "find by name" mechanic without having to restart from day 1 after each attempt. <br/> <br/>Congratulations to everyone: the art &amp; UI were excellent, the coding flawless and the game design very interesting. 5/5
Sep 2 17:20:00 19h 08m Key Adventure The game is simple yet pleasant to play, and the retro graphics feel very authentic. <br/> <br/>Thank you for those generous hearts too, you didn't make the game too hard to "artificially" increase the time it takes to finish it, and it makes the game much better. <br/> <br/>Now I found the most dangerous enemy to by my hitbox, I even had to check the comments before realizing the bridges were indeed crossable. But somehow this little annoying detail contributes to make the game feel retro :P
Sep 21 06:32:00 445h 12m Invent the Wheel A very simple yet original idea, and a perfect implementation of it. The online records were really welcome to give some replayability! <br/> <br/>Also I now own the record on level 2 with a drawing that just remotely looks like a circle, I guess I was lucky ^^