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Feedback comments for LD37
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| Timestamp | Since previous | Game | Aurel Bílý's comment |
|---|---|---|---|
| Dec 16 21:16:00 | Tangent | Nicely polished game, the music was chill and the graphics minimalistic (perhaps too much so), but at least it was obvious what was going on. Well, [SPOILER] except for the first bit where the player was supposed to guess that the room would change when they walked a bit further. But the controls were spot on, the gameplay felt good. | |
| Dec 16 21:44:00 | 28m 00s | Walkie Talkie | I like the idea in this one … And the graphics are clean enough. I wish there was more to it, though! Like, I don't know … unicode support? :D Just kidding. Maybe multi-character combinations that would create something unique? More letters that do stuff? A way to connect levels vertically? Sounds, music? <br/> <br/>Just some ideas. Even without them this is a very solid entry. |
| Dec 16 21:54:00 | 10m 00s | TELEMATICS | It took me a second to get how this worked, the tutorial message scrolled away too quickly :) Other than that, maybe could have had more controls to play with? Sort of like the bombs in Keep talking and nobody explodes. <br/> <br/>But the extremely limited communication through the typewriter was also very interesting. Maybe if it was a bit slower overall, giving the player time to react and think about what is happening, or if the messages were more varied, or if the player could 'bluff' in ways other than the controls. <br/> <br/>Good job :) |
| Dec 16 22:09:00 | 15m 00s | Homes under the Hammer | Not bad :) I wish there was more to the gameplay. As it is, it is just a game of chance. Sure you can keep knocking down a particular wall until you hit the 'warning' sign, but you have to start somewhere. So it's not a very fair challenge. The whistling was fun at first, but got old very quickly. I actually liked the non-whistling music though, reminding me of old pc platformers. Nice job :) |
| Dec 16 22:48:00 | 39m 00s | Moving In | Very nice. <br/> <br/>Technicalities: Had some problems getting it to work as well. The OS X download is not an application, running it from the terminal didn't seem to work because asserts failed? Dunno. Resorted to the win version with wine. I thought pico8 games could be run online? But anyway … <br/> <br/>The puzzle itself is nice once you understand it, although the way the difficulty is scaled is not particularly pleasant – just throwing 2x as many pieces of furniture every level gets dull. I stopped around level 10? 11? I wish there were additional constraints and types of objects. The 'moving objects into place' problem never seemed to really be a problem. Sure, you had to shuffle bits around in the corridor beforehand, but when there's only one thing to do, it's very obvious. Maybe I didn't get far enough though. <br/> <br/>And the music was slightly old by the end of it, but it was still a nice track to listen to. Overall, a very enjoyable puzzle game! |
| Dec 17 13:43:00 | 14h 55m | One Room Hotel | Very fun! The help screen didn't work for me for some reason, but it was really easy to figure it out anyway. Gets hectic and challenging quick, it feels like a particular type of rooms is more demanded in each level? It usually took me too long to realise that :) <br/> <br/>The gameplay is very simple to understand and so are the controls. With this kind of games I always wonder if more types of challenges (even harder multitasking) would work better than just straight up increasing the number of people and rooms. E.g. more types of rooms, more elevator shafts, different types of requests? <br/> <br/>But, this was fun, well done! |
| Dec 18 01:40:00 | 11h 57m | Simulated | Not bad. A bit too simple / short maybe! The music when talking to the scientist was pretty nice. Other than that, not being to move after jumping was a bit annoying, especially for the finale. |
| Dec 18 02:29:00 | 49m 00s | 13 jellyfish | Another very pretty game by your team. I think a little tutorial would help a lot, although I managed to figure it out pretty quickly. The challenge was pleasant, took me a couple of tries before I got to the goal! Some minor glitches with the music, and the control delay wasn't ideal. But well done! |
| Dec 19 19:29:00 | 41h 00m | The 16th Bit | I've played all of your LD entries so far. While I enjoyed each of the puzzle types a lot, it felt as if you had a format that you felt comfortable with, then you always did a puzzle like that – a puzzle game with narration and calming music in the background, with a minimalistic aesthetic. <br/> <br/>So I was pleasantly surprised when I saw that you did something a little bit different! The graphics could use a bit of improvement still. (Personally, I would use a lighter palette, the darks blend together a lot, in the room, but in the puzzle sections as well. Also the anti-aliasing on the font doesn't look so good when it is scaled up.) But it wasn't the same format, and I think it's good you try to get out of your comfort zone. <br/> <br/>As for the puzzle itself, it wasn't as obvious at first as the others. I didn't realise every tile has to have either blood or water in it, I thought 'empty' was a type of its own. I didn't realise the constraints would turn red only when all the tiles they concern are filled in, or that the tile itself doesn't count for the constraint. (After I figured it out,) I did see that the hint thing explained the puzzle much more, but I didn't even think of looking there. So I guess what I'm trying to say is that the constraints should me more intuitive, the difficulty curve less steep (= more levels, yay), and the UI more clear (lighter colours again). <br/> <br/>The 'riddles' were clever, though I didn't figure out all of them before clicking on the cover. A nice touch nonetheless. <br/> <br/>The music, as always, very nice and chill, goes well with thinking. <br/> <br/>Good job overall! |
| Dec 19 19:51:00 | 22m 00s | Sides Adventures | Not bad. It wasn't very obvious from the beginning how to control things – I tried the fishing rod, the flashing bits showed (X or V???), didn't help. I figured it out eventually, but a little tutorial / explanation screen would be nice. <br/> <br/>Other than that, it's a nice little multitasker. There is no challenge once you know the game though. I got to 2200+, then I just got bored, because there wasn't anything else happening. Maybe add other functions to the boatroom? More enemies? Increase the speed? Etc. |
| Dec 20 14:36:00 | 18h 45m | Huge & Cute | Feels like a very nicely polished game … If only there was more content! I assume that's a very time-consuming part though. But anyway, good job! |
| Dec 20 19:31:00 | 4h 55m | Lost in pandation | Pretty nice. The game looks very lovely, the music is good, maybe some sound effects? <br/> <br/>I think it could use a lot more explanations, as well as things to do. At first I thought it was extremely difficult, because the waves of cold would make me freeze even though I had a fire going – I didn't realise you can put more wood / bamboo in the camp to make it even stronger. When I figured that out, it was just farming. I never really felt the 'menaces' added anything to the game. I got rid of them, but I never touched them – do I die if I do? Can't I just jump over them? <br/> <br/>I imagine there could be lots of little things that could be done – more plants? More places to find? Use the generator to unlock inaccessible parts of the room? I don't know. Simplicity is always nice, but this has potential :) <br/> <br/>Well done though! |
| Dec 21 01:13:00 | 5h 42m | levelone | I enjoyed that! A nice idea, the story telling was simple but clear. I wish there was a bit more, or that the guy would get impatient during the first bits of the game. <br/> <br/>The aesthetic you had going on was also very nice, reminded me of … zefrank's games (like http://www.zefrank.com/buddhist/index.html) for some reason! I really hoped the platforms for the platforming bit would come out the back of the room, just like the walls did in the beginning. But oh well :) <br/> <br/>Well done! |
| Dec 21 17:09:00 | 15h 56m | Network of the Trapped | The aesthetic is very nice, I wish there were more minigames or 90's looking effects to go with it. And of course music, maybe the usual sleep / eat to survive as well? Well don though! |
| Dec 21 19:09:00 | 2h 00m | Dungeon 2.0 | Not bad. I don't know if it's just my computer, but the game would get quite laggy when a couple of monsters were in the bottom part (lava, I assume?) – the sounds of them taking damage were also very annoying. <br/> <br/>Other than that it's pretty neat, maybe you could add a strafe key? Or go full twin-stick with the controls. But good job! |
| Dec 21 20:19:00 | 1h 10m | Hamsterical Nuts | I'll be honest, I think the best part of the game was the music, which I guess wasn't yours. :/ It is pretty, but it is missing the gameplay. If you were aiming for a twinstick shooter, then these are the issues that come to mind: <br/>- there should be no delay between me pressing the key and the hamster actually shooting <br/>- I'd personally make the shooting + cooldown much faster, make the enemies have a lot more hp, but allow the hamster to move while shooting <br/>- the reloading adds nothing to the gameplay, and the ammo counter is super easy to miss <br/>- shooting up and down is faster than left and right for some reason? <br/>- the monsters should absolutely not spawn on top of the player (or at least let the player know it will happen, so they can move out of the way) <br/> <br/>And then of course – more weapons, enemy types, sounds, etc. Still, congratulations on your first LD entry! |
| Dec 21 20:40:00 | 21m 00s | Dark Dreams | I think this game needs better level design … Having to memorise the level by dying repeatedly is not difficulty, it is just annoying. There are many leaps of faith, and I'll be honest – when I reached a dead end after the 'S' like section, I just gave up. <br/> <br/>The black character would also sometimes be very far below the player character, so much so that I couldn't estimate where the death boundary is. |
| Dec 22 22:37:00 | 25h 57m | Loop Hell | Solid entry. Took me a minute to figure out the puzzle, but didn't feel extremely satisfactory. Although … "The annoyingness serves a purpose." ? Does it really? I'm not sure what you meant. <br/> <br/>Other than that, the graphics are pretty nice (although, mixing different scales of pixel art and having the graphics move on non-integer coordinates is a big no no in my eyes), and the music is pretty moody. I could imagine the game being more intricate / darker with that sort of music :) <br/> <br/>Well done! |
| Dec 23 20:29:00 | 21h 52m | Neural Escape | It is quite an interesting mechanic, but the presentation is lacking. I wish I could change my selection, locking it in only introduces a bit of artificial difficulty (in my opinion). <br/> <br/>The game also needs a bit of balancing. As in, sometimes I spawned directly on top of the exit, or it was right next to me. Sometimes it was on the other end of the map. Sometimes I would get -1 turns on both my item choices, multiple times in a row. Maybe you could have an actual progression by starting with small levels, maybe even completely visible, so that the player understands what each item does. <br/> <br/>Again, the mechanic is quite interesting! |
| Dec 26 17:52:00 | 69h 23m | Ludum Dare: The Game | Nice :) It's good to see you trying different genres lately. Tried a couple of times, I guess the strategy is to keep productivity high by keeping food, energy, and motivation as high as possible … Completely unlike (my experience of) Ludum Dare :D <br/> <br/>But it's a cool resource management game. The little choices when working on something are nice, the randomly generated names and ideas are also fun. <br/> <br/>The music is, of course, very enjoyable. The GUI could have been more unified, maybe? <br/> <br/>Overall … Well done! |
| Dec 26 18:29:00 | 37m 00s | Void Inc. | Not bad. Like some people above me, I couldn't find any of the third resource, the 'cyanish things' according to the walkthrough? I don't think they ever dropped. Other than that, the GUI is … minimal, so much it is confusing. I didn't realise what I could click at first, only when I got stuck and started clicking everything I saw. The +'s didn't look much like buttons, the resources required / the shadow buildings didn't seem very interactive, etc. |
| Dec 27 00:21:00 | 5h 52m | kobalter | Obvious troll? |
| Dec 27 12:57:00 | 12h 36m | Kiln | Your games have a very nice 90's feel to them :) This is no exception. Simple but enjoyable. |
| Dec 28 20:28:00 | 31h 31m | Decube | Pretty nice. I think I really didn't like the fact that the edges of the room would kill you. And there was one (rare) bullet pattern that I couldn't dodge no matter what (when three red dots started shooting a wide fan of bullets at the same time) – I'm not sure what the hitbox of the ship is like, and it's even harder with slightly floaty controls. <br/> <br/>But the enemy design was pretty clever, the random (I assume) rotations seemed quite intentional at times. The graphics are pretty simple, but they work well enough (although the blood seems a bit too … thin? I would either go for a more blobby look, or no blood at all). And the sounds were okay. <br/> <br/>Well done! |
| Dec 28 21:45:00 | 1h 17m | One room away from success | Not bad! The puzzles were okay, although SI+TOO was a bit too far-fetched, in my opinion. I wish there were more puzzles. <br/> <br/>The music is weird and sort of fits the game, so that's good. I wouldn't say this game fits the theme very well, though. <br/> <br/>Good job overall! Always fun to play more 'lateral thinking' games. |
| Dec 29 11:01:00 | 13h 16m | One Room Dungeon | Very nice. The graphics were lovely, I wish the music developed more. I liked discovering new enemies and environments, although at times it felt too slow / repetitive. Sometimes x + arrow didn't work for me even though the border was flashing? I had to hold it for a bit … Maybe there was an enemy between me and the wall? <br/> <br/>But those are details, this is a very solid entry. Well done! |
| Dec 29 12:30:00 | 1h 29m | Eternal Repentance | Not bad. The story was okay, but the text was a bit hard to read (small red font on a brown background). Could use music and sound effects, of course, and the little visual glitches (animations happening too late) are a bit distracting. Could be much more interesting if the story was interrupted by progressively more difficult action sequences. As it is, spawning more portals added virtually no difficulty to the game. <br/> <br/>But, well done :) |
| Dec 29 13:05:00 | 35m 00s | antiroom | Not bad! A bit too short though, I think there are more thing that could have been introduced with the whole "look away and look back" mechanic. |
| Dec 29 14:44:00 | 1h 39m | KILLOBIT | This is nice. I wish there was music, and especially more types of weapons. Maybe a level select with a weapon selection as well, to try to beat the levels with each type of weapon. I think there was a lot of randomness to the success (or lack thereof) in a level, based on the enemy spawn points and the weapon you got. Also, the galaxy weapon seemed like genuinely the worst in the game. Part of it was the fact that it would make the game extremely laggy if I spammed a couple of projectiles, maybe that's a wine thing though. <br/> <br/>Good job overall though, kept me playing for quite a bit. |
| Dec 29 16:30:00 | 1h 46m | Inside the Cube | Nice! It would have been nice to mention that there are only three points of view, and to differentiate the two side views somehow. Still, a nice perspective manipulation game. The randomly generated levels work surprisingly well :) |
| Dec 29 16:48:00 | 18m 00s | room | Hmm. I was starting to think there's nothing but the lamp, the computer, and the bed. But there's the fridge. And then it's endless. I wish there was some music to go with this, or more items to buy, even with the pointlessness of doing anything. |
| Dec 29 17:09:00 | 21m 00s | Khaos Arena | Not bad. I think it's missing some feedback. Like screen shake, HP display more intuitively (with a health bar instead of numbers), particle effects or something when hitting enemies, and especially when you get hurt (a sound as well), etc. <br/> <br/>The upgrade screen is not very nice because in the later stages of the game I kill the big ones in the middle of a large wave, and as far as I could see, the screen only slows down the enemies. Maybe enable the player to do it when they choose to, at the press of a button? Like this I couldn't really read the upgrades, which have their pros and cons. <br/> <br/>I didn't understand the Blood lust spell, it just made me stop shooting. Was I supposed to run over the blood puddles or something? <br/> <br/>Overall, quite fun. :) |