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Feedback comments for LD37
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| Timestamp | Since previous | Game | Bensonance's comment |
|---|---|---|---|
| Dec 14 11:15:00 | 2D Cat Wants Out | This is fun and cool! Love the way you use the blur to add focus to the middleground/currently focused axis. Love the quick flowing nature of the puzzles. <br/> <br/>Here's a bunch of other feedback for you: <br/> <br/>- Jump should only activate on press, not whenever in contact with ground. <br/>- Need more visual difference between horizontal/vertical changing directions. Get's too confusing when there's a lot of them. <br/>- Introduce elements on their own in really short puzzles. This was done well until that first one-way platform that escalated super quickly and I got stuck. <br/> <br/>Don't stress too much about the puzzle design - I think it's pretty hard to do good puzzle design in a jam :) | |
| Dec 14 14:22:00 | 3h 07m | Crawlout | This sequel is bad, is this NoMoreAForests? No trees, bad survival game -2/10. <br/> <br/>This is cool, guys! I like the art, and the mood is great. I also like the world you've set up, and the way you build it in the little interactions. The big faces when you interact with people are really cool. <br/> <br/>I think the game could have been condensed a bit more. Like the nihilistic nature of collecting resources and interactions is cool for a while, but then it just gets a little boring. :) <br/> <br/>Especially because everything is so expensive? I played for a while and only got 100 scrap, and eventually just gave up, because it was so long between finding things of scrap. I think making the time between finding scrap less might have made me play longer. Also, I think you need a first building/construction that is cheap so players get committed. With nothing built after 10 minutes of playing, it's pretty easy to put the game down, because you don't really lose anything. <br/> <br/>From that first conversation I got the sense that there were area/buildings where stockpiles of resources might be, but I never found them. I just ended up the black end of map at the top. I think little arrows pointing to where to go is inelegant, but you kinda need it right now because there's so little direction in the game. In Don't Starve, you collect things like every minute, so you keep engaged. Either make collection plentiful, or give destinations for players to travel too. Doing neither makes it hard for players to keep interested I guess? <br/> <br/>UI is really neat and clever. Love that you mouse over top things in order to eat/drink etc. Elegant. <br/> <br/>The sound and music is really lovely too. <br/> <br/>Other stuff: <br/> <br/>- First text interaction a bit of a slog <br/> <br/>- Walking animation not in time with movement, feels like you're sliding |
| Dec 14 14:57:00 | 35m 00s | Cubby Crypt | Love the music and the art. The game idea is cute and fun! <br/> <br/>I think it might have been a good idea to start the map small, and then increase the width over time. Took me quite a while to get a combination when I first started :) |
| Dec 14 18:47:00 | 3h 50m | There is a Light | This is lovely! <br/> <br/>It's like a little interactive poem :). I like the way you varied the sentence lengths, and also how at the end you broke up the paragraphs into multiple links. <br/> <br/>The writing is very rich and illustrative. Because it's so rich, it can be overpowering. You sort of need to be eased into it maybe? Perhaps simpler sentences should have gone sooner, with plainer images, with richer stuff building as you go along? <br/> <br/>I could imagine a whole series of these littler Twine poems :) |
| Dec 16 08:22:00 | 37h 35m | Heart Heist | Fun! <br/> <br/>Was nice and clear when you were spotted, but it wasn't clear, at a glance, when an enemy might have seen you :). |
| Dec 16 08:31:00 | 9m 00s | Horde Room | Really fun, and feels great! <br/> <br/>Killing stuff feels really good, but one hit kills for those basic enemies would probably be better. <br/> <br/>The balance is really off though! Way too hard and takes too much to get a new weapon. <br/> <br/>The sound effect for hitting people doesn't feel meaty or impactful enough - it feels too tingy. <br/> <br/>Need some feedback passes on when you get damaged. It's hard to keep looking at the top corner :). |
| Dec 16 08:37:00 | 6m 00s | Bob's Burgers | Really pretty and cute idea! <br/> <br/>It was realllllly hard to tell what I could interact with - I was just clicking all over the place. <br/> <br/>Some highlighting would have gone a long way. <br/> <br/>Some basic sounds would have been cool too of course :). |
| Dec 16 08:52:00 | 15m 00s | Tripoly | Super pretty and fun! <br/> <br/>Love the feel of shooting and killing stuff! Art and sound are great too! <br/> <br/>The controls need a bit of work, particularly the turning, which feels pretty sticky. |
| Jan 2 18:30:00 | 417h 38m | Moving-In Simulator 2016 | This is really fun! <br/> <br/>I would really hope you work on this further! I think levels might suit the game quite well? Like maybe you're a mover and you have to help families move into tiny homes, lol. <br/> <br/>Maybe families have different priorities or something? <br/> <br/>Really cool! |