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Feedback comments for LD37
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| Timestamp | Since previous | Game | Bumblepie's comment |
|---|---|---|---|
| Dec 13 04:02:00 | Shadow Fencer Theatre | Really amazing job on the visuals and audio, they really work well together to create a kind of quirky mood. <br/> <br/>I can't speak for the multiplayer, so I might be missing some hidden complexity, but I think there's room for improvement in the core fighting mechanic of the game. I think that perhaps controlling the height or angle of the sword rather than simply which side the fencer is holding it on would help make it more satisfying. That said, I was using keyboard controls, so it's possible that the joystick controls provide better game feel. | |
| Dec 13 04:10:00 | 8m 00s | SPAB | A really interesting control scheme, and nice, clean visuals. I'm not sure how the theme was incorporated into the game, are you climbing the room to get to the light? <br/>The hitboxes on the spikes are pretty unforgiving, but for me the main difficulty in the game came from trying to remember which arrow key controlled which direction. This was addressed with the arrows in the bottom left of the screen, but it still felt a bit unintuitive. That said, it would be difficult to come up with another control scheme given the camera angle and the fact that the levels are designed around diagonal movement. One small issue I had was that in certain levels, it was not obvious where some blocks ended and others began (due to the isometric perspective). Additionally, while it was fun that the keys spelt out words, it was a little annoying to have to press keys all over the keyboard at once: if you consider continuing developing this I would consider having a standard set of keys which are close together to use. Overall, a fun game, and I can definitely see the potential for this being made into a more fully fledged web game or something in the future! |
| Dec 13 04:20:00 | 10m 00s | Consume Room | I like the art style, it's really interesting. I played for a while, but I never quite figured out how everything in terms of how to attract people into the room, whether eating them was good or bad (it seemed to reduce happiness, which you use to buy things) or what the overall goal was. |
| Dec 13 04:38:00 | 18m 00s | Claim Your Color | Really simple concept, executed well with nice clean graphics. The audio was really great as well, it fit the mood of the game perfectly. One thing I would say about the gameplay is that I can't really think of many different ways to strategise outside of targeting the player with the highest %. Overall, a really well executed game. |
| Dec 13 10:19:00 | 5h 41m | Nobi Sword | The core game mechanic reminded me a lot of Slash Quest, the game that won LD34's jam. The mechanics have been changed a bit though, and the visuals use a different but still pleasant style. I think having the difficulty coming from poor controls rather than smart enemies makes the game a bit too frustrating, and you can't tell which enemies your sword can kill. I think having an indicator for that would greatly improve the playability of the game. |
| Dec 13 10:30:00 | 11m 00s | Cave In | A nice simple concept, and the simple artstyle suits this. However, the controls feel a bit too sticky, making the game a bit annoying to play. |
| Dec 13 10:42:00 | 12m 00s | Area 51: Dreamland | The controls are intuitive, and the visual style is very nice, there is some great pixel art in there. While simple, the gameplay is satisfying, but I did run into quite a few bugs regarding collision when moving around |
| Dec 13 10:58:00 | 16m 00s | Orbsorber | This was really fun, I think it really shows how having a simple, easy to implement idea can be the best way to go in game jams. The controls were tight to the point where whenever I got hit, I knew it was my fault. I think the only thing wrong with the game was that the next level of orbs would spawn immediately upon collecting the last green orb, which led to a lot of situations where I would collect orbs and get hit because they spawned on top of me. Additionally, some chill background music would be nice. Great job! |
| Dec 13 11:10:00 | 12m 00s | Cabinous | An interesting game, extremely short, but probably the right level of difficulty. You definitely have to come up with a plan to actually beat it, as the zombies are much faster than you. I think the doors swinging around and getting in your way was a bit frustrating, but it does add to the tension and the atmosphere. |
| Dec 13 11:27:00 | 17m 00s | Ludum Dynamics (TM) | A really interesting experience, although there doesn't seem to be much gameplay (I guess that's the point though). Some really nice visuals and visuals, they work well to create a really offputting atmosphere. |
| Dec 14 05:38:00 | 18h 11m | Storage | Overall, a really good game. The core mechanics were defined well, and there were quite a few levels considering the short time available for the compo. One thing I found was that most of the levels had the same kind of solution: one box needs to travel across another box's line to get to it's goal, so I would have liked to see a few more different ways the mechanics were explored. Additionally, I think the UI could use a little improvement as the two levels often get in the way of each other when you're building a solution. |
| Dec 14 11:14:00 | 5h 36m | Safety Room | It was kind of fun, and the graphics were very cute! I think the controls could use some work, the player character should feel a bit stickier, (so up friction/decrease acceleration), and sliding up the walls felt kind of weird. By giving the player greater control, it could allow you to change the timings of the shooting traps so that you can get through them more due to timing than luck (at least I found it was more based on luck than timing, I could just be bad). |
| Dec 14 11:16:00 | 2m 00s | I Lost It | The art is charming, but I'm not really sure what to do in the game, or what is going on at all! I interacted with a few things, and then there seemed to be some bullet hell sections which eventually became crazy difficult. I have no idea how you're meant to dodge the shadows, as the character is really slow! |
| Dec 14 11:24:00 | 8m 00s | 4th Snail Indoor World Championship | This is so cute, I love how wholesome it is haha. I guess it would be nice to have more voice lines for the announcer, it repeated quite a lot, or to have more in-depth gameplay (although I guess just mashing stuff is part of the charm) |
| Dec 14 11:33:00 | 9m 00s | LaBeeRind2D | This is really cute! I think it would be really cool if there were a few different kinds of enemies rather than just the slimes. Loved the voice acting! |
| Dec 14 11:51:00 | 18m 00s | Escape the Room | OK, I finished it in 2:48, and it was definitely fun. However, as others have said, it is a bit too unforgiving, mainly due to the difficulty in controlling your jumps. I would definitely recommend weaker gravity and more slower acceleration of the player to give the user more control. |
| Dec 14 20:53:00 | 9h 02m | Rewind | It has a really interesting idea behind the core mechanic, but I think the level isn't really designed around it. What I mean by this is that most of the time you want to simply stop rather than go backwards, so you just spam the spacebar, which is hard on the eyes due to the rapid changing in visuals and the way the player vibrates between a number of positions when you do this. Additionally, the large hitboxes make it extremely unforgiving. I would suggest thinking about ways to design the levels so that you want to go both backwards and forwards, such as activating things that when rewound, cause the player to take another route. I think the idea has a lot of potential! |
| Dec 15 02:36:00 | 5h 43m | Game Show Looper | The theme is cute, but as far as I can tell there's very little strategy outside of applying the Monty Hall problem, as it's all just guesswork. |
| Dec 15 02:49:00 | 13m 00s | One Room Hotel | This is pretty much everything you can expect from a jam game. A solid core mechanic that makes great and original use of the theme (rather than forcing a game idea to work around the theme) and a simple but appropriate artstyle. As well as that, the sound effects and music work well together to create a great mood. The difficulty is probably at an appropriate level: it gets difficult and stressful later when all but one of the rooms are full, and you have to move people into rooms they dont want to be in yet to make room for others. I can't really think of any major flaws in the game at all. |
| Dec 15 03:02:00 | 13m 00s | Dodge, Dash, Dip, Dive and Duck | The art style and music are really cool, and create an interesting mood. The player definitely needs to be faster, the game is really slow paced as it is. Additionally, the hitboxes are extremely unforgiving, and it would be good to have a clearer indication of where the shooting traps are. |
| Dec 15 03:17:00 | 15m 00s | Color Factory | Pretty simple color matching game, I think the visuals sound effects could be improved to give more of a sense of satisfaction when you match stuff or get off combos. |
| Dec 15 03:36:00 | 19m 00s | 4/4 Room | It's a pretty simple game with a neat concept. I love the idea of rebuilding the map, and it makes pretty good use of the theme through this mechanic. The difficulty might be a little high, or I have no idea how to play these kinds of games cause it seemed like I would get pretty much one shot at most points in the game. |
| Dec 15 06:44:00 | 3h 08m | Tangent | A really amazingly well polished game, the visuals and audio together are absolutely stellar. While the platforming isn't really that innovative, the way you switch worlds using the consoles was cool. I found that jumping was a tad annoying as I would often try to jump right after landing, but was not allowed to as there seems to be a slight delay before you are allowed to jump again. |
| Dec 15 08:24:00 | 1h 40m | Super Crash Box | Smashing the boxes is fun and feels rewarding, but I feel like the biggest element in how well you do is luck in that the main way to die is for a death crate to spawn directly on top of you with no chance to dodge. |
| Dec 16 06:39:00 | 22h 15m | Ghost In the room | Pretty simple game, but the feedback when you kill the enemies is great! I think that with this kind of game though, you have to choose between using the mouse to let the player shoot in any direction OR using a button to shoot in the direction you're facing as it feels unintuitive to use the mouse as just a button without pointing at anything. |
| Dec 16 06:55:00 | 16m 00s | VRPG | I really like the main idea behind the gameplay and the mechanics, but the game suffers from a few major flaws that kind of killed the experience for me. The main one was that the enemies have absurd amounts of health! I tried playing the archer at first, but I ran out of arrows before I even cleared the first room, so I had to play the swordsman instead. Even after I grinded and upgraded my sword about 3 or 4 times, I wasn't able to get past the second room as it still took ages to kill the most basic enemy. I think good difficulty in games comes from giving the player a challenge they have to overcome from skill rather than stat checks, so I found it sad because I really wanted to enjoy the game! Also, I think it would be good to be able to hold the mouse button as spamming it does get frustrating after a while. |
| Dec 16 07:54:00 | 59m 00s | Dream Machine | The voice acting was amazing so props for that! I love the idea of spinning taking you to other dimensions in theory, but I think the puzzles in this game didn't really come together well and I didn't really feel satisfied when I solved them. I think the first issue was a lack of feedback in the user's actions. For example, when spinning, it is completely unclear that you are changing dimensions, and because it is tied to your movement, it feels super weird and is easy to miss. Additionally, there should be audio or visual cues when you get something right, as I kept looking for new clues after putting in one of the passwords correctly as I thought I got it wrong (it's not clear until you start typing in a new password). For me, this lead to overthinking the puzzles and looking way too deep into red herrings (I was convinced the boxes and paintcans would be useful haha). I also thought you might have to press something to submit the password because of this. I think the idea of spinning to switch dimensions might suit a different kind of puzzler which focuses on platforming instead, or perhaps it is just the lack of a visual or sound effect that makes it feel a bit weird here. In summary, this was really really cool, the lack of feedback just made it a bit frustrating. |
| Dec 16 08:13:00 | 19m 00s | Little Machine | I feel like I'm missing something because others are mentioning an "idle" genre. Is this the name for the kind of clicker games where the objective is to automate the game so it plays itself? While that kind of genre doesn't appeal to me a bunch, I can see the appeal in this game. It has very cute graphics, and the CHOMP CHOMP the robot makes is adorable! However, the gameplay feels extremely slow, and there doesn't appear to be a whole lot to do. I think if the game had a bit more personality, like if the robot went around interacting with stuff, or if there were more options around what to buy, this would be a lot more fun. |
| Dec 16 08:24:00 | 11m 00s | Recoil | I like the core mechanic behind the game, I've seen it done a few times, but it is always a fun experience. I found that the particles got in the way of the readability of the game: it was difficult to tell whether you hit an enemy regardless due to you flying in the opposite direction, and the massive amount of particles didn't help that at all. Also, when I died, I couldn't restart for some reason. |
| Dec 16 08:37:00 | 13m 00s | A Bear, a Beard, and a lot of Chainsaws | I like the kind of twin-sticks shooter gameplay, but I think there are a few ways in which it could be improved for this game. Firstly, while losing points for shooting the furniture makes sense in that it prevents you from spamming your absurdly fast firing gun, it is impossible to get a positive score, as the rangers also destroy the furniture. Additionally, the graphic for losing the money is a bit distracting. It also makes the best strategy to immediately just go outside and spam kill them from there. Secondly, the fast rates of fire for both yourself and the enemies mean that there's very little strategy outside of spray and pray. I think if you could only shoot one chainsaw before having a short cooldown/reload time and then reducing the enemies rate of fire would greatly improve the game. This would also provide the opporunity for enemies to attack with different bullet spray patterns, leading to a richer gameplay experience where you approach different enemies and situations in different ways. Additionally, reducing the range of both you and the enemies would allow for much more satisfying combat, as you would be interacting with them onscreen, and seeing their death animations etc as opposed to just looking at the arrows offscreen. |
| Dec 16 09:06:00 | 29m 00s | Henry Snackleworth's Weird Day | I like the use of the theme, and the boss rush was a cool idea. One thing I found was that after defeating one of the bosses, I could just stand there and wail on the others without any strategy or trying to dodge and still win. That was what actually helped me win, as the only really telegraphed attack was the snowman's one, and the hitboxes were super unforgiving. I think if the bosses had clearer windup animations it would greatly help the game. Great job on the graphics and audio! Oh, also I think having the controls for attack and jump on ctrl and space felt super awkward, you couldn't spam attack reliably, and it felt weird. I would reccomend using z and x or even better, having rebindable keys (probably overkill for a game jam) when using arrow keys as the controls. |
| Dec 16 10:32:00 | 1h 26m | And the Chocolate Factory | I like the core idea behind the game, but as others have said, the control scheme is quite awkward, which prevents the gameplay experience from being really engaging the player. I think one possible approach would be to focus on the automation side of things rather than having the player running around doing things, as I feel that the automation is core to the game, whereas the player running around is less so. |
| Dec 16 11:14:00 | 42m 00s | OH GOD EYES EVERYWHERE | I like the main idea behind the game, and this is a solid beginning to making it awesome! I like the graphical style and music. I found a few things annoying: firstly, you can't tell which enemies you have killed as they dont shut their eyes or anything on death. Secondly, you can't attack while in the air, which is quite frustrating as it takes a lot of the control away, mainly due to the weird physics. That is probably the main issue with the game as is: you are truly at the mercy of the random massive explosions that seem to happen, and the physics just generally seem inconsistent, so it is difficult to plan around. Additionally, the fact that you can't attack in the air means you can't really attack much at all in the game, taking away something that could really add a lot of depth to the gameplay. I would love to see a post-jam version of the game, as I think these are all issues that could easily be ironed out in time to make an awesome game! |
| Dec 16 11:42:00 | 28m 00s | Mind Over Munitions | I really enjoyed the core mechanic of deflecting bullets to kill enemies, and I think the way it was implemented in the game was done really well (with the freezing of time). I can understand why the controls were to use teleportation instead of moving as normal movement using the control keys would probably make it too easy to dodge the bullets. However, this does make it so that you are somewhat at the mercy of which way the enemies shoot, and the gameplay is extremely reactive with fairly long periods where there's not much to do. Additionally, it would be great to have more different enemy types or modifiers such as gravity wells which curve the paths of bullets or walls which the bullets can deflect off. I also think it might pay to look into using regular movement as it would allow for more enemies which shoot faster to introduce difficulty in a different form. It would be interesting to see how the gameplay changes. It would also be interesting to see how a time slowdown rather than freeze might work as it would again force the player to make their decisions faster and make the gameplay more active. However, these kind of game design decisions and additions are pretty much impossible to make perfectly in a short-form game jam, so really well done for making an innovative and interesting game that I would love to see more of post-jam! |
| Dec 17 02:28:00 | 14h 46m | One Room to Freedom | I like the idea behind this in that mashing space to run faster could be a fun mechanic. However, I found that it was somewhat inconsistent as to whether my mashing would be registered, and even mashing as hard and fast as I could, I still could barely move at the guards pace at my fastest. As such, the game could be greatly improved by increasing the player's speed. |
| Dec 17 02:44:00 | 16m 00s | Tim in Time | The graphics are cute, and the audio is great! I found the gameplay a bit lacking though, as there simply wasn't a lot to do. |
| Dec 17 02:55:00 | 11m 00s | Mega Mecha Control Room | I like the core mechanic here, I think it's really cool to control a large mech by running around inside it! However, the controls really got in the way of the experience: I felt like I was fighting the game to get it to do what I wanted a lot of the time mainly due to the player's large jump height, slow fall speed and the difficulty in controlling the small robot mid-jump. The game reminded me a lot of Lovers In A Dangerous Spacetime, and I would recommend taking a look at how the controls work in that game for ideas on how to streamline the experience if you want to do a post-jam version. |
| Dec 17 03:14:00 | 19m 00s | Karate Basketball | Super fun game, the game feel is on point. I ran into quite a few bugs including: <br/>- Dunks sometimes counting as 3 pointers <br/>- The ball spawning at the wrong end of the court after a basket <br/>- Noone getting the ball off the tip-off and noone being able to pick it up off the ground afterwards <br/>- The ball getting stuck on the hoop <br/> <br/>But none of these really were enough to break the game experience for me. However, what did make it less enjoyable was when I figured out that you could shoot from basically anywhere and it wouldnt matter. I found it easier in fact, to hit three point shots from over halfway as soon as I got the ball. I would suggest adding in a power bar to make you have to wind up for longer shots and give the player more control over whether the shot misses or not, as well as reducing the accuracy of shots from further out. Also, no idea how the game relates to the theme. That said, a really fun experience. |
| Dec 17 03:33:00 | 19m 00s | AREA 51 | Really solid top down shooter gameplay, and a nice grim artstyle that suits the mood of the game. However, I think the gameplay could be improved in a few ways: <br/> - Increase the visibility of the enemies (either by having them much brighter than the background or giving the player a cone of vision where they are bright) as it's super unclear what to aim at atm <br/> - Slow down the bullets to making dodging more rewarding than hiding around corners <br/> - A better variety of weapons would be nice as it gives more choice than just guns with slightly different firing speeds/patterns (it's unclear if they do more or less damage, the HMG seemed to be crazy good compared to the assault rifle for example) and give the player an inventory so you can switch between weapons. |
| Dec 17 03:35:00 | 2m 00s | Conștiență | The idea behind the game is really interesting, it's a shame that it bugged out on me (each time I tried to play, an object became unclickable). |
| Dec 17 03:47:00 | 12m 00s | Mouse in da house | The art style is adorable, but as others have said, the platforming feels super weird as it's unclear where the colliders are |
| Dec 17 04:08:00 | 21m 00s | Royal Rise (Online Multiplayer) | Creating an online multiplayer game for LD is super impressive so great job! I would like to see more depth added to the gameplay either via interacting with other players (pulling them back etc) Or through powerups, or enemies or traps, just something to add a bit of flavour to the game. |
| Dec 17 04:24:00 | 16m 00s | Heroes of Okarine | The sprites and visuals are nice, I found the gameplay a bit off though. I think it's lacking game feel for a few reasons: <br/> - It's not satisfying to kill enemies as is, adding a visual and/or sound effect when you kill them would help a ton. <br/> - The controls are awkward, as the mouse should be used in combination with pointing at something. Use a button instead to attack, as the mouse just feels awkward to use as well as space and the arrow keys. <br/> - I think the gameplay would benefit from more variation in having different kinds of enemies which force the player to use different startegies and move around. <br/> - I wouldsuggest having different, darker music, the current music doesn't really fit the mood of the game. <br/> - Slow the enemies down so that the player can get used to the gameplay, and have them spawn in waves to help the difficulty progress naturally <br/> <br/>There's probably some other stuff, but these are the main suggestions that come to mind. Good luck with the post-jam version! |
| Dec 17 08:27:00 | 4h 03m | HellBlocks | A really simple game, but it is challenging and complex enough to be fun. I found the controls a little unresponsive, I think it was because I was trying to jump slightly after I fell off blocks, it would probably be nice to let the player jump slightly after falling to give them more control. Also, because the blocks fall so fast, it might pay to give a flashing warning sign or something when they're about to fall. |
| Dec 17 08:37:00 | 10m 00s | One Reason to Escape | This was interesting, and a good use of the theme. However, because of the visual style, it was really difficult to figure out what to do. I opened the fridge, I have no idea whats in there. I tried interacting with other stuff, dude says no. Perhaps let the look command describe stuff to give the player more info. |
| Dec 17 11:10:00 | 2h 33m | Cancelled Refuge | This is an absolutely stellar entry into the jam, great job! The audio and graphics were absolutely amazing, far beyond what could be expected for a 72 hr jam. The gameplay was pretty simple run n gun platforming, but with a nice twist which used the theme in a really cool way. I do have a couple of minor suggestions I have with regards to improvement: <br/> - The color palette seems to hide the enemies and platforms in the first level specifically. In the second two, you did an amazing job of separating the background, foreground and enemies through the use of colour, but in the first level, there are a few places where it's unclear which parts are platforms and the enemies don't stand out as much and can surprise you. <br/> - I might be wrong, but it seems like you limit the fire rate by allowing the player two bullets at a time. This can seem pretty weird when controlling the player as it can be inconsistent. Also, having a reload animation to show when the player can shoot could add some readability and feedback to help this. <br/>Again, these are minor things that don't really take away from how great this is. Great job! |
| Dec 18 04:45:00 | 17h 35m | Tiny World | I like the idea here, and it does present some interesting platforming challenges. However, the controls feel off, especially when climbing, and it is often unclear what you can and can't climb. Adding an indicator for that would help the game's playability. |
| Dec 18 07:01:00 | 2h 16m | A.R.M.D. | A really interesting concept for a game. I think the core mechanic needs to be improved a bit though: as it is the game is pretty prescriptive in terms of the solution being always face scan and just shoot dudes when they show up. The game needs something added to it to add some complexity and difficulty. |
| Dec 18 07:14:00 | 13m 00s | The Coward | The idea behind this game is very cute, and the gameplay is simple but challenging. |