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| Timestamp | Since previous | Game | DDRKirby(ISQ)'s comment |
|---|---|---|---|
| Dec 23 17:56:00 | Dethroned | Pretty nice! This is actually way more addicting than it "should" be for some reason =P <br/> <br/>This was great for LD and despite being a relatively simple concept is really fun to play. The upgrades, despite being a late addition into the game, really add to the "just one more time" feeling, which is great. <br/> <br/>Some food for thought: <br/>- I thought timing windows were just fine, including dodging. Other people just need to git gud. ;) I did have a number of runs end at the darned level 21 guy though. <br/>- I'd echo previous comments about randomization -- be careful about what elements you randomize as it can create "feel-bad" moments when players don't get a long combo string. <br/>- A lot of the other issues mentioned by others stem from a lack of clear feedback for the game actions -- for instance it can sometimes be difficult to differentiate between pressing the wrong key vs you ran out of time. More feedback, even in the form of simple text, would solve a lot of these complaints. <br/>- For longer combo sequences it probably makes sense to have the arrow key sequence stay in place rather than scrolling, and have the keys be crossed off or otherwise highlighted. This is much easier to read through quickly. <br/>- On a related note, it's probably more satisfying for combos if you have the sword slashes happen in time with the player keypresses, even if you have to interrupt/speed up animations in order to do it. The tactile satisfaction from hitting keys and immediately hearing/seeing the slashes is lost if you have inputs queued up as you do now. <br/>- In terms of progression, consider having multiple shorter game segments vs a single long one (or as mentioned previously, use checkpoints). <br/>- The audio was pretty well-done in general, but I did feel like the sfx stuck out a bit, both in terms of balance (much louder than the music) and maybe in terms of blending in. But that's a minor nitpick, it was really mostly fine. <br/> <br/>Great job overall! :D | |
| Dec 23 18:05:00 | 9m 00s | Death Dash | Great job! This was short, simple, and super fun. Exactly what an LD entry should be like :) Controls felt perfectly fine to me. My first try was 1:26! <br/> <br/>Only thing missing really is a great soundtrack! <br/> <br/>One note of caution, with LD you will run into players of really wide variation in terms of skill levels, so it can be worth it to spend a bit of time working on more accessible (e.g. dumbed-down) versions of your game, otherwise it's hard for these other players to rate your game. That said, it's difficult to do that for this game type in particular =( Maybe you could make an easy mode where you can get hit once without dying? <br/> <br/>Regardless, =I= thought it was perfectly fine :) |
| Dec 23 18:08:00 | 3m 00s | The Scientist | Hope you enjoyed your alcohol =P |
| Dec 23 18:18:00 | 10m 00s | I Clean Toilet | I am so glad this game exists. LOL! Great take on the theme, good execution as well, both in terms of changing up the levels and especially ramping things up. Whoever did the art for those stalls must have...had a lot of fun. jesus <br/> <br/>Main thing it's missing is some sort of dank, dope, crunk soundtrack. <br/> <br/>Dat chili con carne convention tho. @_@ <br/> <br/>PS: You can use both E and Space together to clean super quickly =P Only a minor exploit that doesn't really matter much, but I thought I'd mention it. |
| Dec 23 18:29:00 | 11m 00s | Dimension Shift | Very interesting and cool concept! Got to the end without too much trouble -- people definitely need to try a bit harder. Some of the movement did feel a little..."off" somehow, maybe something to do with how you're handling input or movement perhaps, but nothing I couldn't adjust to. Great job adapting the minimalistic music to the gameplay as well, that was definitely a nice touch. <br/> <br/>However, you might want to put in your game description that you need to use Shift to run, as that really may not be obvious to all players. |
| Dec 23 18:36:00 | 7m 00s | The Perfect Murder | Can't rate this game, unfortunately. Check how you are handling resolutions. Not all of us use widescreen aspect ratios, and the right side of your game is completely cut off when I try to use a resolution of 1024x768 or 1280x1024. If you need a specific resolution, specify it in Unity's settings and do not use Unity's splash loader/resolution picker. <br/> <br/>Alternatively, provide an OSX build? My widescreen device is currently running OSX. <br/> <br/>Will check again later in case you fix this issue! <br/> <br/>Your project is also titled "PerfectMorder". Also, please name your download folder something other than "PC" =) |
| Dec 23 18:58:00 | 22m 00s | One Room Hotel | Great job, very fun. I quit after hitting $100,000 and getting a 100% satisfaction rating on day 13. Boy, what a hand workout, even with my left hand helping out using WASD! Also, people are somehow REALLY into swimming, haha. |
| Dec 23 19:18:00 | 20m 00s | Non Euclidean Room | Neat! Pretty spiffy implementation; the visual style fits well with the concept/inspiration as well. The music is rather bland but I guess passable for LD. My main complaint would be that I think the exploration of the portal mechanics/puzzles and concept is a little rushed since it's all packed into one room rather than spread across multiple different puzzles. Perhaps that will be addressed in your post-compo work. Also, a minor nitpick, I think it would make more sense for the x/8 counter to count up rather than count down :) <br/> <br/>PS: You can hold shift to run in your game which increases your movement speed, making it considerably easier to jump across gaps and reach most of the activation spots. You may want to include that in your description or disable the functionality entirely. |
| Dec 24 18:18:00 | 23h 00m | Stain This Planet With Cosmic Prism | Cute and simple! It's a fun LD entry, but I wish there was a little more to it. |
| Dec 24 18:31:00 | 13m 00s | Occupied | Lol, good shit <br/> <br/>;) <br/> <br/>Main feedback would be to make it easier to click on exactly what you want to, especially when items overlap. |
| Dec 24 18:45:00 | 14m 00s | Poorot | Got to the toilet at what I assume is the end (?). Not too bad for an LD! I think the puzzle design could have been a bit "cleaner" (pardon the pun =P) but I won't fault you for that too much since it's tough to do puzzle design during LD! <br/> <br/>The lighting effect was a nice touch! <br/> <br/>So many poop entries this time around... |
| Dec 24 19:45:00 | 1h 00m | Puppertrator | Very enjoyable! The whole thing fits together very nicely and this format works really well for Ludum Dare, I think. I appreciated the LD-related jokes as well. I almost wish it had some Space Quest 6-esque narrator to complete the whole package... |
| Dec 25 04:11:00 | 8h 26m | Aisu's Cube | Neat! Simple puzzles, but kind of interesting nonetheless! It's a shame you guys couldn't do more with the Japanese puzzle box idea, as that was the most compelling part of this entry, especially the shadow effect. <br/> <br/>As mentioned before, the audio is a little out of place. Another complaint I had was that the lever + jump action was a bit tricky to time sometimes and was a little nonobvious. I figured it out in the end though =) |
| Dec 25 04:21:00 | 10m 00s | Sweet Dreams | Neat idea! But a bit unintuitive, especially at first. |
| Dec 25 04:44:00 | 23m 00s | What Have I Done? A Virtual Pet Simulator | Nice job. ;) . Did the bat route and the spider route. The animations were simple but quite effective and cute. <br/> <br/>As mentioned the clean/medicine icons are a little unintuitive but I was able to figure them out fine. The usage of the sword as well, wasn't that hard to figure out. I do think it's funny that you can still clean after its poop at the end though =P <br/> <br/>It does seem like the latter two actions were a little bit spurious; I feel like the time spent putting those in might have been better spent toward making the rest of the game a little less wait-heavy. |
| Dec 25 04:56:00 | 12m 00s | INFINIROOM | I've always wanted to make a game like this for LD that is simple yet totally awesome as well. Very tight gameplay, and intense yet fair. It does definitely require a little getting used to, but that's part of the fun of it! |
| Dec 25 05:17:00 | 21m 00s | Life.exe | So close! But couldn't finish the last puzzle. <br/> <br/>The way the guy climbs the ladder is unreasonably amusing to me =P |
| Dec 25 05:27:00 | 10m 00s | Booking Mama | Pretty awesome! My main suggestion for improvement would be to add some sense of progression. Not only would that help give your game a longer play-time, but also would help people learn the different room aspects more easily instead of having to tackle them all at once while also learning the controls of your game. <br/> <br/>I did also find that sometimes it was hard to easily distinguish the different room features at a glance, but that's more of a minor issue. (Though maybe that's intended as part of the challenge?) <br/> <br/>All that said, this is great times for an LD entry :) |
| Dec 25 05:32:00 | 5m 00s | Lavender | Neat! I do wonder if mouse controls would have been more intuitive though. |
| Dec 25 10:11:00 | 4h 39m | The Dash Club | Pretty interesting idea! I like the general concept but feel like the execution could maybe have been a little better (?). But I can't say exactly how. One thing is that I'm not sure how I feel about the smooth movement as opposed to being locked to tiles (a la Crypt of the Necrodancer). <br/> <br/>That being said this was still pretty fun! |
| Dec 25 18:57:00 | 8h 46m | RailStand | Nice job! At first I somehow only saw the left side upgrade panel and subsequently got totally overrun on the right side, heh =P These kinds of upgrade/progression games actually tend to do pretty well for LD; I need to try making one myself! Also, props to your pixeling skills! <br/> <br/>Some notable suggestions for improvements: <br/>- Your audio seems to be playing on only the right speaker? Might want to check that out. <br/>- I think one very easy and awesome improvement you could do for the missiles would be to change the controls so that you control the missile's trajectory only while the up / space button is being held. This would solve the issue of "i don't know exactly when the missile is going to explode and control transfers to my character, causing me to get offset a bit". In addition it allows you to guide missiles for a little bit and then leave them to do their thing in a straight line while you go and do other things. <br/>- Could have used some additional sound effects or graphics for the upgrading. <br/>- I believe there's an issue where if there are still robots left after the screen fades to night, they continue to shoot at you and you can lose that way. =P <br/> <br/>Your theme tie-in could have been a little bit tighter if you provided a little more backstory. Even writing a short paragraph in your game description goes a long way! I loved the day/night idea with the solar-paneled robots -- very cool. :) |
| Dec 25 21:44:00 | 2h 47m | Lost in pandation | Your visual style is great, as always! It's pretty neat seeing you experiment with different variations on your pixeling, with different shaders and particles and all. <br/> <br/>This game was extremely tough at first, but pretty addictive to try and come up with an effective strategy to manage everything. Was extremely satisfying in the end to have steady production going and combat all of the different elements. I do wish that it was a little bit easier to learn how exactly the different elements of the game work as you are first learning to play, for example the different states of the fire. <br/> <br/>Great job overall! |
| Dec 25 21:56:00 | 12m 00s | 3 Minutes 2 Escape 1 Room | Good title! So close, just needed one more! Do check the responsiveness of the visuals -- as previously mentioned, it did seem a little bit off. |
| Dec 25 22:07:00 | 11m 00s | Loop Hell | My first thought on "finishing" the game: "Wait... What the...?" <br/> <br/>;) |
| Dec 26 00:02:00 | 1h 55m | one rooms | Yes yes yes yes awesome! This was all sorts of fun, bravo! I'd echo the comment that the typing was slightly difficult to figure out at first, but that's just a minor point. Very great all around, I loved the writing style and the sense of exploration. The world had such character and was really fun! |
| Dec 26 00:19:00 | 17m 00s | 13 jellyfish | Very pretty, kind of fun after you spend a few minutes figuring out what the rules of the game are. I'd echo other comments about making all that more obvious. |
| Dec 27 01:52:00 | 25h 33m | Space Junk | Great job! Impressive how you managed to produce a small yet fun entry while still going about your normal life as well. <br/> <br/>The game design was simple but effective, I think the air meter was great in tying everything together, although I think you may want to make it slightly more obvious to players that moving forward and jumping deplete your air rather than having them figure it out for themselves (?). <br/> <br/>Your modeling and animation actually look pretty sweet, so good job on that, as well as on the music, though the sfx could use a little more work in comparison. <br/> <br/>In terms of things you could improve, there is a little bit of buggy behavior sometimes, particularly while jumping onto/over a box (you can sometimes get stuck floating in the air), among other things. I also wish there was some way to avoid having to wait for the conveyor belt to completely clear before restarting. I think being able to restart fairly quickly is key in these sorts of games and the waiting period can disrupt people from really getting into a flow state. <br/> <br/>Last thing, your post-mortem and videos were very much appreciated! |
| Dec 27 01:58:00 | 6m 00s | TILT Service | Short and sweet. Definitely add subtitles next time though! :) |
| Dec 27 02:17:00 | 19m 00s | Cozy Taxi | Neat idea! Great title screen with the rolling "press start" ticker, and the graphics were pretty neat too! <br/> <br/>Gameplay left much to be desired though; the truck itself was hard to control and I'd echo the aforementioned camera issues. Was able to get 4 bunnies but then didn't really feel like I wanted to continue. The acceleration was terribly slow and it was quite easy to get stuck after hitting a wall. |
| Dec 27 02:45:00 | 28m 00s | Cure4Life | Got to 121% research before quitting =P Pretty fun nice little game, glad someone picked up this approach to the theme. As you already know, the shotgun is a bit shoddy and the trusty rifle was the one that went the distance. Might want to turn down the volume on the rifle firing sound though, it gets grating after a long while. <br/> <br/>As mentioned, the game does get a little bit repetitive, but you guys have got a nice start to something cool here! |
| Dec 27 02:56:00 | 11m 00s | FUNRiDE! | Very fun, especially with friends :) Feel like the gameplay could definitely be improved a bit in terms of controlling your character and not sliding everywhere, etc. but the basic idea is there! |
| Dec 31 18:26:00 | 111h 30m | Super Battle Cycle | Awesome! So much content! Played the version with improved controls. The grappling hook was a bit flimsy to use at times in terms of swinging crates around; I often found it was better to place a crate between me and the enemy and/or push the crate into the enemy. |
| Jan 1 00:58:00 | 6h 32m | Pixel Artist Simulator | Nooooooo hahaha |