Foon → Ludum Dare Explorer → LD37 → Feedback comment stats → hitchh1k3r
Feedback comments for LD37
hitchh1k3r's games and stats for all events →
| Timestamp | Since previous | Game | hitchh1k3r's comment |
|---|---|---|---|
| Dec 29 19:24:00 | FIIL Mark 37 | I think everyone here can appreciate trying to feed themselves while obsessively working on something. <br/> <br/>The ending caught me off guard, and I was confused until I saw the tie in the the title. I liked this game a lot, and it's hard to find anything to be critical off. I guess the gameplay felt a bit flat. I was constantly running back and forth doing the same actions, but that was what created the games feeling of incessantly working on a project. Great job! | |
| Jan 1 16:28:00 | 69h 04m | DecoVRation (VR Only) | I like that VR is still novel enough that doing mundane tasks is fun (to be fair a lot of games have you do mundane things). I enjoyed decorating the rooms, but wish the robot understood personal space. ^_^ <br/> <br/>The game speeds up quite a bit after the tutorial... it was hard to get much done, and as previously stated the robot getting in the way made the game feel crowded. <br/> <br/>Some Bugs I Noticed: <br/>- Paintings could get stuck to each other (you can spend some time wedging them apart... but it's a fast paced game) <br/>- When there are two paint brushes (and you are mixing colors) only the brush attached to one of the controllers will have it's color updated <br/>- Nails could be "hammered" into air <br/> <br/>Good effort on this! I could tell there was a lot of work put into the game, and I had fun playing it. Thanks! |
| Jan 1 16:50:00 | 22m 00s | Red and Blue VR | Interesting twist on The Lab's "Xortex" mini game. It's an innovative idea, but I'm not convinced the two colors adds much more then cognitive load to the game... but perhaps that's because it was too much for me. The trail renderer was nice, but I think some particles could have helped give it a bit more of a polished look. Also the shooting sound effect was too loud, and being (one of?) the only sound(s) in the game it may have detracted more than helped (though I guess it let me know I was shooting without a bullet or laser pulse). <br/> <br/>My favorite part was when time froze after you lost, and you could walk around the level looking at it's current state from different angles. It did cause Unity's trail renderer to bug out though. ^_^ <br/> <br/>For 48 hours this was a colossal effort. Good job, and thank you for making this! <br/> <br/>PS. I didn't notice any lag on an AMD FX-8350 (4.0 GHz, 8 thread) and RX 480 (comparable to a GTX 780). |
| Jan 1 18:34:00 | 1h 44m | Feng Shui Deathmatch VR | I've never played anything like this... I really like how the projectiles break into chunks that mess up our rooms. With a bit of iteration there might be a really cool gem in here somewhere. <br/> <br/>The graphics were super charming, even if some parts of the level felt a little incomplete. It would have been nice if, when you were teleported to the viewing platform, the camera would be spun to face the world. That way I wouldn't have to spin around looking for the rooms. Also an audible beeping for the last few seconds so I know I have to place whatever I'm holding. I loved the music, it was pleasant and fit the game really well. A Way to sell items and/or a way to get more money would have really helped with gameplay after the first projectile launch. Good thinking with the door knob to end the round early (since there was not a lot to do once you sent your money). At first I didn't realize you could use left and right to move within a category. Something like a tutorial level could require the player to place specific items, and insure that they understand how to navigate the menu (I did figure it out eventually though). <br/> <br/>There we some bugs I found (you probably know them all): <br/>- Items could be carried past walls and then dropped out of the world <br/>- Some overly energetic physics collisions when dropping an item on another item <br/>- The counter stops counting after the first volley (I think it still might be running though... and the doorknob works) <br/>- You can use the DPad to navigate the menu even when it's not open <br/> <br/>This would be a great Jam entry... the fact that you made it alone in 48 hours is incredible. Good job, and thank you for making this! |
| Jan 1 18:53:00 | 19m 00s | Squiddey (VR Only) | Graphics were great, the UI and UI polish was great. I like how you can use the application menu button to press a UI button repeatedly. The first time I tried (10 rooms) I couldn't play (FPS of around 2-5), but when I put in 5 rooms it played just fine. <br/> <br/>The bats death animations made me feel bad for killing them, idk if that was intentional or not... but it made we sad to see them in pain with their eyes closed. <br/> <br/>I really liked the grid based teleportation system... it allows for some classic tile based navigation in a VR space. Very clever. <br/> <br/>Good work putting this together. I enjoyed playing it, thanks for making it! |
| Jan 1 19:13:00 | 20m 00s | Dolled Up (Vive) | I think there was a voice but I couldn't understand what it was saying. <br/> <br/>The dark lighting, creepy music, and setting gave the game a very unsettling feeling. The parts came out too slowly for me to finish any dolls though. When I saw the flashlight I though there might be a mystery somewhere but after looking for a bit I didn't find anything. It was an interesting game, and with a bit of accessibility polish it could be pretty fun. <br/> <br/>Interesting twist on the them (you are in one room, making one room at a time). I liked the game. Thanks for making this! |
| Jan 1 19:22:00 | 9m 00s | Plumber VR | I tried to play the PostJam OpenVR version, on an HTC Vive. It started and I could move the hands, but no combination of buttons would grab things. If you fix it @ reply to this and I will try it again. (I know it's late notice for the official Jam, but maybe if there is an unofficial vote on the new site ^_^). |
| Jan 1 19:29:00 | 7m 00s | BottleFlip! [Vive] | I was tricky to get a bottle to land upright. Total worth it though. <br/>I really liked the bottle with trails. <br/> <br/>That ever you did to get the bottle to wobble around seems pretty realistic, so good work! |
| Jan 1 19:41:00 | 12m 00s | Welcome to My Room - VR | You gave us one of your rooms for "One Room," neat. Good work learning how to put all this together. I found a weird set of "bugs?" I was able to walk out of the portal with the arm swinging system. When I tried to go back in it detected a wall and pushed me back. I tricked the game into letting me back in by pressing the Steam Menu button, moving IRL, and then switching back to the game. I had never though about teleporting like that until now, but it seems like something VR game developers and tool creators might want to address. |
| Jan 1 19:53:00 | 12m 00s | Mischievous Room VR | Flying around a giant room was fun. <br/> <br/>At first I though it might use the direction the controllers were pointed, but then I realized it must have used the relative position from the camera. Because flying up requires you to hold your arms above your head, it could be tiring after flying for a while. <br/> <br/>The other thing I noticed was that I could fly close to the ground, but once I stopped it would push me up. This was especially jarring when I was standing near the contents of a treasure chest. If you stop flying anywhere near them the player character is launched backwards, which is probably something that should be avoided in VR. <br/> <br/>Good work on this, and thanks for making it! |
| Jan 1 20:13:00 | 20m 00s | Solitude (VR) | This is a really neat idea. With some iteration this could be really cool. I liked the graphics a lot (maybe the best looking pallet and paintbrush I've seen in VR). The waving trees were peacful... but when I painted myself into a forest they messed with my balance. <br/> <br/>It would be cool if the direction of the paint stroke could somehow control what you create. For example dots of blue paint make lakes, but a blue line is a river. <br/> <br/>For 48 hours you got a lot done. Good work! And thanks for making this! |
| Jan 1 20:39:00 | 26m 00s | PEUVR - Punch Em Up VR (HTC Vive) | This was fun and frantic. It could really use some indicator to where the enemies are. A sound or arrow pointing to the enemy closest to the core would really help. Ultimately I settled into the strategy of frantically waving my arms around the core while holding some larger boxes. The entire level was a bit low to the ground... idk if you were going for the "gods eye view" or just didn't have the tech to tell how big things would be in VR. As it is the top of the core doesn't even come up to my waste, meaning I had to reach down to hit many of the enemies. <br/> <br/>One bug I found: When you use the pull objects towards yourself, the cylinder is rendered only in the right eye for the right controller. And the left and right are are swapped for the left controller. Made telling where I was pointing them a bit challenging. <br/> <br/>Good work, especially working relatively blindly. Thanks for putting this together. |
| Jan 1 20:51:00 | 12m 00s | Botanic Balcony | The graphics you made were really nice, and it was a unique take on the theme. <br/> <br/>I would have liked some feedback that I was performing an action. The watering can and seed packets could have particles fall out when you are using them. I really liked how you telegraphed how to "order" more pots. <br/> <br/>Good work on this, it was an enjoyable experience. Thank you for making it. |
| Jan 1 21:00:00 | 9m 00s | One Room With Ladders in VR | Flinging yourself around took more coordination then I have. I liked the head mounted spotlight. I noticed the torch's flare did some stranger billboarding. Rather than being projected towards each eye, it was projected to some point maybe relative to my head... I didn't look at the desktop, maybe it was projected to a 3rd person camera. <br/> <br/>Good job on this, and thanks for making it. |
| Jan 1 21:18:00 | 18m 00s | Goat and Gold VR | There are a lot of good ideas here. Probably too many in fact. I liked having a watch in VR, I liked a lot of the tools, I liked all the things I could find a collect. It was just too much to take in all at once. <br/> <br/>You got an incredible amount done in 72 hours, reducing the scope of the game would have really help though. I didn't really know how the tools worked (until I read the description), and there were a lot of things to look at making it hard to figure out which things go together. <br/> <br/>Good work on this, with some more time some of the things in here could turn into something really cool. Thanks for making this! |