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Feedback comments for LD37
Ian Morrison's games and stats for all events →
| Timestamp | Since previous | Game | Ian Morrison's comment |
|---|---|---|---|
| Dec 20 05:36:00 | King of the Room | Interesting take on the theme. | |
| Dec 20 05:43:00 | 7m 00s | Oner-OOM | The window opened up larger than my monitor, which was a little annoying, but it was fully playable. Didn't really feel like there was a lot I could do, though; ultimately it seemed to boil down to kiting the little monsters endlessly, could really have used something to vary the action a bit. |
| Dec 20 05:52:00 | 9m 00s | Mad Room | Got really frustrated with the weapons and enemy attacks. Weapons felt weak and unresponsive (a basic set of sounds on the player attack would do wonders) and in the dark red room the enemy shots are nearly invisible. |
| Dec 20 06:08:00 | 16m 00s | Endless | Polished entry! Always awesome to see an LD entry with menu music. I liked the looping puzzle room conceit. That light puzzle was friggin' brutal, though! <br/> <br/>Main thing that annoyed me was moving around felt a little uncontrolled. I think this is mostly down to the fact that the movement was tile based but the character APPEARED to move continuously, so it felt unnatural to let the button go and have the character keep walking to the next tile. Some kind of brief pause between tiles or a slight colour change on the currently active tile might alleviate that. |
| Dec 20 06:16:00 | 8m 00s | Defend the Room | First run was a bit brutal because I didn't realize I needed to save my ammo! Gets overwhelming fast, especially when the ammo spawns are scarce and the scene has gotten crowded. Also felt very odd to have the grenades (a less common action) bound to mouse 1 and the more commonly used bullets to mouse 2. |
| Dec 20 06:46:00 | 30m 00s | Legacy | Awesome entry! Great sense of polish and mood. A little awkward to move; would have been nice if pressing the movement button mid-transition queued it up. I also found myself missing sidestep keys, which would have made some of the puzzles less tedious. <br/> <br/>I liked what you did with the audio. The music gets repetitive fast, but it does set the mood; really liked the sound on the floating crates. <br/> <br/>Got all the way through to the end; almost thought it was broken until I realized that I'd misread the 3 and 4 tiles (I'd assumed the plaques were moving counterclockwise) and fixed my error. D'oh! |
| Dec 20 22:01:00 | 15h 15m | Comfort Zone | Very good use of the theme! The audio was excellent in the sense that it communicated the game state and gave hints very well, even though I got really sick of the voice quite quickly. I liked the chalk visuals, and pushing the walls felt good. <br/> <br/>The biggest issue I had was inconsistency and snags in the physics. The player character was a little loose to control and got snagged on corners often. Additionally, I often found myself pushing a wall and finding my character outside it, which required me to find something on the outside to push against to pop back inside. <br/> <br/>That said, this is a solid puzzle game and one of the best uses of the theme I've seen so far. |
| Dec 20 22:38:00 | 37m 00s | SpaceBeaver | Awesome entry. Art looks phenomenal. Individual actions could use a lot of polish and feedback, but there are a lot of them and the overall package is amazing. I really liked the intro and character art in particular. <br/> <br/>I wasn't immediately clear that the dam at the bottom was the defensive goal, despite the instructions at the beginning. I was a little overwhelmed by the circular room and figuring out the controls to pick it out from the rest of the scenery which it sort of blends into. |
| Dec 20 22:47:00 | 9m 00s | Obelisk | Looks and sounds gorgeous, and the piano transitions and narrative scenes are moody! The gameplay is pretty simplistic, though; aside from not hooking an enemy that's spinning, you can spam the sword at them and always outrange them. Would have strongly benefited from additional enemy types that required the enemy to actively dodge and consider the space around them. |