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Feedback comments for LD37
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| Timestamp | Since previous | Game | Linear (Cinderflame Studios)'s comment |
|---|---|---|---|
| Dec 18 04:41:00 | flwr truss plus | Well, you definitely win the mood category. That was the most strange thing I think I've ever played... | |
| Dec 18 04:55:00 | 14m 00s | The Studio | Very well done man. The graphics maybe could have used a bit of work, but a very pleasing game overall. |
| Dec 18 05:01:00 | 6m 00s | The Light | I don't think I entirely understood the mechanics. What happens when you run out of sanity/light? For me it just gave me back all the light/sanity whenever I would run out. Also, I ran away from the clones but they didn't seem to attack me or drain sanity any more than just standing far away from them seemed to. <br/> <br/>Nice job though! |
| Dec 18 05:08:00 | 7m 00s | Room | I managed to get this to run and connected to a localhost server. But the game seems a bit unfinished. I can't see any sort of health on my character, and the default button controls are really strange! Forward Arrow to move forward, D to turn right, Q to turn left, and S to move backward. O_o |
| Dec 19 07:41:00 | 26h 33m | One Room | A clever idea, but I literally just walked forward to a bird three times and that was it? |
| Dec 19 07:47:00 | 6m 00s | The Worlds Room | Great start man. Nice concept. |
| Dec 19 07:53:00 | 6m 00s | TheExperiment | What a strange game... |
| Dec 19 08:02:00 | 9m 00s | Lantern Warrior | Good mood, but it seems quite unfinished. I couldn't figure out much to do besides hit things. There wasn't any health or score. |
| Dec 19 18:35:00 | 10h 33m | Roomckey | It would be nice if you could actually see which puck belongs to which side, and to see the score a bit better. I had no idea there was even a score until very far in. Some background music also would be nice to help with the mood. |
| Dec 19 18:49:00 | 14m 00s | Executioner | Wow. This was definitely a very innovative game. I got to about Day 10 before I finally ended my life. This game is WONDERFULLY depressing and really evokes a fantastic mood. Bravo. |
| Dec 20 08:45:00 | 13h 56m | ENRUM | Link seems to be broken, still. |
| Dec 20 19:04:00 | 10h 19m | Homes under the Hammer | That was surprisingly delightful. Did notice a slight bug (you can click on the Buy & Renovate button multiple times accidentally, and end up losing a lot of money while the house is loading) |
| Dec 21 02:36:00 | 7h 32m | Behind The Wallpaper | That was absolutely incredible. <br/> <br/>I had to try it twice as the game kept crashing at night, but I can't recommend this enough. I think some of the scenes needed some audio, but I think that the way that the musical intensity grew with the progression of the story was just incredible. |
| Dec 21 02:55:00 | 19m 00s | Junk in the Bunk | Was pretty hilarious, but like others, I end up getting stranded on the third floor. |
| Dec 21 03:21:00 | 26m 00s | Oh, This Room Again | Reminds me a lot of the Lost Woods from Legend of Zelda. It was fun for a while, but it was pretty hard to actually figure out where the endings to the levels were. |
| Dec 21 03:38:00 | 17m 00s | I fell... | Nice idea, but I think the execution needs a little help. The ladders had colliders on them that would occasionally knock you off if you were walking along the edge. A lot of things had a Rigidbody attached with the same mass regardless of size, so I was surprised to be moving large barrels as easily as small objects half my size. The ladders also had rigidbodies, which caused problems... one of my ladders almost fell entirely, making the puzzle unsolvable. Above all though, it would have felt a lot better if there were some check points. |
| Dec 21 03:51:00 | 13m 00s | Bubble Tea Cafe | You should consider not having the edge of the map bow out, because it's really easy to get the white ball stuck bouncing back and forth forever, and ever, and ever. |
| Dec 21 08:28:00 | 4h 37m | Alter Void | Once I finally got the hang of the mechanics, this was actually pretty enjoyable! |
| Dec 22 05:24:00 | 20h 56m | Rune Forge | Cool idea, but ultimately I think it needs a lot of polish and an actual goal to become a viable game. <br/> <br/>One big improvement you could easily make is to avoid using the default Unity first person controller footstep sounds. It seems like everyone is using them, and it makes everyones' games feel the same because those sound effects are overused. |
| Dec 22 05:42:00 | 18m 00s | Puzzling | Congrats on your first shot at a 3D game. Allow me to offer some constructive criticism. <br/> <br/>First, the good: <br/> <br/>- The music helps the feel of the room. <br/>- I think the overblooming creates an interesting mood. <br/>- The puzzle idea was pretty nice, and I like how it always gives you a random one you haven't seen before. <br/> <br/>The bad: <br/> <br/>- The textboxes were very glitchy. I read your instructions to the letter, but I noticed that if you walk up to the word puzzle in the middle and type in an incorrect answer, you cannot get out of the textbox, even if you click out and hit enter, etc. You're just permanently stuck. <br/>- I pressed the arrow keys while using a textbox and the game crashed. Pretty consistent/reproducible. <br/>- The click sound was extremely loud compared to any other sound in the game. <br/>- There was no good feedback for line-of-sight. As in, there was no crosshair, and the buttons didn't glow when I moused over them, so I always had trouble figuring out what I was actually pressing, especially with the puzzles that have several buttons closely bunched up. <br/>- You needed more material variety in the room. Most of the room was pieced together with a basic white brick material. By far though, your biggest sin was in reusing this material on BSP/brushes of different scale. So the floor bricks are large while some interior walls use the same brick texture scaled down, and some places stretch the texture horizontally but not vertically. When you scale up materials, you magnify the details and wash them out. Try to maintain a "constant pixel size". As in, the ratio of "pixels per meter" should remain constant for all objects in your game. |
| Dec 22 06:33:00 | 51m 00s | Switch | Nice work! Massive points for innovation, the concept was very unique and you guys pulled off the actual Parkour mechanic pretty well. There were a few lingering control issues, but nothing to complain much about since it rightfully takes ages to tweak motion. <br/> <br/>Played around in your code a bit, and it's definitely cool to see someone write their own player controller script. <br/> <br/>Overall you guys did a lot of things right but the outside ground texture is the work of a madman. |
| Dec 22 06:50:00 | 17m 00s | Room Crafter | I like where you were going with this, but there are a few things that really made the experience worse than it needed to be: <br/> <br/>- A lot of things were misspelled, such as "Colse" instead of "Close". <br/>- The player controls were very frustrating to use. It seemed like you wrote your own script for moving the player, and it ended up being worse than the standard Unity player controller. It ignored my mouse sensitivity and I could only rotate my camera very very slowly. It would also vibrate horribly whenever I walked into a wall. Instead of Update(), you should have moved the player in FixedUpdate() or LateUpdate(). <br/>- The menus looked very unpolished, and the description box at the top could have been hidden when I wasn't looking at anything, since otherwise it took up a big part of the screen. <br/> <br/> <br/>I see the potential here, but it seems like this would need a lot of tweaking to become something enjoyable. |
| Dec 22 07:03:00 | 13m 00s | Detective Ludum | Not bad for an entry made in such short time. <br/> <br/>Things you did really well: <br/> <br/>- A crosshair. You would be surprised by the number of people who forgot crosshairs in their 3D games. <br/>- Good visual cues for when you're looking at something important. <br/>- Consistent art style <br/> <br/>Things that you didn't do well: <br/> <br/>- I played this game in fullscreen mode. When looking at a note, I had to press 'Escape' to reveal the mouse to click on a button to submit my answer. <br/>- I got the same note in the same place 3 times. So effectively I ended up solving one riddle once and another riddle three times in a row to win. <br/>- The riddles were multiple choice. If they were fill-in-the-blank they would have been much more effective and challenging. <br/>- Hard mode didn't work when I clicked on it? Maybe that's the trick. Maybe part of hard mode is figuring out how to enter hard mode... |
| Dec 22 09:53:00 | 2h 50m | Stream of Time | Hi, it looks like the link that's up seems to be broken as I am unable to play your game. |
| Dec 22 22:31:00 | 12h 38m | The Last Heretics | Sadly, because you guys used both previous code and artwork, I have to judge a bit more harshly. It was a nice attempt, but several things which were vital to the game (and relatively easy to implement) were missing. For example, there was no way to tell how much health your character had, or how many lives you had remaining. I kept fighting off waves of enemies and there didn't appear to be any sort of win condition. There was no way to interact with anything besides enemies. A health pickup would have been great, or maybe one hard enemy in the group could drop a better sword, or maybe you could pick up his armor and take reduced damage from the little guys from that point on. There are many things that I feel could have improved the gameplay for little time/effort cost. There were also some weird glitches. Movement was a bit buggy. Sometimes after attacking I couldn't walk until I released all of the keys I was pressing. A lot of times the enemies would just stand still for no reason. I could move while dead, and sometimes I could even attack while dead. Additionally, I could move and attack during the opening cutscene. From a storytelling perspective, where did the naked people go? Where did the knights come from? Why do I always teleport back to the middle of the room and knights magically appear as soon as I killed the last set of knights? This was a source of confusion for me as a player. <br/> <br/>Besides all of that, it has some potential. I would love to see how it looks after some extra polish. |
| Dec 22 22:46:00 | 15m 00s | Sleep | Not exactly a game, but I still enjoyed it all the same! Nice concept! |
| Dec 23 01:50:00 | 3h 04m | DOOR. | Needs a victory condition, and score :) |
| Dec 23 02:06:00 | 16m 00s | The Button | I gave you almost perfect scores. This is pretty much the best Ludum Dare game I've played, across six different Ludum Dare competitions. Very polished, bug-free. The artist knew what they were doing, very consistent art style with a lot of attention to detail. <br/> <br/>My only lament is that there isn't a fancier "you lose" cutscene... maybe an explosion or something other than text. <br/> <br/>Took off one star for audio, because it would have been better with some sort of background music, especially the further you progressed in survival mode. Other than that, absolutely perfect! |
| Dec 24 20:01:00 | 41h 55m | Zombie Lockout | Link is broken =/ |
| Dec 24 20:01:00 | 0s | Studio Apartment Simulator | Link is broken. Could not play |
| Dec 24 20:15:00 | 14m 00s | Schrödinger: Story of a Ludum Dare failure | Honestly, I can't say I enjoyed it. I feel like there's potential for games that make fun of themselves to be fun, but this just screams "I made this in two hours". You had 48 hours man... you could do some amazing stuff in RPG Maker in 48 hours. |
| Dec 24 20:30:00 | 15m 00s | The Library | Definitely one of the more polished games I've seen this LD. The "hard" variants of the songs were definitely more enjoyable than the easy ones; my only complaint is that it was that the music was so orchestral that it was oftentimes hard to feel a beat or rhythm to it, which made it hard to time. The other thing, is that there is no penalty for pressing the wrongs keys, or all the keys in order to just get the notes correctly. All in all, was super fun. |
| Dec 24 20:34:00 | 4m 00s | Painted Red | I found the graphics a bit bare without textures, even though I know that was the effect you were going for. Maybe up the ambient light and switch from gamma to linear space lighting to counteract the increased brightness? <br/> <br/>But really enjoyable concept. I end up playing until I finally beat it =) |
| Dec 24 20:36:00 | 2m 00s | Bank Escape | I'm a bit confused... I could just walk through the walls, and the guards didn't ever chase me... |
| Dec 24 20:43:00 | 7m 00s | Goocer | Sorry mate, but your link seems to be broken. |
| Dec 24 20:49:00 | 6m 00s | Eye in the Sky | Interesting take on the theme, however, it would've been nice if the points I earned meant something or if the people didn't sometimes wander and stop on the layer inbetween the camera views. |
| Dec 24 20:59:00 | 10m 00s | Motel 37 | I think a bit of audio would have been nice to help set the creepy mood. Interesting game, but it was a bit confusing to understand why I was killed by a zombie. <br/> <br/>There was also no indication that the treasure was in one of the marked graves vs the unmarked graves |
| Dec 24 21:01:00 | 2m 00s | Turn the Lights On! | So, I wanted to give you an honest critique here. <br/> <br/>Here's what I think you did well: <br/> <br/>- You modeled an entire room full of furniture, etc. The scene fit together properly because you made all the stuff to make it convincing. <br/>- The music fit the setting pretty well. <br/> <br/>Here's what you did wrong: <br/> <br/>- There's really only one objective, to find the lightbulb. Nothing that you find along the way seems to help you find the lightbulb, so the entire objective of the game is to search for one thing in the dark, and then you win. There's no buildup, there's no challenge and reward (with the exception of winning the entire game in one move), etc. <br/> <br/>- Dark is a bad mechanic. It's frustrating to bump into stuff in the dark constantly. The light the player had was very faint and fell off too softly, so you could never truly look at something in full brightness without bringing it to within 2 centimeters of your face. You also didn't capitalize on the light for aesthetic purposes. The fire from the lighter didn't flicker or cast shadows. You could have switched the lighting to linear space (instead of gamma space) to give the player a very harsh circle of light that fell off very quickly, making the first several meters in front clearly visible but everything beyond that would be extremely dark. As it was I could barely see enough to orient myself in the level.. the light was very faint and diffused out far into the room, so that everything was just pastel colors with no contrast to delineate where floors ended and walls began. <br/> <br/>- There was no crosshair. I couldn't tell what I was looking at when I was pressing E. Is it the fridge? Is it the counter? The object I was pointing it could have become outlined to indicate I was about to interact with it. <br/> <br/>- The particle system for the flame was very unconvincing. The particles didn't have a high enough spawn rate, so that you could always see gaps between individual particles. Considering the player is forced to look at the flame the entire time they're playing, it would have made sense to focus more effort on making it look more polished. Likewise with the way the lighter appears.. the light seems to bleed through to the underside of the lighter cap, which didn't seem correct. The lighter itself was also attached to the player controller, not the camera. If it was attached to the camera, looking up and down would have appeared more natural, with the lighter always staying in the same place on the screen. As it was, looking up or down at things would always leave the lighter (and thus, the light source) hovering in the center in front of you, making it difficult to see things up high or down low. |
| Dec 24 21:08:00 | 7m 00s | Last Stand | I played it a few times, but I had the following feedback: <br/>- The music drove me insane <br/>- It is almost impossible to make sense of where the hitbox is on the sword. I just kind of mashed E until they died. <br/>- Sometimes the hearts would spawn at unreachable high positions that I could not even jump to. <br/>- There is no way to heal the king |
| Dec 24 21:16:00 | 8m 00s | Shush Prowler | Was a bit tricky to figure out what to do, but after that, it was really quite enjoyable. The graphics are quite pleasing and work very well for the bizarre world I was shushing. |
| Dec 24 21:24:00 | 8m 00s | Error: 4004 | Man, the music honestly took away from the experience. If the volume of the music was lower, it would have been better. As it stood, it was unbearably loud! |
| Dec 24 21:33:00 | 9m 00s | A Magical Night | The controls in this were extremely infuriating until I was finally able to see the Use Inverted Controls option when I hit escape to leave it. Once I inverted the controls my brain clicked and I was able to go through some of the obstacles, but the game was, nonetheless, frustratingly tough. |
| Dec 24 21:44:00 | 11m 00s | Neural Escape | Definitely an interesting take on the maze-game. I've never seen something like this. The game felt a bit luck-based, as it was really hard to figure out what the optimal strategy was, or where the items were even coming from. |
| Dec 24 21:49:00 | 5m 00s | Frog Test | Took me a while to get it working with Love, as @bellatrion suggested. I think you need to tweak some of the movement mechanics in order for it to feel... smoother. |
| Dec 24 21:53:00 | 4m 00s | Learning | Tried really hard to get the game working, but nothing I did seemed to work. |
| Dec 24 21:57:00 | 4m 00s | Extreme Bug Fixer | I think it would've been nice if there had been obstacles in this room, or some way to avoid / hide from the bugs, but alas. Played it a few times, and got a score of about 3500 before I died :D |
| Dec 24 21:59:00 | 2m 00s | Legacy | Absolutely Excellent! <br/> <br/>I beat it :) |
| Dec 24 22:01:00 | 2m 00s | On Air | It seemed rife with bugs of all sorts. I was getting days with zero stories, and then the game would end constantly. I think with a little bit of polish and bug fixing this could be a fun little game. |
| Dec 24 22:09:00 | 8m 00s | DarkLight | I think it was really frustrating to figure out where anything was... once I got to the level with all the blue and red lights and you couldn't see past the walls, it was pretty much impossible to figure out if I was looking up or straight ahead or which way to go |
| Dec 24 22:15:00 | 6m 00s | Death Dash | I was pleasantly surprised by how smooth this felt and how the controls felt. I would offer one thing: reset all the elements in the room upon death. It's really hard to learn muscle memory if the elements are at different positions after succeeding with a hard jump. I think having the elements all reset themselves after a death would've made it a bit tighter |
| Dec 24 22:25:00 | 10m 00s | To The Death | I noticed I kept gaining points after death. The zombies were easily killable with just holding shift and mashing the space bar. I also noticed that the left mouse button didn't seem to actually trigger the sword, even though the instructions said it did. The art assets were gorgeous, however, but the bugs made the game a bit frustrating. I also hit the same bug as the others where the game gets in a broken state after death. |
| Dec 24 22:31:00 | 6m 00s | Sir John and the Cursed Castle | I think I was a bit infuriated by the lack of any diagonal motion. Just controlling itself was bit frustrating. I went about 6,7 levels through before all the doors started being open... I'm not sure what was going on. The music was nice and fit the theme very well. |
| Dec 24 22:40:00 | 9m 00s | Pinch | That was very, very innovative. I really liked the fundamental premise. Unfortunately, after about 5 different attempts of getting myself in unsolvable positions, I gave up. That said, it was still wonderful. <br/> <br/>Some music would've been nice, as well as some tweaks to the Player's direction as sometimes I couldn't throw the orbs in the right direction |
| Dec 24 22:44:00 | 4m 00s | Lily's Adventure | I played through the whole thing and ended up beating it, but the biggest improvement you could make is presenting the player with some guidance about the control scheme. I had difficulty starting the game, since you had to press 'K' to start, and I had to pound down on the keyboard until something happened. I was expecting arrow keys or WASD for movement but it turned out movement was A and D, with K or X for jump. These are extremely strange keys for a PC game! <br/> <br/>Overall though, it was very well made. |
| Dec 24 22:53:00 | 9m 00s | Taken for Granite | The idea was... strange... and definitely weird. However, I was very confused by how two maidens can have a child. I don't know. It just left me on edge the whole time. |
| Dec 24 22:56:00 | 3m 00s | Roum1 | I'm very confused by where up is, and where down is. I had no idea how to orient myself. |
| Dec 24 22:58:00 | 2m 00s | Zombie Fight | I wish I had had a score, or some form of end condition. There felt like there was no goal, or progression through the levels. |
| Dec 24 23:02:00 | 4m 00s | Dwarfsplosion | The Lava was terrifying. I'm not sure why I would ever choose to dig instead of use the explosions themselves |
| Dec 24 23:03:00 | 1m 00s | Eyball Room | Does not run for me. Start it up and it immediately exits, no window, no logs, nothing. <br/> <br/>(Windows 10, GTX 1080, i7-6700) |
| Dec 26 19:47:00 | 44h 44m | kobalter | Hi! Was curious to try this but it seems like you're just redirecting to the LD page on your web link. |
| Dec 26 19:56:00 | 9m 00s | I Lost It | It was pretty tough to get past some of those levels, and I think some feedback would've been nice to know that I took damage or whatever else it might've been. Interesting idea, though. |
| Dec 28 06:55:00 | 34h 59m | Saving Christmas | I got to about 522 on my best game. It was actually surprisingly more fun than I was actually expecting. The addition of the powerups also was a nice touch. |