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Feedback comments for LD37
n00basaurus's games and stats for all events →
| Timestamp | Since previous | Game | n00basaurus's comment |
|---|---|---|---|
| Dec 13 20:24:00 | Gloom Light | Only have one controller, couldn't play the game past the connection screen. Though it did recognize connecting the controller after application launch, so good there. <br/> <br/>In the future, I'd suggest putting in an "escape to quit" command or a way to back out of the application easily. | |
| Dec 13 20:42:00 | 18m 00s | Recyclinator | Interesting game and a good use of the one room concept. lacks a bit of intuitive design, like in game indications of where to put the objects. For objects that require precise placement, I'd suggest having a snap system primarily for the baskets. Had issues with it being close to the conveyor output but not close enough, and was prevented from getting the objects dropped into it due to the imprecise physics placement. <br/> <br/>Game starts a little too slowly but ramps up pretty quickly, nice job. |
| Dec 13 21:02:00 | 20m 00s | The Living Room Battlescape | Overall it has an old school "battle tanks" feel. Move about a space and shoot the enemies from afar. <br/> <br/>As big as the space is, it is left pretty empty save for the furniture lining a couple of the walls. <br/> <br/>The camera filter used to give everything a pixel appearance only serves to blur the view and makes seeing what is going on around you fairly difficult. |
| Dec 13 21:08:00 | 6m 00s | Trump's First Day | It's a little difficult to tell what asset is what. The intercom is the same phone model as on the desk and such. <br/> <br/>I like the idea of this game though it could use some visual clarity and a slow ramp up to progression. Within the first couple of seconds of game time, I had 5 diplomats waiting and I was trying to figure out "what intercom" to let them in. |
| Dec 14 20:04:00 | 22h 56m | JamBear | Art is really solid as is the arcade style theme of the game play. <br/> <br/>Had some issues with the character controller being a little "sticky" making precise movement fairly tough. I couldn't quite tell if there was a lag in the jump->double jump code or not. <br/> <br/>I feel like the timing of the level design is a little off as well (some segments that gate the player leave too much horizontal travel time v the vertical death timer). <br/> <br/>Audio was well synced and it pairs well with the art theme. |
| Dec 14 20:22:00 | 18m 00s | The Library | I like the idea of this game, and rhythm games are notoriously difficult to make, so cheers for the attempt! <br/> <br/>There doesn't seem to be any consequence for missing beats... I ended up just letting off the keyboard completely to see "what would happen" and, well, nothing happens. The game lacks a losing condition. <br/> <br/>Good notion to sneak your tutorial in the "pull the book out of the shelf" moment, but it lasted just a little too long to not get tedious after the first couple of book pulls. <br/> <br/>The music choice was good and fit the art theme of the lone musician among bookshelves. <br/> <br/>The music scores could benefit from a "scores remaining" counter of some sort. The "next score"/"score replacement" animation had a bad habit of disappearing with notes still in between them, making it hard to follow the start and end of each score. There was one song that started with notes too close to the "push arrow to begin" phase, making them impossible to actually hit. |
| Dec 14 20:36:00 | 14m 00s | Mouse in da house | I like the "better mouse trap" idea and the stand alone art was good. <br/> <br/>Buggy character controller made the game unplayable. Animations between running and jumping are at two different speeds which made the much slower running mode obsolete. There was also an issue with climb not recognizing the appropriate activation status at the correct times leaving me stuck on the floor or table top in climb position with no way to return to normal. <br/> <br/>Menus were a little too vague causing an accidental application quit as it wasn't appropriately labeled as such. |
| Dec 14 20:39:00 | 3m 00s | Creeping Darkness | The encroaching doom does a good job to add an atmosphere of impending agency to the player. <br/> <br/>Light pick-ups were a little hard to see against the white background. |
| Dec 14 20:46:00 | 7m 00s | RoomOne | The shaders used on all the objects were great. Had a real retro 90's internet feel to it. <br/> <br/>I kept getting stuck after the first start (sprint). Though I think I was doing the game out of order, maybe? It would be nice to have a few easy to get stars as the beginning to serve as a tutorial and then have the difficulty ramped up. I was unable to find "the golden path". |
| Dec 14 20:52:00 | 6m 00s | Furry Heist | Audio was great, good use of the BFXR and retro soundtrack. <br/> <br/>Art fit the cops and robbers theme well. <br/> <br/>rotation of the character controller's gun felt a little slow and often wouldn't shoot where I was pointing with the mouse. Character would also sometimes ignore new direction input and continue in the previous command given. |
| Dec 15 20:14:00 | 23h 22m | Withstand | Interesting take on the first person shooter concept. I liked the idea of the cube walls determining your gravitational field (wall walking). <br/> <br/>I had a difficult time with the speed at which the levels change and cube surfaces bulge and vanish. It made getting an orientation to the world nearly impossible and left me disoriented most of the time. <br/> <br/>I did really like that little hop noise when you jump. |
| Dec 15 20:29:00 | 15m 00s | Roomies | Very good use of the one room theme and I like the idea of using blueprints as an art aesthetic. <br/> <br/>When choosing the furniture, I didn't have enough information to make good educated decisions. Still not sure what the table does. <br/> <br/>A little bit more detail in the art and more use of blueprints could have been interesting as well. <br/> <br/>The title cards detract too much from the game-play making you stop and OK every notification. |
| Dec 15 20:38:00 | 9m 00s | Flipper | Character controller is incredibly slow. The hook-fling mechanic is not intuitive with the controls of holding a direction + the hook button + move delay. The level design wasn't made with the hook system in mind. Since it is supposed to be your primary mode of movement, the ceiling and walls need to be within hook reach more often than not. <br/> <br/>The aesthetic of the game is uniform and looks good. <br/> <br/>Level collides need work, fell through the level at the first drop. Couldn't get past that part and can't tell if the game is in the "one room" theme. |
| Dec 15 20:46:00 | 8m 00s | Room Builder | I really like this build. It has an elegance to the simple design that is nice. Tutorial is built into the design. Controls don't change between modes (shop-gameplay). <br/> <br/>Difficulty ramps up a little to quick compared to "build power". Enemy chase AI makes building the turrets nearly impossible due to the time it takes to stand still and build the turret. <br/> <br/>After you show the player how to repair the wall, you might consider letting them build a few walls for free or super cheap as that is the intuitive direction you've given the player. It took me a few damaging experiments to realize that I wasn't able to build for some reason I only found out later. <br/> <br/>Other than that, really good job on this. |
| Dec 15 20:54:00 | 8m 00s | Horde Room | Spawn positions need a little work. Kept dying due to enemies spawning directly on top of me. <br/> <br/>Shop button is unresponsive. <br/> <br/>movement felt good and the speed was alright. Enemy AI could use some variation. Enemies that take more than one hit would be good to have a visual marker and maybe an indication that you hit but not killed them. <br/> <br/>Really liked the particle effects used. |