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Feedback comments for LD37
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| Timestamp | Since previous | Game | nassi's comment |
|---|---|---|---|
| Dec 15 16:30:00 | Forest Rivalry | Only played against the bot so far, I might come back and redo my rating if I manage to play someone to play with. <br/> <br/>Moving up and down in the menus was somewhat clunky with the gamepad, but other than that the game worked nicely with a PS3 controller using xboxdrv on my little Linux netbook. The AI provided a decent opponent and felt fair to play against. Aesthetics were top notch and the game was quite polished for a Ludum Dare entry. Maybe there could be some settings that the player(s) could choose before beginning a game, for example the number of rounds and the movement speed of the characters (perhaps a little too slow by default?). Missclicked on the two player option at the start and thought that a way to return to the menu from the game would've been a nice addition. <br/> <br/>Of course the game could've been expanded (powerups etc.), but I'd say it's a solid game all around. | |
| Dec 15 16:58:00 | 28m 00s | Light in the Dark | A bit too buggy to be enjoyable, even if the mood is there. <br/> <br/>Bugs I encountered: Flashlight pointing in a different direction than I was facing. Randomly respawning/teleporting to the place near the "stage" with the blue lights. Enemies walking through walls and not really reacting to the different tools the player was offered. The slow effect of blanket and sneak boots sometimes canceling each other out (or maybe it was more of a visual bug?). <br/> <br/>The idea is decent and as already said the mood was nice. There was even a bit of humor thrown in the instructions but after quite a few deaths I just gave up, didn't feel like I was progressing, somewhat due to the bugs. Controls didn't bother me too much, since I played with my left hand on WASD and my right on FCB. The puzzles I saw were OK (the one where you have to click the buttons to light the 5 or 6 blue lights (or maybe you were supposed to shut them, since nothing happened after lighting them up :P) and the teleport-labyrinth (which was maybe a bit too hard due to monsters and the "switches" not always registering)). Couldn't figure out what to do with the large stage of blue lights though. |
| Dec 15 17:09:00 | 11m 00s | The IT Room | 84 points on my second try. Doesn't overstay it's welcome in my opinion, as the rounds themselves are pretty short. Felt quite smooth to play too, as in position wasn't super strict etc. <br/> <br/>I liked the setting and even though the gameplay was simple I didn't find it boring for such a short game. Some player animation and overall audio would've been nice, but might be too much to ask if you were just learning OpenGL with this. |
| Dec 15 17:32:00 | 23m 00s | Mirror | Nice aesthetic and generally good gameplay. The fight with the thing was boring, but yeah, the deadlines are quite strict and I full well understand that oversights can and will happen. The monster wasn't quite to my taste either, maybe it lacked "bulk" or something, it didn't really feel threatening. On a 1280x1024 display the notepad wasn't fully visible though (programmed with 16:9 aspect ratio in mind?). The objectives were simple enough though, so not seeing them fully didn't hinder my experience all that much. |
| Dec 15 18:22:00 | 50m 00s | Other | Seems like Z, Space and Enter all work for interaction, you should unify that among the Ludum Dare and itch.io pages. <br/> <br/>Interesting story, although the main music theme was perhaps a bit too cheery considering the setting. Would've loved something more concrete as to what Makoto's fate really was, but seeing how my choices affected the villagers was also very nice. I even got a bit emotional there. At one point I thought that maybe the game would have the ending the player least expects: if their choices are hopeful Makoto's fate is something dark and if the player is a prick to everyone it turns out the Rite is something worth pursuing. I guess that's just my love for twist endings talking! <br/> <br/>Had a hard time finding the First Tree, maybe due to the definition of the forest in the west being somewhat unclear. Other than that it was smooth sailing and over quite fast. Aesthetic was good and the mood was (apart from the main theme) fitting. |
| Dec 15 18:43:00 | 21m 00s | Neat (Ludum Dare 37) | Interesting implementation of a memory game, although I would've preferred if it was a bit less based on color. Worst score I got was 41% (F) I think in some of the early levels, but apart from that I was constantly over the 90% mark which I found hard to believe (my mnemonic for example in one of the levels was: "blue, green, green, red, black, toaster, green, red" and I still got a good score!). <br/> <br/>I absolutely LOVED the Psychonauts-esque visuals and the general feel of the game and the gameplay was also plenty juicy, good job! |
| Dec 15 19:07:00 | 24m 00s | Looking For Heals | I usually main a healer, but haven't had many chances to do so after quitting WoW some years back so this was right up my alley! Beat it on my first try (sadly with one dwarf dead and resurrection on CD because it started to lag pretty badly near the end for some reason). <br/> <br/>Loved the toolkit I had as the healer and also the fact that I wasn't just passively healing but could also position myself etc. Good aesthetic and even better gameplay, I really want more (I have "A Healer only Lives Twice" wishlisted on Steam, but still, there aren't too many "healing management" games around). <br/> <br/>There's so much more to do with the idea: different classes (both for the healer and the other party), different encounters, different loot..! Maybe you could even make it so that some people could play as DPS and some as tanks without turning it into a fully fledged MMO ;). Would be a fun CO-OP game. Not that those ideas are feasible for a Ludum Dare entry, but the potential is there if you decide to keep working on this! <br/> <br/>Also was somewhat disappointed that the chest didn't open in the end, revealing the epic loot that was talked about in the ending text. |
| Dec 15 19:33:00 | 26m 00s | Oh Dear, where are my keys? | What an ending! The gameplay might've needed just something more, maybe Magda should've also gotten her coat etc. before leaving. Also the controls left something to be desired, felt more like ice skating than guiding an elderly lady around. <br/> <br/>The mood and aesthetic were lovely though. Great experience. |
| Dec 15 19:56:00 | 23m 00s | Bat Cave | Most of what needs to be said has already been said: a neat reimagining of a great, if simple, concept. <br/> <br/>My main gripes with the game were: <br/>- Death SFX for the bats was quite sharp <br/>- Sometimes there would be two bats on top of each other <br/>- The stalactite drops were hard to hit <br/>- Died a few times due to unknown reasons (I didn't see anything hitting me) <br/>- The bombs are too powerful and made me not care for the stalactites <br/>- Jumping was a bit awkward (linear movement) <br/>- Bats were indeed too fast to reliably hit <br/>- On a 1280x1024 monitor in fullscreen I spawned outside the visible area <br/> <br/>Also noticed a bug: After picking up the bullet power-up I could just keep the control key pressed and keep rapid firing even after ten seconds (or maybe they were long seconds, I died shortly after discovering this glitch, but I think I survived for more than ten seconds with it). |
| Dec 15 20:14:00 | 18m 00s | Cubestrophobia | Cool concept, graphically reminiscent of Q.U.B.E in my opinion. Couldn't make it past the level with five green blocks, going back one level upon death was pretty harsh in my opinion. <br/> <br/>Double jump was useful, but I think the gravity could've been even lower. A lot of time was spent waiting for the cubes to move low enough for me to attempt to grab them. Wall-jumping might've also worked. <br/> <br/>Solid jam game though, keep up the good work! |
| Dec 15 21:02:00 | 48m 00s | Square Roots | If possible, you should probably pack the game as a standalone executable instead of an installer. Less steps to deter a potential player. <br/> <br/>Took a few tries until I grasped all of the mechanics in the game and even then I doomed myself a few times in an effort to build the perfect passageways for the roots. In the end I'd have to say it was still easier than my plant growing entry for LD28 (http://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=25343) ;). Much more fun though, here the difficulty didn't feel quite that frustrating but instead drove me to try harder. <br/> <br/>Lovely aesthetic and the feeling of being isolated in space was real. Especially the music worked wonders for me! The chatty yandere AI was a nice touch both to the story and the mood, even if its/her tips started to become annoying after a hefty number of restarts. Glad I played it through though. Only real bug I encountered was that some pieces could be placed on the edges so that they poked through the monitor, which probably wasn't intended and made the game somewhat easier. A solid game and a good fit for a Ludum Dare in both mechanics and length. <br/> <br/>I was going to say that knowing the next piece would be helpful, but then I looked at the screenshots (the radar area)... And then I opened the game to recheck and it was indeed missing. Maybe it was in there at one point but was scrapped? Also I was fairly certain the background was scrolling vertically during one game but now that I checked again it seems to be scrolling horizontally. This game is messing with me :P. <br/> <br/>Also a big thank you for your in-depth comment on my entry. I totally agree with the negatives you mentioned and am somewhat ashamed of my inability to come up with better solutions to the problems mentioned. And yes, I have watched some Extra Credits episodes, but if you see a reference there it certainly isn't intentional. Nicely spotted though! |
| Dec 15 21:25:00 | 23m 00s | One room away from success | Nice adventure puzzler. Probably wouldn't have guessed the SI+TOO one without you explaining it in the comment, but apart from that the difficulty was just about right. Graphics are simple but it looks quite good imo and the the music + SFX are good too. At some points running would've been useful, but the walking speed wasn't too bad. Some of the inputs in the number puzzles could've been a bit farther away from each other to prevent missclicks. |
| Dec 15 21:47:00 | 22m 00s | LudumDare OneRoom - Blackback Mountain | I haven't actually seen Brokeback Mountain, so perhaps a big part of the game is lost on me :(. <br/> <br/>Some remarks: <br/>- The bullets didn't seem to go quite where I aimed (even if I waited for the gun to remain to the horizontal position), maybe due to playing on 5:4 aspect ratio (1280x1024) <br/>- Gun sounds were pretty grating <br/>- Too easy to strafe around the horde while picking up the zombies on the outskirts of said horde <br/>- Recoil sometimes made it seem like bullets were indeed passing through the zombies, maybe at close range they actually were passing through <br/>- Graphics were decent, but sometimes the lighting would bug out and make the whole room a lot brighter than usual <br/>- Cutscenes repeating felt a bit cheap <br/>- The last two levels were great as they had enough zombies to really make the situation feel desperate <br/> <br/>Still, it was fun for at least a single playthrough. Good job! |
| Dec 15 22:07:00 | 20m 00s | Echo Chamber | I like the idea (finally a chance to replay the events of https://www.youtube.com/watch?v=t3ea3FKmEi4 !) but the implementation is just too buggy. <br/> <br/>The reflections don't really work as one would expect and just staying in a corner (or just walking out of the screen) are too effective. Maybe there should be pickups to incentivize walking around the map. The side walls are also outside the screen boundaries on a 1280x1024 display, probably due to the aspect ratio. <br/> <br/>Needs a lot of work, but the premise is decent. |
| Dec 15 22:26:00 | 19m 00s | Salvage Star | The graphics (especially the robot) felt quite Patapon-esque which is nice and the Shadow of the Colossus style gameplay was a good premise. But the second phase was so freaking hard I gave up after maybe five minutes of being knocked around. <br/> <br/>Some things that make the difficulty feel annoying in my opinion: <br/>- Loss of control when the character gets knocked around is too long compared to the speed of the game <br/>- Air control isn't tight enough <br/>- Had some trouble climbing then jumping and instantly climbing again, which made scaling the robot quite hard. Maybe it was just my clumsy fingers, but it just didn't feel right to me <br/>- Transitioning into climbing from a bike jump was also super hard <br/> <br/>Also saw some weird stuff after getting knocked super high in the sky. Overall I might've enjoyed the biking part a bit more than the actual game (pretended I was playing Excitebike) due to the difficulty. |
| Dec 15 22:52:00 | 26m 00s | Smoke and Mirrors | Interesting, but not quite interesting enough to make me aim for the second ending after completing it once. <br/> <br/>Good balance of different gameplay styles (puzzle, moody "visual novel like" parts, and combat). The aesthetic and writing are both good too. I think the description of LISA on Steam also describes this game quite nicely (at least the ending I got): "The miserable journey of a broken man..." |
| Dec 15 23:14:00 | 22m 00s | Hitlers Cactus or only you can stop Trump | Couldn't quite solve it myself after maybe five playtroughs, but I feel like removing the limit of one visit/time would diminish the puzzlyness(?) of the game. Maybe it would've been a nice addition, as an easy mode or something. Would've probably played for longer had it had a mode like that. <br/> <br/>Nice idea and an excellent use of the theme. Aesthetic was also good, especially the time-warp shader was a nice surprise. I feel a lot of the humor sadly lies in the different outcomes I didn't manage to achieve. |
| Dec 16 13:12:00 | 13h 58m | The 16th Bit | Had to give up after spending way too much time on the puzzle that follows finding Skyrim as my head was starting to hurt a little. Bonus points for having a continue option so I could actually check the level where I got stuck after ragequitting. <br/> <br/>I don't even know how many times I had to reset the puzzle after arriving at a paradoxal state after following what seemed to be valid logic. Had the same problem even on the level before this one, but finally managed to solve that one somehow. I don't even know why that is; usually I like these kinds of higher order logic puzzles (Sudoku, Hexcells, Picross etc.). Maybe something in this game just tricked my brain into seeing certainties when the move actually wasn't yet obvious thus derailing my chain of reasoning. <br/> <br/>Graphics are decent and the audio is pretty good (narration is always fun to hear in LD entries), even though I had to stop listening to the music at some point because the violin was really getting on my nerves. The game finding/clue hunt portion of the game felt pretty weak/tacked on as it didn't last long enough (at least for me) compared to the actual puzzles. Mood was good and it certainly followed the theme. Solid entry, but sadly too hard for me, which somewhat diminished the fun factor. <br/> <br/>Also thanks for the in-depth comment on my game and also for the name "Theseus and the Minotaur", I might actually be able to track down the game I used to play as a kid now ;). |
| Dec 16 14:09:00 | 57m 00s | Tempus Machina | As the other comments have already mentioned: ramp up the difficulty a bit faster and maybe add some more variety, perhaps in the form of having to balance the state of the different rooms etc. and you're golden! <br/> <br/>Smooth animation, good music and sfx and the core gameplay is pretty fun and fast. Leaderboards are always a big plus for me, but this time I gave up after getting 9200 points on my second try as the slow beginning of the game felt like too much of a chore to play through again. |
| Dec 30 15:27:00 | 337h 18m | Defend One Room | Got to wave 10 on my first try, but upon retrying only managed to make it to wave 6, perhaps due to being too aggressive with the amount of turrets and thus losing a lot of health. <br/> <br/>Somewhat barebones as far as tower defense games go, but still decently fun. The graphics are a bit of a mismatch, but they get the job done. The transitions between scenes could've been a bit shorter in my opinion. Perhaps the most frustrating thing about this was the multitude of paths and the uncertainty that followed it. |
| Dec 30 15:44:00 | 17m 00s | Dimension Shift | I agree with @DDRKirby(ISQ), especially concerning the use of the shift key. <br/> <br/>It was a neat experience both aesthetically and gameplay-wise albeit in the beginning I got a feeling that it was going to just be a tech demo or a sandbox. You managed to make it more "gamey" with those last levels and especially with the ending, good job! Nice use of the theme too. |
| Dec 30 15:57:00 | 13m 00s | Pure Fire | Looks good, but isn't much fun to play. Just by strafing up and down near the right edge of the play area I managed to get to wave 15 with a score of 3000 or something. <br/> <br/>More enemy variety and maybe some powerups/other incentive to make the player move around more was desperately needed in addition to a catchy background tune. More twists could've been introduced into the gameplay by adding objectives or something, like having to purify the gravestones with the purify ability periodically to prevent them from spawning some really hard monsters. |