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Feedback comments for LD37
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| Timestamp | Since previous | Game | qzqxq's comment |
|---|---|---|---|
| Dec 13 06:21:00 | Vespias: Battle for the pentacle | I'm having trouble running this on linux because I don't have the required dependencies and it seems annoying to install all of them. If you could provide a list of packages to install that would be nice (or make a statically linked binary, maybe?). | |
| Dec 13 06:50:00 | 29m 00s | Escape The Room | Things I liked: <br/>-The ASCII art aesthetic is always cool to see, and the lighting system was a very nice touch, it makes it look quite "professional." <br/> <br/>Things I didn't like as much: <br/>-I played the OS/X version, and it was super laggy for some reason. I think it took half a second or more to register each key press. This got too unbearable so I stopped after the first room. <br/>-The shop having randomized prices every time you visit is pretty silly, because I was able to leave and revisit it multiple times to get a low price on each item. If you want to keep the randomness, you could make shops one-visit only or something. <br/> <br/>Overall, I think this is a really good start of a game. Right now it doesn't seem like you do much, but with more items that interact with each other or puzzles of some sort, this could be pretty awesome, especially if you use the lighting as a more central mechanic somehow because, again, it is really cool. |
| Dec 13 07:01:00 | 11m 00s | Pixelander | Game doesn't open on OS/X for me, but this looks really cool so I'll try this on a windows partition. |
| Dec 13 08:44:00 | 1h 43m | Orbsorber | This was pretty fun! Simple and effective graphics. Controls were fairly tight, and it did feel a lot like Meat Boy as you mentioned. <br/> <br/>My biggest complaint is that there's no urgency in any of the levels, so I just used the strategy of staying on the ground and waiting until the green orbs came near me to pick them up. This was effective, but also very boring in later levels, and I stopped after 17 or so. I think having a hard time limit on each level would encourage the player to take more risks to collect orbs and would be more exciting (although I suppose the player's movement right now is fairly limited, so maybe you'd need to have infinite jumps or something). Alternatively, if the orbs moved faster and less randomly, it could be pretty exciting trying to dodge them. <br/> <br/>One small thing: I didn't like how if I finished a round in the upper half of the screen, the next round would spawn immediately, because sometimes a red orb would appear on top of me. <br/> <br/>Anyways, this is quite a fun game, so nice job, especially with only 7 hours. |
| Dec 13 09:26:00 | 42m 00s | Dungeon Room Speedrun | This was really fun! The tutorial was excellent, which I very much appreciated. The gameplay was also great, though I did quit out of Beginner because 100 turns is a long time. In general, trying to hit the goals while also preparing for future heroes was quite the intense and fun experience. I can only think of two minor suggestions: <br/>1. It would be nice to have elemental symbols instead of words because I think they're easier to parse. <br/>2. Sometimes I would be sad because my available items would "clump up" in terms of which elements they used. It might be nice to have an RNG that tries to diversify items/heroes a little, if that doesn't already exist. <br/> <br/>Great job! And the "click"/"excellent"/"perfect" sound effects were really funny too. |
| Dec 13 18:57:00 | 9h 31m | Planetary Tycoon | The graphics are really nice, and the writing is great. I laughed a bunch of times at the scenarios, like the "people think experimenting on life forms is immoral, but good thing Hums don't have any rights" or whatever that one was. <br/> <br/>I played it three times, making it to day 4 my third try. I might suggest having "checkpoints" throughout the game so you don't have to restart from the beginning if you want to see the whole thing (I do want to see the ending if there is one, but I don't want to have to go through all of the scenarios again to get there). Alternatively you could have some sort of procedural generation but I assume there's not enough time for that. <br/> <br/>Also, in some of the scenarios, I wasn't entirely sure which action corresponded to "Approve" and which corresponded to "Reject", so some more indication of that would have been nice. And I wasn't really sure why a barking sound seemingly randomly played at times. <br/> <br/>I do want to make clear that I had a lot of fun playing, and it also looks super polished, so great job! |
| Dec 14 04:41:00 | 9h 44m | The Coldest Cabin | I played the game three times and couldn't beat it, is there a fourth set of food boxes somewhere? (or are there things you can interact with other than the food boxes?) <br/> <br/>Graphics look great and the winter setting is done very well. The sound effects were also quite funny, though it was a little jarring to hear the brrr every time I left the room. <br/> <br/>The enemy snowballs were cool, but they were way too easy to kill and there's no negative repercussions to shooting, so it didn't feel like they had any impact on the game. <br/> <br/>Overall, I really enjoyed the mood and the narrative, good job! |
| Dec 14 05:29:00 | 48m 00s | Freedom | I had a good amount of fun, and left wanting more levels and mechanics. The final level was especially clever, as combining both the reversed controls and black out made the reversed controls a lot trickier to deal with--I'm pretty sure I died like 7 times in the same location because I kept telling myself to press left, but my fingers kept pressing right. :P <br/> <br/>I liked the level design, and it's quite polished, especially given the time constraints. Honestly, I don't really have any complaints/suggestions other than that I wish there was more. |
| Dec 14 21:56:00 | 16h 27m | Looking For Heals | Nice! This was really fun, especially near the end with the meteors and fire puddles all over the place. Sound design, boss design, and graphics are all excellent. I loved the extra details like the chat messages, and I really think you should expand on this, there's so much potential in the idea of teaming up with incompetent AIs. <br/> <br/>The only complaint I have is that the red triangle indicating the attacked dwarf was sometimes hard to see, so I had three dwarves die to the instant-death attack before I realized I needed to focus on that indicator. I also wish it were a little more challenging, since once you figure out what each attack does it's fairly easy to dodge/mitigate, and the boss essentially uses one attack at a time. <br/> <br/>Overall, really nice job! I had a ton of fun with this. |
| Dec 16 02:44:00 | 28h 48m | Sam | This was very well done, and really felt like a complete game, probably more so than any other entry I've played so far. I really liked the overall narrative with the incorporation of the theme, and the writing was solid. Although you didn't make the music, I still have to give props for the music choices throughout, which certainly added a lot to atmosphere of the game. <br/> <br/>Some suggestions: <br/>-The stairs were really weird to navigate, especially with how you can go up a ladder without being able to go back down. This resulted in me taking fall damage a few times, which I didn't even notice at first (as spacedoubt already pointed out). <br/>-The coolant part felt really tight with the timing; given that it's more of a narrative-driven game, it was annoying having to do it a bunch of times to figure out the correct path/sequence of door closings. <br/>-I guess this is a personal pet peeve of mine because of Mass Effect and stuff, but the "moral choices" felt kind of cheesy. <br/>-Finally, I'm probably just being dense, but I'm not really sure what was the purpose of the two guys coming to the house flashback. The graphics during this part were cool though. <br/> <br/>Again, I really liked the story: I thought it was well-paced and emotional without being too overbearing. And the graphics were very good as well. Great job! |
| Dec 21 21:31:00 | 138h 47m | Non Euclidean Room | Right now there isn't much to do, but I'll add on to the praise for the graphics style and the mood, which are really really well done. If you added more puzzle-like challenges (maybe some sort of timed puzzle so the player has to remember where things are) and/or being able to walk on walls or the ceiling as others have suggested, this has the potential to be really awesome. |
| Dec 26 04:16:00 | 102h 45m | Out of Sight | This was a lot of fun! I think I played it about 8 times, my highest score being around 70%. <br/> <br/>Probably my favorite part of the game was how much I got into it. The time pressure was very real, especially with the visible indication of the girlfriend getting closer and closer, and the music selection also helped a lot with this. Basically, I wish you entered your game in the "Mood" category, because it conveys the moment really well. <br/> <br/>The main suggestion I have is that it's fairly unclear how to achieve a high score: from the game intro and the title, I assumed that I had to kick the objects under the tables or the bed to hide them, but I'm pretty sure this doesn't have any effect on the score. And speaking of the score, it would have been nice if it scaled more "linearly". Right now, it seems like the score is zero most of the time and only increases once you pass some threshold cleanliness; I used my score increasing/decreasing to figure out what I was doing right/wrong, so if it increased/decreased throughout the whole game, that would provide better player feedback. Alternatively, you could list out the specific tasks that the player has to do, thought it is also a lot of fun trying to figure it by yourself. Overall, this is a pretty minor point though; you did great in terms of visual feedback for the items/posters/bed. <br/> <br/>One tiny complaint: I had trouble eating the pizza and drinking the soda my first few tries because I didn't realize that you had to press space. Also, when two items ended up next to each other, it was sometimes hard to pick up the one I wanted to. <br/> <br/>Overall, this was a lot of fun and very engaging once I sorta figured out what I had to do. Nice job! |
| Dec 26 04:21:00 | 5m 00s | Hamsterical Nuts | Just a note: When I try to download the zip on Google Drive, it tells me that a virus was detected. :( <br/> <br/>I'll try to download Firefox, but it would be nice if there was a web version that worked on all browsers. |
| Dec 26 22:46:00 | 18h 25m | This Room is Mine | I played for about 10 minutes, but it was pretty confusing due to the large number of mechanics. I am super impressed that you managed to do all this given the time limit, but I would have liked it more if you spent more time on gradually introducing the mechanics one by one, rather than giving it all to the player at the beginning. Another thing is that I don't really have a goal other than "collect resources" and "build things," which is a bit too open-ended and unsatisfying for me; I would have liked some more overarching goal like "escape the room" or something like that. <br/> <br/>Some more comments: <br/>-It was kind of weird how you're told to avoid rats, but they don't seem to damage you at all. <br/>-I didn't realize at first that I could only pick up the green squares with the RC car. <br/>-Picking up the green squares was annoyingly slow. <br/>-It would be nice to have an explanation of what the buildings do. <br/>-I'm not sure what the purpose of the cameras is: it seems like the idea is you use them to scout for dangers, except I haven't been able to find anything that actually hurts me (and I don't have a health bar, as far as I know). <br/> <br/>I don't want to be too negative, so let me reiterate that I am impressed by the scope of this game! I also think you did a good job with the polish: the camera circle effect is nice, sound effects are good, the pathfinding is good, I didn't encounter any bugs, etc. Overall, though, I think that there's a mishmash of ideas that results in the player not knowing what the purpose is. I think if you really focused in on a few mechanics and built the game around that, it could be really cool (e.g. a horror game where you have to use your RC car to scout for enemies, or a more puzzly game where you have to collect green squares while avoiding mice). |
| Dec 27 03:37:00 | 4h 51m | I'm no shut-in | This looks really cool, but the game crashed while talking to mom on the phone so I can't see more of it. :( |
| Dec 27 04:14:00 | 37m 00s | Cute Reign | I played through the game once (and I think I got a happy ending?). I liked the visual design and the music choices, which really brought a light, playful mood to the conversations that contrasted well with the ending. <br/> <br/>To be honest, I didn't find the story that interesting, but I'm guessing that's because you didn't have enough time to flesh out the characters and plot points. Like, I really do like the idea and the "twist," and the writing wasn't bad; I just think it went by too quickly, so I couldn't really get into it. If you expanded the story a bit (maybe include some foreshadowing to make the player wonder what's really going on), I could see myself really enjoying this. <br/> <br/>A small complaint: There were quite a lot of typos, which took a little away from the experience, but obviously this is not a big deal and is easy to fix. <br/> <br/>Overall, nice work! |
| Dec 27 05:10:00 | 56m 00s | Creative Space | This game was depressingly relatable. :( <br/> <br/>But in all seriousness, I feel like what you were going for (or at least what I got out of it) was conveying the sort of repetitiveness or loneliness that people can feel when they're working on a passion project but have to juggle real-life responsibilities at the same time, and I think you did really well on that front. <br/> <br/>Some sound effects and/or music, and maybe animations could have helped with the immersion. Also, I might have liked to see a wider variety of life events so I'm not clicking the same sequence of 6 buttons every day, though maybe that was a conscious decision you made to really drill in the boredom, heh. <br/> <br/>Overall, nice job, and also great use of the theme! |
| Jan 2 22:59:00 | 161h 49m | Decade | I played through once. I have to say that I am really impressed this was made in Twine, of all engines (and speaking of Twine, I'd recommend looking at The Temple of No if you haven't played it before!). <br/> <br/>Probably my biggest suggestion would be to cut down the length of the game (or add a fast-forward option, if that's possible). It was pretty engaging for the first 2 years or so when I was trying to get my bearings and worrying about my food/water running out; displaying and constantly updating your power/food/water on every screen really provided a sense of urgency. However, at some point around year 4-5 I got to the point where I could take my hands off the keyboard, so it got pretty boring and I only continued to see the ending. <br/> <br/>I did think you balanced the resources/upgrades pretty well, in that I felt I had to make nontrivial tradeoffs at points, so good job with that. Also, I thought the writing, both at the beginning and the end, was well-done and did a great job at setting the scene. If you added some sound effects and a background track, I could easily give this 5 stars in mood. <br/> <br/>Nice job! |
| Jan 2 23:54:00 | 55m 00s | Fear of Magic | I played through to the finish, taking around 20ish minutes. <br/> <br/>The writing was very funny. I loved the comments like "you're not trying to win the Turner prize" or the "What would your mother think?" when attempting to take the lusty argonian maid. <br/> <br/>The puzzle itself was kind of strange (I think there was a book which gave hints, but I read through it too fast, and when I clicked on the "Use" button again, it would only repeat the last page of the book), though I did appreciate the hints like "you need to wash the wizard's clothes" or "find a location to build the sandcastle". For most of the steps, I just tried combining everything with everything until I got a result. <br/> <br/>The interface was intuitive, which was good, and highlighting interactable objects in purple was also very helpful. I got sidetracked for a while because I thought the fireplace wasn't clickable, so it would be nicer if clicking anywhere on the fire would bring it up (or if the fireplace could also turn purple when hovering over it). The same suggestion applies to the windowsill, another location that's not obviously interactable. <br/> <br/>The only other suggestion I have is adding sound effects for clicking on objects/turning 90 degrees/other actions, to give more player feedback. <br/> <br/>Overall, this felt like one of those old-fashioned point and click adventures in a good way, with great writing and a (slightly surreal) sense of humor. I had a good laugh playing this, and it was fun the whole way through, even if some of the steps were a little finicky. Nice work! |
| Jan 3 01:19:00 | 1h 25m | Disco Vampire | I played for about 10 minutes and got a high score of about 20 seconds. The polish is very good, and I enjoyed the graphics/music/sound effects (the death sound effects were great). The overall flavor of a vampire dancing and trying to avoid disco lights is really funny. <br/> <br/>By far, my biggest complaint is that the light hitboxes were frustratingly wide: a lot of times I was sure I rolled through but then I'd die on the very edge of the light. If you made that a little more lenient, I think I would have had a lot more fun. I also feel like there were some light patterns that were almost impossible to dodge, though that might be related to the wide hitboxes. <br/> <br/>Overall, this reminds me of the VVVVVV Super Gravitron in a good way. They're both very difficult and have instant death, but the hazards are all telegraphed in advance, forcing the player to dodge the current hazards while preparing for future ones at the same time. I very much enjoy these types of games, and I similarly had a good amount of fun with this (though, again, I would have had a lot more fun if I felt that my deaths were "fair", as opposed to "you mistimed your roll by a few pixels"). Overall, I love the core mechanics here, and I think this has the potential to be a great arcade-style game. Good job! |
| Jan 3 01:59:00 | 40m 00s | No More Monkeys | I played for about 5 minutes and stopped at wave 8. I thought it was very cute, and the graphics and audio were very well-done. As a whole, the game feels extremely polished, from the animations to the sound effects, as well as the arrows appearing above monkeys that are holding toys. <br/> <br/>This was definitely a fun experience for a few minutes, but I do wish there was a little more gameplay than just jumping around and trying to fling the monkeys off the bed, as that gets repetitive fairly quickly. <br/> <br/>Overall, very nice work! This is quite possibly the most "polished" game of all of the ones I've played so far. |
| Jan 3 05:15:00 | 3h 16m | Color Attack | Nice! It starts off a little slow, but quickly ramps up from there, especially when the enemies that shoot projectiles arrive. <br/> <br/>I have two suggestions: <br/>-Within each wave, the first few seconds would be exciting when you had to take out the really fast circles or circles that shoot projectiles, but afterwards, cleaning up the slow circles was kind of a chore and not very interesting. I might have had more fun if the game was more of a constant stream of enemies coming at you over time, as opposed to waves (though this wasn't too big of a deal). <br/>-When I died, I think I had like 50 health and I'm not entirely sure what killed me, so it might be nice to have more feedback when you get hit (e.g. a small sound effect plays and/or a red "-50" appears above your circle or something like that) <br/> <br/>Overall, I had a good amount of fun playing this. It's a very simple idea, but executed well, and there's a good variety of enemies/upgrades. Nice job! |