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Feedback comments for LD37
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| Timestamp | Since previous | Game | Tuism's comment |
|---|---|---|---|
| Dec 12 09:43:00 | 52-Card Pickup 2000 | I loled at the idea, but it's not very fun, just like the game IRL I guess, so there's an artistic side to this :) <br/> <br/>The miss sound is a bit annoying, especially considering how often it happens. There should be a counter that shows progress. The distance of your "reach" seems a bit short, it feels annoying rather than challenging. Speaking of challenging, it would be nice to have some kind of non-rote form of challenge during the activity. Perhaps you pick the cards up and throw them, or something. <br/> <br/>A for effort :) | |
| Dec 12 09:50:00 | 7m 00s | flwr truss plus | Moody and interesting, though completely incomprehensible... <br/> <br/>Why keyboard look controls when mouse would have done? <br/>Why use a switch to change look directions? <br/>Why pick up flowers? <br/>Why the cool but epilepsy-inducing effect? <br/>What's the point of the second room/screen? <br/>What's the point of it all? XD |
| Dec 12 11:07:00 | 1h 17m | The One Room Dungeon | A pretty competent piece! Seems really technically advanced. I assume that there's always a way to solve each level, and it's procedurally generated? It does seem like once you understand the system, you can work out the path through the dungeon before you even take one step, if it is always solvable. That aspect makes the game a bit tedious in "play". <br/> <br/>I would have liked to have access to keyboard controls. |
| Dec 12 11:43:00 | 36m 00s | Mouse House | Really neat little package that fares well enough on execution but not enough on game design. <br/> <br/>> The camera follow is too slow. Sometimes you'd fall off the screen AND can't see the ground coming up and that's pretty bad in a game about anticipating what's ahead. <br/>> Thematically speaking... Mouse traps would be pretty much a dead stop. When I didn't stop I pretty much assumed it was a bug. Maybe find something else to stop you with. <br/>> Related to the above, obstacles didn't look like obstacles. I was never sure what I was going to hit and what I wasn't going to. More visual language and clarity would be good. <br/>> Had no idea that the cat was going to hit me, and that took away a lot of the game's feeling. Not knowing your "progress" made it less interesting. Less tension. |
| Dec 12 13:17:00 | 1h 34m | Storage Guy | Really interesting concept, and pretty slickly put together, but there are some nagging bits that prevent this from being fun: <br/> <br/>> The symbols are too hard to decypher at the size they are. I think colour would be a good add here. Or simpler icons. <br/>> The "grab stuff and put down" mechanic feels really fiddly. You have to face the right way and press and hold and that's just not intuitive or easy. I think the core loop of arranging the blocks correctly could be more satisfying with an alternate control scheme that focuses on the blocks, like Money Idol Exchanger or sokoban kind of games. <br/>> The massive floor space on the left feels empty and pointless. And if you do end up using it then that means you're traversing huge distances by tapping (annoying) and again, isn't fun. It's a symptom of the control scheme problem. |
| Dec 12 15:20:00 | 2h 03m | Room Kingdom | I see what you did there about taking Fun out of the voting criterias :P <br/> <br/>To whoever is reading this, SPOILER ALERT AHEAD PLEASE DON'T READ MORE IF YOU HAVEN'T PLAYED THE GAME YET!!!! <br/> <br/>SPOILER!!! <br/> <br/>Okay so that was interesting, the "game" portion seemed really really pointless, I didn't really see any cause and effect, and the only point of feedback was a number - your gold, and a little face changing colour. I couldn't tell what achieved what, so I literally ended up clicking everything. All the time. <br/> <br/>Then the rest of the game was an interesting "twist", though I don't have any solid idea of what it means - though that's kinda cool. I enjoyed that, laughing like an idiot at the end. <br/> <br/>Smart, really doesn't pull through together. A for effort, and pretty graphics :) <br/> <br/>I would have liked diagonal movement to follow the orthagonal movement direction, it felt a bit off the way it was now, broke the illusion for me. |
| Dec 12 15:41:00 | 21m 00s | Super Battle Cycle | Felt like a bunch of cool ideas that weren't taped together really well enough. <br/> <br/>> The bike itself handled well and was fun to drive and drift. <br/>> The Juice was super good, well done on that! <br/>> But as soon as you grapple something it no longer feels like you're in control. I felt more like I was hoping the enemy would drive into the boxes rather than me swinging them into the enemy. <br/>> The grapple distance was limited but not communicated. It felt like a bug half the time it failed to attach. <br/>> Did the gun reload? I couldn't tell. Felt like a superfluous mechanic <br/>> It maybe shouldn't be a desk with legs... If you can't go under the desk :P |
| Dec 12 16:21:00 | 40m 00s | Dont Touch The Floor | Cute concept, the enjoyment is really marred by some technical bits - my keyboard for example jams with W,D and space. So yes you couldn't test all the permutations of hardware so that's unfortunate. The lack of a consistent shadow under the character makes distance judging difficult, and in general isometric starts being difficult to judge by eye when platforming comes into play. <br/> <br/>Really love the premise and the art :) |
| Dec 12 16:51:00 | 30m 00s | Leave The Room | I can see what you're going for, like a Binding of Isaac sort of vibe, with procedural bits. But there are a couple of fundamental flaws: <br/> <br/>1. Controls were sticky, not sure why. It didn't always go where I pressed the key to go. Sometimes I'd get stuck. <br/>2. I didn't know the attack and ammo relationship. It wasn't shown. <br/>3. You'd often spawn right next to an enemy and take damage just because. In a game as brutal as this that seems completely wrong. <br/>4. The pattern of attack and how you could work around that was pretty limited, that's a combination of your attack range and enemy attack patterns being limited. <br/>5. Cool music, cool graphics, though the two really don't suit each other... |
| Dec 12 20:39:00 | 3h 48m | Dungeon Protector | It's a pretty interesting little turn based puzzle, but needs some more prompting in the game to get people into the gameplay. There's too much stuff hidden - <br/>> The "workflow" for selecting a skill then clicking on destination wasn't clear. I thought they were AOE spells or something. <br/>> It's hard if not impossible to strategise without information of what the enemies are going to do, and simple let's die first to see what happens is frustrating. <br/>>The "cost" and the "command" being so separated makes the concept of cost difficult to understand. And time wasn't very clear too. <br/>But in all an interesting start :) |
| Dec 12 21:14:00 | 35m 00s | Fish Physics | I don't see why I wouldn't click all the buttons, not having some of the stuff doesn't seem to add anything, which kinda goes against the end bit which was the only indication of what you clicked on having any kind of real impact. I liked that idea, it could be expanded more, perhaps. <br/> <br/>Looks pretty and music ain't bad. Just didn't know what to actually do with it! :) |
| Dec 12 21:45:00 | 31m 00s | E:D - Avatar Shooter | It's great that you've got this far :) I think it could do with a few minor adjustments for improvement: <br/> <br/>> Some feedback on hitting something would be cool, I feel like I'm blasting and nothing is happening, dunno if I hit or missed. <br/>> More varied movement patterns <br/>> Some kind of risk, like a thing to protect or something, so that it would direct your attention here or there. |
| Dec 12 21:57:00 | 12m 00s | Welcome to my Room | Really pretty, really cool little narrative thingy, but there's just about no "game" here... <br/> <br/>A really nice art piece. |
| Dec 13 08:32:00 | 10h 35m | Mind Over Munitions | An unusual mechanic, the game works out pretty well. I enjoyed the limitations (teleport meter) that pose a challenge but there's still always a get of jail free card in your infinite shooting. <br/> <br/>Though the play gets a bit dry after the initial understanding sets in. <br/> <br/>The bullet bounce vector was also a bit weird, I can intellectually understand how it works, but when they come from near-perpendicular angles they should deflect and not bounce in seemingly weird directions :) But at least it's predictable :) |
| Dec 13 08:39:00 | 7m 00s | Cabin Fever | A moody little environment, which is done quite well. Perhaps a little genric, I would have enjoyed a bit of a unique signature aesthetic, some kind of shader perhaps. <br/> <br/>Of what's there it's fine. Would have liked to see the content move forward. <br/> <br/>I think the meters emptying would have communicated what they were supposed to better :) |
| Dec 13 09:24:00 | 45m 00s | Heavens Inc. | Mmmmmm, the premise is cool, the feedback is adequate, but I don't feel like I'm "in control" despite playing the fantasy of being god :) I think there's a lack of feeling like I'm building something, with the whole "progress" represented by just 4 numbers. <br/> <br/>Perhaps there was too much reading. For me. <br/> <br/>Cool idea and great polish in the presentation though :) |
| Dec 13 09:53:00 | 29m 00s | One room, please! | Love the super polished presentation, and I really like the premise, but a few things prevent me from getting into it: <br/> <br/>1. The real-time feels too fast. Or perhaps the lack of visual feedback/progress makes it feel like I don't have any handle on what's needed/wanted. <br/>2. It's hard to connect objectives and actions - I don't know what I need, and i don't know what I can do to fill those needs. The three bars on top aren't easily and instinctively connected to what you can put into a room, for example. <br/>3. The people, who are objectives, don't clearly "state" what they want out of a room or whatever. I pretty much just randomly dump them in. <br/>4. The buying of a new room is very out of the way and hidden given the rest of the interface. <br/>5. Effects of various things you can do isn't immediately obvious. Cleaning and such. <br/> <br/>The presentation is fantastic, and maybe there's a learning/tutorialising problem, but I think it could be improved drastically with giving feedback to the player. |
| Dec 13 10:00:00 | 7m 00s | Rescape | Pretty good implementation, the animation and movement was good. Was it unity 2D physics? Own character controller? Platforming is non-trivial to implement so kudos on your seemingly pretty smooth implementation :) <br/> <br/>Design wise, it doesn't quite get more interesting as you dash and get more bits and carry on and such. The levels have awkward jumps that are irritating to do rather than feel like they're skillful to do. |
| Dec 13 13:48:00 | 3h 48m | Survive the Barbaric Vikings | It feels like ye olde backpedal-in-the-face-of-hoarde game Crimsonland, but with caveats: <br/> <br/>1. The longest range weapon, spear, seem to dominate, as there's really no variety of ways to handle the enemies. <br/>2. If the weapons do different damage, maybe it would help to make that visible. <br/>3. The weapons all attack with the same speed and damage, so they all feel the same except for the very minimal range difference. <br/>4. I feel like having two weapons could have been interesting if there was a point/variance to having the second weapon instead of just switching. <br/>5. There were bugs, I think? I could pick up all the starting weapons, and the elevator would drop, and the weapons would still be there. Not that it mattered much to the gameplay. |
| Dec 13 14:50:00 | 1h 02m | Toddle Topplers | I don't have a friend on hand to play with, and multiplayer games are always tough to evaluate :) <br/> <br/>But damn son, I must say I'm impressed! Good graphics, mechanically super sound, cool interaction. Can I ask for the source? I've struggled to make good platforming code and yours is amazing, it even works on slopes AND with physics. Please? <br/> <br/>My twitter is @tuism too, please please please let me know? <br/> <br/>The controls were a bit awkwardly arranged though. Would be better probably to map jump to up and use just one action button. |
| Dec 13 15:16:00 | 26m 00s | Pimp My Room | Pretty cool, great presentation, music, but ultimately I don't feel invested in anything I click, I don't see the clicks influencing something, anything. For example the upgrades is a whole panel that covers up the room, so when you click it to upgrade, instead of SEEING the upgrade, you close the window and still have no idea what you did. <br/> <br/>So it just feels like I'm literally just clicking for no reason. I think you need some reason for the players to care about the thing they're doing. Candyland and Dark Room did very well there. |
| Dec 13 15:29:00 | 13m 00s | Go Away Kitty | It's REALLY pretty! Kitty and environment are all really well rendered. Really cool on that end. <br/> <br/>But the game itself... It's hard to actually work out what you CAN do - hitting the cat is hard, and it appears quite sporadically and unobviously. And I can't tell whether my hits or not hits are doing anything to my progress. The cat appears right in front of you slowly and you seem to lose anyway. Can't tell why when the seeds hit from afar the cat reacts but not when the cat is close. Sooo... <br/> <br/>It's an interesting idea but needs more game design! |
| Dec 15 05:59:00 | 38h 30m | Flip | Really cool idea, there are bits where it felt a bit off, like where there are two layers of walls, but that's not too bad. The initial understanding of the concept wasn't easy though, took a while to realise you were "tagging" things to become solid/not solid after pushing the button thing. But it works. kudos :) |
| Dec 15 06:09:00 | 10m 00s | Cubby Crypt | Pretty cool idea and slick presentation! I had a problem where I couldn't see the leftmost row so I didn't clear any horizontal lines at all, then halfway through the game I cleared a vertical row and I was like OH IT DOES WORK. <br/> <br/>What does the chest thing do <br/>What do big white blocks do <br/>I think you need more in-game help/tutorial/assistance <br/>Maybe have a proper border so the player can be sure where things end. I couldn't know. <br/>I didn't know I wanted heroes to win. If I am building a dungeon it's a pretty good assumption to make that I'm on the side of the monsters. <br/> <br/>Great idea and cool implementation :) |
| Dec 15 06:40:00 | 31m 00s | Crawlout | This is one moody and atmospheric piece, I really love that feel that struck me as the game kicked in. It absolutely communicates the desolation and isolation. That's cool. <br/> <br/>BUT <br/> <br/>The "fantasy" of desolation is not interesting at all if literally nothing happens at all. I click somewhere, and wait for my little dude to get there. I go and make coffee. I think I picked something up, I'm not sure because I'm busy making coffee or doing something else. I was hoping that the footsteps would stop when you reach the destination to "notify" me that I'm there. But no, apparently I'm moonwalking in place the whole time. <br/> <br/>You can have a slow-paced game and still have stuff going on. You can depict desolation without it being absolutely devoid of interest. Respect the player's time investment, give them a point. Some goal. Interactions along the way. Something. There's no way to know where to find anything - so it's literally guess a direction and find out 10 minutes later whether you guessed right. It's like Pokemon Go without the payout at the end of catching something cool. <br/> <br/>The UI, the interactive bits are all great. But I need a design intent to keep me engaged. |
| Dec 15 06:46:00 | 6m 00s | There is a Light | Poetic expression. That's cool. <br/> <br/>I couldn't find sense in it, but that's how expression works, it's so personal to you that that's what it is, and without dialogue and engagement there's only vacuous guessing. <br/> <br/>I'm guessing it's about a girl/boy. Or a bunch of them. I would be right 80% of the time, but it doesn't matter, because what you want from this was your expression, not my understanding. If you wanted my understanding, you would have done something that made me understand. <br/> <br/>So, cool expression. |
| Dec 16 15:43:00 | 32h 57m | One Room Hotel | Errrrrr <br/> <br/>I love the premise and the concept, really brings a smile :) BUT!! Isn't that the elevator you're operating? <br/> <br/>Great presentation, and the game eases you into its systems well. If there's a gripe for me it would be some of the room icons/symbols were quite same-y which makes it bit hard to make a quick call. <br/> <br/>Great entry :) Got really hard on 3, might wanna ease the curve a little. |
| Dec 16 20:26:00 | 4h 43m | Lock and reload | An excellent entry that despite its length, works really really hard. The puzzle is really obtuse and makes no sense, but I guess that's true for most point and click puzzle games. It even manages to have a proper ending, which is pretty damn amazing given the jam restrictions! Kudos! |