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Feedback comments for LD37
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| Timestamp | Since previous | Game | vcyborg's comment |
|---|---|---|---|
| Dec 13 08:57:00 | Reckless Redecoration | Haha had fun playing it! I like how you characterized the clients, just with the style and a few words and you can already figure what they want. <br/>And, what it is that the wife doesn't like?? | |
| Dec 13 09:28:00 | 31m 00s | Obi's Christmas Adventure | Hi! A few observations: <br/>The bakground can be a little distracting and hard to separate from the foreground. You can tone it down, simplify it, add parallax, etc to solve this. Seems especially important for a fast game where a little mistake requires you to start from the beginning. <br/>I'd change the 'Click to start' for a keyboard input, that way is easier to keep playing once you die. <br/>And for the platforms, it would be a little more fun to just have a collision after coming down from the jump (like in doodle jump). <br/>I like the idea of a dog jumping more than a human :D <br/>Happy holidays too! |
| Dec 13 09:53:00 | 25m 00s | Loading... Please Wait | Extra funny for me, running this on XP. The localization joke killed me! Great idea! |
| Dec 13 19:36:00 | 9h 43m | levelone | Great idea and design! Really fits with the theme and LD. One of my favorites. Well done! |
| Dec 15 08:05:00 | 36h 29m | Roomies | Love the idea and the blueprint style! |
| Dec 15 08:43:00 | 38m 00s | Porno Tales: part 1 (Warning: NSFW!!!) | Nice art and effects! It was fun :) <br/>But the game feels arbitrarily hard and too random. Some suggestions for balance: <br/>Give immunity to player for a second after a collision <br/>Show indicators for the direction of the next rows of enemies <br/>Give player more velocity and less acceleration, to make the player feel less cheated when changing directions fast. <br/>Reduce the amount of enemies per rows, some of them were half the room in span. <br/>Leave gaps in rows of minions. <br/>Reduce room to be entirely visible without camera movement. <br/>Place next batch of minions relative to mushroom or player position. <br/> <br/>Hope it helps! |
| Dec 15 09:50:00 | 1h 07m | Bedtime Fright | Really cool! Simple mechanics that work well, love the art and the feel of the game. I don't know how many levels you guys designed, I'm in level 20 now, that's some fast level design! Dad can't protect you, he's a monster too (twist!) |
| Dec 15 10:32:00 | 42m 00s | The Changing Room | Nice! Reminded me a little of Adventures of Lolo, and I love that game! |
| Dec 15 12:01:00 | 1h 29m | (One) Room for Improvement | It was challenging! A little frustrating but fun. Still wasn't clear for me the purpose of the lighted areas. <br/>Definitely play the java version, web version made it almost impossible to double jump for me. |
| Dec 15 12:34:00 | 33m 00s | At Night They Come | After game over there's no way to restart the game, only refreshing the page (Web, using Firefox). <br/>I like the idea, but without sound (I can't use sound) it has too little feedback. It would improve with some visual feedback on collision and when landing a shot. <br/>Also a little texture on the floor would improve the feel of movement. <br/>Hope it helps! |
| Dec 16 10:00:00 | 21h 26m | Flight Attend-A-Thon | I like it! For some reason it doesn't stress me out as much as most management games, I think it is because of the psychological pause of going to the popup cart-sorting screen. Well done! <br/>One thing: I would add to the tutorial how to go to refill items (the mechanics/controls) as it was a little confusing when the refill section was out of screen. Maybe even making it a persistent UI button could work. <br/>Nice game! I enjoyed it! |