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Feedback comments for LD37
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| Timestamp | Since previous | Game | x1212's comment |
|---|---|---|---|
| Dec 12 08:36:00 | The Switching Cavern | The linux build works just fine here. <br/> <br/>Good job with the music! | |
| Dec 12 08:54:00 | 18m 00s | Ramenfly | Well done! <br/>The sounds create an interesting mood! <br/>I just struggled a little with the games window getting out of focus when I tried to hit flies that where close to the windows border. <br/>Btw. this game also runs well on Linux (tested by renaming the *.exe to data.pck and running a Linux version of Godot from the same directory) so it should be easy to also create and provide a Linux export of your game. |
| Dec 12 10:54:00 | 2h 00m | Feeldizzy | Nice little game. <br/>All this turning around is really disorienting and confusing, but since that's the challenge so it somehow works really well! |
| Dec 12 11:05:00 | 11m 00s | Police Interrogation Simulator 2017 | ... I'm not quite sure what to think about this game ... but I'm not sure if it might just be me missing something ... <br/> <br/>About the web-export: I have similar issues with some sounds not playing in the web-version, so I guess there's something broken in Godot's HTML5-export template :( |
| Dec 12 11:14:00 | 9m 00s | Neo Spiritu | Graphics, Sound and Game-mechanics work really well together in this game, good job! |
| Dec 12 11:37:00 | 23m 00s | 52-Card Pickup 2000 | Somehow it feels like the random(?) positions of the cards are a little to random and you can hardly see them sometimes, but it still works somehow. <br/>At least it looks like you got all the games most important mechanics to work reliably. When I created my entry, I spent most of my time struggling with godot's 3D physics and it wasn't even my first game in godot in 3D ... |
| Dec 12 12:07:00 | 30m 00s | Endless | Well done! <br/>Quite a lot of different mechanics for a "simplified" game! |
| Dec 12 18:07:00 | 6h 00m | Pico Factory | Great game! <br/>I had a few problems remembering the controlls but overall it works really well. <br/>I just love how it's nearly the same basic idea as we used for our entry, but with much better gameplay. |
| Dec 12 19:29:00 | 1h 22m | Sorry, We're Full | Of all the games of this ld's games I've played so far this is the first game that plays outdoors :D |
| Dec 13 15:29:00 | 20h 00m | Exit The Room Update 1.1 | Interesting idea. <br/>I feel like there should have been a few more games and maybe some kind of order to unlock to them to give the player some kind of "progress". |
| Dec 13 15:42:00 | 13m 00s | Poopy R**mba | I need to show this to the other members of our team! There was a robot like at the place we used to work on the game. Luckily it wasn't active at the time ... :D <br/> <br/>Great Graphics! <br/>Also the mechanics and puzzles work really well. |
| Dec 13 16:39:00 | 57m 00s | Bad Dreams | I like that the game does most of the aiming for you. <br/>But somehow it still manages to get pretty hard later on ... it could have used a retry level mechanic, so you don't have to start all over again if you fail ... <br/>I already got all the walls up and even the bed, but then I was overrun by more of these black things than I could handle. |
| Dec 14 17:20:00 | 24h 41m | Last in Time | Well done! <br/>I really liked the storytelling and art style. <br/>The only thing missing in my opinion is a little more rewarding ending, that tells you at least a little more about what all of this was about. <br/>Also some of the puzzles could have either used some kind of hint to their solution or you could have left out stuff that results in the player following the wrong lead (at least I think that there was one item that's completely useless and gives you the wrong idea about a puzzles solution ...). <br/>But in the end the game is a great entry as it is already. |
| Dec 14 18:08:00 | 48m 00s | Escape the Room | Hm ... this is a difficult one ... <br/>It feels like it would have been pretty good with a little more finetuning ... but as it is it was really frustrating ... <br/> <br/>The problems came mostly down to: <br/> - everything being way to fast when the character was not standing on the ground <br/> - no cooldown before respawn (is a big problem where there are enemies right next to the checkpoint, which lead to me not beeing fast enough to release the walking button upon death, running immediately into the enemy next to the checkpoint, still beeing confused what just happened continuing to press the button walking into the enemy again ...) <br/> - not beeing able to tell what just killed you (mostly due to the insane speed, maybe sometimes also because of unintuitive hitboxes) <br/> - evil placement of enemies/traps (having something slow you down while something else requires you to act quickly, for example there was a spot where I had to wait for an elevator, with a pendulum right next to it) <br/> <br/>Some of this wouldn't be as much of a problem, if you could have a look ahead from a safe spot and plan for it, but as it is, even if you know the placement of things that can kill you the viewing distance is just too short to see it coming and react to it in time) <br/>Also all of this combined with limited amount of respawns ... <br/> <br/> <br/>Anyway I think it's still pretty good for your first attempt using a new engine, especially one that doesn't have all that many tutorials. (regarding this: when I began using godot some of my attempts at making games with the built-in-physics failed because I didn't quite understand what _process and _fixed_process are there for, so maybe that has something to do with the physics problems in your game?) <br/> <br/>Linux version works fine for me. |
| Dec 14 18:25:00 | 17m 00s | Chamber Designer | Wow, this one is really interesting! <br/>The graphics fit very well and the mechanics are challenging, yet reliable and simple at the same time. |
| Dec 16 18:17:00 | 47h 52m | The Last Trip to Riverside | Interesting use of the theme. <br/>The graphics are pretty good and generate a mood that fits the story very well. <br/> <br/>I think the game just has a little bit of trouble when it comes to communicating the progress made to the player, since at least as far as I got the whole way looked and felt the same. To me it was pretty demotivating that all I saw was the loss of resources that were hard to get without loosing health and risking having to start all over again. And even if you had them, sometimes there are just too many enemies around, so you can't even use them ... |
| Dec 16 18:39:00 | 22m 00s | Psy Room | The art is well made and the way of story-telling really interesting. <br/>There is just the problem that even though I encountered two endings each two times and I think I know what causes them to trigger, I don't understand them or why what I did would trigger them. (why does going left first, then right make such a difference to first going right then left?) <br/>(also it's a little short, but creating art that good requires time, so that's not really an issue) <br/>Otherwise very well done! |
| Dec 16 19:07:00 | 28m 00s | Colorado Steve | Nice to see another game using the 3D part of godot :) <br/>It's just a little to difficult for me ... I just can't get past some places where there is just a pretty narrow path without falling and getting stuck until that wall of death kills me :( |
| Dec 16 19:19:00 | 12m 00s | AirportSecurity | Wow ... for a first game this is pretty well made! <br/>I like that it's so easy to get into and somehow manages to have so much replay-ability. <br/>It's probably because it's so short and simple, that it doesn't hurt to play just an other round to see if you can get just one more passenger done than the last time. |
| Dec 16 20:13:00 | 54m 00s | Room & Gloom | Nice one! <br/>Works well and has a nice mood (probably because the audio fits so well to the minimalistic graphics style). |