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Feedback comments for LD37
yumaikas's games and stats for all events →
| Timestamp | Since previous | Game | yumaikas's comment |
|---|---|---|---|
| Dec 13 04:20:00 | Strexter | The game is really nifty and has a neat continuous game progression, and it's been juiced pretty well. My only complaint was that it wasn't quite clear that the orange stuff just slowed you down. | |
| Dec 13 05:41:00 | 1h 21m | Mr. Barbel VS Hell Vise | If there is an end to the game, it's tuned a little on the difficult side. Other than that, nifty movement. |
| Dec 13 05:48:00 | 7m 00s | Exit The Room Update 1.1 | This game was missing...something to keep the player engaged. Most idle games have a little animation, or pour out snark, or something. |
| Dec 13 06:10:00 | 22m 00s | KonMatch3 | The game was really neat, although it was a little hard to tell what would match with what when they weren't the same thing, and winning vs losing was unclear. |
| Dec 13 06:23:00 | 13m 00s | rotomanor | Great presentation. What' I'm supposed to do is a little ambigous, and the mansion it rather difficult to manauver, but I could listen to that song for quite some time, wandering the halls of the rotomanor |
| Dec 18 21:14:00 | 134h 51m | Galactic Arena | Pretty fun, couldn't get past the green alien snakes. Controls felt fluid, other than the "skating on ice" feeling. |
| Dec 19 04:50:00 | 7h 36m | Room One | This game needs a *lot* of work on it's first impression, so I'd focus the polish there first, either by adding a tutorial, or by increasing the feedback that players have on how to control the squad. <br/> <br/>This game meshes realtime gameplay with controls that feel like they belong in a turn based game. The enemy spawn rates are not tuned to allow for learning these controls without dying 3 times. My squad also feels rather dim witted when they won't turn around to shoot what is shooting them. <br/> <br/>I'd make the vision cones of the squad always visible, and I'd widen them up a bit. I'd also add a little feedback when your mouse hovers over a squad member, to help indicate that they might be clickable. <br/> <br/>I've also had the game crash multiple times, that will need to be cleaned up a bit. <br/> <br/>The audio also needs to re-mixed a bit, either to make the lasers less loud. <br/> <br/>The game could be interesting as a top-down shooter that focuses on juggling 3 teammates, but I'd like to have the idle AI be a little smarter about what it does when I'm not controlling it. |
| Dec 19 15:08:00 | 10h 18m | Danger: Mondays | Quite funny! |
| Dec 19 23:50:00 | 8h 42m | Tangent | Great game overall. It's very well polished and fun to work with. |
| Dec 23 18:18:00 | 90h 28m | TELEMATICS | Man, what an interesting game. It makes me think of a pared down version of FNAF, almost. The balance of aggression/not gameplay was also interesting. |
| Jan 2 09:19:00 | 231h 01m | Spacedoor | This was quite enjoyable as a short experience. It only took me 3 trys to get it figured out, but the audio design was quite nice. |
| Jan 2 09:42:00 | 23m 00s | Endless | The game was sort of fun, I had to look up a solver for the last part, as it was much harder than the previous puzzles. The ending was also funny. |
| Jan 2 09:48:00 | 6m 00s | Entropy | The shooting in this is a bit wonky/hard to use. It's backwards of what it should be in terms of windup/charge. The animation on the player movement is pretty decent. Some gun sound effects and/or an ambient sound piece would have helped a lot for setting some kind of atmosphere. |
| Jan 2 09:57:00 | 9m 00s | Warehouse Wallop | Overall, this game needs a bit more feedback, so that players can see themselves on the background from the get-go. Sound would add a lot as well. |
| Jan 2 10:05:00 | 8m 00s | Elevator Samba | This game was quite fun, though a little tricky to figure out. I'd make your down-jump a bit stronger, but most everything else was quite enjoyable. |
| Jan 2 11:09:00 | 1h 04m | Automatous Room Builders | It was a little hard to figure out at first, and it seems rather fiddly, since the puzzles are based on a grid, but the movement is on an analog sort of thing. Interesting idea, seems like something that'd be a good fit for mobile phones. |
| Jan 2 11:30:00 | 21m 00s | Room Zero | Something was a bit strange about the movement, both the player's and the enemies. |
| Jan 2 14:45:00 | 3h 15m | Pinch | Nifty mechanic and art. It seems that the player orientation gets a bit confused when holding/releasing arrow keys. |
| Jan 2 16:43:00 | 1h 58m | Spot the Different | I would add something that lets you know when you've found all the differences. Other than that, not bad. |