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Feedback comments for LD38
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| Timestamp | Since previous | Game | abhimonk's comment | |
|---|---|---|---|---|
| May 1 12:10:51 | RC kitchen Throwdown | ♥ 1 | Overall cool game. I ran into performance issues just like you said, but they didn't hinder the experience too much. The car was also a little difficult to control. I really like the panting noise of the dog, and the sound effects overall. I know that sounds weird but it made the situation feel much more desperate for me. I also like the food bowl and the dumbbells. Those helped quite a bit. Nice work! | |
| May 1 12:20:50 | 9m 59s | SittingDucks | ♥ 1 | Great work. I would have liked more feedback on egg-laying. I wasn't sure how long to sit when laying an egg, but I liked the idea a lot. In general, the game could use some more indicators on how the player does things (i.e is there a cooldown for laying an egg?). The art style is very nice too, particularly the explosions. Maybe a little screen-shake would have made them feel more visceral, but still very good. The controls were very responsive, and destroying meteors felt good. Overall good job. |
| May 1 22:22:44 | 10h 01m | Solar Smash | ♥ 1 | Wow, overall amazing. The physics work so well! I love how the asteroids slingshot around the planets when you narrowly miss. Very difficult but really rewarding to hit a planet and have the pieces ricochet around. The explosions were also very satisfying. The 3d models also looked very well done. Great job! |
| May 1 22:31:26 | 8m 42s | Classical Conditioning Cooperation - [CCC] | ♥ 2 | Awesomely done! The game is very polished overall. The animations and art style all fit together very well. The music is great too. Finally, I really like the structure of the puzzles. They were great because they had both a "figuring out" component, and an "execution" component. Even once I had figured out how to maneuver the rats, I still had to have the mechanics to put the rats in the right direction. I really liked that. |
| May 1 22:36:49 | 5m 23s | HexaHover | ♥ 1 | Great work! The only improvements I can think of is maybe a more visceral reaction when the cars collide/boost. The controls feel very realistic (as far as hovercars go) and the artwork and music are very well done. The neon color theme makes everything fit together really well. I didn't have a friend to play it with, so unfortunately I couldn't experience it to the fullest, but this is still overall very well done! |
| May 1 22:43:01 | 6m 12s | Gemz | ♥ 1 | The raw platforming mechanics in this game are incredibly well done. The controls are very tight and the air control is so much fun. It's challenging enough to make you want to play more. The various mechanics, like the arrows and the bouncers were very engaging. The level was pretty heavy on the air-control aspect, but this seemed like a personal choice. I would have liked to see some sound effects and some music. Some kind of crunchy effect on wall-jumps or deaths would make this game pop a lot more. Aside from that, the platforming mechanics are essentially perfect in my opinion, very similar to Super Meat Boy. |
| May 1 22:51:22 | 8m 21s | Brawll | ♥ 1 | Wow great game! I really liked how simple the mechanics were, and how good it felt to use the Force special. It felt really satisfying to knock an enemy out with the dash. Also, even though the art was simple, it fit very well. I also like the sounds and the effects of the dash. My favorite part is how relentless the AI is. It was very satisfying to juke the AI and try to outplay them(The intangible powerup is brilliant by the way). The music was also really good. It fit the battle and the "outer space" part of the theme really well. Great job! |
| May 1 23:04:37 | 13m 15s | Skylets | ♥ 4 | Great job! The jumping felt a little clunky at times, but it's very impressive to have created this 3d platforming all in a game jam. It felt a little repetitive at first, but I thought the level shapes were varied enough to keep me interested. I liked the little dialogues here and there. The platforming, while sometimes hard to control, was satisfying. One little thing I liked a lot was how the music started as soon as I collected the first object on the planet. Things like that make the experience all the more memorable. The low-poly art was good. It all fit together very well, which is what matters most. I also liked how the level gets progressively harder as time goes on (since the planet starts to fall apart). Overall, great work! |
| May 1 23:14:14 | 9m 37s | Step-Squish | ♥ 3 | Great simple idea. I found it pretty tough, but satisfying to collect crumbs. While it could use some animations for the ant, I still liked the core of the game. Very simple but very engaging. Predicting where the foot was going to be and outplaying it actually felt really good. I like the death screen and the art style is nice and consistent. Good work. |
| May 1 23:23:24 | 9m 10s | Space Aliens Are Coming | ♥ 1 | I'm glad I played this to the end. One thing I'm sure you already know is: I think it's strange that the velocity of the bullets is proportional to how far away the mouse is. I understand the need to "cull" bullets after a certain distance, but it was strange to click close to the player and see the bullet go very slow. Other than that, I really liked the overall aesthetic of this game. It sounds strange, but the spooky cacophonous music coupled with how absurd and terrifying the aliens looked, as well as the strange sounds of the townspeople made the style of the game feel very consistent. Shooting down alien ships was satisfying as well. Also, the babymaking was a pretty funny surprise. Great work! |
| May 1 23:29:53 | 6m 29s | CircuitWorld | ♥ 1 | I liked the educational component. Good job overall. The game feels a little LIGHT (haha) on input feedback, though. Some additional sound affects that respond to user input would make the game feel even better. I also thought it was a little jarring to have the music restart with each level. However, I liked that the puzzles were relatively intuitive. The 3d art was also very well done. Good music too. Nice work! |
| May 1 23:36:52 | 6m 59s | Vixa | ♥ 1 | Amazing! I love how simple yet fun the game is. The music synchronization and the visual effects are so incredibly satisfying! I love how the game mimics the actual feel of the music (i.e during the quiet part, the game is very relaxed, when the beat drops the game gets more intense again). The art style in general is also very polished. The colors and effects fit together so well with the music. Great job! |
| May 1 23:47:43 | 10m 51s | The Curious Adventures of Ant, the Inebriated Ant | ♥ 0 | Nice job. The sound felt a little dry. Some music or additional sound effects would have really brought this game to life. The controls got a little bit frustrating here and there, but that's partially because I'm just bad. I thought the way the ant flailed around was pretty funny. I like the overall idea, and the fact that the controls fit the ant's inebriated state is good. I also liked the paint-style art, and the initial dialogue about the ant. Nice work! |
| May 2 00:01:00 | 13m 17s | The Taker | ♥ 2 | Nice work! I don't see a lot of these "RTS"-ish games in Ludum Dare. Creating units was nice and smooth, and the art in general fit together well. Some kind of resource system would have made it feel a little more rewarding. I think I just spammed units until I made progress. That said, I like the overall idea. It was interesting, tying the camera motion to castle placement. It made it feel more necessary to actually place castles in territory you conquered. Good job! |
| May 2 00:25:03 | 24m 03s | The Spoiled Prince | ♥ 1 | Incredible! I love the whole package so much. The art and the music are so well done and fit together perfectly. The crying noise of the baby was actually hilarious, and the chickens were really hard to get through (BUT I DID IT WOOHOO!). Also, little things, like the chicken heads glowing red before they attacked (and being red during the "Hitbox" duration) made the game feel really fair and well done. Also, the fact that the platforms were spaced very nicely according to the throw-range of the player made it very satisfying to throw the baby and have him land perfectly. The difficulty curve of the levels felt perfect too. By the time I got to the onslaught of chickens, I was ready. Great job! |
| May 2 00:32:46 | 7m 43s | Bug to the Footstep | ♥ 2 | Incredibly engaging puzzle game. I agree with the other commenters, this game could be polished into a great puzzle game. I can see myself buying something like this on mobile. I love how simple the main concept is, but it got complex very quickly. Flipping and rotating adds a ton of potential depth to the core puzzle system. |
| May 2 00:39:05 | 6m 19s | Space Cowboy's Last Stand | ♥ 1 | I LOVE the idea of having to dodge your own bullets. The physics on the orbiting bullets was well done. I also really like how the bullets can swing around and sometimes kill multiple enemies. That always felt really satisfying. I thought the shop placement was a little troublesome sometimes. I think maybe having it at the bottom of the screen as an overlay would have been better. At first, I was a little torn about having to manually reload, but I think it adds a bit of desperation to the game, so in the end I think it was a good choice. Finally, I really liked the art style. It was simple but made the concept of a cowboy on the moon even funnier. Very nice work! |
| May 2 00:49:19 | 10m 14s | World Collector | ♥ 2 | Good work. I liked the stacking mechanics with each level. Learning how to use the green exclamation point, and then having to learn how to use the ice block was a nice level of depth added to the game. I also love the chiptune style of music. I think it may have made sense to rotate the world instead of the player around the world with a game like this. Having to move precisely and whatnot is a little difficult when you go on the bottom of the world, and the controls suddenly feel like they're the opposite of what you'd expect. That said, this wasn't a huge detractor from the experience. Overall, I really liked the addition of each ability to the game. |
| May 2 00:58:40 | 9m 21s | Pale Blue Dot | ♥ 3 | Very impressive work with the music and the overall mood. I will say, it doesn't feel too much like an actual video game. That said, it was still a very memorable experience. I think there's a lot to be said about the small things in this game, like when you get hit by an asteroid it looks like it actually ricochets off your ship in the window, or when you pass a planet on the hud, you see it zoom by in the window. The hit sound effect was also amazing. It felt like a deep bass drum that fit with the music. Nice work! |
| May 2 01:03:42 | 5m 02s | Rock Always Wins | ♥ 1 | Fun little game. I like the overall idea. I think it could be a successful mobile game. Some kind of end game screen would have been nice, but good first attempt. Welcome to ludum dare! |
| May 2 01:15:01 | 11m 19s | MagiSEED | ♥ 2 | I thought the shrinking mechanic was awesome. I liked how the mechanics got added with each level. Also some people are saying the art was strange, but I thought it fit together with the music so well! The main character does a weird jazz-walk for his walk animation, which fit very well with the music. Overall, art style was consistent and the wind mechanic was satisfying to use on the switches. I also liked how the wind turbines (is that what they're called?) were time-dependent, so you had to rush once you started spinning one. Good job! |
| May 2 01:19:10 | 4m 09s | DEFEND YOUR TINY WORLD! v1.1 | ♥ 3 | Really nice job. Nice and simple, with great, intuitive controls. I see a lot of people doing the "circular walking" controls very clunkily, but this game controlled very smoothly. I also liked the music, although the loop was a little short. Nice character animations and explosion animations. I thought the ramp-up in asteroid spawns was perfect too (I only got to 404 points though haha). I think this type of idea was implemented a lot this ludum dare, but I think you did a really good job with it. |
| May 2 01:26:17 | 7m 07s | A.M.O.R.V. | ♥ 1 | Good work. After reading the comments, I think I understand why the controls felt a little un-intuitive at times: The gravity distortion was intentional, yes? Overall a little repetitive, but I still liked the way everything fit together. The music was great, and fit the space setting very well. Nice job. |
| May 2 01:42:29 | 16m 12s | Rogue Basement | ♥ 3 | I love the atmosphere of this game. I also love the mechanic of prediction when throwing and dodging rocks. I don't play games like this very often, so I don't know if this is part of the genre, but I love the fact that everything only moves when I perform an action. This made every action I performed feel very deliberate. Also, little things like the doors opening and closing, and the rocks turning red mid-air made the game feel nice and complete. Good job! |
| May 3 00:43:32 | 23h 01m | Godspeed Mankind | ♥ 1 | Nice work. I liked the simplicity of the game. It felt a little repetitive after a little while, once I figured out a strategy (rotate from water to farm to city to water to farm to city), but I liked the concept a lot. I think that the surplus wastage mechanic was really cool. It made me more conscious of how much of a resource I harvested before moving on. The art and sounds were very well done. The resource harvesting and use sound effects were particularly satisfying. Great first entry. |
| May 3 00:54:37 | 11m 05s | Advanced Mitosis | ♥ 0 | Nice work. I think this is the first "eat to grow" style game in this Ludum Dare I've played! I really like the sounds and the animations, even if they're very simple. They fit the game very well. It felt a little repetitive sometimes. Maybe some kind of faster movement option like a dash, or some variation to the movement would have kept things more engaging. That said, some of the levels with multiple enemies, and the level "engagement" were very cool. The music was also very interesting and well done. I also just like the overall idea a lot. I enjoyed trying to "steal away" food from enemies so I could get bigger than them. Great job! |
| May 3 01:06:30 | 11m 53s | Angry Worlds | ♥ 1 | Nice game. Pretty tough overall. I experienced a similar bug to @batmanasb where I got stuck in an enemy. I really liked the art style. The angry world you play as is particularly cute. Also, one small thing I really liked was how you placed the enemies below the jump at the beginning to demonstrate to the player how to kill them. That was really well done and stood out to me. |
| May 6 17:16:09 | 88h 09m | Gate Breaker | ♥ 1 | Great work. A few things that would have made this game feel really great: - Zooming out a little bit so that I can see more enemies and bullets - feedback on player input and events, i.e sound effects or screenshake would have made this game much crunchier. That said, I think it's a very solid twin stick. The two minibosses/bugs were a little too easy to kill in my opinion. Their attacks came out pretty slowly, and I had a more difficult time with the basic enemies in the stage, but I really like the overall chaos that the basic enemies create. The art style was also very well done. It felt very retro. The most important thing about art is that it's focused, and this was definitely very focused in on the old-school space invaders type graphics. Nice job! |
| May 6 17:27:29 | 11m 20s | Caelium Alpha | ♥ 2 | Good work. I only played the LD version of the game, so keep that in mind when you read this feedback. One small nitpick - I know another commenter mentioned it, but orbital speed is proportional to the altitude, so if a planet is closer, then it's orbital speed must be higher. Another nice thing about this feature is that you could control the distance between the planet and the star without having to create another slider, just using orbital speed I really like the VFX when you spawn a planet (the white glow that spawns). I know you already added sounds and other effects in the newest version, so I don't need to mention that. Overall I like the idea. I don't see a lot of sandbox games in Ludum Dare, so this was nice change of pace for me. Nice work! |
| May 6 17:38:06 | 10m 37s | Shrimp Tank | ♥ 1 | Nice work. You've already addressed all the feedback I would have given (i.e more feedback on player actions, and camera control). I know the movement is underwater so it's supposed to feel very damped and floaty, but it felt like I was battling with the controls a lot when I was moving around the tank. I had to hold a direction for a while before actually moving in that direction, and I felt that when I jumped I lost too much directional control. Perhaps this was the intention, since it also wouldn't make sense to have a super agile shrimp underwater. I really like the danger music. Specifically how it fits in with the normal music. The transition is very smooth, so it doesn't feel jarring, but it does a great job of notifying the player that they are in danger. I also like the art a lot. The art style is nice and consistent, which is always the most important thing. Everything looks like it indeed belongs to the same universe. The other creatures in the tank that didn't directly interact with the player were a nice addition. It made it feel more realistic, and lively. Good job! |
| May 6 17:45:21 | 7m 15s | Destroy Blocks | ♥ 3 | Solid work. I'll discuss the small issues I experienced first: - I think the controls are a little unintuitive. Perhaps mouse camera control would have made it more satisfying. - It was a little strange that I could look up and down, but I couldn't look left or right. I think maybe using A and D to look left and right would give the player more control. -This was probably just on my end, but I had some pretty significant performance issues, with respect to framerate and lagging. Again, this might just be my computer's fault. What I liked a lot: - The music was cool. It cut in and out now and then, probably due to my computer's poor performance, but I think it fit the aesthetic of the game. - The art was simple but consistent. It was interesting to look at. Sort of surrealist, idk but I liked it. - I really like that you can toggle gravity. It made it a lot more fun to fly around and destroy blocks. Nice job. Another commenter mentioned that this was your first Ludum Dare. If that's the case, great work and welcome! |
| May 6 18:14:52 | 29m 31s | The Clearing | ♥ 1 | Solid work. I'll start with what I believe could be improved: - The control is very strange. I think just having the different keys correspond to player movement relative to the camera (i.e W is up, A is left, D is down, and so on) would have been better. Someone else suggested click-to-move, and I agree that could have worked too. - Character movement feels sluggish. This could be tied to the controls as well, so I think improving that would make the sluggish movement better. - The monkeys didn't consistently run away when I reached the huts. The things I liked a lot: - I actually liked the sounds a lot. The monkey noise got a little grating, but I think that was intentional, since they're supposed to alert the player to their presence. I really like audio cues in games, so this was well done. - I'm impressed that you made so much 3-d art so quickly. 3-d art is very difficult to pull off, and I think the low-poly art style worked really well. Keep it up! |
| May 6 18:25:08 | 10m 16s | Glade in the Sky | ♥ 3 | Great job! I'll start with what I think could be improved: - A quick-restart option, or a faster death animation would make it easier to get back into the action. - Some more clarity on the heights of platforms would help the player judge if they can actually make a jump or not. - I know everyone else mentioned this, but as soon as I got to the second puzzle I immediately cheesed it by jumping the gap. What I liked a lot - Very cool 2nd puzzle. Planning where I was going to use the gems was very rewarding. - I liked the blocky art style a lot. It fit the "empty" vibe the game was giving off, which I thought was cool. - I think it's fine without music. I like the mood it sets, especially with the stars in the background. That, coupled with how shiny everything is makes it feel very "out of this world". Nice work! |
| May 6 18:33:15 | 8m 07s | World Conqueror: Rule the Seas | ♥ 1 | Wow, this is one of my favorites! - I love the hit-effects. The particles and sounds are very satisfying and well done. - I had some trouble with the control at first, but within a few minutes it felt very tight and satisfying to navigate around enemy bullets. - I really like the camera-rotation when you rotate. It feels very intuitive. - Getting upgrades with each kill was a nice touch. This is a very solidly made shooter. I found it really tough, but it was fun to circle around the enemies and take out their turrets before conquering. The visuals (ships and continents) were well done too. Great job! |
| May 6 18:40:53 | 7m 38s | Small World Collider | ♥ 2 | Really cool game! I love the different combinations of planets. I liked Neptune + Earth a lot. It felt really cool to have to deal with the paddle slow + earth launches at the same time. I agree with some of the other commenters that some of the quick/smaller planets feel a little too difficult to deal with, but it's still very fun to try out different combinations of planets. Good work! |
| May 6 18:53:18 | 12m 25s | House Escape | ♥ 0 | Really cool game. I'll start with what I thought could be improved: - I think others mentioned this, but I picked up the knife and ball twice. I'm not sure if that's a bug or not. - I think the text should be harder to cancel, if that makes sense. Sometimes I'd pick up an item and then the text would flash immediately before I could read it. What I liked: - The simplicity was great. - The hints that were given to you (i.e "theres something behind the tv but I cant reach it" or the key out of reach) were really well done. - The pixel art was fantastic. I also really like the "vertigo" effect (not sure if that's what its called) that happens when you move around the level. It made it feel more 3-d. Great work! |
| May 6 19:03:30 | 10m 12s | Cowmets | ♥ 1 | Wow this was incredibly polished. I think this is the best game I've played in LD38 so far. I have to rave about a bunch of specific things before I go into the generals: - The character art fit so well. They look like they're from some strange universe where wrangling spherical cows is the norm, and I love it. - The feedback for player input (i.e when you enter "aim mode", a little sound plays and the reticule rotates a little) was fantastically done. It makes it feel so polished. - The spherical animal art was hilarious, as well as the moos of the cows when you eventually wrangle them. - I love how there are different "Grades" of cows. Once I learned that there were "rare cowmets", my insatiable thirst for rare cowmet blood made me hunt them exclusively (until I captured them all). - The game controls so smoothly. I love the way the aiming works, where the reticule turns green for a potentially-successful shot. Chasing down the cows was very satisfying, and the music change fit really well. Amazing job. Such a ridiculously polished game for a gamejam. |
| May 6 19:17:07 | 13m 37s | Glass Houses | ♥ 1 | Wow, this game had an incredibly well done atmosphere and story. - The music progression with each day was phenomenal. It really gave the feeling of impending doom and dread. It scaled up the intensity very well. - I love the fact that, amidst the chaos, the main character just goes back and forth between the machine and his house. It's like it doesn't matter to him. - The pixel art was great. The muted color palette really set the initial mood. - SPOILERS: my first time through, I got the bad ending, and I think it's brilliant. I was so conditioned to move from left to right, every day, that when I picked up the girl, I didn't even think "Maybe she's running from something". I just ran to the right like I always do. This ended up getting the girl killed. - My second playthrough, I decided to break the pattern of indifference to the situation,and ran away when I picked up the girl to save her. This was a really great moment. - The lack of dialogue made the mood even more sinister. When the religious folk began coming in, and started showing a death-related image (which I now think means "sacrifice" or something), I felt very unnerved. Fantastic game. |
| May 6 19:24:14 | 7m 07s | Star keeper | ♥ 2 | Nice work. Very simple mechanics, which worked in the game's favor. The atmosphere was very well done. The calming music and the art style worked together to set a very pensive (not sure if i'm using that word right) mood. The pixel art was very polished. Also, I liked the fact that the objective was vague. The intro images (with the player planting the flower) were enough to tell me what to do, but I'm glad it didn't explicitly spell it out for me. It made the mood all the more interesting. Great job! |
| May 6 19:52:45 | 28m 31s | To do list | ♥ 2 | Wow, I'm so incredibly glad I played through to the end. I got goosebumps towards the ending. What an incredibly well made game. I don't want to spoil anything for the people who haven't played through it, but for everyone: Please finish this game! I almost stopped after the first day because I thought the rest of the game would just be doing little errands. A few minor things first: - The collision was a little buggy. I walked through the objects in the main char's room a bunch of times. - The controls felt slippery. I often felt like I moved additional tiles even when only inputting one move command. Other than that, it was incredible. Here are the specifics that I liked: - I loved the changing music. It fit the mood changes throughout the game, and made the sinister nature of the main character so much more impactful. - The main character art (during the dialogue specifically) was PHENOMENAL! Towards the end of the game, it was incredibly creepy and well done. - The final image of the main character will be burned into my brain. I still don't feel like I have a great grasp of the story, but it was so impactful and creepy I can't get it out of my head. Fantastic game! |
| May 6 21:46:39 | 1h 53m | ANTIVIRUS | ♥ 1 | Really impressive game. I love the growing-shrinking mechanic when you move to the next area. The VFX when you hit something with your bullets are very nice too. The art style is really well done. I love the neon colors and the pixel art. Great music too. Overall, this game feels very polished (love the BSOD for the death screen too). Great job! |
| May 14 14:44:16 | 184h 57m | Land of the Sun | ♥ 1 | Great game. As another commenter mentioned, I love boss-centric games. The only major critique I have is I wish the camera was zoomed out just a little more. A lot of the platforms were off-screen below the player. It felt like I was taking "leaps of faith" for most of the game, since I had no idea what was below me until after I died and saw where the platforms ended up. That said, each boss is great. I love the 3rd boss in particular, and how you have to move in circles around the arena. It felt like I was fighting the arena more than the boss, which was very cool. At first, I thought the aiming was really strange, but after finishing, I really like how slow the orbs rotate. I think making the aiming easier would've cheapened a few of the boss kills. Being forced to wait for the shot to line up during a boss's few seconds of downtime was one of the most tense and exciting parts of the game. Also, I loved the music. It gave the atmosphere a very empty and isolated feeling, as if to say that you and the four bosses are the last ones in the world or something. It set the mood very well. Great job! |