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dj_pale

Feedback comments for LD38

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TimestampSince previousGamedj_pale's comment
Apr 30 19:03:28 Conquer Earth ♥ 1 Nice interface, a little hard to hit the circles sometimes. Impressive that you have managed to code this and filled it with different cards and content! Well done
Apr 30 19:09:00 5m 32s Daily Routine: the smallest worlds are the ones we get stuck in ♥ 3 Nice art and innovative mini-games, nice job!
Apr 30 19:20:14 11m 14s LD-38 SUPER SMALL WORLDS ♥ 1 Impressive level design and assets - a little bit frustrating with the controls - they do not allow for fine-control sometimes so some of the jumps felt a little bit unfair. But overall a very good entry
May 2 20:42:58 49h 22m Set Sails ♥ 1 Nice graphics and layout (love the coins at the beginning). The interface is a little hard to make out, and I struggled a little bit to get started. But all in all, very good LD entry.
May 2 21:00:28 17m 30s Snowed In ♥ 2 Great game, the polish on this entry was simply amazing and the voice acting was top notch!
May 2 21:09:27 8m 59s Asteroid Architect ♥ 3 Good and original take on the theme with innovative mechanics. Would have been nice with a little more variations on the starting asteroids and maybe some pre-existing hazards like radation etc. Well done!
May 2 21:14:02 4m 35s Stable Orbit ♥ 0 Very nice graphic + atmosphere, but the too hard off the bat. Maybe create some very soft constraints in the beginning and make them less forgiving for new levels etc. would have worked better in this case. Props to innovation.
May 2 21:33:51 19m 49s Dispyria ♥ 2 Played it through - well done with the style and that you have made distinct areas with different palettes and music! Agree with some of the previous posters that the difficulty is low and the controls needed tuning. More enemy types would have been fun. But overall impressive amount of work, liked it!
May 2 21:56:18 22m 27s The Treachery of Game Dev ♥ 0 Nice job on getting these mechanics in the limited time. The idea is very good :)
May 3 20:16:08 22h 19m Blackhole Escape INC ♥ 0 Most of the other commenters have put their finger on some of the pain points. I had trouble finding scrap and the darkness was a bit unforgiving when figuring out and exploring the area. At one point I felt I reached some kind of outskirts since it was completely empty. Lighting and own engine gets extra points from me as well :)
May 3 20:27:51 11m 43s You Just Don't Get It ♥ 1 Nice idea, love the graphic implementation. Would have selected another font and way of displaying the narration dialogue, it felt a little inconsistent with the overall art style.
May 3 20:36:30 8m 39s Giant Friend ♥ 0 Nice concept - you even had time for a cutscene in the beginning :) More particle fx or similar would add to the satisfaction.
May 3 20:48:58 12m 28s Falling ground ♥ 1 Very nice esthetics and the "pixel-based" collision. The scale vs jump height / distance felt a bit weird. Got the hang of it eventually, but as others have pointed out - the level design didn't immediately give any hints on where to go next. I think the first level could be shortened a bit and instead adding a second level with new environment or hazard to give it more "meaning".
May 3 21:00:54 11m 56s The Shrinkifier ♥ 0 Got max 400 points. As others pointed out there needs to be more player decision / choice in order to make it really interesting. Since you deplete your helpers and never get them back, you just click and pray without any control at all. What about implementing some sort of betting like Black Jack or similar?
May 3 21:20:49 19m 55s Defending my small world ♥ 2 A bit hard to get into the gameplay, but the art-style is a good idea.
May 4 20:20:06 22h 59m Neuroso ♥ 0 I agree with @coleslaughter - some kind of spawn or skipping the dialogues after you have died once is paramount. The visual style works quite OK, and I love the unique aspect ratio. One thing to think about is that the places / platforms you can stand on need to be more visual distinct than background and other elements, or it will be confusing. I don't remember where I read it anymore but a trick game designers have is to do the "muse test". It means that the path should stand out by just musing at your screen. I think that + polishing the movement and adding spawn points or similar would improve the game.
May 5 15:46:45 19h 26m Bug Attack! ♥ 1 Nice work with the elaborate explanations in the beginning of the game. Seems like the difficulty curve was pretty well tuned also. The only thing that was a bit hard to keep track of how much warriors that you have.
May 7 19:48:01 52h 01m Chill Bill ♥ 0 Nice implementation, the art and audio gives it a fairly polished look and feel. Would have wanted to have some sort of build-up maybe - with the amount of people you don't get the satisfaction of going berserk and popping everyone around you.
May 7 20:04:33 16m 32s Path of the Rabbit ♥ 0 Hats off, simple mechanics but very deep at the same time. The sense that the player is slowly learning and mastering is very impressive given the short timeline for design. The graphics are fitting, mood is good and achieved with simple means. Top tier of LD#38
May 18 17:37:09 261h 32m Badass Hobo ♥ 0 As others have pointed out - there are no dodge mechanics which makes it very hard. Just add a crouch state with a different hitbox (probably quickest) or add a jump.
May 18 18:09:57 32m 48s Supernova ♥ 1 I love games that feature multiple "game modes" - nice implementation! As others have pointed out - the difficulty ramping should have been "smoother". Also I feel that I sometimes fall off a platform even if I have jumped, so a small tweak would make the controls feel a bit "tighter". Overall, nice execution!