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Feedback comments for LD38
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| Timestamp | Since previous | Game | EveningWayward's comment | |
|---|---|---|---|---|
| May 1 09:32:03 | iii | ♥ 2 | Really loved the art style and the way you combined cute characters and visual aesthetics with dark and moody themes. That's a solid 5 for mood, and I'm a fan of your work from now on. | |
| May 1 09:44:46 | 12m 43s | G2-11 Park Place | ♥ 0 | That's a nice use of pixelation and posterization shaders you've got on here. I exited the game after third of forth day, so I'm not sure if there even is an ending, but you actually managed to create a vibe of isolation in totalitarian society if I understood the theme correctly. |
| May 1 09:54:06 | 9m 20s | Song of Fungus | ♥ 2 | Truly hypnotizing visuals. That's probably the best use of particles I've seen for a while on Ludum Dare. It would also be great to see an extended version of game in future. |
| May 1 10:15:21 | 21m 15s | Overtime | ♥ 0 | I wasn't sure if all of the bugs I discovered were intentional or not, but they only added more irony to the approach of your submission and its clever level design (moment with the trash urn is my favorite). Made a few screenshots of some of those bugs just to let you know: http://imgur.com/a/2ZwAt |
| May 1 10:39:47 | 24m 26s | The Mother of All Games | ♥ 3 | An interesting collection and tribute to simplistic and effective mechanics of classic games. The ability to play any game at any time and finish them all in a non-linear order was an enjoyable surprise and a good design decision, because otherwise your game may become too tiresome for some players. The lack of a restart button was unpleasant for me as I basically had to complete the same levels over and over again to reach the one where I had failed during the previous attempt. Hope you'll add it in a postjam version. |
| May 1 11:14:21 | 34m 34s | Alone Together | ♥ 1 | I wonder how many lines of dialogue this game contains. I've already spent half an hour or so, and the character just keeps on going with new phrases without any end in sight. A meditative and somehow creepy experience indeed, I felt like I was stalking someone or peeping through the keyhole to see the world that I was not supposed to see, and all the humor from the second character only fueled up that feel. |
| May 1 11:35:53 | 21m 32s | THE HUNT | ♥ 1 | I should say that you've done quite an impressive amount of work for 48 hours of compo though I saw only a small partition of game as I couldn't find any way to get into ventillation system in the next room after getting the gun. Abstention from using textures and outline shader unify the graphics and give a minimalist Antichamber-like atmosphere to the game which is a good point, I guess. |
| May 1 11:47:13 | 11m 20s | I Want To Explore | ♥ 2 | What a nice little idea, just like the world that's presented to the player, though the previous LD theme "one room" suits the game better. The start was also confusing and unintuitive to me because I witnessed the same problem as @undefinist. I understand the 1-bit aesthetic that you tried to recreate, but overall darkness of the scene hurt my eyes a bit because of the palette. It would probably be better if the game was stylized for LCD display with sort of greenish color for the background and black color for the foreground, though it's just an assumption. |
| May 1 12:04:11 | 16m 58s | A Mind Is A Small Place | ♥ 4 | Loved how the game seemed to be rather innocent from the start, but then the events started to get darker and darker. Glitchy and surrealistic behaviour of doors and objects evoke a certain fear of in-game space itself for me, thoughts of instability and fluidity. Played it multiple times but didn't get any idea of how to reach an alternative ending. Could you post a walkthrough? |
| May 1 12:41:47 | 37m 36s | Cathode Way | ♥ 4 | I don't have much to say about your game because it's simply genious, literally the most innovative title I've played so far during this Ludum Dare, and you're the one who deserves the first place in this category. Influence of Witness is pretty obvious, especially in the artstyle. |
| May 1 13:01:42 | 19m 55s | vijver | ♥ 1 | It's hard for me to call your entry a game, but it's a nice meditative piece of art with the same spirit as Viridi and Mountain. |
| May 1 13:23:42 | 22m 00s | RE.VISIT | ♥ 0 | You successfully reached the goal you've set up on your itch.io page, but the experience was too overdosed with posteffects which don't fit the mood at all and don't offer anything new. Mechanic was interesting, I would really like to see more of your work, but in its current state the game is too unfinished to judge for sure. |
| May 1 13:42:18 | 18m 36s | Hypercube | ♥ 0 | I felt like I was a test subject who's taking part in a series of experiments conducted in a closed facility and is contanstly being watched by invisible eyes. A remarkable atmosphere that's hard to reach. Among the examples of similar vibes I can only remember The Stanley Parable, some of @nuprahtor games and Cube (which was released in 2005). Good job building the tension. |
| May 1 13:47:59 | 5m 41s | Id's Journey | ♥ 1 | Unfortunately the game didn't work for me. I'm running Windows 8 on my desktop computer, your application launches perfectly, then it gives me the title screen, and finally I see nothing, only a black screen with some haunting sounds on the background (ambience and audio design seem to be well paced, I'll vote for them since I can't play the game at all). UPD: I also tried running it in various compatibility modes. |
| May 1 14:03:05 | 15m 06s | Secluded | ♥ 2 | Such a dramatized and theatrical narrative it is, I felt like I was watching a play unfolding. The chalk font you used suits your style well, it's a shame there is not much to do except for choosing options. I would love to see more of your projects in future as you're a great artist, the contrast of those lowpoly models and their colors looks perfectly smooth. |
| May 1 14:13:13 | 10m 08s | Routine | ♥ 2 | Awesome drawings, icons and methods of their placement on the map remind me of "This Is The Police", "Kentucky Route Zero" and "Mini Metro" with their designs of complex routes, geography and strategical puzzles. |
| May 1 14:29:09 | 15m 56s | Falling ground | ♥ 1 | The atmosphere of total abandonment and world destruction which is told through level design makes the game fun to play and gives somewhat of an energetic feel. Too bad you didn't have any time left to finish your entry properly, a good ending after the boss fight would be great. I understand that there's already a boss death animation present, but it simply feels like it's not enough for the player. |
| May 1 14:54:25 | 25m 16s | Interstellar Botanist | ♥ 3 | This is a gardening simulator of my dreams. It would be nice if you could add some subtitles to the introduction as there are always players who don't percept english speach at all even though voice acting is superb. Space photo on the wall looks like a joke to me, it would be better without it as it ruins the isolated mood. All in all, I liked the idea of combining seeds together to get new plant species and slowly looking after them to see the metamorphoses. It's quite a perspective game mechanic actually, so keep up the good work. |
| May 1 15:21:36 | 27m 11s | Encircle | ♥ 2 | An interesting interpretation of turn based combat in a top-down shooter. Controls were not as responsive as I expected them to be because there's no way to control the strength and speed of character movement, thus it's easy to get hit by bullets in awkward positions. Enemy design turned out to be pretty repetetive as every foe looks and fights almost the same, the only difference is the frequency of shooting. Try to add more variety if you're intended to grow something serious out of an existing prototype. It may become a good game one day. |
| May 1 15:40:27 | 18m 51s | Sucker Munch | ♥ 4 | A strongly addictive game with beautiful pixel art and a colorful palette, I really appreciate all the sprites that @veryeviltomato drew. I lasted 13 waves, how many of them are left, and are enemies generated in random positions of map every round? I'd suggest animating the health bar as it is inconvenient to make out numbers with such stylized font during battle. |
| May 1 16:43:30 | 1h 03m | Protoware Planet | ♥ 2 | A solid entry with excellent space physics and tiny details in retro aesthetics like cursor changing color and darkening/lightening the scene that really make up a finished feel. That font you're using perfectly fits the UI on screen. It's a pity that you didn't have enough time to make a death animation for enemies. |
| May 2 11:18:36 | 18h 35m | Petite existence | ♥ 0 | I don't see any .exe file on the webpage from both of the identical links you provided. You have to create a playable build, it's impossible to rate your game otherwise. |
| May 2 11:30:06 | 11m 30s | The Golden Bough | ♥ 0 | It's always surprising to stumble upon another participant from Gamin community on Ludum Dare. Your game actually succeeded in breaking the Fourth Wall for me with its eerie pitch resembling all those meta-horror games like IMSCARED and Space Blaster which change itself with every playthrough (oh, I guess that's a spoiler!). A nice little art installation with no particular meaning or mission. |
| May 2 11:52:10 | 22m 04s | The World Within | ♥ 1 | An original implementation of the theme in form of a (mostly) 1-button clicker with fine visuals and calm ambience playing in the background. Unfortunately, finishing the game was rather painful due to the lack of functional to change controls as my space button doesn't respond sometimes. It would be better if there was more diversity in all of the appearing objects on levels. Levels with enemies attacking characters in the middle have a bug which is triggered by holding 2 or more arrow keys simultaneuosly. It makes walkthrough much easier as there's no need to press right button at a right moment, and that ruins the purpose of those stages. |
| May 2 12:14:56 | 22m 46s | When Resizing | ♥ 1 | Hm, that sure is an innovative concept, to be honest! I've never seen a similar mechanic anywhere else, and I've played thousands of games in my life. You really need to develop it more, probably as a different game in a different setting. Your entry in its current state is almost unplayable because of bugs (unexpected behavior of platforms after changes in size; missing "how to play" screen; character is visible after death; clumsy controls; etc). I couldn't even finish the first level, and after the sixth attempt I simply closed the game. |
| May 2 12:34:54 | 19m 58s | The Adventures of Sir Horsington Von Stick III: Wood Enough | ♥ 1 | Wow, I'm amazed that your entry has no comments! I had so much fun stomping on all the villagers and warriors I met along the way that I'm still unsure if bugs were intentional or not. As an example, enemies run into the woods every time giant approaches them, and it's difficult to get them there since trees have colliders, and there's no way to walk into the forest. In-game cursor was also fiddly and confusing for the major part of time, because when I pointed my mouse cursor in one direction, pressed LMB and then repeated the same procedure during the attack animation, ingame cursor stayed in one place with a delay of a second after the end of animation, and only then it slowly started turning around to a spot I was pointing at. I understand that it's probably there to make fighting system tougher to master, but it really irritated me. Hand drawn sprites are also good for such a short gamejam as Ludum Dare! |
| May 2 12:50:40 | 15m 46s | Clean your room! | ♥ 0 | That was too... short and abrupt? I managed to collect all the trash in 20 seconds or so and didn't get the message if there even is a one, but the given time limit was not a problem to me. It's great that you used PICO-8, which is a lovely engine, to make your game. |
| May 2 13:10:09 | 19m 29s | This Game Will Die Eventually, and So Will You | ♥ 5 | Player #00470 is here to greet and thank you (as well as give you 5/5 in the mood category). I have been following the creation of your worlds for a fairly long time now, and there are no words to describe that mix of anticipation and fear I felt when your new LD entry caught my eye during browsing. A well-directed and a veiled use of theme with a strong tone of occult that has already become your calling card. |
| May 2 13:41:35 | 31m 26s | ExtractCorp | ♥ 0 | Took me some time to figure out how to play and what shold I do exactly, so a short tutorial would boost game a lot. It's quite a good resource management simulator in terms of compo, mechanic seemed interesting to me though boring at the same time as it doesn't offer any real challenge, and I never ran out of resources or felt the need to upgrade the abilities of my ship. |
| May 2 13:55:04 | 13m 29s | RASHLANDER | ♥ 2 | A great use of basic colors and posteffects to enhance the picture, I especially love how you implemented the CRT one. Physics and desctuction systems seem fair to me, though it would be better if you made a brake button to slightly slower the speed of the ship. What is more important, link to the source doesn't work for me and gives 404, could you please reupload it as its abscence violates the rules? |
| May 2 14:10:03 | 14m 59s | Uncharted Dreams - Fate of the Miniatures | ♥ 1 | I wish it had sound and was longer so bad, seems like all the time you spent on the Jam went into drawing sprites and making animations, and that's the reason why it looks so madly atmospheric thanks to the art style similar to Plug & Play. |
| May 2 14:28:30 | 18m 27s | Extraction | ♥ 1 | That's definitely inspired by Submachine series of games, am I right? A pretty decent game to tell the least, I see how you tried to stick with the same style all way long which is a rare occasion. Just to let you know, I waited for the monitors to turn on after I had inserted the ID card, but it didn't happened - dunno if it's a good idea, but such an event may become a surprise for newcomers of the genre if you're going to update your project later. |
| May 2 14:40:10 | 11m 40s | Trapped | ♥ 0 | It seems that I have the same problem as @torcado, game is so badly optimized because of UE4 that it freezes every 10 seconds and shows only 15 FPS all way long. Judging by the screenshots and what I have seen, models and textures are excellent and are being used with PBR right. |
| May 3 15:09:37 | 24h 29m | Discours sur la révolution | ♥ 1 | That was gloomy enough, I was unsure of how the visuals were supposed to be connected with all the text that was read aloud, but I'm glad that you included controls on this page since all text on the title screen in in french. I like the buzzy soundtrack and sound of narrator's voice that slowly sets the right mood thanks to the transcending perspective, did you record it all by yourself or use any public pre-made audio assets? Changing sliders' values became repetitive very quickly because there is no way to combine their impact on the environment, and they are basically doing the same things no matter how their values are combined. |
| May 3 15:26:37 | 17m 00s | The Watchtower | ♥ 0 | You'll never believe how cosy I felt during my playthrough! Short and sweet, especially regarding the audio design which is straight to the point. I was slightly disappointed to see that there wasn't much to do, as I managed to finish game multiple times in 4 expeditions each time, and I never needed any logs with a possibly everlasting fire, so I clicked and waited without any objectives. |
| May 3 15:49:46 | 23m 09s | A Forest Dark | ♥ 0 | Loved every millisecond of your presentation which is now one of my favorites on here, perfect manipulation with the theme and feelings of observation and desorientation. Music you've decided to use suits the scene well even though at first I thoght that level lightens up bit by bit with every step, but then I eventually figured out that it does so automatically to allow that keen fadeout at the end. |
| May 3 15:59:05 | 9m 19s | The little world behind the wall | ♥ 0 | A fairly good use of voxel art, models of spiders remind me of those from Minecraft, I wonder if they were your inspiration. However, I found gameplay too simple (even for an arcade game) to play for a long time, and the point which pellets were falling on was somehow hard to determine because of the viewport. |
| May 3 16:22:20 | 23m 15s | DONATA | ♥ 0 | Scene direction and noir design with a certain neon flavour is nice, but the bugs and badly programmed events really ruin the experience for me. Gameplay wasn't much fun either, it just doesn't feel right to combine it with that great atmosphere you've created. |
| May 3 16:44:39 | 22m 19s | The Teahouse | ♥ 1 | A simple yet beautiful simulation of cyberpunk/vaporwave aesthetics. I see that you've put a lot of effort into modelling tiny bits of location's layout, and I appreciate your focus on graphics and style. |
| May 3 17:01:39 | 17m 00s | move on | ♥ 2 | I am amazed by the amount of work put into this entry, literally, how many words have you written and how many drawings have you made over the course of 3 days in my favorite dark-mooded themes... It's incredible! Take in consideration that there's an issue with sliding the scrollbar in some areas, as a single click, which is needed to move it up or down, advances the story thus increasing the number of fragments required to read at a single time. It can quickly become too cumbersome to navigate the screen, even though sentences stop appearing after their limit is out. |
| May 3 17:19:21 | 17m 42s | A Small Game in a Small World | ♥ 0 | Damn, than one sure is hard to complete, but there is so much to learn from that level design, and the way control scheme originates difficulties in screens, that are so easy from the first sight, deserves respect. |
| May 3 17:39:13 | 19m 52s | Snowday | ♥ 7 | I can't believe that this was created by a single person, your game is simply so stunning and polished that it's hard to describe all of its pros. Love everything about it: animation of footsteps and how distinctly they sound; the noisy art of an incoming snowstorm; how colors subtly change during character animations that liven up a bunch of pixels into a real human being; how well-paced sound iteration actually is; and so on... It reminded me of my childhood. Man, you need to make people know about your game, it may be the best entry out there on this Ludum Dare! |
| May 3 17:50:44 | 11m 31s | Escape World | ♥ 0 | I wonder if there are any secrets hidden as the description on this page is rather misleading, but it was a cute little experiment, don't know why, but your game brought me back memories of old god Pan and his nymphs. There's no connection with the theme however. |