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Feedback comments for LD38
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| Timestamp | Since previous | Game | GertJohnny's comment | |
|---|---|---|---|---|
| May 1 20:29:23 | Mediator | ♥ 1 | I'd love to see this fleshed out more. The atmosphere was great, and storyline-wise it's got a lot of potential. I definitely felt like I wanted more out of it, which is pretty rare for me with jam games. | |
| May 1 20:44:17 | 14m 54s | Until Tomorrow | ♥ 3 | I didn't expect to play for as long as I did - great job on finishing it. Very nice experience from start to finish. I thought the theme was a pretty good fit with how it starts out, but the ending made it fit even better. I especially like that you didn't overuse any mechanics at all - everything felt like it had it's place. |
| May 1 21:38:38 | 54m 21s | Suds of War | ♥ 3 | Nice work - it feels like you're on the right path to a pretty solid RTS. I like how you've done the fog of war, and movement/attacking felt pretty good. A few things that might help out: - It was tricky to figure out the stats of the selected unit. They all look the same, so I couldn't figure out if I had a low-hp unit selected or not. Highlighting the selected unit in the UI might help out here. - After moving, the unit would de-select right away, even if it still had points left. It's safe to assume that i'm going to keep moving until all my action points are gone, so you don't need to deselect until the points are exhausted, otherwise i'm just doing extra clicks to reselect it. - The water shader (i think) was totally destroying my GPU, and it was lagging pretty bad. You could probably get away with using a cheaper approximation instead of a full on realistic water effect. Amazing work for a first-time jam entry! |
| May 1 22:23:24 | 44m 46s | Planet Hopper | ♥ 0 | As as first game it's not too bad at all. That said, there are tons of ways you can improve it! - The movement doesn't feel very good. There must be a technical problem, because the movement in my game looks totally different than what's in your gameplay video. While on a planet mine moves at a third of the speed, making most of the jumps impossible. You might need to move your physics code inside FixedUpdate, or scale it by delta time so that it feels consistent across all platforms. - Jumping and hitting the bottom of ledges didn't feel great, and you might want to make those one-way colliders instead. The visuals give a bit of indication that you should be able to jump through and land on top of them. - When changing directions, the character's collider moves around which leads to unintended consequences. I can be standing on the edge of a ledge just fine, but as soon as I change direction I fall down off of it. When you flip the character between left and right, make sure to keep the collider and art centered so stuff like that won't happen. You're off to a good start though! Keep tweaking it and improving! |
| May 1 22:44:26 | 21m 02s | Tau Zero | ♥ 2 | I like the idea, but it was a bit tough to figure out what was going on at first. One thing that would be a huge improvement is having the direction indicator showing all the time, not just while on the planet. Many times after I blasted off my ship would be floating around with no reference for where it was in relation to my target, so it was just idle waiting time. If you had the indicator showing (along with the distance to the target) that part of the experience would be a lot more interesting. The in-game reset would be great, too! |
| May 5 20:08:22 | 93h 23m | Paper traveller | ♥ 1 | The premise is super interesting - once I got past the first level it was pretty clear how to play, but I was lost up until that point. I totally botched my first map, so having it be automatically pencilled in to show you what's going on was a nice touch! I ended up just making my own map for fun in the end. |
| May 18 21:06:26 | 312h 58m | grO | ♥ 0 | This is a pretty awesome game, but there's a couple of things that majorly impacted my experience. The black text for how many coins you have is almost impossible to notice, and since there's no error feedback for trying to build/plant without enough coins I was just wandering around for a while trying to plant corn and thinking the game was broken. The all black graphics aesthetic is interesting, but having it on top of an already dark background doesn't give it enough contrast. The extra platforms and auto-coin harvesting adds a lot to the game, and it scales up really well. Having an auto-planter would have been a great next step to have everything go full-circle. |