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Feedback comments for LD38
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| Timestamp | Since previous | Game | Hegemege's comment | |
|---|---|---|---|---|
| May 1 19:25:24 | Soleil | ♥ 3 | I wasn't able to even jump on the first platform at first. I think your game physics is tied to the framerate (120hz monitor here), so I couldn't jump high enough. I managed to make it normal 60fps, but jumping on those small platforms was quite difficult. I liked how the controls were snappy and allowed the precise platforming that was required. | |
| May 1 19:36:08 | 10m 44s | World Collector | ♥ 2 | Really liked the mood, the music and visuals resembled some old SNES game :) It got a bit too difficult too fast, and I found myself just waiting and waiting to orbit to the correct spot so I could place the building, the wall and the ice thing. Big plus for making it work so well with the controller! It took me a minute to remember I had my controller plugged in because the keyboard didn't work, so maybe allow both control schemes at the same time, or better, advertise that controller is supported at the start! The start didn't have any tutorial (or did it?) but I think that was just fine, I picked up the idea quite fast. Good work! |
| May 1 19:50:07 | 13m 59s | Limited Space | ♥ 2 | Really cool hybrid! I found myself completely in the zone trying to look at the timer and what resource I'd need. I was hoping destroying the asteroids would give some resources, you could definitely continue working on this and have some planets to stop by and trade resources and crew. On my first go I noticed that I somehow got a 4th crew member but couldn't say why... maybe a food surplus? I think it would be wise to convey these rules to the player, you had quite minimal guidance (but enough to understand how to play). The music got a bit repetitive, but it really fit the game! There were some small bugs in moving the crew to the tiles, but I liked the concept a lot! |
| May 1 19:58:41 | 8m 34s | Quaternion War! | ♥ 0 | Nice horde game with simple controls and mechanics. The start of the game felt a bit difficult compared to the rest, since the player was spawned right next to a lot of spawners from multiple directions. Unfortunately I fell down from the bridge and somehow got killed by falling into the void. With some powerups this could turn quite fast into a more complex bullet hell shoot-em-up. |
| May 7 19:55:50 | 143h 57m | A Small War | ♥ 0 | Very nice game! It took me a minute to learn how it works, I'd suggest starting at a closer zoom level, at first I just spammed units without looking at what the enemy threw at me. |
| May 7 20:08:16 | 12m 26s | The Little World | ♥ 1 | Interesting clicker game. After every day I could swear the planet was moving faster and faster but wasn't sure :D I noticed that the baobab all spawned at first stage, maybe some difficulty progression could be added with them spawning in later stages? I played for good 5 minutes and it didn't appear to happen, but I think there were more of them. Good job including a tutorial! The icon at topleft didn't respond to the selected tool, but I managed just with the cursor icon. |
| May 7 20:26:43 | 18m 27s | Rise of the Termites | ♥ 1 | Overall quite amusing, at one point I really feared for the colony when all my soldiers died. Unfortunately I couldn't complete the level because the objective said 10 population and I had 5 workers and 6 soldiers :( I found that I wasn't looking at the top right corner stats at all during the first half of gameplay. In the end no enemies spawned any more, and that's when I saw that oh, I need more storage space. The mouse dragging was annoying (I didn't try to test keyboard controls), because the world didn't move pixel-per-pixel. I found it sometimes hard to control. Selecting units by clicking was also sometimes very difficult, and sometimes by unpressing the mouse button I opened a room menu accidentally. Perhaps you could add a room destruction option, so players could re-allocate some rooms for better use? The music didn't really fit the game, but it's an autotracker :D Good work! |
| May 7 20:37:03 | 10m 20s | M^3 (Moon Mining Manager) | ♥ 1 | I liked the world layout you had, zooming out and seeing ALL those resources! Too bad the way the player controls the whole game is quite difficult, and it was really hard to turn a profit after I spent a ton of money on collectors, like 70 to refine and 73-something back. I like the concept, though. One could make a whole economy simulation out of this, where you need to haul cargo to home base, sell to other planets etc etc. |
| May 7 20:44:59 | 7m 56s | Chill Bill | ♥ 1 | Quite polished entry! I didn't read the text in green about the vending machines so I thought I was winning when my rage meter went all the way to red. Huh, I guess I got the game all wrong at first :P I also got almost sick from the camera - the player should always stay in the center (horizontally)! My playstyle included a lot of going left and right fast, so the way you made the camera show more area towards the player's current direction was a bit counter-productive. Loved all the puns! |
| May 7 20:56:09 | 11m 10s | A Perfectly Lovely Expedition | ♥ 3 | That was really good! I thought at first the music would get repetitive, but oh boy when I went into the dark area and it changed :o I didn't at first understand how the objects could be used to interact with stuff. For example, later after experimenting random keys, I found that you can dig underground. Perhaps the use action with the shovel could do that? I got the 5 shards last, and just went to the plane and fixed it. Really loved the visual effects with the light! |
| May 7 21:04:02 | 7m 53s | Invasion | ♥ 0 | I concur with the above comment, I couldn't find a reason to upgrade damage. Perhaps you planned for more enemies with different healths but couldn't get it all done for the compo DL? WASD/arrows didnt work and I though I could move the player around, because there is an actual player character on the surface. I liked the progression though, at first it was just a tiny bit too slow, but it picked up after that. Quite solid small game. I saw the good old missile control idea behind this :) |
| May 9 19:20:03 | 46h 16m | MORE | ♥ 1 | I think the playtime was just right, any longer and I wouldn't have kept playing. I liked the ending too where the planets and the sun were just moving around. The mechanics are very simple however, and from what I could see there was no challenge (as in a lose condition). I guess it was more of an interactive story, quite humorous ;) Oh yeah and the music was a nice touch, gave a zen feeling |
| May 9 19:35:16 | 15m 13s | Globe Trot | ♥ 5 | Quite attractive game, all elements supporting the high-octane action. However, I feel the game felt a bit unpolished in some parts. - The player's death was not too spectacular. The "game over" image just stayed there, perhaps you could show the player's total points in large font + other stats? - I'd also prefer a "Play again" approach there, instead of taking to the menu, but the replay functionality is there. - Similarly, you could make the multiplier counter pop when you get a new multiplier. From my short play session, I didn't pay any attention to the top of the screen, perhaps due to font size. I found it very difficult at first to control the ship in your game with the controller because of the acceleration of the input. My game shares some things with this one, without the camera problems as discussed above (also the movement mechanics are different). Adding more smoothing to the camera's rotation could help, but the issue with player moving across is still there. Perhaps a better approach is to place the camera directly above the player, and making it always kinda face the same way? For example, see Super Stardust. |
| May 9 19:42:01 | 6m 45s | Jumpy Green | ♥ 0 | Yeah, the dominant strategy seems to just run in one direction and jump all the time. Making the background spin with the player is a bit risky, since the player can get motion sickness from that easily. At least the controls were really tight. Also the game could use a tutorial in-game, just a small text box at the start would suffice. Some sound would be nice, too. |
| May 9 19:51:22 | 9m 21s | Space Travel 15 | ♥ 2 | That was quite cute, I loved the ufo sounds! Good job on the UI and accessibility, with the hovering over the airports etc. However the mechanics of clicking a small button to grab passengers was frustrating. Also I wasn't clear about the rules - would all passengers aboard get dumped at the arrival airport? I think that's how it works, but not sure. Also good work on the overall graphics, I liked the atmosphere glow you added there. I got to 4th airport, not sure how much longer the game lasts. Good job! |
| May 9 20:00:16 | 8m 54s | Hexoworld 9999 | ♥ 0 | I think you should drop a lot more powerups at the start, I only managed to get 3 in total throughout my play session. As mentioned above, the movement speed is a bit slow and I feel bad for having no decision over most of the hits early in the game. I also had problems with the music and other audio, it didn't play on my first go, and had to play again after coming back here. Good job on the visuals though! With some tweaks this could turn into a nice game. One idea I got was having a turret on the ground where the player could go into, and they would be able to shoot anywhere on that hemisphere, but not move while inside the turret. |
| May 9 20:15:36 | 15m 20s | Plutiny | ♥ 2 | That was fun! Some notes: - It felt a bit weird that the enemies' shots went through the asteroids, so you couldn't hide behind them. - When a new wave started, the enemies all shot immediately, even off-screen sometimes. Perhaps it would be better if they waited just a tiny bit more so the player could prepare, especially since there were all those asteroids coming - The music was fitting, and the whole game felt quite polished - The upgrades were nice, but I'm not sure there was really any real decision for the player - fire speed + more currency to spend were my obvious choices at first, and I had to deliberately die after I got bored with the current upgrades. I died a few times (2-3?) and there didn't seem to be a final end condition - but it would be a totally different game! The progression saved over play sessions is a concept that usually creates a dynamic experience. - You should add the currency counter into the game view! I wasn't sure how many coins I had while playing, so I kept going and going until I was bored and deliberately died. - The controls were very tight, good job! |