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Feedback comments for LD38
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| Timestamp | Since previous | Game | japes's comment | |
|---|---|---|---|---|
| May 1 20:05:22 | SmallWorld | ♥ 0 | Great idea, I think with a little polish (menus, more feedback) and some balance tweaks (things are a bit easy) you'll have something good going here. Nice entry. | |
| May 1 20:09:49 | 4m 27s | Small Survival | ♥ 1 | Pity you couldn't finish, would be interesting. Looks like you've at least got a good start here though! |
| May 2 11:31:16 | 15h 21m | HexCity | ♥ 1 | Great idea - I'm probably biased when I say that though, since I had a very similar one! https://ldjam.com/events/ludum-dare/38/smallhexworld (please give it a go and let me know what you think!) I plan to come back to this and really try my best to get a good score, it really is an interesting problem to try to wrap your brain around. As has been mentioned, the graphics and sounds are simple, but I think they achieve their purpose given that this was a compo entry. With the mouseover text it's not even necessary to read the rules up-front, I would actually take down the rules on this page and just make it clear that you can mouseover tiles for more info. Well done! |
| May 2 12:48:51 | 1h 17m | RC kitchen Throwdown | ♥ 1 | Cool, different idea. The performance issues killed this though unfortunately, would play it much more if things were faster and more responsive. Well done on graphics and sounds for a compo entry, will definitely look into using fameMusicGenerator in my next entry. |
| May 2 13:31:57 | 43m 06s | Colonial Kart World | ♥ 1 | This is great! You should develop this further, with online multiplayer you'll have a proper game on your hands. I for one would pay to play it. Would love to know how you did the waves, the wave mechanic made things way more interesting for me. Also the feeling of hitting an enemy ship with a well placed shot is very satisfying. Could see pro players making use of the ricochet mechanic off cliffs to hit enemies :) Well done! |
| May 2 14:05:23 | 33m 26s | It's a Small World, So Let's Crash It into Things | ♥ 1 | Great entry. Love the feel of the controls, the physics of sliding around a bit, bouncing back slightly when you collide with another planet, and getting slower/more sluggish as you grow. All little things that add to the polished feel of the game. As others have already mentioned, great sound and super scary dark star voice! Personally I liked the retro jerky screen transitions, i like how it makes things more risky the bigger you get (since you can see less of your surroundings) |
| May 2 14:10:52 | 5m 29s | Hexoworld 9999 | ♥ 0 | Great game, really well polished in terms of graphics/sounds and awesome UI. Agree with other reviewers that the difficulty curve is a bit skewed - impossibly hard at the start, too easy towards the end. But great idea and with some work could be a very fun game. |
| May 2 20:47:03 | 6h 36m | Obelisk | ♥ 1 | Great graphics and sound! Unfortunately I didn't play it to the end, but I may come back to it at some stage... Some minor criticisms: It wasn't obvious at first what was going on with the tile-swapping. I click 2 things, they rise and then come back? or something? It's not immediately obvious (And I kept forgetting) which of the rotation tiles is the "handle" and which is the one that gets turned. But when i did realise how everything worked, this turned out to be a very well made game! good job! |
| May 2 20:58:27 | 11m 24s | Dispyria | ♥ 2 | Love the retro style, it managed to give me a good dose of nostalgia for old NES games :) thanks for that. My main criticism isn't so much the controls as the difficulty. The whole thing was too easy, every time I fell into a pit it was actually ok, none of the enemies were challenging at all, and the final boss did...nothing? I walked into him just to make sure he was actually an enemy and that I could actually take damage. I think with some more challenging key/door puzzles and some enemies that were actually a hazard, this could be a really cool old school game. well done :) |
| May 2 21:41:58 | 43m 31s | ARR World | ♥ 2 | great entry! my favourite so far :) the 3d ships are awesome! I love the style, and the giant hand placing the baseball/island at the start was a nice touch, I'm a little kid imagining all this right? Very fun mechanic, I think this could be part of a great pirate game. By itself it feels a bit unfinished - what's the point of all this fighting? As mentioned in another comment, being able to conquer the neighbouring islands would be an awesome touch. At first I assumed there would be some exploration involved, maybe finding hidden islands or sea monsters. If you develop this further I think that could be really cool! Have any of you played Sunless Sea? Thanks again for a fun entry :) |
| May 2 21:51:15 | 9m 17s | The Evolution Game | ♥ 3 | Very interesting, any chance we could get a look at the source code? ;) I know it's a jam and it probably wasn't easy implementing the neural networks, but since this is an idle game, I feel some more effort could've been put into SHOWING the learning (as mentioned by @burgee). I realise it's quite an abstract/complext algorithm, but must be some ways? I can think of a few: - energy level could be shown by facial expression - age could be shown by size, or colour, maybe they could get more dull as they age - does moving require energy? if show it could be shown by a facial expression, or a very simple animation to make it look effortfull - do the creatures interact in any way? If so it should be shown somehow as well As it is, much is left to the imagination. Perhaps this was deliberate? But I still think it would be cooler to somehow get an idea of the inner workings of the creatures. Also, it would've been nice to have a little tick or something to show which achievements have been completed. With all that criticism, I still thought this was very cool! Well done and thanks! |
| May 4 19:27:11 | 45h 35m | Transistor Soup | ♥ 2 | Very cool game - this should be a required play for any first year electrical engineering student :) You could extend this as far as you like - I guess it would inevitably become more of an educational thing than a "game", but I'm sure there are people out there (in addition to me) who would love to progress in complexity until you're building a processor :) Some suggestions: - agree a "clear" button would be great - full screen support would be great - some sounds/music would of course be great To make this more accessible to non-elec eng nerds, you could maybe build more on the "big corporate" backstory. You've probably played Spacechem? That had a great story behind all the logic. Great entry, thanks :) |
| May 7 20:52:18 | 73h 25m | Tiny Battlehex | ♥ 0 | Great entry! I have come across this mechanic before, but you implemented it well. Great sound, +1 to sound for the cool end game elevator music! Just one criticism, some things could be a bit clearer. Which hexes are currently controlled by me? Which ones can I attack? Why can't I move units from some hexes etc. I did figure out all these things eventually but it took a while. |
| May 7 21:10:20 | 18m 02s | Teddy The Tardigrade | ♥ 3 | Must say the controls took away from my enjoyment a bit, and it took me a while to figure out that the red floaty thing was actually an arrow indicating an enemy, and that everything else is edible. But on my 3rd or 4th time through I started getting the idea, and it is a cool idea! Cool sounds, and lots of cool little surprises along the way. Unfortunately I didn't finish it, but if you work on this a bit more and get the controls tighter please let us know! I'd love to see how it ends. |
| May 7 21:34:27 | 24m 07s | Critter | ♥ 2 | Wow this was really beautiful. Art and sound are top-notch, something the rest of us can aspire to :) I see some Reus influence here! Loved that game and love what you've done here, too. It took me a while to realise that the arrow keys rotate the world, don't think that was mentioned anywhere... Also on my first run, my critter died and the game didn't end, which was a bit confusing. I'm still not sure what the top bar is, temperature? Not sure how to alter it, creating mountains or deserts didn't seem to affect it. Anyway I'm sure you've addressed those issues in your post-jam version, which I'm going to check out right now! |
| May 7 21:54:41 | 20m 14s | Alysson | ♥ 3 | That was great. These kinds of games aren't normally my thing, but I think I played through to every ending! Would've given full marks for "mood" if it had some audio :) but it really got me at the "dark times" section. thanks and well done! |
| May 9 21:29:07 | 47h 34m | Super Smash Globes | ♥ 1 | Great, well polished entry! The fact that you managed to generate so much content (music, campaign levels, character customization, great graphics/animations, a tutorial) for a compo entry is really impressive. I can't really find anything to criticize really. If I was really nitpicking, I could just mention that sometimes I'd get the "draw" test over my "win" text, little graphical glitch there. The background dudes could be a little distracting at times. Well done, this is really impressive. |
| May 9 21:52:35 | 23m 28s | A Mote in the Dark | ♥ 2 | I feel like you're on to something cool here, and you have a well thought-out idea, but the implementation goes over the player's head. Expecting a player to read (and understand!) that description of the game mechanics is a bit of a stretch. 90% of people will just scan it and dive in (like I did) and then be confused. With that said, graphics and sound add a great feel to the game, and everything felt nice and polished. I'm sure it could be something special with a slick, intuitive tutorial. Well done! |
| May 9 22:15:24 | 22m 49s | Tetripolis | ♥ 1 | Great mechanic! The interactions between tile types, the satisfying feeling of slotting shapes together tetris-style, the tradeoff: do I need more points or do I need to optimise space? Really enjoyed it, will come back to it and play it some more. One thing I would change if you work on this more (and maybe this is just me) is the graphics. It's quite intimidating at first to be presented with this intricately detailed map with number overlays. Looks almost like a computer motherboard. I would simplify them a bit just to ease a player in. |
| May 10 21:58:02 | 23h 42m | Angelic Design | ♥ 3 | Great entry, was it inspired by the Small World board game? I beat it on my second go, but I feel like I didn't really deserve it. I just randomly placed races all over the map, giving them some space to grow and "harvesting" them when it looked like their capitals were about to get destroyed, or they seemed to be stagnating. At year 1000 I then just shuffled heroes around until all 3 tasks were marked "passed". (I think there may actually be a bug and that some stats arent modified properly when you rearrange heroes on the task screen, but I didn't look into this more carefully) I love the mechanic, and I'm sure that if you'd had more time you would've sorted out some of my major criticisms: - icons/pictures instead of text for the races and their modifiers - race colours that had some kind of meaning and weren't random - a more intuitive/helpful tutorial - have the underlying rules be a bit more transparent (although I feel this way about some AAA games too). It would be nice to know exactly how the stats are awarded(or are they random besides for the starting bonuses?). I was dropping orcs and goblins when I needed combat, dwarves when I needed tech etc but it seemed like after levelling they could actually get stronger in other areas. Is size and time all you need for strong races (and therefore strong heroes)? does the terrain have any effect? Would "frost" races do better in the north, for example, or "sea" races do better with a coastline? With all that said, I have to also say that this is quite an achievement for a jam. Very impressive, well done! |
| May 10 22:16:46 | 18m 44s | The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds | ♥ 1 | Interesting idea and well presented, but I found the running around and collecting boring, when all i wanted to do was experiment with element combinations. |
| May 11 21:15:15 | 22h 58m | Endless Hexagon | ♥ 1 | Thanks for your feedback on my game (looks like there's a little hex community forming) My personal best was 3980 :) Love the polish, the pixel transition, the music, the animation, all looks very slick and cool. Very interesting mechanic but I think there may be a slight bug with the first recycle? It doesn't seem to behave the way I thought it would. Or maybe I'm just not understanding it fully? Great entry, thanks |
| May 11 21:39:58 | 24m 43s | Mini Shaders | ♥ 0 | Cool retro feel and music. Bit overwhelming at first but in a good way, things look interesting so it makes me want to figure out what's going on. Then again I am a programmer, so maybe that won't apply to everyone. Pity about the try again button bug! I had to redo some levels...but not that much of a train smash. Would be cool if there were goals to try to achieve in terms of number of operations. All in all a really cool little game! |
| May 11 21:57:29 | 17m 31s | Gnome Digger | ♥ 0 | A well executed take on a fun, established genre. Everything works, cool music and graphics, working your way up to more advanced tools is satisfying. |
| May 12 04:50:20 | 6h 52m | Path of the Rabbit | ♥ 0 | Once again, an amazing entry! Interesting mechanic, and the level of polish very high. Graphics and sounds are not only great but work together to create a distinct mood. Personally I don't think the difficulty is too high. Or rather, it is high, but not in an annoying way - I always feel like I'll crack it the next turn. Just master a few simple rules, and hours of play open up to you. Well done again, I'm always inspired by your games. |
| May 12 14:10:06 | 9h 19m | Hair Protector | ♥ 0 | That was bizarre hahaha but I agree with @poffle this is what makes Ludum Dare so cool. It is strangely satisfying when you smack a little speck of dandruff away with a well-timed wiggle of your giant hair. Thanks for this! |
| May 14 09:14:18 | 43h 04m | A Perfectly Lovely Expedition | ♥ 4 | I love that very little explanation is needed to start playing. Everything is clear and obvious, and that's really important for a fun game. The day/night mechanic is awesome! Cool idea, full marks for the "small world" theme from me. At first I thought this would be a Motherload type game, and was preparing for a long grind. But then I was surprised by a charming little puzzler! Very cool. Love the graphics and sounds too. Well done :) |
| May 14 09:34:21 | 20m 03s | Bounceball | ♥ 2 | Great, simple entry. I like the minimalism, and the little haiku-style text sections added to the minimalist feel nicely. Considering you made this in 5 hours using SDL (I assume this is a bit more bare bones than something like Unity), this is a really good job! In terms of time-spent versus quality of game, this is probably one of the best I've seen :) +1 to "Some sound would've been nice" comments +1 to "Game over screen skipping because I was holding down a key" comments. I had to deliberately kill myself (carefully) to actually see it. |
| May 14 10:10:59 | 36m 38s | World Requires | ♥ 0 | Nice entry - it's simple but everything works, and there is a win and lose condition, which is more than I can say for some of my earlier entries :) I feel like the mechanic is a cool idea, but needs to be tweaked a bit before this can be really fun as opposed to just interesting. As it is, the requirements don't really affect gameplay, they could be made a lot stricter. The option to recycle pieces means you can be mentally lazy, and just keep recycling until you get something that fits, as opposed to carefully strategising your placement. Maybe a smaller map, with fewer, simpler pieces that are pre-selected to fit together nicely. Also, stricter win/lose conditions would make this more interesting. Also came across the recycle weirdness - I think it returns the same piece if you drop near the edges of the drop box.. Some sounds would've been nice! |
| May 14 10:17:35 | 6m 36s | Low Orbit | ♥ 0 | Performance issues with the download version made this unplayable for me, was getting about 1fps. Pity, because it looks like a fun game, with a lot of work put into the models and environments. |
| May 14 10:35:11 | 17m 36s | Devoured Intellect | ♥ 1 | All games should have a "Skip this shit, I'll figure it out" button :) Nice music, art, and feel, and an interesting take on the theme. I enjoyed how different this was to most other entries I've rated. 2 small points: - Throughout the game I had a sneaking suspicion that there was more to the info parchment (besides the first page) that I just couldn't figure out how to access. (there isn't, is there?) - The "success" music was a bit jarring Otherwise, this was a very entertaining 10 minutes. Thanks! |
| May 14 11:00:30 | 25m 19s | Polar Conflict | ♥ 1 | Love this! Unique spin on a very established genre. I felt like I had to learn an entirely new skill here, trying to track enemy movement over this round surface. Had lots of fun with this simple little game. My highest score was in the high 4000s, which I'm quite proud of. The controls feel perfect (except for 1 small issue - see below), and it's really satisfying to see your shots fly off over the horizon. The music is great, and the low-poly visuals are awesome. Love the random world generator. The fact that your fire rate goes down as you hold down fire is a great idea, I would've just held down fire permanently like I usually do, otherwise. in response to @hampst 's comments, I actually like the fact that there's no health bar. After a few playthroughs you start to get a feel for how much damage you can take. I do agree that it would be better if the enemies looked different to you though, but I'm sure this was just due to time constraints. One of my favourites of this LD. I do have some criticisms/comments though: - I was about to take a screenshot of my score when I noticed a bug - the high score keeps increasing while I'm on the menu screen! So it's currently in the high 7000s. - a small control issue that got in the way of maximum-awesomeness was that I couldn't hold down fire, up, and left at the same time. Other combos seemed to work though, not sure how one can get around keyboard jam issues like this. Thanks! |
| May 17 19:45:57 | 80h 45m | Tiny Asteroid War | ♥ 0 | Very similar to this game https://ldjam.com/events/ludum-dare/38/polar-conflict and I love it for the same reasons, interesting spin on a classic genre. Well made, everything works, the sounds/graphics are simple but get the message across. well done :) |