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Feedback comments for LD38
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| Timestamp | Since previous | Game | Kosmo's comment | |
|---|---|---|---|---|
| May 1 04:30:48 | No Minor Task: Party of a Lifetime | ♥ 1 | So I played it a few times but never could figure out where my home was. I would invite 200 people and then it just told me to go home -- was never able to finish it. Edit: Thanks for the tip! Figured it out this time | |
| May 1 15:48:40 | 11h 17m | Pocket World | ♥ 1 | Interesting game -- I like the concept of growing the world but it (at least in the beginning) didn't seem like you really had much of a choice in how it grew (the order). That and it overall was taking a long time to really accomplish much. The graphical style was very impressive though -- I loved the original gameboy green/scanline thing you have going on here! |
| May 1 16:10:28 | 21m 48s | Commander's Log | ♥ 1 | An interesting game and an impressive genre to try in a LD -- but I ran into some issues. Most notably, getting past the 1st day seems unnecessarily difficult. Perhaps it would have been better to start the space station off with the basics for basic survival? |
| May 1 16:44:35 | 34m 07s | Way Out | ♥ 1 | Overall quite solid. Platformers are tough, but very rarely did I feel like the controls were being difficult. The audio was humorous and engaging. It started out difficult, but once I realized that you're pretty much invincible if you just hold down attack, then it made it a lot easier :) I tried the boss a bunch of times, but the rocks falling from the ceiling come down with absolutely no chance of being able to avoid them. So it became completely up to chance, and I didn't get lucky enough. Thanks! |
| May 1 17:13:45 | 29m 10s | Until the End | ♥ 1 | The game does a very good job at being frustratingly slow and setting the mood. The theme is spot on, and as an artistic outlet it's very good. Unfortunately as a game it just ends up getting repetitive. "If your mood decreases you could do some crazy thing." I never saw this happen though. Thanks for an interesting take! |
| May 1 18:24:04 | 1h 10m | Hexoworld 9999 | ♥ 2 | Very good! Very polished, good sound and graphics, a lot of fun. The one complaint I have is the balance. It's quite hard at the beginning to shoot anything due to the large size of the planet and the movement speed of your turret moving. Getting hit a few times is actually beneficial because you can move around the planet more quickly. And then when you start getting power-ups it gets a ton easier very quickly. Maybe if you started on a smaller size planet, and then add a "leveling up" component where you add more layers to the planet but keep your power-ups? Or maybe some of the power-ups healed your planet or added terrain? Overall, nicely done! |
| May 1 18:37:52 | 13m 48s | Just You And Your Porch | ♥ 1 | A bit straightforward, but relaxing, enjoyable, and unique. Thanks! |
| May 1 18:46:15 | 8m 23s | Suds of War | ♥ 2 | Very funny take on the theme. Everything worked well, but the AI destroying me in one go without me even having a chance to fire back was a bit disheartening. The move and attack sounds (especially for the enemy) was far too loud and didn't fit with the lullaby music in the background. Thanks! |
| May 1 19:39:38 | 53m 23s | Mallows World Adventure | ♥ 2 | Nicely done! Very complete for the short timeframe, has an entire storyline, good audio, humorous, and it involves the theme in a clever way. I want to take Mallow on more adventures! My only critique is that it was hard to tell what the hat was before I gave it to the guy who needed sunglasses, and I still don't know exactly what it was I used to thaw Mallow's brother out. Thanks! |
| May 2 02:34:28 | 6h 54m | REDBOW | ♥ 2 | A nice skeleton for a twin-stick shooter game. I think you executed what you made very well. The controls are tight (some diagonal shooting issues aside) and the game has good feedback (shots, hits, and damage sfx make it obvious what is happening). I made it to level 16 where I finally died redbow.PNG My biggest issue with the game is an overall lack of content (I understand its difficult within the time constraints). I'm not sure if you did procedural level generation or if you made them by hand, but perhaps a few less levels in favor of some more enemy types would have been good -- the game starts to get a bit old after a few levels. Also, I have found that a basic background music, even if its very limited, can make a big difference. Thanks for the game :) |
| May 2 02:40:50 | 6m 22s | HexaHover | ♥ 1 | A fun take on the class 'bumper cars' mini game. The graphics are quite nice as is the music. The hover cars control well and have a nice amount of inertia to them to keep it interesting. It may have been fun to add some powerups or abilities to spice things up a bit though. Still, a nice entry. |
| May 2 02:54:37 | 13m 47s | Chill Bill | ♥ 2 | A solidly created game -- It controls well and I felt like I had control over my character/he did what I wanted/expected. I'll parrot what some of the other commentators have said in that it seems more luck than anything else as to when you die due to either a low density of people to kill or an unavoidable fart bomb in your path. I think the game could be improved by adding some unique characters to the game -- maybe there are some people who tick Bill off more than others so killing them grants more sanity. Or maybe Bill could fart himself -- after all everyone prefers their own brand right? All said, a solid entry. Thanks for the game :) |
| May 2 03:16:47 | 22m 10s | Intergalactic Lemonade Inc. | ♥ 3 | I really liked your concept of what felt to me like a small world space trading game. You need to go get the raw materials from a bunch of different places and combine them back to make a 'profit'. That being said, I think that the game takes too long to play and doesn't reward you properly for succeeding. Making order 2 takes quite a long time without any real challenge. I think the game might be more interesting if you could perform tasks that made it easier to fulfill orders. For example, I really liked the way the Ice Machine worked. Once you have it, getting ice is no longer an issue anymore. Similarly, perhaps you could plant a lemon rather than turn it into lemonade then water it so you don't need to go to the lemon planet anymore. Overall, I like the concept but its just a bit too slow for me. Thanks for the game :) |
| May 2 03:59:15 | 42m 28s | uP-8: Microprocessor | ♥ 2 | Finished it -- those 5 years of college and 6 years of work experience finally paying off! Proof: up8.PNG Some comments: As others have said, you provided far more instructions than were necessary. I generally won by allowing my robot to smash into walls continuously moving say Up and Right every turn until we got to the goal. The last two levels required (or at least it made more sense) to make use of scanning. This made the majority of the manual unnecessary. Perhaps you should add some hazards into the level requiring that you not run into the walls? or dare I say dynamic obstacles that require you to legit navigate through logic rather than brute force. I also understand not wanting to make the game even harder for the non-programmer however. The biggest issue for me was that end and home keys did not work as I expected them to (end moved the cursor to the end of the document which required that I use the arrow keys to navigate). Additionally, some form of sfx would have greatly added to the game. Overall I enjoyed your game as a career programmer. Thanks for the game :) |
| May 2 04:09:52 | 10m 37s | Anthill Multitask | ♥ 1 | Whew, that gets real tricky once 3-4 of them start popping up at the same time. I got 'Gold' rank: anthills.PNG I really enjoyed your game. I think that you did an excellent job of making sure that each game has unique sound effects so that you know when you need to act in each game. I also think that some background music that perhaps got more hectic/sped up as the game went on may have added a lot to the overall feel of the game. Overall a solid game -- Thanks for making it! :) |
| May 2 04:24:45 | 14m 53s | Mind The Gap (First Ludum Dare) | ♥ 1 | Took me a few tries to figure out what I was supposed to be doing -- but I got the hang of it eventually. High score 850. I know time is short on these games, but even a simple soundtrack makes a game so much more interesting in my opinion. I like the idea of having your multiplier be based on the number of enemies on your side along with the ability to move people over to one side without killing them -- but I feel like it ends up coming down to you circling a big group of red guys while keeping the other side as low on enemies as possible so you can switch when things get too rough. Overall I like the concept and think you made a nice, playable, interesting game for your first Ludum Dare compo. Thanks for the game! :) |
| May 2 16:40:36 | 12h 15m | Food Fight | ♥ 3 | Overall quite decent. The sweeping mechanism was cool, and it looks very clean. Just a few things: * Clipping while walking past some of the items made me stop in my tracks, causing me to die * One item got moved in the way so there was no clear way for one of the enemies to get to me, so it didn't move at all. So when I killed all the enemies for that round, nothing happened, and I needed to wander around for a while to figure out where the last enemy was. * I like the idea of moving stuff around to make it more tower-defense-ish, but there was no clear indication of which items were moveable and which were not. I would have liked all items to be pushable to be able to take advantage of the environment more. * The AI wouldn't go around items near the edge, so I was able to cheat a bit and get them to take the long way around the bread. With those cleaned up, more enemies and weapons, I could see myself playing this for hours :) Thanks! |
| May 2 21:03:51 | 4h 23m | The Evolution Game | ♥ 1 | I've always been partial to simulation games -- although I still feel like there should be some basic interaction that the player can have to try to influence the game. Having a more supervised learning model might make it more replayable in the long run -- event if it was something simple like being able to reward good behaviors. Thanks for the game :) |
| May 2 21:27:50 | 23m 59s | Galaxy Glove | ♥ 1 | I loved the animations! Really well done. I also think you nailed the theme in a way that is unique. My biggest criticisms are that its a tad easy (although I'm not sure how you make it more difficult without making it feel cheaply difficult) and that it could really use background music. Also, either in the description or in game somewhere you really should say what the controls are -- I figured it out pretty quickly but still. Especially for Compo, very well done. |
| May 2 22:06:30 | 38m 40s | The Z Axis | ♥ 1 | Cool mechanic that can lead to some really interesting puzzles. I think that at least for me personally, I would have preferred that the levels have a bit less death in them. There were situations that seems to make it a puzzle game and others that made it hardcore platformy -- but the controls weren't tight enough for a platformer. Also, I had a surprisingly hard time keep track in my head of which way the screen would rotate on z/c -- as much as it stinks to clutter up the screen with UI stuff, it might have been nice to showcase in some form on the screen which way the various buttons would rotate. Overall a really cool game with a great mechanic. Thanks for making it! :) |
| May 2 22:32:46 | 26m 16s | A Small World Cup | ♥ 2 | Excellent -- A lot of fun to play. Reminds me of SportsFriends. This could actually be a lot of fun playing multiplayer against your friends. My only real criticism is the lack of any audio -- good music/sfx really add a lot to a game. Congrats on making such fun game :) |
| May 3 13:58:28 | 15h 25m | Food Fight | ♥ 1 | Hello! Great little game, the graphics/animations and audio are really well done. I felt happy just playing it :) However, I do have a few comments: * I literally didn't even realize you could attack until I went back and read the description afterwards. There was no impetus to use the attack in the Story Mode, and there was no one in Brawl (not your fault). But even a simple enemy in Story Mode would have made a huge difference there. * Don't put in menu items that don't do anything (Options, Quit). * If you're next to and facing the wall, the the animation goes through the wall. * The bouncy platforms are easy to fall off of. Maybe make them two squares wide instead of 1? * It's neat that I can hold on to the wall, but then I have to just let go? I'd suggest letting the player do a jump off of the wall. * I recommend against using the middle mouse button for an attack. Not everyone has a middle mouse button. Haha ok, weird bug just happened. I'm letting the game run in the background in Story Mode writing this, and a Soda character starts randomly floating around the screen. He's jumping around on air, and trying to attack a bunch, and then the screen pops up saying "You are Dead. Respawning in -705" and doesn't let me respawn. It appears that someone joined the Arena, and that person started playing over my game in Story mode. See the screenshot below (I'm the Chips character hiding behind the numbers, the Soda character is the phantom one): Screen Shot 2017-05-03 at 9.34.21 AM.png Sure enough, I reload the page and join Arena, and there are people I can play against! The Arena is fun with other people, I like that you can see your health drop as you get hit. However, there was a clipping problem here, as I got hit when the enemy appeared to be facing the wrong direction. Also, the raising/lowering platform showed up to the right of its "tracks". See the screenshot below: Screen Shot 2017-05-03 at 9.36.50 AM.png Overall, the game is fun and very engaging, but I would suggest prioritizing more content and bug fixing over some of the added visual goodies next time. Thanks! |
| May 4 02:51:21 | 12h 52m | LD38 - Big Dreams | ♥ 2 | Fun game. My biggest issue was that I am not accustomed to W being jump in a platformer and it was really throwing me -- but that isn't something I would dock you for. As for the game itself I think you executed the mechanics well and had a consistent artistic direction (graphics and audio). I also think you hit the theme well. The only thing is that I think you played it very safe. It is a pretty standard single screen shooter. I think the powerups were a good touch, but I would have liked either a few more enemies or control mechanics -- like maybe the kid comes in and everyone has to freeze because toys can't move; anything to add a bit of unique flair to it. Overall though great job! Thanks for making it :) |
| May 4 03:22:57 | 31m 36s | It's a Small World | ♥ 1 | The background music was awesome! Great job on that. The jumping mechanics all worked well -- but I felt like most of them were not necessary (although I will concede that I didn't make it terribly far, like 7 hearts). I think you could really have something fun here if you made the collectibles require chaining together all of the cool jump mechanics you built in. As it stands I feel like all you really need to do is double-jump. Maybe you could do things like add a bunch of heart fragments in the arc of one of your fancier jumps where you need to get them all to 'level up'. This might promote using, for example, the mid-air jump to get a bunch of horizontal pickups without hitting the groud. |
| May 4 03:43:03 | 20m 06s | Ant Runner | ♥ 1 | I like that the level is procedurally generated -- but it doesn't seem to get more difficult as time goes on. Sometimes I would get like 3 jumps right in the beginning and then go a full minute without another one. Additionally, shooting seems like an afterthought since you can just spam left click and it will automatically shoot at anything that comes in range. I'm a bit torn, because if you were going for just a relaxing game where you more or less watch an ant crawl around a procedural tree then you probably didn't need the shooting mechanical at all. On the other hand, if you wanted to add some more challenging gameplay then shooting should require some skill. Theme wise, I get the idea of small world -- that being said, what exactly is the ant shooting? I can't shake the idea that this was originally in a different setting but was reskinned towards the end of development. Either way I think you made a really interesting game and kudos for trying to do it procedurally in such a short time! Thanks for making it! :) |
| May 4 03:53:08 | 10m 05s | Five Minute Fire Fight | ♥ 2 | Brutally difficult -- the pace of the game is really fast and it takes a while to understand what you should be doing. Even then the AI responds so quickly that it can be difficult to keep up. Those complaints aside, I really like the idea of a tug-of-war style 2d RTS. It almost reminds me of Castle Fight or Nexus Wars from WC/SC. The art is also subtle but works really well here. I could have done with a more interesting planet texture though. I feel like I'm constantly dinging games for not having audio/sfx -- but you nailed them. The background music is great and the sfx are telling as to what is happening in game. Good job! I think you have some really cool ideas here but either need to slow the game down considerably or have a better difficulty curve. Thanks for |
| May 4 04:04:36 | 11m 28s | Spabullare | ♥ 2 | The game is fun -- I think you made a really interesting decision to go with mouse movement and WASD aiming which gives the game a much more twitch feeling as opposed to more traditional twin-stick shooters. There is also a fun decision to be made in upgrading the 4 sides of your ship differently. I ended up making my right side all around, top mostly fire-rate and left mostly damage and speed (didn't upgrade bottom). Unfortunately, the lack of audio, relatively basic graphics and overall theme I can't score as highly. I suggest you opt out of some of the categories (like audio) since I don't think you really intend to be scored on them anyway. Some suggestions: Like I mentioned I liked the upgrade system, but since you have full mouse control over your spaceship its not terribly difficult to make sure your 'good side' is facing the enemies. Maybe you could make the upgrades more in utility -- like spread shot, laser, bomb/aoe, ect. This means that given different situations you might want to use different weapon types which requires you put the enemies on other sides of your ship. Overall, its a fun game -- thanks for making it :) |
| May 4 04:10:56 | 6m 20s | Small World Simulator | ♥ 2 | I love simulations and this is a really interesting simulation. I like how it appears that you actually modeled generating land via volcanoes and rain via cloud formation. Its too bad you didn't have the time to add forms of interaction since this kind of thing is right up my alley. I'm not really sure what you would really add to this that isn't essentially a 'full game' on top of what you already have here. Either way, you made something really cool even if at the end of the day it ended up not really being a game. Thanks for making it! |
| May 4 04:38:07 | 27m 11s | Wrong Delivery | ♥ 1 | You did an amazing job of level design here. You revisit areas multiple times and there were a few places where I was like "hmmm.... I'm definitely going to be back here once I get a new ability" -- so great going there. Additionally I never felt lost even though nothing was inherently pointing me where to go. Unfortunately, the complete lack of audio hurts. As others have mentioned there are some great utilities out there for SFX and I think you would be surprised how quickly you can get them in your game. They really add a lot. The same goes for background music. The theme didn't quite land for me either. Seemed like just a straight up platformer. I think people are knocking you a bit on innovation though. Sure, most of these mechanics have been done before in other games-- but compared to most LD paltformers yours used some great mechanics to loop the player around to multiple areas. Overall I think you should be extremely proud of your level design here. Thanks for making it! :) |
| May 4 20:31:53 | 15h 53m | Binary Glitch | ♥ 0 | The trailer absolutely makes we want to play, it looks like a lot of fun, but unfortunately the Mac build is still broken. I'll try to find a Windows machine. |
| May 4 22:21:11 | 1h 49m | UFO in a box of bricks | ♥ 1 | I enjoyed this a lot! It's a very unique combination of physics puzzler and shooter. I like that you need to make the bricks fall on the enemies to kill them instead of hitting them directly. To really capitalize on that, though, I would like to be able to aim my shot with the mouse. That would really let me feel more accomplished for hitting the pieces correctly and making them fall correctly. The concept is unique, I thoroughly enjoyed it, and the music was awesome! |
| May 4 22:44:30 | 23m 19s | Strangeness | ♥ 1 | This is a decent puzzle game. You got a good amount of content in here for such a short time frame. I like the music a lot, and the sounds were good, too. And a few of the levels were neat in that you can beat them in multiple ways. A few things, though: * I pushed a rock onto a monster that was facing me, and the monster moved through it and I died. I didn't expect to be able to push the rock at all. * Level 4 was confusing. I like the laser monsters, but it was difficult to tell when they were looking "up" versus "down". I thought it had something to do with the rock. I ended up just needed to time it right. * It's not intuitive that you can push the rocks in the space that you cannot actually walk. I think you have a good sense for making puzzles, and I would definitely have played more of them. Thanks! |
| May 4 23:49:56 | 1h 05m | Barely There | ♥ 1 | It was a bit too easy to cheat: after a few levels, instead of actually flying, I just sat on the ground and the level kept going without any penalty. In fact, it let me easily avoid all the birds! It's a cute game, but a little too simplistic for my taste. The music was pleasant, and it has a good twist in the end. Thanks! |
| May 5 00:23:01 | 33m 05s | Edge of the Abyss | ♥ 1 | It was really tough at first. I had to read the other reviews that suggest forgoing the Crystal and just build Towers before I was able to get a build going. An RTS is real tough to get right, because there's such a fine line between it being too easy and too hard. I wouldn't have made it past 2 minutes without help, and there are some people that got to 16:30 apparently no problem. And it seemed like I was throwing away money every time I built a unit. So just build towers ad infinitum? I assume the 700 unit is worth it, but my whole base got destroyed when I tried to save up for it. So yeah, without good experience of the game, it's tough to do well. It was satisfying to finally progress, and I'm sure even moreso to get to the Enrage part. It's also been a while since I've played an RTS, so take my opinion with a grain of salt :) Thanks for the game! |
| May 5 00:44:28 | 21m 27s | Agoraphobia | ♥ 1 | Very effective at the goal of making you feel anxious about leaving the house. The sounds and visuals are very good at eliciting that emotional response. It took me a while to realize that your house stays grown larger even after you "die". Since it had started getting a little repetitive, I just started staying out longer and collecting all of the upgrades I could before passing out, and there was no real penalty to this. Eventually I had collected so many that the house didn't get any bigger, and I thought it was a glitch. Turns out you're just supposed to go off the map, which is unintuitive. But I had conquered my fears! Thanks for the game. |
| May 5 01:23:34 | 39m 06s | It's square to be a cube | ♥ 1 | The growing and shrinking world is neat, and the wraparound levels also make for some interesting level design, which is very cool. As others have mentioned, the little cube is hard to control, and dying on a long level due to feeling like you don't have control is no fun :-/ Besides the control difficulties (which is always hard in a platformer) and a few clipping bugs, I had fun. Thanks! |
| May 5 01:47:48 | 24m 14s | Shrimp Tank | ♥ 1 | It's a cute game, but mostly you need a little more feedback for the user. With no description of the controls, and no audio/visual feedback when I was jumping, it was difficult to tell what was actually doing something. I couldn't tell at first if I was eating, or even what I was supposed to be eating. I thought maybe you had to push a button to eat, but then nothing was happening? And it took me nearly the entire game before I figured out that you could actually jump more than once and actually swim through the tank. I had actually ridden the snails up the sides a few times to get high enough to reach more food! (which is a neat touch, by the way). I played it again knowing everything and had a much better time. I got super anxious about getting eaten whenever the fish got close! Thanks :) |
| May 5 02:23:39 | 35m 51s | Intergalactic Gold Rush | ♥ 1 | I really enjoyed this game! The gameplay is straightforward, frantic, and tons of fun! It was great to be running away from 10s of enemies at a time, frantically searching for mountains to hide behind and water to regenerate. The menu screens add a ton of polish and professionalism to the game. The controls are very smooth too (in the downloaded version, the web version is a bit laggy in Chrome). I think you already addressed all of my concerns from the jam version in the post-jam version (balancing issues, mostly). Thanks for the game, I've added it to my collection on itch! |
| May 6 14:36:28 | 36h 12m | Small World | ♥ 0 | 3 X 2 hour stints, so just 6 hours? That's very good, especially for your first game, well done! What you've done is very clean and neat, easy to understand, and pretty well balanced too. If you expand on it, I'd recommend adding in some mechanic that involves gravity - maybe give all objects a gravitational pull, then if your gravitational pull is higher than an object's, then it redirects a little towards you, and vice versa. Also, maybe your planet could grow in size as hit gets hit by asteroids, or smaller if it collides with another planet-sized object and breaks apart? I think that would be a neat way to do health. Thanks! |
| May 15 23:04:44 | 224h 28m | MiniRacer | ♥ 1 | The visuals are quite nice and I like the idea of a forever race as a LD game -- however I ran into a few control/physics issues. I feel like not having reverse is a strange choice as I often wound up facing a wall and my instinct was to reverse out of it. Additionally, the physics gets all wonky while driving into the wall -- I ended up upsidedown at one point and the car continued to drive around without any issues as if my wheels were still on the ground. Finally, I think that you need a larger view of the game -- you have essentially zero time to react to obstacles. I get that part of the fun of this game is crashing, but I wish that it was more so a result of me messing up as opposed to simply not seeing it with enough time to avoid even with perfect reflexes. Despite all of my criticisms I think that you should be proud of what you made in the time allotted -- thanks for making it! |
| May 17 23:53:10 | 48h 48m | Heckin' Ants | ♥ 2 | Really nice background image. The gameplay was pretty generic platformer though. Kudos for managing to get it all done in a single 24 hours -- but I think a few QoL improvements could go a long way. For example -- I assumed that the little flag waving ants would be checkpoints -- however every time I died I went back to the very beginning. Also, some of the jumps seems quite difficult for the control scheme. Difficult platformers need really tight controls. The controls here were fine, but for the level of control you were expecting for a few of the jumps I wish they were a bit more responsive. Either way, congrats for squeezing it in just in time -- Thanks for making it! |
| May 19 21:53:48 | 46h 00m | Small World | ♥ 1 | I'm not sure if maybe my version had something broken in it -- but talking didn't actually have any effect. They would turn from light gray to dark gray and I would get money, but no dialog occurred. It made talking seem to have little impact on the overall game. Shooting felt good although the AI was pretty bad at taking shots at me so long as I didn't aggro the entire screen. Graphically speaking, I don't mind the sprite used for the characters, but some kind of textured background I think would have gone a long way. Sometimes its difficult to tell if you are moving at all (if no one else is on screen, or they also happen to be moving in the same direction). Doesn't need to be anything fancy, but something that makes it easier to tell how fast I am moving. Overall I feel like its an interesting idea that you were going for; having a bunch of people that you can choose to talk or fight with -- but I wish that talking or fighting had more consequence. For example, maybe you could make friends by talking with certain people enough (or talking to their friends as well). This would serve as another way to 'hire' someone that doesn't cost money. They might then help you out in fights that occur near them but don't physically follow you around. Really anything to add a little depth to the game besides left or right clicking on everyone. Either way, I enjoyed it. Thanks for making it! __EDIT__ I can't help but notice that your game shows 'Ludum Dare 35' on the title screen. Whats the deal? |