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Feedback comments for LD38
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| Timestamp | Since previous | Game | Local Minimum's comment | |
|---|---|---|---|---|
| Apr 25 20:36:05 | Path of the Rabbit | ♥ 5 | Nice game! It seems strangely easy at first, like I was missing something. Knowing how your games usually plays out. But then all of the sudden I find myself accidentally at the edge of the world. Or I'm out of water. I never made it to boss fight. Max got 23 tiles left. So I might have missed some part of the strategy, but anyhow: To me it seemed strange that the game didn't notify me when I reached a place where there rabbit was stuck. Other times I died of starvation, and the game did leave me a bit uncertain if it was I that lacked planning or if I simply had a streak of bad luck with what tiles I got handed. I did find it very easy to avoid enemies all together, but maybe me avoiding them was what got me killed? It didn't seem like it. So I wonder if they need some rules like (not all at once though, hehe) 1. Not allowed to place enemy on top of other enemy. 2. Not allowed to place enemy next to other enemy (4-cross neighbors) 3. Enemies follows paths just like rabbit does I liked the game and played it a couple of times. Great job! | |
| Apr 26 17:46:35 | 21h 10m | Fast & Faeries | ♥ 2 | First try I was hopelessly last, second time I kept jumping and jumping and then managed to come second. The instructions should probably make it clear that it is important to jump a lot. I kind of like that it is hard while at the same time it looks like a very friendly casual game. The solar balls that light the path, first I though I would get some bonus from collecting them, Nintendo and the like have taught me to expect this. But even though they didn't grant me any obvious speed bonus (I don't think they really needed to), it would have been nice if they reacted to player's closeness somewhat. As always it is rather fantastic the visuals you manage to create and the dandelion are really quite spectacular. I much enjoyed this game. I would have been happy with just a game about the dandelions, but this was great. |
| Apr 26 18:26:05 | 39m 30s | Uncharted Dreams - Fate of the Miniatures | ♥ 2 | Honestly, I can't get enough of your graphics style and animations. They are really quite special. It was quite straight forward game and the simple color scheme really helped in guiding you towards your goal. Except for first usage, you probably could have skipped displaying the X help. Not that it was too much either since the game was so short. Some of the X transitions, like starting to balance the rope could probably also just gone automatically. But again, the main point was the graphics and animations, and they were superb as always. |
| Apr 26 19:02:52 | 36m 47s | 50ft by 50ft (or How I Died In Space) | ♥ 2 | I made it to the very end. And enjoyed the trip, even if the protagonist didn't so much. Nice writing and I kind of liked how the content didn't require me to solve any puzzles and such. For where the logs were and I think there was a similar list of links in some other place, it would have been nice just to have them numbered clearly because it was easy to get lost about which I had read and which I had not. So be proud that you wrote a 15k story in a weekend! I don't know if this is where you ran out of time but I happened upon a part where it seemed incomplete With the ill-mood in the air, few people want to talk today. Get to know... The (if:) command should be assigned to a variable or attached to a hook.►Nina and Aurora The (if:) command should be assigned to a variable or attached to a hook.►Rick... Anyway... |
| Apr 26 19:47:20 | 44m 28s | Saldanha | ♥ 0 | Really daring game this! I make games myself at time where people don't get it, but this was really brave and innovative. And the graphics I liked a lot too. A bit weird hand placement at times but maybe that was intentional too. The shoot mechanic, there was really no way to react to it, so I adopted the strategy of just hammering the shoot button all the time and that kind of made my action relate to what the protagonist was experiencing. I didn't manage to get to an end though. There was a bit into it a place I got snuffed over and over (tried more than five times). I might have missed some hint from the psychology scene, but in general there it seemed a bit unnecessary that I had to review that previous scene between each attempt. In total I really enjoyed this game. Great work. |
| Apr 26 20:10:04 | 22m 44s | Alone Together | ♥ 2 | I like the simple graphics and the 1 bit colors. To make a game about being almost alone and make the game feel really quite empty without feeding off that and making it a game about fear is kind of daring. That every world is marked up as they were gave it a bit of an eerie feeling, as if they were prisons. The one thing that didn't seem to fit was the axe. I guess it was in hope of getting to add more content? In general though, I appreciated the experience of the game. Well made. |
| Apr 27 19:00:23 | 22h 50m | AETHER CRYSTAL | ♥ 0 | I really enjoyed this game, I got to the end but the game seemed to stall there after I had collected all six crystals. The music and how they fit the world and the mood was really great. I liked the simple yet challenging puzzles though there could have been some clearer instructions about how focused/not distracted one needed to be while solving them. I had info from start that this was a puzzle, but if I hadn't, I could have easily missed it. So it would have been nice to introduce the idea of how the puzzles are solved in a much more minimal setting before the content in the current version of the game. I liked the twist with how one got to one of the crystals on the icy world, that it used some of the quirks of the game to its advantage and built it into the puzzle. Great work! |
| Apr 27 19:22:36 | 22m 13s | The Witless | ♥ 3 | The puzzle around the Spinx was really good and I think it is a great feat that you managed to implement the puzzles and the portals during the weekend. It took me a while with the third to the last around the Sphinx and actually cheated on it. I hadn't actually considered a key part of the mechanics of the puzzle. So if you had spent seven years making it, I would have said you could have tweaked some of the earlier puzzles in the series to hint this key part a bit more. For being made during the a Ludum, I'd say you did a great job with these puzzles. The room after though, felt really like an anti-climax (especially since there were more than one way the player could have gotten the right idea without it being accepted by the game (without saying too much, I hope)) but I understand that coming up with more than one great puzzle mechanics during the weekend is really really hard. So great work over all. |
| Apr 30 09:20:49 | 61h 58m | Our little island | ♥ 1 | I really dig this game. It had a very well worked graphical style and cuteness. The audio fit superbly to the rest of the game. Starting out, I confused the beginnings of the hut with being a fireplace. So it was a tad bit confusing with if I was suppose to light it and cook the food on it. I also was about to quit before the end since there wasn't any visible progress in keep feeding your friend, but I was happy to stay and get to the end. Of course it would also have felt a little better if you couldn't walk on top of the hut. That blanket, I thought I needed to pick it up but the beets kept being in my way. These are just details though, it is a really fantastic little game! |
| May 1 15:20:27 | 29h 59m | My Other World | ♥ 3 | _Absolutely fantastic visuals!_ And a great game in general. I really enjoyed playing it. Some thought in no particular order: * Maybe have music on GameObject that doesn't get destroyed between scenes. * Some messages come really quick so I don't get to read the fully before they disappeared. This was particularly true about the instructions on how to play each mini-game. And inversely, because I had to retry first fight three times, it would have been nice to click through instructions faster. * The first two games were timed. While the last was not. And on laptop it made the first seriously really hard with touch-pad. But I did manage. So perhaps changing order on first and third game would have made a better progression. The two word-games were best since they more directly fit the theme. The middle one could have been helped by having negative words thrown at you instead of balls. * I think the star particles felt a bit off from the rest of the style and feeling of the game. The second game you can click yourself to death before the game has actually started. * Since the game had well written story, it was a bit surprising that it was the same piece over and over in the world-scene * Some words are not obviously good or bad, which is perhaps fine. Don't mistake this long list, the game was really really great. 👍 ⭐️ |
| May 1 15:37:13 | 16m 46s | Johi Farm | ♥ 2 | Cute! And fun. I got to the 🍅 but the 🐦 was much too difficult for me. In some ways a very true reflection about how it is to garden. In fact it was rather hard to swap around the different tasks in general, but in a good way. At first, I was a little confused about how the game worked. Maybe simply expanding the areas a bit where digging and pushing stuff is triggered and make the keyboard button icon a bit more visible / attention grabbing. In general, the difficulty progression worked really well and I was having really fun jumping around attending to the plant. Great work! |
| May 1 16:24:00 | 46m 47s | A Week's Passing | ♥ 3 | I really liked the thorough focus on all the little pieces of the day as a way to build up a fitting pace for the game and then use these mundane things to show how the protagonist was feeling. Great work with that and the story in general. The tone, the very imperative instructions about what to do as well as the dialogues. Lighting a bit dark sometimes where it was hard to see the door on the bus and some other details. For example first time I showered, it thought the game was stuck because I started the shower facing directly towards it making the screen more or less completely dark. So maybe for the exit out of those sequences, it would have been nice to have a default direction. It also makes sense with in particular showering, that you exit facing the room. I played the game on my laptop, and for most (but not all scenes), I couldn't turn while walking. which made it all a bit of a struggle in a way that didn't really help the story. The same goes for the quick acceleration walking. It would also make sense to the story if the player wasn't that fast on their feet. The absolutely best part of the game though, it was the wake-up sequences. That was a really powerful way of conveying the story. |
| May 1 16:48:20 | 24m 20s | No Minor Task: Party of a Lifetime | ♥ 1 | Agree with some of the other commenters that the intro was rather long and perhaps it could have been better broken up in parts so you don't invite everyone in a single long level either, but rather back and forth between play and story. Some parts were rather humorous but the game part was a bit too difficult. I could probably have managed if I had tried one or two times more. And I might even have tried that if the game quickly dropped me back into the start of inviting right after game over. I can see the retro references in how the game level is built, but it sort of didn't make any sense to me why the cars were so haphazardly placed. A pity, because running around under the radar of the adults to invite to super secret mega party could have been a really great concept. But don't take my concerns too gravely, perhaps its just been too many years since I faced the same problem. |
| May 1 17:12:32 | 24m 12s | Toy Racer | ♥ 1 | First I tried the original upload but that was entirely unplayable madness with the car more or less turning sharp 90 degrees on first steer and motion blur enough that there was nothing but color patches in view as soon as I wasn't standing still. With the updated version I forced myself through the two laps and it took me 8-9 minutes, but it was at least doable. It might be that you've designed the game on a powerful computer with big screen and so on, and that it runs smoother there, but on my laptop all the effects and the steering didn't really work well. The graphics was otherwise really nice and it would have been cool to actually see all those 3D models better and not just curse them and their abundance when you got stuck on them again. I think I managed the most 3-4 seconds between running the car into stuff. The side of the track, the blocks, I think it was unnecessarily evil to have their colliders as blocks too that quickly rotated the car. I think it would have done better with a kind smooth collider and physics that avoided rotating the car. Otherwise I liked the concept and it made remember playing Micro Machines all these years ago. |
| May 2 18:58:13 | 25h 45m | It's a Small World, So Let's Crash It into Things | ♥ 1 | I enjoyed playing this, though it ran rather sluggishly on my i3 laptop. I don't know if it was intended or due to my laptop barely coping with the game, but if the death star "found me" there was no way for me to outrun it or do anything and I could see no hint of me approaching it. So it felt a bit unfair that sometimes it just appeared as I moved to the edge of the screen and then I was dead. Otherwise I really enjoyed flying around. I enjoyed the controls and the game is nicely done. I would probably have played more times if my deaths had felt more fair. Also, as a minor comment, if `Esc` had exited the game at the end. As a whole, well done! |
| May 2 19:14:39 | 16m 26s | Scenes in a Globe | ♥ 1 | It really feels like magic the way it swaps that content! I just keep spinning it around and around and it is a very satisfying feeling. The toy, as you name it, also stands out compared to other entries I've seen so far and will probably be something I'll remember from this LD as a whole. I'm not sure if I agree with myself on if that rather drastic silence when you've turned it so that it is swapping is brilliant in how it builds up anticipation or if it could have had somewhat softer transitions? Perhaps based on rotation speed. Because one should not be fooled to believe it is about the graphics only, the sound I find extremely important to the mood of this toy. Some thoughts after that intro: * It seems the game was plain random selection of scenes and that was fine, and kept me wondering for a while if it was altering between barn and other scene, but perhaps shuffle an order at start and then run through in the order or other semi-random solution. * On that note it is easy to see how the scenes could have been carefully selected and ordered to tell a story, even if that story was only a vague sense of some emotion * And if you really want to add a player into the mix, of course your rotations could affect the scene and as a consequence which will be the next scene. That isn't really needed though. Because this is brilliant as it is. |
| May 6 20:48:22 | 97h 33m | Conquer Earth | ♥ 1 | Hi! Ambitious project to do a strategy game for LD and to do it with that little support from libs and game engines. In light of that, I think the experience was really smooth and well done. The music was very nice. With regards to the game itself, I'm sorry to say that I was mostly confused. First, my reaction was to click on the planets rather than dragging the piece. This could be resolved with only swapping cursor on the ship-piece and not the planets. I also found it to require quite a lot of clicking and since you needed to mine a lot to really get anything of worth, I think it would have been nicer if the game ran on time and mining planets automatically mined. That would of course change up the game quite some. Alternatively the economy could be a bit more friendly because I only ever got to buy one attack card and not that many more others. I died once before even noticing the opponent, and this meant re-spawning and that made me quite confused about if loosing ships really mattered. And what indeed was the goal. The very short line of sight/fog of war could probably have been extended to include neighbours neigbours to allow for some planning. I would have liked to be eased into the complexity too but I get that the game was structured kind of like a board-game and perhaps it therefore isn't possible. So sorry for this rather unstructured stream of thoughts... I hope you find them useful |
| May 6 21:28:58 | 40m 36s | Daydreaming Island | ♥ 1 | The audio was fantastic and made a great part of the mood for this game. I know you've gotten comments about the controls already so my quick fix would be to just swap them around and even better just leave right-click to be 'abort/no' and do everything with left-click. Because while the mood from the music was really something spectacular and the text promising. The fight with the controls made it kind of hard not to loose track of that mood. A very small comment about the style. The intro font/style was a bit surprising given the style of the rest of the game. The first type of puzzles seemed to revolve around finding keys too which seemed to not give so much story as they were about clicking around. I think the game is really the beginnings of something rather great. But here's also a very personal opinion about story and mood driven adventures in games. I enjoy solving puzzles, and like puzzle games. But if the story gets me hooked, I really want the puzzles to take a step back and be carefully weighted as to not interrupt the flow of the narrative. And while I don't really know how your game plays out, I looked around the lighthouse some and didn't see anything obvious that I should do, I think the narration-puzzle balance doesn't work that well for me. Still, as a LD entry, I think it is very impressive and the way it built up the mood in the beginning was very well done. |
| May 7 08:48:04 | 11h 19m | Naziverse | ♥ 1 | In a way it was kind of poetic that when starting up the game you got the option to exit it, but then when you played and died and died and then there was no option to quit the game again from the death scene. There was only the option and try and try again. The game itself I found really hard and I never got further than between the first set of two barrels and the single barrel after that. So for my sake it could really have been a bit easier to start at least. I could hold my ground fairly OK for a little while, but shooting and progressing was too hard. The shots seemed to not relate coming for me seemed not to relate to the number of Nazis on the screen either which took away from the feeling of success of having cleared out all for a brief moment of time. It also felt like the hit-box on the character could have been a little smaller so that it was at least fairly possible to jump over the shots. It was quite addictive game though, and I tried quite a few times. I like the music! Good job. |
| May 7 17:39:58 | 8h 51m | A Brief Retreat | ♥ 1 | I died of hunger. Quite a few times. But my record time I both managed to get fishing and axing but still died of hunger. The first couple of times I just didn't understand what to do, which was because the crafting-button was outside the window when playing defined resolution on itch, but when I fullscreened it I got it in view (though quite obvious there were some layout issues), and after resuming normal size the UI worked as expected. I liked the game premise and concept, first couple of rounds though it would have been nice/realistic to know how hungry you were and how much time you therefore should spend on gathering food. Then I saw the health bar. Might have been outside screen too! Still with it there, it was really unfair to not say somewhere that you had to leave before eighth day (and there was no reason why in game world). I think it would make more sense to make the player run out of food over the days so that it becomes impossible not to leave on the seventh day, if there's a real reason to force the player to leave by that time. Nice game in general though. |
| May 7 17:49:26 | 9m 28s | Contamination | ♥ 1 | I tried it some times but my dexterity doesn't really allow for this type of game-play. I like your take on the theme (I did work during the early parts of my PhD with petri dishes and the fear of contamination during hay-fever season). As some others have commented, the sound was to loud. One of them in particular overshot the volume in a really nasty way. I would have wanted some easier game mechanics though. Maybe your trail was toxic to other cells and you had to kill them off that way? Or something else. Cool concept though. |
| May 7 18:02:57 | 13m 31s | Game of Worlds | ♥ 2 | Very well made game in almost all its parts. I like the premise too which feels like a metaphor for real life; only when in a good place can you learn to adopt skills that will help you when you are not. The world was rather large (not as a comment to theme), but with regards to game play and it wasn't entirely clear if the exit swapped day to day or only at start of game. It felt like I had checked most all of the map after the end of day two, but still I hadn't found the trapdoor. The enemies were also rather easy to simply avoid, but that may have been fine. However from a game-mechanics point of view. If you find the exit, all you have to do is to stay put and then wait for night? It feels like it would be more fun if during day you need to find out how exit looks like and then during night you need to find that exit (possibly you die if you don't). So finding during day, in that scenario should be made easier. E.g. with some ping/radar or similar. There's already a trad-off anyhow during the day in accumulating friends or finding the exit. Still, again. Very well made game! |
| May 7 18:19:32 | 16m 35s | STEEL GEAR CHAOS | ♥ 1 | First I was very confused about how the turns actually worked, and who actually was me and who was enemy on first level. But once I had that and got how the system worked it instead got a bit too easy to manipulate the enemies. I liked that there was a joint action pool for all different strategic options but for the game to become interesting, enemies must probably have some conditions on when they go for a lure. Simplest: go for whichever is closest (and go for player if equal). But rules could be extended to make game more dynamic. The initial confusion may be helped if there was a clear meter for remaining action points and possibly have shooting in the same 'turn' as movement, only that if you select a weapon and aim it on a tile you automatically end your turn there. Possibly it would have been nice to see the range of enemies movement too during the turn to better plan the actions. Interesting concept though, to have to aim for where the enemy will be. Good work! |
| May 9 18:53:55 | 48h 34m | Mediator | ♥ 1 | Nice ship! 😉 More seriously though. I liked the interactions and the stuff that managed to get into the game. It was a bit annoying that keybindings worked for WASD in everything but dialogue option. The music and the little sound effects really made the mood. The camera sliding helped fill the scene that was otherwise a bit void of life. The ship kind of felt like it was floating in front of a backdrop rather than being out in space. But I'm not sure exactly how that should be fixed except perhaps making the hull darker except for own light on the hull. We are supposed to be pretty far out in the solar system. I would have liked to get to know where this game was heading if it had more content. And if it had more content perhaps ease up on the pacing of the amount of information introduced at the beginning. But as a glimpse into a world that has yet to be, it was enticing. |
| May 9 19:16:22 | 22m 27s | "It's a small world!" | ♥ 1 | It really looks quite fun, but I can't for the life of me make much of progress. In a way I suppose that was part your take on the theme though. I got scared and run over and it would have been nice with a little friendlier first level really. About fifth try I though I spotted someone who could fit the description and at times there was a grey heart about them but also that angry flash symbol. And then they killed me. I like the concept for the mechanics though and the take on the theme. Maybe at start, there should be many that fit a rather general description and then later descriptions should become more vague and also limit number of NPC that are correct? Anyways interesting game. |
| May 11 18:42:18 | 47h 25m | Powerless | ♥ 1 | Cool puzzle little planet you've created. I liked the humor especially the ending overly thorough in explanation screen. There was probably a way to be smart about the game and how to solve it but after I realized that: Spoiler !> You can go back and click the original button so that you can actually visit all sides It kind of became a nice walk around to get to parts without having to think too much about the puzzle. And that was nice. However it should be made clearer somehow that this is a feature. Especially since there was no obvious restart feature which would have been handy when I got locked into a dead-end first play-through. Since it was a bit hard to navigate the character, I think it would have been nicer if the trigger zone for button activation had been quite a lot larger. In the same category, though the rotation transitions were really cool they were a bit fidgety to get right. Never the less, I really enjoyed my second attempt at the game. |
| May 11 19:16:26 | 34m 08s | Hopper | ♥ 1 | I had fun in a peaceful fun way while playing this. The audio really helped setting that mood. The mechanics was really well implemented and the way they were introduced - both the pacing of new features and the clarity of them was very nice. On some of the later puzzles with anti-gravity in them, it felt like there were alternative routes not really planned and the positioning of the beams kind of hinted the same, so while kind of fun feature maybe it needed some restriction like "can only flip once per flight" and/or "can't do rotational controls in flight after flipping". In general though a really well made game. |
| May 13 20:44:11 | 49h 27m | Terraformit | ♥ 0 | 4000 something is my record after a bunch of plays (it is a bit annoying to have to reload to really have a chance at seeing that score but there was a massive influx of enemies). On the other hand it was nice to get jolted right back into a new try. The controls took some time getting used to, and most dangerous enemy was definitely my own shots. Maybe they should have been going a bit faster so the risk of running into them wasn't that high. Especially since the controls was unusual to start with anyhow. But on the other hand, the challenge was fun. The whole game was fun. I liked the art style too. I mostly stayed on one side of the planet as went side-ways back and forth and that way managed to get most enemies. On that front it would have been nice to know how many hits the planet could take. As a whole, really well made arcade game. |
| May 13 21:00:50 | 16m 39s | The Little World | ♥ 1 | Nice game. I liked that there was an initial tutorial, but that one also kind of indicated that there would be feedback on succeeding on the tasks. The rose disappeared and plant disappeared as well as the volcano. In the real game after, it was only plants that gave feedback on to the player and I think it would have been nice to have seen in some way how dire the need of water or cleaning was as well as the other side of the scale: this volcano is spotless - stop clicking on it. I know there was text and that it told me what to do, but frankly I was too busy tending to the planet. The planet movement that dubiously was speeding up, I think? That was great. I don't really know for how long I survived and exactly what item did me over either which would have been nice to know. So perhaps just letting the world play on half a day more without allowing player to interact and showing somehow that it is game over, before switching to the text. Or perhaps just putting the text in the same scene while the world is still spinning below. In general though, nice game. |
| May 13 21:27:42 | 26m 52s | Superbugs | ♥ 1 | I really liked the plopping sounds and maybe more, the fact that it was a very slow and easy and not really that complex game. Really well made. I must say though that with the presentation about the rules in the game it looked like it would be very complex and somewhat annoying to play. Which it wasn't at all, it was a really smooth and simple game in its interactions. It took me a little while to realize that the thing that looked like a logo actually explained the game and perhaps it would have been helpful to have it larger. Maybe even combine the 3 types of cures UI with the icon, so you pull the cures from the icon itself. I got the price at the end and again a very enjoyable play-through. It is always very satisfying to get to the end of LD-games. The puzzles, if they are to be challenging (they don't have to be), may need more rules or more complex layouts. I'm not really sure, but in general, each time there was a single-color one they limited the complexity since they told me where I needed to put that color and could not have other colors. Last puzzle proved a little challenging since it surprised me that... Spoiler: !> putting all colors of cures next to each other didn't overdose on the cure-tiles / overdose !> could only happen on tiles where you hadn't put a cure on. One way to increase complexity would have to limit the number of cures available on each level. Perhaps introduce big-cures that reach the next tier of neighbors. Or similar rules. Tiles that make curing behave differently, or viri that modify spread resistance. Very well made game! |
| May 13 21:53:13 | 25m 31s | Plutiny | ♥ 1 | Really solid arcade shooting game. I managed to survive quite a few waves in one go and felt really good about myself doing it, which probably implies that the game was well balanced and controls tight. I liked the story, but maybe I missed how the UFO fit in except for perhaps being in space and such. The way the shots accelerated towards me was really nice, or horribly stressful whichever way one sees it. The one thing that was kind of confusing in the end was if there was any progression. And it would have been nice with some sense of progression. Instead. some waves around 7 or 8 came without the planetoids bouncing around which made the wave much easier to work with. I would have liked to feel like I was getting closer to earth to tell that earth straight to its face that it was not nice. I would probably have kept playing if there was some indications of if my resources could run out etc or if I were really progressing. Nice game for the scope of a ludum dare entry though! |
| May 14 09:57:01 | 12h 03m | Our Cramped Little World | ♥ 5 | Really cute and cool puzzle game idea! The graphics was really nice and quite fantastic the amount of detail put in during this short time. I think you did comment on the controls and I had quite a hard time even grabbing some objects and sometimes impossible to get them where I wanted. I think it would have helped if the game showed where it considered the mouse pointer was even outside the flat. I'm guessing that all your content is full 3D models and since the flat gets quite crowded, it would have been nice if you could rotate the flat too or possibly if it rotated slowly by itself (that rotation could even indicate a time of day thing if you wanted to add stress to the game). Because I had such hard times with the dragging of the furniture, I for a while thought that perhaps you weren't allowed to say drag the fridge through the bed but had to place without crossing the paths of other furniture. And indeed this could also be something interesting to test. Especially if you limit the order by which stuff gets carried up to the flat. Oh also the sound for grabbing and dropping stuff was really nice! It would have been even cooler if at least the humans had distinct sounds. The UI was really neatly worked too, however once I had "organized" the flat I got a task to make the mother get the milk out of the fridge and I though I would have to move things around inside, but instead the flat just cleared out. Oh also, as final part of making the flat, you could have the user place the door. And then then one task could be "kid goes to school". Because the controls were so unwilling I quit after apartment cleared out. Plus it wasn't really clear to me if I should still get milk or if I accidentally fulfilled the requirement at once. On that note, there must probably be randomness in order of tasks, else you can learn and plan ahead on second play-through. (Maybe there was). On the tasks, the 'mother gets the milk' felt like a bit of unnecessary stereotyping, unless it was random composing ofc. I see a very pleasing game in this idea once the controls are fixed. If you could combine the sokoban like shuffling of furniture with building relations and caring for the inhabitants it could be a hit. The interactions should translate well to mobile too. So great work really! |
| May 14 10:19:56 | 22m 55s | World Keep-Away | ♥ 2 | The game was really huge! I ran for quite some time and passed two or three green things and it almost seemed never ending? I think it would have made more sense to limit the size of the world and author the obstacles with more care. A while I thought I had landed on the surface of the moon and that I was outside the game world, walking right. Then the blocks appeared again. I liked the premise of getting people to stop doing sports with things you care for and have to run away from them and I didn't really mind the glitches in the controls that terribly where sometimes I got some mega-jumps that shot me far up. Neither that the jump felt rough. It was fine that the sporters just kept spawning around even if there was no real reason withing the game world why they were allowed to do that and kind of fun when they got stuck in blocks. It was a bit unfair when so much time was falling and enemies spawning that it was really hard to not be shot by them, but on the other hand life was really plenty. However, to really make the game stand out, I think these issues would need attention. One thing that could be cool would be to give the player a sprint (with cool-down) followed by shorter slower than normal speed. Good work. |
| May 14 10:42:04 | 22m 08s | His own small World | ♥ 2 | Wow, that parallel worlds and the psychosis taking over with each and every interaction you need to have with the world was really quite powerful. The fact that the real world was unintentionally (?) glitching while this happened, I think just added to the experience. In fact that is something you could work with. I lost track of the panic-meter because it was that far out of view and perhaps it would have been nicer to have a line running through the screen for where you'd panic if the dark view took over that far. The menu was a little confusing, I didn't really understand the duplicate `start games` and second play-through I hoped the `start game` would skip the intro. In the game, it would probably have been nice to get an indication on exactly when you enter the trigger of each enemy by flashing/pulsating the divider for a brief moment before it actually started to move. It wasn't really clear either how/where you could walk in the world and I guess what I'm saying is that the controls there could have been a little better made. I didn't mind failing though, because this was a really interesting game. Very well done! |
| May 14 10:53:07 | 11m 03s | Chuck and Bull | ♥ 2 | Chuck walked around being quite content. Nice game. The collision with obstacles felt a bit too strict at times. It was actually rather hard to get Chuck to do their work, almost down to it mattered which direction I entered the tile decided if panting was allowed. So it would have been nice if that interaction was made smoother. I would have enjoyed getting to end the day by going back to the start position. The next X days could have been with tasks like: "Watch plants grow". That'd been nice. Goot work. |
| May 14 11:05:20 | 12m 13s | AS Mall World | ♥ 2 | Absolutely fantastic! The part about throwing cash on people so they start talking to you, splendid. That would be an interesting concept on its own right. The muzak feeling you nailed 100% and there's really not that much I'd want to see different except perhaps the mall get more stalls and that the peoples dialogues correlated with what I had bought. I really want to have more constructive things to say... but this really is one of my top favorites this far. |
| May 14 11:29:52 | 24m 32s | D.A.D.S. (Destitute Agoraphobic Dad Simulator) | ♥ 1 | I really wanted to give you a high grade for the audio, but even if it wasn't yours (guessing) I must say you put it together really really well. That phone and the TV! I really enjoyed the game even if it was a bit slow at times, which kind of made sense in the game world. It would have been nice if things you did affected the rate of time. Watch TV made it go faster. Going to bed to early or standing watching the clock made it go slower. I really would have liked to be able to use the toilet too. But I guess there were things you had to cut. A small detail or two. The character should not be movable when changing floors. If you press arrow while using stairs it made character not exit stairs in the right place. In general floor transition could be made to take a little time to reflect age of protagonist. With all the texts, I think also it would have been nice to be able to use `E` as alternative way to click through them too. Fun and well made game! |
| May 14 12:00:11 | 30m 19s | Murder 38 - Episode One: A Small World | ♥ 3 | The thing I really liked with this game was the zoomed in dialogue views. They were really slick! But at the same time, it did feel like that style broke some with especially how the map looked like and the interaction icons. Never the less, really impressive amount of work and content in this game for a LD-game. The `Dammit` `Biche` joke I didn't particularly enjoy and I think the tone, content and fun in the game didn't really need it. Good work. |
| May 14 12:24:19 | 24m 08s | Barter | ♥ 0 | Interesting idea. Really hard for me to figure out the controls and I got spammed by the same message over and over so I kind of got stuck there. |
| May 14 14:37:35 | 2h 13m | Don't Crush Me | ♥ 2 | Cool concept! Very nice looking game. It was a bit hard to actually see where a key would land though, so perhaps also show at the bug-level where to keep out. It was quite hard too. But in general very enjoyable game. |
| May 15 19:28:20 | 28h 50m | This Plague of Mine | ♥ 1 | I wish there was a weird voting category, but I'm substituting mood for that. First try I didn't even get what I was doing. After that I think I figured out the main thing was keeping people flying but not too high. The graphics was really great, music was nice and controls worked alright with mouse (I'm guessing the feeling on a pad or similar makes much more sense). In general a very well made game. I think perhaps it could have been made a bit more clear what made for new humans to play with / how many were still left. I'm still not really sure how the game worked really. Not that it mattered too much. The total experience was still very positive. I would have liked to get to play longer. Maybe spawn humans a bit depending on the need for new play-things. At least in the beginning. Some sort of progression or build-up would also have been really nice. Especially if that happened in tune to the music. |
| May 15 19:51:17 | 22m 57s | Every Man's Sky | ♥ 1 | farout.png I'm betting this little planet is at the edge of the currently known universe. I must say, the screenshots you posted don't do justice to the experience. But I get that it's hard, since the experience comes from user creation and you gave us the tool. I really enjoyed placing planets, following the paths that one other player had created and then finding the little spec at that very very far distance and setting out on the hunt. In the beginning the game must have been pretty empty though, so I'm happy I came upon it this late. There are some quite obvious things that would possibly make this even more fun such as better sense of flight, more planet types, some neat scan effect for discovering planets (the youtube "Making stuff look good in Unity" has one about the No Man Sky scan effect), and nicer UI for creating (especially if you only want to clone place the same planet type over and again). Great game though! |
| May 15 20:24:45 | 33m 28s | Platform Styx | ♥ 4 | Where to begin! First thing first, this is truly a gem! Wow. So there's almost not much to say beyond that. The narrative through the landscape you crafted and the props you decided to include to make the story. There were so many details my head is almost spinning around trying to understand how you managed to make so much with so little time. The music that builds up the experience. Looking at the hand. Walking into and shoving things around! Some details: It would have been nice if the music AudioSource was on a GameObject that wasn't destroyed when going from the menu to the game. It was kind of abrupt there. It could probably have been faded in or out some, true, but that cut felt a bit hard. Spoiler !> A bit into the railway/subway cart I happened to look out of the window and then saw ahead how they !> would start going down before I encountered it and that would have been nicer if they were invisible !> or something up until transitioning into the room where you get to enter them. Spoiler 2 !> I kind of also really want to use the coin on the vending machine instead, but !> perhaps it was more rewarding to feel that conflict than to be able to act on it. Pressing `Esc` brought up a menu but the cursor remained hidden and that made it impossible for me to exit the game in orderly fashion. With regards to the narrative anchor in Greek mythology, I see the point, but I also think what you made was that good, that it didn't really need it. That it would have stood completely on its own. So I'm really happy I got to play this. One of the best games this LD in my book! And @grim thanks for your comments on our game. |
| May 16 16:47:24 | 20h 22m | Slightly Angry Max | ♥ 2 | Well made entry! A bit strange to feel so slow walking around, because in these kind of games. Like nuclear throne, it feels more common that the character can run quickly. I'm not saying I'm necessarily opposing the slowness of the movement though. The way you were allowed to keep mouse pressed and then only had to release for overheat was a really nice touch. There might have been a meter for it, but it felt a bit unexpected each time I ran out of power-up. First time I played, I died because I assumed that you could pass the tree at the top of the island, because it really looks like it and that was a bit evil. But besides these comments, really well made and enjoyable game. |
| May 16 16:57:35 | 10m 11s | The Last Colony | ♥ 0 | Interesting game! I really like the idea, but as a rookie operator, I would really have liked my job to start out a bit easier. Say you could have that many slots but not as high need for docking stuff and then because the people don't know what is in their best interests they would have kids and waste resources and over time the docking operation would become more complex. Because you need to manage more quickly to dock things. I would also really have liked to have an orange warning on 0 in the container like there was for negative. And finally, you could have the game support touch and you swipe in and out containers. Aaand more finally, you could test auto-docking if velocity is low enough, game is hard/fun as it is without it. But again, really good game. |
| May 16 17:06:56 | 9m 21s | The Curator | ♥ 1 | Well executed classic arcade style game. First time I got hit by that massively shaking wall of fire from the first boss I thought it was actually a bug, but then I realized that perhaps that was the easiest attack of all. I'm not very skilled with these sorts of games, but at least I got to second boss. I liked the way you handled the theme in it and enjoyed the graphics. |
| May 16 17:11:21 | 4m 25s | Planet of Babel | ♥ 1 | tried to play but it only said `connecting...` |
| May 16 17:23:16 | 11m 55s | Snake 3D | ♥ 0 | Interesting but hard game! Especially, I found it quite evil that the second level started you running into a block. In general I think this could become a really addictive pass-time game. There are some stuff I would consider in that case: * Make snake speed depend on length so that it starts slower on each level and then becomes increasingly hard * Actually give the player a fixed amount of lives and let them start from level 1 afterwards to raise the stakes. * The camera should probably be ahead of the rotation when the snake is about to turn the corner * Possibly also add a bit of slowdown on each turn. * Add music or something! At least a little positive sound for each block you eat. I would also say that you made it really hard for us players to have to download the game waiting for google to zip it and such. Consider some site to host it or at least give us a pre-zipped thing to download (the names weren't readable for which version was which on the folders). Nice game all and all though! |
| May 16 17:33:27 | 10m 11s | Asteroid Survival | ♥ 0 | It was really hard to play, just to remember what the different blank buttons may have been doing or not. I think I kind of figured some out, but not all of them. I wasn't even fully sure why I could and could not select some of the buildings. What I'm saying is that if this wasn't the intended focus, I think some very minor details like putting a letter on the buttons or a color or something to help player remember what button had what effect would really have helped. Otherwise it seemed like an interesting challenge and I liked the choice of protagonist! |
| May 16 17:46:32 | 13m 05s | vijver | ♥ 1 | I really liked the sound on this one. Well the graphics was of course also very nice. I'm not sure resetting was really needed, maybe if there were more variation to the pond (not really needed). Also, I would argue that you should have all mouse buttons spin and probably arrow keys too. Because if you just start up the game and don't read the instructions it is unnecessarily easy to miss. Very nice pond |
| May 16 17:59:23 | 12m 51s | Planetary Infestation | ♥ 0 | First it felt like it was impossible. Then I figured out I could just drive along the surface of the planet and that made it somewhat easier. However it would really have been nice to more of a sense of flight into the game and perhaps lowered the fire-rate of the space animal spew out the homing rockets so that most people would feel slightly challenged but also managed to complete the game. Nice game this far though. |
| May 16 18:22:32 | 23m 09s | Small Planets | ♥ 1 | Quite an impressive amount of content in this short time. I'm guessing you are using your in-house game engine to get all this in place in such short time. Still, I would probably have enjoyed a more concentrated and focused game. It was sort of a humorous comment to questing with the grab 20 trees (knocking them was a really nice touch), but when grab 5 flowers came around, it sort of spoiled that part. Shooting down some ships was nice, but the message about grabbing upgrades while ship was sluggishly slow and no upgrades visible sort felt like a broken promise. So while I'm really deeply impressed about the amount of content and how nice things were animated, the transitions, effects etcetera, I think it would have helped to have it shorter. |
| May 16 18:33:29 | 10m 57s | X-Pressed Delivery | ♥ 1 | Yay another socially awkward game! Funny concept and well executed. The option to choose gender of yourself and your interests was very good, though as some have pointed out you could have allowed for the player to make any kind of combination there really. Also it would have been nice if the game remembered what setting I made and not defaulted me back to man likes women. Still very good to have the option at all. In the game, I would have liked there to be a danger-zone before the caught-zone perhaps the exes could start follow so you have to run away from them? But the main point is that I was spending most time looking at the mini-map instead of looking at the world. And that was kind of a pity. I would have liked to also get to deliver wrong one or two times without loosing. That getting caught was death, that I agree with. In general. Good game and really nice game idea. |
| May 16 18:41:34 | 8m 05s | SMALL WORLD of LOVER | ♥ 0 | I do really hope they were not thinking of having that many kids, because if they were I don't know I want them to succeed. Cute little game. The controls were sort of hard using the mouse and it would have been nicer to get to use keyboard, or probably even better to use touch. In that case you could also tell a story with the buttons and their placement. First staying below the characters and as they get more and more into each-other the buttons could start to float around the lower part of the screen and an in their motion illustrate the feelings of the characters. Nice game though! |
| May 16 18:57:09 | 15m 35s | Frag Saga | ♥ 0 | That was a really great game! Very nice idea to let the player get to be part in authoring the game world. The music transition in and out was also really nice. The fractured player and the fractured world. I like most things in the game really. I was a bit confused the first time about the placement because I didn't understand the tiles that I had in the lower bottom wasn't part of the map. And also after I understood that, it would have been nice if there was a more marked difference between placed tiles and tiles you had and could place. On the last level I tested to build a world that just went down and I wasn't allowed to go as far as I had built. So the rules for where and how the player is allowed to go needs some tweaking. The controls could also do with some more love, but platformer controls area really hard. If you decide to work more on it, I also think you need to consider how to add challenge. If it is just a puzzle, if it should have enemies, or if the enemy is just the world that keeps falling apart however much you try to stitch it back together (probably more fun idea). Great work! |
| May 16 19:10:19 | 13m 10s | Dots In Space... | ♥ 1 | I had to play this game against myself but even so I found it almost as hard to hit the other player as it was easy to hit myself. So I wonder if there should have been something more to the controls or help like seeing the expected trajectory before firing or so to make it work easier for unskilled players. It could probably also work really well on a pad with touch controls! Nice entry. |
| May 16 19:20:33 | 10m 14s | Aquarium king election | ♥ 1 | Really nice game! I got 100 as best score and that was really tricky. The combination of needing to be quick and cut corners while absolutely not colliding with everyone. That was a very well balanced challenge. One thing that would elevate the game some more with regards to game-play would be if each species had slightly different swimming properties. Not only shapes. The music could also have been a bit less repetitive or at least put at lower volume to ad some more sounds of swimming of perhaps better, voting. |
| May 16 19:28:27 | 7m 54s | a-small-world | ♥ 0 | For me, the best part about this game was having zero-timing. But you hinted that the game had more levels. I would have wished this was an impossible game where whatever you did, you never had any comedy in you. I liked the mechanism of interaction, but the dialogues were so quick that I really didn't follow the narration (might have explained the lack of timing). Still interesting concept. Ps. I would have liked to select who I got to hit with fish. |
| May 16 19:37:37 | 9m 10s | S.A.V.E.🐣 | ♥ 1 | Very well made mini-games and good general message and consistency in the overall experience. I would perhaps on the each mini-game have gotten a bit of a pause first time each type appeared so I could read and understand the instructions before I got to play. For the tiger, and probably the turtle (had I ever gotten far on it) success was rather abrupt as you were focusing further down on the screen so many times I had fail when I actually survived the whole mini-game. That could be fixed by only giving hoops for the duration of the mini-game challenge and not continuously. Generally very fun and well made! |
| May 16 19:44:27 | 6m 50s | Reduction | ♥ 1 | Oh well I hope that ending (as the other comment posted) was intentional because it sure was a nice twist to the take on the theme. The controls were a bit rough, but since there were nothing hurting you and all the time in the world, it didn't matter so much. It could perhaps have been made more fun if the controls on purpose were a bit wonky and you had yourself bouncing off the walls trying to get all pieces. And if you wanted gamification to that, just add a count-down clock were you get a little extra bonus time for each little crystal or for each shrinkage. That would of course need to handle the end in some way that would be respectful and fun to the player... In all I enjoyed playing it. |
| May 16 19:54:25 | 9m 58s | Group Traffic Control | ♥ 0 | I like the idea of battling city-planners, but really the smallness of the starting world (and was I really playing another human or groups of) made it a very slow battle over a single traffic light and it took really quite some time to get 5 credits to just build a single road. The general idea is really cool though but I think as a first step the world need to start a bit more complex or that you be given a bit more credits when you join so you can do some planning and get something going. |
| May 19 09:46:07 | 61h 51m | Small World (some assembly required) | ♥ 0 | Interesting concept. It was sort of fun looking for components and it would have been even more fun if most combinations actually produced something. As it was now, they were a a little too far apart. I also agree that while the interaction was easy to understand, some keybindings for at least toggling the different interactions (1=break, 2=build, 3=swap) would have been really nice. It felt a bit annoying too that the larger blocks were fixed on a specific grid and not free to be placed as I saw fit. I get that it would make completing the whole area impossible, but it would have helped finding out combinations a whole lot. |
| May 19 09:53:13 | 7m 06s | Minora - Minimalist Boss Battle | ♥ 0 | Wow that was hard. I would really have liked to have some health that would have allowed me one or two hits. The background also made shots hard to see and when the ball jumped and just landed on me, I would have liked the pause before it came crashing down to be a bit longer. Nice entry though. |
| May 19 10:03:31 | 10m 18s | what's left | ♥ 2 | I would have said loudly that __there's double-jump__. Because before I noticed it, the game was near impossible. Besides the issues you mentioned and (here I am guessing) that there's no goal in the game yet, it was kind of a neat platformer with the crumbling blocks. For LD, I would have suggested adding a sprite with text right at start that gave an objective like "climb to the top" and then at the top put another sprite that just said "you made it". Maybe there was something like that but I did get to the far right (I think/hope) and I climbed up a little bit. |
| May 19 10:14:46 | 11m 15s | Crumpets and Cannons | ♥ 2 | I enjoyed the game once I got the hang of the rotation of the cannon. I missed that and couldn't pause and had to click through the intro to try again. That was kind of annoying, so skippable intro or just a replay current world would have been nice. The dragging bit, to me it seemed like you only needed to drag once in the beginning to make it aim the rest of the game and I think that was good, but there really was no need for the dragging to start with. I also got one shot to go the opposite direction of what I was aiming when I aimed to the far left so some math error there, or simply clamp the angle a bit. Nice game though, I liked the style and the tone and it would have been great with some music and audio on the robot, ship, aliens. |
| May 19 10:56:59 | 42m 13s | Enceladus | ♥ 1 | Interesting concept, but while I got to level 4, I'm not even sure I understood the basic constraints of the game. After moving one astronaut and not getting it to its end I got a fail sound and then got to move the next? And if at the end of that turn I had them in the correct spots, I completed the level? If that was true I would have liked to have a distinction between end of moving one astronaut and not getting to end and fail at the end of all astronauts. I'm also guessing now, but was it the astronaut that was being moved that was the resolver of constraints or the one walked into? That you could walk outside the world felt a bit weird. I would vote for either stopping astronauts from walking outside or killing them. Otherwise it was a nice game and interesting puzzle mechanics. It would also be interesting if the player got to choose the order of the astronauts. |
| May 19 11:29:49 | 32m 50s | Conquestia | ♥ 0 | It took me a while to get a hang of it. I didn't even understand who was I and was about to give up on round 1, so more obvious UI on showing where you can do stuff with your cards. The game kind of felt like RISK to me but with the -1 +1 things. And I didn't really understand them. -1 what? Die? Dots on die? Did -1 defending mean you get negative effects when you are defending? It would have been nice to know exactly what unit type combos gave what effects when selecting attack units too. When I got attacked it would have been nice to first see some effect on a map and then get into the dice rolls. I had to guess where the attack was coming from. It did get me quite hooked though and I played for quite some time. Maybe for LD the board could have been a bit smaller to make the game shorted (also fit the theme that way) to give player a reasonable chance to complete it in a handful of minutes. |
| May 19 11:38:49 | 9m 00s | New God in the Town | ♥ 0 | Really interesting idea, but really hard game to play. I think that could have been made easier it you got the turn-thingies to show on mouse hover and perhaps also aid the player by in-game warnings when good or bad collisions are approaching. Because the reading and keeping names in mind, finding them and making the relevant characters turn towards or from each-other was a bit too much. For first level or so, I think it should perhaps only be 4 characters out of which 2 want to meet and then slowly add complexity. The speech-bubbles were a really nice touch! And as I said, the game idea feels like a neat idea if worked on a bit more. |
| May 19 12:36:02 | 57m 13s | Weird Cubes | ♥ 1 | Interesting idea for a 3D puzzle, but I had a bit of a problem with the controls. And in the end, the way I played it I simply grabbed a box and held on to it while running around and that made everything easier but kind of broke the puzzle mechanics in some ways I think. So perhaps it would have been better to have a rule that only blocks that were touched by boxes should be stopped. |
| May 19 12:44:59 | 8m 57s | Get Off My Lawn | ♥ 1 | That character really knows how to overdo their jumps! Nice game once I got the hang of the controls. Controls worked well, but I only realized on the boss that I could shoot upwards and even then it was a bit weird that I had to run for the upwards aim to work. Nice graphics and well made entry. |
| May 19 12:58:40 | 13m 41s | Miskro | ♥ 0 | Really really well made game! Interesting concept, and nice mood/style/audio in it. The controls were mostly good but I found it really hard to know where my feet were when I was when I was large. Also while being up-scaled, the walk speed felt much too slow compared to my size. With a little more work on this, it could be a really complete nice game. |
| May 19 13:03:56 | 5m 16s | CORO | ♥ 1 | Fun idea of controlling the cockroach while all other bugs are angry at you. I found it a bit hard to combine escaping shots and shooting myself, but I really liked the art-style and the setting for the game. |
| May 19 13:12:35 | 8m 39s | Giant Robots | ♥ 0 | I really like the idea/setting of this game. The graphics was nice, but it was a little bit too diffuse selection effect so that I didn't really see it in robot selection and it took me forever to realize that I could swap weapons. I never really understood how shooting worked either. If it was chance or some timing. So better feedback in game on that would have been great. |
| May 19 13:23:29 | 10m 54s | Cat In the Box | ♥ 0 | I really would have wanted to truly play this, but the mouse sensitivity in the original setting was ridiculously sluggish and made me not feel like a cat at all and there must have been a bug with the cursor visibility toggling because I could only see the cursor as a black square when _not_ in the mode to set sensitivity. I like the idea though. But I didn't get the chance to swat a single item. One feature that would be cool would be if time slowed down slightly when you made quick turns and attacks to kind of indicate how fast you are as a cat. |
| May 19 13:45:29 | 22m 00s | The Dance We Do | ♥ 2 | I played it to the end and really quite enjoyed myself. The true joy was not so much figuring out how to solve each level but to see what the painting was and with that in mind, the last level sort of wasn't as much a reward to the player as a punishment. The level-complete condition, to both be on black tile (next to each other?), I didn't really get why that would be the complete-condition and I would suggest simply meeting up face to face would do. Really nice game though! |
| May 19 13:58:18 | 12m 49s | BoopleJoop | ♥ 1 | Very cute game and fun idea, but as been commented on before, you spend a whole lot of time holding and waiting for matching to show up. So some way to fast-forward the planet would have been nice. I also managed to have one grabbed to the far right of the screen and then it wouldn't pair when I picked up the matching. Really good job though. |
| May 19 14:07:02 | 8m 44s | A Small EXPERIMENT | ♥ 1 | This experiment (I'm guessing the way the experiment looked like something that could have been earth) needs to be shot back into a proper size was a really good and funny theme interpretation. It took me a little while to get used to the controls as they were a bit unusual for flight-controls. The effects were really nice, but once the planet had shrunk it was quite hard to see compared to the black background. A simple expansion of the content would be if the planet refused to stay small so you needed to continuously maintain it. May be it would seed another world and then you have to maintain proper size of both. |
| May 19 16:51:44 | 2h 44m | Flight of Claude | ♥ 0 | Really great game and most importantly it had magpies in it! I really only have two comments. The color for non-selected option made it really hard to read. When selected it was nice but the other option could have had more contrast in it. Also, if the music and the sound effects weren't mutually exclusive would have been great. It was a little abrupt and strange to loose the music while getting sound of birds. Quite amazing the amount of content, graphics and text included. Well written and well drawn. |
| May 20 14:03:27 | 21h 11m | Hopeless Void | ♥ 2 | Cool concept and that audio really built a great mood for the game. It took me a while to understand that you had different types of options for different tiles and most importantly, it took me a really long time of not getting the crystals before I saw that you needed two people for them to harvest. So the UI really needs to be more interactive in that sense, and in fact, as far as I can tell there's never any good reason to place a person in the world alone trying to make crystal so the option should only be available if there are two people available and should force both on it or off it. I'm not sure where I stand with regards to the falling tiles. In one way I would have liked some indication of which would be next. I guess you either hard-coded it or used a rule like choose randomly among those with least connected edges. If the latter, it would be nice if those that were at risk got a marking so you could decide if you wanted to chance/sacrifice to obtain a resource or move people off. But it might also be good as it is. In general a really nice and short (in a good way) strategy game. The UI / user interactions need some more work to make them easier to understand. |