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Feedback comments for LD38
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| Timestamp | Since previous | Game | phi's comment | |
|---|---|---|---|---|
| May 7 08:57:25 | A Minor Madness | ♥ 2 | I like that the controls are kept quite simple. However, I find that control feedback (by anymation or sound etc.) is just as important. For example, I didn't really realize I was being hurt when the enemies swung their swords at me at first, and there's no "health bar", so I was quite confused when I was sent back to the tutorial without a warning. After a little practice, one can master the art of moving and shooting at the same time quite well, but I think the mechanics could be worked on a little bit more to make them smoother and more responsive. Also, props for trying randomly generated maps! It looks like you worked out the main issues pretty well (enemies spawning out of reach etc.). The detailed 3D models look really cool, and the music adds to the general mood. | |
| May 7 09:54:55 | 57m 30s | A small fungal genocide | ♥ 0 | Okay, I give up. I don't get the knife. Most of the time, it wouldn't leave my body at all and I would automatically retrieve it, so I found myself spam clicking an enemy while dealing no damage to it. Whenever I actually threw it, of course, I missed the enemy and the knife was stuck behind it. Which is a shame, because I absolutely love the sloppy yet not annoying look&feel of the game (the day-night areas are great). It looks very well designed and I would love to get further into the game and try out trading, but the most I managed to collect before dying was 2 berries. Maybe I'm just bad at video games... |
| May 7 11:24:36 | 1h 29m | Little Fortune Planet | ♥ 3 | ## Thank you for this hyperrealistic physics simulation! hyperrealistic.gif But seriously, this is amazing. The mechanics couldn't be simpler, and the possibilities couldn't be endlesser. In fact, I think this could be a very good game on a larger scale, but very hard to design, as this version already has a lot of weird behavior. Anyways, I'm fascinated with how polished you managed to make this game feel, even though it basically lives off of its buggy and strange physics. It has the right proportions of randomness and purpose a LD game can produce. Awesome job, congratulations. |
| May 12 18:32:13 | 127h 07m | CircuitWorld | ♥ 2 | I like the educational touch. However, I think you could integrate the physics a little better into the gameplay. For example, you could show the difference of series and parallel circuits by adjusting the lightness accordingly. Most of the time, I ended up just clicking around until I'd used all the wires, regardless of the law the level was trying to teach me - I don't think that's what you intended to do. But if you flesh this out even more and make the physics more sophisticated (maybe with more different components), I think this could be a great educational game! The concept and the graphics style reminds me of an old game called Bug Brain, where you wire up a bugs neurons in a way that fulfills certain criteria, and I loved it as a kid. Maybe more "dynamic" objectives (not just the number of wires) would be quite interesting, too (e.g. achieve a certain brightness, certain blinking frequencies or LED colors, ...). This is a solid, playable and (maybe most importantly) expandable entry! Great job! :) |
| May 12 18:46:27 | 14m 14s | Planetary Escape | ♥ 0 | This is hard. My highest score was 2 before I rage quit. I actually love the simplistic design, but the fact that the mechanics are so unforgiving right at the beginning is VERY frustrating (dying from own laser, shooting at slightly wrong angle and missing, launching at slightly wrong angle and missing...). But with a little bit of tweaking, this could be a very enjoyable game! Also, props for making your own engine! 👍 |
| May 12 20:00:36 | 1h 14m | Nucleu | ♥ 0 | Great mood, nice atmospheric graphics and music, vaguely related to nuclear physics... :P I think the fact that you don't explain the objective at the beginning (if you could call it an objective...) really benefits the game. It's fun lies in discovering new things and features. Now, if you can keep up this constant discovery, this will be an awesome, relaxing, fun game. It does become repetitive and old quite quickly right now, but as a compo entry, it's very impressive, and it's a great start for something bigger (and less forced into a given theme). Really good job! |
| May 12 20:20:55 | 20m 19s | Ant Forts | ♥ 1 | That's some very interesting gameplay. It's very intuitively designed -- I was able to figure out the main mechanics quite quickly without a tutorial. With a little bit of balancing and a more sophisticated difficulty curve (maybe various enemies, different fortresses, upgrading etc.) this could really have some potential! The UI is a bit sloppy, but the game works really well for a compo entry! I'm impressed, congratulations! |
| May 13 07:29:49 | 11h 08m | PiP: A multi-layered puzzle game | ♥ 1 | Once I got the inception-style concept, I thought it was really cool! It does feel a little raw at the moment, with awkward controls and rough transitions, but as far as mechanics go, I think you've done a great job! I ran into some issues with the level design, but those have already been mentioned. I hope you're continuing to explore this concept, even if you might have to rewrite everything from scratch. By the way: Thank you for reporting my broken game link. I've uploaded it to a different host now, and it might be more stable: [**Entry page**](https://ldjam.com/events/ludum-dare/38/dr-plumb) |
| May 13 07:57:06 | 27m 17s | Supernova | ♥ 1 | The jumping physics are very satisfying and work well with the level design, which I actually find quite hard to figure out, so good job on that! :D The graphics work surprisingly well despite their simplicity, but the sound effects take some getting used to... (The music is my jam though!) I love the two different world types (spaceship and walking) replacing tedious menus and level selections. The features and gameplay elements are polished and well implemented, and the difficulty curve is quite gentle. I may have found a possible small exploit though: I often found it easiest to get to the ores and then kill myself so I don't have to parkour my way back to the exit. I played all the levels, and found the ending quite satisfying! 😄 I had a lot of fun. This is a very complete, thought-through and well designed entry, and you should be proud of it! 👍 By the way: Thank you for reporting my broken game link. I’ve uploaded it to a different host now, and it might be more stable: [**Entry page**](https://ldjam.com/events/ludum-dare/38/dr-plumb) |
| May 13 08:32:00 | 34m 54s | Golden Kapusta | ♥ 0 | I also think the goals and mechanics should be explained a little better. The UI is intuitive, but very technical and it fails to give a clear overview over the whole situation, which would be quite useful at the beginning. The concept looks really cool though, and I think this could make for a really nice game if it's a little more polished and the gameplay is more clear. I personally love these kinds of strategy games, and I think you've got a great start right here. Great job! |
| May 13 08:41:55 | 9m 55s | Planets of Zoltcon | ♥ 2 | Wow, I really struggled with the jumping and walking physics. The gravity and jumping between planets is kind of cool though! 😄 The constant scaling thing is interesting, but I don't really get it in the context of the levels. I ended up just randomly jumping between planets and seeing which gates I could open, and most of the time I was really confused. The graphics and music are a great choice though, greate mood! |
| May 13 09:05:40 | 23m 45s | 6 degrees of separation | ♥ 0 | Haha, I love the experimental concept and the literal take on the theme! But if my math is right, the probability of finding a connection is about 1/5^6, or have I missed something? The names and references are a nice touch, and the background adds a little bit of interest. And from your source code, it seems that those two features are the thing you worked most on, so good job! |
| May 13 09:47:37 | 41m 57s | Small World God | ♥ 1 | I think your web link is broken. This was fun, very simple, classic RTS mechanics. At some point, most of the gameplay involved spam clicking light everywhere, which was kind of annoying. The idea of evolving more and more complex life forms while maintaining optimal conditions works well in this format. The UI could be made more efficient, and the whole thing could be polished more, but for a compo entry, this is a really great and finished product! Congrats! 😄 |
| May 13 09:59:27 | 11m 50s | Small World Simulator | ♥ 2 | Even though this couldn't be called a game, I had a surprising amound of fun watching this. I'm surprised at how well the simulation works to replicate natural phenomena, with just a couple of simple rules. And if you add the possibility some sort of influence, you could turn this into a very interesting experimental game with a great mood. I'd love to see this evolve into something greater! Awesome job! 👍 |
| May 13 16:51:08 | 6h 51m | Look up | ♥ 1 | Nice little casual game. And once I figured out I could change the camera angle, I felt like I had a good overview and good control over what's happening. I found it most comfortable to keep the angle perpendicular to the surface. A few more gameplay elements would make the difficulty curve more sophisticated, but as a compo entry, this is a solid, complete and quite polished game. Well done, I like it! 😄 |
| May 13 17:05:52 | 14m 44s | Critter | ♥ 2 | Haha, when it died in the first year I thought he had just gone into hibernation or something, so I continued to play for another year until I realized... 😂 The main issue for me that I didn't know what the colors of the bars meant (maybe a symbol would be useful), so I just kept trying out various environments until it died. The graphics are cute, the music fits perfectly (I forgive you for making me download 2 GB of game data... 😉), and the general look&feel is awesome. And if it's taught me anything, it's that I'm a terrible pet owner. |
| May 13 17:18:55 | 13m 03s | C_NFINEMENT R__M | ♥ 0 | Wow, I didn't expect a word puzzle, but I was not disappointed! Very polished look&feel, fitting audio, smooth transitions... I must say, a couple of them are pretty hard (I blame it on my native language not being English... 😁). What would make it even more interesting, I think, would be making the levels and physics a part of the mechanics (maybe more than one puzzle per level, each one triggers something different, so that escaping the room is a bit more complicated). Anyway, thank you for making this, I loved it! |
| May 13 20:43:22 | 3h 24m | Pallas Station | ♥ 1 | I'm usually not a big fan of turn-based card games, but I actually liked this one a lot! The visuals are clear enough so it doesn't need much introduction, the rules are fairly simple and understandable, visual feedback is given with animations (sound would be cool too, maybe in a post-compo version?). The difficulty balance might need a little tweaking, but all in all, this is an awesome, visually appealing and fun game! Nicely done! 😄 |
| May 13 21:59:20 | 1h 15m | The Core | ♥ 1 | Wow, what a sleek menu screen! I too was quite frustrated by the hidden mouse cursor, and having to reset and rebuild the whole level when I've made a small mistake. The level design is quite clever and kept me interested until the end (although quite often I didn't need to use half of the tiles). The music is great and diverse too! I also got the same buggy screen as @veralos did. So overall, it could use some polishing, but I really enjoyed playing as it is. Thanks for making this! |
| May 14 08:00:12 | 10h 00m | Ascension | ♥ 1 | I agree that the shooting physics are somewhat buggy, but it was still quite satisfying to shoot enemies. It looks like you focused on models, graphics and level design, which are all done remarkably well. The visuals are excellent, the music is nice and undistracting, but the gameplay could definitely use some more action. Maybe that's something for a post-compo version -- what you've got here is a solid, good-looking base for developing something even better, and that's a great result. Awesome work! |
| May 14 08:11:47 | 11m 35s | World Requires | ♥ 0 | Nice, simple yet challenging puzzle. There is some weird behavior with picking up tiles that appear behind others, but overall, it's very nicely executed. I wasn't able to finish it, mainly because I lost patience. I think some easier levels with a smaller board in the beginning would be nice. The theme relation is kind of forced, but I don't really mind that if the game concept works, and it definitely does. Nice work! |
| May 14 08:26:53 | 15m 06s | Shrinky Planet | ♥ 0 | This looks like a lot of fun! I haven't had the chance to play with someone else (no friends... 😔) yet but if I do, I'll let you know how that worked. The graphics are kept simple, there aren't a lot of complicated gameplay features and the goal is immediately clear. This is perfect for a fun little multiplayer shooter like this. The shrinking planet is a very nice adaptation of the theme and it makes sense in the context of the game. Music is great and funky, I like it. Of course, now it's a little hard for you to get a lot of votes, as with all strict multiplayer games, but I hope it gets noticed anyway. Thank you for making this! |
| May 14 16:36:55 | 8h 10m | Time Loop | ♥ 1 | Do you know that feeling when all your muscles start to cramp because you're so angry at this game? I know it pretty well now. Level 10 was too much for me. The strength of this game is definitely the challenge and insane time limit. Besides that, the graphics and sounds are kept simple, the music is nerve-wrackingly fitting, and the controls are hard to handle -- all of this is productive to the intended feeling this game conveys. So in that respect, great job! |
| May 16 19:16:38 | 50h 39m | Not Enough Room | ♥ 1 | This is really challenging, but actually great! As soon as I realized I could wall jump and slide, everything felt very cool and smooth. I didn't get very far because the only way to beat a level for me was to learn the obstacles by heart, and I'm not a fan of that. It's sort of like the "Impossible Game" with the triangles and the boxes: If you're into it, you get better every time, and it's fun. I didn't get into it because I don't have the patience. For the right audience, this game is awesome! And it has the right amount of simplicity in graphics, controls and level design. Nice work! |
| May 16 19:42:33 | 25m 55s | The Ludum Show | ♥ 2 | Cute little point and click adventure -- I like seeing these every once in a while. And you put everything together nicely: simple but effective graphics, fairly intuitive level design (though some things are indeed quite hard to find...), not too much to read. Sometimes the cursor went buggy (e.g. when I returned from the pond it stayed purple), but otherwise, this appears to be quite polished. Great job! |
| May 16 19:47:25 | 4m 52s | DUCKTRON | ♥ 1 | Silly gameplay, silly graphics, silly sounds -- in other words, coherent game design. :P I lost interest quickly, but it seems like you could get quite good at it with a little practice. A player can get skill and yet the rules of the game are very simple; that's very good for a little casual game like this. Now put in a leaderboard and realtime multiplayer and this game would be tons of fun! 😄 Nicely done. |