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Feedback comments for LD38
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| Timestamp | Since previous | Game | rnlf's comment | |
|---|---|---|---|---|
| Apr 25 12:19:57 | Raven Delivery Service | ♥ 0 | Man, that music, again. Always a pleasure to play your games for that reason alone! The game itself was a bit confusing and hectic, but after a while I got used to it. | |
| Apr 25 12:34:27 | 14m 30s | Gaia | ♥ 2 | Got stuck (as in, didn't manage to do it, not physically) in the level where I have to use a few clouds to get up and then right. I will retry later :) The art style and heavy feeling of Gaia's steps are really cool. The music is simple and fitting. I like it! |
| May 1 11:59:59 | 143h 25m | Trienne's Trial | ♥ 3 | First of all, I really liked your graphics style. The sprites had a very stylish look and fit well into the 3D level. I liked the fact that some parts of the levels were repeated in later levels, it almost felt as if there was a meaning to it (was there maybe and I missed it? Did it have to do with the friends you made along the way? I had to reply the game to understand that the big guys are supposed to become your friends if you don't kill them). Besides all the good points, there are a few things you may want to consider next time. None of these make this a bad game, but they make the difference between a good and a great game and they deal entirely with physics related stuff: For one, the horizontal vs. vertical speed is too low, in my opinion. It feels like my character was jumping mostly upwards but didn't make much horizontal progress. That made some of the jumps pretty hard, especially those at the end of some of the earlier levels. The second point of critique I have also makes jumps hard: It seems like the main character slips off platforms easily. As if the bottom of her collision box (or those of the platform) were rounded off. While that allows to climb platforms that are too high with some patience, it also means timing a jump becomes pretty hard. Solving these two issues would add a lot to the game. Anyway, this is still a pretty solid entry and I had fun playing it! |
| May 1 12:38:55 | 38m 56s | ghost story | ♥ 1 | I wanted to quit at first because I thought "wow, it's impossible to make that jump". Until I realized I could just shapeshift back to the ghost, derp. Sadly, the game gave me a bit of nausea, probably because of the general floatiness of the camera. So I had to stop after a while. What I have seen up to that point was pretty cool though. I like the music and the concept. The art fits the minimalist theme of the rest of the game. I am not sure what the point of quoting the old LD themes was, but I assume it was explained later in the game. |
| May 1 12:57:30 | 18m 35s | Swords of Xalavus | ♥ 1 | Pretty retro RPG action! I liked it from beginning to end. The game seemed to get easier with time and was relatively easy all in all. I didn't miss any animations or the audio, it's pretty the way it is (and the music has an epic melody, very fitting for the game!) The tileset and sprite styles are top notch, too! One downside was the lack of key-repeat, my fingers are still sore from running around ;-) |
| May 1 16:04:16 | 3h 06m | Wake Up ! | ♥ 1 | Very good short game! I like the calm overall tone and the simple, but still interesting little puzzles. The physics worked well for this specific game, for other games it might have been too floaty. But as I said, it really fits into this one. Not quite sure what to make of the end :) What does it mean? I don't know :D |
| May 1 20:39:34 | 4h 35m | It's square to be a cube | ♥ 1 | I got stuck and couldn't recover: http://imgur.com/a/LAjNj Will retry now, just wanted to tell you! |
| May 10 11:53:08 | 207h 13m | Tetripolis | ♥ 1 | I didn't understand the concept at first but won anyway :D The later levels made that impossible, and I had to understand the concept. Very clever! |
| May 10 12:05:08 | 12m 00s | World of My Own | ♥ 1 | Pretty hard game! Dying many times in the second world is something that doesn't usually happen to me :D The music was pretty good for the game, but I would have liked at least some game sounds, even if it's just a blip here and there when shooting or hitting or getting hit. It was fun! |
| May 10 12:15:02 | 9m 54s | Space Migrator | ♥ 1 | Interesting idea! I didn't understand if the colour made any difference at all? I would have liked some additional difficulties. |
| May 10 19:07:39 | 6h 52m | Fading World | ♥ 1 | I didn't really understand what the fading meant :) I was too fast in the first try and didn't see anything of the world disappear. The game could easily be a bit faster and still be perfectly playable. The sprites look very cute, just the tiles don't really fit them because of the lower detail, but that doesn't make the game any worse, just telling you for the future :) I guess there wasn't any time for that, but some music or the sound of the world falling apart would have really added to the atmosphere. |
| May 10 19:14:52 | 7m 13s | Theatre Throw-Down | ♥ 1 | Haha, tried playing it with a touchpad, not a great idea ^^ The system easy enough to understand, so even without that I made it to level 5, but then died quickly. The music is really cool and fits really well into the game! The path finding of the enemies seemed a bit simple, but I know how there's never enough time in the compo :) Good entry! |
| May 10 19:30:39 | 15m 47s | Naarrow | ♥ 1 | Hmm. Can't get through the first room with spikes, I have the dash ability, and I always make the jump each time, but I fail every time. I gave up now after about 50 tries, and since I cannot find any other route, I guess that's it. That's sad, because the game seems really cool. The graphics are low-fi, but that doesn't hurt at all. The music is cool for this genre. Only the physics are a bit fast and might need some tweaking to make it feel "tighter". |
| May 10 19:47:23 | 16m 44s | Planetary Remains | ♥ 1 | Now that's a cool idea for a game! Really, really love it! It works really smooth and looks cool. Cannot say anything negative about it or give you constructive criticism. Good job. |
| May 10 19:53:45 | 6m 22s | XENOPHOBIA | ♥ 1 | Great to see people make games about the topic. I made one for [LD33](http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=30930). That being said, the game is, sadly, not very playable. Others have already stated that the controls and collisions are not working very well. I also agree that the art is great, though. |
| May 10 20:06:46 | 13m 01s | RASHLANDER | ♥ 1 | Holy, crap. You are right, the game is outrageously hard! If you didn't restart at Area 1 after each death and there weren't any unfair levels (that you apparently know of already), then this difficulty level would be acceptable. But restarting every time from 0 is not hard, that's frustrating. That's pretty sad, because the game itself is super slick. Reminds me of a modernized Crazy Gravity, with actual gravity. Super sexy shader and particles. But after making it to level 3 twice and then having to restart from zero... trying one more time would mean I have to buy a new laptop because I'd unavoidably thrash this one. This game would be my favorite so far, if it wasn't for the frustrating restarting... |
| May 10 20:34:16 | 27m 30s | 3D Vector Space Cab | ♥ 0 | Wow, that's impressive! The Vectrex doesn't have any vector math unit or something, right? So all the (fake?) 3D projection was done by hand? Very cool! I would have loved some form of difficulty progression, I only died because I got distracted and forgot to refuel (oops :)) Others already said that the collision with passenger, destination and fuel sometimes doesn't work correctly, just wanted to confirm I noticed the same. I'm a big fan of retro hardware, so this is a very cool entry for me. I should get a Vectrex :D Also, greetings to TRSi, love you guys' stuff! |
| May 18 22:14:49 | 193h 40m | The Mother of All Games | ♥ 2 | I am really impressed by the number of games you managed to make in such a short time! I guess doing 1500000000000 1HGJs did actually help ;-) Let's see what I remember of the individual games. Most were working perfectly, some had some small bugs. A key to restart a level would have really helped me in the game where you had to collect the keys in the top-down view. In this game, I also accidentally hit the wrong doors unintentionally a few times, which meant I had to restart from level 1. I think the same turn based movement as in the Sokoban clone would have solved that problem. The third level in the snake game was a bit too long for me. I cannot quite say why, but I had some problems with the movement in this game, sometimes turning too early, sometimes too late. I remember the controls on my old Nokia Snake to work a bit tighter. Sorry, I cannot really say why that is. In the third level then, it was excruciating to finish almost the whole level but then crash into a wall shortly before finishing. The top-down bullet hell was a bit hard to play even once I figured out the right order in which to kill the enemies. It sometimes needed some very fast move-turn-shoot-move sequences, that I failed to do repeatedly. Maybe a tiny bit lower firing rate for the enemies would have been better. The platformer worked well, just the movement felt a bit detached from the input, but in the end I had no problem with it (also, when jumping into a one tile high opening, the jump sound was played repeatedly and rapidly). The rest of the games worked perfectly for me, I think. Especially Sokoban and the one where you can only move in a straight line and always move as far as possible were great. Nice puzzles, not too hard to solve, but not too easy either. There's a small graphical glitch when sprites move or the screen shakes. In that case, there was sometimes a small, one pixel high line below the sprite or tile. I've seen that problem in many games, including many of my own. The solution was usually to floor() the tile and sprite positions and camera translations. This way texels line up with pixels again. A few words about the graphics: The sprites look gorgeous! Especially Monky Bird and Sara Cat are super cute and the animations are beautiful! The overworld's design did not fit the graphics style of the minigames perfectly (bigger pixels, polar coordinates), but the difference was small enough to only notice when you really want to nitpick ;-) The music was not annoying, even after listening to it for about an hour, which is an achievement in itself. Also, despite my small annotations, I am *really* impressed. Each of your minigames is better and has more polish than 90% of LD games, and you made 10, not 1. Very good job! |