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Feedback comments for LD38
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| Timestamp | Since previous | Game | ryguydavis's comment | |
|---|---|---|---|---|
| Apr 24 12:34:59 | Space Hummus | ♥ 2 | Hah! That was incredible. Great story, slick art, and most importantly *that gravity*. Really wish I could vote right about now. | |
| May 1 16:07:28 | 171h 32m | Together Alone | ♥ 0 | I would love to play but rar files are a no go. I tried to convert to zip using a web converter but it's saying the zip is corrupt. |
| May 1 16:23:02 | 15m 34s | Shelton's Detour | ♥ 1 | I really love your game window. The circle window + radial level design was really fantastic. I would have liked to see more of it, but I just couldn't play for long without finding unpassable areas. The first cold area, for instance, had too many elements and the puzzle became punishing rather than difficult because of the bees. In the future, you might consider not including two new elements in one room, especially if one of them kills you. It looked like you had a LOT of really cool ideas (radial level/gravity, temperature, jump height variance, time pressure, etc.) but because they all came in at more or less the same time they confused each other and became difficult to learn. I think separating them out would help a great deal. Also, the intro made me laugh out loud. Really funny fourth wall stuff. |
| May 1 16:35:51 | 12m 49s | Ruined Topology | ♥ 2 | What a great little package. It looks like a small experience and then unfolds into an intricate labyrinthine spaghetti. The cool part to me is that in concept it's just a simple maze game, but instead of putting the doors on the edges of the screen or in visible locations you put them in the middle of the room and in less than obvious places. Really changes to feel from something known and predictable to unknown and fascinating. Also, the music was excellent and well above game jam par. Overall really excellent work. My one gripe--why are the slime shadows vector? Those beautiful pixels.. |
| May 2 12:35:05 | 19h 59m | Space Diver | ♥ 1 | Planet gravity is just so much fun. I found myself thinking "oh no I missed!" and then realizing I would orbit all the way around anyway. Great use of that mechanic to make a puzzle structure. This could get really interesting with more puzzle elements. I know people come fishing for their own reviews, but you should check out my game, it's like your game's evil twin. Normally my games are just as packed with cute planets, but for some reason I am on the other side of the fence this time. On that note, the planet is super cute. It needs to be a sticker on someone's laptop. |
| May 2 12:54:27 | 19m 22s | Monster Deck | ♥ 1 | Obviously the art is a great strength for this entry. The font choice, background, card design, etc were all very well done. I also liked the timing mechanic for the battles, which is fairly new for card games as far as I know. I think the area that was lacking for me was the core design, which seemed pretty shallow. I think that's more a product of 48 hours than it is any lack on your part, though. I think I would lower most of the numbers to single digits, just for clarity. Right now it's a little hard to wrap my head around the state of the cards because the numbers are too big. Last thought--I really enjoyed being able to buy and open packs. Made me smile. Great work on this! |
| May 2 21:50:59 | 8h 56m | Our little island | ♥ 1 | SO. CUTE. I love this. I love the brothers on a little island build a fort theme. I love the precious music. I love the depth of field. I love the voice work. Wonderful. Thanks for letting me experience this. Really well worth your 72 hours and my 5 minutes. |
| May 2 22:04:02 | 13m 03s | littleBLASTplanet | ♥ 2 | So at first I was totally against the straight shots on a radial planet. They definitely make fighting the ground enemies very hard. But for anything in the air, it turned out to be really interesting. I'm wondering if the game would be better without the ground enemies at all. Just some thoughts, but minor ones. I like the music very much. The death was also great--music stopping and spinning of into space was actually quite satisfying. I would be very interested to see more with the missiles, almost like missile command mario galaxy. Hmmm. |
| May 3 15:45:09 | 17h 41m | Monolith | ♥ 2 | Wow you killed it. What a great entry. The visuals and audio mesh so well and go way beyond gamejam standards. I think they kept me playing longer than I otherwise would have. I wish it had been a bit harder, to be honest. The aesthetic would have set me up for "hard but fair." Great use of greys. I especially appreciate the washed out look. Goes super well with the audio and hits dystopian despair right between the eyes. Also, this was a game MADE to be a gif. It screams "play me, play me right now" on that itch storefront. |
| May 5 02:30:00 | 34h 44m | Space Caves | ♥ 1 | -I enjoyed the big reverb on your sound effects -so much- -The animations are on point. Excellent use of squash and stretch. Clearly you know what you're doing here. -Particles look fantastic. Shrinking rather than fading is beautiful. -Controls feel excellent. It's always my fault if I die (played with a game pad). -Reload mechanic is solid and well implemented. The limits feel good. I know when it's my fault I fired too fast. -The faces are hilarious and give big personality to the game. Great touch. -The bullet is incredible. Physical bullets that push everything around, including the player. Genius. I love that it looks and sounds like a racket ball. Like, love love. Definitely my favorite part. -Environmental puzzles were a great addition and a pleasant surprise. I would love to see more of this. If you continue work on this little gem please let me know. I want to play more. High marks from me. |
| May 13 01:34:55 | 191h 04m | Invasion | ♥ 1 | Wow, I'm impressed you learned JavaScript, figured out music creation, and ended up with a playable game in just 48 hours. Great choice of a mechanic. A more complicated concept would be difficult to finish in such a small time window, given how much you were learning. I also really like the upgrade system between levels, it changes a very basic premise into something with an interesting meta. I'll join others in saying a lack of other enemy types was missed, given that upgraded damage was an option. That hard mode though. What level can you get to on it? Overall it looks like you had a marvelously productive weekend. |
| May 13 01:57:14 | 22m 19s | slovenly shopper | ♥ 1 | Excellent theme interpretation! I love the normal life problem meshing so well with standard line-of-sight mechanics which help me appreciate them as if they were totally new. The deadpan supermarket music was so appropriate and really set the tone in the best way possible. My only two complaints are minor and sort of a given in such a small dev window. The first is that the movement is kind of jarring. People here are saying "animations" but I think that could be a bit misleading. You could keep everything exactly the way it is but simply slide characters to their destinations with an equation like x = x + (targetx - x) / 10. This is up to your taste and interpretation, of course. The second critique is that the game gets pretty hard pretty fast. I would have two or three levels with fewer moving parts before players have to contend with that level of complexity. This one is getting high marks from me. Really great job everyone. |
| May 14 01:06:13 | 23h 08m | Dots In Space... | ♥ 1 | I had a lot of fun with this. Nothing like a gravity physics toy with destructible terrain. Really pretty, too. I found myself playing with this for quite a while. I think it's quite a solid entry. |
| May 14 03:49:24 | 2h 43m | Gravity Architect (Vive, Oculus, and Daydream only) | ♥ 1 | Wow, this was something else. I found myself lost in this game for the last 40 minutes or so. Definitely one of the longest play sessions I ever had on a Ludum Dare entry. It really made me think deeply and I feel like I learned something about gravity and complex gravity systems. The physicsy voxels were a great touch. It was a lot of fun seeing particles bouncing around and it made the world that much more believable. The lag was pretty bad at times, so I think it could use some optimization. Really cool game, though. I thoroughly enjoyed my time in your little VR world. |
| May 16 16:46:20 | 60h 56m | Smallverse | ♥ 0 | Definitely an enjoyable read. I would have liked consequences to my actions as there seemed to be no point to choosing one thing over another. Great idea and funny, quirky text. I liked that my decisions were averaged out in the end, but that seemed to be just a taste of the consequences I was looking for. |
| May 16 19:08:40 | 2h 22m | Pity About Earth... | ♥ 3 | You weren't kidding, this is a hard one. I think you might be a bit hard on yourself saying it's "hard but unfair" as it is merely a different proposition. It is hard to get players motivated to continue playing a hard game just for a high score--I think the appeal of highscore tables fell off decades ago--but you can always breadcrumb people along by sprinkling in new mechanics as they progress. They'll keep playing just to discover what else is in the game. Anyway, I wanted to say the super fast shower of asteroids felt really cool and the music was a great thumping time. I'm glad I didn't miss this one. |
| May 17 15:48:29 | 20h 39m | Small Board | ♥ 0 | I'm not sure how much more I can add that I don't see in the comments already. Overall I liked this and it got a pretty good rating from me. It looks like a good proof of concept that could use more work on the basic systems like combat. I seems like if I ever engaged in combat I would be stuck doing that endlessly with no option to disengage and begin moving again. I think once that kind of design work is figured out you will have a great little game on your hands. There is certainly lots of promise here. One feature I would like to see is more boards/worlds. Either hand made or generated is fine--I just want more opportunities to explore the movement system and find optimal paths through the terrain (which was a really interesting part of the ruleset). |
| May 17 15:58:49 | 10m 20s | Planet Defense | ♥ 1 | Great little game! Loved the look and the concept (360 missile command? Yes please.). I didn't feel like it got too hard too fast. In fact, without more content I wouldn't want it to go any slower as it would risk becoming predictable. Some more polish or enemies would be great. I notice some people are mentioning sound--if you don't already know it this is a fantastic tool for quick sfx: http://sfbgames.com/chiptone/ |
| May 17 16:06:58 | 8m 09s | Small World, Giant Steps | ♥ 1 | Great concept! The drawings were fun and quirky. I really like the idea of trying to manage walking while avoiding those panicky little people. There might be a few too many ideas flying around for this to be immediately accessible, but once I got the hang of it the game became rather interesting. Reminds me of QWOP in the best way possible. My biggest critique is your submission page. Where are the pictures for those beautiful hand-drawn graphics? A quick png or better yet a gif would do wonders for your number of ratings. |
| May 17 16:34:15 | 27m 17s | Diggy McDigface | ♥ 1 | Really fun seeing a game in the Motherload genre. I play these things to death. It's actually fascinating seeing you take it even farther into "casual" which is great because this kind of game can get overwhelming pretty fast. I beat it, which is a surprise to me as LD games tend to be fast and I don't want to sit playing them too long. The game sort of pulled me in. I wish the controls weren't so floaty/slidy. The art and presentation suggest it would work better with faster movement or snapping to the grid (maybe a soft snap, which you slide into place fairly quickly). Either way I didn't want to slam into pixels quite so often and think the experience could be improved with another pass at the controls. Overall I had a great time and as a someone who has poured way more time than is healthy into digging games such as this I give it a great big thumbs up. |