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Feedback comments for LD38
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| Timestamp | Since previous | Game | Tex Killer's comment | |
|---|---|---|---|---|
| May 3 21:19:17 | From Zer0 to Hero | ♥ 1 | I think the collision detection was a little off at the beginning, but I might be mistaken. Good sense of humor! By the way, do you have any idea what that thing was and why God wanted it dead? :P | |
| May 3 21:47:57 | 28m 40s | Tiny Venture | ♥ 0 | The controls are a bit weird. I think you smoothed the mouse movements somehow but that made it harder and more frustrating to control the camera. A "mouse sensitivity" option would have helped, but I think you shouldn't do the "smoothing". Also, the game was already playing while I was at the help screen, so I had to read it all and reload the game so I wouldn't die reading the controls. :P For some reason, some of the trees I collect can't be planted. I have no idea why. Also, some of the trees have no fruid at all. I don't know if that was intentional. The control screen let me believe I should harvest the plants and then eat them, but I shouldn't harvest the plant to eat it: I just stand in front of the plant and press the button to eat it. At last, the mouse isn't being released at the "game over" screen, so I had to Alt+Tab to release the mouse and close the game. Anyway, interesting concept! I think it lacks a little motivation to keep the player going, but with some goals or milestones it could be fun. Good luck with it! :) |
| May 4 01:36:56 | 3h 48m | Merhygen | ♥ 1 | Interesting idea! You say the game lacks polish, but in my opinion it is very polished! What was lacking a bit was content, but I understand we can't always do all we want in the time we have. :P Do you have an idea on how you would continue the game after the wings section? By the way, it seems to me you use your own custom engine, just like me. Thumbs up for that, I know it is a struggle to keep everything working! And thank you very much for the feedback you left on my game! Unfortunately, I can't seem to reproduce most of the issues. If you have the time and disposition, can you tell me what OS you used? And if you fell through the ground anywhere that wasn't a small passage (I didn't have time to program the restrictions on growing, so growing inside small passages is bound to go bad). In any case, thank you and good luck on your game and your engine! :) |
| May 4 01:56:59 | 20m 03s | Walkabout | ♥ 2 | It was interesting in the sense that you're immersed into the story, but it could use some polish. Walking in steps like that is kind of annoying, it would be best if you could just keep the Up arrow key pressed to move forward. As others have said, the "choices" don't seem to make any difference other than some dialog changes. Objects are "loaded" one "turn" before they come into the foreground, but they are already visible, so they just pop into existance and stay still at the background while other things move until you take the next step. I think you did that to avoid hanging on loading of objects, but maybe they should appear invisible and only become visible when they start moving. Those things aside, good job on the night/day cicle and congratulations for participating! :) |
| May 4 02:16:48 | 19m 49s | Sunny World | ♥ 1 | Very well polished and interesting concept! I don't know if it was intentional, but if I keep the montains sunny, the resources won't go down. You can keep it like that forever, as long as no meteor comes. Also, it would be good to tell the player the population would go up when the food is maxed out - I didn't know that at first, so I was just managing the planet, trying to keep everything stable. PS: BR aqui! HUE |
| May 4 18:21:11 | 16h 04m | Asteroid Hopper | ♥ 2 | Nice little puzzle! The levels were all pretty easy, but I know it's hard to focus a lot of time on level design with such a tight schedule... :P Maybe the "one way portal" at the last level should've had an image to indicate where it leads, even if it were a different image. The way it is right now the player can't plan ahead, since they won't know where the portal leads. By the way, thanks for the feedback on Little Scout and kudos for using SFML too! :) |
| May 4 19:34:52 | 1h 13m | Re:post | ♥ 5 | It took me a while to understand what was going on... I think the concept is new and it could be interesting, but at the moment it lacks motivation (the game seems to be nothing but busywork). It would be nice if we could correct the selected blog posts, since sometimes we can missclick and use the wrong news. It would be also nice if we could "delete" news, as managing the bad news so that the TV is clean and good ones could appear is tedious and frustrating. Anyway, good work! :) |
| May 4 20:17:01 | 42m 09s | A Smaller World | ♥ 1 | It is interesting to see a game made in RenPy here. Nice work! Did I mess up somehow or is there only one choice with 3 options, none of them making any difference in the game apart from the very next phrase? |
| May 4 21:27:30 | 1h 10m | Neuroso | ♥ 0 | I'm using Windows 7 x64, and all I get when I run the game is a window with a black screen and the music playing in the background. I've tried pressing buttons and nothing changed. I've also tried compatibility mode and nothing. |
| May 4 22:51:30 | 1h 24m | Winter | ♥ 0 | The game is very immersive and the connection to the theme seems solid. :) I could not, however, find the log and the second wire, thus not completing the second craft. Are they in the game? I did, however, find three bugs. The first one is where the first wire is: if you walk there, the camera changes to some crazy angle and I can't see anything. The second is when you walk close to the houses: the shadow appears on the roof. At last, the third one is that you can walk up any wall up to 90 degrees: you can go up the montains and even the glass surrounding the globe. I should mention the same others have already mentioned: the controls are quite a pain, and the character moves very slowly. Maybe you could try improving those aspects next time. :D Good job! |
| May 5 02:25:21 | 3h 33m | Protolife | ♥ 3 | Wow, this game is just amazing! At first, I played through the levels and it felt like a good and exciting tower defense/strategy game. Then, once I came back here to rate it, I saw the image with all the different structures and noticed I had only used Antibodies I through the entire game! So back I went to try out all the other different structures, and it was very fun again. At last, when I though I found everything out, I gave my rating and started reading the comments. Only THEN I was made aware of the "Game of Life" thing with the amino acids! And back to the game for some more fun. So far, this has been the most enjoyable game I've found here. You are all very much congratulated on it! I think it would be better if you guys just used 3 different keys for placing the different kinds of things instead of switching between them with the TAB key, though. By the way, thank you very much for the feedback on Little Scout, @icxon! If you have the free time and disposition for it, could you please tell me what you did to fall through the walls? I could only fall through the ground by growing inside small passages. In any case, thank you very much, and great job on this! :) |
| May 5 18:45:37 | 16h 20m | Mind The Gap (First Ludum Dare) | ♥ 0 | First off, congratulations for completing your first LD entry! :) As @gamepopper has said, the aim is weird because you seem to be using the mouse pointer coordinates on the screen to calculate the angle of the character in the game world. I don't know if you already did this on your patch, but you should get the game world position that corresponds to where the pointer is pointing, then calculate the angle from the character to that point and set the character's rotation to that angle. That way, the character will always be pointing to where the mouse is pointing, and you can even "fire the grapple along the forward axis" with no problems. Keep up the good work, and good luck with your dream! |
| May 6 18:53:11 | 24h 07m | The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds | ♥ 4 | Ok, this one took a long time to properly go through. First off, it is a nice concept, and well executed to a point. There are, however, very serious problems you need to address if you plan on turning this into a full game. - First and most important: It is nearly impossible to find out what the formulas are just by playing. You MUST help the player with that in some way. For now, I strongly suggest you link this image I made into the description, so people can use it: http://i64.tinypic.com/2011ts.png (I had to look at the code to make this, it was very tedious and time consuming) But for the final game, one possible way to address this would be to have something like a "journal" of formulas, that lists all the formulas the player has already discovered. That way you won't spoil the fun of finding the unknown elements, but the game can be less "random smashing of whatever elements you find" and more "let me make a world for this specific goal". - The second thing I believe should be addressed in order to make this into a full game would be the motivation. Just discovering elements is fine, but maybe you could make more goals, like custom pocket world tournaments (even if without multiplayer, as some sort of campaign the player has to complete), or maybe make up some kind of story that you can progress through by creating specific worlds or having specific elements, etc. Achievements are also a possibility. - After a long time the game world gets quite crowded. I did notice that the same element merges with another when they touch, but the world still gets very crowded later on, and it gets very hard to spot specific elements, specially if said elements are rare. Maybe there could be another way to spot elements from afar, or some sort of element search or map. You could also try to create some upper limit on the quantities of each element, to aleviate the crowding issue. - Don't make Esc openning the menu and then that same Esc closing the game! Just don't. My first playthrough was unintentionaly closed because I tried to close the menu with Esc and ended up killing the game. Now, onto the bugs. - The "world naming" box itself is very buggy. It sometimes opens itself for editing spontaneously, without the "3" key ever being pressed. As a consequence to that, since I walk around using WASD, it is very common to look at the name box and see it full of random walking letters. That means "world names" are completely broken and unusable. After fixing that, you may want to lock the player's actions while the box is being edited: it is weird to unintentionaly walk and do random things while typing names, and writing 1 into the name may create another world by accident. - After some time, there were some elements I could not collect. I think they were too high up for me to reach. I don't know how to reproduce that, but it was happening. - I think this may have been intentional, but destroying worlds breaks their materials into many parts. I think it would be nice if a broken world returned elements already grouped in big balls, without breaking them (you can even still reduce the amount of returned elements the way it is, but leave them grouped). It would make the task of scavanging for a specific element much easier, since you would be able to make a world, destroy it and most of the elements you had scavanged would be all in one place for you to get them and continue scavanging. I think that is about all I have to say. By the way, it took me 2 hours of gameplay time to collect every element, and I did that using the image I made since the beginning of the playthrough! I can only imagine how hard and slow it would be to do the same without it. Those problems aside, I did like the concept, and it is kind of impressive that you made this for the Compo. Good luck developing it if you do continue, and thanks for rating my Little Scout! :) |
| May 15 21:22:03 | 218h 28m | Bug Attack! | ♥ 1 | This one is promising! :) The controls work reasonably fine, but it took me some time to get used to the right mouse button doing both the troops movement and entering the buildings menu. Maybe you should just display the buildings menu whenever no Barrack was selected? By the way, what is the point of selecting buildings besides the Barracks? As far as I understood, selecting them is completely pointless, and may prevent you from selecting a Barrack close to them. Other people have already said this, but letting the player build buildings on top of other buildings is highly exploitable. Look at my screenshot: my base is reasonably small, but there are thousands of buildings there. It is also weird that the characters can occupy the same space. I know it is hard to avoid that, and I think you made the movement into a random square for that reason, but maybe there should be some physics calculations on movement. You would also have to implement some path-finding algorithm if you were to do that. But you are right doing it like this for the LD, you only had 48 hours after all. :P One small bug I found is that each Barrack can't go over the population limit, but multiple Barracks can (by stacking units simultaneously). Look at my screenshot: I've made 31 Warlocks more than the limit of the houses with 4 Barracks. Speaking of Warlocks, they are so overpowered that there is no point building any of the other units. In fact, it is harmful for you long term, since they take up population spaces. Maybe you could make each unit type strong against some enemies and weak against others. That way I would have to create other types of units, and there would be more strategy involved, instead of a simple race to build Warlocks. :P The sound effects were fine at first, but once the Warlock number started getting high, I had to mute the game, since the shots were making a very big noise. You should probably do something to control the sound volume of many simultaneous shots. By the way, I've kept the game running in the background for hours, and I don't think the bugs have any chance to get even near my 600 Warlocks in the foreseable future. That is why some people said it was easy: you just have to create enough Warlocks and you're invincible. Bottomline: Very good job, especially since it was made for the compo! And thank you for rating my Little Scout. :) Bug Attack.png |
| May 16 01:10:16 | 3h 48m | Arry World | ♥ 1 | It has a very interesting concept, and it fits the theme very well. The graphics and audio were also excelent. Congratulations on making the game! The text scrolling thing you guys used is not very good, though. It was hard to keep up with the text, and it broke words in half sometimes. The text was also missing some punctuation characteres, and the amount of text showed at once was too small. Those were the main problems I had with the game. The humor was spot on, especially the talking chicken. :D I don't think the "ending" was a good call, though (if it was intended). There were still some characters and items around, and there was no indication that the game would end, so it kind of forces us to try every item with every character before coming here and seeing your comment. Speaking of the items, why are there some items that are never used? Was it to "mask" the good items among them, or maybe you didn't have time to complete your original concept? And what is the deal with the "eclipses"? When they happen, the text boxes are covered in shadow, and if you're in the middle of a dialog you risk missing a part of it. Overall it was a funny experience! Good job, and thank you @willowblade for rating my Little Scout! :) |
| May 16 04:12:55 | 3h 02m | World Tours | ♥ 0 | Cute game! The "MS Paint-styled" graphics are fun, too bad it ended so soon. :) I liked the collision with the ground, it seems to follow the visuals well. If you made this alone in 16 hours, you could have put it in the Compo. If you plan on coming to the Jam again in the future, you can take a little more time to insert more content into the game! Good job, and thank you for rating my Little Scout! :D |
| May 16 20:15:52 | 16h 02m | Daily Routine: the smallest worlds are the ones we get stuck in | ♥ 2 | It took me a while, but I finally became an Ice Hokey player! :D At first I was just doing everything the game told me to do, and as people were talking about an "ending" I didn't quit. Eventually there was an arrow pointing at the book, then I realised what was happening and finished the game quickly afterwards. I don't know if that was intentional, but the cereals can be cleared on the first day, the job only on the second (as far as I could see), and the TV only on the third. If I didn't miss any hints, maybe you should have allowed the player to complete everything Day 1 (without devining the keys and passwords out of thin air, that is). By the way, the CPS metric shows the player's highest CPS score of all days, but it doesn't say that. It gives the impression that it is the current day's CPS. Not that it matters much, though, because of the goal of the game being something else. Overall, good and creative job! And thank you, @samurai-spark, for rating my Little Scout! :) |
| May 16 21:11:34 | 55m 42s | Libre | ♥ 1 | Well, I did play the game with the full intent of giving useful feedback here, but I think everything I wanted to say has been said already. What is the "candy plastic unwrapping" sound at the end supposed to mean? Did the "creature" escape while you were trying to free the scientists, or was all that supposed to be pre-recorded footage from the past of the ship? (I guess not, since the scientists seem to acnowledge your actions) Nice work, and thank you for rating my Little Scout! :) |
| May 16 22:28:35 | 1h 17m | Incidental Dimension | ♥ 1 | This was nice! The only puzzle that was a little hard to clear was the "walk with the fire" one, although I had to reset the game on the fifth closed door (the one where you should clear the path so the fire reaches the magnet), because I put the box over the magnet on my first playthrough. Also, one 2D box turned into two 3D boxes when I did that. By the way, bellow the button for that same door it is possible to slip into the ocean. I did find the "debug" path at the beginning, so I think this other exit was not intentional. :P On the WebGL version, the game crashed when I was about to get to the ending. I could get out through the button I mentioned before and follow the path outside until I've reached the ending, but I didn't find a way to get inside again. The Windows version didn't crash, though, and I was able to see the ending on it. Well done, especially for the Combo! And thank you for rating my Little Scout! :) |
| May 16 22:58:03 | 29m 28s | Tower up | ♥ 0 | I know difficulty isn't necessarily a bad thing, but this game is still too unforgiving. I mean, after I figured out how to get through each obstacle, the subsequent runs got easier, but any mistake and you're back at the beginning, or you're stuck with no way forward. Maybe you could make the destructible platforms "grow back" after some time, so the player won't be forced to suicide? Also, the fallen blocks are falling to the ground floor and stopping, and they stop interacting with the player. I don't know if that was intentional. Checkpoints would also have been a nice solution. After some effort I was able to get to the spikes, but I died shortly afterwards, and I'm not motivated enough to go through all that again to see what comes next. Sorry. Anyway, congratulations for the game! And thank you for rating my Little Scout! :) |
| May 18 19:15:31 | 44h 17m | War in the Sky | ♥ 1 | This game's technical quality is among the top of all the games I rated here! You're very much congratulated on it! The only minor problems I had with the game were the same as the others said: no audio and lack of automated resource crafting. This is seriously very close to release quality. All it lacks to be a full fledged game is content and some play-testing, really. Good job, and thank you for rating my Little Scout! By the way, if you have the time and disposition, could you answer my question regarding the glitchy lines at Little Scout's page? Thank you very much either way! :) |
| May 19 02:59:56 | 7h 44m | Planet CLTV-8 | ♥ 0 | Nice concept for a game mechanic! :) You said there is no goal, but I kind of made it a personal goal to eliminate every wasteland. I ended up failing, with a couple wastelends still there and no space left to convert them. It was fun! By the way, why haven't you rated or given feedback to any other game? Are you guys recovered from your sickness? |
| May 19 03:36:28 | 36m 32s | There shall be light | ♥ 2 | Congratulations on making your first Ludum Dare game! Too bad you didn't get to put the win/lose conditions in, but it already works reasonably well. The torches are a little weird. If I try to pick up a torch and I change my direction fast enough, I'm able to carry the torch on my side or on my back. And if I try to drop the torch close to other torches, the character plays the "dropping" animation, but doesn't drop the torch. The enemy's movements are hilarious! :D I could "push" them out of the walls, though. I don't think that was intended. It was rare, but I was able to "kill" some of the enemies. At least that is what I think happened when they "unfolded and vanished". Most of the enemies squeezed out of the walls before I could kill them, tough. You said you were making an improved version, right? Consider putting some animation for the enemies spawning, instead of just "poping" them into existance. Maybe make them falling with parachutes or something? Anyway, good job, and keep at it! :) |
| May 19 23:29:37 | 19h 53m | A Mind Is A Small Place | ♥ 1 | Wow, this game is very creepy! I got seriously nauseated from playing this, my stomach is all scrumbled up and I feel really bad. I guess that means maximum points in mood, right..? haha At first I got the "good" ending. Then I played again and got the "bad" ending, but both endings were so similar I though I had failed both times, just in different ways. So I tried again a bunch more times beginning to end, finishing the puzzles differently each time, but no matter what I did, I only got what I though were two variations of the same "bad ending". It took me a long time to understand what the skeleton was representing and to understand the meaning of the chess game, and now it does make sense, although you saying "little choices do add up" in the description has probably fooled me into overthinking the win condition and the "good ending". Having all those meaningless variations in the puzzles certainly didn't help, since the flowers are all that matters (I think). Ok, so now I'm gonna go get some fresh air to see if I feel better. Oh, and thank you @juju-adams for rating my Little Scout. :) |
| May 20 16:32:19 | 17h 02m | SmlWhrld - A Puzzle | ♥ 0 | Nice mechanic, similar to the one in my game. :P I don't know what happened, but on the last level I couldn't pick up the cube at first on the WebGL version. I walked a bit and then it worked, but I don't know how or why. Apart from that, I had no problems. You said you would opt out of Graphics, but it is still there for us to vote on. Anyway, good work, and welcome to LD! :) |
| May 20 17:50:49 | 1h 18m | Alysson | ♥ 0 | Very nice! This is the second game I see made on Ren'Py this time. I found it odd that there is a Save screen, but no Load screen. As for the game, good storytelling, and it is interesting that no matter what the stalker does or how perfect and undetected his stalking is, the problem is still there and you have to face it. Good job! :) |
| May 20 18:02:05 | 11m 16s | Cat's adventures game | ♥ 1 | Nice walk mechanic! However, I think you should improve the destination detection when the player clicks on "non ground". If you plan on keeping this 2.5D point of view, you should probably select the ground point to the bottom of the cursor as the destination when the player clicks on the wall, instead of chosing the one do the right (this is what happens now, at least when there is a point to the right). It is a minor improvement, but it will prevent problems when you make more complex scenes in the future. :) Good job, and good luck next time! |
| May 20 18:18:21 | 16m 16s | Lymphocyte Counterattack | ♥ 0 | The endboss was too easy. Pretty much everything that came before was harder than the final boss. By the way, this may be your first time in Ludum Dare, but you are expected to rate more than one game. Like, 20 times more. :) Think of all those people from the community rating your game, and getting only 1 rating in return... that is not fair. But it is alright, next time try to rate more! Good job! |
| May 20 18:38:44 | 20m 23s | CORO | ♥ 1 | You say we should "collect food from their dead lifeless bodies", but there is no such thing in game. I think you called the "kill count" a "food count", but it is still a "kill count", as it goes up when you kill something and there is no "collecting" of anything involved. :) It took me some time to get used to the right mouse button control of the movement, but after I got it, the game got easy. Too bad there wasn't more content. Overall, good job! :) |