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Feedback comments for LD38
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| Timestamp | Since previous | Game | Turncoda's comment | |
|---|---|---|---|---|
| Apr 24 04:20:48 | Bunosphere | ♥ 4 | Whoa, I found something that's not a carrot! Untitled-1.png | |
| Apr 24 04:24:56 | 4m 08s | ATMOS | ♥ 0 | Oh shoot, I'm too far gone http://puu.sh/vujD4/fcc87f6fbe.jpg |
| Apr 24 04:45:52 | 20m 56s | Turtle Hero | ♥ 2 | Interesting idea! I can definitely see there being some strategy involved in choosing loadouts and weighing that against how the different opponents fight. Trade could be an interesting factor to account for how you decide to build up your turtle. It does seem quite ambitious for a game jam to have several different systems interacting nicely. Nice art! I like the turtle head, very charming :) |
| Apr 24 08:06:39 | 3h 20m | Interplanetary Billiards | ♥ 1 | That was fun! I'm so impressed with your polish. Game world felt cohesive, game felt tight. My high score (nothing to sneeze at) was 6000. |
| Apr 24 23:03:16 | 14h 56m | WRAP | ♥ 2 | neat-looking design. i'll check it out when judging comes around |
| Apr 25 08:47:17 | 9h 44m | Odd Ball | ♥ 0 | Dang @jorbits, you're fast. My second try was 4:23.980 |
| Apr 25 08:57:12 | 9m 55s | Roguelike One | ♥ 4 | that was fun! |
| Apr 26 03:53:42 | 18h 56m | Slightly Angry Max | ♥ 6 | Your game has personality, I like that! Laughed at the opening crawl. I'm glad you decided it was worth it to work on a menu and an intro cutscene, because damn if Ludum Dare games can cut corners. Communication was good: taking damage, death, UI elements, etc. gave clear feedback on what was happening. I quickly learned to conserve bullets once I got a pickup. The firing rate of the default gun just feels awful after losing the machine gun. I did manage to stack up several machine gun pickups and basically got myself a one-shot kill gun that fired bullet-lasers of death, and that snowballed into even more machine gun pickups! That was neat :) Then I found this exploit. I was curious how long I could stay there without moving. Turns out I'm pretty much safe here forever. takusan.png |
| Apr 26 04:44:04 | 50m 22s | Tumblin' down | ♥ 2 | The sound of soil and water Tumbling Down when I'm at the edge here is so nice. shodanon1.jpg I usually don't mention bugs, but in this case it produced a very funny story. I think I may have encountered a bug where my units have an unusually quick firing rate. Something very interesting happened: I built my barracks in a nice mountainous area before scrolling my camera a bit and finding a large red army standing right next to my barracks. They didn't seem to notice the barracks, and I had a unit coming out soon.As soon as the unit stepped out of the barracks, I heard a flurry of shots, then the screams of a hundred red soldiers. The newly trained recruit just shot dead the entire red army! That was quite fun to watch. As a proof of concept, your game is very interesting. Combining the mechanics of RTS games with the mechanic of an ever-changing map is sure to yield some interesting results. Nice job with the terrain/pathfinding/other RTS staples, that stuff is hard! Also, nice scream, Jabsley. Here's my army protecting their base. shodanon2.jpg |
| Apr 26 05:26:12 | 42m 08s | Rogue Basement | ♥ 4 | Some awesome moments I had while playing: * "The rock hits the rock." (I skillfully deflected an enemy-thrown rock with a thrown rock of my own) * "You hits the rock." (my own rock, right after I threw it) * "You hits the rock." (I skillfully deflected the rock thrown by a beefy wibble, with my bare fists) * "Oof!" (As I walked straight into a wall, but quickly recovered as if nothing had happened) * "The rock hits you." (I threw a rock and walked into its path) * Feeling like I'm The One dodging rocks left and right * Luring unsuspecting enemies into the hallway and then unleashing a laser beam of rocks at them Something I missed was seeing a new ASCII letter and wondering "hm, what is this new creature I have never seen before?" And then realizing it was an 8-foot tall yeti who just decimated half of my health. In this game I saw 8 distinct varieties of monster, but only 2 truly different species. Then again, introducing too many different monsters might have over-encumbered a game that aims to focus on one mechanic. I love that you focused on a single mechanic and made it fun to play. I enjoyed the chess-like dance that combat calls for (as I do in Rogue), and using the rocks to cover my options was a favored strategy of mine. The last time I did Ludum Dare (33 I think?) I tried to isolate a Rogue mechanic as well (the ricocheting spell bolt) but I didn't get a fun game in the end. This game is fun! And the color and aesthetic is lovely. Good job! |
| Apr 27 00:58:30 | 19h 32m | Tiny Terraformer | ♥ 4 | It can't be stressed enough how good of a job you did at clear communication. Showing where I could build and where I couldn't, the little particle effects showing progress, etc. That made it super easy for me to adjust my playstyle to improve as a player. I loved managing my base in this game. I always had something to do; either my oxygen was too low, or I had to get my CO2 up, or I had to rescue my plants from those pesky alien insects (cute graphic for those btw). Reminds me a bit of playing Starcraft or Dwarf Fortress in the way that I'm constantly looking around and making improvements to my base. I like your spin on base management, where the objective is not to accumulate power, but to improve the environment around you. I've never played a game like that, it's always the opposite: building an industrial powerhouse and using up all the local resources. The limited amount of space on the planet was an awesome way to add nuance to the gameplay. I'm not so sure it was necessary to have the player character walk around a circular map. It seemed like the core mechanic would have worked on any sort of map, and in a situation like that where something is not critical to the core gameplay, I would look to the games that have already provided tried and true solutions: for example, RTS games use isometric maps or grid-based maps. You can still impose space limitations on things like that, so it would still work I think. This is a bit of a personal quibble, but I was a bit frustrated at the fact that I couldn't _do things as fast as I could think of them_ just because I was limited by how fast I could walk to the location I wanted to get to, especially in a real-time game like this. If this game was as tight as Starcraft in that sense, and the time/space/adversarial pressures were more menacing, I would be **so** into this game. Overall very nice concept! I love it when Ludum Dare games show me something I've never seen before 😀 |
| Apr 28 03:27:56 | 26h 29m | Beer in Mind | ♥ 3 | Wow, I overdosed someone on alcohol! That miiight have had something to do with my spam clicking the beer on the tap 😛 The game looks gorgeous. I love the way the bar looks, the colors, and the silhouettes. I also like the character portraits, but it feels like the two styles don't mix. I can totally understand if that was more a result of limited time than an intentional choice. As I play this game, I feel confused. There's the part of the game where I'm trying to satisfy my customers. At the same time, I'm talking to folks, trying to learn more about them. I was just about to learn more about why Amy wanted to meet her brown-haired friend (not to pry or anything, but it seems like the game wanted me to investigate). My curiosity was piqued when I heard a drunk Jane muttering about a serial killer (?) and "hiding a body". Then I suddenly lose because I sold beer to a minor. I feel like there's two games here, and I don't like playing the "Diner Dash" one. I lost a couple times and gave up. I felt like I wasn't learning how to play the game better. I do wish I could watch the whole story unfold though. |
| Apr 28 03:48:20 | 20m 24s | Small World: Drill Destruction | ♥ 1 | This is the most fun I've had this jam. The controls are tight, levels are fair, and I got better every time I died. I've played a few games this jam where I just had no idea whether I was "doing it right," and in this game I had no confusions - I can't stress enough how nice that is! I love that you have to jump on drills to destroy them, you can't just walk into them. I agree with @alexhoratio that destroying the drills are satisfying as hell. |
| Apr 28 06:28:04 | 2h 39m | Chroma | ♥ 4 | Had a lot of fun playing this game! Combat felt very balanced; enemies were not bullet sponges, but they weren't too squishy either. Fights last just long enough to be interesting, but don't drag on. There's an incredible amount of content in this game, I'm very impressed with that! I do wish there was some degree of progression, or some variation on the game mechanic. I more or less felt like I was doing the same thing throughout the game (which itself was pretty fun), so it might as well have been one big level. The boss fights were a good uptick in difficulty. Felt like a final battle. |
| Apr 28 06:45:04 | 17m 00s | Particulate | ♥ 4 | Cool concept! Greetings from @drazil100's stream :) |
| Apr 28 20:48:20 | 14h 03m | Dwarf World | ♥ 0 | This is such a well-crafted game - the brain-massaging music, the simple yet fitting art style, solid animation pacing, the nuanced puzzles, the elegant game mechanics that give rise to those amazing Aha! moments. I could go on. Not a piece stands out of place. That's the stuff I usually mention in a Ludum Dare game. There's something in your game that's deeper than those superficial aspects. Your game is not an easy game. Yet, I don't want to drop it. Your game has earned my trust. I know that every level can be beaten with the abilities I have, so I want to keep trying. That is an extraordinary thing that this game does. I feel a true sense of accomplishment, one that is not arbitrary and is actually satisfying. You are an inspiration to me, because you have shown that making an incredible game is possible in the LD Compo. You've worked hard on your craft, and it shows in Dwarf World. It is a shame that I found out about you while you were being vocal about your frustrations with the state of LD. I can sympathize with your frustrations, when I can see that there is much at stake for you, and you feel perhaps that things could be better. I am personally just thankful that LD exists and that my horizons can be expanded by participants such as yourself. Thank you for choosing to make games. |
| Apr 28 21:08:08 | 19m 48s | Raven Delivery Service | ♥ 3 | Holy crap dude, this game is **SO much fun**! I played by myself, but I love multitasking and optimizing my gameplay. I even have a stockpile strat for ingredients I might need later 😁 Agreeing with @rnlf, this music is awesome and very fitting. Is there someone's soundcloud/bandcamp/etc. that I could follow? I'm in love. I haven't played co-op yet, but I'd imagine there'd be a whole lot of fun communication going on, which I love in games. I look forward to seeing what you do with this game! PS Semantic complaint: Wouldn't it make more sense to be a Potion* Delivery Service? If it was a stork-run baby-delivery service, would it be called Stork Delivery Service or Baby Delivery Service? ... I kid. I love that ravens are the deliverers though. |
| May 2 05:51:45 | 80h 43m | Fatal System Error | ♥ 1 | Very solid! With all the tightly polished FPS games around these days, it's hard to make an FPS game that feels decent to play. I was very happy with the movement in this game. I loved the tutorial section, which allowed me to jump around freely. My version of fun would be a course where I could jump from platform to platform while aiming at targets and switching weapons mid-air. Somehow multitasking like that just appeals to me. I understand it might not have been intentional, but it was really tough dealing with the hoards of enemies in the first room after the tutorial, and it just kinda degraded into running around in circles while the enemies chased after me slowly. Fantastic aesthetic. Very refreshing game in a sea of 2D games 😛 |
| May 4 07:12:29 | 49h 20m | Agaric Abyss | ♥ 2 | Oh my gosh, the mushroom is super awesome. I love the way they curve and grow upwards and jiggle around. They just **feel** alive and real. I love that you not only had a strong artistic vision but also had the technical ability to make it a reality. I can see that there is a variety of fauna to encounter in this game, each with their own unique platforming traits. I rather like that idea, I think there's a lot of potential for that to make a very deep and engaging game. Unfortunately, I only got to the sideways growing mushrooms before I had to give up. Jumping from mushroom to mushroom is just kind of finicky. It is rather difficult to gain height with only the basic mushroom type, since you effectively have to grow an entire staircase. If there was some way to climb the stalks of such mushrooms, I would feel much more free. Another thing that would have made my experience smoother would be if I could jump straight through the bottoms of mushrooms, rather than having to do lateral aerial maneuvers just to get on top of a mushroom. From a aesthetic standpoint, I do like that the mushrooms jiggle around when you walk on them, and that they have a curvature to them, but it sometimes gets in the way of making that precise jump. I'm super impressed with how deliberate this game feels. It just feels like you put a lot of thought into this idea and executed on it very decisively. Definitely a Ludum Dare favorite of mine. |
| May 6 07:35:06 | 48h 22m | Abaddon | ♥ 1 | I love this graphic style, it's a very nice touch. These monsters and animations are very impressive! I rarely see well-done 3D animations in LD, so this is very cool. I like that you implemented a variety of enemy AI to encourage a certain behavior from the player. I had fun learning how to deal with each kind of enemy. I didn't really like the feel of the movement in this game. When I pressed D for a short period of time, my player character would move right for longer than I held down the key. This stickiness made it feel a bit unwieldy. Perhaps I would get used to it after playing for a while. |
| May 6 09:02:47 | 1h 27m | Monolith | ♥ 1 | I would screenshot this game and hang it up on my wall. Amazing work. I'm very impressed with the attention of detail you put into the look of this game. Unfortunately this game wasn't quite for me. I didn't find the gameplay to be terribly interesting, as it basically boiled down to: how long can I sit directly in front of this enemy before I start taking damage? There were usually a few things to focus on at any given time, but not really in the sense that I had to start multitasking. My brain was just in 2 basic modes of thought: (1) avoid bullets (2) sit in front of enemies. |
| May 7 09:58:30 | 24h 55m | Headroom | ♥ 1 | I love this kind of submission. It's a very unique game and has so much character. I would have been happy just looking at the paintings. I loved that moment when I knew what I had to do, and I was just executing on the solution, excited to see what would happen when I solved the puzzle. When I did, I felt very happy with my reward. I was pretty entertained by the ending, so I would definitely have rated this 5 stars in Humor, if that was an option. |
| May 7 22:19:42 | 12h 21m | Evacuator! | ♥ 2 | Interesting concept. I like the constraint of a shrinking world, it has potential to create some interesting dilemmas for the player. However, while I was playing the game I felt like I didn't have enough control to do what I wanted to do. I also felt that the decisions I was making were not very interesting. I didn't feel like I was getting any better at the game by thinking or playing more. **Some random subjective thoughts and hypotheticals:** I think there is some information that, if better communicated, would give the player more control. For example, knowing exactly how many steps it would take for a space to become flooded would make it fun to plan the route. Some reward for picking up passengers would be cool, for example maybe a certain passenger can stop time for a bit (unrealistic, sure, but games are meant to be fun, not realistic 😛). Maybe some variety of refugees would make the decisionmaking a bit more interesting, like maybe some hexagon contains a refugee that has extra gas, so they'll allow you to go further, but perhaps they're further away than, say, a large group of refugees that is closer to you. Perhaps instead of saving refugees immediately upon contact, you actually have to bring them to pick-up zones to be helicopter-ed out, but the more refugees you carry, the slower you move or something, so the player has to strike a balance. I guess what I'm trying to say here is that the decisionmaking process could be much deeper and more nuanced, and I personally think that makes for a compelling game. I could go on, ultimately it's up to you to decide what to do with the game. Again, these are just some lighthearted suggestions that you don't have to follow. |
| May 7 22:28:14 | 8m 32s | From Zer0 to Hero | ♥ 1 | Well done! I loved the twitch-based gameplay, I was instantly absorbed into the game. Interesting that my speed decreases every round, because it forced me to change my playstyle from more movement to more shielding. You have a fun game. Now work on your sound design and polish! |
| May 7 22:34:25 | 6m 11s | iwantout | ♥ 1 | I love games that give me an epiphany. I didn't figure it out immediately, so I explored my space of possible actions. From there I looked around and found my answer. I solved the puzzle and my guy did a thing! There's really nothing more satisfying than that. Good job. |
| May 7 23:18:44 | 44m 19s | ghost story | ♥ 1 | The hitboxes, the acceleration, the jump, the camera, and the collision: janky as hell, yet I love playing this game. This game feels very rough to play, but it is very *reliable*. For example, the ghosts hitbox extends deceptively lower than its sprite would suggest. Once I learned that however, I became much better at the game, almost like it was my reward for demystifying the quirks of this prototype. That being said, I really don't think something like that should be in a final game, but in this state, it's charming (rather than annoying, which it might be, for some). I found a cool exploit: if you jump in the air, touch the wall near the ledge, and quickly turn around so that your back is facing it, you will clip onto the ledge. *This trick can be used to cross the first large gap using just cat form.* It's actually useful for getting on the second ledge much quicker than normal. GIF of exploit: http://puu.sh/vIXVQ/7a79e9c45f.gif --- You're level design speaks to me. It tells me something I didn't know before. It gently guides me to discover how to use the cat and the ghost in conjunction. I love playing older games because they don't hold your hand, they throw you in the deep end so you can learn how to swim. Your game threw me in the deep end. Once I got the cat body, I tried jumping over that big gap more times than I'm willing to say. It took me a while to figure out how to do it, but once I did, I felt a wave a satisfaction. Good stuff. This is an awesome game that deserves to be fleshed out. I'm rooting for you! Some random thoughts: * As easy as it is to make pixel art and scale it in-game, it looks very amateur to mix resolutions in pixel art. I'm talking about the candles (which were actually still awesome and charming) * Cool music! Together with the background, it created a very fitting mood. * I'm glad you have a real ending. I felt rewarded when I reached the end and it did something new. |