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Feedback comments for LD39
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| Timestamp | Since previous | Game | Agecaf's comment | |
|---|---|---|---|---|
| Jul 31 09:57:11 | Batterime | ♥ 3 | Fun little game! I like the attention to detail in the wall-jump particles. | |
| Jul 31 10:05:52 | 8m 41s | Generator Master | ♥ 1 | While it quickly becomes a game of "how fast you can click the X's", it is fun it it's own way. |
| Jul 31 10:58:26 | 52m 34s | Power or die | ♥ 1 | It's quite impressive you managed to implement all this in 2 days. The balance is unfortunately a bit off; the start is hard, but when you pass it, it's hard to say you're running out of power with +0.5 power production. I quite like the mood you get with the music and the colony theme. |
| Jul 31 11:31:40 | 33m 14s | Swing | ♥ 2 | I like the idea! It's hard, but it felt great finding the solution to the level above. Got stuck on the next though... It made me stop to think. Edit: I wanted to mention I also liked the attention to detail with the blocks moving in at the start of a level. How did you make it to push blocks in the correct direction? Especially when there's many of them? |
| Jul 31 12:14:17 | 42m 37s | PowerMan | ♥ 2 | I like the thoughtfulness that went into the tutorial. It also runs in Linux, but unfortunately without audio. Design-wise, there are no incentives for defeating enemies, since it takes power (if you shoot) for no reward. And the respawn is too long if you're far in the level! For easy, fast movement to a position, you can use the following trick (added on you main loop) ``` thing.x = target.x + (thing.x - target.x) * 0.9 ``` You can change 0.9 with 0.95, 0.8, 0.99, etc. The closer to 1 the slower the movement, but for all values it moves quite fast, no matter how far it is at the start. Having said all that, the game you made is pretty impressive for 2 days time. It shows there was a lot of work made just to make the collisions work properly, enemies not moving into the walls, etc. |
| Jul 31 12:37:37 | 23m 20s | Spacy adventure | ♥ 1 | Very solid game, though sometimes the enemies can be a bit unpredictable (which is part of the challenge). I like the little details, like how your starship changes color every time. If I had to say what's the best about it, I'd say the simplicity is nailed down. |
| Jul 31 13:30:56 | 53m 19s | Energy Raid | ♥ 1 | I liked it! Good choice of music and art, it goes pretty well (The intro is sweet). The enemies have interesting abilities... And I'd love to complain about how unfair they are, but they're there to be hard after all... HS: 95 Edit: Works on Linux with wine. |
| Jul 31 14:37:04 | 1h 06m | Not Like This... | ♥ 1 | The controls and navigation are a bit awkward, but once you get used to them the game is a fun challenge to defend from them Ktharns. I managed to take 38 down with me. There was this fun moment when I accidentally released a battery in a jump pad, and we both oscillated up and down while I tried to recatch it… |
| Jul 31 14:50:38 | 13m 34s | Artifact Dive | ♥ 1 | Nice game! I liked the music, though it wasn't too fitting. Proc-gen was good, I managed to find the artifact twice, but the first time I was surrounded and out of energy.. It almost seemed that the artifact was in the last explored room for some reason... Or it's just my luck. |
| Jul 31 15:02:32 | 11m 54s | StaminaAid | ♥ 1 | It took a while for the music to load... But when it did, the game became that much better! I like how concise the instructions are... "look out for things that look dangerous" : ) |
| Jul 31 17:17:08 | 2h 14m | Assault//Battery | ♥ 1 | The game works in Linux via wine. There's something special with the robot; how it walks, punches and flies, that makes the game somehow feel... right. If I were to look for constructive criticism; I like the slow-motion when choosing the direction to punch, but I sometimes found I selected too early (more often than not because the one I wanted to punch is now behind me, so I go for the next one), so I waited for the time to be just right (after all you can stay in slow-mo as much as you want). But then I spent too much time at extremely slow speeds, which disrupted the pace of the game a bit. Having said that, I find the game very well designed simplicity-wise and fun-wise, and I'm amazed at how you managed to keep the robot on foot as it launches punches everywhere and stumbles on tanks. Great work! |
| Jul 31 17:37:58 | 20m 50s | A Forlorn Wizard | ♥ 3 | I liked the idea that there's a balance between "health" and "dashes", both powers one of which is always running out. It's great to play on fullscreen, but pressing ESC in fullscreen exits fullscreen instead of skipping the intro... It also seems as if when I'm left-clicking I'm selecting text... There's probably a bug in there somewhere. The art is pretty great too, and the monster's moans are quite funny. Great job! |
| Jul 31 17:56:43 | 18m 45s | Amber-graph | ♥ 1 | I found this when working in the jam: [Stackoverflow - Disable arrow key scrolling in user's browser](https://stackoverflow.com/questions/8916620/disable-arrow-key-scrolling-in-users-browser). It might help you fix the "scrolling when pressing down" bug (it also tends to happen with the space bar). Other than that, it's a pretty fun idea. Maybe lowering the price of nodes far from the endpoints could make it so that we'd have to consider more indirect paths? |
| Jul 31 21:15:09 | 3h 18m | Battery Escape !!! | ♥ 1 | Nice idea! I liked how simple the controls are, and the graphics are charming. |
| Jul 31 21:32:53 | 17m 44s | Stoked | ♥ 1 | It unfortunately does not scale well later in the game, it seems to become more about "how big it can get" rather than "how long it can last". Having said that, the graphics are very cute! And the gameplay loop is very good; quite addictive in fact, just that it becomes repetitive. |
| Jul 31 21:47:05 | 14m 12s | Interstellar Curling | ♥ 0 | I liked it! It reminds me a bit of Kerbal Space Program, in the finding the right orbits bit (especially since you have to make each bit of thrust count). It would've been great to be able to manually turn the ship, to turn the thrusters in any direction. It feels a bit like an exploration game. |
| Jul 31 22:22:30 | 35m 25s | Cell Battles | ♥ 1 | The Linux build does work : ) but I'm having a terrible framerate : ( It's probably because of the framerate, but it seemed like it soon became almost a stalemate of sending things and not conquering (I'm having trouble capturing the double ones, for example). |
| Jul 31 22:38:07 | 15m 37s | Metal Behemoth | ♥ 0 | I love that roll! It would've been great to have more control on the camera, to be able to look around (E.g. there's an oil barrel in a corner. You could start looking sideways while still going for the oil barrel). The animations were great, that zapping, that running and especially the dodge roll. Good work! |
| Jul 31 22:55:53 | 17m 46s | Spaceship Clicker | ♥ 1 | Nice game, good choice of sprites and sound effects. It might have been better to make the lasers a bit more visible, so that they're easier to dodge (after all, it's better to dodge them than tank them). It's an interesting balance of recharge and use of power, especially since recharging a moving ship is not trivial, and you want to be moving to dodge lasers. |
| Aug 1 10:31:41 | 11h 35m | Power House | ♥ 1 | I liked it! I was even going to comment I'd like it to have a dash skill before realizing you already had one, then going back to play. If I were to give constructive criticism, - The laser shooting bot is very powerful, but also easy to kill since it's static. However, sometimes it spawns with the laser very close to you, making it hard o react to, and sometimes very far from you. It'd be great if it always spawned with the laser at the same angle relative to the player (that angle could get closer to the player as time goes by, to increase difficulty). Alternatively, make the charge attack also function as a better dodge for the lasers. - The little one is hard to hit with the laser, but since it shoots (without warning) it's not a great idea to charge at it. It'd be great if there was a clear way to deal with it (e.g. an AOE, or that it stops for two seconds and shoots three bullets, or that your charge is immune to bullets, etc.) Having said that, I think the balance of power use and power recovery is spot on, and I love the variety and design of the enemies. Great job! |
| Aug 1 11:04:04 | 32m 23s | SSSNAKESSS! | ♥ 1 | Wanted to comment that it seemed the keyboard inputs do not work, then realized my keyboard was not plugged in. Other than the elephant (in the snake) in the room, the multiplayer aspect was interesting. I was always behind the others, so they lead my way, until they fell one by one. Slow and steady wins the race, or so I would've said if I were the last one. Oh well, at least I know I left my mark : ) |
| Aug 1 11:20:55 | 16m 51s | INVISIBRO | ♥ 1 | Works on Linux with wine. I loved the fast respawns... My only problem was with the last level's length (I can now nail down the first part, but get insta-killed in the second 'cause I haven't had the time to memorize it). Focusing on shorter levels could have helped, so that there's not too much "redoing what you know how to do". That, or having checkpoints. Having said that, the art is adorable and the level design is solid and interesting (with hidden gems, optimal paths that are not obvious, etc). |
| Aug 1 11:45:13 | 24m 18s | I Once Had Power | ♥ 3 | I like how you turn upside down the idea that "you get stronger to fight stronger enemies". The game itself is rather simple, but that makes the theme all the more clear, and makes it very easy to get into. Your attacks feel very solid too, especially when you're not old... Which makes it that much clearer you're losing your power. Great job! |
| Aug 1 12:40:20 | 55m 07s | Socketbound | ♥ 0 | It's visually stunning, and has great sfx. Unfortunately there's a mismatch between the controls and the level design. - The slow controls would be great for a more slow, methodical game; e.g. turn based where every step you lose power, so you have to make every step count, but can take all the time you want to think of your next step. The turning animation is great, and would make you consider your movements more carefully since they take a turn, in which spikes could go up, or the enemies could come closer. - The level design makes you want to be able to fine-tune your movement (in the spike after spike part) without accidentally dashing, and the rocket and spikes part wants needs for you to be able to get out of the way of the rockets fast, or be able to turn around and hit that rocket fast. Your slow turn makes both maneuvers impossible. - Facing the blast enemies is a bit of a gamble; it's hard to tell when they'll attack, or if they'll attack. Its also hard to combat them because of your slow controls. The problem is that the controls and the level design is each good by itself, but together they don't work well. It's very hard to see these things until very late in development, when it's usually already too late to fix : ( Still, it shows that a lot of effort went into the art and animations, which are great. |
| Aug 1 14:09:11 | 1h 28m | Running out of Power | ♥ 1 | I like the idea. Unfortunately, sometimes an impossible level is created (not enough horizontally traversing tiles), so a "reset level" button might have been useful for jumping that. Sometimes RNG gives a very easy one, sometimes an impossible one, but it does churn out some very interesting ones, and deciding that a level is impossible is interesting in itself. Good job! |
| Aug 1 14:22:09 | 12m 58s | Running Low | ♥ 0 | The idea is interesting, and the artwork is good. My one complaint would be that it is very easy to mistake walls for floor, and finding out that some of the "walls" are actually doors. Other than that, the controls and movement are very seamless, good job! |
| Aug 1 16:48:38 | 2h 26m | Power Play | ♥ 1 | A very simple and fun game, and the music is so nice : ) Great work! If anything, sometimes the random enemy placement can be a bit unfair (e.g. one of the speeding ones just behind you at the start of level 3), maybe the stronger enemies could be placed further in the level to counter the RNG (by giving the player enough time to adapt/react to the enemy positioning). Nevertheless, the game plays very smoothly; the controls are very polished, and it is very fun to run just between two enemies. |
| Aug 1 17:33:57 | 45m 19s | Star Power | ♥ 1 | I love the idea, here's a couple of ideas I had on how this genre mash-up could be developed further. The "flying a starship with thrusters and asteriods" games tend to be hard to control already, and they require a lot of fine tuning from the part of the player. Making it turn based removes the player's ability of fine-tuning. The turn-based card-like model you're using could give the player a lot of flexibility via a wide variety of cards. These could be used to counter-act the fact that the player hast lost their fine-tuning ability. For example, - Abilities to counteract the player's poor positioning abilities, such as attractive and repelling magnets to attract or repel both power-ups and asteroids. - Different types of attacks. Stronger, weaker but with more knockback, with piercing abilities, AOEs, homing, etc. They'd be balanced by power used. - Fine-tuning abilities like "rotate 45 degrees". Effectively the result of a short burst in oue direction, then a short burst in the other. Or a "sidestep", etc. - It is very easy to ram into asteroids. It is not a good idea to do so. But maybe a rare card could give you the opportunity to "shiled you" for the next 2 seconds. Similarly a rare card could give you a reflector. Also, you could increase the ways the player uses their cards; e.g. having only one "turning" card but being able to chose the direction, choosing how powerful a forward thruster card is, etc. You could balance each card's different uses by changing the power price. The cool thing about card game mash-ups is that you can add loads of crazy abilities without having to assign a keyboard key to each one. In general, I'd say this game is as impressive implementation of a genre mash-up I had no idea could work. It shows there was a lot of work done just to get the basics going, and you still managed to do it in such a short amount of time. Great job! |
| Aug 1 20:05:41 | 2h 31m | Rats will kiss the gunner's daughter | ♥ 3 | Nice game! I like that there's an option for another language, unfortunately there's still a few texts missing in the Català version (most notaly the hints and the questions asked each day). The storytelling is very solid, it did seem as if the sailors where having each their own life (Poor Lil-Timmy, he's not the brightest and I presume he's also blind...). The art and audio were also very well done. I love it when singers sing in their own language in Eurovisión, so make sure to finish translating it to Català, there needs to be more games in every language! |
| Aug 1 23:15:29 | 3h 09m | Enervatus | ♥ 1 | Nice game! The models are really good, I like their blocky feeling. If I were looking for things that could be improved, I'd say it's a bit hard not to eat the bullets (since your hitbox is huge), which means rather than being dodging the bullets, you tend to avert the fights altogether. Having said that, the balance of using-energy to collecting-energy is spot on, and the ramping difficulty makes it so that you don't end up playing forever, which is great. Good job! |
| Aug 2 10:37:44 | 11h 22m | Wires and Robots | ♥ 1 | That was a fun puzzle core mechanic. If I were to give constructive feedback; It'd be great to know which tiles are open doors, so that you don't mistakenly destroy yourself when closing it. (Alternatively you could make a zigzag pattern for double-doors; rather than two doors one next to the other, opening a switch open half of them in a zigzag pattern, making it clear it is a double door which is half open). Also, it is a bit hard to move into a 1-width corridor since you're almost as wide as that. Having said that, the core mechanic in puzzle games is often the key part, and I found yours innovative and interesting, which is shown in the great levels you have. Great job! |
| Aug 2 11:01:35 | 23m 51s | Musk Hunter | ♥ 3 | I loved the attention to detail in the audio part; the SFX and the different music themes for the shop and the road. The first time I ran out of power I thought "oh. I'm using an electric car." I found the rate at which I got the upgrades fairly decent (about 1 every time, sometimes more). Also, I didn't know libGDX could publish to HTML5! I'll have to look into that... Finally, I wanted to say that the game was consistent in style; the audio, the game and the art all meshed pretty well together; it's clear there's great teamwork going on. Great Job! |
| Aug 2 12:22:26 | 1h 20m | More Energy! | ♥ 2 | I liked the idea! If you want to give a bit more flavor to the game later on, - The advantages of coal is that it is cheap, and you control how much energy you produce. The disadvantages is that it pollutes quite a lot and can make people unhappy. Coal ain't running out anytime soon, but the country can choose to close its coal mines, so it has to be imported. - The advantages of solar / wind energy is that they produce quite a lot, the problem is that nature has the ON / OFF switch. Solar produces more energy in summer, for example. Also, there's more clouds and wind near the coast, more wind in hills, and less clouds in deserts. This could make it so that choosing the location of wind / solar power mattered. Also it is more expensive at first, but becomes cheaper and better as time goes by and we have better technology (avocado lubricants). - The advantages of nuclear is that it is actually relatively clean, and very powerful. The disadvantages is that... well earthquakes. That is, events can really screw you up. Event-wise, just taking them randomly from a given list could give it enough replayability. Having said that, I quite enjoyed the game, and found the event system / choosing power plants duality a very balanced way of keeping the game interesting (Only one of the systems by itself would not have been as enjoyable). The bank loan system also makes it so that the game is not about "pushing the next turn button until you have enough", which helps keeping the pace of the game at a good speed throughout. Great Job! |
| Aug 2 13:55:48 | 1h 33m | How I Met Your Great Great Grandmother | ♥ 2 | Awesome game, with tough puzzles. The idea is quite interesting and meshes great with the theme, and the design of the levels really showcases what the core puzzle design can do. The challenge was there; many of the levels made me retry and rethink about my strategy. Maybe a couple of easier levels to get the player up to speed would've been nice. I also quite liked the detail in how your player character gets older and older, it's quite a nice touch : ) |
| Aug 2 14:32:14 | 36m 26s | Last Sunset | ♥ 2 | Nice game! I love how you know a boss is coming for the rise in intensity in the music. As mentioned above, control-wise switching colors is a bit cumbersome, a "switch to next color" button could have been nicer. I'd also prefer the nova attack in a big or accessible button, such as the space bar or the right click, since you use it typically when you're saying "Ahhh!". That being said, the fact that each shot type was designed for each enemy type was really cool (eg spread for enemies that approach you). The diversity of enemies makes it that much more interesting to play, and the bosses are a pretty cool expansion on each enemy type's core ideas. |
| Aug 2 14:49:46 | 17m 32s | Keep 'Em Alive! | ♥ 4 | I liked it, it has a good balance of things you have to do, and the power runs out at a good pace; enough for you to be able to save some, but not all. And this is the first time zombies were used as fuel that I remember of. If only they appeared right next to the power generator... Just kidding : ) I quite liked the end biographies, It makes you think "oh no poor jenny she had a life probably", and makes you feel good for those who didn't die, who knows they might have cured cancer. Not that cancer matters anymore if there's zombies, but whatever : ) |
| Aug 2 16:20:35 | 1h 30m | Brittle Power | ♥ 1 | As others have mentioned, passing the first level is quite challenging (my strategy was: double power plant + slug as soon as I could, then move the slug, build third power plant asap). It would be great to have a "tactical pause" to think and reshuffle turrets. Having said that, it seems you had to do quite a lot to get the tower defense infrastructure going, which works very smoothly. Great Job! |
| Aug 2 22:24:35 | 6h 04m | Jetpack June and the Tower of Power | ♥ 1 | Those smashing blocks are so fast you can clip through walls! clipping through walls.png The only complaint I have is the corridors that are just as tall as your character, since you often have to jetpack over spikes, and for that you have to jump, but the ceiling is as tall as the character... Having said that, I found the respawns fast and the checkpoint frequent so that the game feels challenging-ly hard, but neither punishing nor unfair. |
| Aug 2 22:39:01 | 14m 26s | Sky Sea | ♥ 1 | "i aimed for low poly graphics and mood." - Well you sure know how to aim well : ) It would definitely benefit from more content, but just the level of detail made it minutes worth spending. If I had one complaint, the introduction was removed while I was reading it, since I took some time resizing the window... Having said that, the choice of music, the islands floating in the horizon, the ship slowly moving forward, it all comes together to create just the right feeling for this story. Great job! |
| Aug 6 18:34:30 | 91h 55m | Mr Mayor's Energy Crisis | ♥ 1 | Great fun to play. It's a bit daunting that eventually you won't be able to produce enough energy no matter what you do, which helps transmit the desperation of governmental workers taking decisions. The way the game informs you about things going on with news was a great idea, and helped in keeping the game feeling alive. |
| Aug 6 18:47:57 | 13m 27s | Rolling out of power! | ♥ 1 | This was a fun little game! Design-wise, it is hard to avoid the obstacles and they don't hurt you too much, so at some point you stop caring too much about avoiding them; Try to add easy to dodge obstacles with a big punishments to keep the player's interest. Having said that, the way the speed of the game and the music are linked together was really nice : ) |
| Aug 6 22:00:08 | 3h 12m | Project Sunspot | ♥ 1 | Interesting idea. The things you can interact blend a bit with the background (It's hard o tell you can interact with them), and the holes in the ground are a bit hard to jump (even with the lights on); I found myself more often dying to them than being able to interact with the other things. Having said that, the sound design makes it great to move even in the dark, and the models and lighting are great. Good job! |
| Aug 7 22:48:00 | 24h 47m | Soulviver | ♥ 1 | I like it! There's a bit of a bug where you get stuck whenever you hit a wall. That being said, those SFX are lovely, and the running animation is pretty good. Great job! |
| Aug 7 23:26:52 | 38m 52s | Fuse Cell | ♥ 2 | Beautiful! The music is great; it has a great composition and instrumentation giving it a bit of a "sky military" feeling, I felt it needed a bit extra "Oomph", though I'm not exactly sure what (something with EQ maybe?). The SFX are nice, and the graphics are charming (it's really impressive the amount of polish you managed to give them). The boss is really well though through; its bullet patterns, its phases, its art, and the fact it throws things you can use to recharge. Design-wise, the recharging mechanic is fun and interesting (I love how the grabbing works!). I felt it was a bit hard to concentrate on both dodging and getting the max charges, especially at the boss where both activities were vital. Maybe a "countdown"-ish sound effect (like the start of racing games "red red green!") could help with that; you would focus visually on dodging and auditively on charging (Human hearing is great at timing, especially when it comes to counting; when you count the numbers naturally fall at an even rythm). As a bullet hell enthusiast, this game is a great joy, especially for the lovely art (the frogs are cute, and the boss is pretty cool and unique), and found the grabbing mechanic a great fit for the genre and the theme, as well as being super fun. It shows there was a lot of effort put into this, great job! Edit: Btw I'm happy to share ideas and tricks on bullet patterns if you're interested |
| Aug 8 08:22:44 | 8h 55m | Quad and Cycl | ♥ 2 | Hi! This is a solid idea, hopefully you can iron out those bugs. Btw it works on Linux with wine (most Unity games seem to work). Artwise; It's usually best to have the assets consistent in style (in this case, level of detail). For example, the background, the power supply and the characters all have a different "detail density". *Having said that*, each asset is individually very good, especially the background and those character animations! Code-wise and design-wise, you probably already know the bugs (_cough_ infinite jumps _cough_). You'd also might want a "connect to power" button, for example in the water level, when square reaches its power socket you're pressing "right", which then makes circle walk into the water : / It would also be great to have a camera transition from one robot to the other instead of an instant jump. A trick I like to use is to have each frame something like ``` camera.x = target.x + (camera.x - target.x) * 0.9 ``` Where target is where I want the camera to be. It gives it a bit of a "lag-behind" feeling, but makes it so that target can jump around with the camera quickly following. The 0.9 can be changed for anything below 1 (and above 0), the closer to 1 the slower the camera. *Having said that*, the levels and the way they're put into the game is really well done; the "coloured blocks" mechanic is well implemented and gives a great tool to the level designer, who used it well. Finally, it's a really nice tune you've got there @random-storykeeper ! I love the chiptune sound, and the pizzicato was a great addition. It shows there was a lot of effort put into this, great job everyone! |
| Aug 8 10:38:00 | 2h 15m | Low Battery | ♥ 1 | Awesome puzzle game! The puzzles are quite well designed, and the overall game is polished enough to make the game work seamlessly. The simple art is very nice, but the way it is animated makes it shine. Great SFX which combine nicely with the music. |
| Aug 8 11:01:59 | 23m 59s | Crystal Menace | ♥ 1 | The powergrid works superbly, and the TD mechanics are superb. As other people mentioned, it seems to crash from time to time. |
| Aug 8 11:36:20 | 34m 21s | Power Earth Saver | ♥ 1 | It's great to see more bullet hell games! Also that fantasy console looks interesting, it's great you're representing it. Game-design wise, Since you want to focus at all times on dodging, you can't really look to the right to see what is being charged. You might use a different SFX for each charging selection so that you know what you've selected from the sound alone, that or showing briefly what you selected right next to the player character. The shields appearing right around to the player are brilliant in that respect. Also, since the player can only move in the x-axis, diagonal bullets are a bit... annoying. You could make bullets that move diagonally towards the player but once they get close they fall pretty much vertically to balance that. Now that I think of it, giving the player a diagonal shot might be a good idea to make different shot types. Having said that, the overall feel of the game, art-wise and music-wise, is very consistent, and it is very fun to play. Great job! |