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Feedback comments for LD39
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| Timestamp | Since previous | Game | dalbinblue's comment | |
|---|---|---|---|---|
| Jul 31 11:14:12 | Space Robot on a Space Ship | ♥ 1 | You weren't kidding when you mentioned difficult controls! Getting my head around that some of the controls had to be toggled on and off while some didn't, as well as the thrust being in an odd location made playing this difficult, especially with the initial area being so tight. The fact that I kept needing to move my hands around the keyboard to play the space shooter part of the game made it pretty slow going. I would suggest your movement controls be set up on WASD and no necessarily need to turn them on (just have using them expend energy) then you'd only have to worry about shields and shot for most of the game (besides upgrading the ship). Other than that, the sound that was there was appropriate, and the graphics were good, though the glyphs on the ship were difficult to determine what they meant until you upgraded one and read the name from the event log. | |
| Jul 31 11:28:20 | 14m 08s | D34TH | ♥ 2 | Made to the boss in level 3 a few times. I enjoyed the game but did get frustrated at how much work it took to get to the boss only to be one shot killed by it despite having a ton of life left. I think it would be a bit less frustrating with a checkpoint for getting to the boss (or even simpler, make the boss it's own level). Very challenging games can be okay so long as the retry loop is tight, but in this case you have a longer level with a lot of timed jumps to repeat to get to the boss and after a while that can get frustrating. |
| Jul 31 11:49:32 | 21m 12s | Feed the Machine | ♥ 1 | Congratulations on your first entry! After a couple of plays my score was 424 (note that the score seems to keep ticking up after game over). Nice solid simple game. The first few tries I got a game over quickly because of overcharge, until I learned not to use the bonus until after a few charges, but after that I understood the strategy. Good game! |
| Jul 31 11:54:23 | 4m 51s | Jumping Jehosaphat | ♥ 1 | I also received a crash. The error log file is as follows: ``` Game DLL requesting 128.00 mb of memory main: app path: C:\Users\dalbi\Downloads\Ludum Dare\LD39_JumpingJehosaphat\JumpingJehosaphat main: user path: C:\Users\dalbi\Downloads\Ludum Dare\LD39_JumpingJehosaphat\JumpingJehosaphat main: initializing 128.00 mb of memory OpenGL: creating DC OpenGL: setting pixel format OpenGL: creating OpenGL context OpenGL: setting context to current OpenGL: Vsync: false OpenGL: setting viewport Could not compile shader: 35633 Reason: ERROR: 0:12: 'output' : reserved word ERROR: 0:12: 'output' : syntax error syntax error OpenGL: Unable to compile vertex shader. Failed vertex shader: #version 330 core layout (location = 0) in vec3 _ztvv_position; layout (location = 1) in vec2 _ztvv_uv; layout (location = 2) in vec3 _ztvv_normal; layout (location = 3) in vec4 _ztvv_color; out PixelInput { vec4 position; vec4 color; } output; uniform mat4 model; uniform mat4 projection; uniform mat4 view; void main() { gl_Position = projection * view * model * vec4(_ztvv_position, 1.0); output.color = _ztvv_color; } Failed fragment shader: #version 330 core out vec4 _ztfs_frag_color; in PixelInput { vec4 position; vec4 color; } input; void main() { _ztfs_frag_color = input.color; } Unable to compile OpenGL shader program main: Failed to load default shader: shader-solid ``` |
| Jul 31 12:36:09 | 41m 46s | Clear the River! | ♥ 3 | Nicely done for your first LD entry and for only coding for a few weeks! The game is perfectly solid from a gameplay aspect. Recharging was a little odd, some times when I stood on the generator it filled quickly, other times if felt like it wasn't recharging at all. The sound is great and the graphics work too. Good job overall. |
| Jul 31 22:24:13 | 9h 48m | SpaceDrain | ♥ 2 | The game has a very nice arcade style to it, and while minimalist, even the two note "song" in game works really nicely given the aesthetic. The game does end quickly (or I'm bad), but what I would recommend if you choose to continue developing this, is to add some "set piece" enemy patterns that can be used for big recharges to perpetuate the game longer. Also note, my high score was 3040. |
| Jul 31 22:49:39 | 25m 26s | Out of Power | ♥ 1 | Congratulations on your first entry! This is quite program to destroy a keyboard (I was tempted to record the sound I was making hitting the key as fast as possible and upload it for your listening pleasure). The game as has been said is pretty limited which is fine from a first attempt aspect, as getting anything is a huge accomplishment, so I'd say take away the areas that slowed you down and turned this from a Compo entry to a Jam entry, and work on that in between now and the next competition and work on improving that. |
| Aug 1 01:08:06 | 2h 18m | Luvius | ♥ 1 | Disclaimer before you read this; I played with headphones first, and had no luck, but could here things better with regular stereo speakers. After a lot of trial and error I started to get a handle on the mechanics and was able to get to level 4. The best I could gather from the game play was that I had to figure out what door the sound was coming from and not go in that door. This seemed simple enough and I got far solely on that information. A few games in, I realized there was a flashlight that I can use (I'm guessing I was good at hitting the door the first time). Again I thought this was a limited resource to find doors as you get later on and thought that was it. Then I read the comments and saw comments about the speed at which the enemy was coming and comments about the graphics being great (which not to offend, but so far all that I had seen was a static scene which while not badly drawn wasn't particularly special). All this leads me to believe I'm missing something about this game. I don't know if I'm not, but it gives me an uneasy feeling that even by level 4, I wasn't sure I knew what I was doing. So, given this, the biggest issue is that the game doesn't do a good job explaining itself. I know there is a "How To Play" section, but I didn't gleam a lot of information from it ("Click on the door you think is safe" is too obtuse if the game doesn't teach you what is safe). I'm not suggesting that you spell everything out, as that would kill the mood, but you need a way to teach the user the language of the game in a lower risk environment. A quick way would be to really telegraph the audio at the beginning, and slowly obscuring the audio in a logical manner, or using specific sounds relevant to the scene that help clue you in as to what is happening (knock over a vase, or closing a window to block out the outdoor sounds) or using the same things to manipulate the scene. Also as a note the audio direction is great, and you should focus on explaining what is going on through audio to keep the mood consistent. I'd go so far as to narrate the story rather than have the user read it. |
| Aug 1 01:35:59 | 27m 53s | Smash ball | ♥ 1 | Final score 660602. Entire screen was ball, entire life is ball. BALL. As a serious note, this feels like a physic engine test more than a game, but that's not a bad thing. This is the kinda thing you get a few people together and just laugh and go nuts as the game get gets more ridiculous. You've also gotten a good base for a collection of games, with minimal extra work you can make a ton of great games that can be strung together in one cohesive unit based on smashing things with a ball. Two player combat, time trials, single shot high score runs, attack and defend specific buildings. Small variations can make a great party game. I did have a lot of fun until of course the entire screen was filled by ball. |
| Aug 1 01:57:34 | 21m 35s | The attack of Dr.Evil | ♥ 1 | Congratulations on your first game! It's always great to see new people try out good ideas. As a quick note the instructions are wrong, at least for my keyboard (US), left is A not W. That was a bit confusing, but a quick description edit can correct that. The music and graphics are great, but since you opted out of them, I'm guessing they weren't made specifically for this game. The game play is good but schizophrenic; specifically it feels like I'm playing to games simultaneously, the math game and the collection game. Both feel like kids game (not a bad thing, it does feel at least slightly educational), but together it is confusing who your intended audience is. It might be worth rethinking how to combine the two ideas in a bit more cohesive manner. Perhaps putting the numbers on pipes and having to catch the right thing and put it in the bin to select the answer or something similar. Additionally, something is not resetting from game to game, as subsequent restarts are faster to the point that the game will give an instant game over after a while. Additionally there are times where both match answers spawn in the same vertical column making it impossible to hit the correct option in a few cases. |
| Aug 1 02:17:54 | 20m 20s | Energy Dash | ♥ 3 | First off there is a bug where the music can play multiple copies after restarting the game. I played about 7 times in testing with a restart and by then the music was getting painful. The game is fun and both the graphics and sound design are excellent. The flying enemies are very hard to dodge. I would suggest making more forgiving hit boxes. Also I would like to see some more variety as the game, despite how short a round is, I think some additional variations being brought after a few planet recharges would make things interesting. Then again it could be that I'm bad and didn't see any more content. The longest I lasted was 3 minutes. |
| Aug 1 02:57:08 | 39m 14s | Lost Light | ♥ 2 | Beautiful sound and graphics, and you did a very good job teaching me how to play. The first time I played I hit a game ending bug. I found the room with the security door after only unlocking one security terminal (forgot what it was actually called but they are the blue lightbulb things. I went back up but it put me back in the same room and couldn't leave. Was able to complete the game on the second try. The game is fun and well designed. The biggest suggestion I would give is to extend the size of the window a little bit so that scrolling isn't needed. as I needed to walk to each edge to see if there was a door. Is suppose this wouldn't work in the last room as it is bigger than the other rooms, but for everything else this would be a big help. Finally, the sound was catchy enough that I did actually sing the monitor text boxes along with the music. Good job there. |
| Aug 1 03:09:44 | 12m 36s | Qwik | ♥ 1 | As with others, the link goes to a 404 not found page. I checked your itch.io profile and it says you haven't posted anything so I'm guessing the entry might be saved but not actually published? I'll check back later to see if this has been corrected. |
| Aug 2 00:19:00 | 21h 09m | Crystal Rush | ♥ 1 | So, first off I do like the controls. At first I thought, wait why are actions on the arrow keys, but it's a pretty good way to emulate a gamepad on a keyboard. Also the music while odd initially (at first I thought it might be procedurally generated but then it started to come together, and I like the touch where the soundtrack changes slightly as you enter the caverns. From a critical standpoint, I think I agree with some of the other comments that it is tedious to run back and forth through the same area over and over again. Some back tracking is fine, but having to do it many times gets irritating. There's two ways to solve this. One is to move the start location to a central area so that you have different areas to find with out the same intermediary. Another is to branch early so that you don't need to go through as much of the same area. Finally, reward the player with something that made it easier to back track such as bombs that open a hole you couldn't get through previously, unlocking warps along the way. Finally, I think the implementation of the bats are a bit off. They move quickly often along an axis you can't shoot on and cling in a location you can't always shoot at. If you get more than one on you it can completely drain your life in a few seconds before you can break off and shoot them. Additionally, they sometimes get very fast and bounce off the walls a lot. |
| Aug 2 11:44:56 | 11h 25m | COFFEE & Cube-icles | ♥ 1 | Great concept and use of theme. Even though you bought assets for the game you did make a good choice on aesthetic which helped the overall flow of the game. I did hit a few snags while playing, though. First I did hit a lot of the camera issues others talked about. Additionally at some point I lost the ability to drink coffee. I was standing next to 3 or 4 cups and pressing E did nothing. Are there empty cups in the game? I wasn't sure because all the cups up to that point would disappear once consumed. |
| Aug 4 04:15:31 | 40h 30m | Katie Kills Zombies | ♥ 1 | First off the graphics look great in this and you've got some good humor; I unfortunately couldn't read through all the text as sometimes it would flyby too fast (it would advance multiple times on a single click if I wasn't very fast), but what I did catch was good. I also liked now the enemies advanced like they were puppets. It was a funny gesture that helped the aesthetic of humor. I was a little sad that there didn't seem to be any audio. I did see a comment above that there wasn't enough audio, so I'm wondering if the build I played was broken (I played on the web). Additionally, it took a lot of getting used to the position of where the lightning bolt would come from since when you turned around wasn't in the same position. Moving the place where the lightning came from closer to center would help prevent this confusion. Additionally, for most of the game, spamming the sweeping lightning bolt would complete the level with ease. Level 8 and 9 required a different strategy and were a lot more interesting. I'm not sure the best way to prevent people from sticking with this strategy (possibly enemies immune to that type of lightning) but it's worth considering who to encourage experimentation on different strategies instead of going for a boring but effective one. Also as a note to your previous comments on getting an official notice, this is a community judged and reviewed competition; there won't be any official notice other than your peers. While you are free and encouraged to continue developing your game after the competition and link the post-competition version here, you need to keep the original version playable as that is what you are being judged on. The only changes that you can do that would replace the original version and still be good from the competition are fixing game breaking bugs or minor fixes like spelling errors that have no bearing on the mechanics or aesthetics of the game. |