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Feedback comments for LD39
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| Timestamp | Since previous | Game | David Allen's comment | |
|---|---|---|---|---|
| Aug 1 19:41:22 | Lost in Space | ♥ 1 | Definitely a good start. The game could use some more feedback such as when you take damage or are out of power. And to elaborate on the other comments about movement, I think you were trying to go for asteroids-esque movement where you drift a little bit after releasing the key? The trick to making that feel good is to add acceleration and deceleration at the beginning and the end of movement respectively to make the inertia believable. | |
| Aug 7 20:43:05 | 145h 01m | Fade | ♥ 0 | Really nice game. The film grain and snowfalling effects were very awesome, especially paired with the melancholy guitar. I did find a bug where you can mash click to rapid-fire the shooting, which definitely diminished the tension for me. |
| Aug 7 20:48:18 | 5m 13s | Demon's Katana | ♥ 0 | May have just been my setup, but I thought there was some input lag? Otherwise, a simple but well polished submission. |
| Aug 10 00:41:46 | 51h 53m | Light It Up | ♥ 1 | I thought the simple mechanic of jumping on enemies was rather fun, although, the control of the character doesn't feel great. Only other complaint is that the sound effects were really grating. Nice job as a solo first-time submission, definitely. |
| Aug 10 00:46:03 | 4m 17s | [Web] Apocalyptic Gamer | ♥ 0 | I really liked this game! Definitely one of my favorites. The puzzle mechanic is really simple but effective. And, I definitely tried maximizing the life of my GBA by doing stuff like this, back in the day. The only thing that makes me sad about the game is that eventually just turns into a game of memorization, rather than one of resource management. I'm not entirely sure how you'd fix that, but I'd love to see you try. |
| Aug 10 00:52:32 | 6m 29s | Meltdown | ♥ 3 | This would make a super sick VR game, maybe where the buttons are all around you, and you have to frantically spin around to find the right one. Definitely a simple but effective mechanic to give nerve-wracking gameplay. Nice job. |
| Aug 10 00:57:29 | 4m 57s | Zest & Goop | ♥ 1 | Awesome foil of the tower defense formula. Causes the player to juggle priorities rather than just expanding. Really great art (love the palette). Definitely something that could be expanded to a full game. |
| Aug 10 01:06:31 | 9m 02s | Everust | ♥ 1 | Super super cool game. I absolutely love the aesthetic and sound design. The world feels vast and abstract. This might be my favorite of the jam so far. |
| Aug 10 01:17:19 | 10m 48s | Polarized | ♥ 0 | Cute game but oh man, the level design is so good. The playful trial-and-error process of figuring out how new mechanics work together is so delightful. Really liked it. |
| Aug 13 02:50:47 | 73h 33m | PLASMAGUN! | ♥ 1 | Awesome work. I love the level of polish and juice (screen shakes, strobing tiles, dramatic zooms on the window). Definitely a good foundation for something you could add some sort of progression to and release in full. I don't know what the game dev equivalent of having a 'good eye' is, but you got it 😄 |
| Aug 13 19:53:37 | 17h 02m | Televised Intelligence Manager (TIM) | ♥ 0 | Really liked this game. The humor was really effective for how potentially volatile the premise is. As in, 'socially awkward AI with a stutter' could have been really annoying, but you made it work with convincing voice acting. If you had more time, fleshing out the VO triggers so that they don't stop prematurely would really add to your game. Darren Korb (composer/sound designer of Bastion/Transistor) has a GDC talk about how they set up a VO priority system for Bastion's narration. Definitely out of scope for a compo, but something cool you could add in later. Great job! 😄 |