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Feedback comments for LD39
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| Timestamp | Since previous | Game | drprettypatty's comment | |
|---|---|---|---|---|
| Jul 31 03:42:48 | Run Ning out of Power, Montana | ♥ 1 | xpost from itch: Scored 280, nice work! The music works really well with the pace of the game, and it helped me keep up a higher rate of fire. I loved the little details in the animations, and seeing Mr. Ning's henchmen pile up after a BFG run was great. IMHO it's a little on the easy side, and my only complaint is that it didn't have this sound in it :P http://www.wolfensteingoodies.com/archives/olddoom/sounds/dspodth1.wav Wouldn't want to be a street cleaner in Power, Montana. | |
| Aug 1 01:38:32 | 21h 55m | Ready, HANDHELD! | ♥ 0 | I especially liked the music, it fits well and the way it reacts to the power level of the Handheld. You weren't kidding, the gameplay is hard-- I think it could be improved with tighter controls, but playing it enough gives you a feel for when the jump happens. The take on the theme was a clever idea, it actually made me relive the feeling of when I was a kid and racing my Gameboy's battery life. It was cool how you made my motivation for forward progress vs. finding a battery change based on the amount of power left in the battery. Nice work! |
| Aug 1 01:57:43 | 19m 11s | Lightswitch | ♥ 1 | This was pretty unsettling, tense, and punishing-- the music and odd arrangements of items definitely set the mood for me, and I found myself rushing around to find the keys and lightswitches as fast as possible. I would have liked it if the keys had some kind of pickup effect, like the switches-- I was confused in the first room the first time and wasted a good chunk of the power I had left, and wasted some time on the next run too when I didn't realize there were multiple keys and went back and forth trying to pick it up again. Regardless, making something functional in 48 hours is a feat, so keep it up! |
| Aug 1 02:25:12 | 27m 29s | Defend Home: Mars | ♥ 1 | The textures and graphics looked really clean and slick, and I appreciated the details like the gunshot pitch changing, smooth-as-butter movement, and tactful use of materials. I thought the sensitivity was a bit high (in the web player), but it was easy to work around by using strafing for fine-tuning shots. All in all, it's a solid, polished, complete entry, which means you managed scope very well (not easy!). Great work! |
| Aug 1 02:39:20 | 14m 08s | Dear Leader's Love Powered Peace Bomb | ♥ 1 | Lmao, this had me cracking up all the way until "Didn't have time to animate America exploring... Oopsies". It's been years since I've touched Gamemaker, but is it possible to export without the installer? Regardless, I was especially impressed by the music and sfx, and the game was challenging and engaging enough to keep me interested until I beat it. Fantastic work comrade, keep it up! |
| Aug 1 05:14:46 | 2h 35m | Night Driver | ♥ 3 | Beautiful! The controls and feel are really solid, and the graphics & sound are perfect. It looks like what we were attempting to do in the GMTK jam a few weeks ago (https://zre.itch.io/turbo-phoenix-overdrive if you're interested). I don't have much to constructively criticize-- I guess the theme probably could have been explored with more depth, since I never really felt in danger of running out of power and the challenge of the game came from avoiding the walls/other cars rather than staying charged up. Maybe the city itself could darken on a longer straightaway, making it harder to see until you charge up? Glad to see you guys are planning on continuing work on it :) |
| Aug 3 01:08:32 | 43h 53m | B1NMAN_ROFP | ♥ 1 | Made it to wave 6! Nice work, the graphics were beautiful and I thought the mechanics were layered and interesting. I wasn't a fan of the window moving, but I am glad that you tried it out-- that's what Ludum Dare is for! Congrats on your first LD, keep it up! |
| Aug 3 01:28:40 | 20m 08s | Tiny Explorer | ♥ 1 | Very relaxing and I needed that, so thank you :) I had no issues making it through on my first try, and there were a couple of surprisingly tense moments when I came up on one of the holes or started sliding down a steeper decline. I also appreciated the nice 3D intro menu, general smoothness, nighttime transition, and soundtrack. I'll corroborate the opinion on the odd bouncing at the edges of polygons, and more of a focus on exploration would have been nice. I enjoyed the experience overall though, so nice work! |
| Aug 19 19:25:32 | 401h 56m | Mr Mayor's Energy Crisis | ♥ 1 | I don't have much to say that hasn't already been said-- It was hard, and I would not want to be that mayor, ha. I think you accomplished the goal of prioritizing the "journey", rather than the destination/endgame. I enjoyed the gameplay after getting the hang of it, and the graphical touches were a very nice way to give actions some feeling of impact, rather than just managing sliders and numbers. Nice work. |
| Aug 19 19:36:19 | 10m 47s | Ardis Mobile Mission | ♥ 1 | Fantastic art, I am definitely a little nostalgic for the Flash-era style! I played through the compo version a few times and discovered some of the answers, but couldn't figure out how to recharge the battery. Regardless, I love the idea of a time-bound mobile phone detective adventure :) It reminds me a little bit of Her Story, where you need to piece together what happened after the fact. Nice work! |
| Aug 19 19:52:01 | 15m 42s | Windup | ♥ 1 | I think your strategy of spending the first day fine-tuning the feel of the character and the second adding content worked out really well! I played with a controller, and I thought the camera controls were fine if a little slow, despite what others were saying. There was an impressive range of powerups and content for two days of work. I heard the winding-down noise over time, but I wasn't sure what would happen if I didn't pick up any cranks, if anything. I also accidentally skipped the tutorial area, but it wasn't difficult to learn the mechanics. The battery, crank, and spring are very clear signals of what the powerups do :) The graphics are clean and clear, and I was especially pleased by the audio design. Great work! |
| Aug 19 20:15:31 | 23m 30s | Island of Revolution | ♥ 1 | Nice work! I really enjoy this take on the theme. I found it fun to juggle the various things that were happening. I agree with qzqxq's point about the instructions; it was helpful to keep up on a second monitor, but a lot to keep in mind when starting up the game for the first time. It was a little visually unclear at first whether an entity was a unit or an action point (it took me a while to realize that the flags were the military units and not a place-- I took "armed units" in your description to mean police officers loaded out with weapons), but I think that could be fixed by simply making units have a round shape rather than a square. Regardless, I am impressed by the volume of mechanics that you implemented in such a short time, and happy that you made the "Running out of metaphorical power" theme work. Great job! |
| Aug 19 20:40:32 | 25m 01s | SOMETHING IS WRONG. SOMETHING IS WRONG. SOMETHING IS WRONG. | ♥ 1 | SOMETHING IS MOOD SOMETHING IS MOOD SOMETHING IS MOOD this is the SOMETHING IS first ludum dare 39 MOOD SOMETHING IS MOOD game that made me actually feel SOMETHING NULL NULL IS MOOD SOMETHING IS MOOD SOMETHING IS MOOD SOMETHING IS MOOD NULL NULL NULL NULL NULL NULL NULL NULL Fantastic work, I utterly loved it. I think if there were any more gameplay mechanics, it would weaken the experience and distract from the concept. I think Tuomo missed the point-- if anything, I would remove the cube mechanic and make the whole thing one long unbroken path and focus on the player's experience walking through it. The walking sequences made it possible to parse the broken text and fall into the sad, hopeless world that the programs are a part of. Reading the text like that added another layer of uneasiness, which worked really well. Will definitely check in to see what you do next time, well done! |
| Aug 19 21:18:32 | 38m 00s | Power Struggle | ♥ 1 | This was really fun! There was definitely a learning curve, but once we got into the swing of it we had a great time. I think that converting the tutorial text into in-game hints and popups would help reduce the initial curve, and I had the same fullscreen==black screen issue. Overall, I think the game was pretty well-balanced for players at the same skill level. Nice work! Edit: Played on a PC with a GTX 760 running Windows 10, if that helps for debugging. |
| Aug 19 21:34:42 | 16m 10s | Noane's walk | ♥ 1 | First walk: 8.5k then crashed. Second walk: 10.5k then crashed. In my mind, it's a feature and not a bug-- Noanne tripped and crashed, and who could predict when that would happen! To add to the others' comments about the funniness of this game, it's hilarious that she nonchalantly bounds about 200m with each step. Must be the technique where she walks with the same arm and leg moving forward :P Nice work! |
| Aug 19 21:48:14 | 13m 32s | Power Run | ♥ 0 | Nice job, this is a complete and graphically polished game. I thought it was pretty unfair, until I re-read the controls to find out that you could hit W to boost :P I think the turns could be a little more forgiving. Other than that, the graphics looked nice and the game fit the theme well, so nice work! |
| Aug 19 22:03:55 | 15m 41s | Escape Velocity | ♥ 1 | Nice work! It looks like we had a similar concept, trying to keep a powerless ship afloat. I managed to beat it on my first try (without the jetpack, because I skimmed the instructions a little too quickly), and felt like I was getting better at rotating through the batteries (2 on bottom, one up top) as I progressed. The graphics were beautiful. The controls felt pretty clunky, although I'm sure it's hard to make collisions feel right when the environment is rotating. Congrats on finishing a full game on your first LD! That alone is an accomplishment, and you topped that. |
| Aug 19 22:15:41 | 11m 46s | Surge - LD39 | ♥ 1 | This game is smooth as butter. I really liked the old-school room scrolling and teaching though level design, in combination those concepts worked really well. I also got stuck on that skull with the block. I managed to kill it once, but I didn't realize that the missiles were homing. I think the room before threw me off, when I hit the missiles to try to kill the launcher they seemed to go in the general direction I hit them, so I figured I had to somehow precisely aim them. Overall, I thought it was well designed and the graphics were very pleasing. Nice work! |
| Aug 19 22:25:49 | 10m 08s | Shipbuilder | ♥ 0 | Nice idea-- I really like the idea of building a space ship and flying it, although it would have been nice if there were some gameplay effects involved with how you draw the ship (maybe limiting the colors and using the proportions to affect speed, fire rate, etc?). I didn't see the theme, but I also consider the theme optional :) Nice work! |
| Aug 19 22:37:24 | 11m 35s | Dorgus Needs Power! | ♥ 1 | Nice job! Had a hard time beating my initial score of 10000, which I achieved by immediately feeding all the batteries :P The graphics were great, the sound worked well, and it was juicy. I agree with the others' comments about the battery disappear speed, I think it was too quick. Lots of fun though, and the character design was fantastic :) |