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Feedback comments for LD39
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| Timestamp | Since previous | Game | M-1's comment | |
|---|---|---|---|---|
| Jul 31 20:02:53 | Running Out of Power | ♥ 0 | I lasted just 1:34.98. I guess I'm not good at resource management... It could use some polishing but the game is fun. It reminds me of tower defense games, just without towers ๐. | |
| Jul 31 20:36:07 | 33m 14s | Turrets Turrets | ♥ 1 | Nice tower defense game with a twist. Upgrades that also downgrade other properties are an interesting addition, which makes it more challenging. (I got score 574.) Just two nitpicks: - The UI panels could be smaller to make more space for the game view. - When there are more targets, the **closest to the finish** should be selected as shooting target. (I noticed once that a turret chose another target, probably because it saw it first and locked-in on it...) Great work! |
| Jul 31 20:56:15 | 20m 08s | Power Tripping: Keeping It Cool | ♥ 0 | > Oh no, I spoiled too much food! At least I was cool for 6 hours and 42 minutes! A+ REFRIGERATING LIKE A BOSS! ๐ Nice one, probably the most humorous LD39 game I played so far! |
| Jul 31 21:31:27 | 35m 12s | Drain | ♥ 0 | Wow. |
| Jul 31 23:08:18 | 1h 36m | Character Building | ♥ 1 | It's funny that all outcomes of my decisions are negative in some way. I managed to lose my children and my wife. At least I became a cat person... |
| Aug 2 08:40:43 | 33h 32m | The King's Saviour | ♥ 0 | I can't help myself. The exploding bats reminded me of Charlie the Unicorn ๐. Lowering the difficulty just a bit (maybe just increasing the time limit or the number of lives) would be nice. Great work! |
| Aug 2 08:59:10 | 18m 27s | The Last Ship | ♥ 1 | There are some things that can be improved (low cursor visibility, text on Controls screen is hard to read, intercom text out of screen and WebGL performance) but I really like the graphics, especially the bullet trails. Overall the game looks polished and is fun to play. |
| Aug 2 09:30:10 | 31m 00s | A Growing City | ♥ 1 | Interesting, I also put all power sources next to each other and was wondering why they break so often. I was too busy repairing them and didn't monitor the city so I was surprised by the end screen "out of nowhere". It would be nice if the city was visible in the background of the end screen. The WebGL version worked fine on macOS + Safari after switching to fullscreen, only the FPS dropped whenever multiple particle-emiting nuclear plants were on screen. Nicely done! |
| Aug 3 19:03:32 | 33h 33m | Powerless | ♥ 1 | I lasted 269 years, which is more than I expect to live, so I think won the game. ๐ I like the concept and the minimalist graphics. The game is well polished and the rules complexity is just perfect - they are not trivial, but simple, easy to learn and also very intuitive, which allows this game to be played *casually*. In my opinion this game is perfectly suited tablets (after figuring out how to solve scrolling). Byla rudรก barva radikรกlลฏ zvolenรก nรกhodou? ๐ |
| Aug 4 13:49:13 | 18h 45m | Junk Drawer | ♥ 1 | Nice sandbox and simulator. It reminds me of this: https://www.youtube.com/watch?v=214rZ1SWewg ๐ The physics could be tweaked - i tried putting ~5 items in the drawer and it started moving around on the yellow surface. When I picked up a battery from the drawer, everything catapulted far away from the playing area. It was a hilarious ending. :) The WebGL build seems to have lighting issues (at least on macOS + Safari): when there are many light sources, strange rectangles appear on the yellow surface. (Maybe just graphics quality settings could be tweaked.) screenshot Everything else is great. Thanks for making and sharing it! |
| Aug 4 21:16:21 | 7h 27m | Powershuttle | ♥ 1 | Nice Asteroids-esque game. The controls feel good for me, the *mouse-look-at* is interesting and easy to use (I tested it on a tablet with a pen). The difficulty increases rather quickly - I started having issues at level 5. The main problem I had was that I was so busy avoiding bullets and shooting enemies I stopped paying attention to my energy and Energypack collection. Adding a visual/audio warning about low energy would help. Nice choice of fitting music and simple SFX. |
| Aug 4 21:20:32 | 4m 11s | Power Defense! | ♥ 1 | Who would have thought that "just pressing two buttons" would be so difficult... The game is fun and I had a good run. ๐ More upgrades and a score counter would be nice additions. |
| Aug 4 21:55:05 | 34m 33s | Back Home | ♥ 1 | It was a bit difficult to keep the squirrel stabilized and flying in the right direction, not crashing into the islands, but after ~5 minutes I got used to the controls. The only little thing I noticed was not perfect was the abrupt music transition when switching scenes. Cross-fading the tracks might be nice. The game is a wonderful piece of art with an incredibly peaceful atmosphere. Congratulations, well done! |
| Aug 4 22:26:43 | 31m 38s | Outside | ♥ 1 | I love the word-play on *Inside* and the atmosphere of the game created by its visuals, subtle animations and SFX. The lighting and post-processing and camera tweening really impact the overall feel of the game. I had to restart the game once to be able to activate one switch (I think I broke it somehow). Otherwise the most difficult part was the timing of jumps. (I am quite bad at platform games and I don't think the game reached 60 FPS on my computer so let's blame it on that. ๐) It is so nice I can't believe this is a Compo game. Well done! |
| Aug 5 14:15:07 | 15h 48m | Gem Diver | ♥ 1 | Random ideas after playing: - The intro text should stay visible for longer amount of time (or be shown until a key is pressed). - Music is nice and simple, but feels repetitive after some time. Making it a bit longer and making slight changes in the melody in each level or adding more voices with each collected gem would be nice. - The yellow level was the only level I found difficult. - Fish in the blue level were glitching when they touched a bubble. - Collision could be improved by making the player's collider smaller (or pixel-perfect) - It felt like I hit obstacles that were still many pixels away. - Sometimes I wasn't sure which objects were "active"/obstacles and which were just in the background until I hit them. - Hitting a vertical wall caused the player to "glitch-climb" it, which was strange. - Being able to speed up the diving would make re-playing a level more fun and would add a new strategy to avoid an enemy. The game could be more polished, but the level themes are chosen nicely and I like the overall simplicity of the game. |
| Aug 5 14:58:06 | 42m 59s | No Sorcerer's Sky | ♥ 1 | Nice audio and game concept. At first I couldn't figure out where to get the violet gems needed to build a shield or solar panel. After upgrading the hangar it was obvious. Interesting game. I would appreciate having a bit more details on how trading works and time counter to be able to see how I did... |
| Aug 5 15:25:00 | 26m 54s | A dark time | ♥ 0 | The game is actually pretty difficult. I don't know how many times a zobmie killed me... It may be better if zombies moved more slowly so I actually start running out of energy. Or it could have been caused by the Web version... The concept and graphics are nice and make me feel the uniquely dark mood. Well done. (If the audio was not made during LD, you might want to opt out from the Audio category.) |
| Aug 5 16:24:43 | 59m 43s | Unlit | ♥ 0 | Nice visuals, audio and game name. ๐ The game could be easier to play by making the checkpoints more dense and making the spikes deadly only when standing/falling on them (not running into them when they are already out). But this way it is more challenging. Jolly good game! |
| Aug 22 08:56:14 | 400h 31m | ODISSEUS | ♥ 1 | At first the difficulty was rather high, but after some time I got used to the controls... I didn't manage to make it to the dinner though. I liked the "Achilles and the tortoise"-style of drill movement. Finding the best strategy movement/collection was fun. Ideas: - The dialogs could be displayed for a bit longer. - It was tempting to go to the farthest planet i could reach (and dying almost immediately). Nice references. It is great you made all the mini-games in the Compo timeframe! |
| Aug 22 09:26:27 | 30m 13s | Rocket Rescue | ♥ 0 | Nice and challenging game. The player character could be lighter to increase the playability. I didn't note my score because the Game Over screen was too fast, but I think I died at the end of 4th level. I thought the end-level-box-with-something-yellow-in-it was an enemy and tried to destroy it. Even after I touched it, I thought it was killing me (I was losing energy and I couldn't move, which I thought was a glitch) and was surprised I appeared in a different level afterwards. After a while I noticed the score was increasing and I finally understood... A level counter or a more "positive" SFX when touching it would help. The enemy sprites are cute. I appreciate that level-restarts do not re-spawn enemies. The laser power consumption could be higher to reduce its unnecessary usage. Also the bombs could be per-game, not per-level, but the game is already challenging. ๐ Nice entry, especially for a Compo! |
| Aug 22 12:41:11 | 3h 14m | Robot Kernel PaniK | ♥ 1 | Notes: - When I started the game, I was a bit lost. I understood the instructions but didn't really know what to do until I knew what robots, solar panels, terminals, etc. look like. It took me a minute to discover what is what and how to interact with it. It might be helpful to create a "30-second GIF" of "commented gameplay" (subtitles?) showing how to play the game. I know you already wrote the important information in the main post, but a video is better. ๐ - Moving between sectors could be done with arrow keys (or the currently visible sector could be highlighted in the floating console window for easier navigation). - Enabling full-screen mode would help, especially on small, high-resolutoin screens. - The console window was taking a lot of precious space and seemed to react to clicks even when closed. I think it would help the GUI to get rid of the window after showing the instructions to the player and to put the gauges (+ upgrade button) "somewhere in the corner"... Nice take on a strategy game with an interesting visual style and animations. Well done! |
| Aug 22 13:01:13 | 20m 02s | Lights Escape | ♥ 0 | Nice player animation and visual style. Keeping the enemies visible while fading-out the platforms and obstacles looks great. As I'm not a professional platformer so I could finish only half of the levels. Btw. does the level 10 even have a solution? ๐ Designing 10 levels in Compo is impressive. Great work! |