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Feedback comments for LD39
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| Timestamp | Since previous | Game | minibobbo's comment | |
|---|---|---|---|---|
| Aug 1 03:32:34 | Industria | ♥ 6 | I feel like I was missing something when I was playing this. I would start the game, place a mine on the coal, build a power plant on the ground, but nothing would happen. I could generate coal without any problems by assigning the roles to the guys in the house, but my power plant never seemed to turn the coal into energy. I clicked on the power plant and it would just say "workers?" and I couldn't seem to do anything. I finished every game with 3 energy produced. I liked the idea of extra power making more population, which in turn requires more power. Maybe if the guys were actually on the screen and I could have dragged them around to the different stations to make them produce something? This is a nice start! | |
| Aug 1 03:42:29 | 9m 55s | Forty2Eleven | ♥ 8 | I really liked the feel for this game. At first I was just casually cruising around in my spaceship shooting asteroids and the random bug. But as I got farther NW things got pretty hectic. Balancing the need for shooting things to collect powerups and just moving on to conserve energy made for some tough decisions. Graphics, music and overall feel were good. Well done! A few suggestions: You could make the bars with the power, health and shields a lot smaller. Hitting enemies when they were in the lower left was really difficult. I wasn't sure how I would get missiles sometimes and then have them disappear. Maybe a counter that says how many are left? A little number by the crosshairs would be easy to see and not visually distracting, since I was looking there anyway. Bugs: A couple of times my controls froze up. Not sure what happened or why they came back, but once was in the middle of a big fight. |
| Aug 1 03:54:22 | 11m 53s | Pickup all the power! | ♥ 3 | This was a fun little puzzle game! At first it was easy, but when you get to the large central area with the connecting rooms it got difficult! Relaxing music and the sound effects fit the whole vibe. Suggestions: Change the sprite scaling to nearest neighbor (or whatever the Unity equivalent is) so the sprites keep a crisp look close up. Bob looks a little blurry 😄 I think it might be even more challenging if you were to allow Bob to walk over arrows that weren't facing him and put some obstacles in the rooms. Bugs: I was through about 5 or 6 rooms in the large area. I hit P to zoom out and plan my route, and instead of zooming it made all the energy in the level disappear and wouldn't let Bob walk anymore. I lost all my progress. 😬 |
| Aug 1 04:10:20 | 15m 58s | FIZZLE | ♥ 3 | Very nice! Felt extremely playable and polished. The music was a nice fit and the sound fx worked well. I enjoyed hearing the little beep that meant I hit one of the panels. I had a couple close calls with dashes back to the central area to stock back up on power before running out. Well done! Suggestions: The game felt a little dark. I spent a lot of time trying to move around boxes onto panels that I couldn't see. Maybe make the gravity beam also light up the area? That way you choose if you want to trade the power usage for the extra light. Bugs: You could fire the gravity beam way off the screen by clicking outside the window. Was this intentional? I was able to move some things around that I really had no chance of seeing or knowing what they did. |
| Aug 1 04:27:31 | 17m 11s | Game of Cows | ♥ 1 | Nice work! It took a few days to get used to, but after that it flowed smoothly. Was there music, or just sound effects? My cow was the major money maker for me. I apparently suck at farming. No special TVs for me! Suggestions: I didn't understand for a little while that I had to drag cards to the board to plant them. Maybe make that more clear? Bugs: If you click on your resources (or anywhere on the HUD that isn't a button) it tries to move you there. This is a really small thing, but it would feel cleaner if clicks on the HUD were ignored. |
| Aug 1 04:46:22 | 18m 51s | Cute Chute | ♥ 1 | This was awesome! Second playthrough I "beat" it. The first I jumped down the hole... Graphics, music and the dialog were spot on. Nicely done! Normally I try to leave suggestions and bugs I found, but I didn't find any bugs and can't come up with any suggestions... 👏 |
| Aug 2 03:19:49 | 22h 33m | MoonBall | ♥ 1 | I liked the concept and all the audio work. The sound and music really fit a relaxing mood and I really liked it. It took a couple of times through the levels to figure out the order that things had to be done in. Suggestions: I think that the character could have been a lot smaller and the levels larger. It would have been cool to be able to see where I was trying to get to (the glowing orbs) but not the route that I would have to take to get there. Bugs: On the second area I jumped down. I had no way to climb back up and couldn't get anything, so I just had to wait for time to run out. Either a manual reset or a way to jump up through those platforms would have been nice. |
| Aug 2 03:28:45 | 8m 56s | Sip Sip Universe | ♥ 0 | This was a fun experience, although it was brief. I made the Blaster Master and stored it in the Winecellar Between the Worlds. I loved the idea of everyone playing in their own procedurally generated worlds but then all sharing the same wine cellar. It was awesome reading what others had made. This was a very cool experiment. Suggestions: I'm not sure what the black holes in the worlds was, but I think it would have looked better without them. I also would have liked to see the ingredients that went into everyones wines. Maybe with a procedurally generated review from a wine connoisseur. ("Oakey, with a hint of nutmeg", "The darkness of the <noun> really brings out the <adjective> <flavor type>" Bugs: None found. |
| Aug 2 03:36:29 | 7m 44s | Rocket Barrel | ♥ 1 | I really enjoyed the mood that the game conveyed. This reminded me very much of all those Donkey Kong Country levels. I did like those, so this hit some nostalgia points for me. I also liked the plants going by in the background. I made it about 200 (meters? Feet? space units?) before missing a barrel and plummeting back to Earth. Suggestions: The hitboxes seemed a little strange. The were forgiving, but maybe a little too much. Some variation in the barrels would have been nice too. Some that move linear, some that move more quickly, in a circle, quadratic lerp, etc. Bugs: None found. Nice! |
| Aug 2 03:43:02 | 6m 33s | Asteroid Runner | ♥ 1 | Echoing some other comments. Graphics were nice. The background music fit the feel of running through an asteroid field well. Nice work! Suggestions: - Shrink the player size to about half. Right now it was near impossible to navigate through the asteroids because the ship was so long it made turning impossible. - Maybe have the damage you take from crashing into an asteroid scale with how fast you are moving? It would give an extra risk (going fast damages me more if I crash)/ reward (going fast means I waste less energy) Bugs: -I once was boosting forward and turning. Then I hit the brakes to stop my forward momentum and instead it boosted me sideways. |
| Aug 2 03:48:48 | 5m 46s | Lichometer | ♥ 1 | I liked the audio and the feel for how the lich moved around. I lasted 1 minute 4 seconds. I'm not a very good lichometer... 😢 Suggestions: - Let the player shoot sideways. Fighting the mages was frustrating because I had no ability to dodge and shoot them. Firing only in 4 directions made some situations needlessly difficult. - Auto collect souls. Right clicking was tricky and I don't think really added to the game. Bugs: None found. Nice work! |
| Aug 2 04:10:53 | 22m 05s | Saito's Transgression | ♥ 0 | I really enjoyed that experience. The mood and music were incredible. I enjoyed the slow walking because the rest of it was done so nicely. I was very confused at the end though. I think I beat (?) it. I'll be vague so as to not give anything away, but I got past the spikes and talked to the guy, saw the metal thing and moved around for a little bit. Then I clicked the thing and there was a fiery explosion. Then it went back to the red location and the lights turned out, leaving a face that looked sort of like General Zurg from Toy Story 2. https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiR3Kbb1rfVAhXDKiYKHf8pBHgQjRwIBw&url=http%3A%2F%2Fdisney.wikia.com%2Fwiki%2FEmperor_Zurg&psig=AFQjCNGaKnbHLf2s9-_c3dSiOT0aMFunqw&ust=1501733322066779 Suggestions: Did it say you were supposed to click on things? Because I walked all the way right, talked to the guy, then all the way back left twice before figuring out that I had to click on the lever while being near it. Maybe I'm just dense, but knowing what was expected of me at the beginning would have been nice. Bugs: Nothing. Nicely done! |
| Aug 2 16:39:37 | 12h 28m | Energy Dash | ♥ 3 | This was a great entry. Everything played together nicely. I agree with the earlier comments that the background and the music and the overall feel. The music was repetitive but not in a bad way. It just stayed out of your way and let you play. The screen freeze on getting hit is a nice touch also. Suggestions: - Let you fire diagonally and upwards. I feel like the difficulty with the flying enemies should be that they are on a different level than the ground ones and require you to divide your attention and fire. I found they were more frustrating because of the combination of the very high jump speed and the many hits it took to beat them. I think it would still be frantic with the ability to shoot them from the ground, but maybe less frustrating. - Maybe decrease the sprite size so there is a little more room to see and react to enemies? Jumping was always a crap shoot because an enemy could just appear leaving you with very little options. - Some sort of feedback when your shots hit something. Shooting things was fun and felt good, but I think having a little hit animation on the bullet death would have added a lot. Bugs: Nothing. Well done! |
| Aug 2 16:45:57 | 6m 20s | Lights Out | ♥ 2 | This was fun and a great first effort! I enjoyed watching all the random things float through the background. I'm not sure how long it took to add those little touches, but they make the whole experience so much better. Suggestions: - I would have liked to see the camera a little more forgiving. You are always positioned at the bottom of the screen, so when you are climbing up near the ceiling you can't see anything down below. - I think that the batteries spawn in waves, so if you get a bad drop where the batteries spawn on the other side of the map you can't reach them before they are gone. Maybe if they appeared staggered it would lessen that. Bugs: None found. Great job! |
| Aug 2 17:01:29 | 15m 32s | Lionel's Weekend | ♥ 4 | Nice entry. I liked the little touches of the computer screens and the completely casual mouse murder. The sound puzzle aspect was very cool. Lionel never seems to learn, does he? 😄 Suggestions: - The jumping was extremely unforgiving. It is hard enough when the lights are on, but when they are off it is extra difficult. Maybe give the player a fraction of a second after falling off a ledge to jump? - Allow the player to move and hold up to climb a ladder. There were times I wanted to move to the stack of boxes and climb the ladder at the end but it wouldn't work. Bugs: Nothing gamebreaking, but there were some funny things. - You can jump on the open door at the start. You can't jump once you are standing on it though. - When you have the dialog after grabbing the box you fall in slow motion. |
| Aug 6 04:20:47 | 83h 19m | Legend of Sunflower | ♥ 2 | Nicely done! The music was very subtle and the concept was nice, although simple. I really liked the overall mood and relaxed atmosphere, although sometimes that clashed with the frantic run of the sunflower from water to water. Suggestions: - Like others have said, the day/night cycle could be a lot more pronounced. I didn't understand why I was sometimes fast and I didn't have a lot of time to take my eyes off the screen to focus on the clock. A simple graphic would be much nicer, or an icon (sun, moon) moving across the top of the screen or something. Maybe you already fixed this in the post compo. Bugs: - Just the ones trying to eat the sunflower. Nicely done! |
| Aug 6 04:32:07 | 11m 20s | Azrellian Asteroid Field | ♥ 0 | 2259! Liked the game and the sounds. I hit a lucky section where I hit three wormholes almost in a row. I died going for a powerup that I didn't really need. I wanted to see what the clock did, so I ran across the level to get it, and when I did the asteroid that should have flew past me instead slowed down and I ran into it... It was a fun little diversion. It played smoothly and even when things got crazy it never felt unfair. The ship was responsive enough to easily steer but had a little glide to make things interesting. Suggestions: - Add some replayability. Extra obstacles, powerups, purchasable items, something. I played for a few minutes and don't feel like I'm going to get any new experience playing again. Even a leaderboard or something so players could compare times would make playing again attractive. - Maybe asteroids that fall at an angle? As long as the angle isn't steep it might be a quick and easy way to add some variability! Bugs: -Nothing. I went for a long time with no powerups on the screen once. Not sure if they are random or if a bug happened, but I got down to about 60% energy getting every single one. |
| Aug 6 04:46:42 | 14m 35s | Your Friend Is Lost In The Woods | ♥ 3 | That was fun! I liked how the two friends are apparently completely unphased by this life or death situation and are texting back and forth instead of using the remaining battery life to call for help and get an actually competent search and rescue party together. I never found my friend, but not for lack of trying. Also, you suck for making me waste my batteries to get directions at the diamond which ended up being wrong 😜 Suggestions: - Maybe as an emotional punch make the texts more frantic as the power in the phone gets low. - Break up the trees with some other graphics. It kind of felt like they were lost in an orchard with all the identical trees in rows Bugs: - None. Nicely done! |
| Aug 6 04:55:17 | 8m 35s | Rocket Rescue | ♥ 1 | I loved the mood and the simple graphics with the music. I thought the whole experience was very functional and I also wanted to echo the comments about the animations. They are very nice! Suggestions: -As others (and you yourself) have said the jetpack controls were difficult. You had to hit the thrust so far in advance it made for a frustrating experience at times. Maybe I just needed more practice, but my initial feeling was that they were off. - Change the bomb key from Alt. On the web version Alt brings up the web browser's menu and the game loses focus. On mine it would drop a bomb, and then I would have to frantically click back on the game window and escape before the bomb blew up and killed me. 😄 Bugs: - None found. Nicely done! |
| Aug 6 05:06:29 | 11m 12s | daemon | ♥ 1 | Nicely done! I like the idea and how it was implemented. I apparently didn't read the instructions very carefully because I didn't realize that using the sword cost you a soul and I was constantly dying in the first two areas. I actually liked the controls for the most part, and the mood was excellent! Suggestions: - Make the soul sword free to use. Hopping around and using the sword to get that extra boost and dodge obstacles was the most fun for me, and then I figured out that was what was killing me every time. I felt like my options were "make an impossible jump hitting a trap, losing a soul" or "Use the sword to make the jump and lose the soul regardless". - I'd like to see unlimited wall slide. I think it was a little too short to be all that useful, and I couldn't ever get the hang of using it to get out of that pit near the beginning. I wanted to pull off a cool wall to wall between the traps jump but never could manage. Bugs: -Like others have mentioned, there are lines that are showing between tiles sometimes. These are usually caused by the engine tracking positions as floats and trying to sample pixels just outside the tiles. I'm not sure about Unity, but sometimes you can fix it just by setting your zoom level on your camera to something like 1.05. Nice entry! |
| Aug 6 05:20:48 | 14m 19s | The Shutdown | ♥ 3 | I wanted to echo how neat the reload mechanic was. It was neat to have to make a strategic decision to give up damage for a round to get the abilities back. I destroyed 2 machines before being killed in a random encounter with an assassin and a swordsman. I honestly don't think that I could have beaten it making any other decisions though. There are a bunch of tough doors in that town! Suggesions: -The battles take a long time and there aren't a ton of strategic things you can do. Maybe make the battles shorter by increasing the damage everyone does? Or give a character the ability to really shut down an enemy or heal your party? -In the battle with the assassin and the swordsman I really don't think I could have won. They just outclassed me and I'm not sure I could have done anything about it. Maybe I was just missing something though... Bugs: None found. Nicely done! |
| Aug 6 05:24:04 | 3m 16s | You're Winding Me Up Harvey | ♥ 1 | I really wanted to play this! The screenshots remind me of Tick Tock Clock from Mario 64. Unfortunately I can't get it to run. The download works and the icon looks right, but it just comes up to a black screen... 😢 |
| Aug 6 05:31:12 | 7m 08s | Zapper | ♥ 0 | I liked the experience. I really liked the puzzle part where if you overcharged the battery you got through the door, but the platform doesn't extend in time for you to make it to the portal to the next level. I liked the drain beam also. Suggestions: - Get rid of the pit in the last level with the guy at the bottom. You fall into it and you can't get back out and have to wait for energy to run out. At that point you have a ton of it, so the wait is long and frustrating. Maybe replace it with something that i hard to get out of and makes you try the jump again instead? Bugs: -When you try to jump on an elevator going down it doesn't work. Probably because the game thinks you are falling and you aren't on the ground to jump. This isn't an easy fix, but it would make it feel more polished. |
| Aug 11 00:15:17 | 114h 44m | Plagued Station | ♥ 1 | This was a wonderful Mertoidvania. I especially liked the end where I was carrying all the people on my back out of the facility falling down around me. The mood was excellent throughout with the decidedly darker theme when the power was out. There were a couple of times I wasn't sure I was going to make it. At first I didn't realize that I could power up the station and spent a long time running around trying to get the guys with the ghosts everywhere... Suggestions: (These are all small things because the game is excellent) - Make less of a reliance on the shoot jump. It seemed like you couldn't make a regular jump anywhere in the game. I wish that the shoot jump came out in fewer places to make it feel a little more awesome when you pull it off. - Make the people you rescue match the sprites that appear in the safe room. The first time I rescued a guy and a girl appeared in the safe room and I thought the game glitched and I was missing one. But then I realized that the safe room randomly reassigns genders too. 😄 Bugs: -I didn't find any. Nicely done! |
| Aug 11 00:28:02 | 12m 45s | Plane'R | ♥ 1 | This was a fun game with some neat ideas. I liked flying around and picking up the floating things dodging the occasional kamikaze pilot! I liked the audio clue that you were running out of energy. Suggestions: - Like others have said, allow the Y to be inverted. I played so many flight sims as a kid now I can't even play third person shooters without inverting the controls 😄 - Sounds when you crash horribly would make it more fun. - Maybe make the player a little smaller on the screen so it is a little easier to see where you are headed and what obstacles are in front of you. Bugs: - Didn't find any. Nice job! |
| Aug 18 11:33:25 | 179h 05m | Nyctophobia | ♥ 0 | Great mood and feel of the game, I really enjoyed the intro (it looks delicious) and the simple nature of the game was fine. I'm echoing what others have said. Memorizing a maze and trying to play it perfectly gets tiring after a while. I never managed to escape, and have no idea how far along I was. Suggestions: - I don't think it was possible to dodge the smoke. It moves too fast and your view is too limited. I think it would have been just as effective if the smoke moved slowly, so you could see it in the light, freak out, and back away being slowly pursued. - I didn't understand the point of lighting the areas. It costs you light but doesn't seem to get you anything. Maybe make the lights persistent through each run? Bugs: - Not sure if this was intentional, but I could see the maze and the enemies when it was dark. Maybe the contrast on my monitor is just high, but it was possible to make it out. |
| Aug 22 01:08:48 | 85h 35m | RagooP! | ♥ 1 | Ok, so I beat the game. (Nice ending!) I think I can realistically beat levels 1-3 about 75% of the time. Level 4 about 10% and level 5 about 10% also. I liked the mechanics and the idea and actually didn't mind a majority of the difficulty. There were a couple of parts that caused some needless frustration though. I drew some circles around them. suggestion2.png This block caused me the most deaths in the entire game. I like the stutter step you have to make to get the right amount of energy to get yourself up to the platform without exploding, but the next jump is needlessly difficult thanks to that one block. I think if that block were gone it would make the game a lot less frustrating. suggestion1.png The frustrating section actually isn't that bad, except for that one block. Removing that block I think would make this better. These are just suggestions from my playthroughs though. I agree with others that the difficulty curve could have been better. But I did like the game! |