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Feedback comments for LD39
Random-storykeeper's games and stats for all events →
| Timestamp | Since previous | Game | Random-storykeeper's comment | |
|---|---|---|---|---|
| Aug 1 07:00:45 | Charger | ♥ 1 | HAHAHAHA this was really cute! A very short story to say the least, but I was engaged the whole way through. I like the design of the rhinos; the graphics overall were very adorable. When I first played, I had to start the game over because I accidentally skipped the dialogue in the first part. Perhaps you'd want to consider implementing scrolling text in the future for the text boxes, which will make the dialogue a little easier to read and less difficult to mistakably advance through. But other than that, while very short, this entry overall feels complete. Though it wouldn't hurt to have some audio as well. :) | |
| Aug 1 07:40:36 | 39m 51s | Space Power Defender | ♥ 1 | I absolutely love your game page background and the pixel art within your game is attractive as well. The colours really make this game pop aesthetic wise. The music has a nice choice of instruments; a bit wandery, but hey, it fits with the "space" vibe pretty well. :P Personally I find the controls a bit unintuitive, especially since the game seems to start with the expectation that you'd master the controls right away! I also found it difficult to tell which side I was supposed to be shooting with. However, I really like the idea of defending something that, when destroyed, makes you less powerful. That is a good interpretation of the theme. If the controls were based more on the player's perception of direction rather than a move forward/backward/steer scheme, it might have been more fun to play again. At least on a keyboard...you mentioned "joystick" so I'm not sure if this is supposed to be compatible with a controller. Anyways, good stuff. 👍 |
| Aug 2 00:04:57 | 16h 24m | LifeRunner ~~~O | ♥ 0 | I'm having some issues running the game. According to Microsoft, I already have VS2015 installed, but it crashes shortly upon running it. A command window pops up, followed by a large window titled "GFX" which stays blank, but then a notification comes up that says that it's stopped working. |
| Aug 2 00:20:22 | 15m 25s | Moon is the limit | ♥ 0 | I couldn't even take off the ground despite pressing and holding the ignition key, and I tried both the web and the download version. The upgrade system looks interesting and all that; even the sound itself for the rocket engine working is very fitting for this kind of art style. I like the design of the sky on the right-hand HUD, but overall, I don't think I was able to figure out how to play. |
| Aug 2 01:37:38 | 1h 17m | The Music Box | ♥ 2 | I'm reminded a lot of a game called [Loop](http://www.nitrome.com/jam/games/loop/), but instead, this is determined by the order in which you visit places. As expected from a DDRKirby entry, the music is done well; it seems like there are a lot of different sounding tracks that really liven the mood and overall really fit with this art style. Storywise, it's a very simple game, but I found myself enjoying the characters the most. I enjoyed their aesthetic and the cute nods to humour. If there's one thing I had to nitpick, I guess I found that the plot didn't really make a whole lot of sense. The same day keeps repeating over and over, so how does the protagonist remember the safe code (which I had acquired in the night of that same day) before the day begins? Why does the protagonist end up losing the key when the day starts over? And the other animals seem to not have any recollection of the day repeating? I just found that part doesn't really make any sense. But perhaps I'm just thinking too hard about it all. :P Oh yeah, and how does a music box run out of power, anyway? Aside from this, yeah, this was a nice sit with great visuals and audio to boot. |
| Aug 3 04:21:30 | 26h 43m | Fuse Cell | ♥ 1 | I really want to play this, but I cannot get it to load for the life of me. I've tried Chrome, Firefox, Edge and IE on my Windows 10 laptop and they all come up with the same Construct 2 loading screen, but with the bar stuck at the empty mark. I've tried playing other Construct 2 web games and they load just fine. Sorry, I don't know why. :( |
| Aug 3 05:21:53 | 1h 00m | BatteryPackMan | ♥ 1 | Getting a score of 300 has never been easier, considering how you can continue earning points after death. :P But I've only played the compo version, so maybe the post jam has this fixed. But other than that, I thought this game was fun. I love the chunky pixel art style, and the music pairs well with it. The music is repetitive, but soft enough that it's not annoying. The sound effects were also good. I like the concept, and yes, I can see that when it comes to scoring, you do have to decide how to distribute the power depending on the enemies that appear. Well, I didn't really figure out the strategy yet, but I am definitely one of those players that loves to keep all their units alive so I didn't last too long! Overall, great game. And great intro, too. ;) |
| Aug 3 05:27:45 | 5m 52s | Energy Game | ♥ 1 | Without a link to the game, we cannot play it. You may want to read up on the [hosting guide](https://ldjam.com/events/ludum-dare/hosting-guide) to find out how to actually "submit" your game so that it can be properly judged. Add your link while there's still time! :) |
| Aug 3 05:43:40 | 15m 55s | Electronic Supremacy | ♥ 1 | Interesting. I haven't played a puzzle defense game like this in a while. The game is definitely in dire need of an in-game tutorial, or maybe even a tutorial level. I also would have liked the ability to destroy tiles I had built, which I don't think was possible in the game? I had built only containers because I didn't have enough power to build anything else, but I ended up not being able to build anything else and thus, got destroyed by the robots. While the game is certainly very confusing and buggy, there were still elements I liked. The robotic voice sound effect? That was pretty cool. Also, that cursor looked like a metal skeleton hand, which was very intriguing. It's a shame the robot enemies don't seem to mesh with the other tiles. Regardless, I'm sure there's some good ideas swimming around in here amidst all the confusion. |
| Aug 3 06:21:25 | 37m 45s | Mower Storms | ♥ 4 | PURPLE? PENGUINS? Sign me up! Unfortunately, I can't seem to start the game. :( I can get past the cutscene and can even change the difficulty, but when it comes to clicking the Play or Credits buttons, neither work. I have the latest version of Java, too. |
| Aug 3 06:53:27 | 32m 02s | Greed | ♥ 1 | It sure takes a while for me to get some certain upgrades, and there's a pretty generous amount of power given that it never really feels like I'm running out of it so easily. Also, are the other blank squares supposed to mean something? They seem to never be used, but appear to light up after a certain number of clicks. There is something satisfying about the light blinking faster, though, as you get the proper upgrades for it. There are some interesting elements here, but it did feel like it took too long to reach satisfaction. EDIT: However, I kept the game open in the background, kept amping up the speed and values and eventually got to the point where I maxed out my money and had to watch the world deplete in power. MWAHAHAHA! Still took quite a while though. It would be interesting to note how long it took to deplete the world of power and maybe give some incentive to try and do it in the shortest amount of time. But yeah, even as I write this message, I haven't even knocked down the first 9 digit yet (and that includes the time it took to take and save the screenshot, plus add the edit). You may want to knock a digit off or something. jake cope Greed.png |
| Aug 8 03:13:47 | 116h 20m | AI Overlord Runaway | ♥ 1 | Agecaf...say, would you happen to be the same Agecaf who made a game for the Nitrome Jam? *I sometimes dream...* was one of my favourites from that jam. I loved the music there, and I love it here, too. The melodies and progression overall; it's not the kind of music you'd expect in a bullet hell, but it works in this one mostly because of the aesthetics and the experimental vibe of the game. I loved the various powers. It was really interesting to see how they were all based on dodging elements, rather than defeating enemies. While I was intrigued by my abilities, I also found myself not using that many of the powers in a single playthrough, not only because of the power limitation, but also because there were just so many that it was hard to keep track of them all. Still, that just got me to replay several times so I could get a feel for them all. The game is really great given the time restraints. There's a lot of potential to take this further. Although, if you would put this into different stages, it might be more ideal to introduce the powers in smaller groups per stage. Either way, I truly enjoyed playing this. |
| Aug 14 01:43:50 | 142h 30m | Space Tanker | ♥ 1 | As others said, I think the rate of the water being lost on the planet happens too quickly. Gameplay seems to last for about ten seconds, no more than 20-30 if you can maneuver that rocket with precision. The rate at which water is being lost increasing, however, does make for a good challenge, but it definitely needs to happen more gradually. While planets fill the water tank much faster than the nearby satellites, it didn't seem as though there was a lot of strategy or progression for the player that would make the speed of diminishing water feasible. It would be interesting to have some resources only giving you a certain amount of water, maybe, or a certain amount of fuel. Maybe have some resources with differing cooldown times, where you can't use that resource for a given period. I really like the music; the chords really suit the being lost in space sort of feeling. Maneuvering the rocket was fine. It was hard to master, but not frustrating. Some additional sound effects for water collection would be nice as well. I couldn't tell if you had them in there, but if you do, they should be louder or something to make it more obvious that it's there. Overall, you all did a fine job. 👍 |
| Aug 14 02:06:18 | 22m 28s | PutOuter | ♥ 0 | I feel like this concept would work great as a level based game. Introducing the mechanic and then introducing hazards/enemies gradually as you progress. I guess it is pretty linear, but there wasn't really a sense of progression to introduce the player what to do with the game's controls, as was mentioned in the comments. If all the art was consistent with each other, at least for the things that could be affected by power, it would have made all the difference in understanding that the platforms could be turned off. Well, that aside, I got to the part with the row of turrets that flash green light on and off. I thought I had to wait in between their safe spots, but it turns out that the turrets can change direction to kill you in the safe spots? That was quite frustrating. Perhaps it doesn't happen in the newer versions (I played the original compo one.). I would take a screenshot, but it was a bit of a pain to get through the beginning parts. The best part of the game is easily the idea. Turning off the enemies, making things run out of power, is great. Although I guess granting the power back for the platforms kind of ruins the presence of the theme for me? However, the theme didn't say that whatever is running out of power can't get it back. 🤔 |
| Aug 14 02:27:18 | 21m 00s | Batterime | ♥ 1 | Good stuff. I played it all the way through. The graphics are pretty minimalistic, but fitting for a game of this fast pace. The music is quite repetitive, but I think the vibe of the track is suitable. The sound effects were really good, though. At first, I had problems with losing power too quickly, but it seems as though running actually causes me to lose less power. Also, it was a bit confusing to know that the character could latch onto walls, but I guess you do figure this out pretty quickly if you just run into the wall many times. 😛 Overall, it was short but well done. One of my favourite entries so far. I do love fast paced action platformers. |
| Aug 19 21:11:38 | 138h 44m | Mecha Testing Ground | ♥ 0 | This game has satisfying sound effects and a nice colour palette. I don't really understand why I was fighting jack o' lanterns, but somehow, I was okay with that. 😛. I like how the game has two sort of approaches, what with killing as many enemies in a set amount of time, but also having time affect the movement of the character. The only thing I really had an issue with was that the hit detection was a bit questionable. It seems as though you only get hurt when the enemy passes through the line with your gun. Considering how that actually makes things easier (the second playthrough, when I understood how to play better, I lost no health by just spamming my gun), I guess it's not worth complaining a whole lot. It would be more ideal to make what you see what you have to protect, y'know. 😉 |
| Aug 19 21:56:12 | 44m 34s | The Electrician | ♥ 1 | I love the art style - the backgrounds are detailed, yet not distracting, which is a definite plus for me. As for the gameplay, I really like the idea, but as others said, there doesn't seem to be a way to tell which wires will give you power and which take away your power, which makes it less fun. If there was a consistent look (colour coded wires, or even wires that are "broken"), I think it would have been a lot more fun (you could then up the difficulty by increasing the speed gradually). Perhaps you could also consider a power limit, like you can't cut wires when you're over a certain amount of power. I can see this concept working quite well as a rhythm game, and you do have music put over the game that gives it a rhythm game feel. So overall, I like the idea a lot, and the graphics are great. I can see a lot of directions this can improve post jam. 😃 |
| Aug 19 22:44:03 | 47m 51s | tropix 🌴 | ♥ 0 | Geez if your phone is going to run out that quickly, you might as well keep it plugged in. :P I do find it amusing at the end, when the charger sneaks in to charge the phone, and you get to take a look at the photos you took. It seems as though sometimes, the entire picture is not captured and I only get half photos. The blurry ones with 1 like was funny though. It was quite fun to try and figure out which photos were the best to take, all while managing the multiple messages and dialogue popping up on screen. The art is great and the mood set by the music and colours is fine, too. All around, I really like this game. |
| Aug 21 05:03:00 | 30h 18m | The Floor Isn't Lava | ♥ 1 | If the floor isn't lava, why do I keep dying? :( It's a cute little game; the aesthetic reminds me a bit of Canabalt, what with the whole running across the rooftops premise. I like how the city is called Power, and you're trying to run out of the city, therefore "running out of Power". That was a cute play on words. I liked the intro a lot, too. My only major quip is that it seems pointless to have the character able to grip the side of buildings (as mentioned earlier), as you end up dying anyways once you're in that state. Although it would be interesting to have the character be able to run along the ground, maybe dying if you fall from a very high height? Of course the other things to touch up would involve audio, more details in the graphics. For what it was, I mean, you have a good start. Of the graphics you have in the game, I liked the look of them all (especially the particles flying out of the broken wires). The play on words for the theme was amusing, too. All in all, not a bad job; keep it up. 👍 |