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Feedback comments for LD39
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| Timestamp | Since previous | Game | slunkey's comment | |
|---|---|---|---|---|
| Jul 31 16:42:46 | Volt Tower (Machine Learning based game) | ♥ 1 | Nice entry, concept and I liked how jolty and yellow cubes were. I could not figure out how to place the weapons on the map unfortunately. I tried clicking multiple times, click + dragging, ect. Nothing I did seemed to do anything. I was on the MAC build. But overall, I understood what was going on and I thought the game followed the theme very well. A couple of things I would have added if time permitted would have been a count down timer to when the next wave was. And perhaps to open the weapons tab on game start. Not sure there would be a time you would want to close it, since time in placing weapons is very crucial, you as a player don't want to waste time opening the tab. Although I realize it takes a second, but every second counts! | |
| Jul 31 17:09:47 | 27m 01s | Power City | ♥ 2 | I really enjoyed this! I found myself playing it for a considerable amount of time. I felt like you followed the theme very well. It wasn't too clear to me at first, but after I realized that power diminishes depending on how many structures are hooked up to that power, and when too low, makes citizens unhappy :(. Great entry, very well done. I will add that I wasn't too sure how money was generated, I assume from the factories but it seemed like money poured in even when I didn't have factories. And I wasn't too sure how to use solar panels. |
| Jul 31 19:15:22 | 2h 05m | Lost In Spb | ♥ 1 | Love the art style, but I too found a few things confusing. It wasn't all that clear to me what was leading me to death. Russia is tough ya? I wasn't sure what the meter "WC" was for. And I found some dialogue to be confusing. Like the following text from the old lady: Strictly looking at you. What do you want, son? Probably could have been written: Strictly looking at you. "What do you want, son?" to make it more clear what is actually being said to the player from the NPC's. |
| Jul 31 19:27:44 | 12m 22s | Reactor Defence | ♥ 1 | Solid entry and fits the theme very well. I really love the simplified take on the tower defense and digging the art style. I did get to a point where the game sort of auto-played it self. I basically had two upgraded turrets in rows 2 and 3, and normal turrets in rows 1 and 4. And basically that took out all of the enemies for a good majority of the game before I was able to finish it. |
| Jul 31 19:49:11 | 21m 27s | Lumière | ♥ 0 | Nice entry and great job on the first jam. It was my first as well! I really liked the lighting and the sound effects. There were some structures that when hit with the flash light a certain way would illuminate the entire structure / rock formation. Not sure if that was intended but it looked cool and made it look like you were on an alien planet. Although the flashlight is integral to the game and lighting up the areas, I felt the game was a little too dark. It was hard to see the detail you put in the background and I wasn't really sure what my character looked like, as the only bright objects are the backpacks. Overall, great first jam! |
| Aug 1 01:57:44 | 6h 08m | Flower | ♥ 2 | Loved every bit of this game. Loved the art style, the story, and music. I could tell that you did everything. I wasn't too sure how it fit with the theme....until the end. Nice story and experience you have here. My only suggestion would be to add the running out of power on the robot an actual game play mechanic. I didn't test it out, but it seemed like the robot running out of power after helping the man was more to serve the purpose of the story you were telling. Which is totally fine! But to add to it, maybe running out of power is an actual mechanic. Such that the robot could have a finite amount of power. Whenever you walk around, it lowers it. This would add a bit of strategy in where players want to move the robot. You could balance it out so the perfect game leads the robot to running out of power after he helps the man. But the player could just walk around for a bit, letting the power run out without helping the man. That says something too! Overall, I really enjoyed this. My favorite so far. Thanks for the experience :). |
| Aug 2 03:30:50 | 25h 33m | Super Broken Circuit-Breaker Simulator 2017 | ♥ 0 | Nice entry and nice polish on the art style, I really dig it! I had a hard time understanding if what I was doing was correct. Was I suppose to do anything with the Hour glass icon? Because it seemed that even the most basic routes from electricity to the battery always gave me a new score of 0. What might be nice is a little indicator line that runs from the electricity to the battery route to indicate that you have done it correctly. Overall really nice and I enjoyed it :). |
| Aug 2 03:34:23 | 3m 33s | I'm on Fire | ♥ 0 | On the Windows build I am getting an error "There should be 'Fire_Data' folder next to the executable" Perhaps you need to bundle the assets or some other folder in your .exe or zip it up with Fire.exe |
| Aug 2 03:45:44 | 11m 21s | FortScape | ♥ 1 | Great first jam and fantastic game play mechanic! I thought you captured the running out of power idea quite well and I saw it two different ways. Each time a turret was fired, it ran out of power (meaning it had a cool down timer to charge back up) and when you exhausted all turrets and they are all cooling down, your tank has lost all of its power! This is a great idea and I love the animation on the legs that are moving he tank forward. It is a little centipede like. I love it! I had some additional ideas where you could take this further. You could add upgrades for the turrets such as: allow them to shoot more, different bullet types and spray types, different cool downs ect. And while it is necessary to be able to choose which turret you want to use, I found it cumbersome to use the mouse to switch turrets and often my focus shifted downwards and not at the planes. Maybe some keyboard keys could be better suited for this. '1' = first turret, '2' = second turret, ect. Overall great idea, I love it! |
| Aug 2 03:58:46 | 13m 02s | Baguette Hour | ♥ 0 | Interesting idea, I do love me some baguettes! I too was wondering what each bar was indicating. I suppose the one on the right was a walking meter, and the one on the left was health? What was the icon of the croissant (at least I think it is a croissant) for? Controls are ok but I kept getting caught on tables and stuff, and wasn't really sure if I was hitting the barrels with my baguette. But it is just a baguette. I should be eating it instead! Great entry! |
| Aug 2 04:07:40 | 8m 54s | Running out of aMAZEing power! | ♥ 1 | Interesting idea and fits well with the theme of running out of power. But I found myself wondering what my goal was in the game. Was I just trying to find the exit, was there one? I often found myself wandering around back to the starting location. Maybe some variation in wall textures could help in detecting if you are in a new location or back at the begging. Nice entry. |
| Aug 2 04:17:24 | 9m 44s | Asteroids | ♥ 1 | Very nice entry, simple nice design, fun and addicting. I spent a long time trying to make it to the end but a little on the hard end for me. Love the story, characters and music as well! Great entry :) |
| Aug 2 04:24:45 | 7m 21s | Solar-Powered Guns | ♥ 1 | Nice entry, as others have said, movement and turning were a bit slow for me. But I love the idea of being tethered to the power stations, but there probably should be more incentive to move away from them too. Maybe to get power ups, or they run out of power too ect. Otherwise you could just hang out at a power station all day and mow the bugs down. Great animation on the splatter too. |