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Feedback comments for LD39
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| Timestamp | Since previous | Game | tddawson's comment | |
|---|---|---|---|---|
| Aug 1 04:06:39 | Voodoo Lockdown | ♥ 3 | First game I played and it really set an unfair precedent for the others. Seriously great work, it felt complete. I died about 3/4 through and immediately started over so I could finish. I'm proud to say I got to the end. Really cool how it felt like I was figuring out my own way through the puzzles and a good difficulty curve, starting off simple and then gradually introducing concepts and techniques like quickly pressing to change letters while you're "in" the shape. | |
| Aug 1 04:23:32 | 16m 53s | The Last Question. | ♥ 1 | "Unease" is a good word for it. The song was great and tied the experience together. Full marks for audio and mood from me without a doubt. I also liked what you did with the theme. Very different, less of a "game" in the traditional sense so it'll be interesting to see what people think. Thanks for sharing the feeling with us! |
| Aug 4 20:05:43 | 87h 42m | Doesn't Match | ♥ 1 | Well done! I especially like the graphics and the fun diversity in the achievements. I was a little confused at first about the angle I needed to be at to pick up the match, but I got the hang of that part after doing it once. It felt nice and polished and the touches of feedback ("too slow", etc) made it feel like a complete game jam game. |
| Aug 4 20:13:29 | 7m 46s | Wind-Up Knight | ♥ 1 | Nice! I especially loved the whistle effect as I fell to my death, haha :) I also found that the controls took some getting used to. I wonder if something as simple as grouping the dials closer together would make it easier to keep track of them and not have to feel scrambled as much. Of course, the fun draw of the game IS managing your different resources, so maybe that's not something you'd want. Either way, congrats on a successful Ludum Dare and best of luck with this and future projects! |
| Aug 4 20:18:51 | 5m 22s | Frustration Phone | ♥ 0 | I was impressed with the variety! I also felt like while I started off a little lost, the first level served as a good introduction to a lot of the tasks I'd have to do. Whether intended as a statement or not, I also felt like it was a good reminder to not let myself get carried away with pointless things constantly in my real life. |
| Aug 4 20:28:00 | 9m 09s | Airship Climb | ♥ 2 | Well done! My two favorite kinds of Ludum Dare games are the ones that try something completely new/crazy and those that just pick a simple concept and build something that feels complete out of it. Yours does the latter quite well! I could definitely see something like this doing well on mobile platforms, particularly if you did implement your idea of buying upgrades. One suggestion for me, personally: I think these games do best and are the most addicting when the average play time of each attempt is a little lower. After going super high, it's not as compelling to try again right away when there isn't as much challenge until you get higher up. So maybe just add more hazards/enemies or make energy a little scarcer? Just my two cents. Again, great job! |
| Aug 4 20:34:33 | 6m 33s | Crazy-Power-Rush | ♥ 0 | Congrats! I think there are a number of interesting ways you could take what you have to the next level. Maybe some way to recharge with item pick-ups? Or collectables that tempt you, but you still have to stay away from the things that sap your energy. I may just be bad, but it felt like there were some times when it would randomly generate sequences that I couldn't get through without taking damage, which was a little frustrating. Again, that may just be me haha. |
| Aug 4 20:40:13 | 5m 40s | Space Journey | ♥ 0 | Space games are always fun! I liked the simple and easy-to-learn controls. I liked that there was a little variety in the enemy firing patterns. Sometimes I was a little confused about how much I was moving, especially at the edges of the map. Some more objects that scroll in parallax could maybe help with that? I was also expecting to be dealt damage when their ships ran into me, but it didn't seem to. |
| Aug 9 02:22:36 | 101h 42m | Zombie Power Station | ♥ 1 | Good job! I liked a lot of the small details that you included: the recoil on the gun, the street lamps, and the lights coming on all come to mind. I agree with the people who recommended being able to shoot while jumping and that I was unsure how many zombie parts I was holding. Some visual indication, or at least more of an audio cue might make that more obvious. I really enjoyed the campy zombie atmosphere that carried through from the graphics and gameplay to the audio. Well done! |
| Aug 9 02:32:57 | 10m 21s | Tax Rebel | ♥ 1 | I'm going to comment without reading any of the other comments so it's only based on my experience. So apologies if I add nothing new :) I really liked the gameplay. It feels so different than the other games I've played in this and previous jams, which I found refreshing. I liked that it was a mix of moving quickly and also planning ahead. Trying to do both at the same time--especially after you've been seen--is an exciting and fun challenge. I think it might be nice to have a clearer idea of where the guards are looking and what they can see. I think it's great that you added the variety in what they can see based off of movement, status, and presence of windows. Mentally, it was just hard to put that all together and so sometimes I was surprised that I could be seen. That might get better with practice, just my two cents. It sounds like you have a number of ideas in mind for improvement, which I think would be fun to see. But great job on getting this done with all the constraints of a game jam! |
| Aug 9 02:52:24 | 19m 27s | Project Sunspot | ♥ 1 | I loved the mood created by the graphical style and lighting, which integrated really well with the gameplay and story. A subtle little background music could have brought it even a step higher (still a 5* mood for me, given the nature of a jam). I'm impressed with everything you were able to put together and have it feel like a completed quest. I didn't make it super far, but I did watch the walkthrough video you posted and it reaffirmed my opinion. Really my only other feedback is a little frustration with the difficulty and some of the camera angles, but it sounds like you've already addressed some of that in the post-jam version and have other ideas for future improvements. Great work! |
| Aug 10 02:26:39 | 23h 34m | Operation Lambda | ♥ 0 | Really fun little puzzler! Made me think of Khet 2.0. I liked that even though the movement and rotation were the only gameplay moves, there were a lot of interesting ways to use them to avoid turning it into yourself or getting stuck. I agree that having to start over in a puzzle game is a bit different and was a little annoying having to go back through the levels I had already solved to get back to the one I was working on. Good work! |
| Aug 10 02:32:55 | 6m 16s | Failing Empire | ♥ 1 | I'm impressed with the variety of options and accompanying graphics for each one. I would have preferred a bit more guidance and less trial-and-error at first, but that may just be personal preference. I agree with the comment about the audio loop, but it's hard not to run into that during the compo especially. |
| Aug 10 02:38:37 | 5m 42s | Icarus Fate | ♥ 0 | I agree with all the comments about the art style, and I'd especially echo the ones praising the subtle animations to the icons and feathers. My only complaint was that the collision detection no the rocks seemed a bit off. A few times it looked like I completely avoided them, but still took damage. Good work! |
| Aug 10 02:46:49 | 8m 12s | Robo Power | ♥ 0 | I really liked the graphics! It did feel a little bit slow to playback. I have never really played one of these types of games, so I didn't realize how the commands looped and I was confused why he kept going. I thought he was just automatically driving it to the drop-off point. Once that clicked, I enjoyed the puzzles and thought it was a great compo entry! |