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Feedback comments for LD39
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| Timestamp | Since previous | Game | Fififox's comment | |
|---|---|---|---|---|
| Jul 31 19:33:18 | You're Winding Me Up Harvey | ♥ 3 | The amount of polish is really nice, Well done! The puzzles seemed like a good introduction to something bigger, but they never really ramp up to anything more then that. My only real complaint is I felt like I never really left the tutorial, but the mechanics were solid, and I had fun figuring them out. The graphics are clean and simple, and are fairly pleasing to the eyes, and work great for the style of game. Some variance between levels would have been nice, even something simple like red bricks on the later levels. Although, it's a small complaint. The controls were spot on. I felt like I had good control over my character, and couldn't cheese the puzzles! My only grip is when you're starting the level, you always face some odd direction, like the floor or a wall. Overall, Great Job! The ending was a nice touch! | |
| Jul 31 20:05:46 | 32m 28s | PowerBalanceTD | ♥ 1 | Not a bad little time waster! The generator idea is a neat gimmick to a tower defense game. The game is somewhat simple, but still works well, and was well executed for what it was. The main problem is lack of variety. You only have two units, and you don't really need to worry about where you place the generators since they give power to the entire base; Since the turrets only take power when something is near them, you don't really need too many generators, and can litter the map with turrets. A little bit more would have went a long way, such as area of effect for the generators, and more units such as money generators. Overall, a simple, but neat little game. |
| Jul 31 20:49:26 | 43m 40s | Crazy Tesla Taxi | ♥ 1 | Fairly fun sandbox, I have a soft spot for Crazy Taxi, so you won me over there! I also was messing around with wheel colliders for my car physics, but decided to just run my own script using a simple rigid body, since as you learned, it takes a while to get them to work and feel right. If it's one thing Ludum Dare teaches you, it's time management! But, great job on getting it working and running within the limit! A few simple things, I suggest turning off the person's collision once you pick them up. My car would often flip out once I picked someone up because it was left on; Sometimes it even flipped my car over, which is basically game over. I wish a flip over button was included, since going over a ramp can also doom you to a turtle's death. As it is now, it's a fun little sandbox, I would have liked to see the full result if you didn't run out of time, but good job on what you've managed to accomplish within it. |
| Jul 31 21:17:41 | 28m 15s | Light On Light | ♥ 1 | Nice job! The game is fairly polished, and has a good presentation. The game-play kinda feels like a mix between a memory matching game and an old school dungeon crawler. My main complaint is that some of the levels are a bit too "trial and error" like, and felt more like guesswork then actual puzzles. Other then that, It kept me interested until the end. Good work! |
| Jul 31 21:50:44 | 33m 03s | The King's Saviour | ♥ 1 | Awesome job! The game looks great! The low poly 3d backgrounds mixed with well animated sprites really seal the deal! The opening story was a nice touch, along with the music. It's just a really polished, well made entry! Luckily, the game plays as well as it looks. Solid controls and fun platforming bits. I really enjoyed the dashing mechanic. I really only have a few small complaints. The ending didn't live up to the opening, and it was a tad bit too short. the game is a little dark if you don't play it at full-screen. I suggest you darken the background color on the web-page a bit. Lastly, I'm not quite sure the bow needs a button to aim, it seems like it would work just fine with just holding down left mouse to engage it. Overall, a really great and fun entry! Well done! |
| Jul 31 22:10:29 | 19m 45s | Powerless Miner | ♥ 2 | Neat little game! I really liked the power mechanic! It works well with the game-play, forcing you to have a game-plan before you start moving. One could technically memorize the level, avoiding the batteries, but you could just plan your path around them, and use them to plan as you go to think on the fly. The mechanic really makes the game stand out. It feels odd having the mine button on the mouse, since you don't use it at all. I'd suggest also putting it the space bar. Overall, good work! |
| Jul 31 23:56:35 | 1h 46m | Vlad, the Vegan Vampire | ♥ 0 | Funny, I played this right before I had dinner! I dig the art style, really gives off a storybook feel! The opening was a nice touch, and adds charm to the game. I wish there was an ending to go along with it! The game-play kind of reminds me of Super Mario 2, and works well. It's always fun throwing enemies about, and eating the enemies to spawn med-kits (or fruit) is a neat way to heal. The game has a good length for a dare game, without feeling needlessly bloated or reusing content. Something new appeared every wave, which was a nice touch. The controls were a little off at first. It took a couple of tries before I noticed the beam of light, and understood you had to hold the direction you wanted to grab, and that you didn't just grab whatever is in front of you. Once I understood that, the game became much easier, and much more fun. The flying controls on the other-hand were somewhat inconsistent, and seemed to ignore my button presses at random intervals. The game also had some small bugs. The shop keeper's text would sometimes cut off before the end of the sentence, and other times, when you grab an enemy, it'll stay over-you can you can't eat or throw it. I once had 3-4 vegetables over my head! But thankfully, nothing game breaking. Other then those two complaints, it's a great package! I really enjoyed it! |
| Aug 1 02:04:13 | 2h 07m | Power Rancher | ♥ 3 | As Spliter said, It seems impossible to beat day 6. The fundamental problem is most of the items are just plan worse then the second windmill. At the start, with the default $500, I can buy two "slightly newer" windmills, which gives me the most power output compared to every other combination at the start (Technically, I could buy 12 camper generators, but since we're limited to 6 plots, that's out the window). Since you need to have x amount power each day, and selling power gives you very little money, you just never really make a profit to buy another generator without running the risk of not making enough power, meaning you can never buy anything better then the second windmill (meaning the 3rd windmill and 3rd generator are impossible to get). The batteries end up being useless. The second and third batteries actually give you less power per dollar then the $10 battery, and amount of power the $10 battery gives is less then you'd make selling the 10 units of power (Since 5 units is roughly $3 at the max, you end up spending $10 for $8 or less power). At $3 for 5 units, the windmill takes roughly 695 seconds, or about 7 in game days, to make a profit, but the city takes out $630 in power by day 5 (minus some money the city gives back). Meaning, you never actually turn a profit from the starting $500 dollars. Sadly, unless I'm missing something, this means the game is quite broken. But the music really adds to the relaxing nature of the game, and the sprite work was really quite well made and animated. I do wish the game ran in the background though, as it feels like the sort of game that should. |
| Aug 1 06:05:47 | 4h 01m | Erebot | ♥ 1 | I love the idea! The game-play feels like a reverse stealth game; great work with the theme! Low poly Mars looks great, and the ambient wind sound really sets the mood. Good work on the the puzzles. The puzzles weren't too involved, which is to be expected from a dare, but they didn't feel like just tutorials like many LD puzzle games end up consisting of. @frostdragonliz I'm pretty sure you can hit the button again to re-raise the bridge! I also agree with the shadow hitting the solar panel! It took me way too many tries to notice the solar panel was in shadow, where my robot wasn't! In retrospect, it should have been obvious the panels needed light and not the robot, but it's kinda hard to tell when the camera is so zoomed out. Which brings me to my main complaint, the camera always felt way too zoomed out, or way too zoomed in. Sometimes it really interfered with the puzzle. Adding some type of manual zoom function would have avoiding the problem. Whenever a pop up occurred, it blocked the top 1/4th of the screen, which made it hard to see what was coming up, and I ended up having to wait for it to go away. Thankfully, there's only a few. Other then the camera, I don't really have many complaints. The game is just a really solid package. I feel the game could be the start of something bigger. |
| Aug 1 06:39:05 | 33m 18s | Plasma Arena | ♥ 2 | The Windows port doesn't seem to work for me. I can see the main menu OK, but once I press enter, the game goes to a black screen, flashes red, goes back to a black screen, then crashes a few seconds later. I'm on windows 10. I hope you can sort it out, the game looks right up my ally. Reminds me of Devil Daggers. |
| Aug 1 07:28:31 | 49m 26s | Night Driver | ♥ 3 | I love the aesthetic, the game ooze style! One of the best looking games of the dare I've seen so far. The rain screen effects and break light blur really look downright beautiful on-top of the tron like setting. The game-play reminds me of those old school arcade racers, where you had to get from checkpoint to checkpoint before the time ran out (such as Outrun). So the game-play hits a soft spot for me. My only real complaint is the car handling. The car flips too easily, and the car's too stiff, making it hard to drift on turns, which is odd, seeing how the game's graphics and "arcadey" game-play seem to scream PGR style drifting. But, handling is something that takes time to tweak and get right, so it's forgivable to not have it perfect in 72 hours. It's something that even if it's 95% right, that 5% will over-shallow it. So make sure you spend time tweaking it if you do indeed continue to work on it! That being said, it's still really fun to drive! The classic racing game-play still holds up, and it's just plain fun. I also found an odd bug, the place you finished gets stuck between races. Meaning if you finished 8th the first time, and 1st the second, it'll still say you placed 8th the second time through. It works fine upon restarting though. I look forward to seeing how the full game turns out! |
| Aug 1 09:45:40 | 2h 17m | Chimster Gigafactory | ♥ 2 | Neat little game. Not too many dare games have voice acting, let alone for the entire game! The TV really sets it apart from other games of this style, and other dare games in general. The Chimster and the steak animations were well made. The game got pretty hectic towards the end, but that's when the game gets interesting, game-play wise. My main complaint is it's hard to watch the TV while you're playing, and the TV seems to be the main focus of the game. The game-play sort of distracts from it. My only other complaint is the controls changing between the food/water and the bedpan. Going between holding and clicking to drag kind of wrecks with your brain. Overall, a solid entry! |
| Aug 1 11:54:05 | 2h 08m | Powerless: Trump Teaches Typing | ♥ 2 | It would have been great if you had to type out the full tweets! Not much else to say that hasn't been covered by another comment. Overall, good job! |
| Aug 1 23:34:18 | 11h 40m | Musk Hunter | ♥ 3 | The first dare game to make me laugh so far! A solid, fun, Spy Hunter like experience. Great job! |
| Aug 2 01:26:26 | 1h 52m | Caffeine Raid | ♥ 2 | Nice interpretation of the theme! Simple, but the game-play works well. I dig the character style, they sort of have this puppet look. It feels like an episode of a kid's sitcom with puppets, where they try to stay up late. Unfortunately, I found a couple of odd bugs that somewhat hampered the game. If you click a button to use a coffee, and then press space bar to pick one up, you'll consume one in your inventory. It seems the UI keeps focus and keeps a button highlighted, so when you press space again, it'll click it. I also encountered another bug where the game just kicks me out to the main menu seemingly randomly, despite not being caught, and not falling asleep. Other then that, the game-play was solid, good work! |
| Aug 2 04:23:44 | 2h 57m | BATTLE BOIS | ♥ 2 | Quite charming! I really like the art direction and the flavor text. It's impressive how much you accomplished in 3 days time! As others have said, the game-play reminds me of Pikmin. Controlling your bois is fun, and works quite well. My main problem is the game doesn't really have much in the way of challenge, you kind of just go through the motions until it's over. On-top of that, there's not much depth to really round out the experience. The theme kind of feels shoehorned in. Since you don't have any penalty spawning bois, you might as well create them as soon as you get energy, meaning the energy drain doesn't really effect you. Although it's quite basic now, with added mechanics and features, I can see this game becoming something special! |
| Aug 2 11:29:21 | 7h 05m | The P.U.R.G.E. Protocol | ♥ 1 | I loved the overall setting and plot. Once I saw the jettisoned body's shadow, and turned to see it itself, everything clicked into place! It was a great way to tell the story, without using words. Even without audio, you managed to build a great atmosphere, making it feel like more then a simple trivia game. My only problem I had with the game were the pop culture questions (such as the Konami code), they really didn't fit the atmosphere or the setting of the game, and seemed out of place. I sat at the lost question for a good bit, trying to find out what made the numbers a sequence, before giving up and googling it, only to find out it was from a TV show I never watched. I'm not really sure why a ship's computer, or the people that run the ship, would care if you seen it. The question doesn't fit with the rest of the logical ones leading up to it. In the end, it didn't hamper my enjoyment of the game too much, as everything else was done very well! |
| Aug 2 12:00:31 | 31m 10s | Defender of the Energy! | ♥ 1 | Sorry, I beat your record! First try too! dtd.png |
| Aug 2 23:18:50 | 11h 18m | Scrap Hunt | ♥ 1 | The game looks great! The main character's animations were a really great touch, impressive for a dare! The rockets having to go forward before turning were also a visual treat. The game just has many little visual touches that really add to the experience. The game-play was solid, and controlled well. My main problem is there's just not much to do. The game is over in one trip back to the base, no-matter what direction you go. Without the need to really explore or kill many enemies, it's over before you know it, and that's without using boost! With just a little bit more content was added, such as having to collect different scrap types or having to complete objectives around the map, or even just having to collect more scrap before the game was over, would have went a long way. It's a great overall package, it just lacks depth and length, but that can be hard to include in a dare, and what's included is impressive, and fun to play while it lasts. |
| Aug 3 00:53:17 | 1h 34m | Escape The Power | ♥ 1 | I didn't know you could hold down the attack button at first, the game was a lot harder until I found out! I liked the idea of having to wait for the enemies to sleep before attacking, but with the plentiful health packs, and fairly short length, it didn't come into play as much as it should. Overall, great first dare! Good job finishing on time! |
| Aug 3 01:14:40 | 21m 23s | BULB-07's Darkest Hours | ♥ 1 | The bulb's face changing depending on how much power you have was a nice addition! The power changing how much you can see was a nice touch, but it's hindered by the broken recharge pads, If it gets fixed, I can see it becoming a fun little time waster! |
| Aug 3 01:40:38 | 25m 58s | Fuse Cell | ♥ 2 | Game looks and plays great! I really liked the catch mechanic, along with the gears style active reload to time how much charge you got. It's a solid shump, with charming visuals to boot! My main issue is the collision detection. It's odd that only the top half of your character counts, shots where I thought would be a sure death, just pass me by. The character sprite seems a little big, so I'm sure you had to limit the hit-box somehow. Overall, great work! |
| Aug 3 08:01:47 | 6h 21m | Solar Miner | ♥ 1 | An interesting mix between Asteroids and Motherload! The music and game-play works together to create a pretty relaxing experience. Just an overall solid entry. Kudos! The only thing missing would be procedural generation of the world, to really tie the dig style game-play together; it's not the easiest thing to do in 72 hours, although, it's a good place to start if you wish to expand the game. A heads up, it seems the bug-fix version includes a serious bug! You start with the most powerful weapon when you spawn, making all the weapon upgrades useless. |
| Aug 3 08:17:04 | 15m 17s | Remote | ♥ 1 | Loved the animations! A little too simple, but still fun for a quick play-through. |
| Aug 3 09:56:06 | 1h 39m | The Breach | ♥ 3 | I really like the core concept of the game! Having to conserve energy, and sacrificing yourself to open doors for your future self is a cool mechanic, and I can see it being used for interesting puzzles. Great job on the sprite work, for 72 hours, the animation and detail is quite impressive, and are the reason why I clicked on the game! As much a I like the mechanic, I feel it wasn't used to its potential. For one, the purple door screams "I'll open later so you can conserve energy to get further." Instead, the door was just there to block a switch. The lack of puzzles seems odd. I was sure the doors would open shortcuts! That being said, having to clear enemies out to conserve energy for future trips did work very well, giving a sense of progress when you get just a little bit further! For the first half of the game, slowly conserving energy and killing each monster, and getting a feel for the game, was pretty fun! However, another problem was the level layout. Once you hit the purple switch, you can sort of just run past everything. Causing you to hit the three remaining switches without really worrying about energy or the enemies. The boss was also odd, the first time I played, I had to hope he wasn't at the right platform and run for the switch, since I had so little energy. It wasn't until the second play-through I realized I could hit him from above, which is odd, since the punch misses visually. Overall, the mechanic was a great idea, and has great promise! I can already imagine puzzles such as destroy your old corpses to close a platform to walk across it, or even killing out early to save some energy for a later robot! I really hope you take the feedback from the jam, and continue to work on it. I can see it becoming something special! |
| Aug 3 10:54:09 | 58m 03s | OxenOut | ♥ 1 | Neat little throwback! The music really fits the space setting, and the scene transitions really nail the look and feel of the NES era. Great job getting the NES style down! The physics were well done, and worked great within the puzzles. A little out of control, but fun to overcome! The game-play reminds me a bit of Flywrench. My only main gripe is the boss fight. The boss really hurt the overall package, I couldn't tell I was even hurting the thing. It really needed a hurt sound, or at least a hurt flash, to indicate to the player you're doing something. I thought the boss was invulnerable at first, until I ran out of options to go and decided to shoot at it until something happened. Other then the boss fight, it's a solid and well designed puzzle game! Great work! |
| Aug 4 09:37:41 | 22h 43m | VS: Battle of the bots | ♥ 0 | I really like the sprite work! It's a tad too small though, I had to raise my browser zoom to 300%! Sucks you couldn't finish, but there's always next time! |
| Aug 4 09:42:17 | 4m 36s | Hand Decay Panic! | ♥ 0 | I dig the Game Boy style sprites! Interesting idea, I would have liked to see how the full game would have played out. |
| Aug 4 10:44:19 | 1h 02m | Everust | ♥ 0 | I really liked the overall atmosphere, it gives me Silent Hill vibes! The audio is a little lacking, but the music really adds to the overall mood. Great work on the audio and visuals! The procedural generations really creates a great looking environment! The world really does look like it's falling apart. The limited draw distance, while probably done for performance reasons, does add to the PlayStation era graphic feel, and the overall theme of a dying world. The simple radar looks great, but I did wish it detected the power cubes, since it's sometimes impossible to find more from how little the draw distance is. The lack of a pickup sound or jet-pack sound was also odd, but forgivable. The jet-pack controls seem to be broken. If I hold down space, half the time I just fall to my doom. I ended up having to spam the space bar to get the jet-pack to actually engage. I thought this might be the intended way, but holding down the space-bar worked randomly start working. The 10-15 second wait between plays wouldn't be so bad if it was hidden behind a load screen. What really aggravated me was when after the pause, instead of generating the level, the game would actually reload the scene, which caused the game to pause again upon walking back to where I was. This happened 3-5 times once. Those last two issues caused me to almost quit playing altogether! I did manage to finish it, once the game stopped recursively loading on itself, and I discovered spamming jump to overcome the jet-pack bug. The game has good potential, but the bugs really chip away at it, but great job on creating a really rich world! With a bit of extra polish and bug fixes (which is hard to do in 72 hours, I know my game could have used a bit of both!) I could see it becoming a great game! |
| Aug 4 12:31:01 | 1h 46m | Fluffy's Charge | ♥ 2 | The sound of fluffy eating over the company logo is just plan wrong :O Just a really adorable game all around! The animations are great fun to look at, and really tie the game together. The little touches, such as the clothing changing, were also a nice touch, I got a chuckle out of the last bait! The music switching when you overfeed fluffy was another good addition, and the regular music really keeps the pace up! The game-play is simple, but works, and kept me interested until I finished. My only real gripe is the menus. It's kind of awkward to constantly bring down the menu, and switch it between food and upgrades. It wouldn't be so bad, but every time you click away to respond to an emergency, it goes away, which really sucks in tight situations, where I needed to multitask between buying food and switching power. Overall, a solid entry! |
| Aug 5 19:52:53 | 31h 21m | PowerCubeStationBox™ | ♥ 2 | Slowly figuring everything out was a pretty fun experience! Whenever I saw something new on the screen, I was encouraged to explore the box, which was a great design decision! The switches and knobs on the side really add a challenge and keep the simple platformer fresh. A button to re-orientate the screen would have been nice, but the controls worked well for the most part. One of my few complaints was how quick the power went out. I just wish the power had a meter like the platform shake did, so you could press the button more (or hold it down) to build the bar and keep it on longer. If the theme wasn't losing power, I'd even suggest replacing it with a screen tint which shows/hides objects depending on how bright it and the objects are. My only other complaint is a small one. The screen knob doesn't do anything until the last level, which confused me. It should have scrolled the screen on the previous levels as well, just so you could understand it did something universal. The other switches only interacted with things that weren't there before, which meant you were encouraged to try them when you saw something new, which wasn't the case with the screen scroll. Overall, a solid jam entry, and a great idea! |
| Aug 6 00:15:27 | 4h 22m | PRAY FOR TESLA | ♥ 1 | I really liked the organic growth of the base! Since you'll have to buy a reflector for turrets further back, plus and an amplifier for ones even further out, you gain a nice natural progression for building the base. I wish the amplifier effect was more noticeable visually. I had to play around with it a bit until I understood how it worked, since the power wave doesn't get stronger visually at all. I'd suggest adding a small pulse wave around the amplifier itself! Other then that, most of the other comments covered what I'd say. Nice entry! |
| Aug 6 04:33:32 | 4h 18m | Power Plant | ♥ 0 | I really like the crayon style drawings, along with the story! It's a very charming atmosphere, which along with the game-play and music, create a relaxing game! It's a short and a little too easy, but it's fun while it lasts. The see-saw was a little odd, it's use eluded me the first couple of of times I played the first level, I thought it was a table! Maybe a small arrow pointing towards the one-way direction might have made it's function more clear, or a forced, one way placement would have worked too. The dialogue every-time you lose was also a bit much, I'd shorten it to a single bubble. I also found a bug. If you run out of juice when you get to last flower, you can water it during the lose dialogue, which advances you to the next level. You can also just move while the text plays in general, causing text to appear over text! Other then those small issues, it's a well made entry! Great work! |
| Aug 16 17:53:47 | 253h 20m | ErixStein 3D | ♥ 1 | I really like the idea, and great job getting everything working in 72 hours! It's quite impressive. Each mode is quite simple, but meshed together, creates a really unique and fun experience. Seeing how the level generated the first time you press fire was quite cool. The main problem is the disconnect between the mini game generating the level, and the actual fps game-play. The Qix side of things should have more of an effect on how the game plays out. For example, trapping the ball in as small of a space as possible should lead to some sort of benefit or reward. Additional mechanics would have helped too, such as having spots on the board that you might want to avoid filling in, which would lead to additional enemies or traps in the level. As of right now, it just seems like a sort of gimmicky level editor, where the Qix and the FPS mode don't really mesh or connect together. Which is a shame, since it's a great idea. Overall, A solid entry! The entry has great promise, and I'd love to see it as a more fleshed out game! |
| Aug 20 20:22:57 | 98h 29m | Power Run | ♥ 0 | A fun little runner! I really dug how the path generates and pops up. It's a bit simple, but with a little more polish and an added mechanic or two, I can see it being a fun little mobile game. Nice work! |