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Feedback comments for LD40
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| Timestamp | Since previous | Game | tcstyle's comment | |
|---|---|---|---|---|
| Dec 5 08:58:28 | Life's A Glitch | ♥ 1 | Like the visuals with the glitches! I feel the player probably moves too fast in the x direction for me, making the controls feel a bit sensitive. Since the game's just about avoiding glitches, why are you collecting glitch boxes, and how does shooting glitches get rid of them? Could be interesting to see what else glitches could do, like messing with player input, teleporting the player, or in general something unexpected. Keep up the good work! | |
| Dec 5 09:20:32 | 22m 04s | Infestus | ♥ 1 | Interesting concept! Liked how you had to spawn larva and move them around to the vents. Biggest thing for me was I would have liked more spawners and the map felt like it could have have much smaller, especially since I do slow down after getting slime (so more about avoidance in a small space since you can't run away once they see if you are heavier anyway). I also think instead of decreasing transparency in the slime tubes it would visually read better if the slime's level just went down. Sometimes the enemies would get stuck facing each other too (which is bad when they are blocking an entry way). Overall though it's a good start, I would think about how to best polish the design with how it supports themes of the game (size of the map, ways you can use larva, any benefits to the player when you infest the lab more, etc). Keep up the good work! |
| Dec 5 09:32:57 | 12m 25s | Revenge of the Samurai | ♥ 1 | I like the art! Was a bit confused in the beginning of the game since there's no indication of whether to go up or down, but that's more minor. Liked that there seemed to be some kind of timing element in slashing, but would have liked more feedback in when I couldn't click, like when the door is closing. Sometimes it felt like I would click but nothing would happen, and so I died a couple times that way, but I liked that you respawned in the beginning of the room. Since they are all one hit kills and after getting used to the timing, perhaps it could have been made more interesting if there were different size circles or different shapes of range you had to avoid. For the UI (the kills), perhaps having it black so you can see it above the map, or have a background on it if you want to keep it the same color. For the design, I like what you were trying to do, but the narrative of revenge affecting the samurai doesn't really have any effect on the player - could be interesting to think about how the act of killing someone could impact the player experience. And if there is a negative impact, is there another solution that doesn't involve killing anyone? Anyway, keep up the good work! |
| Dec 5 09:52:48 | 19m 51s | escapeš„hatch | ♥ 1 | Fun! Liked the progression and introduction of mechanics. Had the hardest time where the guards are patrolling, took me a little bit to realize I could hide in the corner pockets initially. I wasn't sure when they could see me, I guess it was if they're facing me and line of sight. I also liked how you could still beat the level even while they were chasing you. Nice job! |
| Dec 5 09:59:34 | 6m 46s | Little World | ♥ 0 | Love the camera controls, the scene transitions, and the bouncy movement! The music is very relaxing. For me it was pretty fun just walking around and talking to people. |
| Dec 5 11:04:52 | 1h 05m | Alchegator | ♥ 2 | beat it! pretty fun, though some things took a while to figure out. I think in this case it was because we know it's a game, and we're not sure what affordances there are in manipulating the object. For example, how do we know the yellow dust can combine to a bigger pile, or which particles (sparks, water) can affect what? Maybe if there was a short item description just to push things further along so it's more of an informed decision verses guessing (ex. Looks like this is water... or is it spit?, or fine dust: isn't everything made out of dust?). I liked the different paper hints though. Some buggyness with carrying things but overall pretty good. |
| Dec 6 06:16:32 | 19h 11m | LDAX: Ludum Dare Asset Exchange | ♥ 2 | I made lots of theoretical money. ldax.png I think if the game is supposed to make the player feel bored or what they're doing is pointless, I feel like it needs to be like a layer removed from that so the player can recognize that's what the game is trying to do. For example, if there were things you could buy but they got more and more useless sounding, or maybe it also shows you how much power is being used in order to generate the currency so the player knows how they're affecting the world. Anyway good job! |
| Dec 6 06:45:16 | 28m 44s | Cats are assholes | ♥ 0 | Pretty fun! Would've liked some conclusion or maybe a time as a score. I was able to get all the fridge/bowl/litter upgrades but the cats just keep coming haha. I ended up putting litter boxes near the trash and bowls near the fridge but I wonder if I could have spaced the cats out better in separate rooms, otherwise I didn't really have a big reason to go to the rooms on the left. good job! |
| Dec 6 17:23:46 | 10h 38m | Capital Hell | ♥ 0 | Nice quotes! would have been nice to see the gameplay be even more subversive, though the metagame can be hard to design for. Good job! |
| Dec 6 17:47:37 | 23m 51s | Catastrophic Cities | ♥ 2 | Was able to get crime rate and unemployment down to 0% and approval to 77% before inevitably falling. Buying the hospital removed the sick icons from the buildings, but I don't think the fire station did anything. Could be cool to see everything rebalanced. The buildings were very nice though and seeing the city grow was fun. Keep up the good work! |
| Dec 6 18:02:22 | 14m 45s | Save the Hats | ♥ 1 | Interesting mechanic! My hats felt like they would disappear randomly though, maybe I was getting hit somehow? Sometimes they would be balanced, but then they would all fall off anyway so I wasn't sure what was going on there. It feels a bit weird how you're really only on the bottom when there's so much level above you, but it was nice seeing incoming enemies. I liked how everything in the art was made out of hats. Keep up the good work! |
| Dec 6 18:14:01 | 11m 39s | DRAGLUTTONY | ♥ 1 | Very nice art and animations! It's pretty hard to hit the food towards the other dragon, but if you can get that feeling better I think this would be a fun party game. Good job! |
| Dec 6 18:27:23 | 13m 22s | ARCADE OVERFLOW | ♥ 1 | very nice! I got 1 gameover with pong ha, but it was very cool to try and multitask between games. Since it can get a bit tedious, maybe some sort of metagame on top of everything to give a player a direct goal other than survival? Then failures and successes in the smaller games can have an impact on the metagame. That probably increases the scope by a lot though haha. Good job! |
| Dec 11 05:11:54 | 106h 44m | Protofusion | ♥ 0 | Liked the multiball mechanic! Nice variant on breakout. I ran into some bugs where some bricks in the 2nd level couldn't be destroyed (maybe because I vented the ball on top of a bunch of bricks?) and then also where the last one looked like it got pushed up and couldn't be destroyed. Eventually though I was able to get a full playthrough with the boss. I liked the sheen animation and how that carried through with the boss. Nice job! |
| Dec 11 05:18:31 | 6m 37s | Shall they up? | ♥ 1 | I liked the trade off! The colors were helpful in knowing which enemy was invulnerable to which weapon. More feedback would have been nice, but good job that you got your own engine running! |
| Dec 11 05:46:38 | 28m 07s | Stuck in Parallel | ♥ 2 | Interesting idea! The character slidy-ness did make me walk into spikes a lot. I assume it was because movement was grid based? Hard to tell since there was no grid borders to refer to. I like the different views from the cubes, though I felt they didn't necessarily need to be 3d and made things a bit confusing, in instances where I thought I could cross somewhere only to find that I was viewing it in perspective. I got stuck a bunch of times and had to restart the level, but I think I beat level 3 with a skip near the end and not having to get the indigo block. Something like this though in this screenshot I am actually stuck haha: stuck.png Pushing blocks beyond me or leaving them while they were rolling or behind could also get me stuck as well and this happened often. Maybe if there was just a faster way to reset other than clicking through a menu (P brings up the menu, but there's no way to esc from it and you still have to use mouse to click things). nice job! |
| Dec 11 05:59:03 | 12m 25s | They Came! | ♥ 0 | very nice! I liked how the survivors stopped if you outran them. The worms things were sure fast. I lost the first time and then was able to beat it the 2nd time. I tried just outrunning the monsters but would end up outrunning the survivors too so I had to balance between running and shooting. Nice job! |
| Dec 11 06:10:33 | 11m 30s | The Provocateur | ♥ 1 | very nice! I was able to overthrow the government. I think there's sort of the initial gathering of protesters and after you have a good number of spawners you go out and get things done, but before that you die pretty easily. The warzone you create is pretty shocking. Good job! |
| Dec 11 06:54:12 | 43m 39s | Life & Debt: A Real Life Simulator | ♥ 1 | very nice! It's sort of like an idler depending on how much stuff you want and fast you want it. Though if that wasn't your intention would have been nice to speed time up or so. It'll take me a while to beat it (I alt tabbed it just to keep things going), but the writing is funny. I was able to get a pretty good paying job (actor at 95k) and I'm just waiting it out. The random debt events are happening a lot though so I'm not sure if I'll make it. I like how extra items you buy just fall in the background and stack on each other (so many cabinets...). Good job! Update: It was taking me too long and debt kept building up, so I gave up. |
| Dec 12 05:55:10 | 23h 00m | A Boy and His Card | ♥ 1 | Had fun! Was in a lot of debt but then was able to pay it off. Cool idea, though I wished I could do something about hp other than paying to revive. Could see something more fleshed out from this starting point. Good job! |
| Dec 12 08:26:56 | 2h 31m | About The CyberFighter | ♥ 0 | Liked the ending punchline! Had some nice progression with the graphics and the upgrades. Almost feels like snapshots of the same game as the developer gets better. Keep up the good work! |
| Dec 12 08:33:34 | 6m 38s | A cozy winter walk | ♥ 1 | I enjoyed my walk in the woods! Short and sweet. I liked the extra things you could interact with and get some more story/snippets. |
| Dec 12 08:50:02 | 16m 28s | Birden | ♥ 1 | Haha, this was great. Loved the cutscenes and the level designs as the number of birds kept getting bigger. Great job! |
| Dec 12 08:59:55 | 9m 53s | Black Hole Star | ♥ 1 | Nice art! Really like what you did with the environment borders. I liked how the shadow blobs got mean in the dark, and how they would try and rush to the next star once they saw it to try and prevent you. Could see you doing more with the light as a mechanic with with movement options (timed this part is lit up or maybe needing to expose shadow blobs to light before they get too dangerous) or puzzle-type things (light switches, needing to traverse the space in a certain order, etc). Keep up the good work! |
| Dec 13 05:52:17 | 20h 52m | Virus and Boom | ♥ 1 | I liked the story and the loading screens! It got too hard for me after the big meal snippet though, even with the camouflage. Just collecting things also wasn't super interesting by itself, maybe if they gave you more defense or more health. Keep up the good work! |
| Dec 13 06:06:25 | 14m 08s | $adist | ♥ 1 | Liked the minigames! I think eventually though it became faster to wait for the btc value to rise and it sort of becomes an idler game (at least for the first country). keep up the good work! |
| Dec 13 08:03:25 | 1h 57m | Jonathan The Sorcerer | ♥ 0 | oof that was really hard. I was able to beat it. Not sure if you could give any feedback that would make the puzzles more understandable... it is just very hard. perhaps more of a ramp up to certain concepts? anyway, Good job! |
| Dec 14 03:17:30 | 19h 14m | Super Economy Twins | ♥ 1 | Interesting idea of avoiding the coins, but nothing bad happens if you collect them so there's not a lot of motivation to try very hard. The jump is a bit hard to control, might be because of the slow x movement and air control. Perhaps adding a mechanic that changes the game if more coins are collected. For example, making enemies harder, or you move slower. or you don't jump as high, etc. There are a number of ways you could change things up. Keep up the good work! |
| Dec 14 03:29:41 | 12m 11s | Exploding Golf, with Lovable Piggies | ♥ 1 | Nice job! I accidentally murdered I think 15 piggies. The explosions usually helped me in a way I didn't expect but it was still cool it see it get the ball in the hole. The levels with cascading explosions were nice. |
| Dec 14 04:00:17 | 30m 36s | The Beforlorne Wander | ♥ 2 | Nice small game! I had some trouble jumping, there really wasn't any leeway as the jump was basically just block height. I died a lot for the first boss, and the save dropped in the higher place that I couldn't reach so when I died I had to try again. I was able to beat the game though. I think there was a room where there was a save point very high up, but after beating the final boss I couldn't find a way back to that area. Anyway keep up the good work! |
| Dec 14 18:25:34 | 14h 25m | GLORIOUS INTERNET POINTS | ♥ 1 | Liked all the options and dialogue! After eating various things I was able to make money pretty easily selling data, and bought all the options just to see what was available. I like how the last option is usually a punchline. Could see this format being used to tell an overarching story in the game haha. Good job! Oh yeah, for the HTML5 build, did you have the sounds converted to .ogg? There's some errors in the console (you can hit f12 to bring it up) and it lists not being able to find some .ogg files. Also you may need to make sure the "format" library is included in the xml file (I ran into those same issues). Hope that is helpful! |
| Dec 18 04:13:32 | 81h 47m | Between Stations | ♥ 2 | Very nice! I like the commentary in trying to find companionship in the tv [media?] (you can't). There's a sort of relief personally for me after playing the game to know there are other things I could be doing that isn't just flipping channels. Very polished entry, loved the little vignettes of thoughts and shows with the different perspectives and choices. |
| Dec 18 04:27:07 | 13m 35s | Jazzy Beats | ♥ 3 | very nice, pretty polished! My max combo was 140. I was able to deal with the masses by distancing myself and kicking up back slowly and converting them that way. The brawling was pretty good, I think the hitboxes being pretty big helped a lot. The different movesets are fun but since I was able to distance myself I felt like kick and the special were probably the only useful ones for me. I think if this was taken further there could be exploration on crowd patterns or different move sets. Keep up the good work! |
| Dec 18 04:36:24 | 9m 17s | Greed Mania | ♥ 0 | Nice cohesive style, though I also didn't realize the walls killed me. I think I died the most probably from the walls. My high score was 430. I like how all the different enemies are different patterns, though in game it's hard to remember other than the fly like ones since they chase you. The audio felt really loud to me, but otherwise fit with the theming well. Keep up the good work! |
| Dec 18 04:46:50 | 10m 26s | Ocean Explorer | ♥ 0 | nice idea! I like the concept where you had to drop off treasure, otherwise you'll get heavier. I noticed I could collect too much and then I would start sinking and screw myself over. Perhaps if there was also a control where you could drop everything you collected so you could make a quick getaway back to the surface for oxygen. I could also imagine some puzzle situations where you have to collect treasure but in order to get out you need to drop all of it (for example running away from a shark). The grappling hook felt a bit slow to me, Maybe if it shot out a bit faster. I think the return speed could be slow (could be interesting if the hook then acted as an anchor or so). Anyway, I think there's different avenues that could be explored. Keep up the good work! |
| Dec 18 04:53:58 | 7m 08s | Ricochette | ♥ 1 | I like the game idea, seems like something that could be built upon. I think there are a lot of ways it could go from here though, so maybe think about what you like best about the design and focus on that (the bullets, the movement, the levels, etc). I think keyboard controls can be pretty hard for turning, but it works well in a local setting. good job! |
| Dec 18 05:05:05 | 11m 07s | Chuck Norris will Make America Great Again | ♥ 0 | Funny game. Not sure why there was an exploding bird, was I supposed to avoid those? I liked the different weapon types, and how you would go back to kicking if you're hit by something. The cent coins looked a bit too similar to the projectiles, perhaps if they were differentiated a bit more. Not sure if I could actually die, but I liked all the stuff you were able to get in. Keep up the good work! |
| Dec 18 06:02:14 | 57m 09s | Flips! | ♥ 0 | Took me a while to figure out too. I actually skipped over to the post compo build in order to get it faster (and then switching back since understanding is just conceptual). I think the difficult spikes a lot at the "planning ahead level." I was able to beat it after a while though. I think how there's this priority with stacking seems confusing. If I flip something on a stack, it seems to take precedent in "activating" once it's flipped back, even if it's not in the same row or column as the ones selected. Perhaps feedback with the row or column highlighted could help with the puzzle logic. This may make things too easy but perhaps highlighting pieces that will be affected after each selected flip. I think with this kind of game an undo button to the previous turn would also be super useful. Having beaten it, I don't think I would be able to get through it again easily, it's the kind of puzzle that you need to kind of guess and logic your way through, and the problem solving feels like it more dynamic (perhaps because I was still getting used to the system and how it works). I like the changes you made so far with the post compo as well, keep up the good work! |
| Dec 18 06:16:30 | 14m 16s | Space Suckers | ♥ 1 | My high score was 87! nice concept, though the aliens couldn't be repelled if they started chasing you and the only way was by getting near the black hole. Collecting crew members were not that possible when the trees and buildings got very big. Perhaps if the missiles could repel the aliens on you or if you had to use the missles to get more stuff out of the way. Keep up the good work! |
| Dec 18 06:37:37 | 21m 07s | Just eat just enough | ♥ 1 | My high score is 176100. I think I probably could've kept going indefinitely though. I think you got the game feeling pretty good, even if you do slow down. I think some of that if just being able to shoot a lot and recover it quickly from the bodies of everything that you've killed. Perhaps moving to bigger enemies or enemies that take more than one hit to go down. Perhaps being bigger and slower would also slow down your weapon but make it stronger. Could be an interesting trade off. Keep up the good work! |
| Dec 18 07:00:17 | 22m 40s | Team leader | ♥ 0 | nice management game! I do think it can be a bit faster too (in terms of more money can be earned in less time), but balancing between the different options for the workers was nice. I didn't realize the days of the week were passing, maybe if there was a bar for that too. Keep up the good work! |
| Dec 18 07:18:21 | 18m 04s | Npigs | ♥ 1 | I thought there was a top and was wondering when I would get there (and drop off all my people). But I misunderstood how the game worked. The platforming was pretty good though the constantly moving camera made me feel a bit uneasy. I did run into some situations where there would be a much longer platform above a shorter platform, and it was pretty hard to try and jump onto the shorter platform since the higher platform was out of reach. Like the theming and the colors. Keep up the good work! |
| Dec 18 07:40:39 | 22m 18s | Mo Money Mo Problems | ♥ 1 | Very stressful! The phone was super annoying which added to the craziness ( I saw the banner before and then after I understood hahaha). I liked how you could recycle everything and lose money you had but then you'll be fine. The hit boxes to drop things off felt too small, and the click to carry and click to drop felt kind of unresponsive at times (probably compounded by the hit boxes). I liked seeing the progression of the coins to the bills (I got up to the 1000 dollar bill, not sure if there was anything after that). keep up the good work! |
| Dec 19 05:38:16 | 21h 57m | Endgame | ♥ 0 | Liked the concept! I don't think I was able to make it out if I got in a battle, but if the humor is more of the main point, perhaps having it so you can kill the enemies relatively easily (as a way to learn the systems or get more humor about the kind of moves you use). I liked the setup so far with the select and loading screens though. Keep up the good work! |
| Dec 19 06:09:42 | 31m 26s | Samurai Shaver | ♥ 1 | Had a lot of fun! Nice, simple, and polished. It can be pretty hard to do a rhythm game so props! I could see this in a collection of minigames like Rhythm Heaven - maybe if it was all samurai strangely themed games, or in general wacky scenarios. Keep up the good work! |
| Dec 19 06:13:22 | 3m 40s | Goodnight Sheep | ♥ 1 | Loved the narrative here! Sometimes the sheep did have z-ordering issues but other than that I had a good time with it. Thanks for the story! |
| Dec 19 06:21:36 | 8m 14s | AGAINST GREED | ♥ 1 | Interesting concept, but I didn't find tapping the keys very engaging - it felt more like an interruption in the game play. I think the the compulsion to buy things was expressed in some other ways, maybe you have to lead the guy around by objects, or maybe its more of a lemmings-like level where you have to place money and objects down strategically as to influence the guys movement? In any case maybe some more thoughts about what the design is expressing and how that could drive the mechanics in the game, if that is helpful. Keep up the good work! |
| Dec 19 06:37:54 | 16m 18s | Chuckles, the Word Juggler | ♥ 1 | nice concept! I had an easy time up until the words became much longer and more real and not just acronyms. Then I died right away haha since I'm not great at typing. The game is pretty straight forward just typing, but maybe if there were other events other than just juggling to make things more interesting. Some ideas off on the top of my head to make it more interesting (and not necessary in scope/doable in a jam). Perhaps other objects being thrown across or trying to type a full sentence in the background while also typing out random words, perhaps tied into a narrative, etc. Anyway, keep up the good work! |
| Dec 19 07:12:29 | 34m 35s | One Matter | ♥ 1 | I beat it in 1755.57. Had a hard time jumping. My laptop keyboard does the thing where the third button doesn't input if two buttons are already pressed so jumping in a certain direction was very difficult for me. The movement also felt a bit laggy since I would move a bit even after letting go of the keys. The shadows are nice, but I feel would be more helpful if they were directly under things, otherwise it's a bit hard to tell where the object is in space. Overall I liked the different slices and how on some levels you could take shortcuts and skip a lot of platforming, but I would have liked more polish on the controls. Keep up the good work! |
| Dec 22 07:21:16 | 72h 08m | Computer-Man RPG | ♥ 1 | Interesting turn based combat with the match 3 mechanic! The subpixel pixel rendering was also very interesting, I haven't seen something like that before. After figuring out the main mechanic it was pretty easy though, perhaps if the computer could manipulate your controls occasionally or have their own rules for their match 3 that you would have to work around. Keep up the good work! |
| Dec 22 07:36:27 | 15m 11s | Chubby | ♥ 1 | Liked the mechanic! I fell off at the very end and got the game over text haha. I didn't expect it to be so physics based, but it was an interesting direction with the levels. I had to sort of finesse with pressing back and forward again and timing jump to get up those steps, even as a cube, but it felt nice after being able to do it. Pressing back and forward in the air sort of felt like it had an unbounded acceleration, maybe you could have a max velocity. I could see you extending this with more puzzles either having to do with fitting through things or maybe more physics shenanigans. Keep up the good work! Oh yeah- it's okay to reuse some code if you count as your "internal library," as long as you still share the source in the end. |
| Dec 22 08:17:13 | 40m 46s | Dipsomaniac | ♥ 2 | I started feeling bad for the main character who's drinking himself into oblivion. I like how even though it says you win it doesn't really feel like one, at least for me. The change up of controls and the blurring was pretty cool, with the small changes in the characters too. Personally I didn't really get the pop culture refs, I kind of saw it as an attempt for the character to prove he's been living life and knows about things but kind of just comes off as presumptuous (and drunk). The situation is presented in a way that makes the player decide if what the character is doing is a good thing, but I wonder if there should be something else (like this is good, do you think so? or this is bad, do you think so? I'm not sure about that though either). Anyway, keep up the good work! |