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Feedback comments for LD40
Hilvon's games and stats for all events →
| Timestamp | Since previous | Game | Hilvon's comment | |
|---|---|---|---|---|
| Dec 5 09:53:04 | Space Shoot | ♥ 1 | I was getting worried you missed it... | |
| Dec 7 20:09:53 | 58h 16m | ArenaBots | ♥ 1 | A nice action-packed arcady game. Controls could use a bit more love... And I had some wierd phisics going on when my bot got dropped on one side and was still perfectly mobile. |
| Dec 7 20:48:45 | 38m 52s | Maze Trudger! | ♥ 1 | An interesting maze system. Though I wasn't able to figure out what the knives(?) are for and most of the time the monsters would just move past me without harming (I guess this happened when we swapped tiles. |
| Dec 7 21:11:03 | 22m 18s | CoinCase (Ludum Dare 40) | ♥ 1 | A good game for the first attemp. The best way to add smoothness to camera otation is to have intended rotatiopn and gradually lerp towards it. Or just use small multiplyers on Rotate command. Another option would be to go for a top-down view so camera rotation is not required at all. But in current setup it doesn't feel good whn you need to roll backwards without being able to tell how far is the sea... I really liked your textures. |
| Dec 7 21:19:29 | 8m 26s | Get Wasted! | ♥ 1 | A funny little game. Though the winning strategy turned out to be pick a bar and not upset the owners by taking some pauses and letting the bar to relax before drinking more. And this way you can't get caught because you don't get kicked out. |
| Dec 8 01:06:09 | 3h 46m | Stand your ground | ♥ 1 | The gameplay is too hectic, especially the way you need to target in 3D without the usual finesse of mouse aiming. And the fact that the canon is not aligned with the camera makes things even harder. I like the idea how elements are interacting, but for example green elements need to be hit twice - first by fire and then by water to destroy. And without a fast way to switch elements between those two. All the games end up being short. Really short. |
| Dec 8 21:11:50 | 20h 05m | Reversed Negativity | ♥ 1 | Really fun game. But having an in-game controls description would be handy. I mean WSAD-movement is conventional, but Z to interact with tile is non intuitive... And there are some wierd collisions happening... but maybe it's just me being clumsy. |
| Dec 8 21:26:28 | 14m 38s | Hidden Shadows | ♥ 1 | The controls are... terrible. Why would you even make the arrows work like this? There is not point in eve using them... And no Y-axis camera control? Seriously? But as a concept the game is fine... If only it wasnt' so much PvUI.. |
| Dec 8 21:35:58 | 9m 30s | Frostbite | ♥ 1 | A nice game. Could use a better controls... But really cute graphics (especially snow appearing on the character) and animation. And I relly liked the sound. Odd that ratings for it are disabled. |
| Dec 8 21:39:31 | 3m 33s | All-You-Can-Loot Cavern | ♥ 1 | I like how theme is implemented here - the more items you have the more screenspace they obstruct. |
| Dec 8 22:51:28 | 1h 11m | Dream Roamers | ♥ 1 | A really nice fast-paced game (though some monsters seem to be too fast-paced head-butting me before I can properly react to their presense.. but maybe it's just me getting to old for this. :) ) For some reason I wasn't able to exit the game other than by hard-crashing it... And the theme implementation is really good. Really forced me to thing wether I want to pick up this extra energy or my HP is too low and I would prefer sofer hits. |
| Dec 15 21:22:07 | 166h 30m | Politically Correct Hunting | ♥ 0 | An interesting game. Though a really high difficulty spike on the 3rd wave.. Up to the point of som animals reaching the end of field before second of their kind appears on the board. And controls are a bit nonintuitive... so facerolling is the tactic I often had to resort to. |
| Dec 15 21:42:31 | 20m 24s | Hoarding Havoc | ♥ 2 | A interesting game, but a lot depends on randomnes. In my first run I managed to get out, but I found myself severely beaten by rat, and out all the run I literally had no stuff to throw at enemies, while they were still coming at me, forcing me to kill them with hands, which hurt... Second run I was literally buried by goblins under a pile of rocks as they were constantly trowing 3 at me for every one I returned to them... |
| Dec 15 22:04:30 | 21m 59s | Super Ploogy Rescue | ♥ 0 | Fun game. Some levels took a couple of times to retry, but I was able to herd 18 on my first playthrough anf 32 on my second... So in total I "saved" all 50 ploggies... |
| Dec 21 11:58:56 | 133h 54m | OverHeist | ♥ 1 | **Ratings given: 9.5** Seriously? Dudes, there are like **5** of you on the team. Would it kill you to go out and play some other's games? |
| Dec 22 10:44:58 | 22h 46m | Temple Hunt | ♥ 1 | @toccs *"Hes naked because i’m still learning how to texture a character properly"* I'm not sure what modelling software you are using, so I will use techniques from Blender... pretty sure that save for different names of function that should apply to other tools too. Option one - Have several materials set up on the mesh. Then while editing the mesh you can assign faces to each different materials, and so have different colors and properties on each. Pros - more intuitive to edit. Cons - several materials for rendering = less efficient rendering. Option two - Mark the seams between faces where you want to use different materials (like you want to make a shirt, mark seams around neck, waist and wrists) so when you unwrap the UV map you get separate "islands" in UV. Spread those isles around the UV map and just paint the texture in different colors. Pros: - you only need one material. Cons: - you can only swap the whole texture file if you need to change one color. More work to do... Option three - A combination of both. Place the seams as per option 2, unwrap the UVs (though this tile you would need more seams to make sure UVs don't overlap!). Then use materials to show different colors on the model, and bake this colors into the texture. Pros - This way you can have more details, like specular, normal and heighmap baked for you too - this will visually enhance the model, while still using only one material for efficient rendering! Cons - you really need to know how to pull it off beforehand... Trying to lean those trick during the jam will just sink your time... ((I remember you, LD38! )) |
| Dec 22 12:29:43 | 1h 44m | Sanguinite | ♥ 1 | A really nice game. Like the mechanic for getting lives back if you carry a broken drone to the ship. Also a lovely bit strategic depth there, as you have to drop your cargo to do a blast. There were a couple of glitches though. Sometimes I would have several nodes of ore and a bonus spawn on the same spot, so I would have to drill one, and as I tried to pick it up, I would just start drilling again, becoming a sitting duck when I least expect it. And the difficulty curve is a bit too steep IMO... first 3 levels are easy, and forth (or fifth? O_o) one is just hell with enemies swarming you dead before you can finish drilling (mostly because you can't dodge enemy shots while drilling and there kind of a lot of shooty-squids spawning all the time. |
| Dec 22 12:52:53 | 23m 10s | Lice Hard | ♥ 0 | A pretty easy game. Controls are a bit counter intuitive to me... ((Maybe because I was never hunting lice before)), but once I got hold of them the game turned out to be pretty beatable... even though I had a pretty bad infestation going on while I was figuring what to do. |
| Dec 22 12:54:30 | 1m 37s | Herding Cats on Rollerskates | ♥ 1 | Darn... Just couldn't get bast the 3 cat level with a mouse... ((No pun intended...)) |
| Dec 22 13:08:17 | 13m 47s | The Infernal Knowledge | ♥ 1 | I'm not sure, if that was a glitch or not, but I noticed that some Cthulhus were actually running away from me rather than towards me. And since they were the last ones I noticed this brought the feeling of them being scared by the beating I just handed to other enemies. Also it felt really satisfying to kick the Cthulhu off the platform... But the game overall felt too easy... |
| Dec 22 18:12:10 | 5h 03m | Zombeer | ♥ 1 | Played the web version. Had a lot of problems with inputs being stuck. When fire button was stuck it was kind of good - firing at maximum rate is kind of cool. When movement to some direction was stuck... it wasn't that cool. Anyway - a nice little game. A bit more variety among zombies would help though. Maybe make small ones a bit faster, and fat ones a bit slower... |
| Dec 25 12:39:27 | 66h 27m | DvZ | ♥ 1 | Weapon changing mechanic is interesting (even though I haven't maoved past weapon 4). However transition from SMG to Sniper and then to autgun is i bit disorientating as you have to quickly switch tactics to really opposite ones. Also weapon variety is a bit low... All the differences between SMG and Thompson seem to be erased by Zs having more HP now. Mixing in odditional features like recoil, splash damage, knockback on enemies etc would make a game more interesting. Also some hint to what would the next weapon be and how soon it would kick in, would be helpful |
| Dec 25 14:08:52 | 1h 29m | Walking Simulator 2018 - Camino del Norte edition | ♥ 0 | A game really could use a bit more of a tutorial... Blisters appear to be a bit too random. I noticed that you get way lett of them if you avoid roads and trees, but still wasn't able to move past day 14 without having more than 10 of them... |
| Dec 25 14:49:46 | 40m 54s | Battle for the Mages | ♥ 0 | The combat is a bit too easy. Though I like the sound effect of enemies blowing up. |
| Jan 4 13:35:16 | 238h 45m | Theme - The Game | ♥ 1 | Finally played this one... Well... There is definitely a good example of old LucasArt quests, with counterintuitive quests, when you often have to resort to clicking everything because you have no clue how to progress. Also... I'm still not sure if I progressed through the entire game or not... And by the sound of clicking on "me" I really thought it should take off upwards rather than fall off... EDIT: Yay... I finally figured where the GAME is... :) |