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Feedback comments for LD40
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| Timestamp | Since previous | Game | MarkoPoloDev's comment | |
|---|---|---|---|---|
| Dec 4 17:17:26 | Lord of High Fives | ♥ 1 | Made four friends, killed six people. Would play again! Not sure if the audio wasn't working or doesn't exit. I was a bit confused about what to do before the control explanation page, maybe put controls in the description? | |
| Dec 4 17:45:20 | 27m 54s | Danger Noodle | ♥ 0 | Nice chiptunes, great oldschool vibe! |
| Dec 5 04:46:14 | 11h 00m | ADM - Artic Ded Mazay | ♥ 2 | Saved four Penguins, killed nine monsters, cut an iceberg in half! Love the art feel, love the idea. There may be some room for improvement in giving the player information; there's a bit of delay for both the iceberg cutting and hitting monsters. Having the delay is fine, but it would be nice to have some indicator showing exactly how much longer I need to charge my sword attack. I'm also not sure about what the best strategy is for protecting penguins - I can't tell if there's a difference between splitting the iceberg and hitting monsters as far as the final score goes. It also might be that I'm just bad at this game :P The iceberg skirts look great, btw :D |
| Dec 5 05:11:06 | 24m 52s | Evil Money | ♥ 2 | The newspapers in between scenes are great! Having view cones not project through solid objects is a really cool effect, and it fit in with the stealthy gameplay quite well! Issues: - I glitched through walls a few times while playing. - detection is a bit wonky. Sometimes it would be delayed a second or two after I had moved out of vision, and with one camera I was able to avoid detection by standing in a certain place and not moving while it swept over me - standing still in other places didn't work. - More of me being bad than anything, but I never figured out that you could distract guards by leaving money and dodging out of sight. maybe make that more prevalent in description / tutorial? Feature Idea you've probably already thought of: it would be neat if the sound changed once you'd been spotted. The music did get a bit stale later on. On the whole, a good time! |
| Dec 5 05:19:19 | 8m 13s | Drgn | ♥ 1 | Great look, the trees and planes that fade to the distant mountains is very good! I had a lot of trouble getting to the townsfolk I wanted to eat; timing my chomps was a bit frustrating, and it felt a bit unresponsive since I couldn't interrupt the current animation. I got sort of a rustic vibe from the lone guitar that fit pretty well, although if you are looking to expand this, music might be a good candidate. I really liked the horizontal dirt path and "flat" buildings, it clearly lays out the boundaries of the village and immediately tells me it's a 2d plane that the gameplay happens in. It sort of locks in the player and tells me how things work without confusion or explanation. |
| Dec 5 05:37:08 | 17m 49s | 100 Meter Dash | ♥ 0 | That trill when you start is amazing, takes me instantly to mario kart 64. I'm a big fan of the random quirky opponents, sort of like that odd japanese horse racing sim: [](https://www.youtube.com/watch?v=uXZlJGoK78A) On the whole, very glad I played. Thanks for creating it! |
| Dec 5 17:44:52 | 12h 07m | A cozy winter walk | ♥ 2 | The text effects (rainbow and the oscillating wave thing) are a really nice touch! Things that could change (aka super tiny nitpicks): - you can't see the rug when the character is in that space. Not sure if no alpha is a limitation of the engine. - I wasn't sure if being next to a thing would trigger the dialogue or if being on top of it would, so I sometimes accidentally skipped the first box of dialogue for an item. adding a small time gap where you ignore player input for half a second or a second after a dialogue box appears would probably fix this. Quite relaxing on the whole. I wish more people would make these sorts of entries. |
| Dec 7 05:44:06 | 35h 59m | Droplet | ♥ 2 | Lvl 16, 3046 score. This game nails the zen game concept. Pros: - The movement feels very satisfying. That's neat how it gets more sluggish as you grow - the growing mechanic is very fluid - clicking mechanic takes things to the right level of required concentration - music fits the mood very well, reminds me of an orisinal game - a tutorial?! in the game?! Nice! I don't have any major cons, but I do have suggestions for taking things further: This thing screams 'water on a windshield' vibes, but the background reminds me a bit of tron. Maybe some out of focus tail lights/dark clouds/umbrella background parallax layers and sort of a textured clear plastic/glass surface for the gameplay layer? I do like the variability in the darkness of the squares, just not sure it fits the water theme. Similar idea for the bubbles themselves, adding highlights that wobbled a bit with the physics would be amazing. I'm picturing something like [this](https://images.designtrends.com/wp-content/uploads/2016/07/26185408/Clean-Water-Droplets-Vector.jpg). Imagine if they squash/stretched when they absorbed each other! The audio for when you absorb another drop feels a little "sharp" with the raw (sawtooth?) wave. I think some sort of "softer" sound might go better with the piano. Maybe a high pitched bell ding run through a lo-pass filter or something? or maybe just the sound you used, but with echoes and reverb. I'll shut up about ways to improve it now because it's definitely one of my favorite games in the jam. Well done! |
| Dec 7 18:01:13 | 12h 17m | Techno Fever | ♥ 3 | What's good: - Having art of the area around the floor (stage/bar/bathrooms) really helps set the mood - The floor glowing in time with the music. I want to know how you did that. - The crowd dancing around and/or fighting each other. It feels hectic, which is what I imagine you were going for. - the unfocused glow on the edges of the screen and the bloom effect on glowing things is very nice! - the boss introduction. Having the crowd suddenly back off and disperse really communicates that there is about to be a bigger challenge - No deaths! I think that was the right decision given how wild and unpredictable the dance floor gets. I think I would have gotten very frustrated if I had had to start over a bunch of times. It was enough to get bounced off the dance floor and have to wait on the sideline for the crowd to stop hitting me :P What would make it better: - more animation! bartender could wipe down the bar, dj could bob its head, lantern things could fade on and off, bathroom doors could swing, stools / tables could be knocked over, more varied dancing / combat animations, etc. - a block or dodge action: - I got stunlocked by the boss in the top left corner of the area for what felt like forever when she was low on health. being able to avoid that with player skill would be nice - same goes for the crowd in general. Maybe moshpit simulator is what you were going for, but having to wait while I get knocked down repeatedly is not fun =( - More boss actions. It was super cool when I figured out I could trick the boss into crashing into the glowing lamps! More of those sorts of little puzzle things would be nice. On the whole, well done! I got a lot of hyper light drifter vibes from this game, would love to see it refined/expanded. |
| Dec 7 18:26:13 | 25m 00s | Dwarven Dungeon Defense | ♥ 1 | What's good: - The story and backdrop are nice. Definitely getting dwarf fortress vibes, especially from the destructible walls - rough idea is good, sort of a tower defense rpg combo where a dwarf underground fights monsters What could be improved: - I think it would be less intimidating if there was more direction for the player - where to go / what to do first. Most of my playthroughs consist of me wandering around until a tower kills me. Am I supposed to wait for monsters to find me? Also, please consider compressing your executable. |
| Dec 7 19:49:12 | 1h 22m | LUGO | ♥ 2 | - I like the blur / focus effect, but it seems a bit strong for me - I made a super long car and trying to figure out if I was lining things up properly was difficult; consider toning it back a bit? - The controls for changing height work very well and made working on multiple levels pretty fluid. The camera animations are not very fluid, though, and the camera always zooms in when going up a level. Smoother movement there would be nice. - I had some difficulty getting wheels to properly attach to axles - they ended up floating in space: [](https://www.youtube.com/watch?v=GDGnOnrZ_3o) - I like the walled arena on a wooden tabletop feel, definitely gives off the "I'm actually putting this together on a desk from my childhood" vibe ☺️. |
| Dec 8 00:38:18 | 4h 49m | StackUp | ♥ 2 | Pros: - nailed the mood. saving a cat by stacking up junk? perfect. - nailed the mood. cables and cranes in stack city? sign me up. - occasionally parts of the background were also physics objects; good way to incorporate the ambient art. - falling objects help keep things interesting, occasionally they disrupted my stacking plans and added some excitement. - The crane movement is quite good. I'm glad it doesn't swing wildly, but it does still feel like it's hanging by a cable. - The controls are very manageable. I never felt overwhelmed trying to control cat and crane at the same time. Things that could be improved: - Lots of people have already said physics, here are the specific things I noticed: - It feels like all horizontal inertia is lost when the crane releases a box, so throwing things around like I want isn't possible. - Shapes that should fit into other shapes don't fit; consider making the physics objects smaller than the sprites so there's a bit of visual overlap when things are touching. - The music got a bit repetitive. I dig the crunchy 8 bit vibe, it's just a bit short for the length of the game. - You can't have too much parallax in these sort of scrolling 2d games :D - The player can't control the flow of the game to match their skill. In tetris, the player can hit a button to instantly place a block once it's in position. It would be nice if there was some sort of similar feature here - maybe a button to instantly spawn another block and raise the crane one increment or something? I'm just frustrated because I lost when I was just starting to see the bottom of the clouds and now I don't have the patience to play all the way back up there =( On the whole, a great submission. Thanks for creating this game! |
| Dec 8 02:01:35 | 1h 23m | Justify the Means | ♥ 2 | Things that are well done: - The parallax background really evokes the feeling of being in a real forest. - The sunlight filtering through the trees gave the forest this sort of ethereal vibe that fits well with the characters - I'm a big fan of the pupil-less eyes, pointy ears, and hair. It makes the characters seem alien, and the big eyes add clarity to the state of corruption / power level. - It's always great to see 2D games that involve the third dimension somehow - the parallax background is quite good. - the falling pose on the character is nice, adds another little bit of visual appeal to the movement. - I'm glad you can jump on the enemies to kill them :D - The story is good. Not overdone or in your face since you can skip the dialogue, but also not boring. - PARALLAX. BACKGROUND. NICE. Things that could be taken further: - A little lerp on character movement would be nice. Standard "juice it or lose it" stuff. - There are tiny gaps between the blocks that make up the ground, and it breaks immersion a bit to see regular geometric shapes in what's supposed to be a natural environment. - There's a warning about the spikes, but no warning about the water, which seems a bit inconsistent. That's also the only place a water pit appears in the game, so I'm not sure what its purpose is. I think the game could have used a platforming area where you're avoiding spikes/water and fighting monsters at the same time - getting the player to utilize all the skills they've learned at once. - I wish I could jump on the monsters without having used a plant. You could add an entire secret ending where you go through the game without using a single plant and become the true hero. sort of a voluntary hard mode thing. - The glowing particle effect is neat, although I think it would be more cohesive to have the entire character sprite leaving the trail, instead of just the stomach. - The movement on the top of the head and the arms is a bit inconsistent on the run animation. Consider having a look at [Saint11](https://twitter.com/saint11/status/782960308927291392?lang=en)'s tutorial on running animations? On the whole, a very nice job! |
| Dec 8 02:47:41 | 46m 06s | Make It Home | ♥ 4 | High score 2965, died in a fire though. It's actually quite relaxing to have no drinks and then complain about how many of your idiot neighbors have left their garbage in the street. Also, what a cheeky hood ornament. |