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Feedback comments for LD40
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| Timestamp | Since previous | Game | miziziziz's comment | |
|---|---|---|---|---|
| Dec 15 07:13:47 | Flat Line To Happiness | ♥ 1 | I like the concept here, but it has some mechanic issues: It took a bit to figure out I need to click the ground below the computer to open the screen, or the ground behind the door to do an activity, and that directly clicking the computer/door doesn't do anything. It's easy to spam cheaper options like going to a fancy restaurant and renting a racecar and you can get enough happiness daily to reach the goal before you die. Also, is it random how much happiness you get from an activity? I couldn't tell if there was a mechanic in place that makes you derive less happiness by day if you keep doing the same one over and over. If you plan to expand this into a full game I would suggest putting transition screens showing the activity when you choose something. Also, adding intermediate goals would be great, e.g. 'make some friends' 'get abs' or something. Right now, just aiming for 1000 is very slow and I ended up quitting at around 300. Overall, I think you have a good foundation for a fun game here, and you did a great job creating a proof-of-concept in the short time you had to make this. | |
| Dec 15 07:28:41 | 14m 54s | Just Ask Her Out | ♥ 1 | That was increeeedddiiiblle writing! I ended up playing it through about 10 times to see a bunch of different options and was really impressed by the variety of scenarios you came up with. I did end up laughing (out loud) multiple times; you really have a gift for this and a strongly recommend you turn this into a full game. Also the art was great, all the expressions really nailed the writing home. |
| Dec 15 07:51:11 | 22m 30s | The Crushed Sky | ♥ 0 | The aesthetics are great: rain, character and environment art, the little orb spirit that follows you around. Great work on that front. Mechanically I had some issues: it would be nice if tapping x during dialogue would display all the text first(how most games display text) instead of just skipping to the next dialogue. I believe I missed some important things because of that. I think it would be better if the boost bar recharged instantly when you hit the ground. having to wait for it to recharge slowed down the game quite a bit. The camera was a bit awkward, it's hard to tell where platforms are sometimes and I fell of the map a couple times because of that. I do appreciate the good level design that helps prevent this though; like having trees poke up from the bottom of the screen so you know you can land there, so +1 for that. And, like the others mentioned, it is very hard right off the bat. I know I have this problem myself where I don't put enough easy levels in at the beginning to scale up to the harder ones (noticeable in the third level of my entry, and in the fourth level of yours). So just something to keep in mind for future level design. However, this is a very solid entry; I'm very impressed by what you've done in only two days. I think you have a good chance of making top 100 overall easily, and possibly a medal in graphics. |
| Dec 15 08:05:08 | 13m 57s | The Legend of the Bikini Armor | ♥ 1 | Hello fellow Godot user! I like the concept a lot, funny and has a lot of room for creativity. Of course, like you said, the game is very unfinished right now: Sword sometimes glitches and stays stuck in midair. It's almost impossible to not take a hit when wearing armor since it takes two hits to kill an enemy; I tended to get a lot farther when I didn't have armor. I like @ursagames suggestion of having a shield when you wear armor. Animations and art are great, but it's very unfinished on the gameplay front. I do HIGHLY suggest working on this more and turning it into a full-length game. This seems like exactly the kind of game that would explode on Youtube if it was fully fleshed out (heh). Also, ignore Tabass. |
| Dec 15 08:15:23 | 10m 15s | Travel Light | ♥ 1 | I like the idea here; a zombie shooter where the more gear you have the slower you move/ the harder it gets. It just needs more improvement on the implementation side: like what does the money do? It just seems to slow me down with no way to get rid of it. I think a good way to take this game would be to turn it into a generic top-down zombie shooter, but focus on the survival aspects of needing to collect gear and take it back to a base. Right now there's no need to pick anything up since it just slows you down and makes it easier to die. Anyways, I think this has a lot of potential; if you do keep working on it I would definitely be interested in playing it. |
| Dec 15 08:56:55 | 41m 32s | Cats are assholes | ♥ 0 | I ended up getting overrun with cats after a while, died, and had a good chuckle. I like the game but wish there were some more objectives beyond survival; at a certain point you end up with practically unlimited money and it becomes simply a matter of time before you can't fill the food bowls/get cans to the fridge fast enough and the cats end up insta-killing you. Graphics are fantastic and dialogue is pretty funny, mechanics solid and smooth otherwise. |
| Dec 15 12:47:18 | 3h 50m | Cardhoard | ♥ 1 | Hey I saw you posting about this in the discord when you were working on it; turned out pretty good. I did find the controls awkward, I think just having standard wasd (a to jump and s to slam) or arrow keys would be more intuitive. Once I figured out the controls and got into the rhythm it was pretty enjoyable, the screenshake effects and sound effects really add a lot of mmph and make it feel great. But I feel like it doesn't really reward risks enough: playing safe and destroying every crate as soon as it lands will end up netting way more points than trying to let a stack get three high, since if a fourth block happens to land on it you can't jump high enough to get on top and just have to hope another block lands nearby and not on top. Overall I think this is a strong entry with a lot of polish. The variety of block types add a lot of dynamic to this and I could see this becoming a a successful mobile game possibly. |
| Dec 15 13:01:39 | 14m 21s | Slightly annoying traffic | ♥ 1 | This is a really cool concept. There's more to it than just stopping and starting; you have to pay attention to acceleration time as well. Often the most efficient way to deal with traffic was to quickly double click a car to only cancel it's momentum instead of stopping and waiting. I could see this being turned into a full game with the addition of different vehicle types (semis and motorcycles, different acceleration times and sizes) and lanes (one-way, two-way, multi-lane highways). Honestly I think this could be a really successful mobile game; tapping vehicles would be easier than clicking on them. |
| Dec 15 13:17:54 | 16m 15s | The lost strawberry | ♥ 1 | This game has a lot of polish, but I found it too vague at the start on what to do. I wasn't aware pickups clouded your vision until I read the comments and had thought that was simply part of the atmosphere. The first level was also very confusing, since the ropes don't stand out from the background so the first few times I used them I thought it was a bug. Something I think this game really could use is more forgiveness on the jump mechanics, for example when you go over an edge it would be nice if you could still jump a split second after (a feature common in most platformers). All my gripes aside, the level of detail and work that went into the level design and atmosphere is really incredible. This game is so far the only one I've given a 5 out of 5 on mood. Very deserved. I hope you go far with this. |
| Dec 16 09:12:41 | 19h 54m | Eatly | ♥ 1 | Like the previous commenters said, it's a good concept but it's too short. I feel like it would be nice to expand on it by adding some more mechanics, like making so you can digest food mid-level or maybe different kinds of food that fill/heal different amounts. The flap mechanic feels comfortable and binds well with the sound effect with it. The visuals of the bat good but the level could use some more variety in tiles. |
| Dec 16 09:34:19 | 21m 38s | Slithering Secrets | ♥ 1 | Hello fellow Godot user! Good entry for your first game, the visuals were good and basic mechanics worked well. I think the controls could have been improved, just using WASD to move and mouse to aim would have been very intuitive. Also it would be easier to play if they main character had a circle collider, right now it's awkward having to rotate to fit between passageways. You also might want to look into using pathfinding with the snakes. Good job with what you've done, I do recommend continuing to work on it after LD and polishing it up and improving on what you've got. |
| Dec 18 00:31:51 | 38h 57m | Helicopter Crate Overload | ♥ 0 | The controls are hard to pick up, but once you get the hang of them it's pretty fun. It's rather hard to make precise movements; I think it would good if the crates/ targets were bigger to counteract this. Also it would be nice if you could directly control the camera (with mouse perhaps?) and have all the movement controls done with one hand. Otherwise, the physics are well done and fun to play around with. |
| Dec 19 21:21:04 | 44h 49m | TARJECTORIES 2: Mo' Planets, Mo' Problems. | ♥ 0 | Fun clever mechanic. It's enjoyable to play with the physics of the bullets to hit the targets. However, when the planets are far apart it takes forever to hit the target since you have to wait for the planet to turn all the way around before your shots can escape your planet's gravity. It would be a lot better I think if all the planets were close together. Also the shots would hit pretty often even if they landed nowhere near the target. Otherwise, great entry definitely enjoyed this. |
| Dec 20 00:33:13 | 3h 12m | Bike taxi service | ♥ 0 | movement is fun, mechanics simple and easy to get the hang on. Fun to play around with but needs an ending; just seems to pick a random goal location after you finish the last drop and becomes unwinnable. Would be fun with multiple levels and more vehicle types perhaps |
| Dec 20 00:40:33 | 7m 20s | Human Rises | ♥ 2 | This is pretty confusing. First glance I have no clue what's going on and the tutorial doesn't help much. It would be nice if there were a few tutorial levels to slowly introduce concepts. I've never played spreadsheet games before but it does look like a fun challenge once the mechanics are understood |
| Dec 20 00:51:18 | 10m 45s | The Curse of Mangara | ♥ 1 | the gameplay is fun but there are some issues that make it frustrating; it's easy to overshoot movement by a tile and run into an enemy. Also sometimes I would move to a tile after an enemy had seemingly left it but I would still die. It would also be nice if tapping space would display all text instead of skipping to the next dialogue. Otherwise, good choice of music and well done establishing a world through dialogue. It would have been fun to directly confront Ollay in a level instead of just reading about it |
| Dec 20 01:37:53 | 46m 35s | Autonomous | ♥ 0 | this was a pretty fun entry. Played all the way through to the end, amassed a fleet, and defeated the mothership. Some frustrations: I wish there was a way to refuel remotely; ships occasionally get stranded without fuel and no way to rescue them. Also it would be nice to be able to manually refuel ships; it was annoying sending the fleet out only for them to one by one peel off to go refuel since they all had different amounts of fuel. The visuals were great and the mechanics worked great. would be nice if you could see where camera was on minimap. I love strategy games and would definitely play this more if you expanded on it. |
| Dec 21 01:41:03 | 24h 03m | Tactical Marshmallows | ♥ 1 | I love tower defense games and this is a pretty solid one for being made in only two days. I would have liked more levels to play, but it's pretty fun for what you have. What are the ranges of the towers? Is it only adjacent? I do think it needs to be harder, once you get enough money it's pretty easy to have an unbeatable setup (lots of slows and bomb towers). |
| Dec 21 01:51:09 | 10m 06s | Power Surge | ♥ 0 | Really clever use of theme, takes a bit to figure out how it works but once you do it's fun to play around with. Could use some more enemy variety and maybe some chips that reduce charge time? (perhaps at the cost of something else) |
| Dec 21 02:21:05 | 29m 56s | Greedy Dungeons | ♥ 2 | Very cool and fun use of the theme. One of the more creative interpretations I've seen. Great music, visuals are good, level design is good. I got stuck at the golems and gargoyles' gate, wasn't sure how to proceed there. I ran into some bugs to note: if you die and respawn at a fountain the sense area resets to the same as 0 no matter how many coins you have, dropping coins will then make it get smaller (possible to make so monsters dont detect you when you touch them) and even bugged out at one point so I couldn't pick up any coins. I picked up a heart even though I only had 3 coins; I ended up with 3 coins |