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Feedback comments for LD40
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| Timestamp | Since previous | Game | Overboy's comment | |
|---|---|---|---|---|
| Dec 5 15:28:05 | ImmuneControl | ♥ 0 | I can always get down with a tower defense game. The first 2-3 waves are probably the hardest although I didn't know you could upgrade towers at first. Hitboxes are a bit too aggressive, I found myself frustrated trying to place some towers. Graphics are REALLY nice, I love this style of graphics which looks almost like old prerendered 3D games. | |
| Dec 8 22:49:24 | 79h 21m | Bum Bag Bangin' | ♥ 4 | Holy shit the voice acting at the start had me in tears, I wasn't ready for that. Gameplay could have been stronger but I doubt that's the point of a game like this. By far the funniest game I've seen in the 4 years I've participated in Ludum Dares. |
| Dec 9 02:22:43 | 3h 33m | Cool Hat Mr. Hat | ♥ 0 | quite addictive, simple yet effective design. Very lazy with the sound effects I must say however, no identity whatsoever. There was bad contrast a lot of the time too, making it hard to see where I was and what I was doing. |
| Dec 9 03:24:43 | 1h 02m | Bugburgh | ♥ 1 | Unfinished art as far as the eye can see! Totally forgivable for the amount of content however. Extremely cute and heartwarming, but I wish we could do stuff faster, the pacing is pretty slow in general. Having to move back and forth across the map multiple time to move people around, feed em, etc. got old really quickly. Would be better if you could 1. Make multiple people follow you (ability to interact with multiple actors at once, starts with 1 max and goes up progressively as you play?) 2. Get running shoes early on or something that lets you move faster... Roller blades or a bicycle would be cooler. 3. More ways to get food, or more ingredients at least to create soups. 4. Smarter AIs, although it's fair considering it was made during a game jam. Music was very serene and a big part in setting the gentle mood of gathering cute insects to interact together and be happy. |
| Dec 9 14:36:03 | 11h 11m | CTRL FRK | ♥ 0 | Not a very fun game to play, but the meaning it has is important and accurate. |
| Dec 11 05:22:45 | 38h 46m | Junk | ♥ 1 | Funny little concept, but I think the execution could have been better. No sounds whatsover, boring intro that was drawn out a bit, and controls that didn't feel right like the original tetris. (making it hard to make fun patterns with the blocks) |
| Dec 27 19:39:54 | 398h 17m | SpaceBadies | ♥ 1 | Enjoyable shmup, not much content unfortunately. Acceleration on the player's ship makes it hard to navigate, shmup controls need to be extremely tight. Music was rad, although it was a bit in the background. Funny remark, I actually entered a LD game a year or two ago with the exact same name "Space Baddies". Thus, fate has led me to your game! |
| Dec 27 19:44:00 | 4m 06s | Yuri's Planties | ♥ 0 | dangerously close to "Yuri Panties"!! |
| Dec 27 19:51:33 | 7m 33s | Heartless Jump | ♥ 1 | Decent game, the art was obviously programmer art but it actually worked quite well, reminds me Thomas Was Alone. Sounds were a bit generic. The gameplay was an interesting take on the puzzle/platformer genre. |
| Dec 27 19:55:55 | 4m 22s | Mother Earth's blues | ♥ 0 | Genius take on the theme that left me thinking, it's too bad there wasn't much to do. |
| Dec 27 20:01:49 | 5m 54s | Demon Hunt | ♥ 2 | I don't have much to say other than the jump animation is EPIC. You could have made a rad vaporwave game with these plastic men models! |
| Dec 27 20:57:26 | 55m 37s | Yellow Beans | ♥ 0 | Horrible control scheme that made it impossible to play for colemak users. This is going to sound harsh, but please study for your future games the following lesson on key mapping that I'm going to lay down here. At the end, I will tell you how you should have arranged your keys instead. Your action inputs mapped to WE make no goddamn sense, let me explain why. If you have movement on arrows along with auxiliary action inputs, start at Z for the action inputs, because there is a reference key right next to it, which is SHIFT. **It is a reference key because it's sized differently from all other keys surrounding it.** You brain can feel that size difference at any point during gameplay, without you even noticing it, it's instinctual and it happens very quickly. (This is why it's **IMPOSSIBLE** to hit Home/End/Pg.Up/Pg.Down and Delete consistently on a modern laptop: they have no reference key, the entire top row is all sized the same, i.e. no key is different from the rest. The old series of Thinkpad was the only laptop afaik that kept the same format from standard keyboards, and people who used it report never mistyping one of these keys. With modern laptop keyboards, I hit any of the aforementioned keys at random at least 5-6 times a day and it is infuriating as FUCK. Modern laptop manufacturers need to get a grip and realize why this is bullshit.) From Z, you go forward until you've mapped all your action inputs. As an aside, this doesn't apply to you OP, but I need to say it because there are A LOT of hipsters on this site who seem to think XCV is acceptable. Let me say it right now, if you start at X instead of Z, you are a *dumbass*. I've heard the argument that oh, it's done to accommodate the German qwerty variant since they flip Z and Y. Fair enough, then why not lay it down on ZXC and also map Y to the same action as Z? At that point, you've successfully kept it consistent on the 3 keys next to shift for both German qwerty and other qwerty variants. Wow, wasn't so hard was it? That's why I don't buy this bullshit German qwerty argument for a second. If you genuinely didn't think of that and you only picked XCV because you got infatuated by someone arguments for XCV then fair enough, but I expect your next game to have Z/Y mapped to the same input, because now you know why ZXC is far superior to XCV. Now back to the lessons. You may offer WASD as an alternative to ARROWS, (WASD is shit for anything that doesn't require the mouse, at least imo) but if you do that, you must distribute the load by also assigning Z/X/C alternatives to the right hand. If you have more than 3-4 auxiliary inputs, you may switch row after ZXC or ZXCV, but be very wise with where you're going to pick the next keys as there needs to be a flow. Analyze the motion and placement of your hands during gameplay to evaluate if the placement is good. If you only have ARROWS/WASD for movement along with a single action key, then PUT IT ON SPACE ALONG WITH Z. Now back to your game Yellow Beans, W and E were picked out of nowhere for seemingly no good reason. They are surrounded by non-reference keys. I suggest the follow scheme which is far better: Left/Right/A/D: Move left and right UP/W: Jump DOWN/S: Protect NOTE: would usually be an action key, but your character conveys the down-arrow protect quite well since he seems to duck. Therefore, it is intuitive. And now our action key: Z/SPACE: Attack. What happened to the text advancing key? **You don't need it.** You want to optimize your scheme in a way that is intuitive. This won't work for all games, but in your case, put it on Z along with attack. Therefore, there is no switching around. There is only a single action key along with arrows. We offer an alternative with space since, again, there is only one main action key. I hope this was helpful to you, and happy holidays! |
| Dec 28 02:23:29 | 5h 26m | Radioactive Rumble | ♥ 0 | Funny game, HIGHLY innovative, but unfortunately not executed very well. The controls were awkward and the mouse cursor was very difficult to see. Actually, at first I didn't know I had to aim with the mouse so I was trying to figure out how to hit the bad guy. I thought I had to time my punches or something. |