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Rialgar

Feedback comments for LD40

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TimestampSince previousGameRialgar's comment
Dec 4 22:35:53 Plastic ♥ 0 I love it! The simplicity and playfulness of it all are brilliant. It was not challenging, because it did not need to be. It was relaxing and rewarding. Add more varied obstacles, soothing background ambiance and little 'blub' sounds and the next mobile hit is done! (maybe random level generation after the authored levels)
Dec 4 22:52:33 16m 40s Tri-Angle ♥ 1 Really cool. The sounds and animations work awesome together, the mechanics are simple and fun. 219.72
Dec 4 23:08:48 16m 15s Wormhead ♥ 1 Really challenging, love it. The friction-less movement is difficult as it is, but the tail makes it incredibly hard, which I feel is the intention. The fact that you also have to make sure the power pieces are close enough when collecting improves this to the point where it is not tedious but fresh and interesting each time. The music is a little repetitive, but it works well for the amount of time LD games are usually played. Got to 5 pieces.
Dec 10 14:26:23 135h 17m Cthulhu Writer ♥ 2 That was a horrible experience. Well Done! The whispers, the difficult names, the whispers, the fact that the connections become obscured over time, the whispers, the rising volume combined with the static when loosing, and THE WHISPERS. Truly amazing how much can be achieved with such small things.
Dec 17 22:59:58 176h 33m Crystal Curse ♥ 1 In the name of [insert favorite deity], that was awesome. Pretty difficult, especially because the character does not react immediately to my input changes. But it got me a real good adrenaline rush. I like how in most levels you can avoid the rockets firing, but that does not make the stage easier, so you have to decide between just going for it and trying to avoid the rockets and rerouting left/right to leave the view range, but risking to miss that additional jump.
Dec 20 22:12:09 71h 12m Pirate's Escape ♥ 0 I had a ton of fun playing this. My ship got pretty OP, though. 5 rows of canons in the front, 10 canons each. I obliterated everything, which was cool.
Dec 20 22:20:12 8m 03s Honey Empire ♥ 1 I have not much to add, I liked the hats and the protesting signs.
Dec 20 22:50:58 30m 46s Reroute Reboot ♥ 1 Oh I love it. It would be awesome if you had multiple maps. I can think of starting with a single building and scaling up in each level, to city, county, state, country, continent, world. Each time only the hubs of that scale are visible.
Dec 20 23:04:35 13m 37s Brick Racer ♥ 1 I looooooooooove this game. At first I thought 'nice, cool gimmick, fluid execution, just needs some non-placeholder art'. Then the online high score hit for massive awesomeness.
Dec 26 23:34:56 144h 30m LD40 - Snake ♥ 0 The cool thing about the original snake to me were the precise controls that allowed for insane tricks when mastered. Snatching the apple from that 2 width spot and returning successfully. Sadly, this is completely absent from this game. I liked the art and sound, though. The light cone was a nice touch.
Dec 26 23:53:44 18m 48s slashdown ♥ 0 I loved this one. 63 was my score. It got easier once I figured out that I can not pick up coins but still advance, but it was still challenging. I would like for the bats to have some kind of anouncement animation, too, so I know when they will fire.
Dec 27 21:04:27 21h 10m Cloak and Dagger ♥ 0 This is a really cool concept. I would like an indicator how each value is changing at the moment, so I can adjust without having to wait for a change to see the direction it is moving.
Dec 27 21:27:11 22m 44s Grey Goo ♥ 0 This was brilliant, the story was enthralling and the news reports fleshed it out so beautifully. I loved the twist. Awesome game. The only issue I had is that by the point I started harvesting humans, I had so many nanobots from just reading the previous news that the humans where gone in a blink.
Dec 27 22:13:36 46m 25s Wired Network ♥ 0 I had a ton of fun playing it. A couple suggestions: Story mode was my favorite, but I found it hard to judge how far the firewall is behind me, some kind of indicator would be cool. I think you sometimes introduced new elements to quickly, try to focus on one element at a time and then variations of that, then new elements, then combinations. E.g. 1. run to target 2. platforms 3. varied spacing 4. no platforms, but a saw 5. saws on platforms 6. rotated saws on platforms 7. easy platforms and a hammer 8. platforms and multiple hammers 9. saws and hammers 10. saws and platforms and hammers (I did not include enemies, you can weave them in there as a separate element) Look to mario games or donkey kong country games for excellent examples of these. I found the platforming tricky, but got used to it. I think I prefer 3rd person for platforming, so I see where the characters feet are. Also a nifty trick to reduce the frustrating "falling of when wanting to jump": allow the character to jump 1 or 2 frames after they drop off a platform, again nintendo does this a lot.
Dec 27 22:37:17 23m 41s Hiyek's Ludum Dare 40 Submission - Swami Shooter PT ♥ 0 If you develop this further, I think different npcs with different likelyhoods of good/bad thoughts would be cool. Maybe have protesters with signs likely to have bad thoughts, children likely to have good thoughts, etc. And the difficulty of enemies should increase with time, not be influenced by what thoughts you read.
Dec 27 22:48:40 11m 23s Takomakase ♥ 0 I feel like fever keys would be a good thing here, maybe only 2 per row. It also needs a punishment for hitting the wrong key, to prevent button mashing.
Dec 27 23:08:59 20m 19s Charge Arena ♥ 1 The overly sensitive turning controls made it weird but also weirdly enjoyable. I am not entirely sure if anyone can win this on purpose or if it is basically pure luck, though.
Dec 27 23:42:31 33m 32s Refuse to Lose ♥ 0 AHAHAHAHAHAHAHAHAHAHAHA!