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Feedback comments for LD41
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| Timestamp | Since previous | Game | abhimonk's comment | |
|---|---|---|---|---|
| Apr 23 23:28:23 | LastRace | ♥ 1 | Hi! I think when you create an executable from unity, you still have to package the other resources + unity player file. Currently, I'm getting an error when running your .exe "UnityPlayer.dll" was not found. I look forward to playing it soon though! | |
| Apr 23 23:37:15 | 8m 52s | Z for Zentipede | ♥ 5 | Great game! The art blew me away as soon as I loaded in. The gun and the hit effects were very well done. I also really liked that there were screens showing where the zombies were so I could play centipede. The little touches like the joystick moving when you moved the centipede character were also great. Good job! |
| Apr 23 23:49:44 | 12m 29s | Keyboard Explorer | ♥ 2 | Very cool game. Really interesting idea, I didn't think I'd see a typing-based game like this. The art was also cute. A few quick things: It would have been helpful to get some visual/audio feedback when you hit a switch. I was on the 3rd level, not sure if anything had changed when I hit the first switch. Very polished overall, I liked that there was an actual tutorial (a lot of games in LD tend to defer the tutorial to just being in the game's page). It felt satisfying to pre-type things like jump, and then time my enter press to execute the action correctly while running. Good job! |
| Apr 24 00:15:32 | 25m 48s | KatamariVania | ♥ 0 | Very creative idea. It was very satisfying to grow very large, and then look back at where I had been. It fit the metroidvania theme very well, as I felt my abilities grow as I revisited previous locations. The ball movement felt a little slow, as if I were moving through glue. I understand that the precise movement in the game would be difficult to control at higher speeds, but perhaps there could have been a mechanism to control the speed so we wouldn't have to slowly crawl around the map during less-precise sections. All that said, very fun game, I liked that the size contributed to more than just the raw size of the ball (other mechanics relied on the size, which was cool). Great Job! |
| Apr 24 00:28:27 | 12m 55s | PlatSCII | ♥ 3 | I always have a soft spot for ASCII art, so I really liked the art. A fun idea, and a solid execution of it. The music fit the "dungeon" atmosphere very well. With these typing games, it always feels satisfying to dodge an enemy by pre-typing a command, hitting enter at the right time, so I think you guys did a great job in that aspect. I'm not sure if this was the intended way to play the game, but I found myself just spamming "j enter j enter" with the occasional "f" or "b" to fly around the map towards the end. The camera vignetting also made the game feel more "dungeon"ey. Great work! |
| Apr 25 22:26:31 | 45h 58m | Beat The Narrator! | ♥ 2 | Nice game! I loved the art style. The hand drawn visuals and the human-made sound for the gun were both pretty great, and definitely added to the comedic vibe. I spoiled myself with some of the endings, (not to spoil them for other commenters, but they were pretty creative!). It would have been cool to have a few more options to disobey/beat the narrator. I also expected the narrator's story to have some impact on the game world, but it ended up feeling very separate from the game itself. All that said, nice work! Very cool to know that everything was made from scratch! |
| Apr 25 22:54:02 | 27m 31s | The Tale of Witchnook | ♥ 2 | Great work! It's honestly incredible to build this kind of game using raw WebGL! Not to talk down on people who use engines (especially since I use engines almost exclusively), but it's just absurdly impressive that you built a game this complex for this jam with WebGL. I really like how intuitive the game was to play. I usually wince when I see long text tutorials (I decided to see if I could play the game without reading the tutorial). I found that the game's tooltips were more than enough to teach me how to play the game, so the tooltips were a really nice QOL thing to see. I also always appreciate when people put a lot of effort into the music of a game. It's something that goes overlooked often, but can really improve gamefeel. Great job with the music! Also, I'm a sucker for music transitions. I'm not sure if this was planned or if I imagined it, but as soon as I spawned witches it seemed like the music changed to a more mystical track, which was really cool. Unfortunately I won't have a ton of meaningful feedback on the core mechanics since I don't usually play these "basebuilder/factory" style games. I think it might have been interesting for terraforming to use magic/resources. Currently, the initial map generation feels a little inconsequential. Also, perhaps this is the sadist in me, but some bunny death VFX would go a long way to making the shooter part of the gameplay a little more satisfying. Currently it felt a little tiresome to break from building structures to killing bunnies. Great work! |
| Apr 25 23:08:13 | 14m 11s | Legendary Alien Race | ♥ 3 | Very cool game. I didn't know you could place multiple waypoints at first, but once I figured that out the game felt very good to play. The visuals were also very well done. The neon art style was consistent with the futuristic vibe of the game. I think some VFX like some screenshake when you bump another vehicle/wall, or additional FX when hitting a boost could help make this game feel a little crunchier, if that makes sense. I really like the concept, and I think you executed it well. This fits the theme incredibly well. Great job! |
| Apr 25 23:19:59 | 11m 46s | Smooch | ♥ 1 | Nice work! The visuals are pretty charming, it feels like one of those flash games from back in the day. While it was very short, I like the idea. The last stage in particular hints at what could have ended up being a larger puzzles game. I think you should be proud of what you've made. I like the simplicity of it, and as I mentioned earlier, I think there's definitely potential for a more fleshed out puzzle game from this idea. Good job! |
| Apr 25 23:40:41 | 20m 42s | Feed Me | ♥ 2 | Fantastic Job! I think the mood was absolutely perfectly done. -- Spoilers for those who haven't played yet -- I really only have a couple things that I felt could be improved: The game's title/title art seemed to broadcast the fact that it was eventually going to get creepy. It might have been more impactful if I went into the game with the expectation of just taking care of a pet. Instead, I found myself asking "When is this thing going to kill everyone?" as soon as I started the game up. That said, I have a lot of positive things to say: The audio was really well done. I really love how big of an impact cutting the music made on the mood of the game. At first, you're used to hearing relatively simple, upbeat music. As soon as I got home on day 6(?) and heard the music stop, I immediately felt a chill run down my body. The sound of the pet eating Tim was incredible. The low buzz of the light bulb flickering over the pet's head after it grew (and the absence of the music during those sections) made the game all the more creepy. I spent all my money on food the first day by accident. I loved the dread that I felt every time I visited the pet, and saw his hunger meter rise. I think I also experienced the bug that @TheMonsterFromTheDeep experienced. Once the pet ate Tim, the credits were shown, and then I was allowed to continue playing (and I think I got another ending. The one where the pet's door gets broken down at the end). Regardless of whether this was planned or not, I still loved how eerie it felt after that. I knew something had happened to Tim, but now I feared for myself, so I kept feeding the pet in hopes that it wouldn't eat someone else. One last small improvement that would go a long way would be to add tool tips to the UI for the pet. I didn't know what each icon did at first (on the left side), and also didn't know that I could only perform 3 left-side actions per day. Overall, great job! Loved the mood and story. |
| Apr 28 18:44:29 | 67h 03m | Spacewhale | ♥ 3 | Wow, this was a really great game! The idea is unique, I haven't played a game like it before. It took me a while to figure out a good "metagame", but it was very satisfying once I figured out the best order for me to build my structures. I loved how taking damage took up space in your ship. I remember there was a point at which I had a ton of food in 1 storage unit, and I thought "I have this game beat!" and then an asteroid took out the square where my food storage was in, and suddenly I had to adapt. As my ship was filled with more unusable space, it was very fun to try and tetris my way around and find space for crucial structures. One thing I would have liked is if the game paused on the "tutorial" screen. There were times where I wanted to check what each structure did in the middle, but I'd have to either switch to the LD page, or accept that I'd take damage while I read the flowchart for the structures. I have to admit, I died a ton while playing this game! I managed to make it to about 70% of the way to the end. I wasn't able to beat it, but I had a ton of fun playing it! Fantastic work! |
| Apr 28 18:58:06 | 13m 37s | Tactical Hydra | ♥ 1 | Very cool idea. The turn-based dodging was very satisfying to pull off. Modulating my thrust to pull off close dodges and cloaks to avoid the hydras attacks was very fun. I thought the aiming was a little tough to get right. It didn't feel like I had much control over how much the ship rotated each time, so lining up shots was really tough. All that said, I really like how fun the dodging mechanics are. The art and music also fit the retro style very well. Great work! |
| Apr 30 22:44:03 | 51h 45m | Survive the Date | ♥ 1 | Very nice entry. I'll echo a couple of other people's feedback: - Some VFX and SFX for attacking the enemies would go a long way to make the game feel crunchier. - A score / progress meter to monitor how far you got into the date would make the game feel like it had a more concrete goal. All that said, I think you did a great job! The art style is fantastic! The pixel art is really well done. The chiptune music also fits the game very well, I especially liked the music when you exited the date and went to go fight minions. I also liked that there was actual reason/rationale to losing/gaining interest (keeping your answers consistent = success. Contradiction = failure). Great work! |
| Apr 30 23:13:41 | 29m 38s | Jackhammer | ♥ 1 | Really nice work! The overall idea of mashing up two different musical genres is really cool. Feedback: Things I thought could be improved - The controls felt a little strange. I found that my character drifted up and to the right without any inputs. I think drifting just upwards would make more sense. - Lateral control is a little strange too. The character would rotate when I pressed different directions, and it felt like I could only move along the diagonals. If I tried to move straight up or down, I would be pulled along a diagonal. - I thought the initial dialogue was funny, and I was a little surprised that there wasn't some funny dialogue at the end when you collect all 3 clams. It would have been cool to get some closure to our strange transforming guy's story. Things I liked - The undersea music was fantastic. I loved the guitar track in the "middle depths" (It seemed like there were 3 main tracks underwater. One for shallow depths, one for the middle, and one for the deepest parts). I actually ended up hanging around the middle depths area just to listen to the full music track. That's not to take away from the other underwater tracks though. They all were absolutely perfect to set the "deep sea exploration" mood. - The shortcut system was so organic and well done. I loved that the hammerhead bashed through terrain making the dive back much quicker. Great job! |
| Apr 30 23:25:31 | 11m 50s | Blindly Loving | ♥ 0 | I really liked the simple visuals coupled with the theme. It gave off a 'soul searching' vibe. Maybe this would have resulted in a weird mashup of sound / cacophony, but after I had coupled with a bunch of other entities, I expected the combined music to keep playing. I was a little disappointed when I found that the music would return to its original state once I went out of range of the coupled entities (despite them still rippling). Either way, I'm a sucker for dynamic music in games, so great job! It was great to explore the different bits of music that could play from each entity. |
| May 2 01:32:18 | 26h 06m | Jumper Cables | ♥ 2 | Nice work! The art all fit together very well. I liked the trails behind the racers. The physics felt a little strange; It was very difficult to control my car, and controlling the car while in mid-air didn't seem possible. That said, the strange controls added to the ridiculousness of the experience. I like the idea of a platformer racing game. Keep it up! |
| May 2 01:49:37 | 17m 19s | TBFTWorLD41 | ♥ 1 | The visuals are fantastic! The sound design (particularly the 'empty' sound in the background) makes the mood perfect! That said, I wasn't exactly sure what to do with the game. I played as a t rex for a while, and killed some dinos for a while. The lack of an objective added to the experience in a way. It made it feel more animalistic, like I was a mindless killing machine just looking to eat. Great job! |
| May 2 02:03:28 | 13m 51s | Crane Command | ♥ 1 | I love the idea. I think having the ability to reposition a unit with the crane in a strategy game is a fantastic idea. The game could benefit from some additional VFX, for example screen shake and whatnot when you attack an enemy. Also, A simpler interface to command units would be good. It felt kind of tedious to cycle through units that I wasn't going to move every time I wanted to eventually get to a unit I did want to move. The graphics fit the the game very well. I also just want to reiterate how great the concept is: I think the crane mechanic fits so well with the strategy game genre. Great work! |
| May 2 02:14:20 | 10m 52s | Between Dimensions | ♥ 1 | Nice work! The idea is pretty cool, and I like that the game forces you to switch between the two in more ways than one. The switch is enforced by the timer, but there are also situations where it's in your best interest to go 2d or 3d. This duality was well designed. The air-control physics felt a little strange. It felt like once my character was in the air, I didn't have control over them anymore. I also seemed to fall and get stuck in the ground quite a bit. Also it was a little strange to have the enemy bullets look so similar to the health pickups. That said, I like the aesthetic of the game. The metal background music was a good fit to the game's frantic pace. Good job! |
| May 2 02:26:44 | 12m 24s | Jungle Rumble | ♥ 0 | I really liked this game! Turn-based FPS is a great mashup of genres. The game was pretty satisfying too. It was fun to lob a banana and immediately take cover to protect myself during the enemy's turn. I found that it was pretty easy to cheese the gorilla by hiding behind a tree. It might have been more fun if the gorilla pursued you around the tree, forcing you to re-position more. That said, I think this game was very fun. I think this genre mashup in general is a great combo. I also loved the art for the gorillas. Great work! |
| May 4 00:36:36 | 46h 09m | Tsun Tsun Button Mash | ♥ 1 | Great game! I played to the end, and I feel kind of ashamed... Completely kidding though. The idle clicker genre is fantastically addicting, and I didn't think I would see it combined with NSFW content. The art was quite good. While I'm not 100% sure about the "abuse" and "romance" mixture, I think it came out pretty funny. I thought it would have been good to know when the next "milestone" was coming up. I thought it was random at first, but it seems to be related to the number of waifu bucks you currently have. Good work! |
| May 5 22:24:05 | 45h 47m | BBall | ♥ 1 | Fantastic game! This combo of genres is such a great idea I'm surprised that this is the first time I'm seeing something like it. I love the screenshake and the VFX when you shoot and hit the loot boxes. The art style is also so well done. It's simple, but everything meshes well together, and achieves a level of polish I didn't expect from a Ludum Dare game. If it had sound effects and music I think this would be such a well rounded game. Great work! |
| May 5 22:41:50 | 17m 45s | Froggy Froschy | ♥ 2 | Nice work! The game's physics were pretty rewarding to learn. That said, it felt like the frog didn't always fly in the direction of my cursor. I think if the game's physics were a bit more intuitive, this could be a really fun game. Keep it up. |