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Feedback comments for LD41
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| Timestamp | Since previous | Game | Draklaw's comment | |
|---|---|---|---|---|
| May 2 23:43:40 | pressspace | ♥ 0 | Really nice. The concept is fun and match the theme and the little sprites that pop on some words are really stylish. The main issue I found is the fact that a mistake reset completely the speed of the game, and the base speed is too slow, so the game becomes a bit boring after a mistake. | |
| May 2 23:52:37 | 8m 57s | Space Bobble | ♥ 2 | I like the idea, but I feel like your implementation does not work quite well. The pace is maybe a bit too fast and the result is too random. I had a game where every space invader where blue at the beginning, and I couldn't be fast enough to defeat them even by throwing away all the other colors as fast as possible. Maybe using hand-made levels could alleviate the problem and allow for a smoother difficulty curve ? |
| May 3 20:59:19 | 21h 06m | Realm of the Hero ! | ♥ 0 | The graphics are really good, but the gameplay is... limited. It would have been nice with more interesting dialog where the good option is not always the same. |
| May 3 21:55:22 | 56m 03s | Turn-based Bullethell | ♥ 1 | Really good one. Like the other said, the fact that the time elapsed each turn depends on the distance of the projectiles is really great, although it make the game a bit too easy once you understand it. |
| May 3 22:20:47 | 25m 25s | Jumper Cables | ♥ 2 | Well, making a physics-based game for a LD is courageous... :) But it was fun. Maybe slowing a bit the rotation of the car when in air would help making the game more controllable ? Also, I pressed space when falling back on the mushroom and did a really big jump... All I had to do after was to press forward to reach the end of the race. I wonder if I missed something ? |
| May 3 23:00:27 | 39m 40s | Last Stand. [Web Play] | ♥ 1 | Well, this combination sure works better than I expected. Good game. The only problem is that the chopper makes it hard to see the tetramino sometimes. |
| May 4 17:33:47 | 18h 33m | Type Hero Adventures | ♥ 2 | Good game. As you have seen, we also opted for a text-based game, but we choose to keep it turn-based. In your game, a typo generally lead to a game over. Fortunately the levels are quite short so this is not an issue. Maybe you should have made the player stand when he jumps, or force the player to stand before a jump, because currently there is no reason to not crouch all the time, so the `down` command is mostly useless. But the game works well otherwise. |
| May 5 23:29:48 | 29h 56m | Frogger: The Jigsaw | ♥ 1 | Wow. I spend too much time on this one. Really nice, although it becomes hard quickly. I feel that the bounciness of the frog makes the game harder, which was not required. Having some kind of preview of the piece in place might help too, because you can't really look far away from the frog for long. It was fun anyway. |
| May 6 00:16:31 | 46m 43s | Amass a Fleet | ♥ 1 | Sorry, but I didn't really enjoyed the game. I think the problem is that both aspects of the game fight against each other. The (very lightweight) strategy side ask you to move forward / backward to destroy enemy ships, but the platform side forces you to move at a given pace, with moving or timed platforms. So you always have to do a leap of faith and go forward through some obstacle and pray so that no ship appears at the wrong place or that you will be lucky enough to avoid bombs. The fact that the enemy ships appears randomly add even more chaos. Sometime you go through some part easily, with only one enemy ship quickly dispatched by yours. And sometime you have three overlapping ships throwing a wall of bombs... And often you have to move forward without knowing what awaits you after a tricky platforming sequence. Avoiding bombs is a pain too. If you are on the ground it is quite easy: you can move left and right and with good timing there is no problem. But narrow platforms, or moving platforms are a real issue. You can try to jump above bombs, but the very fast vertical speed makes it really hard. A bit more work on the physics of the player would have helped. Also I will recycle an advice that someone gave me in a previous LD for a platform game: avoid tall characters, it makes jumping with obstacle at the level of the characters head and dodging more difficult. So the result is quite frustrating. It happens on a game jam, you can't always predict how things will turn. But I think you could have mitigated the issues. More frequent checkpoints would have allowed the player to progress, even if only by luck. In the current version, it is just too hard and I gave up in the part where platforms are 1 tile wide because I was making no progress. Maybe some option to ask the ships to go forward to clear the path would be nice. With some cooldown it would have added some strategy and at the same time given some time for the player to do the platform parts. You already have a good logic for ship movements, so I guess it should not be too hard to implement. So in the end I'm a bit sad because the realization is quite good, but the gameplay don't really works. I'm pretty sure you will do better next time. :) |
| May 6 01:05:37 | 49m 06s | The Tower of Glass | ♥ 1 | Great. The kinaesthetic felt really good. But I find it a bit boring after a while. Maybe the lack of options (just shoot and move) and the fact that a relatively brute force approach seem to often work ? Still a very good job for a jam. |