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Feedback comments for LD41
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| Timestamp | Since previous | Game | Flaterectomy's comment | |
|---|---|---|---|---|
| Apr 25 18:09:57 | 'Meme'bumps | ♥ 1 | There were a number of memes in there I didn't recognize, which I am pretty happy with... for my own soul, that is. 😆 The primary mechanic of staying at distance from the meme audio is pretty clever and well executed, though I wasn't sure if there was also a direction to go *to*. I did finish the game when I went closer to the background music at one point, but I had tried that before with no result, so I am not sure if that was a coincidence or not. The art is decent, but there's not a lot of it. Which makes sense given the concept, but that also makes me feel like some more time could have been spent on what is there. The Play/Next button that's used, for instance, looks hastily circled but not nicely designed, if you catch my meaning. I did notice one odd thing where moving diagonally left my footprints at different distances, one small step and one big step. The music, rain and thunder are very atmospheric, and I very much appreciate the use of different surface sounds for the footsteps. Nice touch. All in all an entertaining and clever concept, and a good first submission! | |
| Apr 25 18:26:59 | 17m 02s | Type n' Jump | ♥ 2 | You really managed to combine two *incompatible* genres here. 😆 My fast-typing ability is pretty bad, I kept also hitting the 'o' when going for the 'p', and *jumop* isn't a word. D'oh! I failed a multi jump section four times, dropping a good chunk of progress and almost quit in frustration. But I persevered, and completed the game in a no doubt pathetic 7:57 with 186 commands. The art, while pretty minimal, is cute and well done. The idle animation for the player is nice and bouncy. The music got a little repetitive, but suits the vibe. Overall I am conflicted a little, because it was frustrating on one hand, but really pointed out the incompatibility very well. My frustrations are subjective in this regard, though, so I will score objectively. Nice work! |
| Apr 25 19:47:38 | 1h 20m | Helsing | ♥ 1 | The genres seem pretty compatible the way you made this game, which is a good thing. You managed to keep the atmosphere creepy but still supply the tactical turn-based elements. The atmosphere is very solid, both musically and visually. The art is nicely oldschool, though there is some blending of colour values though. An outline, shadow or greater contrast in colours would help there. Audio-wise, I missed some sounds for the monsters and one weird personal irk was how each movement only has one footstep sound instead of two. That's just an objective thing, I think. Having to start the level over after dying is what kept me from completing the game. A waypoint on each door or something in that vein would've kept me going longer. Nice work! |
| Apr 26 18:21:45 | 22h 34m | Locobe | ♥ 3 | This is a pretty cool subject and concept. I am not sure about how it combines two genres - it is pretty much all forest-sim, with no real fighting, and I am not sure whether I'd consider Serious Game a genre. But it's a foundation. I agree with @borodar regarding the repetitiveness. Some kind of evolution in gameplay would have been nice. The art is basic but nice. It reminds me of some very old tiles I made back in the early 2000's on my Amiga for an isometric pirate game, so I have warm and fuzzy nostalgic feelings right now. 😃 Because it's isometric, I couldn't really see what was happening on some tiles hidden behind tall trees at one point, however. Nice work! |
| Apr 26 18:45:13 | 23m 28s | Remote Cuddles | ♥ 2 | A quirky concept that I must assume you thought of in a fever dream. 😆 Points for creative thinking there. Unfortunately, I don't enjoy typing texts in old school phones, so that part of the game didn't give me much enjoyment. I likely would have tried to get further if there were checkpoints, because after three deaths I just didn't want to go through the parts I had already passed anymore. Most people rating LD games will not spend a ton of time playing each entry, so I would definitely give that as my main suggestion for next time. The art is pretty basic, there's room for improvement there, but everything is clear and functional. |
| Apr 26 18:54:35 | 9m 22s | Turn the Fight | ♥ 2 | This is a clever concept, but I apparently am not aware of which keys are WASD when I am playing games. They are up, down, left and right to me, so I couldn't for the life of my get any attacks that had more than one letter in them off. The arrow keys worked fine for me, though. The character art is cool, with basic but well executed quick animations. I wish the background wasn't so very grey, though. Good use of different audio tones to separate effects. I wish I was good enough at this game to play it. 😆 |
| Apr 26 19:28:59 | 34m 24s | Obstacle Avoidance | ♥ 0 | In my initial play-through I managed to pretty easily avoid the party-goers. I did a second one and tried to get as many faux pas as possible, hoping for some kind of blow-back. I think it only added to the counter in my bedroom, though? The slow movement felt a little too sluggish for me, and I would've enjoyed some more strategy to the stealth. Throwing a beer can somewhere so party-goers are distracted by it, for example. Throw the same beer can at the light switch and run through the darkness! I know, I am just throwing out feature ideas for a 48 hour compo game, which isn't realistic, but they are things I wished were there given the concept. 😉 The interaction game was pretty obvious, but I wish there were different sounds for each direction to aid in the memory recall. I got one guy saying eight different directions to me, and that was two or three too many for me. Again, speedier probably would've helped. The art is spartan, but not necessarily in a bad way. The colour scheme being desaturated brown/red and green offset against bright red and blue leaves room for improvement. All in all, a solid concept that could use some additional love and attention. |
| Apr 26 19:41:53 | 12m 54s | Sound Space | ♥ 0 | A clever use of the theme, and a recognizable interface that immediately conveys how the game works. Like others have said, the window in which to hit a key seems really narrow sometimes. I felt like I was hitting keys spot on sometimes, and nothing was happening. It got repetitive after a while. I wanted to score combos or something. 😉 Art is basic but that comes with this kind of game. I would have welcomed some additional effects when things go well or bad. Nice work! |
| Apr 27 18:47:03 | 23h 05m | KEYBOARD WARRIOR | ♥ 1 | Very neat but simple concept (in a good way!), and executed with a lot of *juiciness*. The bulge effect on the projectile when it comes out the gun before stretching it is really nice, good use of screenshake and dust particles. I dig those things a lot. It started lagging really bad on Firefox after a short while, though. I tried it in Edge then, but WASD didn't move my character there. It finally worked all right in Chrome, but there was still a little lag going on. The art is cool, nice spherical design around the player for the key stack and the ammo. Very cute zombies too. Obviously, this game would have benefited greatly with audio, even just simple 8-bit squeaks and blops. The visual feedback that the next key needs to be pressed isn't *really* there and a reload sound would've helped a ton there, for instance. All in all, sweet! |
| Apr 27 19:11:23 | 24m 20s | HomicIDLE | ♥ 0 | A simple and clear concept, executed very well to boot! The voices add a good bit of character (*dyyying... sounds!*), and the intro screens are a very nice addition to introduce the game with. Graphically there are some inconsistencies with scaling. There are big blown-up pixels visible in the background, but the skeleton is scaled differently, while the intro screens are in HD. I would prefer uniformity in that regard. Because of how fast things move, I couldn't read the speech bubbles most of the time unless I stopped. The shovel and swords didn't have a black outline while the other character art did. The death-noices had a bit of lag on them, and some of the jumping enemies got stuck inside of my skeleton and was all kinds of awkward. Some more items to buy would've been welcome. All in all you made a fun game! |
| Apr 27 19:38:55 | 27m 32s | Super Bigbo Commando | ♥ 1 | I don't know what old game it reminded me of, but I got some 90s nostalgia from it somehow. 😆 The main thing I feel is missing is shadows. A shadow under the player would show off their jump height, shadows from the buildings would show which ones are taller, etc. And a little bit of coyote time on the edges of the holes would be nice, as well as more leeway with collisions on geometry around. I got a little stuck here and there. The art and animations are pretty nice, the music a little loud compared but it set a good vibe. Neat entry! |
| Apr 27 19:54:19 | 15m 24s | Pieter Post Apocalypse | ♥ 2 | Even in the apocalypse, mail delivery is srs bsns! I am not good at this game. The car seemed hard to control for me, and I think I would've enjoyed it more were I able to do things just a little more easily - just so I could feel like I played the game rather than immediately started on a rapid descent to my demise. That said, it's a good concept and the relentless soundtrack creates a bizarre atmosphere that I dig. The art is pretty solid, with room for improvement in the building designs, but I like the texture work and the truck. It definitely has character! 😆 |
| Apr 27 21:42:54 | 1h 48m | Tactical Chef | ♥ 1 | Cooking game and FPS, an interesting combo, but I am afraid I got stuck on having to *release the water.* I had no idea what that meant and what I should do that that stage. A clearer indication of the next step would've helped - I also see other people not being aware of the flamethrower for heating up the pot. Generally a jam game will see just a few minutes of play per player, so explaining/indicating gameplay is paramount. Visually it is clearly a Unity game. There's a lot of black on the dark side of things. I have no Unity experience, but if there is some kind of ambient light option, then go for it. The lighting was very high in contrast. |
| Apr 27 21:54:28 | 11m 34s | Typer World Cup | ♥ 1 | I am conflicted on this one. On the one hand, it feels solid. The art looks good, and influenced by some old school football titles, and the ambient sound was spot on. But I only switched between looking at what I had to type and down at my keyboard, so I missed the actual game. I wish there was different audio feedback on typing the correct or incorrect letters. I had to look up to check, and would then make mistakes as my hands drifted to the wrong letters on my keyboard (I cannot type well without checking in on my keyboard visually). The actual football events also didn't seem to have audio feedback, so I was just left hearing typing sounds. I think there's potential in the concept, but I am subjectively bad at it. 😆 |
| Apr 28 11:47:09 | 13h 52m | Witchbeat | ♥ 0 | This is a super cute entry. You hit all the marks on getting a complete game here. A basic and clear main mechanic, comedic writing, cute art and good music. I see among the comments that you can bypass the main mechanic by holding Z, but wasn't aware of that when I played, so I got the intended experience. I am having a hard time coming up with criticism - I'd say maybe it's too easy, but I really don't seek to fail and improve over and over again in a jam game. A good idea, executed well, with a solid amount of polish. |
| Apr 28 16:52:26 | 5h 05m | Nightclub Showdown | ♥ 0 | A really cool execution of the idea. It kinda felt like a neon cyberpunk Flashback, visually. Nice details in throwing away the empty clips. I would have liked a gun-is-empty audio cue, as that's where I kept messing up. The time slow-down and resuming of action also could have benefited from audio cues as well. |
| Apr 28 18:21:57 | 1h 29m | Idle Hatcher | ♥ 1 | Interesting idea, but I feel like I mostly played a cookie clicker and the rhythm part of the game didn't really come to fruition all that much. Some audio feedback for clicking would have helped. Visually it looks pretty solid. Along with the music I feel soothed and relaxed. Nice work! |
| Apr 28 18:33:13 | 11m 16s | Death Road to McGamkedonald's | ♥ 0 | It feels a little like two separate games rather than a *combination* of two genres. The food you pick up enters into the pong game, but that's where the gameplay crossover seems to end? I would've liked to have seen more back-and-forth between the two games. I also got stuck on geometry all the time, without visually touching it, and it required full backing-up to get out of it again. The art looks pretty good, and the music sets a good amped-up atmosphere. |
| Apr 28 18:45:05 | 11m 52s | Skate'n'Snipe | ♥ 1 | A pretty creative blend of genres! Unfortunately I got stuck on my third jump in---I came up short, landing against the side of the building and couldn't move further. I reloaded and tried again, but the same thing happened a little further ahead. I completed the game on my third attempt. Also, like pother people have said, the big buttons on screen could have used corresponding keybinds instead. I liked that some terrorists were hidden unless you jumped, that made it more interesting. The music set a nice arcade-like vibe. |
| Apr 28 18:59:28 | 14m 23s | Road Pump | ♥ 1 | Fun song, good choice of music there. I quite love the visual style: the buildings on the side, the ground streaking by. More feedback on successful hits and unsuccessful hits (audio and visual) would have been nice. This kind of game really benefits of being *juicy* that way. I did, however, get my best score just by wildly mashing the buttons, rather than *trying* to do well. And is it me, or do the hit markers not necessarily correlate to the music? I swear I was doing worse when trying to stick to the beat. I quite enjoyed this entry! |
| Apr 28 19:07:55 | 8m 27s | Jing & Jang delivery Co. | ♥ 1 | A very clear contrast in tone for the characters. 😄 This game's a bit of an oddball. It has a lot of character due to the music and how each character ends up interacting with the world. The characters are pretty small on-screen, I would've scaled up the game x2 so they come across a little better. They're scaled up like x3 in the menu, right? I like the art, I would've liked to have been able to see it better. 😉 Nice work overall! |
| Apr 28 19:20:31 | 12m 36s | Final Football Tactics | ♥ 2 | A clever concept that could easily be improved to make a very nice game. The pathing of movement felt a little awkward, and with clearer UI options that can be streamlined a lot better. There's definite potential here. The music is pretty pleasant, but didn't screen *football* at me. There are many improvements that can be done to the art---the clash of green tones between the field and the grass (or carpet?) around it is painful, Y U DO DIZ? 😛 The character art is quirky, but I see you based it on someone else's tiles so that's a shame. Please keep working on this one post-jam, I think you have a very valid prototype here! |
| Apr 28 19:33:18 | 12m 47s | CCC: Cyber City CAB | ♥ 1 | While the game kind of feels like a single genre, it's a solid entry. My main gripe with the gameplay is the slow down upon hitting a surface. For some reason I wanted to bounce instead. I really dig the level art, the stacked 2D planes give it a really cool visual. The gunfire works with it pretty well with it (if only they had a neon glow, though 😉), but the art for the cars contrasts with the style. Also, and this is a personal preference, but I wanted two separate light trails coming from each tail light. 😛 The music sets a calm tone, when sometimes the game is far from calm. You seem to know exactly what you need and want to do post-jam, good luck! |
| Apr 28 20:28:19 | 55m 01s | Ping Bang Pong | ♥ 1 | This was quite fun! :D It took me a while to realize I could just bounce balls off the floor for much easier kills. With some additional features and polish, this could make a full title. The art is kinda cool, minimalist in a good way, and well animated. The UI (menu, etc) was a little too simple. There's room for style there. All in all I am quite impressed! |
| Apr 28 20:55:59 | 27m 40s | Heartache | ♥ 1 | I do not fully understand why I am playing this for so long... 😄 The game doesn't pose much of a challenge, but it keeps me playing nonetheless, and I am enjoying myself. I would've liked some more tactical decision-making, perhaps. I love the art, it's very cute. The music is a little dopey but maybe too calm for the mayhem that ensues. Overall nice work! |
| Apr 29 15:09:13 | 18h 13m | Late for Love | ♥ 1 | A very pretty narrative-driven (geddit? 😄) game. The character and backstory between her and the player comes across very naturally. I was also very happy that I did not have to start over when I crashed late into the third section. I played the game twice, once saying all the right things for love, and once all the wrong things. I *was* a little disappointed there weren't two clear resolutions, and that a narrative choice seemed to only affect what was said directly after the choice. The art is pretty spectacular. The character looks great in all expressions, the light fading in and out is an excellent effect. The reflections on the car are also a nice touch, and the backgrounds are all solid. I felt it was a little odd that my headlights had no effect in the tunnels, but maybe the darkness was meant to represent a darkened surface over the tunnel? The headlights are the only real thing I felt could be improved - light reflection effects on the cars you pass, for instance. I'm very impressed! |
| Apr 29 16:14:31 | 1h 05m | Elemental Monk | ♥ 1 | A pretty interesting concept, but I kept having to check what element beats the next one. With some UI work, this could be pretty cool. I enjoyed the simple graphics and music/sfx. Nice one! |
| Apr 29 16:25:32 | 11m 01s | StealthBall | ♥ 2 | A cool combination of genres. Unfortunately, with the lack of feedback when attempting to hit the ball, I couldn't really time my swings, so I never got very far at all. The graphics are basic, and could use a clear colour scheme (the brown vs. green outside the pitch is probably the worst offender). Pretty cool, with room for improvement. |
| Apr 29 17:12:59 | 47m 27s | The Legend of Block | ♥ 2 | This is a pretty clever little puzzler. I feel it's a combination of genres more in spirit than in mechanics, I have seen similar puzzlers to this before, but you made a fun game that stumped me at times. The art is basic but suits the style, as did the music. Though the lead synth got a little shrill at times. All in all nice work, I hope you get some more ratings! |
| Apr 29 17:35:22 | 22m 23s | Help Wanted | ♥ 2 | I completely failed to do anything, until I read the comments and found out I needed to run in full screen. Placement of the turrets on the chairs was also one I then had to find out here. It's explained in the instructions, but I overlooked it. In-game hints always help a ton. A pretty solid tower defense game, but I felt it's a shame that the cooking/crafting aspect is detached from it in-between waves. Having to cook quickly while zombies come in would add a lot of tension. The art is cute, but there's no real colour scheme I can pick up on. The UI elements of text in grey boxes feel a little under-designed, but they do the job. If you were going to dfevelop it further, that's where I'd look for improvements (along with turret placement indicators). Nice one! |
| Apr 29 17:45:03 | 9m 41s | Bubblin' Cauldron | ♥ 3 | A pretty clear concept, though I was just winging recipes without a clear idea of what I was making. I did also keep accidentally throwing potions at my feet. Picking up with LMB and aiming/throwing with RMB would've been more instinctive to me. The witch moved kind of slowly. The art is pretty bright. There's so much vibrant green. My main advice there is work on the colour scheme. The music is pretty cute, you might have discovered a hidden talent. It's good to see another game featuring frogs, though our own was more of a cameo. 😄 Nice work! |
| May 6 14:44:42 | 164h 59m | MechJox | ♥ 1 | I quite enjoyed your writing and the world you built so far. The combat felt a little too long and became a little tedious after a while. If you had some kind of checkpoint system upon arriving in the capital, I would probably have played for longer. Unfortunately getting out of my mech resulted in getting crushed by an enemy, and having to start over entirely due to RNG (I assume) was disheartening. Still I walk away having enjoyed the game! |
| May 8 18:55:47 | 52h 11m | Golf N' Grenades | ♥ 1 | The issues I had with the game have been mentioned already: movement controls, strafing, character speed (or lack thereof), lining up to take the shot, etc. That said, you have a lot of potential here. Dodging the zombies could be a lot of fun with improved controls, and I liked that they basically kill themselves when they miss their lunge - this way you can actually defeat them with good dodging. And was that a day/night cycle? The low-poly art is very solid, and the music is possibly the best song I heard this Ludum Dare. Maybe it didn't really capture a zombie/golf game in tone, but man it's a good track. brings me back to the old days. 😄 |