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Feedback comments for LD41
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| Timestamp | Since previous | Game | gafblizzard's comment | |
|---|---|---|---|---|
| Apr 29 03:47:33 | Blind Vision | ♥ 0 | The braille is an interesting idea, though the scan area could be a bit bigger. I'm glad you don't have to hold down the button. I beat all 8 levels. | |
| Apr 29 03:54:43 | 7m 10s | Cinema Drive | ♥ 2 | It's a great distracted driving simulator. I got maybe 5-8 choices into the conversation but ended up crashing. Very creative idea. |
| Apr 29 04:10:48 | 16m 05s | Tetra Dungeon | ♥ 1 | This is a great, unique idea and oddly addictive. I felt I did not really understand what made the snakes and spikes spawn, however, and sometimse I would repeatedly die for no apparent reason. I think if made into a bigger game, it would be more fun if the player character did not run around while moving the Tetris pieces -- maybe a control mode toggle button could be used. |
| Apr 29 04:19:03 | 8m 15s | Speed Phoning | ♥ 0 | This was so stressful to manage both things, but I managed to win in the end. Gameplay was very smooth, so kudos to whatever engine you used. Unique idea. |
| Apr 29 04:30:14 | 11m 11s | Road Pump | ♥ 1 | I got 1850. The song is fun and addictive, bht at least on the web, the timing is too hard to get. :( |
| Apr 29 04:34:52 | 4m 38s | 'Meme'bumps | ♥ 1 | Unfortunately, even with the volume all the way down, the screamer sound effect is ear-piercing. :( |
| Apr 29 04:53:06 | 18m 14s | Dungeon Slider | ♥ 1 | This is super appealing and creative. The art is nice and consistent, and the mechanics are varied enough to be addictive. You might be able to make a full version of this. I don't know if it was the web version, but I could not see crosses or keyholes on the ground, so I just had to play blindly until I realized something was hallowed ground. I ended up getting to floor 6. |
| Apr 30 04:36:26 | 23h 43m | Double Trouble | ♥ 1 | The idea isn't bad, but I had two main complaints. 1, the characters are basically all assholes and there's not really a way to avoid that. 2, the food seems to be so random that you can literally sit there collecting 9 of something you don't need, just waiting for a 3rd cucumber or something to finally spawn. I assume this also means the food gets thrown faster the whole time. The worst of it all is that the extra food you collect doesn't count towards the next level so you have to do it all over again. :P |
| Apr 30 05:05:11 | 28m 45s | Hoop Tactics | ♥ 1 | I really liked this! I like games such as Advance Wars or the old Shining Force games, so this appealed to me. I won 12-0 because I am a master Basketball player and the AI did not want to shoot much even if I stopped guarding them. I think if you made a full version you would need to add some sort of additional mechanics and stats for blocking, guarding, stealing, and the like. :) |
| Apr 30 05:29:03 | 23m 52s | Wizsnooks | ♥ 4 | This is quite promising, so I hope you will forgive me for making several suggestions. The art is clean and works pretty well despite the rageface balls, the music is fitting, and the RPG mix with pool is pretty fun. However, there are several things you may work on if you make a full game: * The big one is physics, since that is key in any pool game. If you shoot at an angle against a wall (e.g. in a tunnel), you bounce perfectly horizontally instead of bouncing off the wall at the expected angle. * Being able to look around by dragging the board would be good, as other(s) have said. * I kept having problems accidentally unequipping items. I think white backgrounds are intended to tell they are equipped, but you might consider an item border. There also seems to be a bug where if you pick up a duplicate item, the game thinks all copies are equipped, so if you disenchant the duplicate you have to then re-equip the original. * The levels seem hand-designed which is great, but they also seem to be in random order. I played until I saw a duplicate level. Being able to play through a sequence of levels (maybe with bosses) might be fun. * Instant kill feels very harsh considering it takes a while to build up good random loot, especially with the physics that sometimes bounce the wrong way (e.g. the tunnel example above). Getting bonuses for fewer shots on levels, or allowing you to hit hazards a few times before dying, might lessen the pain. |
| Apr 30 05:35:17 | 6m 14s | Knightmare | ♥ 1 | Being able to hold down the button to fire would be nice. Also, I had a hard time dashing accurately since it goes so far. Nice art and nice work on the music! |
| Apr 30 05:41:36 | 6m 19s | Conveyor Belt Hero | ♥ 1 | I won! Interesting concept but I felt like I was going to get carpal tunnel with all the clicking. :P |
| Apr 30 05:49:33 | 7m 57s | Zombie shooter FPS Top view | ♥ 1 | I got through 4 waves or so before stopping. I don't know if it's just the web version, but mouse sensitivity was SUPER high on my computer in first-person mode. Moving only a tiny bit would move the crosshair a lot, so it was really hard to aim. Also shooting at long distances didn't seem to hit the enemies. It's an unusual concept, but I couldn't figure out what made it switch between top-down and first-person mode. Is it just on a timer? Last comment, I think switching tank controls for a more traditional WASD would work better. |
| Apr 30 05:59:45 | 10m 12s | Platforming Knight | ♥ 1 | This is both innovative and very slow to use menus each move. I beat level 1, but couldn't figure out how the combat worked for level 2. One way to slightly speed things up would be to move the enemies simultaneously. |
| Apr 30 06:05:29 | 5m 44s | Jing & Jang delivery Co. | ♥ 1 | My score was 7-5-6. I didn't envy the job of the worker on the left. He has a very hard life. :'( Nice music and art style! |
| Apr 30 06:11:21 | 5m 52s | Fightin' Words - Real Typing Strategy | ♥ 0 | For some reason the WebGL version didn't work on Firefox (can't press 'Y' to start) so I didn't rate. Other WebGL Unity games have been running fine for me. I'm wondering if it's because it's embedded in a frame or something. |
| Apr 30 06:24:47 | 13m 26s | Compute and Compile | ♥ 2 | I wanted to drag the minimap ala Starcraft but could not. Great graphics! The 3D chip style is really unexpected for a compo game. I suck at RTS games even in turn-based form, but this was a really creative approach with the network and chip analogy. |
| May 13 03:57:11 | 309h 32m | StrateJump | ♥ 1 | I got to about turn 320 before it froze. Annoyingly I can't get music to stop playing even after the web browser page closed...super weird. Heads up, the music is SUPER loud. I had to turn down my volume almost completely off. I think the volume combined with the music tone waveform (triangle or square wave?) makes it very intense. The gameplay worked okay but I kept finding myself wanting to play as a non-turn-based platformer instead. :P |
| May 13 04:06:01 | 8m 50s | Bully squares | ♥ 0 | The tick...tick...tick sound was really loud so I couldn't hear your music well. Otherwise the game worked all right. I didn't QUITE fully understand the rules on when groups will trigger and when they will not, but it was enough for me to play for a good while until I lost. :P |
| May 13 04:12:37 | 6m 36s | Birdy | ♥ 1 | I did not expect a typing game. The words are pretty long but fortunately I am a fast typist. :) I think infinite lives might be a good idea because you have to experiment a lot with the hitboxes and slow actions, and dying because your impulse jump slightly touched a triangle makes me sad. The graphics are really cute! |
| May 13 04:36:58 | 24m 21s | Alida of Arx | ♥ 1 | The background art is outstanding! The common RPG issue of very slow dialogue and voice acting cropped up but you probably know that. For some reason the game got quite laggy after a while, too. The subtitle font was super hard to read for me on a 1680x1050 screen. I think a solid background for it might help, or possibly a different font. |
| May 13 04:55:03 | 18m 05s | VRn't | ♥ 2 | I may be dumb, but I'm struggling to understand the connection to the theme. The game is super challenging -- I tried many times but never found out if there's an obstacle past the vacuum cleaner. Very solid art. :) Amusing visual effects and great work with the level damage! |
| May 13 05:21:23 | 26m 20s | Fintastic Escape | ♥ 0 | Great level design, modeling, lighting, and atmosphere. Unfortunately the soundtrack sounded like it would be neat, but the sound effects (water splashing, panel beeps, etc.) were SUPER loud in the balance for my headphones, so I never got to appreciate it. Otherwise it would have probably added to the atmosphere. It took forever to accidentally add clams as bait. For some reason it didn't seem to register at first, but eventually it happened and I solved everything! |
| May 13 05:24:23 | 3m 00s | Happy Quiz | ♥ 3 | Thanks for the seizure warning, I appreciate it. |
| May 13 05:39:00 | 14m 37s | Corporate Espionage | ♥ 0 | This was neater than I expected. Execution didn't seem to be completely deterministic because sometimes the character would do different things with the same timing, but mostly it worked fine. I beat every puzzle, though once puzzles got long, I found myself wishing for some sort of mid-level save point so I could only work on testing that portion of the level instead of watching the entire level again. |
| May 13 05:57:12 | 18m 12s | TASball | ♥ 0 | This is pretty neat. As other(s) have said, the clicker stuff could be basically ditched and you would have something interesting along the lines of SpaceChem or other Zachtronics games with a series of puzzle challenges. One request that might not be obvious -- a way to disable the moving black square while executing would be amazing. Especially at higher frequencies, seeing the square flashing really quickly is very unpleasant visually and might be a seizure hazard. |
| May 13 05:59:05 | 1m 53s | Driving simulator | ♥ 0 | Drifting was fun. :P Hope you have more time next jam! At least you submitted something. Usually when I run out of time I don't get anything done, let alone in 15 minutes. |
| May 13 06:22:15 | 23m 10s | Black-Crops: Tactical Farming | ♥ 0 | How many weeks are there? I only survived 3. It was a neat feeling to realize after trying a couple of times that the different robots had different patterns for each ability. However, I didn't figure out any very strong ways to combine the different robot patterns, as someone else mentioned. I think the levels should probably end once you reach the goal, since there doesn't seem to be any reason for you to keep doing stuff once you reach the goal early, and you can just keep skipping days to the end. I think the potential is pretty good overall. It feels quite polished. |