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Feedback comments for LD41
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| Timestamp | Since previous | Game | Gustavo Manchae's comment | |
|---|---|---|---|---|
| Apr 23 23:01:05 | Rock Bottom | ♥ 1 | I'm happy to be friends with you so I can see how emotional and thoughtful your games are turning out. Really proud to see the results on this one! Congrats, bro! | |
| Apr 24 04:48:42 | 5h 47m | Player Alone BattleGrounds (Early Access) | ♥ 3 | Loved the art style! <3 Actually, this has more of an appeal to me than the real battle royales! xD |
| Apr 24 12:54:06 | 8h 05m | Remote Bot | ♥ 0 | Whoa, Somehow I messed up my comment, lets fix that up: Great work. Graphics are stylish, game plays well, and it's challenging, concept is cool too. I think you'd benefit a lot of a more carefully crafted level design. You can make your game itself teach the player how to play by making the challenges progressively more difficult and leading the players into what they are supposed to do (like the first ladder, there's no reason for it not to be on the end of the corridor xD) Good job! |
| Apr 24 12:55:18 | 1m 12s | Typer World Cup | ♥ 3 | I think the game has some serious good and bad points! First, the art is great, it plays smoothly enough, and the sound is fitting! But having to type a lot of words for one action is not rewarding at all - specially if you have trouble typing without looking at your keyboard or if english is not your first language. The game would benefit a lot from having more actions controlled by shorter and easier commands, that get progressively harder as you get ahead in the score! Other than that, great job! Really impressive work for a jam! :D |
| Apr 25 11:52:18 | 22h 57m | Siege Of The Cloud Empire | ♥ 2 | This was a cool experience! Incredible work for a compo! The main thing for you to improve is player feedback. Be it visual, textual or sound ou always have to make sure you are leading the players to where they are supposed to go. The UI didn't help much, and the font choice made it a little harder in this aspect. Also, the little smash-bros-like platform in the start of the platformer made me lose half of my huge army every start of the battle! xD But I really liked the 3D models (they are cute af) and think the concept is excellent. Reminded me of one of my favorite games growing up, ActRaiser! Overall, great job! |
| Apr 25 12:13:02 | 20m 44s | Deep space - cards battle | ♥ 1 | I'm sorry if this is harsh, but it seems that you didn't have a full grasp of what is fun about both the genres that you tought of mixing up in this game. Shmups usually have fast-paced action and lots of enemies and bullets flying around, because they are ultimately a game that rewards precise skill. Having with a slow-firing weapon and times where you have no enemies on the screen (or some that just pass by) is a bit frustrating. Otherwise, card games reward planning ahead of time and strategizing correctly. Your card elements just add a bit of randomness to the game start, and nothing else, and could be more integrated in the game (you could select 3 cards from 10 and have swap them mid-fight to fight different types of enemies, for example)! Don't get this the wrong way, though! I think you have the passion and the potential to do great stuff, and it's clear that you care about the games you make (awesome work on all the reviews you got out there, btw!), and I'm sure it's just a matter of time until you get a grasp on what you "favored style" of developing is. I think this is what you should focus: play more games with an analyzing mindset, find out WHY they are good or bad, and "steal" these concepts to use in your games. Either way, your heart is in the right place and I think your skills will catch up to it really soon. I'm looking forward to see your new games in the future! <3 |
| Apr 25 12:24:31 | 11m 29s | Puzzle Dungeon | ♥ 1 | I love the idea and I'd play hours of this thing! xD It's an impressive work, but I think it needs more polish, not more content. I'd keep playing this single level over and over if I had a more precise feeling of what was happening - I got too focused on the puzzle and I won without even looking at the other part of the screen. A warning when the monster is about to attack, or some more flashy feedback when you do a combo, for exemple, would help a lot. I also think one of the main puzzle/tetris games concepts is the urgency of having to decide fast, and I missed that in here. The blocks not moving down progressively is not an issue, but having a set timer to decide each play would be more challenging and fun! Overall, great game, specially when you did it alone! Good job! |
| Apr 25 18:22:53 | 5h 58m | Date Night Fight Night | ♥ 4 | It took me a while to understand what was going on and that I had to feed sushi to my partner Took me a longer while to stop making both of them bleed just because the animation is so funny! xD I think it's a very good party game! I can see my friends playing this and the loser aving to drink a shot. Looks like the type of game that would make us laugh a lot if someone tried to play it while being drunk. Also, the art is awesome! But there is a lot of stuff to improve, specially when you think party games tend to get boring very fast! Different foods that do more "damage" is one idea. Losing HP for hurting your significant other is also something I wish it was in the game. Overall, Great job! :D |
| Apr 27 05:00:50 | 34h 37m | Orcs Must JAM! | ♥ 2 | This game is awesome! Loved the concept, great art style, nice 3D models, cool animations, great music. It could only be a bit more well polished in the difficulty progression and player feedback, though. The area of effect (where you can press the button to make an orc shoot) could be highlighted - as well as some indicator on what lane the skeletons will appear. It makes the game more difficult not having those, but it doesn't ruin the fun. I sure had a lot of fun with this! |
| Apr 27 05:21:52 | 21m 02s | Flight Deck | ♥ 2 | You guys have one hell of a complex game in here! The hard part is that complex games tend to drive away the players before they find the real fun - and your game is very deep and challenging! I started clueless, but it became quite fun once I started getting hang of it. The only thing I can offer as tip is to work on a clearer explanations of both the system, the cards and the effects. The less we have to read to understand, the better is the explanation - and with a complex system like yours, you'd have benefitted a lot from icons and symbols (you could create icons for each bar, like magic the gathering mana symbols, for example, instead of having to write "+1 happiness" and stuff). Great job! |
| Apr 27 05:26:16 | 4m 24s | Pongun | ♥ 2 | Simple idea, well executed! I just wish that the AI was a bit smarter. I just demolished it from start to finish with my impeccable shotting accuracy xD Good job! |
| Apr 27 05:36:38 | 10m 22s | CONFESSIONAL | ♥ 1 | Great job on this one! However, I think it's a bit too ambitious for a jam game. The main thing for terror/horror games is the developed atmosphere, usually achieved with filters, careful lighting and more of what you CAN'T see instead of what you can. The sequence with the chainsaw, for example, would be a lot more impactful if you didn't show it, but only heard screams, a camera shake and blood splattering. The amount of stuff you got done in so little time, however, is incredible! I think you'd have an amazing game if you have a couple months to work on it - the only thing missing is really a little more polishment! |
| Apr 27 05:46:16 | 9m 38s | DinerBash! | ♥ 0 | Good effort here! I think you need more polishment in all things: the customers take too long to reach their tables, and goes from 1 order to 3 too fast. Also, a warning or a changed palette (like angry-red skin, for example) when they come after you to fight would be a lot nicer. Even if it got a bit boring too fast because of those points, I had fun. Good job! |
| Apr 29 04:56:30 | 47h 10m | Cat Pack | ♥ 1 | I decided that pausing time is for weak people and tried my best to go through the game without using it. It was surprisingly cooler than pausing to issue commands. The Art is nice (bonus points for using cats xD), sound effects were cool, player feedback is ok, but I think you still have to think a bit more about gameplay. You should polish the idea of the gameplay a bit better: you could just used [left click] to select cats and [right click] to shoot, for example. It would make the gameplay WAY smoother. Also, a score on screen to keep track of how good you are doing would also be nice. Good job! |
| Apr 29 05:04:54 | 8m 24s | Little Wings | ♥ 0 | Took me some time to understand that I was a mosquito but... does mosquitos really eat anything else besides blood? xD I think that, since your game stands so much on the narrative, you could work a little more on the texts, descriptions and feeling. And I don't know why, but I keep scratching my arm since I stopped playing. xD Good job! |
| Apr 29 05:09:26 | 4m 32s | GUN-HOCKEY | ♥ 1 | Simple concept, very fun game. However, ohboy, how I missed a crosshair to guide me to where the F** I was shooting. xD It should have some radial movements too, I think. Usind A/D to give it a little more inclination on the character to make that fancy skill shot would be nice. Good job! |
| Apr 29 05:23:57 | 14m 31s | Revenge of the LuchaDorks | ♥ 1 | Look, Ma! I made it to the leaderboard! (as of now I reached 6th place xD) Nice little game here. I think you had a very good grasp of what makes a TD fun and it would be nice if I had a bit more of the strategic part, not only the action - a different tower, for example, would be super cool already. I also loved the art style, the incredible choice of bright colors make the game! Great job! |
| Apr 29 05:45:30 | 21m 33s | Kingdom Crush | ♥ 1 | It took me a while to understand that I had to make all of them as my lovers to win. I kept refusing Prince Andriet because he's a giant douche xD It's fun, but I wish you could have mashed the genres a little better. Taking turns between the waves and the dialogue or something. Also, it would be cool if you had multiple ways of reaching an ending: becoming lovers with any of them or just by brute force, repelling their armies and staying alone. But I really enjoyed the dialogues and some of the options are hilarious! Great job! |
| Apr 29 05:54:13 | 8m 43s | [Web] Stealth Dance! | ♥ 2 | Great idea, great art, nice music, terrible controls! xD I think the controls are not very intuitive or ergonomic, and you have no idea if the rythm and movespeed. It's a pain to move around, specially with the floor changing colors so much. You guys got some pretty good everything - even the level design is awesome. But the game is hurt too much from the controls. You could have gone simple with a "on rails" style that you only have to go forward/backwards while keeping the rythm, or you could add some use for the keyboard (be ir movement or rythm). This would not only benefit the game as a whole, but add another layer of challenge from the coordination between 2 hands doing separate things. Good job! |
| Apr 29 06:08:03 | 13m 50s | Tsun Tsun Button Mash | ♥ 1 | Nice idea, but a tad too simple. I missed having the cooldown time of my skills so I could plan when to use them. I miss having a better progression of upgrades, specially when I reached max upgrades quite early and still had to wait for the dialogue to start. I think the idea is there, the art is nice, but it lacks a lot on game design, polishment and player feedback. A game can't carry itself just on being NSFW. Great effort, though! I have the impression you'd have fixed all my complaints if you had more time to work on it. |
| Apr 29 06:17:33 | 9m 30s | Think Before Escape | ♥ 1 | I tought this was awesome for a team-made jam game. But then I remembered it's a compo! Incredible job here! I just wish the level design would be more challenging on tricky ways, not only by having hard enemy placements. Having some Mega-Man-esque level designs like disappearing platforms and some more complex moving/behaving patterns for the enemies would make this game go from great to mind-blowing. Well done! |
| Apr 30 06:46:11 | 24h 28m | Card And Run | ♥ 1 | Hey, nice work here! I had a whopping score of 88! Woooo! I think the art is pretty cool (do not sell yourself so short for being a coder, man! xD) and everything is well rounded. The card system is simple but effective. I just missed a bit some bg music or some sound effects for the obstacles but I know how hard is to work on audio, specially for a compo game! Good job! :D |