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Feedback comments for LD41
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| Timestamp | Since previous | Game | kleinzach's comment | |
|---|---|---|---|---|
| Apr 24 05:22:22 | Citizenship++ | ♥ 2 | It did feel a little slow at the beginning, but once I got that scripting engine, oh boy. The revolution came fast. I don't know if it was a bug, but I could repeatedly steal from the same guy, so hard coding in their ip meant that I could just do script exec win.exe repeatedly. Kinda felt like I was finding exploits in the game itself which seemed fitting. Very cool, and well done. A little bit of streamlining at the beginning would be great and I felt that the use of Unity's post processing got perhaps a little too intense, especially when I'm looking at the bottom left of the screen 90% of the timer where it is most intense. Chromatic aberration is really cool, but it can hurt my eyes after a while. PS. I was a little disappointed when I couldn't run scripts from scripts, but I suppose that makes sense. Loops could break the game real hard. Perhaps run a certain number of calculations per frame and allow a keyboard command to cancel the script would be good? | |
| Apr 24 05:33:42 | 11m 20s | Ms Grunhilde's Sandwiches | ♥ 1 | I liked the handling on the bread and knife and the way the whole sandwich making part felt. Overall, it felt like there was more after just making 3 sandwiches, but the counter stopped going up. It felt anticlimactic. Very cute though. I felt that the font choice for the story portion wasn't the best though, it wasn't that easy form me to read at a glance. |
| Apr 24 05:50:01 | 16m 19s | Falling Labyrinth | ♥ 1 | That was wonderful! What a great idea that was executed extremely well. The time limit and block limit felt a little harsh. I never felt like I was doing a poor job, but all of a sudden lost which doesn't feel that great. I like the concept of juggling two different styles of play at the same time and having them so interconnected as they are in this was genius. Art and music were also very good. Loved it! |
| Apr 24 05:56:13 | 6m 12s | Super PunchTime | ♥ 2 | Great job boiling down the fighting game into something so simple. Reminds me a lot of dive kick in that way. I don't know how well it all holds up after a couple of games, but playing against the AI felt great. Makes me really want to find someone to try 2 player with. Great entry! |
| Apr 25 02:05:05 | 20h 08m | Match n Shoot | ♥ 1 | The game has some real nice polish, and plays very well.Good job with the sprites, they are all well drawn. I felt like the memory game was a little disconnected from the rest of the game. It worked well, but it felt like I was just context switching between the two. Maybe if the ? blocks were also on target range or something. After a while nothing really escalated in, perhaps everything can start moving faster as you get more points? In any case, I enjoyed playing it! |
| Apr 25 02:16:31 | 11m 26s | Flower Hero | ♥ 1 | The presentation with the music and graphics were great, but in that department It would have been nice to have some more feedback when you succeeded (or failed) at hitting a note. Instead I would miss some and it would just sort of end. Without the feedback, it never really felt like playing a card was working. Also, the negative feedback loop felt really harsh. While it was inspired to tie your health to your hand size, it also made it harder and harder to do well which made the game feel really punishing. |
| Apr 25 02:35:53 | 19m 22s | Caribbean Trains | ♥ 1 | Great concept, very original and strange. I love the way you handled the visuals. I wish there was some more reason to keep going, but I enjoyed it quire a bit. Also, it felt like enemy boat-trains should be firing at me. They rammed but that didn't seem to do much. |
| Apr 25 03:19:15 | 43m 22s | F.P.S - Frootz per Second | ♥ 3 | That was so cute! The concept was very strange. Definately not something I would have been able to com up with. |
| Apr 25 03:37:54 | 18m 39s | Gender Circles | ♥ 1 | I appreciate a game made for one of these which feels complete. It's simple but not like anything I've played before. The art style was good and consistent. Well done, and good job managing scope (I'm always so bad at that). |
| Apr 26 00:22:29 | 20h 44m | Escape from... something | ♥ 1 | Very solid entry. I got confused by the third puzzle with the new double wide block, and was thinking that it was just a glitch that I couldn't move it to the right onto the switch. I would recommend introducing a new mechanic like that in a more safe environment to give the player an opportunity to figure out how it works. The vision cone and sound circle were very well implemented, those can make the difference between a good stealth game and a frustrating one. |
| Apr 26 00:42:10 | 19m 41s | Everything is Cards! | ♥ 0 | The concept is a very good one, though the gameplay so far kind of devolved into kiting all of the enemies around until my mana filled up. It never really felt exciting in any of the fights with melee characters. More variety in terms of things to avoid, weapons to use, and attacks to avoid could do wonders for the game though, and this is certainly a good base. |
| Apr 26 01:01:46 | 19m 36s | threeSpace | ♥ 1 | The mood, sound effects, and space visuals were all done so well here. The whoosh sound felt good whenever I made a match. Most of my criticisms are from the match three game play itself. First of all, while the sounds were nice, I felt the animations were too fast. If the blocks dropped rather then appeared, it would give more of a weight to your moves (Not the easiest to program, did a matching block puzzle game for my last jam as well. I had the tiles on the grid not have a visual element and had the visuals lerp towards where they are supposed to be every frame.) Also, for match threes like this I always feel that it is most satisfying to set up big combos and then trigger them. Often times I would set off a big chain on accident which kind of stopped me from wanting to set them up if they would just happen without my input. Also, those combos can feel great with the slower animations. |
| Apr 26 01:16:50 | 15m 04s | Rhythm Quest | ♥ 1 | That was wonderful! So much fun, and the music had me entranced the whole time. I have only a few minor nitpicks. First, some parts of the music didn't work as well for me as other, as in it would be harder to hit notes when the beat/offbeats become a little more muddled. Also, the stat system didn't really do much for me. It is cool that you have 4 characters, but their stats don't make me play any differently, though I'm seeing up above that you have plans to change that which I am greatly looking forward to. Your game makes me want to make a rhythm game next because I forgot how good they can feel. I got so into the music both times I played. Great job! |
| Apr 26 01:30:51 | 14m 01s | Dirty Pink | ♥ 1 | That style was so ridiculous and so good. Loved the art and the music. I ended up being not very good at the game, I think due to the cars swerving forward and back so often, which didn't feel great. Maybe the game can escalate into the cars swerving like that, but just starting out it was a lot to deal with all at the same time. Also, very much appreciate the full tutorial! |
| Apr 26 03:36:22 | 2h 05m | Rogue Pawn | ♥ 2 | I have exactly one complaint, which is that occasionally two enemy pieces would get stuck when trying to move to the same square and then be unable to attack and move. Other then that, this was amazing! I have no idea what I would add besides maybe mixing and matching enemy pieces some more, like a challenge level where you fight an entire setup of 16 pieces or something. Best entry so far! |
| Apr 27 00:50:34 | 21h 14m | Seagulls | ♥ 1 | I appreciate the big, relatively slow moving bullets, but would have like a more definitive idea of how big and where my hitbox is. The card idea was neat, but reading and interpreting the cards didn't feel great with the hectic combat going on. All that said, the style and feel of the game reminded me a lot of Vlambeer games, and feels great. |
| Apr 27 01:57:38 | 1h 07m | Tetriphys: The Thing That Should Not Be | ♥ 1 | Oof those are certainly incompatible. Theres something satisfying about shaking a tower of physics objects to get them to fall into shape, but it can feel very frustrating. The music and art were simple but effective! |
| Apr 27 02:16:25 | 18m 47s | Diorama | ♥ 2 | That was great! There were a couple of graphic al glitches when in 2d, but for the most part that was excellent. The concept is a great one, sort of combining the puzzle chambers of something like portal with the 2d/3d mechanic of Super Paper Mario, the two of those being some of my favorite games! I had some inconsistency when pushing/pulling blocks, particularly the ones where there's a space to fit in the middle, which got a little frustrating. I accidentally got stuck in sort of a crouching position at one point, but was able to make it out. Maybe if all of those levels were just moved up one layer or something. Well done to everyone involved! |
| Apr 27 04:14:41 | 1h 58m | Pseudonarrative Dissonance | ♥ 0 | Amazing atmosphere. The look and the sounds made the game for me. The riddles/puzzles worked pretty well, though the unity standard ui assets stood out in an otherwise great looking game, I'd recognize those default sprites anywhere! Speaking of UI, I would recommend using the Canvas Scalar for the on screen text, as everything got really small when playing on a high resolution monitor. You can tell it to scale based on resolution, then design it once and it will be consistent across all screens. Great job overall! |
| Apr 28 01:22:45 | 21h 08m | Poker-Man : Arcade + Poker | ♥ 1 | Great concept, and nearly flawless execution of the concept. I was a little annoyed by the ghosts not using path finding, which would have been much more interesting. What if the ghosts hunt you when they have a winning hand and run away when you have the winning hand. Without original graphics, I can't really score you well on that, but I like the rest of the game quite a bit. |
| Apr 30 03:19:14 | 49h 56m | Jeff From Accounting | ♥ 0 | That was such a cool concept, and the execution was amazing. The typewriter gun was so cool. I also really liked the look of the level, with all of the office equipment everywhere. Great job, great boss fight, high marks all around from me! |
| Apr 30 04:07:29 | 48m 15s | Elite Beat Zombygons | ♥ 2 | That was great. The soundtrack was really well done and the gameplay was simple but fun. I wasn't really able to hit the beat too well in the two later songs, which made it a bit frustrating, but when it worked the satisfaction of moving and shooting right in time with the music was superb. I appreciate the calibration that you can do at the beginning, but perhaps a settable difficulty would be nice which would just be that you can control the whole range of when in a beat you can take an action. Great job, I really enjoyed it! |
| May 3 03:33:04 | 71h 25m | Pet Food | ♥ 2 | That was certainly very odd. I feel like the game could use some more problem solving, like having the guests give a riddle or something to make you figure out what they want, because otherwise its just a dexterity game, and there isn't much reason to mix and match parts which was the coolest part. Very unique concept, and would love to see more of the modular kind of design you have with the pets. |
| May 3 03:46:47 | 13m 43s | Dungeon Solitaire | ♥ 1 | That is a great idea! I certainly got into a few really hard situations, some of which may have been impossible, but it feels like if I get to know the spawn points on the cards I would figure it out. I love your idea of expanding with more decks and ways to play. I can definitely see this as game that can be expanded a ton, making your own challenge decks for you or your friends to play, kind of like Hand of Fate. Very well done! |
| May 13 16:29:25 | 252h 42m | Castle Beat | ♥ 0 | My primary criticism with the game would be that there is a large disconnect between the rhythm game and the castle attack. I was paying so much attention to the music notes, that the castle attack part fell to the background. Also, it felt much more like the castle attack was a fancy way to show the score of the rhythm part rather then be a part of the game itself. I dig the music choice, and applaud how you managed to match the music with the keystrokes more then not. I would suggest integrating the rhythm game into the castle attack part, maybe making the creatures you throw at castle be the music notes that you need to click in time with the music, or something of that nature. |