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Feedback comments for LD41
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| Timestamp | Since previous | Game | Lars DK's comment | |
|---|---|---|---|---|
| Apr 24 03:26:25 | Crash to the Past | ♥ 3 | Awesome job! Things I liked: > User interface was fantastic. Nice use of visual cues and prompts. I generally always knew what I had to do next and how to get there thanks to clever camera work. > Some very pretty low-poly 3D models. There were some cool particle effects (including, for no apparent reason, white dust going upwards?) and the whole thing didn't lag one bit. I especially liked the backdrop. > Physics was on-point in a totally unrealistic, crazy fun way. Ideas for next time: > Space travel and historical time-period would be ok, but there wasn't a lot of "medieval" stuff here. Yes there's cannons and a castle in the background, but being shot around in a spacesuit from flying cannons is (if anything) clearly something from the future. This lack of balance made the theme hard to get. > I liked the variation in the levels - it added to the replayability a lot - but some generated levels were literally impossible because it set you up after a few cannons to go straight into a spikey ball (automatically with no escape). > I like sound. Overall this was a fun, arcady experience that I enjoyed reviewing. | |
| Apr 24 03:45:26 | 19m 01s | Brickris Tetout | ♥ 1 | Awesome game, my privilege to play it 😸 Good parts: I liked the use of the theme and how you made both games work together. There was this really cool retro vibe to the whole experience that made the game feel more arcade-like. The music was so smooth & perfect for the game too, a beautiful throwback to the original soundtrack. Ok parts: I liked the "old arcade machine" graphical vibe and there were some snazzy special effects. In the heat of a difficult game, however, these effects were mildly distracting since they were right behind where the player's focusing. I liked the scoring too - would be so nice if there were leaderboards or something! Ideas for next time: The mechanics are a bit crazy and could have been perhaps explained a bit more. What made it double as tricky was the control scheme, which wasn't at all what I was used to, and also the breakout ball didn't always move in the way I'd expect it to (sometimes changing speed weirdly etc) to make the game super-unpredictable. With all the stuff that was going on at once I got overwhelmed pretty fast. |
| Apr 24 03:57:42 | 12m 16s | Decked Out, a Dress Up Card Game | ♥ 2 | This game wasn't horrific by any stretch! It actually amused me for some time coming up with different really dumb combinations. Good bits: It works; I didn't notice any serious bugs. Good take on the theme - haven't seen this genre combination before. Interesting ideas in the game description. Plus I'm a sucker for card games. Also I like the way you set up the mood with cartoonish drawing and music etc. OK bits: Charming programmer art. Humor because I enjoy making silly character combinations. Ideas for next time: Don't rewrite all your code in the last day. Actually avoid rewriting all your code on ANY day. Make simple sound effects. |
| Apr 24 04:19:46 | 22m 04s | Fintastic Escape | ♥ 1 | Fantastic game! I had heaps of fun trying it out. Things I liked: Really impressive visuals; nice mood set up with lighting and ambient music. Attention to detail in modelling. Atmosphere manages to be both relaxing and unsettling - great balance shown here. OK stuff: Very few bugs - just a few visual glitches I noticed but that's to be expected with doing something so bleeding-edge and with only a few days. The fishing part of the game went by extremely quickly compared with the puzzle part. Sound effects were great but there weren't that many of them ... more would rock. Ideas for next time: Make the first couple of clues bleeding obvious so people get the idea of how to play. It took me a while. Give players visual and audible prompts for the user interface. I don't think electric eels work that way. :P |
| Apr 24 12:23:29 | 8h 03m | Memories ~ of a Gacha Tale | ♥ 1 | Cool game! I played the Windows version. Stuff I liked: The Ren'Py thing worked a treat for this game, provided a lot of options. The story was engaging and generally well-written. I liked the awkward pauses and emotional tension you built up with the script. The girls were cute. The art was a highlight of this for me. Things that were ok: The RNG mechanic was interesting but the way it played out basically turned the game into a standard visual novel. There wasn't enough drama over what option might be picked ... I didn't even know what the other options were. The concept is great, but the execution felt like it was missing some tension/drama. Nitpick here: in terms of the story, it helps a lot if the character has a clear motivation / problem to overcome. You sorta tried to set up that he didn't know if he'd fit in, but you need to show that not just tell us. Make him do something awkward or be socially excluded at the beginning. What you showed instead was that he sucked at maths (didn't answer maths questions right), but then later it turns out that he was not given the chance to show he was actually great at maths so that was confusing. Basically what I'm trying to say is that the main character's motivations should be more obvious, but the overall quality of the writing and especially the dialogue was excellent. This also helps in terms of ending the story in a rounded-off way. Ideas for next time: Sound didn't work for me at all. I just got radio silence no matter what I tried. Made it kinda hard to give you an audio rating. The game was 99% story and 1% RNG. If the RNG is supposed to be a major part of the game it should feel like it and be used often. Make things more humorous and awkward by adding random weird stuff to each encounter, IDK. For a first LD effort I'm suitably impressed, especially with the amazing art and a solid effort at a story. Well done! |
| Apr 25 08:12:20 | 19h 48m | Beat The Narrator! | ♥ 1 | Interesting game, enjoyed playing it. You're obviously super creative and you got me to chuckle a couple of times 😸 Things I liked: * The hand-drawn art style was fantastic. Lucas character art was a special highlight, and you have a cool way of drawing clouds. * I had fun discovering the jump mechanics on my own. Actually I don't think you did a bad job avoiding bugs at all - the whole thing worked better than many platformers I've played. * The music, too, was pretty good even on a short loop. Music is usually my "thing" but it definitely added to the mood of this one. Things that were ok * Low brow humor, profanity, etc ... kinda felt cringey like a bad stand up comedy gig in parts, but it also added to the mood a lot. * Random jump-cuts and loss conditions (press enter to lose?) sort of added to the humor, but the whole thing basically screamed "I'm bitter about Lucas" to me. In which case, if this was a humor thing, a slightly better option might have been something like: choose how you want to die (choice of various insane methods to kill the onscreen character). The way it worked out - especially since (AFAIK) the game has no win condition - it's weird. Ideas for next time * A visual novel is VISUAL, not audible. Cool story but it was entirely told through narration, not graphics. * Try pacing the game so the first jump is not the hardest one. Make the first challenge a player encounters super easy and the last one near-impossible. * Platformer sound effects are pretty much a must. Even a short jump sound is helpful. |
| Apr 25 09:04:43 | 52m 23s | Rhythm Card Hero | ♥ 3 | Took me a while but I finally managed to beat the game! Really happy about that. :) Things I liked: * Awesome interpretation of the theme and cool concept. * Card designs were simple and top quality. Cutesy characters too. * The game ran smoothly & without any obvious bugs or other issues. What was ok: * Sound - probably was ok for how simple the game was, but given that rhythm games are generally built on sound, some simple music and more sound effects would have been appreciated. * Although the screen presented for the game was basic, little bits of detail go a long way. Blue text on a blue gradient probably isn't the best UI idea. Ideas for next time: * The user interface really needed to be explained way more. I died several times working out the controls and that was after reading your description. Card effects, for example, were rarely really clear to me. * Now that I've beaten the so-called level 1 character I just win? Where's level 2? Just speed up the tempo or something for a cheap & easy way to increase the challenge XD. |
| Apr 25 09:15:00 | 10m 17s | You Can't Dodge Your Feelings! | ♥ 0 | @autumnotopia I'm trying to figure out the controls. What exactly am I meant to do? |
| Apr 25 09:57:07 | 42m 07s | Tweet Fighter | ♥ 0 | Awesome game, love the art, heaps of fun to play! Things I liked: * The characters. I wish there was more than 4 but all of them were super fun and well balanced. You even managed some really cool animations. Birds in robots is so ridiculous but it works so well. * Humor was #birdtastic. Seriously. * The rest of the art was professional-level quality, too. I like it when people take care with even how they present common controls. What was ok: * I thought the card-based element was well implemented but perhaps not taken far enough in design terms. Here the cards just felt like a gimmick to mask the real control, which was still keyboard buttons, pretty standard for fighting games. Just something to emphasize that they're cards and not just buttons on a keyboard would help. * The difficulty was good but I could swear the game was cheating on anything except the lowest difficulty. I found trying to put together my combinations didn't really yield any cool results. Ideas for next time: * Music was super well-chosen. Sound effects are super too, so try to put some of those into the game ;) * I didn't think the gameplay was super deep. I literally won several games by just hitting QWE-RT (fa-tweet-ity!) ... so yeah, that's a problem because in a turn-based game, the whole point is to slow down and think about your moves, what you can do and what threats your opponent might have. In a regular fighting game it's not so much a problem because it's all action based and people just button mashed. Pretty soon that's what I just did here. |