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Feedback comments for LD41
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| Timestamp | Since previous | Game | ManBeardGames's comment | |
|---|---|---|---|---|
| Apr 25 05:47:45 | ShootEm? | ♥ 1 | Absolutely enjoyed playing this on stream earlier. The concept you have here is solid and incredibly humorous | |
| Apr 25 05:51:46 | 4m 01s | Toppen Ultimate Anime Defense | ♥ 3 | I loved the over the top moments of the game, especially the announcer. A few points that I mentioned on stream earlier that I would have loved to see * Being able to see some stats on the cards before using them, such as dps and/or range of the unit * Being able to remove or replace a structure with a different card * Also would be cool to be able to switch to the overhead camera manually instead of just when using a card to place a character Overall i really enjoyed this. |
| Apr 25 05:55:01 | 3m 15s | Catching Crazy | ♥ 4 | I enjoyed the rhythm part of the game, especially once the different effects started adding up. I was able to find 4/4 of the objects, and you said on stream that there are six total. Don't think i saw any of the others expect the four I got. The digging section was cool. Also, I totally responded back on your last LD entry :D |
| Apr 25 05:58:00 | 2m 59s | Incompatible Rally | ♥ 3 | This was interesting and I'd love to see what the final product is. It seems a lot of time and effort was put into the visual effects of the menus on the title screen, would loved to have seen the same effort put into the visuals in the game play itself. The controls felt a little floaty when jumping, but I was able to adjust to it. |
| Apr 25 06:00:24 | 2m 24s | DinerBash! | ♥ 0 | It started out kind of simple, but the difficulty of managing getting the food to the people ramps up nicely midway. I would love to see more beat'em up in the fighting part. |
| Apr 25 06:02:43 | 2m 19s | BASEBALL in HELL | ♥ 2 | The atmosphere of the game definitely brought on the creepy side, got that nailed down. The indicator for the pitch wasn't showing up properly it seemed when I was playing on stream. Loved the concept though, |
| Apr 25 06:05:44 | 3m 01s | Golfing Dead | ♥ 1 | I liked the idea of the game, but fumbled a bit on the controls. When looking down at the golf ball and pressing right click to start swinging at it, the camera would move down a bit from the ball, so i found myself having to readjust more and more. Fighting the zombies was interesting but a little frustrating for me. At times, I found it difficult to measure the depth between when i should swing at the zombie to hit it and it being just out of reach. |
| Apr 25 06:08:37 | 2m 53s | Highway To Hell: First Person Rally | ♥ 0 | I love the visual style of this (and your previous LD entry). I did find the controls a little frustrating at first until adjusting the mouse sensitivity. Still need to play around with it some more to get it to a sweet spot for me. The separation of rotating the view from turning the car to having to manually do it with the mouse, and having it 360 degrees at times left me confused with the direction I was actually moving, but overall we were able to finish it on stream. |
| Apr 25 06:11:36 | 2m 59s | Succulent Drive USA | ♥ 2 | Interesting concept, but would love to see something more done with this other than the zen aspect of decorating the desert with the succulents. You mentioned on stream the you don't like the rules that you have to bring into games, and this definitely shows that, allowing the player to basically just explore. Nothing wrong with that. |
| Apr 25 06:12:49 | 1m 13s | Boom Boom Bang | ♥ 0 | Liked playing this on stream, and love that you included the editor in the game. Looking forward to the video on how to use it to make levels. |
| Apr 25 06:36:25 | 23m 36s | Crux Swarm | ♥ 1 | You did a great job with this one @MarkoPoloDev Had a lot of fun playing it and the graphics and audio are great. Controls incredibly well. It took me a little bit to find tower three for some reason lol. I was able to find the others and then spent a good few minutes looking for that one. |
| Apr 25 06:41:40 | 5m 15s | Puck Off | ♥ 1 | That was pucking unbelievable. I could only get it to end in a tie though lol. You meshed these two genres really well together, look forward to that online multiplayer |
| Apr 25 16:38:09 | 9h 56m | Beet Farmer | ♥ 2 | This was really enjoyable, but it did take a minute to get the hang of what was going on. Not the actual controls, just the mechanic of what each selection actually was. Instructions on page were a nice addition. I liked the audio in the game, helps give it a super chill vibe. Overall enjoyed this. If you have time, you can also check out my game as well https://ldjam.com/events/ludum-dare/41/slime-battle-royale |
| Apr 25 17:23:57 | 45m 48s | OPTIC | ♥ 1 | This was a super interesting idea for the two genres to combine lol. Visuals are really well done and the audio is fantastic. |
| Apr 25 17:53:04 | 29m 07s | Match3 attack | ♥ 1 | Really cool concept, I love games that mix match three with other gameplay, like 10000000 did. |
| Apr 25 18:10:21 | 17m 17s | Torn | ♥ 2 | Who know my anime girl would be waiting for me in hell. Cool concept, definitly unique. The overlapping audio helps set the creep mode, and I felt bad for the robot lol. Maybe make it more obvious that you need to talk to each one first instead of going straight for the sign in front of you, which seems to be the end. |
| Apr 25 18:41:10 | 30m 49s | Underground - Battle Royale | ♥ 1 | Fun game. Looks good too. Reading through the comments it seems you already know about the AI issues. I definitly feel you there. I did a Battle Royale style game too and had so many problems with AI movement that took pathfinding out for a just random movement system lol. If you want, check out my game too. https://ldjam.com/events/ludum-dare/41/slime-battle-royale |
| Apr 26 01:13:24 | 6h 32m | Soccer cube in dungeon unfinished prototype | ♥ 0 | You only provided the ```ld41challenge real download.exe``` file for the download. This looks to be a unity game, so you'll need to include all the files and folders that are produced in the build folder when you build the game. You can just put them all in a zip and upload the zip file to itch for download. Without all the proper files and folders, this is the message that appears when attempting to launch the game. Error.png |
| Apr 26 01:20:42 | 7m 18s | Duality | ♥ 2 | Interesting trying to do this solo without a someone else controlling the other side. I will say that the shippy side got a tad bit easier to manage once I discovered I could just hold down the fire button without really any danger. Then i could just focus on the platforming side. Collecting the hearts from both sides was a nice touch, along with the power ups collected from each side being for the other side. Overall it is a good concept and enjoyed playing. Good work. |
| Apr 26 01:32:05 | 11m 23s | TypeBoxer | ♥ 2 | Cool game to play. I saw you mention in a comment above about the words colliding with each other, and at first I thought that's what was going to happen when I played. Would have been cool, since it would have given it more a competition against the machine instead of just going until it's so fast you can't keep up. Also, if you mistype a letter and the letter turns red, instinctively, I wanted to press backspace to correct it. Backspace however seemed to clear the whole word to type again instead of just the mistyped letter. I didn't realize at first that you could just press the correct letter at that point to fix the mistype. Overall a solid entry. Good work. |
| Apr 26 01:45:16 | 13m 11s | DroneOut | ♥ 1 | I like the design of the enemies moving in, and the visual style of the HUD being on the back of the gun. That was a nice touch. Also, having an online leader board is great and encourages replay of the game. I never felt in danger of the AI having a higher kill count than me, and each time I died, my count was still higher. The melee attack felt kinda pointless though. You seemed to have to be to close to use it, and in the later waves ~wave 5, using it is almost certain death. Overall you have a good base to make this into something once polished up. I'm not getting which genres that are incompatible this is for, for the theme though. Good work. |
| Apr 26 02:03:43 | 18m 27s | TIMBER | ♥ 3 | The amtmosphere in the game is spot on. Visually and the audio make it seem pretty chill, but once you get going with running back and forth managing structures and enemies it can become pretty intense. Would love to see this polished up and released later if you continue to work on it. Couple of suggestions from things I noticed when playing. * I didn't notice when clicking fullscreen that it was actually going in and out of fullscreen. I'm guess the resolution in windowed is 1920x1080, so the size of my monitor, but having it borderless at that point doesn't allow for resizing it down if I wanted. * Would have liked to see some number information on the structures before building the, like their overall dps or attack/strength value, as well as how much of an increase it gives when upgrading. If it is there already, I didn't notice the information provided. * Maybe a small tutorial or more descriptive how to play as well. I wasn't sure exactly what i was supposed to be doing right off the bat other than protecting the tree and what the controls were. You start within the tree with the "F" message for adding branches, so I was assuming that I should do that first instead of later. Overally I enjoyed this. And MonoGame on top of that <3 |
| Apr 26 02:21:17 | 17m 34s | RogueFarm | ♥ 0 | The pixel art is done really well, and the audio is great too. I hope you continue to work on this, would love to play it once you get the crop part for farming put int. Having the buses destructible with items in them was a nice surprise, I found my self hunting them down just to stock up on the potion items. I played through a few times, but wasn't able to find the secret mentioned on the game over screen :( The reset button on the game over screen also didn't seem to work. I was playing the HTML5 version though in FireFox, so not sure if that had anything to do with it. |
| Apr 26 02:40:34 | 19m 17s | Trivia Runner | ♥ 0 | Really cool concept and enjoyed playing this. There was enough questions to pull from that I didn't see any repeats in the play through. Having the correct/incorrect affect things in the game was cool too. A couple of things I noticed that I wanted to point out * There should be a timer on the trivia question. As it is right now, nothing seemed to prevent me from just alt-tabbing and looking up the answer. * I wasn't sure exactly what upgrading the bullet did. I didn't feel like they were doing more damage, though I was spamming the hell out of the space bar, so that could be why. * If you run into an enemy, when the bounce back, they almost immediately hit you again. Visually it felt confusing seeing it happen, especially when it was a group of them. Overall i really like this concept. Good work |
| Apr 26 02:48:00 | 7m 26s | Hungry Hungry Shippos | ♥ 1 | Solid game overall. Controls were good and I like that size did affect your movement speed. Shooting felt enemies to shrink them felt punishing at times, not because it also shrinks me, but because of how fast you shot when holding down the mouse button. I found myself a couple of time when i first started shooing to much and the enemy shrinking down to nothing. Good work on this though. |
| Apr 26 03:05:37 | 17m 37s | Hook That Fish! | ♥ 0 | The hooking sections were really cool with the crabs blocking the paths as you were trying to get to the fish. After a few play though, the patterns and where to drop become more apparent. Sound effects were really good. The actual game after hooking was fun, but sometimes I found it not detecting the keys I was pressing, not sure if it was because of pressing them to fast or what. It seemed to be when there was a space bar press involved in one, and then in the next sequence as well. I played the web version on matty's server with the leaderboard. When I played, I put it in full screen and noticed that some of the text elements go outside the defined spaces for them. Other than that, this was a solid entry and I enjoyed playing it. |
| Apr 26 03:21:16 | 15m 39s | Hawt Ballz | ♥ 0 | The graphics were really cool and I like the concept. The controls were a little unintuitive at first and felt frustrating. The how to play shows that it's W to move, but i didn't realize at first that you only move up to the point of the reticle. There were times when i was trying to move into position along the edges or in corners, and was pressing W to move, but wasn't moving since the reticle was right on the player. I would have like to see it with WSAD to move and moving the reticle/mouse spins the player for aiming instead. After completing both holes, there was a textbox to input name and submit, but I didn't see anywhere on the LD page or the itch page for viewing high scores, so not sure about that. One question I have is why the player has to pickup the bullet item before they can shot. I was wondering if you had planned for different types of shots you could do, but only had time for the one pickup for the compo. Overall good work, just need some polishing on the controls. |
| Apr 27 02:04:23 | 22h 43m | Super Slime Slasher Ultra | ♥ 2 | Finally got a chance to sit down and place this. I really enjoyed this game. Here's some of the feedback I can think to give. --- Graphics --- The graphics were great. Reminded me a lot of the games done by "The Behemoth" like Castle Crashers, that sort of style. Having the controller on the tutorial screen was a nice touch as well. The different designs for the slims are really cool, especially that pesky yellow one (I swear I got hit more by them than the other colors lol) --- Audio --- Audio was really good. Music was great. Even though it was short and on a loop, it never felt repetitive. The narration in the tutorial screen as well as the call outs during the game were great. Seemed so dissapointed at me loosing my chain, but man did she get excited when I could cash in. --- Controls --- You stated that it was better to play with a gamepad, and that is 100% accurate. The keyboard controls are pretty solid, and would be as good if there was some indication as to where the mouse was other than the direction of the sword pointing. Maybe a small dot or some type of non-intrusive reticle. I think that's all that would be missing for the mouse, just something to visually track separately from the sword direction Moving and aiming with a gamepad is much better, but I it made my arm tired. I think it was because of having to constantly mash the right bumper. Typically with gamepad controls, buttons you mash a lot are in the A,B,X,Y buttons, so mashing the bumber was felt a bit odd. Maybe give the option to customize inputs? --- Gameplay --- The game play was fun with the right amount of challenge. I noticed that some of the slimes would move faster and intentially run toward me while some just moved slowly toward me and some just sat still. It gave it a good depth and challenge to building the combos and trying to survive. The risk / reward of building a chain was interesting, but I found myself sometimes killing slimes that I wasn't technically attacking. For instance, I could attack a yellow slime at my 45 degree angle, and one sorta next to it but closer to 90 degree angle from me was still getting hit, even thought he sword graphic wasn't touching it. I broke a few big chains because of that. --- Overall --- Overall I really enjoyed this and hope that you continue working on it after Ludum and do a full release. You all did a good job. --- Also high score --- Also, i believe i'm currently #1 on leaderboard with 863 :D high_score_863.png Obligitory link to my game and asking to play/rate mine as well https://ldjam.com/events/ludum-dare/41/slime-battle-royale |
| Apr 27 02:37:04 | 32m 41s | Rhythm and Cruise | ♥ 3 | --- Graphics --- For a pico-8 game with the limited palette, the use of colors was done really well. Graphically it was really cool. --- Audio --- Again, pico-8, but the sound was pretty cool. The music didn't get old quick, which was nice since it was short. --- Controls --- Having to control the boat moving and doing the rhythm part was fun and challenging. It was a great use of the controls for pico-8 and splitting it between two game styles. --- Gameplay --- I really enjoy rhythm games, and this was was super fun. This would definitely be one I'd be playing all the time if I had like a PocketChip or other handheld pico-8 device. Moving the boat and splitting that with the focus of ryhthm games was fun and challenging. --- Overall --- Overall this is a solid entry and I really enjoyed it. Makes me wish i did have a PocketChip to play something like this on the go. --- Highscore --- I got 380 for my highscore 380_highscore.png Obligatory play / rate my game if you get a chance https://ldjam.com/events/ludum-dare/41/slime-battle-royale |
| Apr 27 03:38:15 | 1h 01m | On The Fly | ♥ 1 | Just finished playing, here is some of the feedback from me --- Graphics --- Visually this was really great looking. The depth of filed used on the insects coming towards was really nicely done as well. --- Gameplay --- The gameplay is pretty cool, I imagine it would be better with an additional person to play with (sadface). There were times when I would try to eat one of the insects and it would just pass through the birds neck because it was just barely to low. Led to a lot of having to tap the direction to eat, since pressing the button fully extends the neck out The dialog with questions between the two was interesting. Some of the questions, like "What is my favorite time of day" felt a little strange when I got it wrong. I didn't really have much insight into the birds so I wasn't sure what their favorite time of day could be. Some of the others, I could tell what the correct answer could be based on them being in love/dating. --- Audio --- The environmental sounds definitely fit the game and help with the overall mood. The sounds used for the birds themselves was really good too --- Controls --- The controls works fine for single player. It wasn't too complicated controlling both, and would have worked just as well with two players. --- Overall --- Overall this was a really cute entry, and I enjoyed it. Nothing much else really to say. |
| Apr 28 14:21:03 | 34h 42m | Desert Drifter | ♥ 1 | **Visual** I really like the look of the bike being low poly and tron-esque. Other than the objects your supposed to take pictures of though, the environment was a little bland. I know it's a deserts, but it would have been neat to have some other environmental things to see and maybe take pictures of as well The camera zoom out was a cool effect, once you start getting faster **Audio** The small little audio effects, like wind wooshing and I think a breaking-ish sound were a nice effect, though I couldn't descern what was triggering them. The wind sound would come sometimes when moving fast, or when moving slow, or even when not moving at all, but the camera was high up. There was another sound, I believe was a break sound when slowing down, but it didn't trigger consistently for me. The music was ok. **Controls** Controlling the bike was easy enough if I just wanted to ride and go fast. However, there are small raised surfaces throughout that case the bike to take air, and it seemed more than anything to want to always flip backwards. Sometimes it would 180 turn around after landing, event on a straight land impact, and I'd have to slow down, or self correct at the high speed. The camera was fun to work with. I tried a few times to get shots of the bike going really fast and jumping over things. I'm terrible at that though, so they mostly didn't turn out great lol. **Gameplay** Outside of just driving around, or taking pictures of the landmarks, there wasn't much else to offer. The atmosphere of the place helped set the mood, but the environment felt a little lacking outside the landmarks to encourage exploration. **Overall** I really enjoyed Pokemon Snap as a kid, and It was great to see a similar style game setup with a camera and taking pictures as you move. Good work on the submission, overall it was enjoyable. --- Obligatory go check out my game and let me know what you think https://ldjam.com/events/ludum-dare/41/slime-battle-royale |
| Apr 28 15:23:47 | 1h 02m | Red Rock Harvest | ♥ 2 | **Graphics** The graphics were really charming. I enjoyed the layout of the map, and the placements of environmental objects like the buildings and the barrels. **Audio** I know you removed audio from the ratings, but just wanted to say that the music you choose was a good fit. Sound effects were good to. **Controls** I usually dislike controls where W is just move forward and you rotate around with A and D, however, it didn't feel out of place here. Once I got the camera into a position i liked, i just locked it there by staying in Building mode and move around as I wanted. **Gameplay** For a prototype, you've got a really solid foundation for the gameplay. Overall, it wasn't challenging, but with some polish this could be really fun. At first, having to go back and forth between harvesting and worrying if I had enough cannon placements was a neat challenging, but around wave 5, it wasn't much of a challenge anymore. Even the bosses seemed to go down much quicker than I felt they should have. Maybe could have slightly increased their health or how much damage they take from a shot with each wave? I say that, because by wave 20 (see pic below), nothing was even able to make it past the first small group of cannons. **Small Bug** One small bug I found was that if you press esc to bring up the pause menu while the ">>" is active on the screen from speeding up the game, the buttons on the pause menu can't be clicked. This was done in Unity, so my best guess is that the ">>" image on the UI is blocking the mouse raycast to the buttons preventing them from being click. Maybe move it behind the buttons on the canvas or disable it being shown when game is paused? **Overall** Like I said before, you have a solid foundation to build on now with this prototype. It was enjoyable to play and see what you've done with this, and I look forward to what you make of this in the future. Also, I think this pic means I won right? wave20.png --- Obligatory be sure to check out and rate/feeback my game https://ldjam.com/events/ludum-dare/41/slime-battle-royale |
| Apr 28 16:18:33 | 54m 46s | Honest Dan's Trout | ♥ 0 | **Graphics** The blend of simplicity and that classic Tetris looking UI were fantastically put together. This definitely felt like I was playing it back on my gameboy as my mom was yelling to clean my room **Audio** The music was really well done and fit perfectly. It never felt too repetitive, and and was the calm needed to counterbalance the stress from that ball screwing over my line clears. The sound effects were spot on for the style. **Controls** The controls were good, but one thing I found frustrating was that if I hold down S to move the block down, it detects that I'm holding it down and continues to move it down. Where as with A and D, if I wanted to move multiple spaces over, i had to press them repetitively instead of holding them. This felt off to me from what I'm used to with Tetris games. I'm mostly think of the current Puyo Puyo Tetris on the Nintendo Switch as I can't remember exactly from the earlier entries (NES/Gameboy/Arcade), but in those, holding the movement direction (left or right) will keep moving it in the direction instead of having to press it over and over. I kept doing this instinctively and it was messing me up. **Overall** I really enjoyed this overall and will keep playing it after LD ends, just because I want a better score. |