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Feedback comments for LD41
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| Timestamp | Since previous | Game | niterich's comment | |
|---|---|---|---|---|
| Apr 23 18:56:03 | Hallway Rumble | ♥ 2 | Great game, even though the jump is a bit too floaty for my tastes. You have some veryimpressive sprite work, especially on the player's run cycle, but it all becomes very hard to see when it's in motion. Like someone else said, a bit more colour would help the sprites become more distinguished. | |
| Apr 23 19:00:47 | 4m 44s | Jet Boy | ♥ 1 | There's a potential for a great game in here, but I got turned off by the huge difficulty curve. Great mechanics, great music, appealing graphics... but I can't get past the third boss. If you have the time, I'd really like to see an easier mode of this game; like, throw in some invincibility frames and increase the amount of health? |
| Apr 23 19:16:31 | 15m 44s | DRAGON PET SIMULATOR (Virtual Pet + Stealth) | ♥ 1 | Very cute graphics! I just wish it was a bit longer |
| Apr 23 19:44:13 | 27m 42s | They Love it When She Sings | ♥ 0 | I don't know what the rules of Ludum Dare are, but I think it would be really cool if there were 8-bit covers of some of the songs you type to. An interesting game nonetheless. Great job! |
| Apr 23 19:59:31 | 15m 18s | Beat Warriors | ♥ 1 | I think you did a really great job! I'm playing on a five year old laptop, and I didn't feel any lag or slowdown. I really like what you did with the music in this game, with your attacks changing pitch to match the chord. My only complaint is that the game feels a lot slower than it actually is, if that makes any sense. Like, the game itself is fine, but the enemies move too slowly towards you. Like there's *too much* time to prepare. Maybe I got used to the hyperspeed mode in Guitar Hero... |
| Apr 23 20:06:56 | 7m 25s | Puzzle Prizon | ♥ 0 | I agree with pretty much everything Travis says above, especially that failure to load levels. I could never get the fourth level to load in. |
| Apr 23 20:25:04 | 18m 08s | Typistry | ♥ 1 | Very interesting! At first I was hesitant to this game: I thought typing tutors were supposed to teach homerow and stuff like that. But I think you made typing tutors fun! The graphics looked pretty good, though my aging laptop couldn't quite handle it. Didn't really like the music though, and the lack of sound effects was kind of annoying, but by no means a deal breaker. |
| Apr 24 00:45:44 | 4h 20m | Cold Stars. Empty Voxels. | ♥ 1 | This was certainly one of the more interesting games I've seen so far, but I have to agree with everyone else and say it's a bit clunky. When there were few blocks left, I often got disoriented when rotating around. I think it would really help if there were planets or suns to help keep track of orientation. It looks like you ran out of time to add enemies, which is a shame, since I think they would help make the game come alive. |
| Apr 24 01:09:57 | 24m 13s | MechaSnek | ♥ 2 | Very impressive all around! The sounds, the programming (I love what you did with the camera), the game feel, and especially the graphics! A bit too good for my computer though, and I had an abysmal framerate, which affected performance. |
| Apr 24 01:31:05 | 21m 08s | Deep Space | ♥ 0 | I really like the gameplay and the graphics, but it seems like any other shmup to me. Not a whole lot of genre blending going on here. The in-game music was a bit boring, which is especially weird since the title screen music, which you only hear for a few seconds, was really catchy and interesting. |
| Apr 24 01:53:54 | 22m 49s | Modern Art Critic Hero | ♥ 1 | Hmmm... Fascinating... While I liked the humour and the graphics, I found the gameplay to be too difficult. I could never tell when exactly to hit the button, as if the collision detection was off. And the harsh penalty for my (frequent and undeserved, IMO) failure meant I could only finish one non-tutorial stage, ironically enough called "Frustration". But maybe I just don't get it. |
| Apr 24 02:16:00 | 22m 06s | Beet Boy | ♥ 1 | I absolutely loved how you did the in-game tutorialization of everything, the sound design was great (I really like that skull guy's attack sounds... it just fit perfectly), and switching between top-down and sidescrolling made it feel very interesting. However, the graphics were a bit muddy overall, making it difficult to tell the difference between the ceiling and a stalactite, which used the ceiling's graphic but slightly darker. Also, it might just be me, but the game ran horribly on my machine. Like single-digit framerate at times. |
| Apr 24 18:53:48 | 16h 37m | The Imaginary Room | ♥ 1 | Very original and very interesting! It's amazing that you did all that in just 72 hours. You managed to explore quite a few different puzzle concepts that I think went really well. I think the first room was a bit too crowded for it's own good, especially since perspective matters a lot in this game. Otherwise, I thought this was a great game! |
| Apr 24 19:20:50 | 27m 02s | Rythm is Lava | ♥ 0 | I seem to be in the minority here, but I didn't like the game all that much. Yes, the graphics and music were great, and the basic movement was good, and there was a crazy amount of content, but the gameplay itself was way too frustrating in almost every way. I think adding the lava was too much to focus on at once, so you either time your jumps to the beat but end up hitting the two players together, or you take your time and get hit by the lava - even in the demo gif you get hit three times. I think I got to a point where it became more maze-like, and I just gave up after getting lost one too many times by accidentally leaving the screen immediately after starting a room. |
| Apr 24 19:40:47 | 19m 57s | Feed the Beat | ♥ 1 | This was a great game in every way! Definitely a highlight of LD41! Amazing graphics, catchy music, great gameplay. I didn't really notice the fighting game element in it, though. I know what it was: the inputs under the enemy were the combo you needed pull off. The problem was, either I wasn't pulling them off when I know I did it properly, or I was doing them properly but the game didn't tell me. |
| Apr 25 00:49:31 | 5h 08m | Welcome to Snake Academy! | ♥ 1 | That's a sssSSsuper game you got there! But I think there's a glitch where other snakes appear when Akemi is clearly the best one. |
| Apr 25 02:14:42 | 1h 25m | RoadRover | ♥ 1 | I've always wanted to play a game like this, and now I can! I feel there's a very solid concept for a game here, but the controls felt a little too tight (despite what everyone's saying about slipperiness). A single tap of the turn button would make me do a 90 degree turn right of the road. I can't be the best judge of this, since it ran kind of poorly on my aging laptop, but the graphics look pretty sweet, and the music suits the game well. If you do take this game further (which I think you totally should), I would make the road a bit wider to it's harder to fall off it, and maybe change the aiming sight from an arrow to a full-on laser for better accuracy. |
| Apr 25 02:35:58 | 21m 16s | Fishing With Mr Bear | ♥ 1 | It's a little BEAR-bones in places, but it was actually surprisingly scary. The fact you have to focus so hard on fishing meant Mr. Bear showing up actually jolted me awake. |
| Apr 25 02:57:22 | 21m 24s | Blocks'N'Blaster | ♥ 0 | An interesting take on an old classic! My only complaint is the speed malus power-down, which was needlessly frustrating in an already-difficult game. |
| Apr 25 03:16:27 | 19m 05s | Legend of Zoom | ♥ 2 | Everyone knows that Link is left handed 0/5 But in all seriousness, this is a fantastic game in every aspect. Can't really add anything that hasn't already been said. Great job! |
| Apr 25 23:10:22 | 19h 53m | Bullets of Insight | ♥ 1 | What I found most fascinating about the game isn't how difficult it is, it's where the difficulty comes from: you lose not because you don't have the reflexes, but because you miscalculated your trajectory and stopped inches from a bullet while trying to max out your score. The replay feature and the math behind the trajectory calculator were also very impressive too. However, I wasn't a big fan of the music or the mix of low-quality objects and high-quality particle effects. With a little visual flair, I think this could be a really popular mobile game. |
| Apr 26 00:42:55 | 1h 32m | ClickerDefense | ♥ 1 | I could say a lot about this game: how the graphics were pretty underwhelming, how the towers were incredibly unbalanced, how your success or failure depended a lot on your first round, how the clicker element wasn't fully realized, how there was no music... But the fact that I played this game for 45 minutes without getting bored kind of renders those point moot. |
| Apr 26 00:59:58 | 17m 03s | Physics Fighter | ♥ 1 | I agree with honest dan above, I think you managed to do a lot with the physics aspect of the game but should probably had a health bar. |
| Apr 26 02:12:38 | 1h 12m | Line 'em Up | ♥ 1 | Your game is well done and very fun to play! It's just a lot to take in at once. The hectic spawn rate and the four separate weapons with completely different mechanics but little visual difference were my main problems. A slower buildup of blocks and a clearer indicator of which weapon you were using (like your player changing colour and shape) would help ease the player into the game. And I personally liked the variety of weapon choice, but I think @lukbabalduke is into something with his two-gun suggestion |
| Apr 28 17:42:56 | 63h 30m | Friendship is Magic | ♥ 1 | Like others have said, making a multiplayer game for a game jam isn't the best idea since most of us are playing solo. That said, I liked the graphics, and the music would fit extremely well if it were longer and had more sections. But speaking as someone who played solo, I just got frustrated at it. The puzzle to get the statue was where I drew the line. I got softlocked and just gave up. I found out the beaked one could wall jump, but pulling it off felt like a glitch over an intended feature. And I've heard that the genre mixing takes place in the second stage, but I simply couldn't reach there. |
| Apr 28 18:25:40 | 42m 44s | Gone Fishin | ♥ 0 | Like a lot of other people here, I liked the arcade gameplay, but the boat was way too fast to make accurate shots. I like the the graphics and the music, but I don't think they gel well together. I think a happy country-ish chiptune track would have fit better with the arcadey action and graphics |
| Apr 28 18:53:47 | 28m 07s | Life Jumper | ♥ 0 | A surprisingly poignant game for a game jam, and an interesting piece of gameplay driving narrative. I liked how you could still see some choices but couldn't jump high enough to reach them. There are some typos, but it never interferes with the story. If you continue with this game, I would suggest consider some force constantly moving the player forward. I got to a point where I was study for my high school finals in my late 30's. |
| Apr 28 19:14:02 | 20m 15s | Obaké | ♥ 0 | I like the game, but I agree with Nash above when they say the two perspectives don't mesh well, and would be better suited for a puzzle game. That said, the game here was really fun to play and the controls were solid. I thought it was interesting, intentional or not, how you had to keep moving upwards (towards known danger) or to the side (into possible unknown danger). It made it that much more spooky to play |
| Apr 28 19:32:26 | 18m 24s | IDLE CLIMBER - Love Platformers but need your Idle Clicker Mania? Look no more. | ♥ 0 | Solid entry with a great idea! A lot of people are talking about how the idle-input thingies don't match up or whatever, but I found it easy enough to remember. That being said, I think just adding some symbols or a more obvious colour coding would help the game immensely. I found the platforming to be a bit frustrating, a little bit slippery and a little bit unfairly laid out. The one point that stood out to me was right after you break your first set of blocks, you have to jump from a 1-tile wide platform onto another 1-tile wide platform, while having to deal with a fairly low ceiling. I think making the earlier platforms wider and easier to jump on top of would help a lot. |
| Apr 28 20:24:49 | 52m 23s | Modern Fairway 4: Spec-Ops in the Rough | ♥ 2 | I like the concept and the presentation (especially since it's one of the few 3D Unity games that runs well on my old laptop, so thank you for that!), but I do have some qualms that a lot of other people mentioned: the fact the ball has too little friction, the course is randomly selected each time, the stamina bar is mostly redundant, the mouse sensitivity isn't adjustable, etc. Maybe it's just me, but I felt there wasn't enough modern warfare flair to it. I was expecting burned-out buildings, strewn rubble, some angry radio chatter, a downed helicopter serving as the windmill trap, things like that. I think that would set it above a golf game with guns in it and into a full-fledged modern military golf game, if that makes sense. That said, the concept is hilarious and the game was really fun to play! |
| Apr 28 20:35:55 | 11m 06s | Catchinko | ♥ 2 | It's certainly a cute, fun little game, if a little bare-bones, but I don't like the sound design at all. It sounded like the lead piano was out of tune, or playing a completely different scale to the rhythm one. |
| Apr 28 20:45:51 | 9m 56s | RV Having Fun Yet?! Bill and Jackie's Race Across America | ♥ 1 | I think your build might be broken. There's no standalone application and Unity won't open it |
| Apr 28 21:31:32 | 45m 41s | Restructive | ♥ 1 | Everything is so cute! The music, the graphics, the setting, it all works so well together! I just wish there was more of it to play with! My only complaint is that if you stack a lot of pieces on top of each other, they start to glitch out and sometimes fall out of the map. |
| Apr 28 21:37:50 | 6m 18s | Hyper Beat Engine | ♥ 1 | I'd really like to play this game, but I'm getting a really bad glitch. When I load the game, I get a load of command line errors, which I've seen before in Godot games, but which may cause the following: whenever I start a race, the screen zooms in extremely close to the track at random intervals and I can't play properly. |
| Apr 28 22:00:03 | 22m 13s | Wordslide | ♥ 1 | I like the concept and, for the most part, the execution. I felt the graphics shader was a nice touch, the music fitting but not really my cup of tea. But I think you dropped the ball on the controls, though I too may be biased towards Tony Hawk. It all felt a bit slow, and using A and D to strafe instead of turn just feels wrong in a skating game. I was also kind of hoping for some big air jumps to reach all the high-scoring letters. |
| Apr 28 22:29:59 | 29m 56s | TetrisBridgeBuilder | ♥ 1 | I really like the concept and I think you nailed the humour category, but the block placing could use some work: they move and rotate way too quickly to be accurately placed which, while it does lead to some humorous situations, is more frustrating than anything. |
| Apr 29 01:19:24 | 2h 49m | Puzzle Dungeon | ♥ 1 | The game itself plays well, but I don't think there's as much merging of the genres as I would have liked; it felt like a puzzle game with an RPG to the side instead of a full-on puzzle RPG. I think enemy attacks that more directly interfered with your board would really seal the deal: things like reversing your input, increasing the drop speed, turning your blocks into garbage tiles, etc. Based on some of your comments, it seems you were going to do that but ran out of time, which I totally understand. Either way, I had a great time playing your game! |
| Apr 29 01:49:14 | 29m 50s | Flowdrive | ♥ 0 | Absolutely gorgeous art direction and accompanying music! |
| Apr 29 17:36:35 | 15h 47m | Intergalactic Goblin Ramming Speed! | ♥ 1 | Fantastic game, very enjoyable! I was amazed by all the little things you added to the game like the graphics settings and all the breakable objects strewn about. It reached that sweet spot of "so overpowered there's no challenge, but there's enough going on to keep you interested". My two complaints are the lackluster sound design and how you use the mouse to aim your ship but the space bar to warp, instead of just pressing the left mouse button. |
| Apr 29 18:03:14 | 26m 39s | TOBY GAWK PRO WALKER (🔥NOW WITH HTML🔥) | ♥ 0 | As someone who played a lot of Tony Hawk, this hit a little too close to home. Especially the music, which synced up really well with the results screen. And that glorious MS WordArt title screen... Did we really think that was cool? |
| Apr 29 18:43:32 | 40m 18s | Salty Scuttle | ♥ 1 | I unfortunately couldn't find anyone to play the game with me, so I feel I missed out on a lot. But from what I saw, I really enjoyed it! The cool music, the hilariously wonky physics, it all felt really good to play. That said, I think you could have spent more time making a background image that properly looped. |
| Apr 29 19:05:02 | 21m 30s | Bloxcars | ♥ 1 | It's a shame to hear you didn't have much time to work on it, because I think there's some real promise in here. The 'cars' handle surprisingly well (this is coming from someone who made a full-fledged racing game!) and the core gameplay is pretty solid. But I think the placing of the blocks could be improved; I personally didn't like how they kind of snapped into place, regardless of what angle I drove into it at. I think if the block rotation was entirely determined by you drifting into place, it would feel more natural (but probably a pain in the butt to program...) |
| Apr 29 19:16:21 | 11m 19s | Barcelona Secret Party | ♥ 1 | I really liked the visuals in this game, but I felt the police AI were too hard to avoid |
| Apr 30 21:16:11 | 25h 59m | FRESH to UNDEATH | ♥ 1 | Ragdolls really do make everything more hilarious, don't they? |
| Apr 30 21:36:39 | 20m 28s | The Merging | ♥ 1 | I certainly had fun, but I had no idea what I was doing half the time. I found if I merged into a block above a colour-dominated area, I could get a lot more pieces covered and get a lot of score without really puzzling anything else. I liked how the colour changed with the background, I thought that was a nice touch. I think if I had more time to play with it, or there was a slower ramp up in difficulty, I would have had a better time, but I think there was too much thrown at me at once. |
| Apr 30 22:30:40 | 54m 01s | Super Slime Slasher Ultra | ♥ 2 | Great game! I love pretty much everything about it! The tutorial and voiceover were nice touches. I think the mechanics blended really well together, and the gameplay itself was pretty fun. I did manage to get stuck along the bottom of the screen though, and my non-standard gamepad wouldn't work properly; I think it was trying to read both mouse and analog stick inputs and got confused. You should definitely consider polishing the game and releasing it for realsies. |
| Apr 30 22:47:51 | 17m 11s | Kinbaku | ♥ 1 | Out of curiosity, I looked up what "Kinbaku" meant. I don't see how it really applies to this situation... |
| Apr 30 23:02:40 | 14m 49s | Jump N' Shoot Man Ludum Dare 41 | ♥ 0 | Aw yeah, lemons! I really like the graphics in this game, really nostalgic for me. I found that the controls were a bit counter-intuitive: press A to start the game, but then X and C to play it? Seems like X or C would have done a better job. And for that matter, I've usually seen games like this to use X and Z for their input. I was going to list some other complaints but it seems like you're already aware of most of them and are looking into them. |
| Apr 30 23:50:42 | 48m 02s | Lacerti and the Puzzling Dungeon | ♥ 0 | There's a lot of content here for such a short time. I'm impressed! I liked the visuals and the puzzle design was really well done. That said, you asked for some constructive criticism, so here are some of the things I found: -The framerate seemed kind of choppy, and it felt like it occasionally made me move two spaces instead of one, pushing a block into an inescapable corner -The enemies weren't entirely predictable, as if by a glitch. Sometimes I could push a spike block into some pink guys and defeat them. Other times they got turned around. And yet other times they push it right back at me. -I got bored and frustrated after only 7 gems and couldn't see any of the Zelda-inspired powerups you had to offer. I feel this should have been introduced earlier; after all, this is a game jam, and your idea should be front and center (IMO) -For the most part, I really liked the music. It was very retro and suited the mood perfectly. Unfortunately, the instruments used started to grate on my ears really quickly. -I didn't notice it while playing, but a green character can be hard to distinguish against a green background (Fun fact, this is why Spyro is purple!). Additionally, I found a lot of the enemies were hard to distinguish, since they all seemed to be pink/purple rectangles. I would consider repainting them, but I wouldn't know to what colour, since it all fits in the game really well as is. Overall, I think you did a pretty good job. The amount of content you got done, especially how you tutorialized everything, is impressive considering how long you had to make it. However, there were some technical issues that made the game less fun than it could have been. |
| May 1 00:17:25 | 26m 43s | Gun Appetit! | ♥ 1 | That's some sweet style you got there! I love the art, the music, the rapid switch from Smash TV to Cooking Mama gameplay, your game has some great presentation values! That being said, I found cooking the bullets to be too frustrating. It's hard to cook fast enough to avoid getting hit; like others have said, some slowdown while cooking would have alleviated the stress. I also found that, if you finish a meal but exit out of it too fast, you don't get the bullets. And out of all the puns you could have made, you somehow passed up "BONE Appetit"? |
| May 1 00:44:31 | 27m 06s | Shattered Melodies | ♥ 1 | Interesting idea! Godot's web export feature did seem to worsen my experience, though. I don't know what you're planning to do with the game afterwards, but could I suggest setting the melodies to certain key signatures? I've always found it pretty difficult to match notes when they're chromatic like that. Maybe add a background chord to further the harmony? Also, untuned ukulele blah blah blah. |
| May 2 02:11:36 | 25h 27m | STEREOtype | ♥ 1 | A very interesting game with some great style! I found the game to be really engaging and in that sweet spot of tough-but-fair, but because I'm not good at typing, I couldn't make it past the 5/4 section. I think what really got to me were when the beat happened on the last quarter note, where I wouldn't have enough time to look at the next word and also re-position my fingers (I can't touch type), or when the beat missed the emphasis on the main beat but the metronome still played it (IE, ONE AND two AND three AND...), since I felt like I should be playing a different rhythm. Besides that, the visuals were appealing and the randomly generated music was a nice touch, though a more structured melody would certainly help. |
| May 2 02:49:22 | 37m 46s | PathMatcher | ♥ 0 | I spent much longer on this game than most other Ludum Dare entries, while being engaged the whole time. I found the whole mechanic to be really fun to work with, and the backtracking to dig out of a dead end was an interesting and naturally occurring twist to the game. One of the things that really annoy me about these Match 3 games are when the blocks are too similarly coloured. Maybe I'm the only one here, but I have difficulty telling, say, light blue from dark blue or green to teal. Again, I seem to be really sensitive to this, but it's certainly annoyingly common. |
| May 2 03:09:18 | 19m 56s | Ritoru Ponpon no inu | ♥ 2 | This has got to be the cutest game so I've seen so far! I really like the music and the visuals, and the mixing of the genres is very well-realized. I'm seeing a lot of people saying the game is too difficult, but I didn't think so. I just wish there was a feature to add a node between two existing ones instead of having to start all over if my pattern just doesn't turn enough. |
| May 2 15:33:46 | 12h 24m | The Cavern of Bad Ideas | ♥ 0 | It's a fun game to play and it has some nice visuals to compliment it. As others have said, the lack of music was kind of disappointing. The only thing I could suggest is adding an Easy Mode that gives you more time to explore. |
| May 2 15:50:30 | 16m 44s | Cocaine McBain - A Farm Rush Adventure | ♥ 1 | You definitely have a 5-star visual style, and I love how you incorporated the farming theme into all the parts of the game. The controls were well done, but the difficulty was kind of all over the place. You could spam A and D and not have to think about if it was an animal or a crop, but then one single crate would make you restart the whole thing again? I think if you take the feedback from everyone here, you could easily have a game you could release for realsies. |
| May 2 16:14:39 | 24m 09s | Pinball Gardener | ♥ 0 | I agree with the general consensus that, although the game is very well presented, the integration of farming sim into pinball wasn't fully realized. I think that Fabian guy had it right, where the crops should be placed on the pinball board and you water them by hitting them with the ball. Maybe even buying resources could be something you have to aim for. How about using the crops you produce to either get cash OR augment the board to give you more resources per hit? |
| May 2 23:47:17 | 7h 32m | ASM Hell | ♥ 0 | From what I can tell, you really nailed that early mainframe computer aesthetic and and the assembly coding and rudimentary graphics that goes along with it. That said, as someone who isn't fond of this style, I found the game pretty frustrating. I guess it comes with the subject matter, but I found writing in assembly code to be slow and annoying, which I don't think is ideal for a video game. I would have preferred some drag-and-drop tiles, but I suppose I'm not the target audience. |
| May 3 00:17:36 | 30m 19s | Eat Your Ammo! | ♥ 1 | I really enjoyed the core gameplay, these kinds of games have always been one of my favourites. I really liked the fake 3D effect on the bullets and the **FERTILIZING BLOOD**. And I agree with the above two people, some more audio cues would be much appreciated. Also, I'd just like to mention a common game jam trap: running out of bullets when the only way to get bullets is through killing. I think I got to that state, but I died shortly afterwards so I couldn't tell. |
| May 3 00:33:22 | 15m 46s | Band Battle Fantasy - A Turn-Based Rhythm Game | ♥ 1 | I really like the idea you were going for, and I had a few laughs at the lyrics, but the unsynchronized background was a big turnoff for me. I liked the instrumentation a lot, though I think the vocals are a bit unfitting. I wish you had more time to work on the game, since it seems like you had a lot of great ideas that got cut due to time constraints. |
| May 3 23:29:05 | 22h 55m | Chalk Racer! | ♥ 1 | Congratulations on your first jam. You managed to make a really fun game that you should be proud of! I think the voice work was phenomenal, and the blending of the genres worked out really well in the end. It certainly motivated me to hone my math skills! That being said, I found it too easy to lose track of position, crash into a wall, and lose all my momentum, which was frustrating. |
| May 4 15:56:38 | 16h 27m | BEAT KILLER | ♥ 1 | Interesting concept with some nice controls and catchy music, but I feel there wasn't a good job of teaching the player. like Xycko said above, the first enemy is really hard to deal with as a newcomer to the game. The random locations of the arrows made it really hard to tell which ones to press, so without any penalty, I ended up just spamming all the arrows at once. I had no idea you could jump down off platforms, so I would have been stuck if you hadn't mentioned it in this thread. Also, if you alt-tab out of the game, when you come back, all of the notes are bunched up into one. |
| May 4 16:10:56 | 14m 18s | Click for Speed | ♥ 2 | I think this is one of the better entries for this jam. It's just great on so many levels: fantastic music, gorgeous visuals, polished gameplay, everything just fit together really well! That being said, I didn't like how you lost so much speed when turning; seems like it would be more controllable if you could click on separate buttons to increase speed OR turning rate, and then control the car normally with A and D. Also, I found a glitch where, if you click on reset while the music is fading out, you start the next attempt without any music. |
| May 4 16:46:41 | 35m 45s | SUSHI IS FISH + RICE | ♥ 0 | For only having Sunday to work on it, I think you did a really good job. The basic mechanic of buying enough materials to satisfy orders but not too much to clutter your inventory added an interesting twist to the game. As someone who doesn't like sushi, I had a lot of difficulty telling which fish to buy on sight alone. What do you mean the yellow meat comes from those black urchins? |
| May 6 01:18:03 | 32h 31m | Run for Love | ♥ 1 | Congratulations on your first 3D Ludum Dare! I really enjoyed all the funny billboards you placed all around, and the slime girl graphic, like my ex, was pretty cute but really annoying to be around. (just to clarify, that was a joke) I think the gameplay was a bit slippery; you might want to increase the 'return to deadzone' option in Unity so you stop faster. There was also a lot of glare on the floors in the game that looked odd and I feel should be fixed (by turning down the smoothness & metallic sliders in Unity). Finally, and personally, I could not stand the music in the main level. It sounds like the kind of thing I used to make before I learned music theory, all unnecessary chromatic lines and no really sense of musical structure. |
| May 6 01:51:01 | 32m 58s | CHARLIE | ♥ 1 | This is certainly one of the more interesting, experimental, and adventurous game jam projects I've seen to date: a neural network music creation tool. The visualization was certainly very beautiful to say the least. That said, I had absolutely no idea what to do or how to do it. Like, at all. I could change the node values, but I didn't know what effect it was having on the music, or even how to tell which node I should even be rewarding. I wanted to teach a machine how to make music, I really did. But I was completely and utterly in the dark the whole time and I think the experience was completely ruined for me because of it. |
| May 6 21:19:39 | 19h 28m | Indirectris | ♥ 0 | I like the concept of the game, but something's not quite there in the execution. I think it's mainly the physics: they were difficult to get used to and didn't seem to work in the way I thought they would. Perhaps having a preview of the block's trajectory would help in this area. The graphics and sound effects aren't my cup of tea, but they're coherent to each other and match the game well. |
| May 6 22:38:37 | 1h 18m | Apostle: Vanguard | ♥ 1 | Very nice visuals, music, and overall themeing of the game. I thought your had some really good writing, but there were some times I thought it was trying too hard to sound cool or edgy. Unfortunately, even with the help menu, I had no idea what I should be doing. I'm not sure why you chose to use the right mouse button for most inputs when most applications use the left mouse. Even punching the mutants felt odd since it highlighted the tile they were standing on and not the monster itself. I think if you continue with this, a more direct tutorialization should be on the top of your priority list. |
| May 6 23:47:04 | 1h 08m | Dedicated User Defined Entity (D.U.D.E.) | ♥ 1 | I think there's a lot of promise here: I've visualizing a game where you see a huge level ahead of time and have to create a deck to match it. Like others have said, there's some balancing issues here: I found I could reliably discard my hand until I got one of those ultra cards that gave you everything. Other than that, the UI was nice and clean, and gameplay was fun. |
| May 6 23:58:09 | 11m 05s | Amass a Fleet | ♥ 1 | I'm really digging the visuals you made! I think there's a glitch where you can jump in mid-air if you walk off an edge, and I think I know why: you seem to set some canJump variable to true when you land and false when you jump. You should make it so that you check if there's a floor beneath you for every jump. |
| May 7 00:35:20 | 37m 11s | MechJox | ♥ 0 | I enjoyed the game, but like a lot of these text adventures I just got stuck. I couldn't figure out how to get past the scientist. I also found a syringe and some antidote "waiting for a suitable means of transportation", but couldn't figure out how to combine the two. |
| May 8 02:46:51 | 26h 11m | Bang Bang Revolution | ♥ 1 | Even though I was terrible at this game, I really enjoyed it! I thought it had a really nice charm and some engaging gameplay. And I second minibobbo's comment about the gunshots, and how they don't interfere with the game. I was a little disappointed that it was more rhythm than FPS - though with my high score of 6, I shouldn't be complaining! But I sometimes felt like there targets I hit but it didn't count - maybe some lag or desyncing on my end. |
| May 9 00:48:12 | 22h 01m | Color Coder | ♥ 0 | The core gameplay of shooting things to survive works well and is generally fun to play, but I don't really see how it really mixes genres. Maybe taking out multiple enemies with the same shot should give more points? Then the challenge would be to keep as many enemies on screen at once without getting hit, thereby naturally increasing the difficulty. A fun arcadey shooter nonetheless. |
| May 9 02:55:39 | 2h 07m | LD41 | ♥ 0 | Windows 7, also can't play |
| May 9 03:17:26 | 21m 47s | Extreme Fishing: Shark Bait Edition | ♥ 1 | My version of the game is super zoomed in and I don't know why. Any help? |
| May 9 03:50:36 | 33m 10s | [Web] Stealth Dance! | ♥ 1 | Dang, this is such a nice game! I love just about everything about it: the awesome art, the funny jokes, the amazing atmosphere, the progression and tutorialization of the games mechanics, everything! My only complaint is there didn't seem to be enough feedback on if you're pressing it right. Like, the camera should quickly zoom in and out if you time it right and there should be a noise if you're off beat. Also, some of the word phrasing felt... off. I kind of want to see how far you could take this concept, with different venues and music styles. Definitely one of the highlights of the jam! |
| May 10 01:19:46 | 21h 29m | Twin Stick Town | ♥ 1 | Amazing game! The controls and gameplay worked really well and offered a challenge with a very open-ended solution: Should I build in small clusters but limit my vision, or spread out but risk losing buildings? What about long streets versus large neighbourhoods? My only suggestion would be to make the player move the camera with the mouse while on the building screen and to add more buildings with more power-ups to get. |
| May 10 15:55:18 | 14h 35m | Skaart And The Cursed Woods | ♥ 1 | I'm pretty much in the same boat as everyone else here in saying that you have some very lovely visuals but the core gameplay was lacking, mostly due to the overpopulation of bombs and the high health of the enemies. I can definitely see where you're coming from on this, and I think you already have a fix for a lot of the problems by adding more pieces to the reel (so that you're not always getting this colossal failure, just an effect you might not have wanted at this time). |
| May 10 16:11:52 | 16m 34s | Shmlashing Shplanets | ♥ 2 | For some reason, the game wouldn't play properly in Chrome. The sound wouldn't load and the results screen wouldn't show up. Works fine in Firefox though. And even then, I couldn't get the arrow keys to stop controlling my scrollbar, so my view was constantly changing. Once I got it all figured out, I found you made a pretty nice game. The music was nice and the colour-matching element gave some variety to the game. That said, I agree with Ratherjolly about the colour selector being too difficult to read at a glance. I feel it should have used more vibrant colours since they blend into the black background otherwise. |
| May 10 16:32:37 | 20m 45s | Heart of the Cards | ♥ 1 | It looks like I'm the only one who's gotten it, but I got some massive graphic glitch when playing itHotC Graphics Glitch.png It made it hard to judge the game on its own merits, but I do think it's clever you have a chance to recollect your cards before you lose the game. |
| May 12 20:40:57 | 52h 08m | OLEK | ♥ 0 | I really enjoyed the gameplay and thought the animation was really well done. I think you have a good combination of the genres, but I wish there was a stronger focus on the card element. This feels less like playing an action card game and more like an action game with a roundabout way of attacking. I'm also in the boat that you should be able to hold down 'Q' to keep drawing more cards. Finally, I think the cards themselves take up too much screen real estate, constantly hiding enemies from view. I disagree with lolfrad above in that, while drawing cards does slows the game down, concepts like hand advantage and draw phases are important in card games and are a fitting inclusion in a game like this. If you do continue this game, may I suggest adding a deck-building element to it? Before each round, you can build a deck based on different effects (start with more keys, focus on AoE cards), so you start with a set of known cards to play with. And then with each new card you pick up you can add it to your deck for future runs? |
| May 12 21:36:59 | 56m 02s | One Man Crew | ♥ 1 | As a whole it's a bit meh, but as a game made in 6 hours it's very impressive! I definitely loved the music in the game, it's so epic! |
| May 12 22:22:44 | 45m 45s | Kelly's Marvelous Adventure | ♥ 0 | Hilarious game! Everything felt very whimsical and cohesive, a true product made out of passion. I agree that having to click on the stairs was a bit counter-intuitive, but beyond that I thought it was a really neat game! @euske: It slows down the more you have. You can get a bomb in about 3 clicks if you currently have none, but it ramps up to around 50 if you want to increase your stockpile from 6 to 7 bombs. |
| May 12 22:41:34 | 18m 50s | Froggy Froschy | ♥ 1 | You've got a nice little golf game here, but I think it's let down by the aiming controls. My frog doesn't seem to want to go where I tell it to: the angle that I aim at doesn't correspond to the angle it jumps at. I think you should change the straight line into an arc of the path it will take. Also, why is the music is turned off by default? I thought it was a pretty chill track and was about to mark you down for a lack of music. |
| May 12 22:56:30 | 14m 56s | Haiti Kitty | ♥ 1 | On the whole, I think you did a really good job, especially with the presentation. Aside from the awkward-to-understand baseball minigame, I don't think there's anything wrong with the game as it is. However, there are some things I wish were different: -I think the in-game graphics were cute, but I wish they were styled like the title screen, which I think is a much more appealing look. -The music was fine from a composition standpoint, but I didn't like the instruments used; it made it difficult to pick out the different channels so it all kind of blended together awkwardly. Other than that, great job! |
| May 12 23:11:45 | 15m 15s | Firun | ♥ 1 | Interesting concept, though I don't think 'wave-based' is really a genre... I'd say it's more like a horror infinite runner, which I think was fairly well done. The spreading effect was pretty cool to look at and provided a fairly unique concept to the game. However, it does feel a bit lacking, especially since there wasn't anything besides the doors to punch and that the coins only really served to give you score. |
| May 12 23:30:52 | 19m 07s | The Dungeons of Indianapolis | ♥ 0 | 3 hours? I can't even imagine making a game in that amount of time! And having to work on your vacation day? That just sucks, dude! Your boss better have a good explanation. The game itself is pretty monotonous, but I guess that's to be expected given the subject matter. This game reminds me of Desert Bus, or one of those all-white paintings you see go for millions of dollars: A combination of satire, deconstruction of the artform, and a heaping helping of "my four year old could have done that" In case it wasn't clear, I liked the game. |
| May 12 23:53:46 | 22m 54s | Proelium. | ♥ 3 | This is a fantastic game, but I don't think a single weekend is really enough to give the concept the attention it deserves. A lot of it can be summed up as "great idea and mostly great execution, but there's something off about it and it's really bringing the rest of it down". The graphics were great and the player's animation is beautiful, but I found the boss's sprite to be jarringly too static and his attacks were too jerky. The story was interesting but I felt some of the wording was iffy and had too much of a "tell, don't show" vibe about it. The music choice was poignant but the footstep sounds were just awful. Again, an overall great game, one of the most memorable out of the 100+ games I've seen at this jam, but its flaws are very noticeable and very detrimental to the whole experience. |
| May 14 20:31:49 | 44h 38m | Learn Math With Flappy Bee | ♥ 2 | I would have loved to have played an edutainment game like this when I was a kid! I think it's a great way to bring the concept of graphs and such into game form. My only complaint would bee (haha) the music: For a game like this, I would imagine it should be happy and inquisitive, and this felt too somber and morose. If you take it further (which I think you should), can I offer some advice? Add a help function at gives hints with progressively more information. Like, the first hint would be an obtuse hint on how to solve the problem ("What happens if you put a cosine inside another cosine?"), the second would draw out a pre-tested path, then the third and last one would provide the basic structure but without any of the values, like _*cos(cos[_]*_). |