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Feedback comments for LD41
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| Timestamp | Since previous | Game | ORECROS's comment | |
|---|---|---|---|---|
| Apr 23 02:07:38 | Painting the Black | ♥ 1 | pretty good. worked wonders with the theme. the biggest drawback is the lack of ANY sound. programmer sounds would be preferrable to none when reaction time is so important. also the controls feel a bit wonky, might have done more with just a simple breakout paddle design with vertical and horizontal movement. like the visuals a lot and it runs well | |
| Apr 23 02:21:18 | 13m 40s | Modern Art Critic Hero | ♥ 2 | pretty funny game. like the aptly named "frustration" level. a couple notes: the sound effects got repetitive really fast. sometimes you'd here fascinating 3 times in a row. a couple fixes: make it psuedo-random. if you roll the same random number twice in a row, just reroll until you get something else, otherwise, you could make it so specific sounds play for 3,4,5, more hit combos. additionally, making the 4 different notes have different sounds, especially different notes on the scale, would have been nice to see, er... hear maybe instead would have been interesting to, like playing along to a song in guitar hero, have a recording of a review of the piece "i like the way this speaks to my inner self" something like that, and each word falls on some rhythm, and is related to a different 1-4 key. missing a word makes you say "uh" "hmm" or something. just a thought. |
| Apr 23 02:32:25 | 11m 07s | Spacecards | ♥ 1 | blowing ships up feels really nice. really missing some terrible programming noises over the silence though |
| Apr 23 03:06:30 | 34m 05s | Speed Dating | ♥ 1 | really awesome job. only complaints are how luck based getting dates is, and how luck based not spinning out every 5 seconds is |
| Apr 23 03:17:55 | 11m 25s | Shady Tactics | ♥ 1 | tons of fun, best game I've seen so far. |
| Apr 23 07:24:03 | 4h 06m | A Puzzling Combination | ♥ 4 | really cute art and sound! gameplay got dull faster than it deserved. imagine... hold on... image.png maybe even just blocks coming from the top and right of the screen. I guess this would mean drawing alot more different puzzle pieces to get everything to work right, If you spent all 48 hours making what you got, this probably would be too much? idk. |
| Apr 23 22:36:19 | 15h 12m | TPS: Top Person Shooter | ♥ 1 | the damage zone increasing over time is a really nice solution to the "if i can see him he can see me" problem with making a game like this. the mirror-the-player AI is incredibly annoying on a short time limit, and even something basic would be better than nothing (with everything else you have going on maybe this would be out of scope for 48 hours who knows). once its on your screen, you do just have to spam left click on it as it won't move while you don't move. again, this would be remedied with some pacman-level movement. maybe? swapping from top down to first person is a lot more intuitive than i thought it would be. nice job overall |
| Apr 23 22:46:23 | 10m 04s | Super Hyperspace Rythm Plus Ultra | ♥ 3 | from the recommended donation amount I can see this game was made by some true intellectuals. actually pretty well made. had surprising amounts of fun. the music and visuals were really nice It looks like you're using object pooling for the projectiles. which is fine, until the trails get drawn from wherever the bullet blows up and your ship, then it just kinda muddies the visuals. not entirely sure how to fix that though? maybe theres a way to restart the trail and remove all previous segments, but then whenever the projectile gets destroyed the whole previous trail just... disappears instantly. if you're using a queue to store all the projectiles, maybe once one is destroyed, you leave it at the location where it blew up, and only turn off the trail, move it over the ship, then turn it back on, the very frame that you fire it. |
| Apr 23 22:52:25 | 6m 02s | RUN JUMP TYPE | ♥ 0 | didnt make it through all the content looks like... no checkpoints really sucks. had fun with what I got to see though. well done. would be nice if hitting backspace cleared the whole bar instead of just one letter. I'd start typing jump and then see an enemy or maybe i'd need to type JUMP and then id fall |
| Apr 23 23:14:25 | 22m 00s | Typewriter Dungeon | ♥ 1 | could have made this more interesting with a couple puzzle elements that build out of absolutely nothing. because there's no ordering for words, imagine you have 2 paths. the one correct path uses the word "corridor" and the other path, a dead end, uses the word "corr". if you type C-O-R, you'll go down the dead end path on accident. in stead, you need to type I-D-C-O-R so that you get all the letters of corridor at the same time. then you make it so the longer word always wins or something. |