Foon → Ludum Dare Explorer → LD41 → Feedback comment stats → saoi-games
Feedback comments for LD41
saoi-games's games and stats for all events →
| Timestamp | Since previous | Game | saoi-games's comment | |
|---|---|---|---|---|
| Apr 23 08:29:21 | Grid Gunner | ♥ 3 | I couldn't figure out how to play at first, but once I did it was fun to play. I never knew that I needed a turn-based bullet hell game. Superhot is fun, but this was even better timing. Thank you for suggesting I play your game. | |
| Apr 23 08:39:12 | 9m 51s | Modern Art Critic Hero | ♥ 1 | Unlike other rhythm games, you move the order of the colored art critics. This made it hard to decipher why I was missing the notes. Adding a UI element with an indication of the key to press might have helped me recover from errors. Having the art critics arranged in different patterns was interesting, but sometimes the heights were too far apart to be able to react with a nice feel synced to the music. I liked the concept. It felt like something out of Stanley parable or Job Simulator. If you continue working on this game I'd recommend adding random variations in the conversations with the critics and add more UI elements reemphasizing game controls. |
| Apr 23 08:54:57 | 15m 45s | Dance Duel Cowboy! | ♥ 0 | I am terrible at rhythm games, but enjoy trying to play them. Your game wave very visually stunning, and I liked the theme. As for the rhythm elements, I found myself wanting to dance to the music, or hit the keys in time to the beat but would get messed up when I needed to hit two beats quickly in a row. It didn't feel like that was part of the song, and would trip me up for a while. Was there a pattern to the colors? It felt almost like it was random whether I'd be hitting blue or red. For a complex song hitting the colors for a high vs. a low note, or for the beats of different instruments might have worked better. In level two I wanted to hit in time with the tambourine and drum, but none of the notes seemed to line up with those instruments. I love how you focused on making two really solid levels scoping down to make something polished verses trying to get a ton of levels that might be buggy. The only thing I would add is some UI to reinforce which key to press for each color. D and K don't mean Blue and Red to me, and it would have been a bit easier if the letter was in the middle of the star to help me remember which key to press. I don't have enough practice yet to have the muscle memory based on colors...yet :D I wish I was better at hitting the stars so I could watch the cowboys dance. If you continue working on this, I'd love to see a two player version so we can play it co-op together. Porting to controllers might also make it easier to play. Imagine if I could get this to work on my Rock Band Drum Kit or Guitar Hero Special Controller! |
| Apr 23 09:07:46 | 12m 49s | Discorc | ♥ 1 | I liked the text-based dialogue, but not sure the game was rhythmic enough to count as a second genre. I liked how the text selections were synced with the music beats, but while a polished game mechanic it deterred from my enjoyment of the game. You got me interested in the life of the orc on the other line of my call, and I wanted to ensure that someone, please go to his birthday party. However a few times I accidentally hung up on him. It reminded me a bit of what I think being bored as a call center technician would be like. You turn a tedious task into a game and try to add some fun to the monotony. The theme was to combine two incompatible genres, and I think you may have found a winner. I'm not sure text-based adventure and rhythm belong together, but you sure did make lemonade out of the genre's you were dealt. |
| Apr 23 09:15:08 | 7m 22s | Hungry Hungry Shippos | ♥ 1 | I am impressed that you were able to combine the elements of Asteroids and Slither.io while being true to both games. Nice use of vector graphics to scale up the player and enemies. The controls were a bit challenging, but overall the game has a lot of promise if you want to keep working on it in the future. |
| Apr 23 09:20:48 | 5m 40s | Bullet Break | ♥ 1 | I could never make it past level 2. I don't know how many balls I needed to keep but it was never enough (cue song from a musical). I liked the combined genres, but only wish there was some indication of clown's health even if it grew while bullets dropped. The number of bullets didn't mean anything to me, but a bar that slowly lost fill as I was trying to keep all the balls going would have been better UI to communicate how I was doing. If you keep working on this I also recommend adding a way to return to a previous level. I would have liked to play level 1 again, but I got trapped in level 2 until I quit the game. |
| Apr 23 09:25:16 | 4m 28s | AeroWrit - Text/Flight Sim | ♥ 1 | Never before did I think a text-based flight simulator could be so much fun. I discovered a few bugs in my playthrough including one where I got to fly on the wing of the plane. I forgot the controls after the tutorial, and I"m not entirely sure I found everything I needed help. Is there a way to get my current altitude. I kept hitting map, and for some reason thought the altitude it printed out was my altitude, so when the same altitude continued to display. I thought I was flying level, when in fact I crashed into the ocean. A very fun game. Let me know when you have a VR version. I think that would make it 10x more fun. It would also help control that very unruly mouse tied to your camera. |
| Apr 23 09:33:59 | 8m 43s | SinglePlayerMMO | ♥ 1 | I like how the level highlighted the frustration you can have by playing PVP alone. Its why my MMO experiences are normally questing with a buddy. You did a great job for your first game jam. I look forward to seeing future games you make. |
| Apr 23 09:39:21 | 5m 22s | Rythm is Lava | ♥ 1 | This game was full of polish. The controls were well balanced, leaving the difficulty in getting the timing right and wrapping your head around controlling two characters simultaneously. There was so much content for a 48-hour jam. I'm not sure how you were able to add so much in. I am impressed that this game seems fully featured and ready to launch. It even had an ending! Congrats, and I hope you get plenty of rest after such a work-intensive weekend. |
| Apr 23 09:50:28 | 11m 07s | Tidal | ♥ 1 | This game was very challenging. I'm not sure how the second genre was combining with puzzle platformer, but the top-down camera angle did add some potentially interesting new way to build puzzles. Sadly I couldn't master the barrel jump, so I didn't get to see much of the game. One suggestion I'd like to make is to make sure you are prototyping out your levels or sections of challenges before, during and after creation. The more you run through your game, the more you'll find tricky spots where players might get stuck. In a production game, you can watch playtesters to see where they get stuck, but for a jam, you have to become the tester. The longer the weekend and more tired you grow, your exhaustion becomes a tool to help you emphasize with players. Doing lots of tests of your levels would let you know where to add helpful UI like an indication of how to use shadows to time jumps or how to use barrels. It would also help you identify whether the control schema is easy to use. I found using a and d confusing and wanted to use w or up to move forward. If the camera were rotated 90 degrees it would have been fine, but my brain is mapped to think of the top of the monitor as up not right, so it added extra difficulty to the levels that didn't need to be there. Overall the game as a lot of potentials. I wish I was better at the mechanics so I could have seen more of the level. |
| Apr 23 09:53:06 | 2m 38s | Text-Gen Platformer | ♥ 1 | Now I want to know the whole backstory of the bunny cat character. Why does he have a gun, why is he jumping on the roofs, Where can he get a cookie??? I liked the combination of text based and shooter, but it would have been nice if I could have pressed the up arrow and reuse a previously typed command, much like a Linux command line interface. |
| Apr 23 09:57:35 | 4m 29s | Hook That Fish! | ♥ 0 | This game reminds me of many scratch games. Graphics may not be solid, but the mechanics are. I still didn't figure out if I needed to press all the keys highlighted at once our one at a time when I'm trying to capture a fish. If only Pokemon's capture was like this game. Instead, we all tap the screen or press b because we think it will make the pokemon stay on the ball. If Mythbusters were on the air, I'd ask them to help bust the myth that pressing specific keys in a pattern increases your chance to catch a thing. |
| Apr 23 10:01:43 | 4m 08s | Intergalactic Goblin Ramming Speed! | ♥ 1 | What happens when a spaceship enters a dungeon...Play this game to find out. This game is a polished entry into Ludum Dare. I like the focus on making the one level fun and expansive. Breaking everything was so much fun I forgot to look for the exit the first time. I hope you get a chance to add more levels because sending the minions into the air was too satisfying. What creature will be deeper in the dungeon...turn in next week to find out? 🐦 |
| Apr 23 21:59:09 | 11h 57m | Survive The Turn | ♥ 0 | Hey, I played your game and didn't quite understand the goal. I liked the combination of old-school RPG fighting with an open survival world. The graphics are excellent! I saw an objective to collect food, wood, and stones, and I wandered around fighting trees, squirrels, and rocks. The controls were intuitive, though for the fight I wish there was an indication when I'd selected the "enemy" like in old school games. At first, I didn't realize I needed to choose the enemy to battle, and after doing a few fights, I would forget to select and wonder why the animation wasn't activating. battle.png What is the goal of the game? I collect food but still die from hunger. hungry but with food.png Is there a way to use the wood or food that I collect?\ Thank you for sharing your game |
| Apr 23 22:03:52 | 4m 43s | i'm in | ♥ 0 | Did you mean to submit this as a game? It seems like a blog post. You can edit this entry with the pencil icon on the bottom |
| Apr 24 07:46:41 | 9h 42m | OPERATOR | ♥ 1 | I liked your game. Its impressive for your first ludum dare. I'm not sure if you were able to see it, but I played it close to the end of my stream on https://www.twitch.tv/saoigames tonight. |
| Apr 24 07:51:15 | 4m 34s | Horrors of Stångby | ♥ 0 | I'm not sure if you saw, but I played your game on my stream tonight https://www.twitch.tv/saoigames I think this would have made an excellent VR game. I failed to understand how to interact with objects, so I didn't get to lean the main room, but the art style and voice was really well done. I"m not a fan of horror, so I"m not sure if its possible to combine horror and comedy. Comedy has you at ease and relaxed where horror is meant to make you uncomfortable and unbalanced. The two seem exclusive. Comedy in horror seems like it would be placed to relieve tension, and if done poorly would be even more unnerving like the movie Get Out. |
| Apr 24 07:52:46 | 1m 31s | Escape | ♥ 1 | So please tell me when you publish this game. Its one of the ones I plan to go back and play again after the Ludum Dare. I will likely have my friend play it and see if they can figure out the puzzles. |
| Apr 24 07:55:46 | 3m 00s | Two finger bloody opera | ♥ 0 | The game looked amazing, as many Unreal games do, but I am not sure how to gain positive. If hitting costs 2, and killing gains 2, how do you ever get positive? Also if being struck takes away 3, I can't imagine ever being able to get into the positive. I'm not sure if you saw, but I played your game on my stream tonight https://www.twitch.tv/saoigames |
| Apr 24 07:57:10 | 1m 24s | Cruise & Co. | ♥ 1 | Hey, I broke your game lol. I'm not sure if you saw, but I played your game on my stream tonight https://www.twitch.tv/saoigames I figured out that if you drive at the very top of the screen you don't really run into enemies, and you can get going over 100 mph. I did like the combination of genres. |
| Apr 24 07:58:57 | 1m 47s | Sheet Music Editor Shoot'Em Up | ♥ 0 | I'm not sure if you saw, but I played your game on my stream tonight https://www.twitch.tv/saoigames I love the pico8 titles that have been submitted, and this one was very polished and fun. The best part is shooting rests at the space ships. So weird and quirky. The only complaint would be that the intro text moves by too fast to read. |
| Apr 24 08:10:35 | 11m 38s | LD #41 Entry - RED V S BLUE | ♥ 1 | Thanks for stopping by my stream to watch me play your game. I believe the video archived at https://www.twitch.tv/saoigames. I like how it really was two games in one. Tower Defense and Dating Sim, but it would have been nice if I could have seen the battle rage out. If you keep working on it, maybe the red vs blue guys will battle it out. You'd always know how many the maximum could be built and ensure blue's win, but it would be a nice visual at the end when Love fails. Otherwise I as a player feel cheated that my guys were not used after all the work I put into clicking the button. |
| Apr 24 08:11:58 | 1m 23s | Vyperspace | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. |
| Apr 24 08:14:05 | 2m 07s | Groove Chase | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. There might be a bug in the game, because we reached a point where the music just stopped. I don't know how well racing was fit into the game. I didn't see much change in the movement of the cars on the top of the screen. Is there a way to loose the chase? |
| Apr 24 08:15:57 | 1m 52s | Orcs Must JAM! | ♥ 2 | Thanks for stopping by my stream tonight https://www.twitch.tv/saoigames . I'm not sure if that graphic was in the description earlier, but it does make it very clear how to line up the notes to activate the orc. Good Game! |
| Apr 24 08:19:18 | 3m 21s | Zlornko Teaches Typing | ♥ 2 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. Did you have to embrace the incompatible part of the theme so well? I didn't know whether to laugh or scream when the keyboard started moving around. It was hard to realize at first that you didn't type the word, but instead clicked on them. I think the game would have been better if you focused on real words, maybe even easy words, so the player could find challenge in finding the words as the keys moved around. The vocabulary was very limiting, and when you got a very long nonsense word it was just painful. Keep the words around 5 - 7 in length to make it balanced and fair, especially if you plan to randomly present words to the player. |
| Apr 24 08:21:47 | 2m 29s | Checkmate | ♥ 1 | Thank you for stopping by my stream tonight to watch me play the game https://www.twitch.tv/saoigames I hope you enjoyed the play-through. I do like how you were able to incorporate the movements from the traditional chess game, but there is some pacing issues that might be ironed out with more observations of play-throughs. Good Game! |
| Apr 24 08:23:05 | 1m 18s | Adventure Defense | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. At first I wondered around collecting resources until my map started going red. I didn't realize I would need to stay near my house. |
| Apr 24 08:28:18 | 5m 13s | Match 'n Slash | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I couldn't figure out how to combine everything. I made sticks but could never attack zombies. Is there a weapon like a sword I can make? I couldn't tell if there was ore in the game. I was taking my experiences with Minecraft and transferring them to this game. However I'm not sure how much overlap there is. Can you build a shelter? Do you have the option to make bow and arrow? There were a few times that I got stuck on a tree or a rock. After I figured out how to switch weapons it became easier, but I didn't know how to move things to my active bar so I could do things like eat berries. |
| Apr 24 08:30:41 | 2m 23s | Bot Match 3 | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This game confused me. I thought I was racing to get pairs before my enemy robot did. At first I only noticed the gems that had fallen on the ground, and then when I realized there was a cube of gems I started flying around trying to get as many pairs as possible and wound up upside down somehow. It was slightly humorous, but also frustrating because the controls were backwards. Thank you for inviting me to play your game. At the end I also got myself into a state where there were no gems, just timer going down. Its a bug you might want to track down and fix. |
| Apr 24 08:33:30 | 2m 49s | Searchlights | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I couldn't tell if those were bats or men. It was an interesting concept and I think it has potential if you keep working on designing levels and balancing the game. |
| Apr 24 08:44:04 | 10m 34s | Toppen Ultimate Anime Defense | ♥ 1 | Thanks for asking me to play your game on my stream https://www.twitch.tv/saoigames tonight. There were a lot of variety which was cool, but I'm not sure how well the cards + tower defense were incompatible. They fit really well together and felt very natural. I don't know enough anime to get the jokes about the characters, but it seemed silly and creative. I still don't understand how I got the achievements I did, and how to unlock more. Look into balancing you audio levels. The sound effects for the characters/otaku felt too muted. |
| Apr 24 08:48:32 | 4m 28s | Felocity | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. It took me a while to figure out what I needed to do. I didn't realized at first that you needed to get a gun to fire. I also thought I could eat a pickle, which surprised me at the end when my father is a pickle...huh? Lastly you taught me to avoid pickles and enemies so I also avoided the strange blue circles which turned out to be something I wanted and needed. Having a UI text about cleaning yourself might be a good hit for the player that the blue balls are good. Thanks for inviting me to play your game. |
| Apr 24 09:02:35 | 14m 03s | Idle Escape Room | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I got stuck on one of the doors with the green fill bars. Overall it was an interesting idea to combine idle game with dungeons puzzles. Keep up the good work! |
| Apr 24 09:08:22 | 5m 47s | The Long Walk | ♥ 2 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. The tone was very serious, and I felt that if you put in names of real gun victims this little game could be a conversation starter about gun violence. I'm not sure why you selected the theme you did, but it felt like it had deep meaning. I didn't feel comfortable slowly marching forward as others collapsed around me and gun shots echoed in my ears. You did a great job setting the mood, and making a simple but effective game. |
| Apr 24 09:11:55 | 3m 33s | Crane Quandary | ♥ 2 | Thanks for stopping by my stream https://www.twitch.tv/saoigames tonight. I like the game, even though I'm bad at it. I strangely didn't mind suiciding very much. The puzzles were challenging but I think I could have gotten it eventually. I hope you keep working on this in the future. |
| Apr 24 09:15:24 | 3m 29s | Gone Vroom | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I loved Gone Home, and this was amazing!!! Thank you for making this. Did you make Gone Home? Your attention to details for the first scene were very impressive. The second I realized that this game was Gone Home with car I was over the moon. Thank you for making this gem. |
| Apr 24 09:19:14 | 3m 50s | S.M.A.R.T. | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I don't know how well the racing part was added, but there was lots of good polish on the game. Thank you for sharing it. |
| Apr 24 09:27:20 | 8m 06s | Demon Date | ♥ 0 | Thanks for asking me to play your game on my stream https://www.twitch.tv/saoigames tonight. It is quite impressive for a Game Jam entry. It reminded me a bit of Stick RPG, and I enjoyed working out and earning more money. I couldn't get the swipe right to work as I thought it should, and at first, I didn't realize I did need to swipe right. Hopefully, with a few UI polishes, this game will be able to be shipped 😸 |
| Apr 25 06:35:52 | 21h 08m | Chrono Blaster | ♥ 2 | This reminds me of Superhot. It's impressive you were able to make this in only 9 hours. I hope you enjoyed the experience and learned some things about first person shooters. I've never made one before, but it feels like you captured the essence of FPS. I like the particle trails to help me predict the trajectory. How many total levels were you able to implement? Is there different AI for the Enemies? I'm curious how you activate them so they don't all fire at the exact time. I like that you can keep the bullet velocity after movement. Was that hard to program? Good Game |
| Apr 25 06:52:42 | 16m 50s | Brickris Tetout | ♥ 1 | I’m not sure if your whole team was able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. Thanks for stopping by the stream @bamboy I liked the concept, but wish there was a whole screen dedicated to explaining what the ball does. It mostly served as an annoyance and it was hard to identify when it would remove blocks vs add blocks. Good Game |
| Apr 25 06:57:51 | 5m 09s | Survival Quiz | ♥ 0 | Thanks for stopping by my stream https://www.twitch.tv/saoigames tonight. I gave you feedback on the video, but also wanted to rate you here. It was hard to tell at first which character I was playing. I wish there would have been a death animation on the zombies so I could better understand whether they were taking damage or just taking a step backwards. At first it seemed like there should be a health bar for the zombie to give you and understanding of how much progress you had made, but then when I realized you were killing a certain number of zombies it would have made sense to have a # of 14 counter above the zombie. If you decide to polish this, having 14 characters each with 3-4 questions might be interesting. Imagine having the questions related to the character in some way, like having a butter robot that knows Rick and Morty Trivia and zombies ask about anatomy. Food for thought. Thanks for sharing your game. |
| Apr 25 07:00:43 | 2m 52s | Scale Run | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I like how you played with perspective. The visuals were really well done. I however struggled with the jumps. There were times when I felt I should be able to jump and it wasn't letting me. I don't know if it was a bug or just very strict rules about what size your character can be in order to safely jump and not hit an invisible wall. I really hope you continue to work on this after the ludum dare. |
| Apr 25 07:12:17 | 11m 34s | BIRKANOID | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. The artwork was very well done. I liked the mechanic of playing cards to control the ball. I had to time when I played the card just right to create a useful move vs shoot off the screen. I also needed to plan out my moves because until I played all my cards I wouldn't get a new hand. This encouraged the player to use the cards wisely and not just spam the ones that seem good. I didn't fully understand why some of the creatures were different colors and wore hats. Was this simply a visual indication that you needed to hit them more than once to defeat, or was there something more? Thank you for making this game. It seemed very polished and professional. It was a joy to play. |
| Apr 25 07:18:40 | 6m 23s | The Veil | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. The atmosphere was very creepy, so I wasn't able to finish the game. I couldn't handle the on the edge feeling expecting something to pop out at the end and kill me. The 2D experience on the computer felt a bit lacking. If you'd added a better sprite to replace the colored squares it could have added more to the game. I'm not sure if you were going for Stanley Parable meets Thomas was Alone + Five Nights at Freddy. You did an excellent job with the sound and visual making the world very unsettling. If you added whispers it might be even more creepy, but as it stands the flickering lights and looping hallways with blood patterns that hint at a story we don't know yet really sell the environment. Thanks for sharing your game. |
| Apr 25 07:23:11 | 4m 31s | Crash Crops | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I like the pico 8 art style and simplicity of the game. At first I didn't quite understand what I needed to do, but I'd seen gifs of your game so I thought I'd try planting some seeds then watering them. I'm not sure I used all the tools, but I got far enough to complete level 1. This is something that I might visit again. I did wish the paddle gave more control over the ball. I kept trying to angle the ball into specific areas, but it seemed like it didn't mater if I cushioned the ball gently or quickly moved underneath. Both seemed to react the same. I noticed a few bugs. I can move my paddle very far off the screen and when I try to return it I have to hold down as long I did to move the paddle off screen just to get it to return. There should be a feature that check if the paddle is complete out of frame and if I press in the opposite direction the paddle should immediately start emerging onto the screen. At the end of the level is says to press X to continue, but in fact you need to press c. I was playing the web version if that helps you track down the bug. You can bounce the ball under the paddle and it will still move up as if it was safe. Despite the bugs this was an overall Good Game. Thank you for sharing. |
| Apr 25 07:35:25 | 12m 14s | Feed the Beat | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I ran into a bug when playing the game where it wasn't registering my keyboard presses. I would recognize I pressed the space bar, but not up or down. I restarted the game and it registered the arrow keyboard input, but I found it really odd that feature wasn't working initially. I am not sure I understand the purpose of the space bar. At first I thought it was letting me complete moves, but after reading the description it lets you skip a movement. Why would I want to skip a movement? The music was good, and the graphics were pulsing with the beat of the music which made it easier to play. Overall good game. Thank you for sharing. |
| Apr 25 07:37:23 | 1m 58s | F.P.S - Frootz per Second | ♥ 2 | Open, walk away, wonder why cat is watching the screen 8 hours later... Great addition to the idle game genre. |
| Apr 25 08:37:38 | 1h 00m | Don't leave me | ♥ 2 | A very visually pleasing game, but I'm not sure how you blended genres. It reminds me of many puzzle mobile games. I like puzzle mobile games, and I could play this as it feels very polished if you added more levels. I feel like I'm missing the story of the game. I had a blue and green cubeperson then green left and blue solves one puzzle alone. If you keep working on the game you might add more story elements on the loading screens between levels to add more context. It seems like you have a backstory for these characters, but it felt two dimensional. I'd like to see it fleshed out more. The mechanics were easy enough to figure out, you focused on make puzzles that were solvable and the difficulty curve wasn't too steep. Overall this game has potential, but since it was made at Ludum dare it is a bit short. I hope you keep working on it. |
| Apr 27 06:11:24 | 45h 33m | Stealth farmer | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I think you had a interesting concept for a game, but it seemed you didn't get enough time to execute it. Due to the limitations of the compo I understand that you did not use assets from the unity store, but I think they may have benefited your game. Square on the ground looked like a coin to us, and so we tried to put it in the bucket only to be confused why it didn't work. Eventually we figured out that you needed to use it to plant seeds, but then it wasn't obvious that you'd have to harvest all of the plants to get the 10 or 25. I still am not sure why the prices were not listed per plant. Requiring special soil for each plant was also confusing. I'm not sure why the cactus had to be planted in light brown vs dark brown. Here is where textures could have helped. If you were going for sand or dirt it would have made more sense why the needed to go in a specific color. At the end of the first part of tutorial we were also confused on how to move to part 2. Ideally the tutorial is meant to slowly introduce the player to the mechanics of your game. You can do this with levels where you introduce one concept at a time or with UI text. The sign you had at the beginning was nice. It set a goal for players and made us look for coins. What would have helped is having the seed dispensers in front of the patches of ground so we would know the two were related, and have the bin between them. You could have also started the player out with 10 coins so they would know that coins would display on the UI and not be an object in the game. Lastly by giving the player 10 coins they could then discover that the seed dispenser is what would give out seed packets. We barely made it in the level. There were not enough places for us to hide around the start so we could acclimate to the environment and create a strategy. Forcing us to do the beginning part of the tutorial over again is annoying for returning players. There should be a way to skip it. I hope you enjoyed the experience of making a Ludum Dare game, and I hope that you continue to make games in the future. Next time though, its ok to use assets if you do a Jam entry even if you only work on it on the weekend by yourself. |
| Apr 27 06:18:07 | 6m 43s | Dirty Pink | ♥ 1 | I’m not sure if the whole team was able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. Thank you so much for sharing your game. It is very polished and was quite fun. The pace was very frantic and beyond the large amounts of 3 ice creams that came in the beginning it was nice. There is so much going on that I had to play a few times just to understand everything. I thought I had to make the ice cream in order, and I often missed getting the ice cream on the cone because I didn't line it up properly. I felt like my choices were make ice cream or drive, and couldn't really do both, but hey that is why this mashup is incompatible. I've only seen high quality games like this from professionals, so I can only imagine what you will be publishing in the next few years. Please reply with your studio name once it is formed 😸 |
| Apr 27 06:21:49 | 3m 42s | Boring RPG | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. The interesting part of idle games is when you unlock new game features and need to determine how they work and min/maxing. As far as I could tell nothing new ever unlocked, and there was no information about what anything did to allow for min/maxing. |
| Apr 27 06:25:38 | 3m 49s | True Love Adventure | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I found the game a little two challenging and wished that there was a map I could have used to show me where the coffee shop was located. I struggled to pass the enemies, which I think was the point, but as I explored the map looking for coffee I found large parts that were free of enemies. This made me think that I should move toward the enemies to find what I was looking for, and in general this was a good strategy. I'm not sure how deep the story is, but after much failed attempts I finally brought coffee only to be told that is not what she wanted. I'm not sure if I grabbed the wrong coffee or what since it wasn't labeled, but some indication on why she didn't want it would have helped. Wrong Brand vs didn't really want coffee anymore. I hope you enjoy watching me play the game, and I look forward to seeing what you make next ludum dare. |
| Apr 27 06:29:20 | 3m 42s | Super Antithesis Kart | ♥ 2 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. The Tone of this game was great. The first time I loaded this game however the controls didn't work. I thought I was watching the banana monologue as cars passed it on the road. When I tried again I was able to walk and that made the experience even better. I loved the voice over, and the ability to talk to the Mario Kart items. I would have liked to see the ending more succinct. Ending while the character is still talking and switching to the new music felt very jarring and lost the mood of the game. Letting the dialogue hang with some silence before the ending, and fading into the end music might have worked better. Overall good game! |
| Apr 27 06:29:36 | 16s | Bang Bang Revolution | ♥ 1 | Thank you for joining my stream at https://www.twitch.tv/saoigames tonight. I liked the idea of this, but it ended up not being that great for me. I think part of it was that it there was no clear end or goal. I couldn't lose by missing too many shots, and the score reset with every miss. More variety would have also been nice, the targets remind me of a carnival shooting gallery and that seems like a theme that could be embraced by this game if you continue to develop it. |
| Apr 27 06:33:18 | 3m 42s | Mecha Dress Up | ♥ 3 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I had a lot of fun playing this, but wasn't able to get more than 2 items on the mech. It would have been really cool if somehow the outfits you chose affected the attach pattern of the mech. Great idea. Very silly game. |
| Apr 27 06:34:44 | 1m 26s | Farm of Duty | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. The game has a lot of potential, but there are some fail states that you can't recover. When I saw the sign to shoot the ground to plant a seed I thought I'd have to shoot the grass to make a dirt patch I could plant in. I ended up shooting all my seeds and couldn't advance. I also encountered an issue where I had my berries inside a plant and couldn't pick them up without cutting down the plant. I liked that cutting the plant to harvest, but I wish there was a button the would suck objects into your inventory instead of having to focus and press E. If holding E just collected the near by objects that would be cool. Good Game! |
| Apr 27 06:36:16 | 1m 32s | Paddle Pals | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This game looks and plays so well, it's hard to believe that it's a Ludum Dare game. Great job! The only issue I had with it were the controls, I was frequently pressing z when I should have been pressing down, and vice versa. |
| Apr 27 06:38:43 | 2m 27s | Dandy Handy LD41 | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I tried to play the game but couldn't get the object to move the way I expected. Pressing the Left Mouse button seemed to attract and glue the objects to my camera. I also couldn't drop them even when I clicked the right mouse button. Please let me know if you updated the game. I'd like to see it working. |
| Apr 27 06:39:54 | 1m 11s | Real Text Adventure | ♥ 1 | Thank you for watching me stream your game at https://www.twitch.tv/saoigames tonight. I love the art concept you have for this, it could have been better with more gameplay features, but it was a very interesting first Ludum Dare entry. |
| Apr 27 06:42:40 | 2m 46s | ShootEm? | ♥ 1 | Thank you for joining us in the stream (https://www.twitch.tv/saoigames). I'm sorry that you didn't get to see us play your game, you'll have to watch the playback. I feel like I said everything I wanted to say in the stream. Thanks for sharing your game. |
| Apr 27 06:47:17 | 4m 37s | Collective Memories: An Idle Walking Simulator | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I tried to play the game in classic idle fashion and leave it in another window, but it only works when it has focus. It was an interesting concept but I hoped to let it run in the background so I could read the whole story, but sadly that wasn't an option. |
| Apr 27 06:49:56 | 2m 39s | Pi-ZZa | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I tried to play with my friend, but we couldn't quite figure out the goal of the game. The points were fluctuating almost randomly, and the experience was very short. This could have benefited from a text based intro that set up the story line and possibly clued the players into the goal and or controls. We didn't notice at first that controllers were needed, but luckily we had some at hand. I hope you continue to make games, and participate in Ludum Dare next time. |
| Apr 27 06:50:38 | 42s | Bomberess | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This is an interesting take on Bomberman. It seemed like bigger bombs and more bombs were actually bad for you though, since there were no enemies to fight and bombs only destroy walls that they are directly adjacent to. Changing out the powerups or adding enemies would have probably solved this. |
| Apr 27 06:55:34 | 4m 56s | CITY^3 | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I liked the concept but I wish I had a cheat sheet for what the combos were. If I hadn't worked to memorize the patterns I'm not sure I'd have been able to create the matches. I had a real pig shortage. I am not sure how balanced the game was. It was hard to get everything lined up to make the big plus sized building. I made a mistake early on and was unable to turn the middle into a High rise, and thus my board was clogged all because I started in the corner. Overall though it was a fun little game, with room for expansion if you'd like to add new things buildings can turn into. |
| Apr 27 06:59:27 | 3m 53s | LE PETIT SCORCH | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I had a lot of trouble trying to figure out what I was supposed to do. I knew I was supposed to feed the critic, but couldn't tell what the things were at first. This might have been helped somewhat by zooming the camera in, and then pulling it back as the player charged up a shot. Also a golf game style power meter might have made it more clear that holding the button gives it more power. Most of all, keep at it and make sure to bring in people who aren't developing it for testing. |
| Apr 27 06:59:27 | 0s | Greg Island | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I could find no love and had to abandon all and save myself by swimming off into the sunset. Dr. Greg was a real jerk. He stole the poems and refused all my gifts. I'm not sure if he was designed that way but when I couldn't find pie and the poems were indisposed I got into a locked state. Did you know that you can walk on your ocean floor? I discovered this when I tried to get Greg some water but fell in instead. |
| Apr 27 07:04:29 | 5m 02s | Bomb In Rhythm | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This game is gorgeous, and I love that the music is still good if you miss all the notes, but gets better if you don't. It was really hard to dodge the bullets though, it might be a good idea to allow some kind of vertical motion (but maybe only allow collecting notes in a certain part of the screen) and reduce the hit box that the bullets can hit. Many bullet hell games have a specific part in the center of the player's character that is the only thing that needs to be protected. Sometimes it's even only a single pixel. |
| Apr 27 07:05:16 | 47s | Typer: (Word Search X Top Down ARPG) | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. What was I supposed to do with the letters? I got a bit lost trying to go through the rooms. At first I was nervous to hit the enemies but once I realized they would go down quickly I was trying to figure out how to spell specific words but the letter drops were too random. Sometimes I'd get all vowels and others all consonants. Does the game have an end? I felt like it would keep going deeper and wider with no real end goal. It would have been nice if I could turn my word in for upgrades like if I spelled sword or shield or health it would have given me a reward. Otherwise the game seems more like a proof of concept. I hope you keep working on it and add an end state. |
| Apr 27 07:15:47 | 10m 31s | Honest Hunting | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I think it had a lot of potential, but there were some little things that made it harder to play. At first I couldn't figure out how to select and kill the deer. I tried moving around and clicking on the deer. I had to read the description of the game to see that you had to select the ground which was not intuitive. It stated that the ground would be red, however the ground was a very pale green. What was the squiggles on the ground. I thought maybe I wouldn't be able to move to them, but the hunters were able to step on them without any issue. In the first level while you are trying to learn the rules having a much more extra movement would have been nice or no movement at all to force the player to learn to select the deer to advance. If you get to polish the game I hope you add help text to the game about the hunters movement patterns and with the tips included in the description here. Thank you for sharing your game, I look forward to seeing what you make next time. |
| Apr 28 07:53:18 | 24h 37m | Think Before Escape | ♥ 1 | Thanks for joining me in chat while I streamed your game on https://www.twitch.tv/saoigames. This game was excellent. The only issue I had was that the slimes all looked the same but didn't all behave the same. Great concept and excellent execution. |
| Apr 28 07:58:45 | 5m 27s | Shadowscape | ♥ 1 | Thanks for watching me stream this at https://www.twitch.tv/saoigames. I have no words for this game. It was surreal and the sound and imagery were excellent. I normally try to offer a bit of constructive criticism with these reviews, but this game is so unique that I have no idea how to improve it. |
| Apr 28 07:58:48 | 3s | Aloisius | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I liked the medieval them, but I found it hard to track my players on the board. Diversity in the character models would have helped. Also the AI is a bit advanced. Having a tutorial level with simpler play might have been nice to introduce all the characters to the player. I found myself trying to figure out what chess piece the players were. It might have helped to give a clue that ___ is actually a bishop. In chess if a pawn is diagonal from a piece the pawn is able to take it. However the farmers were not able to take out the other bigger characters when caddi-corner from the bus stop. I ended up dieing because I focused too much on building and not enough fighting. You might someone that plays fast games, but I didn't like the speed at which you needed to respond. It would have been nicer if the AI made more mistakes. Lastly I wanted to let you know that you game displayed too large for my screen and cut of some important UI elements like HELP. Thank you for sharing your game. |
| Apr 28 08:03:14 | 4m 26s | ACCIDENTAL EXISTENTIAL | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. Such a simple little game, but the polish on it is top of the line. There were some mini games I didn't know what to do, but otherwise I liked the variety in the puzzles. I do however wish that the game was longer. It reminded me of WarioWare where there were small little puzzles that needed to be solved quickly. |
| Apr 28 08:03:47 | 33s | Cosmic Cadence | ♥ 1 | I gave you most of my feedback on my stream (https://www.twitch.tv/saoigames), but it's probably worth repeating in writing so that you can act on it better. You executed on this idea very well, the level leading up to the boss felt great, but the colors in the health bar for both the player and the boss were somewhat confusing since color has a specific meaning in the game. And I probably would not have been able to figure out how to damage the boss if you hadn't told me in chat. It was a cool idea for a boss mechanic, though. It was difficult to do, but felt good when I got it right, so it really just needs to be communicated to the player somehow. |
| Apr 28 08:10:22 | 6m 35s | Hallway Rumble | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I must say I don't understand the story behind this game. Some Japanese school child goes on a murderous rampage, and when classmates and teachers try to stop them, everyone is fired upon. Yet walking past a stool will cause her to die instantly. There was a lot going on I wish you had introduced the enemies and the power-ups gradually so players could get time to understand the tool before being handled 10 button configuration system. I played through several times and still struggle to find time to use any of the items I picked up, let along learn what they are about. |
| Apr 28 08:12:13 | 1m 51s | Sadie's Stabby Sword Story | ♥ 2 | Thanks for watching us stream your game at https://www.twitch.tv/saoigames. I like the concept of this and art and sound were quite good. I did have a good bit of trouble controlling the sword though. It never went quite where I expected it to. And I would love to see an option to turn friendly fire off; I think I killed the princess more often than the monsters did (Does that make me the real monster?) |
| Apr 28 08:17:46 | 5m 33s | BASEBALL in HELL | ♥ 0 | When I tried to play your game on stream at https://www.twitch.tv/saoigames, it made OBS go black until I restarted it. This persisted even after closing the game. I haven't had this issue streaming any other games, and have no idea how your game could have caused it. |
| Apr 28 08:20:54 | 3m 08s | Into the hell | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I"m not sure how innovative the idea is. Its basically a visual version of zork that helps you track the information better. What might have worked is to have all the movement be text based. Moving North, South, East and West. and interacting with the text on the side. Having a way to ping to get the health stats would have also been nice instead of having them constant on the side. You may see int he stream that I figured out that when I saw a monster I'd rapidly hit 1 enter 1 enter until I could move. I wasn't reading the text and it just made a new way to do combat by spamming an unusual button combination. Your game also reminded me of Diablo and other explorations. However it was hard to read the RPG stats on the side. I didn't notice them for most of my play-through, and missed out on gaining experience because I didn't explore a floor fully. If you do keep the stats on the side panel, I would suggest improving the font and background color contrast so that it is more obvious how the stats are changing. |
| Apr 28 08:24:17 | 3m 23s | [Release]Rhythm Tower Defense | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. Sadly, I found this difficult to play. The layout of the keys didn't feel natural and the background behind the arrows blended too much in, so it was hard to see which keys I needed to press. And the key presses were not tied to the beat of the music, so it made it hard to get the timing right. I would recommend fewer arrows so that players could watch the battles and not have to focus solely on timing. I would also recommend using the DDR key layout if you use the arrow keys because it is the de facto standard which many people will know. |
| Apr 28 08:28:57 | 4m 40s | Roundabout: ~ Roguelike & Rythm ~ Trading Bard Game | ♥ 2 | Thank you for watching me stream your game at https://www.twitch.tv/saoigames tonight. Interesting premise, but it could have used a better introduction to how the cards work and I'd like to see variety in the musical interpretations of the band members. It was musically themed, but not really a rhythm game, but overall it was fun to play. |
| Apr 28 08:33:44 | 4m 47s | Flower Hero | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. From the screen shots I was so excited about this game. Guitar Hero meets plants versus zombies, but the execution did not live up to my expectations. I was confused at first about how to play the cards and thought I had to play the correct card. I'd recommend controlling the first appearance to being all the same plant and all the same cards and then have helper text pop up telling the player that they can play any card and keep the same flower cards but have new flowers come in so that the player learns that they can play any card, but score points for matches. |
| Apr 30 19:22:54 | 58h 49m | The Lazy Wizard | ♥ 0 | Do you have the VR version I can play? |
| May 6 05:16:58 | 129h 54m | Voxel Tactics | ♥ 2 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I played with my HTC Vive. The game has a lot of polish for a Game Jam entry. The only thing that would have made the game better was sounds. I couldn't hear anything when I or the enemies shot, and I think that would have added to the experience. Are you going to continue working on this project? Will you add more levels? I think you have a good proof of concept if you want to expand this into something more in the future. |
| May 6 05:30:45 | 13m 47s | Participating in a Drinking Game While Playing Soccer | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I misunderstood at first and thought your game was for VR. Strangely every time I tried to launch the game it opened up SteamVR and acted like it wanted to be played in VR which added to my confusion. As for the game play I wish that the opponent wasn't as good so I had a chance of winning. I got close to tieing a few times but if you don't get shots in at the beginning you are lost. There were a lot of things going on, and many buttons to track while also loosing field of vision. It was disorienting when I returned to my goal after each goal was scored, especially as I became drunker. It would have been nicer if the camera zoomed out or blinked so I could get a better clue that I would be returning after the enemy scored a goal. I didn't always realized that it had happened. I never heard crowd members yell, so I didn't drink as a result. I also don't feel like I should have taken a shot because the ball got stuck. Instead of me needing to take an action to drink after a score it might have worked better to either have me take a drink to teleport back to my goal and be the activator for when I moved, or to automatically consume alcohol when I return to the goal line after a fade to complete black for a second pausing the timer and delaying the enemy's action. Auto consuming the alcohol would mean I could just focus on drinking every 10 second and try to play the game of soccer. You could still keep the visual changes that helped reinforce the theme. Are you going to keep working on this? I think this could be a fun split screen local multiplayer game with controllers. |
| May 6 05:34:10 | 3m 25s | Calculator SWEAT! VR | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I found the calculator and was able to perform some simple calculations. I'm not sure if you had a goal for the game. I got stuck once I teleported to a specific spot that meant I wasn't able to see and engage with the calculator anymore. Did you have any levels for me to perform specific calculations? Is this your first VR game? |
| May 6 05:38:07 | 3m 57s | Wrong Priorities | ♥ 2 | I’m not sure if you were able to see it, but I mentioned your game on my stream at https://www.twitch.tv/saoigames tonight. I downloaded the project to my phone and tried to play, but struggled to figure out how to engage with the scene. I could look around the bedroom and when I looked at the NES and tapped on the screen I could hear a sound, but I didn't see a pointer or loading icon that helped me know where exactly my gaze was landing. I see others have mentioned more game play, and I'm sad I wasn't able to experience all of it. Do you have a hint of what I might need to do to ensure I get to experience all of your game? Thank you |
| May 6 05:44:49 | 6m 42s | TechNaut | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. At first I thought your game was for VR, but I went back and played it on my machine. I liked how to you captured so of the limitation of VR with a PC game. The first level was somewhat challenging but I figured it out, however when I got to level 2 the entire place seemed way too spread out. I had to use my rocket to travel for a very long distance that seemed excessive and couldn't quite figure out how to get the block to fit into the spot I thought I needed to be moved to. I liked the visuals and the sky-box was really great. I"m not sure if you added much audio, but I could only hear some small sounds at the beginning and I would have really liked to hear wind and thrust sounds as I flew around. I hope that you continue to work on this project, and if you have VR games you'd made I would love to try them out. |
| May 6 06:01:32 | 16m 43s | The Ultimate Magic Duelling Tournament VR | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I really liked how you focused on simple game mechanics and tried to build upon them to make a strong game. While I liked the tutorial, I quickly forgot how everything worked and got overwhelmed. I could remember the shapes but forgot whether to swish up or down to cast versus block. Having some visual to help remind me might help remind of how to create the spells. Billboards in the area might have worked well. I think it would have been better to slowly introduce the way to cast spells and set up levels where the magician you are fighting only did specific things. Like Level 1 could have had a wizard that just sat there for a few minutes and then cast a earth spell as you learned to cast earth spells. The level could end when you hit him for 5 shots or were hit 5 times, with the option to try the level again. Then the next level could show you how to defend and have a spell caster that shoots fire while you learn to cast water. In the next level you can also bring up how fire blocks water to teach defensive spells. It would be interesting to have different mages with possibly different robes that fire at you. I like the idea of doing multiple matches or levels to build a sense of accomplishment and mastery. There is a large combinations you could do before introducing new spells to the player, like having two mages casting spells at you, or having different locations to fight at. I would have liked to have some sounds, especially when casting the spells. Audio in VR adds great polish. I think this has a nice proof of concept and hope you continue to work on this. If you do continue working, you might want to find a better background for the stadium. I had some optical illusions created by the layout. I don't know if there was a texture applied or if it was all objects, but I'd recommend replacing it with something a bit higher quality to set the mood and atmosphere. Thanks for submitting your VR game. |
| May 6 06:19:01 | 17m 29s | Doesn't Add Up | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. There was very solid game mechanics, thought you had a bit of jump scare when I turned around to find the creatures right next to me. I liked the introduction to how the controllers worked and the opportunity to play with the mechanics before I entered a level. I would have liked the labeled controller to not spin, as it made it hard to read the labels. If it could have rotated 180 degrees back and forth like on a fan swivel that would have worked better. Just making the text backwards doesn't work well. I wish there was a better indication as to what the guns would do. It took me a few playthroughs to realize that one was subtracting and the other doing addition. I thought one was multiplying. Was there a reason why I would run out of bullets? It felt sudden when it happened and I didn't know if there was a way to get them back. My High Score wasn't visible in the main menu, so when I played I didn't actually get to see what score I received since I was focused on shooting the creatures. I like you you incorporated the number value of the creatures with the amount of limbs. This worked really well and helped me understand their value, especially with the tutorial in the menu screen. It would have been nice to have a score in the tutorial that would display so I could better learn what the guns did before I began play. I didn't know what value on my right wrist meant. Thank you for making this game. I hope you continue to work on it and possibly add multiplication and division with a goal. If you truly want this to be an educational game having 4 creatures come at you and you need to get to a specific number before the touch you could be interesting. Like have 0, 1, 4, and 9 with the goal of getting to 5 using multiplication, addition, and subtraction. |
| May 6 06:35:53 | 16m 52s | Cardey (VR Only) | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. You game is so hard. It is definitely good, but so very very hard. How dare you set up my expectations that it is possible to get that tiny card in the whole within three throws. Since this was inspired by golf, I expected to be able to teleport around. Besides the difficulty level, everything else seemed very polished. I only wish there was a more obvious queue about which level I was on when I switched to level two. At first I thought the barrier was a portal to level 2. |
| May 6 06:39:41 | 3m 48s | VRn't | ♥ 3 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. Such a fun little game that tries to capture what it is like to own a VR headset. I can say that with boundaries I have never hurt any of my furniture. Thanks for sharing your project. |
| May 7 00:34:56 | 17h 55m | Goodnight Meowmie | ♥ 2 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I was excited to play the game from the previews I saw on twitter for the art. I'm not a fan of horror so I couldn't play very long, but I liked the idea of adventuring out to get the survival items for my beloved pet. The only confusing part was when I went to play with the cat and instead carried it around dancing with it as it rested on my shoulder. I"m not sure holding is the same as playing. I am curious what made the kitty sick, but I didn't have the ability to complete the creepy horror parts of the game to find out. I"m not someone who enjoys being scared. Good Game. Thank you for sharing. |
| May 7 00:44:42 | 9m 46s | Rose-Coloured Dungeon Life | ♥ 2 | Thank you for sharing your game on my stream at https://www.twitch.tv/saoigames tonight. Like I said in the stream I think the e key is not an obvious choice for select. I'd prefer if the key were enter or space. Since it is not 100% intuitive, I recommend adding an indication in the chat window to press E to continue. The dialog was funny and polished. I hope I didn't butcher it too much when reading it out loud. There were some visual glitches like the black bars I kept hiding underneath. In the future, it would be better to add boulders or different walls to indicate hiding behind these objects or merely prevent the player from walking below the black sections. Was I supposed to be able to grab the artifact before the humans showed up in the scene? Lastly, I'd encourage you to add some visual in the first level to promote the player to hit Esc to change the setting or have a dialogue after they die the first time that directs them to turn on the waifu feature. Otherwise, I liked the concept and hope you continue to work on the project. Thank you for sharing |
| May 7 00:56:19 | 11m 37s | Kidcat: A point and shoot microgame | ♥ 0 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I liked the puzzle aspect, but the gun trigger is a little too sensitive. I clicked out of the window to read twitch chat, and when I clicked back into the window, the Baker was shot much to my horror. I know you said it was a microgame, but I hope you continue to add more to it in the future. Only having a gun to interact with the objects was an interesting twist. |
| May 7 00:59:10 | 2m 51s | Dungeon Scrawl | ♥ 0 | Thank you for stopping by my stream at https://www.twitch.tv/saoigames tonight. I hope you keep working on the level balance. |
| May 7 01:07:16 | 8m 06s | Resident Racing | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. It was an interesting concept to combine zombie horror with racing. The road was very curvy which made it difficult to drive, but I imagine that was part of the point. Once when I got turned around, I could see the finish line behind me which was disorienting because I would think I would be driving straight ahead to get away from the zombies rather than around in circles. I would have liked to see more branching paths where I could take forks in the road and might end up in dead ends that I have to turn around and retrace my steps as I flee from zombies. I also wish I could have seen the zombies in some way. The audio was great, but not everyone has headphones to experience the voice acting. A visual would have been more immersive. I didn't care for the hand cutout graphic at the end when the zombies got me. It didn't fit with the aesthetics of the game and deterred from my enjoyment. I think it would have been better to find a higher quality graphic to match the visuals created with the trees and person cardboard that was inside the gameplay. Congratulations on the Ludum Dare. |
| May 7 01:18:44 | 11m 28s | Battle Bots | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. Thank you for making a multiplayer game for the Ludum Dare. We played it and found that once we understood the controls, the game itself created a bit of stalemate. Instead of strategically fighting, we would just wait for the other player to make a mistake. Then it became as engaging as tic-tac-toe when you memorize the patterns. I liked the visuals, but wish that the board would change between levels to force us to engage with each other in novel ways like moving closer or having barriers we could block but still need to move away from to shoot. An objective other than trying to kill each other would have broken the stalemate. In Robo Rally, for instance, you are trying to go to specific spots on the map, and there are environmental hazards to avoid while you fight each other on the way there. |
| May 7 01:43:45 | 25m 01s | EMMA | ♥ 1 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This game is very pretty and sounds great. I initially had trouble trying to figure it out (partially my fault for not looking at the controls), but even after I figured it out the game was incredibly difficult. There were spots where it seemed like I was making the jump at the same time, but got different results. I also had difficulty distinguishing background from foreground in places. The mechanic of the ground disappearing once you touch it is great, and not something I've really seen before (unless you count falling platforms). |
| May 7 01:53:09 | 9m 24s | Flappy Bird + Tetirs = FLAPTRIS | ♥ 0 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I was not able to clear a single row (column?) in this game. The way the Tetris pieces immediately stick when they hit is too unforgiving. There should be a button that allows you to let them slide downwards, especially since Tetris only works since you can slide pieces sideways into cracks if you time it right. I also ran into multiple soft lock issues. Once was just leaving the game on the retry/exit screen after a match for about a minute or so. The retry and exit options were gone, and I couldn't figure out how to get them back so I had to force quit it. The other one was the first piece I placed somehow fell through the floor and the next piece never came. With a little bit more polish this could be a good puzzle game |
| May 7 02:01:14 | 8m 05s | OptiShot | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This is a fun little golf game. It would be nice if knocking your opponent off actually did something to them though. I think you were going for a pool + racing game, but the visuals do not reinforce this. I recommend changing the wall if you can as well as the model for the players. The scale of the pattern on the wall didn't match the aesthetic of the pucks. I understand if it was a placeholder, but I think the game would feel much better with a 3D model for each player. Most of the levels felt sized right, but the brick pattern was too small and made it feel like everything else was giant in comparison. The controls were hard to use. I'd encourage the power meter to be charged by the length of time the mouse button was held instead of having to move the mouse forward to load the meter. That didn't feel intuitive and made me waste several turns in the beginning trying to make my puck move. There was no visual indication who's turn it was, so it made it hard to tell whether any action happened if you didn't fling the puck. In the stream, both players had a hard time controlling the mouse. We had full movement, and it made us frequently go through the floor and walls which was quite disorienting. Is it like this in the Windows version? Overall I like the proof of concept, and the effort you put into making levels that were the right length for the size of the pucks. With a few tweaks, this is on its way to being a good little game. I hope you keep working on it. |
| May 7 02:05:25 | 4m 11s | monoPlatform | ♥ 0 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This is a neat idea for a game, but it has some issues. The first player has an advantage because they can immediately get ahead of the other players and buy a trap, which makes it more difficult for the other players to catch up. It might be better to not activate the traps until the end of the round, although then it's just whoever got the best roll has an advantage and whoever got the worst roll has to go through up to 3 traps instead of it being the first and last player. Maybe clearing a trap could be how players earn coins instead of getting to to the end of the track. Did the colors on the spaces mean anything or was it just so that you could tell that you were moving if you roll a 6 and there are no traps in the area? |
| May 7 02:10:51 | 5m 26s | SPORTS | ♥ 2 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This reminded me of Blood Bowl but I had trouble getting the ball to go where I wanted, which felt more like Rocket League. At one point the ball flew off the right-hand side of the field the camera followed it, and then nothing happened ever again. It was interesting that the ball changed appearance. Did it also change how it acted? |
| May 7 02:12:16 | 1m 25s | Check, Please! | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. It reminded me of Octodad or Surgeon Simulator. I am not sure why my date started out with a mustache. I found that slightly odd. Even more confusing was the fact that the mustache fell off during the date. The controls were a bit too loose. I was trying to pour wine but hit the cup which refused to right itself, thus putting me in a broken state. Is there a way to lift the arm up, so it is not running through the plate and table? It didn't feel like two incompatible genres to me. Everything worked together, and it feels like it fits perfectly into the existing genre of physics games. |
| May 7 02:22:22 | 10m 06s | Fire Duck Football | ♥ 1 | I'm not sure if you were able to see it, but we played your game on our stream at https://www.twitch.tv/saoigames tonight. We enjoyed the game, but had a few issues. The controls felt very slippery and Ctrl and Shift are not good keys to select for a browser-based game, since shift will cause sticky keys to scream at you, and when we were using control we were continually getting the dialog to add a bookmark to your page, unless that's your master plan to get people to bookmark your game :) Overall the gameplay was good, but in level 1, players can just hang out in the goal and block any incoming shot as soon as they are a point up. This seems like less of an issue in levels 2 and 3 because there isn't a long tunnel that goes directly into the goal. |
| May 7 02:24:09 | 1m 47s | Super Dashball | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. When playing your game at first, we didn't realize that we needed to be a goalie and prevent our colored ball from getting into the goal on the left side of the screen. We thought that the ball the same color as you would kill the other player. Once we figured that out, it changed how we played the game. I really liked the levels that had a block in the field. It added to the complexity and increased the gray bullets making it feel more like a bullet hell than a two player game of pong or a 2D game of racket ball. We played the WebGL version and had an issue with using Dash on the keyboard. The button for player two was shifting focus out of the game trying to bookmark the page or open a different window. I'd recommend not using those keys in the future. I do not have numpad on my laptop where I was playing. If you added more levels, I could imagine playing this on a console with controllers. Do you plan to add up to 4 player support? This has all the characteristics of being a great couch co-op game. |
| May 7 02:29:24 | 5m 15s | Love Squared | ♥ 1 | I’m not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames. I liked the option to madlibs phrases, but I wish there was more content. |
| May 7 02:29:57 | 33s | Interdenominational BROwS | ♥ 1 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. This is an interesting idea if it could be expanded on. I liked that the angle of the split screen was controlled by where player one was. The narration really detracted from the experience and was way too long though. We had completely finished the game before the narration ended. |
| May 7 02:38:20 | 8m 23s | Strategia Soccer | ♥ 3 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. The game was not very intuitive to play. I wasn't sure how to shoot the ball and even when I had control of the ball I wanted to move, but instead it kicked past where I expected. I really disliked taking two turns back-to-back even though you were trying to give advantage to respond to your opponent, it rarely worked out. How the players moved still does not completely make sense. I tried to move a player to receive the ball, but the ball flew past them in one spot and passed to a player on the opposite team on another occasion. Making it turn-based broke the flow of the game. I wish that I had more players on the board to begin with or could only move 1 player at a time. I think it would have worked better if it was player 1, then player 2, then player 1 again. The delay in the action taking place was not necessary because the person moving second did not have time to react or put themselves in the place where they want to be, so often moving second in a turn just made you feel frustrated. I want to thank you for making a local multiplayer game. I hope that you continue to balance it in your post-jam version. |
| May 7 02:46:33 | 8m 13s | Life and Death | ♥ 1 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. When I tried to play, at first I didn't realize I needed to fight the second player and couldn't figure out why the villagers would not stop mating and die. As death, I tried pressing K to attack, but nothing happened. Eventually I realized that I needed to fight Life, but then everything became very confusing. Death seemed to have an advantage and was able to kill Life more easily than Life could kill Death. Once life was down, I could go into the love nest. Introduce some disease and wipe out all the people, however this took some time and because it was delayed I didn't realize that I had caused their deaths. With all of the humans running around, it became very hard to see Life making the game more challenging that it needed to be. I'm not sure why we had to fight each other. The game could have been good if we had just been running around healing or killing in a tug-of-war balance, but as it was I was setting myself up to have an advantage. It didn't feel fair; it didn't feel fun. I'm not sure what the win condition was, life won the first time when we couldn't figure that we needed to kill each other. Death won the second time, even when there was some gold on the bar on the top of the screen. Was the goal to reduce the golden bar to zero? I am glad that you made a multiplayer game. I hope that you get a chance to work out the bugs and increase the intuitiveness of gameplay. |
| May 7 02:53:54 | 7m 21s | Battleship CRUSHER | ♥ 0 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. I like that you tried to combine a broadside space combat game with match 3. I liked how you divided up the multiplayer so we were each playing completely different games, but impacting the other. For the match 3 side, I would have liked a little guide reminding me what each symbol meant. I forgot what the green shapes did and it meant my partner never had enough missiles. Or just make the icons look like the thing that they do instead of being arbitrary shapes. As far as flying the ship, the weapon arcs felt too narrow, and it took forever to actually fire the weapons. The display was also a bit cramped, which made it hard to tell what was going on. This game reminded me a lot of the Space Cadets board game. I think this has a lot of potential once polished and could be a fun local co-op if the controls for the ship were polished more. |
| May 7 03:03:48 | 9m 54s | Super Chess Card Wars | ♥ 1 | I'm not sure if you were able to see it, but I played your game on my stream at https://www.twitch.tv/saoigames tonight. When I tried to play the game, the resolution was very small. I had difficulty to display on the stream. It wanted to crash my OBS. I couldn't quite understand how I was supposed to be playing the game. It seemed like I was basically throwing cards at my opponent and hopping around the board. Is this the intended gameplay? It felt like a computerized version of the card game war. However it didn't seem like I received the opponents cards like I would have expected from war. The artwork for the players was quite silly and in contrast to the artwork for the cards felt out-of-place. I feel like you could have spent a little more time on making the cards even using paint.net to type a letter or number would have looked more polished than the version released. I'm not sure how well you incorporated the theme of two genres, because the chess part didn't seem to be incorporated into any of the gameplay. Thank you for making a multiplayer game. I look forward to seeing what you make in the future. |
| May 7 03:08:03 | 4m 15s | Can't Get Along | ♥ 0 | When i try to download your game I get an error message "Access to doc-08-6s-docs.googleusercontent.com was denied" |
| May 14 05:15:29 | 170h 07m | Super Bass Racing | ♥ 0 | When we played two players, the first player had struggled with catching fish. The ! wasn't showing up when they cast the line, while for player two the ! was often showing up immediately. The race wasn't really fair due to the imbalance in fish caught. Player 2 crossed the finish line when Player 1 was barely halfway through. Was the fish drops random, or was there a glitch for player 1? I liked how you tried to combine fishing with racing. Rarely do games require you to stop and recharge in the middle of something that would typically be fast paced. I think the game has potential as long as fish allotment is balanced. |
| May 14 05:23:32 | 8m 03s | On The Fly | ♥ 1 | I was excited to play this game because the graphics were gorgeous, and I thought it might be a balanced and polished game. However, when playing it, I couldn't find an ending. I know you were hoping to make an endless runner, but after 3-day cycles, I couldn't tell if there would be more content. I wish the game had a more definite ending. For example, if the heart filled up to let me know that the birds had solidified their love for each other, then I would have known the game was over. An endless runner works because you get to a specific state and you die, but there was no death in this game. The current gameplay turns a potentially beautiful love story into a boring and tedious mission to eat bugs and survive. That doesn't leave much room for romance. I also didn't know what would cause the dialog to happen. We didn't realize that the meters were hunger, and tried to keep them low to unlock the next stage of dialogue, but it seems random when a dialog box would pop up. If you added a goal or a progress meter that showed how close the birds were to falling in love, it would have made the game much better. Since I didn't know how many rings around the heart was the final stage I was left uncertain about my progress as I played. |
| May 14 05:46:08 | 22m 36s | Towered | ♥ 0 | Thank you for participating in the Ludum Dare. I tried to play your game and was surprised that it was a jar instead of an exe. I appreciate the tutorial that you added, but when I was playing, I wanted information about the range for the towers, how much damage they did, and also information about how much health the enemies would take. In the beginning, I died multiple times because I placed the 8.0 tower near the front where enemies came out, but it wouldn't continue to target the same enemy until they died so they would keep getting through only taking one point of damage. It seemed like there was no way to win because without killing one of the enemies I couldn't get more money to buy more towers. Later I placed the tower in a different position that could access an enemy three times instead of just 2 and that allowed me to finally kill an enemy and start building new towers. I still do not know how much health each dot had, but they were difficult to kill. Things continued to ramp up quickly, and I barely had enough money to buy the new towers I would need to defend my lives. With the upgrades being SO expensive it felt like by the time I had enough money to afford an upgrade it wouldn't be relevant anymore. I think the game needs more attention on balancing. The power of the towers doesn't seem to match the health of the enemies, and without knowing those statistics, it is hard to make informed decisions. |
| May 14 09:28:48 | 3h 42m | Not a turtle race! (Multiplayer) | ♥ 0 | I understand what you were going for making a 2 player qwop game here, but I'm not sure it truly combines two genres. I would have liked to see the controls for moving the turtles added to the game itself. The design of the turtles is very nice, but I wonder if you could have added a sign on their shell for the key to press to make them move. The music is a nice touch, and adds to the atmosphere of the game. I like how the game reinforces the story of the tortoise and the hair, but the starting line confused me at first. There is no rabbit, but instead two turtles racing. The starting line looks like finish line so I thought maybe I just needed to cross the line completely with my body to win. You should reconsider changing the line to be solid white instead of checkered. The only other polish that would be nice to see in the game is a credits screen. The game is very solid for a ludum dare entry, and you should include it in your portfolio of games. I encourage you to add a title screen with you name or studio so that you can get credit for your hard work. |