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acdimalev

Feedback comments for LD42

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TimestampSince previousGameacdimalev's comment
Aug 15 20:29:56 Oniria Times ♥ 2 Unfortunately, audio in the game isn't working for me. The game is pretty solid. Very interesting take on the theme. Though the "we're running out of space!" messages seem forced, kind of like somebody telling a joke then jabbing me in the ribs to explain the joke and ask if I get it. (Yes, I get it.) I really liked the not-entirely-related, spontaneous pop-up messages. The core concept of this game seems very effective-- conveying information about the game world and giving you a role in it, but it benefits from these sort of mini-breaks. I would definitely enjoy playing this kind of game with more padding between newspapers. Awesome work!
Aug 15 22:01:46 1h 31m M3 (working title) ♥ 1 Conceptually very interesting. The audio and visuals are minimal, but nice. Good music! The controls are fairly frustrating... new blocks and rotations are always at odds with each other, and I'm never completely sure which one is going to win out. Smooth sliding on the cursor also feels inappropriate here. It's at odds with new blocks and rotations, but I can't see any reason that it has to be. Have you tried having the cursor move left/right without the smooth transition / without limiting how quickly it can move? The last thing I'm going to say about the controls is a nitpick, but you might be surprised how much influence this little detail has on how responsive the controls feel. The game is responding to keypresses on key-up, not on key-down. I highly recommend swapping that around. I was a little curious about how much impact my gameplay has on the overall score at the end of the game, so I let it run through eight times to get a feel for what the "default score" of the game looks like. 28, 15, 15, 9, 25, 6, 21, 45 My current high score: 91 Pretty sure my high score will be beat out by just restarting the game enough times. But I'm curious to see what strategies people come up with for this. Very cool. Awesome work!
Aug 16 07:03:08 9h 01m Exiled out of homeland ♥ 2 From the technical front, the game is pretty neat. It's got a landscape, vehicles, units, AI, resources, scrolling, combat, menus, and building. Sure, it has rooms for tweaks and improvement, but it's all definitely working and completely playable. All that said, I didn't particularly have fun playing this game. It could be that this game is intended as more of a sandbox or clicker and just isn't a game for me. If so, please don't mind the rest of this post, because I'm going to assume you were aiming for something a little more RTS. With all the elements that need to be brought together to play the game, how is a beginning player meant to get started? Do they know how to select units? Do they know how to identify different units? Do they know what the different units are for? Do they know what to expect when a ship comes to attack? On the strategy front, is there a reason that the builder doesn't do anything besides build, or conversely, that every other unit is capable of doing everything else? Are there any trade-offs between the "everything else" unit types, or are they effectively axe man lvl 1, lvl 2, lvl 3? Except for occassionally building a mine, what reason would I ever have to do anything besides building lvl 3 axe men? I'm picking on these things in particular because it looks like you built everything you would need to get started. If I ran into this game outside of Ludum Dare, I wouldn't have played past my first death. To get me started playing, I'd bet those menus could be easily repurposed to point a couple things out. To keep me playing, just swapping around some of the unit skills would probably do the trick. Maybe only the builders can mine, then I'd have to decide between ramping up how quickly I'm building and having enough axe men around to keep me safe. I hope you find this feedback helpful. Awesome work! I hope to see future game jam submissions!
Aug 16 07:18:19 15m 11s Ziggurat Drop ♥ 2 Oof. This game is completely unplayable on an Intel HD 5500.
Aug 16 08:27:39 1h 09m The Unfortunate Story of Hans ♥ 4 Cool game. Style works well; content flows. It was doing some weird flickering thing-- not too sure what's up with that. Any reason not to let the player dismantle their own buildings? Also, I generally agree with the other comments about debris. Have you considered having an icon for debris and just letting it sit amongst the other structures? Might be a little more intuitive.
Aug 24 09:20:15 192h 52m The Lonely Moon ♥ 0 Thanks for the feedback on my game! It was quite an interesting challenge to build a Libretro game in 48 hours. Now that I have a lot of the technical details sorted out, I'm hoping to spend more time focusing on actual gameplay next LD. I really like your game. It's a lot of fun and the core concept works very well. Quick heads-up, I intentionally glossed over the front-matter for the game. Some of the feedback I'm about to give is from the perspective of a player that hasn't carefully read through anything before jumping in. --- For anyone who's played a clicker, I think the shop layout is going to be far less intuitive than it should be. There are a few too many ques that suggest clicker gameplay-- some number that's increasing, some eye-candy that doesn't (initially) seem interactive, a series of buttons that are increasing in value, and the first couple buttons are entirely "increase the number" buttons. By the time I launched a satellite, I was just slamming.buttons without worrying too much about the hover-text or what was going on with the main screen. Based on my previous experience with clickers, I figured that the satellites exploding was normal and random. I can see from the comments that I'm not the only one who went down this path, so I figure I'll share my own perspective on what's going on that's getting people stuck on the clicker track of mind. First, the game starts with something that's totally not part of the primary game mechanic. Something simple that I think is worth trying-- bump the player's starting money to 150 btc. If I had three options at the beginning, I doubt I would have been so quick to assume that the game is a clicker. Second, the shop is ordered strictly by increasing cost. My clicker-monkey-brain just assumed that the different types of things were just associated with different eye-candy. If these were grouped (investors, defense, satellites, goal), even without labels, it would have given me pause to wonder why they are grouped that way. Third, debris is incredibly subtle, at first. Even with the pop-up notifications to tell me that a satellite collided with debris, it took me quite a while to figure out that the dots weren't just a graphical effect and were indeed bad. I really wish I had some ideas for what could be done about this, but I'm totally drawing a blank here. Fourth, the instruction / how to play short-text leaves no question about The Ark, but doesn't stress the main gameplay mechanic (moving satellites into orbit). --- Outside of the whole clicker thing, I have a couple more quick thoughts. Moving the moon distance out of the statistics view and onto the main screen would likely increase presence of an important game object that's otherwise completely invisible at the start of the game. Laser satellite has a controller hint / reminder in the hover text. More of that would be awesome. I'm going to stop rambling now. Where should I keep an eye out for your game? --- "a laser was destroyed colliding with Debris!"