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Feedback comments for LD42
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| Timestamp | Since previous | Game | aevek's comment | |
|---|---|---|---|---|
| Aug 14 00:46:19 | Ink Flood | ♥ 0 | Hi the exe doesn't seem to work for me (windows 10 x64). | |
| Aug 14 04:22:05 | 3h 35m | Compactor Bot Escape | ♥ 2 | Really awesome progression! It all built up and made me think in a way that extended the concept of the previous room. I wish there could have been more because I was completed bought it and then it abruptly ended. |
| Aug 14 04:29:35 | 7m 30s | Overflow | ♥ 1 | I actually liked the controls but would really like to have been able to pick drop off people on other sides for speedy drive-by drop-offs. Here is the clip from my stream where we played your game: https://www.twitch.tv/videos/297137623 |
| Aug 14 06:16:06 | 1h 46m | PIM : Product Input Management | ♥ 3 | This game got me into a flow state pretty easily. Because of the random ingredient order without knowing the recipes I didn't know which ones were more important to keep and ended up not being able to keep green items long enough to craft the tier 3 (and beyond?) products which is a shame. I would love a screen somewhere in there with all of the recipes to give me a chance to learn them. Love some of the hints you do with the particles on possible crafting, maybe recipes could have some kind of indicator as to their relative worth though? I found myself making sub-optimal decisions because I didn't know that x was worth more than y. Heres the clip from my stream if you want to re-endure the suffering of me not reaching tier 3 crafting: https://www.twitch.tv/videos/297136972 |
| Aug 14 06:18:56 | 2m 50s | Personal Space | ♥ 2 | I really enjoyed this one! I had a lot of fun trying to corral all the enemies into a pen then drop them both at the same time. The game explained itself well and I was never really confused about why things happened. I did accidentally drop myself a couple of times when I was experimenting with cutting the level in half though. Heres the clip from my stream where we played your game: https://www.twitch.tv/videos/297137111 |
| Aug 14 06:21:56 | 3m 00s | Void | ♥ 0 | I really liked the dual factors of the shrinking world as well as the world vanishing as I walked. It made me plan my paths carefully which is cool and different. I'd really like if there was some way of slowing down the black holes, as they prevented me from living long enough for my path choices to really affect me too much. On stream I suggested maybe throwing the crystals into the black holes helps slow them down, and I still think that would be an interesting twist. |
| Aug 14 06:23:12 | 1m 16s | Tale of the Bagger: A Love Story | ♥ 1 | You guys nailed all aspects on this one. Its a neat skin on what is a souped-up towers on hanoi and I think it works really really well. The mood and humor is on point, and all the different types of rules make sense and combine in interesting ways. Great work. |
| Aug 14 06:27:13 | 4m 01s | Heirs Kingdom | ♥ 2 | This one almost derailed my stream completely tonight. I was having so much fun playing it I didn't want to move on. I actually have gone back and tried out some of my ideas for better structures and they seem to work well. I like the interactions between characters and the physics chain reactions that happen when things go wrong. Good engineering puzzle of building the structure, and then hilarious chain reactions when you run out of space. Love this interpretation of the theme and would love to see some more ideas like heavy stone blocks and maybe weather affecting the castle. Heres the clip from my stream of me having too much fun watching things go badly: https://www.twitch.tv/videos/297137160 Also @fizzpowmike1 102 years get rekt lol. |
| Aug 14 06:28:32 | 1m 19s | ItsRainingVirus | ♥ 0 | I like the core concept of this, and it was satisfying to figure out I could push the aliens thru other blocks, but I ended up getting too frustrated because I couldn't tell where the aliens were going to land so I kept dying to blocks I never say coming. |
| Aug 14 23:15:32 | 16h 47m | Crushed | ♥ 0 | I enjoyed this cool little puzzle platformer. I'm somewhat confused about the camera though. Clearly you were aware that it was hard to get a good idea of whats happening so you added a button to pull the camera back, but why isn't the camera just always like that? I don't know why my view has to be so limited and it just made me quite frustrated. The platforming controls feel tight and I liked the puzzles, they were a nice interpretation of the theme. |
| Aug 15 02:32:59 | 3h 17m | Bloody Hooligans | ♥ 3 | Looks great and feels great to play. I appreciated all of the hooligans' shouts as I burninated all of them. :D |
| Aug 15 20:01:50 | 17h 28m | Green Cover | ♥ 1 | Seriously clever little puzzle game. I was actually really sad when I'd finished all the levels though, I wanted more. These can't be fast to design though, great job. Good puzzles are tough to get right. |
| Aug 16 04:17:16 | 8h 15m | Scrap book: A doodle quest! | ♥ 1 | This take on the theme made me chuckle when I got the joke that pressing space reduces your space. I love the look and the music. I would like some more sound effects feedback for gameplay feedback. The blue enemies looked like pickups to me for some reason though. Also, I loved the art on the back of the notebook and the death screen. Both made me laugh the first time I saw it. |
| Aug 17 07:11:10 | 26h 53m | Park & Match | ♥ 0 | This game was a great take on the theme. I had the idea of parking but didn't know how to make it work and be fun, and you nailed that. Great job, I lost track of time playing this and had a great time. |
| Aug 17 07:20:29 | 9m 19s | SunnyLand | ♥ 1 | Pretty solid platformer, especially for a first game. There are some weird jumps in the level design, particularly on the second level where I kept hitting my head on the second rung, and on the water level the lengths felt a little weird. The game could also benefit from enemies or some other hazard, but it was fine without for this length. |
| Aug 17 07:34:39 | 14m 10s | Born to jump | ♥ 2 | I had a hard time getting the limbs into the positions I wanted, but also don't really know how it could be done better(beyond like, Kinect or VR). Since you credited someone else with creating the music in this game, I'd suggest opting out of that category out of respect for people who do create all the audio in the time. If I misread your credits please feel free to ignore this suggestion. This is a cool concept and I really like the idea of fitting the body into the spaces. |
| Aug 17 08:35:42 | 1h 01m | Gibs'n'gems | ♥ 1 | I love the map, it feels too small but that's probably the point lol. I enjoyed it a lot and the combat felt really satisfying, especially with the spectacular enemy gibs. Great job, well polished and satisfying simple shooter. |
| Aug 29 04:56:24 | 284h 20m | SpaceLab 42 | ♥ 9 | @wassim In that section of the rules that _you_ highlighted, it asks that you opt out of voting for categories that your team did not create the assets for in the time. You are right that you are permitted to use the assets, but using licensed art or audio and competing in those categories against people who created it during the time is simply not fair. That is why the text that you specifically called out above asks you to opt out of those categories. People have asked you repeatedly on this page to opt out of those categories, and it seems like you don't understand why. Hopefully that explanation helps. For anyone keeping score: - Main menu background is from this tutorial https://www.google.com/url?q=https://www.premiumbeat.com/blog/after-effects-video-tutorial-texturized-space-scene/&sa=D&source=hangouts&ust=1535602773885000&usg=AFQjCNES74eKh68VUqlQIqAM20Fv_bmY5Q - Space ship at the end of the game is from the asset store https://assetstore.unity.com/packages/3d/vehicles/space/spaceship-falcon-1874-xb-54816 - Level materials misused and therefore likely not created by the team (Yellow floor piece looks like it should be UV mapped, everything has quite strange tiling, and the materials that I'm guessing are licensed don't match the only asset in game that looks like it was made by the team [the fire extinguisher/oxygen bottle thing]) Mine was another game that received a copy-paste comment from a member of your team, and I agree with what @melatonin said about meaningful feedback. That kind of behavior feels like a very selfish use of a system intended to give everyone good advice and comments on their games. Notice that every comment on your game specifically talks about it, that's what the system is for. You might be used to parts of the internet where anonymous trolls online dump content and comments and no one really cares, but Ludum Dare has a tight community where a lot of us really do want everyone to learn and make better games. We remember these things. I remember your names from the LD in April, where you jumped into random streams and disrupted chat, demanding the streamer play your game then leaving as soon as its done; as well as leaving similar comments. This juvenile behavior will, and likely already has, establish a reputation in this community. Basically, game jams do not simply exist for people to play your game and say how nice the menus are. The spirit of these events is for a community of people who enjoy making games to create games and learn more about how to do it. Take a look at most of the other comments on the pages you spammed. They're all valuable feedback, talking about things that worked or didn't in a game so that the creator can learn. That's what these comments on your game page are trying to help you do, and the fact that you don't seem to be taking that in, as well as that you aren't returning the effort on others games just feels to other participants (like most of the people commenting on this page) like you are here only out here for yourselves, trying to take advantage of a community of dedicated , talented, and friendly people who are mostly too kind to call out this kind of behavior when they see it. I didn't intent this to come across as this aggressive, because I do really want you to see you guys do better in future, next time start by making the game. Prototype a mechanic quickly, figure out how to make it fun, build out content for it. Then maybe start doing your highly polished menus, but more likely do what about half of LD people seem to do which is spend the whole time making the part that makes a game fun, and worry about that kind of polish later. Also, if you are going to rate and comment, play a game for at least 5 minutes. Assess it, then leave a comment that talks about what you did and did not like. If you give good feedback to others they'll come back and help you. Give the comments on other games you want to receive on your own. Make a game you'd want to play. That's the whole spirit of the jam, and I really do hope you at some point can understand that. |