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Feedback comments for LD42
Alchemic's games and stats for all events →
| Timestamp | Since previous | Game | Alchemic's comment | |
|---|---|---|---|---|
| Aug 14 02:11:06 | Shrinking Dungeon | ♥ 1 | More people would be able to play if you exported as a single standalone .exe, instead of an installer. Nice game, I like the aesthetic and core mechanic. The collision was a bit frustrating sometimes, but not a huge issue. | |
| Aug 14 02:23:52 | 12m 46s | High Tide [html5] | ♥ 4 | It's too easy to just stand in one spot and win, and the movement is way too clunky to actually move around anyways. Other than that, nice concept, nice artwork and music, and I liked the ending. |
| Aug 14 03:23:29 | 59m 37s | MinoFall | ♥ 1 | The random moves didn't really feel like they added anything to the gameplay though, they were just annoying. The upcoming moves display wasn't mentioned on the title screen, and it blends in too well with the instruction panel, so it took me a while to realize what was going on. The chaining mechanics are interesting, it kind of encourages you to clear lines about halfway up and try to chain downwards. Although it doesn't seem like chains give a score multiplier, so that kind of cancels out the incentive, unless I just didn't notice. I absolutely love the arcade-style instruction panel, makes me wish I had put more effort into my own game's UI. Really excellent game. |
| Aug 16 00:30:12 | 45h 06m | Last Land Heroes | ♥ 1 | I agree with the comments about difficulty. I was able to get to about wave 225 with the warrior, before my hands stopped working. Getting to that point took about 20 minutes. Since I was playing a mobile game the whole time instead of paying attention, I wasn't able to react in time when my hand stopped working for a half second, thus allowing an electric slime to spawn inside of my pancreas. My strategy was to stand on the left corner of a block, facing right, and hammer the attack button as fast as possible. However, this led to me accidentally skipping the game over screen, missing my chance to get a screenshot. By the time I looked up from my phone, I was already in a new game at wave 1. I believe my score was about 150k, which is admittedly a bit low, you could reach this score well before wave 100 if you put some effort into it. Also, the yellow gauge does not appear to be programmed past 5000, I think it was at about 15,000 when I died. I have no idea what the yellow gauge does. And I especially have no idea what any of the red numbers mean. Since I had completely obliterated whatever the requirement was for unlocking red mage, I tried them next. Same strategy, but with more movement to keep about 10 tiles alive, about the same range as the fireballs. The strategy doesn't work well with red mage, since the green slimes have enough time to squirt their goo at you before getting sent to the shadow realm. I only made it to wave 75, but I had a score of almost 100k, which is very close to my warrior's score. I believe this is mainly due to the bonus points for having more tiles alive, and I think maybe you get more score for actually killing an enemy rather than knocking them off? I'm not too sure on that one. I missed the screenshot opportunity for my warrior, but I was prepared for it when my red mage died. score.png Again, the yellow bar is over max at 5100/5000. Still no idea what it does. I also have 10/10 big red diamonds and 5 red squares. I also seem to have accumulated 15,665 brownie points (or 15,653 depending on who you ask), which I assume is the cash shop currency. The number 23 is shown in the center of the screen. I like the number 23. It is a prime number. It is the atomic number for vanadium. It is the port number for telnet. It is a movie starring Jim Carrey. I used the in-game screenshot function, which worked well. There was no default file type in the Save As dialog, which spooked me a bit, but .png seemed to please the beast. After my hands get repaired, I might try the warrior again. A quick and easy way to balance this would be to add a delay when attacking. Just a few frames would do. Adding a mana bar that needs to recharge for the mage would help too, since currently the red mage seems to be roleplaying as my favorite character from the 1988 film "Rambo III," the Browning M2 heavy machine gun. I tried out the white mage a bit, but I was immediately disappointed that I couldn't use the ice walls as floating platforms. I wanted to see what would happen if the last tile disappeared. Perhaps there is still a way, I may revisit this idea. I didn't try the archer because LOL. I'm nearing the character limit. Good game, nice artwork and music and such. Needs to save progress across restarts and have a local highscore board. |